Showing Posts For Rezzet.3614:

Who hates this game now because of HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Rezzet.3614

Rezzet.3614

HoT has definitely soured me on GW2
-Rewards are terrible
-Too many map currencies to buy nothing interesting
-Too many scheduled timers
-Too many long event chains to again basically get greens blues, junk and useless map currencies
-WvW double rekt First with Stab change (not HoT) then with crazy unbalanced elites
-Grind Halls
-Ascended price increase
-Fractal rewards nerf
-general gold nerf
-Massive gold sinks and nerfs throughout the entire game
-CC, condi, knockback overkill in all of the HoT maps is super tedious

Dashingsteel.3410

- Changing from guild influence to cynical gold sink system
- taking things out of core game and repackaging in HoT( fractal rewards, guild boons, nerfing dungeons to force players into HoT content, etc.)
- Maps are pretty but for me they have no lasting charm
- Mastery points and hero points(this is the new player experience on steroids……. and I destested the original New player experience….. Experience alone should have been enough to get masteries)
- underwhelming amount of armor and weapon skins

pretty much :V

where is the rest of the expension?

in Guild Wars 2: Heart of Thorns

Posted by: Rezzet.3614

Rezzet.3614

time spent in a game doesnt = time enjoyed of the game nor actual content’s worth though , for example i could buy ninja gaiden and try it on hard dificulty right out the bat and stay stuck in the tutorial with 500 hours , that doesnt mean i enjoyed 500 hours worth of content

this game is nothing but a huge timegate in its current state anyway

Disgusting - everything on the illustration

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

and then come the hippo reapers and eat the scrapper

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

They win or stalemate any profession on side points and in term of team fights they bring loads of utility with gyros. elixers ( Moa / Transform), damage and interupts.

But hey, I dont mind if scrappers do not get nerfed, having plenty of fun on mine owning. The only thing most scrapper builds lack is true ranged damage, hardly a weakness.

and that is why we call L2P
because people try to use that last bit as excuse wich is impossible standards cant have moa+sneak gyro nor elixirs+ gyros asides from medi gyro and maybe one more gyro but then wouldnt have damage and interrupts

also immortal scrapper is proven even more wrong recently with the rise of paladin viper and/or mercenary DHs with the new burn+trap burst build and condi thiefs spamming dagger number 3 to victory

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

lets see how open minded people are
What do you think actually needs nerfing ?
this is the statement no one has made
Be Specific dont just go and say sustain or damage because that could mean anything

  • cut the healing from bunker down medpacks by 10%.
  • cut rapid regen by 10%.
  • change the boon duration in alchemy to something else that is useful but simply isnt boon duration (perhaps a C @ 5 condis, high ish cd). (keep the elixirs cleansing 1 condi half of the trait.)
  • cut the protection from recovery matrix from 6 secs to 5 (or maybe 4).

after all that, scrapper should be more in line.

i think rapid regen needs its base heal lowered but have its healing scaling increased right now it offers almost 500 hp/s without healing power

med packs i dont know they would only be a problem in rifle or pistol builds as for scrappers to benefit from it they need to be meleeing and even then they dont necesarily spawn ontop of the player so if they arent fully aware they ll miss them

i’d prefer having HgH boon duration replaced with Acidic Elixirs

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

lets see how open minded people are
What do you think actually needs nerfing ?
this is the statement no one has made
Be Specific dont just go and say sustain or damage because that could mean anything

- Hammer: Cooldowns or damage. At the moment it just deals too much damage considering its tanky charakter. Make it more like shield offhand: utility, less dmg.
Also, #3 shouldn’t be a triple finisher, but that’s just my opinion.
- Gyro is fine, I guess. Maybe it could use an even higher cooldown, like 50-60 seconds, but make the detonation a stun instead of a daze?
- Traits: So, back then alchemy gave us a choice: It was either backpack regenerator for higher sustain and longer fights or auto elixir for sort of glassy builds, that need invuln more than sustain (doesn’t matter that every engi preferred elixir over regen, it’s all about the concept)
The scrapper tree provides protection, stability/adaptive armor and a very good regen trait, we can use alongside auto elixir.
Regeneration, Protection, Stability on its own is balanced, just like blocks, invuln and stealth. But combine all those mechanics in one build and you will get a nearly invulnerable bunker. And that’s exactly what the scrapper is.
So imo the scrapper tree could use a nerf too, it doesn’t even matter which trait.

what you ask for is way too dramatic and would completely break the profession
the only hammer skill with a short cooldown is electro whirl wich only blocks ranged projectiles not melee nor non projectile ranged attacks in this skill’s case it would need its scaling lowered to 2.0 or 1.8 out of 2.2 or have its cooldown increased to 8 seconds

as for gyro you did not specify so i assume you mean sneak gyro and honestly that’d be a good change as long the stun is a 2 seconds stun

rocket leap being triple finisher seems fine to me low damage hard to properly land and honestly it only seems broken when you use it on a build with something like mender amulet in wich case each leap heals over 3000 hp

as far as invuln elixir any engineer would tell you they dont really use it and would gladly give it up over nerfing elixirs as the auto elixir locks all skills and usually at 25% hp the one thing you wanna do is heal

however the problem i think is scrapper cant be balanced properly until the condi meta is toned down right now all scrapper can do is build anti Power builds

tone down the condi easy access and low cooldowns and then scrappers wont have to build fully bunker and full cleanse

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

lets see how open minded people are
What do you think actually needs nerfing ?
this is the statement no one has made
Be Specific dont just go and say sustain or damage because that could mean anything

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

Every decent engi that plays scrapper should recognize that this build is over the top and needs zero skill. I can’t even handle this thread…

answer me What the kitten is this 2 adept 1 master and 2 grandmasters traits

with 3 elixirs,slickshoes,elixir gun,sneak gyro Paladin+Mender amulet build?

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

-20% damage? Sorry it´s a joke? And we will forced to run condi in pve. Why do you think that there is just few hammer scrappers in pve? The war axe #1 deals more damage than the hole hammer.
Scrapper doesn t have a huge dps it´s just a cycle burst. Learn to avoid him and win.

Seroiusly, while we talk about pvp, you bring argument from pve side? Ridiculus. Maybe avoid slick shoes without stability?

As for HGH and alchemy overall. You take it, everyone does. Defensive only? You consider might stacks? I sometimes have 20+ of them. And I do only consider one build, and it has everything i mentioned (or you didnt read the patch notes). You can have stability whenever you evade. Also 2 stunbreaks.

You know why i consider engi better then rev? Cause he has condicleanse. It is like DD ele was and it is fact, cause he has same tools and playstyle.
I mained ele for few years and knew that he was broken at some point, so I swapped to my thief. Scrapper is not as kingy, cause he has to share space with reaper.

you want to know why everyone considers elixir OP? because everyone started bandwagoning to condispam builds leaving no build choices

elixirs have at minimum 30 second cooldowns , might stacks mean nothing when everyone and their grandmothers has boonstrip and boon corruption or flat out boon steal

you confused engineer with revenant, engineer can get stability while evading if they give up protection sure but it is not whenever scrapper uses evade it is whenever scrapper Succesfully Evades an attack 5s cooldown by the way

and honestly i just noticed you’re just biased lumping out all engineer skills in a single build elixirs+slickshoes+elixir gun

what the hell are you using that you cant fight a build with no ranged nor lock down skills?
why are you blaming scrapper for not running a single stun break in your build?

Mortar kit "auto" damage could be reevaluated

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Posted by: Rezzet.3614

Rezzet.3614

Rezzet, you might want to try blasting into the mortar combo fields, that’s where the real utility is hidden ;D

Blasts
1: Weakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
2: Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
3: Retaliation (3s): Reflect incoming damage back to its source.
4: Healing: 1,320 (0.2)

The shells themselves
1: Poison (2½s): 84 Damage, -33% Healing Effectiveness
2: Chilled (1s): -66% Skill Recharge Rate, -66% Movement Speed
3: Blind (5s): Next outgoing attack misses.
4: AOE HOT.

Yeah, totally useless for utility..

12
20
25
30s cooldowns
makes the standalone rounds barely useful asides from blind and poison and the healing field if y ou combine it with elixir gun and healing turret or heal gyro

blast finishers are also the same only poison and chill fields are worth blasting

wich leads to the biggest flaw Siege Rounds the biggest problem was the mortar was designed around the trait and not the other way around
without it fields lose 50% duration and 1 blast finisher and thanks to it existing mortar kit lost 30% base damage

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

Few points for what i’ve seen in comments:
-The hardest class? Nope.
-No stability, condicleanse, armor? They have planty of that.
-Not stacked on tournaments? Ya’know patch? No bunker mes? No tournaments after?
-Reaper kills it? – you have realiable condicleanse, dmg reduction rev/mes doesn’t.

the problem is all of you people blow your scrapper encounters out of proportions
i would like to see this 3 gyro 3 elixirs elixir gun flamethrower berserkmenderpaladin
P/P+Hammer weapon swapping scrappers you guys seem to speak of

certainly not the hardest class because scrapper has been forced to choose between two builds pretty much either retaliation cleric bunker or paladin bruiser

outside of Toss Elixir B engineer only has Flamethrower with juggernaut for stability as a scrapper they have stability on summon gyro wich means they’d need at least 3 gyros in their kit and give up the protection adept trait and elixirs and lose condi cleanse for high stability uptime

“reliable” condi cleanse requires taking elixir traitline with HGH and taking elixir gun and something like elixir C so thats two non offensive utilities right out the bat

if someone considers reaper,chronomancer and revenant balanced but scrapper OP then i’ll call hypocrisy and bias

fix the game's scourge

in PvP

Posted by: Rezzet.3614

Rezzet.3614

get rid of snap cast or
remove necromancer’s Unblockable marks trait unblockable condition spam on low cooldown is way too controlling to be healthy in pvp

usually unblockable skills have a huge drawback this is not the case when its all of your default weapon skills with a huge radius

the fact that even i have been undefeated since i grabbed my reaper by simply abusing that one trait speaks leagues

What warriors want to be in the game.

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Posted by: Rezzet.3614

Rezzet.3614

and then theres the Ultimate Form:

Attachments:

What warriors want to be in the game.

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Posted by: Rezzet.3614

Rezzet.3614

What Warriors want berserker to really be:

Mortar kit "auto" damage could be reevaluated

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

did they ever fix the finisher from shooting through target to AoE effect?
because otherwise it doesnt offer neither utility nor damage

Utility only when traited so fields last 6 seconds actually damage too on orbital strike

if nothin’s changed its still just bad projectiles are too slow and weak for a 1500 range manual aimed weapon

Scrappers needs NERF.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

I am not a troll, I just compare scrapper to other professions

if this statement is true then you would be considering necromancers and Revenants Gods

AFK killing & auto loot. ToS violation? [Merged]

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

it is a ToS violation

remember that engineer’s first turret nerf happened because of this exact thing engineers leaving turrets near event zones afk farming events and kills

pvp balance.. OPthings to nerf

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Posted by: Rezzet.3614

Rezzet.3614

druid for the most part is balanced , i think the cheapness comes from being able to land big bursts of damage via smokescale and bristleback while being a bunker

and the ancient seeds having pulsing immobility , rangers already have the game’s strongest CC via their ultimate as it is , with that said make the seeds do 3s imobilize instead of pulsing and it should be much balanced

as for scrapper damage and sustain i ve seen this to be more of a learn to play issue
as for the damage coefficients people keep ignoring that scrapper skills are all multi hit skills and that is why in the wiki they have massive coefficients because for example Thunderclap has 3.6 damage scaling listed wich is much higher than even killshot yet you dont see thunderclap do 20k damage per pulse

(edited by Rezzet.3614)

I Thought Aimbots weren't allowed?

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Posted by: Rezzet.3614

Rezzet.3614

Only works on some class’s. Using infiltrations arrow to escape but port into an aoe bomb wasn’t a clever idea. So I removed it.

that is even more reason why its unfair it gives specific classes a big advantage

Mortar kit "auto" damage could be reevaluated

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

increase projectile speed

a simple fix would be to add 30% damage to mortar skills on Siege Rounds trait

or 30% + increase radius to 240 on auto only on said trait

maybe shave the orbital strike activation to 1/4 because as it is its unreasoable having 3/4 activation to then have 2s delay before the skill actually goes off

(i ll be back after im out of college and test if quickness affects delay if so then toolbelt is good)

(edited by Rezzet.3614)

Gyro with Fuel! *_*

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

if this means gyros not being attackable im all up for it , heck shave sneak gyro’s duration to 15 seconds as long they worked this way

or better have them work like signets and simply pop up floating around the engi like function gyro does when its cooldown is up

I Thought Aimbots weren't allowed?

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Posted by: Rezzet.3614

Rezzet.3614

why is snapcast allowed in PvP ?

Scrapper too stronk

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Posted by: Rezzet.3614

Rezzet.3614

why am I not surprised nobody has any good advice against scrapper then?

because no one actually asks for advice no one actually tries to counter the profession instead everyone runs to call for nerfs

i ve been running glass cannon scrapper and still people complain despite the fact i get nearly one shot as soon im CCed

What new weapon would you like?

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Posted by: Rezzet.3614

Rezzet.3614

No new weapon, but… get this… main hand shield.

That’s right. Dual wielding shields baby (and the trait that give cd reduction would double it). Shield toss (autoattack, bounces between 3 targets), shield wall (blocking all attacks from the front for an extended period) and shield slam (smacking them together for heavy frontal AoE cone attack that send people flying).

Seriously, it would be awesome.

this would be the only logical option

Could Cleric Amulet go away?

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Posted by: Rezzet.3614

Rezzet.3614

i’d say cleric would only be a problem on druids as they can spam healing non stop heck even their offensive attacks have healing but the real kicker is their ridiculous pet damage slapping easily 7k , wich makes them a threat unlike other professions running cleric

QQ Wars 2: Heart of Tears

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Posted by: Rezzet.3614

Rezzet.3614

shroud+50% slower repletion trait = your invuln
as for mobility theres a trait that grants 33% reduction on cc and 66% reduction on shroud and its an Adept trait
Reaper form #3 = pulsing stability
so pretty much almost immune to all cc there is as well as damage unless hard focused by 3 players
as far as movement speed theres many choices
Runes,Sigils,Signet,Dagger trait,Shroud Trait and more

Shroud is a health pool, not a invuln. Invuln implies damage negation. You can burn straight through shroud just like any other HP pool.

The reduction trait is if I recall correctly, only affects immobs, chill, and cripple, not cc in general.

Also some of the more cc heavy classes can push cc through reaper #3, and for the record reaper #3 doesn’t actually last all that long. It only pulses 1 stack at a time.

No common necro builds use daggers. The signet passive is laughable especially once you consider that most classes have access to 25% movement speed passives, on top of other mobility options. The shroud trait is rarely used.

use scavenger or traveler runes then

Scrapper's Survivability

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Posted by: Rezzet.3614

Rezzet.3614

to me the problem seems to be everyone wants to run burst burst burst burst direct or condi but they just wanna melt stuff skilllessly

not every class has the luxury of being able to run different builds like engis….

and that is the problem Scrapper engineer is Locked to playing Bruiser
pistol engi is locked to playing condi
rifle engi is in a bad spot
and if anything other classes are in a better spot they can run hybrid builds
power builds can incorporate Paladin amulet for extra sustain but they wont because they want that burst so its not a matter of lacking choices but people not wanting the options

QQ Wars 2: Heart of Tears

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Posted by: Rezzet.3614

Rezzet.3614

Necromancer. Necromancer was one of the easiest classes to counter. Mainly because they liked mobility and CC protection. So focusing on them first was done often. With HoT you gave them mobility, CC protection, more CC, more conditions, and finally more life force regen.

HoT give mobility to necro? Sorry i did not get the memo… Necro is still the first guy focus in teamfight because reaper do not bring the evade/block/immune skills to counter hard focus or the mobility to escape it. The only players crying about necromancer are the ones who leaves them freecast and so deserves to die to condi.

shroud+50% slower repletion trait = your invuln
as for mobility theres a trait that grants 33% reduction on cc and 66% reduction on shroud and its an Adept trait
Reaper form #3 = pulsing stability
so pretty much almost immune to all cc there is as well as damage unless hard focused by 3 players
as far as movement speed theres many choices
Runes,Sigils,Signet,Dagger trait,Shroud Trait and more

Scrapper's Survivability

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Posted by: Rezzet.3614

Rezzet.3614

what is this passive health regeneration y ou speak of ? because most heals i seen scrappers use are Active

turret+detonate o medi gyro+ gyro toolbelt+triple leap heal, elixir gun’s stunbreak+ #5 skill, mortar kit number 5 if someone even uses that anymore after the 30% nerf

the only passive heal is the 100-170 hp regen while wearing a kit but that requires replacing the 25% hp invulnerability

They’re referring to Rapid Regeneration, it’s a master trait for Scrapper specialization: regenerate health every second (~100-200 hp/sec) while you have swiftness and a lot of health per second when you have super speed (~500-800 hp/sec).

If used with the inventions line and/or slick shoes, this can provide a lot of healing over time. The healing also stacks with the healing you get from the regeneration boon AND the healing you get from Backpack Regenerator (~120 – 180 hp/sec).

Combine that with their triple leap finisher, healing turret, multiple blast finishers, defensive gyros, the dmg reduction from adaptive armor and the mortar/elixir gun healing fields, and, well you get the idea.

A good way of dealing with a tanky scrapper is by constantly applying poison and other conditions to the scrapper. If you can corrupt or remove their defensive boons, even better. Necros/reapers tend to be very good at this. Most scrappers have multiple ways of removing conditions, but their skills usually only remove 1 or 2 condis at a time. So try to apply a few other conditions along with the poison.

CCs and moa are also good for disrupting a scrapper’s active heals.

and there’s the flaw you cannot have Adaptive armor as well as super speed on gyro death as both are grandmaster traits having rapid regen without that makes it useless
All of the heals mentioned are Active and require utility slots want rapid regen ? give up adaptive armor and bring at least 3 gyros hence why this trait combo is used by cleric Retaliation spam scrapper

in the case of offensive play scrapper you want adaptive armor and all the condi cleanse you can so you sure as heck wont use rapid regen nor backpack regen

and even then the tankiness comes from bulwark gyro+Protection wich is why runes of Leadership are the new flavor of the month
but yes condition damage ,corrupt boon or flat out boon removal and moa hit scrappers hard

to me the problem seems to be everyone wants to run burst burst burst burst direct or condi but they just wanna melt stuff skilllessly

so far in all this time i ve only lost to a total of 4 scrappers and 2 of them ran condi pistols one had bombs

(edited by Rezzet.3614)

Scrapper's Survivability

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Posted by: Rezzet.3614

Rezzet.3614

Here are some nerfs I think engi should get:

double the icd of protection injection and invigorating speed
put self regulating defenses on a 90sec icd
halve the superspeeds regen part from rapid regeneration
eliminate healing turrets and bunker downs perma regen

These imo would help bring scrapper in line with the rest of the lesser classes.

Extremely bad set of changes, besides the superspeed “regeneration” nerf, as this would simply kill the core engineer for anything else than pve.

2. The healing from rapid regeneration scrapper line trait with superspeed is too high and it stacks with real regeneration (which is much weaker).

wat

Playing as a scrapper and fighting against scrappers has led me to one conclusion: their passive health regeneration is way too high. That is not up for discussion. Alchemy offers way too much for survivability, so much so pretty much every build takes it. That should tell you something right there. If the only thing that was touched was protection injection, it would go a long way. It would not nerf engi to the ground, that is fear mongering.

what is this passive health regeneration y ou speak of ? because most heals i seen scrappers use are Active

turret+detonate o medi gyro+ gyro toolbelt+triple leap heal, elixir gun’s stunbreak+ #5 skill, mortar kit number 5 if someone even uses that anymore after the 30% nerf

the only passive heal is the 100-170 hp regen while wearing a kit but that requires replacing the 25% hp invulnerability

Scrapper's Survivability

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Posted by: Rezzet.3614

Rezzet.3614

All professions have a form of invulnerability

I’m still trying to figure out where my necro’s invulnerability skill is.

probably in the form of shroud form even better if you take the trait that gives it 50% slower depletion wich you can combine with spectral walk

The problem with Gyros

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Posted by: Rezzet.3614

Rezzet.3614

make gyros work like signets , problem solved
make them be floaty objects around scrapper like function gyro while they not on cooldown

Will next specialisation remove Hammer?

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Posted by: Rezzet.3614

Rezzet.3614

a greatsword would be greatly appreciated

Scrapper's Survivability

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Posted by: Rezzet.3614

Rezzet.3614

nothing but whiny qqers who couldnt get a free win in this thread

no one even explains what the supposed problem is because they clearly dint even bother trying to learn about the profession they fight against

and the little arguments they used works against them

engi has elixir U engi has elixir S

All professions have a form of invulnerability and warriors should be the last to complain they have invuln on 25% hp an invuln utility both wich do not lock skill bars like engineer’s warriors also get condition imunity stance warriors have higher base damage and damage scaling and their atatcks are instant damage unlike engineer’s channeled damage skills

stop running YOLO SERK and you might learn a thing or two

I feel like you must play engineer, and it’s okay. I understand why you reacted the way you did…

We have to be honest here. Engineers (Scrappers) have too much survivability. I’m all for skillful game play, and that is why I believe scrappers should get their survivability checked and toned down… I’m all for them being viable and having diverse builds

as a matter of fact i play necro, engineer,revenant,warrior and thief

i have no problem fighting scrappers this is clearly a l2p issue or players just being lazy and wanting free kills

all scrappers have is a hammer how can you not predict their moves?

Scrappers have survivavility BECAUSE THEY RUN DEFENSIVE BUILDS unlike Warriors who can run berserk and still be bunker
scrappers run for the most part Paladin amulet , elixirs and inventions trait lines have a trait that applies weakness on daze and stun and an elixir gun that applies weakness on auto atatck , see your problem yet ? scrappers build anti duelists and anti bursters

Scrapper damage compared to warrior,mesmer,thief,guardian is mediocre , in order for scrapper damage to be optimal they have to land the full channeling duration of their attacks wich means that scrappers rely on team fights or players not carrying stun break to escape from slick shoes .

in case no one knows weakness shuts down crit chance by 50% and makes normal attacks have a 50% chance of dealing half damage as well as cuts endurance regeneration rate

so yes scrappers are usually built anti 1v1 power builds

(edited by Rezzet.3614)

Scrapper's Survivability

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Posted by: Rezzet.3614

Rezzet.3614

nothing but whiny qqers who couldnt get a free win in this thread

no one even explains what the supposed problem is because they clearly dint even bother trying to learn about the profession they fight against

and the little arguments they used works against them

engi has elixir U engi has elixir S

All professions have a form of invulnerability and warriors should be the last to complain they have invuln on 25% hp an invuln utility both wich do not lock skill bars like engineer’s warriors also get condition imunity stance warriors have higher base damage and damage scaling and their atatcks are instant damage unlike engineer’s channeled damage skills

stop running YOLO SERK and you might learn a thing or two

(edited by Rezzet.3614)

True shot BS

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Posted by: Rezzet.3614

Rezzet.3614

hits as hard as Gun Flame
Pierces
Unblockable
4s cd
1200 range

Should we make warriors Kill Shot no longer require adrenaline and have 5 second cooldown too?

Facts are Facts True Shot is a tad overpowered

Will next specialisation remove Hammer?

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Posted by: Rezzet.3614

Rezzet.3614

took them 3 years to make the elite specs , i think its a bit too early to even bother worrying about a next specialization

Scrapper New Meta

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Posted by: Rezzet.3614

Rezzet.3614

scrapper is the best anti scrub profession and a free kill for cheese professions

True shot BS

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Posted by: Rezzet.3614

Rezzet.3614

True shot is OP compared to Kill shot.

True Shot
cast time 3/4 sec
Cannot move
4s CD
Unblockable = yes

kill Shot
Cast time 1 1/4
Cannot move
6 3/4s CD Traited Full Discibline + 30 Adrinaline
Unblockable = With signet of might
30 Adrin = Sgnet of Fury

Warrior has to push 2 signets and has a much longer wind up time, the warrior tell is also more obvious. After that there is no 4s CD it is 20-30 seconds, if we are relying strictly on signets to pull off the skill. If we are not releying at all on signets and only natral adrinaline build up. No unblockable and pretty much at least 10 seconds CD.

The warrior can also not start off with this skill out of combat due to adrin decay.

True shot is OP.

Gun Flame

Damage Damage: 731 (2.75)?
Deals damage every second; stacks intensity.3 Burning (3s): 1179 Damage
Unable to activate skills; stacks duration.[sic] Daze: ¼s
Miscellaneous effect.png Number of Targets: 3
Radius.png Radius: 180
Miscellaneous effect.png Velocity Increase: 100%
Combo Combo Finisher: Physical Projectile
Range.png Range: 1,500

3/4 sec cast time, 4/5 sec CD , dont stuck you on one place , 180 AOE radius with same dmg

requires filling 3 bars and going berserk mode, wich lasts 15 seconds so at most you get 3 shots if you do perfect adrenaline rotation
and not unblockable

True shot BS

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Posted by: Rezzet.3614

Rezzet.3614

It’s hard to justify complaining about true shot when the tell for it is pretty obvious and it carries no special particle effects that can obscure what the DH is doing.

He’s falling on his knees and he’s charging. That means it’s time to dodge and or pop a block.

warriors have a skill that does exactly the same and yet it requires 3 adrenaline bars filled and has a 15 second cooldown so what exactly justifies true shot having a 4 second cooldown ?

Healers armor please

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

i personally dont understand requesting a higher healing stat variant. does the OP just want to sit at range and hope someone takes damage so he can heal them? or is the idea to just spam random heal skills and say he did his job?

What if i can avoid the majority of damage with dodges, reflects and my own skills and cover the rest with my heal ability? and in party situations shared buffs and boons provide sufficient secondary support to fill in what is missed. why would i look to take a traited healer vs the normal berserker when all it would do is take longer to complete the run due to a lack of DPS? not to mention PVE soloing with Healing/Vitality/Toughness would take forever to clear any mobs and would have 0 usefulness in Raids or Fractals.

I want to have as much healing as possible

Clerics currently provides “as much healing as possible”, still adds power to contribute to damage and is readily available. that should be sufficient.

Anet, you have made efforts to remove the Trinity. bringing in a stat set like this (Healing/Vitality/Toughness) would only serve to encourage those that are desperate to bring the trinity back.

i thought that was the point of the game play how you want , i dont see having specialized healer gear harming the game unless it was a full party running said gear in a time event boss or something but even then it would be player’s choice so im all up for this idea as long it is kept outside of pvp

Scrapper New Meta

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

What build diversity you talking about? You took generic meta build and show us average gameplay:-)

this pretty much
everything shown in that video is what every scrapper does
i did not see any of this “high level pro-ness”

scrapper is in a very bad spot right now

Promoting lazy gameplay

in PvP

Posted by: Rezzet.3614

Rezzet.3614

Plz learn to play, yes some builds counter each other this is how its supposed to be trivalising condi’ would push vs power builds only. If you cant deal with condi’s switch up your build so you can

okay so you play condi I get it… that was one point I had. That conditions are already trivial… what about the other two? I can counter condi fine I just think the payoff to skill required ratio is absurd. I’ve run condi builds and they are soooooo boring and easy. Im not saying make them do nothing…. just balance the payoff somehow.

Also it wouldn’t be power v power if they balance bunker rather than removed it.

you forgot to mention condi builds arent just condi builds thanks to stuff like Viper and Mercenary amulets giving not only almost max condi but almost max direct damage as well so condi builds get the best from both dps worlds while sacrificing nothing while power build relying professions need 3 stats to be effective and sacrifice something either sustain for max dps or dps for some sustain

I Never Feel Skilled Any More

in PvP

Posted by: Rezzet.3614

Rezzet.3614

Tell me more about these cheesy meta builds please. Can’t win a pvp match to save my life.

try condi necro with staff and scepter the key to facerolling with those is to enable snap cast to target on your settings and have the Unblockable marks trait this makes it so that your aoe skills automatically land on your target at all times and since they unblockable your enemy wont counter

use an amulet like Mercenary to completely anihilate your foes on shroud form with the 50% crit gainwhile in shroud passive

DH spam fest

in PvP

Posted by: Rezzet.3614

Rezzet.3614

the thing is DH in 1v1 is balanced because if you play smart you can evade traps and stuff but this is not the case in group fights

i still say the only broken thing is dragon’s maw yanking you back into it and granting DH 10 whopping stacks of might

Can we talk about necro please?

in PvP

Posted by: Rezzet.3614

Rezzet.3614

honestly what makes necro so broken is mostly the Aimbot functionality
yoou know on your settings called Snap Cast to target making all of your aoe skills automatically land on yoour target combine that with Unblockable marks and thre’s youor problem theres literally no way to counter or defend against condi necro/reaper

The Juggernaut is in need of a revamp!

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

I know why it looks bad: you have big white wings…

Same thought here, the wings screw up your look a lot.

Well the look really isn’t my main problem, it’s that the armor effect (kind of a big reason why people get it in the first place) doesn’t work properly in the LATEST maps of the game. In my opinion they have to do something about this at the same time they release the new ones.

the juggernaut does need a revamp , but its a visual one for a hammer it looks more like a toothpick when you compare it to everything , timekeeper hammer looks more fitting as a legendary than juggernaut as it is

I don’t entirely agree with you, though to some degree. It has a lot of detail put into it with the quicksilver changing position depending on gravity, it’s also the only weapon (except for the new axe) that alters tour characters armor look. But yeah I see what you mean, when you throw it around it doesn’t really look like a legendary if you take aside the quicksilver splashing :/

But seriously, the armor effect in HoT (and some of the dungeons for that matter) needs to be fixed!

i dont mean the design itself sucks it is gorgeously detailed its just that for a Legendary Hammer one would expect something massive and impactful looking and juggernaut doesnt have that as it is The Juggernaut looks more like a Staff than a Battlehammer
it doesnt feel right on a weapon that requires a precursor called The Colossus and then its legendary name being The Juggernaut its dissapointing it needs more oomph asides from just the armor effects

The Juggernaut is in need of a revamp!

in Guild Wars 2 Discussion

Posted by: Rezzet.3614

Rezzet.3614

the juggernaut does need a revamp , but its a visual one for a hammer it looks more like a toothpick when you compare it to everything , timekeeper hammer looks more fitting as a legendary than juggernaut as it is

Anyone else think engi could be better

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

The engi could be better. The diatribe you have regurgitated all over this post is in regards to engi lack of cleanse isn’t news. Unfortunately cleanses are a l2p issue you have to pick and choose what you cleanse, when. The ‘fix’ was supposed to be cleanse gyro. That’s all there is to say on the topic.

Sorry you can’t spam cleanse like a bunker ele. Notice how ele can’t make one mistake in dps rotation or they have to start all over. Our blocks deal damage and apply vulnerability. Scrapper is versatile, and packs a punch. Condi classes can be beat. Better tactic is rotate or double up on them ftw.

Keep at it, the frustration subsides as you get more comfortable with engi weirdness.

our most reliable cleanses is elixir with HgH , wich is why i pointed out they are decent

and like i said 1 v 1 is fine but even in a team fight if the enemy team has 2 revs or necros or mesmers

scrapper doesnt stand much of a chance and even then like i pointed out its not engi to fault but bad condition balancing morseso now tht there’s stuff like Viper and mercenary amulets

unfortunetly gyros as mentioned are flawed as they have No stats whatsoever so purge gyro basically dies before it even cleanses a thing asides from the insta cleanse at spawn and bulwark is the only gyro with enough base hp to take a 5 second beating

Anyone else think engi could be better

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

unlike other condi classes our builds require precision because most of our conditions come from criticals

this is flawed.

we get 2 burn stacks and almost meaningless bleeds from crits.

pistols, ft, bombs, and nades all have strong, noncrit based condies.

wich i mentioned and my point with that was all we got is burning and even then bombs rely on your target being stupid and chasing you after you drop bombs or staying in place , by having our conditions focused to burning enemies can cleanse our condi damage easily

as far as condi damage in nades go all they offer is bleeding mostly and poison if you managed to land all 3 nades on a target and maybe cripple if youo manage to get the kitten ed 15% proc to work i for one must be the unluckiest guy on earth as i only get it to prove 3 times out of every 15-20 attacks and that was on golems landing all 3 nades each time