(edited by Rfreak.6591)
Well… you know… it’s not the only skill sadly… did you try Shockwave yet? (thumper turret’s toolbelt)
They are there for the sake of filling a spot, they aren’t real skills/traits.
@Hyper Cutter.9376
I think you’re mistaken, did you try out the Cursed Shore NPCs? They should sell the Conquest armor pieces too (I got the chest for one of my favourite armor combos there so I know).
Somehow warriors are more common than guardians, however guardian will be the most used as it feels the most complete class, it has almost everything as the only things it’s missing are reliable cripples, immobilizes, swiftness and ranged/mid-ranged AoE (compared to other classes it’s simply great, has a lot to offer and easy to use).
Engineers are always a rare sight, like a rare species or something.
They are special, they are fun, but also hard to use, ah and they get nerfed every single patch (it’s been so since release) without clear statements either proper bug-fixes.
I main Engineer and I’ve been in many guilds, but I was either the only engineer in the entire guild or 1 out of 2 if the guild had at least 40 active members.
Maybe Dredges managed to actually get friend with the ancient dwarven enemies, the destroyers (which live underground too?), which are the old charr gods too?
Dredges usually become mad and stupid when you name their slavers so yea, they might actually be that dumb imo.
@WulfKaiser.7920
100B has its cons, warriors have to stand there for the whole duration, we can kite, sure they deal their damage but that’s because it’s their #2 skill, as you should have noticed by now #2 skills ARE DPS, and in fact our #2 is quite a reliable DPS now that it got fixed (even thought not entirely), it alone can deal a huge 4-5k damage even without cr.dmg, that IS nice indeed, and it’s on a 4-6s CD too.
But making #1 skill a DPS is simply wrong, it is the reason #1 grenade got nerfed, if you truly want FT to be on par with other weapons I think devs should make kits ACTUALLY scaling with weapons, as of now they won’t match the power of exotics, I roughly lose over 200 attack when switching, which is that 15%+ damage we’d need to get on par.
@diggdugg.9815
The personal story rewards are actually listed in the wiki
Yes, the Stalwart’s truly the best which is a shame to see it missing, about seeing some1 wearing it however, must have been either in PvP OR beta (or pirate hat perhaps, very similar but kinda sucks compared to the coolness of stalwart).
Not even the wiki has proper info about them as even the PvP locker has wrong skins/icons.
I’ve been delving through many sites only to find people that were like me, searching for those specific skins, didn’t exactly know what those skins were (shame on’em) or how to obtain’em, I even read those were the WvW rewards (lol) and not a single person had the real thing… which is why I’m making this topic, first to point a direction for those looking for these sets (like myself) and second, to make people realize devs shouldn’t bother making new armors when there are some that are in game and not yet available.
@Daecollo.9578
I see I didn’t get those yet as it’ll take a ton of time to get me there then I’ll update the first post, but could you tell me which skin they show then first?
@Daecollo.9578
I have the chest (rerolled a new char and got it to 30+), want a screenshot?
It is a reward for:
http://wiki.guildwars2.com/wiki/An_apple_a_day
http://wiki.guildwars2.com/wiki/Mightier_than_the_Sword
http://wiki.guildwars2.com/wiki/Quaestor%27s_Siege
If you want another screenshot (in abyss maybe <3) just ask I already gave it to my main via transmutation.
@ElenaDragon.8401
Thanks I’ll update the first post then, I think it makes more sense if we name this set Tribal and not Masquerade as other topics mentioned an errata too.
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@ElenaDragon.8401
Ehm…. which one? you linked a gallery =S
Could you please post an appropriate screenshot either list the right name of the item, you said it shares the icon, maybe it’s a name errata.
Also… are you completely sure it’s not given in any way not even through personal story rewards? (possibly these http://wiki.guildwars2.com/wiki/Further_into_Orr)
@spiffu.5769
It really is an armor-class skin issue (just so you notice I edited my previous post explaining why those items are available to all classes)
I think the topic should be closed as the discussion is either over or not going anywhere (and the title is a bit misleading), just switch to the topic I suggested (not trying to be rude eh, I’m a fan of skin-sharing too… lots of possibilities…).
@Ruggy.7819
I know, but I created my character on day1 and as such I didn’t know which item would/wouldn’t drop, there weren’t guides and the market had yet to display all of the items due to the lack of high level people, so I simply picked the armor that had the best stats for me (the wrong ones appearently XD), so I’d have to start a new medium-armor-character just to get those skins, and even if I did, I wouldn’t be able to get the complete set anyway because some pieces are missing…
@RoseofGilead.8907
In fact the other 2 choices out of the 3 ARE craftable either actually drop, I’ve been playing since day1 and I’d honestly give even 30g just for the Stalwart helm skin, but sadly it’s nowhere to be found.
Just to point out, I’m not into armorsmithing either weaponsmithing so I don’t know exactly which set you can craft but they are usually sold through the market anyway, however I checked a lot and I can’t seem to find those items, in my whole playthrough I haven’t found a single player wearing those armor pieces either.
@spiffu.5769
The simple reason there isn’t a satisfying substitute for that mask is because it was clearly designed to be light-class specific, but they released it as a general skin, as you probably noticed already there’s plenty substitute-masks in the light armor category, just helms for heavy ones, this pretty much explains it.
The reason behind the fact that it is available to all classes is because you only unlock 2 items every X points in the Hall of Monuments, which makes class specific items pointless for those spending a lot of effort on GW1 only to unlock items that they wouldn’t equip in GW2.
Was the mask the only skin you wanted?
If so, then you should contribute to topics talking about different armor classes sharing skins.
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@RoseofGilead.8907
I see then thanks for sharing, it seems it was an errata, (Outlaw is a different set/skin, this item should be named just “Leather”) I’ll update my first post.
Wish some others shared more about other classes though =/
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@RoseofGilead.8907
If you managed to craft those shoulders yourself why don’t you share a screenshot?
I find no other reason for it missing in the market, perhaps it is soulbound?
Also I just noticed only 1 out of 3 of the images provided in the link I posted shows the right leather shoulder skin (others were wrong) so let’s refer to this http://wiki.guildwars2.com/wiki/File:Norn_Female_Leather_Armor_Medium2.png
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The mask will heavily clip with almost everything, even the hairs mean clipping, are you sure you’d want it anyway?
@spiffu.5769
One of the best ways to enjoy this game of cosmetics is to try out new combos, are you sure you tried everything? TRULY sure? have you made a dedicated set per character-creation-mask already? there’s at least 4 you want to try out which look very cool imo.
Try more dyes also, they could change everything, and once you’re finally done, try and match a good looking weapon with your newly found style.
About the mask, it actually clips… a LOT, so it’s not exactly optimal if you were looking for it, fear not.
@RoseofGilead.8907
Try again and check the market then (shoulders).
How else would you explain 29 silvers for Giver’s shoulders (masterwork)?
Please check the image in the wiki so we make sure you are not misunderstanding which armor set I meant, there are many named “leather” but they’r all different.
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They weren’t added to the game, they were there already, just as PvP rewards, SOME players experienced the issue of not having ALL of those listed as PvE rewards too, which finally got fixed.
Also for those wondering if they are eligible of such items http://hom.guildwars2.com/en/#page=welcome
http://wiki.guildwars2.com/wiki/Hall_of_monuments
Some have had issues with the item that teleports to the HoM in GW2 (first weeks), which led to an item being sold by an NPC in LA.
http://wiki.guildwars2.com/wiki/Hall_of_Monuments_Portal_Stone
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As of now there’s a number of armors or pieces of such armors which are still entirely missing from PvE, either the only way to get some of those pieces is personal story (like Stalwart/Commando sets), but we haven’t recieved a single official response about this matter… is it intended? not? bug? drops set on 0%? Are they working on this?
Besides pointing this out I wanted to know the exact piece/armor sets NOT available in PvE, as of now I’m only aware of some medium armors (as I main engineer).
So… could anybody be so kind to post which armor piece is missing from PvE? ( armor class, part, name and all)
Also point out which armor is only available as a personal story reward, as it’s a missable one-time-only (character creation items WON’T be considered).
Let’s start with my own list of missables:
UPDATED
MEDIUM ARMORS:
Stalwart Helm (entirely missing)
Stalwart shoulders (entirely missing)
Stalwart boots (entirely missing, it should have been a personal story reward out of 3 choices but even thought the item name is Stalwart boots the skin doesn’t match)
Stalwart Gloves (entirely missing, it should have been a personal story reward out of 3 choices but even thought the item name is Stalwart Gloves the skin doesn’t match)
Stalwart Legs (entirely missing, it should have been a personal story reward out of 3 choices but even thought the item name is Stalwart Legs the skin doesn’t match)
Stalwart Jerkin (personal story reward out of 3 choices)
Commando gloves (entirely missing)
Commando boots (entirely missing)
Commando Bandanna (The PvP locker actually resembles Stalwart’s helm, the bandanna should have a different skin, it IS however a personal story reward out of 3 choices)
Commando Jerkin (personal story reward out of 3 choices)
Commando shoulders (personal story reward out of 3 choices)
Commando pants (personal story reward out of 3 choices)
I think these are all missables in the medium armor category
LIGHT ARMOR:
Tribal mask (entirely missing)
Tribal shoulders (entirely missing)
Tribal gloves (entirely missing)
Tribal boots (entirely missing)
Tribal chest (entirely missing)
Tribal pants (entirely missing)
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@PapaSprague.5817
As you are asking for a leveling build the best I can suggest is: static discharge.
It is a 10sp trait (Tools) that becomes available very early and possibly the best 10sp-trait coupled with speedy kits.
If you want to test it try it in the mists, it has some buggy issues due to many toolbelt skills’ targets so here’s my suggestion, use rifle turret’s toolbelt, it’s simply perfect for that trait and iirc it is also an early tier utility slot skill so you can get it.
That trait imo is the best suggestion to give to any new engi.
About the weapon, imo rifle is much better for leveling, atm pistols seriously need a rework because of many reason (which I’ll list if you ask), for short pistols are only useful if you have a dedicated set of builds/runes/sigils, not the optimal choice for leveling as you’ll change equips often.
Also the rifle offers much better utility and allows more control/kite.
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First let me say I guess that is a pve build so…
As it is right now Elixir-gun still needs the kit refinement, BUT it’s just not suited for condition damage due to the lack of flamethrower, same goes for procs so let’s say this, you’ll only use the EG for its utility (acid bomb and heals), for the rest… go static discharge, imo it’s the only way, else you won’t do enough damage in any way trust me.
My suggestions for the eqs would be:
Rifle (perfect for static discharge with the edge given by its utility, which the pistol would otherwise lack)
Knight/Magi stats (or maybe Cleric/knight)
You’ll end up with 30 points in tools so it’s wise to get some precision after all, just not procs, value precision (for eqs) over power due to the cr.dmg given by the traits.
Obviously your utilities will be:
-healing turret (best healing skill in game)
-EG
-rifle turret (for best static discharge)
-elixir of choice (most likely elixir R, thanks to the extra edge given by “inertial converter” minor trait)
@Eviator.9746
The most useful kit refinement skill is Elixir gun’s, it is simply another Super Elixir (#5), and I’d like to remind you it is an AoE heal over time which removes condition upon impact too (as a light field, it removes conditions in many other ways), and considering you’d be able to activate the actual #5 you can heal for twice the amount in a short time, you and your whole team that is.
It lasts 10s on a 20s CD, this means you can keep it indefinitely with the usage of both the refinement and the skill.
Flamethrower’s kit refinement is a weaker version of the elementalist’s cleansing flame, it burns for 3s (AoE) and heals 1 condition on you and your party members in range. (10s CD)
@Eviator.9746
Dude we are complaining about not being able to use more than one kit in our skillbar, who actually cares about 100-nades if you can’t play anything else?
Now about kit refinement, instead of being a nice add to every build with a bit of utility using at least 2 kits (which was a must to say the least) it now ends up being a forced trait to use just the EG and yea maybe still grenades… too bad EG alone won’t damage a thing any longer without some serious burning, even all the other traits related to EG affect flamethrower as well, with the only exeption of Juggernaut.
Anyway do you really think 100-nades isn’t viable any longer? it requires some more positioning but it’s still viable via net-shot.
I’m losing 200+ atk from kit-swap, anyone else?
EDIT: weapon stats are there but is the atk loss ok? (I’m wielding an exotic rifle)
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@Khezekiah Bellamy.5016
I know what you mean being sarcastic, but why changing numbers to a skill that was ok before without stating correct numbers, when they could have fixed something else?
I think it’d be truly OP if it scaled 100% but they could have been a lil more accurate about that.
From what I tested:
1st- super elixir doesn’t scale anywhere close to 100% healing power
2nd- due to kit refinement nerf you can’t couple elixir-gun with flamethrower so… tell me please… how are you going to do any damage at all with the elixir gun alone (no burning)? And what trait am I supposed to pick now that my choice has been cut like this?
I guess engis can’t spec into condition damage now.
The patch notes state that the super elixir increases at 100% rate with healing power, but nor the impact or the pulse scale 100%, I wonder if it’s a bug or smtg.
@Alkron.1345
Ok they didn’t kill the med-kit but whoever was running elixir-gun AND flamethrower’s now kinda screwed (I’m one of them).
What kind of versatility and build diversity did they want to get out of this patch I wonder, if I can use just one kit (and yea a med-kit)?
And for those who are wondering, the kit-refinement skills don’t exactly share a global cooldown, not the same at least, it’s the plain old CD just that you can’t use more than one in a build efficiently due to another hidden CD on top of a previously hidden CD, ultimately having a double hidden CD.
@Alkron.1345
Because it bombs my kit refinement usage with a dumb, pointless and completely unnecessary “BOOM!”
GREAT, just GREAT, they even managed to artificially force engineer (the supposedly “versatile” class) into single kit builds… and please, PLEASE don’t get me started on med-kit.
So… now… we can’t use more than one kit, that means one kit of choice, healing turret as a must, the usual stun breaker/situational utility/stomper and…. what exactly?…. I can’t find a truly reliable option to that slot.
-Elementalist’s obsidian
-Necromancer’s obsidian (definitely)
-all the “special” gloves (glacial, granite, destroyer and caos, I think we have the same required items in-game too, it’d be a nice add to the mystic forge)
-A couple canthan new year masks (dragon… yea…)
-chest scars from necro’s sets
-a couple mesmer sets (those gw1 mesmers were wearing totally different clothes c’mon)
-most mesmer masks (we lack cool masks)
I think those were the best pieces, very easy to combo too
Now, I’m not talking about picking different routes in the personal story, I’m merely suggesting to add some sort of “button” on each page of our personal-story-log in the hero panel (H) that lets us re-play the quest, some may even have a favourite quest (I’d like to replay that quest inside the sunken temple of abaddon myself, the place was just too cool), also the option to bring all the people in the party at the clik (with a “ready” system like dungeons perhaps) should be enabled.
The rewards aren’t that good either, but I found out there’s some armor skins that can only be gotten as specific personal story rewards, this would allow players to get those sets back (I gave up on my set without knowing I wouldn’t get another chance, it was the first weeks this game got released… why would a game punish me for not checking an online guide?) AND let the developers change those rewards as well.
Seeing the possible farm remove black lion keys entirely from the options, and maybe adding some skins that, as of now, are still entirely missing from pve (to name some important skins: Commando and Stalwart sets, which are very good looking), yes some pieces are given as rewards, but not the whole set, some pieces are still missing.
Just the other day I realized that “Fear not this night” reminds me a lot the FFV OST “My home sweet home” (Bartz theme), any1 else?
Also check the pvp locker, it previews any armor combo of your choice, it’s very useful.
Well to usually make up for the guardian’s turtle speed I use +20% swifteness runes, I know I know, it just doesn’t sound right but it’s the only way imo, consider there aren’t rune-dependant guardian builds so… (though I kinda regret not being able to equip the rune of the forge set) this gives a HUGE amount of swiftness (with a downtime of 10s) using Retreat! and as I usually trait in honor (for the retaliation on Aegis removal) I can get Superior Aria (well I get a bit of virtues too depending on what I’m doing so more buff duration, though 15 points into it are almost mandatory imo).
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@Ynna.8769
Kinda true, I usually use wards and sanctuary to run away but I need a tight spot to place it so others can’t pass.
@Arken.3725
I know this may sound weird but… have you tried “sanctaury”? when fully traited it lasts 11-12s, heals, reflect projectiles and blocks the path, while blowing out on cast, it HAS a long CD, actually I’d rather have the healing removed for a shorter CD myself, but when traited such an effect isn’t bad at 90s CD, it can literally wreck an enemy team in pvp while stopping projectile-based tactics, coupled with wall of reflection on downtime’s a beast.
Bane Signet causes a knockdown of 2s and Signet of wrath a 3s immobilize, working just like a couple warrior skills (well bull charge… “charges” too so…)
I gotta agree that hammer skills are way too slow for a melee weapon though
But I can’t understand why people underestimate wards and consecration skills this much I mean, Stability is a SHORT lasting buff available only to guardians and warriors in a reliable fashion, for all other classes is just for stomping, and if you’re gonna say “but they can dodge the ward” well they’ll waste all their endurance doing so and might risk being trapped in the ward, teleport? those have long CD or am I wrong?
From your post I understand you are speaking from a pvp point of view, yet I see nowhere a “control” part in it, I mean do you seriously expect pvp to be made of green numbers and nothing else? How do other classes survive without passives and healings? dodge and control perhaps?
People should really try engineer/ranger before complaining about invincible summons being removed or imba healings expected to make up for the uber-low vitality (instead of making up with the equips, as it’d be obvious).
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For pve-starters on engineers I always suggest a classic static discharge build, out there you won’t need much survivability so knight gear (power prec tough) should be fine, anyway try it out even in the mists with rifle turret, utility goggles and anything of your choice (you’ll likely find grenade barrage a good source of damage), you’ll see some numbers for sure, keep in mind some traits aren’t even working so check the bug list.
If you aren’t using healing turret as your heal switch it asap, whoever doesn’t in pve (unless you’re traited into healing-triggering effects that suggests the use of med-kit) is doing it wrong, because it’s the skill that heals the most, not only its base heal, but the regen too, and you might want to know that when summoned it casts a 2-3s water field, this means that if you blow it up right after casting it you’ll cause an extra AoE healing (for about 1-2k at lv80) which is NICE, also its overcharge provides condition removal… did I mention you don’t need traits to use it?
Also I suggest not to rely on might stacks until you get a proper lv80 build.
@JaNordy.6149
About fighting confusion mesmers, just fighting mesmers is hard for a non-greatsword guardian for the simple lack of AoEs, if only they had a reliable speed boost and perhaps a single extra second on their immobilize skills they’d be able to actually fight all those freaking illusions (keep in mind those illusions got retaliation too so everything backfires)
Anyway the purpose of this topic was to bring up the bright side of the guardian, not the dark one, which isn’t all that big outside of pvp, I was simply shocked by the amount of complaints in the guardian’s section of this forum, as I can’t find a reason behind those, and about bug-fixes, especially compared to the engineer section.
I noticed few people take into account the “control” part in skills, that is immobilizes, blowouts, knockbacks, condition removal(always supported by light fields) and ability to prevent damage, even reflect it, and general control over the field thanks to that, those are guardian’s forte, what it excels at, quite like the engineer actually, except for the reflection of course.
I wasn’t trying to compare the guardian to anything, I was simply saying that the guardian has a lot to give, a lot of ways to be played and there’s no real reason to complain, even in pvp, after all it’s a game about teamwork, even casual, else why a mmorpg?
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It’d be pretty wrong to ask to be exactly like elementalists but just better (lack of cooldown and sudden change in skill range) imo, but I’d surely find myself more comfortable if I was able to completely edit the skillbar’s layout and UI (even the numbered slot for easier access to kits at times), however after this much time playing the engineer I don’t think it’s a problem.
It doesn’t work “very well” with the flamethrower didn’t you check last patch notes? it got nerfed.
•Life-stealing food buffs based on critical hits no longer affect gadgets.
Yes by gadgets they mean bundles thus kits
I honestly feel my engineer is almost unkillable in underwater pvp, here are the reasons:
-#2 harpoon gun hits freaking heavy
-#5 harpoon gun immobilizes like crazy and that’s extremely important for underwater-node-defending
-Bomb kit, it allows a huge BoB that usually clears the area and make it harder for enemies to engage you, also it grants extreme control even in crowded situation due to its AOE nature, blinds and cripples with that 3D AoE’s gonna help a lot
-net turret, even more immobilize and you’ll be unreachable for those classes betting on close range underwater fights
-rocket turret, may sound stupid, but it actually is useful combined with net turret makes a lot of control
All those skills combined make you literally invincible in underwater fights in 1v1, maybe even vs other engineers as you can setup with turrets, also they help you notice enemies which would sneak up to your back.
And I gotta agree with Rezzet, elixir X (alone though, untraited) really helps outnumbered underwater fights.
I noticed that Elixir F doesn’t have just problems with the “comeback” range, it seems it should work like Static Discharge/Static Shot but the range problems cause the projectile to only bounce to 100-150 radius targets, thus causing it to look like a piercing skill, also, I noticed that even when such conditions are met (2 mobs extremely close one to the other) the bounce may still fail to happen at random times, however the “comeback” will always happen if within the bugged range.
I also noticed that if you are within the bugged range and the blob activates the “comeback” effect, there’s a 10-20% chance it’ll bounce back at its target (like it always should) but then won’t trigger another comeback effect in order to fulfill all 4 bounces… I am thus presuming it only bounces 3 times and not 4 as stated in the tooltip.
Tested on golems in the mists (used air blast for pushing mobs close).
Also just tested Acid Bomb… it doesn’t last 5 seconds, I’d say roughly 3.
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@Bas.7406
Sorry I meant “coolest” as very-good-looking and by “best minion” the golem is strong, follows you without interruption, it works just like a ranger’s pet and its skill is the best control necros can get that differs from fear.
@pdboddy.4162
Environmental weapons aren’t AI-controlled summoned units and your “8” elementals are given…
1-with an utility slot
2-with an ELITE slot
And neither got any actual utility either gives any kind of synergy with anything, they’re just there and there’s noway to boost’em with traits/builds and stuff.
First let me start with this: I think the necromancer has the best minion of the game, period. (Flesh golem)
2nd- it has the coolest summons out of every profession.
3rd- in this other topic I list the many pros/cons of summons/minions for the many professions in GW2 while giving a possible solution to the problems, if you want to contribute please second this
https://forum-en.gw2archive.eu/forum/game/gw2/Summoned-units-discussion/first#post1304965
Don’t you wish elementalists had more summons to play with? most other professions got quite a number of options and traits related to those, even builds, but elementalists got left behind in that department.
Now, I am aware of the issues regarding the summoned units
(which I describe with a possible solution in this topic https://forum-en.gw2archive.eu/forum/game/gw2/Summoned-units-discussion/first#post1304965)
We could also list a number of possible options/skill/trait changes that we could apply in order to allow the summons.
What do you think about this? DISCUSS!
Honestly… why? Everyone is complaining about things that don’t even exist, first of all those that complain about “AH” being the only good trait and everyone specs into it and even want it to be free like a 4th virtue… WTF???
Before starting let me say this, guardians lack in ranged options, but it IS compensated by the HUGE amount of leaping AND teleporting skills at our disposal, plus immobilization (I gotta say that guardians lack a LOT in movement buffs/passives though).
First of all… watch the other traits and skills you’ll discover new builds, I just can’t praise enough guardian’s consecration skills and wards, those skills are unbealivable, not only they allow a HUGE amount of control over a battlefield (which is extremely important, especially in pvp) but they reflect projectiles too! (not the wards)
How amazing is that? Being able to counter most builds by simply placing one single skill, and it supports allies too! A guardian alone can really change the flow of a battle, especially when breaking opponent’s team pace.
People complain about the low number of virtues but seriously…
Their passive effects are OK but when traited they grant so much I can’t even describe, condition removal, aegis, stability and a decent amount of retaliation all coupled with the renewal elite (which to most sounds useless, but actually… 3s invuln and recharges all those bonuses… who cares about the CD you’re not gonna use it often anyway)… is HUGE, not to mention the support to the team.
There’s a good amount of builds out there to be tried and I don’t even use the so praised AH, honestly the consecration skills are way better than some healing which I think is actually sub-par if you want to compare to an engineer with elixir gun and healing turret (which gives huge condition removal to the team and doesn’t really need to be traited more than 10 points).
Last but not least… WHY the kitten is everyone complaining about the Spirit Weapon FIX (yes it was a fix, and for people wondering “but it was 5 months it couldn’t be a bug”… have you EVER checked the engineer situation before this last patch? the nerfs were unbearable NOT due to the nerfs by themselves, but because of the serious lack of major FIXES!)
Jeez didn’t you EVER notice they were invulnerable? Even in pvp I couldn’t do any damage to those things? EVER noticed? No wonder they could tank mobs AND last the full duration… and for those that STILL complain… welcome to the club!
If you still didn’t get it… now guardians’ spirit weapons stand where every other profession’s summoned units are, because ALL of’em need a general change, simply put, you are on the same level as other professions, those professions that have been so since day1… Have you ever thought about how painful is mesmer’s clone/phantasm mechanic (which are bound to a single target, I mean once the target is dead they’ll disappear even thought you are still in combat) either engineer’s ducking turrets (of which the most important trait is still completely broken since day1 aka “deployable turrets”)?
For those that still want to contribute to the “summoned unit” scenario I suggest this topic:
https://forum-en.gw2archive.eu/forum/game/gw2/Summoned-units-discussion/first#post1304965
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