Showing Posts For Rfreak.6591:

Engineer Bugs Compilation

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Mnemesis.8257 and @LouWolfskin.3492

Bombs and grenades are considered “Explosions”, everything else isn’t, even thought somewhere in the tooltip says “explode” or “explosive” smtg… ok? It’s been like this since… always… how comes people haven’t noticed it yet? oO

(edited by Rfreak.6591)

Engineer Bugs Compilation

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@gkaare.8576

I was specifically speaking about the reflection bubble, not the blowout hitbox, the bubble is definitely different depending on character height/size/race which mean, in big fights, less projectiles reflected for smaller races (like asuras), which is obviously a bug.

Engineer Bugs Compilation

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@coglin.1496

Do I have to send a ticket? I thought the team was keeping track of bug-lists on forums so I didn’t need to send a ticket… =S never had to send one… could anybody else try send it? I wouldn’t know where to start.

Anyway back on topic, I hadn’t had the chance to test it simply ‘coz finding shield-using engis willing to stop a bit (and non-asuran, I’m asura so…) is pretty rare, but yes, I’m implying this may be the case, the hitbox is very likely to be different.

Inventions?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Anymras.5729

It’s true inventions is a must if you use turrets but I’d just w8 for a fix, they clearly aren’t working as intended, they often end up targeting destroyed/invulnerable objects too, such a poor AI on such long CD…

It’s true the shield trait is great, but the shield skills aren’t, magnetic shield STILL scales on character height (which means taller=bigger reflection bubble) and ducks you in place unless you cancel it (which will happen a lot) as for the #5 it WILL be reworked ‘coz it’s clearly nowhere close to be working as intended.

How do you keep enjoying Engineer?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

jeez so many crybabies ’round here… Just how do you guys play the engineer? it is without a doubt the funniest class, it has HUGE blowouts, immobilizes, multiple conditions, good AoE, AMAZING support, best condition remover, perma swiftness, AMAZING heals (now that the healing turret works), perma swiftness, amazing synergies with the many runes and sigils (which now work correctly) best pull of the game, it has simply so many ways to own ANY class in pvp.

And btw… we HAD bug fixes:
-Flamethrower’s AoE doesn’t miss as often as it did before, because it has finally be adjusted to match other cone skill’s functionality, no longer bound to camera as it used to, there’s still some issues but not that game-breaking.

-Flamethrower’s fire field now hits properly due to the general change of Rectangular Skills (it’s finally gonna hit AND scare).

-Weapon stats now apply to kits

So… besides those the only major fixes that still need to be addressed are:
1-turrets
2-static discharge
3-shield skills rework/fix

I wonder why you guys keep asking for buffs when I don’t really see the need, maybe an extra 2s bleeding duration on pistols, fine but what else? I guess you should just play warriors and I’m glad you do, ‘coz I don’t want such bad community inside the engineer section and I’d feel the shame of having such comrades… honestly I can own any warrior in any department with an engineer.

Inventions?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Usually alchemy, tools, explosives and even firearms can provide useful but I consider inventions the one that lacks the most, not only it doesn’t provide synergy with most builds, but it is clearly focused on turrets even thought atm they are only worth for the explosive trait and rifle turret’s toolbelt.

Besides… the only reason I’d delve 30 points deep in inventions is stats, especially the minor trait that turns 10%healing→power easily combined with 5% toughness→power but nothing more really, even the shield trait is sub-par especially because kits won’t retain those bonuses.

Medkit Kit Refinement and Runes

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

That is known already, but I suggest you check kit-refinement (trait) options too if you’re theorycrafting, you might find smtg pretty useful… However I must warn you the rune of grenth set grants just a 2s chill duration (not 3s) thus is VERY hard to stack some duration, I already reported that in the bug section of the forum, I suggest you check the rune of balthazar set, it provides long burning and better damage.

As you’ll be swapping a bit you may also find useful the Sigils of leeching and Doom (now that they’r fixed).

One last thing… those AoE-triggered effects mostly work for pvp, don’t build around that for pve you can’t stay so close as an engi even if you use the toolkit.

Engineer Bugs Compilation

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Magnetic shield’s reflection bubble has different size depending on height/race

tested… with my asura and a human female… took quite a while to find another engineer, non asuran (I’m asura so…) which uses shields.

It IS different, bigger=bigger reflection bubble, once again charrs got the upper hand.

HA! I knew a charr would never fit in an asuran bubble.

Profession/race/gender lines

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I’d like to know the “lines” each character says when doing something, mainly doing this ‘coz can’t decide which race/gender to choose on next profession, either have a link to a site that already provides a list of those.

I’m talking about things such as:

A male charr necromancer saying- “They are SO disposable” when a minion dies
Or a male asura saying- “My mind is scrambled!” when affected by confusion

Stuff like that, either could you contribute writing those you remember? (and when it happens on what profession/gender/race)
This might also help other players which, like me, have a hard time choosing a race/gender/profession.

(edited by Rfreak.6591)

Magnetic Shield

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Did anybody test yet it its reflection-bubble is the same for every race/height?

EDIT:
tested… with a human female… took quite a while to find another engineer, non asuran (I’m asura so…)

It IS different, bigger=bigger reflection bubble, once again charrs got the upper hand.

HA! I knew a charr would never fit in an asuran bubble.

(edited by Rfreak.6591)

Orr's better rewards?

in Players Helping Players

Posted by: Rfreak.6591

Rfreak.6591

Ic ty very much, a guildie said those chests that you can buy might drop minis too, he just got one risen priest of balthazar.

New builds and options

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Now that we have stats scaling and healing turret there will be quite the handful of builds to try out.

First I came up with:

-Perma regen via healing turret, full set of dwayna runes, as you’ll be wearing a full healing set an elixir gun with kit refinement to compliment everything, all that should grant a 200/300 hps per tick plus the EG light field (which heals too)… so a huge 600-800hp per second without putting much effort, AND giving HUGE support.

-Thanks to stats scaling elixir gun’s finally viable as a condition+utility weapon, it can effectively keep 7/9 stacks of bleeds with the usual 2/2/2 runes (afflicted, centaur and krait’s) simply autoattacking.

-Again thanks to stats scaling a condition-grenade build is now viable and will do better damage, perhaps you’ll hafta choose for a power+cond or cond+prec, it can apply effectively AoE bleeds up to 6/8 stacks (still kinda depends on procs/luck though).

So… what new builds did you guys come up with? I didn’t feel to list FT ‘coz its rectangular AoE doesn’t exactly make a build by itself unless some guy comes up with an amazing combo-field based build (which isn’t likely I guess).

(edited by Rfreak.6591)

Orr's better rewards?

in Players Helping Players

Posted by: Rfreak.6591

Rfreak.6591

•Areas, chests, and merchants in Orr now offer better rewards.

As stated in the patch notes… just what are those rewards and merchant items? wanna ask ‘coz keep getting dc’d to check it myself.

Game disconnect and progress lost

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

Same here, Anet already owes me 7 silvers worth of teleports and the daily.

PS: GREAT the daily reset and I got no rewards because of this stupid bug.

(edited by Rfreak.6591)

Summoned units discussion

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

Seeing the lack of responses I suggest a mod moves this topic in the “suggestions” section of the forum and maybe change the topic name to “summoned units suggestion”.

Jumping Bug(WvW tower/keep glitching in)

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

yeah I noticed that spamming spacebar would help sometimes on weird rocks/jumps but seeing the obvious exploit I want to see this addressed as fast as possible.

Summoned units discussion

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

So… what do you think about summoned units? I feel there’s some way devs could improve’em. I’ll be refering to ALL kinds of summoned units, so those summoned by runes too.

Atm there’s many kinds of summoned units (there are some that match multiple kinds):
-AI controlled moving units
-Stationary-like turret-behaving units
-Kamikaze units
-Effect triggering units

Now each category has its pros and cons but due to how the game works they don’t do very well in things such as dungeons, wvw and sometimes pvp.

Pros:
-They usually provide extra damage
-They are the perfect spike for immobilized enemies
-They make perfect meat-shields
-Annoy enemies in 1v1 (mostly due to targeting+camera issues though)
-They usually follow our target

Cons:
-VERY poor AI
-Usually target something you are not
-Will pull mobs in pve
-Due to usually bugged behavior might try to attack killed mobs or indestructible objects
-Will usually get AoE-d easily
-VERY low hp pool
-Some summons won’t even scale or don’t have skills scaling on your stats
-They usually waste too much time to get from enemyA to enemyB when switching targets.

Now I’ve come up with a couple ideas to improve’em in general

-Summoned units are unaffected by conditions and their hp bars are removed, instead they have charges and each charge is consumed upon hit (taken by the summon).

-Most summoned units could benefit an “upon-cast” effect which triggers once you summon the unit, thus granting at least one effect before fading into damage.

-Most summoned units could benefit an “upon-death” effect which triggers once the unit dies in order to give more meaning to summoned units with less/least charges

-More traits involving summoned units, maybe turning those that already exist into “affecting all summoned units in general” would be cool and might solve some rune-summons effects while allowing better/more build diversity.

-A new allied units section in the options which allows managing unit’s positions (like staying close to us) and behaviors (like heroes in gw1, they had to be microed sometime but those “aggressive” and “peaceful” behaviors might be what we need).

Now don’t you guys think necros are just too cool to have an everlasting golem? that’s kinda unfair considering I made an asura expecting to have a golem too (was day1) only to discover it’d last 40s max with crazy long CD.

What about this, we could make some summoned units work like pets in GW1, all that’s needed is having the skill/rune equipped and the unit will follow us, respawning out of combat if dead.

So what do you guys think? discuss how you feel about your summons, racials, runes’, class-specific and whatnot.

(edited by Rfreak.6591)

Rune of Grenth bug

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

I’m aware of that, however you don’t need to hover the mouse there if you press the keyboard… I am telling you the rune doesn’t give 3s, roughly just 2s, I tested it with the full rune of grenth set, which gives +15% chill duration, a sigil of superior chilling and traited 30 points deep in explosives which gives 30% more condition duration (so +55% chill duration) and guess what? there’s still no way to get it to display 3 seconds
so… at least… TEST it BEFORE talking.

Viable WvW damage dealing Engineer

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

It’s hard to answer ‘coz there’s just 5 days till next patch so what I say may change in the near future but I’ll try to help anyway so:

1st) if you want to wvw you should try and join some people that can teach you via TS/skype, I suggest most populated servers like Gandara.

2nd) it’s not all about damage, engi can give some huge support at crucial times, check a couple wvw vids that got posted lately in this section of the forum, I also suggest you to check the small wvw guide ppl provided in the wvw section of the forum

3rd) I suggest you to switch to rifle and start using a static discharge build to level, because it grants good burst and decent dps (static discharge it a tools’ trait), you should be fine with just equipping rifle turret to use the trait, meanwhile you should try to rotate the many kits engineer has to offer, I suggest tool kit for static discharge synergy, this way you’ll also be learning the many ways of an engineer.

So… if you are looking for a list of traits you should be using for leveling better/faster I suggest static discharge from tools traitline and speedy kits from tools traitline again, if you want to try other skills you might have to check our buglist in the stickies, atm engineer has a ton of bugs, even static discharge has those.

delete

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

Well I’d be more concerned about skins that are completely missing in pve like Commando and Stalwart sets, which look both really cool IMO.

We NEED a Closet

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I can’t but agree, already got like 75 slots of armor skins and am running out of space.

Suggestion: Community-wide design contest?

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

@Glitch.6849

Well anet used to run art contests for new weapons’ designs and stuff so it might happen, I just hope a bit more than once every 6 months or a year.

Suggestion: Community-wide design contest?

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

@Kendansa.9370

It’s not just that kendansa, armors aren’t just skins they are models, even thought best guess is armors are already configured to fit specific animations on the many character models it’d probably require testing and tweaking to avoid weird animations and crippling issues, which can’t simply be addressed with short-term modelling jobs.

It’d require at least one of those who already worked with Anet in the past to get the right tools and things done fast, which is likely to be working on next patches already.

Mercenaries and Heroes in the GW-2

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

@Lara Kroft Rus.3954

Man pls stop google-translating your posts I get half the things you’re trying to say.

Anyway dynamic events are set to trigger when there’s a specific number of players in the area, and no I don’t mean the whole world map but just those people that partecipated in one event of the chain it goes like this:

event completed->5ppl->a few mobs appear and the chain ends
event completed->12ppl->a few mobs and a boss appear and the chain goes on

It goes like this, bigger enemies/bosses/champions are meant to be killed with groups and not solo, as they usually guard chests nodes and such things, but they need smart players anyway… would you rather have a real player or an AI controlled unit (which is likely to be extremely dumb considering they won’t jump)?

AI’d be close to useless

(edited by Rfreak.6591)

Mercenaries and Heroes in the GW-2

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I kinda agree for the personal story part, the thing is the AI is kinda dumb anyway I mean, even in gw1 heroes and henchies were kinda ok but certainly not optimal and considering it’d take a lot of effort to add a new heroes-system I’d simply get more friendly units to follow you in personal story.

The fact that you get bored after doing that many dynamic events and worry about getting overleveled clearly shows what I think is a big problem with low level areas… which is stats scaling, I think the “max equip-stats” should be lower, I want lower stats else I’m just too overpowered with those extra skills too.

But then you’ll say: there’s low population anyway, so it’d backfire….
…true, but I think a good way to overcome this would be making stronger NPCs, I mean atm they can’t stand a single fight, they rarely survive, I think we should get stronger/more NPCs patrols scaling on the number of players in the map to overcome low player base on particular servers and possibly desert maps.

There’s many ways to avoid the heroes & henchies system, and I’m glad it won’t happen.

Suggestion: Community-wide design contest?

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I completely agree, they should do this kind of stuff more often, after all they could hire ppl for fast modelling on maya or smtg anyway to add weapons more often (at least those that wouldn’t require animations), the armors would take a bit more work though but I think it’s doable.

However my best suggestion is to completely make available already existing ones, many skins are missing from either pve or pvp alike, so…

Let's create new runes/sigils

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I’d like to start a topic where we could contribute to the devs’ ideas, maybe one day they’ll implement them in-game.

This also allows a possible change to already existing ones, just keep in mind one thing: balance, that’s all we need.

I’d like to introduce a new category of runes (my suggestion), pet-like runes.

Let me list the effects:

Rune of G.O.L.E.M. (http://wiki.guildwars.com/wiki/G.O.L.E.M.)

1) +25 vitality
2) +10% boons
3) +50 vitality
4) 25% chance of getting protection on hit for 4s (10s CD)
5) +90 vitality
6) a GOLEM travels with you

The “GOLEM travels with you” feature works like a pet, meaning it’ll follow you everywhere, always, even underwater and it’ll respawn only out of combat after death
optional-(and may try to rez you) like pets do.

Since I think we are lacking sigils’ choice let’s make some…

Sigil of Skelk (active effect)
-Inflicts poison for 5s on nearby foes upon weapon swap (poison cloud animation)
10s-CD

Sigil of Spider/Glue (active effect)
-Applies immobilize for 2s on nearby foes upon weapon swap (shorter glue shot animation)
10s-CD

Sigil of Spikes (active effect)
-Scatter caltrops to inflict bleed and cripple (caltrops’ duration) upon weapon swap.
10s-CD

Sigil of Quickdraw (passive effect)
-Weapon swap to the applied weapon set recharges 3s faster.

(edited by Rfreak.6591)

General fixes for all classes

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

6) warriors need skills based on facts, not numbers, I’d expect rampaging warriors, knocking, cracking, beasts, not just stacking some might and sit there like a duck to DPS, for short, make their knockbacks/downs more reliable and maybe AoE, for the AoE stomp reduce the CD a bit (else you are forced to take a mastertrait) and give better utility on some weapons (at least one that is, dual axes don’t have anything really, just damage, which forces on specific utilities), more synergic traits like dual-wields, 2H, 1h wep-related (instead of just single weapons like hammer), so allows better switches synergies which are a must on this class AND build diversity.

7) Mesmers NEED more utility, a good idea would be giving the phantasms unique AoE skills which can immobilize and blowout reliably and more responsively, like 1 unique phantasm-type per weapon, another good change would be making those traits that get ALWAYS picked in every build a 5-points requirement minor trait, balance a bit/tweak the cooldown and so on, for the sake of build diversity.

8) Thieves need a nerf on burst skills and a buff on everything else besides stealth right now, especially their utility-slot skills, they just can’t compare to ANY stealth skill.
They are forced into a couple specs basically, and there’s no way they could help a party effectively, especially in dungeons.

9) Elementalists need just one thing: better trait synergies, there’s no point in making all 5-15points minor traits a single-element trait, because no1 would stick with one element if that’s not worthwhile (and right now it’s not) and they are wasted because elementalists don’t delve much into single-traitlines anyway, in order to make it worthwhile give mastertraits smtg like +15% damage on fire skills and things like that, just the mastertraits though ‘coz everything else has to be viable for hybrid builds, which are usually more appreciated, especially for diversity.
Another important change would be making elementalist’s utilities actually useful, there’s just a couple of worthwhile skills which force ppl in specific specs (D/D), make the other utilities worthwhile too and rework a bit the damage-focused ones, we don’t need numbers, we need facts.

10) Guardians are fine, grow up! (their elites, swiftness and ranged options kinda suck though)
Also keep into account n.1 and n.2 changes.

(edited by Rfreak.6591)

General fixes for all classes

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I made a list, which goes from 1-most important to 10- the least

What I think is required:

1) A general change for summoned units, I mean turrets/illusions/phantasms/minions/elementals/spirit weapons/ranger’s spirits, a good idea would be: remove their healthbar and give them multiple bars or “charges”, like 3-10 charges depending on the unit type (illusions-3/4, minions-7,spirit weapons-7, turrets-8, dunno about ranger spirits, they need a rework imo), each bar/charge is consumed upon hit, all they are unaffected by conditions, I think this change would make all summons finally happy and glad not to be 1-shoot down, this would also allow new traits involving the number of bars/charges of these summons and better diversity (for not fully speccing into those).
Something that should also help those is: activating their effects (or a special effect) on summon and death.
Also, this could be a huge help for those runes that summon creatures such as rock-dog, minions and golems.

2) second general change would be: lessen the cooldown of those skills that force you into traiting to pick’em up (traits shouls provide a shorter CD to compliment your build, not to make it just viable), this mostly involves skills like engineer turrets, warrior’s utilities in general and guardian’s consecrations, then remove the reduced cooldown from those traits and change’em into something more useful.
For those very skills, they usually also NEED a trait to last long enough, the same rework would be VERY good (3s duration on untraited elixir S? that’s just about for stomping with a 60s CD…) on such short-lasting skills… and no I don’t mean BLOCKs, those are quite fine.
I think it’d be ok to also lessen the CD of some runes’ effects, especially summoned creature’s effects, they can’t be affected by anything, no CD or duration related so… why not?

3) rangers need major rework, they are stuck with a couple of builds, their traits don’t actually synergize and going melee simply doesn’t have a point, they definitely need more significant skills, meaningful skills, like pulls and knockbacks maybe making player-controlled pet skills AoE (not too much just a 120 rad with low knockback distance is enough) would be a good idea due to AI issues, plus making them more responsive and after that fix turning those skills into reliable utilities like pulls/immobilizes/cond-removals/knockbacks/fears (a beast that actually scares ppl maybe?)

4) engineer’s bugs addressed AND talked, a single confirmation about just WORKING on them would be appreciated, in that section of the forum hasn’t been a single statement since day1… seriously? There’s way too many bugs, it completely ruins your gameplay experience having to check every skill in the forum’s bug-list, which is HUGE.
Their problem, which involves speccing over versatility would be solved fast by making either synergyze more traits without forcing them on ppl (make 3 grenades by default and remove them from the trait, juggernaut affecting elixir gun too and so on) or merging just a couple of traits, devs REALLY need to pay some attention to their engineer community.

5) necros truly need major buffs on their power counterpart, a small buff of 0.50-0.75s to their fears and WAY better mastertraits, well minor traits too, just better, atm their synergies don’t look so bad, maybe merging a couple of traits would be a good idea (especially wells’ and marks’, which don’t even share the same traitlines), I also suggest a boost to “vampiric” mechanics of the necros, they are also meant to be vampires but they aren’t quite like that.

(edited by Rfreak.6591)

Rune of Grenth bug

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

It doesn’t seem to trigger the correct duration of chilled, first the errata about “frozen” duration, then it seems to last roughly 2s instead of 3s.

Tested with condition duration equips up to 40% and still doesn’t give a full 3s.

Which class is in dire need of revision?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I suggest you check my topic

https://forum-en.gw2archive.eu/forum/game/gw2/What-I-want-from-next-patch/first#post1256276

This is what I think right now

What I want from next patch

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

6) warriors need skills based on facts, not numbers, I’d expect rampaging warriors, knocking, cracking, beasts, not just stacking some might and sit there like a duck to DPS, for short, make their knockbacks/downs more reliable and maybe AoE, for the AoE stomp reduce the CD a bit (else you are forced to take a mastertrait) and give better utility on some weapons (at least one that is, dual axes don’t have anything really, just damage, which forces on specific utilities), more synergic traits like dual-wields, 2H, 1h wep-related (instead of just single weapons like hammer), so allows better switches synergies which are a must on this class AND build diversity.

7) Mesmers NEED more utility, a good idea would be giving the phantasms unique AoE skills which can immobilize and blowout reliably and more responsively, like 1 unique phantasm-type per weapon, another good change would be making those traits that get ALWAYS picked in every build a 5-points requirement minor trait, balance a bit/tweak the cooldown and so on, for the sake of build diversity.

8) Thieves need a nerf on burst skills and a buff on everything else besides stealth right now, especially their utility-slot skills, they just can’t compare to ANY stealth skill.
They are forced into a couple specs basically, and there’s no way they could help a party effectively, especially in dungeons.

9) Elementalists need just one thing: better trait synergies, there’s no point in making all 5-15points minor traits a single-element trait, because no1 would stick with one element if that’s not worthwhile (and right now it’s not) and they are wasted because elementalists don’t delve much into single-traitlines anyway, in order to make it worthwhile give mastertraits smtg like +15% damage on fire skills and things like that, just the mastertraits though ‘coz everything else has to be viable for hybrid builds, which are usually more appreciated, especially for diversity.
Another important change would be making elementalist’s utilities actually useful, there’s just a couple of worthwhile skills which force ppl in specific specs (D/D), make the other utilities worthwhile too and rework a bit the damage-focused ones, we don’t need numbers, we need facts.

10) Guardians are fine, grow up! (their elites and ranged options kinda suck though)

What I want from next patch

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I’ll leave content related stuff to some1 else, as dungeons and such things are probably being worked on right now, instead I’ll list what I think are the major issues concerning the many classes right now, and suggest a better solution in hope of some attention.

I made a list, which goes from 1-most important to 10- the least

What I think is required:

1) A general change for summoned units, I mean turrets/illusions/phantasms/minions/elementals/spirit weapons/ranger’s spirits, a good idea would be: remove their healthbar and give them multiple bars or “charges”, like 3-10 charges depending on the unit type (illusions-3/4, minions-7,spirit weapons-7, turrets-8, dunno about ranger spirits, they need a rework imo), each bar/charge is consumed upon hit, all they are unaffected by conditions, I think this change would make all summons finally happy and glad not to be 1-shoot down, this would also allow new traits involving the number of bars/charges of these summons and better diversity (for not fully speccing into those).
Something that should also help those is: activating their effects (or a special effect) on summon and death.

2) second general change would be: lessen the cooldown of those skills that force you into traiting to pick’em up (traits shouls provide a shorter CD to compliment your build, not to make it just viable), this mostly involves skills like engineer turrets, warrior’s utilities in general and guardian’s consecrations, then remove the reduced cooldown from those traits and change’em into something more useful.
For those very skills, they usually also NEED a trait to last long enough, the same rework would be VERY good (3s duration on untraited elixir S? that’s just about for stomping with a 60s CD…) on such short-lasting skills… and no I don’t mean BLOCKs, those are quite fine.

3) rangers need major rework, they are stuck with a couple of builds, their traits don’t actually synergize and going melee simply doesn’t have a point, they definitely need more significant skills, meaningful skills, like pulls and knockbacks maybe making player-controlled pet skills AoE (not too much just a 120 rad with low knockback distance is enough) would be a good idea due to AI issues, plus making them more responsive and after that fix turning those skills into reliable utilities like pulls/immobilizes/cond-removals/knockbacks/fears (a beast that actually scares ppl maybe?)

4) engineer’s bugs addressed AND talked, a single confirmation about just WORKING on them would be appreciated, in that section of the forum hasn’t been a single statement since day1… seriously? There’s way too many bugs, it completely ruins your gameplay experience having to check every skill in the forum’s bug-list, which is HUGE.
Their problem, which involves speccing over versatility would be solved fast by making either synergyze more traits without forcing them on ppl (make 3 grenades by default and remove them from the trait, juggernaut affecting elixir gun too and so on) or merging just a couple of traits, devs REALLY need to pay some attention to their engineer community.

5) necros truly need major buffs on their power counterpart, a small buff of 0.50-0.75s to their fears and WAY better mastertraits, well minor traits too, just better, atm their synergies don’t look so bad, maybe merging a couple of traits would be a good idea (especially wells’ and marks’, which don’t even share the same traitlines), I also suggest a boost to “vampiric” mechanics of the necros, they are also meant to be vampires but they aren’t quite like that.

(edited by Rfreak.6591)

"Static Discharge" nerfed?

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Posted by: Rfreak.6591

Rfreak.6591

1st: I think the devs are checking the DoT AoEs to be nerfed, so dumb warriors stop complaining they die at gates (WvW), either way they might be thinking of nerfing it just in WvW.

2nd: Static discharge is not AoE IMO, because there’s no field, no circle, it’s simply a projectile that ricochets.

3rd: if they ARE actually going to nerf it, then they MUST fix it first, because there’s like 5 skills that make it work correctly: the rifle turret’s toolbelt, throw wrench, net shot from net turret, the utility goggles’ toolbelt and the ram… and none of these is actually USEFUL by itself, it NEEDS the static discharge to actually be viable, any other skill (especially throws) WILL result into firing the ground so… first FIX then I’ll accept a nerf.

Elixir C or Rocket Boots?

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Posted by: Rfreak.6591

Rfreak.6591

I’d go Elixir S over the goggles honestly, they won’t give such useful extra edge in pvp anyway and elixir S helps just too much with stomping AND defending so…

Instead, my idea for the rocket boots switch, after checking you didn’t want an extra stun breaker, is EG, ‘coz elixir gun is great support, its light field (super elixir) removes a condition on impact, thus needs to be traited into kit-refinement, allows more diversity AND still keeps the acid bomb, which is similar to rocket boots’ function, you’d lack the DPS from the old rocket boots toolbelt but imo it’s not that good anyway.

If you wanted some extra DPS then flamethrower instead of EG, not for #1skill but the burns given from the switch with kit-refinement (which also removes a condition) AND its toolbelt, which will make reliable burns while keeping an extra blowout and blind for utility.

Elixir B just doesn’t give enough swiftness imo, an EG (or FT) would allow the traiting into speedy-kits and allow another slot for a better utility (as of now I think elixir B is in general sub-par, no point stacking might if you lose an important utility, especially in pvp).

Support/Bomb/Healing Theorycraft

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Posted by: Rfreak.6591

Rfreak.6591

@Goloith.6349

I think you should consider dropping alchemy tree entirely because:

1st-traiting into EG isn’t worth it.

2nd-you took bomb-kit so I’m guessing you’re going to pvp, either way speedy kits is vital for both.

3rd-you want to use EG for super elixir then you just NEED kit refinement

4th-traiting into tools for 15 points (to get the trait) compliments the traits forementioned and the bomb-kit A LOT, because the big ol’ bomb’s devastating and allows you to manage multiple opponents in pvp, truly a must if you use bomb kit in general and want extra control (which is likely).

Anyway about healing bombs I’m not sure they scale on healing and EG’s super elixir doesn’t scale well with that anyway so… I think you shouldn’t consider stacking healing, you got already some from the trait line anyway.

About dealing with other classes, you might have some trouble vs ranged specced, even with the shield’s reflection and pistol, just in case I suggest you try out toolkit, pulls usually save lifes.

Only an engineer...

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Posted by: Rfreak.6591

Rfreak.6591

Only an engineer wouldn’t use a normal shield for blocking.

Bowling Ball Build - the B3!

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Posted by: Rfreak.6591

Rfreak.6591

A good alternative to vampiric runes’ mist form is “self-regulating-defenses” trait from alchemy, as it triggers at 20% health (not the 25% stated in the tooltip) it really helps, I can’t even count the number of times it saved me, though you need a kit to get the most out of it.

Perfecting the Flamethrower

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Posted by: Rfreak.6591

Rfreak.6591

So, in hopes it’ll finally get fixed let’s share results to get better.

After testing for a while I must say might stacking doesn’t deal enough damage compared to almost anything we actually can afford, it HAS AoE but it could actually be better.

I came up with this build… pretty simply the classical 30 points into firearms and…

10 in tools for static discharge! that’s right, I found that might-stacking behavior kinda pointless so I went and tested and it’s great, well… average actually but for the flamethrower it’s great.

Obviously your utilities are the FT and the rifle turret, but picking that single trait is enough to make up for those 30 points deep elixir-freaking, in fact I do more damage, more AoE, more burst and actually get even more procs! without needing a 2/2/2 stupidly expensive setup, this gives enough space to choose 1 more utility to swap for the situations (which is likely going to be utility goggles, ‘coz they won’t cancel your #1 skill like throw wrench does AND give a stun breaker coupled with fury) AND any healing skill of choice… which I think is great.

Also as you should have noticed I’ve left 30 points for you to spend, well 20 if you want speedy kits (which is likely, again) but still pretty cool considering the boost in the damage.

Best sigil setup should be P/S either P/P with Fire and Accuracy, knight/rampager/berserker armor btw, runes of your choice.

Also rifle turret’s toolbelt skill helps a lot to overcome the #1-2skills targeting bugs.

Think about this… if we finally retain stats from weapons we’r going to get quite some burst from the SD and might.

(edited by Rfreak.6591)

Bunker Builds

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Posted by: Rfreak.6591

Rfreak.6591

Didn’t accelerant packed turrets have an internal hidden cooldown? If so it breaks the whole build. Could any1 confirm this?

Sigil of Earth and Sigil of Battle

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Posted by: Rfreak.6591

Rfreak.6591

My suggestion: if you run a condition build (being FULLY condition and high precision, so likely Rabid equipment) Sigil of Earth and accuracy, if you run a burst build (so either grenadier/rifle burst or static discharge) then Sigil of Fire is the best, coupled with a power sigil if you use pistols instead of the usual rifle.

Sigil of Battle is your choice if you tend to swap kits often, to do that effectively you’d better bring at least 2 kits, which lets you quickly clik the med kit for the easy might stacks and then switch back to some other kit to start attacking without losing time (which would make the might effectively pointless).

I’m not considering the condition duration sigils because engineers don’t really have means to stack conditions for long enough time, poison means you use pistols and the darts can perma poison anyway, our burns usually have short durations with the exeption of the rocket shoes, but I think 10% burning is low anyway so… don’t even consider bringing the bleed-duration sigil because it’s simply pointless unless your build focuses around the shrapnel grenade and procs, but even so I think the boost is little, might have to test…

Sigil of Generosity and the Engi

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Posted by: Rfreak.6591

Rfreak.6591

@Linc.6834

You know elixir-gun is subpar in matter of damage compared to… ANYTHING else right? don’t EVER use it for the condition damage, maybe for perma weakness, but nothing else, really, the auto-attack is even weaker than pistol’s, it doesn’t pierce and the fumigate skill does unexplainedly low damage and short duration on such a long-casting skill, you can use that only if you see somebody trying to heal himself, ’coz poison cripples heals.

Also elixir-gun MEANS getting kit-refinement, it’s a must and the projectile finishers cleanse conditions at 20% chance, BUT they cleanse other’s conditions! not yours, it makes your projectile finishers cleansing-bullets nothing more, if you keep running they may get to your hitbox and cleansing you, okay but nothing much realiable really.

(edited by Rfreak.6591)

Bowling Ball Build - the B3!

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Posted by: Rfreak.6591

Rfreak.6591

I thought vampire rune’s mist form had errata because it seemed to activate at 10% of your health, and considering conditions won’t get healed you’re most likely dead already, you should consider bringing the runes that activate protection at 50% health instead and pick elixir S for both defense and stomp utility.

My best suggestion, considering you may bring the trait that makes exploding turrets huge blowouts, to pick just the thumper turret, because the trait goes on CD once activated and can’t proc on all detonated turrets, try and bring the bomb kit instead of the rifle turret (its damage isn’t good anyway), it provides an extra edge for melees and the almighty big ol’ bomb, VERY reliable alternative to that trait activation, plus I think it’s one of our best skills, ever, especially if you delve into tools enough to get the minor trait that resets your toolbelt skills at 50% health, this minor trait alone lets you place BoB whenever you want without fearing of wasting it and bringing great havok on unaware opponents, while causing great pressure and “get the hell outta here” behaviors to aware opponents.

(edited by Rfreak.6591)

Q: Balancing Condition Damage (Limit)

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Posted by: Rfreak.6591

Rfreak.6591

15% chance of bleeding on explosion (trait) X3 due to grenadier plus the first minor firearms trait, maybe the sigil of earth too coupled with accuracy, use shrapnel grenade and that’s a 1-hit wonder if all 3 hits connect and proc (there’s no CD on the minor trait), it can effectively reach the bleed cap yes, but still… grenades scatter.

Sigil of Generosity and the Engi

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Posted by: Rfreak.6591

Rfreak.6591

It’s not a bug, every kit-refinement skill got a twin somewhere and FT’s kit refinement twin is elementalist’s “Cleansing Fire”, though our is weaker and has less CD

Q: Balancing Condition Damage (Limit)

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Posted by: Rfreak.6591

Rfreak.6591

@naphack.9346

You’ve just confirmed my own argument by stating that it takes many other stats to increase direct damage, while it takes just condition damage and duration to run the condition damage build, sure you might want to spend smtg into precision to proc more but usually prec and condition damage are paired together in trait trees AND equips.

Direct damage implies you WILL have to spend something to get some vitality and possibly toughness too. So it’s 5 stats to be considered.

I think there’s no point in wanting to discuss about something when you don’t seem to even want others’ opinions, at least that’s what I kinda feel from your posts.

Also consider it like this, would you actually believe devs would remove bleeds cap without giving some sort of condition-removal skills to mobs/bosses?

Anyway I was talking about the effort it takes to do one thing or the other and the bleeds are the easiest to apply, period.

(edited by Rfreak.6591)

Q:Self-Regulating Defenses

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Posted by: Rfreak.6591

Rfreak.6591

It’s been in the bug list for months now check it before asking.

Q: Balancing Condition Damage (Limit)

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Posted by: Rfreak.6591

Rfreak.6591

Don’t worry, I find it constructive I’m not fighting or smtg.

The most damage a greatsword can achieve is in the hands of a warrior, possibly with means of getting a bit of “haste” to speed up the process, but in order to do so he/she has to play actively in order to:

1-getting close to the target
2-preventing as much damage as he/she can
3-keeping tracks of the enemies
4-positioning correctly

The most damage a bleeding can achieve is given solely by your gear (though necros kinda best at it), it requires close to no effort to land a hit, or 10 hits or even 20, and can be contributed (and will) by the whole team anyway, while keeping the distance and just autoattacking, without any kind of stress to the player besides bosses’ hard hitters and heavy aggro, which are pretty basic elements.

What's your playstyle?

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Posted by: Rfreak.6591

Rfreak.6591

By playstyle I mostly consider pvp, pve doesn’t really need a playstyle, you have to block hits, completely avoid’em and understand the boss’ patterns/skills to play successfully.

Anyway I consider going close ranged against most classes helps in putting a lot of pressure, not just emotional or smtg, those warriors and thieves ARE going to get hurt, but it’s funny to see ranged classes try everything to keep the distance and then I pull’em up close like crazy with magnet pull to prybar’em in the face haha! No I’m no tankcat just got carried away… but yea I like to be close to my enemy, I feel like I’m chasing and not kiting like most do.

Q: Balancing Condition Damage (Limit)

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Posted by: Rfreak.6591

Rfreak.6591

Because every damage has its conditions (no pun intended) to fulfill in order to occur and bleeds have the easiest, especially considering all of’em are ranged, most even spammable.