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WvW longbow - zerk vs rabid?

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Sagramor.7395

Go into the mists and find out.

Building for wvw

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Sagramor.7395

That’s a pretty standard Static Discharge build. It works well with pure Berserker, but it’s a you kill them before they kill you build. I’ve used it in the past and it’s definitely a fun playstyle. Currently using P/P + Toolkit HGH. I’ve also used Flamethrower/Elixir Gun builds in the past as well with good result if you’re looking for non bomb/grenade options. Flamethrower is another set that lends itself to Berserker.

WvW longbow - zerk vs rabid?

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Sagramor.7395

Between the pulses on Combustive Shot and Arcing Arrow you def wanna go Zerk. Slot a Sigil of Fire and you’ll be alright.

new player build and gear question

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Sagramor.7395

Personally I’m in the same boat as you. I find WvW to be too chaotic to make effective use of Grenades, so I use the Toolkit variant of HGH. That and Toolkit offers a lot of utility combined with the defensive traits that would have otherwise gone into buffing Grenade Kit. Grenades do some serious damage in zerg and siege environments though.

Toolkit HGH
http://gw2skills.net/editor/?fcAQJAqalspSXH5SfF1LJRIFFG/gKkXRPeMln8nCsF-jUyA4sASLApMApQl1cogY1sIasaGMVKRUtDpIa1CB4YOA-w

new player build and gear question

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Sagramor.7395

Well for Grenades, HGH is currently big. Which is 30/10/0/30/0 with H/B/S/Grenade Kit.

You won’t have perma-swiftness from Speedy Kits, but you’ll pick up HGH which is a huge DPS boost. As for gear I play the Toolkit variant of HGH more often, but I use a mix of Carrion and Rabid gear with Coral (Rampager) jewels to get my crit chance up.

Would look something like this for an HGH Grenade build.
http://gw2skills.net/editor/?fcAQJAqalspSXHxSfF17ICoC5loHPGlNZfewWpFEC-jkyA4sASLApMApQl1cogYVMI13pxqZwUpER1OkioVLEgj5A-w

Dealing With Control Effects

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Sagramor.7395

Protection Injection and Stun Breaks: Thumper Turret, Elixir S, Elixir U, Utility Goggles, Slick Shoes.

Stability doesn’t come as easy on an Engineer.

My engineer is slow, why?

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Sagramor.7395

We’re slow because we’re carrying around so much stuff. All those Elixirs, Kits, Gadgets, and Turrets weight us down. The other classes just have to carry around dinky little signets, a vial of Venom, or the occasional Banner.

new player build and gear question

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Sagramor.7395

The problem with there being no comprehensive guide is that there are too many Engineer builds to make said guide, there is no best build for one gear set, and the effectiveness of a certain build and gear set is completely in the hands of the player.

The gear is going to depend on a lot of variables. What type of damage will you be dealing (primarily), which area of the game will you be playing (PvE, WvW, PvP), your skill level, what type of build (bunker/damage/support), etc.

Now it’s time to ask you a question or two (or more).

1) Surely you tried different builds and gear setups while leveling. Which did you feel most comfortable with? There’s no point in playing a build you don’t enjoy.

2) What type of game will you be playing at endgame? PvE (dungeons), PvP (hotjoin or organized), WvW (zerg, roaming, or small group)?

3) If you do have a preferred build that you’ve used before where do you feel your skill level is at? Will you need more defensive stats on your gear to compensate for poorly timed dodges, conditions, etc.?

Engineer creation question? :D

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Sagramor.7395

The only way to play without kits is to play with elixirs/gadgets. Choose either of the 3 weapon set-ups and realize you aren’t gonna be maxing out. maybe go with rifle and get the trait that says rifle/harpoon gun deal 15% more dmg.

Oh, there are also turrets but they are a bit broken except the healing one.

It’s very hard to find a build that doesn’t use at least one kit, even if you are prioritizing elixirs/gadgets.

Defektive + K Pop Guide: Taking votes!

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Sagramor.7395

I have been running Hammer + Axe/Shield most of the time in WvW (have to admit I don’t PvP on my warrior all that much). Only swapping to LB when range is needed. In lieu of Savage Leap I usually end up escaping with Bull’s Rush.

I have yet to play with your LB + Sw/Sh build in PvP/WvW, but it looks like a reliable way to deal with Blind spam which I believe is currently one of the biggest gripes among Warriors.

Either way I’m looking forward to the guide.

Defektive + K Pop Guide: Taking votes!

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Sagramor.7395

My vote goes to Hammer.

As for what jives well with the Hammer for a secondary weapon I’m really not sure. In WvW I’m always juggling situationally. Hard to find a secondary weapon set to lock into for Hammer.

Moved to Zerker hammer build and I like it

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Sagramor.7395

Shouldn’t you have enough swiftness between Traited Warhorn and SoR to drop Warrior’s Sprint for Sigil Mastery? Especially since you you are running 3 Sigils.

Also have you looked at swapping life steal food for -cond duration on self food (nice synegry with Melandru and Dogged March), and Mending to Healing Surge?

Post your Hammer Ideas?

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Sagramor.7395

My image of a hammer-class Engi is entirely different than what most people seem to have… that is, there’s nothing special about the hammer. No hidden gadgets. No secrets. What we have is a glorified slab of metal on a stick, guaranteed to make any broken components work after a few strikes. Or not, nothing’s guaranteed.

All of these attacks, with the exception of the obvious bits, are designed for single combat. Main things I kept in mind was to keep this direct damage-centic and primarily melee while keeping a variety of types of attacks present.

Skill 1, chain attack: A classic one-two, guaranteed to make any component fit.
Round Peg – A quick hit with the hammer head on the upswing; low damage.
Square Hole – A slower, but heavier, downward swing; moderate damage.

Skill 2, leap attack: Getting to the location quickly is a vital part of repairs. Using the haft of the hammer, vault yourself to your location and use your momentum to deal a blow.
Hammer Dive – Targeted, very small high damage AoE, leap finisher.

Skill 3, range-based: With aim honed by years of broken equipment, fling your hammer precisely into their gut.
Fling (short range) – At melee range, moderate damage, short knockback.
Fling (mid range+) – Ranged attack, low damage, interrupts.

Skill 4: Sometimes, you need to put a stop to things.
Hammer Down – A hard downward strike intended to drive the target into the ground. High damage, moderate activation, immobilize.

Skill 5: In many cases, equipment is beyond repair and destined for the scrap heap.
Deconstruct – A rapid series of moderate blows, culminating in a PBAoE high damage blast finisher. (Like a buffed HB.)

I love this concept, but would offer a few changes.

1) Round Peg > Square Hole: Should have the ability to repair turrets like Smack. It’d be nice to be able to repair turrets on demand without having to sacrifice a turret slot.

2) Hammer Dive: Range 600-700. Similar to Rifle 5, but only damaging on the landing.

3) Fling: Short range (melee) is good, but when you say interrupt it needs some control effect so I’d recommend a 1 sec Daze. Range 900.

4) Hammer Down: What you describe is equivalent to Hammer 5 on Warrior, but immobilize doesn’t fit the description. We don’t want to completely duplicate skills so…

Still fitting with the Hammer Down name could switch to a combo field.
“Thrusts hammer into the ground kicking up a cloud of dust.”
No damage, Combo Field Dark, and a Blind. (field and blind duration would have to be scaled to the cooldown)
And it works with your overall theme of nothing magical about the Hammer. Just a large blunt object.

5) Deconstruct: Too easy for someone to just dodge. You could make this work similar to Flurry on Warrior’s Sword Burst, which immobilizes, since I’d imagine an ability like this would have you rooted in place.

Stunlock build

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Sagramor.7395

Just looking at traits the 5 points spent in Arms to get Critical Burst would probably be better spent in Discipline to pick up Signet Mastery and get the extra burst recharge.

And unless your goal is to extend Cripple and Weakness all that condition duration is useless since it doesn’t affect control effects.

Also you’re probably going to have a hard time gaining enough adrenaline to maximize both burst stuns, even with swapping weapons constantly.

Looking for input...generalist WvW zerg build

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Sagramor.7395

Since this is a Zerg build you could probably drop DfA. It’s more of a roaming trait. And you’ll get a lot more mileage out of Signet Mastery or Unsuspecting Foe. Try dropping DfA for a week or so and see if it’s something you’ll actually use. I don’t often see too many zergs jumping off cliffs.

You don’t need to trait Cull the Weak to make Hammer useful. Merciless Hammer is enough. If you have your heart set on the Hammer I’d suggest trading Merciless Hammer for Defy Pain, and DfA for Unsuspecting Foe. I never liked traits that trigger at 25%, because unless you’re heal is off CD you’re going down anyway. Especially in a zerg. Besides you’ll still be susceptible to conditions and control measures.

Brand New!

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Sagramor.7395

Experiment as you level while gear is cheap. There are quite a few viable builds. Watch out for engineer syndrome though. After playing your engineer for too long everything else will seem pretty dull. Not a bad thing, but your other chars won’t like you for it.

My first build - Please give advice

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Sagramor.7395

If you’re going to make healing and point defense part of your build you might wanna pick up Healing Turret and Elixir Infused Bombs. You don’t have any gear selected, but I’m assuming Cleric.

Might want to look at 10/0/30/20/10 with P/S HT/BK/TK/ES

Condi Build?

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Sagramor.7395

The great thing about the engineer is that there plenty of viable builds.

If you wanna sit back and lay down some AoEs from range:
P/P H/B/S/GK 30/10/0/30/0
Get a little more up close and personal, like to roam more, or hate having a ground targeted auto-attack:
P/P H/B/S/TK 10/10/20/30/0
If you really wanna get inside the zerg:
P/S MK(or HT)/BK/TK/S 10/0/30(20)/20(30)/10
Could go healing bombs with this one or not. Your call.

I’m not familiar with the current FT/EG builds so i’ll leave that one up to someone who is.

Looking for input...generalist WvW zerg build

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Sagramor.7395

The problem with Cleansing Ire is that it only really works 100% of the time with Longbow. It’s the only burst skill that will go off every time. Others can miss due to a number of factors resulting in no adrenaline spent meaning no conditions cleansed.

I realize there aren’t a whole lot of options for traits there, but Dogged March with condition removal is slightly redundant. The normal approach to dealing with conditions is go all in to either duration reduction (Dogged March, Melandru runes, and Food) or removal not both.

Also as far as Hammer goes it gets hurt probably the most out of all weapons when untraited. I really can’t say because I don’t think I’ve ever used Hammer untraited.

For the runes you are running two shouts so you could run Soldier runes. Also I’ve never liked Lyssa runes. All it takes is one smart Necro with Corrupt Boon to ruin your day. And you should have enough condition removal between traited Warhorn, SIO, and Cleansing Ire.

I really can’t suggest a good generalist build that’s in line with what you appear to be going for, but I hope my comments help.

Major Trait #4 under Arms - Unsuspecting Foe

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Sagramor.7395

I almost never use Mace, and only use Shield Bash to land a guaranteed crit Eviscerate so I never really payed attention to it’s damage. That’s what I get for assuming.

Need input on my condi build.

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Sagramor.7395

I would think that the points in Strength are a waste since you’ll want to be dumping your adrenaline on bursts as often as possible. That and the traits don’t really jive with conditions. Unless something’s changed I don’t believe +damage traits (dual wielding and berserk’s power) apply to conditions. I could be wrong here, but I’m pretty sure that’s how it used to be at least.

I’d probably switch to something like this.
http://intothemists.com/calc/?build=-uFFo;1RKVP0g4oK-60;9;5TJ-J;127A28;252-KNH4;2hoHAhJG42FH

Dumping Strength allowed you to pick up Cleansing Ire and Sure-footed as well as signet mastery. And Cleansing Ire allowed you to swap out Berserker Stance for Endure Pain. I also swapped out Throw Bolas for Bulls Charge, since bulls charge is more versatile. It offers a leap finisher, interrupt, engage and disengage.

Alternatively since we now have Signet Mastery you could go this route.
http://intothemists.com/calc/?build=-uFFo;1RKFM0b4NL-60;9;5TJ-J;127A48;252-KNH4;2hoHAhJG42FJ
Similar to first build, but swapping Stances for Signets, and picking up Missile Deflection. Dolyak Signet replaces Balanced Stance, and for the middle slot you can keep Signet of Fury for the on demand full adrenaline, or take Signet of Stamina if Cleansing Ire isn’t enough condition removal.

I also swapped the jewel out for Carrion on both.

Looking for input...generalist WvW zerg build

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Sagramor.7395

Fair enough, will do – ty.

I only mentioned it because there have been trait changes since gw2buildcraft was last updated. Such as “Turtle’s Defense” and “Embrace the Pain” no longer exist.

Major Trait #4 under Arms - Unsuspecting Foe

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Sagramor.7395

It adds 50% crit to stunned foes no matter who applies the stun. And only stuns. Not knockown, knockback, daze, or other control measures. Additive to whatever your current crit% is, and lasts for as long as the foe in question is stunned. And to further clarify for skills that stun, the stun is applied before the damage so the damage of that ability will be modified by the +50% crit chance.

If you’re getting non-crits on stunned enemies are you sure the stun ability didn’t miss, was blocked, or dodged? Also there are certain abilities in the game that are incapable of critting, although I don’t know the names of any off-hand.

Looking for input...generalist WvW zerg build

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Sagramor.7395

Well for starters use a calculator that’s up to date like gw2skills.net or intothemists.com.

Looking to improve, need some help/advice.

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Sagramor.7395

When I was running SD a few months ago I was using the more standard setup, but to each their own.
http://gw2skills.net/editor/?fcIQFAUl0pyUH5y2F17IxoHkuziG0D7mX/KqQ+B;TkAg0Cno4ywlgLLXOukcNsA

Squishy and your only condition removal is Med Kit #4. But it’s more of a roamer/small group setup. It’s been a while, but if I remember correctly I usually closed the gap with: Net Shot, Analyze, Throw Wrench, Surprise Shot. Then go into the standard Rifle 5,3,4 rotation. After you’ve blown through both bursts you have to play it by ear.

Ripping people off walls with TK is also fun.

Skill lag, and uplayable lag, to disconnect.

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Sagramor.7395

I just ran into this issue. It got progressively worse as I was doing one of the new Living Story quests. The Hatchery one. At one point it was probably close to 30sec where I just watched the skills on my bar pulse with no activation, and yes the issue persists on Down. About to do some WvW, let’s hope it’s playable.

Incorrect Map around Lion's Gate (screenshot)

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Sagramor.7395

Just wanna bump this, and verify I have the same issue on PC. I was just doing Lion’s Arch completion on a new alt, and I swear the bridge used to go straight to the Lion’s Gate POI.

They broke Kit Refinement :-(

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Sagramor.7395

the funny thing is that this actually nerfed engineer versatility…

I thought we were supposed to be versatile but kind of crappy at everything we try?
Wasnt that the whole engineer class philosophy thing they published?

^^^ This

Engineers: Show me your combos

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Sagramor.7395

FT #3 Air Blast for area might (and possible +2 seconds burning)

I cross my fingers every patch that they’ll make Air BLAST a blast finisher, but sadly we’re not there yet.

I Play Engineer

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Sagramor.7395

The only downside is I fail to see the direction Anet is trying to go with engineer.

^^^ This.

Gadget and support / survivor PvP builds

in Engineer

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Sagramor.7395

Just wanna point out that Shield #4 double tap is also a Blast finisher.

Newbie question AHOY! Flamethrower questions.

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Sagramor.7395

Dragon chest bugged

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Sagramor.7395

Just happened for the first time tonight. No chest after Tequatl. I’ve never not received a chest before.

Rifle Warrior Builds

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Sagramor.7395

21k hits are just against undergeared or upleveled people.

Rifle Warrior Builds

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Sagramor.7395

Inventions?

in Engineer

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Sagramor.7395

If you wanna do a Bomb Healing spec, then sure.

Pistol or Rifle FT build.

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Sagramor.7395

I call this Babby’s first engineer build.

Note that runes give 60% might duration.

Which runes?

Bump…Btw no-one answered my queries

Click the “Armor” tab.

Flamethrower/Elixer Gun build help.

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Sagramor.7395

Was gonna type up a response, but instead give this a read.
http://www.guildwars2guru.com/topic/72009-a-comprehensive-look-at-the-flamethrower-and-elixir-gun/

Most of the time if I plan on using both EG and FT I’ll build for both and have both of them on my bar. Regarding underwater just suck it up and swap FT for Grenades.

Flamethrower: now pretty decent

in Engineer

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Sagramor.7395

For Might stacking you could go with:
2x Rune of Strength
2x Rune of Hoelbrak
2x Rune of Fire

I prefer Sigil of Fire when rolling with FT, but some like Blood or one of the Might sigils.

Post Jan 28th kit builds status

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Sagramor.7395

Teleport would have to be a personal gadget (get rid of PBR) so that it’s not killable. Drop the device at your feet, which toggles the “Teleport” button. To return to the teleporter hit “Teleport” similar to Throw Mine/Detonate. Range, cast time, recharge, toolbelt etc. TBD.

HGH Tossed Elixirs grant 1 might stack?

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Sagramor.7395

What you may have been seeing is a thrown Elixir B granting Might plus the Might from HGH.

Flamethrower/Elixer Gun build help.

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Sagramor.7395

Well for starters:
- Is this for PVP/WVW/PVE?
- Your build has no EG. Assuming Rocket Boots is where EG should be?
- Using P/S is fine, but don’t use two proc Sigils. Once one is triggered it locks out both until the cooldown is up.
- Energized Armor isn’t really worth the investment IMO. If you’re going deeper than 10pts into Inventions should be to pick up Reinforced Shield/Elite Supplies/Elixir Infused Bombs.

HGH Tossed Elixirs grant 1 might stack?

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Sagramor.7395

There was no change to HGH this patch. So yes you’re memory has completely failed you.

FYI patch notes are HERE

The Engineer and its gameplay - Your Feedback

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Sagramor.7395

Oh and another thing… what’s the point of skills like Acid field on Elixir Gun, when Elixir gun is mainly used on people stacking defenses/healing power (and perhaps some cond damage). Pure damage skills have no place on a weapon like that. On top of that it’s got a ridiculously small AoE. It’s hard to keep stupid mobs in it, impossible to keep a player in it.

I’ve used EG with Berserker gear before with pretty good results. Stacking Condition Damage on EG is like stacking Cond Dmg with a FT. You’ll get much more bang for your buck from direct damage stats. It’s a great kit for kiting and condition removal, and healing was sufficient without Healing gear. For “stupid mobs” cripple with Elixir F and drop Acid Bomb, and with ranged mobs don’t even needs the cripple. For players the same applies, but just like any AE they’re gonna get out of it if they have half a brain.

Flamethrower suggestions

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Sagramor.7395

I personally was hoping they’d finally fix napalm so it exploded on impact instead of floating thru everything like it wasn’t there.

Are you talking about Flame Blast (FT#2)? Because Napalm (FT#4) is incendiary, not explosive.

The Engineer and its gameplay - Your Feedback

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Sagramor.7395

I don’t have many complains about my engie either, a few things I’d like fixed/changed are:
-make elixirs in the elixir gun count as actual elixirs
-make the tossed elixirs radius larger (480 should be the minimum) and/or remove the toss altogether and make them work as the toolbelt skill for elixir gun, an aoe centered on you.
-turn acidic elixirs into something like caltrops, at least make it so it’s something that stays there on the ground hurting whatever steps on it. As it is it makes no sense as a trait, why would anyone toss elixirs at an opponent.
-SNIPER KIT, not really, just kidding

AMEN.

Having recently just switched off of elixirs (for a change of pace) I definitely have some of the same feelings.
- There’s no reason Elixirs in EG shouldn’t count as Elixirs. Quick fix for Anet? Rename Elixir F and Super Elixir to something else. Longer duration on Elixir F and Super Elixir would be nice, but double dipping on recharge rate reduction (with Fireforged Trigger) could be seen as OP.
- Tossed Elixirs (toolbelt) should do just this. Remove the ground targeting (or make it a trait IE: Packaged Stimulants) so that untraited it would be a PBAoE, remove the RNG from it, and increase the recharge rate to compensate. OR just remove Automated Response (or move it lower and knock out something useless (Acidic Coating), and make a trait suitable for a real “Grandmaster” Alchemist that would remove RNG from all elixirs.
- Acidic Elixirs should leave an Acid Bomb like effect on the ground with a 3-4 sec duration instead of a one time hit.

Flamethrower suggestions

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Sagramor.7395

FT1: Fix the misses. Especially on objects.
FT2: Fix the obstructions. For PvE practice will get you pretty far with this skill, but in PvP/WvW kinda useless unless for example it detonated on 1st collision.
FT3: Maybe make it a Blast finisher.
FT4: Don’t really have an issue.
FT5: Should be a Combo Field .

Feedback on PvE Dungeon Build

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Sagramor.7395

Maybe something like this.

http://gw2skills.net/editor/?fcMQFAUlspyaX3SdF17IxoCfG0DAX37K6xjb8kB;TwA5WStUbp0iKHTQigs64yRqzQkDBA

Lots of Might between Jugg, HGH, Sigil of Battle, and 60% Might Duration from Runes.
Decent support from EG w/ Kit Refinement giving you access to 100% uptime on Super Elixir.
If you feel you’re too tanky you could swap in some Berserker gear instead of Soldier’s.

Feedback on PvE Dungeon Build

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Sagramor.7395

For starters you have Speedy Gadgets traited with no gadgets, and you’ve filled the gear slots with pvp and pve trinkets.

Give us an idea of how you’re going to be playing this spec, and maybe could be of more help.

Engi needed help here!

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Sagramor.7395

If you’re still planing on using FT as your main “weapon” I’d drop P/P, and switch to P/S or Rifle.

ya i figured i should stick with rifle or p/s…. p/p havent been doin much for me anyways… im just not sure i wanna stay FT though…. i like it, but i feel like im not doin enough to survive fights or contribute to a grp…ive seen on other posts ppl talkin about grenades and tool kit or bombs but idk

I’ve tried Grenades, but it was murder on my fingers. I’m currently doing mostly DEs, and World Completion with a FT HGH build triple dipping on Might duration runes. For WvW and Dungeons I’ll add in EG and swap some traits around if necessary.