Is this being looked at?
What about the giver armor set for support. I was going to go for vit prec healing on my banner war, but then I saw the giver set.
Have you thought about using giver armor?
I wouldn’t mind the staff’s slow projectile speed if it fired at 0sec cast time like a ranger’s shortbow. It would still miss a lot but that would be offset by the sheer amount of projectiles flying out. Anet cout make it a trait:
Increase staff 1 rate of fire to 0sec cast time when not moving.
Hello,
I’d really love to level a Necro, but I am really offset by the fact that EVERY weapon bar the Staff has a strictly single-target autoattack.
What? Everything about the staff is about hitting multiple targets.
Nay of the Ether.8913 is right about the axe being a utility weapon. Axe 2 is a Life Force builder with high chances for crit proc sigils if you go down that route. You can have a million opinions about what you think it should do, won’t change what its actually supposed to do; a secondary utility weapon.
Thank you, at least SOMEONE understands what axe is for, I still do think the #1 would be fine with a 3 target cone, but meh, it is what it is and I use it just fine now. These other people want it as a primary attack weapon with epic dps and it’s just not gonna happen, I don’t think people understand what 100% vulnerability upkeep means. And let the QQing begin about how you can’t keep 10+ stacks with it:
So ax 2 is a life force gen. Doesn’t dagger 1 do that job better?
I too would like an aoe for ax. To be different, ax 1 could do 3 random target hits within x radius of your target. So if your target is alone he takes all 3 hits for sure.
Go for precision and arms then. You get fury from GS burst and might on crit. Then for the sword you get bleed on crit and 50% longer bleeds.
Just missing the pants. Anyone know where exactly I can find it?
Oh poo. Ty though.
The TA vendor is wearing an armor set I want, but isn’t selling it. Anyone know where I can get an exotic version of it?
The trait itself suggests the devs designed (low) dps banners as a possibility. Why even have it exist if banners are pure support? Why even have damage for banner 1 and 4? Just look at it:
- tactics and discipline have 3/5 support skills 2/5 damage skills
- strength and defense have 2/5 support skills 3/5 damage skills
This pretty much says you can go either dps or support with banners
You could change powerful banners to pulse a weak aoe every 5 banner skill uses.
I would like for it to turn banner 1 to AoE’s
I normally shift+click a wp to tell everyone else where the event is. This is what gets me chat blocked. If I don’t shift click a wp all is fine.
With the heal on [banner of tactics] bugged to not produce the tooltip instant heal, doesn’t [inspiring battle standard] render the [banner of tactics] heal (no.2) obsolete? At lv 49, my [compassionate banner] is supposed to heal for 1170 (instant) + 587 (regen). I’m getting 232 + (101 × 6.25).
I would trade spirit mobility for that godly (not really, but still better) range on their buffs. The 1st time I saw spirits could move I thought “good for a melee ranger” but later found out thrash mobs with cleave could take em out easy.
Mixed the dodge protection for the spirit protection with the assumption that you would always get the buff on cd. So thats 3sec of 33% recution at 35% chance every 10sec.
3/10 × 33% x 35% = 3.465% reduction
So it’s actually worse than what I said.
Ah, so 33% damage reduction is far superior right? But with an uptime of 20% that all boils down to 6.6% reduction. With 8 sec of nothing, you are likely to take more damage in 8 sec than reduce anything significant in that 2 sec of protection. I do better with the protection from roll since that is on demand and doesn’t suffer from an icd. Let’s not forget that your stone spirit can just die leaving you with nothing. Spirits are not high risk high reward, just high risk.
Oh look, a spirit ranger, lets just kill his spirit and leave him alone since he’s not even that big of a threat really. Just to piss him off.
Alright stony, make sure your buff comes up juuuuuuuuust before this huge lump of metal falls on me. Any time now stony. Stoney? Sto*splat…
Here’s an idea. How bout spirits have 100% chance to proc buffs, but they need charges to do it. Have them gain charges at a fixed rate (1 every 2 sec) with a 5 (or 10) charge cap. We could be known as burst buffers. And then I wake up _
I would trade their active skills for more health, better yet more toughness.
Only 1 of the 3 other players received [call of the wild]. I took 1, pet took 1, 2 spirits took 1 each, and 1 other took the last.
and notice how Guardians have untargetable invulnerable spirit weapons..
Which are garbage compared to spirits? they last 20s and have varrying CDs, rarely attack, and their active destroys them.
Spirits last for 60s with a 60s CD, have actives that DONT destroy them, and can buff an infinite amount of people once per 10 seconds per spirit (5 rangers with the same spirit will cause the spirits to STACK meaning if me and 5 rangers bring stone spirit we’d have 100% prot uptime assuming my fellow rangers weren’t dumb with spirit placement), another thing that spirit weapons CANT do is take shots for you, ever lose a fight because you got hit just once to many times? yeah, see those spirits you’re bagging on? i’ve saved my own leafy butt so many times by dodging behind one of those things so it’d eat a finishing blow for me and leave me to win the fight or escape (have also dove INFRONT of them before to ensure they had time to heal back up to full before dying so they’d live long enough to let me proc them again, but this doesn’t happen nearly as often).
But nope, just because they’re unkillable -that- means they must be good right? right?
Except spirits DON’T buff an infinite amount of people. They buff 5. 1 ranger with 1 spirit out is 3 bodies leaving room for only 2 other bodies to receive the buffs ( yeah, spirits will eat their own buffs including buffs from other players that would have been better off used on bodies that can actually attack). A warrior on your team just used [for great justice]? Sorry, but your non attacking spirits just ate 3 stacks of might and 1 stack of fury that would have other wise gone to you (or any other player for that matter).
Here’s another funny situation. A spirit build could have 3 spirits out. When that happens your worth in bodies is 5 (which happens to be the cap for spirit buffs). So guess how many other people you are buffing in that situation … ZERO!! People say spirit builds are buffer. WRONG!! Guess how many people your war horn is gonna buff … ZERO!! Your party is running with some other person as a buffer? Guess what, you and your spirits just ate up all his buffs.
Oh look, spirits don’t apply the affects to themselves.. imagine that… i hope you realize but spirits are about as low on the buffing list as you can get, i have run with 4 spirits in my build a great many times and i have yet to see them get buffed when there is any other thing in range that would knock them out of being buffed.
I just dusted off my war horn and put out 4 spirits beside 3 other players and 2 of my spirits ate my [call of the wild]. It was a different story after joining a zerg though.
and notice how Guardians have untargetable invulnerable spirit weapons..
Which are garbage compared to spirits? they last 20s and have varrying CDs, rarely attack, and their active destroys them.
Spirits last for 60s with a 60s CD, have actives that DONT destroy them, and can buff an infinite amount of people once per 10 seconds per spirit (5 rangers with the same spirit will cause the spirits to STACK meaning if me and 5 rangers bring stone spirit we’d have 100% prot uptime assuming my fellow rangers weren’t dumb with spirit placement), another thing that spirit weapons CANT do is take shots for you, ever lose a fight because you got hit just once to many times? yeah, see those spirits you’re bagging on? i’ve saved my own leafy butt so many times by dodging behind one of those things so it’d eat a finishing blow for me and leave me to win the fight or escape (have also dove INFRONT of them before to ensure they had time to heal back up to full before dying so they’d live long enough to let me proc them again, but this doesn’t happen nearly as often).
But nope, just because they’re unkillable -that- means they must be good right? right?
Except spirits DON’T buff an infinite amount of people. They buff 5. 1 ranger with 1 spirit out is 3 bodies leaving room for only 2 other bodies to receive the buffs ( yeah, spirits will eat their own buffs including buffs from other players that would have been better off used on bodies that can actually attack). A warrior on your team just used [for great justice]? Sorry, but your non attacking spirits just ate 3 stacks of might and 1 stack of fury that would have other wise gone to you (or any other player for that matter).
Here’s another funny situation. A spirit build could have 3 spirits out. When that happens your worth in bodies is 5 (which happens to be the cap for spirit buffs). So guess how many other people you are buffing in that situation … ZERO!! People say spirit builds are buffer. WRONG!! Guess how many people your war horn is gonna buff … ZERO!! Your party is running with some other person as a buffer? Guess what, you and your spirits just ate up all his buffs.
Lingering elements – this allows you to be in multiple attunes at a time. With this you can take advantage of specific element attune buffs like +10% damage while attuned to <insert element>. You can go d/d with a build like this (not a serious build here) and have 10/20/30% more damage at some points in combat.
Piercing shards – I believe this is more of a conjurer build. Weak spot gives you vulnerability for piercing shards, while your damage comes from your conjure.
What it sounds like is me saying Anet lied about all classes being able to fill all roles. Don’t put words in my mouth just because you lack the ability to read between the lines.
I’m just trying to summarize what it looks like you’re saying.
And really, whether ANet fulfilled their promise or not is beside the point. If you agree that Elementalists can’t do as well staying in one attunement than stance dancing, then we’re all on the same page here…
Then we’re not. To really dumb it down.
non ele ranged dps > [ele fire staff dps > ele swapping staff dps]
Anet claimed that all classes can fill all roles. So since previous mages in previous games have the option to be ranged glass cannons, it would not be ridiculous to try and do that with the elementalist (only to find out later when you’ve wasted too much time with it, that it really can’t).
Ok, so what it sounds like you’re saying is you wish the Elementalist were balanced without stance dancing, even though you know they’re not in practice.
What it sounds like is me saying Anet lied about all classes being able to fill all roles. Don’t put words in my mouth just because you lack the ability to read between the lines.
If I stay in fire and just rely on the slot skill heal, my dps stays optimal. It WILL be crap compared to other classes, but it will be optimal to what ever the staff can provide.
That means staying in one Attunement isn’t viable.
It means staff dps isn’t competitive.
So is that change a sign that they are erverting the AE earth back to churning earth?
So again to repeat. Ele’s are NOT balanced on swapping. To add since some do not have the intellectual capacity to read between the lines. Ele’s are NOT balanced on NOT swapping.
But you seem to be saying an Elementalist that doesn’t swap attunements (if built with the assumption that he will stay in one element most of the time) will be as powerful as an Elementalist that constantly swaps attunements (if built with the assumption that he will dance attunements). I guess the question then is, would an Elementalist that stays in one attunement be balanced against another profession with a similar sphere of focus? So if you’re going DPS Fire Ele, would that be roughly equivalent in DPS to a DPS Warrior or Ranger or Thief? Since this Ele isn’t using his Profession mechanic much (if at all), this would seem to imply that each attunement’s skills are individually overpowered, since those other professions not only have a profession mechanic but can also swap weapons and have better base health and armor.
Anet claimed that all classes can fill all roles. So since previous mages in previous games have the option to be ranged glass cannons, it would not be ridiculous to try and do that with the elementalist (only to find out later when you’ve wasted too much time with it, that it really can’t).
Just take a look at the staff weapon skills for each attune. All of them have an auto attack. All of them have some attack spells other than the auto attack. If I’m not allowed to build a max range dps staff build, why would any skill other than auto attack have any damage? Staff fire 1 and 2 does the most dps. Sure I could swap to water for a heal here and there. If I do that my dps is kitten for 15 sec. If I stay in fire and just rely on the slot skill heal, my dps stays optimal. It WILL be crap compared to other classes, but it will be optimal to what ever the staff can provide.
The dps of what ever else class can do is irrelevant. We are talking about the damage a pure fire staff ele dps can do compared to a swapping staff ele dps. The discussion is about swapping vs not swapping, not ele range vs warrior range or thief range or what ever other class at range. Bottomline, a dps staff ele is at his best when not swapping.
Now let me ask one more question, if ele is designed to be playable staying in one attunement, what builds stay in water/air?
This is what shows your lack of reading comprehension. The statement “ele’s are NOT BALANCED around swapping” is NOT THE SAME AS " ele’s are BALANCED around NOT swapping". Show me where I said that. The 2 competing arguments here are:
- ele’s are balanced around swapping
vs
- ele’s are NOT balanced around swapping
and not
- ele’s are balanced around swapping
vs
- ele’s are balanced around NOT swapping <- I was not talking about this
At least know the discussion before you dive into it.
Here’s an example of a trait that promotes swapping:
- elemental attunement – buff on swap based on attunement you enter (this is a good direction, why not follow it up on the other trait lines?)
- mighty attunement perhaps – 5might stacks for 3 sec on swap (not just to fire)
here’s an example of a weak trait that promotes swapping:
- sunspot – aoe fire damage on swap to fire
- why not just on swap (no matter what attune you enter)
here’s an example of a trait that does not promote swapping:
- pyromancer’s puissance – 1might stack for 5sec on FIRE spell cast (and its a freakin grandmaster trait)
I looked it up on dictionary.com
pu·is·sance [pyoo-uh-suh?ns, pyoo-is-uh?ns, pwis-uh?ns] Show IPA
noun, Literary.
power, might, or force.
So it’s basically might/strength/power of the pyromancer. Why couldn’t it mean that my link to fire is so strong, that EVERY SPELL I cast causes might?
So again to repeat. Ele’s are NOT balanced on swapping. To add since some do not have the intellectual capacity to read between the lines. Ele’s are NOT balanced on NOT swapping.
In short, we have NO THEME that we are balanced around. We’re just a mix of traits that contradicts each other.
Ok, so I’ve been making alts for that sickness most devs get called “flavor of the month syndrome” and next on my list is the warrior.
The tactics trait line in particular caught my eye. 3 traits all for buffing the warrior while rezing? I go to the other classes and there isn’t as much dedication to rezing. Is this right, the warrior has the most traits supporting rezing?
Your post makes no sense. If ele’s are not balanced around attument swapping, then it would be perfectly viable to sit around in fire and dps and not get owned in pvp / carried by your group in a dungeon. It HAS to be balanced around attument swapping because they allow you to do it. And very frequently. Therefore they expect you to swap a lot. If they didn’t, they would make us spec into one element and stay in that element the majority of the time.
The fact that there are traits that specifically cater to staying in 1 element proves that ele’s are NOT balanced around swapping. Plain and simple.
Could you please remind me what the optimal staff dps does in dungeons? I’m pretty sure they stay in fire spamming 1 and 2. Any time they swap out of fire, they lose dps. Isn’t that correct?
These examples destroy the claim that “ele’s are balanced around swapping”. You see that statement means “swapping is ALWAYS better than not swapping”. Any example showing otherwise means it is not true.
1. If you’re not attunement swapping, you’re doing it wrong. You should be attunement swapping during a fight so as to get the most out of your elementalist. Elementalists were balanced around attunement-swapping, so anyone who’s not doing it is hobbling themselves. This leads us to a few of the next ones, including…
FALSE. Elementalists are NOT balanced around attunement-swapping. The community in majority wants it to be this way but it is NOT. How to tell?
- The arcane trait line reduces our attune swap cd. If it were true that we are supposed to swap as much as possible, then the cd reduction should be baseline.
- Trait lines cater to specific elements (more damage in fire/wind etc)
- Only 1 trait line builds around the idea of constant attune swapFor the statement “elementalists are balanced around attunement-swap” to be true, all traits must cater to this idea.
Again, it’s something we want. It’s something we’ve fooled ourselves into believing is true. Right now, it just isn’t.
Wrong. The CD reduction was suppose to be a “perk”. However it’s basically a necessity. There’s a difference.
But the CD reduction isn’t just a perk, rather a necessity (as you call it). It therefore supports the arguement that the elementalist is NOT balanced around attunement-swap.
If ele’s were not based around attunement swapping they would have created the class just like the others. You spec into an element, then choose between two weapons to swap between. This is not the case.
Look at your words. Ele’s ARE “based” on attunement swap, but they are NOT BALANCED on it. 4/5 trait lines support staying in 1 elem while only 1/5 traits supports swapping.
Being “based” on something is not the same as being “balanced” with it in mind. “based” is not the same as “balanced”.
Basically a +1 to that sentiment. Here I thought I could at LEAST be a buffer.
Total face palm when I noticed that spirits receive the buffs as well.
By default, a ranger counts as 2 bodies at least (you + pet). That means you can only give out spirit buffs to 3 other targets. Call out 1 spirit then your ranger counts for 3 bodies (you + pet + 1 spirit) with only 2 other targets to buff. Call out another spirit and your ranger now counts for 4 bodies (you + pet + 2 spirits) with only 1 other target to buff. See the pattern?
I read somewhere that spirit users tend to use ax/horn since your job is that of a buffer. Guess what, your spirits will eat up those buffs essentially wasting them.
It’s one thing to think it is. It’s another for it to actually be designed that way. We HAVE to swap, that’s a given. That’s the norm majority accept. We’re just not designed to do it.
1. If you’re not attunement swapping, you’re doing it wrong. You should be attunement swapping during a fight so as to get the most out of your elementalist. Elementalists were balanced around attunement-swapping, so anyone who’s not doing it is hobbling themselves. This leads us to a few of the next ones, including…
FALSE. Elementalists are NOT balanced around attunement-swapping. The community in majority wants it to be this way but it is NOT. How to tell?
- The arcane trait line reduces our attune swap cd. If it were true that we are supposed to swap as much as possible, then the cd reduction should be baseline.
- Trait lines cater to specific elements (more damage in fire/wind etc)
- Only 1 trait line builds around the idea of constant attune swap
For the statement “elementalists are balanced around attunement-swap” to be true, all traits must cater to this idea.
Again, it’s something we want. It’s something we’ve fooled ourselves into believing is true. Right now, it just isn’t.
How exactly does sigil of water work? Does it activate on hit or on attack?
Spirits give their passives to everyone in range. What I did notice is when someone else dropped the same spirit, I would get 2 buffs(1 each each from both spirits).
That’s 1 trait that only affects melee.
What I’m talking about is something that would make your enemies say “RUN! Some idiot just killed the ranger’s spirit.” rather than “Was something there? Did we just kill something?”
Something like 10 stacks of might when the sun spirit gets killed, or 30sec of protection when the stone spirit gets killed (is an exaggeration).
(edited by Seetoo.9316)
Then what’s the point in them being mobile via trait? The very existence of that grandmaster trait scream “take them into battle”.
Also, the range at which they grant their buffs is pretty small. Planting them somewhere strategic doesn’t mean anything because you need access to them. If you can access them then your enemies do too.
On the other hand, traits that would punish enemies for killing spirits would be nice. That would be a good trade off for them being sooooo extremely squishy.
Personally, I already like the way spirits work (few complaints here and there)
- lessen the internal cd for the buffs (bring it down to 5?)
- give them passive regen by default (really hard enough to keep them alive)
Also, all the traits need to be built in already. Even with the x2 spirit hp trait, they still melt if something farts at them.
For all the “there is no tank class” comments.
I’m not asking to be able to tank for the sake of creating a face tanker. I just wanna keep that stupid spider/crow of mine alive without having to trait beastmastery.
I went melee and spec into nature magic for the rejuvenation, but it ends up getting wasted because pet always seems to take aggro. Any suggestions to get mobs to focus on me instead. The gs evasion, block and other survival tricks I have end up wasted cuz my pet thinks it’s superman.
Right now, I would say there are 2 builds to go with for LH
- crit based: http://gw2skills.net/editor/?fEAQBByYDAUGpAQQBADIZAAAA
The empty traits are anything you want. You want weak spot in air 25 for the vulnerability to combo with piercing shards from water 10 for a 20% damage bonus. The passive healing comes from water 5 (regeneration) and signet of restoration (eather renewal is better since you wont have condition damage removal from other sources). This is not the reason why you are “tanky” in pve though. The reason is because LH 1 provides an AoE blind every 1.5 sec. The slow attacks monsters have usually mean they are perma blind because of this. This coupled with an instant cast signet of air for another AoE blind on a 20sec cd will make it easy to never get hit.
- EA based: http://gw2skills.net/editor/?fEAQBCyYyNCAShUCKAYARBLKPyhHbA
This build focuses on staying at full health with EA water heal so signet of restoration passive is on all the time. You want to stay over 90% health for the vital striking (Water 10) damage bonus.
I would like RTL to behave like burning speed. No auto target by default. No auto tracking if I do have a target.
Also there are 2 ways I would like for the explosion part to change.
1. An option to detonate and end RTL (similar to guardian staff 2) for a shorter cd based on how much longer it would have gone if not detonated.
or
2 Give RTL charges and make the traveled distance shorted (as short as burning speed). Make the explosion damage weapon based on total number of charges. So if RTL is 5 burning speeds long you get 5charges and RTL doing 1/5 its original explosion damage. Finally, RTL only cd’s when charges reach 0.
Dolyah? Doesn’t that add like only 30 hp/s?
I pick those examples because I have a char engg (has a flame thrower and charzooka of its own). These experimental pact weapons have different weapon skills from my own. What I am asking for is to have weapons “like these” (and not exactly those weapons) be available through crafting. So yes.
If you were talking about actually crafting things like the Charzooka and a flame thrower then your post title is a little misleading.
That is what I want.
The world offers a lot of weapons that have different weapon skills. Easiest that comes to mind are the charzooka and flame thrower available when fighting claw of jormag.
Would it be too much to have all weapon crafting include such weapons?
Conjures have: cooldown, duration, and charges to limit its use. Way too many for them to be that useful. They need to lose the cooldown and duration and build on the idea of charges.
Suppose conjures have (instead of a cooldown) a rate at which they gain charges proportional to the current cd. Say for a cd of 60sec, you recover 25 charges for a rate of 1 charge every 2.4sec (round it down to 1 charge every 2sec). This way the trait conjurer still has its use. Without the trait it would take 30sec to get all charges ready. With the trait it would take 50sec. Dropping (we don’t actually drop them like warriors can do with banners) them would leave the charges at how many we don’t use.
This design would fit the current playstyle since we could still access all of our other weapon skills.
For a more complicated change, conjure weapon skills could have no cd. Before anyone says “WTF you smoking?” hear me out. Instead of cd’s to manage we could have charges to manage. Have conjure skills consume more than 1 charge.
Lighning Hammer (spontaneous numbers here)
1 – 1 charge
2 – 3 charges
3 – 5 charges
4 – 7 charges
5 – 7 charges
This would make using skills a tougher choice that you can actually use more often instead of saving them just in case you need it.
How many elementalists do you see with summoned weapon builds?
How many warriors do you see with banner attack builds?
How many engineers do you see with kit builds?
Elitist much. Just because their may be less of them then there are of us does not mean their opinion does not count when encountering identical problems.
And at least 2 of each that I know of, besides how I love the lightening hammer myself. The elite conjure is nice and alot of people use it. I hear them on raid call, discussing it regularly as well.
It’s just the truth. I have both a conjurer and a kit based engg (planning on a banner war to role play dan of war characters “FOR THE EMPEROR!!”).
Engg’s have 15 traits affecting kits. Nuff said right there.
Ele’s have only 1 trait specific to conjured weapons that increases total charges by 20. That’s it. Conjured weapons at best are redundant with the exception of Lightning Hammer 1 being an AoE blind blast finisher every 1.5 sec. That is the only unique thing you can do if you go for a conjurer build. Anything the conjures can do, someone else (even you with diff weapon sets) can do (better).
War’s get 3 banner specific trait. I have never had a banner war, but I have played with 1. Most of the time she pick up her banners was to re plant the banners, and most of the time banners weren’t picked up.
I’m going to explain exactly why this is not going to happen, but first I will like to tell a little about myself.
I’m a former Attunment Elementalist, viability was in my blood. I believe that any class that allows for chaining of many skills have much more potential then a few but good skills. In a GW2, it’s not about what skill you used but how you used them. Believe me when I said I understood the Elementalist. Elementalist has this viability potential by design! Unfortunately, because of that they also suffer from and effect I call “the hybrid” effect.
Elementalist, no matter how offensive or defensive you build them, will always be hybrids. This is a ball and chain that will always hold them down. What is this ball and chain?
This ball and chain is their long cool down, yet medium damage skills. I consider the weapon swap sigil for Elementalist a gift from the developers to allow the Elementalist to have more builds, because they are allowed to become less “hybrid”.
Now to Engineers!
Engineers, by having the tool kit option, is basically another version of the Elementalist from a different approach. Unlike Elementalist, Engineer are given the option to be viable. Kit Engineers are like Elementalist, but instead of Fire, Water, Wind, and Earth, you can have Fire, Fire, Water, and Wind, or Fire and Fire, or none at all. Because the Engineer can branch out in so many ways, “the hybrid” effect will completely destroy Engineers who chose not to be an “Elementalist”. How do you solve this issue?Welcome to Kit Engineer’s ball and chain. Weapon do not scale to kits. Weapon sigil do not affect kits. This does not affect non-kit users at all. If Kit Engineers are given this these, there would be almost no reason to play an Elementalist at all! Engineers can do almost exactly what an Elementalist can do, but much better. This is not a “Warrior is a better at range then ranger” argument, you will literary able to build a Engineer that does “everything” better then an Elementalist.
If you want weapon scaling and sigil, you must be prepare for the outcome. If weapon scale and sigil works on the Engineer’s kit’s skills, cool down will be increased drastically (~200% increase in cool downs) and kit skills will be weaken. (~50% damage).
Who wants this? Kit Engineers will basically be exactly another version of an Elementalist at this point.
That, misses and sirs, is what we call balance.
Edit: I missed a point. Engineers are missing weapon swap because it’s replaced with the tool belt skill. These 4 skills is what makes an Engineer an Engineer. Although some may argue, these 4 tool belts skills are meant to compensate for weapon swap and 5 new skills. Personally, I think these 4 tool belt skills compensate very nicely. The 4 skills are usually very powerful, yet short cool down. Not using your tool belt skills is equal to not swapping your weapon as a warrior. I’m sure everyone who has understood the Engineer has already knew this, I just wanted to point it out.
Wow, really?
Ele’s don’t have regular weapon swapping because changing attunment counts as a weapon swap. 1 of the strategies a lot have posted in the ele section is that they use sigils that grant endurance (25% I believe) on weapon swap. For you to not know this and say you “understood” ele’s.
And if you didn’t get what others have olready posted.
engg is to weapon kits – ele is to conjured weapons – warriors is to banners (not sure about guardian tomes)
Equating engg kits to anything else is just wrong.
I’m going to preface this with the fact that I just started an engineer (lvl 21) and tend to not spvp. The complaint seems to be similar to a mesmer complaining about how his greatsword stats and sigil aren’t counted when s/he has a staff equipped as the primary weapon.
Saying you want stats from something that is not equipped is a kitteny demand that doesn’t play into the mechanic at all.
No. You don’t get it. That mesmer won’t have the stats from his greatsword, but he will have the stats from his staff.
Stat-wise using kits is the equivalent of being unarmed. That is the issue. Supposed endgame stats from weapons total 400 stats. Engg are complaining that we miss out on those 400 stats by using our kits.
It would be different if let’s say bomb kit provided 100 power 200 toughness 100 vitality. And for those who would counter saying it would be imba at low lvs, make it scale. 100/80 x player lv. But then that solution would limit what stats we actually want (no customization at all).