I did consider the use of wells, but I’m worried about it having much benefit for people that can’t even remeber to fight INSIDE the point. Lol.
But still, I would like to combine a well support build with my spectral power build, I just worry there won’t be a good way to distribute enough trait points between the two.
Ok, so currently I am running a 30/10/0/0/30 Spectral Power build. I have had alot of fun so far with this build, often being able to win 2v1 fights. Of course, keep in mind this discussion is around Hotjoin matches.
Now being in Hotjoin matches, my teammates aren’t always the brightest or most skilled of players. As such, they tend to drop like flies leaving me to fight 3v1 fights or greater. So I’m looking to tweak my build a bit so that some of my damage is sacrificed to provide healing support for my team to help substain them.
So far I have gone with a 20/0/0/20/30 build that allows me to pick up some group healing with my deathshroud skills and I haven’t seen too steep a drop in damage. Still using a zerker amulet, just changed the jewel to cleric. Swapped out fire and bloodlust sigils for water and life sigils.
This has worked decently so far, but I feel like maybe there is a more effective way to achieve my goal here. Anyone have any thoughts?
Also, please no comments along the lines of “Necro support blows” or “It can’t be done.” It will not contribute to this thread any. This build will only be to help keep some noobs alive a little longer in PvP and such a build may carry over to help random noobs out in PvE pugs.
I am assuming you know that it doesn’t remove the conditions that were on you prior to AR activating right?
Whole leaked path notes are here:
http://pastebin.com/dmACCzwx
Brew Pinch was actually referring to this post. These patch notes have been confirmed fake over and over again.
No reason to be forced into playing another class, engineer isn’t that bad off right now. And why do I see these threads that claim that Med Kit and Healing Turret is our only source of condition removal. I play an HgH Engineer and have little to no issues with conditions, it’s always the direct damage that I feel squishy against.
Not to mention with the sheer number of enemies that spawn there, activating Locust Signet provides a nice heal in a pinch.
Go into a PvE zone anywhere, target an enemy, and walk in and out of range. When you’re out of range, the skill icon will have a red bar underneath it. If that is the case, you will whiff the application and it will go on full cooldown.
Use the red bar. Never whiff again.
Is that really what the red bar is for? Wow. I had noticed it, but could never tell what it meant. This is great information! Does this also apply for obstructed LoS?
I believe so, but I’m not Completely sure.
Artillery Barrage is pretty sad. A d I agree that someone should take the time to tweak racial skills a bit.
Really? Kinda figured all MM necros took Training of the Master, with the choice being between the other three I listed earlier. And sorry, my comment on Life Force generation was probably a bit biased considering I play a spectral power necro and was comparing it to that.
Necro is incredibly fun to play. We have some mobility issues and have problems with large amounts of cc being thrown at us, making it difficult to run past mobs that many dungeon groups tend to skip. This however is easily fixed by rolling a Norn necro and using the Snow Leopard elite. However, still not immpossible to skip past those mobs on other races, just more difficult. Other than that, I play power necro and love it. Have no issues in PvE or PvP.
Man my cell phone keyboard really messes up alot of what I’m typing. Oh well, too lazy to edit.
Focus the Necro, not his pets. He most likely has no Stun Breakers, so is extremely vulnerable to cc. AoE attqcks do alot of damage to pets while keeping pressure on him. He will either be running Boon Stripping, Death Nova’s, or Necro to Minion condition transfer, he can not take more than one. Boon Stripping is whatevet, Death Niva will hurt but mean he severely lacks in condition removal, and necro to pet condition transfers means his minions are less threatening since they lack the damage from dying with Death Nova and any conditions you apply to the necro will help to kill his pets.
Easiest way to target necro is Tab key. It will give you the necro as a target every time unless you already have him targeted. After popping and leaving his Death Shroud, the necro is pretty much defenseless and hoping you die first. Their Life Force generation isn’t that great.
Kinda funny though, last night my wife was playing spvpon her minion necro, and she kept running into this guardian that she got pretty good at killing.
Lmao, comparing Warrior heal to an Engineer heal? Seriously? To put it simple, you can’t compare a skill from one profession to a skill from another profession without taking into account the vastly different mechanics of those professions.
But yeah Mending is a decent heal and even better when comparing defensive mechanics.
Engineers have way better defensive mechanics than Warrior. The only thing Warriors currently have over Engineers is Cleansing Ire with longbow but Engineers have Transmute and Automated Response. Every other defensive mechanic Engineer is far far superior in.I know when looking at Engineers you’d think they had great condition removal, but they really don’t. Most builds severely rely on Healing Turret due to our lack of condition removal. Transmute does little to nothing with all the conditions constantly being tossed around, and Automated Response does not remove conditions, only prevents new ones from being applied. Not to mention at 25% health, it doesn’t take much to kill us anyways.
Also, most builds do not have the points to spare for these traits without taking a heavy hit on our damage output.
Every kitten Engineer gets these traits what are you talking about. Poor Engineers can’t fit a single condition removal in their bomb/grenade/Tool Kit builds besides 2 amazing passive traits and 1 amazing healing skill. The current meta Engineer builds have around the same if not more condition removal as every other build in the meta besides Cleansing Ire hambow Warriors, Empathic Bond/Healing Spring Rangers and Necromancers.
Now you’re throwing out wild accusations and getting angry at anyone who tries to show you otherwise, I apologize for thinking this to be a serious discussion. Our conversation is now over.
I knew Valentin was a baddy but I can’t believe how right I was.
That was the most pathetic display of kitten -backward scrubbery i’ve seen in a GW2 video. Terribad isn’t even the beginning of how awful that crap was. Puke-tier trash gameplay carried by Anet’s ineptitude
Anet take notes. If a keyboard turning clicker can win 1v1s then you’re doing it wrong. Really wrong.
This goes to show why this game will never require any semblance of skill and why nothing Anet does is ever going to fix that.
They cater to idiots and morons
you’re an idiot calling people baddies. who the hell are you anyway? you got nothing, dude. i’ve been on top 600 on teamq and top 300 on soloq before i stopped playing pvp and moved to wvw. you’re just another thrash-talker scrub.
Im currently r9 Team leaderboards (2 is highest) and r27 Solo (4 is highest), I find myself more than qualified to call u bad….. You not only have no clue about the game, but after watching your “tutorial” i have confirmed u are terrible at it
-Backpacko aka Blackpack aka The jugglerwas i talking to you? do not be an attention wh***. if you wanna duel me just msg me, ig. stop butting in to other people’s conversations. btw, the reason i quit pvp was because of people using third party software in teamq (speedhacks). you might have gotten your rank through that.
By speed hacks do you mean keybinds?
lmao. This thread is so great.
Lmao, comparing Warrior heal to an Engineer heal? Seriously? To put it simple, you can’t compare a skill from one profession to a skill from another profession without taking into account the vastly different mechanics of those professions.
But yeah Mending is a decent heal and even better when comparing defensive mechanics.
Engineers have way better defensive mechanics than Warrior. The only thing Warriors currently have over Engineers is Cleansing Ire with longbow but Engineers have Transmute and Automated Response. Every other defensive mechanic Engineer is far far superior in.
I know when looking at Engineers you’d think they had great condition removal, but they really don’t. Most builds severely rely on Healing Turret due to our lack of condition removal. Transmute does little to nothing with all the conditions constantly being tossed around, and Automated Response does not remove conditions, only prevents new ones from being applied. Not to mention at 25% health, it doesn’t take much to kill us anyways.
Also, most builds do not have the points to spare for these traits without taking a heavy hit on our damage output.
Again, in no way over-powered nor does it need a cd.
I think turrets should drop like warrior banners (ground targeted, take no damage) and have charges (like ele weapon summons). Drop turret, it fires its salvo, say twice over a certain amount of time, then self-destructs. Once it dies, it begins to recharge. Lower cooldowns so they’re useable. Allow traiting for more charges and/or shorter time between salvos.
Problem solved.
No offense, but that sounds like a horrible idea.
So you count carrying orb in Shroud too? Sad thing. We are still terrible at carrying anything, but that at least was giving us some advantage when carrying vs. condi classes.
Now, Engineer remains top dog in pvp.
You can see them everywhere and they have most skills to combo and use. No wonder they’re overpowered.
In what crazy world is Engineer overpowered!? The only thing unbalanced about Engineers right now is the Decap Engi. And even that build is just for decapping points, doing no damage at all.
Wow, this has all been wildly entertaining. Amazingly, I have never come across a decap engi.
Crap, this means no more carrying the orb in deathshroud!?
Well, I was wrong, not a warrior. Really curious as to what class/build he was playing that made him think he was unkillable by necros. Either way, so many comments in this thread made me lol. I love the necro community.
Well, he’s not new. Been playing for at least 8 months according to his post history. Wanna take bets on what class he plays? I’m voting warrior. Lol.
On a side note, I play such a power necro, and I do just as much damage with my dagger aa. Deathshroud just increases my survival while still allowing me to put out damage.
Also, so funny to pop lich form with my build on Hambow warrior in a 1v1. They just run around like “WHAT IS THIS THING AND WHY CAN’T I STOP IT!?”
Warriors are not the only other class that has effects on weapon swaps, I know Rangers and I believes Thieves do also. And if you consider Engineers weapon kits as weapon swaps, we also have effects on weapon swaps. It’s not uncommon at all, but Elementalists are the only ones being punished here.
I run a power build and I love it. Especially compared to other glass cannon builds I have played, I love the fact that I can play glass cannon on my necro and not have survival issues due to my high uptime on Deathshroud.
I like it, but the only downside to the cooldown starting when you place the turret would be the only way to track how long you have left on that cooldown is by memory. The cooldown remaining on the turret itself wouldn’t be displayed because the overcharge ability and it’s current cooldown is being displayed. Then again, I suppose this only really affects the healing turret, since it is the only turret that provides an additional effect (our heal) when placing it down. An Engineer would have a hard time deciding whether it would be better to continue benefiting from the regeneration or to detonate and use his heal (which may or may not be ready).
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE with 2 conditions removed in an AoE and 1/2 the cast time. You can also sacrifice the 1320 blast finisher for a 5 second less cooldown on the rest by picking it up instantly.Mending-5240 every 20 seconds with 3 conditions removed.
Bandage Self-4920 every 20 seconds with a cooldown reduced by 30% by going down the Tools line and the same cast time.
Drop Antidote- 1 condition removed every 15 seconds with a possibility of 25% cooldown reduction.
Do I need to even mention the bandages or the fact that they can be placed beforehand.Automated Medical Response- All heal skills recharge when struck while you are below the health threshold.
Inertial Converter- Your tool belt skills recharge when you are struck while below the health threshold.But yeah Mending is a decent heal and even better when comparing defensive mechanics.
Lmao, comparing Warrior heal to an Engineer heal? Seriously? To put it simple, you can’t compare a skill from one profession to a skill from another profession without taking into account the vastly different mechanics of those professions.
(edited by Shaogin.2679)
This is interesting. I’d say maybe the effect chill has on ele was an intentional counter to the large amount of abilities they have access to in the game. But if all these abilities have cooldowns that are crazy long, then such a counter seems unnecessary. Furthermore, have chill affect ene ele’s access to sigil effects seems really unfair. Therefore I, a necro/engi player, support your plight.
I play a power build, typical 30/10/0/0/30. No wells though, I run Dagger/Warhorn and Staff, Consume Conditions for healing, Spectral Grasp/Spectral Armor/Spectral Walk for utilities, and Lich Form for elite. The build generates Life Force pretty fast, allowing you to safely attack from Death Shroud pretty often, while having 100% crit chance. Main sources of damage will be Dagger, Life Blast, and Lich auto. Zerker amulet and Divinity runes of course.
Anyone see the supposed leaked patch notes? Although they are fake, alot of the turret improvements seemed really nice.
(edited by Shaogin.2679)
Think you mean Race. And I’d say Charr or Norn.
Most (all) turrets have less damage and significantly less resistance than necromancer minions. They have higher cooldowns on average and cannot crit, making their damage even lower.
I would say keep the long-ish cooldowns they have now, and aside from fixing the bugs, make them powerful area denial tools. They can’t move, so they should be really good at their job.
- Double the overcharge shot damage on the rocket turret and make it a direct line shot, not an exaggerated arc that smashes into the ceiling and becomes wasted.
- Triple the thumper turret damage. Seriously, this thing is an immobile turret that fights at melee range. It should really hurt if you stand next to it. Possibly add a 2s period of inactivity after being deployed so you can’t just slam it down on people’s faces.
- Double the damage of overcharged rifle turret shots, and bring back the old bleeding effect.
- After nerfing the net turret immobilize duration, bring its attacking period from the bugged value of 13s down to the original intended value of 10s. Double the amount of damage dealt by the shock net overcharge. It’s pitiful.
- Double the health of all turrets (PvE change only).
- Merge the 33% reduced damage trait and the automatic healing trait into one adept trait.
- Move rifled turret barrels to master level (bonus damage and range).
- Add a new grandmaster turret trait: Reactionary Turrets – All turrets instantly and immediately launch their overcharge skill when deployed. This activation does not trigger the overcharge skill’s cooldown.
- Modify accelerant-packed turrets trait: instead of causing a damaging explosion on death, all turrets launch their overcharge skill instantly on death. This happens even if the overcharge was on cooldown.
That’s great and all for point defense PvP, but for literally every other mobile aspect of this game, stationary turrets with long cooldowns just don’t work.
Lol. Basically make thieves like WoW Rogues? Thieves really aren’t a big of an issue as people make them out to be.
After looking at these forum posts, I see now that Nova is an Elementalist that is angry and demanding nerfs to every profession that out-performs his own. I think the situation is more along the lines of Elementalist needing a buff, not nerfing other enjoyable professions.
This kind of post is always non-constructive. I main both Ele and Engi and seeing all the conspiracy theorist posts about every dev playing Warrior or that Ele or Thief or Ranger or Engi or whatever else profession is somehow always sought out for nerfs is just inane trollbait.
Anyway, I wouldn’t necessarily say that Engineers are in the best place in all areas right now. That position goes to Warrior. Engineers still fall like the rest of them to Warriors, Necromancers and Thieves for obvious reasons that any veteran Engineer will know. In terms of build diversity, there are two right now that are considered to be strong: decap engineer, which is a Bunker, and Bomb/Nade Condi Engineer, which is a Bruiser. Power builds aren’t…that viable; nor are sustained DPS options outside of Conditions and Explosives strong.
If the bugs for Engineer are fixed – Turrets, Static Discharge for untargeted skills, and so on, Engineer may then be stronger. Longstanding class issues like Gadgets having no trait support and lack of condition clear outside of Alchemy should also be looked at; as should Grenadier making Grenade kit possibly too strong traited, and too weak untraited. Only then might Engineer be considered to be on the level of, say Warriors or Guardians right now.
Until then, Engineer is as it has always been – middle of the pack. Bringing other classes down to, say, Elementalist’s current level could be done, certainly. Engineer’s keystones of Grenadier, Automated Response, Incendiary Powder being nerfed would put Engineer in possibly the same position, in fact. Hell, Kit Refinement was already taken away; now there’s less holding the profession together.
The fact remains that terrible design decisions, bugs and horrid passives (OP and bad) plague every class. Is it a conspiracy on the part of Arenanet? No, just human error, and a forced early launch due to Mists of Pandaria, and poor project management that favours temporary content over fixing the game. That’s just how it is.
How is my post non constructive? I wasn’t exaggerating are making false claims, Nova really is an Elementalist player angry at everything that he feels trumps his profession. Maybe try reading one of his many other rants against other professions, or his post about how he plays an elementalist? But hey, you wanna take trolls like Nova seriously and constantly fill his threads up with unnecessary and wasted constructive feedback that he’ll just blindly dispute, go ahead.
While turrets do need some expansive work, fixing a cooldown issue seems like something that could be quick and easy to fix to at least somewhat alleviate the problem.
Yeah, and there is now way to avoid that damage, except of course don’t stand in the wells and counter the extremely telegraphed and slow firing Life Blasts. Power Necromancers are fun, but far from overpowered.
I know they plan to address turret bugs, but have no knowledge of damage or survival of turrets being addressed. If the bugs were fixed and all else remained the same, my proposed changes would still be acceptable without creating balance issues.
That being said, my changes would not work of course if the turrets still fired the first shot upon being deployed. I would assume some sort of cooldown be placed on the shots that prevented an immediate re-fire if one were to pick up a turret and immediately place it back down. Otherwise, turrets such as the Net Turret could be easily exploited.
However, I see nothing wrong with the cooldown starting when the turret is deployed instead of when it is destroyed as you suggest. Either way, turret cooldowns is something that needs to be addressed.
I don’t see PvP being an issue since the counter play is to simply sneeze in the direction of the turrets to destroy them before the engineer can pick them back up, thus placing the full cd on the turret.
Due to the current state of Turrets, I am sure most players do not find them threatening in any way. The effects are weak and often bugged, the turrets themselves are easily destroyed, and most people only take turrets for the overcharge or detonate/toolbelt effect. So to make turrets slightly better, my suggestion is to simply remove the cooldown on a turret (excluding the healing turret) when it is picked up.
*This means in PvE, you can use your turrets in more encounters.
*It would encourage more active management of turrets.
*It would not become OP because turrets themselves are weak, bugged, can easily be destroyed, and a cooldown still remains on the overcharge effect.
I feel this would be a simple solution to make turrets more pleasant to work with until the deeper issues can be properly sorted out.
Using the grenade kit is also much easier if you go into options and switch to the fast range indicator or whatever it’s called. Flamethrower is good but won’t put out as much damage as bomb kit or grenade kit.
As Kubetz stated, do not delete your old character until you outlevel him on the new character and are completely sure you will not want to go back to him.
I roam in WvW with an HgH Grenade Kit build. I stand far away from danger and collect many loot bags.
If you’re really looking to stack might, try looking into an HgH or Juggernaut build. As far a Might blasting goes, getting 9 or 12 stacks of Might is pretty simple without over-complicating it. As others have said, first deploy any turrets you plan to detonate, then Big Ol’ Bomb, then the Fire Bomb, Then detonate your turrets, use you Shield blast finisher, and then use any other blast finishers you wish to include such as Rocket Boots or the Elixir Gun’s Acid Bomb.
United States, and yeah, the error I’m getting says it is blocked in my country.
I actually love alot of the medium armor styles.
Flamethrower isn’t all bad. I saw someone mention an HgH Flamethrower build, so I went about making one of my own. The result was I could easily maintain around 20 stacks of might, it was easier to land attacks on my opponents, and I had a great balance of survival and damage. In fact, I enjoyed it so much that I am going to keep tweeking the build until I find the perfect set-up for it.
After looking at these forum posts, I see now that Nova is an Elementalist that is angry and demanding nerfs to every profession that out-performs his own. I think the situation is more along the lines of Elementalist needing a buff, not nerfing other enjoyable professions.
Can’t believe people are crying that power necro is op. Especially wells.
Your video has apparently been blocked due to copywrite infringement.
I agree that the condition cleanse from Med-Kit isn’t the best, but it is still a very useful kit that really doesn’t need fixing. As far as lacking in condition removal, we’re not in bad shape there. There are some many options ranging from Formula 409, Healing Turret overcharge, Elixir C, Toss Elixir U, Elixir Gun, and even condition immunity below 25% health. The problem is the condition meta in general, not the Engineer’s capabilties to remove them.