Showing Posts For Singer.8740:

December 10th Balance update

in Engineer

Posted by: Singer.8740

Singer.8740

@ Imaginary
THIEF
what you said:
“Thiefs will get HIGHER inviative regeneration from Traits (and I can only see changes to Traits in that post concerning Thiefs)”
what the patch says;
-Increased the base rate of initiative gain from .75/second to 1/second.
-Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
-Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.

please explain how this is " HIGHER inviative regeneration from Traits" they get a slight in built increase and all the traits have been nerfed to the ground. (the signet too)

what you said;
" and most of their abnormal spaming escape, gap closer abilities comes from weapon abilities and utilites. So bascially they ‘ll recieve a buff on that part as if that wasn’t over the top already."
what the patch says;
-Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
(this meens shadow return has a 1/2 cast time. NERFHAMMER!)
-Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
(D/P and other perma stealth tricks. NERFHAMMER)
-Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
-Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
(NERFHAMMER, NERFHAMMER, NERF, HAMMER.)

WARRIOR
what you said;
“Also Warrior only gets a nerf for their Earthshaker-Damage and redability and it doesn’t change the other facts I posted above.”
what the patch says;
-Arms IV – Unsuspecting Foe. Moved to Master Tier.
-Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
-Earthshaker. Reduced damage by 20%.
-Staggering Blow. Reduced damage by 23%.
-Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.

how is this only a nerf to the burst ability may i ask?

lastly regarding vigor i am indeed right. Now you can go even more offensive and still get perma vigor by moving ten points from tools to firearms.

It looks like your looking at a different set of patch notes from the rest of us.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

(edited by Singer.8740)

Dungeon usefulness list

in Engineer

Posted by: Singer.8740

Singer.8740

Engineer: 30/5/0/10/25 P/S with Grenade Kit. Throw Freeze and Shrapnel grenades on cooldown.

This is not even remotely close to a max dps rotation for engineer. If you want to calculate engi dps this thread is a good start:

https://forum-en.gw2archive.eu/forum/professions/engineer/PvE-Dungeon-Speedrun-Zerk-Build/first

Rotation is incredibly easy. Blunderbuss, Jumpshot, Prybar and spam Bomb till Jumpshot is recharged. Discharge skills use everytime they are on cd (with BOB better wait till boss has defiant)

Also you have to consider that most of engineer’s damage is area effect, which greatly increases dps vs. multiple mobs. Thief and necro dagger is only single target.

thanks for the post was gonna post the same thing when i saw you had done it. Engineer is the ultimate 5th slot for any party serious about dungeon run.

3x war
1xengie
1x war or guard

class usefullness;

1.war
2.guard
3.engie
4.ele
5.mes
6.ranger
7.thief
8.necro

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

December 10th Balance update

in Engineer

Posted by: Singer.8740

Singer.8740

I am not going to name names, but I see two posters here who complained and moaned about having to swap in and out of kits every 5 seconds and practically demanding they extend its duration now complaining about it.

I feel some of you are bringing up good points, but some post here are irrational over reactions.

I do like the new elixir-infused bombs base heal going up to 217 though. That will bring the ol’ cleric build up to 355. With backpack regenerator at 185, we will be able to maintain a 540 heal tic on ourselves. Add in the 10s of regeneration from Healing mist, and the 10s of heal tic from super elixir, and we will be doing nice AoE heals

I am curious as to what trait will be moving into the explosives adept tier with incendiary powder moving.

accelerant packed turret’s.

Also i agree with you totally this is a good patch for us. The majority of engineers are just but hurt because the perma vigor combo is now via firearms and the crutch that was speedy kits has basically been taken away (thank god). Every engie and there grandmother had this trait because of perma vigor. Now the only people who will take it are people who want perma swiftness via kits in there build. (even then 30% boon duration with elixer b and drop stimulant has the same outcome.)

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

December 10th Balance update

in Engineer

Posted by: Singer.8740

Singer.8740

@ Imaginary.6241 your points would be valid except for the fact everything you mentioned about warriors and thieves is receiving a nerf so ye……invalid, read ALL the patch notes.

Also why are you guys upset the only tings they have done to us that you can think of negative is force us to stop relying on Speedy Kits for vigor. It was a major crutch and i am glad they changed it, also do not forget this is a blanket nerf to all classes with endurance restoration ability’s so the playing field remains equal. (oh wait we can still perma vigor with infused precision and we all know that firearm builds are gonna be a hella popular come this patch.) The one true nerf we got was moving incendiary powder to master but even that is reasonable considering the power of the ability, just be grateful its not going GM. Despite all of this the Buffs to firearms and our defensive ability’s is looking sweet. Transmute for example is now a basicaly better version of Purity for a MINOR. purity; cures one condition every 10 secs. Transmute; converts one condition into a boon every 15 secs. I dont know about you but this trait wasnt even on the radar before this patch and for a minor this is pretty epic.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Dec. 10th Balance Preview - Warrior changes

in Warrior

Posted by: Singer.8740

Singer.8740

Nobody got buffed that’s the thing lol

Ele’s, Engie’s, Guards (why i do not understand), mesmer’s (we shall see), Rangers all got buffed with only a few minor rebalances here and there.

Nec, Thief and War have been brought down a peg or two this time around. Saw it coming though these classes suffered from the fact that they got to have the howl pie and eat it too now they have to choose a slice like everyone else. In the case of the warrior you can go tanky CC hammer but have little dmage or go offence CC with the hammer but have no defence instead of being this massive Meat shield bulldozer with a side of kick-kitten that it is today.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Singer.8740

Singer.8740

Hey dev’s thanks for this>

•Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.

The one thing i think you guys need to look at however is as a class we definately have condi clean issue’s when not specing alchemy. heck all or cleanse comes from elixirs exept the turret and skill 4 on med kit. mabie you should look into mabie introducing condi cleanse in the inventions line (On elixer infused bombs with an internal cooldown for example.) or some gadgets. goggles removing blind, confusion and fear for example. hey it would be awsome if each gadget removed a set of defined conditions they would see play and get used in builds then. heck rocket boots is allready made like this i think you guys just need to go the same way to make them viable. just saying cuz its basically go alchemy if you want condi cleanse.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

(edited by Singer.8740)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Singer.8740

Singer.8740

It’s like ANet telling us: “For god’s sake just reroll a guard or warrior already”.

i would not be so fast to jump on the warrior band wagon if youve read whats in store for them if i were you. What anets really saying is its time to dust off your ele’s and engie’s and i hate to admit it but guards are looking nicer than ever as well. Back on topic, warriors….lets just say Mama says you can only have one piece of pie now son.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Singer.8740

Singer.8740

Healing signet needs NO NERF , don’t listen to the whiner . Warrior has no sustain outside of high regen . Those hammer dmg nodes nerf are perfect . But im dissapointed about thief changes honestly , S\D is the only viable build anet

The change to initiative regain baseline is a huge buff to ALL thief builds, so don’t jump so early to those conclusions!

Yup, basically only perma-stealther’s and DodgeAFKer’s (most of the time there the same thing!) are taking the hit and on this i agree. No class should be able to freely reset without down sides or cooldowns.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Ding Dong the thief is dead!

in Thief

Posted by: Singer.8740

Singer.8740

From the dev post.

“The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is ok, but re-using the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.”

“Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.”

I am so glad i moved my thief away from D/P. Perma-stealther’s rest in peace because it looks like Dorathy gets her red ruby slippers after all and we just get the nerf house.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

(edited by Singer.8740)

December 10th Balance update

in Engineer

Posted by: Singer.8740

Singer.8740

•Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds. <<<<<<This. me likey.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Commander build

in Engineer

Posted by: Singer.8740

Singer.8740

Im no commander but which would be the best armor/runes for something like this in wvw? dire or soldier? should I change to pistol/shield?

http://gw2skills.net/editor/?fcAQFAUlIqyaX3y3F87IxIFcuzgUU37K6R+bslB-jUAB4iIA-w

i took a look at your build. its pretty sound, i made 2 minor change to help you live longer. here’s the link.

http://gw2skills.net/editor/?fcAQJAqelIqyaX3SdF8LJxoCdOUB7DSRdvroH5vxUG-j0yAofhQCCCZBkEBk9KiGbZsIasKbMt7iqVvAmcGta7OgUAPMMC-w

I removed 10 from tools (speedy gadgets) and put them into inventions for stabilized armor also swapped out BR for cleaning formula 409. This allows you to get rid of rocket boots and take elixir B which gives you access to stability and two more cleanses. you were right to ask if you should use P/S and the answer is yes. it gives you access to the best block in the game (blocks, stuns, can be thrown to daze targets.) and a knock back that is also a blast finisher. the pistol on the other hand you wont use very much but saying that skill two will hit very hard in your build. and skill 3 is very good CC (bouncing blind and confusion whats not to like.). You will be spending most of your time in FT or EG though so the pistol is mostly just extra tools. for your gear i have outlined it in the build.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Commander build

in Engineer

Posted by: Singer.8740

Singer.8740

hmm. the only problems i see with this build is you hit like a wet noodle you have also limited your group utility in place of self preservation and you have no condi cleanse at all.

Here is the link to my extensively tested build.

https://forum-en.gw2archive.eu/forum/professions/engineer/Etheeria-s-Blast-master-WvW-build/first#post3051310

I am currently using Potions of Karka toughness instead of focusing crystals. (+150 toughness).

I do think the point of being a commander is to survive, above anything else. Any dmg or support you can provide on the side is good, but the number 1 priority is to stay alive since with no commander itll just be a mindless Zerg. Healing turret cleanses 2 conditions and has 2 water fields, which is why i chose it over the other heals. The condi cleanse can be made up for by the other people with me in my group. Plus im invincible against them under 25% (6.5k health)

except your not invincible. Automated responce + Self regulating defences is the worst trait combo in the game. In WvW if you go to 25% Hp you will go into Elixer S locking yourself out of your heals and cleanses and automated response does not remove conditions that are on you already so all you have done is let the bleeds and burns eat you alive. A good burn (like the one in my build) would kill an Elixer S’d engineer instantly. On top of this SRD has a 90 second cooldown making it unreliable at best (its very hard to say at best.). Also your relying on others too much especially with the changes to how buffing and cleansing works on ally’s now. (party first). So coming back to my original analysis, you hit like a wet noodle you have also limited your group utility in place of self preservation and you have no condi cleanse at all and i would like to add since you pointed it out to me your build does not support itself and must be supported by surrounding players to survive. In my opinion i think you need to make some serious changes to your build.
Its up to you if you want to take my advise or not but i hope you look into making a new build.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Rytlock is a Mary Sue.

in Living World

Posted by: Singer.8740

Singer.8740

Nice post. I was getting sick and tired of all the Mary Sue name slinging going around the forums from people who have no idea what there talking about. This post totally lightened my mood, thank you.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Rangers and Ascended Weapons

in Ranger

Posted by: Singer.8740

Singer.8740

Just thought i would come look for this post since i new there would be one the minute the stream was announced. I think you guys need to suck it up at least you get the stat increase from ascended weapons. look at the engineer. they might as well stay with exotics because there kits get NO bonuses from ascended weapons and an engineer without kits is a free loot bag.

No, engineers should complain just as loudly. Sucking it up is stupid. If something is not fair, you say why it is not fair. If it has been said before, say it again so that people who don’t know yet will know.

We in the Engineer forums used too. All the time. Gave up after we figured out it wasnt going to happen. i could l
link you the post. its huge. if i can find it.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Engineer Speed Boosts

in Engineer

Posted by: Singer.8740

Singer.8740

centaur’s rune + elixir H + elixir B = perma swiftness (stack on duration)

You do not need the + elixir H + elixir B at all with the centaur’s rune

You do not need to waste your money or trait points. with a mere 30% boon duration Elixir B + drop stimulant is perm swiftness.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Commander build

in Engineer

Posted by: Singer.8740

Singer.8740

hmm. the only problems i see with this build is you hit like a wet noodle you have also limited your group utility in place of self preservation and you have no condi cleanse at all.

Here is the link to my extensively tested build.

https://forum-en.gw2archive.eu/forum/professions/engineer/Etheeria-s-Blast-master-WvW-build/first#post3051310

I am currently using Potions of Karka toughness instead of focusing crystals. (+150 toughness).

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Rangers and Ascended Weapons

in Ranger

Posted by: Singer.8740

Singer.8740

Just thought i would come look for this post since i new there would be one the minute the stream was announced. I think you guys need to suck it up at least you get the stat increase from ascended weapons. look at the engineer. they might as well stay with exotics because there kits get NO bonuses from ascended weapons and an engineer without kits is a free loot bag.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Need good grenade/ bomb build for wvw and pvp

in Engineer

Posted by: Singer.8740

Singer.8740

https://forum-en.gw2archive.eu/forum/professions/engineer/Etheeria-s-Blast-master-WvW-build/first#post3051310

This is the thread to my build along with a comprehensive brake down of the gear traits and skills. Incidentally i am currently testing out Potions of Karka toughness, Marjory’s Experimental Chili and Toxic Focusing Crystal as food alternatives.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

[WvW] LF Build for commanding

in Engineer

Posted by: Singer.8740

Singer.8740

https://forum-en.gw2archive.eu/forum/professions/engineer/Etheeria-s-Blast-master-WvW-build/first#post3051310

This is the thread to my build along with a comprehensive brake down of the gear traits and skills. Incidentally i am currently testing out Potions of Karka toughness, Marjory’s Experimental Chili and Toxic Focusing Crystal as food alternatives.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Etheeria's Blast master WvW build

in Engineer

Posted by: Singer.8740

Singer.8740

I would argue the hardest part of putting this build together is the noble runes, 720 tokens = 11-12 daily runs. Its one of the hardest dungeons to find a decent group.

I do really like the build tho, and am probly going to switch to it. Dire gear just seems so OP atm. Like Rozbuska said I’ve just got the stigma of keeping 10 in tools for speedy kits. Also gonna have a hard time giving up rocket boots.
The options your trait choices open up are appealing, switching out to explosive decent at the right time will be fun.
Although the build does have a distinct lack of crit, especially the 5 trait from firearms, I guess I’m too used to running rabid gear.

What would you think of dropping nades for e-gun and going 20/10/10/30/0?

I totally agree that the noble runes are a pain in the kitten to get. (especially since i had to do the dungeon a tun to get my quip, lol) but they are definitely a must for the build as the power rune equivalent’s (fire, hoelbrak, pirate, strength) pared with 2 runes of altruism really do not compare. (altruism runes having a 15 second internal cool down most notably.)

In regards to speedy kits i mentioned above. You do not need to waist the ten precious points because you already have perma-swiftness via “elixir b” and “drop stimulant”. I too found it hard to curb my addiction to this. :p I still switch a utility to rocket boots to get from point A to B when i am not in my guilds zerg (hole guild zerg has perma-swiftness so its not needed.)

In regards to the issue of crit ill take some time to explain this and why it is actually a trap for engineers when running WvW. (roaming or zerging)
To start things off we will use my build as the base for this discussion and switch parts out for crit. So as we have established we use condition armor because via might stacking our attack stat reaches about the same level as say a warrior in power stat armor such as soldier gear. (100 to 200 points less taking into account current meta.)
This happens due to a combination of our messed up trait line (bomb kit and nade kit being hybrid weapon’s.) making us go into the power tree instead of say the condition tree (which also happens to be our precision tree) by at least 20 points to pick up enhanced performance for the all important might, and the full 30 points if you use grenades. So this leaves us with 40 points to play with, but wait in order to stack might effectively which as we have come to realize allows us to put out such sick damage we must go 30 points into the alchemy line or give up on the thoughts of might stacking and go put on our power gear and run a glassy back line nade build which we have already surmised has the same power output as us, non-existent condition damage but excels with crit damage at the expense of survivability. So this truly leaves us with 10 points to do with as we wish. Now i could put these points into tools for speedy kits and benefit from invigorating speed but sadly this really only synergizes well if i am running the glassy power, crit nade build mentioned above which is so far from an HGH or other might stacking build as to be pointless to talk about. Or i could put the points into firearms gain those lovely on crit abilities some more condition damage and some 4% crit chance. but all of a sudden my armor stat is 2700 and to benefit from these on crit abilities i have to start swapping out dire gear for rabid gear. Suddenly my vitality takes a nose dive i have to compensate by swapping out the bomb kit as i can no longer survive in the heart of a fight and before i new it i am suddenly back to the standard back line HGH nade engineer that quite frankly is lackluster as it is more of a roaming build and does not bring very much to the table in large fights all the while realizing you kitten yourself for two nebulous chance traits and a bland increase in crit damage output via your baked in 50% crit damage which quite frankly is terrible with nades poor raw damage output unless you go power and sacrifice even more survivability for more crit damage at which point you can no longer run HGH which would have had superior damage output. ( I used to run the HGH build. Then dire armor came along.)
I do believe this adequately explains why one must steer clear of the crit trap.

In regards to swapping the elixir gun in for nades. Lets say you took those ten points and put them in firearms got your on crit effect plus ether an EG trait or the other on crit trait. This leaves you in the same dilemma above in regards to crit chance over other stats. On top of this you severely limit your range as well as your control options and damage out put when you lose those area bleeds, blinds, chills and poisons in exchange for what is more of a roaming single target support weapon. (requires an investment in healing power to make the support worth wile over water fields.)

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Etheeria's Blast master WvW build

in Engineer

Posted by: Singer.8740

Singer.8740

i’m lovin the feedback here guys.

To Rozbuska, but you do have perma-swiftness. If you use Med Kit skill 5 “Drop Stimulant” and “Elixir B” at the same time and then pop them when they come off cool down you have swiftness forever.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Etheeria's Blast master WvW build

in Engineer

Posted by: Singer.8740

Singer.8740

it gets the name from its specialization in the use of explosives. Besides as i made it i do get creators liberties. :p

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Etheeria's Blast master WvW build

in Engineer

Posted by: Singer.8740

Singer.8740

Question: does the might on healing trait work with medkit’s tool belt ability? Of is it upon switching to the medkit, or using one of the medkit’s packages?

it is for equipping or un-equipping (but not dropping via weapon swap key.) the med kit.
Basically every time you push your number 6 (or whatever you key bound there) you gain might. (ten second internal cool down on the trait, sigil and runes)

1. put on med kit in combat gain 9 might.
2. wait 10 seconds.
3. put on med kit in combat gain another 9 might
4. wait 10 secs.
5. put on med…..you get the point. mix this with blasts on your fire field and your gold.

forgot to mention you can swap kits even when stunned etc. so you can always always keep your stacks up.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

(edited by Singer.8740)

Etheeria's Blast master WvW build

in Engineer

Posted by: Singer.8740

Singer.8740

hmm did not know that thanks for pointing it out.

Also forgot to mention i have a second shield with a superior sigil of corruption i carry around with me.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Etheeria's Blast master WvW build

in Engineer

Posted by: Singer.8740

Singer.8740

Just wanted to share my build with the engineer community. This is the first time i’ve done this but i have put so much grinding, testing and playtime into it (from the moment the patch notes were leaked, i’m an optimist what can i say, it payed off.) and am so confident in this build that i just wanted to share it with you good people. so here it is;

http://gw2skills.net/editor/?fcQQJAqel0p6ZHxSdF17ISoC2noHYGl5YfeIXPIEC-jkCB4iCh0CIk0gkIAZSFRjtKsIasKZER1qbYmbMa12dASBAx0I-w

this build is designed for anything from roaming to being able to stand toe to toe with the enemy from the middle of your zerg. with the ease of might stacking and retention through med kit swapping and access to fire field blasting you will always be running at 22 to 25 might. If you also have access to guard leach and applied fortitude you will be sitting on or near a comfortable 3200 atk and 3000 condi damage. ( 3100 atk 2800 without for all you PvEer’s out there.) These numbers along with the on pulse effects of the bomb kit and short cool downs on the grenade kit ensure that you will be applying sick condi damage to the enemy despite cleanses due to the nature of your attacks. On top of this with the size of your attack stat and the raw power of the bomb kit your you deal excellent raw auto attack damage as well.
Defensively your also very hard to kill at 2800 armor in kit and 24000 base hp. On top of this your elixir B (both varieties) cleanse conditions (toss cleanses five people) and you have a cleanse in your med kit as well as drinking another elixir B at 75% hp. Also automated response makes sure that if your health goes down to 6000 hp you can not have new conditions applied to you. On top of this you take 20% reduced damage when you are stunned or knocked down and access to a group stability with a short cool down.
There are a few changes you can make to this build which i will list below.
1. you can swap out “blood injection” for “protection injection”. This will give you 4 secs of protection whenever you are disabled (5 sec cool down :/ ) and stacks with the 20% reduction from “stabilized armor”. you will lose some condition damage doing this however as the trade off.
2. you can swap out “forceful Explosives” for “Shrapnel” and this allows your explosions to apply bleeds. (15% chance not reliant on crit chance, so precision is not required) On top of this this trait is applied per pulse on “fire bomb”, “smoke bomb” and “glue bomb”. Bare in mind you will be trading the increased radius of your bombs for this.

The dire gear in this build is quite hard to come by however as the only place you can find it is as a token reward from the CoE dungeon. As i mentioned at the start i have heavily tested this build, but you do not have to take my word for it, try it yourself i guarantee you will not be disappointed.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

achievemnets from last year not returning. :(

in Blood and Madness

Posted by: Singer.8740

Singer.8740

“Seasonal holidays” should have recurring achievements. That is part of what makes them seasonal. As 95% of the posts here demonstrated Anet. You went the wrong way with this one sadly. hope we can get a red post explaining why they did not bring them back and or saying they will bring them in next time because its what the players want.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

achievemnets from last year not returning. :(

in Blood and Madness

Posted by: Singer.8740

Singer.8740

Just remembered but you would have thought this game would have an in game calender like any other mmo in existence huh :/

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Utterly, utterly, baffled.

in Blood and Madness

Posted by: Singer.8740

Singer.8740

Linking my post as well for relevance.

https://forum-en.gw2archive.eu/forum/livingworld/bam/achievemnets-from-last-year-not-returning/first#post3031422

they should have defenetaly brought back the old stuff with the new. it seemed like the kind of thought that kills two birds with one stone, its a real shame.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

achievemnets from last year not returning. :(

in Blood and Madness

Posted by: Singer.8740

Singer.8740

just linking this post for relevance as well.

https://forum-en.gw2archive.eu/forum/livingworld/bam/Utterly-utterly-baffled/first#post3031397

As it is also talking about how Anet should have included the old stuff with the new stuff.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

achievemnets from last year not returning. :(

in Blood and Madness

Posted by: Singer.8740

Singer.8740

its nice to see that there are allot of people that feel the same way i do. now i can understand the stuff with skins not coming back as these are a way for people to show off, but not bringing the achievements back is really wierd. they had no effect lore wise and in fact its negatively effecting the lore with the pumpkin carving because Tyria did not suddenly have a bout of amnesia and forget how to carve pumpkins and monsters have not suddenly stopped spawning from doors, and the clock tower is still there. Why they could not bring these back is and will probably remain an enigma to us unless a dev comes on here and says something, but honestly i am not counting my candy corn on that one.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

achievemnets from last year not returning. :(

in Blood and Madness

Posted by: Singer.8740

Singer.8740

Exactly as the title says. Allot of people who did not play the game at launch were hoping that these would be back. Apparently not. I once again look at the achievement point leader board and wonder if there is even a point to its existence since i and ,many others will never be ranked there because there is no way for us to catch up even if we do all our daily’s every day and go out of our way to earn other achievements. (i have 10,400 achievement points and do all my daily’s every day btw.)

<Unhappy Face>

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Engineers in WvW, all insights are welcome.

in Engineer

Posted by: Singer.8740

Singer.8740

the lack of of stability is definately the mane problem especially since we are one of the tankier classes, as such we have kind of been relegated to running nades in zerg situations. Yes nade DPS is epic but other than that there is nothing else we can viably use build wise since we have no stability. Good news though this changes in one of the two october patches when throw elixer b starts to give guaranteed stability. this will hopefully open up options for more in your face builds on the engineer in zerg situations.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Any news on Kits + Legendaries?

in Engineer

Posted by: Singer.8740

Singer.8740

During a night running Teq on SoR. We had the chance to talk to a dev in raidcall who was here for the battle and i got the chance to ask him this very question. The answer sadly was that implementing such a thing would not be time or cost effective, they might be able to add the footprints when in kit but they do not have a team and probably will never have a team working on this. so there is your answer. I have a quip and was pretty gutted to hear this but oh well, ill always be a die hard grease monkey.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

[Guide] Damaging Tequatl Guide

in Tequatl Rising

Posted by: Singer.8740

Singer.8740

To me, these are the damage kings:
1.Elementalist
2.Warrior
3.Engineer
4.Ranger
5.Thief
6.Necromancer
7.Guardian
8.Mesmer

i corrected this for you

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Why did SAB change?

in Super Adventure Box: Back to School

Posted by: Singer.8740

Singer.8740

I will try World 3 just to see what it’s about!

in a word; Pain.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

how to get around trees?

in Super Adventure Box: Back to School

Posted by: Singer.8740

Singer.8740

i was just picking up where i stopped on first SAB – world 2 zone 1. and there is trees blocking my path, seems there is nothing i can do? throwing those bombs that are near from the hillbillies doesnt do anything and i cant jump around them either? whats wrong?

burn them with torch or candle

lol. screw that, bye SAB. thanks for replies.

LOL. What a troll. the guy obv wasn’t even interested in the question to begin with. Just was trying to make a show and make SAB out to be bad (how you do that by proclaiming that your directionally challenged beets me.) would like to point out as Zilent did, the candle is free. You even need it to help you progress w1z3 so you should have it already 100%. stop waisting our time and go spam a world boss or something.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Anyone changing their build after the patch?

in Engineer

Posted by: Singer.8740

Singer.8740

I use an HGH nade build so post patch the only change I will be making is losing self-regulating defences for fast acting elixers and swapping elixir c (I zerg in wvw mosty) out for elixir s. (I also often switch to rocket boots when im out in wide open spaces.)

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Current state of the professions in WvW?

in WvW

Posted by: Singer.8740

Singer.8740

would also like to point out that Engineers bring buckets of DPS and utility to zerg fights.
in my current build for example i run at 3000 atk 2000 Cdmg with high crit chance and tanky. also dont forget if an engi is running nades (most zerg engies do) the AOE cap is 9 not 5 because each nade can hit 3 targets and traited you throw three nades with each skill. it takes skill to play an engi good. this does not equate to engis not being good, just a case of L2P. lastly im gonna cut you off on the retaliation argument because one, its not as good as it was and two a good engi will be specced for and smart enough to mitigate it all.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Current state of the professions in WvW?

in WvW

Posted by: Singer.8740

Singer.8740

And I don’t even know about Engineer. I’m not scared of them, and fights either end in their death or their running away. I simply don’t know much about the class.

Obviously you have not fought any perplexineers yet. you would have a different opinion when your combat choices are as follow’s;

1. Use an atk skill = suicide
2. use a Utility skill = suicide
3. heal = suicide
4. dodge = suicide
5. run away = run away.. oh wait the engi is faster than you are :/

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Ascended Weapons and kits

in Engineer

Posted by: Singer.8740

Singer.8740

So i just tested it.
I set my quip to zerker and put an exotic zerker in my off hand and it looked like this.
with quip = 2585 (taking into account my gear ofc)
in nades = 2548
deductions = 37
now i remove quip, keep the zeker exotic in my off hand, no changes to my gear then equip a zerker exotic pistol in my main hand.
with the exotic pistol = 2556
in nades = 2544
deductions = 12
nades (quip) – nades (zerk exotic) = 4
4 equals the increase in power from having an ascended weapon equiped over an exotic. (this is applied while in kit)
This implies that kit base strength has not been increased.
furthermore as shown above there is a base str differential of 25 over an exotic weapon and a 33 (deducting the plus 4) point differential while in kit.

i do not know what the stats were before (kit versis exotic) so if anyone can post it here it would be much appreciated.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Problems with Engineers and Legendaries 2

in Engineer

Posted by: Singer.8740

Singer.8740

remember i dont know what the difference was before the patch this is just what it is now. it would be nice if someone with the information ( like a DEV cough COUGH) could put it here.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Problems with Engineers and Legendaries 2

in Engineer

Posted by: Singer.8740

Singer.8740

So i just tested it.

I set my quip to zerker and put an exotic zerker in my off hand and it looked like this.

with quip = 2585 (taking into account my gear ofc)
in nades = 2548
deductions = 37

now i remove quip, keep the zeker exotic in my off hand, no changes to my gear then equip a zerker exotic pistol in my main hand.

with the exotic pistol = 2556
in nades = 2544
deductions = 12

nades (quip) – nades (zerk exotic) = 4

4 equals the increase in power from having an ascended weapon equiped over an exotic. (this is applied while in kit)
This implies that kit base strength has not been increased.
furthermore as shown above there is a base str differential of 25 over an exotic weapon and a 33 (deducting the plus 4) point differential while in kit.

i do not know what the base numbers were before patch so if anyone can carry on from were i have left off it would be much appreciated.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Problems with Engineers and Legendaries 2

in Engineer

Posted by: Singer.8740

Singer.8740

So i just tested it.

I set my quip to zerker and put an exotic zerker in my off hand and it looked like this.

with quip = 2585 (taking into account my gear ofc)
in nades = 2548
deductions = 37

now i remove quip, keep the zeker exotic in my off hand, no changes to my gear then equip a zerker exotic pistol in my main hand.

with the exotic pistol = 2556
in nades = 2544
deductions = 12

nades (quip) – nades (zerk exotic) = 4

4 equals the increase in power from having an ascended weapon equiped over an exotic. (this is applied while in kit)
This implies that kit base strength has not been increased.
furthermore as shown above there is a base str differential of 25 over an exotic weapon and a 33 (deducting the plus 4) point differential while in kit.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

can a dev tell us? Kits Str increase. yes/no

in Super Adventure Box: Back to School

Posted by: Singer.8740

Singer.8740

I would love if a dev can tell the Engineer community if Kit base str was brought up to be in line with ascended weapons or should i just equip a white with my sigils and leave it at that. Is my quip useless. (i dont get its special effects in kit allready :/ )

Please can a dev illuminate this subject for us.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Problems with Engineers and Legendaries 2

in Engineer

Posted by: Singer.8740

Singer.8740

yes…yes it is….do i even need to make ascended weapons :[. why do i own a quip again?? huh, what was i……(/fadesaway)

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

It's time for something to be done!

in Engineer

Posted by: Singer.8740

Singer.8740

i feel your pain man. i have quip which admitedaly has some effects that do things on kit swap etc but in the end its the same situation. i spend most my time in nades and this patch i was hoping. praying, that they would do something about this problem. dont even get me started on if there gonna increase kit str to match ascended. so far i am not a happy bunny

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Kits and Legendary effect's fixed yet?

in Crafting

Posted by: Singer.8740

Singer.8740

i changed it but since your post is off topic should it not be removed also

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Kits and Legendary effect's fixed yet?

in Crafting

Posted by: Singer.8740

Singer.8740

Exactly as you say Buttercup, and it is very lame and needs fixed especially since we put just as much work into are legendary as the other classes do. Its total inequality currently since we cant decide how are kits look and they remove these awesome effects we worked hard for.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Kits and Legendary effect's fixed yet?

in Crafting

Posted by: Singer.8740

Singer.8740

So they said that some legendary weapons are getting effect updates does this mean the shield, pistol and rifle special effects that engie’s put all there hard work, time and gold into making will finally show when a kit is out? That is all.

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

Bring back old rocket boots.

in Engineer

Posted by: Singer.8740

Singer.8740

engie meets ele in open field > fight goes bad for ele > ele rides the lightning to disengage > engie instantly closes the gap while laughing maniacally and puts a burny boot in there face.

engie being chased by angry mob > engie runs to cliff ledge > engie rocket boots off cliff to other side > engie turns around and magnets one of the baddies off the cliff for a cheap kill > /laugh

enough said :/

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.