Thumper turret suffers from a very long cooldown on both it and its toolbelt skill. If you can’t cancel acid bomb due to connectivity issues, consider using Throw Mine instead, for its high damage toolbelt skill, vulnerability, and blast finisher. Just be careful and remember that it does knock back foes, and will scatter trash mobs or bosses without defiance stacks if placed incorrectly.
You should also be using Flame Blast (FT #2, remember to detonate it) for its damage and blast finisher, so you can maintain over 12 stacks of might with your firefield alone (Throw Mine, Flame Blast, Healing Turret, Flame Blast) and more if others provide fields.
I’d like to see 2 things added:
1. Griefing- dungeon griefing/instance stealing is a very serious problem currently, yet it seems that neither LFG abuse reports or support tickets get anything done about this.
2. Leeching- For TPvP games, leeching/afking for any reason will screw over your team and discourage players from PvPing. The 4v5 problem is bad enough as is, and if you want a healthy PvP environment you must punish these actions.
Active defence is a good thing, not a bad thing. Defensive stats are for players who either do not know the encounter well enough to mitigate damage, are not proficient at dodging certain attacks, or are not in groups coordinated enough to mitigate damage. Both player skill and coordination are rewarded with faster kill times.
As it is now, you can complete dungeons with anything. 5 players in nomad’s gear, 5 player’s in berserker’s gear, 5 players in no gear— and anywhere in between. That is build diversity. You’re welcome to play with any gear you want, and you can succeed with it provided you are skilled/knowledgeable enough.
As soon as you require defensive stats, you start limiting build diversity, not expanding it. The meta is meta because it is the current best, if stats are changed a new meta will emerge, no better and no worse than this one.
Bumping for great justice.
Grenades win for hybrid damage builds, hands down. Rifle does as well, though more so in PvP than PvE, due to its burst and both soft and hard CCs helping to land grenades and other skills.
For PvP you’ll want: Celestial, Strength or Hoelbrak runes, traits 6/0/0/x/x, with Grenadier, Incendiary Powder, Speedy Kits, and Invigorating Speed being must-haves (mostly). Other traits you may want to use: Shrapnel or Accelerent-Packed Turrets in Explosives, Backpack Regenerator and Protection Injection in Alchemy, Power Wrench or Leg Mods or Speedy Gadgets (if taking Slick Shoes) in Tools. Healing skill is Healing Turret (always), utilities are Grenade Kit, Tool Kit, and one of your choice, likely one of the following: Elixir S, Elixir Gun, Slick Shoes, Rocket Boots, Bomb Kit, Flamethrower, Elixir R. Battle Sigil is a must have, other sigil choices include Geomancy, Intelligence, Energy, Doom, and Generosity.
For PvE: Sinister armour/trinkets with runes of the Aristocracy or Strength (expensive), Giver’s Rifle (P/S for some scenarios, consider energy sigil for these) with Strength/Battle, can replace one sigil with appropriate Slaying sigil if you find yourself capping might too often, traits 6/6/0/2/0, Grenadier, Short Fuse, Shrapnel, Arms traits flexible depending on utility choices, Blood Injection of Invigorating Speed (pair with Infused Precision in arms) for extra dodges. Healing skill Healing Turret (can swap to med kit pre or post combat for swiftness/fury), utilities Grenade Kit (must), and two of the following: Flamethrower, Bomb Kit, Elixir Gun, Tool Kit. Swap as necessary, and don’t forget about Toss Elixir S for stealth and Toss Elixir U for projectile destruction. Note that effectiveness decreases when other players applying bleeds/burns are around.
Wow, this sounds terrible. ANet really needs to deal with this right meow.
Mined all of them once, no achievement, relogged, mined them all again, still no achievement. Do we have to explode them all as well? Or is the achievement now awarded at the end of the instance?
Gr8 b8 m8 I r8 8/8
Add Prisoner.2419 then, and pm me if you see me on. I’m usually on after around 6PM EST on weekdays.
My personal list?
1. engineer
2. engineer
3. engineer
4. engineer
5. engineerWhy take other classes when engi can handle everything:-)
This guy knows what’s up.
NA, yes, but I have an EU account now too (just not high enough level yet for dungeoning).
There’s another way to get out of the map to visit the UFO in p1/3, I can show you if you want.
The celestial build stacks between 3 and 9 might depending on how long a fight has been going, if no one else contributes stacks. It’s not that crucial, and you could conceivably run another rune set if you wanted. Its strength relies in its hybrid damage, bringing both good condition damage and good direct damage, with high spike damage if used correctly. Using grenade barrage inside an immobilized enemies model does great damage, as do blunderbuss and jump shot, and they can be chained as well.
The celestial build is more vulnerable to direct damage spikes, with lower toughness, and lacks the block/stun of shield, meaning your best defense against a thief spike or similar is to dps the thief instead of block while your conditions tick. On the other side of the coin, celestial is better versus conditions, as it has both higher vitality and better sustain, but it still won’t save you vs strong condition builds as our condition removal is pretty kitten terrible.
Celestial rifle also trades the slower double stun of shield and magnetic inversion’s short range knockback for a much faster CC in overcharged shot. This makes interrupting heals easier, and makes moving corpses and setting up bursts possible. The soft CC of net shot also makes decaps easier, and key grenades much easier to land. You do lose out on pistol 3’s blind, but a properly timed net shot can negate a lot more damage than it.
Basically, the celestial build trades defense for offensive, and no longer gets countered by builds with condition immunity or very high condition removal.
For Elixir S vs Elixir Gun, it really depends on your style of play and what you want to do. Elixir S is a very solid option, with the stealth from its toss allowing you to set up initial bursts with magnet, or stealth downed allies to prevent stomps, or escape an outnumbered fight. The Elixir itself also allows you to safestomp versus anything but a thief or mesmer, which can be very useful if you do not have a guardian with stand your ground or an elementalist or d/p thief for securing stomps. Depending on your comp, even teamfights may be near impossible to win due to an inability to stomp, so there are definitely times when you’d want to run elixir s over any other option.
Elixir Gun on the other hand is the defensive/support option. It brings a condition remove and decent heal with super elixir, amazing condition removal on others with fumigate, and the hard-hitting blast finisher acid bomb, which can be used for damage on corpses, or blasting a water field, or escaping a fight. Elixir S beats it for escaping fights, but acid bomb can be used for faster movement across the map, meaning you may be able to make it to a point in time to contest it and prevent a decap which you wouldn’t have had time to with Elixir S. Elixir Gun also brings a superior stunbreak, making it the better option against CC heavy opponents and terrormancers.
It should be noted that Elixir Gun and Elixir S are not your only options for a third utility. Others you may want to consider:
- Elixir U when facing multiple power rangers or other projectile heavy opponents, can also be used to safestomp against war/engi, and quickness stomp for when an enemy is being ressed.
- Slick Shoes is a strong offensive option, providing up to 6 seconds of continual knockdown if used properly, as well as a decent escape and low cooldown stunbreak in Super Speed. Both this skill and its toolbelt skill are getting significant cooldown reductions in the next patch as well.
- Thumper Turret combined with the Experimental Turrets trait to provide good protection uptime to your team during teamfights. Also brings good CC. Useful against direct damage heavy teams.
- Elixir R for when you feel like trolling enemies by self ressing. Hilarious when used with the trait Always Prepared.
Slick Shoes also comes with a very low cooldown stunbreak. You lose a secure stomp to take it, but it can do serious damage in teamfights with all the knockdowns if timed properly.
I’d like a condition removed on toolbelt skill use, please.
1. Depends a lot on build you’re using. Celestial tends to be better vs the usual war/medi guard due to the condi defenses those builds have, but a rabid condi build can be very effective against a war if you can disengage during Berserker’s Stance and re-engage afterwards. Medi Guard is a pretty bad matchup for condi engis though, especially if they’re using the variant with virtue of resolve traited to remove conditions.
2. Yes, they are. P/S, rabid builds with 2-3 kits are great in solo Q’s. Most take something similar to 6/0/0/6/2 with either nade/toolkit/x, bomb/toolkit/x, or nade/bomb/x. They’re great for 1v1s and 2v2s, especially on side nodes, but they kinda get countered by builds with high condition defense, and strong condi builds with better removal (that’s an engi as a whole weakness though). The celestial rifle build usually takes nades/toolkit/elixir s, and trades a lot of toughness for the ability to burst and deal with enemies that have high condition defense. You deal a lot of both direct and condition damage, but can die very fast if spiked, so you’ll need to be careful about using your block/invuln and getting out of fights when the pressure gets too high.
3. Besides the rabid p/s and celestial builds mentioned before (which actually have a lot of variants, and very different playstyles simply by choosing one kit or utility over another, for example nade/toolkit/elixir gun may seem similar to nade/bomb/elixir gun, but they play very differently), there are also p/p condition builds with more damage from conditions but less survivability, HGH builds that usually take 1 kit and 2 elixirs and rely on might stacking, static discharge builds for high range/burst damage, FT builds (usually use rifle and either 2 other kits or HGH + 2 elixirs) for funsies, the boring turret bunker builds you mentioned (or a fun build with 2 kits and 1 turret), non-turret bunker builds (that still suck vs condition/CC specs), and trolly decap specs (these still exist). Not all are useful in as many scenarios as the usual rabid p/s or celestial rifle builds, but if you understand the strengths and weaknesses of your spec and play well you can do a whole lot better than most people expect.
TL;DR: Lots of run-on sentences
Some things I’d change:
- +150 AoE Ferocity trait (already discussed)
- Add functionality to Ritual of Protection: Wells apply 1 stack of Might for 20s per pulse to allies within its radius (limit 5)
- Alter Spectral Wall to block projectiles
- Add vulnerability to dagger auto’s second hit (Necrotic Stab)
- Blast finisher on Wail of Doom (already mentioned)
- Putrid Explosion (Bone Minion active) becomes ground targeted so you can blast small combo fields or line shaped combo fields
Why frustrating? It refills your health with a big health burst and condi cleanse and regen AND partially aoe.
And AED is so terribly situational I don’t even know.
You can use it for the orbs running in arah if that makes you feel better.Somehow I think I’m using it very very wrong then
When you use it, immediately hit your heal button again to overcharge. If you don’t hit it twice quickly, it will wait another ~2-3 seconds to do the overcharge heal (the one that removes condis and heals allies, and makes the water field). After that, if others near you are low on health, detonate it with f1 within half a second or so. If you’re trying to solo or no one else needs a heal and there are no fire fields down from earlier, pick it up with interact to reduce the cooldown to 15s so you can use it sooner next time.
Bye frand Vee Wee! I shall erect a hug pillow in your honor.
How to reduce the PvP population even more in one easy step: afk, leave, or screw over your team in rated matches.
Tazza (and a couple other bosses) aggros based on lowest maximum health. If you want to not have aggro here, and have another thief, guard, or ele in the party, you can put 2 or 4 points into water (6/2/2/4/0 is great for this) and watch them die instead.
You should use 6/5/0/3/0 and change weapons based on your party composition and encounters. S/W over S/A if your group lacks fury (can do red moa as well) or swiftness for skips, GS over LB for skips, certain trash groups, or bosses where you need to strafe, S/D where more evades are needed, S/T if your team lacks firefields (you can immediately switch to warhorn to blast it), etc.
this is my only complaint about selling dungeons— Dont kick the 3 other people who worked hard to get the end of the dungeon with you. I’ve wasted countless hours in Arah with no reward because two people decided they wanted to be greedy. They kick the entire group so they can sell the path. this needs to stop. Impose a rule so that you have to be in the group for at least two bosses before you can get credit for the completion.
If this happens to you, report them and move on. I’m willing to bet it hasn’t though, because the vast majority of sellers have actually solo’d/duo’d everything in the instance (minus tar for p1).
At the very least I want merging parties in lfg to require an accept, rather than being automatic, and for instances to close a number of minutes after the last player leaves instead of immediately, to stop disconnects from ruining soloers progress completely (or mass disconnects from killing everyone’s instances).
At best, I’d like the ability to choose a party system on party creation, from a single leader system (leadership transferred if leader leaves) where leader has sole control over invites/accepts and kicks, and a democratic system like the current, except with number of votes to kick chosen on party creation. These settings would be indicated on the lfg.
OP got infracted because of this post? wft?
Inb4 infracted for discussing infractions
How does ranger solo work at orbs in arah p3/4?
Thanks a lot! I like soloing AC, but I could only do story before because of the burrows. With this build I can give soloing that path another try. I’ll check out the video!
P3 is possible on Engineer as well. With perfect rotations, each burrow can be destroyed in time to get to the next when it spawns, but it’s not all that hard to kite at one essence collector if you fail at that. I haven’t tried p2 yet, but I’d imagine it’s possible as long as you don’t screw up and get crippled/kd’d much.
The real GW2 endgame is loading up a looping video of the beta login screen and watching it for hours. Therefore, to improve the endgame, ANet should re-enable the old login screen.
I prefer to combo BoB with Glue Bomb unless I’m using it to prevent a stomp in PvP. An extra 105 power/condi damage is nice, but not as nice as ensuring damage on players for the duration of the CC imo.
I still want a Condi-pow-pre or Pow-pre-condi stat combination.
I’d rather not see this thread locked.
Has anyone ever killed Sorge the Zealot on land?
Engi is, imo, the most fun class to play. I imagine a lot of those players agree with that.
Am I the only one that really wanted to see the last 25 floors?
I main engi and I’ve only seen it happen once. Compared to all the times Magnet or a knockback skill is used and the enemy rubberbands back to their initial position, this is a non-issue.
- We felt that players were reaching level 80 with little knowledge of game mechanics, so we increased the experience needed to reach max level by 5000%.
- Removed Tomes of Knowledge and other leveling items to ensure maximum new player experience.
- Players have been asking for a hard Trinity since release, and we’re proud to announce that our next Feature Pack is bringing it to GW2, new and improved! PvE encounters have been adjusted to accommodate this.
- Players have also expressed complaints in the past about lack of endgame content, so we’re introducing 3 new gear tiers, each 100% more powerful than the last, and more expensive and harder to obtain than current legendaries! WvW players also have chances to obtain this gear, in any rank up chest divisible by 100.
- To combat the current bunker meta, we’ve increased the offensive stats on most amulets by 100%, and those on the Berserker’s amulet by 150%, while removing the vitality from it. We’ve also reduced the ICDs on Sigils of Fire and Air, to 2s and 1.5s, respectively.
Regardless of how it may have been at launch (I remember breaking my armor in AC as well), there have been a lot of changes since that discourage, or rather disadvantage low levels entering dungeons, including but not limited to: later skill/trait acquisition, imbalanced base stat acquisition, and locked traits. While the changed crit damage scaling in dungeons may seem to make them laughable to us, levels below 55 can’t even get equipment with 3 stats, so damage is significantly lower before even considering traits and proper gearing. Anyways, the people who did the scaling system did a pretty bad job with respect to low level dungeons.
Frost Spirit is fixed, ICD gone, tested. And it can proc or not proc for each individual hit in a channel.
After some consideration the Asura elite skill that apparently does 10x extra damage will be banned too assuming it isn’t hot fixed prior to the tournament.
“Fixed a bug in which summoned 7-series golems caused excessive damage.”
It still does a crap ton of damage, will it be banned unless they further adjust it?
It was fixed against walls in WvW, with a damage fix for everything else coming today.
Wonder if Frost Spirit will be fixed in time for the tournament.
I guess it’s time we rename 2014 from ‘Year of the Linux Desktop’ to ‘Year of the Ranger’.
Stacks are LIFO, not FIFO.
Bunny Ears and other previously discontinued items please!
Here is an idea. Why don’t they give us the option to choose which default we want to use?
You take your logic and get out of here!
Bump, still need a dev response on whether this is intended or not.