Showing Posts For SirPrizeBartSachs.4670:
Sneak gyro is amazing in PvE as well. Think about it:
- Mobile shadow refuge
- Doesn’t attract mob aggro (unlike how it was first introduced)
- 20s CD
- instant cast
- Defensive: Lose mob aggro, Traverse enemy dense areas safely, Res multiple downed/dead allies under heavy fire
- Offensive: Get close to mobs that range (snipers) or evade on sight (shadowleapers)
It’s just great that sneak gyro doesn’t aggro mobs really. I hope that’s not a bug.
Why is it thermobaric detonation and not evasive powder keg that gets flak? Thermobaric detonation shares the same CD as evasive powder keg, which pretty much means every bomb you drop on dodge is a guaranteed blast finisher.
They should remove the CD on both skills. It would elevate this trait from ‘no one takes this, its too unreliable’ to ‘oh wow 2 blast finishers at hand I can actually take this now if I don’t run condi or mortar kit’ grandmaster worthy
Besides, evasive powder keg is limited by endurance anyway. If an engineer decides to spam 2 dodge blast finishers in succession for might/healing/stealth he has no dodges left
(edited by SirPrizeBartSachs.4670)
My biggest beef is how difficult it is to target downed players in a zerg. It is almost always faster to run up to the downed player and hit ‘revive’ when you see the prompt. I let someone die once because i was too busy cycling through allies in the area to find him.
Maybe if we held down the ‘F’ skill and moved our cursor/reticle around it would snap to select downed players? Then we could press ‘F’ again to revive/stomp?
Spam cleansing burst immediately after you drop the turret and you can trigger it right away. If not, you’ll have to wait 3 seconds later for cleansing burst.
In fact, cleansing burst can only activate in intervals of 3 seconds so it can only activate on the 0th second, 3th second, 6th second, 9th second etc etc
its actually a bomb
It’s an elixir. The fuse wouldn’t be in the right place.
Also it should be a wrench.
He is right. You are wrong. Elixirs dont have fuses. And grenades dont have wicks.
Why not both? The designer may have intended the fuse and stopper to be bomb and elixir
- Hammer 1 Autoattack Combo: Went in and removed most of the aftercasts from the swings, so this should feel a bit smoother and it is a functional damage increase from the reduced rotation time as well as slightly increased might and vulnerability uptime.
- Rocket Charge: Will no longer leap about once you’ve reached your target, instead leaping ensuring that the gap remains closed and your leaps are more closely synchronized. The leap finishers from this ability now happen at the start of each jump, like other leap finishers. Also smacked the bug of this ability being affected by movement-speed.
Has the aftercast for Rocket Charge been reduced too? When I tried it it barely went any faster than normal running due to the delay on landing, making it kind of pointless for chasing/disengaging.
I found a little workaround, if you happen to use steam to launch GW2. I bound ‘show names’ to Shift, then whenever I pressed ‘Shift-Tab’ to bring up the steam in-game overlay and exited it (with Esc), the names stay on my screen.
I have no idea why it works.
If you are going to put expensive runes inside your ascended armor I’d suggest you wait til the meta settles (this may take some time after HoT launch) since changing your stats on your ascended armor would destroy existing runes in them.
The medic gyro is unable to keep up with the engineer if he is constantly running, like in the front line of a zerg, nullifying its most important aspect that differentiates it from the healing turret: the passive heal.
Sneak gyro is the same, you need to take breaks in your movement to keep yourself in the cloak field. However, it would be a bad idea for the sneak gyro to stick to the scrapper always as it gives away his location in the cloak field
I had more success with the sneak gyro applying its effects on me than the medic gyro because:
1) The sneak gyro follows me and only me, unlike the medic gyro
2) The sneak gyro’s cloak field is just bigger than the medic gyro’s heal pulse
Possible changes
I suggest making medic gyro’s heal field bigger and to only follow the scrapper. Also if it’s lagging behind the scrapper most of the time it’s never going to see its full lifespan in the battlefield (because you just dodged out of that AOE? well your gyro is still lagging behind). You could increase its passive heal potency and make it tick per second to compensate for that, otherwise people are just never going to take it like with turrets (ironically healing turret being the exception)
For the sneak gyro, I had a suggestion on a movement rework so that it doesnt depend on AI but on the player’s movement itself without sacrificing the engineer’s location in the cloak field:
https://forum-en.gw2archive.eu/forum/professions/engineer/Should-sneak-gyro-to-follow-closely-or-not
Yeah, what I’m saying is the gyro can’t stick too close but it also can’t stay too far either, although staying too far would be the lesser of two evils. Right now I think the gyro is too slow in catching up, and would be an annoyance when running at full speed and expecting it to stealth you
I’d understand that people would want sneak gyro to follow as closely as possible so they don’t have to slow down for the gyro. But a sneak gyro that always sticks next to the scrapper is basically telling the scrapper’s location. However, a sneak gyro which follows too loosely becomes an annoyance when moving around, having to stop every 2-3 seconds. Therefore I propose a few rules for the sneak gyro:
1) It moves in the initial direction that the scrapper is moving in, even if he changes directions.
2) lf the scrapper reaches the edge of the cloak field, the sneak gyro speeds up to catch up with the scrapper, changing direction if necessary
3) Instead of a detonate option in the elite slot when deployed, the sneak gyro gets a ‘manual command’ skill: a ground targeted skill that commands the sneak gyro to that location. After a while if no further commands are given the sneak gyro resumes following the scrapper. To detonate, press the command skill twice in succession.
These mechanisms allow the scrapper to control the movement of the sneak gyro somewhat, such that:
-The scrapper can manoeuvre around freely in the moving cloak field, as long as he does not reach the edge of the cloak field the gyro will not mindlessly follow behind the scrapper
-the scrapper has control over the sneak gyro’s direction at any moment, by moving to the edge of the cloak field in the direction he wants to move it in, instead of relying on gyro AI to follow him
-the scrapper can pull off some sneaky shenanigans by running, then commanding the sneak gyro to stop at a spot ahead of the scrapper, but running in another direction instead while still under the influence of stealth. The scrapper can then engage an enemy from a different direction, then run back into the cloak field to stealth again.
The only problem is if the sneak gyro is easily bursted down. I’m afraid that other classes will learn to cleave down the sneak gyro in 1-2 seconds the moment they see the scrapper pop it out and eat the daze to reveal the scrapper
(edited by SirPrizeBartSachs.4670)
Point about sneak gyro; if someone melees it down you’re going to get 3s revealed from the daze applied on them
If it were changed to pulse 820 HP per second it would actually be a pretty good sustain and justify the 30s cooldown (or 44s if it lasts for the full duration). Just like the AED, you’d use it preemptively instead of reactively like for the healing turret. And that toolbelt on 25s cooldown is very valuable as an offensive water field as well with protection to boot. It is a risk of course as it can be cleaved down. Honestly they should make it tankier than the average player such that the scrapper would go down before his gyro does if they were cleaved together
A HGH build would give better might sustain, and you don’t have to camp Flamethrower to get there. Irenio did say that boon duration would make the trait better but:
HGH with strength runes: 20s -> 29s might
Mass Momentum with strength runes: 5s -> 7.25s might, a mere 2.25 second increase
And as with the Juggernaut trait, having such a low might duration/might generation ratio means every second you spend outside of flamethrower you will keep losing might stacks. It’s not good for a frontline build at all
Scrappers seems to only have 2 new sources of stability:
1) One is only if there is someone to stomp/res
2) The other is only if you evade an attack
Am I right?
1. Build Saving
2. Armor & trinket inventory
3. PvE test dummy (crittable, damaged by conditions)
No no no.
No no no.
No no no.
It’s a good way for players to get 20-slots if they don’t play fractals. Cheaper than the ridiculous 10g superior holding rune the at least
Open world PVE? Run bomb kit. Seriously, I had an easy on engineer since I could kite melee mobs while their dumb AIs kept running into the bombs that I dropped behind. And those bombs hit for pretty good damage. Against ranged enemies, I just ran circles around them dropping bombs while the melee mobs followed me around.
This idea really makes sense, burning and bleeding should have their unique effects instead of just being a superior/inferior version of each other
My take on a power-condi pve build.
In the chaos of combat, its just about using your most damaging skills off cooldown. Element’s guide has 3 kits and a weapon, its only natural there are a lot more damaging skills to throw out.
As for trading off utility slots for weapon kits, I view the engineer’s toolbelt as his utilities. That makes it 4 weapons and 5 utilities (with restrictions, since your toolbelt skills are tied to your utility slots). With so many weapon skills available, some of them also serve as your utility skills (Fumigate on the Elixir Gun Weapon Kit for example, you never use it for DPS but as an amazing team condition cleanse on short cooldown)
Don’t follow the rotation if you cannot see why the skills are ordered that way, otherwise you’ll be forcing yourself to memorize which just isn’t fun to play. When you are are familiar with the hard hitting skills, you won’t even need to memorize anything to carry out a good rotation.
When my transition loading screen between maps takes too long I am often returned to the main character sceen
Usually people are flattered if you ask them about their armor skin, go ahead and just whisper them
I was doing a CoF run when I noticed one of my party members had a purple aura, but he/she was unable to see it. What could it be?
I really like the way the streamlined kits trait for engineer gives an indicating icon when the ICD is off cooldown. I was wondering if this could be extended to ICDs (in traits and runes) for other professions.
A couple of examples I can think of are:
Mesmer’s ‘Desperate Decoy (cloak when below 50% health, 40s ICD),
Thief’s ‘Hard to Catch’ (Break stun and refill endurance when CC’ed, 30s ICD) and
Engineer’s ‘Self Regulating Defenses’ (Drink Elixir S when below 25% health, 60s ICD)
Being able to see when such traits come off cooldown would allow players to actively utilize such traits rather than just getting lucky when it procs. Especially in the case of ‘Self Regulating Defenses’, because elixir S at an inopportune moment can disrupt the engineer’s current skill activation. At least with an ICD indicator the engineer can perhaps willingly drop below 25% health to proc elixir S, then continue his combo after elixir S wears off
Yeah a lvl 80 PvE dummy (both destructible and indesructible) that can be critted and damaged by conditions would be great. Hopefully Anet implements it with the HoT release
https://forum-en.gw2archive.eu/forum/archive/balance/Mesmer-Suggestion/first#post4504471
well it never happened until now
Blast finisher shatters? That’s a really great idea
I like this idea. I’d go so far as to suggest a new interface showing what weapon type each illusion is with their respective health amounts. Like silverkey said, sometimes it can get too messy to watch your illusions, and your phantasms may be near death without you realizing and they die before you can shatter them. Especially true in an AOE intensive area when the phantasms you churn out die easily e.g. TA killing the 6 Nightmare vines.
Devs while you’re still balancing the mesmer please consider making swiftness on temporal curtain stack, it would make mesmer a much better class when it comes to buffing swiftness for the party as well as PVE map exploration
I thought the point of staff cooldown proccing only with chaos armor was the tradeoff for having a potentially larger % cooldown (>20%) with staff. Making it 2%/s cooldown for 10 seconds of chaos armor (staff 4 and staff 5 combo leap) is no different from having a flat 20% cooldown on staff like it was before specializations, except having to spam chaos armor after using chaos storm to take advantage of the cooldown. 5% per pulse was a little too good sure, why not 2.5%?