Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
My girl has looked roughly the same for the last 2 years of her life only changing hairstyle and a few facial adjustments.
No pictures of the scepter clearly in view but you can see it sheathed in all of them at least.
My only legendary and also my favorite out of them all. Really gorgeous skin for those that appreciate an elegant design more than a flashy one.
Just don’t steal my exact look because I’m a hipster and I like to be original :P. Be creative without being identical!
1. In PvP, I think no one is using it’s aa. Actually, tool kit isn’t used in the current pvp meta, but even the time it was, most engineers just used magnet, prybar and gear shield. Like you already said, the aa is REAAAAALLY slow and so the dps just isn’t worth it. Even if the 3rd hit can hit kinda hard, you actually won’t hit someone with it. ^^
2. It was just mentioned that the cd reduction will get from 20% up to 33%. No information about the damage increase, but I guess it will stay the same. The cooldown of gear shield will go down to 13,25s.
3. Tool Kit is meant as a melee kit which dosn’t let the enemy get away from you. That’s why you have cripple on auto attack, a pull and cripple on Box Of Nails. But mostly this skill is used if you want to retreat. So, if someone is chasing you, you can cast it to give your enemy cripple. It won’t last long, but it is still a small advantage in speed you get out of it. The skill isn’t worth using it for bleeding damage…
4. The damage coefficient of Prybar is 2.0
.3 makes a lot of sense, I probably should have figured that out myself but I didn’t, lol. Thanks for the response!
- Does anyone use the AA against other players? It’s incredibly slow but I’ve seen the third attack crit as high as 10k. I know that Toolkit is more of a utility kit but I’m just curious if anyone tries to get a few auto attack chains off from time to time.
- Has it been said anywhere if the Power Wrench buff will also be improving Toolkit damage or is it just cooldowns that they’re reducing? And about the cooldowns; will this mean that Gear Shield becomes 12 or 14second cooldown (with trait)?
- Does Box Of Nails have any actual value? The bleed and cripple durations are so low… I haven’t checked to see what kind of duration it goes to with a condition build but I can’t imagine very high… Anyone else think this skill needs to be either buffed or changed or am I just not using it properly?
- What is the damage coefficient for Prybar?
Some silly questions, I know, but I’ve only been playing Engi for about 2 months now. I almost immediately made it my new main as I had fallen in love with the class and I feel I’m pretty decent with it as well. Just had a few questions I wanted to ask about my favorite kit since I don’t know any friends that main an Engi.
Off the top of my head, I can’t think of any items in the gem store that are restricted to one area of the game. There are a few that can’t be used in PvP or WvW like mini’s and certain toy items but otherwise, there aren’t any items that are specifically made for one mode of the game.
So I doubt they’d start with WvW.
Helseth about scrapper… 100% truth.
Lol, wish people would stop idolizing these idiots. Just because they’re high ranking doesn’t mean they know everything/are always right.
So many sheeple.
I think it’s good to give them all a fair try before deciding which to main. Both so you know which you like the most compared to the rest and so you know what to expect when fighting them.
I also think it’s good to have variety and that having more than one character you enjoy is a good way to not get sick of your main profession. For example, I rotate between my Necromancer and Engineer evenly and I play both of them daily. I consider them both effectively my mains.
I’ll get us started.
This has been a thing on and off for a long time now and it can be the soul reason that you lose a structure. Why are tower/keep lords spawning and staying (even after they upgrade) outside of their structures?
I have something like 2.5k Proofs between all of my characters and very little badges because of how much are required to buy blueprints/traps meanwhile very few Proofs are required when they’re a lot easier to get. I’m constantly low on badges and constantly overflowing with Proofs.
If you have any other screens of things in WvW that just make you go “why?”… Like Dragon banners for example… Post them here.
(edited by SpellOfIniquity.1780)
You know you got lucky with the instance lottery, right?
EoTM has the same population and balance issues as WvW, its just going at a much faster pace with the reshuffling of instances every 3h. I have been on plenty of EoTM maps where 1 or more server has given up and the strongest is karma farming the remains.
That’s what I said, isn’t <-(annoying censorship)-> it? They give up after an hour or two, that’s the unfortunate part. But for the first half of the match, there are good fights. It’s <-(annoying censorship again)→ hit and miss but I’m in EOTM often enough to know that there are good large scale fights nearly every single match.
Of course, one side is often stronger than the others but it’s not always a case of said side is steamrolling with no opposition. The other sides just have to work harder to wipe them.
It has the same issues, I wasn’t claiming it’s better than normal WvW. Just that if people want action, which is lacking in real WvW, you can find some decent fights in EOTM. Just passing the word along so people know where to go.
It was changed because the old Stability was a cast and forget type of boon. You could not CC someone until the Stability ran out or it was removed (which not many classes can do) which made it similar to Diamond Skin in it’s current state. Once up, there’s nothing you can do but wait it out.
I think the Stability change was a good one but unfortunately it’s very bad for large scale. Small scale, great, zerg v zerg, terrible. There are so many ways to apply CC in this game that I think there should have been some kind of diminishing return on how quickly you can remove a Stability stack instead of just being able to peel through the entire stack in a second.
Don’t get me wrong, I hate the pirate ship meta as much as everyone else, I just think that for smaller scale, the Stability change was a good choice. It just gets way out of hand in large scale because you’d need like 40 stacks to be able to frontline for more than 10seconds.
And while we’re on the subject of CC – I absolutely hate ANet’s obsession with it. There are so many skills, and so many mobs that CC, it just seems like a cheap way to make the game “difficult.” You can’t possibly dodge the amount of CC certain mobs can apply so I fail to see how it requires some kind of skill to avoid it. Either you take it and get destroyed or you burn dodges and stability and for a short frame of time go totally offensive before going back to getting chain-CC’d. Example: Ogre veterans that you need to kill to capture a generator in certain parts of EOTM. They CC with every single attack. Or the Mushroom Kings in Maguuma. They can pull, knockdown, knockback, launch and cripple… That’s ONE enemy.
EOTM is the new fight meta. Sad but it’s true. Last night all three sides must have been capped because the blob v blobs were like 80+ v 80+ and the fights lasted for the first 2 hours straight of the match. Haven’t seen fights of that scale in a long time. EOTM has been great for fights in general for the last maybe 5 – 6 months or so but it’s getting to the point that so many people are going there for it that it’s reminding me of when WvW was younger, healthy and active.
The fights are extremely fun and nostalgic but at the same time, a lot of uplevels and people completely new to the game are in Edge that don’t know how to listen to a tag. It makes it really frustrating when you’re the one commanding because sometimes you get a good zerg other times people just don’t want to listen. That and the majority of PUGs quit after only a few wipes which means these large scale fights only last until one or two of the three sides gets tired of being wiped which only usually takes between 1 and 2 hours.
I’ve been going to EOTM to vacation from real WvW at least a couple times a week since it was released and I’ve seen how it’s evolved from pure ktrain and fight avoidance to nothing but blood thirsty fightmanders hunting each other and running people down. If you want fights, albeit hit and miss in quality, go to EOTM. I’d much prefer it if people would stay in EBG or the borderlands to fight where there are more 80’s and co-ordination but my word won’t change everyone’s mind so I’m just letting you know where the action is if you want it.
Yay! Kill it! Kill it with fire! Kill all the Mesmers.
No. I think there is something about the Mesmer’s skillset that makes it hard to balance. I think in the hands of a very skilled player who deeply “gets” the class, the effectiveness is exponential.
I’m going to go out on a limb here and say because it’s the profession with the most access to invulnerability and reflects, decent stealth up-time, high in-combat mobility and one of the lowest cooldown heals.
Then ANet got the bright idea to give this class with the most access to reflects and invulnerability a shield.
All professions are hard to play in their own way. Mesmer has it’s own skill ceiling just like every other profession but it’s a lot easier to break it because of how powerful it’s defensive skills are. If you’re good at reading animations from your opponents, you can basically either go out of range, block, reflect or go completely invulnerable any time you’re about to get hurt.
They made Scrapper tanky for a reason. Hammer is slow with little mobility. If you don’t at the very least take Slick Shoes, Grenades or Rocket Boots, you’re going to be constantly trying to stay on top of your opponent to do any damage.
I run a full Elixir build in WvW (not full Marauder, but 5 pieces, Head, Chest, Legs, Weapon and Amulet) and the second my opponent moves out of my range I’m screwed until either I can juke them with Toss Elixir S, CC them with Thunderclap or Rocket Charge is off cooldown. If the latter two miss, I’m 100% screwed if they continue to kite me. Mesmers and Thieves are a huge problem because they love to Blink out of my range, reset their health and come back and I can’t do anything to chase them. Either I win when they come back to attack me or I run as well.
Scrapper is tanky and does good damage, yes. But Scrapper is a sustained damage, sustained fighter. Hammer does solid damage but it has very little burst. It’s not like Rifle where you can Overcharged Shot -> Net Shot -> Jump Shot -> Blunderbuss – 25k burst people (usually 10 – 15k for Blunderbuss and Jump Shot each). It’s about keeping your opponent under pressure while maintaining your own health via defensive and regenerative options. Remember that Engineer can’t weapon swap, Hammer is slow and melee and Grenades are the only effective ranged kit which are extremely difficult to use for most people.
Imagine if Warrior couldn’t swap weapons and was using either Hammer or Mace mainhand. Yeah… You might get CC’d a lot and take some big hits if you let them get close to you but they have no options to burst you down if they manage to lock you down and if you can kite well they’re not going to touch you at all. Same story for Scrapper but it has the defensive options to deal with kiting, if it didn’t, it’d be a terribly designed spec.
(edited by SpellOfIniquity.1780)
EOTM is the new meta right now, I kitten you not. I’m not exactly happy with it but the fights are great. Constant massive ZvZ’s, the only major issues are hit and miss commanders and PUGs not listening.
It’s a frightening picture of what WvW may become if they make it in to alliances. If people aren’t familiar with each other they’re not going to trust each other and server identity will be lost. I know a lot of people don’t care about these things but WvW community is one of the major driving factors in why WvW even stays alive as long as it has.
Tip: That green AOE you see when placing rams is the vicinity in which it can be placed while still reaching the gate. As long as the very edge of the AOE is touching the gate, the ram will hit it as well.
As someone who fell in love with Necromancer in the first place because of being a good debuffer… This news makes me very happy.
I’ve been playing way too much Engineer lately, these boonhate changes will bring me back to the Necromancer I am at heart (:
Oh what’s that? You’re trying to stack might? Now it’s weakness! MUAHAHAHAHA.
3.3k armor. afk in sm. no buffs. only 1 hit. hitting twice was another issue but who needs to be hit twice when 1 shot is enough to kill most squishier builds.
Guard true shot would have done the same numbers. Only thing CoR had on other classes big damage skills was the double hit (and low cd I suppose). But all that has been fixed now.
ok then true shot needs damage nerf as well..
I hit like a wet noodle on this toon since I’m sacrificing my DPS so I don’t get hit by big numbers yet still do.
Damage still needs nerf
Unfortunately I no longer have the screenshot… But I was fighting a Warrior by north SMC a week or so ago and out of no where I get hit for a 12k CoR followed by a 4k auto attack then another 10k CoR. I have 19k health on my Scrapper, you kitten well know I didn’t survive that.
The 10 and 12k CoR’s were not double hits.
BUT, this is my fault for taking no defense. I’m squishy, I should expect to be hit hard and I do expect it. Still, whether I’m prepared to take huge damage or not, that skill hits extremely hard even with high toughness. It needs to be tuned down. High damage skills should require setting up like Backstab, they shouldn’t just be a bam you’re dead thing.
When I’m in a zerg and I lose a huge chunk of my health I always know that CoR is the culprit because 90% of the time nothing else will hit me that hard. Every so often it’s a Gunflame or a Trueshot but the majority of the time it’s a CoR that’s tagging you for 8 – 12k+ in one hit.
Power Wrench from 20% reduced cooldown to 33%.
Um… That’s extremely good new for Gear Shield, lol.
the best part about the whole stream culture are brainless fanboys making buttcults centered around foul and toxic behavior of their streaming idols
+1000000000000000000
I’m surprised about how many people are agreeing with this, “Scrapper hammer damage is too high” thing…
In WvW I run a mixture of Marauder and zerk. Mostly zerk, only 5 pieces of Marauder (head, chest, legs, hammer and amulet) and rifle hits a lot harder. Hammer AA is slow and it’s melee. It does between 3 and 4k a hit, I don’t take any of the defensive traits.
Electro-whirl is the hardest hitter. If you tank both the first and second hits from it, it will do between 6 and 12k. Again, this is with an almost entirely offensive build though.
Rocket Charge only does like 2 – 3k a hit and honestly the majority of the time people dodge, block or only get hit by one of the the three attacks in the chain. It hurts if you let every one of them hit you but it still shouldn’t be a massive threat unless you’re a full zerk 11k health Thief.
Thunderclap only hurts if you let the Scrapper combo you with it. Otherwise it’s not like it’s hard to step out of it.
And Shock Shield is pretty hard to land due to it’s very short range and very obvious animation.
I’ll agree that hammer hits hard but it’s much more of a sustained damage weapon than it is a burst damage weapon. It’s like Warrior 1h axe, it consistently does high damage but doesn’t have a lot of ways to actually burst (this is obviously not including Eviscerate, strictly talking about the AA and the other 4 axe skills). If you lock your opponent down, you’re not going to be able to follow up with a quick 10k+ hit like you can with rifle. Overcharged Shot -> Net Shot -> Jump Shot -> Blunderbuss. I have literally 2 shot a lot of Thieves just with Jump Shot and Blunderbuss alone because each of them does between 6 and 10k+.
So again, hammer hits hard but it’s not bursty. Scrapper counters Thieves, don’t try to 1v1 them. If you’re not a Thief, don’t facetank all their combos. Fight it like an axe Warrior, sitting in those attacks will add up really quick but if you get locked down, in most cases, you shouldn’t have to worry about an impending burst (except for the rare builds that bring Grenade Barrage)
I’m against the meta simply because it kills diversity and excitement. Every time I say it, people complain twice as hard as I do that “they’re just using it because it’s better, why should they use what’s worse” but they obviously don’t understand what I’m saying.
I did enough PvP to get what I wanted out of it (rank 80 and some specific titles) and I used personalized non-meta builds through-out. I’m sure I dragged a few teams down by not being 100% optimal and that’s why I don’t do PvP anymore. Because I don’t want to be that selfish person. I also don’t want to be the only person who wants to try something different who then gets punished for it.
Unfortunately, metabattle is something a lot of people swear by. The lack of originality in all the meta human females with anime faces, underboob armor and hair with the flower in it are just another example of how little thought people are willing to put in to designing something that is personally their own.
I’m used to being one of the few, like yourself, who’s considered weird for not wanting to be another cookie cutter though. All the more satisfying when you crush someone who thinks just because they’re using a meta build they’re guaranteed a win.
I vote no. Simply because we already have a lot of ways to blast fields.
The following would be unlikely due to it’s obvious weaknesses but that would mean you could potentially take Bomb Kit, Rocket Boots, Thumper Gyro and Mortar Kit and have 4 blast finishers, 5 if you count the one from Healing Turret itself. If you timed it properly, you could probably manage to get at least 3 blasts out of Healing Turret. That would… Be just a bit much.
Again unlikely, but it seems over the top to have access to that many blast finishers. I do like the idea though.
I think something maybe more like “Machine Gyro” would be nice. It has the same animation but instead it fires projectiles in all directions. Think Rifle Turret but spinning in place with a higher rate of fire.
Cut the duration down, increase the damage a lot and it’d be a nice option for AOE pressure/projectile finishers.
Last week and the week before that someone on NSP was spamming this thing constantly. It was really cool to see it the first few times to be honest, it looks really neat and sounds really cool.
… Then it one shots you and you figure out it has a really low cooldown and it stops being cool.
Hmm, given the high burst damage that is around, is it possible you’re going from >25% to 0? Because the thing requires you to be under 25% health and take a hit. So if you get condition bombed slightly above 25% health, you can actually just die of condis without the trait ever procing as well.
That’s what it feels like.
With my Warrior, Defy Pain procs almost every time. There’s the odd time that it doesn’t but the majority of the time, as soon as I get to the health threshold, it reliably activates. With Elixir S though, it’s like sometimes it goes off sometimes it doesn’t. A lot of the time I’m low health and really hoping for it to go off so I can eat some of their cooldowns but instead I just go straight to downed state.
If it works differently than Defy Pain then I can understand what the issue is but otherwise, I feel like relying on this trait is a bad idea when you need a safety net.
Is there a bug with this trait or what’s the deal? It seems like it only works half the time. I’m aware it has an ICD but I mean on quite a lot of occasions it just doesn’t activate. I’m thinking it might have to do with conditions because that’s when it happens the most, when I’m about to hit 25% health with a bunch of conditions on me and it doesn’t even proc.
Anyone else have this problem or know the cause? Very frustrating when you’re trying to outrun a group of people and take a fatal blow that this trait should negate, but doesn’t.
For both roaming and zerging I use the same build.
Now, hear me out because I know it’ll sound silly, but it’s full Soldier’s.
I used to roam/zerg, I actually used to frontline, in full Berserker. But thanks to Revenants and all the unblockable attacking going around now… It just doesn’t work anymore.
Warrior has great sustained damage if you can stay on top of your targets. We can pump out some pretty nice numbers but thanks to the current meta… It really doesn’t matter how much damage we’re doing, most people can just heal back up and beat you down.
So, recently I said screw it, let’s stack as much vitality and damage reduction as I can without being 100% defensive and see how it goes. I have 29k health + Scrapper runes (+7% damage reduction) and I can really take a beating. Ofc I don’t hit very hard… It’s not an ideal build but I’m also not dying constantly so I like it, lol. I actually won a 1v3 yesterday when a few people chased me out of a supply camp. There’s enough power in the build to still do damage just don’t expect to be bursting anyone down.
Anyway, sword/shield, greatsword, Strength/Discipline/Defense, standard utilities/traits, nothing exciting besides Soldiers everything + Scrapper runes. You’ve got tons of mobility and tons of health to make mistakes and from what I’ve been seeing, most people don’t take your damage seriously until they’re almost dead.
Glassy Warrior is still fun and great damage but it’s just too unforgiving to roam with, at least for myself. Tired of running in to people who can just infinitely restore their health to 100% so I thought I’d try being super tanky for a change.
Doesn’t bother me.
The problem isn’t the soul binding Proofs because as Straegen has said, it was an oversight.
The problem is the extremely low income of Badges Of Honor. For those of us who actually spend our Badges on a regular basis like myself, I’m getting way, way more Proofs than I am Badges… I currently have 4 stacks of Proofs, working on a 5th… And less than 500 Badges… I do a lot of WvW. I kill plenty of players and capture plenty of objectives. I shouldn’t be this low on Badges and neither should anyone else who spends them more than once in a blue moon.
I know there are plenty of players who have thousands of Badges at their disposal but those aren’t players that are regularly buying blueprints or Supply/Stealth traps or Siege Disablers. I don’t expect to be getting 50 badges per player kill or something, it’d be unreasonable to be able to afford everything I need with complete ease. But as is, the income is just way too kitten low.
5 – 10 Badges should be a player kill. 20 – 30 for a capture. 50 – 75 for daily chests. 10 – 15 for objective defense.
(edited by SpellOfIniquity.1780)
I also hear that it’s possible to join the squad of your enemies in EotM. I’m not sure about EBG and the borderlands though, but if that’s true it needs to be fixed ASAP.
Was commanding in Edge a few nights ago and someone told me we had someone from the other side that had snuck in to our squad and was watching us but I didn’t get to confirm it.
Bear in mind that this is a WvW build but it transfers pretty well to PvP.
As some others here have said, Marauder Scrapper isn’t really about huge damage so much as it is about good personal sustain as well as group sustain. If you manage your skills properly, it can be pretty difficult to bring a Scrapper down and they can kill you pretty swiftly too if you’re not careful.
The build I’ve linked is weak to conditions but depending on who I’m fighting (again, remember this is a WvW build) I will often swap out either Sneak Gyro for Mortar Kit or Elixir S for Elixir C.
A good damage combo is to pull someone in with Magnet → Pry Bar→ Throw Wrench → Acid Bomb → Thunderclap → Rocket Charge and seconds after you finish this combo they should be just about dead so top it off with a Fumigate → Electro-whirl.
With Power Wrench, Pry Bar can do some really nasty damage. I have literally 1-shot Thieves a few times just by doing Magnet → Pry Bar.
Since this build is about half zerk/half Marauder, it’s a more offensive version of the PvP build but it’s the same basic concept. You can also change the runes for something different like maybe Pack or Strength but I prefer Traveler for the movement speed and because I get some really solid Boon Duration + some pretty high Precision which makes multi-hitting attacks like Acid Bomb and Thunderclap that much more painful.
Just remember that Scrapper is very much that, a Scrapper, or a “bruiser.” It’s a durable build that can handle itself 1v1 or 1vX while still dealing moderate damage. It’s generally not bursty but with a good combo you can get some pretty nice numbers. Thunderclap → Rocket Charge is a good combo but the damage isn’t amazing. It’s more about the chain CC that denies people from retaliating for the duration of it that makes it so good. The best damage on hammer comes from Electro-whirl if both attacks hit.
It’s useless in PvE. In PvP/WvW it almost 100% ensures a stomp. If you don’t get the stomp somehow, your Gyro will. Because you both have stability and you both begin to stomp. If you get CC’d somehow or have your stability stripped, the Gyro will still finish the stomp.
It’s definitely not an exciting trait but it is far from useless.
I’m kind to those who deserve it… OP not being one of them.
I thought I’d also get some Marauder trinkets to swap out zerker trinkets in case I needed to die in 2 hits instead of 1.
Well said. Very well said.
I truly believe that human females aren’t as common as people say they are… They’re common, but not that common.
It’s just what your mind chooses to notice. Like an attractive person versus an average person. You notice the “hot” people but the average ones you glaze over. Seems like there are an awful lot of attractive people but you’re just choosing not to notice the others.
And yes I know that sounds incredibly shallow but it’s for the sake of example.
I notice human females with the pouty face and blue hair with the flower in it because the look makes me want to punch them. It seems like they’re everywhere because it’s what my mind chooses to notice, not because it’s what 90% of human females look like, even if it is common, it’s not as common as I think it is.
Would feel upset and somewhat violated having that kind of information made public. I would certainly stop playing if it weren’t something I could hide because I’ve spent a shameful amount of IRL cash on this game.
Pixel words hurt ):
I saw the third person I’ve seen today with the bugged hairstyle.
There was an issue a while back where using a hairstyle kit allowed you to also change your gender and access unreleased hairstyles. There was only a few of them but none of them were released with the latest hairstyle additions.
Are we ever going to be able to have these styles or are they just… Stuck on the heads of the lucky few who got them before the bug was fixed?
o_O What on earth are you talking about? Marauder Scrapper has crazy sustain, basically perma-Protection and really solid damage. It might not be super high damage but it still certainly hurts if you combo properly.
The problem isn’t Engi, it’s the meta in general which is highly bunker. I can kill a squishy build in seconds. It’s the popular condi Rev’s, other Marauder Scrappers and bunker Chrono’s that are the problem.
Saw this a while back and made a Reddit thread about it, lol.
The problem I have with Gw2 PvP is the amount of things that are going on.
Boons, conditions, cooldowns, builds, evades, counters, kiting, melee, combo fields, corruptions, stealth, blocks, etc, etc…
There are just… There are so many things that are happening in a fight not everyone can comprehend it all in an effective manor.
A more simple styled combat like what’s in DC Universe Online or maybe Super Smash Bros is what I would consider skill. Because it’s less about managing 19479837428734 things within the game and more about outsmarting your opponent by mentally countering them. Gw2 has so much crap going on it’s less about outsmarting your opponent and more about hoping they’re worse at multi-tasking than you are.
I very much agree that Gw2 takes no skill, I just agree with it in a different way.
Diamond skin is broken and should be adjusted. No passive skill/trait should hardcounter whole build. It’s like ranger’s bark skin would give imunity to direct dmg when agove 90% health. Cause why not right? Bring condi and stop crying? Ofc not, that would be broken same as diamond skin.
With all the complaints that have been flooding the WvW forum, especially lately, I’d just like to say something positive:
ANet did a great job with the Arrow Cart line of sight fix. First, it could hit inside any structure when placed properly. Then they “fixed” that but it also made it impossible to hit anything outside a structure as well. Then they did the proper fix, and they did it very well – now Arrow Carts cannot hit inside structures but can be placed in out-of-reach areas while still being able to hit outside.
ANet also did a great job with the addition of Shield Generators. They provide a ton of utility without being overpowered and are a lot of fun to mess with both defensively and offensively. I’m extremely happy with how this siege item turned out and I believe with the use that it sees a lot of other players are as well.
That aside… Everything OP has said is true and the hundreds of other complaints players have made are also true. ANet has made a very small handfull of positive adjustments to WvW and a whole steaming heap of negative ones. I truly hope they see their mistakes before WvW dies completely.
Nearlight covered it pretty well but I’d just like to say that I feel the same.
I’ve tried hammer with a few different builds and it doesn’t click with me. Honestly I think it’s better than rifle but I don’t enjoy it more. Rifle combo’s more nicely IMO and it’s easier to avoid damage with it.
I’d say another drawback to using rifle would be the odd time you get a player who’s really in your face and you’re missing a lot of shots. Of course you can remedy this with kits but you see what I’m saying.
I like the first suggestion, the rest not so much.
I think it needs to work underwater and changing it so that it can attempt to res us when we’re downed would be an excellent change. It can be killed and CC’d much like a Ranger pet so it would be similar to the Lick Wounds function but kind of a discount version (less health, cannot swap it out, has a longer cooldown if it dies).
This has been happening since HoT release and I can’t seem to figure out why… Can anyone explain or is this a bug?
The golem banker is a part of the keep upgrades. It is not a personal banker or guild banker. It shouldn’t be dying and if it does, you should be able to res it like any other NPC which is what leads me to believe it’s a bug.
EDIT: also in case it was unclear, the banker is just… Expiring? No one is attacking and killing it it just times out, dies and can’t be res’d.
(edited by SpellOfIniquity.1780)
The only thing having servers does is implement server loyalty and nothing more.
What megaservers do is open up a vastly larger amounts of players and guilds to fight. Ends the empty dead maps. Removes the ques. Ultimately will make for much larger communities.
Everything you see right now with a server can be done with a megaserver EXCEPT being handcuffed to one server in the name of loyalty.
Lol. You’re one of those idiots that can’t think about consequences, aren’t you.
Not Scrapper but a power/burn build I used to run.
It’s quite powerful if used right and pretty simple as well. Wait for Incendiary Powder to proc, activate Incendiary Ammo, CC with Overcharged Shot, Net Shot, swap to Flamethrower, Napalm, then just Flamejet them to death. Usually ends with 10 – 12 stacks of burn doing some meaty numbers. Between 1 and 3k with very little condition damage while still also doing solid physical damage.
The only major downside is that Flamethrower is clunky to use and doesn’t offer much in the way of survivability.
You could do this instead which is using the Scrapper spec but then you’d be really vulnerable to conditions so it’d be kinda risky. Would have to make some crafty moves with Sneak Gyro to avoid getting bombed but otherwise I think it’d work about as well as the first build I posted.
Both builds do good direct damage while also getting some nice burn stacks but it’s somewhat of a gimmick build (at least imo). If you’re able to keep the burns off you and have enough stability to avoid being CC’d it’s not very hard to fight. Just has potential to be really nasty if you’re not prepared for it can do. I killed a lot of people with that first build just because (I assume) they weren’t expecting to take so much damage from burns from a rifle Engi and they downed or got in a pretty vulnerable spot after being CC’d from eating too many burn ticks.
First, I agree with OP, would like to get that out of the way. But for the people that are disagreeing, I’d like to ask a few questions.
How is it that you envision faction/alliance WvW?
If all servers are merged in to 3 alliances, alliance 1, 2 and 3, that would certainly mean WvW would feel more active. I’m sure they would increase the map Q’s to accommodate for the higher population.
However, no matter how much they increase the map Q, it won’t be enough. They can’t just make it limitless either. I’d be willing to bet every map would be Q’d all hours of every day even if the map limit was 200 people. And if that were the case, the lag would be insane. Could you imagine SMC fights with 600 people?
Alright, let’s say that’s not the case… Then how about they make map shards? Every time one is full, they create another, like in PvE or EotM.
We all know how well that works, right? … R.. Right?
There would be a lot of imbalance going on from poor shard management and it would be a lot like EotM where it’s incredibly rare that all sides are evenly matched. There would constantly be one side steamrolling the other because a new shard hasn’t opened up for other people to join on their side yet while the other two sides have multiple shards.
And imagine how annoying it’d be trying to taxi your guild in to the right shard…
Okay, let’s say that’s not the case either and it’s all just randomized. No one is on a server, everyone is just a pawn and they’re placed on a random alliance every week (excluding guilds because I’m sure they wouldn’t be stupid enough to break up guilds).
Any sense of “home” or community you have is definitely gone. There’s no alliance pride because you’re on a different one with different people every week. You have your guild, if you’re in one (not everyone is or their guild isn’t terribly active or even the majority of their guild prefer to do PvP/PvE instead) and that’s it. Some people would be okay with that because they don’t socialize within their servers community but I’m sure they’d quickly come to the conclusion that it’s a problem whether they like it or not. You would recognize people, maybe even their habits, and it would feel a lot like spying. You would also have a lot of people leaving your guild because larger guilds don’t often socialize with each other on a very personal level. Guilds would deflate a lot because they would be the new “community” to replace servers and bandwagoning would take on a new form.
So take your pick.
Because to me, none of those sound appealing. Maybe instanced WvW could be okay for a few weeks but I guarantee that any of these options would become stale incredibly fast. They might make for more active WvW but the community would be gone or even angrier than they are right now.
I really hope that Target The Weak isn’t ever changed… As a long time conditionmancer, I’m in the Curses tree a lot. And I love Target The Weak because it allows me to reach some very high condition damage with the right gear/runes which usually sits around 2.8k and can push 3k with a bit of might.
Otherwise, Curses could use some work, yes. Flow gave some good suggestions but I would be incredibly sad if Target The Weak was ever changed. Power Necro/Reaper has a lot going for it, condition builds don’t.
…when I say 100 – 0 I mean this rotation can kill someone two and a half times if they tank the full thing,
Chillblains (0.75 sec)
Swap to greatsword.
GS #5, Grasping Darkness (0.75 sec)
#4, Nightfall (0.5 sec)
GS #3, Death Spiral, (1 sec)
“Chilled to the Bone!”, (1.25 sec)
“Suffer!”
enter Reaper Shroud
Soul Spiral, (3 sec)
Executioner’s Scythe, (1.25 sec)
exit Shroud,
spam Gravedigger. (1.25 sec)I’ve highlighted every skill of your rotation with its cast time. So not counting aftercast delays and such, this adds up to at least 10 seconds, more depending on how often you “spam” gravedigger.
Can we agree that this is just a regular skill rotation and not a burst? I mean, of course this kills someone two and a half times, but so does literally any other class/build with zerker gear if their target stands still in front of them for more than 10 sec.
Yes this actually dawned on me after I wrote my response but I left it anyway since it’s still a solid rotation.
Necromancer doesn’t have a 100 – 0 burst and though I’ve always known Necro’s sustained DPS is geat, for some reason it didn’t quite come together in my head that the rotations I’ve used aren’t 100 – 0 bursts, probably for the reason Bhawb outlined above – as Necro’s we’re used to the lengthy cast times.
Regardless, there are some solid rotations that we can do that will really put the hurt on people. A big part of why I’ve always loved Necro is the smootheness of rotations. We have long cast times but we also have a lot of attacks that lead in to another one quite well, or at least that’s how I feel personally.
Anyway, you learn something new everyday, right.
Here is a build that I use for PvE
As I’ve said, I use this build for when I’m in PvE, not WvW. However, I have used in WvW as well and due to it’s massive damage, it can be relatively effective given you’re cautious about your health.
I haven’t experimented too much with different power Reaper builds as I mostly prefer base conditionmancer but I hear that a mixture of Cavalier and Valkyrie are a better choice than full Berserker.
ANYWAY – The rotation I use to 100 – 0 people, and when I say 100 – 0 I mean this rotation can kill someone two and a half times if they tank the full thing, is the following;
The rotation
Start in staff. Drop Chillblains for Chill, Poison and Vulnerability to increase your critical hit chance. Swap to greatsword. Pull your foe to you with GS #5, Grasping Darkness and follow it with a #4, Nightfall when your target is at your feet. This will apply more Chill and Vulnerability + Blindness and damage over time from Nightfall. Next, GS #3, Death Spiral, “Chilled to the Bone!”, “Suffer!” -> enter Reaper Shroud. While they are frozen (assuming they’re still alive at this point), follow up with Soul Spiral, Executioner’s Scythe, exit Shroud, spam Gravedigger.
This rotation is for ideal circumstances, much like the Ranger maul build that requires a lot of good set up and weapon/utility usage. The reward however is destroying your opponent before they have a chance to retaliate.
Most people shouldn’t live up to the Shroud part of the rotation but some tankier builds can. Once you’ve dropped your Executioner’s Scythe though, I can’t see anyone surviving the following attacks unless they have an invulnerability ready.
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