You can only redo it once a day though, you can’t farm it, unless you count map clearing normally as grinding already.
Would it be a good idea if renown hearts can be done again on a daily basis after initial completion? For instance it will fill up with a different color after you get the full yellow.
This thought came to mind because every time I am helping my friends on a lower level map that I completed, the only thing that benefits me are really the dynamic events.
Having re-doable hearts on a daily basis seems to improve re-playability of the maps on top of events, and also give extra incentive to helping new players around; what do you guys think?
Right, I don’t mean NEW traits, but new SET of traits. Because you have to choose new set of weapons and utility skills (Some utility don’t work in water), which easily can be affected by what traits you pick.
Therefore it’s impossible to enjoy underwater battle fully to it’s CURRENT potential because you can’t have a set of traits for it when you go under water.
One can argue that there are no underwater armor set as well, but those are physical objects so it’s a lot different, not to mention there is the underwater helm; and I doubt a soul in Tyria has found that of any real use except forced to get a 7th rune.
@Gamgee
Using Hydromancy sigil to get rid of 1 instance of blind is a pretty neat idea!
I am just wondering, doesn’t traits directly support a player’s utility skills and weapon skills?
So if we get a new set of weapon skills and utility skills, why can’t we have a new set of traits under water as well?
Or wouldn’t it be nice if we can save trait settings and load which one we need at the environment we are in?
I am saying this because I believe underwater was a big factor for GW2 when they advertised it, and it really could be a lot better if you can choose a new set of traits in a comfortable manner
This trait should either:
(I assume it’s on a 5 second CD to support quick hands)
1. Grant 2s blind immunity on weapon swap
or
2. Remove blind OR weakness + recover 10 endurance OR 3 strikes of adrenaline
Now that sounds more like a GM!
I think it’s a serious problem, and many people have addressed it in many aspects/fields, but I still want to share my views to get some feedback:
1) Bomb Kit not great:
bomb 1 does about 25% more damage than traited grenade 1, but bomb kit uses a bunch of conditions that have little to no dmg/use in most dungeon runs. Except when you are the only person that has access to fire/smoke field. Most pugs don’t even go through the trouble of stacking might! Groups that do care probably have better people for group stealth like thief, or stack might with Ele or War… So it’s rare when the bomb kit feels like it’s in an amazing place; this is worsen by the fact that engineers have no good range options except 30 points in grenades. So when you can’t fight melee, well you aren’t going to be doing much damage at all.
Only time bomb kit really shines = healing bomb melee support ( decent damage + high aoe regen/sec )
2) Turrets not great:
I’ve tested 33% dmg reduction/life regen on turrets and they still get killed in seconds. This is such a shame because a bunch of engineer utility skills are turrets, and none can be used efficiently in a dungeon because they die super fast, with long CD.
3) Gadgets feels really weak:
With recent A.E.D and GM traits, static discharge is probably more comfortable than before, but most of the time a SD engineer is a push over in dungeons because they have to invest a slot to take rifle turret. You end up being someone that doesn’t do much damage, and probably give 0 team support.
4) Flamethrower is weird
I think this kit has improved over time, I haven’t noticed it miss anymore when mobs are in close range. The only issue with this kit is the 2 skill is still really awkward, too slow, too hard to hit. If they just made the shot explode on hit this kit would be much much better. The best thing about flamethrower is that its a mid range option between bomb and grenade. Overall it gives good reliable dps because it doesn’t have random spread like grenades, and could out range bombs in many mobile fights to stay in a safer position.
5) Grenades the only good range option/but also have superior melee performance as well
Grenades does okay damage, it has a very high trade off because it’s manually more tiring to use, to aim. But grenades does amazing damage in dungeons when you consider how easy it is to stack vulnerability with it. You can say bombs do more raw damage than grenades, but bombs do way less damage than grenades when grenades make everyone in the team do 15%-2x% more damage. Even when you pulse stack vulnerability with bombs, you are just doing a huge less amount of direct damage when you cast anything other than 1.
6) Rifle/Pistol have horrible dps at range
This kills build diversity, engineers have no good range weapon.
In the end, you can say a lot of builds work. But the most versatile/optimal is always going to be grenades because of the range it has, and the huge offensive support it provides.
The problem then becomes, people think engineers don’t have good dps in dungeons, because a lot of builds don’t have good dps except grenades. Bombs get you through of course, but its just not the best dungeon kit IMO, its way better in PvP.
Anyway I don’t know what I am saying anymore, I just wish more builds could feel right for me, because I can see it being there, but it’s purposefully presenting itself weak.
still feels like it’s not working.. maybe any + damage runes , or traits, should properly affect the tooltip and hero page
And as for why I ask, I have a friend that is interested in using gw2 as a way to learn Chinese, so he would have English subtitles on, but have the voice over in Chinese, or vice versa..
Hello,
With the upcoming GW2 release in China/Asia, will Chinese audio be available as an option in the EU/Americans version as well?
Thanks,
Would it be better to just take the throw factor out of this trait?
It seems to be very very hard to use with the throw on because the addition click time + aiming needed to cast the skills really kills the trait.
Or combine it with always prepared or leg mods
How about confusion? Do you get confusion ticks every flamethrower tick? Because that would be a bigger problem.
I found out why, only when you have the “Grenadier” Trait on will you have 0 CD for the grenade kit.
It’s too powerful if you win a fight and can be fully prepped for the next one.
Maybe they could do something like, if you blow up your turret you reduce the recharge by 20%, then change healing turret CD to 25 seconds if it dies on natural death, 15 for pick up, and remains 20 for blow up.
Oh well, a bit surprised no one felt anything, I will just have to let this go
But I am sure there wasn’t a 1s cool down for swapping from a utility kit to med kit on ground because that’s what I’ve always done
Try immob with your sceptor, pull with your greatsword, or trap them in with your hammer, or block off their escape with staff. Might work once a while.
Worst comes to worst chill with the hammer or knockdown with a signet
Did anyone notice that when you take the consecrated ground trait, it runs a new set of cool downs?
So I casted all my skills, then turn off the trait, and all the skill’s CD is reset because it’s looking at another time line, then after I cast them all without the trait, then I pick consecrated ground again, and it shows the CD that has been counting down for the consecrated ground consecrations
Anyone noticed a new delay is introduced for kit swapping? Back then I can swap from a utility kit to a healing kit then back to the utility kit.
Now there is a 1 second cool down on the utility kit when you swap to the healing kit.
It’s probably normal since all kits go on 1s cool down when you swap away from them, but back then it didn’t trigger if you swap to the med kit; so it’s like a stealth fix :O
Really cool, I saw your game play many times, I always felt uncomfortable with the build because it will have such bad dps in PvE content compare to others.
But in a PvP situation where you don’t have to stand on a point, this build is so good at wearing your opponents out
I will probably never beat this set up unless I go the same ~.~
“Swiftness is valuable for escaping and has a MUCH longer duration than the other boons. Additionally, there are far easier ways to gain protection as an engi that have longer durations and happen when you need them.”
It’s not much longer, regeneration is at 13 seconds as well, same goes for retaliation and fury, if anything only might is the longest one.
There are also easier way to get swiftness too on a engineer then to rely on randomness.
So I guess it comes down to if your build have access to this and that. For people that run builds where swiftness only comes from elixirs, then for them swiftness seems valuable. For people that get swiftness elsewhere, of course they’d hate getting swiftness again if they don’t need it.
But I still think the major swiftness for HGH engineers come from the actual Elixir B anyway. Removing swiftness from H and Toss B shouldn’t make or break the HGH engineer, they ain’t that worthless
“Replace Swiftness with Aegis and I’m happy.”
I think Aegis is a bit OP though, considering the cool downs on these skills being either 20, 25, 30 or less if you go into tools, it’s a very low cool down to obtain the Aegis boon that 30 points in alchemy will already be providing.
I truly think the problem is swiftness has no value in the context of when these skills are used; if it’s there to offset the high value of other boons, then I’d suggest to reduce them a bit and rid of swiftness.
Please remove swiftness from “Toss Elixir B” and “Elixir H”
When I was a noob one year ago I’d hoped for the swiftness effect from them so I can move faster, but the longer I play the more I realize that when I need swiftness, I need a predictable way of getting them; and now when I toss my elixir B and use my Elixir H, it’s always used at a timing where I don’t need swiftness at all, because I am already in combat and my speed is much reduced anyway.
How about you guys reduce the duration of other boons a bit to compensate for removing swiftness altogether from those two skills .
They are taking out the rank finishers which is kind of sad, I am trying to work my way to the shark one but it won’t be there with the new system, unless my current progress carries over to earn the new variant of the shark finisher But either way it won’t be the current finisher since they say original rank finishers that you don’t have will be unavailable.
Clones can cripple , bleed , cause weakness to foes on death, or cause bleeding…etc through attacks when traited.
Other than that, if someone uses a 10k damage spell on a clone, that’s 10k damage you didn’t have to take or a dodge saved.
Shatter damage will be more significant when you gear up.
This really hurts build variety if exotic gear can have it but ascended can’t
@JonPeters
Reinforced Shield This should be adept tier.
Or just move Warrior’s to master tier.
———-Metal Plating Turrets in their current implementation are quite a let-down. Change this trait to something that boosts their attack speed. How about… “Charged Plating”
Since there is a trait to increase damage and range, and most overcharged turret skills already increase attack speed, it’s not a good idea to have another trait JUST to boost their attack speed.
———-Explosive Descent This should be in explosives tree, adept tier, Move accelerant packed turrets to replace trait in inventions.
HMMM, yeah this could be nice.
———-Autotool Installation Even with your latest buff, turrets are still not going to happen. You could make them regen 100% every 3 seconds and they would still die too often, because often times they are dead in one hit. Fundamentally turrets have to be redesigned.. This suggestion comes farther down the post.
I think turret HP is okay, maybe a small buff in PVE dungeons might be nice; the thing to avoid is turrets taking so much damage that it dies before doing anything, this only happens in dungeons. If it’s being focused down by players it should die fast.
———-Elite Supplies This trait is somewhat underwhelming, like JonPeters said. And the problem mostly lies with our elites. Change this to chance to pop out a bandage, 50% on hit, 2s cd. People would still have to run over it to get the benefit, so moving to grandmaster is not necessary, keep this as Master.
No Comment.
———-Elixir X Elixir X is underwhelming due to copy-pasting other minor elites from other classes. Change this to give us Stability and Quickness for 8 seconds. Reduce cooldown to 80 seconds (and change Elixir U, more below..)
Don’t like this idea, seems like a lame way to get back quickness cuz you personally decided to take it out in elixir U
———-Elixir U Random negative effects are never a good thing. Get rid of quickness and the random negative effect, now grants protection for X seconds, and still breaks stun, nothing else changed.
I think it’s ok.
———-
Turrets Turrets do a low amount of damage, even fully traited. They take too much damage, the overcharge is underwhelming, and most of the toolbelt skills for turrets are underwhelming, partly because you cant use them when the turret is out.
Definitely a problem that tool belt skills are locked for turrets when you have the turrets out.
———-1) Make turrets immune to damage, but have a duration, so that they arent permanent. You don’t see banners from warriors being killed do you? And they buff the whole group.
Banners don’t damage you.
———-2) Make them overcharge automatically, This should be transparent to the player.
Yeah might as well just overcharge automatically, cuz people do it anyway.
———-Pistol for Engineer Underwhelming even for pistol HGH builds. Some players refuse to acknowledge it due to stubbornness, but the damage is low, the condi stacking (#1) is slow and inneffecient, and the explosion on explosive slot doesnt count as an explosive, meaning things like Shrapnel wont benefit them.
I think people take pistol for it’s utility and defense, if they want damage they would take a pistol offhand for blowtorch; if anything Rifle auto-attack is too weak.
———-
A lot of minion HP already feels OP in player VS. player, if I don’t have an aoe attack and it takes me 4 or more hits to kill a pet, that’s 4 hits the enemy doesn’t have to take, and if I don’t attack the pet then I am just going to have to let it do things to me; how balanced is that in 1v1 if bunch of turrets are hard to kill by 1 player and still do decent damage.
(edited by Susulemon.3204)
Kill with Bombs (But this is 2nd Tier, so you might not be able to grab it off the bat)
Move with speedy kits + Rocket Boots
Sustain with healing turret + super elixir
I hate that I must blow up my turret to stun break /_\
i only got 5 second of fury (or 6) in the mists (with some boon duration)
the display says I should be getting 11s (from a base of 9 I suppose)
anyone know if this is working as intended?
Thanks!
Been a while now, anyone know how it procs regeneration and condition removal? :O..
I am here to give you my most earnest advice.
If you don’t want grenades or bomb kit, you need static discharge, if you go static discharge, you have to take something gross like rifle turret which has so little utility in dungeons that it’s so sad to waste a spot for it. Why does it work in spvp or wvw? Because you can burst people down so it matters less.
So after some thought, I came up with a build just for you!
http://en.gw2skills.net/editor/?fcAQFAUl0pKeH5yuF17IyoHdGptZgekX+1I+pw8B
I call it the “get in, and get out!”
You might not know this, but on a stationary object, acid bomb in the EG kit does the most damage of all engineer skills, yes even more than grenade barrage. It’s also much easier to land on dungeon targets because many fights will be rather stationary.
So you jump in with jump shot (high dps skill), attack with blunderbluss (high dps skill), then get out with acid bomb ( high dps skill ), THEN launch your ram head, and throw your wrench for damage + static discharge proc. <- it’s important to take the cd reduction on rifle so the combo is easy to carry out, 16cd jump shot, 15 cd acid bomb, you get the picture.
Keeping distance while doing good damge will keep you alive in dungeons and not lose efficiency. I choose ram head skill because it’s a CC to keep mobs away from you. On the other hand if you pick rifle turret, the turret won’t do much for you, and the few second lower cd tool belt kit won’t boost your dps that much either.
Tool kit is a easy choice because the tool belt skill has huge dps if you don’t throw it into a wall, and the shield, magnet, caltrops will give you much defensive and CC. I mean, 3 second block is useful in many dungeon instances from running through a hallway with fire or blocking some nasty big projectiles from lupicoius.
So yeah, ur main damage would come from rifle 2 and 5, then EG 4. Then ram head and tool kit tool belt skills. Riflel 2 is on a really low CD at 8 seconds. Tool Kit 3 is also good dps, just not as good compare to blunderbluss.. (use it anway~! rwar!)
Defense wise you got your stun break, your cond removal, your block, and endurance regen.
For CC you have your net shot, your overcharged shot, your ram head, your ramhead tool belt, your EG 2, your wrench 2 and 5
I think you will do well in dungeon with this.
Gear set up you can do what ever you want, if you want dps, sure go full berserker, you won’t die in dungeons cuz of it. BUT since we didn’t go deep in the alchemy line, you do have less HP than other builds, and since you already have extra precision from traits, I’d suggest you wear valkyrie gears for power,vit, crit damage.
As for runes… Too many options work, you can pitch a few and I can say if I think they are good or not
p.s
I didn’t consider flamethrower at all because that kit’s auto attack does like no damage and misses all the time, and forces you to be in close range without outputting enough damage to justify it, tool belt skill is also useless; save yourself the trouble!
(edited by Susulemon.3204)
So is infused precision going to be changed as well? Because that still gives permanent vigor in combat, and can you guys move backpack regenerator to adept then? So people can take that and maybe adrenaline implant instead of invigorating speed
@Admiral Zombie
They did in a sense normalize elixir B, because you know you will always get stability, which is quite a big boost already!
Hi,
Right now most of the toss elixir skills have an outcome you can fully expect, which I think was a really good direction to take, so what do you guys think about having that for elixir H as well?
Right now you either gain Protection for 5 seconds, or Regen or Vigor for 10 seconds
I was thinking, to be both balanced and useful, protection duration shouldn’t be compromised since it can easily be useless if it’s too short and you don’t get hit during that time. But on the other hand, regeneration and vigor both will more likely to benefit you regardless of duration since it’s less passive than protection.
And since elixir builds don’t usually have the capacity to pick up invigorating speed, Vigor it probably more desirable than Regen
So the skill can then turn into something like:
“On toss, gain 4 seconds of Vigor (reduced duration from 10 to balance the skill), and with a chance of gaining 4 seconds of protection OR 8 seconds of regen”
To me it seems like a nice idea because you get more reliable gameplay, and with the overall duration reduction on the boons as the trade off it seems fair, what do you guys think?
Is it fixed now? :O
I like the idea of having rewards in PvP that can carry over to PvE. I mean, don’t PvP players do WvW? And WvW uses PvE gears. I’d love it if I can just do the PvP I love, and set myself up for WvW, even if it is a bit slower than working it out in PvE
If anything, need more PvE rewards mixed in !! I don’t need random gears from chests that my class can’t wear anyway, and the gear I want can’t be obtained until I have high ranks, so why would I not want PvE rewards ? Gainning PvE items through PvP opens another window of activities to do
(edited by Susulemon.3204)
so does scope work properly now? is it flat 10% increase when you are 600 range away?
Would like to know about this as well, thanks!
can mobs crit? can they trigger protective shield?
Static discharge is ridiculously unreliable on most kits, this shouldn’t really be ignored, the amount of times a static discharge goes into the ground or root me in place due to the cast time, i can’t imagine this is the intent of the design…
might as will make it travel towards the direction of the cursor if its not a target spell, and just make it not go into the ground /________\
I think a good solution is to make grenade AA on land auto-attackable, so increase speed, but nerf damage, then buff the damage of the 2~4 skills to compensate; therefore leaving the skill shot aspect there, and just as important, while giving a break on the spamming of 1.
but since making grenade hit reliably can be quite big deal, the nerf to the AA might be to a point where if you were to attack a none moving object, even with the buff of 2-4 skills, you’r overall damage might still be a bit lower, let’s say 10%; i think it’s not a bad trade off to let the AA hit more reliably
underwater unchanged
(edited by Susulemon.3204)
I hope the developers will look into this as well, they made underwater such a big deal during advertisement.
Why do we get a new set of skills underwater (including utilities), because some utilities are not balanced for underwater usage, or hit-box issues and so on.
While then, why is it so hard to see that there is a need for an underwater set of traits as well
Either because out of all the problems there may be, they don’t want to deal with underwater at the moment, or they just don’t want to have to balance it yet.
Underwater battle is not enjoyable for me either