Showing Posts For Tarkan.5609:

Help please: Sigil of Air vs. Sigil of Blood?

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Posted by: Tarkan.5609

Tarkan.5609

Superior Sigil of Air is bugged??
Nice, been buying it all along for my alts, could have saved quite some money by simply buying the Major one…

PvP, Teef & Engi

Why Revenant Elite Specialization

in Revenant

Posted by: Tarkan.5609

Tarkan.5609

I want my rev to be insta 80 so that I can try it out in WvW roaming rather than dumb PvE levelling… I wouldnt like that Tomes of Knowledge change.

I do agree with the revenant elite specialization though, maybe anet should wait 1 or 2 months after HoT is out and then introduce it?

PvP, Teef & Engi

Thief Bugs

in Bugs: Game, Forum, Website

Posted by: Tarkan.5609

Tarkan.5609

Updated my post with the weakness bug from the Thief forum.

PvP, Teef & Engi

Comprehensive bug list

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Posted by: Tarkan.5609

Tarkan.5609

okay added that weakness bug to the bugs forum as well

PvP, Teef & Engi

Comprehensive bug list

in Thief

Posted by: Tarkan.5609

Tarkan.5609

weakness is not removed with infiltrations return unless you do it twice..?

does it, or are you unsure? (because of the question mark)

Just added a note for heart seeker/quickness interaction. This may even effect other classes using leaps with quickness, but I’m not sure.

also counts for like warrior #5, with quickness it travels way shorter and with slow way further.

PvP, Teef & Engi

Thief Bugs

in Bugs: Game, Forum, Website

Posted by: Tarkan.5609

Tarkan.5609

Please Anet?

Original List in the Thief Forum

(SKILLS)

Withdraw: still does not have the extra 10% healing noted in patch notes

Heart Seeker: while under the effects of quickness, the leap distance is significantly reduced

Black Powder (/Heart Seeker): If you heartseeker INTO a black powder it will proc the stealth combo but you will not actually gain stealth. Doesn’t happen if you leap OUT of the field though, or through it. Only happens when you leap from outside to inside the field.
(tbd whether that’s the case with all combo fields + leap finishers)

Detonate Cluster: Detonates from player body instead of @ location. A display bug, the clusters are actually landing where they are supposed to, despite where they appear to go.

Whirling Axe: dodging to cancel this stolen skill is frequently delayed, or the evade frames do not occur at all, while still consuming endurance

Shadow Refuge: while the quickness boon is active, the animation for Shadow Refuge will end earlier than the stealth pulses do. If you leave the area of the original AOE animation, you will be revealed.

Shadow Refuge: Sometimes when putting down Shadow Refuge it doesn’t start stealthing immediately and only stacks like 3-4 seconds od stealth in the end.
(tbd)

Roll for Initiative: the cast is sometimes delayed instead of instant

Shadow Trap: does not give the extra 5 might when traited for deadly trapper, also does not apply 8 stacks of vuln as the baseline tooltip states fixed 7/28/15

Ambush Trap: does not apply any bonuses from deadly trapper fixed 7/28/15

Infiltrator’s Return: weakness is not removed with infiltrations return unless you use IR twice

Black Powder: has 1200 range, increasing to 1350 with Ankle Shots, should be 900 and 1050

Shadow Shot: traited with Ankle Shots improves range to 1200 (should be 1050)

Cloak and Dagger: If you cast CnD while jumping your sigils have a delayed cast forcing a reveal on a Sigil of Air proc for example

Basilisk Venom: does not stack at all, which seems unintended since it was changed to two stacks baseline

Basilisk Venom: still at 1,5s stun duration

Scorpion Wire: wonky as usual, doesn’t always pull all the way

Steal: stealing in SPvP pregame allows you keep the bundle when the match starts

(TRAITS)

No Quarter: when you apply fury to yourself you gain the additional ferocity correctly, but if someone else applies fury to you, you do not get the additional ferocity for their portion of the fury duration fixed 7/28/15

Practiced Tolerance: only converts base precision to ferocity, ignoring signet, banners, spotter etc.

Keen Observer & Flawless Strikes: unclear if they are working, both traits dont show any bonus in the hero panel, in contrast Hidden Killer shows a 100% increase to crit chance

Improvisation: does not recharge skills activated by traits when the associated skill types recharge (trap from trappers respite, trick from flanking strikes)

Trappers Respite: when traited for trap cooldown reduction, the needle trap on heal displays 24s in the tool tip, but there is a second icd that stays at 30s fixed 8/25/15

Potent Poison: Poison duration increase is not correctly displayed on the stats menu and has no effect on Dagger Training’s tooltip when toggled on.

Flanking Strikes: When used with the trait “Trickster”, “Flanking Strikes” actually has a 36s CD instead of 48s CD how it’s supposed to be.

Ankle Shots: raises pistol range by 150 but does not state it in the tool tip

Quick Pockets: procs with some items like the Unbreakable Choir Bell, which can be swapped more frequently than normal weapons

(MECHANICS)

Shadowstepping: there may be some pathing issues causing shadowsteps to fail without an out of range or invalid path indicator, and also causing invalid path errors in places where they previously worked

Shortbow: shots get obstructed and do not hit sometimes when there is clear line of sight

Stealth: stealth occasionally ends early and causes revealed without reason and without displaying the revealed debuff, may happen more often when affected by a condition (Thread with related discussion)

Immobilize: Getting immobilized mid-air (for example while jumping) results in you being unable to use any skills.

I will add any new bugs that get named in this or the original thread.

PvP, Teef & Engi

(edited by Tarkan.5609)

Comprehensive bug list

in Thief

Posted by: Tarkan.5609

Tarkan.5609

i will make another thread in the bugs forum as well and link this one to it, as well as copying all bugs you wrote down already.
I’ll try to update the bugs that keep appearing here to the other thread as well then, devs are just way more active in the bugs forum

PvP, Teef & Engi

Comprehensive bug list

in Thief

Posted by: Tarkan.5609

Tarkan.5609

I haven’t had that issue. If anyone can reproduce it I’ll add it to the list.

it happens. quite a bit, you use 6 initiative on sb #5 and the animation and cast time and all come through, the arrow lands, you dont get ported. (cant get it on video as shadow play doesnt work for me)

btw: please add any bug that gets listed down here to your original an first post, maybe make the names of the skills/traits that are bugged fat, maybe a dev will stumble over it… dem hopes

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Just watched revenant POI ;_;

in Thief

Posted by: Tarkan.5609

Tarkan.5609

Also, besides likely having higher HP and armor, a DPS revenant can also swap to Jalis on the fly for extra durability or Ventari for heals. We’ll just have to wait and see what their damage is like, but I’m not optimistic.

or that guy that starts with M for condi remove/transfer

thing is though, they wont have the burst or the stealth of thieves – outshining S/D thieves anyway

PvP, Teef & Engi

I am rerolling in mezmer

in Thief

Posted by: Tarkan.5609

Tarkan.5609

Have to say it seems every third player in WvW now a mesmer and more coming.

tbh i gotta say i like that
there were always too many thieves around imo, if thief gets rarer i will feel more unique maining mine
and if people always switch to the ‘OP’ classes they wont be able to play it as well as people who stick with their class… easy win against them

PvP, Teef & Engi

Two warriors at once = death

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Posted by: Tarkan.5609

Tarkan.5609

As this thread showed us, 2 thieves at once kill a zerker warrior pretty quickly

I also got a problem!

I was going up against 2 zerker warriors at once because I dont know how to tactics and they killed me. In a matter of seconds.

I’m a thief with 12k HP and 2k armor, if two warriors even only stare at me I drop, but this should not be allowed.

PvP, Teef & Engi

Anet. To Lessen Thief Complaints

in Thief

Posted by: Tarkan.5609

Tarkan.5609

Jitters.

You want to nerf D/P because almost every thief uses it now.
But you know why that is? because every single other build out there (apart from maybe P/D condi) has been nerfed/was always lackluster

  • D/D deals less damage now and has always suffered from the fact that it basically does the same thing D/P does, just worse. you basically cant use #3 or #4, while D/P’s skills are all usuable
  • S/D’s acrobatic trait line has been nerfed to the ground, taking might on dodge, Feline Grace and +10% damage with it (also the vigor nerf…)
  • S/P always suffered as it’s #3 is mostly useless due to being so static
  • P/P is a weird weapon combination with skills that dont combo with each other, add to that the fact that Ricochet was removed

So instead of nerfing D/P to the ground, maybe make the other weapon combinations viable and see how people start using them

PvP, Teef & Engi

Anet. To Lessen Thief Complaints

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Posted by: Tarkan.5609

Tarkan.5609

After reading through your post and all the answers as well as thinking about all arguments you gave and also the ones you didnt I just have one more thing to say.

No.

TL;DR
D/P is thieve’s only viable weapon choice atm, the easy stealth can still be countered easily
(SR: oh nice, now we know where we have to put all of our AoE damage, thanks!)
(Blackpowder+HS: well maybe interrupt. profit: wasted a lot of ini and no stealth.)

I would want SA to change to being about more active defenses, but my answer to your post: no.

PvP, Teef & Engi

Revealed without being revealed

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Posted by: Tarkan.5609

Tarkan.5609

sometimes it happens that you see your character the normal way while youre actually stealthed (other players dont see you though)

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Is my magic find to low for exotics?

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Posted by: Tarkan.5609

Tarkan.5609

iirc MF only affects the chance of exotic drops etc, but as far as i know no special amound of MF is required to have any chance at all to find exotics

PvP, Teef & Engi

Is celestial still go to for d/d roamers?

in Elementalist

Posted by: Tarkan.5609

Tarkan.5609

i am personally running a mix between celestial, clerics, berserker and cavaliers.

i could theoretically list down all my stats on each piece but some stat advices foe wvw:

  • maximum of ~480 healing power (will get some more through wvw’s borderlands’s bloodlust buff and healing power looses effectivitiy beyond 500)
  • ~30+ critical chance, due to perma fury
  • ~2000 power and ~200-600 condi damage, with strength or hoelbrak runes + battle sigil & perma fire field blasting both will rise a lot
  • ~ 16-18k health (can go higher, atm still will go higher in wvw with the guard stacks… until they are removed)
  • ~ 2500-2800 toughness (high protection uptime)
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Eye on Tyria: Interview with Shiro Tagachi

in Revenant

Posted by: Tarkan.5609

Tarkan.5609

loved this, and also some of the criticism in there :p
well done!

PvP, Teef & Engi

Resistance Exploit

in Revenant

Posted by: Tarkan.5609

Tarkan.5609

I say leave it. Gives the rev some viability in a PvP setting.
“What, you want to condi burst me, and keep me immobile? To that, I say ha!”
Not as if boon stripping doesn’t exist. Just be a counter to it. ;p

leave perma resistance?
I say no.
That would be like Obsidian Flesh Ele’s just without the 90% health restriction and without the need to take the GM for it… clear why it’s not a good idea?

(besides, ele’s earth GM’s should be reworked as they are simply too situational, just in case a dev reads this )

PvP, Teef & Engi

Thief hate and more: Why HoT is NoT for me

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Posted by: Tarkan.5609

Tarkan.5609

there is a ranger in the forums crying that thieves do 20+k backstabs from stealth on him all the time xD
so cute

i guess he’s lv 2 with constant 25 vuln ^^

wooooooow 20k+ backstab he must trying to fight Caithe or he simple don’t use any set without trait and no signet of stone…..really man i have a ranger, need 2~3 backstab to kill it and 2 skills and i kill the thief……that people who don’t play thief and call us OP…i wish THEY got so hard nerf, so they could stop talk things like that

i have almost 3k power and 250% crit dmg, backstab is always a crit, tops i ever had was about 13k because i used CnD to give him 3 invuln and i had about 5 might

20k my kitten xD

In actuality, the statement was

You cannot counter a 20k backstab from stealth.

but go right ahead and change it to whatever you like, truth doesn’t seem to be a strong point. Not to mention, the statement was already retracted before you posted here.

i’m a thief main, played it mainly on the way to get myself to rank 800 in wvw by doing nothing but solo roaming and r80 via solo q in spvp…
i also tried out every single other profession out there (and close to every viable general build) and play some regularly, like LB, GS, S/D ranger or D/D ele

and i gotta tell you, i have no problems whatsoever at beating thieves during my wvw solo roaming on ranger… i play a 10101 build with raven+siamoth for dmg/taunt+stealth

you only gotta watch out while running around, keep your eyes open, react to the thieves actions (eg when they stealth either LB #3 on a critter, GS #3 or #4, Signet of Stone as a last option…) and try to predict+dodge their steal

once you play one class for real and pay attention on how to counter it, you can. (mostly)

Edit: you can also dodge C&D against D/D thieves, just gotta have some quick reactions and look at the thief… if they use C&D while far away dodge, as they may want to steal/use their Infiltrators Signet

Edit2: don’t panic

PvP, Teef & Engi

(edited by Tarkan.5609)

How does Shiro help?

in Revenant

Posted by: Tarkan.5609

Tarkan.5609

That is a terrifying point actually. Other than adding more legends how can they fix?

Well how they gonna fix it… i dunno. How i would fix it?

- Adding a normal weapon swap for starters

- Adding either an “empty husk legend” that can be put together by hand or more skills for the legends we got to fine tune your build, maybe even just neutral skills that are
not tied to any specific legend… ya know just “mist shenanigans”

- Reworking all weapons to either change their skills slightly with the active legend
(sorta like ele attuments, just more arround buffs, heals or debuffs and condi
depending on the legend)

- or making the weapons fit atleast 2 or 3 legends by default with effects and skills

- making the traitlines less focused on one legend only cause that is exactly the
(back then) 6\6\rest wherever build stuff i predicted as they revealed the class
mechanic what restricts build diversity big time

-raising the damage drastically on all weapons to be on equal footing and only differ
with the buffs\debuffs\utility and range they bring

- adding a mobility\teleport skill or speed buff to each legend and\or to be mobile in battle and movement in general

- reworking the energy system to only affect utility, heal and elite skill

this is exactly what i’m hoping for
ANET, pls read this

PvP, Teef & Engi

Revenant will not get underwater combat?

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Posted by: Tarkan.5609

Tarkan.5609

They will have to change a lot of existing map for that…

JK = just kidding

PvP, Teef & Engi

Thoughts on Legend: Shiro Tagachi

in Thief

Posted by: Tarkan.5609

Tarkan.5609

my plan was all along to play all professions for some time to get to know their counter and which skills are important for them… only revenant is left atm

if revenant gets some changes it definitely needs and shiro feels like a S/D thief without the stealth it seems like that could be a class i would wanna play mostly apart from thief and ele (as kind of an alternative to the old S/D…)
i like power based, maybe also evade focused builds with decent or good mobility

PvP, Teef & Engi

(edited by Tarkan.5609)

My feedback on Rev build mechanics

in Revenant

Posted by: Tarkan.5609

Tarkan.5609

never played revenant but reading carefully through a lot of the feedback posts i think your ideas are a great way to address one of the major problems for revenants based on their class mechanic.

in my opinion, the legends itself should have some customization as well though, maybe 9 utilities you can chose from per legend? heal and elite skills could be fixed per legend

PvP, Teef & Engi

Trying to figure out the thief

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Posted by: Tarkan.5609

Tarkan.5609

Metabattle is a good way to look at what other people are using

if you want to learn the art of thief, you can join the guild [Teef] for some help by experienced thief players

PvP, Teef & Engi

(edited by Tarkan.5609)

Anet throw us a kittening bone

in Thief

Posted by: Tarkan.5609

Tarkan.5609

At least for D/x, the immo is kinda useless do to the stability spams

Stability does not affect immobolize, so Panic strike allows you to stay at an enemies back and not allow him to turn around, dodge or flee – which pretty much guarantee a backstab or heartseeker, or force out a cooldown from him.

And executioner is somewhat useless, since (at least for me) if the enemy is at 50% or lower 1 backstab will kill him anyway, no matter those 20%

It allows for high heartseeker, which is faster and easier to land than a backstab for D/P. It also means you can easier AA kill – and imo a good thiefs knows when to use those two instead of backstab. after all, using a black powder > heartseeker gives the enemy a lot of time to see what you are doing and react.
And then obviously 20% damage on enemies below 50% also allows for great shortbow damage (or S/x if you fancy such weapon sets).

Also you did not mention mug, Serpent’s Touch and Lotus Poison – all of which are really great.

Hope this helps you understand why DA is favored by a lot of thiefs

yes i agree that mug is very usefull, i just don’t think that executioner really benefits as much as it seems. I understand the situation you discribed, but i can blindpowder instabackstab faster in most situations then following up with 1 or 2 heartseakers, or even CnD backstab is faster sometimes, i just don’t feel the need for the damage buff becaues it hardly influences the time to kill, well i’ve not noticed it yet to be honet

I’m not saying it’s a bad trait tree, I love mug e.g. and revealed training imo is the strongest trait in that line, but i think it’s mostly not beneficial compared with other lines unless you are just aiming for high numbers

imo panic strike is way better than revealed training… lobg immobilize on 50% health on a 20sec CD, best moment to start “spamming” HS

i also dont really car about executioner that much, but try improvisation!
rng skill recharge can be nice or useless, depending on the situation… but the double activation of your stolen skill is awesome against (mainly power) mesmers, condi rangers, guards and a lot of ele builds

PvP, Teef & Engi

A Few suggestions.

in Thief

Posted by: Tarkan.5609

Tarkan.5609

i’d rather see (for example) blinding powder give you 4secs of stealth and 2nd minor in SA give you +2s
Why? Otherwise an untraited BP would be really strong, while a traited one wouldnt make much of a difference (thats the same with meditation guards… heal on meditation has a high base but scales badly with healing power… should be the other way round)
Then also, traiting for something shouldnt double the viability of it

Then you should also rework some traits in SA though

or, since we have so many ways to enter stealth (more than mesmer) the base stealth duration should stay the same, but the 2nd minor in SA should give +2s stealth duration

PvP, Teef & Engi

Improvisation is too rng

in Thief

Posted by: Tarkan.5609

Tarkan.5609

Improvisation is simply not a gm trait though. Either they should merge it with some other weaker gm trait oor move it back to master level. It can’t compete with executioner or even sleight of hand
(Assuming one would move it to trickery.)

I actually think it can compete with Executioner, really like being able to use my stolen skill twice… awesome against guards, power mesmer, thief and condi ranger, also kinda nice against d/d eles

PvP, Teef & Engi

Improvisation is too rng

in Thief

Posted by: Tarkan.5609

Tarkan.5609

But then if you ran only deceptions, you could recharge them on 20 sec cd. Might be too strong.

I would only make it recharge one skill, but one on your skill bar thats on CD. Would be nicer imo.
Like this it can be a game changer or (at least this effect of the trait) totally useless.

PvP, Teef & Engi

Improvisation is too rng

in Thief

Posted by: Tarkan.5609

Tarkan.5609

i prefer Improvisation over Executioner, but I think recharging one skill that is on CD is better.
That would allow you to know which skill you recharge if you only have one on CD.

PvP, Teef & Engi

Necros

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Posted by: Tarkan.5609

Tarkan.5609

Condi or Power necros?

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wheres the promised +10% withdraw's healing??

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Posted by: Tarkan.5609

Tarkan.5609

Anet flushed it down in the Mystic Toilet.

PvP, Teef & Engi

[PvP] Condi Build [Ma/Sw, Sw/Sh]

in Warrior

Posted by: Tarkan.5609

Tarkan.5609

Hi,

Hey guys
I’m currently theorycrafting a condi build for pvp with Sword/Shield, Mace/Sword

Amulet: Celestial
Sigils: Doom/Leeching [on Sw/Sh], Energy/Geomancy [on Ma/Sw]
Rune: not sure, going for Nightmare atm, maybe Krait?

Healing Signet, triple Stance, Rampage

So currently I am not sure about my rune choice and my traits.
I found the following possible trait distributions:
Offensive 11001
Defensive Arms 01101
Defensive Strength 10101

What would you recommend?

I’d go with the Defensive Strength approach, possibly:

  • Using Defy Pain instead of Sundering Mace,
  • Using another interrupt instead of Endure Pain (a physical skill or Fear Me),
  • Using the runes of the Guardian,
  • Giving up Celestial for Rabid. I’m not sure Celestial is a good choice since you may not be stacking might efficiently, and don’t have enhanced might duration. Rabid would maximize your condition damage, and let you take more hits (thus optimizing Cleansing Ire). You’d feel more at ease using an additional interrupt instead of Endure Pain, and could use on-crit sigils (earth, torment) as well.

Regards.

Thanks for the tips!

  • Now that Vulnerability does also affect condition damage I feel like that may be kind of useful, especially as it also gives me another cover condition…
  • … but especially as i dont use Endure Pain then (true, completely forgot me using fear me pre patch) I will try it out
  • Guardian Runes, never thought of that on warr, thanks!
  • I feel like I could use on-crit-sigils with celestial anyway as i will have ~25% crit chance… also, rampage will deal more damage with cele and the extra healing power would help. true though that it may work good/better with rabid, gonna have to try and consider that
PvP, Teef & Engi

[PvP] Condi Build [Ma/Sw, Sw/Sh]

in Warrior

Posted by: Tarkan.5609

Tarkan.5609

Hey guys
I’m currently theorycrafting a condi build for pvp with Sword/Shield, Mace/Sword

Amulet: Celestial
Sigils: Doom/Leeching [on Sw/Sh], Energy/Geomancy [on Ma/Sw]
Rune: not sure, going for Nightmare atm, maybe Krait?

Healing Signet, triple Stance, Rampage

So currently I am not sure about my rune choice and my traits.
I found the following possible trait distributions:
Offensive 11001
Defensive Arms 01101
Defensive Strength 10101

What would you reccommend?

PvP, Teef & Engi

Celestial D/F is the way to go

in Elementalist

Posted by: Tarkan.5609

Tarkan.5609

important to hit:
air #1
fire #2 and #3, with /D #5 (against burning targets)
earth #2 and #4
water #3 can be useful to hit

Air #5 (doesnt matter whether its D/F or D/D) → Fire #3 is a usual combo
alternatively you can also fire #3 + lightning flash right before the explosion part

but there is a lot more to ele than just rotations and might stacking

PvP, Teef & Engi

[PvP] Thief without Trickery

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Posted by: Tarkan.5609

Tarkan.5609

Trickery is thieves utility master trait line, you are right.
I tried 11100 a couple of times but i always switch back to Trickery as it just offers so much utility…

PvP, Teef & Engi

Predator and Grenade barrage

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

They need to make all grenade skills have legendary effect not just barrage

They need to make all kits have at least one skill with a legendary effect not just barrage.

Fixed your typing mistake, no need to thank me.

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Automatic Response 10s -> 90s

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

60s seems fine yeah but DEVS PLS let it recharge healing turrets overcharge skill as well!

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Best animations

in Elementalist

Posted by: Tarkan.5609

Tarkan.5609

just make an ele, go in heart of the mists and look through the animations
rinse and repeat with other races

PvP, Teef & Engi

D/P + S/D: CS-DA-SA vs Tri-DA-SA

in Thief

Posted by: Tarkan.5609

Tarkan.5609

i always take trickery because the daze & boon steal are just too awesome…
see a ranger rapid fiering? F1
see a thief HSing through Black Powder? F1
see a warrior eveiscerating? F1

okay maybe not always (dodges op) but it really helps if you pay attention, you can interrupt anyone even if they have stability… unless they are invunerable ofc

PvP, Teef & Engi

Rune for SD Engi

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

I runes of the defender gave vital I would have used it… Sadly.

If you want pure damage, runes of rage will give you a hell of a lot more damage than vamp did, but no defense.

i dont have any fury though apart from rune of rage then, also thought about it but i would have to take the anti-blind goggles then (which i am kinda thinking about)

Try out rune of the defender.
They’re cheap to craft, the recipe is around a few copper, and if you don’t like them you still can over-ride them with whatever.

The reason why I run it:
the 4k heal you get while blocking, perfect comeback proc for 1vx situations.

They had synergy with armor mods, before the patch removed that, but even without it, they work just fine with toolkit.

ah thanks that actually seems interesting!
sad that the 6th bonus doesnt have the same CD as gear shield but i will definitely try it out

It’s not that bad.
Healing-skills also get aegis, so basically you execute the HT combo once with picking it up, and at the 2nd drop, the proc is up, and you can blow HT up if you like.
Also, if you run AMR, you can gate the proc even better. Basically every 3rd time your heal is up.

oh true the rune actually has some synergy in itself, didnt pay attention to that 4th effect

PvP, Teef & Engi

Rune for SD Engi

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

Try out rune of the defender.
They’re cheap to craft, the recipe is around a few copper, and if you don’t like them you still can over-ride them with whatever.

The reason why I run it:
the 4k heal you get while blocking, perfect comeback proc for 1vx situations.

They had synergy with armor mods, before the patch removed that, but even without it, they work just fine with toolkit.

ah thanks that actually seems interesting!
sad that the 6th bonus doesnt have the same CD as gear shield but i will definitely try it out

PvP, Teef & Engi

D/P vs D/D

in Thief

Posted by: Tarkan.5609

Tarkan.5609

And P/D? Whats their Pros Cons

cons:
- bad auto attack, not even really good with condi builds
- cant just backstab randomly if you need to attack somebody who is in stealth
- people see the projectiles of your sneak attack
- bad for power builds (a personal con for me as i prefer power)

pros:
- ranged
- sees use in condi builds due to #2, #3 and #5

against d/p you have the advantage of being ranged but the blinds hurt you ven more than being D/D and d/p has quite some gap closers

against d/d you have the advantage as you can use #2 to kite, but if they hit c&d the blind is harder to deal with

PvP, Teef & Engi

Rune for SD Engi

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

So I’m not a main engi but i like to play SD in wvw mostly

I’ve been using vamp runes for a long time now but after the bug on them (where you could use F1-F4 in mist form) was fixed I have never been sure whether i should switch to another one.
I would switch back to pack if engi was my main or they didnt cost 8g but like this i’m not sure what to take.

I pnly have problems with condi builds, so i thought of using lyssa runes with mortar kit maybe, as quickness and resistance are now also boons

which rune do you run and what would you reccommend me?

PvP, Teef & Engi

Does anyone ever use Box of Nails?

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

1. when i kite/run away
2. in order to try to prevent any thief blinds on me

PvP, Teef & Engi

Which food do u guys use in wvw?

in Thief

Posted by: Tarkan.5609

Tarkan.5609

Omnomberry Pie, on all my direct damage characters.

but if you wanna save 3 silver every 30mins Mixed Berry Pie is also okay

PvP, Teef & Engi

Elite for SD Engi

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

Mortar, for all the reasons above, plus:

  • Light field offers good cleansing, since the typical SD utilities/toolbelts (toolkit, rifle turrent, and potentially personal batttering ram) are all 100% projectile finishers
  • Water healing – via orbital strike double blast and rifle turret detonate (you don’t want to keep up the turret anyway)
  • … and since you have the water heals, you can experiment with other healing options besides HT – AED has potential for SD builds.

that and the post above actually sounds interesting enough for me to try it

PvP, Teef & Engi

AMR not resetting HT Cleansing burst

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.

tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo

i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD

That does not even make sense…

5K heal on Healing turret + Overcharge. Removes 2 conditions.
AED removes up to 4 conditions and ehals for minimum of 4200 and maximum of 12 THOUSAND.

I would say that using AMR on AED makes it a lot stronger than it does with HT…

Geez…

1. on AED you have to get hit so that you’d die otherwise… (thats what i kinda meant with high risk/high reward)
2. HT is a lot more versatile, also healing allies and so on. If AMR should recharge the overcharge as well, I’d like to see an increased ICD

PvP, Teef & Engi

Celestial D/F is the way to go

in Elementalist

Posted by: Tarkan.5609

Tarkan.5609

The vigor is probably the best thing you get from arcana. EA has that one extra heal/condi removal but I don’t think it’s mandatory anymore.

No line offers more to Ele defence and sustain than Arcana. With Ele contingency thrown in, IMO it’s more mandatory than it’s ever been (for sustain). What line offers more?

I think it was a mistake not to have made Ele Attunement baseline and re-balance around that.

You can get prot from earth line on aura’s, you can get stability attuning from earth, you get reduced cripple, chill, immobilize durations, and stone heart from earth, +180 toughness while in earth. Rock solid will guarantee you get at least more than half of a ether renewal channel off.

Fire line gives you fury and might stacking that is un matched by any other trait line and it also has condition removal, which will have synergy with soothing disruption and cleansing water.

Air has movement speed, fury/swiftness, but I think it offers more utility than damage at least for my favorite traits in air line.

Water doesn’t really need to be talked about because of the sustain.

There was a post running around about the cooldown reduction on attunements with arcana and it came out to pretty much the same prepatch I think because of the GCD IIRC.

I ran around again last night with no arcana with a fire/air/water and the only thing I missed was movement speed from Air, but the damage was so good.

you ate talking about earth + air = protection, fury, swiftness

I dont see the reason behind that as i can get all three boons (and more, like vigor!) from arcana while also being able to take EA, which adds a lot to your healing capacity and survivability

ether renewal may have some good healing + condi remove, but is only reliable if you have stability (and even then a trickery thief will rip you)
the signet offers you good healing that doesn’t have counterplay apart from perma poison (which is harder now since it no longer stacks in duration) and you dont need to interrupt any rotation/dmg dealing (which is also nice in wvw/pvp as ether renewal takes all pressure from your opponent -> positioning/dmg focus/healing…)

Fire, Water, Arcana just offers you more than Fire, Earth, Water (taking water as a granted trait line)
the only time i could see 10110 being more viable than 10011 is if you are dueling a pure condi opponent…

PvP, Teef & Engi

AMR not resetting HT Cleansing burst

in Engineer

Posted by: Tarkan.5609

Tarkan.5609

I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.

tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo

i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD

PvP, Teef & Engi

Cleansing Water Trait

in Elementalist

Posted by: Tarkan.5609

Tarkan.5609

Will it also remove a condition if you gain lets say 3s of regen while you already have – as an example – 5s?

PvP, Teef & Engi