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kitten . I was going to vote Krait but I forgot about it. Oh well.
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Berserker Stance
Actually, if anything, it should be the other way around. The biggest problem other classes have dealing with a Berserker’s Stance Warrior is the fact that none of their condition-based CC options work, not even a little bit. A Necro’s fears, cripples, and chills do nothing to the Warrior that gets to faceroll their keyboard for 8 full seconds before the Necro can even touch him. Engis have a similar problem. It’s less of a problem that they can’t do any damage to the Warrior, it’s mostly the problem that they can’t kite at all using defensive condition applications to get some distance.
I’m on the fence with this. Do you think it’s enough ONLY be immune to the conditions that slow damage but allow FULL duration of the damaging conditions? Aka, you’d be immune to blind, crippled, chilled, immobilize and weakness, but you are vulnerable to spikes with bleeding, poison, burning, torment, fear and confusion. So now you’re still able to die to condition builds (you can counter spike), but you leave the warrior with the ability to get a period of time where they can spike someone out. It feels like that was the intended flavor of the skill.
Doom
No way. I understand instant skills are impossible to counterplay against, but this is one of the very few emergency defense mechanisms that a Necro even has. They don’t have Vigor, and they have pretty mediocre stunbreakers, and almost no Stability. Doom is one of the only tools they have, and it’s already bad enough that it doesn’t deal with Stability or Berserker’s Stance. The only change to Doom that I could support is reverting its fear to a uniform 1 second regardless of range. Casting time needs to stay instant.
I think it needs to be this, but necro needs an overhaul first. There needs to be better defense for necromancers in traits, utilities, weapons and deathshroud before this can go in.
Everything else
Full and complete agreement.
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See? This is exactly what I’m talking about. People think this isn’t PvP. It’s a different style of PvP.
Snowball mayhem is “pvp” too and dragonball ofc. Just a different style of pvp, right? Why arent these in the soloqueue rotation?
A pvp map designed around 1 shots is just a bad idea period. It doesnt give the same satisfaction when killing and its annoying when you die. Its pure annoyance, troll or get trolled.
You know what happened when i showed this map to some of my multiglad (wow) & masterleague (SC2) friends. They laughed really hard and stated “no wonder GW2s pvp flopped hard, with gimicky crap like this”.
Mind that isnt even my own statement. But they are right…we dont need gimicky stuff like this. We need solid gamemodes and maps that encourage quality small scale skirmishes. Untill that happens GW2s pvp will remain the laughing stock of online pvp gaming.
“Hey guys. I’m right, know why? These two other dudes I know totally said what I was saying. Thus, the vast majority MUST agree with me. Anything that I don’t like is cheesy, and here we see proof.”
People said gameplay designed around one shots was bad with Liadri the Concealing Darkness, but that was loved by a lot of people too. I get plenty of satisfaction from defeating someone who is a tough push off.
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Bombs. Static Discharge. Grenades. Pick 1-2. Welcome to engineer damage.
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Great! Now make the same list with the access to stability plz.
But throwing 10 random players on a map for which it is essential to alter your build or even to change your profession, is a realy bad idea.
No only does my engineer not run stability in any way, but she also doesn’t run a stun breaker. And I still kick kitten . It’s all about positioning.
It’s also as simple as having another character that you switch to OR switching out one or two utilities for ones that push people off cliffs.
This is ANet perfect, cannot fix the broken and dying parts of pvp, instead they just add new stupid map mechanics that seek to again remove the PVP from PVP. Why is the current trend among PVP to not PVP? We just want to fight on a somewhat equal footing, not play fear off the canon platform, knock off most of the of side walks, 4thiefs vs 5 warriors, afk afk afk afk afk afk afk afk afk afk afk afk afk.
See? This is exactly what I’m talking about. People think this isn’t PvP. It’s a different style of PvP. It’s not cheesy, it’s different. People tend to think any style of gameplay that isn’t 2 bunkers and 3 DPS rotating is “cheesy”. God forbid a map encourage something else. “HEY! THEY HAVE 2 MESMER and 2 THIEVES AND ARE ROTATING BETWEEN POINTS SUPER FAST! NERF CHEESE!” “HEY THEY HAVE 4 BUNKERS AND 1 DPS! NERF CHEESE!” “HEY! THEY’RE ALL RUNNING MMS! GET RID OF THIS JACK CHEDDAR BULL kitten!”
Instead of…oh hey these comps have weaknesses…Look at that…Sure this bunker is really tough to kill the normal way, but you can pull them down just as easily. Stability? Bring boon removal or move to another point.
1) Bad players normaly win 20% , good players win 80%.
2) Skyhammer is map, where skill doesnt matter. It is all a random clusterfffk , just like flipping a coin.
given that 50/50 rule, the result is:
3) On skyhamer, bad player win 50% , good player win 50%.
BEST MAP, SUCH FAIR !
Those are complete bull numbers and you know it. If you attack the cannon and take it for yourself, all of a sudden the cannon isn’t an issue anymore! if the cannon fires more than once on you in a short period of time, you’re team is doing it very wrong. Skill is extremely important on this map. You have to line up your CCs well. You have to position youself in a good way to make sure that any CCs they might have will not knock you off. You have to make sure you’re ready to stun break out of a CC if you get pushed. There’s a TON of skill to this map.
On my engineers skyhammer build i have tons of ways to guarantee 100% knockoffs, with stealth etc. I had games with 18-20 knock of pull offs….yet i still despise this map. Its not about winning it, its about the way i lost or won.
There is no guaranteed way to kill someone on this map. A thief tried to do the “guarenteed kill” where you stealth into cannon, break a glass and pull them off. I dodged it because I heard the glass starting to break. Pay attention and you won’t die to “cheese”.
stealth CC always wins
stealth is the issue imo – just like 4 man stealth to pop 1 enemy at the start of the game
Totally false. First off, if the entire team goes stealth, you can take a quick look around, notice that NO one exists and try to stealth your own team or tell them to go defensive. It’s a legitimate strategy that you have to watch out for. If you are being stealth CCed, listen for the glass break. The MOMENT you hear it, dodge. Get your stun breaker ready.
Actually that was just one of the many problems with this map. There are certain advantages that are ridiculous, 1 is placing marks infront of the portal, you can’t dodge when you enter the portal so you take a kitten ton of condi’s, and your opponent can use them again because they are off cooldown. second thing is skyhammer itself. It’s undodgeable which makes other classes have greater advantages over others. For example a warrior can activate endure pain while still holding the point, an ele/mesmer can only use invulnerability to avoid the damage but they would start losing the point in the meantime. 3thly the cannons damage is based on how much toughness you have, making heavy armor classes or professions that stack toughness better over others since they are able to tank more. And the list goes on..
These are the fairest points I’ve heard so far. The cannon being undodgable is a weird decision to me, but I still believe that just means you need to be more aggressive in taking it. With marks on the portal, you can dodge in I’m pretty sure. I think I’ve done that before. Also the treb is based on toughness too…So really that’s one point said to different ways xD. Make cannon dodgable.
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I absolutely love playing on skyhammer most of the time. Sure, sometimes I want to try out a build for tPvP that isn’t designed for that map, but I have no issue playing it.
It seems like every time someone complains about that map, I see them running something I’d see on Khylo. Why? If you aren’t running a build designed to kick kitten on a map, you can’t be surprised when I win. I switch to mesmer on khylo. Know why? Because mesmers are beast on khylo. If you run zero moving CCs, of course I’m going to win. It’s a different game. It’s no longer a duel, it’s a game of human golf. You can’t be surprised if you can’t hit the golf ball as far as me using a sword.
It’s not even like all classes don’t have a good way of knocking people on that map:
- Necromancer – Fears, Grasp
- Engineers – Not enough characters to fit this.
- Warriors – Hammer, Stomp, Kick, Fear Me
- Thieves – Stealth Pulls, Stealing From Necromancers, Traps on glass
- Mesmer – Focus, Greatsword, Reflecting certain pulls
- Ranger – Longbow (SO STRONG!), counter attack, path of scars
- Guardians – Not enough characters to fit this.
- Elementalist – Gale, Immobilizing on glass, Updraft, TORNADO!
If you don’t switch up to incorporate those, it’s really your own fault. Skyhammer is about changing the way you think about the game. If you don’t, you’re going to have a bad time.
I’m interested, really. I have three questions:
- When you play skyhammer, do you run a new build specifically for that map?
- Do you change from your main profession to one that you believe suits the map more, even if you don’t like that class?
- Do you enjoy skyhammer?
My answers: Yes, Nope, Yes.
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Berserker Stance: Immune Chill, Immobilize, Cripple, Blind, Poison only. Reduce other conditions’ duration by 100%. (Which means the condition duration will still apply on warrior with zerker stance on).
I cannot for the life of me understand this. Why on earth would it matter if it was -100% duration? It basically gimps the bleed/burning/torment to nothing with only 10-30% duration. People aren’t going to start stacking up on condition duration to fight against one skill, especially if healing signet gets nerfed. Just make it immune the important conditions and do nothing to damaging conditions. Counter pressure with a condition build should always be a viable way to stop a warrior from attacking you. Full immunity or this “immunity” shouldn’t exist.
I really think it should read:
Berserker’s Stance – Gain immunity to fear, crippled, chilled, immobilized, weakness and blind for X seconds. Gain adrenaline per second.
This leaves confusion, poison, burning bleeding and torment to still be able to pressure out the warrior. I really think people underestimate how strong being immune to all CC conditions is for a warrior.
Hundred Blade: Increase overall damage by 20%.
Arcing Slice: Stick the greatsword into ground, created a wall to block incoming enemies. -Ground Target. (The skill effect should be like staff ele’s Earth skill)
Level 1 Adrenaline: 0.5s duration.
Level 2 Adrenaline: 1s duration.
Level 3 Adrenaline: 1s duration. Apply 5s fury to yourself.
This will never, ever happen. Seriously. Not trying to be mean. It’s never going to happen. Why would you give the mobility damage weapon bunker like CC anyways? Such an odd location for that.
Staff:
DS Mode:
Doom: Increase cast time from 0s to 0.25s.
This really needs a buff to match the fact that necromancers would be losing one of their primary defenses. A slight cooldown reduction on a staff attack isn’t enough.[/quote]
Pin Down: Increase the cast time from 0.25s to 0.5s. Add an animation so people can predict it.
Unless the travel time is heavily reduced, I don’t think this is that much more dodgable. I’d rather a faster travel time but a 3/4 or 1s animation. Fits the idea of trying to get the person shot to the leg to pin someone down.
Healing Signet Passive: Heal yourself when swapping weapons. 2,000 healing amount with low healing power scale. (Same as the healing amount of the current Healing Signet overtime.)
Healing Signet Active: Increase burst healing amount to 4,500. Medium healing power scale.
Interesting idea, but I think the numbers need work. With runes of the warrior + trait, you can weapon swap every 4 seconds. That means you’d be getting a 500 hps heal or higher with a more heal-y build. Of course you’d basically lose control of your weapon swapping to do this. It’d be an interesting one to test.
Defian Stance: Reduce the cast time to instant. Reduce the cool down from 35s to 30s. Increase the duration from 3s to 4s.
This means that it could be cast mid burst. That sounds really icky to me. I think the cast time is perfect (1/4th right?), but the duration and cooldown could be better.
Fear Me: Reduce the cool down from 60s to 40s.
Why would instant cast CC need to be buffed?
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1) Better and more frequent balance changes (Ones that actually open up new builds). I would also love to see some new grand masters that really buff certain types of skills (Gadgets, traps, turrets, etc etc). Right now, I think pretty much only guardian, warrior and engineer have the ability to run every type of build effectively. I hope someday every class can be anything they want (Bunker thief!)
2) Automated Tournaments (Daily and Monthly) with really high end rewards for the victors.
3) A better tutorial that actually takes players through a mock PvP battle, introduces each condition and boon, introduces capture points and how they work, and introduces stomping.
4) Better testing stuff in the mists that make it easier to see exactly how effective my build is. Something for healing and damage would be amazing. I would not object to nameless masters.
5) New game modes. I don’t think every single one has to be competitive. 2v2 sounds amazing, even 3v3 does, but I really would love to see some fun ones like castle vs castle where players have to defend and attack each other’s bases (could be like GvG with siege and doors to break down!). I think this game needs a very casual style game mode that really draws in those intimidated by conquest.
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naa it would be too easy to use and give an advantage to proffessions w blink in my opinion, it would lessen the skill it takes in this game, i am against it
The skill comes from deciding when to use it and where you want to blink to — not the mechanics of button/mouse mashing. The brain did it’s job already, the game is holding the player back from greatness.
Changing skills to be easier to use is a great thing.
EDIT: An analogy is chess — you win by deciding on good moves, not physically picking up your pieces and moving them from A to B better than someone else.
This game isn’t chess though, and it’s not trying to be. Part of being better is being fastest in every way. Fastest in reacting to something happening, fastest in deciding what to do and fastest in doing that action correctly. If we always did every move perfect, this game would be boring as crap. I’d even argue that’s what this game was for that period between July-December 10th. Builds were so face rolly that it became about group tactics ONLY, not personal skill as well.
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(I’m joking here, don’t take this seriously or get super kitten over this
. All written in good fun. Not trying to personally attack anyone or any company. Love you all.)
Can’t take a joke and is personally insulted and full of hatred for you and your kin… IS COMING FOR YOU! >=(
crunching baby bunnies out of spite
Crap. You must play guardian. SORRY I FORGOT ABOUT YOU! YOU’RE JUST SO PERFECTLY BALANCE AND NOT REQUIRING OF CHANGE!
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I’ve been saying this one since I first saw the flamethrower. It’s so disappointing =/
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I’ve already made my points. If you want to continue to use it, I’ll see you on the battle field.
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Elixir Infused Bombs is a pretty weak trait. It heals for about 200-250 if you heavily spec into healing power and only if you are in range. Meanwhile, you could be negating damage or using much stronger heals such as Super Elixir or your heal skill. You could also be putting those points into Tools for Power Wrench, Alchemy for Automated Response (or w/e trait, that line is a candy store), Explosives for Forceful Explosives. Hell you could even just take another inventions trait. That said, most 25 point traits are trash while most 15 point traits in engi are amazing. It’s better to try to get as many of those as possible.
Sorry but you’re wrong. Infused Bombs heals 392 on my (tanky) Cleric-Build for WvWvW. It’s also a heal for 5 people on a 240 radius if traited ! That’s a whole lot of healing from a bomb that you can put down every second. This trait works on every single bomb of the kit (including the Big Ol belt bomb.)
Negating damage is not always possible no matter how much endurance regen you have. I am glad to have my 30 points in inventions so I can swap between more damage, reduced falling damage, 25% speed at all times, protection on crit, improved elite or lower cooldowns on the shield abilities depending on the situations.
The 25% speed buff really comes in handy if you are on a farming tour, in a jumping puzzle or trying to catch up with a karma train. Not every build has 10 points to spare for speedy kits and even if I did I wouldn’t get it.
I don’t like to jump to conclusions but you seem like one of those ZERKER ONLY (rallybot) kinda guys… not cool.I’m talking mostly about PvP and I think you missed about 90% of the conversation after that post.
Even if we are talking about PvP only speedy kits is not always the best choice and even if you think the bomb healing is not good enough to be a proper team heal it is still a good heal for yourself if you’re running a bunker build. 10 points into explosives increases the radius to 240 that means you will only be out of range and not get any healing from the bombs if you are out of combat AND under the effect of swiftness. The 25% speed trait is in no way worse than “perma” swiftness of speedykits. Swiftness is a boon which some clases convert into conditions or simply remove from you. The trait can not be removed. And lots of the other trait choices for the master ability in inventions I have mentioned could shine in pvp if used at the right time. If you’re running a bunker build 10 points to get speedy kits is a waste. I would pick 100 toughness and healing power over 10 % crit damage and 10% belt recharge any day. You do what lots of people do – you stay in your comfort zone and never experiment with anything new.. think outside of the box, outside of the meta. You’ll become a much better player that way
No necromancer worth their salt is going to waste corrupt boon or any boon corrupting skills on swiftness. Stability, perma vigor, protection…those are things to blow it on. Not a 10-12 second swiftness. Anything like a boon steal thief or a shatter mesmer is going to be fighting you on point and you’re not going to outrun them with a 25% speed boost anyways. However, vigor is going to help out a lot in a fight like that.
You’re making assumptions about what I run. I run what I find fun and effective. I’ve tried all kinds of crazy builds. I once did a build where you use full berserker, net turret, Elixir Gun’s Acid bomb and Elixir X to push the damage to the extreme. It was stupid as hell but funny when it worked. I’ve tried all kinds of crazy builds. I’ve done turret builds that spec into inventions. I’ve done turret builds that DON’T at all. You name it, I’ve at least given it a shot.
The ability to use a lot of dodges is incredibly powerful and the Speedy Kits + Invigorating Speed combo allows for that. It’s part of the reason why I love having Elixir R (SO MUCH DODGING). Whenever I make a build for engineer, I almost always start with 0/0/0/20/10 (At least in PvP). That alone gives me great defense, dodging, condition prevention (Transmute) and mobility.
Also, the stats you get from speccing in something aren’t really that important. Most of your stats come from your gear, not what line you go into. I use to run an engineer that was 30/10/0/20/10. With a change of my amulet and utilities, that build could be a P/P condi build or a Rifle power build…Or a P/S far point assaulter.
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I know this is a joke thread, but one thing I keep seeing. “Reduced condition duration by X%”.
What’s 100% of 5 seconds? 5.
5-5=0
-100% condition duration is immunity.What the hell is -200% condition duration LOL.
A lot of posts say that they want to change Berserker’s Stance/Automated Response to be -100% condition duration instead of complete immunity, so that way we at least get whatever condition duration we put on. So for example, if you take the fear duration trait (+50%), you would still get half the duration of your fear instead of it being immuned. However, for the vast majority of builds and skills, -100% duration and immunity are the exact same thing. Even if you have 10%-30% duration, you basically get almost nothing out of most conditions, especially since you don’t get partial damage out of conditions (only on full seconds). A 7 second blind turns into a ~1-2 second blind. Whoopdeedoo. That 12 second bleed for 2k damage turns into 3.6 second bleed for 600 damage. I’ll get the streamers.
To me, it’s a lot of people trying to bargain with devs, and IMO, it should either be adjusted to be a shorter stance duration (3s with a 40s cooldown for example) or be reworked entirely (Only immune to certain conditions such as blind, crippled, chilled, immob and fear).
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I think “Logan Thackery” should be Trahearne Morph instead. Infinitely more annoying.
It’s more because when you’re in Moa Form, you run away, and Logan is very good at that. So is anyone who isn’t an invulnerable ranger underwater.
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“HEY WANT STABILITY?” “OKAY!”
FFFFFFFF STABILITY
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And even more people posting how to balance xD .
How many hints u need to understand that u will be ignored ? :P
These are too strong to be ignored.
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I got it guys, it can replace all our skills with one skill from every profession.
Skill 1-elementalists dagger 1 in fire Attunement Dragons Claw
Skill 2-Thief Sword main hand Infiltrators Strike
Skill 3- Engineers Tool Kits Pry bar
Skill 4- Rangers Axe off hand path of Scars
Skill 5- Guardians Greatsword Binding blade
Locked out of Healing Skills for its duration.
Utility Skill 1- Warriors Berserker Rage
Utility Skill 2- Mesmers Decoy
Utility Skill 3- Necromancers Corrupt Boon.
There… Haha your welcome.
Ship it.
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Kit Refinement – Reverted to original functionality.
Is the least likely change to happen on the entire list
Sad but true. /salutes 100 nades
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So okay, here’s my ultimate PvP wish list. Everyone should listen to me because I’m super experienced.
Engineer
Reserve Mines – Removed the internal cooldown. Threshold set to 100%. Renamed to “OMG Mines”.
Accelerant-Packed Turrets – This now launches foes. Renamed to “BOOOM PUCUUUUUSH!”
Utility Goggles – This now reveals everything for 10 minutes. All thieves die. kitten thieves.
Kit Refinement – Reverted to original functionality.
Hidden Flask – Removed internal cooldown. Renamed to “Drunkard”.
Flame Turret – Renamed to “Awful Turret”.
Thief
Renamed class to “WAAAHHH WHY ME!?”. Players on different classes will see it named “OH GOD OP BS INCOMING”
Pistol Whip – This now immobilizes and stuns for 2 seconds. Does 50% more damage. Might need some changes to find that sweet spot.
Traps – They do a tiny bit more damage now…find a sweet spot for it…
Dagger Training – Daggers deal +5% more damage per initiative.
Mug – Now steals money from target foe in all game modes.
Last Refuge – Is now that minor adept trait on all lines. Get at me.
All Other Thief Skills – Reverted to launch day state.
Mesmer
Confounding Suggestions – Moved to Adept tier
Illusionary Persona – Moved to Adept tier.
Moa Morph – Renamed to “Logan Thackery”. Player now turns into Logan Thackery instead of a Moa. If underwater, player turns into a random non-ranger player character.
Warrior
Fear Me! – Seriously. kittening Run. This skill is now terrifying.
Berserker’s Stance – Now only reduces condition duration by 200% instead of complete immunity.
Dolyak Signet – Changed functionality to: Passive: Grants Stability. Active: Grants Stability. Super Active: GRANTS STABILITY! FFFFFF Stability.
New Shout Skill: “HEY WANT STABILITY!?” – Grants stability.
New Shout Skill: “OKAY!” Also grants stability.
Elementalist
Elemental Attunement – Moved to Grand Master.
New Option – Added an option to the F11 menu that automatically casts the elementalist’s elite skill after using meteor shower. Switches it to Tornado if it wasn’t already that.
They’re in a pretty good spot. Not many changes needed. I got bursted down by one the other day, so yeah. Good spot.
Necromancer
Removed a bleed stack from somewhere or other.
Terror – Moved to Adept.
Dhuumfire – Moved to Adept.
New Skill! “Battle by Proxy” – Just lets the minions do it. Too busy on reddit.
Ranger
Added a new slot for rangers called the “Spirit” slot. Added a new skill:
Spirit of Chaos -
Passive: Allies have a 35%/70% chance to cause confusion on hit. Interval: 3 seconds.
Active: Splits into more spirits that also cause confusion. And annoyance. New condition: Annoyance. You get annoyed.
Pet Leash Range – Increase to infinite. Pets now never give up on you. Ever. EVER! (So different)
New Healing Skills!
S.O.S. – If you die, you’re saved. But you die again because screw you. Removes 0 conditions.
Awesome Venom – Does awesome things. Recharge: A billion.
Spirit of Why – Why did we do this. Oh gawd it’s too late.
New Class! Chronomancer
This class can control time.
Runes
Runes of Lyssa – kittening Dead.
Everything else – ’s fine.
—————————————————————————————————————-
Pretty sure that’s all the classes.
(I’m joking here, don’t take this seriously or get super kitten over this. All written in good fun. Not trying to personally attack anyone or any company. Love you all.)
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More RNG is not the answer. Less RNG is the answer.
Serious question: Why?
Imagine two different players in the exact same situation. Let’s think about Pre-Buff Toss Elixir S (Either Grants 5 seconds of stealth or stability). Both players are trying to save a teammate from being stomped. Both throw down Elixir S on their ally, but only one of them gets stealth. In one scenario, stability did nothing and the ally dies. In the other, the ally is stealthed, the engineer uses Elixir S and gets the res off. What’s the difference in skill between these two players? Nothing. One got boned by luck and one didn’t.
Now let’s think about Elixir X. Let’s say we’re trying to kill a single person in a 1v1. One person gets tornado, gets immobilized and can’t even reach the target. Overall, he loses more damage over time and gets less CC. The lightning strikes don’t have anything to bounce off of, so the damage is pitiful. The other player gets Rampage and is able to dominate in this 1v1. Who is more skillful?
The point is, unless BOTH options would have worked out in the end with an equally skilled player, then the game is no better than candy land. Even minor differences can ruin things. If you have Toss Elixir U and you need to reflect stuff, it’s great. But lets say there’s melee bashing on you too. Clearly, you’ll do better with Smoke Screen, but if it comes up the Guardian Reflect, the melee attackers are going to dominate you.
I think the best use of this would be a flip over skill that decides what you get. It then goes on a background recharge with the elite that was randomly generated taking over that slot for 60 seconds. Now we can even effectively use Lyssa!
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Guys,
Gates plays mostly PvP and more than a few of the things he says won’t apply in WvW or PvE. Please talk the same thing before drawing conclusions. He says a lot of good stuff about PvP. I wouldn’t run Power Shoes in PvP.
Is there really much of a point to going into inventions in PvE/WvW anyways? In high end PvE it’s mostly burst or be bursted. Only really things that stop damage are going to be that useful (blind, snare, CC, condition removal, heavy heals). In low end PvE, you don’t really need minor heals. In WvW…meh WvW isn’t balanced anyways. I wouldn’t be surprised if there was some mystical use that makes it OP. I just saw a video of an engineer with 2k+ condition damage. I wanted to throw up.
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Jesus dude. I’m only half way through the first post. Why don’t you just give thieves the nuke button and shorten the post?
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elixir infused bombs is good because it’s like giving everyone on point a healing signet. with a 10/0/30/30/0 bunker build you can sustain yourself and your team for quite a bit while putting out decent condi damage with settlers amulet.
Except if your entire team is within that range, you’re extremely balled up and susceptible to AoE. The range on this is way too small to really consider this a good party heal.
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So I love jumping puzzles? Please don’t tell Anet to stop making something I love because you don’t love it? I wish they’d make a truly kittene. Even the halloween tower one I figured out in like 20 minutes.
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Elixir Infused Bombs is a pretty weak trait. It heals for about 200-250 if you heavily spec into healing power and only if you are in range. Meanwhile, you could be negating damage or using much stronger heals such as Super Elixir or your heal skill. You could also be putting those points into Tools for Power Wrench, Alchemy for Automated Response (or w/e trait, that line is a candy store), Explosives for Forceful Explosives. Hell you could even just take another inventions trait. That said, most 25 point traits are trash while most 15 point traits in engi are amazing. It’s better to try to get as many of those as possible.
Sorry but you’re wrong. Infused Bombs heals 392 on my (tanky) Cleric-Build for WvWvW. It’s also a heal for 5 people on a 240 radius if traited ! That’s a whole lot of healing from a bomb that you can put down every second. This trait works on every single bomb of the kit (including the Big Ol belt bomb.)
Negating damage is not always possible no matter how much endurance regen you have. I am glad to have my 30 points in inventions so I can swap between more damage, reduced falling damage, 25% speed at all times, protection on crit, improved elite or lower cooldowns on the shield abilities depending on the situations.
The 25% speed buff really comes in handy if you are on a farming tour, in a jumping puzzle or trying to catch up with a karma train. Not every build has 10 points to spare for speedy kits and even if I did I wouldn’t get it.
I don’t like to jump to conclusions but you seem like one of those ZERKER ONLY (rallybot) kinda guys… not cool.
I’m talking mostly about PvP and I think you missed about 90% of the conversation after that post.
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For my power bunker build I take infused bombs that heal for 329 and that’s with only 1200 healing. That’s also coupled with other traits to have perma protection with stabilized armor and kit regen giving me 507 health every .5-1 second. Now please explain how that’s a bad thing when it’s also coupled with 1900 toughness and 18k vit, then to top it off with over 2k power… How is that a bad thing?(pvp stats, even higher in wvw)
This isn’t about bad, it’s about not as good. It’s a positive effect and in some way you will get a benefit from this trait. You could take the extra healing, but it’s not integrated into a reasonable spot for someone who should be dodging and CCing. If you only use the bombs that make sense for a bunker to use (Smoke, Glue and Big), that’s only just under 1k healing. If you spend time using Flame, Concussion and Normal, you’re being ineffectual and leaving yourself open to attack for a small heal over time.
This is what I run for bunkers (Usually skyhammer):
Skyhammer Build
Rifle
Healing Turret, Flamethrower, Toolkit, Throw Mine, (Elixir X or Supply Crate)
10/0/20/30/10
(Forceful Explosives OR Accelerant-Packed Turrets)
(Stabilized Armor, Protective Shield)
(Vigorous Speed, Protection Injection, Automated Response)
(Speedy Kits)
OR
Normal Bunker
Pistol Shield
Healing Turret, Flamethrower, Toolkit, (Elixir Gun OR Elixir R), (Elixir X or Supply Crate)
0/0/20/30/20
(Stabilized Armor, Reinforced Shield)
(Vigorous Speed, Protection Injection, Automated Response)
(Speedy Kits, Power Wrench)
I’ve tried bomb bunker, but it just doesn’t stack up for me. Big Ol’ Bomb is a super obvious skill that anyone who is paying attention will dodge. Even when comboed with magnet, good players will simply dodge the magnet pull. Most of the skills in bomb kit (besides the last two) are pretty useless in a non-damage build. On the other hand, Flamethrower’s Air Blast is instant. I’ve saved so many lives by stopping a stomp with that skill. Not to mention flamethrower is great for stomping with Skill 5. Tool Kit grants unbelievable defense with just Gear Block, let alone how amazing the rest of the skills are.
Then for the last utility, I always go for something that offers a lot. Throw mine, when used well, can do SO much for decapping a point. Throw that in back of someone to knock them towards you. Throw it up on a wall where someone is nuking you. Place it at your feet so a thief can’t steal wreck you. Put it where you KNOW someone is going to walk towards on a point to slow them even more. Use Mine field to strip off stability. It’s just…sexy.
Or throw in Elixir Gun. Extra blast finisher. More condi removal and great team support. You even get a stun breaker out of the deal.
Or Elixir R and become the greatest resser in the world. Seriously. Try killing a guy with Elixir R AND Energy sigils AND Inertial Converter AND Toss Elixir R. It takes forever if they do it right.
Even if Elixir Infused Bombs kept you alive longer, the build’s utility is kitten for it. You have less utility and offer less to the team just to stay alive (maybe) a bit longer. Elixir Infused Bombs just seems like an unnecessary cushion. Sure it heals allies, but 355 per second if they are in range AND you are spamming isn’t that strong. In PvP, you can’t only be focused on staying alive. That creates a selfish build. Team Utility is an absolute must and because your team should be there to support you, too much defense is just wasting that.
Also, sorry if my previous posts came off kitten-ish. Bad day, didn’t eat much, didn’t mean to be a kitten about this stuff.
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Practice Practice Practice. Sometimes I go to PvP and just hold the look back key and try hitting all the objects while I run away from stuff. Try to keep your mouse below the enemy health bar while moving the camera so you know where it’s going to go. If you are hitting Grenade more than once per second, you’re doing it wrong. If you hang out in grenade kit for too long, you’re missing out of damage. Whenever I’m attacking this is my rotation:
- Grenade Barrage
- Freeze Grenade
- Shrapnel Grenade
- Launch Rocket (Rocket Turret)
- Place Rocket Turret
- Activate Rocket Turret
- Jump Shot at Close Range
- Blunderbuss
- Acid Bomb
- Back to grenades
That or at least some version of that. If you keep spamming 1, you’re missing out on thousands and thousands of damage.
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I’m basing my list on the strategic value of various builds in team comps overall as well as their value compared to other builds that attempt to complete the same role they do. I’m also basing this off the average skill level of players.
S Tier:
1. Hambow warrior
2. Any other warr that is not extremely glassy
3. Engi point assaulter
4. Engi point bunker
5. Spirit rangerA Tier:
6. MM Necro
7. Condi Necro
8. PU Mesmer
9. Bunker GuardB Tier:
10. Shatter Mesmer
11. Non bunker, non DPS guards.
12. DPS guard
13. Glass warriors
14. D/P thief
15. S/D thiefC Tier:
16. Rifle engis
17. Power rangers
18. Burst eles
19. Non burst, AoE support, area denial staff eles
20. Non D/P or S/D thieves
21. Power necros
22. All other types of eles
How is Rifle engi on par with a power ranger? I’ve beaten “A” tier builds and even some “S” tier builds with a power engi, and no there weren’t crappy players. Not to mention the crazy amount of stomping/resing you can get off with one.
I think I disagree with most of this list =/ I think you’re rating them based on how easy they are, not how good they are when placed in the hands of a good player.
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Rifle is great with most builds that are power. I generally go 30/0/0/30/10 for my engineer in PvP and WvW (If I ever go back) and 30/0/0/20/20 for PvE (Although I’ve switched back to 30/0/0/30/10 recently). Rifle + Nades is a great combo.
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For a while I just used Healing Turret as my main condi removal and did fine. Then I just took Cleaning Formula 409 and that was more than enough. Transmute + 409 + Healing Turret is amazing.
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Wow. Remember that this is overall an argument about if Power Shoes is worth taking. You pretty much ignored the parts where I gave good reasons as to why you shouldn’t and instead picked apart the parts where my numbers were a bit off. You’re avoiding the argument:
Sure, what ever you say. I guess I need to go around and remove all of the videos I have posted here, because they must be forgeries since they display me using this trait before the day your own account was even registered as active. Given that fact, you sure have a weird sense of logic. But hey, whatever.
You are doing a great deal of back peddling my friend.
Not a single mention of any of the points I made in this section. No mention of minor traits, no mention of swapping kits. Instead you boast about videos that you don’t give out and about the fact that you somehow have an account registered before someone who registered theirs during the early start.
Doesn’t focusing your arguement on the fact that you have to spec heavy into the healing power line for a specific level of healing seem a bit pointlessly redundant to mention when refering to a skill that everyone knows is a grand master trait in the healing power line?
First off, that is not even close to what they heal for when “heavily” specced into healing. Seems a bit odd that you will berate and lecture everyone else on how to play the profession, when it is obvious your not even familiar with all of its traits and skills, but hey, to each their own. So what is your argument against doing all 3? Yor not making sense here. I am using the skills and line your speaking out against to do specifically what your suggesting. Your statements are contradictory here.
Nit picky. The point is that it doesn’t heal that much. With 1400 healing power, it hits about 355 (roughly). You have to be spamming bombs and be inside of their range to get this effect. That’s really not that much, especially when you can be dodging or mitigating damage instead. Kind of like what my entire argument was in that paragraph. Or did you forget to comment on that?
The so called bad build line as you called it, offers protection, 20% damage mitigation if stunned, and an AoE heal that can heal for 1250 per under every second (at least with the numbers you provided).
That’s intentionally misleading. It doesn’t heal for 1250 on the person using the skill. It heals for 145 + .15 * healing power, aka 355 if you have 1400 healing power. That’s FAR from 1250. Do you mean it heals for 1250 if it somehow hits 5 people? Because that’s really not likely, even in PvE. If you do that in PvP, you’re entire team is going to flop to AoE damage. If you do that in PvE, -shrug- it’s PvE. It’s not like you need that much support anyways. This is just under what regeneration would do with an equal amount of healing power.
If you say so What does any of that have to do with swiftness?
It’s a big part of the point. No swiftness means you don’t get Invigorating speed.
Interesting, since you very sternly exclaimed that the entire line is garbage and used for bad builds. Are you certain your not a congressman?
Soooo it’s for bad builds until they buff those traits?
So there’s what I actually said. The traits in question are Power Shoes and Elixir Infused Bombs. Overall, Inventions is full of some fairly mediocre traits, no doubt. The turret traits are pretty bad (mostly the turret’s fault), Cloaking Device makes you lose the point, Elixir Infused bombs and Power shoes are pretty worthless and nobody really uses the Toughness -> Power trait. Overall, yeah, the line is pretty poor. Of course there are some that are decent, but overall it’s not that great.
If you aren’t going to argue with my points, I’m not going to argue this. Have fun with Power Shoes. I’ll wait for an inventions overhaul.
EDIT:
Wow. You need to relax my friend. You lecture on skills like Elixir infused bombs, yet appear unfamiliar with the skill. Then you make an ridiculously TLDR post that is all over the place.
I am sorry it it offends you to the point that you make so many back handed remarks, that we find value in traits you do not. You can rant and rave all you like, the traits will still have a solid value.
And then you edit the post. Nice.
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Actually if you are waiting 10s to swap kits, as your exclamations make it appear you are the one playing the engie wrong. <snip snip>
Where are you getting 75% from? It’s 100% uptime, and easily maintainable as kit swapping happens constantly. No one is saying you should only swap every ten seconds. I said that you should be swapping much more than that. It takes like 3 seconds to use all the skills you need on any one kit. Besides, going into alchemy is extremely common so most builds will have a little bit of boon duration to cover it.
You’re also forgetting the minor adept traits in these lines. Inventions gives you regen when you are close to death. Tools gives you a bit of endurance whenever you use a toolbelt. The latter is MUCH stronger. The Master Minors are both extremely strong in this case, but that’s no reason to go twenty into inventions. You could simply only go 15 into inventions and 15 into tools to take both traits.
You clearly never use speedy kits. For a little bit, you have to think about switching every 10 seconds. After using it for a bit, it’s mindless and feels natural. I don’t even think about it anymore. It just happens.
Sooo how is perma 33% faster for 10 points in a good line worse than perma 25% for 20 points in a bad line?
It’s good for those folk who run elixir infused bomb bunker, or for the odd zany kitless build that gets nothing out of speedy kits.
Soooo it’s for bad builds until they buff those traits?
How amusing. A posters is specifically suggesting timing your kit swapping for an 8% increase in speed, and bashing anyone who prefers a passive boost, so that they can change at optimal times in the flow of battle instead, and you attack those builds.
Look bud, have your opinion, that is great. But there are multiple game modes, and some builds may thrive in some and not others, but it really does you no good to insult others and attack them if you disagree or do not like skills they favor, and make false claims that they are bad builds simply because the poster is disagreeing with you on an altogether different topic.
Elixir Infused Bombs is a pretty weak trait. It heals for about 200-250 if you heavily spec into healing power and only if you are in range. Meanwhile, you could be negating damage or using much stronger heals such as Super Elixir or your heal skill. You could also be putting those points into Tools for Power Wrench, Alchemy for Automated Response (or w/e trait, that line is a candy store), Explosives for Forceful Explosives. Hell you could even just take another inventions trait. That said, most 25 point traits are trash while most 15 point traits in engi are amazing. It’s better to try to get as many of those as possible.
Kitless builds are never really strong. There’s not enough skills that are that good (non-kits) and because you don’t really have a second weapon set, you pretty much blow all your cooldowns in 5 seconds and have nothing to do until they come back.
And yes, you could go into inventions and take perma 25% speed, or you can take the defensive traits in that line. My bunker dips into inventions a bit, but the combo of speedy kit and invigorating speed is amazing. 50% vigor and 100% swiftness is vital for a bunker. In inventions, there are at least four other traits that trump taking Power Shoes:
- Stabilized Armor
- Protective Shield
- Reinforced Shield
- Elite Supplies
In that order, too. Even if you have Elixir X (No need for Elite Supplies) and no shield (No need for Reinforced Shield), you can still take Stabilized Armor and Protective Shield. Don’t need Stabilized armor because you have, Protection Injection? It’s still not worth going 20 into that line for that trait because of Invigorating Speed + Speedy Kits.
All in all, Power Shoes is a weaker option for those who think they can’t handle swapping or think that they don’t have the points for it. I have yet to see a build where you can’t afford going 10 into tools for perma swiftness (And usually 50% vigor from Invigorating Speed) but still can go 20 into inventions for perma 25% speed. It’s like the people who use flamethrower as their main source of damage in a build because they can’t aim with grenades (That said, I’m totally in for flamethrower as the main source of damage for fun).
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In theory. But given equal numbers and equal skill levels of players, a swarm of warriors will beat a swarm of almost anything else. That’s pretty much the definition of being overpowered.
It’s quite noble to declare that one will never whine about other builds and so forth, and as I said, it’s certainly more practical to work to find ways to overcome them rather than complaining on the forums. But I think recognizing that certain classes are currently overbuffed and others underbuffed is just being realistic.
There’s a reason that PvP is stuffed to the brim with stunlock warriors and it’s not because people like a challenge.
They probably will at low levels of play, but at high levels, a bunch of warriors is easy to beat, or at least out cap. Simply get them off the point. Their push CC is awful. They have basically 1 skill to push you off point with, 3 if they wasted utilities on it. Of course it’s overpowered as the skill required is much lower than a more balanced spec, but it’s far from unbeatable. It just requires very different and advanced tactics.
Since there is alot of knowledgeable people here:
How the kittening hell do i deal with condi warriors with a “standard tourny utility layout”? besides them being beyond stupid and bad(aka the normal warrior population nowdays)? Pin down+impale alone is enough to basicly kill a mesmer with zerker neck and they can do it more often than i can mass invis or null field.
Hambows i can deal with sort of unless i’m being stupid and try to hold the point. but them sword/sword+longbow condi warriors(especially you kittens with shamans).
Don’t show em your face. Keep moving and stay far away from them. You have a lot of stun breakers and psuedo stun breakers. Use them.
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Overall, call me a whiner, but I do feel that warriors are still overpowered, due to their combination of easy access to damage, CC, heavy armor, high HP and regen. But of course, whining won’t help beat them.
OP, but still beatable
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Helpful hint, don’t get close to them. They tend to hurt when they get close. Try to find a warrior to 1v1 in a 1v1 server if you can. Any time I’m having trouble with a build or class I go to a server and try it out. It helps A LOT.
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It’s just new. We’re so use to the fight being against people just like us. A bunch of easy targets that can murder you and some that hold a point. Kill the weak then the strong blah blah. But some teams are different. Some being all minion masters to cause chaos. Some bring all bunkers to go for the slow win. Some are extremely mobile and outnumber you at every fight. It’s all about figuring out where they are weak and exploiting that as much as you can.
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Alissah, the pattern I use that avoids that (when lagless) feels like this:
About face+phase retreat, tiny pause, about face.
Mine is strangely enough:
- X (aboutface)
- 2
- X
- X
Works every time.
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The problem is two fold. Your team build is probably lacking in some areas and your team strategy against this type of team was lacking. Here’s a checklist. Do you have on your team:
- A lot of poison on the team. (Poison really hurts Healing Signet’s effectiveness. It’s also fantastic at stopping people from ressing as quickly)
- Ability to remove boons fairly often
- Heavy burst characters
- Someone who can easily hold a point (2 is enough)
- Lots of stability
- Reliable ways to stomp enemies (Stability, invulns, special stomps)
That’s all you need to defeat a team like that. The one thing that a warrior lacks is the ability to remove boons. So if you stack up on stability and capture even just one point, they’ll NEVER take it from you. Ever. They suck at decapping and they can’t kill you very easily in team fights.
Also remember that a warrior doesn’t have to be dead to be losing. In fact, you could probably win a game if you did literally no damage with any of your skills. If you can strip the stability and knock them off, the point is yours. A team build that like is mostly inactive. They WANT you to keep on fighting them forever while they hold the point. So keep on moving. Warriors aren’t that fast (At least not Hambow). Especially with two mesmers, you can collapse with a well placed portal EASILY. Suddenly, that 1-2-2 split has turned into a 1-4-0 split and mid is an EASY take. Outnumber them as often as possible.
If you post your general team build, I can give you some more specific tips that you can do. Until then, quick story:
We once did a team build that consisted of five warriors. We got into a match with some pretty good players and we were CRUSHING them. Seriously. The map was khylo and it was about 480 to 200. We decided to be kittens and just hold home. Unfortunately, they collapsed on us perfectly, decapping the point. All other points were lost because we left them. So they stacked 3 people on that one point and had someone annoy anyone going for the other points. We couldn’t kill ANYTHING and we couldn’t CAP anything. This was a team of Hambows and Mace/Shield/Hammer warriors. Nothing. Once you decap a team like that, they are SCREWED.
Just another note, a lot of teams get together and kind of brush off the specifics of their builds. Like a mesmer will join and say “I’m shatter” and everyone’s happy. Thing is, there’s a huge difference between that mesmer taking Moa vs Mass Invis, Portal vs Decoy etc etc. If no one on the team is taking a res skill, you’re going to have a much harder time in game. My team is full of res skills. Our warrior dropped Signet of Rage for Banner. Our mesmer takes Illusion of Life and Mass Invis. I take Elixir R. Making sure that your team build has everything it needs to stomp, res and kill is vital. Don’t skip it.
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(edited by The Gates Assassin.9827)
Sooo how is perma 33% faster for 10 points in a good line worse than perma 25% for 20 points in a bad line?
Partially because your assumption that it is or isn’t bad, is just your opinion. You may feel a line with some very good defensive traits are bad. That doesn’t make it true. Further more, many players may feel they are busy enough on the engie, that they prefer not to have to pay attention to scheduled kit changes on top of it all simply for the speed boost.
…? If you aren’t swapping kits every 10 seconds you aren’t playing engi effectively at all. A good engineer makes at least a few swaps every 10 seconds, if not more when checking for cooldowns.
Sooo how is perma 33% faster for 10 points in a good line worse than perma 25% for 20 points in a bad line?
It’s good for those folk who run elixir infused bomb bunker, or for the odd zany kitless build that gets nothing out of speedy kits.
Soooo it’s for bad builds until they buff those traits?
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Bunker isn’t a role in PvE. Nor is tank. The roles are:
- Support (THIS IS NOT NECESSARILY HEALING!)
- Damage (THIS IS NOT NECESSARILY DIRECT DAMAGE!)
- Control (THIS IS NOT NECESSARILY CC!)
Everyone does a little bit of each, but specializes in at least one. For example, my engineer is primarily damage, but I also have rifle for control and Healing Turret + Toss Elixir R for support.
I could switch it up and go a bit more support and bring Elixir Gun + some healing power.
I could also REALLY bring out the control parts of my build and run flamethrower + other CCs.
It just depends on what my team needs for this particular battle. If my team sucks, I’m going more support. If they don’t, more DPS. If the situation calls for CC, I’ll go more control.
I can do this on a thief as well. Thief does control via perma blind. Thief does damage by being a thief. Thief does support via venoms, stealthing allies and blast finishers with short bow.
Name a class. I’ll tell ya how you can do all three.
Also, Warriors can reflect projectiles. It’s the reflect on block trait.
tl;dr Everyone dips into all three roles, just you dip into one more than the others.
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1. Elixir X pulls from a much larger pool of elites across all classes (probably 6-8 skills total). Here’s the difference. Activating Elixir X doesn’t activate the new elite. It replaces Elixir X on the skillbar with that of the elite, to be activated whenever the player wishes!
Even putting a quirky fun exclamation point of excitement after the statement, it still made me cringe with loathing and dread. If RNG turned me off this skill to start with, RNG on top of my RNG would cause me to ignore Elixir X more than I already do… or would, if that were actually possible.
More RNG is not the answer. Less RNG is the answer.
It’s basically the same thing, just the RNG happens BEFORE you need it, not after.
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“Fear Me!” — This skill has been changed.
“Fear Me!”
Induce fear in your foes. Allies gain Stability.
400-600 range – Fear: 1 second
200-400 range – Fear: 1.5 seconds
0-200 range – Fear: 2 seconds
Stability: 3 seconds
Radius: 600
Breaks Stun
Cooldown: 60 secondsThis is straight nerf to only reliable skill that can be used on maps like Skyhammer. 3s stability on 1 min cd and still blindable/evadable fear part with 2/3 of previous duration? No, just no.
Uhhh, It’s still an instant cast CC with no telegraph. Not to mention you have Hammer, kick and Stomp to get me off a cliff.
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I really don’t understand the argument about mimicking another profession’s elite. It isn’t the only skill that mimics a skill (or even effect) from another profession, let alone all the shared traits across different professions (Incendiary Powder/Dhuumfire). It also fits thematically with the engineer as a jack of all trades.
There could be better arguments against Elixir X.
…Elixir U.
EDIT: I’m so tired I have no idea what you’re saying. Probably on me. zzzzzz
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Playing engineer from the beginning I tend to think this class is not finished, there are some things that eng should have from the beginning: like rocket shoes + slick shoes should leave burning mark or burning field, lots of gadgets – like traits blinding (acid coating) have cooldown too long, which makes this class only for fun, as damage is pathetic, skills are not usefull (because of cc, traits in wrong tiers), all in one:
class was forgotten, there is no future for serious gaming, and as this year comes to an end it will deteriorate and dissapear from dungeon, pve, wvw -
the final year of the engineer, because of broken ideas. Now engineers are very often being kicked out from dung team – had it couple of times.
Is there a hope for our class? Do not think so…
Hope? Engineer is already amazing. Hope for turrets…Now that’s a different story.
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im getting sick of relogging onto troll chars whenever the que says skyhammer.
Seriously? just refuse the game and stay in queue, Skyhammer avoided!
switching to “troll chars” makes you part of the problem, not the solution
Refusing to play makes you part of the problem. “Troll Chars” are people playing to the map. It’s not my fault if you run the same build you would on Khylo. If you take the time to make a character designed to own on that map, you’ll actually come to like it. No, you don’t have to be an engineer. You can literally be any class and do amazing. I had a guy who ran warrior and he wasted my kitten while I was on my “OP engineer”. Play the map as intended or stop complaining about it.
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no one should be able to kill one in a second or two, or even 3.
ofc you can, with some experience, prevent this, but in my personal opinion, a burst like that should never exist in a mmorpg.
If you are given a huge plate of defense and you choose to take none of it and you face a guy who has done the same thing, guess what, you might die really fast. If you even take minimal amounts of defense (Seriously. Minimal. I take 20 points into alchemy and my jewel is celestial) this will not happen to you. You can’t walk into a battlefield naked, die instantly and complain that other people do too much damage.
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K. I’ll continue to have fun and own on my power engi.
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I am in full agreement that this was a horrible way to introduce new skills and I hope they not only never do this again, but revert it and give us tomes back.
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