Looks like a decent no-kit build, but I’d recommend to switch net turret with rifle.
You run s/d with max points in tools, so the synergy is real.Still, adrenal implant as grandmaster makes no sense, since you already proc perma-vigor with the traits you’ve chosen, and vigor already hard-caps your endurance regen (means, the trait and boon do not stack their effect, vigor just overrides the trait).
One could argue deployable turrets would help this build, but that just messes with the healing turret combo, so I’d recommend scope or armor mods as replacement.Also, I’d recommend to take 2 points out of firearms and get transmute in alchemy and explosive powder keg in explosives. Transmute solves your condi-clear issue, without sacrificing your rng burst potential from air+fire, while explosive powder keg does more dmg per bomb than bunker down. And since you have perma vigor, you can use your dodge offensively more often.
If you then want to get some decent performance out of rifle, switch rifle mod with hair-trigger. Reduced cd’s, and therefore more cc / better availability of burst is way more valuable than a plain 10% dmg modifier that only helps your AA and 2 burst skills, and this also compensates a bit for the absence of net-turret.
Personally, I’d rather take TK with this, but since you want to go the full turreteer route, the above given recommendations will greatly improve your balancing between cc, dmg and survivability (if you decide for armor mods)
Thanks for the feedback!
First of all I was not aware of the endurance regen cap so indeed I can better remove implant.
Next to that I tried to run with rifle turret but it gives you less controll over the enemy, resulting in less surviveablity.
The traits you suggested are great and I will definetly try it
As for last indeed toolkit would be so useful, but since this is indeed a full turret build and I want to keep that its not an option:)
Greetings Fvux!
Hey guys!
I have never been into turret build since I do not like passive play. However turrets can be played actively. Therefore I started experimenting with builds and came on the following:
http://gw2skills.net/editor/?fdAQFAUlUUpuq1WxyKseNifBN6mskdA63FgFLq7B-TJBFwACeAAt2foaZAAXAAA
Why the traits?
As for the Firearms line I went first for infused precision. Since this build doesn’t have any kits I did need a source of swiftness for my vigor. The master choice is pretty standard. Your rifle is your main source of damage and a 10% buff is very welcome. As for Grandmaster I went for Bunker Down. I feel like this trait offers much more than it seems. It creates some great pressure against your enemies who are up in your face and can keep the damage up high.
As for Alchemy I went as standard for Invigorating speed since Vigor is really strong.
In the Tools line I went first for static dicharge. This gives you the oppurtunity to get some huge spikes off with you detonate turret or rocket for example. In master I went for Leg Mods because 33% reduction can save your bum really easily. Finally I went for Adrenal Implant for even more endurance regeneration.
Why the skills?
The skills I choce offer me very much. Healing turret is easily the best engineer healing skill in the game so there is no doubt about that. I chose Net turret because it is a 2 second stun every 30s. It also offers you a 3 second immobilize to land a burst.
Rocket turret again is great damage in combination with CC. The Rocket toolbelt skill is also a very good skill to burst your enemy, with an easy crit of 6k+. For the final slot i went with thumper turret. It offers you an AoE Launch with blast and a nice and highly needed stun break (On a 34,5s CD).
How to use this build?
In this build you want to make sure to use your turrets as real utilities, so not placing them in 1 spot and leaving them there. You want to use them when you need that certain CC, immobilize or blast.
This build offers many ways to offer you help. Whenever you need healing you can throw in additional blasts, while you can still upkeep your pressure on the enemy by detonating your turrets and giving them static discharge.
Also be sure to prepare your bursts well. You can use the Net stun very well for this followed by blowing it up, shoot a rocket (If target is close to you!) and blunderbuss them for example.
Pros
- Very very high CC
- High pressure uptime
- High burst
- AoE support through many blasts and water field
- No traits wasted in invention line
Cons
- Poor Condi removal (Can be minimalized by adding in sigil of generocity)
- Weak against high CC due to 1 stunbreaker
I hope you guys give it a chance! It is really fun to play and actually requires quite some skill to be effective. But once you have mastered this….It is very effective ^^
greetings! Fvuxxx
hey guys!
Short question here:
What happens if I delete my beta character? Is it possible it opens a new character slot (Altho unlikely for me)? Would the whole Beta thing disappear or would there be just an empty character slot left?
Does it have any benefits to keep the slot or not?
Greeting
@BrotherBelial
Good point.
I like secrets, hidden places, things that can be avoided if you don’t explore carefully. I also like JP and hard-to-reach places. Multi layers vertical maps are really fun to explore, imho.
What I would change : I don’t like the endless fall that kills you. I would work on a lower map just like in Silverwaste under the ship.
I think there is a high chance that they might change this, but we arent set to explore the bottom area yet.
As for design of the map:
The map is huge and we have seen very small parts only of it. It feels great to explore it. Also all the small paths out there leading to some areas or just shortcuts make it feel well designed. For example in the north you can jump upwards on some stones really high, to reach just a few griffons.
I do want to say however there are small things that feel weird to me. For example when a helicopter gets wrapped by a vine (Which is not an enemy), You can still wakl through it. It is an object, make it an object.
The map events:
So far the events weren’t very appealing to me since I was bored quite fast. I do like the fact however that it takes very long to complete a whole chain event. The reason they felt underwelming could also have been that there are no rewards at this moment.
Mastery points:
I did not notice alot about the mastery points. However the design of the select screen feels a bit clunky and could use some more improvement to make it easier to select and see. As for the mushrooms etc, they do not feel very important in the map since every area I’ve seen so far can be reached by just 2 more seconds walking.
I think Mastery points could be a great way of raising the stat cap (as we have now full ascended) higher with adding bonusses when you complete a mastery.
I do not have any problems with it currently, but I can imagine very well of can be annoying with bad eyes. Therefore i support this:)
Hey guys!
So I have wondering about this question alot. Ofcourse the most logical answer would be that they bought supplies for the construction of LA, but that would suddenly increase the demand on wood for example hugely. I do not see any1 working harder or something near any lumberyard.
Next to that where does LA get their money from?
This might sound as a really stupid question but me wants to know:3
First of all I dont understand why you bring up spotter and IB. These arent comparable. They arent healing skills and healing skills arent about damage.
Back to topic I love signet of vampirism. If I run with a descent group I will receive enough healing from them to stay alive. If I happen to get low health I can use it without losing much dps through cast time since it gives up to a total of 10k extra damage on target.
I don’t really see high condition damage. You’re already 4 points into illusions, so you could drop 4 from chaos and grab DE and MtD. Also I think the extra bounce over Illusionary Invigoration would be better(edit: without DE and MtD).
Edited the build editor. I indeed was supposed to take extra bouce but must have missclocked this.
Try sending him an ingame email and add him to friend list. If you are in same guild you can see when he last was online
[Warning, the upcoming build is only ment for PvP.]
Oh yessss. It does exist. A viable PvP build for the mesmer based around signets! Let me show you: http://gw2skills.net/editor/?fhAQNAraWnsISFa2gGupB3aIx1QM5nZoc6VSFokV2A-TZRHABDcCASqMAZHCgh3fAgnAAA
Pros:
Heavy CC
High condition damage
Moderate pure damage
Much safe stomping
Lots of boons
cons
Heavy condi damage is hard to cleanse due to high cooldowns
Only 1 stun break, although it can be avoided with staff#2
Healing burst sacrifices sustain heal
the utilities
Signet of Ether: A really good healing skill. Due to nice toughness and avoiding burst with evade and distortion you can keep up your health very well.
Signet of midnight: Really good. Some more boon duration on passive is nice, but the active can be used to stomp or stunbreak. When you break stun you will also avoid the burst that comes next.
Signet of domination: condi damage is really welcome in this build. Next to that a stun of 3s is really strong. You can combo this with casting a phantasm without being interrupted by something else due to distortion.
Arcane thievery: a nice offensive condi cleanse.
sigils
Generosity is strong because you would lack some condi clear without it.
Hydromancy adds a little burst and some chill which we have very few access to.
Doom is the best since it gives us high poison uptime.
If you want any more information about the build just ask it in the comments
Try it out (or not) and let me Hear what you think!
Greetings, V
(edited by The V.8759)
I think it would depend where they fight. If the humans would attack them in the shiverpeaks the norn would be in a huge adventage. They know better how to fight, survive and ambush enemies in their terrain.
However if you would set up the two armies in front of eachother in the slight flat landscape of kryta, the humans would have some adventage mainly because of greater numbers but also their technoligy like ballistas would easily be used.
When we look who would make a stronger warrior itself…ye norn
Try to type in “I am experienced, this is alt account”. Then join and send the message. They might read before they kick. Good luck
Step 1: update windows
No problem
I honestly think the new mechanic still would have to do with Life force, but you get options to use it.
F1: Sacrifice Life force to heal you and allies
F2: Sacrifice Life force to deal a massive attack (Something like: https://www.youtube.com/watch?v=OlsDiKFfGT8 at 00:38)
F3: Sacrifice Life force to teleport to a location (The more life force the further you go) and steal health on that location
F4: ?
Edit: The reason why I think this is because I think this green thing behind him is a massive pool of life force being sacrificed to power or health or whatever.
Please look at my post about assigning tomes to “spirit weapon” and “consecration”.
I’m really upset that you proposed the idea of making the elite tomes into shouts and signets! SHOUTS ARE ALREADY A GOOD SPEC.
The signet one, I am fine with, but PLEASE consider Consecration and Spirit Weapon for the Tome of Wrath…Shouts already have sufficient utility, decent range, and NO CAST TIME. With many Shout Guardians speccing Altruistic Healing, this new “Feel my Wrath” shout just encourages an already viable build. Viable is a complete understatement. Shout and Medi Guards are of the MOST useful across game types.
Consider Consecrations/Spirit Weapons.
+1 for you sir. Or M’am. Whatever. I mainly support this cus of spirit weapons need love….
Tome of Courage – Make it a CONSECRATION
Traited with Master of Consecrations, the tome duration is increased and both Tome CD and Skills CD are lowered
Change the duration from 20s to 25s, so traited it becomes 30s, and take into account that in that 30s the skills themselves have lower CD, so you can use them more oftenTome of Wrath – Make it a SPIRIT-WEAPON
Traited with Expeditious Spirit, the 1-5 skills will inflict 1 stack of burning (so Conflagrate will grant 2 stacks of burn since its initial affect is 1 burn) and the skills will have 20% lower cooldown.
Also the idea of this guy is great in my opinion. Make it’s active of the Wrath do the quickness and fury on allies while knocking down aoe enemies. make it burn and damage enemies on it’s AutoAttack.
It does sound cool to me mainly the healing signet. However I would be a bit disappointed about tome of Wrath.
First of all tomes seem really cool and very unique to me. Summonning an ancient tome to read spells that are really powerfull is cool.
Next to that you would take away the ability of a guardian apply AoE burning easily and huge AoE CC (Which they do not have too much).
In my opinion tomes should’ve been a new skill type for guardian instead of traps but I guess it’s too late for that
Maybe you can make tome of wrath something like Concecration of Wrath, a magical spell that allows to to gain power from a summoned book that lets you cast other spells. Logic right?
Hey guys!
After reading the stuff about dragon hunter I felt kind of “Meh”. I mean the stuff is neat they get. But I realised one thing: Virtues feel Meh, at least for me.
I am not only talking about dragon hunter, but also about guardian itself. In this class you get 3 F abilities which have passive and active effects. However the virtues do not feel very impacting on the whole mechanic. Take elementalists for example. No matter what you play, your attunements are always important. Next to that they have a ton of traits that work around it.
Now take a look at guardian. There is only one line which has traits available for the mechanic. Now I know there are other traits that semi-work with them like Aegis traits, but still it is not quite alot.
Next to that virtues do not feel good to me because they are “Just 3 extra skills”. I know that engineers kind of have the same, but they can at least change them and fit in every build.
Is it strange that I feel like this about guardians? Have you got any tips for me? It’s class mechanic just feels so kitten boring to me
Greetings V!
Ugh the class mechanic is still very bound. I mean your F skills will basicly be just some more skills instead of like ele being very important to the whole class. That part just doesnt catch me
Piken aint bad. Just beware for servers like far shiverpeaks who have mainly in the evening very strong guilds which will crush you.
Hey guys!
With the specialisation announcements coming up, I’dd suggest we start up some speculation about what the new utility set could be for necromancer if they would get an existing group.
These 2 seem most likely in my opinion:
Stances:
This utility is currently unique to warrior however I think it fits necromancer very well. They are also the Warriors of the scholars. Sturdy, high health and high pressure.
Therefore I could imagine stances like “Conversion Stance” gaining life force when struck. I don’t know about new specialisation mechanics, but ofcourse there would be alot of play to it aswell.
Shouts
Shouts would be in my opinion the perfect way to give necromancers more teamplay and be less selfish. Image shouting something to convert your life force to health on allies and yourself. I think making life force be sacrificed for something in general would make some great play.
What do you think?:D
Greetings, V!
Zealots defense:
Destroy ranged attacks while casting magical projectiles.
The projectiles you currently cast do not cleave while i still dont understand why. I think this would make this skill more valuable as it currently doesnt hit super hard and roots you. Its a small tweak that can improve its usability without any major problems with balancing.
What do you think?
My honest opinions:
Turret: I love this skill! But yes I main engi and I wouldnt like to see a nerf. However I do understand the “OP” aspect. I think it should heal less on overcharging it but give lower recharge time on overcharge could change the skill completely since it then would be made into more efficiënt to hold your turret alive.
Elixir: please remove the rng… and the toolbelt indeed is a waste of the cast time. I think or would fit to give the toolbelt a small AoE heal and boons, while the the skill itself does the same but more effective only for you.
Med kit: The actual healing on toolbelt can be immense good since you can horribly lower its recharge rate so that is in a good spot. The kit itself needs helps but thats done with trait changes patch.
AED: I think making is (near) instant would be awesome. Also reduce the cast time on toolbelt so I can actually stun my enemy.
(Freaky AED idea next: make toolbelt skill instant and longer range so you can interrupt your enemy who is trying to interrupt you AED casting!)
Just a few ideas:
Litany of Wrath becomes shout and might in that case instant, also gives allies ability to heal with attacks but for only 10%(?)
Healing breeze becomes becomes meditation: cast time is no problem look at renewed focus lel.
Shelter: concecration, magicly blocks all attacks with just running around looking like a foetus. Magic! Just like farting fire and removing conditions Duhh…
As for tomes: make fitting utilies for them or:
Tome of wrath: shout since my guard keeps yelling around “THIS IS MY WRATH”!!!
Tome of courage: Idd say concecration but not sure
Sounds cool but out of experience it is basicly when it comes down to balance: PvP>PvE.
In pve isnt a huge problem when something is “OP”. Or in this case too weak: just use something else.
In pvp it actually is important.
Just from Anets perspective. (Roughly)
According to title Title of the thread i tought you were a quaggan…
Next to that: Awesome! I hope more people start doing Dry top now. Only high tiers in prime time currently
Hey guys!
So when I heard new legendaries would come I tought “okay lets do some prework”. So I made my gift of mastery. However now I find out skill points are being removed and changed to Hero points. Would that also mean they are replacing the gift with something else? Since you need 200sp for it to create. That would be a huge bummer since I do not want another of the current legendaries and most inportant do 100 worls completion again :<
Hey guys!
I couldnt/cant watch the PoI and see many people talk about the changes, but does any1 have a list of the changes for me?
Really frustrating…I cannot get my Wynne’s Locket which I desperatly need for my build. Next to that I cant get my full Luminessence armor. And on top of that, I am missing out alot of AP >.>
Altho I assume ArenaNet is working kitten this, so keep going guys, you are our only hope ^^
Against players who know what they’re doing it’s already hard enough to land a good backstab; why make it harder?
This would also make medi guards counter thieves even more.
Indeed now you mention medi guards it sounds indeed like a huge nerf for thief Vs guard.
Landing a backstab is not that hard at all since it doesnt have to be in the back, but can also be done in the sides.
I think it is just really weird that when you receive a hit, which is blocked, you still do not know where it came from.
Nobody has an opinion on this? I hear many people say they want more challenging content and this could contribute…
About the norns: please do not just look at their appearance. Norns have a very very different culture and metality which is for many people that want their character to have like a personal story, roleplay wise, very important.
When it comes down to Dragons: ice and water are very different. First the dragons live way far from eachother, have other kind of corruption and are dangers for whole other groups. Please note we are only aware of these elder dragons but seeing the size of the world there is a huge chance that there are more, hiding near other continents.
For the 1000th time: The problem isnt rapid fire nor utilities itself. It is the longbow in the whole picture that has a low skill level to be effectice. I suggestion adding some kind of movement skill or a knockdown instead of knockback so the ranger actually has to play well in positioning for example.
Generally speaking you’ll want Air/Fire or Air/Blood sigils in glass cannon builds with high crit chance, as they are the largest DPS boosts you can get from the sigil slot. Your other options would be things specific to responding to what is happening, ex: taking Energy sigils if you find you need an extra dodge, Doom sigil if you find a lot of sustain in the meta and don’t have poison, etc.
Please let me note that you should take for PvE bloodlust and not just blood ^^
Hey guys!
To just throw in my suggestion: let PvE enemies do more conditions and apply more boons frequently. Also give some higher crit chance.
Enemies in their current state are very easy to kill (most of them) even when in a berserker set. Going full offensive will most of the time be more effective. I am not suggesting a switch switch in the “meta” but I think a change like this would increase the value of condition cleanses, boon steal/rip and maybe some healing even more (which are currently very few needed)
As stated in the red post of:https://forum-en.gw2archive.eu/forum/game/pvp/Proposed-Changes-for-Engineer-Turrets/first#post4988706 Josh Davis, aka the Grouch said himself that conditions and crits are very minor in PvE. This means that the Arenanet team is aware of it.
How do you feel about this?
Greetings, V!
Here is link please note that as i said these options are for discussion but will most likely be inplementen seeing the replies
For details check in pvp section.
The team of devs is thinking about nerfing turrets to be crit and condi damaged.
In my opinion cool. But from the other side, this really decreases their value in PvE and WvW even more. Am i the only one hoping this step is a step towards a direction that they might actually try later to make them more viable for these game modes?
Hey Josh!
Very glad to hear this change! I think this would really help in PvP. However please concider the point that this does not change the fact that turret gameplay is still very passive and might get way less used now they are squishier so less viable.
It is a really hard dilemma in my opinion. I think it would be a nice first step. Second would be to actually increase the activeness of the turrets.
On a side note: you are saying that enemies rarely crir and use condis in PvE. Might be great to see this change to maybe make things like toughness, healing and condi cleanse more important in PvE.
Greetings, V!
(edited by The V.8759)
Hey guys!
Here is a quick suggestion: When you block an enemy who is in stealth, the stealth goes away like you would have taken damage. Revealed does not have to be included here IMHO.
From the blockers perspective: it gives more counterplay against stealthed enemies. Currently your enemy only goes out of stealths when it runs out or hits your enemy.
(Dont start about AoE because it doesnt affect stealth)
From stealthed person perspective: it seems like a huge nerf, but from the other side, if you are a bit skillful you can reapply stealth when your enemy starts blocking and let them waste their block.
In my opinion shortbow is perfectly fine.
1. As a condition based weapon there is zero reason to increase power scaling.
2. As for utilities it does offer an evade, interrupt an criplle which is great.
3. The flanking things makes it great. It makes the weapon actual skillful to be successive. Unlike LB…
The biggest disadventage of playing one class only will be for PvP/WvW where you need knowledge about your enemy class.
However the pro is that playing one class is that you can master your class.
Personally I feel I reached the skill ceiling of over 4 proffs so I tend to play whatever I feel like.
Hey guys!
First of all thanks for all the replies!
Next to that I think that engineer can be very very strong in WvW according to your replies and my own testing. The main problem is that you have to be very experienced on the engineer which is actually quite rare these days (in conparison).
I have been testing and what I found to be most useful is a zerk setup in combination with slick shoes, rocket boots and elixir S. My role was to get the stability down just before the zerg arrived. Therefore my damage came from rifle with burst (on necro bomb) fron jump shot
1. The point you have about retal is very strong an understandable indeed. When it comes down to aiming however, its not that hard to hit a giant blob with AoE, especially for experienced engis.
2. I did actually not think about bomb because of the delay ,causing bombing your enemies to be late
3. Jump shot can also be done on one spot, where necro bombs are happening for example.
4. Exclude turrets. Turrets are indeed a no go
5. If you double press your water turret, the water field actually pops up inmediatly making it great for AoE heal.
I was actually thinking about running nades, with toolkit and slick shoes. Add in leg mods with condi duration food and runes of melandru and you basicly wont be bothered by soft cc. Only thing you need is to have guards for stability, and you can happily run forward out of you zerg with superspeed+slick shoes to burn the stabil stacks when your allies arrive 1s later.
I think engineers can be immense strong because when you are pulling back a bit or empowering, you can still easily pressure the enemy.
Heeeey,
Is there any logic why SO is in explosives line while BD being in Firearms?
Ofcourse to begin with it would be more logical to switch it because bunker down creates a mine which is obviously for explosives line.
But next to that, going 6 in explosives for SO gives you very very few choices that are not bound to explosives, where you are most likely to use this trait with gadgets for example (Ram head), which then does not leave space for nade or bomb kit.
This is something I really have been scratching my head off… How cool would it be that they switch and we could make a SD/Rifle/overload build better…
Hey guys!
So I have been playing in a WvW guild which takes wvw quite seriously and I have been playing on my necro since that is basicly meta.
However my main is engineer and I wondered, why are they found not useful in zergs? I mean they have huge AoE pressure, access to important fields like water, burns stability easy with slick shoes and high AoE burst (like jump shot)
Ps, yes yes i know play what I want, but just wondering:)
What is the rage about SoV? I love it. At least for dungeon runs it is the most optimal healing skill to use.
In a dungeon heavy condi damage on you is very rare. Therefore consume conditions is already not that good. The minor trait choices in spite arent that good in my opinion (life blast has burst but no higher overall dps than dagger so might on LB is a no for me). Therefore I take the signet one. Lower CD on SoV +3 bonus might.
In a full party it is easy to drain all 25 stacks of vampirism off your enemy, meaning that this skill actually damages your enemy for 6k+ while you have healed. Perfect right?
Edit: SoV only disadventage is that it heals upon being hit, meaning on bosses where you dodge much or take in huge damage, the healing can almost be ignored.
(edited by The V.8759)
I have tested this on many skills now and all seem to interrupt. I think it is really annoying. Havent done any deep research in it of how this problem happend or when. Please fix this.
Yes guys we did it! Foot in the grave is a stunbreak!!!!