Showing Posts For The V.8759:

Hard counter to melee guardians [Tutorial]

in Engineer

Posted by: The V.8759

The V.8759

Here is a small tutorial on how to kill melee guardians.
Hint: Run is a good trick

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not sure if I want the new 25% movement speed

in Guardian

Posted by: The V.8759

The V.8759

I think guardians could actually use it
https://www.youtube.com/watch?v=VuSjQ2Fjcd0&feature=youtu.be

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[Suggestion] Gadgets Balancing Discussion

in Engineer

Posted by: The V.8759

The V.8759

The following suggestions were made above when it comes to Utlity Goggles .

A few suggestions were made:
A. Utility Goggles will also give immunity to and retaliation
B. Utility Goggles will also give immunity to weakness and make skills unblockable
C. Utility Goggles will also give immunity to weakness and make skills unblockable, cooldown reduced to 15s

A few questions when it comes to balance:

1. Are those proposed changes in addition to my suggestion?
2. Does suggestion C include the stun break, or any of the other old effects? Wouldn’t this be too strong, mainly in comparison to Nothing Can Save You for example?
3. I entered a strawpoll in the first post at utility Goggles. Would you all be so kind to add your vote?
4. Would you also like to show your toughts on as many as the proposed changes, give all of your ideas of how it should be. This way I could make strawpolls for each gadget and suggestion to show what the engineer community (that is active on the forums) thinks about the changes.

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(edited by The V.8759)

[Suggestion] Gadgets Balancing Discussion

in Engineer

Posted by: The V.8759

The V.8759

Gadgets are in a terrible spot atm, from my point of view would be better if the devs pick up all the gagdegts, fuse them with the utility belt skills and create a new set of skills (maby some traps, you know for once the engi could share some skills with the rest of the other classes). As it is for now, most of the ppl only use like 2 of them and the rest are just useless.
Now since the high lords of devs would never make another set of skills until….the next expa (meaning another 3 years of waiting) changing the cd of all the gadgets would be a really nice start.

Merging wouldnt be an option in my opinion. This would make some maybe too strong and might even get higher CDs (Rocket boots burning). Also it would mix up the roles the skills have too much (Slick Shoes for CC or stunbreak?). I’dd rather see them buffing in terms of CD (indeed), functionality, trait synergy and toolbelts that count as gadgets

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[Suggestion] Gadgets Balancing Discussion

in Engineer

Posted by: The V.8759

The V.8759

– Update 1: Added a strawpoll to the Utility Goggles after a discussion about it. Please vote

Hey Guys!

I wanted to open some discussion about the gadgets. As engineers we seem to struggle with gadgets having a good use in our builds. Therefore I am opening this thread. The goal of this thread is to get discussion going around them, get good suggestion and analyze them (haha get the joke?) to find the core problems. Here we go!

1. Oudated

The first thing that comes to my mind when thinking about gadgets is that they seem to be very outdates. With the new elite specs around we see alot of skills, or even traits, that do the effects of gadgets much better.

2. Trait problem

Secondary we have the fact that the gadget traits heavily lack. There is one trait specified for gadgets: gadgeteer. This trait (barely) enhanches the gadget effects and puts them on a lower cooldown. I will discuss this problem later on in the suggestion section.

No synergies

All the gadgets seem to be standalone skills with whole different purposes. Due to this fact you wont easily trait for a gadget trait.

Suggestions:

Overall suggestions
These suggestions will apply to all the gadget skills

1. The buffs the current gadgeteer trait gives (except for the lowered CD) will become mandatory. This will mean the following:
- Rocket boots: Increased raange to 1200
- Slick Shoes: Increased radius to 90
- Throw Mine: Increases proximity radius to 180 and explosion radius to 300.
- Utility goggle: Adds 3 stacks of might that last for 10 seconds.
- PBR: Increases launch range to 600.
- AED: Increases duration to 8 seconds.

2. All toolbelt skills from gadget skills will be classified as “gadget skills” (Just like with elixirs)

Trait changes

1. Gadgeteer will be completely removed.

2. New Gadgeteer trait:
When using a gadget skills, you will gain a gadgeteer charge (20s?). When you have 3 charges, you next damaging attack will stun a foe for 2 seconds.

3. Static Discharge: Even tho this isnt a gadget trait, it does get help from gadgets. However it’s burst potential needs to be increased. Therefore a damage increase would be greatly appreciated (30%?)

Skill specific changed

1. Rocket Boots: Damage is removed. Removes all movement impairing conditions.

2. Utility Goggles: 2 new functionalities:
- The “utility goggles buff” will give you a standalone critical hit chance of 20%. This can stack with fury.
- Utility Goggles will also grant immunity to weakness.
Strawpoll with options: http://www.strawpoll.me/10825823

Analyze: Applies a seperate debuff “Analyse” on the foe, increasing incoming (condi) damage by 10%. This can stack with vulnerability.

3. Personal Battering Ram: Increased damage by 30%.

Launch PBR: Pierces.

4. Slick Shoes: Lowered cooldown to 35s.

5. Throw Mine: Becomes “Place mine”. Drops a mine instantly at your feet. It does get a 1s charge time before it can be activated, wether manually or automaticly.
– Mine Field: Every mine also removes a boon.

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(edited by The V.8759)

Kitless Quickness Rifle Roaming [Video]

in Engineer

Posted by: The V.8759

The V.8759

Hey guys!

I just wanted to hop in and link my video where I roam with a quickness rifle build. Before the raging comments hop in and yell “Rifle is horrible!”: I aggree Rifle needs some help! Next to that I do not claim with this video that it’s perfectly viable, since I edited out alot of deaths ofcourse."

If you want the link for the build I used, it’s in the discription of the video.

Greetings!
Fvux.

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Triple Kit for PvP: Using this build

in Engineer

Posted by: The V.8759

The V.8759

No problem, I’m certainly open to any form of critisism I’m just explaining my view on it
And ye, Flame blast can be quite buggy. The best way to work around it is to use it after a pry bar. You will be ~300 range max (due to pry bar being melee).
Guess I’m wrong about Super Elixir then

And I totally aggree, we are too dependant on three traitlines Makes me sad sometimes.

About Inversion Enzyme, yes it’s mainly focussed on good teamplay indeed, should have mentioned it in the video. As you can see in the background video, it a solo que, hence me barely using fumigate on allies. I just feel like S-RD is like 30% of the time a suicide trait (when having conditions). And the Backpack Regenerator doesn’t really gives a punch for my playstyle However I guess it helps to lesser experienced players

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Triple Kit for PvP: Using this build

in Engineer

Posted by: The V.8759

The V.8759

I’m going to be honest with you. You only served to prove the point with lack of build variety available. What you have presented is just another variation of what has been demonstrated as our most competitive trait setup in this Meta. Whether or not we are able to use 3 kits is NOT the issue at hand, but rather we are pigeonholed into running some combination of Inventions/Alchemy/Scrapper in order to maintain an acceptable level of survival AND damage production.

I have run similar setups before and can only make my own observations about the build’s workings.

  1. The additional CC from taking FT is not really worth the loss of Gyro utility through Final Salvo. Granted you have better blast potential and some minor pressure through Flame Blast.
  2. Tool Kit has lost favor since HoT because Hammer out performs it in every way. It is a sad, but undeniable truth that I will not go into length as to explain.
  3. Inversion Enzyme only sees use in the manner this video displayed, team based play with active condition cleansing (fumigate) directed towards your team, yet only has 1 means of performing for the user through super elixir.
  4. This is the reality of our current situation. We can literally take anything we want as long as we rely on those 3 trait lines and the combined cleansing potential between Healing Turret and Elixir Gun.

Hey thanks for the response first of all
Next to that I’ll try to go in dept with the point you mention :
You mention that this build doesnt offer much variety in a certain way. In terms of traits you are completely correct. The traitlines are simply unmissable. However there is a big difference in how the build plays. Due to having 3 different kits, you have to swap much more, know cooldowns and manage skills better. This also bring in more riskier play. So in terms of playstyle: its a different build. You will never camp hammer.

1. FT’s Flame Blast is not minor. Its pretty common to land a 7K burst with it. However as mentioned in the video, FT is expendable. Due to weird AI, low crit chance and delay, blast gyro is not much of a reaction skill. Also since you are rather vulnerable to conditions, Adapted Armor is much better.
2. Toolkit brings a low cooldown Block, which really helps this build. Pry bar is amazing burst, hitting up to 6K on squishies. Magnet is great for teamfights. When you have a coördinated team, Call the magnet, you can pull your enemy out and burst him down, out of range from the ele, preventing heals.
3. Actually Super Elixir converts 2 conditions (1 standard and 1 from alchemical tinctures), and also your stun break converts one. But yes ofcourse, it’s team orientated. Thats what PvP is. You should support your team. This slight change in traits can decide a whole teamfight.
4. Ofcourse you can take anything besides the traitlines. Wether its effective is a whole different story. You wont make bombs, many gadgets or turrets effective with these traits.

And for the one asking for the link:
http://en.gw2skills.net/editor/?vdAQFASnUUBlch1aBubBEqilJji+vz79Oc7SmwS8ZGvAA-TJBFQBBsMQBuAA3b/BA8AAAA
(also in video description btw)

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(edited by The V.8759)

Triple Kit for PvP: Using this build

in Engineer

Posted by: The V.8759

The V.8759

Hey guys!

I’ve read alot of crying on the (mainly PvP) forums about the lack of build variety. So I tought I’dd share my build with you guys. Even tho it has mainly the same traits as the Meta-Scrapper, it does play a bit like the old engineer. I made the following video about it:
https://www.youtube.com/watch?v=PAyoSZcPsMQ

This build is not ment to replace the current meta, rather it furfills a different role: DPS. It has quite some burst, brings more CC to the table and there is still support in forms of water field and condition to boon conversion.

You will in general be less tankier than the meta-scrapper, however that could be slightly compensated by one extra block. Next to that you do have quite some toughness (which also gives extra power) and reduced damage from runes of the Scrapper.

I’m curious what you think about it

Greetings, Fvux.

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[Suggestion] Add Resistance to S-RD trait

in Engineer

Posted by: The V.8759

The V.8759

Here is a suggestion for basicly every Scrapper out in Pvp:

drop Elixir S trait and take inversion enzyme!!

In time fights it lets you support your team so much. If there an enemy reaper —> chill --> turn in resistance

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Alacrity on allies?

in Mesmer

Posted by: The V.8759

The V.8759

With a standard PvE rotation using 3 wells and 2 shield phantasms, alacrity is permanent on all sub-group members.

If everything goes accordingly that only results into 107% alacrity for 5 allies (incl. you), so “just” enough for the ideal situation. If anyone misses a well he’s “penetrated”.

I tend to go for 3 avengers and calamity instead. Safer and just a damage shift from swordy to calamity, but aoe and better with CS.

If you are solo – Recall AND 3 avengers ofc.

Alacrity is a support mechanic → Supports are for teamfights (at least not 1v1) → Avengers die from all the AoE damage or have to be shattered in order to heal yourself a bit

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Mortar Kit Toolbelt

in Engineer

Posted by: The V.8759

The V.8759

This would actually be a good trait under one condition: Remove the double blast trait. It would also serve as a reason to look into the explosives trait line :P

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Boon Thieves (Fractals) is badly designed

in Fractals, Dungeons & Raids

Posted by: The V.8759

The V.8759

Isn’t higher fractals supposed to be more challenging? The challenge here is to synchronise boon revomal in your team with the enemy… Its a good thing

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Silent Legends?

in Revenant

Posted by: The V.8759

The V.8759

Ah too bad man. Thats all the suggestions I had I will check when I’m home if I can get them to make a sound. Could be an Error in your cliënt then. If it isn’t, youre right.

Edit: I just got home and checked. The real dialogue is indeed gone. I can only hear some ‘moaning’ on swapping legends (Hearing a dark demon moan when swapping to malyx for example). But thats all

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(edited by The V.8759)

Silent Legends?

in Revenant

Posted by: The V.8759

The V.8759

Go to options ~> sounds ~> check if “Mute player chatter” is on. This option mutes things like shouts, chatter when you receive boons and maybe the legend swap

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PLEASE ADD NEW PVP MAPS

in PvP

Posted by: The V.8759

The V.8759

To be honest, I think they removed more than they added.

They removed the following:
The ship one
Courtyard
Spirit Watch
Sky Hammer

They added:
Well nothing

Does Legacy of the Foefire seem like purgatory to you also?

The only map they removed is Raid on the Capricorn. In the bezinning there was no spirit watch etc. They were added to the game

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Temporal Enchanter Trait

in Mesmer

Posted by: The V.8759

The V.8759

I basicly use this build: http://gw2skills.net/editor/?vhAQNAseWncfCFoh1qBmqBUrhlej6cDKhQo2qOrmBwFA-TJxHABidKAovMAAPBAx3fAA

It’s basicly a boon bot. I can give resistance, quickness and a ton of other boons to allies. It only lacks a stun breaker, but you have stability from shatters

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Alacrity on allies?

in Mesmer

Posted by: The V.8759

The V.8759

Sorry, forgot to mention that this topic mostly relates to PvP.

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50/50 is a good thing

in PvP

Posted by: The V.8759

The V.8759

your analysis is incorrect. the matchmaker isn’t trying to create matches where both teams have a 50/50 chance to win in a given match, it’s trying to give each player a 50/50 win/loss ratio over time, and it’s doing so by bouncing back and forth between blowout wins and blowout losses.

As I said, it looks 15 pips before your pip level and 15 after it. By these means he finds people on the same level (Also looking at MMR and team balance). A match with people on the same level = 50/50 chance

Here is the quote from Erik (Dev):

When the matchmaker looks for a match for you, part of the algorithm’s considerations is to look within 15 pips in either direction from your current spot for both teammates and opponents (at least to start with; this range expands the longer the matchmaker goes without finding enough players in that starting range). According to your pip location at the time of that match, this means that it’s entirely possible that the system could grab either allies or opponents from the first tier in Emerald, even without having to expand its range, which is why there were a couple of them on the other team. There are a number of other factors at work here that let the system ultimately decide that it was okay to put those two Emeralds on the opposing team and still keep the match balanced (most notably MMR considerations), but the matchmaker doesn’t do things like just pick several people at random from that 15 pip range and say, “Okay, that’s 10 players, let’s start.”

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(edited by The V.8759)

50/50 is a good thing

in PvP

Posted by: The V.8759

The V.8759

Dear fellow PvP’ers,

You get matched up against people of your pip range (15 behind and 15 in front). This means that the battle will take place with and against people of the same skill/pip level. Therefore you get a 50/50 chance to win or lose.

If we wouldn’t have had this, you would be either matched up against easier enemies, or much harder enemies. With more idiot teams, or with brilliant teams. That created uneven matches.

Conclusion: When it comes to fairness, this is a good match system.

Now, unleash all your salt on me

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Alacrity on allies?

in Mesmer

Posted by: The V.8759

The V.8759

Hey guys!

Sorry if I’m late to the party, but I would like to talk about alacrity. There was a huge discussion some time ago when they nerfed it, rendering it less useful. Now my complaint is not about the recharge reduction, no it’s about the ability to give alacrity to allies.

The only way currently we can give it to allies is by All’s Well That Ends Well and Well of Recall. Now for calculations:
Well of Recall
(7 * 1.33)-7 = 2.31s. With a skill with 35s cooldown you shave off not even 2 and half seconds of cooldown for you and allies.

All’s Well That Ends Well
(2*1.33)-2 = 0.66s. You get rid of 0.66s of cooldown! That is just purely pathetic.

To make all matters worse, when you spam all wells (including Recall), your allies have to:
- Stand 8 seconds on one spot to gain a total of 15s alacrity, of which they hold only 7 seconds when they can ‘leave the area’
- Only 4.95s cooldown reduction in total while having to spam ALL your skills

Conclusion
I don’t mind the 33% recharge. As a mesmer you have enough alacrity for yourself (at least in my opinion) due to shattering. However we can barely apply it to allies, the ammount we can apply to allies is rather neglectable.

Suggestions
The goal of my suggestions is to give allies more access to alacrity without it being ‘passive’. Giving allies alacrity should not become a thing that is easy to achieve, but rather you have to spec for it.
- Step 1: All’s Well That Ends Well gives 4s of alacrity to you and allies.
- Step 2: Improved Alacrity increases duration by 25% and increases its effectiveness to 50% recharge reduction.
- Step 3: Be happy.

This is ment to be a PvP related topic

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(edited by The V.8759)

Settler's Return

in PvP

Posted by: The V.8759

The V.8759

All I want is an amulet with main condi damage, good healing power without adding power or ferocity. Its impossible as a healer to focus on condi damage only atm

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that hammer primal burst

in Warrior

Posted by: The V.8759

The V.8759

I’ve been experimenting with Hammer quite alot. The F1 can be good. If you get a good feeling with it, it can hit 2 or 3 times a target (so up to 8-9k damage). However I cant get a touch of hammer overall. Way too slow for my playstyle and the stab flying around like sweet buns doesnt help either

How? I love me some hammer, but the low damage output coupled with being a melee weapon with negligible mobility makes it a really tough sell. If there’s a way to see numbers like that out of it, though…

The Hammer F1 inleashes like 5 ruptures. Each rupture can hit an enemy. If hit correctly, up to 3 can hit one enemy. In practice this is very hard to achieve since most of the time, your enemies move.

Attachments:

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that hammer primal burst

in Warrior

Posted by: The V.8759

The V.8759

I’ve been experimenting with Hammer quite alot. The F1 can be good. If you get a good feeling with it, it can hit 2 or 3 times a target (so up to 8-9k damage). However I cant get a touch of hammer overall. Way too slow for my playstyle and the stab flying around like sweet buns doesnt help either

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WvW Frontline Engineer / Scrapper

in Engineer

Posted by: The V.8759

The V.8759

I used to play in GvG scrims about a year ago. I was the only engineer there. What made me wanted was the toolkit skill ‘magnet’. If I picked a target without stab, I pulled him giving us a 95% chance on a kill. In GvG every kill counts.

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Med Kit

in Engineer

Posted by: The V.8759

The V.8759

I like the flavour of the med kit. Throwing stuff, walking over it to activate. However it is not supportive at all. So what about not changing #2-5 in a core sense, but make them and AoE pulsing thing when activated.

Also yes: increase the healing on med blaster.

On a side note:

  • Drasticly increase soothing detonation’s HP coefficient
  • Change Medical Dispersion Field in a way it still heals allies when you are at full health.

I have my nomad’s gear ready since they did the trait overhaul…

Ohwell… I don’t believe in a change after all this time….

Attachments:

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Hey guys check out this build!

in Necromancer

Posted by: The V.8759

The V.8759

You might want to post this on the thief subforum

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Nomad in pvp

in PvP

Posted by: The V.8759

The V.8759

About him playing PvE in nomads: Let him. It bother noone. If hé enjoys it, fine.

In PvP: Bunkering in PvP is not fun. It doesnt bring healthy gameplay. Therefore we dont have nomads

i like that you can respect my nomad in pve..thanks for that..but in pvp i love to bunker it’s fun to me and i love it. just like i see zerker play as boring and no fun..you may see being a bunker that way..and i can respect that. but thats what makes MMO’s great we all see the game from a different point of view..and we all find our own style..just as zerkers can use their stats in pvp..i just want the same thing for nomad players aka bunkers or tanks..

Hey!

I can also sometimes enjoy Bunkering in PvP. However problem is that with nomads, bunkering becomes incredibly easy. Therefore you would find many games with 3+ bunkers. These games will be: Cant get killed, cant kill others. It will become very lame games for most of us.

Anyway, try playing around with clerics. It might surprise you what you can do with it

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Nomad in pvp

in PvP

Posted by: The V.8759

The V.8759

About him playing PvE in nomads: Let him. It bother noone. If hé enjoys it, fine.

In PvP: Bunkering in PvP is not fun. It doesnt bring healthy gameplay. Therefore we dont have nomads

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The Magnet and the Necro (True story)

in Engineer

Posted by: The V.8759

The V.8759

Ah yes. Tbh I’ve never seen it happen like this before. I’ve seen small launches but this was like really high. So yes it is cheesy, but completely unintentional.

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The Magnet and the Necro (True story)

in Engineer

Posted by: The V.8759

The V.8759

And someone called me cheesy for using bombs…
I honestly doubt this will really be fixed. Same type of issues pulls have always had. Small chance to instant kill, but also a decent chance to do nothing or just be a ranged knock down.

Whats cheesy about bomb or toolkit? Because of toolkit I can take demolishers amulet. Gives me a block. If you are in a teamfight with people on TS, I call a pull and we can burst on the spot, instantly killing the enemy giving us adventage. It’s just a very tactical kit.

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The Magnet and the Necro (True story)

in Engineer

Posted by: The V.8759

The V.8759

Hey guys!

I just wanted to share a short story with you guys that happend in PvP yesterday.

It was a warm day in the Heart of the Mists, like always. I was waiting with my dear friends to go in que. We were on a pretty nice winning streak as a team, climbing up the leaderboard. Our que popped. The matchup didn’t seem hard. We were constantly winning teamfights. At one moment I made a mistake. I left mid, all empty to be taken. As I turn around I see a Necro standing on the point. I grab out my toolkit, pick-up the Magnet to pull him off point and prevent the point from being decapped. As I cast it I jump, just as a reaction to prevent any obstructed notifications. As the Necro gets pulled, he gets launched up miles into the sky, just to fall back and die from falling damage. I was startled about what happend. I heard my teammates shout out “what the kitten!”, as they could see the Necro fly above the map from every side point. It happend halfway the match, and even tho we were winning, we almost lost in the end. We just couldnt concentrate since we were having such a big laugh.

Anyway, maybe Anet should look into this. I cant reproduce it (tried it) but it isn’t fair

Greetings, Fvux

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Issues with "Skilled Marksman" Trait

in Engineer

Posted by: The V.8759

The V.8759

Your suggestions do sound good to me. Mainly adding a certain buff for each autoattack which is consumed on other attacks sounds good to me. This adds some cool mechanics to the rifle. However this will cause a grenadier-like situation where you do need a trait do get some viable damage off rifle.

In short: In my opinion the trait can see a rework, however rifle itself needs some fundamental changes too

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How is Killshot in a WvW Zerg?

in Warrior

Posted by: The V.8759

The V.8759

Josh XT.6053
Killshot is a bad idea in zergs. There are so many reflects out on the field these days that you will more likely than not end up causing yourself more harm than anything.

Signet of might.

The attack isn’t being blocked, it is being reflected.

Unblockable also goes through reflects

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Que system for server transfering

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

The server population lock is to prevent servers from being overstacked for WvW, leading to massive queues and whatnot. If you really want your friend to be on the same server as you for WvW, right now the best course of action is to have him to go the server that is ‘linked’ with your world, although this is just a short-term thing, since the linkings will more than likely change.
A queue system works… if it was designed for the entire game, not just for WvW. The way GW2 works is not designed in a way that a queue system would work for the entire population. We already get queues if the borderlands in wvw are full, no need to have one just to log into the game

Sorry if my thoughts seem scattered, but hopefully you got the jist of what I was trying to say

What I mean is not for log in. It’s more like, you get into que and then keep playing the game on your original server untill you get through the que.

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Que system for server transfering

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Ye its ment for WvW

Even tho it may take extremely long to go through the que, even if a server wont be open for months, still it wouldn’t be a problem to do the queing right? They could even get the average data for how long it takes for people to leave the server. Add an algorithm that calculates how long the average wait time would be. This could give people insight for how long they have to wait in que.

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Que system for server transfering

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Recently I asked a friend of mine to come over to my server, which is full. He didn’t have the money so I gave him some gold to buy the gems. We both expected there to be a que system, but there isn’t. Why not? I mean, reloading your screen quite alot can still take weeks to find a spot. Why can’t we just get a que system?:<

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The "Trait Philosophy" of build diversity

in PvP

Posted by: The V.8759

The V.8759

Hey!

I am here to discuss about how traits work for PvP and hold back build diversity in the PvP scene.

The ‘problem’
ArenaNet is making the game more deadly in PvP. This is not necessarily a bad thing. However the downside is that this forces us heavily into defensive lines. For example:
- Engineer: Inventions/Elixirs
- Elementalist: Earth/Water
- Warrior: Defense
- Mesmer: Inspiration
etc.

Being forced into certain trait lines holds back creativity and build diversity.

The ‘Philosophy’
I remember when elite specialisations were previewed. ArenaNet made a great logic in their trait lines where there would be seperate roles. For example the Berserker:
- Top line = raw damage
- Middle = condition damage
- Bottom= survivability

However we do not see this back in the core trait lines. Rather, they are designed around a certain role. For example, engineer’s trait line Firearms is focussed on increasing damage, wether it is through condi or raw. However their is barely any form of support or survivability.

The direction
Just as a disclaimer, I do not think I have the perfect solution and I realise very well that this might be a deeply rooted problem which isn’t fixed easily. However I think it could be healthy to at least suggest a direction to go in.

Trait lines should all offer a form of defense or support but also offense, all in a different matter. Trait lines however can still have a certain flavor. Not every trait line should be as good in defensive options as others, however they should offer at least some.

I would love to hear your opinions about this.
Please keep the discussion healthy

Greetings, Fvux.

One of the Firstborn Channel of Fvux

Runes of Rage vs Runes of the Pack

in Warrior

Posted by: The V.8759

The V.8759

The problem with rage on warrior is that it will either scale a already near perma fury uptime to complete overflow or it will have nothing to scale in the first place, except the rune’s own proc, I guess that’s something, but not much and with that loosing a lot of value.

That actually makes no sense. Very few warriors these days have much fury in their build. The only fury application could be elite sigil or Fatal Frenzy trait. Next to that, very few people run arms, dual strike or FGJ.
Next to that point, fury does stack in duration, no matter how many times. You will never reach the cap of 3 minutes with a conventional warrior build. However with rune of rage you will have already 60% fury uptime. So for 60% at least you get a 5% damage bonus.

I am not saying Rage is better than Pack, I believe the calculations up here and they show that Pack is better. But the arguement you bring on the table seems invalid.

One of the Firstborn Channel of Fvux

Improvement suggestion for Static Discharge.

in Engineer

Posted by: The V.8759

The V.8759

- Rather than making difference in instant skills damage (analyse, surprise shot) and cast times (grenade barrage), make a difference in defensive vs offensive.

This has been fixed since HoT you know that right? All SD skills deal the “lower value” now.

You’re totally correct, forgot about that one. However it doesn’t change the point

One of the Firstborn Channel of Fvux

season 3

in Engineer

Posted by: The V.8759

The V.8759

I don’t understand why people want the vitality, honestly if some1 could explain?
I take [url=http://gw2skills.net/editor/?vdAQFASnUUBlXhVXBubBEqilJji+vz7AXsZGvAIc7SmwC-TpQXABAs/AulBAA] this [/b] build. No need for vitality, enough condi clear and in teamfights I always make sure there’s a healer. At least 70% quickness uptime which besicly can mean an increase of damage by 50%. Yes you are a little squishier since your block and evade also last shorter, but thats honestly the only big difference…

One of the Firstborn Channel of Fvux

[Suggestion] This time for rifle!

in Engineer

Posted by: The V.8759

The V.8759

Heya!

Rifle should honestly be a pure power damage burst weapon. Therefore I don’t like you suggestion of adding burning. I’dd rather see a mechanic on jump shot like:
" 2nd strike has 50% increased critical damage if the first attack hit
This is the kind of play where I would love to see rifle go -> High reward if played well.

One of the Firstborn Channel of Fvux

Improvement suggestion for Static Discharge.

in Engineer

Posted by: The V.8759

The V.8759

In my opinion static dicharge is the engineer form of mesmer shatter skills: low survivability but huge burst. If we go for a real static dicharge build, we have to give up huge ammounts of defenses. This would add to the ArenaNet’s idea to make the game more deadly. So here are my suggestions:
- Fix the targetering, any form of toolbelt skills should launch it towards your target.
- Rather than making difference in instant skills damage (analyse, surprise shot) and cast times (grenade barrage), make a difference in defensive vs offensive. This would mean the SD from elixir B would be lower than the one from surprise shot —> more initiative to take offensive skills.
- Increase in damage for those offensive skills.
- Increase damage on skills like Launch Personal Battering Ram and Surprise Shot. Those are very underwhelming currently and have to potential to be true burst skills.

One of the Firstborn Channel of Fvux

[Sug] Swap P#3 and P#4 (+ reduce shield CD)

in Engineer

Posted by: The V.8759

The V.8759

Greetings,

I am definetly in favor for this change. However I am always very realistic and would like to point out the other sides of the story:

Some mentioned that it would not change the P/P setup but make shield more viable
There is one thing in this arguement missing in my opinion. As it currently is right now, the distinction between pistol-OH and shield is that Pistol is damage oriented with a slight touch of CC, while shield is piurely defensive (partly trough CC) with slightly utility. If we swap these skills, wouldn’t pistol off hand become far less superiour than shield? I mean, we got all the damage we need then on pistol main hand, why bother with off hand while we can get more defense?

As I’ve said, I am in favour of this change, but I would liek to think about this, since this seems to be a downside.

Greetings, Fvux.

One of the Firstborn Channel of Fvux

Am I not using blast gyro right?

in Engineer

Posted by: The V.8759

The V.8759

If the market “attack” misses, gets evaded or invulnerability, then the gyro doesn’t recognize a target. In that case it will sit at spawn and explode after a while. In some cases, altho I haven’t figured out the consistency here, it will even find a nearby target and fly towards that one.

Hope it clarifies!

Greetings, Fvux

One of the Firstborn Channel of Fvux

What is this?

in PvP

Posted by: The V.8759

The V.8759

Ah my bad, I didn’t see it was the start of the match (I did but did not think about it). It reminds me what happend on my mesmer yesterday:

I was just outside of our base pre-match. When the match started I was still outside for some other reason. No teleports or anything used. It wasnt until 1s left until the gates opened I got ported back in.

One of the Firstborn Channel of Fvux

Mesmer status since Merc Amulet is gone...

in PvP

Posted by: The V.8759

The V.8759

Going full condi ham… Wanderer’s

One of the Firstborn Channel of Fvux

What is this?

in PvP

Posted by: The V.8759

The V.8759

Actually he was just probaby hiding right under the exit… At 21s you can already see his Jade Winds red circle appearing. He right there!

One of the Firstborn Channel of Fvux

What is this?

in PvP

Posted by: The V.8759

The V.8759

Its not a hack. It’s Jade wind . It’s an AoE attack, and negates line of sight. In this case it went through the door.

One of the Firstborn Channel of Fvux

Medic Gyro seriously needs a buff.

in Engineer

Posted by: The V.8759

The V.8759

Speaking from a PvP perspective Medic Gyro is on paper for me a very good skill. In reality I find myself often in situations where the gyro dies too quick. I think it’s a shame that you often can’t get the real use out of the skill by having it up for a long time.
Is it bad? No. But can it use some help, definetly. I would love to be able to keep up MG and actually receive healing every 3s

One of the Firstborn Channel of Fvux