Showing Posts For The V.8759:

Mercenary Amulet removed for S3

in Warrior

Posted by: The V.8759

The V.8759

I also never understood why you would use merc… The condi warrior doesnt have much power burst anyways. Better go full condi, been doing that for months now… Even before warrior was buffed. Even made a video about it

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(edited by The V.8759)

headbutt bug/exploit

in Warrior

Posted by: The V.8759

The V.8759

yea i am afraid its the case, those were the reasons i used it, but i couldnt let the exploit go unnoticed since i encountered someone who used it against me aswell

I completely understand I didn’t think of using this for stunbreaks. Should be fixed indeed

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headbutt bug/exploit

in Warrior

Posted by: The V.8759

The V.8759

Hmm I didn’t realize you could do this in order to stun break. This indeed should be fixed then. However I am afraid we will lose alot of play with Headbutt then.
- it can be used for extra mobility when swapped in casting
- You can intterrupt headbutts yourself to lure out dodges and defensive skills from the enemy

When arenanet fixes this, I’m afraid these will also get destroyed.

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ENGI RIFLE ANNOYING BUGS

in Engineer

Posted by: The V.8759

The V.8759

Heya!

There is indeed sort of a bug with blunderbuss, but I think has been here since like…release. What I think you mean has to do with positioning (not blaming you). Basicly you can find youself in a situation where you want to fire a blunderbuss, but just at that time enemy strafes a bit out of your line of fire. When you have this enemy targeted you skill will not fire (since it does recognize a line of sight), however it does go off cooldown. This will result in not even hitting enemies that were actually standing in LoS while not targeting.

I hope this clarifies a bit

Greetings, Fvux.

Attachments:

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(edited by The V.8759)

Thermobaric Detonation viability

in Engineer

Posted by: The V.8759

The V.8759

As said quite alot above, yes it does have a cooldown, which is not a bug.
Indeed this bug is quite useless. It reallt needs some love, it could also make the explosives line in total a bit more useful.
Also they could buff soothing detonation’s healing power scaling. Would be amazing synergy if they fixed TD

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Buff Rifle

in Engineer

Posted by: The V.8759

The V.8759

Gotta love to jump shot to someone, hit 6K in full berserker, while thinking in the same time: kitten I could have done the same damage with reflect on a 6s cooldown…

Yes please! Buff rifle

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Official Map Changes Feedback Thread (Spring Quarterly Update)

in PvP

Posted by: The V.8759

The V.8759

Skyhammer

Overall a very good improvement. The map is compact enough but still has some great potential to hide from projectiles etc.

Improvements:
- The “underground” areas near the bases seem to have their jump pads removed. The only way out of these now is the hole near the side points. Adding a jump pad again at the end of these pathways again would improve this.
- Skyhammer mechanic: A huge improvement compared to the original but still can see some improvement. It adds tactic to the whole map. One problem in my eyes is that there is one entrances but two exits. I suggest making 2 entrances too, to prevent trapping at the entrance.
- Remove the flat parts on the pillars on the sidepoints. This way there is still enough cover while narrowing down problems with the camera.

Conclusion: Overall very strong improvement. I believe that with some slight tweaks the map would be ready for ranked.

Spirit Watch

Seperating skills on the orb mechanic were a good choice in the right direction. The map layout offers good escape routes and cover. The orb mechanic has some more tactic to is now (captured point vs enemy point).

Improvements:
- Picking up the orb is a transformation. While in this transformation every classes base armor and health pool is scaled up towards a certain point. On top of that will be a formula for toughness and vitality. Reason: Classes with low health pool or armor currently have a disadventage —> Berserker warriors are just as survivable as paladin eles for example. This change would allow any bunker spec to have adventage which would be justified.
- The routes you can take from the spawn are almost every time very visible for the enemy. Adding some structures near the spawn or even a tunnel could improve this.

Conclusion: This map needs some harder fixes but definetly has a future. The orb mechanic feels more worthwhile now while not being very deciding for the whole match.

And last I am still going to try it…

Raid on the Capricorn

A map I always loved.

Improvements:
- Reskin the map to be an Aetherblade Airship harbor. This way you can thematicly remove the water and make the middle point in a cave.
- Changed map mechanic: On the deck of the ship is an electric shield device. Just like on skyhammer this can be captured as a capture point. Once captured it creates a bubble over two out of three points, tho middle one and the closest one to your base. This bubble will knock enemies on that point off it. It absorbs projectiles from the outside. Enemies inside the bubble will receive a debuff that increases their incoming damage by 25% (including condition damage) while allies within the bubble will receive a buff that increases their damage by 25%. These buffs are unique buffs and thus stack with boons and conditions like vulnerability and might. These bubbles stay for 15s(?).

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(edited by The V.8759)

First roaming video! Toughts?

in Warrior

Posted by: The V.8759

The V.8759

I watched the entire video. Good footage. I offer the following feedback:

PRO:
1. Good fights. I enjoyed the 2v1s that you prevailed in.
2. Refreshing to hear music other dubstep/EDM/other fad genres.

CON:
1. Camera angle: because you use such a high angle so far zoomed out, the action is difficult to see. Over-the-shoulder and close-up views give a more exciting perspective for your audience.
2. Mixing sPvP footage with WvW roaming: I prefer one or the other. I don’t think you should mix the two in the same montage. It confuses your audience as to a theme/build. I think you should make either a roaming video, or a pvp video, but not both at the same time.
3. The intro: your logo flashed by too quickly; I couldn’t tell if it was your personal logo or a guild emblem or anything.

NEUTRAL:
1. Metalcore soundtrack: this is just a matter of taste of course, but I enjoyed the first track much more than the second one. But I dislike most anything by Disturbed and System of a Down, so combining both vocalists in one song was a recipe for disaster for me. I would choose tracks by more similar bands in the future, rather than two very different-sounding bands.

Thanks man, I can really work with that
I’ll try to keep an eye on the camera angles I’m used to play like that but didn’t take in account that it could result negatively in video’s. I’ll also make PvP and roaming video’s seperatly now, good suggestion
About the emblem, it’s the same thing that shows after the intro. It was a mistake that slipped through the final cut

Greetings!

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First roaming video! Toughts?

in Warrior

Posted by: The V.8759

The V.8759

Hey guys!

Lately I’ve been enjoying making video’s. First it was engineer, but now warrior. Today I completed a short montage of my gameplay. However I am still quite new to making video’s. So in order to improve my quality I would like to ask about your opinions, wether it’s gameplay wise or editing wise.

Thank you in advance!

Fvux

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We need our heal back !!

in Engineer

Posted by: The V.8759

The V.8759

Okay this “problem” has waaay bigger roots than most people assume… Let take a look:

Healing turret is a very reliable healing skill. It does everything a person needs: water field, low cooldown, removing conditions and allied healing. It is the core that is sustaining us. All the other healing skills can’t help us as much:
- AED: Huge cooldown and unrealiable.
- Med Kit: Med kit skills are increadibly clunky
- Elixir H: longer cast time, random boon and only 1 condition removed.
- Medic gyro: Dies easily, no condition removed.

Due to the fact that we have to work in kits in our builds to be effective, we lose a slot to important defensive skills. If we use gyro we will have a lack of condition clear.

Conclusion: I understand why they ‘nerfed’ healing turret. However they should have helped the other healing skills too. We’ve been stuck with healing turret for so long.

Here are some short suggestions for those who like:

- AED: Instant skill, to make it reactive (or maybe 1/4s). Also rework the Gadgeteer trait in order for it to be a bit better.
- Elixir H: Remove the random nature of the boons. Apply 6s of protection always.
- Throw Elixir H: Minor heal (1k?) on impact. + current effect.
- Medic Gyro: Don’t let it stop to ‘cast’ it’s healing effect. Increased survivability.
- Med kit: Tons of suggestion out here on the forum. Most easy ones? Make the skills ‘AoE Pylons’

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My build, please let me know what you think

in Warrior

Posted by: The V.8759

The V.8759

Those interrupt/condi builds are very strong. Personally I also like sword/torch more, but its a personal matter.
As for recommendations, I would definetly change your sigils. You have lowered cooldown on weapon swap, but your sigils still have 9s cooldown. You will often find yourself swapping too soon in order to get the effect. Maybe sigil of generosity could fit better since there is no real condition removal in your build, you only rely on resistance.

Lastly I think sinister amulet would fit better. You have huge ammounts of conditions and the weapons you are using have less good power damage than condition damage. Destroyer is more focussed on raw damage.

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Moa Nerf

in Mesmer

Posted by: The V.8759

The V.8759

Rather than making Signet of Humility less effective, I’dd rather see it more telegraphed. I personally think a 1,5 or 1,25s cast time would be more appropiate. But more importantly it should be more visible. There are already some signet skills in game, that when you activate it, the signet is shown above the head (Signet of domination if I’m not mistaking). This would already help alot, and still keep it worthwhile to use.

PS. Allow us to jump in moa form…I can’t remember how many times I died somewhere because I couldn’t jump…

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The Condi Crusher![Video&Build]

in Warrior

Posted by: The V.8759

The V.8759

1100 (1.0) (Not that I have any HP, but still its nice extra sustain

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The Condi Crusher![Video&Build]

in Warrior

Posted by: The V.8759

The V.8759

Pretty much a replica of the others that have been posted, not a fan of your rune choices, but thanks for posting. I personally hate condi, but I’ve been fighting cancer with cancer lately, although vanilla still works pretty well.

Thank you. Honestly I haven’t really been following that much what has been posted since it makes me depressed mostly :P I didn’t know people were already using this build. About my rune choice, its partly what gives the build very good survivability. With all the CC flying around in current meta and heatbutt you will break stun alot

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The Condi Crusher![Video&Build]

in Warrior

Posted by: The V.8759

The V.8759

hey guys!

In all the darkness these days, where we, warriors feel kicked out of the game, I still made this build. The video is not that long, but I hope it gives some of you some inspiration
https://www.youtube.com/watch?v=n-dyIzvngyc&feature=youtu.be

Greetings,
Fvux.

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Why the Engineer is no longer fun

in Engineer

Posted by: The V.8759

The V.8759

I also aggree with the OP. There are several reasons for this:
- Very direct and simple playstyle : Engineer used to be a very hard class to master, especially for PvP. The kit swapping, getting your fingers hurt, that was some amazing kitten . However with the scrapper it became too easy to survive while putting out some very good damage while barely swapping into kits. The effectiveness of the engineer skyrocketed, but it dramaticly decreased the skill level.
- Thematicly : I think alot of people disaggree with this, but I’m still posting it. I don’t think the scrapper fits the theme of the engineer. Okay not completely true, the gyro’s fit. But the hammer skills don’t in my opinion. As an engineer, I don’t think it fits to be a guy with a huge hammer and jump in a random fight. We are smart, have to outmanouver enemies. If you want to make a tank specialisation, why not inspire it by an actual tank? I mean, give engineer a high calibar brutal gun with CC’s but with lots of armor traits….
Hammer outshines all others : Personally I am a gunner guy. I loved using the rifles, hell even pistols. However it is sad to see that it is just not viable anymore. Yes you can play hammer, but you hammer heavily outshines it by a mile. Also the high sustain meta doesn’t really help the rifle, which became a pretty bad burst weapon.

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Executioners Scyte: Unblockable Pulses

in Necromancer

Posted by: The V.8759

The V.8759

so your only problem is just 300-350 dot chill damage? I didnt get it really

It is not just chill damage, it is chill in general, we all know it’s a very strong condition → 66% slower recharge and movement

However thank you all for your replies. As I’ve said, I was just curious about your opinions on it, not crying for nerf or whatever

Goodnight!:D

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Executioners Scyte: Unblockable Pulses

in Necromancer

Posted by: The V.8759

The V.8759

Hey guys!

I wanted to take the oppurtunity here to discuss about the #5 skill on reaper shroud: Executioners Scyte. Let me first note that this is not a crying post, but I would rather just see your opinions.

The part of this skill what I want to discuss is the Ice field it creates. This field will last for 5 seconds and applies 1.5s of chill (not sure if this is already affected by Cold Shoulder). However the problem I am personally stumbling upon is that the pulses are unblockable. In my opinion this should not be the case as it is now.

When we look at frozen ground, elementalist skill, we see that is has a 40s cooldown. The field also lasts for 5 seconds but applies 2 seconds of chill. This skill is unblockable, however it does not deal any form of damage. Executioners scyte however has a 30s cooldown, has a stun and burst damage but these can quite easily be negated. However reapers can also (will do most of the time in PvP) trait for damaging chill. Therefore it can still deal quite alot of damage.

Now my question for you: Do you think this ‘unblockable’ part is justified? As I’ve said beforehand in my opinion it’s not, but maybe you can enlighten me why it should.

Thank you in advance,
Fvux.

PS. I am asking you for your opinions about this fact, so don’t come raging please telling me “dodge”. I know how to dodge, I know how to battle reapers.

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[Survey] Shredder Gyro?

in Engineer

Posted by: The V.8759

The V.8759

Hey fellow engineers!

I have seen a lot of threads flying by about shredder gyro. However this made a complete image of how the community would want the skill to be very hard. Therefore I created a strawpoll about how you would like to see Shredder Gyro reworked. If you think none of these options apply to your opinion, you can post it down below. You can post you opinion below anyway to keep this post a bit up: The more votes we get, the better the devs know how we would like to see this skill

Here is the strawpoll: http://strawpoll.me/7096220

Thank you in advance,
Fvux.

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Purge Gyro buff

in Engineer

Posted by: The V.8759

The V.8759

Hey Ziggy!

I don’t really know what you mean with the AoE since it already cleanses conditions from you and allies. The biggest problem I see is the AI. If you have a lot of movement in the fight, the gyro will not be able to do the cleanses on you. My suggestion for this (And actually every other gyro):
Make them able to cast their ‘skill’ while moving This way they follow you more closely and do their effect reliably on you.

As for the poison field: It indeed is quite underwhelming. The biggest adventage I see is that the field is quite large. Looking at the skill I think it would be cool if the field is some sort of transfer skill. I mean, you kinda fart out a chemical field, then why not fart out 3 of you conditions. This way the field has it’s old functionality, but when used while you have conditions, these conditions will be applied to the enemies inside the field on the first tick.

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Scrapper

in Engineer

Posted by: The V.8759

The V.8759

Mouse (2 extra buttons as standard mouse):
- Mouse 1: Weapon skill 2
- Mouse 2: Weapon skill 3
- Mouse wheel (Pressing): Autoattack (Makes it easy for nades)

Keyboard:
Shift: Healing skill
F1-F5: Toolbelts
1-4: Utilities – Elite
C: Weapon skill 4
X: Weapon skill 5

All other binds are standard settings for me. People tend to do A+D for strafing, but I’m used to the standard settings and don’t have any problems using my fingers in this setup.

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How Is This Fun For Anyone??

in PvP

Posted by: The V.8759

The V.8759

Start adapting. Necro just counters alot of the current MetaBuilds. Then change your build a bit if you see alot of necros. For example, I always take elixir C on my scrapper, inversion enzyme. This way all the conditions necros apply to me or allies can be converted to boons. They corrupt the boons, you convert then again. This gives you and allies huge uptime of resistance (Chill=resistance). Necro’s aint problem anymore.

Just adapt to the enemy/ally team composition. Stop playing on that single build you like. You gotta learn that in PvP.

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Rata Sum Ethereal Chicken

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

#Freethechicken!

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[Suggestion] Warrior Balance

in Warrior

Posted by: The V.8759

The V.8759

From what I’ve read I see some great ideas. In defense I personally dislike 2 things :

  • Sundering Mace: Daze is random. There should be some skillful play with it to interrupt enemies. You could make it the following: CC applied by mace skills have 33%(?) longer duration when the foe has 5 or more stacks vulnerability at the time of application (+the old trait).
  • Rousing Resilience: Stability on this trait contradicts with the main function of the trait -> Prevents you to break stun with headbut and break out of self stun for double healing. Honestly, the trait seems fine already as it is. However we indeed need protection somewhere.

One thing I would like to add :

  • Dead or Alive: Add a healing power scaling.

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.
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Sharpnel suggestion

in Engineer

Posted by: The V.8759

The V.8759

I would also like you to read this slightly older thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Shrapnel/first#post5965404

For more explanation I quote myself from that thread ;

I think the reason you hardly notice it is because it doesnt stack high, but is quite long in duration.
There are some ways to achieve maximum affect out of it tho. One thing quite some people dont know is that is has a chance on proccing with fire bomb. If you place a fire bomb and then start throwing grenades in the bomb, you will see the following on average:
In a 4s time:
You get 4 ticks from fire bomb, can throw a grenade barrage once, and three times other grenades. This means you hit your enemy 21 times with explosives. This means you will avg proc shrapnel 3,15 times.
Now three stacks of bleeding for all that trouble seems like nothing. However with a base duration of 12s ( 15 with firearms) it does count up. With 1200 condition damage we get:
(1200×0.06+22)×3 = 4230 extra damage.
Now do keep in mind: this extra damage does not immediatly come on top of your dps in that 4s window, but you can continue stacking it.
Conclusion, it is a good dps booster. However when it comes to PvP only reliable with grenades and not bombs.

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Sharpnel suggestion

in Engineer

Posted by: The V.8759

The V.8759

No. You gotta remember that bombs can proc on each tick, with fire bomb or even glue bomb. 100% woud be completely insane. A slight increase to 20, maybe 25% on non-nades explosions would suffice.

For the people that want to increase it also for nades, it has a chance of 45% to proc on throwing grenades… Thats good enough

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Would people accept.......

in Engineer

Posted by: The V.8759

The V.8759

Haha zigg! Turrets are amazing!!!cough

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Remove Executioner's Scythe when negated

in Necromancer

Posted by: The V.8759

The V.8759

Im more annoyed by the fact that the field is unblockable

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Helseth hates my slot machine

in PvP

Posted by: The V.8759

The V.8759

Honestly why do people actually make posts about this
Hes just a dude with an opinion or additude. All you are doing is evading an actual constructive thread and giving this person the attention he wants.
(not ment to be offensive but I just dont see the use of this thread)

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Would people accept.......

in Engineer

Posted by: The V.8759

The V.8759

Very true zigg Im not saying its optimal, its Just very viable. And thats what alot of people tend to confuse these days. They want the “perfect” composition to save a few minutes. I rather have fun I think this is one of the things where socalled “elitism” comes from.
Anyway @ OP: my point is to find nice people and play what you like since you barely cant go wrong with any form of DPS/condi build

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Fix Rocket boots already!

in Engineer

Posted by: The V.8759

The V.8759

Needs other fix first: Add evade Frame in the air

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Would people accept.......

in Engineer

Posted by: The V.8759

The V.8759

Very nice summary Ziggs! I completely aggree. I personally really like tanking on a Power Scrapper. Advantage is that you dont haven to dodge every time on blue since you can cast your Hammer 4. Experienced groups accepted me as a tank. And its better than guard tank at least (sorry DnT but your guard tank has some utterly low dps). I reach around 19K dps on VG. This can increase depending on your healer. With a Very good healer you barely neef toughness, making you able to take better stats.

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Movement skills and cripple/chill

in Warrior

Posted by: The V.8759

The V.8759

Yeah I noticed the same. Skull grinder is also affected. Please check it and fix it. It’s quite crucial

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Update on 4-Stat Amulet Changes

in PvP

Posted by: The V.8759

The V.8759

Why was crusader removed? Not many classes could get enough precision for it to be viable anyway. The ones that could, had some really fun builds that werent even too strong…
Also Vigilant didn’t see much play but offered some really fun things. I played 100% quickness engi, but due to lower precision it was far from OP. Next to that: You gave us the stat concentration, but now there is no way to use it in PvP…

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[CDI] Reworking Explosives

in Engineer

Posted by: The V.8759

The V.8759

Hey guys!

Theres have been lots of posts about improving certain traits in the explosive line. So here’s my idea:
This thread is for cohesive ideas for improvements for the explosives line. These could be suggestions you posted before, but also reactions on your previous poster: as long as you keep it to the subject and cohesive!

We made hobosacks disappear, we can also rework this!
In this thread i wrote the reasoning under each trait in italic.

The following suggestions are to make the explosives line more synergetic and offering players to make more decisions between utility, defensive or full offensive.

Here we go:

  • Evasive Power Keg : Cooldown removed.
    The bomb is hard to hit and there are many other dodge traits which have much greater effects without cooldow (stability for example).
  • Grenadier : Merged with ‘Explosive Descent’
    Falling damage traits rarely see use
  • Glass Cannon : Remains the same.
    A simple trait is okay and it does see use
  • Aim-Assisted Rocket : Moved down to Major Adepts.
    Can compete with other traits in terms of choosing for burst, sustain or utility
  • Steel-Packed Powder : Fixed duration on bombs, pistol and mortar: 10s.
    Already a very potent trait, however only useful for grenades. Could see some use for bombs too
  • Forceful Bombs : Replaces ‘Short Fuse’. Reduced fuse time is now mandatory. New trait: Bomb skills recharge 20% faster and are unblockable.
    Makes bombs more available for PvP, still useful in PvE for the recharge reduction
  • Shaped Charge : Changed functionality: Striking a foe with 15 stacks of vulnerability with an explosive will extend the vulnerability stacks by 3s. Deal 5% more damage to vulnerable foes. 8/10s CD.
    This trait originally missed a special functionality and was plain boring
  • Thermobaric Detonation : Damage increase removed. EPK is now a blast finisher (upon exploding). Removed CD.
    The cooldown was killed the trait. It could see some interaction now with the mortar kit and some more synergy with other traits.
  • Explosive Powder Remains intact.
    Already a potent trait
  • Shrapnel: Fixed chances on hit: 15% for grenades, 25% for other explosives.
    Right now mostly viable only for grenades. Should see some more effect with this on bombs, pistols and mortar too
  • Siege Rounds : Orbital strike hits twice made baseline. Added functionality: Blasting in a field created by the mortar will recharge mortar skills by 3s (?).
    Orbital strike hits were the real power of this weapon. Now made baseline to not force people in this trait. Added functionality to increase synergy with other traits.
  • Precise Explosives : Explosive attacks cannot be negated by blind. Blind will not be removed when attacking with explosives under the effect of blind. Deal 10% more damage when blinded.
    This should increase skillful gameplay (only attacking with explosives when blinded for damage increase) and create some more defensive/offensive options.

A few other changes to help this traitline :

  • Fragmentation shot now counts as explosive.
  • Soothing Detonation trait has a new formula: 500 (0.75).
  • Detonate Mines should benefit correctly from explosive traits.

Thank you for reading. Give your ideas and/or feedback!

Greetings, Fvux.

One of the Firstborn Channel of Fvux

(edited by The V.8759)

Suggestion for bomb kit (Short fuse trait)

in Engineer

Posted by: The V.8759

The V.8759

I like the idea of making bombs unblockable. This would mean however that the current charge effect of short fuse should become baseline in my opinion.

I see people suggesting that healing bombs should come back. Please no. I’dd rather see the following:

  • Explosive Powder Keg: CD removed.
  • Short Fuse: Remove the fuse reduction, make it baseline. New effect: unblockable.
  • Thermobaric Detonation: CD reduced to 2s.
  • Soothing Detonation: New formula: 500(0.8)
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The shatterstone effect (not another qq post)

in Elementalist

Posted by: The V.8759

The V.8759

I like your ideas and I will comment on them:
A deep freeze, even if it’s 1/4s sounds way too strong on a 3s cooldown. You can say “but headshot from thieves then!”, but headshot costs alot of initiative and is daze, which doesn’t lock you in place.
I like the idea of adding damage when a foe is chilled, however the problem I see here is that it doesn’t really fit scepter. The scepter skills don’t do any chill atm and would be hard to synergise.

It seems that the devs want to make shatterstone a vulnerability applier skill (I guess after 10 times of tweaking the vuln). My personal suggestion is to keep it this way, but increasing it’s damage based on the numbers of vulnerability the target has next to the original vulnerability:
- Damage increases by 1% extra for each stack of vulnerability. So at 2 stacks it would increase 4%, at 25 stacks 50% more damage.

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Rune of Water (PvP)

in Engineer

Posted by: The V.8759

The V.8759

I used this rune alot. Also the condition removal is a nice addition since that can sometimes be a problem for engis.

I used it pre-HoT on a flamethrower/rifle build. The healing power and boon duration in combination with juggernaur and inventions is really good.

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[Raid] Power Scrapper as Tank?

in Fractals, Dungeons & Raids

Posted by: The V.8759

The V.8759

Dear Raiders,

I have a question about raiding on scrappers. I personally don’t really like to play condition engineer, mainly not for raids. However it seems to be the only accepted build for raids. I’ve been thinking to come to the question:
Why isn’t power scrapper considered as a tank?
In theory power scrapper seems pretty good. Hammer only offers you evade and block while you maintain dps. Next to that you can sustain yourself very well with super speed, and allies with elixir gun and mortar heal. Reconstruction Field is great AoE protection and an option to heal. Medic Gyro itself seems good since it’s instant: again you can keep dpsing without downtime to heal.
So what is it that holds scrappers from being tank?

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Cohesive Improvements on Guild Halls

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

I see some really good ideas above! I would love to have pets in guild halls!

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[Raids] Power Scrapper as tank?

in Engineer

Posted by: The V.8759

The V.8759

Dear engineers,

I have a question about raiding on scrappers. I personally don’t really like to play condition engineer, mainly not for raids. However it seems to be the only accepted build for raids. I’ve been thinking to come to the question:
Why isn’t power scrapper considered as a tank?

In theory power scrapper seems pretty good. Hammer only offers you evade and block while you maintain dps. Next to that you can sustain yourself very well with super speed, and allies with elixir gun and mortar heal. Reconstruction Field is great AoE protection and an option to heal. Medic Gyro itself seems good since it’s instant: again you can keep dpsing without downtime to heal.

So what is it that holds scrappers from being tank?

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Cohesive Improvements on Guild Halls

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Dear Guild Wars 2 community,

I, and I bet many other, have been enjoying the addition of Guild Halls alot! I am happy to see that the developers are constantly adding improvements like the recent addition of Boss Thropies. However I feel we can together reach much further, by giving cohesive feedback and speaking out your wishes about Guild Halls.

Guild Halls are in my perspective very personal, and should have as many options to them as possible. They have a very strong purpose as relax, chat and meeting points. However currently, at least in the guild where I am in I am not experiencing this. Here are some of my suggestions to improve the ‘liveability’ of Guild Halls:

  1. Name Changing : I wish we could add area names to the map. This way you could give buildings and areas a clear purpose. I can imagine a location which we could call Hall of Achievments, where we display all our trophies which we are most proud of. Of what would you think of “Relax corner”? A place where you can sit down, be afk, while enjoying a nice beverage?
  2. More interactable objects : I have to admit, things like the Delux Vinewalls or the Ice Cubes interactions are cool. However I think we are forgetting one very important thing: Interact to relax. There are loads of furniture in the decorations! My wish is to be actually able to sit on them, have a bench and relax on it. Also a small ineraction improvement could be a dialogue with trophies. For example the Tequatl Tail: Upon interaction you get a textbox: “After a heavy battle [guild name] managed to defeat Zhaitans Champion: Tequatl. A souvenir could not be missed, so it’s tail got cut off”.
  3. Guild Hall visits : I wish we could visit Guild Halls from other guilds. In my case we have allegiances with a few other guilds. I would love to check out their crazy jumping puzzle creations, but also have ‘business meetings’ with them! I can imagine some sort of office room where we talk about planning future events etc. Right now we have to accept someone to the guild to visit the GH. A simple ‘Invite to Guild Hall-option’ could help very much.
  4. More Decorations : Now I know, I am sure ArenaNet is working on those. But throwing in some suggestions can’t harm right? What do you think about a festive sling (I hope I use the right word here, I mean the flags on a rope thing), wall carpet and if we are having creative ideas anyway: why not be able to design them yourselves with all kind of colours etc?
  5. Adjustable Waypoints : I honestly do not know how hard this would be, but I am still going to throw it in. In our GH we have found some great places to create things, we have some awesome visions on them. However to make them on real importance, a close waypoint would be nice. Being able to ‘drag’ waypoints to a certain place would be excellent. This way we can’t build more waypoints, but actually move them around wherever we want. However as said before, I do not know how far the technoligy for this reaches.
  6. Sports : Yes you have read it correctly: sports. Guild Halls also should fill a purely entertaining role. One thing that shoots through my head is the huge ammounts of water there is availbe for us in guild halls. How about creating sail boats and have a sailing race? Maybe some sort of parcours, or even being able to create a ballsport, being able to place goals. This could also result, in combination with proper guild hall invites, in making competitions with friendly guilds. Olympic Guild Hall tournament anyone?;)

Well those were some of my suggestions. I really would like to hear your suggestions, crazy and creative ideas! Isn’t that what Guild Halls are based on: creativity? I am very confident the devs would appreciate a thread like this, and who knows. Maybe they will see some very good ideas and implement them

One of the Firstborn Channel of Fvux

(edited by The V.8759)

Permanent Quickness and 66% Prot balanced?

in Engineer

Posted by: The V.8759

The V.8759

Rocket Whirl does benefit alot, since alot of times you can only hit once with it (unless you have bad enemy). With Quickness twice. Your enemies wont see thunderclap coming very easily, your Flame Blast will not only shoot faster but also travel faster, you can quicklier heal yourself with healing skill and super elixir and ofcourse your flame thrower AA is alot quicker.

Why would you want more quickness? Because of boon strip. Next to that the swiftness from sigil of speed procs my vigor which is nice.

And btw, dont underestimate the burning. Even without condi damage it ticks 300 damage constantly + with IA you can get ticks up to 2K, which is not a bad addition

One of the Firstborn Channel of Fvux

Permanent Quickness and 66% Prot balanced?

in Engineer

Posted by: The V.8759

The V.8759

Well you deal no damage with it so it’s fine.

You acutally deal lotta damage since you attack twice as fast with most commonly with 52% crit chance and 25 stacks of might. You are only a quite squishy, even if you have prot.

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Permanent Quickness and 66% Prot balanced?

in Engineer

Posted by: The V.8759

The V.8759

Tried this build, actually not bad. I made the following adjustments tho:

  • Swapped Elixir B for Elixir Gun → More condi removal, extra stun break, strong AoE attack. (Enough Fury from No Scope + Hidden Flask)
  • Invigorating Speed, pretty good with Sigil of Speed.
  • Inversion Enzyme, SRD is more a death trap than a savior, and against reapers you can convert your chill in resistance.
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Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: The V.8759

The V.8759

@King Kai,
I understand that you are combining Charrs to the current engineers. It is direct, explosive and effective. However I do not think that what you are giving by defenition is asuran magic. My first reasoning why it doesn’t feel like asuran magic is because Asura’s don’t use their magic directly, but rather implement it in items to work for them. This concludes my following perspective:
When speaking of Asura Engineers, they rather know how to inbue things with magic, but do not know the ‘summoning’ part of it.

Magic can summon things. For example mesmers can create clones, elementalists can summon fireballs and meteorshowers, but engineers can do none of that. In Asuran culture we actually see that none of the asura summon things with it, but rather imbue mechanical objects with it, like golems. They have to build golems themselfves and then place magic in them.

Now you could say that Rytlock also suddenly learnt magic, so engineers could also have learnt it. However -and this is completely opinionbased, so not a strong arguement- it just doesn’t seem to fit to me that engineers can cast it. In my opinion there should be a mechanical reason where in they figured out how to work with magic. In my case the capacitor would do the work for them. Which would be an Asuran piece of engineering to translate magic into summoning magical spells.

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Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: The V.8759

The V.8759

Hey! You have got some cool ideas! However a spec like this doesnt seem to touch in engineer identity (technical) and misses lore in my opinion. I mean how do they suddenly know to use magic? Also it touches too much on ele. Arcane and auras really seems to be theirs. Rather cantrips could be shared skills, like shouts and traps are. I made the following suggestion myself:

The Technomancer

Class: Engineer
Weapon: Axe (Main Hand)

Description

Technomancers are the pioneers when it comes to using magic in the world of engineers. They still cannot summon magic out of nowhere, unlike a lot of other classes. However they smart engineering brains made them able to understand magic and learnt how to drain it from their environniment to power up their attacks. This is done through appying a capacitor to their toolbelt skills. This will allow them, when enough magic is stored in it, to press F6 and and gain access to capacitor skills. This will flip over their toolbelt skills into new magical skills.

Weapon skills

The axe is a mid ranged power weapon. The axe is attached to a chain making you able to swing it with force, hit your enemy with it and make it return in your hand.

  • Auto attack
  • Piercing slash : Throw your axe straight in front of you, piercing up to three targets and pull it back with the chain. (600 range)
  • Finishing blast : As you pulled your axe back, you swing it around your back with a circle in the air to smash the ground in front of you with explosive force hitting up to three targets. Gain one stack of Slashing Precision (5s) for each enemy struck (Grants 1% extra critical chance per stack) (600 range).
    Chain sequense would take 1.8 seconds.
  • Slashing Charge : Slash your axe in a cone up to 300 range in front of you, quickly striking foes while charging forward. Hits 8 times. Duration: 1.75s. Cooldown: 6s. (5 targets)
  • Lashing Vengeance : Throw your axe on your foe, attaching the chain to them. Then pull your foe to yourself, throw them in the air and smack them on the ground with huge force dealing high damage. Cast time: 1.25s. Cooldown: 20s. (One target)

Traits

Minors

  • Capacitor: Gain access to the capacitor. This will charge by 1% every 2 seconds in combat.
  • Energetic Force: Activating your capacitor will release a burst of energy, applying Kinetic Barrier for 3 seconds on you an up to 5 nearby allies.
  • Kintetic Barrier: Explodes damaging nearby foes after being hit 5 times.
  • Quickened Launch: Gain 3 seconds of quickness whenever you launch a foe. (12 seconds cooldown)

Adept traits

  • Furious Energy: Fury regenerates 0.5% extra energy every 3 seconds.
  • Collectional Energy: Collector skills recharge 20% and apply weakness for 5 seconds on foes hit.
  • Firm Grip: Any autoattack will apply one stack apply one stack of Slashing Precision for 7s when used in combat.

Master traits

  • Furious Capacitor: Using a capacitor skill will give you and nearby allies 4 seconds of fury.
  • Power Saving Mode: Capacitor cost 25% less magical energy.
  • Sharpened Blades: Slashing precision also grants 10 ferocity for each stack.

Grandmaster traits

  • Furious Barrier: Apply a Kinetic Barrier to you and allies whenever you gain fury. 15s cooldown.
  • Energy Drainage: Hitting a foe will drain magic from them. 0.2% for each hit.
  • Quikened Axes: Execute Slashing Charge 50% faster. Gain quickness for 3 seconds after successfully landing a Lashing Vengeance.

New Skills
With Technomancer you get access to collector skills. These skills generate extra magic and apply AoE effects.

  • Healing skill: Magical Drainage: Drain magic from each foe around you. Gain 3% charge for each foe hit. Heal shortly afterwards gaining extra health based on your stored magic.
  • Toolbelt: Gain 1s of resistance for each 20% of magic you have stored.
  • Kinetic Barrier: Apply Kinetic Barrier to yourself and up to 5 allies. Gain 3% charge for each ally given Barrier.
  • Toolbelt: Kinetic Blast: Instantly blast foes near to you.
    Out of ideas atm…

Capacitor skills
You can use your capacitor by clicking F6. This has a 20s cooldown. Your capacitor skills itself do not have cooldowns but rather use the stored magic as a source. While using your capacitor it will lose 1% magic each second. Detonate skills will pull enemies to where the turret was at a cost of 30%. Some of these skills are upkeep skills.

F1 capacitor skills

  • Toss Elixir H -> Toss Gunk: Throw gunk on the ground appying one random condition for each tick. Ethreal Field. Cost: 15%
  • Regenerating Mist -> Degenerating Mist: Siphon life from foes in the area. Cost: 20%
  • Bandage Self -> Healing Infusion (Upkeep): Heal for 350*(0.1) for every half second. This will make you unable to attack, but can be used for a long duration. Can be canceled whenever you want by clicking it again. Cost: 8% per second used.
  • Static Shock -> Floating Force: Make your enemy Float.(Same range and cast time as original skill) Cost: 30%

Utility Capacitor Skills

  • Toss Elixir B -> Stabilizing Ground: Throw your elixir on the ground ticking 2 stacks of stability in a small radius (200) for 8 seconds. Cost: 35%
  • Toss Elixir C -> Negativity Field: Throw you elixir on the ground to create a field that rips 1 boon off every second. Lasts 5 seconds. 200 radius.
  • Toss Elixir R -> Finishing Field: Throw you Elixir on the ground that defeats a downed enemy after it has ticked 3 times. Duration: 3 seconds. Radius: 200. Cost: 80%
  • Toss Elixir S -> Targeted Shrink: Shrink allies in the targeted area to reduce their incoming damage by 33%. Radius: 180. Cost: 50%
  • Launch PBR -> Mystical Ram: Summon a mystical ram that runs straight forward, trampling and knocking down foes. Disappears at the end of it’s charge. Cost: 40%.
  • Rocket Kick -> Fiery Ground (Upkeep): Create a burning field around yourself that moves with you and applies 2s of burning for each tick.. Radius: 200. Cost: 10% per second.
  • Super Speed -> Teleport Charge: Charge into one direction almost instantly teleporting you there. Works with a ground marker similar to whirlwind ground marker. Cost: 20%.
  • Throw Napalm -> Hellish Flames: Make the ground burst open on targeted area, applying 3 stacks of burning for 5s after 0.75s in the targeted area. Radius: 180. Cost: 20%.
  • Net attack -> Low Grounded Blast: Blast foes around you knocking them down. Blast Finisher. Radius: 240. Cost: 60%.
  • Surprise Shot -> Energy Burst: Instantly cast a magical bolt on your foe. Cost: 20%.
  • Rocket -> Magical Orb: A magical orb slowly comes down from the sky exploding when it touches the targeted ground after 2s, dealing massive damage in a 240 radius. Cost: 40%.
  • Rumble -> Rumbling Ground: Immobilize up to 5 targets around you. Radius: 240. Cost: 35%.
  • Big Ol’ Bomb: Magical Wave: Create a slowly expanding wave that pushes back enemies as it grows. Starting radius: 40. Finishing Radius: 360. Cost: 40%.
  • Grenade Barrage -> Astroid strike: Rain down multiple astroids at the same time hitting enemies in the marked area. Astroid Radius: 60. Target radius: 240. Cost: 50%.
  • Healing Mist -> Energetic Release: Break stun. Cost 15%.
  • Incendiary Ammo -> Slowed infusion (Upkeep): Slow your enemy for 1s (1sCD) when you hit your enemy. Cost: 15% per second.
  • Throw Wrench -> Healing Fix: Throw a magical Wrench that heals allies as it passes through. Heal yourself when it returns in your hand. Range: 1200. Cost: 15%.

Elite Capacitor Skills

  • Toss Elixir X -> Liquify: Turn yourself to liquid form becoming invulnerable for 4s. Cost: 60%.
  • Med Pack Drop -> Erupting Fonts: Create several water fonts around yourself that heal for a small around when standing in them. Duration: 6s. Number of Fonts: 5. Cost: 60%.
  • Orbital Strike: Breathe from the Skies: Call down a massive wave from the skies that knocks down enemies and damage them. Radius: 240. Cost: 60%.

Okay that has been a long post, out of ideas at utlity skills but it’s in the middle of the night here. Might edit tomorrow. Special thanks to Kratos (God of War) for the Axe ideas.

One of the Firstborn Channel of Fvux

Shrapnel

in Engineer

Posted by: The V.8759

The V.8759

I think the reason you hardly notice it is because it doesnt stack high, but is quite long in duration.
There are some ways to achieve maximum affect out of it tho. One thing quite some people dont know is that is has a chance on proccing with fire bomb. If you place a fire bomb and then start throwing grenades in the bomb, you will see the following on average:
In a 4s time:
You get 4 ticks from fire bomb, can throw a grenade barrage once, and three times other grenades. This means you hit your enemy 21 times with explosives. This means you will avg proc shrapnel 3,15 times.
Now three stacks of bleeding for all that trouble seems like nothing. However with a base duration of 12s ( 15 with firearms) it does count up. With 1200 condition damage we get:
(1200×0.06+22)×3 = 4230 extra damage.
Now do keep in mind: this extra damage does not immediatly come on top of your dps in that 4s window, but you can continue stacking it.
Conclusion, it is a good dps booster. However when it comes to PvP only reliable with grenades and not bombs.

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Engineer Traits and Healing power.

in Engineer

Posted by: The V.8759

The V.8759

I have tried working this idea. However the first main problem you missed is that, in order for MDF to work, you need a loss of health. Imagine you are full health and you blow up your gyro to heal an ally: nothing happens. You dont heal, others dont heal. Its one major flaw I pointed out multiple times here and I still cant wrap my head around it. This is the most important part that holds engineers from actually playing healer (while it still wouldnt be amazing)

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Warrior - Thief Counter?

in Warrior

Posted by: The V.8759

The V.8759

Block in stealth, stun (if they escape repeat), dps
Done

One of the Firstborn Channel of Fvux