Showing Posts For The V.8759:

Finishing downed player: Warrior's options?

in Warrior

Posted by: The V.8759

The V.8759

When its about stomping players, try using rousing resilience and pop balanced stance. For some other reason it always procs RR, wether you are stunned or not

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

After testing for 5-8 matches, there’s a fatal flaw for in build. as much as i would like this build to work, it just crumbles in the face of condi. in addition without fast hands, you can’t swap weapon sets fast enough before blowing all your CD and thus unable to rotate your skills properly and with just 1 condi cleanse, you simply dont have the sustain when fighting with necros, condi mes or any other condi class…

You are correct. A few conditions are not a problem, but having many multiple conditions on you can mean serious death. However as far as I can make up from your comment I see one flaw: This build is not ment to 1v1. It excels in teamfights. You have quite good mobility due to greatsword, which means when you are getting heavy pressure, you can easily pull out.
One other thing I always do, which helps alot, is check the matchup before the match starts. If I see that the enemy team has for example 2 necros and a revenant, I will always swap out Balanced Stance for Berserker Stance.

Next to that here is a list of conditions specs and how your chances are:

  • Condition necro: Probably one of the hardest matchups. Always focus it down with your team and ignore any 1v1’s.
  • Condition Mesmer: Less hard than you might think. These mesmers rarely run Bountiful Disillusionment, which means they do not have any stability. Next to that their conditions come mostly in burst and not sustain. This is easier to survive. Time your stuns right and you will be fine.
  • Condition Thief: Annoying but very survivable. This is practicly the same as condi thief. You have to focus your stun on the right time on them en pressure them, forcing them to disengage.
  • Condition engineer: Hard, condition engineers apply multiple different boons. This means that you can’t easily cleanse them all at the same time. I would personally not engage them in a 1v1, but they are not that dangerous they should immediatly be focussed in teamfights.
  • Condition revenant: Hard but very doable. With the nerf of their shield 5 it became much easier to kill them. Key things here are to keep your sustain up good and position yourself out of their AoE conditions.

I hope this helped for your

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Test of Faith & Teleporting [bug?]

in Guardian

Posted by: The V.8759

The V.8759

Hey!

I am here quickly jumping in to the guardian forums to ask around a bit about the effects of teleporting out of a Test of Faith. Currently this will hit you whenever you try that. I can understand it that shadowsteps get hit by the trap since they make you physically move from one place to another.
However teleports, there is no movement involved in that, thats the whole point of teleports.

So the next questions arise:

  • Is this a bug or intented?
  • Do you think this is fair?

Please note the following! This is not a complaint thread, more of an investegation. I do know how to dodge etc, so don’t start about that.

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

What about defender runes+shield (I saw that build floating around forums and was pretty decent).

Disclaimer: I abandoned warrior a while ago so probably a stupid comment

Rune of the defender is an amazing rune, I gotta admit. Howrver I feel like I cant give up on trooper runes, due to all the conditions flying around

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

Why are you trying to play a controll, dps class as a healer tho?
The build is just pathetic imo.

Because its a great combination. With this build you actually contribute something in teamfights. You can sustain yourself and help allies while being able to defeat enemies. If furfilling multiple roles wasnt effective, why would celestial have been so effective?

Going full dps will get yourself killed in seconds in teamfights. I accept it if People dont like the build, but bring some valid arguements.

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King of Fires

in Warrior

Posted by: The V.8759

The V.8759

Ye it’s really cool! It’s a unique mechanic which is effective

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

How well would this build do in 1v1s you would say? (trying to contest or dueling rooms)

The original build does fairly well, but definetly isn’t the best. Some of the basics of PvP is that when you are contesting a point, you have to be sure to eliminate the enemy quickly. It’s a waste of time to fights over a long course on a contested point. This gives me the conclusion that if you are fighting against a squishy character, like a thief, you can definetly go contest it. However if there is a tanky druid for example, you can win it after a some time, but it takes too much time in my opinion.

So in short: This build does can kill most enemies in 1v1, however mainly squishy enemies are easy.

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

Thanks for the feedback all! Quoting multiple posts annoying and takes long, so I’ll just do it like this:

  • @Yamato.8932: I honestly didn’t think about PvE. I think those stats could indeed )

Coming back for another question: weapon-wise, do you think there are any alternatives out there?

I certainly have nothing against the functionality of GS. I agree that it’s probably the best choice for the build. I just find the playstyle really boring! Would hammer perhaps be a suitable alternative, or even mace/axe MH?

Or should I just go to bed?
I should probably go to bed.

I don’t think using axe in both sets in main hand is useful. However I see 2 viable options:

  1. Axe / Axe or Warhorn + Mace / Shield (Here your mace shield will be defensive + lotta CC)
  2. Sword/axe + Axe/shield

I think the seconds option is best. Offhand axe is in a descent spot now after the update and you can use the fury in the build alot that it offers. You still do not lose mobility because of sword 2 and have a burst skill on sword 3.

I do not think that hammer is viable, however you gotta test that to be sure. Hammer is a slow weapon which doesn’t really work with this build. Next to that it’s berserker burst skill is increadibly weak.
However I don’t like playing hammer so this is all theory. I suggest you just try it

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

Thanks for the feedback all! Quoting multiple posts annoying and takes long, so I’ll just do it like this:

  • @KaiserReg.7039: Thank you for the compliment, I am flattered
  • @Yamato.8932: I honestly didn’t think about PvE. I think those stats could indeed work.
  • @BurrTheKing.8571: I have tried running outrage, however when looking at your role in PvP I felt stomping was too hard when waiting on the cooldown for stab on berserker mode. Also indeed your healing takes a whole seconds making you vulnerable to interrupt. I think it comes down to preference.
    For sigil, I think intellegence would indeed be good. However I prefer overall crit chance to burst crit chance. This way it doesn’t matter if you land your first 3 hits after weapon swap or not.
    Banner would indeed be good, but the cooldown is such a pain and you leave out a great option to interrupt and get heal/toughness from Resilience.
  • @eksn.7264: Thank you for the feedback. I prefer trooper to boost your toughness and vit a little bit, but more importantly more condi removal. Very heavy condi spam even with this rune a solid counter to the build. leaving it out would be a death sentence against condi pressure.
    As for sigils, indeed hydromancy is a good option. I will try it. For the intelligence sigil, see above. As for doom, impact and paralysation, I think they are all options. However I feel like the might I get is of great importance to boost myself a bit. I do not feel like giving up on that.
  • @Lansel.4370: Thank you! What you are saying is indeed correct. 10 stacks of might already give 100 extra healing on shouts. Not bad at all. However to be fair, I am currently investegating that trait, as it kinda seems to be broken :S
  • @raven.9870: Looks like a solid build ^^

Edit: They sneak fixed healing power on might last night. It’s not in patch notes, but it’s working again

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(edited by The V.8759)

Inspiring Precense [Bugged]

in Bugs: Game, Forum, Website

Posted by: The V.8759

The V.8759

Just a small report:

Inspiring Presence: Might applied by you also grants healing power.

It does not work. Healing Power Attribute does show green like there is a bonus to it, but nothing added. No extra healing on skills shown, combat log also doesn’t show an increase of healing when I have more might.

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The New Shout-Warrior [Build]

in Warrior

Posted by: The V.8759

The V.8759

It has been a few hours since the patch. I have started theorycrafting a few days ago, and after testing I came to the following build:
http://gw2skills.net/editor/?vJAQNAR3en8cAdegVeAmhAElilrA7d0maftIBgrWqL5Ck1KBA-T5ABwAVuIAAeCAV3fAA

Note: The Amulet is Mender’s. It is not available on the build editor yet.

This build gives huge ammount of healing aswell as some pretty good damage!

You will be able to support your team, stay in the battle with good heals and execute some good damage on your enemies with heavy CC.

How does this build work?

It’s actually pretty easy and straight forward. One very cool mechanic of this build, as seen in more builds, is that it has very good synergy with Rousing Resilience. You can use Headbutt to fill your adrenaline bar and immediatly go in berserk mode, to benefit from 3K healing, 1k toughness and additionally due to Armored Attack 100 extra power.
Do not use “To The Limit!” too soon. It heals for a heavy 12K, and you do not want to waste that.

Some alternatives

First of all, your third utility slot is a free pick. I personally like the stability + stunbreak, but if you find something more useful like Berserker Stance, pick it
Next to that, I can understand that you prefer Defy Pain. I found this trait to be unneeded in this build, but if you want to play safe it’s a good choice.
If you are very confident in surviving with this build, you can take Blood Reaction in this build instead of Dead Or Alive.

Hope you enjoy it, if you don’t, feedback is still welcome

Greetings, Fvux.

Edit: This build is made for PvP

Edit #2: I just noticed a very beneficial bug: Balanced stance will always proc Rousing Resilience!

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(edited by The V.8759)

Bulwark gyro wvw fix

in Engineer

Posted by: The V.8759

The V.8759

Problem then is PvP. In teamfights it dies quick ye, but in 1v1 fights it doesn’t. Since they are reversing the split in game modes…This is gonna be a tough one. I personally can’t think of a solution that works for both.

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Hope for gadgeteer

in Engineer

Posted by: The V.8759

The V.8759

Heres what they should do in my opinion:

Gadgeteer trait: Gadgets have 20% lower cooldown. Whenever you use a gadget, gain “Gadgeteer effect” (10s): The next gadget skill you use will be 50% faster recharged.

This would really incentivise running multiple gadgets. To make it even more appealing: Toolbelt skills from gadgets are classified as gadgets, just like throw elixir skills.

And finally, a small makeover to each gadget:

  • AED: Increase duration to 8 seconds standard.
  • Static Shock: Cast time lowered to 1/2s.
  • Rocket Boots: When using, evade and get stability while until landing to prevent being CC’d out of the sky.
  • Rocket Kick: Already good enough.
  • Utility Goggles: Pulses fury every seconds for 12 seconds. Also grant a flat 15% crit chance bonus.
  • Analyze: Increase vulnerability duration to 12 seconds.
  • Personal Battering Ram: Hit up to 3 targets in a cone in front of you (Still 180 range).
  • Launch PBR: pierces!!! (For kitten sake why isnt this already)
  • Throw Mine: Increase proximity radius to 240. Removes 2 boons.
  • Mine Field: Make the mines in a less random formation. Explosion radius to 240.
    All mines should benefit from explosion traits.
  • Slick Shoes: Already good enough.
  • SuperSpeed: Already good enough.

There you go. Thats how I would buff it.

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[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Copyrighted this idea. Contact me through ingame message system if you want to use some of these ideas :P

ROFLMAO, great way to quality yourself for not being taken serious anymore longer in threads like these, with such counter productive lines lol
Do you seriously believe, that anyone at Anet will ever contact you just to ask you if they may use your ideas in a kind if 1:1 way ??? lol xD

It’s a joke dude…it’s a joke.
http://i.imgur.com/Nj1LxAr.jpg

One of the Firstborn Channel of Fvux

(edited by The V.8759)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

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.

Copyrighted this idea. Contact me through ingame message system if you want to use some of these ideas :P (Due to missing sense of humor from another poster, let me explain this is just a joke)

Greetings, Fvux.

One of the Firstborn Channel of Fvux

(edited by The V.8759)

Superspeed used to be an engi thing

in Engineer

Posted by: The V.8759

The V.8759

Hey fellow engineers,

I am going to jump right in. When the game came out superspeed used to be a unique thing to engineers. The only source was slick shoes toolbelt and Kit Refinement with toolkit. I felt special, the only class who can access it.

Later ranger got it too with Zephyrs Speed. I’m okay with that. However with the changes to classes last july more people got superspeed. With the come of elite specialisations, there are only 2 classes who don’t have access to superspeed: Warrior and necro (Thief and DH through trapper rune, altho thief won’t use it).

Now what defines an engineer then? I know: Kits probably. But nothing that specially contributes to a fight in terms of a buff. What ArenaNet thinks defines an engineer in these terms are great access to fields and finishers. However they failed to make these feel special to us: Our “dodge = blast finisher” has a crazy cooldown and the healing on blasting in a field is not even worth it when investing in healing power.

Now what do I suggest:

  • Fix those traits. Remove the cooldown on thermobaric detonation (Or 2s CD) and remove cooldown on bomb on evade completely.
  • Give more access to ethreal field. Only access is through Kit Refinement on mortar. Not reliable as a field (Could be done by making elite spec “Technomancer”)
  • Give access to a dark field. We have a huge whirl finisher that currently is useless. Maybe whirling in a dark field (steals health) could become more useful ==> Glue bomb/shot? It would fit well in bomb kit at the least.

What do you think?

Greetings, Fvux.

One of the Firstborn Channel of Fvux

Daredevil S/D Burst Build PvP [Guide]

in Thief

Posted by: The V.8759

The V.8759

Using something like this, but with D/P at the moment. It’s a very good build.

You said something about lacking damage. Perhaps switch the runes up? Rune of Rage is definitely not the most optimal setup imo. Scholar would probably do better.

D/P gives more burst, simple as it is, however you are spending large time in stealth, which I see as a negative.

When it comes to runes, I did not do the maths. I personally just like Rage. As I mentioned in my first post, it can indeed be replaced. Scholar is hard when you play with sword, but with dagger its an option.

One of the Firstborn Channel of Fvux

Survey: Who wants 2h Battle Axes?

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

would be nice yes.

A whip would also be loved, with a whip I can finally enslave the Asura.

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Daredevil S/D Burst Build PvP [Guide]

in Thief

Posted by: The V.8759

The V.8759

I’ve been running (almost)this build since HoT and im ruby now. Burst is nowhere close to the D/P but I like the survavibility.
Since you are not doing dmg when you are dead …..
My differences:
Impairing Daggers -> Bandits defence – its an awesome low cd stun breaker.
Rune of Rage -> Runes of the Pack – personal choice
Thrill of crime -> Flanking strikes – better burst potencial.

It indeed is lower burst than D/P, and the survivability is why I chose to make this I also like bandit’s defense, however that will make it much harder to land my first flurry and lower my brust by about 5K damage. However indeed, personal preference

One of the Firstborn Channel of Fvux

Daredevil S/D Burst Build PvP [Guide]

in Thief

Posted by: The V.8759

The V.8759

Hey guys!

Lately I have created my own build and played around with it alot. In this thread I am offering you a guide through the build. It works very well for me, however it may not be a great build for you. It has it’s weaknesses and cannot be used in any PvP setup. Therefore I recommend you only playing this if you like it, when you think your allies are good enough and your enemies can be killed by you. Anyway, let’s just jump right in!

The build

To start off you can find the whole build in the editor right here. As the title suggests this build heaviliy focusses on bursting your enemies down. However the main adventage to other traditional burst builds is that this build offers more evades, CC and boon removal.

Below I will justify my trait choices

Deadly Arts
This traitline is very high of utlity aswell offering you some great offensive capabilities. This is the main reason why I chose it over Critical Strikes. It offers you higher poison uptime aswell as an extra 10% damage, all from the minors. For the major traits I take:

  • Mug: This is the best trait you can find here. Since we are not doing condition damage the other 2 traits are invaluable. Mug however offers you extra burst damage aswell as healing.
  • Panic Strike: Giving your enemy immobilize makes it easier to land your hits, meaning it will be easier to bring your enemy down to 0. Revealed training could also be an option if you manage to work in Cloak and Dagger in your rotations, however I felt it was not effective enough.
  • Executioner: 20% extra damage while your target is below 50% health is huge. This is very crucial in finishing off your enemy. I’ve heard people suggest taking improvisation. However this is uneffective since I am only using 2 different kind of utlity skills. Therefore there is only 33% chance some of my skills will recharge.

Trickery
This traitline is pretty standard in any build. The extra initiative is valuable and cannot be missed. Then again there is another damage modifier. For the major traits I take:

  • Thrill of Crime: This is the only source of fury you have next to your rune. Therefore there is basicly no other option here.
  • Bountiful Theft: Both components of this build are very important. Vigor is good for any build around, as it improves your survivability. The boon stealing is also great. Trickster could be an option if you run this build with Withdraw.
  • Sleight of Hand: Lowering the recharge of your steal to match the cooldown of Impairing Daggers is a blessing. Next to that it’s another free interrupt on your enemy.

Daredevil
The minor traits here are great. It offers you some extra healing every few seconds, but also gives you more endurance when you steal. For the major traits I take:

  • Brawler’s Tenacity: Since you are running with 4 Physical skills, the reduced cooldown is more than welcome. These skills are also part of your burst. This means you will be able to burst down your enemy more often.
  • Escapist’s Absolution: One of your very few condition removals. This is definetly a trait that cannot be missed.
  • Unhindered Combatant: This trait offers you swiftness to travel around the map faster. Next to that you can cleanse alot of movement conditions making the fight alot safer.

    Sigils and Runes

For my sigils I chose sigil of Air and Blood for the S/D. This will give you more damage aswell as more survivability. Another option would be to swap out one for sigil of Generosity if you feel like you do not have enough condition removal.
The runes on your shortbow are pretty much in an open spot. I prefer running at least Sigil of Energy to make sure I can escape a situation easier.

For my Runes I picked Rune of Rage. This will give me much more Fury uptime which is highly required. The ferocity it gives me aswell as the 5% damage bonus are very good aswell. Other options here would be Rune of the Pack or Runes of the Eagle.

A few combo’s/tips

  1. Impairing Daggers -> Steal (Before ID is done casting) -> Fist Flurry -> Palm Strike. This will result in a very high burst. With this you are able to deal up to 14K damage in total within 2 seconds while your target is immobilized.
  2. If your target is low you can start using Impact Strike. While doing this you can first cast Infiltrator’s Strike to make the landing of it easier aswell as a steal after the immobilize runs out.
  3. When you are expecting an enemy to heal up you can Cloak and Dagger, move behind the target and use your stealth attack to interrupt. This can also be used on enemies who are ressing an ally.
  4. Do not spam Flanking and Larcenous Strike! This will drain your initiative and waste alot of damage potential. Rather foresee your enemies actions and use it to evade burst and/or steal boons like stability.

Effectiveness against other classes

  • Warrior: Highly effective. With this build you can evade their burst while bursting them down. Just make sure to pull off a bit when they activate their Endure Pain.
  • Guardian: Uneffective. Guards, or rather Dragonhunters will counter you. Do not engage with these in a 1v1! Your shadowstept will still act like you ‘move’ through their traps meaning that you will still be hit, and their block disable you effectiveness alot.
  • Revenant: Not very effective. Revenants are soft counters to this build. They do have adventage however it is not a lost fight. I still however recommend not fighting them solo. A small tip is to never start a fight with stealing them. Most revs run Eye for an Eye, applying taunt when you CC them. This will mess up your burst.
  • Engineer: Effective. Altho these fights are not very easy, most of them can be won rather fast. Scrappers are highly predictable, so if you time your burst right, you got them.
  • Thief: Highly effective. Locking a thief down is one of their greatest nightmares. it is not uncommon to bring them down from 100 to 0 in a matter of seconds.
  • Ranger: Hard but not uneffective. In these fights their beasts are you main enemy aswell as their CC. Try to burst quick and disengage again. The effect of surprise is your greatest ally in these fights.
  • Mesmer: Effective. Chronomancers and mesmer can’t handle very sudden quick bursts. They have overall good defensive options, but when you find a small gap to CC/burst them, they are all yours.
  • Necromancers: Highly effective. This seems like a weird one, however I have found that necro’s and reapers are one of the easiest to beat. This is most likely since you can jump in and out of the fight alot with quick bursts. Just don’t stand too close when they go in Shroud.
  • Elementalists: Effective. Altho it might take you a little bit longer, they are not hard to beat. Your boon removal is of great use here. The trick is to get them to about 75% health and then burst them. In alot of cases this will kill them or at least give you the oppurtunity to sustain them to death. One quick tip is to not start a fight with Impairing Daggers as they will often have Diamond Skin. Bring their health down first and then use it.

This was basicly my build. If you have any questions about the builds I would be glad to hear them. Please note again that I am not claiming this is the best build around, but I have noticed it can be rather effective when used in the right composition.
Have fun guys!

Greetings, Fvux.

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Daily reminder, things Thief has wrong

in Thief

Posted by: The V.8759

The V.8759

Just give me stability, teamfights right now are extremely hard, even more whrn theres DH.
One more thing I’dd like to see is a change to shadowstep. Now when i shadowstep out og a field like static field it will still stun me. I know its not a teleport, bit cmon…we dont have stab, how else are we supposed to get out of a dragons maw?
[style size=“15px”] yoo [/style]

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(edited by The V.8759)

Shredder Gyro? THUMPER GYRO!

in Engineer

Posted by: The V.8759

The V.8759

I personally really like the suggestion. However from the other side idd like to see a generap buff to whirp finishers. I think they should rather make whirl finishers more usefup in general. After that add some shredder positioning.

Thanks for the laugh with the picture

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I knew tool tip cast times were wrong, but...

in Engineer

Posted by: The V.8759

The V.8759

You are correct Ziggy, the tooltips are very deceiving . One thing I’dd like to point out is that there is an important differnce between cast and aftrrcast: interrupting doesnt interrupt te attack if hit in aftercast.

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The Hybrid [Berserker PvP Build]

in Warrior

Posted by: The V.8759

The V.8759

Okay hey all! Sorry for the late response, I’ve been very busy so couldn’t get online.

For the questions and suggestions:

  • Are you generating enough adrenaline, to enter Berserker mode as you need? What’s your opinion on “Furious” rather than “Burst Precision”?

For the first part of the question my answer is easy. I do feel like I generate enough adrenaline. One mistake I see warriors do alot is that the activate Signet of Rage too soon, even pre-combat to get swiftness. I never do this. In teamfights I am mostly already receiving might, fury and swiftness so I don’t always activate it. It really helps filling up the adrenaline when you start a fight.
About the traits, I tried Furious. However in my opinion it feels too weak to not hit your gunflame. I think both are viable options, I just like playing with Burst Precision more.

  • Have you considered using the Rune of the Sunless? Fear works nicely with a rifle, to push opponents away and possibly kill shot them in the process. Your current choice of runes is very strong though, so I’m not sure whether it’d be worth it.

I did not even think of this rune tbh. I think it could work well, but losing that burn uptime means losing quite some dps. I think it is good if you have a very offensive enemy team and little support in your team.

So a good combo for sword is int sigil with hydromancy. Hydro will either hit them with chill on swap so you can gap open for an escape, or you can move into melee and swap into sword, hitting them with the hydro proc followed by a Final Thrust which is easier to land thanks to the chill locking the target down. Sigil of Intillegence will ensure that both the hydro and the Final Thrust crit, which makes that quick turn around burst come out of nowhere and really hurt.

Alternativly you could put a sigil of Agility in place of hydro. That’ll give you that 1s of quickness to either leap away, or speed up the channel of an instant Final Thrust. Int sigil again to ensure that burst hits its hardest.

I am definetly going to try hyrdomancy. It indeed seems like a very legit choice because of the reasons you mentioned.
About intelligence I’m not very certain of it. You can already have up to 75% crit chance easily with this so I don’t really feel like I need it just for that one skill.
As mentioned above sigil of Agility will only shorten you leap. It could indeed make the landing of your sword 3 easier, but I think there are better choices.

You know, as nice as Flame Legion rune is, berserker is a superior rune. You’re losing 1s of your burn ticks, but you’re getting more condi damage, and the flat +5% bonus to all condi’s, and power too.

Assuming the 6th effect is working, I’d heard it wasn’t post release.

The bonusses you get from Rune of Berserker will not be stronger in this build than with Flame Legion runes (If my calculations are correct). However when you play with Vipers it is stronger due to the condi duration you get. However I felt like I lacked some precision with that.

Thanks for all the reactions!

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The Hybrid [Berserker PvP Build]

in Warrior

Posted by: The V.8759

The V.8759

Thank you for your feedback Elegie!

I chose Dead or Alive since I basicly saved my kitten several times. As I said in the original post it can be swapped to preference. I just feel like I can use the survivability to have room for mistakes. However if I manage to get better at it, Heat the Soul would be a better choice.

I originally played this build indeed with sigil of energy, however I did find it to be a bit unneeded since I already have the signet for endurance regen. Next to that it is the only poison application in this build. Poison is for me an invaluable condition and I can rotate around that.

However I think this build leaves lotta options to preference. I think it would work very well with your options

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my favorite class in every MMO.

in Warrior

Posted by: The V.8759

The V.8759

I aggree that you point out some skills, like physical and healing skills, that are heavily undertuned. However I do not aggree on the berserker spec. It opened many heavy condition specs and hybrid specs. However the only reason why berserker doesn’t work well is because it’s core traits etc dont have very good synergy and it’s defenses are just too low against the other elite specs.

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The Hybrid [Berserker PvP Build]

in Warrior

Posted by: The V.8759

The V.8759

Hey guys!

To start off I am just going to say that I am normally not a warrior player. However lately I started playing it more. This is because warrior currently is weak in the Meta and I really like to have a challenge: finding an effective build. I tried many builds I found on the forums, there are some great ones in there! However I also started experimenting myself and came to the idea of making the following hybrid Berserker:
http://gw2skills.net/editor/?vJAQNAU8fjMdQhH24BWhAnIWmCsjjQAo1p01qd9g3Tbst2C-TJRHABfs/A4lBI7JAAwFBAA

As of many warrior builds, this build’s defense heavily relies on cooldowns. By these means you will be most effective in team fights.
There are traits to swap around with. Mainly in the Berserker trait line, the only mandatory trait is King of Fires. The other ones can be swapped around to your likes.

Your sword is your main weapon for sustained damage. Dealing about 1K raw dps on auto and same for bleeds. It’s executioner ability is a good way to burst whenever your enemy is low and Berserker mode is on cooldown.
You do need to position very well as you will likely become a target for the enemies. Taking distance and landing Rifle Butt becomes very important.

However as I said before I am not too experienced on warrior. I feel like this build has great potential (Currently on a 62% win ratio) however I am staring myself blind on how to improve it. What is your opinion on this build and where could improvements be?

Thanks in advance, Fvux!

One of the Firstborn Channel of Fvux

(edited by The V.8759)

condi Grenades and bombs [PVP, wvw ]

in Engineer

Posted by: The V.8759

The V.8759

In my opinion it is not the kit itself that lacks, but rather the exploves line that lacks alot.
Imagine, you want to make a build for WvW/PvP purposes. This will mean that you have to spec into explosives in order to make your bombs explode faster. Now you are forced to choose from the adept and grandmaster traits. Shrapnel is basicly just kind of weak on bombs and ofcourse no1 uses Thermobaric Detonation. This forces you into Siege rounds while you might not even be interested in using Mortar Kit.
Then there are adept traits. First one to scrap off the list is Explosive Descent. Just plain useless. Then there is Grenadier. Not using nades in a bomb build, scrap it off. What remains is Glass Cannon. Another completely useless trait since in these game modes you will barely remain above 90% health.

To make a long story short: If you want to build around one or both of these kits you are way too restricted to one trait line, which doesn’t even have good other options for you.

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Growing Prestige on Dragon rank [Sugg]

in PvP

Posted by: The V.8759

The V.8759

Division are not lifetime. After the seasons end, there is nothing in game where you can see other’s division.
What I am talking about is just a rank change, where you can progress further than 80 (Doesnt have to be in numbers). This would not have influence on the MMR etc at all.

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New Level 80 - Best Approach to Better Gear?

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

If you need berserkers armor (Which is most common) you can buy it of exotic quality after the temple of Grenth is cleared in Orr. It costs 44K karma for each piece I think.

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Looking for regular PvP guild

in PvP

Posted by: The V.8759

The V.8759

You should post in the Community corner, in subgroup ‘looking for…’

Greetings, Fvux

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Growing Prestige on Dragon rank [Sugg]

in PvP

Posted by: The V.8759

The V.8759

Hey guys!

There has lately been a hell lot of discussion about balance and leagues on the forums. However I wanted to throw in another suggestion in here.

Personally I’ve been rank 80 now for a long time. Progressing in it gives me those 5 sacks of loot, but nothing else.
I wish you could progress further into ranks. I know, this doesn’t show neccesarily how good you are, since game losses also reward PvP xp. However I do like ‘showing’ off, or rather just see how much PvP I’ve played.

What do you guys think? It is rather a ‘gizmo’ thing than something very important, but it seems nice to me

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Nerf OP classes, or buff weak classes?

in PvP

Posted by: The V.8759

The V.8759

As i have said in many more threads this is my opinion on how to balance the current meta:

Classes can multitask too much at the moment. It is unbelievable how many surviability herald, scrapper and reaper has for example, but also how much CC, damage and support a bunker mesmer, druid or ele can put out. So here is my solution:

  • Heavy damage builds : Nerf their survivability. Don’t get me wrong, sure revenant in vipers can have a blocking/healing on shield etc. But it is combined with huge resistance uptime, alot of other boons etc making it unbalanced. Playing Soldiers currently gives almost same survivability as marauders. There should be more risk to squishy amulets!
  • Bunker builds : I am fine with pushing out huge healing, however they should either have less other group support (alacrity/boons etc) or less damage/CC (ranger pets/Dazes). Look at the old Tank Guardian MetaBuild. It has very good tanking, but its the only thing it can do.
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Why gain and loose max 3 pips?

in PvP

Posted by: The V.8759

The V.8759

I personally like the idea of not losing pips if the match is close. There is however one big probem. Let me explain:

Leagues are designed to have a win-lose ratio of 50%. From a mechanical view this is very logical, otherwise the ‘average’ player would be able to reach diamond. This is why you can stumble upon full premades. The game wants you to lose this match, however if you win, you get rewarded more and they get punished more.
Now back to the ‘Close game = no pips’ suggestion, this would mean that the winning team also should not get any Pips right? Otherwise 5 persons progress while other 5 dont move at all. Balance says that it basicly should be 0 when counted together (-2+2=0 for example). The exception here ofcourse are tier protection, but thats lost after sapphire.

Now again, let me make clear that I would like to see a change like this, giving more incentive to make a close match when losing. However I am pointing out that in order to implement this, some very deep roots have to be regrown in another direction (Ghehe it’s all about roots in HoT).

Greetings, Fvux.

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PVP pistol pistol

in Engineer

Posted by: The V.8759

The V.8759

hey PierPiero!

I have personally been running this:
http://gw2skills.net/editor/?vdAQJAqancoCtoidpCWXBEqilJjiOur7+GM6uOiPzBEAA-TJRGABAcCAof/hxLDU8DAAA

I normally can kill most enemies with this build. However for high lever competetive play I wouldn’t recommend pistols at all.

I am using Blast Gyro for good escape opppurtunities or to CC an enemy to make him helpless while the conditions tick. Overall you will be squishy, however you regen alot of health since you get alot of super speed.

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imo worst meta we ever had

in PvP

Posted by: The V.8759

The V.8759

I support this post.

There is no more balancing builds. When you used to play marauder you had big risk. Therefore you took soldiers. Nowadays that’s eliminated. Going dragonhunter marauder? Pfff problem, you got heave CC, burst, blocks and stability anyway!
Wanna go marauder engi? Np, you got huge defense and offense at the same time with great health regen!

seriously…Where is this balance patch!

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Malyx&Herald are fine, Shiro...I think not.

in Revenant

Posted by: The V.8759

The V.8759

I actually aggree with op. Shiro legend is the dps legend. Dps should brinore risk, like malyx. I am also very negative aboit the damage of enchanted daggers. There is waay too much damage on here.

I would say tone down shiro a bit and buff ventari and jalis

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WHAT THE HECK ANET

in PvP

Posted by: The V.8759

The V.8759

Don’t rage, you are scaring them. It must feel for them to jump in a pack of hungry wolves.
Just kidding, give us balance!

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Visual Noise

in PvP

Posted by: The V.8759

The V.8759

ANet Dev 1: “Hey you know those 2 auras that players really need to see if their enemy has them? The one that stuns when you hit them and the one that reflects your projectiles? Let’s make them almost impossible to see.”

ANet Dev 2: “Fricking Genius!”

so much this

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Medkit analysis and suggestions

in Engineer

Posted by: The V.8759

The V.8759

Bumping…Really needs to change. I badly want to play healer on my engi

One of the Firstborn Channel of Fvux

PvP League Season One Start Time

in PvP

Posted by: The V.8759

The V.8759

Good to hear you are making sure everything is working thank you for that.

However I am going to be ‘one of those annoying ones’ too. I really praise you are also releasing a balance patch with it. I have been training with friends in PvP as a team really hard and we really plan to get competetive. However we are all losing our nerves due to unbalance in PvP atm. It’s really discouraging atm.

Anyway enough sadness, yay!

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Looking for Scrapper Bunker build SPvP

in Engineer

Posted by: The V.8759

The V.8759

As a tank I would really recommend the following:
Bulwars Gyro for reduced damage and reflect.
Blast Gyro for point decap, superspeed regen and stunbreak

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Why can't our scrapper...

in Engineer

Posted by: The V.8759

The V.8759

Because then DnT would make a spread sheet to show that using the engineer boxes into a damage rotation in an ideal situation out damages everything else by far.

All other classes will end up as peusdoneers and have to work in the weapon swap boxs into their damage rotation. This will become the meta and no one will question it. Just follow blindly.

^sad but true
/15chars

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Scrapper. Hammer 3 - Bug or Intended?

in Engineer

Posted by: The V.8759

The V.8759

Ahh. Thank you. So not a reliable blue circle evade for vale guardian.. God kitten it.

It is indeed unreliable for that, however the skill can be blocked. Use your skill 4 for that

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Power pve scrapper

in Engineer

Posted by: The V.8759

The V.8759

The only aspect of scrapper that’s worth anything in PvE is traits, mass momentum and perfectly weighted in particular. Everything else is flat out worse than the same old pistol/pistol condi build.

Gotta agree with ya.

I’m sorry, but when my rifle is hitting anywhere between 2650 and 4800+ without might
and my hammer at best hits for 1000-1382, it’s pretty cut and dry right there.

Scrapper was built for pvp and nothing else.

Okay first of all as noted by Ziggs above me, hammer has a stronger AA than rifle. This is just a fact.

Next to that you could say jump shot and blunderbuss make up for this difference. This is untrue. Hammer can make up to this with Thunderclap. You might think “But it only hits about 4k!”. Note that this keeps ticking while you attack with other skills, immensely increasing your dps.

Hammer also offers much more utility. For example of the Vale guardian: The blue teleport rings turn up. You use your skill 4 on hammer. The attack will be blocked, so you don’t waste time dodging, while keeping up damage with the skill.

Greetings, V

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Please fix blast gyro damage :(

in Engineer

Posted by: The V.8759

The V.8759

If the gyro does not inherit our stats, the crit chance is terrible, (4% like every minion)

I have been testing this while I was waiting for matches for the last 2 weeks. I have currently thrown out 312 blast gyro’s, of which 60 were crits. This would roughly be 20% crit chance. I know it’s not a very high number, but it ceratinly is higher than 4%. (I am sure there were no buffs like AoE fury or banners etc.)

Condi engi couldn’t really use this gyro anyway

You are mistaking here. This hard CC is really really strong in condition builds even tho it doesn’t apply condition. his blowout will result in about 2seconds the enemy can’t do anything. This means my conditions can tick for 2 seconds freely. If this happens just after I unleashed condition burst, it will easily result in 8K damage exclusing the Gyro damage.

add 3 stacks of burning for 5 seconds on this gyro

Eventho this seems very appealing, it would be way too strong. It has a 20 seconds cooldown, can be thrown in every direction, huge blowout, player stats and burning, that is huge. They would have to increase the cooldown to justify it’s effects. I’dd personally see the 20s cooldown without burning then.

I am not trying to completely dismantle your suggestions, however I just want to show it does have use right now and that your changes also will have bad sides.
keep up the good threads and helping other engi’s, I remember you helping me about 2 years ago

Greetings, V

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Scrapper. Hammer 3 - Bug or Intended?

in Engineer

Posted by: The V.8759

The V.8759

It evades every time you are in the air. This means it has 3 small evade framesthat last for a total of about 1s

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balance patch on 1 dec 2015

in PvP

Posted by: The V.8759

The V.8759

Balance patch is really needed…The whole PvP balance atm is about extremes making it really boring and dull. Let me explain this:

Before HoT there were balanced builds needed. You needed to add in vitality, toughness, survivability things in order to function well. take Soldiers Engi for example. However if you went marauders, you had a bigger risk.

Right now everything is revolving around extremes. People getting the highest damage out easily, highest condi dmg or best tank/healing. And why? Simply because it became too easy.

Rev is unbalanced as hell. Jalis and Ventari are utterly useless, while Shiro being amazing together with Glint. The heal skill is completely crazy on shiro adding so much damage, huge mobility and a good stunbreak. I feel only Malyx is balanced since it does have certain risk to it.
Dragonhunter can just push out huge DPS while forcing the enemy away from it’s traps. Too less risk!
Even as a main engineer I am kind of sickened by the scrapper. Giving him so much passive defense making it the easiest bruiser to play.

I feel like only Daredevil, and maybe chrono are in a good place balancewise (Berserker is way below it, don’t worry warrior buds, I don’t call you OP).

Anyway thats just my perspective :<

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Scrapper Major Adept Traits need Improvement

in Engineer

Posted by: The V.8759

The V.8759

Hmm, allow me to throw in my suggestion:

Swap Expert Examination with Stabilisation core. Stabilisation core gives to all gyros.
It now can compete against the might on stab and the huge regen.

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Power pve scrapper

in Engineer

Posted by: The V.8759

The V.8759

Scrapper is very strong. I mostly play condition in raids indeed, but whenever we have enough condition players I just go power scrapper. It is very viable. Also slick shoes can come in very handy against break bars.
Power scrapper can also fill in the role as a tank very very well. Just trait in for some personal healing on super speed and you should be fine.

One of the Firstborn Channel of Fvux