Yup that too. MDF will become worth it when:
- increased radius
- heals allies for the ammount you should have healed (it would still work when at 100% health)
- trigger off Backpack regen
Also SD should indeed be buffed radius too, and IMO also better hp scaling (about 0,5 at least)
Change them into pulsing pylons with AoE area. For example throw bandage becomes Throw bandage pylon. Throw it in an area and first it pulses 50% of the current healing, then 50% of it current regen, and then again. This would give the Med Kit an actual group support role instead of jus one target. If ArenaNet want that active healing that bad (walking over it) they should make the pylons activate by walking over it
I see patch notes say its fixed. Is it now?
And since we have a red post here about it: are you planning a rework on it for actual support on 2~5 for multiple allies?:)
Few small things should at least be made baseline:
- FT1: Let damage rise up, ticking more on 9th hit than 1st hit. This would rewards players to complete AA more.
- FT2: count as explosion.
- FT3: change back to extending actually 2s, instead of one extra stack when it has burning. If not, at least fix tooltip (it currently looks like it always applies burning)
- FT4: increase raw damage.
- FT5: Maybe add burning removal.
Note that the fire field from bombs lasts only 3s. If you want to stack might:
Pre fire:placebig HT ol bomb
Swap bomb kit to FT : napalm on BOB
Detonate HT + fire blast
Orbital
Shield 4
Thumper toolbelt
Acid bomb
Another flame blastThese are 21 stacks. If you run HGH it is 23 and cast EG toolbelt and 5 for 25.
Now you have to sit out of combat a few seconds while your group runs into the fight so you can fix your utilities.
12-15 should be sufficient I think. You’re not the only one with blast finishers or group might stacking ability. At the very least when the fire field pops everyone should use their blast finishers to help. Guards should be using Empower before fights if your group cares that much.
We were talking about pre stacking, and swapping skills bacm can be done while running to the boss. Next to that, I was showing an efficiënt way of solo pre stacking. Ofcourse others should help.
And I curse empower. Its empower is low duration and can overwrite longer might, so it bad. Its even worse when guards use it while fighting because of the channel time you have 0 dmg output. Engineer blasts in combat do descent damage, such as acid bomb and fire blast.
Note that the fire field from bombs lasts only 3s. If you want to stack might:
Pre fire:placebig HT ol bomb
Swap bomb kit to FT : napalm on BOB
Detonate HT + fire blast
Orbital
Shield 4
Thumper toolbelt
Acid bomb
Another flame blast
These are 21 stacks. If you run HGH it is 23 and cast EG toolbelt and 5 for 25.
To my understanding MDF only works with your heal skill, not any healing you apply. That pretty much kicks it back to the curb if true.
It works with all heals, even backpack regenerator.
The problem is, you get healed for 0 when on full health, and the trait is only checking for what you have healed yourself. Hence you spread 0 of your ticking heals most of the time.To make this trait worthwhile, they shouldn’t check for how much we did heal ourselves, but for how much we could have healed ourselves (after taking poison / monk runes / similar stuff into consideration). Then we would actually spread 20% of all our heals, and that is quite a lot.
Through my experience and combat logs Backpack Regenerator does not work with it.
did some quick testing on medical dispersion field
doesnt work with cleansing burst, but does proc from healing turret (the first self heal)
the pulse heals like super elixir and elixir shell proc MDF do not work if you are at full health. the engi has to be low on hp to get the heal.
I think blast heals are the same way, only proc’ing MDF if hp can be restored to the engi, no proc if blasting water at full hp. dont have time to full test this right now.
I tested AMR once with healing turret, both heals were reset but it still has the problem of needing to be hit under the 5k hp threshold to proc.
I’ve had countless of trouble with MDF. It doesnt even proc from Regen and Backpack Regenerator…
Yes please. Im lvl 80 with reward tracks done lotta times. I like playing PvP there is currently nothing to strife for for me. Oh and when you re gonna add this to PvP, please think about more reward tracks
I don’t think this trait is worthy of it’s grandmaster slot, should probably be moved down to master to replace the heal on blast one. At least that have the potential be a cornerstone of a dedicated healer build. As it stands, both MDF and Bunker down fills very similar roles, and I think bunker down does it better.
Woah bruh, I like Soothing Detonation. Could use a slight buff but giving allies might and healing them is amazing :<
Medical Dispersion Field: It is a very good change, however I noticed that this build doesn’t always bring support. For example I have a full nomad’s set. I went in SW with it and I noticed MDF procces very very rare. This was mainly because I was alot at full health, so I did not get healed, and thus MDF didnt proc. Dunno how this could be addressed but thats a niche
Urgh so MDF actually takes only the healing you really apply as base for the percentage healing instead of the maximum. That really sucks and will probably make it still not really valuable specially in cases where you are nealy always at full health.
Thats correct. Since Nomads gives me toughness and vitality I barely lost health so I healed allies less
Easily:
- Place Healing Turret
- Place Big ol’ Bomb
- Smoke Bomb
- Orbital Strike (2 blasts if traited) + DetonateHealing Turret at same time
- Acid Bomb
- Shield 4
If you train it a bit this should all fit in.
I can do that. Don’t count the orbital strike and BOB since they are precasted. You need to land : fire blast, acid bomb, shield, thumper, healing turret in 4s window.
Shoud be done easily That would mean one second per blast. Just try to place healing turret beforehand to make it easier.
Easily:
- Place Healing Turret
- Place Big ol’ Bomb
- Smoke Bomb
- Orbital Strike (2 blasts if traited) + DetonateHealing Turret at same time
- Acid Bomb
- Shield 4
If you train it a bit this should all fit in.
Medical Dispersion Field: It is a very good change, however I noticed that this build doesn’t always bring support. For example I have a full nomad’s set. I went in SW with it and I noticed MDF procces very very rare. This was mainly because I was alot at full health, so I did not get healed, and thus MDF didnt proc. Dunno how this could be addressed but thats a niche
Ughh I was so stoked about using my full medic build in SW for example… Now I cant :< I hope you fix it asap, I have faith in you!
PU is still very good, but more balanced. 100% was wayy over the top. The only problem I see is that you got used to such a long duration that you cant play with it now anymore. Get used to it as it is now
Personally, I’ve been feeling that it would be appropriate for the engineer to get asura magitech at some stage for a while. Lorewise, the engineer has been defined as having less direct access to magic than other professions – however, in the long run, I think it would be reasonable to have an elite specialisation that uses magitech alongside the range of engineer specs that don’t. It may have started as a way for charr to get out of using magic, but we do see Inquest rocking engineer stuff regularly, and they can’t all be in the profession purely because they have no ability to wield magic.
As you said, engineer are having a hard time using magic directly. Thats why I suggested to make the kinetic energy pool. They drain it from their energy and use that as their source of magic instead of just catching magic"out of nothing" .
I used tempest fresh air in BW2, altho it didnt cooldown the air Overload to 0 but still 5, it was rather cool and effective
While burn guards take no skill they’re not as unhealthy for the game as d/d ele because at least they have no mobility (JI doesn’t count as real mobility, I’m talking about swiftness and non-target escapes).
It indeed takes no skill to unleash the burst, but you need skill if your target isnt down within 20s :P
Most burn guards have high cooldowns. Once you survive the burst you can force them in defense and kill them rather easily
Ele DD build is kinda unbalanced, thats a known fact. I wouldnt mind if they were able to kite that much with nice damage, but it should require more skill.
However the fact that you play a build is not a reason to hate you: you are free to play it.
Engineers have to be played very well but when you do, they are really good duelists imo. The things with engineer is that every build has their weakness so it can be countered well. So depends on what you are fighting
“Technomancer” rendered as a Staff/Consecrations Engineer Espec sounds reasonably entertaining . Would definitely get the gizmo aspect in there compared to Eles. There’s some FX already done for the watchknights you could probably repurpose. There’s a lot of flexibility tied up in their toolbelt skills thugh, so if you’re dropping that, whatever you replace it with will need to be dead-on for theme and no slouch for game-impact.
If you’re interested in digging into all the needed steps to flesh this out here’s how I formatted a complete Espec for Rangers.
The link seems very nice, thanks for sharing!
On topic a magical toolbelt skill replacing the original could also be an option, however it is hard to create and balance all the toolbelt skills as upkeep skills. Maybe do not make all of them upkeep then, but anyway I would love to see technomancy:D
I was one of those ragers/afks, i am not proud of it and i am really sorry. However here is the things that frustrate me:
1) the camera in Kyhlo and Temple, when the thing starts rotating, bumping into walls, blocking my view, it literally causes me motion sickness – if this happens in some important fights, i just alt+f4 and chill for 10 minutes.
2) The skill discrepancy – in some of the games, i am the worst player and i cannot kill anyone. Let me describe what happens, i go home, i die, i go mid, i die, i go mid, i die, i go far, i die, etc. – i spend more time being dead than actually playing the game. If this happens in a few games in a row… alt+f4
3) Stealth – getting +1 from a mesmer without even see it coming is just… frustrating.
So much access to stealth(while in combat) with relatively low cooldown and no counterplay is just wrong.4) too many cheesy builds, that are extremely unfun to play against, e.g. condi mesmer
5) too many bunkers. One of my last games that made me quit gw2 was on foefire –
after playing 7-8 minutes and i was finally downed(not dead!), i looked at the score and it was 70-80 to 70-80. The enemy team was something like 2 bunker guards, mm necro, ele and mesmer.I am still lurking the forums and hoping for something to change, because i really liked the game, but the amount of bullshlt and cheese is just mind-blowing.
1. This is the only one I aggree on, but no reason to afk. Everyone has the same problem so….
2. I suggest to stay with teammates instead of running somewhere alone. Also find people to duel so you can train:)
3. Stealth is a common mechanic, but not a huge problem. When people get out of stealth counterburst and CC them, that will teach em.
4. Easy to play yes, unfun, thats an opinion. People are free to play it and like it. And condi mesmer isnt that hard to counter.
5. Tbh I dont see that many bunkers. If you happen to find bunkers, dont waste time to solo them but rather try to outnumber them and you will kill them, pulling them out of rotation and with 4v5 temp.
Training is important. Try to play many different builds on many classes. It will let you understand their weaknesses and strength better:)
And check your bloodpressure regulary of you rage that much, just for your own safety:D
Hey guys!
I was thinking of future elite specs and I came up with the idea of a technomancer. This would open up some space for actual magic and weapons like staff, focus and scepter.
My original idea was to make a kinetic energy bar, that woud fill in combat. Either way by being hit or whatever. Your toolbelts change in upkeep skills, undependant of what utility skills you take. The role of the technomancer could be something like offensive support (would fit imo). As for utility skills you can use things like consecrations since we have a source of magic.
But thematicly, how would you feel about using actual magic? I would be fine with it, as long as we dont get straight up spellcasting but instead use the magic to creatr powerful mechanical attacks.
Do you think technomancy could fit the engineer?
you can still get under Silverwastes
and you can still get under ~90% of all PvE maps
keep on searchingfor the easter eggs:
- there is that young boy that is placed anywhere in tyria
a dev said he exists 3x i think
and atm i only know 2 of his locations and i am not sure if the last one has even been found and made public yet:
(i wonder how many people probably saw him but didnt think about it being an easter egg xD)
1x in WvW borderland jp catroom 1x at vigil keep- the Legend of Zelda Chickens in Ebonhawke
The boy on the swing that wasnt found for a long time was the on in PvP. It is located in the battle of Khylo and got found about half a year ago I think. It is very distant so it you can’t barely see it.
Edit: Here is a picture of it. In game its easier to see: https://forum-en.gw2archive.eu/forum/game/gw2/the-third-swinging-boy/first#post3996097
Engineer as class hands down for me. It has a really high skill cap, so it is a hard class to master, which I really like. Next to that the theme of engineers really suit me.
As for race I like sylvari most, just because of their curious nature and do not really know actually who they are and what created them (Yet).
Hey guys!
I have a short question about the skills (5 to 9) in elite specialisations. I’m wondering if they would be usable when you do not equip the trait line. I know you can’t use the weapons but the skills…Can I?
To clarify with an example: Will I be able to use Gyro’s when equipping Explosives/Firearms/Tools?
Hey guys!
Ive had this idea (has been here before i bet but ohwell) to create an item where you could storage potions in. I currently have about 15 inventory slots full with potions for certain dungeons for example and transform potions. Maybe through getting a collection this could become obtainable.
When clicking your alchemical storage box you open a panel with all your potions. To fill the box you simply drag in the potion
I think something like this is highly needed, maybe also for foods.
How do you feel about this?
As an engineer main and mostly in PvP I do actually aggree on you when it comes to the toolbelt skill. I think 4s reveal + at least 40s cd would be good.
When it comes to the gyro…well other have said it, but it does have fair counter;)
The only reason people bring in warriors in dungeons are:
- It is relatively very easy to play it compared to some other classes.
- Banners and extra power from trait.
- easy might stacking.
When it comes to damage, warrior aint even that good. Ele, thief and engi top warrior. Necromancer can be very close to warr just like ranger (if pet aint dead lol).
First of all, the runes you are using in this build are not available in pvp
Next to that, I honestly dont think condition FT purely isnt that good in PvP. Yes it has nice burning burst, but once cleansed you cant put too much pressure on the enemy.
I think marauder fits this kind of play better, but for PvE it would sure do the job I think
And dont forget, personal preference is really important. For example the Soldier Meta build in PvP on engi doesnt suit me so I dont play it that well, whilst some other build I play well cause I like em
My personal proposed changes:
- healing turret: decrease initial healing, increase overcharge healing (promoting turret upkeep). Increase cooldown to 24s while picking up makes it 18s (still 25% decrease).
- elixir H: thrown elixir H, add 1s of resistance (100%).
- AED: increase healing power scaling alot (1.5, for real tanking purposes). Static shock stun increased to 2s, its really hard to land anyway.
- Med Kit: healing skill on toolbelt seems fair as long med kit gets a rework, giving it AoE abilities for example.
- Medic gyro: dont know yet, but seems like it at least needs better options to keep it up.
As you can see these propesed changes are to make every heal skill fit a different kind of build (bunkering, dps etc).
Edit: almost forgot but gadgeteer needs rework too to make AED effective
This is very bad. :P This is just straight out huge nerf to HT for no reason. HT is like it is for a long time and you don;t see engies dominating anything at all.
You don’t take good skill to garbage levels just to have more garbage to choose from.
You take garbage up to good level to create a choice.
It actually isnt that huge. For picking up again its 3s… the heal total on HT wont change with these changes since the overcharge will buff and initial will nerf
My personal proposed changes:
- healing turret: decrease initial healing, increase overcharge healing (promoting turret upkeep). Increase cooldown to 24s while picking up makes it 18s (still 25% decrease).
- elixir H: thrown elixir H, add 1s of resistance (100%).
- AED: increase healing power scaling alot (1.5, for real tanking purposes). Static shock stun increased to 2s, its really hard to land anyway.
- Med Kit: healing skill on toolbelt seems fair as long med kit gets a rework, giving it AoE abilities for example.
- Medic gyro: dont know yet, but seems like it at least needs better options to keep it up.
As you can see these propesed changes are to make every heal skill fit a different kind of build (bunkering, dps etc).
Edit: almost forgot but gadgeteer needs rework too to make AED effective
Why are you trying so hard to be part of a community that you don’t like?
Because he is looking for a community he might like. He likes RPing, just not the people who do it.
I’dd suggest you to get strong. Make your RP character strong, don’t let them hit you. If they insult you, do not fall out of your role by talking about typing, but instead insult them back!
Elite RP: “You still don’t have an answer to me? We I guess you must be a kitten then”
You:“You could have waited for an answer as I was thinking of, however I do not think it is worth answering to someone who belongs between the mud and the belly of a pig.”
Dunno just saying something, but defend yourself!
I really suggest the supply crate for on point fighting.
Your F ability allows you to drop 6 med packs, for a total of 3k+ healing that you can pick up while keeping up damage .
Crate itself is not only a stun, also net turret stuns again and HT heals you additionally for 2.6k.
Only thing crate needs is a triple blast finisher on detonate…
There have been tons of threads like this, please post you opinion in one of them.
Ps, your titles looks weird
It is logic tho. The purgu gyro removes all the conditions and fart them out as chemicals.
hey guys!
We have had some serious feedback of the scrapper not having a “real profession mechanic”. Here is a refreshing and themes idea I had.
The scrapper learned to create weapon out of scrap because of years of labor in it. Now we have learned to create more uses for our weapons without using our loved toolbelt: the scrapweapon :
What is a scrapweapon?
When you use a skill, like rocket boots it does leave behind an unusable skill, which will be usable again when the cooldown is run down. However as a specialist of using things in a different manner again, you can use the scrap to create a whole new reaction. This mechanic replaces your toolbelt bar with empty slots. When you use a skill (Cooldowns on kits have to be determined) a scrap skill will appear. For example, when you use your grenade kit , you get a piece of blackpowder.
What can you do with these “scrapsweapons”? :
When you use a scrap weapon it becomes an effect that remains a certain ammount of time on you. The effect applies on you will then be activated after using or getting a corrosponding action. The effect will be removed in most cases after having the reaction.
List of Scrap Weapons and their effects :
Utility Goggles: Keeness: your next 2 attack will critical hit.
Rocket Boots: Exhaust : Your next attck will blind for 5 seconds in an area of 240.
Launch Personal Battering Ram: Dazing Strike: Your next attack will daze.
Slick Shoes: Reactive Boots : When you take damage, you will gain full 50% endurance.
Flamethrower: Shared Napalm: When you receive burning, copy it to your foe.
Elixir Gun: Adrenaline Shot : Inject quickness in yourself when you evade an attack.
Toolkit: Cog Block : Grant 200 toughness to allies when struck for 6 seconds.
Throw Mine: Self Destruct: Deal damage to yourself while massively dealing damage to enemies too when hit.
Exlixir C: Transmute version C : When you get a conditon, transfer it into a boon. An effect that lasts for 3 seconds.
Elixir R: Speed reaction : When you receive a movement impairing condition, you receive super speed and remove that condition.
Grenade kit: Blackpowder : Your attacks will be explosive. (Synergizing with explosion traits and dealing 10% more damage).
Bomb Kit: Dark Matter Blob : After dodging you drop dark matter, making the next attacks against foes in that area unblockable (Dark Field).
Rocket Turret: Rocket Launch : When you jump (Spacebar) you evade an attack (This does not cost endurance).
Elixir B: Boon Hunger : When a foe hits you, you steal 3 of their boons.
Elixir X: Energy Rush : Endurcance regenerates 50% faster after dodging, stacks with any other endurance regen effect.
Elixir S: Opposed Shrink : Shirnk an enemy when you hit them for at least of 15% of your max HP. Shrinking an enemy will result them in doing 25% less damage.
Rifle Turret: Slugs : When you attack an enemy, it’s toughness is decreased by 10%.
Flame Turret: Pain Extension : When you have 3 conditions or more, you convert 3 of them in burning in an area of 240.
Net Turret: Quick net : When a foe evades an attack, immobilize them.
Thumpet Turret: Doubled Control : Double the effect of the next CC you apply.
The Gyro “toolbelt skills” would remain the same since you need to be a scrapper to use them (If I’m wrong, feel free to think of something for them). I think making toolbelt skills reactive would fill the theme and create a whole new and nice playstyle
What do you think?:)
PS. I did not think of any stunbreakers etc. Please do not take these in concideration.
(edited by The V.8759)
- not reading replies, just adding my own opinion to the question –
I do think it does need this internal cooldown, although it does not offer much of a new profession mechanic. Having no ICD leads to be able to res every ally since you can keep summoning new function gyro’s over and over again. However I am of opinion I would like to see an actual profession mechanic.
I dont think this would be a good solution. It would see less use of ice bow, but still be abusing ice storm with line casting. I’dd suggest making Ice Bow a more healing and condi oriëntated weapon as it’s supposed to be, since it gives healing power and condition damage.
For example, double the the bleeding it gives still making it a very very strong skill for condition builds. Also give it bigger healing power scaling (Like really big: 1.5?) and let Frost Volley apply Frost Aura apply to allies when cast.
The Fucntion Gyro seems only to be activated when you are able to press F. Since you are not able to press F in downed state I don’t think so. However maybe when you press F on a downed ally, then go downed yourself, it will leave the ally and come to you.
My sugestions (In my opinion:
- Blast gyro: make it ground targeted, pulling allies in from 600 range, then detonate. Remove knockback to not make it too similar to drop mine.
- Bulwark Gyro: Make it stunbreak, some increaed health
- Purge Gyro: -
- Shredder Gyro: – (Whirls in general should be a little homing)
- Medic Gyro: Increased healing. Make it rewarding to be able to keep it up full time: When more than 6 seconds in use more rewarding than healing turret.
- Sneak Gyro: I think it has some flavour that it is visible. Allies can still stealth it tho.
- Gyros in general: Invulnerabl for first 1,5s after casting. Exclusing blast gyro, no AI: They will always stay with engi (Except for blast gyro ofcourse). Letting them stay with engi must make them be able to do more AoE (Purge gyro be AoE for example).
thats 24×5 2s burns, whirling sends out like 5 projectiles right? on an immobile boss thats crazy.
Yea turn off melee assist and do it inside boss:-)
i wanna know what time warp does to it. shredder can receive quickness and eth should be better than fire when you include enemy actions and @ 65% duration vs burn’s 98%.
Quickness wont give that much of an adventage as it will only deal the same damage but quicker I guess. Unless they made it like that, that it will stay 12s no matter what
Thanks , when is the next beta?
There is no information about that yet, but we are asured there will be one before release. I hope they announce it with TwitchCon. Keep looking forward to it, you will hear it
Okay in all honesty, what is your point? This spec is not about dps obviously.
And metabattle is part of the big problem that is ruining gw2, new players are mislead into it being the only way to play making the playerbase very homogene. I am sorry but I have zero respect for metabattle.what exactly is your point? i hate metabattle too but there certainly is a place for discussing dps on forums.
First of all, the second thing I said was on a side note.
Next to that, I have the idea people are just judging scrapper based on dps (when it comes to hammer). Its role is to bring utility with reasonable dps. It has good finishers, stun, block, might, evade and reflect. Therefore I am wondering why this thread matters. I think its dps is good for the utility the weapon offers. Dont compate it to the nades. We dont compare the dps of Dragonhunter to scepter too do we? That would be weird
The problem with putting this on hammer is that you limit their usability on a weapon.
Okay in all honesty, what is your point? This spec is not about dps obviously.
And metabattle is part of the big problem that is ruining gw2, new players are mislead into it being the only way to play making the playerbase very homogene. I am sorry but I have zero respect for metabattle.
They can indeed use a stunbreaker. I’d love to try a full gyro build, but that leaves me without a stun breaker….
I think it would be good on bukwark (only mesmers might not like it because of phantasmal defender). Or maybe a toolbelt skill