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Diamon Skin, a condi users worst enemy.

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Posted by: Thiefz.3695

Thiefz.3695

Play as a team, in solo queue or ranked queue without voice coms because you are pugs and ping or type while actively engaging. That’s a bit difficult. Or do you mean for the other 4 members to leave their fights to help you because they are just sitting on the sideline watching you 1v1 like this is some weekly contest?

I could understand this on a thief since they play for spike damage and it would take skill to stay above 90% but putting this on a bunker class which is excellent at bunker doesn’t allow for much counter play.

Diamon Skin, a condi users worst enemy.

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Posted by: Thiefz.3695

Thiefz.3695

Reading this thread reminds me of the rampage, turret engi, thief threads.

If you are having a problem with “insert mechanic/class” go somewhere else. That’s basically what is being said about rampage warrior or what was said about turret engi. The turret engi defenders said “Bring condition” or “Rotate off” which is directly related the comments here that say “Bring damage” or “Rotate off”.

So is it therefore the consensus that when you can’t beat a build with a certain class you just say “Nope.”?

Guardian Changes (Good/Bad/Indifferent)

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Posted by: Thiefz.3695

Thiefz.3695

I won’t cover everything but I’ll just say what I think has been interesting as enhancements.

1. Wrath of Justice is a nice way to add more cc.
2. Smiter’s boon is a nice way to add more healing on a meditation build. You get additional healing and fury if you went full medi. (Bugs aside), I use it with purging flames instead of smite condition for more cleansing, healing. burning.
3. Feel my Wrath is nice for stomps and paired with hammer since they take the most time to cast.

Cons
1. Spirit weapons need to add more health when you choose that in the trait line. There is so much AoE in this game that while on a burning guard, it can be fun, in practice they don’t work so well.
2. Symbols are in an ok place, I would increase their base healing by adding .025*healing so they heal a bit more if you are tanky and provide some extra support
3. I think buffing focus and not shield was not a way to help the cause. Shield should be there to help support being ranged. If Anet wants it to be more support focused, that’s fine, but then make it do something. There are pages on fixes so look at those.
4. I kind of liked the old mace trait. Getting enough stacks of healing to make it worth as much as the old one is not there.
5. Signets..why retaliation? Make it an pop sigil of hydromancy so that you can slow enemies since we left glacial heart in there. At least then you could counter mesmers and elementalists with a decent condition. Chill plus weaken would be a nice non condition based way to hold a point.

Why do I have to choose? Honor Specialization

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Posted by: Thiefz.3695

Thiefz.3695

I would say it’s fine to make symbols 107+ (0.25*healing). Might make it a nice option to take with healing based builds.

Welcome to the new HGH+FT meta in sPvP

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Posted by: Thiefz.3695

Thiefz.3695

Just use Kinetic Battery like Phin talks about. I use the endurance regen because I dodge alot. However you can use dodge, IA, FT 1, IA, FT 1. That’s about burning on every hit.

Welcome to the new HGH+FT meta in sPvP

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Posted by: Thiefz.3695

Thiefz.3695

Thanks Poe, call it my beta build. I’ll take a look at those options.

I think that if the meta has always been either A. Burst class (ex. med guard or thief) or B. Support/Damage (ex. show/bow or ele) then the HGH/FT build has a place as the B. option. I may use the name “meta” jokingly but I do think that there are some combinations that could really keep engineer competitive in sPvP.

See you in guild chat.

Stronghold Change List 7/10

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Posted by: Thiefz.3695

Thiefz.3695

Door breakers prioritize doors…classic.

Also, please edit the post to include the link to the Champ post. You forgot to link it.

Finally Symbolic Avenger is fixed

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Posted by: Thiefz.3695

Thiefz.3695

Symbols are a hybrid. They provide some condition, some straight damage, boons, and healing but don’t do anything great. Couple that with celestial and it’s “Ok”. You are right, it’s not great. In sPvP there is no such thing as a bunker anymore. Watching any type of tournament bunkers were elementalists with high might or warrior shout/bow. In order do win in higher levels of play you need to be a beast OR you need to be good team support while doing damage. Symbol builds lack the “edge” but are not trash.

Symbols work in conquest, when traited, because they offer passive defense as well as offense. Even if someone is not in your symbol, you can still use it for boons. The heal on judges intervention when traited only works when in combat. The heal on AH only works well when with a group.

Stronghold plays differently. Running medi guard isn’t going to win you points if you are managing your door breakers to get the gates down. I saw hammer and tome working better for guards and tomes was never in meta.

does HGH needs a buff ?

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Posted by: Thiefz.3695

Thiefz.3695

I would say that HGH is fine. Remember your Toolbelt is an AOE condi cleanse AND gives might. It is pretty much inline with Guardian shout grandmaster. Adding more to it would make it too much. I would rather they take out the RNG on some of it which would probably balance it better than adding more to it.

Welcome to the new HGH+FT meta in sPvP

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Posted by: Thiefz.3695

Thiefz.3695

I don’t use HGH on my build since I wanted it to be able to handle the new burst meta but I do agree that mixing elixirs with FT is pretty good.

http://en.gw2skills.net/editor/?vdAQJAqelUUhqrY9VwWLw6FL3F14I2EJBYC+gBg4B9DhIA-TJRHwAf2fowDAAwJA4YZAA

Welcome to the new HGH+FT meta in sPvP

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Posted by: Thiefz.3695

Thiefz.3695

So over the last few days in sPvP, I have noticed that many people I see playing are using a modified HGH or Elixir plus Juggernaut in their builds. I have started using this on my main in PvE. In PvE I run mortar for the extra damage and in PvP I use supply crate. Elixir X toss is good for the transforms but supply crate is useful all other places.

The difference I see is that some run a cele spec while some run a power spec and use the pistol/rilfe as fits their play style. Mortar seems to be less useful than supply crate but I’m not sure everything is settled. I do think that there is enough time since 6/23 to say that FT and HGH are back into rotation.

Finally Symbolic Avenger is fixed

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Posted by: Thiefz.3695

Thiefz.3695

Just remember that F1 is key. You get an immob when you proc it and then hit your target. Once immob, you can place your symbol from GS and lay down your fire field. You can switch to mace/focus 5 to get the might blast. Lay another symbol if you are still on your target from the mace. You should be able to keep 2-3 stacks of burning going.

EDIT: If you can lay the fire field ahead of time, you can use GS leap for fire shield.

(edited by Thiefz.3695)

Finally Symbolic Avenger is fixed

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Posted by: Thiefz.3695

Thiefz.3695

In terms of sustain, MH and AH have a place. AH will always be good for bunker builds. I played a modified shout build pre patch but I haven’t gotten back into it for any length of time to be useful. I never felt that I was beneficial because an AH build requires that you be with the group. If you are on point solo, AH really didn’t get me much more sustain. In return MH was good for bursting but didn’t offer any team support. Symbols allowed me to offer aoe healing AND damage with the inclusion of Purging flames for burning and condi cleanse.

As for your first point, vulnerability has changed the way we need to think about condition damage. Necros got a great addition but Guardians did as well. Burning damage is high but the amount of vulnerability we can give with the amount of burning means we can easily get +10% burning damage onto an opponent. Typically in a condition build (i don’t play them often on a guard) suffers from a lack of power. Might stacking and vuln stacking benefit celestial’s attributes. Add in fury for additional crits and you can get the passive benefit of condition damage with your power.

It’s saying that you are going to use 1 weapon because both are strong when you could use two moderately good weapons that may do the same thing. I refer to this build as the anti bunker build. It’s decent against elementalists but you have trouble with mesmers or rangers due to the lack of Ranged defense. The key is you need sustained damage and passive healing because a bunker can eat the damage spike.

EDIT: It fills a similar role as AH or MF for this build. The anti bunker comment may be over reaching. It allows me to be a bit more versatile.

(edited by Thiefz.3695)

Finally Symbolic Avenger is fixed

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Posted by: Thiefz.3695

Thiefz.3695

I have been running this for the last two months and have been discussing this build with Hollts for a bit.

http://gw2skills.net/editor/?vVAQNAR5dlsAhmhY5QwbIwPEHxDlNEu3HtGANQ9i7hkYLA-TpRHwADOCAFeAAs2fQwBBAwFA4YZAA

It works for me. Purging flames+Focus 5 for might, swap on might, gs for might. Passive healing with celestial is fine. You have teleports, immobilization, and symbols to crit. Good fury up time. Honestly, I have a lot of fun playing it. I don’t normally video but I would offer you to play this in PvP (not WvW).

EDIT: Things to note, when standing in GS 3 you will heal 140 per tick due to the two combined traits of GS and Symbols. Vigor and dodge help you heal more. Invigorating bulwark is your heal. You need to switch to that for defense to up your healing. You can get about 150 extra healing with that easily. That will increase symbol of faith’s healing. Focus 5 will trait into Bulwark to get the stacks you need plus aegis.

I enjoy it I guess but if it’s not good enough for higher tier, that’s cool too.

(edited by Thiefz.3695)

Finally Symbolic Avenger is fixed

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Posted by: Thiefz.3695

Thiefz.3695

So let’s review something. Symbols give vuln AND burning when they pulse. Traited, that means you get 10% from the symbol, +7% against burning foes, plus whatever vulns you put down which is at least 1-2% . That means you can get about 20% increase in damage to people you can get in your symbol. Plus if you can stack burning (easy on a guard) you can join that with getting fury which means +20% crit chance. With GS5 plus wrath of justice you can nuke your opponent pretty easily.

For PvP, where people need to be on point, symbols are the counter to warriors. Against mesmers or Rangers is where you have issues.

Feeling very defeated

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Posted by: Thiefz.3695

Thiefz.3695

Grenades could be bugged, I don’t use them because I dislike having to place them. Flamethrower, elixir gun, and HGH have valid builds. I haven’t looked too hard into mortar because I find FT more fun. HGH was always a high risk/high reward build due to Elixir X’s transform RNG. You always had a bunker option with engi as well. I think engi is mostly a hybrid class since many of the kits are damage and condition based which is good to pair with celestial. However, I feel that for me, burst engi is too difficult to play so moving to a tank build with FT helped me enjoy engi more post patch.

Why nerf Smoke Bomb?

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Posted by: Thiefz.3695

Thiefz.3695

I’m wrong, it’s in this patch note

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-15-2012/first#post808152

Smoke bomb was updated in 2012 but the tool tip never was.

Why nerf Smoke Bomb?

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Posted by: Thiefz.3695

Thiefz.3695

The data supports Phineas. The wiki notes the 2 second pulse as a bug up until this patch. It notes no other pulses as bugs. The community believed it was a bug up until this patch where it was now confirmed to not be a bug but a feature. A feature that was never announced. So it would seem to me that a request to explain the change is a valid question.

PvP Updates in HoT

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Posted by: Thiefz.3695

Thiefz.3695

So as of right now here is a list of PvP updates as I read them:

1. Specializations
2. New Class
3. New Mist Warriors for Stronghold
4. Guild vs Guild PvP arenas

I think 1 & 2 might be ok but 3 and 4 seem little off. Stronghold may not have a very high demand and the additional heroes have yet to prove a positive change without beta testing. sPvP arenas will still use HotM arenas and guilds will continue to use their own arenas for dailies/duels so the sPvP scene will still revolve around HotM. Also, with arenas in HotM, guilds can get them easily. Guild Halls will require time/upgrades to gather so there is an instant block towards the full PvP potential.

Over all it seems that only 65% of the new content looks good. 25% is blocked for smaller guilds. The only way for HoT to really make a dent in in the eyes of those who enjoy PvP is to add more maps. One new mode with nothing else is not enough in my opinion. Putting heroes for that new mode behind a paywall is also not going to increase diversity or interest in that new mode. If people feel like they are going to be “kitten” against players who bought the game then their interest in the mode due to balance is going to be low.

Since HoT specializations and classes will be mixed with base game players, the amount of QQ will be high once they are in the player pool. The recent patch shows that balance in PvP is hard and having the playerbase suffer through this again on release is going to be an issue since you will have the people who paid vs the people who didn’t.

Anet really needs to think about this release and the PvP balance post implementation.

Message to Anet From Morfeus

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Posted by: Thiefz.3695

Thiefz.3695

I think you need to also take things into consideration of the 30% increase to stats. So while a zerk might get to 2212 power, with 50% crit. A bunker guard is going to be 1845 power, 1845 toughness, and 1212 healing. That’s almost 200 more power on a bunker build. Guardians already bunker well. Add in the mace and focus skills and you could easily get your healing to 1512. Now if you want to debate the relevance of bunkers in the current meta, I can see that point. Understand that on the back half, while zerkers may get a slight increase to damage, they are taking hits to defense. In my opinion, bunkers win with the new changes to stats. You can trait to solo bunk with symbols or group bunk with AH.

Overall - Liked the changes

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Posted by: Thiefz.3695

Thiefz.3695

Just a little gem, in my opinion:

Radiance path: When you specialize in this path you will be able to area blind AND get an immobilization when you hit someone who’s been hit with Justice. Since immobilization on scepter and hammer is already part of the PvP meta, seems an interesting new ability.

Necro speed?

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Posted by: Thiefz.3695

Thiefz.3695

Did it have daggers?

We need more counterplay to Thief Stealth

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Thiefz.3695

The counter play to stealth/reset is based within the fact that you can not hold the node nor will you provide DPS support to your group while doing so. Effectively, any fight is now -1 for that team while the thief is in stealth. Secondly, counter play to thieves is a bunker build. Having protection, weakness, and blocks available against a thief will negate the spike from stealth. Invuln will also support that to a certain degree.

I dislike this trend about “counter play” as though I should be able to take instant action against other class effects. Sometimes the counter play is a direct result based on the requirements of the class’ abilities and sometimes it is a measure you take ahead of time. It will not be a scenario where a person uses an ability and then I can take a counter step to mitigate it all the time.

Lastly the point of having a thief on the team, as has been said, is to back cap and +1 a fight. I have to wonder if many of these complaints come from PvP solo queue without a good comp to protect against the stealth burst or with sufficient bunkers for nodes. With 5 v 5, there should be enough support to help your glass builds from being bursted down to 0. which is why you cover and peel. If you were a zerk, alone, on point, against a thief. You will have a bad time.

Premades - hate or love?

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Posted by: Thiefz.3695

Thiefz.3695

The problem with the argument to man up and get a team on an MMO is that we are joining and playing with other people already. What we aren’t doing is putting off playing the game until we find a reasonable number of people to play with. If it takes 5-10 minutes to find a team but you can only play for 2 matches, that’s not an efficient way to pass the time. In my guild TS is required for PVP. Personally, I play in the evening and I don’t use TS because people are watching tv and I don’t want to bother them.

My solution would be to rename unranked to Casual and only let premades up to 3 people join. If you are playing casual, you don’t care about rank. However, this leads into another point that solo players will always be at a disadvantage in terms of leaderboard since you are more likely to win in a premade than solo.

MMR for Stronghold vs Conquest

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Posted by: Thiefz.3695

Thiefz.3695

tldr; You can’t place a new mode in with the same maps if you are using existing MMR. The MMR for each Mode needs to dictate the matchmaking and thus you need to have Stronghold get it’s own queue. Option: Keep it in the “Practice” rotation.
_________________________________________________________________

When the new MMR system came out, everyone’s performance was based on the Conquest strategy. Now that a new mode is coming out, would the MMR for that person truly reflect how well they will do in Stronghold? As was shown last night from my fights, you can be great at Conquest and horrible at Stronghold. However the people who grouped up were ultimately better than the soloq folks because of builds and coordination.

One could say that MMR for good players and teams will naturally go up but I also think that MMR may actually deflate due losses in soloq for Stronghold. This would in turn lead to bad matches over all for mid tier players . With build diversity being different for stronghold, stronghold using the same MMR (since it will be grouped with other maps), and the lack of templates, the matches will not pair well for those games which will lead to a negative view of the map. Having groups and soloq mixed together will also create more complaints once it’s released.

My advice, strongly, is that Stronghold have it’s own queue and it’s own MMR for balanced matches. You could counter this argument with saying that everyone will know the basics coming from conquest however that comment is countered by the continued need for tutorials even though people know how to play this game coming from PvE.

I personally like the game mode but people will not enjoy it if matchmaking is not balanced. I don’t think that new players will also be able to handle the two play styles within their first outing into PvP. I think that soloq vs teamq for Stronghold will be “ok” for the people that play that mode the most. They will naturally flow into their roles but I think putting it within Conquest and using the same match making will lead to a bad time.

You could leave it in with the practice servers since you can rework your build on the fly during the match. This is more “forgiving” rather than the 1 minute window you have to switch out builds without templates.

Stronghold Changes for 6-2 Beta

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Posted by: Thiefz.3695

Thiefz.3695

MMR is killing these games. Also the amount of premades has inverted this. So now you have to group up to play stronghold in unranked which means soloq is going to be an issue at go live. You really need to bring back soloq because premades are going to create issues with queues.

Summary of ToL 3 (Long Post)

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Posted by: Thiefz.3695

Thiefz.3695

I missed something in my earlier post. You can counter the burst with Warhorn 5, Engineer Nades 5, and thief shortbow 4 because those are AOE weakness. Also, if you look at the meta, it fits. Now what happens when Nade 5 no longer makes a poison field, I don’t know. Engineers will still be in a good spot but now you only have 2 AOE weakness classes. Look at the Revenant, it has blasts, aoe weakness, and area protection. So it may find a place in the anti burst meta. However this is all theory craft.

Summary of ToL 3 (Long Post)

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Posted by: Thiefz.3695

Thiefz.3695

I think it’s interesting that the meta has evolved further into how to counter the burst by using portal. Rather than going with tankier builds, it’s saying “How can we keep our DPS but also get our people out to heal.” The answer some people chose was mesmer portal. Then you have the use of stealth to create burst potential and to remove players from burst. The banner is also the must have rather than going with guardian rez. I think the only way to change the meta would be to reverse the question and say, “Can we build to negate the burst?”.

Summary of ToL 3 (Long Post)

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Posted by: Thiefz.3695

Thiefz.3695

An EU Analysis would also be interesting.

I’m surprised that no one commented yet on the move to using sigils of bloodlust to up the burst over using sigils of air/fire.

PvP: Warrior Shoutbow replaced Guardian?

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Posted by: Thiefz.3695

Thiefz.3695

I would say that the issue with ShoutBow vs Guard comes down to fire field. Backpack had a good video detailing why shoutbow is good and a lot of it is due to multiple blasts plus fire field. In order to get a similar trait structure, you have to run hammer/gs with shouts and purging flames to get the fire field. However the shoutbow has more aoe abilities than the guardian.

This is what I run mostly http://gw2skills.net/editor/?fVAQNApeSlsApUotCxfH8DNhDBl9Oq/9xuCj4DXFAA-TZRHwAFOCANLDwb/BBnCAAPAAA

The key is that I can provide more area stability than a warrior to secure stomps. I like shield over focus 5 because the meta includes so many projectiles. Also the shield 4 provides more protection up time which is needed vs the burst meta. You can’t blast might like a fiend for area support so you have to trade it off.

Necro downstate damage

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Posted by: Thiefz.3695

Thiefz.3695

I read all the responses and it reads like the list of forum complaints for the last 4 weeks.

1. Argument about a skill/trait that some consider OP but others consider a L2P
2. Insert a comment about the random proc’ing of sigils or runes on crit
3. Meta Vs Non Meta builds and their use in tournament play
4. Anet’s patch history and the upcoming balance fixes in the next release

I don’t think anyone, on a general level, would argue against a single skill/trait being over powered if it was shown to be a valid complaint. However the majority of necro’s know that their class is broken at a much higher level and thus complaining about one aspect of a necro that has very little to do with overall mechanics of the class seems to be an over reaction. The down state of a necro is NOT going to significantly impact the results of a match. Very rarely have I been able to use the necro down state to secure a rez in a 1 v 1 downstate fight since another player normally comes to 2 v 1 and get the stomp off and a rez of my opponent.

I would think that our energy would be better spent on advising on larger changes to class mechanics than on nit picking balance issues that, while valid problems, are a lower priority.

Why do players hate Courtyard?

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Posted by: Thiefz.3695

Thiefz.3695

I would say the Map is one issue and the lack of templates is another. Building around conquest is totally different than building around TDM. There is no quick way to swap everything (at least not for me) to TDM mode from Conquest mode. Change those two, should be ok.

Nerf Runes/Sigils! Say NO to RNG !!!

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Posted by: Thiefz.3695

Thiefz.3695

Short response: I see people saying, “It’s better for the game if I can see and react to the spike and mitigate it that way.” I’m saying, “You know the damage is there so take preventative measures to defend.”

I would disagree. I think the RNG is fine. Let the meta evolve against this just like it did the first year when burst was king and bunker builds came into play.

First year burst builds were all about skill.

Only thief was broken due to stealth rendering.

all of that had counterplay (aside stealth openings whose are still a problem now).

Sigils/Runes damage CANT BE AVOIDED what’s so hard about it, it’s the opposite of skillful gameplay

I think we look back in the past and say things were better when they were not. The sigils themselves have been around since the start. The only issue was the April 2014 update that changed the percentage and the cool down. The proc was increased from 30% to 50%.

We can talk about counter play. Since it procs an additional piece of damage 25% of the time on burst builds, the counter play would then be to build around damage reducing builds. Builds that focus on protection and weakness will mitigate the burst. A successful application of weakness will ensure that you lock down the proc sigils during that time since you can’t crit while under the effects of weakness.

However since we have condition cleanse, that could be an issue. Since this is a team game, however, a team that focuses on weakness could successfully apply weakness more than the other team could cleanse thus mitigating the issue. AOE weakness is available. On a 1v1 level, would this be difficult? Sure. But since this is a team game, a team could spec for this.

I feel like the complaint totally misses the team aspects of the game to cover and counter. Peeling and tanking. We’ll see what happens when Taunt comes into play.

Nerf Runes/Sigils! Say NO to RNG !!!

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Thiefz.3695

I would disagree. I think the RNG is fine. Let the meta evolve against this just like it did the first year when burst was king and bunker builds came into play.

Why do people NOT run meta?

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Posted by: Thiefz.3695

Thiefz.3695

I run a meta build that’s no longer meta, does that count? At the moment I run bunker guard. Normally, as I have seen, the meta is about dps and ranged attacks. Thief SB, Mesmer GS1, GD scepter 1, W bow, engi nades, etc. No one expects me to pop shield 5 on point when they are off point to negate damage. They normally expect focus 5. However, what I have seen is that the build does not work when another bunker joins the team. Too many bunkers with not enough DPS doesn’t win matches. That’s what happens when you balance around classes but not builds in solo queue.

Which is more important; Meta build or party comp? If I have all meta builds and one team has mesmer, necro, thief, engi, and ranger while the other team has engi, guard, war, ele, and thief. Which is more important in that example? This is why templates are needed. To ensure that we can switch builds depending on party comp because that’s more important in my opinion than what meta build I’m using.

Some Sigils need to be removed!

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Thiefz.3695

Sigils are fine because people are upset not about the sigils but about the mechanics that abuse the sigils. Engineers using kit swaps to trigger on swap sigils is a different mechanic than the rest of the classes who have swap cool downs. Fire/Air sigils are put on zerk builds because the downside is they have no defense. However on celestial classes they are better because they don’t sacrifice as much.

However I will say that I see quite a lot of zerk thief hate which I normally hard counter with Guardian bunker. Everyone complains that 111111 is an issue when you can counter it with blocks, blind, and weakness. My point would be, to review engineer swap and celestial and then complain about procs. I doubt that would change much for some.

It’s funny to me that everyone is upset about the pew pew meta but I don’t see ANYONE bringing anti pew pew. It does exist which will then change the meta back to melee…circles..

air fire air fire air fire air fire air fire

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Posted by: Thiefz.3695

Thiefz.3695

Eh, the first example seems to be more about Engi kit swapping than the actual procs themselves. The mesmer issue is more about precision which procs the sigils themselves. If the intent of precision based amulets was to pair it with only one defensive stat or none, then the debate should be about the 10% reduction in crit chance that celestial has vs other amulets and if that is fair given it’s defensive and offensive stats. However, normal weapon swapping and procs has it’s own synergy which is not passive since you have to swap to trigger. I pair my sigils with my skills and swap to create synergy so it’s not like I’m swapping randomly.

There is passive condition cleanse to counter passive conditions. There is passive protection to counter passive damage. As noted, passive boon strip to counter passive boon application. So if you get rid of one, you get rid of them all. You would have to see where that changed the flow of fighting.

Dragonhunter

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Posted by: Thiefz.3695

Thiefz.3695

The only vulnerability to traps will be Stability because that is what will break your opening. A Guardian with Hammer could use Hammer 5 and then trap. A GS Guardian could use GS4, GS5, trap. A scepter guardian could use Scepter 3 then trap. It’s all about the setup.

As for Dragonhunter. Seeing as how the main villains of GW2 are dragons, the name is appropriate because that is what every protagonist is doing.

I agree with Ron, waiting is best but to say that Guardian has no CC for trapping someone means they are not thinking about possibilities.

[PvP] FiveGauge's Specialization Review

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Posted by: Thiefz.3695

Thiefz.3695

Thanks for the review. I look at this and personally, I don’t see anything that makes elixirs or turrets viable within the new meta. It will still be kits all day. So now you will have high range kit, mid range kit, short range kits, and melee kit. Elixirs still have their RNG issues. Turrets now are very glass and without synaptic overload, I’m not seeing a lot of benefit to the CC they bring. I think it continues to lean Engi’s to condition based builds but that’s just me.

Finally, turret engi has been fixed

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Posted by: Thiefz.3695

Thiefz.3695

Look, engis have builds other than celestial. The only problem is that those builds aren’t as good as other classes running similar specs. Engineers have a burst, bunker, and condi builds but other classes run them better. Celestial is only meta because for now, it’s the best build. This change doesn’t impact how I play HGH burst engi or how I play condi p/s engi. Perhaps it will force people to play or experiment with other engi builds. You can still win with other builds. I do.

I think people got comfortable with turret engi. It’s still viable but not in the way it was used before. People also admitted that it didn’t impact their play style. No one agrees it was the best solution but it was “a” solution. This is the third time they have nerfed engi, it won’t be the last.

Ready Up: 4/24 - Specializations AMA

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Posted by: Thiefz.3695

Thiefz.3695

Overall, they took feedback about some procs and put icons or colors on them like people asked.

Engi MOA ?!

in PvP

Posted by: Thiefz.3695

Thiefz.3695

Its a one second aoe transform.

Ready Up: 4/24 - Specializations AMA

in PvP

Posted by: Thiefz.3695

Thiefz.3695

I’m on the twitch channel, is it over or is there a way to watch the video post live?

EDIT: NM, was a security issue. All set.

(edited by Thiefz.3695)

Don't you do it anet! (spec blog feedback)

in Guild Wars 2: Heart of Thorns

Posted by: Thiefz.3695

Thiefz.3695

Let me post a quote from the blog post again since you appear to have missed it several times now…

More power! You now get to select nine major traits instead of seven, including three grandmaster traits.

In addition:
In addition, there will be nine major traits tied to each specialization. There are three different tiers of traits: adept, master, and grandmaster. Once a specialization has been equipped, a character will be able to select a single trait for each tier to help customize that specialization

6/6/6. You get base traits in addition to 9 customized traits. Which means you get more traits than you do now….MORE!

Specializations. Concerns about less variety.

in PvP

Posted by: Thiefz.3695

Thiefz.3695

So basically, celestial just got nerfed.

Specializations. Concerns about less variety.

in PvP

Posted by: Thiefz.3695

Thiefz.3695

So what I read was that all builds will lose stats across the board because stats will no longer be tied to traits. You will also not be able to pick two of the same level trait (adept/master/GM). While base stats will be increased a small amount, your runes and amulets will be your build.

I will have to play with gw2skills.net to see how this impacts things but some current builds will no longer be available while some grandmaster traits will be added.

Did I get that right?

Daily Class Achievement and Practice Mode

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Posted by: Thiefz.3695

Thiefz.3695

I’ve seen this a lot on the forums but why do people play unranked/ranked for their daily instead of Practice mode? It’s faster, more reliable, and doesn’t impact ranked/unranked matching. The only viable reason I can see is that practice only gives you 1/3 the points as queued matches for a win. However you may not even win due to an imbalanced team so it’s just going to take you longer to get the daily.

Just my thought for the day.

Proposed Changes for Engineer Turrets

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Posted by: Thiefz.3695

Thiefz.3695

Thumper Turret: 11950
Flame Turret: 8960
Rifle Turret: 7470
Net Turret: 7470
Rocket Turret: 7470

Just a heads up, this means:
1 Conbustive shot + 1 Geomancy sigil proc (alone) with celestial gear and no might stacking (less than 500 condi damage) and no bleed duration trait (standard shoutbow)

Combustive shot (3 bars) does 460 damagex12+ 278 damage x4
Total: 5520 + 1112
And 3 stacks of bleed for 10 seconds does 194×10
Total: 1940.

Thats 8572 damage on something that doesn’t move, doesn’t cleanse etc. This is why pets already don’t exist in PVP except turrets.

1 move and a weapon swap (both aoe) can literally kill 3/5 of the turrets in no time at all. Given actual combat scenarios, yes, these are completely useless. Doesn’t take rocket science to realize that this will make them obsolete.

I completely agree

Epidemic will absolutely ruin turret engineers now, I can’t wait. Necromancers will be able to counter them well like they’re supposed to.

There will be no countering. There will just be 2 seconds of destruction and then they’re gone. Read what Ronpierce said. That is just a regular warrior with no might.

This is a very simplistic view though. No one who is smart puts their turrets in one place. Sure, if I put all my turrets on point together where they can be aoe’d then this is correct but you don’t. You put them around the point off to the side where they can’t be aoe’d. At most you will get thumper and healing turret together with the engi.

Proposed Changes for Engineer Turrets

in PvP

Posted by: Thiefz.3695

Thiefz.3695

Honest question, do area cleanses (combos, shouts, aoe skills) target players over npcs first? I play engi mostly and I don’t really care about the changes. I think it may see a hit to healing turret IF it’s not blown up for the condition cleanse right away but it needed it. I agree the supply crate will need to be looked at since this is a nerf to that skill. Maybe shave off some time on the cool down.

At the end of the day, when the turret dies, it will still explode and trigger knock backs. So the CC will still be there. Most turret engi’s place the turrets off point so they aren’t going to melt all at once. I would say a tweak to supply crate is about all that is needed. Also I agree, no more turrets in the air.

Engi Zerk needs more love!

in PvP

Posted by: Thiefz.3695

Thiefz.3695

I run 4/4/0/6/0 for my engi burst. HGH with strength runes. The problem with engi zerk is that you have to put everything into elixirs. That means you aren’t running healing turret which everyone loves. You are also not running supply crate. I run tool kit as the only non elixir on my bar. Mostly for the blocks and pulls however you can do some nice cleave with the wrench when you need to. It’s very vanilla though.