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Tried Elixir gun since patch? be SURPRISED

in Engineer

Posted by: Under Web.2497

Under Web.2497

being a fan of dot (and healing) has taught me not to look for/at the big numbers as its the over time bit that counts. . put conditions on a target and then swap targets – no need to waste extra energy attacking that 1st mob as the over time damage will kill it . . .of course thats only pve as players are so much more intelligent than computer mobs lmao

Even in PvE unless it’s a boss type mob your conditions duration isn’t even going to do optimal damage in a bursty group. Then you have issues with stacking lets say you’re a condition build an then you have a condition thief/war in the group. The thief alone is maintaining 15stacks of his own bleed easily and more.. there is a maximum of 25 allowed stacks the warrior could potentially put up close to that amount too.. now you have 25 stacks all ready any bleed damage you do isn’t happening at all.

Burning is a different clusterkitten all together burning will do its damage in order of application. Additional burning applications have it’s duration stacked on to the end by extending the duration so there is a chance that the damage you’re contributing there may not hit at all if you’re with another class with higher condition damage + condition duration in the group. The entire design for condition stacking/duration in the game needs to be revamped imho. Works great solo, small-scale though and if you’re the only condition build in your group its not “that bad” but still inferior to all other options from a purely damage point of view.

i understand the stacking issue only too well on large scale events – but if your doing high condition damage then you will get in that stack
i dont know anyone that agrees with the way condition damage works re max stack and the simplest fix would be that c/d does d/d when the stack is maxed
i’m merely pointing out (having watched lots of fights from lots of hilltops) that (some) people, when attacked by multiple mobs, tend to target and kill one mob at a time( the mobs got 10+ bleed stacks very little health – the bleeds would be enough to kill it, but they’re still shooting at it- those “hits” could of been used on a new mob,
and im not saying that just one thing or one way is right cos its all situational – just when i’m solo ori farming in orr i tag mobs and end up with a nice group (of mobs) around me i tend to dot then swap target or burn n swap as i say

i disagree having run dungeons and small group (champion)events using kits (f/t and e/g) and p/p people are surprised and grateful for the extra’s. i find myself pairing up with a thief and we duo champs very easily – im not sure if it would be as easy with grenades but worth trying after the weekend event

In niche situations everything can be potentially useful to some extent. If you’re making it work it’s simply because you’re a good player knowing when to use your utility at the right time. They’re still by far “damaged goods” that need to be re-tuned. There are some nice control options and utility in the kits that are not effected by scaling issues so much and thats usually only 1 or 2 buttons out of that kit/weapon set, those abilities are fine.

wholeheartedly agree that everything is situational

Tried Elixir gun since patch? be SURPRISED

in Engineer

Posted by: Under Web.2497

Under Web.2497

^Yeah, it’s painfully obvious how bad the scaling is on the kits. The current scaling on them does not even come remotely close to making up for the loss in stats. It’s exactly why everyone is forced into rifle/grenade builds(in PvE) if you play anything else you’re holding others back unless you’re solo. If you are not that you’re not doing even half your potential damage output. Which is sad because the class has so much variety thankfully in t/spvp we can put a little bit more of that variety to use though.

i disagree having run dungeons and small group (champion)events using kits (f/t and e/g) and p/p people are surprised and grateful for the extra’s. i find myself pairing up with a thief and we duo champs very easily – im not sure if it would be as easy with grenades but worth trying after the weekend event

Tried Elixir gun since patch? be SURPRISED

in Engineer

Posted by: Under Web.2497

Under Web.2497

being a fan of dot (and healing) has taught me not to look for/at the big numbers as its the over time bit that counts. . put conditions on a target and then swap targets – no need to waste extra energy attacking that 1st mob as the over time damage will kill it . . .of course thats only pve as players are so much more intelligent than computer mobs lmao

Tried Elixir gun since patch? be SURPRISED

in Engineer

Posted by: Under Web.2497

Under Web.2497

yeah, EG would be much better for a solo champ fight.
The weaken+power scaling. Swap to pistol to apply static shot confuse+blind to further reduce damage taken.

Acid bomb and elixir F also scale really well with power.

lol i know acid bomb has been killing a full health mob all by itself – granted im in a lvld down zone -

Tried Elixir gun since patch? be SURPRISED

in Engineer

Posted by: Under Web.2497

Under Web.2497

so e/g #1 has always been better (vs single target)?
i’ve never timed before – must be the placebo effect – i think pistols will be better- so they are!
no i’m not traited for the xtra 15% and i was making sure the mobs were in very open positions so as not to double hit with pistols but i am traited for piercing and i had no buffs
. . . so if a sigil of bloodlust (+power)was used – does that mean that the e/g would do even more damage than pistol?
15
traited would be a good increase
Of course i know this is only situational but useful (to know) for those solo champion fights

(edited by Under Web.2497)

Super Elixir

in Engineer

Posted by: Under Web.2497

Under Web.2497

Fumigate is bugged like Flamethrower and it could actually give us something of a twist on the flamthrower type. Its a to long cooldown as it is now anyway imho. The dart yea i use it. And i could be wrong here but i doupt we get any crits when using these kits either. We need to switch from the kit to the gun/rifle to get it off.

Crits do work on kits F/T does 5 attacks per sec so 5 seperate chances

Tried Elixir gun since patch? be SURPRISED

in Engineer

Posted by: Under Web.2497

Under Web.2497

its ridiculous o/clock but been testing EG its auto attack never did as much damage as auto on pistol BUT been testing on mobs after an hour of testing and timing it appears that #1 eg does 10% more dps than #1 pistol allthough the tooltip says that pistol does more damage – they’ve changed something E/G does more bleeds so its either related to condition damage or maybe they’ve put a “hidden” 10% damage mitigation against weapons and didnt apply it to kits . . . all i know is that after lots of mobs killed, what took me 11 seconds with pistols took me 10 seconds with elixir gun . . .so thats a 10% DPS increase
both pistols are rampage exotic with knight/rampage outfit/jewellery

Oh no, zooming...they made it worse for me :(

in Guild Wars 2 Discussion

Posted by: Under Web.2497

Under Web.2497

Thankyou for that very detailed info
Just tried it – and it looks glorious +1 to you
Really low spec computer (my integrated graphics wasnt even on the list as being able to run the game) and notice an avg increase in fps .. it was >20 without any fov, <20 with the old fov and now im back up >20 with the new fov . . . good job
EDIT : i’m even getting >40 fps never had that before (ok so i am looking at a wall )
Ps could you fix the invulnerability bug ? pleeeease

(edited by Under Web.2497)

FT still missing ALOT

in Engineer

Posted by: Under Web.2497

Under Web.2497

same principle works with pistol blowtorch – maybe thats why pistol has glue shot?- to give time to position camera for blowtorch? or perhaps its one of many [insert proffanity of choice here] annoying bugs?

The changes we have been waiting for?

in Engineer

Posted by: Under Web.2497

Under Web.2497

The whole understaffed, we didn’t have enough time, whahhh whahhh whahhh excuse is just a load of kitten kittene.

Its not the fact that they failed to fix huge fundamental gameplay flaws with the profession its the fact that they instead put there efforts into nerfing the most widely used skill.

I just don’t get the thought process!?
You sit down and say “what changes should we make to the engineer?”
“hmm well almost every Engineer seems to just use nades…”
“…you are right…and they complain tht nades are slow”
“……hmm..I know lets make them faster but also lets nerf them down”
“YAY…good idea that way it just seems like we changed them but really they are just the same…..slow but hit hard = fast but hit soft”
“But what about all the other stuff ppl complain about in Engineer forums?”
“Engineer Forums??? Who cares! All the other important professions complain about nades that is what matters”
“Yeah I mean we did just make Engineers so we could have a those 2 rows of 4 in the character creation screen”
“Of course it would have looked so stupid with 4 in one row and 3 in the other”
“yeah soooo stupid”
“We are so smart”
“Yes…we are so smart”
“Now lets go hop back on our thiefs and gank ppl”
“yeah”
“yeah”
“Jon!?”
“Yes?
“I love you”
“…..we’ll talk later”

+1
i think i heard that conversation aswell . . . in a bad dream . . .
lol nice job anet . . now i gotta use 25gb to reinstall deleted games cos i thought this would be awesome. . . [shakes dust off smuggler and evie]
i’ll still play the game just dont expect me to buy any gems

(edited by Under Web.2497)

General Patch Discussion [merged]

in Ranger

Posted by: Under Web.2497

Under Web.2497

only 2 people for that workload? what a mountain to climb. someones got their maths all wrong! – how many working on new content? (im expecting more than 2?) or maybe there was a typo in the memo for staff resources – The amount of people working on new content should of been assigned to the skill/trait team (of all proffessions)

after patch. .INVULNERABILITY still exists

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

as it says in the title after the fix first thing i tried was the invul bug and its still there. . . . please programmers get the mob to drop aggro if its returned to its spawn site so it doesnt come chasing back after us. . . i dont see how we can exploit the fact that if the monster is healed and back in its position aggro is dropped. . PLEASE FIX THIS

Mesmer nerfs :(

in Mesmer

Posted by: Under Web.2497

Under Web.2497

There’s going to be a huge amount of complaining as we’re used to with the Mesmer forum, but honestly I don’t see myself being negatively affected at all, and I had no desire to be buffed in any way.

At least we aren’t Engineers who were told they’d be getting a lot of fixes, only to get ZERO major issues fixed.

+1 love from an engi (main) got other classes but was hoping for better fix for them. . . . seiously you mesmers dont know when your well off lol

The changes we have been waiting for?

in Engineer

Posted by: Under Web.2497

Under Web.2497

This was not expected…If you look across all the profession patch notes, they only fixed a very minor bugs. Expect a backlash Anet lol…

or expect no one to refer a friend – or at the least be honest with them about the “state” of the game. (2 of my friends with money in their pockets wont be buying the game) – BAD PR and a bad insight into what the whole community want. . . . a game that isnt “broken”

bug fixes

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

this isnt a bug
just what do people think of the latest patch and any bug fixes (implemented or not implented) that might affect them?

The changes we have been waiting for?

in Engineer

Posted by: Under Web.2497

Under Web.2497

Traits
[edit]Explosives

Short Fuse still not giving its effect when Grenadier is traited. The September 25th fix didn’t actually fix it. 2
Grenadier changing Freeze Grenade’s cooldown to 15 instead of 20.3
Grenadier not giving its range bonus while underwater
Forceful Explosives doesn’t show the radius change on skill tooltips.
Accelerant-Packed Turrets explosions don’t trigger any explosion related traits.
Incendiary Powder does not mention its hidden cooldown in the description.
Short Fuse is not reducing the cooldowns of tool belt abilities such as Big Ol’ Bomb and Grenade Barrage. (Possibly intended, see discussion).
[edit]Firearms

Rifled Barrels not increasing Elixir Gun’s range while underwater4
Coated Bullets allows an Engineer to hit the same target two times if you’re standing at max range from the target. (There are 2 explosion, one when pierce target, second at max distance). The applies 2 stacks of bleed per hit instead of 1.
Hair Trigger (VI) doesn’t work with Harpoon Gun’s Scatters Mines and Net Wall.
Rifled Barrels changes Tranquilizer Dart’s Weakness and Bleed duration to 3s when it should be 1s and 4s respectively.
Rifled Barrels makes the recharge reduction on Super Elixir to not work properly when taken with the trait Fireforged Trigger.
Rifled Barrels does not improve the range of Overcharged Shot.
[edit]Inventions

Reinforced Shield doesn’t work with Static Shield when Throw Shield is used.
Elite Supplies doesn’t increase Mortar range.
Rifled Turret Barrels doesn’t increase Mortar Range even though it’s listed as a turret. The October 1 fix did not actually fix this.5
[edit]Alchemy

Fast-Acting Elixirs doesn’t work with Elixir S (tooltip changed but CD stays at 60) or any tool belt elixir toss (not intended to work with tool belt skills) and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs. It also does not work with Elixir H.
Potent Elixirs doesn’t work with Elixir X6, Elixir U, Elixir S, Toss Elixir B, Toss Elixir S Stability boon, Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs. This trait increase boons duration on Elixir B by ~50% instead of 20%. It also has some strange interactions with Toss Elixirs H and B, causing various forms of double-boons and extremely short or long boon durations.
Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended.
Automated Response does not clarify that it does not remove conditions applied before reaching 25% health.
[edit]Tools

Passive increased Tool Belt Recharge Rate doesn’t work with Mine Field (Throw Mine tool belt), doesn’t seem to give the full reduction on certain tool belt skills and doesn’t show the modified cooldown on any tool belt skill tooltip.
Adrenaline Pump doesn’t work with any turrets tool belt skills.
Speedy Gadgets doesn’t work with Throw Mine.
Kit Refinement doesn’t work underwater.
Deployable Turrets changes the usual tool belt of Healing Turret (Regenerating Mist) into a normal non-throwable version of Healing Turret. Additionally, it doesn’t work with turrets unlocked after getting the trait outside of Hearth of the Mists. The end result is having turrets which are not able to be ground targetable. CONFIRMED.
Scope trait does not properly apply the 10% crit chance buff when not moving. 7.
Power Wrench decreased recharge doesn’t work with Gear Shield and Magnet from Tool Kit.
Static Discharge does not target enemies properly unless launched from a toolbelt skill that aims at a target (e.g. Surprise Shot). For Elixir thrown toolbelt skills the discharge will occur at the end of the animation, but during this period all skill activation/queuing will be halted until the discharge comes out.
Inertial Converter does not say it has an internal cooldown in its description. It doesn’t work every time your health reaches 25% health so either the description is missing important information or the trait isn’t working properly.

The changes we have been waiting for?

in Engineer

Posted by: Under Web.2497

Under Web.2497

i can . . . swap to a kit in midair now . . . . . . . . YIPEE
i shouldnt of anticipated just got wasted at least i wouldnt of felt so let down
this is the wiki bug list BEFORE the fix . . .
General
Attributes and Sigils from equipped weapons aren’t applied when a Kit is equipped.
Weapon swapping sigils don’t work with kits and are therefore useless for the engineer (even with the weapon in use).
Certain skills such as grenade go through destructible object such as the keep wall in WvW.
Kits cannot be stowed in mid-air.
Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
All movement skills with a specific distance (Overcharged Shot, Rocket Boots, Acid Bomb) have a reduced effect when chilled.
Kits can be equipped in town clothes. Equipping the kit switches you out of town clothes after a few seconds.
[edit]Skills
[edit]Weapon Skills

Explosive Shot use all three procs of Incendiary Ammo in a single attack without applying all 3 stacks of Burning.
Rifle’s Overcharged Shot will occasionally go on recharge without doing anything. This seems to happen when your target moves behind you and you’re immobilized or when your target’s elevation is different than yours (up a steep hill in Forest of Nifhel). This can also happen when the target moves out of range/reach of the attack.
Blowtorch and Poison Dart Volley will often miss destructible objects.
[edit]Utility Skills

Elixir U only gives 4 seconds of Quickness when paired with Haste and 3 seconds of Quickness with Quickening Zephyr. Frenzy works as described (5 seconds).
Rocket Boots does not clear Crippled, Chilled, and Immobilized until after it launches the user.
Super Elixir can’t be manually detonated underwater.
Med Kit cannot be stowed- pressing the heal key simply reloads the kit.
Elixir Gun Elixir F sometimes doesn’t grant swiftness, even when the glob hits and the animation is triggered.
Turret (All Turrets) when picked up immediately after being placed, the reduced cooldown does not trigger.
Bomb Kit, Med Kit, Tool Kit, and Elixir Gun cannot be equipped in the air. Grenade Kit and Flamethrower work fine.
All Tossed Elixir skills have separate underwater and land cooldowns.
Toss Elixir C has a 60 second recharge underwater (instead of 30 seconds).
Elixir Gun’s Fumigate cannot be cancelled by using others skills from the Elixir Gun.
Elixir Gun’s Super Elixir and Acid Bomb don’t work with any Elixir related traits even though they’re listed as Elixirs.
Elixir Gun’s Super Elixir removes all conditions from the Engineer but isn’t mentioned on the tooltip.
Using Elixir H underwater gives a cooldown to Med Kit when going back on land. If this is to prevent using 2 heals back-to-back, you can still use Bandage Self when you are on land.
Using Healing Turret’s overcharge ability gives a cooldown to Med Kit if you switch healing skills or if you use the overcharge ability on land and have Med Kit equipped in water. You can still use 2 heals back-to-back because Med Kit’s main heal is on the tool belt.
Elixir X is delayed at the end of its cast and favours the Rampaging Brute form a lot more than the Tornado Form.
Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle. 1
Mines from Throw Mine and Mine Field stay deployed even after changing skills.
Slick Shoes’s tool belt Super Speed doesn’t work as the tooltip says (Run at double speed), the engineer runs at Swiftness speed. This speed boost ignores movement slowing conditions (chilled, crippled).
Elixir B’s tool belt Toss Elixir B only gives 10 seconds of might (should be 30).
Elixir C’s tool belt Toss Elixir C gives a random boon even when no condition is cured.
After using Elixir S, you can switch to a Kit (intended) then switch out of it to have full access to your weapon skills (probably not intended).
Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.
Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used. On other occasions, shots will still be delayed but then fire off in quick succession.
Rocket Turret can’t be detonated underwater.
Skills sometime get locked in their “in use” animation on the skill bar (the pulsing over the button) which prevent changing the locked skill even after it’s off cooldown. (using a skill, either the locked one or another, seems to fix it).
Toss Elixir B, H, C, U, S and R have erroneous tooltips underwater.

(edited by Under Web.2497)

Login Server down?

in Account & Technical Support

Posted by: Under Web.2497

Under Web.2497

(error code 42:6:3:2060) build 16048
oh yeh the 15th? Knew i shouldnt of anticipated and just got wasted

(edited by Under Web.2497)

Changes to Dungeon loot

in Fractals, Dungeons & Raids

Posted by: Under Web.2497

Under Web.2497

Thank you for the communication – thats ALL thats needed
– and as for the MF? i think it mixes it up and will make things more interesting (Regular dungeon groups might fare better as they could have 1 or 2 decked out max mf and then share the rewards)

(edited by Under Web.2497)

PUBLIC TEST SERVER. . . . . . Please

in Suggestions

Posted by: Under Web.2497

Under Web.2497

As the title says : Can we have a public test server please.
get everyone to sign NDA (as BETA) if you dont want leaks

Engineer Elites

in Engineer

Posted by: Under Web.2497

Under Web.2497

personally i’d rather have the option of putting a utility skill in the elite slot

"On Kill" sigil and kits

in Engineer

Posted by: Under Web.2497

Under Web.2497

yep its a bug – hopefully its one of the 30 things changed today:)

Rifle/pistol vs Elixir gun

in Engineer

Posted by: Under Web.2497

Under Web.2497

Elixir gun has got dps just its not very high!!
It’s use is more for support

  1. remove conditions and heal (with kit refinement u could be perma’d light field)
  2. effectively a dodge
  3. poison and INvulnerability and cures conditions on others
  4. Cripples and swiftness
  5. bleeds (longer duration than pistols) and causes weakness (50% incoming damage)
    kits and sigils is the element here. if u cause any condition damage with a kit and swap to a main weapon the conditions you have created will be altered to reflect the change in stats. in simple terms (if your condition built) cause a condition with a kit then swap to con damage weapons you will do more damage. Until they change the sigils (and the scaling?) then i would say that swapping out to m/h weapon would be more beneficial
    Kit refinement is awesome perma light field for curing conditions- or double strength for the extra healing. i’m in the process of thrashing out the beast trait set up for my playstyle (kit swapping loon that cant keep anything in my hands for more than 3 secs lol)and prefered skills (f/t & e/g) but a good combo is Tools #4 & #6 and alchemy #1 if u use kits a lot. perma swift, vigor and light field >retaliation/cure condition is nice

Warrior Sniper Vs. Engie Sniper

in Engineer

Posted by: Under Web.2497

Under Web.2497

And therin lies the beauty of engineer. peoples playstyle can vary- what one person finds bad another person can find useful. There is so much diversity within the engineer community and i dont see it (as much) with the other proffessions. – with them it seems to be x-y-z skill/trait setups (dislike the term build) with 1-2-3 button presses for usage
it’s just there’s an increasing amount of posts that go " engineers dont do as much damage as [insert proff here]" and when they realise that they think/say that engi is rubbish which gives us a bad press and i suffer from /rage over that as (i believe) we are the most awesome proffession there is . . . But then everyones playstyle/expectations and fun enjoyment are different

Warrior Sniper Vs. Engie Sniper

in Engineer

Posted by: Under Web.2497

Under Web.2497

?!?!?!
FIRSTLY the holy trinity was replaced with damage/control/support, Each proffession has its STRENGTHS and WEAKNESSES – if they were the same we wouldnt have different proffessions- so to even have a debate that a warrior can out gun me (they can even outgun a ranger using a bow) is just foolhardy- OF COURSE a warrior should be the best at damage – but can they support as well as an engi? NO THEY CANT.
I’m just getting fed up of people comparing us to other proffessions (damage output mostly) – IF you want to see big numbers then go play a warrior or thief – Thats what those proffessions are for but if you want to support then engi is the best class for that.
For group events if you buff and heal allies then you will get (not much less than) the same money/karma as someone whos done high direct damage
How many fields can a warrior put down? Theres your answer

(edited by Under Web.2497)

I cant stay alive :(

in Engineer

Posted by: Under Web.2497

Under Web.2497

perma swift and vigor – run through the mobs double dodging (and burning) and about face. backing up is ok but end zones (with the amount of mobs) is near perma aggro state

I cant stay alive :(

in Engineer

Posted by: Under Web.2497

Under Web.2497

is this your first character? some proffessions fare better against mobs than others. The trinity was replaced with damage/control/support – sure we can control and we can do damage but our strength lies in support. we do suffer until we get kits. at lvl 20+ things will get easier.
try p/p + you have to know how to use blowtorch(which is buggy) but once u do it does nice burn dmg and glue shot is nice c/c (i think its more controlling than the k/b of the shield). do u use turrets?- they can be useful to drawing a mobs attention.
all the time your kiting/dodging dps is dropped so your only mitigating the damage and not dealing with the problem.
My attitude is burn em and burn em quick
Oh and as lvling is so quick. you might wanna check your gear is up to date. It happened to me on one of my chars- i thought “this proff kinda sucks” i was lvl 20 with (pretty much) starter gear- i upgraded all my gear and found things a lot easier.

Cannot Click to Target? [Merged]

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

I know that windows 7 had an issue with disrupting/disabling usb ports (and thus anything connected to them) but i could move my mouse cursor and still interact with things next to me and menus just i couldnt target anything mobs/allies/nodes.

Cannot Click to Target? [Merged]

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

happened to me for the first time last night aswell. The (strange) thing is its as though the mouse buttons/cursor dont interact with on screen mobs/items- but when you stand next to a node you can still mouse click on gather and it will.
Please devs look into this as its another bug in an already buggy (invulnerability>aggro, obstructions (that arn’t there) invulnerability bug) combat system- to the point that combat is becoming frustratingly annoying

Best sigil for pistol condition damage build?

in Engineer

Posted by: Under Web.2497

Under Web.2497

or they let us put sigils on kits- as they should’ve done in the first place?

Which moves work while strafing and which don't?

in Engineer

Posted by: Under Web.2497

Under Web.2497

F/T #1 will hit while strafing you just gotta find the sweet spot with the camera – about the only time i get a miss from it is when the mobs dead.
The same applies to F/T #2 and p/p #4 its camera positioning. your toon will always b middle of screen keep the mobs at 12 o/clock
OH and F/T #1 gives 5 chances for a crit every second

Engineer class suggestions

in Engineer

Posted by: Under Web.2497

Under Web.2497

Our profession is the best just fix the bugs! (waiting for tomoz in anticipation)

Rifle vs Pistol ?

in Engineer

Posted by: Under Web.2497

Under Web.2497

be careful with condition duration as dmg is only applied for every full second and as (most) conditions are short duration a lot of points/runes have to be used to make it effective. being crafted 70 you should have enough sp for all the useful stuff. ’Geers can do fair enough damage but its our versatility that makes us awesome

Engi as farming profession in Cursed Shore?

in Engineer

Posted by: Under Web.2497

Under Web.2497

grouping helps a lot. flamethrower is a good one and piercing bullets – i get tagged from pistol #3. and for the bosses just support (unless your extremely confident that your conditions will get on the board) – heal and buff allies gives virtually the same karma/money as high d/d (but rezzing doesnt),
started messing about with traits again alchemy #1 and tools #4 & 6 all at the same time gives great surviveability. . . perm swift,vig, and light field.

(edited by Under Web.2497)

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Under Web.2497

Under Web.2497

I’d like to respond to concerns players have raised about ascended items. Please keep in mind that we’re releasing this as one portion of a massive November update that introduces and improves many aspects of challenge, progression, and rewards. With this and upcoming updates, we view ourselves as introducing large amounts of content with supporting systems and features, akin to an expansion pack, building on Guild Wars 2 through a series of live releases. So it’s important for us to be able to add an expansion pack’s worth of progression and rewards to support that content.

Our goal is not to create a gear treadmill. Our goal is to ensure we have a proper progression for players from exotic up to legendary without a massive jump in reward between the two. We will slowly add the remaining ascended gear items and legendary items in future updates to allow people time to acquire them as we add exciting new content that deserves exciting rewards. We will not be adding a new tier of gear every 3 months that we expect everyone to chase after and then get the next set and so on.

Ascended and infusion rewards will be available in both PvE and WvW over time, and be made available through all sorts of content around the world including existing content. PvP will remain unaffected to ensure our intended PvP balance going forward. We are also working on other reward and progression systems for the game that tie into current and new content and features. As you know we care very much about your support and opinion and are listening intently to what you say.

Finally we look forward to hearing your thoughts on the upcoming content, and we will ensure we share our thoughts with you on the experiences we share in the Lost Shores.

Chris Whiteside – Studio Design Director

THANKYOU for the communication

Defensive Engineer for PvE and Dungeons

in Engineer

Posted by: Under Web.2497

Under Web.2497

And on the Note that Everyone says F/T are rubbish they dont scale. Its a controlled aoe that does 10 ticks of damage each one is capable of being a crit (i know kits cant have sigils (maybe the 15th might change that?) but armour/jewellery and food combined can give you significant +crit% and dmg). if u learn from the misses and find “the sweet spot” F/T #1 (and #2) you might be pleasantly surprised oh and F/T #1 will also knockback small creatures (or hold them at bay)- aggro 10 risen maggots and try it out lol

Defensive Engineer for PvE and Dungeons

in Engineer

Posted by: Under Web.2497

Under Web.2497

by the way. It doesn’t state it in the skill description, but Super Elixer heals conditions when it’s first deployed. You don’t have to fire through it.

sure superE does remove condition on cast- i’m merely pointing out that by staying in the field within melee range of your target- firing projectiles gives an effective perma condition removal
(10 points in tools is a must for any engi?) -(personally 20 pts in tools gives great flexibility) Tools IV & VI and 10 points Alchemy I. i was running through frostgorge at lvl 55+ mining mithril ore (with the help of a turret or two aswell- purely for the aggro grab).

Who sets Gem prices?

in Black Lion Trading Co

Posted by: Under Web.2497

Under Web.2497

All this talk of a market? -SERIOUSLY? You do of course know that this is a game EVERYTHING (except real life money transactions) are virtual- THEY DO NOT EXIST. The laws of supply and demand exist but as its virtual Anet could control the supply.

It seemed a good idea at the time: To offer gems for in game currency but its a BIG FAIL due to the gold sellers and bots.
TBH i think turbine hit the nail on the head You got Turbine Points for accomplishments in the game. with these points you could buy things from the store. You could also purchase TP with real life money and if you subscribed (after f2p) you got monthly Turbine points. This, of course, meant that gold sellers did not affect their revenue from the store.
Their are two systems in gw2 that offer a measure of accomplishments Achievment points (limited) and karma (unlimited). So why not make a 3rd “currency” [for want of a better name, lets call this Gems] and its formula is based on achievments and karma. With these [Gems] you could obviously buy things from the store [including the ingame currency gold].
This then gives two options to acquire gems – through real life money or through doing things in the game [achievments/events maybe even dungeons].
This would help the game:
Gold sellers would no longer have an impact on your revenue [i’m sure they would still have some impact on the player trading post tho]
Also people would do more content (including more alt playing), I understand that this would be deemed a grind, but tbh with all the “bored” people out there maybe they wouldnt be so bored if this mechanic was in play. Also with this system it makes it more equal for all levels to access things in the store.
I Do believe real life sales for gems would increase: currently the only way for me to get gems at the moment is with real life money or in game gold. I started the game with 0 gems and unless i buy gems / convert gold then i could still have 0 gems at lvl 80.
With the new system i would be “rewarded” gems for my accomplishments, “giving” people gems would give more incentive for the people to actually want more (i imagine that (due to the cost) there are lots of people that havnt even bothered with gems).
And if your revenue is that bad maybe should consider a “monthly fee PERKS package” its NOT a subscription, you pay a fee to get {insert perks here} its players choice if they do this but its NOT needed to play the game.
I aplologize for quoting another games system- but it did work (2 years in one of the biggest guilds on the most populated server taught me that)

(edited by Under Web.2497)

Really weird bug.

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

are you using windows 7? it has a bug that momentarily disables random usb devices. Microsoft supposedly fixed it with a patch but there is still “talk” that the problem can still persist

Defensive Engineer for PvE and Dungeons

in Engineer

Posted by: Under Web.2497

Under Web.2497

Elixir R sounds pretty good…I guess I just have to make sure to throw it before I die? That sounds like something I would always forget to do/ not have time to do before I die though.

assign that skill slot to middle(wheel) mouse button

Defensive Engineer for PvE and Dungeons

in Engineer

Posted by: Under Web.2497

Under Web.2497

BTW i have a question about Backpack Regenerator. Seems that it does not work atm. I just dont get regen when using / swapping to Medkit or EG. Anyone else noticed ?

it doesnt actually show as a regen buff it does work tho- just take falling damage and watch the ticks. 125 heal a sec doesnt sound much but thats 7500 per minute passive heal
Also super elixir you can cure your own conditions by firing through the field – AS long as you are close to your target

confused about the behavior of MF

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

perhaps its linked to your lvl vs the lvl of the content your doing. i know i seem to find much better stuff when im doing content that is higher than my lvl.

Adding an evade or Leap Finisher to Acid Bomb

in Engineer

Posted by: Under Web.2497

Under Web.2497

There are not many “things” that produce a field and a finisher and EG allready does a field.
As for evac- is combat collision on? I found it made a difference for me
And use at your own peril on uneven terrain – an engineer stuck between two rocks is a dead engineer

Engineer vs Elementalist

in Engineer

Posted by: Under Web.2497

Under Web.2497

an ele might win for 1-2-3 rotation (check the ele forums and youll see what i mean) but for sheer versatility ’geer wins. its fun being an engineer.

The outstanding Hatchery Bug

in Bugs: Game, Forum, Website

Posted by: Under Web.2497

Under Web.2497

-EVERY- Massively Multiplayer Online game is a beta release. Every single game in the genre is a beta release when it comes out. Once you accept this the comprehension of everything becomes easier.[/quote]

I disagree not every mmo is a beta release- SERIOUSLY have you even played any other mmo? 330 PAGES (more if you take into account the ones that have been merged or closed) of bugs on the forums alone. . . Anet made it VERY clear when the game was being developed and tested that it WOULD ONLY BE RELEASED WHEN COMPLETED.
youve only got to look through the forums/facebook/twitter and see the discontentment in the community- AND PEOPLE ARE LEAVING TO GO AND PLAY SUBSCRIPTION GAMES. . . and Anet do NOTHING about it. . . The ratio of people that want NEW content Vs the people that want bug fixes is tiny. . . TRY IT ask in map chat – New content? OR bug fix?
There are just far too many fundemental bugs. . . 3 months into the game i just dont expect there to be as many bugs as there is. Broken dungeons/story zones that cant be completed [skill points/vistas].
BUT IT IS . . . so i believe Anet have a duty, that if they cant fix it, to inform us in game that what we are about to attempt [Dungeon/Story/Zone] is broken – I SHOULDN’T have to go to the website and check the forums for bugs for content that i am about to do. . . I WANT TO PLAY THE GAME NOT BROWSE THE WEBSITE
The concept of the game is awesome(as i have told anet many times) just the execution sucks
And the communication is terrible . . .
In any other “Production” industry, the way the product has been missold, would have resulted in trading standards investigating. . . but because its an mmo they can get away with it [and even have parties, cakes and photoshoots]
And seriously?- when they say go and do something different instead?. . .imagine getting your brand new mobile phone only to find it doesnt make calls and you cant txt, After Trying to contact the manufacturer you find out on a website that HEY it dont matter cos there releasing an upgrade that gives another 50 ringtones but not fixed the call/txt problem – would you be impressed?

Warr and Thief moseying by to say /salute

in Engineer

Posted by: Under Web.2497

Under Web.2497

HA HA if you dont want to play support then go play another profession- maybe that y engineers dont whine and moan as much? We dont expect to do big number damage- as Eviator said dungeons and small teamed grouped events go wayyy smoother with an engineer thats because of the support they do. i know that the ‘holy trinity’ has been abolished in favour of damage/control/support and all proffessions are not equal in these areas. This is what makes the proffessions different to play – not just the animations but the whole play style. In any other mmo a support class(healing is supporting) would not expect to do high end damage- In fact i can support spec and still burn(:)) my way through Pve more so than i could in other mmos as a healer. So +1 to Anet for making Pve as a support enjoyable. . . . Theres an old saying from far distant lands – “if i wanna go to the moors i better take my thief” and this game is no different.
I love the variety and “quirkiness”

Rocket boots

in Engineer

Posted by: Under Web.2497

Under Web.2497

Rocket Boots are handy – cures crippled, immmobolized and chilled – crippled is liveable with, but its useful against a lot of mobs that can immobolize or chill, its also a blast finisher so with a light field [strokes elixir gun lovingly] it will give Area retaliation (3sec), i’ve had no problem with the toolbelt skill- 300 is close range (red bar under skill shows if in range) it does a 5 sec burn (the second best in our armoury) stacks with blowtorch so if your a condition “build” [How i dislike that expression/word !!] then watch the enemys health drop (Burns do by far more damage than bleeds) and its on a very quick cooldown (i consider 20 secs to be quick!!) .
I do (try) to keep enemy in front of me (screenwise) – Flamethrower habits die hard lol

remove condition

in Engineer

Posted by: Under Web.2497

Under Web.2497

thankyou Nery. . . . synergy in motion. that was my problem i was just out of range as you say its got to be within melee range (100?) and with the rate of fire from pistols the 20% procs every few seconds.
The food?- does it proc on a regen pulse? or does it remove condition on a heal skill use?

remove condition

in Engineer

Posted by: Under Web.2497

Under Web.2497

the description for blast finishers is all allies in the area. super elixir + blast = area retaliation which i get the buff for (buffed for 50% duration of the fight if needed. . . now if there were more regular leaps (on kits) ahhh perma retaliated). i understand that u cant use fumigate on oneself. thankyou neryK for that info on guardians. Thats how i’ve always removed conditions after the initial land of super elixir- projectiles and never really suffered from conditions because of it – but on my visit to sparkfly fens the hylek poison wasnt being removed or if it was removed then it would reappear 1-2 secs later even though the mobs were dead. The skill point is still broken so will have to visit the area in the future

remove condition

in Engineer

Posted by: Under Web.2497

Under Web.2497

so Neryk is correct and the wiki is wrong??
AGAIN the wiki states:
Projectile Finishers apply their effect either to the target foe or to allies adjacent to the target.
it doesnt say “pass through allies” it states “adjacent to” and with that sentance ive answered my own question. . . . distance was the key