Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I could definitely get behind this.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
To be fair, I assumed these traits would be moved around in their track according to their strength/weakness.
And I see now, I had forgotten to put that Infused momentum will reset if your current weapon is stowed.
But very insightful data gathering, I usually just make the values into X and Y as the numbers could be adjusted and altered on a whim. But the general mechanic or gameplay is primarily my focus.
I felt this would make maintaining pressure on a target while staying in a single weapon rewarding. Not to mention the fact it allows for an alternative to Speedy Kits, and it’s advantage is it cannot be Stolen or Corrupted. The disadvantage is it can no longer proc Invigorating Speed.
However you do have valid points, a good way to make traits attract non-Kit users would be effects that cease when inside a Kit.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
On the regard of improving Kitless Build diversity-
Infused Precision would make an excellent candidate for change. Perhaps if:
•Infused Precision was renamed to Infused Momentum: Critical hits have a chance of increasing your run speed for 3 seconds. This effect stacks 5%/15%/25%/33%/50% On the Fifth stack of Infused Momentum you gain 3 seconds of Quickness and lose all stacks of Infused Momentum.(10 second Cooldown)
Coated Bullets could also use a review. Perhaps if:
• Coated Bullets: Your Pistol Shots pierce, in addition Some of your pistol skills have bonus effects:
-Static Shot: Bounces an additional time.
-Blowtorch: Is now Unblockable and deals bonus damage to foes with Protection.
-Glue Shot: Will now detonate causing damage and inflicting Burning on nearby foes when striking a target suffering from Burning. (Also creates a Combo Field:Fire)
I agree that Hair Trigger should be fused with Rifle Mods. The new Rifle Mod could be:
• Rifle Mod: Your Rifle Skills now have bonus effects when hitting foes at 200 range:
-Hip Shot:Inflicts Bleeding
-Net shot: Dazes for 0.5 seconds.
-Blunderbuss:Applies 5 stacks of Vulnerability
-Overcharged Shot: inflicts 3 stacks of Confusion.
-Jump Shot: Inflicts Blind
I’d also like to see a Trait that would do something along the lines of: After your opponent Reaches 5 Conditions from you or a source you control they explode after 3 seconds consuming your applied conditions dealing X damage for each condition on them at the time of detonation.
(Damage per condition: 5%)
This would create an alternative and interesting way to play with conditions. You would have to manage them in the sense that keeping several high damage conditions to burn them down or try to load them up for a burst but risking losing your condition pressure if mitigated. Giving it, a three second “primer” count down would introduce some very interesting counter play as well. As a foe realizing they have a chemical reaction about to erupt on them would make them rush to attempt to cleanse the self softening the blow. Or attempt to mitigate the blast with damage reduction/invulnerabilities essentially giving you a free cleanse at the Engineers expense.
Preferably This trait would effectively only remove your applied conditions. Being that I am not a PvE player I am sure this trait would be met with much hesitation with the min/max crowd. But if at all possible- allowing it to, for example function like:
Your target has 5 bleeds on him, you contributed to 1 of those bleeds so at the end of the Detonation they would be left with 4 Bleeds that were applied by a source other than your own.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
I always wished for Modified Ammunition to: “Increase your damage by 2% for each condition on your target. Increases damage by an additional 2% when wielding a Pistol in your off hand.”
Well Malthias and I agree that a direct boost in damage isn’t adequate to get people to use that trait. A more functionality driven change would really give Modified Ammunition the attributes it need to drive people towards it.
In other words, new builds that don’t require explosives.
I must admit I am wearing the biased blinders for this trait. As I have always wished to make a competitive Power Pistol/Pistol Build as well as a Condition Rifle build but this trait (with my suggested buff) would simply help my agenda Heh.
I know it’s foolish to bother with changing the intended roles of a weapon. But it’s my opinion that there just simply shouldn’t be a defined role for a weapon. Particularly for a Profession that only has 2, I think that weapons should be more versatile letting your traits/skills/gear/sigils/tactics define how your weapon performs.
That being said, I am aware that Pistol is a condition weapon. However it has the aptitude for Power based applications, it just needs a little Push.
At least from my experiments the only way to make a viable Power Pistol/Pistol build would be to monopolize in the fact it has more hits per second that the Rifle. Playing on this fact I have had some great success with Proc based effects such as Sigil of Air and Sigil of Fire. This coupled with swarms of mediocre conditions act as a kind of hybrid yet predominately Power based build. The conditions, although lacking in hard damage, act as utility effects and help soften your targets up while helping you survive.
This coupled with some wisely chosen Utilities add for a very unique play style. All it needs is access to increased sustain. This is why I feel Modified Ammunition is a prime candidate for this. While also bringing up some promising hybridization condition based builds for those who would have it.
Alternatively, I agree with you that simply raising numbers is a poor route to go as I wish traits had more of an impact both visually and literally to your build. Changing the way the mechanics function.
At any rate, I’m just a drunken old dog Engineer who simply wants his day.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
C’mon new weapons! This Engineer would like more than just two toys to play with.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I always wished for Modified Ammunition to: “Increase your damage by 2% for each condition on your target. Increases damage by an additional 2% when wielding a Pistol in your off hand.”
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
-What if a small floating orb appeared floating over your characters shoulder for a few moments, that glows with the symbol of the specific trait/source that is activating.
•+For Example+:When the 2nd Minor Trait down the Engineer’s Alchemy line activates and converts a condition to a boon it can display a symbol dictating that would display to you as well as your opponents that a trait has activated because a certain condition was met. The specific symbol could be anything from an empty “trait hexagon” indicating it is a minor trait, or be more specific like an empty “trait hexagon” with two arrows making a recycle like symbol indicating a condition has been converted to a boon.
This feature could be a way to show players the activation of certain Passives which aren’t as Ascetically feasible to illustrate.
-There could also be (if the extra time was spent in development) certain key or Character defining traits which had their own effects to indicate their activation.
•*For example*: Incendiary Powder could cause your weapon/attack or projectile to burn when this trait activates. Showing yourself that this next attack needs to be prioritized if possible to land a successful burning condition. While alerting enemies that this attack should be mitigated.
-Additionally Boons and Conditions are one of, if not the most important mechanics in Guild Wars 2 PvP. This being said, I feel that the manipulation of these effects should be more illustrated, to help players as well as viewers understand the flow of combat.
•*For Example*:When the Stability Boon is Removed from you by a hostile source. The Boon itself should turn red for several moments and then shatter. Indicating your Stability has been removed from a hostile function. Like Wise, when a Boon is Given to you from a source besides your own it should glow Green for several moments indicating you have received a Boon from a friendly source.
Like wise, when a Condition you are inflicted with is removed by a source it should glow blue for several moments and fade. Indicating a Condition has not simply expired, or been converted but removed and by a nearby ally. This would also show when friendly effects have removed conditions from your character, Greatly improving the understanding of the sometimes overwhelming team play. These features may seem minuscule in comparison to the other, more publicly accepted “Bugs/Flaws” but rest assured, Condition and Boon manipulation is hands down a primary feature in GW2. Making these effects more descriptive and intuitive would greatly improve Guild Wars 2 accessibility among many other aspects of he game. (WvW/PvE)
-These sound great, but admittedly still don’t address certain Passives such as Warriors and Rangers who have the ability to nullify the first CC inflicted on them passively ect. As certain players would not like to have a floating symbol, for aesthetic reasons, indicating their trait is prepped and ready. Perhaps with these particular types of Passives they can simply have the pre-existing “unique Buff” symbol under their character UI. Similar to how Kit Refinement currently functions.
The idea here is to attempt to make these Passives more active. That is to say, they should activate without surprise to both friends and foes.
For there are just too many Passives/Effects that can only be understood through reviewing the combat log or studying your opponents build after the battle. This alone (in my opinion) means that there are definitely problems in the accessibility with PvP and that the nondescript functions in PvP will only hold this game back from a truly competitive scene.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I agree.
A 2v2/3v3 and even a 1v1 would be a dream come true.
I am aware of the multiple imbalance issues that would arise but I feel that is not a reason to refrain from implement this feature.
Ideally it could be released without any major form of rank tracking or any major/ any rewards until the community has enough time to feel this mechanic out.
At the very worse, it would still be a fun yet legitimate form of dueling that if nothing else would give players a fun competitive activity aside from conquest.
If after X amount of time the Arena Feature receives positive feedback than a more streamline reward/rank progression system could be implementing.
Perhaps even the option to compete for fun or Ranked Matches. Letting players get a feel for the Arena Map/Maps and team combat before competing in more competitive ranked games.
This coupled with the option to form a kind of “War Party” or Arena Team which would essentially allow you to create a small PvP Guild of sorts that allows you to track your members individual score as well as the score of your overal team, in Arena as well as Conquest game modes.
Some quality of life features this “PvP Guild” could have, is the ability to see the PvP related Accolades. For example: How many stomps have this player had, how many points captured, how many Pets/clones/minions/turrets have they destroyed total.
This I feel would simply be a fun way to interact with your team.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I agree with his completely.
Traits and Proc’s need to have more tells, if not just for your opponents to use to counter play than simply for the player! So that they can maximize these abilities and not just spray and pray.
I completely agree with the OP and I have mentioned this in the past. Traits and passive Procs should ideally display a visual effect and icon similar to traits like Kit Refinement that let the player know his proc is off cool down.
This feature would greatly improve competitive play as well as make gameplay generally more intuitive for players.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
-For Developers.
Is giving professions access to weapons they previously didn’t have access too a feature that Is being considered? I know/see a lot of players requesting this, myself included.
If so, Has there been much progress towards this endeavor?
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Seems like it would be a welcomed and reasonable change to have a Merchant Area in The Mists that will allow players to have access to Bankers/Mystic Forge/Auction House ect for a fee.
This fee could be reduced by a percentage of your PvP Rank.
This, I feel would reward committed PvP players and incentivize other players to work towards advancing for the economical advantage they would get.
At Rank 1 the prices would be mildly higher than a usual travel tax/ect. This I feel would discourage using the Mists as Merchant Hub. At PvP Rank 80 the prices could be significantly less, rewarding those players.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
What if the Engineer had more than 2 weapons?
No, but seriously I find Rifle to be in a relatively nice place.
And there needs to be some decent Legendary Shot Gun skins. The Projectile could even resemble a buck shot.
Personally, I’d like to see more weapon/armor skins that look “realistic”. As in, they should appear as though they might actually have a legitimate function in a fantasy world.
There are tons of weapons/armor skins that look like a bunch of flowers or a Super Nintendo duck hunt gun. I’m not saying that there is not a player base out there that cherishes those weapon skins, I’m just saying there are enough of these impractical shards of crystal weapons to please those players. I would like to see things that remotely make sense as weapons/armor.
Particularly since my profession is an Engineer that employs genius devices and concoctions to conquer oppositions. I (personally) don’t want to try to explain to myself how I am firing multiple projectiles out of a slab of frozen ice mysteriously shaped like a crude rifle.
That’s just my 0.02$
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Must agree with Vee Wee here. I love gorilla tactics and employe the use of fine positioning and clever use of the terrain.
But even mobile classes should have to manually step behind a pillar. There are some teleportation points that can’t even be Reached by professions without that mechanic. Not to mention the countless locations that can be reached but you would be dead before you were half way to your target.
If they ever do implement an “Arena” type game mode I sincerely hope they iron out its terrain. Teleporting should be fun and useful but in certain cases it can be completely imbalanced.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Unfortunately I play almost exclusively sPvP since launch and lack the knowledge about PvE or WvW to give you any honest advice.
But If you need any help within The Mist’s I’d be happy to oblige.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
Another detriment to build diversity is how weapons are primarily designed to fit a role.
For example: The Engineer Profession has a Rifle for power builds and a Pistol for Condition Builds, That’s it.
If they made traits that could open up the possibility to change the roles of these weapons you would see much more unique variants across all professions.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Rifle Mods could replace Bunker Down in the Grandmaster tier and it’s effect could change to:
Rifle Mod: Your Rifle attacks now have bonus effects when dealing damage to foes at a close proximity.
At 150 range-
-Hip Shot: Could inflict Bleeding.
-Net Shot: Could inflict a 0.5 second Daze.
-Blunderbuss: Could inflict 5 stacks of Vulnerability.
-Overcharged Shot: Could inflict 3 stacks of Confusion.
-Jump Shot: Could inflict Blind.
Also!
Modified Ammunition: could increase damage by 4% for each condition on your target. Plus an additional 4% when wielding a Pistol in your off hand.
This would make Build freedom blossom with the prospect of Condition Rifle Builds and Power Pistol Builds all the while giving Kitless builds have more room for play.
An Engineer can dream can’t he?
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
This is a moderately viable Gadget Build I made.
http://gw2skills.net/editor/?fdAQFAUlUUpzrdZxvLseNCbhM6wx/CyNj+YkAA-TJhFwAAeAAy2fY9FAYaZAA
-Synaptic Overload May also be taken in place of Adrenal Implants if you feel your skill based survivability is adequate as this will allow a few rounds of Hip Shot to function as an additional burst.
It is a little advanced in the sense that the overall success of the build depends on your ability to combo effectively and control your opponent and their boons.
Tldr version
Pro’s
•Potent passive Procs from your attacks provide excellent hybrid damage and utility.
•Outstanding Crowd Control, even against Block mechanics.
•Powerful and reliable Boon Removal.
•Reliable Access to a stun breaker and escape mechanics when needed. (at 25% health.)
•Steady Access to Water Fields as well as avariety of Finishers on short cooldowns.
•Can purge soft CC with ease.
•No innate hard counter, as this build is uncommon and unexpected.
•Is a refreshing build, so it can be very fun to play competitively.
Con’s
•No access to Swiftness.
•Weak to condition overload.
•Not a beginner friendly build.
•Majority of your Damage/CC comes in the form of projectiles.
•Susceptible to Burst
-Logic:
•+Why Go For the Eyes and not Rifle Mod for increased Damage? or Infused Precision for some G’dam swiftness?+ Well as tempting as Rifle Mods is you’ll find your self dealing much more damage when your.. Alive. The idea here is to give your Rifle enough Utility to compensate for not having a Kit to fall back on. The periodic blind is truly a life saver not to mention the pressure from Incendiary Powder, Sigil of Fire and Sigil of Generosity and that’s just naming the primary Procs.
•+Why Adrenal Implant over Gadgeteer?+ Well I have spent a great deal of time with Gadgeteer and it was in my origional design for my dream Gadget Build. Not to mention the Minor Trait on the way acts like a boot legged Rifle Mod. But apon extensive review, Gadgeteer is really not as great as one would imagine. The boons themselfs are great. Having a reliable Aegis on Land Mine is nothing to scoff at. But all in all the shortness of the boons duration makes this trait difficult to maximize. In the end, it’s simply better to have Synaptic Overload or Adrenal Implant than 4 seconds of vigor and a occasional block. If your not dodging you should be firing Hip Shot to maintain pressure and these boons in my opinion do not compliment that mentality.
•+Why Runes of the Ogre?+ Well that’s a solid question, there are actually several variant Rune choices that would compliment this Inspector Gadget build. I have had great success with Divinity as well as The Pack for the much needed access to Swiftness and the always welcome Fury but when it all boils down to it, it’s simply my preference of the added crit damage and the Rock Dog. He applies steady pressure while I’m either recovering from my own Overcharged Shot or just sitting back spraying and praying.
•+Why even bother with Synaptic Overload?+ Well I will admit, Quickness isn’t quite as wondrous on the Engineer as it is to most other Professions but on his build it can be excellent. When running low on health use one of your many Knock Backs on a player or a Clone/Pet/Minion and heal your self instantly with plenty of time left to use all your finishers in your water field in seconds. When an ally goes down, find something to CC and Rez them in seconds! All while protecting their body with Land Mines and Turret Knock backs. But more importantly After a CC simply Hip Shot, you will easily crit for 1200 and land 3-4 hits in the blink of an eye. Essentially making this technique a long range piercing “burst”, and with proper positioning you can heavily impact a heavily contested point.
•+You say this is a Gadget Build, what’s with the Turret? Shouldn’t you be useing A.E.D?+ Well no, because A.E.D is just simply bad for this build. It provides no synergistic qualities aside the Speedy Gadgets. Yet even with it’s reduced cool down and cast time this heal is a risk this particular build cannot take. Both the tool belt ability and the heal itself pale in comparison to Healing Turrets Knock back utility and universally appreciated Water Fields. Not saying I haven’t tried to make it happen, it’s simply just overall a poor choice.
Granted this is a difficult build to master, It can be very rewarding.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
You mean similar to warriors great sword “whirlwind attack”?
That’s precisely what I was getting at.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I always invisioned a check box in the combat interface within the options of GW2 that would allow you the option of holding the skills/abilities button down which would make a long green arrow appear in the direction a movement skill would take you, and would activate the skill apon release of the button. (Similar to AOE spell reticles)
If this feature exsisted and it was possible to pivot your “green directional arrow” to aim at specific directions. Movement skills in my opinion would feel a lot more familiar, and less frustrating.
But…I would settle for simply giving Rocket Boots an Evade for the duration of the skills effect. :P
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Even for all Ragnarok Online’s nostalgia.
It’s PvP was very bad, as it was almost completely driven By exploits.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Or at least let Personal Golem Bankers be a recurring reward in all PvP Reward track lines.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
If only there was a Exclusive PvP Banker that only became accessible to high ranked/accomplished PvP players.
That would be a pretty solid reward of sorts for competitive players who put in the time strictly in the Mists.
Because right now all i get is PvE equipment and materials… Which is bizarre considering I only PvP, since about launch and was among the first Rank 80’s and since the change to the reward system, I haven’t gotten a piece of equipment I didn’t already unlock or a material that has an effect in PvP… (-.-)
At least if I had access to a PvP Bank I could see all these materials I’m never going to use! :P
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Excellent advice in here.
I used to be one of those “Rambo hot join Heros”. I loved fighting 2 players at a time and coming out on top. I would seek out the challenge of a Necromancer when on my Condition Engineer, and gleefully rush into a fight against a Cheddar Bow Warrior. I would do these things to test my skills as a competitive player, and I would win these fights. Having played this game competitively since launch I was a fierce 1v1 opponent.
Then after fighting this Long Bro Warrior for 6 minutes waiting out his defy pain, stability and Berserker stance he finally fell and I was the victor. “An excellent start to this match” I thought to my self as I aquired my first kill of the game.
Only to look up and realize that they had back capped our home point and won the mid fight. Effectively demoralizing my Team Que tourney team and won the game with minimal resistance.
It was essentially because of my decision our team lost a crucial battle, and although I won a battle we lost the war.
I now play to win, focusing on self preservation as well as the preservation of my allies.
I relize now if you wish to win each game you must focus on the points/mechanics of each map and be aware of your enemies and allies movement instead of and focusing on the next thrilling one sided duel you can have.
Save that for hot joins.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I could offer some assistance in the sPvP department if I knew what aspects of the Engineer Profession you had the most fun with/enjoy the most.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Net Shot is one of the few “arcing” projectiles, in which it reaches its peak height moments after you fire it and then descends to the ground.
The slow arcing fire rate coupled with the “leading” effect of projectiles means if the target is moving in a direction or in a faster/slower rate at the moment you fire Net Shot it will attempt to track its target. This can, for the most part be detrimental even at medium ranges as it will cause the Net to head towards the direction the target was going at the time of activation.
Additionally, being that it is an arcing projectile means that when firing at targets on uneven terrain it is not unusual for it to get snagged on smaller particles on the terrain. (This is a common problem that is not just specific to Arcing Projectiles.)
Good techniques for maximizing Net Shot are:
-Firing Net Shot at a closer range greatly increases the success rate. Sometimes it’s better when fighting at more mobile professions to save the Net Shot until you have closed the distance as apposed to throwing one out early in the fight as a gamble while approaching.
-Be aware of your/your enemies positioning if they are strafing at a hard angle or around objects don’t waste your shot.
-Strait Lines are the most successful for arcing projectiles. If possible, Try to line up your target in a strait line maximizing the projectiles
-Jumping immediately after firing Net Shot will allow you to fire the projectile from a higher location. This plays to the arcing projectiles strengths giving it a longer airtime thus a farther reach as well as letting you shoot it over nearby obstructions. Like clones of a Mesmer or Rock Dogs ect.
-Contrary to the first point, Being that Net Shot is on a low cool down it can sometimes be used to bait dodges at a farther range since you have no real intention on it successfully landing this will all you to be ready for an Overcharged Shot at the end of their roll. Buying you enough time while they are knocked back to get in some DPS/positioning/ and ideally allowing your Net Shot to come off cool down for a guaranteed hit.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
Bunker down does need attention.
It needs to either be brought down in its trait teir, for a Grandmaster Trait it is hardly worth an investment.
If it remains a Grandmaster trait it will need a buff. For example one of the following:
-Increased Damage
-Multiple Mines
-Allow the trait Elixir-Infused Bombs to effect mines in addition to bombs.
-Allow it to remove boons
-increase cooldown but allow these mines to inflict a 3/4 second daze.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
What an excellent day for us Engineers. Suprised Grenade Kit didn’t feel a hit!
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
•Modified Amunition: Increases Damage by 4% for each condition on your foe. Will increase damage by 8% when duel wielding Pistols.
Completely unrelated to the rest of your post, but since AR is regarded as pretty terrible now, how about for something like:
Automated Response: decrease incoming direct damage by x% for each unique condition on you.
or
Automated Response: for each unique condition on you, conditions deal 10% less damage to you.
Something that still allows snares and condition pressure against Engies running it, but also gives a pratical passive buff. With coordinated cleanses from allies, I could see the first one making a powerful point bunker.
^This would be actually pretty sweet if balanced correctly. Although it seems like a mechanic a Warrior would ultimately recieve I would love to have a trait that functions this way.
That being said I’d still like Anet to start leaning away from passive mechanics, or at the very least give these passive mechanics their own unique buff/debuff and/or animation so that people can figure out strategies during the fight and not after your already dead and recapping the battle.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Positioning is an overlooked technique.
To play it safe, try gorilla tactics! Find an advantageous position with a pillar/wall to hide behind when eliminatin threats. Even only doing this for several seconds while spraying at the Engineer and their turrets will buy you enough time to avoid the majority of the potentially damaging Turret Overcharge mechanics.
Also, while aiming for the Engineer, strafe around the point and align the turrets between you and your target. This will allow you to pepper the engineers turrets while applying pressure to be engineer himself. All the while dodging the turrets fire and causing them to swivel around while tracking you thus greatly reducing the Turrets DPS.
Mechanics that pierce/cleave or AOE make this strategy truly shine.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I’d like some ways to make viable Gadget builds.
I’d also like to see some improvements so that Power Pistol builds and Rifle Condition builds could exsist.
Seeing as how we only have two primary weapons.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Don’t forget:
•Modified Amunition: Increases Damage by 4% for each condition on your foe. Will increase damage by 8% when duel wielding Pistols.
•Juggernaut: in addition to periodically gaining might when equipped with the Flamethrower you also gain 200 toughness each time you recieve an incapacitating effect. This effect can stack 5 times and last 10 seconds before expiring.
•Rifle Mod: (Replaces the Bunker Down Trait in the Grandmaster line) Deal increased damage the closer you are to your foes when wielding a Rifle. 5%/10%/15%
•Coated Bullets: Pistol shots now pierce. In addition your non-piercing Pistol skills now have a bonus effect.
-Static Shot now bounces an additional time.
-Blow Tortch is now unblockable.
-Glue Shot now removes Stability and Swiftness from those struck.
•Bunker Down: now has a chance to drop two mines. This trait is now effected by the trait Elixir-Infused Bombs.
•Elixir-infused Bombs is now renamed Elixir-Infused Explosives and now works with bombs and Mines.
•Energized Armor: Each time you recieve an incapacitating effect you recieve a Energized Charge on the third charge you will detonate dealing damage and knocking nearby foes back.
•Reinforced Shield: Gain toughness when wielding a shield. Reduces recharge on shield skills. In addition, when both Shield Skills are on cool down you will divert power to your armor gaining 300 additional toughness.
•Blood Injection: When you receive Poision or 4 or more stacks of Bleeding, you convert them into boons. Internal cooldown of 30 seconds.
•Always Prepared: When downed You will now toss a random Elixir at your feet. The random elixir may be any of the Toss Elixir tool belt Elixirs.
•Scope: The first attack made from 800 is guaranteed to be a Critical Hit, in addition will daze targets struck for 1.5 seconds. Internal cooldown of 20 seconds.
•Leg Mods: Cripple, chill, and immobilize durations are reduced. In addition you will not trigger the first Trap/Mine or Mark you walk over. (Internal cooldown on this effect of Leg Mods is 20 seconds.)
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
It might be enjoyable to have a scaling reward system in Hot Joins. For example you could “lock yourself in” to a channel preventing you from changing teams but your rewards would ramp up every game you play in succession while remaining “locked in” the particular Channel.
This could encourage players to forgo the choice of team stacking for the incentive of better rewards. Making it easier to earn ranks, titles, track progress by increasing the percentage of these rewards received for every game you remained in.
This would of course not be a solution for the players who would simply swap from winning team to winning team but it would reward players who simply wish to play a balanced game and maybe with the promise of more efficient rank/track/ect gain and increasingly greater rewards this mentality could be contagious.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
For most of my Glass Cannon Static Discharge Builds, Once you understand Guild Wars 2 PvP completely I find that Utility Goggles is superior than Elixir Gun as Analyze adds a much bigger punch to your burst which coincidentally is primarily what keeps you alive.
Skill based damage mitigation and Pressure. (And of course Gear Shield if your smart enough to take it)
Elixir Gun in power builds has decent scaling but no true burst making it more of a sustained damage/Support Utility Kit. This is detrimental to Glass Builds as their primary goal should be burst/control pressure or they will fall apart.
Not denying the awe inspiring utility of the Elixir Gun as it is easily one of the most potent versatile kits the Engineer has. However in Glass Builds it’s ( arguably) better to pursue more Burst Potential over sustain. It’s not difficult per say, for the Engineer profession to find and utilize one of the many hybridization builds that exsist but it is a slippery slope when trying to spread yourself too far down two roads. I have seen many solid build concepts be unraveled on the field by trying to have (for example) strong condition burst and excellent survivibility.
And through the, however brief, Blind Immunity the Utility Goggles Provide a solid Thief Counter Which is essentially all Glass Roamers natural predator. As it ensures the majority of your burst will land making thief’s recoil if they even survive long enough to fall back.
(That being said, I do feel Utility Goggles is overall quite poor in comparison to the Elixir Gun and could absolutely use some love before it finds it’s way in other builds.)
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I always figured just making the game refrain from auto starting until each team is at 5 members.
The con of this of course is the potential for longer que times, This might be elevated by separating these hot join games from ones that do not have this feature. Much like how in the past there was Hot join servers for 8v8’s and servers for 5v5’s in the same list.
For example when you open the PvP game list you could see some servers that have a “safe start” feature making the game only begin when both teams have the specified amount if players.
The other list could contain servers that function as they do currently. With no starting restrictions for the players who simply want to find a quick match in a matter of seconds.
But I don’t believe they should remove Spectator mode, as I enjoy teaching new players how to play, or utilize a build by letting them watch me use it in real time. This is just one fun feature that would go extinct.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I’d rather have acess to new weapons or utility skills. After those perhaps some better healing skills, then I’d prefer a lot of the current exsisting traits to be fixed/reworked and perhaps some new traits all together. After all this I’d say why not some new Ultimates.
Im more excited about the prospect of giving players more viable build options and creative freedom. I believe Ultimates don’t truly conform to this as they are simply a form of a “tie breaker”. Primarily used to give a player a sudden edge over someone else and to me, are not very integral to build diversity.
Just my $0.02
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
There’s a high risk high reward condition build I like to play with when I’m feeling roudy.
http://gw2skills.net/editor/?fdAQJAqalUUpkr1VxvLseRCbBNqxA6NUhMIqN+xIEAA-TJxCwAAeAAU3fYbZAGnAA
Disclaimer: this is not a beginner build. As you have no stun breakers.
Tips:
-Your Net Turret tool belt ability can be fired at your target regardless of what direction your facing. Use this to help kite warriors and thief’s who think you are fleeing.
-Your Turrets will knock back, make sure to fight nearby them to knock around would be aggressors.
-Rocket Boots cool down is perfect for Healing Turrets tool belt ability as their cool downs synergies well and make for nice sustain against opponents who don’t rely on soft CC.
-You have Many forms of control. But immobilize will be your most important for combo’s as it will now cripple and apply vulnerability. These two conditions will act as a buffer, protecting your valuable burns from removal.
-Rocket Boots may not break stuns, but it opens gaps like a boss! particularly useful for breaking stun locking builds, as it will even get you out of harms way before a hammer warrior/Sword & Pistol thief can get off their second stun locking combos. When stunned remember to spam Rocket boots.
-Your Net Turret is your ace in the hole but it does come at a price, a lengthy cool down that can ruin your day in a bind. It is a good practice to pick it back up after it’s first shot when engaging in quick skirmishes or where blast finishers/Knockbacks arnt needed. This will allow you to put the turret/overcharge back on cool down adding more control over this skill.
-Don’t forget! Your Net turrets overcharge can make CC happen. As it fires a Stun AND an immobilize. This will almost guarantee your opponent to stop/and blow his removal or stun break so make it count when in a bind as Stability will be countered by your immobilize and your Stun will counter your opponents condition removal/resistance.
-As far as I’m concerned magnet pull should never be off cool down. As it is integral for applying control and pressure which is not only invaluable to your success but also to your survival. If you lose momentum you will lose the fight. Dont Forget! Magnet Pull is unblockable, this is particularly useful for shutting down bunkers as they often rely on such mechanics to stay on point or heal. This can devastate guardians as well as other Engineers and warriors who think they are safe behind their (gear) shields! Wait for these moments.
-Static Shot is your bread and butter, excellent for securing stomps due to its quick casting speed it is also amazing at throwing off your opponents combos. Practicing on sure shots with this skill separates the boys from the men.
-Pistol/Pistol is a very impractle weapon set in SPvP so you will be fighting an uphill battle, that’s where your smarts must come in. Use the Unblockable Glue shot in the same manner you would use your Magnet Pull as it will buy you time to regroup.
-Blowtortch has a deceptively large range, even untraited use this coupled with the fact it can fire at enemies through walls! Use this trick to gain a tactical advantage.
-Positioning positioning positioning. Always have an escape route planned, useing pillars and other line of sight to maximize your odds will only make your smile bigger and likely your opponents eyes more salty.
These are just some off the top of my head, play this if your looking for a desperado challenge. And have fun.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Thank you for nerfing the bird.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Every feature patch they released I excitedly scan the notes eagerly awaiting the time I read “•Dueling feature has been added! you can now challenge other players in Kryta to friendly duels.”
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Some to add to the list
I would love to see more ways to experiment in The Mists. For example:
-More Svanir’s & Chieftain’s.
-A mob that uses predominately Conditions to fight.
-A mob that uses predominately power. Ect
-An Orb to practice running.
-A megalazer from Skyhammer to practice gunning.
Ect.
A profession specific Rank. For example:
-Being Rank 80 and being very competitive with fighting “same level” players but then out of curiosity wanting to try a new profession but still fighting opponents that are Rank 80. in short you should be able to ease into learning new professions with other players who are still learning these mechanics.
A specific animation for a boon/conditions being removed. For Example:
-When a player gains stability and it is removed by hostile source the Stability boon should glimmer (red?) for a quick few moments under their characters UI. This would show players old and new that they have just had a boon removed making this mechanic more rewarding and easier to understand. The inverse could be removed harmful effects could glimmer (blue?) briefly Particularly with passive mechanics that have the above mentioned effect.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
In PvP I have made several attempts at maximizing this trait being that I love to experiment. But sadly it really offers nothing, and I am at a loss for why it was implemented in the first place..
Aside from the 1k+ crits in power builds when aggressing a heavily contested point or helping proc on hit effects (although there are much more lucrative and easily obtainable alternatives) it provides no true pressure and absolutely no utility. Perhaps if it removed boons, deployed multiple mines or could synergies with the trait Elixir-Infused Bombs it might raise an eye brow. Most Engineers stay at a safe distance from their opponents and must persistently kite their foes making the fact the mine appears at your feet a gamble for its usefulness given that they have such short durations on the field.
I have heard stories of Engineers getting some uses out of it in PvE but I never leave The Mists so my experience with his trait comes exsclusively from SPvP. That being said I always encourage other Engineers to experiment into off the wall builds and innovate their own combo’s and synergies but as for this trait I would recommend simply choosing another.
Aside from the enjoyable quirky chirps they emit while they lay lonely blinking farewell with their sad red eye, they offer very little in terms of effectiveness for a grandmaster trait and would seem more suited for a minor trait.
This is just from my experience however.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Just put every PvE content Skin as a reward. Adjust their difficult accordingly.
Example:
-Gas Mask
-Ruck Sack
-Fused Gauntlets
Ect.
I… Can’t be the only person thinking this?
…right?
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Being able to change the color/dye these Sacks would be the very least they could do, seeing as we can’t swap weapons and only have a whopping total of 3 different weapon combinations..
Kits aren’t even our profession mechanic.. They are just mandatory Utility Skills.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Your not wrong,
I was just thinking of it more as if someone is shooting at you or swinging at you if you move fast in a direction it’s not as though you are dodging the swings or the shots your just moving faster intro/through them, Not so much nimbly dodging and avoiding.
I mean, it’s a completely valid point and I would love to have Rocket Boots simply grant you evade particularly if it’s easier to implement (ergo faster to implement) aaaaaaand Because it would be the best out of all options for the Engineer.
My argument would be:
-"No thief’s and Rangers evade attacks through naturally quick reflexes and honed combat skills. Not because they are moving at a greater speed. (MPH ect) "
And what destroys my argument is this:
-“Well Elementalists and Warriors can Evade attacks… And they aren’t supposed to be ninjas…”
Hehe so it’s not that I don’t think engineers couldn’t reasonably have Evade when held to other professions.
So your not wrong!
Just a preference thing.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I just don’t think getting stunned in the air should stop your travel either. The only exception to this, I’d say would be blowbacks, knockdowns and impassable effects. Like guardian/Elemental bubbles or walls ect. Aside from those I think the Engineer should remain soaring through the air regardless of what strikes him after activation. Even if you are downed in mid air, you should finish your flight before dropping.
I think you should still be able to take damage and be struck while flying though.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Although anything fresh would be a step in the right direction, I was hoping for at the very least a new Utility Skill. Where as my dream would be getting acess to a new weapons previously unobtainable by your profession I find the odds of this daunting.
I just don’t feel new Elite Skills would be the right direction to take, to make more off the wall builds/combos become viable.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I see Both sides of the coin on this one. Sometimes it’s fun to have an army that grows and grows until it can’t be stopped. And sometimes it’s fun to be one player versus an army and wade through rivers of corpses, and to walk out the victor.
Having played PvP in this game for some time, it is very reasonable to beat any AI build. Granted there are bad match ups based on your build but knowing/playing the builds that you struggle to fight will give you an uncanny advantage on the field.
This being said, when I do go up against a Skilled Minion Master Necromancer on most builds that arnt traited for Bunkering, I can make very little mistakes where “AI” builds have much less pressure on the player to preform immaculately. This is not an issue that can be quick fixed by just adjusting a few numbers unfortunately.
All in all, I would like to see a little more player controlled input into the minion of this game. If for nothing else just to feel more rewarding to the player. I think players should have the freedom to make every/any/all builds they can think of. But when I play Turret Engineer (or any “AI” build) I find even the heated fights are not very enthralling and my victories feel unsatisfying. This is just my opinion.
Where as playing predator games as a thief versus another thief for control over a point can yield some very invigorating and rewarding battles win or lose.
I honestly wouldn’t even mind the addition of more minions, or minions that make more minions. As controversial as that may be, but I would likely leave the game if they didn’t stream line the targeting/UI for minions as well as if they made these minions not require skilled decision making or veteran profession timing to maximize their potential.
This, of course is just from my experience as a PvP player.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Can’t argue with a cannon kit.
A sniper kit would be pretty interesting, although I’m not one to sit back and fire into the action.
Personally, I’d like to see the ever popular Chainsaw Kit!
Or perhaps a Demolition Kit, that employs sticky bombs, TNT and Dynamite!
The tool belt ability could be a themed Hard Hat that could give you protection for X seconds unless you are hit with a Crowd Control effect, then it should absorb the Crowd Control effect but cancel the protection boon Knocking the Hard Hat off of you.
But anything new would be welcomed really!
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
If simply like to see more sPvP content. A new profession, new weapons, new skills a new something. Granted a lot of the existing content is not working as intended or is just an ineffective skill/trait, still. Call me greedy,impatient, or selfish but I’d just like some new content that could be enjoyed in sPvP. I don’t particularly care what happens outside of the Mists.
Is Just like to see things get shaken up. I’d love to have the freedom to make a viable Condition Rifle Engineer Build or a Power Pistol/Pistol Engineer Build ect.
I do enjoy hoping on an casually wreaking havoc. But I will need new content to take this game into a higher level of seriousness.
I want players to have more freedom with their build creativity. So that every time I que I can’t tell just from looking at the roster what all 9 players builds are.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
I always felt that having Rocket Boots supress effects received after activation would be the best way to handle this shared issue.
For example, receiving the Immobilize condition after activating Rocket Boots should cause you to retain the immobilize condition while still allowing you to remain propelled through the air until landing. Then would the effects of the immobilize kick in, preventing you from turning or pivoting.
I honestly don’t feel Engineers need access to Evade but I do feel Rocket Boots need a way to function as a more efficient soft CC cleanser/mobility. It doesn’t make much sence for them to evade attacks while jetting through the air at break neck speeds.
Giving the Rocket Boots the ability to supress effects inflicted on them mid flight would actually make sence. Granted this is a computer game, Anet has mentioned several times that they want their skills and mechanics to feel “realistic” or, that is to say make sence.
To me, when someone activates Rocket propelled jets from their feet it should carry them for the entirety of the Rockets designed distance, weather the person who activated them is still living or not.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King