Showing Posts For Wolf.5816:

Greatsaw Skin I beg you!

in Suggestions

Posted by: Wolf.5816

Wolf.5816

I missed the Haloween event in its entirety, it looked amazing but more importantly… *The Greatsaw Skin is my favorite skin currently in Guild Wars 2 by far. *

I was wondering.. If there was ANY way to know if it will be available this comming Haloween, even just “A maby” would take such a burden off my heart.

I am aware players who received the Greatsaw Skin during the Event are selling them but they are 234 gold currently and I play almost exclusively PvP. This compounds the problem because if I were to grind the gold would require 468g to buy two skins. One for PvP and one for PvE.

Alternatively I usually enjoy to earn specific items that are important to me, and I never really (my opinion) considered gold grinding the same as struggling against countless apponents, or surviving a treacherous jumping puzzle!

In Short, I’d love to know if i could be patient and earn it, or if I should suck it up and gold grind it!

Please Anet! If your reading this! Just give me a wink! Or a very mild nod! It would mean the world to me!

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HGH Engineer...

in PvP

Posted by: Wolf.5816

Wolf.5816

I feel it is topical to state that Engineer is my favorite (most played) profession, the following is my opinion.

If nerfing HGH would result in serious positive attention to current Engineer traits, gadgets, turrets and Kits I would be the first to volunteer a reduction in HGH’s incredible prowess in Structured PvP. But currently, viable builds are far and few between in the end game meta. Every decent gimmick build you can imagine is simply tipping the scales in one direction while sacrificing effectiveness in another, where HGH has so much versatility in Tournament play and very little weaknesses particularly with a team that is aware of how to compliment this build. There for my point:

By all means Nerf the fire out of HGH but please create some build diversity (sorry, broken record) by making some changes to the other abilitys.

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Engineer: Comprehensive Suggestion List

in Engineer

Posted by: Wolf.5816

Wolf.5816

Here are a few off the top of my head.

Bomb Kit: Don’t show the combo field until it is actually active. (Currently it displays the field before the combo field the bombs generate are actually active.

Elixir Gun: Show an area effect radius reticle around Acid Bombs residual damage area. (Only visible to the Engineer who used it)

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Portal Gun Kit

in Engineer

Posted by: Wolf.5816

Wolf.5816

I was originally thinking of a Gadget called Portable Asura Gate. And could be thrown similar to the Throw Mine.

Portable Asura Gate: Toss a beacon that will teleport you to its location after a short delay, Stunning nearby targets for 2 seconds when you warp. Removes Cripple, Chill, and Immobilize.
-1/2 second cast time.
-Cool down: 35
-Skill activation Delay: 4 seconds.
-Stun Breaker
-Stun for 2 seconds.
-Attack Range: 120

Tool Belt Ability: Displacement Field: Surge your Portable Asuran Gate creating field around you that will cause the next attack to miss and Teleport the attacker to a random location, Dazing them for 1/2 second.
-1/2 second cast time.
-Field Duration: 2 seconds
-Teleportation Range: 900
-Daze 1/2 second
-Cool down: 40 seconds.

But I’d love to see this Concept spread into a Kit. There could be so many innovative moves. Perhaps:

Portal Gun Kit concept skills:
(1) Warp Missile: Fires a immensely volatile energy missile that lingers slowly in the air. Greatly Damaging foes who are foolish enough to be struck by them. Successful damage Will also reduce the cool down for the *Gatewave*cast time by 3%.
-Cast time: 1/2
-Projectile delay: 3 second
-Projectile life span:20 seconds.
-Damage:260
-Range: 1,000
-Combo finished :100%
(2) Gatewave: Emits a wave of dimensional energy freezing enemy projectiles caught in its blast while speeding up friendly projectiles Triples the speed and damage done from your Warp Missles.
-Cast time: 1/2
-Range: 500
-Damage: 180
-Cool down: 17 seconds

(3) Rift Bomb: Releases a small Rift that floats in place and pulses continuously damaging foes every second who come too close while increasing the Duration of Cripple, Chill, and Immobilizing effects on enemies by 10% per hit.
-cast time: 1/2
-Damage: 650
-Rift Duration: 9 seconds.
-Damage Radius:115
————-> Chain Skill Duel Rift Bombs: Release two more immobile Rifts nearby you.
-Cast time: 1/2
-Rift Duration: 9 seconds.
-Damage Radius:115
-Cool Down: 35 seconds

(4) Dimension Dissolver: Fire a potent bolt attempting to create a Deminsion between your foe immobilizing and swapping locations with them. If the opponent has Stability or Protection it will instead remove it.
-Cast time: 0
-Damage: 160
-Range: 900
-Immobilize duration: 2 seconds.
-Cool Down: 20 Seconds

(5) Portal Pulse: Channel a powerful electromagnetic energy from your Portal Gun opening personal gates for yourself and nearby allies teleporting them to safety. (This ability will create an Area of Effect around you and when an ally or yourself is afflicted with a Crowd Controlling effect they will teleport to a nearby location instantly)
-Channel time: 3 seconds
-Teleportation range: 600
-Area of Effect: 450
-Combo Field: Lightning
-Cool down: 30 seconds.

Tool Belt Ability: Telefront: Stun yourself for 2 seconds removing 2 conditions every second while gravitating all existing Rift Bombs to your location.
-Cast time: 0
-Cool Down: 30 seconds

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(edited by Wolf.5816)

State of the mesmer.

in PvP

Posted by: Wolf.5816

Wolf.5816

Every Mesmer build has On demand access to:

-Power based burst.
-One of the most powerful conditions in PvP (confusion)
-AOE Stun…
-Invulnerability, or guaranteed stomp.

Yeah.. I think it’s time they saw a nerf.

Most other professions have to spec down 2 trait lines to gain viable access to a single one of those.

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Minefield Broken.

in Engineer

Posted by: Wolf.5816

Wolf.5816

Wish the act of detonating Mine Field was a blast finisher.

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Your ideas on a new Kit Refinement

in Engineer

Posted by: Wolf.5816

Wolf.5816

It would also be interesting to allow Kit Refinement to give unique effects to each Kits “trademark” skills. This of course could be arguable which ability on each Kit is the trademark skill, and some specific skills are simply too powerful (HGH Grenades) to receive any more compounded abilities. That being said let me list some concepts:

Elixir Gun: Acid Bomb will now remove 1 boon every 2 seconds from foes within its effect range.
Bomb Kit: Fire Bomb now consumes 50% Endurance of foes caught in its initial blast.
Tool Kit: Succesful attacks with Pry Bar will grant you 2 seconds of Quickness. Alternatively, striking Turrets you control will grant them 2 seconds of Quickness.
Flamethrower Kit: Napalm now has a small chance of inflicting 2 seconds of fear on each application of its Burning.
Grenade Kit: When throwing Flash Grenade you also produce a small blinding flakitten your location blinding nearby targets for 3 seconds.
Med Kit: Med Kit skills have a small chance to not be consumed when aquired, and persist for an additional use.

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(edited by Wolf.5816)

Your ideas on a new Kit Refinement

in Engineer

Posted by: Wolf.5816

Wolf.5816

I like giving each kit its own Cooldown, and reduce this cooldown.

but I would like (opinion) a balanced way to receive some kind of bonus when swapping to a Kit In general. As in, every time I change to a Kit I get rewarded but whatever this comes in the form of, it should only truly shine with the more Kits you are useing. So running one or two Kits wouldn’t be squeezing as much juice out of Kit Refinement as running 3 or 4.

I know there has been much debate on making Gadgets act as Signets, but perhaps Kit Refinement could grant Signet like effects when simply in your Utility/Healing UI. These effects could be Kit Specific buffs, perhaps even unique passive effects as apposed to simple and dull “+Vitality” ect.

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(edited by Wolf.5816)

Your ideas on a new Kit Refinement

in Engineer

Posted by: Wolf.5816

Wolf.5816

What do you feel would be a balanced way to return Kit Refinement trait back to activating on each Kit swap?

I would love some incentive for mastering 3 different Kits. (4 if you take Healing Kit) Something that encourages darting from Kit to Kit creating environment specific combos on the fly. Waiting for an on swap effect is difficult enough not to mention now we have to wait to swap to a specific Kit to maximize the Kit Refinements effects and to justify using this specific trait. Which is counterproductive to the very Engineer Kit Profession mechanic, for its now risky to Kit swap in those tight situations because you may accidentally trigger (or waste) Kit Refinement in a poor time when simply trying to survive.

Some possible changes I have seen are:

-Make Kit Refinement grant quick Kit specific boons on swap.
-Make Kit Refinement simply reduce the global Cooldown of Kit Swapping by a mild amount.
-Make Kit Refinement grant a Kit Specific “Ammo” charge (similar to the Flamethrower Kits Tool Belt ability Incendiary Ammo) on each Kit Swap.
-Make Kit Refinement reduce the Cooldown on your Main Weapon Skills by 3% per swap.

Do you feel any of those are realistic or have any viable ideas? (Please keep in mind this is merely me wishing to hear others positive perspectives on this concept and in no way do I mean to take away development time from fixing bugs ect.)

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Grenades Autohit

in Engineer

Posted by: Wolf.5816

Wolf.5816

Currently, giving “Autohit” would require serious nerfs to the Grenade Kit. I would prefer just distributing Grenade Kits overwhelming power amongst the other Kits. I just want some build diversity…

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Useless Traits of the Engineer

in Engineer

Posted by: Wolf.5816

Wolf.5816

My suggestion (just some ideas, not complaining on the balance):

Leg Mods: No more backpedal penalty.
Armor Mods: Every 8 hit taken the 9’ is blocked.
Packaged simulator: You cannot take you medkit from the ground. Every med kit you drop you are healed for the half amount that med kit will heal.
Speedy Gadgets: 20% recharge and breakstun.

Just make the last trait line more cooler. what should be.
I’m agree with the 5’ and 15’ of the explosive are kind of weird but at 10’ and 20’ you can take really big traits so for me is not a big deal.

Edit:Actually i like evasive powder keg in pvp for the ability to take off blind

I had always hated traits that simply provide +\- to damage or damage reduction. I wish each trait would provide a more unique and innovative change across all professions. I love your ideas and agree completely. Make playing each build feel unique through gameplay not through numerical differences. (My opinion)

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3 changes you want to see the most on engie

in Engineer

Posted by: Wolf.5816

Wolf.5816

1) Take the raw potency of Grenade Kit with HGH and distribute it to the other Kits. So that we are not forced into a single build for high end PvP.

2) Gadgets need some attention I think giving gadgets two different effects, one if used while not under the effects of a Crowd Control and one while breaking the stun. ( For example using Rocket Boots while not CC’ed could cause you to leap forward inflicting burning on targets at the landing radius. If Rocket Boots is used while suffering from a CC it could do its current effect but also knocking down targets at your launch point.) This would be an innovative change instead of the obvious needed cooldown reduction.

3) Take a look at Engineer Traits. This sounds vague but honestly any attention given to the engineer traits would be well spent. It currently lacks any synergy aside from a few gimmick builds that are ironically the only tourney viable builds. You are forced to leap around and dig deep, down unwanted trait lines to get any of the “useful” traits.

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PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: Wolf.5816

Wolf.5816

-Open World Dueling.

-Build Diversity in PvP.

-A mode or area where players can fight other players specifically. As in 2v2 or 3v3 battles to the death even if its just for fun and provides no gain.

(Did I mention Open world dueling and Build diversity? :P)

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My idea for Warrior sustain.

in Warrior

Posted by: Wolf.5816

Wolf.5816

I wish the changes to the Warriors traits would evolve into more unique and class defining reactionary effects. Of course the duration and cool downs of these effects would need to be greatly tested for balance to exsist. For example:

-A trait the allows you to throw an Axe that cripples your target when your target removes an exsisting cripple. With the right cooldown this would be a innovative ability and could be done instantly and automatically regardless of the weapon. (On another note: Since the Warrior is more of a weapon expert it would make perfect since to carry a spare throwing axe on ones belt.)

-A trait that allows warriors to essentially charge up damage when their attacks are mitigated. By this I mean, when their attack strikes a target who Blinds/ Blocks/Distorts or becomes invulnerable. Each attack made on the target that is prevented could boost the Warriors next attack until the next damaging source from the Warrior strikes the target. This would reward perseverance against the many forms of damage mitigation.

-Traits that grants situational effects when certain conditions are met. By this I mean:
•"When suffering from poison your attacks have a chance to inflict poison."
•"While you are immobilized you gain 6 seconds of swiftnesss"
•"When inflicted with the Burning condition you have a chance to spread it to opponents within melee range"
•"Landing a killing blow on a Pet,Turret, Minion or Clone will give you 2 seconds of Quickness"
•"Chance to ignore a Knockback/Knockdown effects but instead take double damage from it"

-A trait that allows you to “Convert each exsisting condition into a stack of Vulnerability after 5 different conditions have been placed on you.” (Implying its wearing through your armor before your skin.)

-A trait that “When Stunned or Dazed your next dodge roll will daze targets struck for 2 seconds.”

My overall point here is that I (my opinion) would love to see the Warrior become more of a unique profession. I feel simply giving them traits or buffs that only increase damage or reduce damage by percentages makes for a less innovative experience. But that’s just my view on this particular profession.

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The state of Necromancer

in PvP

Posted by: Wolf.5816

Wolf.5816

Since we are stating our opinions.

I see a decent amount of necromancers in both SPvP and TPvP. Also Minion Necromancers are incredibly powerful in pvp currently.

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Rangers and Mesmers

in PvP

Posted by: Wolf.5816

Wolf.5816

I agree with the OP. The professions that yield more results through less effort are always more common, and now Tournaments are the new Hot Join. Shrug

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Is there a "Sword" bundle?

in Living World

Posted by: Wolf.5816

Wolf.5816

I’m looking for a bundle that can be purchased in bulk that resembles a one handed sword. Does such a thing exists? If so, is it a Karma Vendor? And Where is it?

Thank you!

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(edited by Wolf.5816)

A new Kit Refinement

in Engineer

Posted by: Wolf.5816

Wolf.5816

What if the Trait Kit Refinement granted a passive Chance on Hit that is unique depending on the current Kit equipped. These particular effects would only happen while the specific Kit is equipped and could only be activated from Weapon Skills and Utility skills that deal damage while in these Kits.

Examples:

-Elixir Gun: Chance to Remove a condition from yourself when striking a target.

-Grenade Kit: Chance to cripple for 1 second on each source of damage.

-Med Kit: Chance to trigger a Water Blast on each source of damage.

-Tool Kit: Chance on hit to reduce the Cooldown on all Tool Kit Skills by 5%.

-Flamethrower Kit: Chance to inflict Blind on source of damage.

-Bomb Kit: Chance on hit to Daze for 1 Second.

Thoughts

At first I had thought giving a Cooldown between each trigger but I relised that this would only encourage players to use a Kit for a single effect then swap out. And my end game goal is to suggest that the trigger
These effects would also proc from turrets while currently using a Kit as they are a sources of your damage. Thus adding a innovate way for Turrets to add versatility while simultaneously giving Kit Heavy builds unique utility and incentive for using more Kits.
A

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Open world Duels [Merged]

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Yes. And a million times yes. Yes to any form of dueling. Ill pay gems ill pay gold I don’t care. Just… Give us dueling please!

Any of these and I’d say:
-Separate instance dueling? Sure
-Invisible Dueling? Make those participating in a duel become invisible to players who are not in their party. Okay!
-Dueling specific locations. Fine!

Even with custom maps in the mists there is still No substitution for dueling.
And no, Fighting while shape shifted with another shape shifted person is not a substitute for dueling. Don’t even know why I have to mention that..

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Make rocket boot a ground target leap?

in Engineer

Posted by: Wolf.5816

Wolf.5816

Rocket Boots Deffinetly needs an on hit (from launch site) effect. Perhaps if Rocket Boots is used in combat it simply acts like “Acid Bombs” jump. But when used to break a stun or immobilize it knocks down nearby targets from launch point and still knocks you down. -shrug- If nothing else make us “Distort” while under the effects of Rocket Boots. Then the self stun would actually be nice. Currently it is horrible for its assumed application of creating distance from any foe.

I would be fine with the stylistic nature of Rocket Boots self knock back if it had one of the following:
A)You were “Invulnerable” or gain Stability for Rocket Boots duration.
B)Stunned or Dazed players at launch point.
C)Knocked Down targets at launch point for equal duration as your own self knock down.
D)If it removed 2 conditions in addition to removing the movement impairing effects.

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DD eles what you been doing post patch?

in Elementalist

Posted by: Wolf.5816

Wolf.5816

Saw a lot of D/D eles giving away bags in WvW. I guess they were testing if they can still facetank 5 people, kill three, MF-RtL away then double-back to kill the remaining two.

I hope they learned that they’re mortals now just like everyone else and learn to adapt.

+1

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Your opinion on how to make Conjure viable?

in Elementalist

Posted by: Wolf.5816

Wolf.5816

I have played several builds to nice effects in sPvP. But as with several other professions being pigeon holed into only 2-3 viable builds has caused my interest to wane.

I had always wanted to make a Conjure Build but there is no way currently to utilize these skills in PvP. That being said.. Simply put “What if it was?”
There’s no disputing the Conjure Weapons lack of usefulness, particularly in PvP. But what exactly would need to be done in order to allow this mechanic into the strict gates of Tournaments and other SPVP?

If the developers resources where not an issue, and a change to Conjure Weapons was possible and realistic what would you suggest to make Conjure Weapons into a PvP viable utility skill?

-Without stepping on any other mechanics that currently exists I’d say allowing Conjure weapons to at least refund charges on hit/crit if not just removing the charge mechanic (from yourself only) all together would be a great start.

-A problem with Conjure weapons currently, is that their use is very limited and not usually applicable for attrition based combat. Once you have gone through several of the skills rotations it is more practical to drop the weapon and continue using the various “utility-like” weapon skills. Usually from the fact that if your time isn’t spent mitigating damage it’s usually taking it, and no Elementalist build can face-tank even with all the cantrips combined. So my proposition, is allow conjure weapons to give some form of protection giving incentive to the fact that you just lost 15 of your weapon skills and a majority of your survivability. Not to mention the fact that if you would run 3 Conjure Weapon Utilities you would have no way to avoid bursts.

-My next concept is to make dropping your currently equipped Conjure Weapon (Either from activating a new Conjure Weapon or simply Dropping the Bundle) would place the Weapon at your feet, this would appear like any Conjure Weapon but would be unable to be picked up by anyone else but yourself. Having it persist for the Conjure Weapons Cool down while laying on the ground. The idea behind this is that you could essentially drop your Flame Axe in favor of a Ice Bow to do ranged damage then once your target closes the distance you could drop your Frost Bow and pick back up your Flame Axe and continue. Essentially you could deploy all three Conjured Weapons in an area and fight around them picking them up and dropping them when the situation arises making for a very innovative PvP experience while not stepping on the design toes of the Engineers and their Kits.

-Lacking the Utility and Survivability of the “oh so popular” cantrips is a daunting prospect. Not having the much needed oh crap buttons in place of Conjure Weapons currently is suicide in meta PvP. But there could be a remedy or at least an alternative. Perhaps Giving Conjure Weapons a secondary Ability while active would create some versatility and although, would make an additional learning curve (but nothing like that of an Engineer) it would make it much more promising. These Secondary Abilities could act as much needed Utility when desperately trying to dance from Attunement to Attunement. For Example:

-Conjure Earth Shield:;Return Earths Gift:The Shield pulls you beneath the earths surface while destroying your Shield gaining 2 seconds of invulnerability. Actions besides movement cannot be preformed. Breaks Stuns
-
Conjure Flame Axe* :Molten Fury: Erupt all your Axes fury into a single projectile and hurl it at an opponent causing massive damage. Destroys your axe in the process Removes 2 boons from an opponent.
-
Conjure Frost Bow* :Shatter Bolt: Fire a frozen bolt with enough force to shatter the bow. Curing all conditions and Stunning the target for 1 second.
-Conjure Lightning Hammer :;Titan Step: Unleash you Hammers wrath teleporting to target location but dispelling the Hammer in the process. Dazes nearby targets at both points of the teleport. Breaks Stun
-
Conjure Fiery Greatsword* :Offering of Ashes: Channel your Greatsword for 5 seconds Burning nearby foes for 2 seconds every second. *Also Reduces its cooldown by 10 seconds every second channeled.

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wow the ranger is pretty fun

in Ranger

Posted by: Wolf.5816

Wolf.5816

I love having that micro with pets while being able to Kill at range and in melee. Regen Rangers have absolutely no learning curve coming from a difficult to master profession like the Engineer. Being able to practice for an hour and then dominate consecutively in Tournaments is pretty entertaining. It’s so simple to just lay back and relax while your pets do all my damage, all my CC’s and even take Conditions from me every 10 seconds.

I can’t speak for other Ranger builds, but Regen Ranger is such an easy way to sPvP. Just like the minion Necromancer once you learn how/when to use their Profession mechanic it’s pretty much cruise control from then on.

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SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Wolf.5816

Wolf.5816

Dang.. Minions are getting more buffs. That’s sweet but they don’t even need it, my Minion Necro is currently Overpowered. (In Tourney’s) It is very easy to bunker a point, or even contest one when fighting 2 opponents. But hey, I say they buff Regen Rangers too while they’r at it! Give them access to another source of passive health regeneration.

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Famous Quotes for the Engineer.

in Engineer

Posted by: Wolf.5816

Wolf.5816

An Engineer? In a Structured Tournament? That’s not a good idea..

“I find your lack of Faith disturbing.”

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Give Bomb Kit skills the ability to Detonate.

in Engineer

Posted by: Wolf.5816

Wolf.5816

I think it would be an excellent mechanic for the Bomb Kit to have a second activated ability “Detonate” to each skill. This Detonate ability would have a increased global cooldown keeping the Current cool downs the same preventing instant detonation.

Therefore the Bomb Kits Rate of damage would go unchanged, but with the addition of a Detonate Mechanic you could set multiple bombs and detonate them when appropriate. This delay period could, of course, not exceed an excessive amount of time for the obviouse balancing issues.

Of course this would not effect the Tool Belt Ability Big Ol’ Bomb or the Kit Refinements magnetic Bomb.

Unfortunately this would require slightly more work from the players as they now have to manually detonate each bomb if they wanted immediate effects and would therefore effect rapid Kit swapping. (For it would not be possible to access the “Detonate” ability from another Kit/Weapon.) Because of this reason alone I feel there would be some hesitation and negative response to this supposed change.

But please, give it a moment to sink in and realize the possibilities.

Having Bombs with longer fuses allows you more set up time before they automatically detonate. Or the ability to deploy specific bombs and detonate them as the situation demands.

Any thought?

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Quick observation re: hip shot v. aimed shot

in Engineer

Posted by: Wolf.5816

Wolf.5816

(Opinion) I prefer the Engineer treating the rifle as a Shot Gun. I just think they should:

-Implement a generous amount of Rifle skins that compliment the engineer profession. (Sawed off shot guns/ Double Barrel Shot guns ect)
-Change the projectile animation for Hip Shot to be more akin to a shot gun. (Regardless of the projectiles actual range.)
-Perhaps change Hip Shot’s effect so that it does more damage the closer you are to your targets.
-Perhaps let Hip Shot have a small Cone Area effect damage to targets at very close range to the Engineer.

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The Engineer and Gameplay Feedback Our Turn

in Engineer

Posted by: Wolf.5816

Wolf.5816

-Ability to detonate turrets when downed.
-Take a look at all gadgets. (Perhaps giving them two separate affects, one that happens if used while under the effect of a stun breaker, and another effect when using it while free. Giving us utility.)
-Improve Rifle 1’s “Hip Shot”. (Perhaps making it do more damage the closer you are to your primary target/or make it increase the duration of movement impairing conditions by 2 seconds.)
-Implement more Rifle class weapons that have more “Shotgun” like skins.
-Take a look at all Turrets again. ( At least one needs a stun breaker or a way to remove movement impairing effects.)
-Turret personal opinion:Picking up turrets could physically let your pick them up and carry them. Replacing your weapon skills with only 2 skills. specific to the turret being held. Skill 1 could just be the Turrets basic attack but on a greatly reduced CD. and Skill 2 could be its over charge but it activates when triggered. (EX:You could pick up your Net Turret and run around firing a net, or activate Electrified Net and then relocate your turret.)
-An additional Turret Idea: The trait Accelerant-Packed Turrets, could have an additional effect: “Detonating a Turret causes you and all active turrets to gain Stealth for 1/2 second in addition to the Knockback.”
-Tool Kit personal opinion:Feels like it needs additional synergy with Turrets. (Perhaps the Third attack with the Tool Kits wrench “Thwack” could apply the Elementalists. “Arcane Shield” to All turrets struck. (This could be called “Deflector Shielding” to keep on theme.)
-The Shield #5 ability Static Shield should also give you a damage bonus on Shield Throw directly relating to how many projectiles were absorbed before throwing.
-Elixirs effects should be based on either your health percentage. (EX: above 50% health Throw Elixir S will grant Stability below 50% Health Throw Elixir S will grant Stealth.) Or The effects should simply alternate after each use.
-Toss Elixir skills should grant you it’s effect regardless of where it is thrown. (this effect could be achieved through traits if necessary.)
-Revert Elixir S back to its original effect but reduce the range of all kits while shrunk.
-The Flamethrower Kits #1 skill Flame Jet should have a chance on hit to apply a unique debuff effect “Napalm” that burns very mildly and lasts for a few second stacking in intensity. Once X amount of “Napalm” on a single target has been reached, the target will run in fear for 1 second. And the stacks of napalm will convert into a 1 second of burning.
-
The Flamethrowers #5 ability Smoke Vent will now grant you 1/2 second of distortion instead of blinding nearby targets.*

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Remake gadgets! A thread for ideas

in Engineer

Posted by: Wolf.5816

Wolf.5816

Throw Mine is pretty solid but I would like some bonus damage or effect if an opponent steps on the mine as apposed to you manually detonating it on them. This would allow it to feel more like a mine and less like a bomb.

Mine Field is just terrible in PvP. If each mine removed a boon, or the cast time was greatly reduced and damage was buffed I could mildly see the application.

Rocket Boots Deffinetly needs an on hit (from launch site) effect. Perhaps if Rocket Boots is used in combat it simply acts like “Acid Bombs” jump. But when used to break a stun or immobilize it knocks down nearby targets from launch point and still knocks you down. -shrug- If nothing else make us “Distort” while under the effects of Rocket Boots. Then the self stun would actually be nice. Currently it is horrible for its assumed application of creating distance from any foe.

Jump Shot can this move please apply Cripple? At the very least? Even a quick blind at Launch and at the land would be infinitely better than Vulnerability.

Turrets There at leases needs to be one turret with a stun breaker. I was thinking something like Net Turret has an additional ability before detonate. (You have to double tap to detonate) “Safety Net” which fires a tethered safety net at the engineer that pulls him to the turret. This net could not hit opponents but has a tricky projectile like Net Shot but would essentially be a “Oh crap” button.

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New found respect for you guys

in Necromancer

Posted by: Wolf.5816

Wolf.5816

Uhhh.. Necromancer being the hardest class to get used to.. Is a joke. They are intermediate at the very worst. (This is a completely opinionated statement.) The Professions with the steepest learning curve are easily Warrior/Engineer. I made a Minion Based Necro from scratch, and I can consistently beat 2 to 3 people at the same time In Tournaments. I made a Necro to learn their abilities so I could fight them better with my main (an Engineer) My Minion Necro is more over powered than a Mesmer. Once you learn how to use your fear, Necro is easy with all builds. But particularly my minion build is capable of point defense and point roaming and is almost impossible to defeat in 1v1. (And the primary point with the minion build is it is not unique. It is completely obvious to create and use. But it is incredibly effective in tournaments.)

Uhhh.. Necromancer being the hardest class to get used to.. Is a joke. They are intermediate at the very worst. (This is a completely opinionated statement.) The Professions with the steepest learning curve are easily Warrior/Engineer. I made a Minion Based Necro from scratch, and I can consistently beat 2 to 3 people at the same time In Tournaments. I made a Necro to learn their abilities so I could fight them better with my main (an Engineer) My Minion Necro is more over powered than a Mesmer. Once you learn how to use your fear, Necro is easy with all builds. But particularly my minion build is capable of point defense and point roaming and is almost impossible to defeat in 1v1. (And the primary point with the minion build is it is not unique. It is completely obvious to create and use. But it is incredibly effective in tournaments.)Particularly I am used as a Point holder in tourneys because it takes 2+ players to remove me from my point at the very least. I can stay at 100% HP while fighting most bunker builds and I am not even built for bunkering. Simply taking all the traits that compliment Minions and learning how to use Death Shroud made me top teir. There is no such strategy with Engineer or Warrior. (This is an opinionated statement from a strictly sPvP perspective and not a WvW or a PvE.)

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Would you like a "shotgun" kit and new rifle?

in Engineer

Posted by: Wolf.5816

Wolf.5816

I like the Rifle where it is, But a Sniper Kit (a giant externally powered rail gun) would be very interesting and many Engineers would be very happy to get it. I personally would prefer a Chainsaw Kit.

As for the Rifle Skins I feel your pain, and agree with your opinions 100%. I really feel that they need to make more Shot Gun looking skins. Perhaps some could eject shells after each Weapon Skill. This would be especially appealing if there was a double barrel sawed off shot gun.

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Revert Elixir-S, or balance 'Endure Pain'

in Engineer

Posted by: Wolf.5816

Wolf.5816

Just throwing my two cents in: I find the new change to Elixir S to be very detrimental to the Engineer profession. (In PvP)

-It is still useful to prevent Burst as it always has been and still breaks stuns, but against skilled players now it seems to be more of a disadvantage.

-Since it now locks your UI preventing the use of your Heal and utilities, it simply allows your opponent 3 seconds to set up their Rotation against you. This can especially be felt when using the trait Self-Regulating Defense, where in the middle of a life saving combo you are forced to sit and wait for it to expire.

-When a burst comes your way, usually from a handful of Heart seeking, and you activate Elixir S You are unable to open any distance from your adversary and the 3 seconds you bought off any game changing CD’s is hardly felt.

-At last, from a more realistic perspective Shrinking to ant size proportions would in fact cause you to inflict less damage to a full sized opponent if you were trying to physically hurt them. But when a Flamethrower is shrunk it is still a Flamethrower. With all the working components of a Flamethrowerand fire will still burn even if it is the tiniest ember. (The Flamethrower is just a single example) On the contrary assuming one could change their form into a “Vapor-like” or a Mist Form they would be unable to interact with anything outside of remaining sentient.

In Conclusion
-I think a reasonable change to Elixir S should be reverting it to its previous state. While simply reducing the range of all Utility Skills While under Elixir S’s effect. (I would say realistically we should keep our main hand weapons active but I feel this would be very overpowered. In my opinion Allowing only the use of tiny kits is a fair design seeing as with the global cool down it was only really possible to get around 1-2 seconds of use from a kit, even less if you used your time to Heal. Also while invulnerable you are unable to detonate your turrets or activate tool belt skills which costs your several valuable seconds from getting them on their Cool Down.)

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Chainsaw Kit- More melee for Engineers

in Engineer

Posted by: Wolf.5816

Wolf.5816

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Can you gift people Gems?

in Black Lion Trading Co

Posted by: Wolf.5816

Wolf.5816

How sad, Thank you.

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Can you gift people Gems?

in Black Lion Trading Co

Posted by: Wolf.5816

Wolf.5816

Forgive my ignorance. But is it possible to “Gift” people Gems, to buy and give friends gems as birthday presents/holiday presents.

Subsequently if not, are "Pet Cages/Boxes and Dye Kits capable of being mailed to friends?

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Get a rifle for flamethrower crit build?

in Engineer

Posted by: Wolf.5816

Wolf.5816

As a general rule of thumb with the Flamethrower Kit.

Pistol/Flamethrower for condition builds. Rifle/Flamethrower for everything else.

I’m sorry that this will come off as argumentative, but I have to 100% disagree with this.

Any skill that applies Poison is always useful in PvP regardless of whether you’re geared for CD or not given its 33% reduction to a foe’s healing effectiveness; the damage it does is almost beside the point. And Static Shot’s Blind is useful for any build, too.

So I would hesitate to suggest that the Pistol is only useful when gearing for Condition Damage, and that the Rifle is best for “everything else.”

Having two sigils is additionally very useful regardless of how you build your Flamethrower, and having a Shield in your off-hand goes a long way in improving the durability of any Engineer. Two projectile blocks is a huge addition to any build—Power or Condition based—especially since ranged classes will be your biggest problem wielding the Flamethrower.

Regardless, I’ve always subscribed to the idea that the Flamethrower works best when you focus on using it exclusively given how Juggernaut and its Might stacking operates.

The Flamethrower is not designed to be used intermittently; on the contrary, it’s best to use the Rifle solely for its snare removal, immobilizer, or gap closer and then immediately swap back to the Flamethrower—the same with Poison Dart Volley and Static Shot.

Your are correct, but let me remind you I am only talking about weapons when used heavily with Flamethrower Kit. And “rule of thumb” excludes niche builds that can be made moderately effective in certain situations, however the synergies of condition Pistol/Flamethrower and Rifle/Flamethrower are much easier to obtain. Thus my previous blanket statement.

Personally I use Rifle/Flamethrower for its obviouse control. But my length in each kit directly corresponds with the distance from my target and the Profession. There are times I stay in Rifle predominantly against skilled players, if for nothing else than to use it to bait in Melee players switching to Flamethrower in the middle of the fight so that they won’t immidiatly know my build once they see my Kit.

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Famous last words

in PvP

Posted by: Wolf.5816

Wolf.5816

Self Quote: “I just got Eviscerated by a giant Norn for 3K and a Wolf bit me for 8K… Wtf are they feeding that thing?”

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Famous last words

in PvP

Posted by: Wolf.5816

Wolf.5816

“Confusion is cheap as hell, if you don’t use confusion I won’t use Heartseeker.”

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Engineer elite skill: force field

in Suggestions

Posted by: Wolf.5816

Wolf.5816

I must admit, never thought of this ability for an Ultimate. But I’d like it, would be amazing if Engineers ever got a trait like the Necromancer where for every Turret you get 20 Toughness or something of the sort. That would make dropping this ultimate in a turret build great and you would t have to even stand -In- the field.

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[Profession:] Summoner, a true pet class.

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Perhaps if the Summoner Profession used Ethereal Creatures, creatures conjured from arcane magic or just pure energy. These summons could correspond with your currently equipped weapon, generating 2 Summons Per main hand weapon.

Summoners would not be able to swap weapons.

There can be two types of creatures the Summoner could create.
-Summons: An essence of the Summoners manifested energy, strong and versatile these are the primary source of damage and utility. Summons cannot be targeted or harmed. Yet they do not attack automatically.
-Conjurations: Are ethereal creature formed from unstable magic. These Conjurations are temporary creations used to tip the scales in the Summoners favor and attack automatically.

The unique Profession mechanic could be Possesion where the F1 and F2 skills will allow you to attempt to assimilate and possess your respective Summons. When possessing your Summon, you assume control of it gaining 5 unique skills specific to each type of Summon. However while in this form Summons become vulnerable to damage and the player loses access to their Healing/Utility skills. When your Summon’s Health Points expire you are forced out from your summon.

Conjurations are created from Off Hand weapons and Utility Skills. They can be both defensive and offensive in nature but can be targeted by players and are temporary.

Useing Weapon skills will cause your Summon to directly attack in unison with corresponding skills targeting your current target. However like most Pet AI, they will move freely in attempt to find the best path to attack their enemy depending on the type of Summon.

Any thoughts?

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Get a rifle for flamethrower crit build?

in Engineer

Posted by: Wolf.5816

Wolf.5816

As a general rule of thumb with the Flamethrower Kit.

Pistol/Flamethrower for condition builds. Rifle/Flamethrower for everything else.

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Quality of Life Improvements - Please devs!

in PvP

Posted by: Wolf.5816

Wolf.5816

Very nice additions.

I’d like to see a way to more easily organize your bank.

Mine looks like a cluster-kitten and since items don’t automatically stack in your bank I have to play a visual memory game to try and find the respective items.

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Engi Flame thrower very buggy

in Engineer

Posted by: Wolf.5816

Wolf.5816

There has not been any confirmation on fixing this issue. But Kits in general are supposed to be getting some attention in the patches to come, At least to provide more utility.

This is usually caused when targeted foes are just outside the actual range of the attack cone. However, the Flamethrowers Flame Jet damage essentially has two paths, one where the visual fire effect is and an additional path where your screen is aiming. There for you can actually hit two targets at the same time with proper screen aiming.

Another problem could be the pathing issue several abilities have when targeting foes at different elevations. This appears to cause the attack path to fire into the ground. Flame Blast can also suffer from this seeing as it doesn’t actually follow across the ground. (Like the Necromancers Death Shroud ability Dark Path that travels over obstacles to hit opponents)

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Engi Flame thrower very buggy

in Engineer

Posted by: Wolf.5816

Wolf.5816

There has not been any confirmation on fixing this issue. But Kits in general are supposed to be getting some attention in the patches to come, At least to provide more utility.

This is usually caused when targeted foes is just outside the actual range of the attack cone. However, the Flamethrowers Flame Jet damage essentially has two paths, one where the visual fire effect is and an additional path where your screen is aiming. There for you can actually hit two targets at the same time with proper screen aiming.

Another problem could be the pathing issue several abilities have when targeting foes at different elevations. This appears to cause the attack path to fire into the ground. Flame Blast can also suffer from this seeing as it doesn’t actually follow across the ground. (Like the Necromancers Death Shroud ability Dark Path that travels over obstacles to hit opponents)

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Please make a new Rocket Boots animation.

in Engineer

Posted by: Wolf.5816

Wolf.5816

I would be fine with the stylistic nature of Rocket Boots self knock back if it had one of the following:

A)You were “Invulnerable” or gain Stability for Rocket Boots duration.
B)Stunned or Dazed players at launch point.
C)Knocked Down targets at launch point for equal duration as your own self knock down.
D)If it removed 2 conditions in addition to removing the movement impairing effects.

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Spvp Deathmatch new mode

in PvP

Posted by: Wolf.5816

Wolf.5816

Dueling would be a light hearted and fun way to fight friends. This could be a simple option when highlighting the drop Down menu of a players icon. This could also have a on/off toggle switch in the settings to automatically decline duel invitations.

Arena’s would be fun for 2v2, 3v3, and 5v5. This could be done by sending the fighters to a small arena style map with several pillars or objects for “Line of Sight” to be used. While also having an item spawn in a random location. That prevents all healing when obtained by a player. This item could, of course spawn after a long duration and its design would be to prevent bunker battles.

Deathmatch Would be a fun and more aggressive approach to those who would enjoy competitive battling. This could be done by sending larger numbers of players (teams of 8v8+) into a bigger map. This map could vary in its openness but would also have several narrow hall ways or choke points that yield time spawned buffs. The purpose of this would be to create a risk/time spent away from allies to obtain a useful temporary buff. Examples of (opinion) applicable buffs could be:
-Madness:Do 30% extra damage and Take 30% extra damage for X seconds.
-Indomitable:Take 30% less damage for X seconds.
-Rush:Run faster for X seconds.
-Stealth: Go invisible for X seconds.
-Chaos: Teleport you and anyone nearby to a random location on the map.
-Healing Orb:Heals you slightly while pulsing several heals over X seconds to your allies.

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Having a problem? Nail it with your hammer!

in Engineer

Posted by: Wolf.5816

Wolf.5816

I’d like a Chainsaw Kit, but a Rocket Propelled hammer would be sweet.

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Players ignoring chat

in PvP

Posted by: Wolf.5816

Wolf.5816

Custom Games or a basic Dueling Option would be Jawsome.

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Top 10 lessons from SAB

in Super Adventure Box

Posted by: Wolf.5816

Wolf.5816

Love everything about Super Adventure Box. Amazing addition.

Would love a “Mario Party” like feature in the future. Playing with/against other players in innovative unique ways would be finger licking good.

But most importantly.. Where are the other Weapon Skins? I was dying to see the Super Adventure Rifle of Fun…:(

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Your thoughts on an all Engineer Guild name!!

in Engineer

Posted by: Wolf.5816

Wolf.5816

ACME.

We have the stun breakers that stun us, and things that blow up in our faces as well as unpredictable random effects… Now if only we could drop anvils on people..

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