Any time I talk about when the rangers where the “IT” class to bring on dungeons and stuff every one acts like rangers have always sucked.
Am I the only one that remembers why you couldnt find a group willing to go without at least 1 ranger?
Or did I slip through a rip and now reside in a alternate universe?
Its hard to say, some of the patches here lately with changing to the healing turret and even the buff to turrets before, oh and finally getting around to fixing deployable turrets trait. Its VERY out of character. Dont know if we should take these things as a sign of good things to come or if they are simply throwing us a bone to shut us up for a while.
Probably to shut us up.
Oh a game!
Masters of dark arts: wells
Summon the dead: minions
Channel blood energy: Dagger skill #2: Life Siphon
Rend their enemies’ souls: Axe skills
Draw life force: Life force generating skills
life force to strengthen: Strength of Undeath trait
life force to heal themselves and others: Transfusion trait and Life Transfer
Necros wear light armor: light armor
Same gripe about legendary weapons, or at least cool skins for your weapon now with the backpack.
At least with the backpack they could make it so if you have a back piece enabled for viewing that your kit backpack doesnt appear. But our weapon skills are just sol.
I hate it, it doesnt have a necromancer feel to it at all. Then on top of that its only useful to one built type; power. DS single handedly ruined any potential the necromancer could have had.
I’m fine with collecting life force, but it should be used as a mana bar for death magic to create a swarm of minions (like gw1 did with corpes) or somthing else as long as it feels necromancer-ish. Turning your self into shadow-man and getting some pretty subpar skills was such a major let down that I originally stared my main as a necro at launch and he still isnt max level. I keep going back to him but it never works out.
Then you have the overlaps of concept. If DS is suppose to be death mode, whats that make lich mode? Another death mode? I’m not completely against self transformation skills, I just havent seen GW2 do any of them well enough to bother with. Tho as it stands Lich mode is probably the best out of the plague form, DS, tornadoes, giant mode, golem suit, and any what every other ones i left out.
Then the balance issue. Giving a class something as powerful as a second HP bar can only lead to major imbalances for it to compensate for such a powerful mechanic.
Its one of them things on paper looks almost OP but in play is rubbish.
I recall using it just the other day and it added 2 second to pre-existing burn.
there is only one class elite that necros can use underwater, and using it kills all your other minions. Now thats just good design work.
The engi has pretty poor damage output. Which is why grenades are so popular, there one of the few ways engis can get there damage up to that of other classes.
Engi, how ever seems to have alot more control options in the way of multiple immobilizes, knockbacks and the like. I used this to my advantage while leveling using the rifle, and throw mine. While it allowed me to beat vets on my own early on, (somthing other classes dont always do at low levels) it did mean I was unable to quickly kill the normal enemys.
I still dont understand why there is a bomb kit in the first place. The whole idea of running up to an enemy then plating bomb after bomb at YOUR feet just seem stupid to me. If they where proxy mines then I would understand, but timed bombs?
Im thinking its just a single target aoe. Several times iv seen my overcharged rocket land and knock down an enemy thats not directly under the impact zone. Some reason Iv never really thought about WHY it does that, guess I was just glad it did.
As several people has posted. Even if you had a team willing to cut a path through the dungeon it would take forever due to the enemies having such huge HP pools and when they are defeated they drop only trash making it not very rewarding to boot. MF did a good job of not giving every enemy massive HP allowing each fight to last as long as a fight should last.
With my run in TA it felt like the dungeon was designed around people just running past, with almost very enemy having knockback/knockdown, cripple and/or immobilized in addition to the large aoe poison from all the blooms. Its like there abilities where hand picked to slow people down rather than fight them head on.
I dont blame people for taking shortcuts and cheap “tactics” to get through a dungeon when the dungeon itself is so badly designed that it makes such thing almost necessary.
Have you guys ever tried to do a dungeon the "right"way. That is, killing all the enemys you come to, not using little safe spots or stack locations to trick the AI into doing what you want. Like 100% legit run it.
Probably not, or if you have you only done it once or twice. The dungeons seem like they are designed to encourage you to, for a lack of a better word “cheat” to the through it.
Now the last time I ran a dungeon was about 8 months ago, so Im sure they have changed a bit from then. But I just did TA with a group and it was basicly the same as back then, run past these enemys, hide in this corner, ect ect.
I would much rather run a dungeon the “right” way, however it doesnt seem like thats a very viable option.
Its simple, its a weapon that applies one condition, a condition that only stacks time not potency. so the damage will be the same whether you apply one 5sec burn every 5sec or ten 5sec buns every 5sec.
If you do want it to be a condition weapon there are traits and sigils that can make it very effective for applying bleeds and even poison along with your burn.
its still extra damage at only 10 trait points and the trait line itself gives 100 power. And it applies the burn on your first hit, where as the FT 1 skill applies burn on the last tick. so it give an even burn from start to finish. FT is primarily a power based weapon, not condition so it was never really a big issue to start with, just a way to squeeze out some extra damage.
Seems just as good as it ever was.
both norn and human have very specific art styles to there armor. should be easy enough to apply those to turrets.
this has to be at least the 100th time this topic has been created.
You cant directly compare engi utility skills to that of a guardian or other class. the focus of power is different for each class. Classes like the warrior and thief main power come from their weapon skills. But classes like the necro and mesmer power comes from there utility skills. with the engineer probably being the most utility focus class of them all.
Heck we only have rifle, pistols and a shield to pick from. We make up for it with powerful utilities. Or at least thats the idea. The toolbelt mechanic further reinforces that we are utility skill focused.
So keep that in mind when trying to figure out just how powerful turrets should be.
Its true that the thief can be pretty powerful under the right circumstances. But the Golden Child award goes to the Warrior, with Guardian as runner up.
And dead last we have the engineer who gets the redheaded step child award.
its a pipedream, as far as I know no game has ever opted for the multi turret approach. Its always been limited to 1 of each type of turret. Even Tabula Rasa where each turret was basicly the same other than the elemental damage it dealt, and people hated having an emp turret out because alot of enemys didnt have shields so it was a major waste waste.
Starting the cooldown when placed, then either do away with picking up turrets, picking them up like kits, or having them cut the remaining cooldown in half would allow turrets to be alot more mobile. While I agree turrets should not move, you have to keep in mind that this game is designed to be very mobile. Very rarely is there a situation where you set still in one location for very long. Hell even the warrior’s can pick up and move there banners! And while I love the concept of bunkering down into a location and fortifying it, the game it self is not designed for that to be useful.
Turrets are by no means area denial, they are simply extra DPS. If you want to see turrets that are area denial look at TF2 or Global Agenda, THOSE turrets are area denial.
Ah Global Agenda, thats a game where the engineer was an engineer, sadly they jumped the shark along time ago.
Just did my 44+ (44 recpies, and the “+” because sometimes you get cores) run and a guy who was doing his second run got the jetpack.
Talk about demoralizing.
Interesting, I too am up to about 40-ish runs, and so far only people to have ever claimed to get the jetpack says they got it on there first few runs.
Turret need a huge defence buff, thats a given. I cant even honestly say our turret traits are too weak or too strong simply because turrets dont live long enough to have them factored in.
Running the Flame and Frost dungeon (as well as pretty much any other dungeon) your turrets are instantly destroyed by aoe. Speaking of the Molten Factory, when fighting fire storm in his Round 2 mode my turrets take constant damage, its not the fire pools, thos things instant destroy turrets, this is some kind of dot over the entire fighting arena and its weak enough that the turrets can survive maybe 5 ticks or so. I dont know of minions, pets or illusions also suffer from this dot.
I’m with OP, the charrzooka is kitten Shoulder mounted weapons are 1,000x cooler than a bazooka with a rifle grip.
Tabula Rasa had a Leech gun for the engineer class that was shoulder mounted and fired a constant beam. Wasnt the most damaging but was awesome to look at.
only mmo I can think of that ever had a shoulder mounted weapon.
The charr cultural armor for med has alot of bones on it, (for some reason) so the bone weapons would fit.
The Guard Pistol and Steam pistols (both charr cultural) look engineer-ish.
I like the Pact pistol my self, reminds me of Judge Dredd’s pistol.
A working Engineer class would be amazing.
Ah yes, an Engineer thats an Engineer. Also a Necromancer thats a Necromancer would be nice too.
Golemancer, class mechanic would be a customizable golem (press K to bring up customize window to rename and change parts). You F-keys are; F1 attack target F2 Return, F3 Hostile/Passive Mode, F4 Repair Golem. F4 is disabled while the golem is alive, once the golem is destroyed you can use F4 to basicly rez the golem while in combat. the progress is saved and you dont need to be near where the golem died.
Your skill sets would mainly focus on the golem like;
‘Golem Function’ which is an ability that triggers your golem to perform an action, like fire an ion beam.
‘Dopplegolems’ which deploys several mini golems to do a specific action, such as attack or spread out and deploy as small aoes.
‘Teamwork’ which would be abilitys where the golem and you come together to perform an action. like a “Cannon ball” ability where the golem throws you at the enemy, Leap: Finisher.
At first you wouldn’t have many golem parts for your golem, but each ability you learn unlocks as new golem part, kinda like the engineer with his toolbelt. This also means there are special golem parts that are race specific. The golem parts will each have there own graphical look if they are visible, things that go inside the golem wont change the appearance. Some parts will simply change the golem’s stats while others will change his abilitys.
Your tier2 elite would let you pilot your golem which would give you access to all its normal attacks (1-5) and special abilitys it would normally not have access to (6-9) with 0 being exit golem. If you are defeated while piloting, the golem is destroyed and you are ejected.
Iv got to say no. Theres too much poison stuff, and to me poison is more of an assassin thing rather than a necromancer.
I do like the design of the minions, sorta. I think if they spent more time they could have looked alot better than simply, “use ribcages for everything!” but the idea of the necro creating his own minions then animating it shows a higher tier of necromancy than simply raising a zombie off the ground. Its shows he actually practices necromancy and studies it.
if the animations and graphics of his skills has more spirits and souls in them instead of just poison, poison and more poison, it would help. But I also hate alot of the abilities them selves.
Then the transformation abilitys, omg so bad. DS is SOO out of place, not only for lore but also balance wise, so bad. And the huge lich mode and plague(more poison) dont fit. First off, once you go Lich, you dont go back. And what part of controlling death would cause you to burst into a swarm of insects? Summon as swarm of undead bugs, ok sure, but not become a swarm.
Theres so much wrong with the “necro” it would be faster to just wipe it and start fresh than to try and fix every problem.
our longest ranged attacks are THROWN hand grenades. and thats pre-trait that increase the range even farther.
they gave the hp bonus to the wrong minions. I was really expected all the minions to get an HP buff.
Hey guys,
I just want to share my opinion how amazing(imo) the Ranger could have been.
I’m not posting this into ‘Suggestions’, because the devs won’t care about such more or less drastic profession changes anyways.
So let’s start.
I get that, I often fantasize what the necro and engineer could have been if done ‘right’, imo.
These classes aren’t original concepts, plenty of mmos have done the exact same things. But instead of learning from them older games and taking the good and changing the bad, they decided to just wing it and see what happens.
They didnt even take the good stuff from GW1, there own namesake!
all in imo of course. =รพ
NPCs get all the good stuff, like the skritt with the gear back piece.
There are (currently) 3 types of sylvari, you have your normal sylvari that are still connected to the dream, and you have the Nightmare court that have been disconnected from the dream and “changed”. and the little talked about soundless sylvari that as far as I know only have a single settlement in Caledon Forest. They neither support or oppose the dream, they simply wish to live there own life without the whispers of the dream in there ear. I guess there are really 4 but the last so far only consists of 1 sylvari and he has memory loss so he might have been connected to the dream but just forgot, or was never connected in the first place. Which brings up more questions about the dream and its origins.
I personally subscribe to the theory that the pale tree is a minion of the currently unnamed/unknown nature elder dragon, plenty of stuff about that on other topics.
From what I know, each elder dragon creates its minions differently, one can corrupt living things to make minions while another might use fire and stone to create a minion.
But when it comes to creating new minions I’m lead to believe that only the dragons and there generals possess the ability to create minions.
So if the pale tree is really a general of at least a minion factory then the sylvari wont beable to reproduce.
Well, Anet is pretty good at listening and fixing little things like this. Lets hope they listen and do a few changes!
I just wanted to quote this comment from page one that was posted 7 months ago.
How naive.
while I would love a golemancer class, the structure of the game does not allow for it.
They tried to go ahead and let you have race specific stuff like golems and plant weapons with the racial skills.
At this point, the only way they could implement golemancy would be with new crafting professions that focus primarily on crafting “kits” something none of the current crafting jobs do.
And there are some useful kits out there, I find the healing turret seed pretty useful at times and the golem in a box packs a heck of a punch, and those are just the easy to get and cheap kits.
In a perfect world each race would have there own craft tree, but a more realistic path would be to just have a crafting job called Inventor, that can craft kits of all things from all races, from asura golems to sylvari seed turrets and even non race things like the fire elements people LOVE to use.
It wouldn’t be as creative or fun as a “build your own golem” class, but its somthing.
I just finished my personal story section about static college where I invade Gadd’s old lab to find what secrets he has.
After defeating the destroyers a cutscene happens where they say they are going to gather up the stuff Shriksy found (the baby raptor for the large egg you find from the first mission) despite him not actually being there. And that we are returning to my lab to examine the stuff.
And it just ends there… and based on the wiki, its suppose to end there, but it sure feels like to me its missing the ending. What did we find?
For the most part my engi has never been nerfed all that hard. I picked the engi for turrets and gadgets, not for grenades and elixirs. And despite turrets and gadgets being majorly UP from launch, Iv stuck with it and made it work. I took a break and now that I’m back I was blow away that there was a turret buff and even the deployed turret trait was fixed, something I never expected to happen.
I think there are alot of engineers that pick engi for the theme of the class and wanted to use turrets and gadgets, but sadly they was overshadowed by grenades and elixirs.
So with each nerf to the popular stuff, it lowers the bar and makes what we really wanted more appealing, if only by comparison.
First off, NEVER pick human, they are the epitome of boring.
If having cool armor is a big thing for you, pick sylvari or norn.
The main thing you should think about is elites. the mesmer has awful pve elites.
My sylvari uses fern hound all the time in PvE and it makes things SO much easer. So I strongly suggest a race that has an elite summon.
Skill wise asura seems to be the best pick.
But sadly the asuras are small and seeing there cool gear is hard. if you choose to be the tallest asura it might just be large enough to show off your cool gear. Also, the asura cultural light armor is hands down the coolest of all the races.
So to recap;
Never pick human.
Skill Focus: Asura, Sylvari, Charr
Armor Focus: Sylvari, Norn
Weapon Focus: Sylvari, Norn, Charr
when minions work right, which they do most of the time (most = at least 51%) they hit pretty hard. so hard infact that the necro could focus solely on decoying the target while the real damage comes from the minions.
Might not kill as fast as some other classes, but fast enough thats its “viable”.
There are other problems too, like not healing out of combat combined with a cooldown after they do die, makes things rather slow.
haha, engis want the rifle skills of the warrior and rangers want the bow skills of the warrior. starting to see a pattern.
I just started a ranger, and I like the long bows skills, im only level 8 or so, so I have no idea how it will change as I level. I like how fast you can stack bleeds with shortbow 1, but absolutely hate the other 2-5 skills. and I love bounce attacks, so Ax1 is sweet, sadly ax2-3 are lame.
I too liked the sword skills, (tho would proffer skill 2 being inverted.) of the offhands I like the ax my self.
But like I said, i just started a ranger and hes uber low level.
Using the sword and GS makes it feel like im playing the White Lion class from warhammer online. Only my pet dies alot faster.
Save for the mine, all the other gadgets could be “equiped”.
Instead of a sigit rename/passive effect, how about more of an active passive effect?
Take Utility goggles for example; On activation it breaks stuns and applies a 20 sec effect of “wearing utility goggles” with this effect you apply vulnerability each time you attack.
The toolbelt skill would instead gain the fury seeing as utility goggles now has the vulnerability.
hmm… looking at the gadget skills this “equip them” idea would require alot of rework for each one. maybe its not such a good idea…
Iv never used Moa morph before (I dont PvP) but I understand it. I fully expected it to work just how it did. that is turning a moa into a moa with maybe changing its attack set to something less effective or not doesnt matter.
But come on, using moa morph on a moa should change it into something else.
Seeing as the main use of the ability is to turn players into moas. maybe have it pick a race at random to change them into?
This is of course not for balance reasons or anything practical, but just to add some flavor, some hidden flair. People love silly stuff like this.
Iv been gone for several months, and now that im back iv noticed a distinct lack of hunters. Before I left you couldnt form a dungeon group with out at least 1 hunter involved. And all the bots where hunters (noticed a lack of bots as well) and any time you would see another player just running around 40% of the time they was a hunter, and in a game with 8 classes thats a really high chance.
This forum has lead me to believe that there has been some major changes to the hunter in my absence.
Iv always been interested in play the Hunter, but it was far too common to try. Now that they seem all but removed from the game I think I would like to give it a go.
I’m curious as to what major changes had lead to the downfall of the mighty hunter.
1. I assume it works like a manual return of a reflect, so the attack would still be based on their stats.
2. It should be the exact same attack. so if they shoot a poison arrow at you, you return a posion arrow.
3. I dont know, would be nice to know
So.. what if the minions scale based on your net stats?
So instead of you stacking power and vit to increase your pets damage and survivability. each minion would have there own stat growth based on the characters total amount of stats.
For example the Bone Fiend would gain power faster than it gains toughness. So a level 80 with exotic gear would have stronger and tougher minions than a lvl80 with fine gear. But they could still build their necro for power, con or defense and not have to worry about how that affects the minions.
Tho there would need to be some kind of curve or something to keep from the +all stat gear from being the best minion gear seeing as it offers the over all most stats.
None, maybe later when they add more, but for now most of them look stupid.
like the pistol one, Quip I think its called. SOOO stupid looking.
The sword, Bolt isnt too bad i guess.
But in the end i dont have the funds or the patience to grind for one. Even if I felt there was one worth going for.
First off, a staff does sound silly for an engineer, than again we have engineers running around drinking potions that turns them into tornades or makes them the size of an ant. So we left what would be logical for this class along time ago.
I would like to point out there are several heart vendors that have you pick up some auran rifle that have a variety of elemental attacks, usually electrical based to experiment on stuff with. So your thinking is well based in the world of GW2.
The biggest issue is that its a staff rather than a rifle. A staff that shoots electricity, which falls under magic not tech.
If it was a weapon kit that had a very obvious looking tesla rod kind of staff with a electrical generator backpack, then maybe. But i doesn’t work if I equip a wooden staff with a flower on the end and shoot electricity and claim its tech not magic.
Ok, I’m looking at weapons and Iv noticed that one handed and two handed weapons have the same magic find. Does that mean having a main hand and an off hand weapon is better than a two handed weapon?
I’m thinking about collecting some MF gear and doing some hunting, but I’m concerned how MF affects my pets, namely my Engi’s turrets.
I’m hoping if I get credit for the kill that will be enough for my MF to affect it. But when it comes to pets in MMOs you never know.
Has there been any confirmation about this?
Just a quick recap so everyone is up to speed.
Human weapon sets;
T1: Krytan T2: Aureate T3: Seraph
Norn weapon sets;
T1: Shiverpeak T2: Norn T3: Wolfborn
Charr weapon sets;
T1: Steam T2: Flame T3: Guard
Asura weapon sets;
T1: Glyphic T2: Verdant T3: Peacemakers
Sylvari weapon sets;
T1: Glyphic T2: Verdant T3: Warden
You may notice Asura and Sylvari are still sharing weapon sets. How long will it take for these 2 races to get their missing weapon sets?