At least when it comes to mesmers mantra heal the internal cd doesn’t work properly. I cast my mantra heal or use the ready mantra heal and I get 12 seconds of swiftness (20% swiftness duration from the runes). When the swiftness wears off (after 12 seconds) I recast the heal and the swiftness does not proc. I have to wait near 15 seconds total from start of the buff till I can reapply the swiftness from the heal. The swiftness from healing is labeled to have a 10 second cd. It has been this way as long as I can remember.
I was also wondering why there is an internal cd on the runes anyway because the proc only goes off on the 6 heal. The only heal in the game to my knowledge that has a shorter cd than 10 seconds is the mesmer mantra heal. Just make the swiftness gained from it not stack but refresh the max duration of 10 secs + 20% from the runes and if traited + 30% on top of that.
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Turrets are currently bugged, none of the turret traits are working and the Hitboxes are immensely huge causing them to flop over and die almost instantly in any fighting scenario.
So how has this affected your SD build? Accelerated Turrets is currently working, and rifle and heal turret never stood up long last I could recall anyway. Not saying I don’t want those fixed, just not sure how that affects the build I mentioned.
It affects it in the form of : There’s better options available.
The main thing I mentioned here was the fact the hitboxes are buggy and immensely huge, causing the current trend we are seeing, Turrets Die within seconds in any type of fight.Considering that I already said there was a better option available, I can only assume you posted just to be able to read your own words on a forum post, and I’ll let you be now, since you’ve offered up zero productive input, especially considering that no SD build leaves turrets up for long enough to warrant turret sustainability discussion.
wow someone peed in your weaties i bett
I didn’t think anyone would notice…
Maybe when they change the passive on the signet heal, they can think about changing it in other ways. They can move it off the 6 spot and leave the passive heal as it is but lower the healing power contribution and at the same time change the active to a condition removal. Clears all conditions on a 30 second cd.
The only condition removal problem I have on my warrior is when I am going glass cannon. I have no problem using shouts, runes of the soldier and shrug it off in non gc builds.
Gotta post a correction here. I said ele can cleans 3 conditions in mist form and I was wrong. They can aoe cleanse 3 but self cleanse 4 because the act of entering mist form adds regen when speced so cleanses when speced.
I love how you use a partial quote because a whole wall of text would have supported my argument that you cemented with your response. There are only 2 builds that do well right now, HGH/409 and SD. One of which is the exact spec you claim to run and face roll in. I also point out the devs mentioned they will be looking into nerfing both.
So you are correct elixir S is still useful for HGH/409 builds but I never said it wasn’t. I said its not enough utility for other specs now that we can’t heal in it.
It’s the best stunbreak we have acces to in any situation that ain’t a 1vs1, and even in a 1vs1, it’s an amazing stunbreak to soak up the worst burst that can be thrown at it! Elixir S was so OP before that I couldn’t justify run any other of our stun breaks, now it’s still an amazing tool I swap into when I see a 1vs2 coming, or when I feel like slacking, but at least some of the other stunbreaks is close to be on par! And I don’t run any of the two above builds, and we got way more then those two build “viable” anyway! Both in WvW, and tPvP from the Engineer’s I talk with there, bunkering appear to have gotten quite cool with the new healing Turret..
TLDR: Elixir S is still amazing, it will still se a lot of play, and it have allways been a to strong skilL! Stop the whine, the skill ain’t broken nor usless! You guys are as usual stuck in a very very narrow world, where everything crumple if someone poke to your toys
There are 100s of builds you can make and viably play against random people who are playing the same but against players who min-max there are 2-3 viable trait routes right now. You can beat a bad person with no traits and random gear missing. Does that make it viable?
Also Elixer R, Elixer U and Utility goggles are much better stun breaks to me. They don’t lock you out of action for 3 seconds and provide useful actives that allow you to keep up pressure(if your running you already lost). Elixer R gives you 2 dodges back so you can get your evade on without being stuck waiting 3 seconds to do something if you see an opening. If I can’t heal through the conditions on me in S then I don’t care to take it only for a stealth or stability (non hgh/409 build).
You guys are silly if you think elixir S and mist form are equal. I just tested and I can pop mist form and aoe heal for 4.5k (attune water, dodge roll, regen tics, soothing mist tics) while aoe clearing 3 conditions. Can an engi do that?
I think the crucial element to this is that you’re attuning to Water. Make it to where Mist Form cannot swap Attunements and this problem is solved.
But just for the sake of answering your question: an Engineer can clear two conditions with Toss/Elixir S while additionally granting 3 stacks of Might. Toss Elixir S also works as a Stability/Stealth buff.
It’s not a Heal but Mist Form also has a much longer cooldown.
Some of you people just white knight for the sake of it. Maybe you think it makes you look good or smarter but I just sit here and laugh at you. The fact of the matter is the engineer isn’t in a great place.
It’s not a fact. It’s your opinion.
In what little sPvP I play, I faceroll most classes with my Elixir-spec Conditioneer build. I’m not ranked. I rarely play tPvP. So if you want to dismiss this comment, go for it. But I come away with my own experiences, and I still find that Elixir S is an amazing skill to preemptively mitigate burst damage. Toss Elixir S also still gives 4 seconds of Stealth or 8 seconds of Stability. Given that it’s arguably the only way to get Stability out of the Engineer at this point, hard to figure out how slotting it on your bar is “useless.”
That’s not me being a “White Knight.” I gain nothing by refuting melodrama on a forum, except perhaps more wrinkles on my brow.
I love how you use a partial quote because a whole wall of text would have supported my argument that you cemented with your response. There are only 2 builds that do well right now, HGH/409 and SD. One of which is the exact spec you claim to run and face roll in. I also point out the devs mentioned they will be looking into nerfing both.
So you are correct elixir S is still useful for HGH/409 builds but I never said it wasn’t. I said its not enough utility for other specs now that we can’t heal in it.
A 60 second cd to stomp someone isn’t worth the spot. Take the stomp away and allow engi to heal like everyone else.
Actually YourOwnFear, I just think it’s silly~stupid to !compare! Elixir S on such a narrow mindset-basis.
Classes are not comparable to a per-ability degree. The issue is not whether Elixir S is balanced compared to Endure Pain, Mist Form or Loaf of Bread.
The issue is whether Elixir S is balanced against the loadout and the trait-setup of the Engineer.It isn’t, so it needs work. But not for “I envy that guy over there”-reasons.
My post was clearly aimed at the posts defending the change because mist form was equally changed. I thought the first sentence covered that pretty well. The rest was an argument to those people in that mindset.
None of it changes the fact that 2 bunker builds that revolved around the 2 elixir S procs were killed. Even if you didn’t think those builds were viable didn’t mean others didn’t do well with them. Also I never heard anyone once complain about how those builds were op.
You guys are silly if you think elixir S and mist form are equal. I just tested and I can pop mist form and aoe heal for 4.5k (attune water, dodge roll, regen tics, soothing mist tics) while aoe clearing 3 conditions. Can an engi do that?
Some of you people just white knight for the sake of it. Maybe you think it makes you look good or smarter but I just sit here and laugh at you. The fact of the matter is the engineer isn’t in a great place. While other classes have a lot of room to make builds it looks to me that engi has 2 viable ways to go right now, SD or HGH. With the way things are going I understand why people are complaining. Arena Net’s track record with engineers is to kill builds instead of balance them (like taking crit off of mug and adding a heal). They have also alluded to killing HGH nades and putting a internal cd on SD.
With the elixir S change Arena Net has shown that they don’t want engineers to use the skill in the way most have been using it but what they didn’t do is give the skill new purpose. All they did was narrow its usefulness and kill more builds. They are forcing people deeper into the HGH and 409 route instead of allowing for standard bunker builds. Most of you that white knight the change don’t care or don’t see this because you’re most likely running flavor of the month builds like HGH and 409 so the skill still has some use to you. Other people who want to run non HGH and 409 builds just had some choices taken away.
No matter how you look at it, the elixir S change was not fair or balanced and did not create build diversity. They should have kept it how it was and took away stomping while in elixir S or only allow the use of kits. If they would have only allowed the use of kits then it would have been closer to the change that the ele got. Since I can still burst heal or do 4k damage and apply conditions in mist form.
I would also like to point out that I main a mesmer but I have the second most play time on my engi, followed by my ele.
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Flame turret would then take away from healing turret and it seems they want more people to use healing turret as a condition cleanse.
Stability would be too powerful in pvp. Maybe pulse 3 seconds of protection with its damage.
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I like this idea but my biggest problem with turrets are their lack of damage. Even with 3200 power and 50 crit damage they hit for next to nothing. I have made builds around them where they would last for an entire fight but the fights go on way too long compared to other specs I can run with power gear (that have better survivability).
I believe the damage on turrets should be doubled if you spec into them. Its not like the firing rate is high so even with double damage they wont be bursting people down in seconds. It would still put their damage way under phantasms with similar limitations. Phantasms are locked to a target and die with them, while our turrets are locked to an area.
The heal in full exotic clerics gear and every healing traits is 270 per bomb so I dont think you will ever reach 800-900 hps using bombs. Its tech not even 270 per sec since bombs don’t instantly go off when placed down.
You can however get some good healing with bombs and double super elixers.
I never said I was unhappy. I have made my point and there are no counter points with proof on the forums. Bomb damage has not changed. Bomb damage right now with no weapon equipped is exactly the same as it was pre patch.
I have no proof to post myself so I leave my testing methods here for people to use themselves and see for themselves. If you can remember what your kit damage was pre patch then simply remove your weapon, find a target and attack with that kit. If you were testing bomb damage with different weapons to see if there was a difference pre patch like me then you will notice that there was no damage increase or coefficient change on bombs.
I would also like to add that I didn’t complain, I was making a statement. I have been fine with engi since launch. I like the class and make due with it. I would like to be as effective in what I spec into as a rival class but I still do it if I am or not. Don’t try to make it sound like I am complaining because I have a differing opinion on what actually changed then you.
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I haven’t seen a single post with someone showing their bomb damage pre patch and then post patch with no weapon equipped. Can you please point one out to me since I am clearly unable to find one.
I would also like to mention once again that damage with kits did increase if you have power on your weapon and its equipped. Outside of that I have personally tested this in every way possible and the damage is exactly the same.
Without a weapon equipped my bombs do the same exact damage as they did prepatch and the damage only goes up by around 50 or so with a weapon equipped. I must not be understanding what your saying they changed but to me its clear that the only thing that has changed is the stats from the weapon have been added and that is the only way you will see a damage change.
The other change about the damage being increased to equal the damage of an equivalent rare item never happened because I would see some damage increase somewhere and there isnt one.
In my post I was just trying to make the point that there was no damage changes on any kits and was more so pointing out bombs since someone said their bomb damage had increased. It didn’t change at all.
At gurt, like I said before, If you had power on your weapon then the damage would go up since you now retain that 100 or so power from your weapon. If you have no power on your weapon then the damage is exactly the same.
There was no kit damage increase. The only increase in damage you will see is from the 100 or so extra power your getting from your weapon now. The exotic lvl weapon damage for kits never happened. My bombs do the exact same damage now as they did pre patch. The only noticeable difference would be that you dont have to swap out of kits to get the full effect of your heal if you have weapons with healing power on it.
There is little to know damage difference on any kits after the patch. They never changed the damage on the kits. I have been in game for a while now and tested every kit and the damage is almost exactly the same. I believe they will fix this soon though because its clearly a bug.
The changes made little to no difference in our healing or damage other than the bug fix with healing turret. Your output will be exactly the same as before the patch. I am assuming they meant to add base damage to the kits but forgot in the end.
After testing in wvw for a bit I noticed there is almost no change in damage and healing with kits on. Weapon damage to kits would have been a better step imo but alteast we didnt get nerfed.
We are only getting stats from the weapons and not the weapon damage. I have 3124 attack with my rifle and still 2888 with all kits on. If thats what your asking. Its equal to a green lvl 78 pistol.
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Well a couple simple fixes is probly all that is needed. Like allowing pets to attack on the move. The animations seem to have the pets stop to attack. Also increasing the range of pets melee attacks since pets don’t act like a player and they are easy to trick into a pattern to keep them from hitting you.
As a BM ranger I think pets need work. Most of your experience seems to be in pve. I only pvp/wvw. I get really annoyed at pets uptime on target. If a player target runs in a slight circle with no speed increases they can avoid all of our pets damage. The exception to this is when I land my slow when off cd. With a good chunk of our damage rolled into our pets when speced for them, I expect my pet to be able to have uptime on a target that isnt actively dodging or increasing their combat speed. My slows and immobilizes should only need to be used to counter my targets speed increases.
The only change I would like to see is my pet reliably hitting targets that arent dodging or increasing their combat speed. I am fine with countering speed cds with my speed reducing cds. That is 100% balanced but simply running in a circle shouldn’t stop my pet from attacking while my stuffs on cd.
This is a known bug with pets that I didn’t even mention in the post because it’s so well documented. I’m not sure why you guys keep bringing it up to disagree with me. Where are you reading this? I didn’t mention pet AI.
Of course everyone wants this fixed. But this point is totally irrelevant and not the main thrust of my post.
It seemed to me that you only had praises for rangers in your post and I wanted to post a glaring problem I had with rangers that does need to be fixed. Your post made you seem like you wanted rangers to stay as it is. I didnt quote you because I was only posting something in general that kind of ran counter to the theme of your post and not directly arguing something that you said.
Btw if you agree you with me, it would have sounded nicer on your end to quote me and say agree. The only direct mention to you I made was that you seemed like you had most your experience in pve.
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As a BM ranger I think pets need work. Most of your experience seems to be in pve. I only pvp/wvw. I get really annoyed at pets uptime on target. If a player target runs in a slight circle with no speed increases they can avoid all of our pets damage. The exception to this is when I land my slow when off cd. With a good chunk of our damage rolled into our pets when speced for them, I expect my pet to be able to have uptime on a target that isnt actively dodging or increasing their combat speed. My slows and immobilizes should only need to be used to counter my targets speed increases.
The only change I would like to see is my pet reliably hitting targets that arent dodging or increasing their combat speed. I am fine with countering speed cds with my speed reducing cds. That is 100% balanced but simply running in a circle shouldn’t stop my pet from attacking while my stuffs on cd.
It is extremely annoying getting in combat with someone only to have your pet only get a hit in when you slow or immobilize your target. Was that the intent of the designers? A large portion of our damage is lumped into the pets. They do not take reduced aoe damage so we are already penalized with the lack of pets longevity in combat. With pets able to be killed so easily it makes sense to me that pets should get on target easier.
As it stands now, a good chunk of our damage is killed in combat vs a player target who simply moves in a slight circle (most situations just moving is enough). It seems to me that pets were designed as if all targets would be stationary while casting or channeling attacks. If this was the case the designers failed to change it when they decided to allow 99% of skills to be cast/channeled on the move with no speed penalty.
Personally I would be 100% fine with pets longevity if it would reliably hit my target. There needs to be either a bump from 130 units to 300 units for melee or the way melee pets attack needs to be changed. Changed in a way that would guarantee hits on a target that is not increasing its combat speed or dodge rolling.
I’m not going to bother to reply to that YourOwnFear. You are just choosing to purposefully ‘miss understand’ what I am saying and out right lying. I couldn’t even finish reading all that.
I didn’t misunderstand any of what you said. What did I out right lie about? I don’t blame you for not finishing reading. I wouldn’t want to come to grips with being utterly torn apart in every part of my argument either. I am also glad you actually provide so much information in your posts so we can actually debate some “issues” with mesmers.
If your honestly having problems then you should post exactly what aspect you are having problems with because it seems to me that you honestly don’t know how to use a mesmer to its full potential.
I love how you partial quote me when I actually break down how we are useful and good in pve. Its a non issue because there is no end game pve and there are no real boss mechanics. There just high hp mobs with easy to counter mechanics. Pvp players would be the best type of players imo because they actually have to counter someone that isnt programmed to follow a set pattern that is easily learned after the first encounter…
Btw this typical pvp elitist does pve every day with his guild.
Yeah man, completely 100% exploration of the world isn’t mandatory to make a legendary or anything.
PvP players being better would normally apply but the players in GW2 just don’t want to learn how the game works, they don’t want to dodge, they don’t want to kill illusions, in fact they hate it when damage comes from any kind of pet hence why Rangers are now being called OP even though they are the least viable in PvP. And most of all they don’t want to learn what other classes can do and how to counter them. PvE monsters can deal with shatter Mesmers, PvPers can’t figure it out.
Are you quoting me by accident? I don’t understand how world exploration was affected by the new update that this thread was discussing. The nerf to shattered strength didn’t kill your exploration ability and neither did the .25 second gcd on shatters. I pointed out how our pve damage is still really good. Our might stacking isn’t stupid op anymore but we did keep our stack duration which was buffed in a previous patch. The .25 gcd doesn’t effect pve since pve monsters skill activation time is at 1/2 a sec or above so you can get 2 shatters off to prepare or stop a skill.
If your going to complain about the lack of perma swiftness then I will suggest you grab a cheap mf set for exploring and throw some runes of the centaur in them. Use mantra heal and profit from perma swiftness.
Your spiel about pvpers in GW2 really shows me your just here to complain. Your statement basically says everyone who pvps in GW2 is bad and doesn’t understand game mechanics. You should try explaining to Osicat how he is bad and doesn’t understand game mechanics (since he pvps). I would like to see how you manage to explain that one seeing as he is a respected mesmer and does guides and videos to explain mechanics and builds. I am sure instead of doing that you will just change your statement to say, “well only most pvpers are bad is what I meant”. You still wont have facts to back this up though.
On the ranger pets being op topic, I cant seem to find any threads taken seriously with complaints about rangers. That would be just as funny as someone complaining about how op engi is.
Lets face the facts. Mesmer is hands down the best class in the game at the moment in pve and pvp. We provide great support while still dishing out great damage (if your in the proper gear and spec) in pve and pvp. We are always excepted into groups for runs, when engis, thieves and sometimes rangers are not. We have amazing escape ability. If speced properly we can heal uninterrupted 3700+ (full clerics with phantasm can net around 4000) hp every 4 seconds. Guardians cant even do that constantly and neither can an ele so that makes us the highest heal per min in the game. On top of that you can spec shatters to heal you an extra 1000 if you need it. We can spec to do around 17k+ burst instantly without running around with 10k-12k health (like a thief). We have multiple ways to stealth, reflect and go immune. We have the best reliable means of stacking confusion. I mean seriously what else do you want for us?
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I love how you partial quote me when I actually break down how we are useful and good in pve. Its a non issue because there is no end game pve and there are no real boss mechanics. There just high hp mobs with easy to counter mechanics. Pvp players would be the best type of players imo because they actually have to counter someone that isnt programmed to follow a set pattern that is easily learned after the first encounter…
Btw this typical pvp elitist does pve every day with his guild.
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Oh look another PvP player who thinks his is the only mode that matters.
First off I never mentioned pve because its a non issue unless your still gearing for wvw. If you are just one of those players that likes to just run fractals and random dungeons for fun, well then your in luck because time warp gets you into any group you want.
I have never been denied a spot on my mesmer and wvw damage does equate to pve damage. I do 2x the damage output than my engi/ele and if i want to roll support I can run in my clerics gear and provide 3k aoe heals every 4 seconds an 310 heals a tick from my phantasms regen. At the same time I can have warlocks up hitting for 5k or more depending on how many people put conditions up in that party. I would also have room to share boons like my might from weapon swapping.
If your crying about aoe damage, I am perfectly fine with my 7k shatters and sword damage.
I understand that you want to play music and what not. I cant help with that but mesmers have a crazy amount of support. You seem to think we don’t. A mesmer can put constant regen on everyone around them with a phantasm up and constant protection on yourself. You can place all kinds of boons on yourself and then share them with everyone around you. In full clerics gear you can put out an aoe 3000 heal every 4 seconds while spamming damage and that doesn’t include the 310 health a tick from the regen added by your phantasm. At the same time you can have phantasms up doing really good damage. Mesmers have a skill that can aoe cleanse conditions and have multiple ways to reflect projectiles to protect their group. We can also give aoe quickness or aoe stealth with our elites.
Im going to go out on a limb and say that in regards to support, memsers are on the upper end of the spectrum if speced properly and give amazing direct support.
I come to the mesmer thread to get a good laugh every now and then. Complaining about the little mesmer nerfs is like listening to a rich person complain about how their Hennessey Venom didn’t come in yellow. These nerfs are the “first world problems” of GW2.
I love my mesmer and I am still killing every glass cannon in 2 seconds or less. Every good player running a balanced build only takes around 5 seconds. I cant think of one class or set up I cant beat unless i do something stupid. I cant say the same on my engi and my ranger. Although my d/d ele never dies he certainly cant kill another d/d ele. It would just be an eternal battle (or any well played bunker).
We have it so good as mesmers. Whenever I want to utterly destroy people I get on my mesmer. When I want to actually have to try and use skill I get on my engi. When I want to be extremely annoying I play my ele and proceed to initiate fights with 10 people then make them chase me in circles while I laugh my kitten off. The only class that does as much damage as us and as quick is a thief and they are the easiest class to counter next to d/d ele.
I don’t use kits because I just don’t like them much. There’s so many other skills that I prefer, why would I use a kit if it takes up a utility slot?
I am quite the opposite. I don’t understand why every engineer doesn’t bring the tool kit. It has a 1200 unit interrupt/pull, an attack with a short cd that does a large amount of damage/confusion, and a 3 second long block with a 20 sec cd. I did not even mention the short cd cripple. All of which can be used to set up your burst or stop a targets burst on you.
I have a fully geared ele and engi (mesmer also) and out of the 2 I can safely say that the engineer has a way higher skill cap. My d/d ele does the same face roll rotation because its so effective, even if the target dodges and blocks some of it. It is just so much pressure with a mix of condition and high physical damage. The fall back to it all is popping into earth for free 33% damage mitigation and then immediately to water to cleanse all conditions and heal up without even needing to press 6.
Anyone who says ele is hard or has a high skill cap has clearly never played one. It is the only class I have played where I can confidently jump into a group of 10 people and wreck most of them, while retaining the ability to escape laughing when ever I want (without stealth or culling saving me).
Why would I shelve my mesmer? I played before the 3-might stack buff which allowed me to kill 2-3 people at a time..
The GCD is going to be fixed as soon as they code the clones to stop shattering which shouldn’t be hard to do! Just add a [Shattered] tag if[Shattered]No Second Shatter effects No might, somewhere in there..
It’s not that big of a deal, I honestly need the 0.25 seconds to press Mirror Images, or decide if I want to stealth.
Not only that but just about every skill in the game has a .25 sec activation time or more. I have pointed it out in another thread. You can shut down a targets burst when they go to activate a skill with your daze then go to town for 1 sec. You don’t need to be mashing 4 buttons at once.
I run a build similar to this one when I run with my guild in wvw. There is nothing like healing 3100 every 4 seconds or so while you have phantasms out doing dmg and casting regen on everyone.
I do 20 20 0 30 0, because I want matra of pain to be recast as quick as possible for the heal.
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The .25 sec gcd isn’t going to effect your survivability at all. Every skill in the game has a .25 sec activation time or more, correct? This means if your not rolling your face on F1-F4 then you should notice a target is about to attack you. Use your F3 then give yourself 1 sec to do whatever you want. That means you can activate every shatter and still have .25 sec left to spare.
On another note, with our damage potential we should not be able to absolutely counter and shut down any target without needing to set it up or pay attention. As it is right now, If my target is not a bunker and I have all my shatters up, as soon as I engage them I can kill them in around 2 seconds or less while being immune to dmg and cc. If they are a bunker they now have 6 stacks of confusion on them and I still have defensive utilities. If I so choose I can do it from stealth and the target cant even react for 1 sec.
In my opinion we are still the best pvp class in the game. If played right we are the hardest class to track. We have some of the fastest activating burst. We even have short cd pets that do kitten damage and track targets. Even if they don’t get to their target because they are being focused, they are still used to make your target put damage on them instead of yourself.
Dagger/Dagger ele hands down is probably your best bet. Its the best healing and condition removal in the game. With the spec I run (0 10 10 20 30) every time you swap to water you aoe heal 2k, place 2 regens on everyone that heal for 400 together every tick, and aoe cleanse a condition. That can be done every 8 seconds. While attuned to water the last skill aoe heals for 2k and aoe cleanses conditions. If you dodge roll, every 10 seconds you can aoe heal for 2k and aoe cleanse a condition. The number 2 skill only has a 10 second cd, does damage in a cone and heals everyone in the cone for 1000+ (including yourself). On top of all that if you use the signet you heal for 260+ every time you use a skill, even if you don’t hit anything. That is all with only 650 healing power.
You also get the best mobility in the game. You get good cc, including knockdowns, cripple, immobilization, chill, and stun. You get good condition damage and direct damage. You can apply vulnerability with your auto attack and weakness every 10 seconds. You get 2 fire combo fields and 3 blast finishers. You also get 1 leap finisher.
With all of that if you cant kill your target you can escape any situation with 2 pushes of a button. First you swap to air and then you press ride the lightning, while facing the direction you want to escape in. You just put swiftness on yourself and moved 1200 units in about a second. You can repeat that every 15 seconds while maintaining permanent swiftness. You can even get swiftness in water attunement while healing yourself to full.
Edit: I also didn’t mention your utility skills which include a blink, invulnerability, and stability/protection or condition removal. All of which are stun breaks. The cantrip applies regeneration and the condition removal one does an aoe burn.
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Bottom line is, no matter what you do, your dmg output will always be worse than the dmg output of other classes.
And for the record, this is intented.
So untill Arenanet realizes the error in their thinking, dont expect a change. Infact, im expecting quite some more nerfs with all these people and their “amazing” builds. Arenanet has been clear on this, we arent allowed to be as good as other professions, or even get to close. Thats why theyve been pretty consistently nerfing build after build since launch.
None of them were anywhere to what other professions pull out of their hat.
I am thinking engi is going to get buffed in January with weapon stats being added to kits. I think the only 2 classes that will get nerfed are mesmers and elementalist. Elementalist will have their dagger/dagger healing toned down a little and mesmers shatter build will get some tuning.
Removing Kit Refinement would break my build. I am a support engi and I use elixir gun. My healing support build isn’t near as good as my guardians or my eles (in rares) and my engi is in full exotics. Why make it worse?
I wasn’t trying to get into comparing classes but they are the classes that fit the healing support role. I was just bringing that up since it seems we are taxed harder than the other healing support builds. I have a good feeling though that ele is going to get a good hard nerf in January. My ele heals a stupid amount while still being able to kill rather fast and having over 3k armor.
I would also like to add that although guardians don’t have as high base health, they do also have alot of damage mitigation skills to add to there effective health. Those damage mitigation skills also have healing tied into some of them and some of the skills are apart of the healing support builds anyways. I would go as far to say that guardians effective health is higher than the engineers so health isn’t a factor.
(edited by YourOwnFear.2743)
No internal cd and guardians can spec into vigor on crit so basically constant uptime on vigor.
I think it should be adjusted to heal about 500 with 1100 healing power. My ele heals about 250 every attack (with the signet) and some attacks are twice as fast as placing bombs. My ele only has around 900 healing power.
Along with that the medkit 1-3 should be buffed to match the guardians heal coefficients for the dodge roll heal. My guardian has around 1100 healing power and heals over 2k on roll. My engi heals about 1600 with the same healing power and I have to stop all my pressure to use it.
(edited by YourOwnFear.2743)
This is my second post on the forums. I usually don’t post when I play games because I am usually too busy playing them.
In my opinion thief’s damage is fine where it is at. I think maybe increasing the speed of pistols first shot a little more would be nice for those pistol users. I do think there are 1 or 2 fixes that will stop a good chunk of the complaining about thieves. I think damage should slightly reveal a thief in stealth for a split second. I don’t know in what way it could be done but just enough to give people an idea of where the thief is heading when or if they make contact. This would make the thief have to either use more cds to chain stealth to get a position advantage or reengage their target with the stealth damage increases and boosted crit chance before their target gets prepared.
I also have another idea that would help stem some complaints. Increase the initiative cost of Infiltrator’s Arrow by 2. This will make a thief have to plan his escape a little earlier but still leaves them with a really good escape mechanic. At the same time I think elementalist should have a trait change so swiftness is taken off of frost aura. I know this is the thief forum but I thought I would put that out there since I was touching the other crazy escape mechanic in GW2.
Btw, I play every class but Ele and Thief are my mains.
I love Guardians, they’re free kills for me. Roll a bunker Elementalist if you want to survive my Thief.
I’d love to see that….if that’s not actually just all talk.
Playing a thief and a guardian alt causes me to believe you either happen upon people who have no idea how to play their class or that you are full of it.
This is my first post. I never cared to post before but I just had to after reading your statement. As a dagger/dagger ele I can say with confidence that I have never lost a fight to any kind of guardian or a guardian with a friend. You don’t have the tools to beat a good dagger ele. I heal for 2.5k every 10 secs (not counting my double regen, bar skills, elite, or the 200+ I heal with every attack I use) and I put out about 1k dmg every second on high armor targets outside of my burst rotation. I have protection every 8 seconds and I can cleanse conditions as they are put on me for the most part ( as long as I can dodge roll, swap to water, fire, or have water skills available). I have constant vigor so the only real weakness we have is being constantly immobilized which guardians aren’t bringing to the party outside of scepter. The average joe can destroy a guardian with a dagger ele especially after the little healing nerf guardians got last patch.