So when will we finally deal damage to structures (condition build)?
in Engineer
Posted by: Yukishiro.8792
in Engineer
Posted by: Yukishiro.8792
Try playing a condition necro. It’s much worse. At least condition engis can just slap on grenade kit or bomb kit or flamethrower and still do decent damage to structures. Condition necro is PAINFUL to kill any structure with.
I don’t find gear matters much and your spec honestly shouldn’t matter either. If you are getting “destroyed” it is because you’re fighting too high level mobs. Level appropriate PVE in this game is extremely easy and shouldn’t be causing you any problems.
Does basically zero damage, though. So I’m not sure why you’d ever want to.
The poor distribution of stability between the various classes is one of the biggest balance problems with tPVP, along with the poor distribution of knockback type effects.
Well yes…. we could change almost every trait in the game to be as effective as mug, and rebalance the whole game accordingly.
Or we could just make mug as effective as almost every other trait.
I am not sure you thought that one out very carefully.
Mug is simply too good. Traits in this game arn’t supposed to give you 5k extra burst damage for a class that already is the master of burst damage. Mug simply doesn’t fit with the power of the vast majority of traits in this game. Mug should hit for about half as hard as it does to balance it with the basic trait model of this game.
What? Just hit ~ or whatever your weapon switch button is.
It’s true that hitting 3 (assuming that’s your bind for med kit) doesn’t unequip it the way hitting a utility kit button twice does. But you just have to hit the weapon swap button instead.
Not having a mesmer on khylo is sorta /wrists. Or did they fix the portal repair? Haven’t PVPed since the patch.
Asura is def an advantage for PVP. Reading asura animations is much harder than reading norn or charr animations.
I have no idea why people say mug’s damage is high given that it’s essentially a 32-45 second cooldown (depending on traits) hell a warriors burst skill has a 10 second cooldown and can hit for 2-5k (depending on weapon) but people aren’t asking for nerfs there.
Know of any other traits that give you a risk-free, effectively undodgeable 4-5k instant cast on an ability you already use as a gap closer? Didn’t think so.
Warrior Greatsword: Rush (base 20 second CD, traited to 16) 1200 range, takes UP TO 2 seconds to close the gap, deals equivalent damage… oh sure it’s not instant travel, but you can dodge a steal just like you can dodge a rush, it’s just your fault if you can’t do it as often.
/facepalm
Your example is so bad it is literally stunning. A totally non-equivalent ability that isn’t even a trait.
The point with mug is it’s a 10 point trait that gives you another 4-5k to your burst for no downside. Traits like that don’t exist on other classes. It is simply too good for a 10 point trait compared to other options out there.
P.S. There are several other traits out there that make things that didn’t do damage before do damage. For example the necro trait that makes fear do damage. It does about 700 damage/second. Nothing near the strength of mug.
Yeah, because farming orr for 300 hours on autopilot is the mark of “oustanding.”
Good grief.
The initiative model in this game is bad and inherently unbalanceable. It needs to shift more to an energy style model where regen is faster and more constant but dumping generates less benefit. In other words, thief ability to damage dump needs to go down while sustain needs to go up.
http://wiki.guildwars2.com/wiki/Damage
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
How much 1900 vs 2000 toughness reduces damage depends on your +armor from your gear. Going from 1900 to 2000 would be a 5% damage reduction if you had zero armor from your gear. Seeing as no one has that, it will be less than a 5% reduction even for light armor classes. Eyeballing it you’re probably looking at between about 3.5% and 2% depending on what kind of armor you wear.
edit: Going from 1900 to 2200 is probably between a 6-11%ish decrease in direct damage taken.
You’re probably fighting stuff too high level for you. Honestly no matter how you spec you should have zero trouble killing appropriate level mobs.
In this game level matters a LOT. It is never efficient to kill stuff higher level than you are. If you find yourself killing mobs that are higher level than you are go back to a lower level zone till you’ve got a few more levels then go back. It takes literally 2x as long to clear a zone if you’re 2 levels lower than the mobs than it does if you are equal level.
I have no idea why people say mug’s damage is high given that it’s essentially a 32-45 second cooldown (depending on traits) hell a warriors burst skill has a 10 second cooldown and can hit for 2-5k (depending on weapon) but people aren’t asking for nerfs there.
Know of any other traits that give you a risk-free, effectively undodgeable 4-5k instant cast on an ability you already use as a gap closer? Didn’t think so.
They relaxed the anti-farm code a week or two ago. As a result there’s much more gold coming into the system. Inflation on top-end items like precursors is to be expected.
This of course doesn’t address the massive godskull exploitation that went on early in the game which arenanet did absolutely nothing about.
They relaxed the anti-farm code dramatically a week or two ago. As a result about double the amount of gold is coming into the system as before. This will naturally lead to gems appreciating relative to gold.
The backstab itself isn’t all THAT awful now that assassin’s is gone. Mug is still a ridiculously overpowered talent.
about thread title:
do you know that if you menage to dodge thief steal, his output is reduced about 80% (random %)?
no more insta CnD+BS for the next 45-42 secs, means thief is a died corpse who wander for someone to hit…. just saying…stop taking in example 8v8 kitten
How do you reliably dodge steal? I mean sure if it’s an awful thief who always steals from 900 range sure you can dodge right when they get into 900 range and hope they tried to steal. But if you’re wrong you just used one of your two dodges and got nothing at all for it.
Better thieves will not steal immediately when they get within 900 range. They will force you to blow dodge then come in for the kill and you’re even more vulnerable because you just used your endurance.
Warriors are fine in sPVP. They are a bit weak in tPVP, although not as weak as rangers.
Yeah all blast finisher heals add up from water fields. Although it’s hard to really stack a lot of them with the engi water field since the duration is so short. Elixer gun 5 removes conditions or creates retaliation depending on the type of finisher used.
I don’t know about rifle turret offhand. You have to look at the ability. Only abilities listed as “projectile finisher” will create a combo field effect based on firing through them. I don’t know offhand if rifle turret’s normal shots are projectile finishers, but I kind-of doubt it. Typically normal ranged auto attacks have a 20% chance of being a projectile finisher, so you have to get a lucky roll of the dice to keep up blind just based on firing through a blind field.
Yeah I too sometimes use FT in PVE. Not because it’s the best because it clearly isn’t. But just because it’s easy. When you are just farming world mobs or something easy like that.
in Warrior
Posted by: Yukishiro.8792
This thread is pretty good evidence most warriors got bumped on the head one too many times.
Tool kit is like most other kits: good utility, not very good as a primary source of damage.
Uh set up one siege engine and wipe them all in like 10 seconds?
Hell for that matter all you really need is a couple grenade engis. Last I checked ground target abilities don’t get reflected, and grenade engis have 1500 range on their grenades + the size of the blast.
2000ish dps per engi = everyone is dead or spread out pretty fast.
It doesn’t matter much in sPVP except against minion master necros but in wvwvw it’s pretty hillarious seeing one ability wipe out a whole zerg of 15+ people.
Lots of people use a mouse button.
Are you not using discoveries or something? I really don’t find it’s a problem. You might have to buy like 15-20 silver worth of fine crafting mats per tier but that still adds up to only about 1-1.5g total to get to 400.
It is very obvious the legendaries were designed with warriors in mind. It’s not just the greatswords. Whoever did the work on them played a warrior or was asked to design them for a warrior. The non-warrior weapons tend to be pathetic in comparison.
godskull exploiter showing off. grats i guess. still can’t believe arenanet just rolled over completely on that massive exploit.
Typical excuse by someone who’s too lazy to put in the effort to find opportunities to profit and would rather sit around and sulk about how unfair things are in a self-perpetuating cycle.
PROTIP: There are legitimate ways to profit that are comparable to the godskull exploit.
Lol nope, godskull pretty much blew everything out of the water. I know people who made thousands of gold off that. Laziness or jealousy has nothing to do with it. It’s shocking they didn’t take away the money people sploited from godskull. He has 80k gems. That’s godskull if it’s not some other sploit. I mean it could be playing the TP but he didn’t say anything about that.
(edited by Yukishiro.8792)
After the last patchnotes i think they dont have a dev working on the engi, they have absolute no clue about this class so much is broken but they cannot see it, there are many buglists but they dont care.
So your problem with the flamthrower will not be fixed as all the other broken thinks on the engi. They even cannot fix the stats kit problem since Beta, says all.
Their coders were obviously working on the new halloween stuff, not on fixing bugs. It’s not just engi. Ranger got no changes at all.
Mug is an extremely overpowered trait that buffs an extremely powerful base ability. It really is a head-scratcher. Why does a-net feel like every thief ability needs to do like 2-3 things at once?
I like ruffles. They have ridges.
Also yes it’s dumb. Right now about all you can do is use a net shot. If they are noob enough to get hit by the net shot you can jump shot them.
FT is solid utility in a bunker build. Long duration fire field + short CD aoe knockback + short CD instant cast blind is nice.
It’s not very good as a main damage kit and builds built around it tend to be pretty bad. Honestly I don’t see why your trait choices would really impact the choice to use it or not.
(edited by Yukishiro.8792)
Blind stacks duration, but always drops after one attack. Smoke bomb continuously reapplies blind (once per second IIRC). It doesn’t stealth you on its own, just blind. Using a blast finisher on it will stealth anyone in the field.
You used to be able to use smoke bomb + mines to stealth everyone in the field for like 15+ seconds, which let you skip tons of content easily. Since the nerf it’s hard to pile on enough blast finishers to make the stealth last long enough to skip anything of note.
Bombs are great, FT is lame except in PVP for the utility abilities. You are also wrong about a lot of other stuff. Not trying to be rude, just honest.
7 stacks of might @66 is only 170 power. That’s more like a 10%ish damage increase. The reason you’re doing more damage is just because you’re higher level. Honestly at the moment juggernaught is a very mediocre talent. It is basically a ~10% damage increase if you sit in FT all the time (which you shouldn’t) and ~7% damage mitigation.
Cracks me up seeing people think they’re making a good argument when they say it’s fine any class has a 2 second TTK.
It’s just bad gameplay. We can fight over whether it’s a L2P issue if you’re dead if you can’t react within about 1/3rd of a second every time you see a thief but it’s just bad gameplay either way.
It’s not impossible to get there. The foundation of this game is fast-paced pvp with a strong focus on movement and active damage mitigation. That’s not a bad foundation.
Yeah, flamethrower is sadly just not very good as a primary damage kit. It is nice for the short CD knockback and fire field and blind, but as your primary damage? Nope, not gonna cut it.
godskull exploiter showing off. grats i guess. still can’t believe arenanet just rolled over completely on that massive exploit.
GW2’s crafting model isn’t set up to make crafting lucrative. If you want a game where you can make money crafting stuff this is not the game for you.
Nerelith, the point the OP is making is it takes 10-15 min to recoup the cost of a single teleport. I somewhat agree that it’s a bit steep but at the same time…. it makes you reconsider walking (time sink) or porting (money sink). It would be nice if a port 2-3 min of walking away didn’t cost 2-3 silver (in the event that you get killed)
Try 1-2 minutes. Tops.
It’s easy to do ok on a thief even if you are an awful player. That is why you see so many thieves in sPVP.
in WvW
Posted by: Yukishiro.8792
I do not think you will get a very positive response by basically asking for a server where no one tries to actually do anything but PVE.
in WvW
Posted by: Yukishiro.8792
Portal is too much of a “bring the class” skill to fit with GW2’s model. It might be fine in a bring the class game but this isn’t supposed to be that kind of game.
I think it only activates when you put on a new effect, not from the passive condition damage ticking.
Ranger is just the weakest sPVP class period. Doesn’t mean you can’t do decent with one if you know what you’re doing. But it is the worst class at the moment for more organized team pvp.
AOE and knockbacks. We have more of those two types of skills than almost every other class combined.
The biggest weakness of the class is no reliable access to stability. If only toolbelt elixer S always gave you stability…sigh.
The talent that makes steal also do extreme damage is a bit puzzling.
More broadly, it is puzzling how arenanet seems to like thief skills that do multiple things with one button press. I.e. HS not only does good damage it also closes gaps and homes on the target, DB not only does damage it also evades, steal not only steals it also does very good damage with the talent, C&D not only stealths but also does good damage, etc.
Basically thieves have to press like half as many buttons as everyone else to get the same effect, which seems weird.
Ele, Engi & Necro pretty clearly have the highest skill floors and probably the highest skill caps too.
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