Showing Posts For achmed.6542:
nothing realy changed, everything is like it was before. they probably just removed the possible exploit by adding the cooldown.
only thing i noticed is that you actualy have to wait till the buff wears of until you can start it aggain.
before this patch u could recast it at 4sec and gain a new one.
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numbers would only mean anything if those two players have equal skill and more important, an equal class…
seriously, you can’t just look at a few skills and say they are better, because numberwhise they probably will be. Numberhwise Warriors and thiefs will eat me allive and yet im still able to kill them. Numbers mean nothing!
uhm, does the recharge timer start when the boons start or when they fade out?
i mean, if its when they start, then im perfectly fine with them.
but i doubt the warriors are as versatile as engies. actualy i dont know at all, but what i know is that we can offer loads of CC, Combo fields and condition removals without even choosing a trait at all. just take the smoke bomb for example. even if it misses some people, if you or allies shoot through it, it will still blind people. with a blast finisher from anyone, it will all make you invisible. the elixir gun reduces healing and endurance regen, adding bleeds removes boons and condiotions, cripples and buffs players …
so if it comes to raw healing values, then yes, they others might heal better. but as a plain supporter char, I’d think we have more to offer.
@lyuben
we can lay down super elixir (no regen) , a hot on top and bomb heal (which may also blind and in theory remove all damage). with a propper build and timing you can do this every 15-20 secs. and i didnt even started talking about combos here.
@instant healing
i dont realy see a need for instant heals since we have the upper hand if it comes to cc.
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consider yourself the druid, agent, fixer,<insert random HoT healing class from different games here> of GW2. ^^
poor instaheal, great HoT heal.
if we do it right we can dish out 6, area regens (healing turrent toolbelt, healing turret, elexir gun autospell, and elixir gun #5 skill, elexir gun toolbelt, and healing bombs) at once and those heal allot if you have enough healing power. while they dont all seem to stack, some of them do.
i was able to keep up plenty of people in WvW while beeing constantly attacked by AOE damage.
honestly, area healing rocks with the engie.
caucadeus acadamy / Trooper armor
edit: ok its not a race armor but i like this the most so far.
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aaaahhh, now i actualy get what you were talking about in the previous video
now this missing stuff makes actualy (some) sense.
great info, thx alot
Sense … this thread makes!
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Worst part is that bosses are at least in story mode way easier then a bunch of trashmobs.
for the record: you had a few misses yourself even with pointing at the enemy (0:49 for example).
unless the player is not plain stupid, every1 should know that u actualy have to look at the mob. this is the same for all weapons.
problem is that once the mob got out of your cone and behind you somehow, the following attacks wills till miss. extremly annoying in PvP.
but, thx alot for the air blast tip. i didnt knew it can reverse spells.
ok, i just went for power/toughness/healing power and im kinda impressed.
paired with the healing turrent, elexir gun and “kit refinement” from tools,
full explosions and inventions and took “healing bombs” from there too.
im practicaly unbeatable agaginst 4 mobs (lvl80 orrian) beating on me.
and thats without even trying to dodge anything.
crits are pretty much gone this way but hey, i can take way more then i ever could before
im using 3 kits anyway and most of the time im jumping across the screen, laying bombs, smokescreens, acid bombs and whatever else. but still, i feel so god darn squishy
somehow i thought going for power/precsision/toughness was a good idea and thats why all my gear has these skills (knight).
i’ve got 1815 tougness right now which results in 2786 armor with 18k health.
sure ive got a big problem when i get conditions, but i can remove them pretty fast. nevertheless, I keep dying so often, i quite sure im doing something wrong here.
This is not the expected “tank” set i was hoping for. i tried so many build and somehow i refuse to believe that stacking toughness was worthless.
am i wrong? is toughness realy that worthless?
just figured thsi out too … this sux
Rework Elixir Random Effects aka "66% chance to frustrate a player"
in Engineer
Posted by: achmed.6542
bester underwater skill are grenades. especialy if you specced for them. you totaly gonna own everything there. just try it in wvw, lure some players into the water and let them grenades handle them.
great idea (pickup after fight). i support it
ok just tried it in the mists testing area and … the perk doest realy help at all.
best option for close combat is still, greanades or bombs
omg “power wrench”!!!! either they updated it since Beta weekends or i just stopped reading at “heal turrets” XD
nah, block itself is fine. the nails pretty much do the same.
it’s more a matter of either increase base damage,
reduce casting times
or add a trait to add dmg/reduce cooldowns somewhere.
had kinda like the same build when i used 4 kits. just to constantly keep up vigor by switching them.
problem is, vigor and the 50% recharge trait dont work well together since they dont stack. youve got 50% if vigor is not active and just 100% if it is. they dont add.
i rarely found myself withot the buff.
even if u just use one kit and if u use it at least every 10 secs, its still better then the 50% base recharge alone.
- Pry bar! an excelent skill, pretty much damage and the confusion it adds is just awesome.
*The snare/bleed is nice. cripples and bleed targets, what’s better for running away ?
- the shield … cant say how many times this thing saved my butt.
- the magnet … well i havent realy found use for it yet considering the low range, but it seems to knock people down, so its fine with me.
- but the base attack feels so god dam underpowered it makes me want to cry.
seriously, it’s a point blank 90° aoe cone weapon. but compared to bombs the damage of the base attack just sucks. can we please have a fix or a trait for this?
you did check your mail did you?
what do people have aggainst the toolkit?
i personaly use it quite often to beat the crap out of mobs.
- the base attack does descent damage (could do more compared to other melee classes)
- the nails are quite handy too
- crowbar hits high too and the confusion even adds more damage
- shield is pretty valueable and on low cooldown
- the magnet, ok …. thats kinda crap but at least it knocks people down
damage whise i would give teh baseattack a buff, but its usuable right now, especialy if u are 3kit engineer (elexir gun, flame, toolset).
but to be honest, using bombs is still more effecient cause their base attack is just way heigher and thats pretty much the only point where the toolkit fails.