https://www.youtube.com/watch?v=6q3em9s5I4c
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That is more cc than any other celestial class. More cc than mesmer, thief and ranger. Only thing that has more cc than that is a fearmancer.
How does celestial amulet and CC define anything?
It is also, by miles, the least condition cleanse of those. Are you suggesting adding conditions cleanse to cele engineer?
Except CC isn’t ONLY kind of the engineers thing, great direct damage, amazing condition damage, great mobility (w/o teleports), and pretty good survivability.
Amazing condition damage? You must be extremely easy to amaze. The build has mediocre direct damage + mediocre condition damage, that combine for “solid” damage out put. Not even remotely amazing damage out put.
Great mobility? decent mobility maybe, great is a joke.
The only things I see with that build is that the placing of healing turret needs a clear animation cue, cleansing burst needs a cast time, detonate turret needs a cast time and animation, and overcharge shot needs a cast time + animation cue
The build itself is not very problematic. There is almost no condition cleanse. The heals requires a 3 step process to get more then 2500-3000 of a heal.
Stability counters 75% of this build.
The build is not a problem in itself. The real and only problem, is that some of the CC skills do not have a visual cue to allow for dodges, as well as the cast time associated with those cues.
Clearly I see issues with the skills having counter play via cast times and visual cues.
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The only things I see with that build is that the placing of healing turret needs a clear animation cue, cleansing burst needs a cast time, detonate turret needs a cast time and animation, and overcharge shot needs a cast time + animation cue
The build itself is not very problematic. There is almost no condition cleanse. The heals requires a 3 step process to get more then 2500-3000 of a heal.
Stability counters 75% of this build.
The build is not a problem in itself. The real and only problem, is that some of the CC skills do not have a visual cue to allow for dodges, as well as the cast time associated with those cues.
Clearly I see issues with the skills having counter play via cast times and visual cues. What I don’t by is the “whoa is me, I got CCed crying”………When half of the weapons skills and utilities are 100% neutered by stability, it is hard to squeeze out any sympathy.
The only ranged CC there is magnet. Adjust your play and stop trying to be close enough to make out with engineers. Put on a little range and you will negate 90% of the CC and all of the damage in that build other then a very poor rifle auto attack.
If you cannot avoid grenades at range with their loooong travel time, you probably shouldn’t even be in the conversation.
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Not even close. The only problem it has is that it needs a visual cue+cast time. There are several skills with equal and several more with lower cool downs for the same or similar CC duration.
List them then. Doesn’t it get tiring stating something you believe to be fact without listing anything to back it up? The poster above you listed all the skills which count as CC to back up his claims.
Why? are you claiming that comparing skills 1 to 1 in a vacuum is the way to determine balance?
And what is the problem with tool kit? It has similar CC and less damage then either guardian or warrior hammer skills. The only difference is the engineer loses a utility slot to use theirs, while guardians and warriors get access without having to burn a utility slot.
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Not even close. The only problem it has is that it needs a visual cue+cast time. There are several skills with equal and several more with lower cool downs for the same or similar CC duration.
You forgot to link the specific build that you feel is a problem.
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What CC uptime are you referring to? you avoid specifics there. What build would we be finding all of this in?
Link the build that you feel is problematic?
The absolute lack of comprehension of federal and state laws, in the US alone, in this thread baffles me.
Would it open potential? Sure. The problem is, the varying state and federal laws that create a different set of rules for compensation, time, as well as interaction issues, makes the idea completely unreasonable.
Nothing disallows anyone from not stacking.
Literally the only single thing you generally cannot do is have a head to head fight with the larger group. There is nothing artificial about that. Unlike suggestion in this thread to create game mechanics to artificially hobble the other group for being larger. Not a single solitary player in the larger group is at fault for the smaller groups, being smaller. Every bit of that is player choice to log on, to group up, or do something else. Nothing about that justifies artificially forcing hardship on the larger group.
I notice you specifically chose to use the words “broken” to describe what you want to do, and in that one thing, at least we agree. Apparently you do not know what the word “forced” means. Nothing forces you to stack. The only reason to do that is if you “want” to have a head to head battle. That, again, is player choice.
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How to motivate our commander?
Pin up yourself. Be a self motivator.
Pin up yourself, if you want be serious, be serious!. do research.
Rude? I am sorry, I didn’t know this thread was about you, perhaps you should lay your ego aside for a minute. I was under the impression it was about commanding in general and how to motivate them. My suggesting was not referring to you specifically. It refers to the collective “you” of the readers who are not commanders, but are reading the discussion or participating it in. I am suggesting to them, to aid in the calling.
Why are you against the idea of suggesting other players become new commanders and pin up when the existing ones get frustrated and leave or run out of time?
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I’m still struggling to see the problem. People play the way they want to play. Most players want to run in largish groups. Majority still rules does it not?
Maybe some player play in large zergs because they want to be in a large group, but I think most are driven by the meta-goal: play as effective as possible, I.e. they do not run in large groups because they like large groups, but because a large group can reach things and that even if neither commander nor player are very competent.
I heard commander crying for more people to often to believe that the people really want to be a large blob.
So I think people are only enforced to blob by commanders and game mechanics, otherwise we would not have these large blobs.So the question of this (and many other) threads is: how to change the game mechanics in a way that allows us to be successful, even if we do not blob or the other way around how to prevent that blobing is the one and only winning strategy that can beat anything if only the blob is large enough.
That’s all find and dandy. The problem is, most appear to be posting with the perspective of destroying large groups as an option, or severely punishing large groups is some cheap. cancerous, generic way. Your preaching “play how we want to”, yet only supporting one side of the argument, why trying to subtly condemn larger groups.
Your offering examples to support your argument, by making statements out of context. Just because summoned is asking for more on Pin doesn’t mean anyone is being forced, demanded, or expected to run in large groups. I can give you plenty of reasons for it.
If you do not like large groups, you are welcome to take small groups to sPvP or even the upcoming stronghold. I can never understand why so many players want to make WvW nothing more then spread out, sparse pockets of sPvP, that concept is beyond me.
How to motivate our commander?
Pin up yourself. Be a self motivator.
Wait, short fuse affects automated dispenser? My mind is like a high school quarterback the night after making the winning touchdown pass: blown.
As well, traits like fast acting elixir, effect the other traits cool downs that use elixirs, such as Hidden flask, and self regulated defenses.
Did the boss have “defiant” up?
Man that ele in the OPs video is horrible. He spent 100% of the time in the match, trying to 1v2 at far point from his spawn.
Dude you need to look at my games… Tell me why I keep getting games where I lose its -2, but all my wins are +1.
Give me some kittening +2 +3 games, tired of this losing -2 games.
I have to carry newbs solo que, I deserve +2s or +3s.
Do you have evidence that you carry other players? You presented a pic that put you in the middle of the pack
Also, last game I got black screen, came back after like 40 seconds.
I deserve +2 for that, coming back to carry my team from losing.
How so? It appear that you are manufacturing a great many reasons to demand that you deserve something, but I see nothing deserving of your demands, personally.
I’m carrying kittening hard, I deserve +2s, yall want to keep throwing newbs at me fine. But when I lose because my team is clueless newbs (people that don’t even understand the PvP game, not people that just suck), than yall need to be lenient because I cant carry a full team of clueless people. Clueless people by those not evening know where the home node is. Or even what a node is period.
You present pics in which you were middle of the pack. Do you have any actual evidence to support your claim?
I be winning games, but when I do lose (rarely) it hurts me so kitten leaderboards, totally unfair.
Your win/lose percentage appears to discredit that claim.
I have done extensive testing. I am not seeing anything that should change the angle. I feel that if further reinforced by the fact that it happen as the same point in the animation distance. It can send you 90 degrees left, 90 degrees right, or 180 degrees right back to your original starting point.
I believe the point was that you mocked me for my “interpretation” as you called it, only to turn around and offer an interpretation of your own, only to go a step further and disingenuously suggest yours was fact.
I do see you side stepped those questions. I will ask them of you myself, as I feel your experience is relevant.
How long have you had a “pin”?
How many hours do you have as the only “pin” on the map?
How many times have you been "pin"ed for hours, staying on after you wanted to quite, to support your server?
As well, if your going to make accusations such as…..
they are having trouble discerning subjective opinion with objective fact .
Would you mind quoting the post I made, in this thread, in which I stated that comment?
coglin & johnno, how is your server ranked with that attitude?
1st place, with the most first place match win in tier one out of all the servers, or so I am told. I have been there since release.
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Man some people on this forum so defensive. And jump on the “yooouuu can’t tellll meee whuttt to do” attitude.
As I see it, it is perfectly reasonable to defend againt this statement in the OP of a thread………………………………..
that it is our server’s map, not guild’s private map.
It sounds like a honest question. And of course the server would benefit. The main things it does is it keeps participation up, fosters community, assists newer players, etc.
You appear a bit confused here. Sure, there was a question or two, but there was also a directly inflammatory statement. It appears quite intentional. Asking questions before and after that doesn’t make it okay. Particularly when the questions themselves have an accusatory tone.
Simply because I or anyone else in my guild had a commander pin, does not mean it is not our job to spend 100% of our time keeping participation up, fostering community, and assisting newer players, etc……………………….We should be permitted some down time to enjoy ourselves with our friends. You go spend 6 hours pin-ed up on a map, running everything, then come to the forums and see if you appreciate others suggesting your not “keeping participation up, fostering community, and assisting newer players, etc” simply because you do not log off and disappear immediately after you pin down.
The reason to take condi in pve is to get tanky and beat normally hard bosses easier at the cost of damage. It makes no sense to go for the squishy condi stats. You could just roll zerk then and deal much more damage. Unless you want to play condi jff.
Got any damage numbers to support that claim that it is less DPS?
You can absolutely see if they have tool kit, flame thrower, or elixir gun, infinitely better by what they are holding in their hand, then you ever can by trying to differentiate the backpacks in a fight.
There are only stacking issues if you are competing against others with higher condition damage. I rarely play PvE, but I have done world bosses on oft occasion, and with full maps there, I appear to be the only one to use condition damage. My damage never has had a problem being the priority tick.
Enough folks have shouted it down that no one ever uses it. What are the odds a player is going to join a group and have stacking issues within that group? He asked if it has “viable” use. Are you claiming it is not “viable”?
Welcome back. PvE conditions are fine.
I get great damage in PvE with this gear in my testing experiences. Although you will encounter irrational elitest that demand you build or play, their way, before they will play with you. Most of them have never done the math to know what your doing, damage wise anyway.
I will offer this OP, in your time back, you may want to simply learn to bypass anyone that uses the terms “cancer” or “cheese” when talking about builds. In my experienced, those are often folks who are making a conscience effort to try to attach unreasonable and artificial, negative connotations to aspects of the game they dislike, or don’t understand. Generally to attempt to force their way of doing things, on the community.
When we’re talking about a game where you can set dust storms on fire, blind bats and bleed earth elementals, or where you can fall from 3 stories + height and live, I think it becomes clear that realism was not the goal here as far as game mechanics were concerned.
This kind of sums it up there OP.
But if you really want to make a real life comparison. in a fight to the death, I will take 3 grenades at 40 yards against a guy shooting from the hip with a rifle, any day.
Some of you appear to have a difficulty differentiating between weapon skills and utility skills.
Why are you guys arguing under the irrational assumption that what you see in a dev video will be the end result of stability stacks a skill has? It is possible that a dev tool added 3 of those stacks. It is possible they just picked a random number of stacks for it for testing.
coglin & johnno, how is your server ranked with that attitude?
You mean an attitude that is against the tyranny of other players dictating how I play? You appear extremely confused, as I do not speak for my server. I speak for myself. Simply because I pin up often and lead many players on my server, does not mean I owe it to you or anyone else to pin up when I do not feel like it………..Sometimes I am home alone with my young granddaughter, and know I may need to step away at a moments notice, so it isn’t practical.
Do not project your issues on me sir. You are the one with the self entitled attitude here, not i.
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When our server does not have a commander, would our server benefit if a tagless guild commander would tag up – and move to our server’s ts from guild’s private ts?
Sure guilds may have their private runs, but when there is no commander, it probably is not a bad idea to remind that it is our server’s map, not guild’s private map. We have many pugs who wishes for a commander when there is none.
Then you should bye a pin and pin up. You have no authority to place that responsibility on anyone else and demand they play how you want them too.
I do not see any reason to change the cool downs. A simple animation that offers a visual que and a cast time is enough. Healing turret or even turret placements in general need a cast time/animation as well in my opinion.
… does more damage and should be more glassy.
That is not what superior means.
They work almost great for long time but in wintersday patch they mess something up and now you often change direction to sides or even backwards
No, it happened in the September patch.
Bad players will always compensate for skill with numbers, it will never change.
You complain about population imbalance, yet you would call new players “bad”. Running with a group of more experienced players help newbies out greatly. No need to dispel that simply because you dislike large groups against you.
The OP asked about leveling with the pistol, not about elitist group play. The pistol is just fine.
I do not belive the OP is a king the question in the context of elitist gameplay though.
Celestial works on a solid level for almost every build, in all game modes, and most situations. I have multiple full ascended sets and celestial never fails.
As a T1 server commander, I can tell you that anyone who claims the trait line is useless, is clearly misguided and not here to help. I often use power shoes, but the elixir infused bombs can be very useful. One of my favorite skills in this trait line, is stabilized armor. When combined with protection injection trait, you literally take 53% less damage when CCed. That is a massive increase in survivability when the stability is stripped. Power shoes is certainly handy when you cannot be bothered with wasting points in the tools line.
Yet there are 5 new threads every day in the PvP sub forums claiming the engineer is ridiculously OP.
https://forum-en.gw2archive.eu/forum/game/wuv/move-over-warriors-and-guards/first#post4813085
I just threw this thread out there cause I didn’t see anyone playing around with the idea that engy might become a viable frontliner in wvw with a hammer build.
What do you guys think?
What can we do to help you with the engineer as a whole my friend? Because if you think the engineer isn’t very front line capable now, then you must not know much about the profession at all.
well gvgers would rather just have heavies
WHen they design a GvG game mode, I might care.
Engy is sub-par as a frontliner, it lacks stability (and toss elixir B is the worst stability skill in the game), it offers less support than an AH guard or shout warrior, damage is either too slow like bombs or too susceptible to retal against competent guilds/groups.
Why would I need stability of my own when I am commander? I have 2 guardians in group for that.
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If you reread the blogpost and interviews out there, Roy says that ‘new tech’ allows these powers.
On the upside, this means that it’s likely the specialisations will have them.
I love how he calls it “new tech” when all they did was find a way to bind the wall to the player controller (avatar). I mean I’m sure it took some doing, but its not like they split the atom or anything.
Guardian walls “reflect projectiles”. Revanent s “field of mist” skill “blocks incoming projectiles”, there is a difference.
As well, what says guardians will not have a similar skill added or some skill functionality changes?
::Sigh::
So many folk complaining about things they don’t even, actually know yet.
Ok, so maybe I am wrong. But let’s face it. Do you really thing they have created a completely new classes? Isn’t more ArenaNet-ish to just add more skills?… the similar way they did it in the first game?
Then what makes you think you can make a thread telling everyone else how they are misunderstanding what “specialization” means, if you don’t even know?
back to my previous suggestion.
If we made it so that bringing any more then 20-30 people into a lords room would scale up the NPCs to a ridiculous level then i think we would see more tactical warfare. Groups would limit themselves to 20-30 (which is a decent size that can be achieved in every tier i know of). The players above this “cap” would simply start forming a second team and take other objectives to prevent hindering efficiency.
What does “killing the lord” have to do in any way, with tactical warfare?
Your literally suggesting that they create an artificial punishment that prevents players from killing the NPCs. This is hte aspect of WvW that offers then the most XP, most gold, most karma, and best loot drops. This would be cutting off your nose, just to spite your face.
It would hurt every layer of WvW equally, it would reward defense as there would be no “cap” on the number of defenders. There would however mean that you have to spread out your defense, or else the other 20-30 man groups gonna flip your stuff.
Why would you believe intentionally “hurting WvW” would benefit is as a whole, much less to intentionally “hurt it equally”?
what we should aim for is not making it less effective to run a 80 man pain train, but not any less fun.
Sure, do your massive three way SMC fights, just know that with 2x 80 man hostiles in that lords room, you will spend forever taking the lord down, giving the defense much more time to chisel away at your numbers.
How dos that help anything?
however “limit” yourself, and say “we blob down the gates, then team A takes lord and rest comes in for the ring” then suddenly you add some strategy to the mix. This would affect pugs as much as the pro. And pugs are often much more compliant with stuff if it has a real purpose. So this shouldnt just hurt veterans or organized guilds, in the long run. To begin with, my suggestion would make a mess. But as players grew accustomed to it, they would start to fill “roles”. Some groups take lord, some defend the hole in the wall/gate, some move on to next target and so on.
So again, when 50 members of my guild are online on any given evening, we can no longer play together and take keeps together, because this horrible idea would force us apart.
If you folks want everyone split up, sPvP is —→, the game mode is designed for it. Drop the ridiculous ideas about a lot of like minded, or guild banded players, playing together as a bad idea. Sounds like Stronghold is for you.
https://forum-en.gw2archive.eu/forum/game/wuv/move-over-warriors-and-guards/first#post4813085
I just threw this thread out there cause I didn’t see anyone playing around with the idea that engy might become a viable frontliner in wvw with a hammer build.
What do you guys think?
What can we do to help you with the engineer as a whole my friend? Because if you think the engineer isn’t very front line capable now, then you must not know much about the profession at all.
I’m still not sure why PVE-ers have to 100% all the WvW maps (three of which are the exact same map :|) for their completion achievement. They should just separate them and make two achievements (assuming that the WvW players even care enough to have one for themselves), one for WvW and another for PVE. That way — as a PVE/SPVP player — I won’t have to take up a slot in the WvW lobby when I have no intention of running with the zerg. Not to mention that it’d just save every PVE-er from the frustration that is being ganked when you’re minding your own business, wandering from POI to Vista to POI and have no desire to fight someone.
There is no such thing as PvE-ers or WvW-ers or PvP-ers, there are only Play-ers. If your trying to get POI solo, your tieing your own hands. Ask the map for help. Generally they are more then happy to aid you where they can.
Umm, those are some unreasonably terrible ideas. Weapons swap would make the kit mechanic OP, and they would do something detrimental to kits to compensate.
Grenades are ground targeted skills, deal with it.
Tool kit power? Really? Have you seen the pry bar damage capability? And the defensive value of gear shield and magnet?
I’m not trying to make this a negative post, but honestly I’m just starting to find myself being less impressed. Does anyone else feel this?
No, I have more sense then to to prejudge something I haven’t tried.
Were not getting new weapons and it looks like no new race either, both of which I assumed would be in an expansion.
I will have access to weapons that are new to the professions I can use them on.
While I’m glad were getting things like Guild Halls, imho I felt its something that should have been there a long time ago.
I feel it is something that never should have been put it. I feel it is a waste of dev time. I want to play the game, and thus, prefer dev time is invested in such.
It appears this is an aspect that a great deal of players desire though. So I simply look at it as something that will offer plenty of enjoyment, but likely, simply will not be for me. I am going to reserve my judgment until I experience it for myself.
The other day I watched the poi and thought it looks similar to stuff were doing in game now but with some gliding thrown in and gliding won’t be present on the older maps we’ve been told.
It will possibly change the entire dynamic of WvW and PvP with a new profession and professional specialties. As to the PvE, it can only go so far. I for one, will be glad for some zone additions, although i have little interest in the “gliding” aspect. I suspect I may not enjoy that. I will save my judgement on that, untill I am able to experience it for myself.
As others have stated, it was just recently announced. little actual information is out on it. Personally, I think the OP has simply made a prejudgment based on existing bias, and likely made this thread more for validation of that, rather then to actually create an actual discussion, but that is just my opinion.
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Why you ask does a good zerg have 1/3 Guardians or tons of PVT Guards and Wars?
To deal with the power creep!
In my experience, guardians value comes from AoE stability, AoE cleansing, and a very low cool down blast finisher on hammer.
Seems to me taunt is something like a reverse fear. Seems folks need to drop old connotations they have with the term from other MMOs.
Simply seems something like a reverse fear in my opinion.
Just your daily reminder this spec ruins pug vs pug matches.
Nerf damage, buff utility and survivability on turrets. Thanks!
So, wait, the idea here is to balance the game around “pugs” now?
That sure will make tournaments interesting.
I haven’t died solo to a turret eng my entire time SPVPing, I ignore they exist and go do other objectives. The problem is my teammates that constantly attack the node they’re at and die over, and over, and over, and over. They’re too strong vs PUG’s.
A good team player would either educate their teammates on how to fight them, or to handle them as you do. In my opinion a weak teammate spends the time he could be educating his team, to post on the forums, demanding they change the game around “pug” problems.
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All you have done is made blunt, exclamations of complaints. At no point do you list precisely how they are OP. Considering by the time the condition duration runs out, they generally do equivalent or lesser total damage then most direct damage attacks, I am inclined to feel they need a buff, not a nerf.
I have no idea why you think zerker is a counter to conditions in any way. That is what condition cleanses are for. Maybe you need more adjustments to your build to add condition removal, instead of demanding they rework the game to suit your current build.
without a weapon swap, you can’t really use it to force enemies to close range and then swap to mace or something.
I didn’t notice that in what I watched or what I read. It is possible I simply missed it. Did they specifically, officially state that there is no weapon swap?
Slick shoes doesn’t need nerfed just fixed, it shouldn’t knock down when you are standing still and it does meaning if you don’t have stability you are hooped.If you use a stun break you just fall back over and its absurd.
In my experience it doesn’t knock you down if you move. Found or made a video that shows this occurring perhaps?
Why shouldn’t you fall back down if you use a stun breaker? If you run into “line of warding”, “ring of warding”, once, fall down, and run into it again. As well as some other skills, the exact same effect occurs.
Did you make threads complaining about those as well or are you a bit bias here?
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