https://www.youtube.com/watch?v=6q3em9s5I4c
https://www.youtube.com/watch?v=6q3em9s5I4c
OP, you appear a bit misinformed. The P/S is great. The rifle is great. They are simply different.
@Hydeaut, I saw some buff to blunderbuss mentioned. I cannot for the life of me, see how this relates to a “power-builds will receive a great buff”. Blunderbuss damage is based on proximity. the closer you are the more damage it does, so adding range to this sure seems useless to me.
https://www.youtube.com/watch?v=6q3em9s5I4c
- I dunno, I do world completion on all my characters. Is it wroth it, I dunno, but I do it
- Best build for doing what in WvW? There is no such thing as a best build for anything. There are a few good builds at doing certain things in WvW. I spend a very vast amount of time in WvW every day, and the build and gear I run can very from day to day. In my opinion, the absolute worst set of gear in WvW is zerker gear. you se a lot about grenade zerker or SD zerker build, and they are good builds. But grenade zerker is solid in PvE but horrible in WvW, and SD is nice for sPvP but mediocre in WvW. Glas cannon builds are horrible in WvW. Good players see a glass cannon build and know it is an easy bag and will single you out.
- Goals to work towards with gear? Well you tell us. I cannot suggest any gear goals unless you can suggest to me what your hoals are with your character and play style are. Damage? Support? CC? If damage, do you want direct damage or condition damage?
-As an experienced engie, the first thing I will suggest, is to not get hooked by the grenade zerker or bust crowd. Some player did some quick math around release and got so many players to believe grenades are the best damage.
The fact is, that in actual game play, if you go to a golem in the mist (which has a static spawn time) or a mob with a static spawn time, and kill 10 in a row. Bomb builds do it faster. Albeit they do not have the ability to be at 1500 range.
For the community to give you more specific advice, you will have to be a bit more specific in your questions, but I hope I offered you a little more direction.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
If your going to have 50% condition duration without food, then you will have 90% with food like rare veggie pizza. So you might as well go 100% if your going to do that.
https://www.youtube.com/watch?v=6q3em9s5I4c
Seriously after reading all these nerf threads you people have it wrong..
After having all of the professions to 80 now for 10 month or so now, I have to say, I do not think you have the slightest idea what your talking about. How much experience leveling the other professions do you have to even have any idea of what the other professions can do in comparison.
Anet is on the right track.
The problem of the Warrior isn’t the CC.
Or Dmg.
Or sustain.
Or mobility.
Or highest hp/armor combo.
https://www.youtube.com/watch?v=6q3em9s5I4c
The traits don’t concern me that much, but that huge raw damage nerf to the hammer is just uncalled for.
Maybe you were not paying attention but
Anet is on the right track.
The problem of the Warrior isn’t the CC.
Or Dmg.
Or sustain.
Or mobility.
Or highest hp/armor combo.
Is that they can easily bring all of them at same time with very little effort.
https://www.youtube.com/watch?v=6q3em9s5I4c
The hammer nerfs are just for spvp right? Already a terrible weapon in pve so that didn’t matter.
Talk about a massive nerf to organized wvw groups though. People are just gonna blob more now.Why? what makes the warrior profession so special that it deserves to do as much damage on its CC weapons skills as other professions do on their damage weapon skills?
Just did a test just then. Lvl 80 Warrior, lvl 80 Guardian and lvl 80 elementalist. All with 3.3k attack on LA training dummies.
Warrior Earthshaker results
3.3k attack Exotic Weapon :1349, 1428, 1534, 1467, 1402Guardian Mighty Blow results
3.3k attack Ascended Weapon: 1831, 1903, 1874, 1827, 2000
3.25k attack Exotic Weapon : 1720, 1888, 1774, 1702, 1862Elementalist Lightning Whip Results
3.3k attack Exotic weapon : 1612, 1518, 1614, 1598, 1590Not only that the desired crowd control you’re looking for in the ability requires a charge time. Not saying guardian or elementalists need a nerf, but their damage abilities are far outperforming a burst ability, so what you’re saying doesn’t make any sense to me.
Edit:
Warrior Staggering Blow
3.3k attack Exotic Weapon: 1351 1528 1378 1500 1576Nice job… except that you cannot crit the dummies as they’re structures. You also cannot disable them.
Means that your supposed damage isn’t taking into account Unsuspecting Foe or Merciless Hammer at all.
I don’t think he took into consideration on the other class’ weapon bonus traits either so this test is unbiased if he is just checking base damage.
This test would, however reveal that the damage is probably where it should be and it is the damage bonus for merciless hammer and UF that is giving hammer that edge.
If that is the case, adjust those traits and then call it a day. Merge UF and Merciless Hammer and place it in Arms in the master tier.
Merciless Foe Hammer – Gain 25% crit and damage bonus vs disabled opponents (stun, daze, knockdown, and knockback) with your hammer attacks.
He also made a completely irrelevant post with this one. What part of Damage+ Hard CC = Bad confuses this guy?
Warrior Earthshaker results
3.3k attack Exotic Weapon :1349, 1428, 1534, 1467, 1402 and does up to a 2s stun
Guardian Mighty Blow results
3.25k attack Exotic Weapon : 1720, 1888, 1774, 1702, 1862 has zero CC of any kind
Elementalist Lightning Whip Results
3.3k attack Exotic weapon : 1612, 1518, 1614, 1598, 1590 Again no CC of any kind
So thank you for solidly making my point. Your showing they all have equal damage except warrior also has the additional hard CC and the others do not. Wake up and smell the OP my friend.
https://www.youtube.com/watch?v=6q3em9s5I4c
Spoj, you need to relax a little and lay off the troll posting. All your doing is initiating a quote war with anyone who disagreed with you Your post was very specific to state that “Every group should take atleast 1 warrior”, make pure damage explanations, post about min/maxing, you refereed to some other posters DPS testing as completely relevant (which is comical since his numbers have been proven completely wrong with real math), called me “close minded” for disagreeing with you, all you mention is “organized”, " series", “speed run”, and “record attempts”,.
The you troll us for speaking of playing for fun with our friends, guildies, and for the sake of fun.
Because the only reason you could possibly still be argueing is because you think im wrong? Which means you arent happy with how im ranking engi? Either that or you’re just argueing for the sake of keeping the thread going.
then you go on to be rude and make accusations simply because someone is disagreeing with you.
https://www.youtube.com/watch?v=6q3em9s5I4c
I can appreciate your suggestions, but I personally, do not like the idea or think they will work
I am confused. What is wrong with the other 17 turret threads on the front page of the engineer forums that we need a new one just for your post?
https://www.youtube.com/watch?v=6q3em9s5I4c
Engineers who spec for condition removals have options to do so. Elixir C, Elixir Gun, Antidote, and Healing Turret all offer a measure of condition management. Coupled with Leg Mods (a Matster trait that is an overtly lesser version of an Adept Tier Warrior trait), Cleansing Formula 409, and Automated Response, can make for a very specific condition counter spec. This of course can be blended with options available to every class such as Runes of Lyssa, Lemongrass or Safron Poultry soup food to reduce durations or clear conditions altogether.
Part of the issue being discussed is in reference to self cleanse. Its all focused on elixirs and the healing turret. Kits and gadgets have little to know self cleanse. We are speaking of the profession itself, partially in comparison to other. As all professions have access to the mentioned food, runes, and sigil, they kind of end up being irrelevant in a profession specific discussion.
https://www.youtube.com/watch?v=6q3em9s5I4c
- Fumigate cleanses self and allies (also decrease to 3 ticks and increase the cooldown
I have asked for this in sooooo many post. Alas, the devs seem to avoid talk of condition removal all to often.
https://www.youtube.com/watch?v=6q3em9s5I4c
You’re seeing insults where there are none.
I think not. Because
So closed minded.
Sure isn’t a compliment where I am from.
https://www.youtube.com/watch?v=6q3em9s5I4c
Here is a summary of the changes we have made thus far based on feedback we have read. This is not necessarily the end of adjustments, but where we stand currently. There were a lot of good suggestions, and some of them may not be able to make it due to time constraints on testing and implementation. Please continue to give feedback over the course of the next few days. We will continue to monitor that feedback and take it into account in changes we make for this patch and for the future.
ENGINEER
- Power Shoes is going to function outside of combat.
Reminder, we will be locking this thread near the end of the week.
Thanks,
Jon
This will be a great idea. I simply wonder if it will stay in the same tier it is in now.
https://www.youtube.com/watch?v=6q3em9s5I4c
No, I did not “assume” anything. I based my post and replies on the comments you made in your post (“organized”, " series", “speed run”, and “record attempts”). Your the only one making assumption by your accusation. You mentioned only those serious terms and never mentioned friends, guildies or fun. Do not attempt to insult me for comment on the post you made and not the post you didn’t make.
https://www.youtube.com/watch?v=6q3em9s5I4c
The hammer nerfs are just for spvp right? Already a terrible weapon in pve so that didn’t matter.
Talk about a massive nerf to organized wvw groups though. People are just gonna blob more now.
Why? what makes the warrior profession so special that it deserves to do as much damage on its CC weapons skills as other professions do on their damage weapon skills?
https://www.youtube.com/watch?v=6q3em9s5I4c
Closed minded? Because I enjoy fun with my friends a guildies, your kidding right? You continually used the terms “organized”, " series", “speed run”, and “record attempts”, and you want to be insulting and call me close minded for mentioning fun over all the terms you used. that was not necessary in the least.
https://www.youtube.com/watch?v=6q3em9s5I4c
A very very select few care about “record attempts”. A very large amount though care about fun, playing with friends, and enjoying the experience with guildies.
It appears to me, that your wanting to have a discussion about a very small minority and ignore the much larger majority.
https://www.youtube.com/watch?v=6q3em9s5I4c
rocket boots was a stun breaker. It was great because it was on such a low cool down. The problem is so many players demanded it be changed for speed of movement purposes that we lost this nice low cool down stun breaker.
I completely feel it was a horrible trade off. But so many argued against it as it was. I argued in favor of it, but in my opinion, folks were being too short sighted on the matter and cost us our valuable low cool down stun breaker.
As for the vigor change, it will not be any worse for us then it will be for any other profession. From what I read of the other professions changes, it appears they are all getting changes on the same level as ours is.
https://www.youtube.com/watch?v=6q3em9s5I4c
You act as if the engineer is being singled out as a profession on this and it is an engineer nerf. You need to look at changes to other professions.
I see this as a buff to speedy kits. They are changing all the other professions vigor traits as well. Due to the fact that they are doing this consistently, I do not feel it is a nerf to engineers. this is a reasonable outlook in that context.
You, yourself, have demanded in more then one other thread that it is an inconvenience to have to spam swap kits to keep up swiftness. As you personally specifically demanded a increase in the duration of speedy kits, I find difficulty accepting your comments about common sense. It is hard to take your backhanded insult seriously, when all your doing is complaining about getting exactly what you demanding in multiple post.
https://www.youtube.com/watch?v=6q3em9s5I4c
I have to agree with the direction you are going Lheimroo. One issue with kits is that we lose a utility slot to utilize them as a second weapon, but we are not gaining nearly enough benefit out of the kits. Where other professions can slot a buff, CC skill, stun breaker, or condition removal, we must equip a kit. Adding a stun breaker to the tool belt skill of elixir gun eased that pain, but we still lose out of a slot for condition removal for example (personally I felt condition removal fit thematically better then a stun breaker for healing mist). But as Lheimroo mentions we are double penalized by requiring so so many traits for these kits. Traits I might add, that are often spread out all over the place for each kit.
In my opinion, they really do need to stream line some of these benefits better with the kits as well as streamline some of the traits to releave the price we have to pay to use them. Particularly due to the fact that kits are so necessary.
https://www.youtube.com/watch?v=6q3em9s5I4c
If your running a physical damage build without grenades, I feel sorry for you and have no idea why you wouldn’t.
Umm, becuase
1. In my opinion it is a misconception that grenade are the best damage, when it is actually grenades. Many players have posted the math explaining this.
2. Because I do not like the way grenades play and feel.
3. Because I can, and it is fun and to be honest
4. Aww, bless your little heart. You feel sorry for me? Aww, that is so naively innocent.
No need my herd following friend. I truly have and enjoy my build, and because I think outside the box, it appears I can do things you are incapable of doing with your build.
you cannot rely on just Infused Precision to keep perma-Vigor going.
Sure you can, skilled players have been doing it for a year my friend. And umm, no, I am not changing my story in the least. I simply do not see the speedy kits change as anything less then a buff.
I am sorry it hurts your feeling that i disagree with you. But it is extremely reasonable that I find doubling the duration of the buff know as swiftness as a buff. If you have difficulty comprehending his, that is your problem, not mine.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
I cannot agree with what your saying Unhinged Carrot. One thing this game is good at is having a counter for everything. If your taking too much retaliation damage use something other then the FT auto attack on the FT till the retaliation buff drops.
And as far as grenades go, it is a 1500 range AoE. That in itself is a strong benefit. If they have retaliation up, apply common sense and stop hitting them. Engineers can stack retaliation as well, use it back at them.
https://www.youtube.com/watch?v=6q3em9s5I4c
I have to completely agree with Phineas Poe.
https://www.youtube.com/watch?v=6q3em9s5I4c
Yo make a good point. The fact that there is a boon, and always getting the condition removed immediately is indeed something. As well as always being immune to the first condition tossed on you in a fight will prove handy. As mostly this s some type of immobilize, which would be turned to swiftness, it will prove to be much better then I originally saw it.
Thanks for putting that into perspective.
https://www.youtube.com/watch?v=6q3em9s5I4c
Yeah, because it is such a terrible thing to have points in the firearms line adding to critical chance in a berserker build. If you do not already have at least 10 points into firearms, you wasting a opportunity for more crits.
You can complain all you want, it is not a vigor nerf, as you can still maintain perma-vigor. And Terrahero, I know your not talking here, because I can quote you from two other threads falsely where you exclaim that it is now impossible to have perma-vigor.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Some of you guys need to stop spewing misinformation. If you have cried “vigor nerf” then you do not know what your talking about.
“Infused Precision +Invigorating Speed” = 100% vigor. To see some of you call yourself engineers and go directly to crying nerf over a change that had thread upon thread upon thread demanding longer swiftness duration on speedy kits is embarrassing to the entire engineer community.
The community at large is fully aware about the high-effort/low-reward style of Engineers.
I’m not. Care to explain?
https://www.youtube.com/watch?v=6q3em9s5I4c
I don’t get it. How is this perfect for engineer? Are we woodsman and loggers now?
https://www.youtube.com/watch?v=6q3em9s5I4c
Have the list is “fixes” and buff. The problem is so many on these forums do not use their heads and go out of their way to seek a reason to have a blind, knee jerk reaction and rage all over the forums.
For Example, there are threads upon threads upon threads demanding extending the duration of speedy kits. Besides that. any one claiming the change to speedy kits is a vigor nerf is clueless. “infused precision + invigorating speed = 100% vigor” So every poster you see using the term “vigor nerf” is one who’s post you should ignore completely.
https://www.youtube.com/watch?v=6q3em9s5I4c
1. Works just fine. The wiki says its a 90s ICD. type /wiki in game and it will allow you to look things up
2. Berserker is rumored to be ideal.
3. Tools is ideal. There are very very many threads on grenad builds, just scroll through the first 2 pages of the forums.
4. Personally I like a combination of one of these three force+accuracy, force+bursting, accuracy+bursting.
https://www.youtube.com/watch?v=6q3em9s5I4c
How is a “mechanic” or “wrench” of any kind relevant to this at all ?? We are referring to engineers not mechanics. We are discussing hammer, not wrenches. You completely lost me on this one bud.
https://www.youtube.com/watch?v=6q3em9s5I4c
The proposed changes to transmute may change this. As it will perhaps become a 100% chance, but with a longer ICD. Won’t help with conditions already on us tho.
Which all and all really annoys me that after all of this time we are just now getting a passive internal cool down passive condition removal trait with a 50% longer ICD then so many other professions.
https://www.youtube.com/watch?v=6q3em9s5I4c
Only 2 professions use them, and for a “Fantasy Mechanic” role a giant hammer fits perfectly. Why has this not been implimented yet?
In your mind perhaps. But in my mind in no way does anything about the engineer suggest a hammer fits the them. We are not Ajax, that is more in them with guardians or warrior. It is not implemented yet because few felt it was thematic. We are not blacksmiths ferriering horse shoes or Ajax fighting along side Achilles.
Your assuming your thematic mentality of what an engineer should be is everyone else’s as well and that is simply not true. As I see it hammer doesn’t suit us at all. We are not “Grrrr Hulk Smash” type thugs swinging a ground pound hammer. We are combat engineers. More akin to a Sapper. Meaning we are constructors, designers, and explosives experts, not railroad workers swinging hammers.
https://www.youtube.com/watch?v=6q3em9s5I4c
elixir gun with combo blast or combo projectile (elixir skill 5 + skill 4 or skill 1)
You do not appear to be very familiar with combo firlds and finishers my friend. Blast finisher with super elixir(#5) gives AoE retaliation and has nothing to do with condition removal. Now projectile finishers will remove conditions from any friendly they pass after going through the field, but in no way remove conditions from you.
elixir C , alchemy trait X, healing turret, heal kit skill 4 and alchemy sub trait master (transmute)
*Transmute is not a dependable condition removal, as of now its and low RnG chance.
*Med kit (#4) Drop antidote is undependable in a bad way. immobilize is a condition, yet if you drop antidote you cannot move over it to remove the condition. There for drop antidote is essentially broken.
Cleansing burst is not bad, but it only removes 2 conditions and requires multiple steps. We should not have to double or triple our chance to be interrupted and have it put on kitten cool down.
Elixir C is our only true form of condition removal. Although Formula 409 will add condition removals to all elixirs, it really pigeon holes all our true self cleanses to elixirs and leaves us lacking completely in all other areas for a cleanse.
Gadgets have no cleanse, kits have 2 cleanses on 2 different kits, one is broken in effect, as I mentioned above.
https://www.youtube.com/watch?v=6q3em9s5I4c
Well Jon, you mention you guys feel these master traits are underwhelming, so here are some quick thoughts.
Explosive Powder – How about looking at changing the function of this skill a little bit, so that it would add add damage to smoke bomb, glue bomb, flash grenade, and freeze grenade.
Enhance Performance – If you feel this is underwhelming, perhaps make it a group buff?
Power Shoes How making this like several other professions abilities to negate a control effect every 60s-90s. Incoming disabling conditions (stun, daze, knockback, knockdown, sink, float, fear, or launch) are negated by well engineered stabilizing boots.
Elite Supplies I feel this isn’t to bad of a skill. It does need more benefits to give mortar value, but its biggest problem is simplt the other trait option are just to good to take this trait over one of them.
Deadly Mixture Allow this trait to have an added effect to FTs Flame Jet. That is the single worst thing about the FT is that FT does the same damage as the bomb auto attack, but with 3X the cast time.
Potent Elixirs I personally do not find this skill underwhelming at all. We have a vast amount of traits with great benefit to elixirs. But if your looking for idea to add, Perhaps allow this trait to change all the tool belt elixir skills to no longer be ground targeting, but to be AoE buffs off of yourself just like shouts, possibly extend their range?
Packaged Stimulents – I never ever use this skill. At the moment, I cannot even think of a direction to go with this. Tell your guys brainstorming, that I wish them good luck with this one.
Power Wrench I honestly do not feel this is underwhelming at all. The problem here again, is that the traits it compete against often beat it out.
Leg Mods – Doesn’t every profession have something similar to this trait? Do you feel they are underwhelming across the board, or just in relation to the engineer?
https://www.youtube.com/watch?v=6q3em9s5I4c
Smoke Bomb and Glue Bomb actually deal zero damage. But Glue Bomb benefits from Sitting Duck, so it’s actually worth using as often as it comes up.
Didn’t know that about the pulsing fields triggering Steel-packed Powder. That’s awesome.
They also have 3 pulses+ initial explosion a piece to proc shrapnel as does fire bombs. Those extra bleeds really add up, and its a 12s base bleed, so its a pretty good duration.
https://www.youtube.com/watch?v=6q3em9s5I4c
Personally i like this build
.
http://gw2skills.net/editor/?fcAQJAqel0pqb3zSyF17ISoHFmEqWiUofW2HFyVbB-jECBoLBkoGkKAI7pIas1MFRjVvAT9iIq2FATKABVGB-w
I have run it very often. It has great survivability. Healing mist+super elixir+ elixir infused bombs=all kinds of AoE healing. Not to mention back pack regeneration. You got an AoE swiftness buff to help your group get around. Plus this is a 4 kit build so you have a boatload of tools at your disposal.
https://www.youtube.com/watch?v=6q3em9s5I4c
I am not going to name names, but I see two posters here who complained and moaned about having to swap in and out of kits every 5 seconds and practically demanding they extend its duration now complaining about it.
I feel some of you are bringing up good points, but some post here are irrational over reactions.
I do like the new elixir-infused bombs base heal going up to 217 though. That will bring the ol’ cleric build up to 355. With backpack regenerator at 185, we will be able to maintain a 540 heal tic on ourselves. Add in the 10s of regeneration from Healing mist, and the 10s of heal tic from super elixir, and we will be doing nice AoE heals
I am curious as to what trait will be moving into the explosives adept tier with incendiary powder moving.
https://www.youtube.com/watch?v=6q3em9s5I4c
Myths like the grenade kit being max damage on the engie are outdated. That started from a very select few players Doing the math on one kit alone. Someone mentioned 30/30/x/x/x to maxumize the bomb kit, thats not really accurate. That is solid for s condition build and I often run it. One problem is that concussive bombs damage is hard to gage. against a random noob thief in WvW it might do 15k damage as the spam the tail off in that 10s the confusion is on them until they die. In another situation. the PvE boss may cleanse the condition and only have it for half the time for one skill use worth of damage.
On paper, players can almost make it appear that grenade kit is the way to go. But it isn’t. and in actual game play the difference is even more noticeable.
https://www.youtube.com/watch?v=6q3em9s5I4c
I don’t remember saying I was losing, I was asking why so many people on your server use perplexity(I’ve never ever seen perplexity that much before), I havnt actually lost to a perplexity user on Jq yet, so please don’t make accusations based on what you assume.
Right. Just like every player on my server uses the exact same rune set, you didn’t lose. So every player uses them and you never lost to one, your stating you have never losr to a JQ player. Hmm, somebody is not very honest.
No, its not “just” a warrior issue.
Yes it is, at least the poster I very specifically quoted. Scroll up and look at the post I quoted, every reference he made was to a warrior. Your replying to my post outside of the proper context.
https://www.youtube.com/watch?v=6q3em9s5I4c
Completely disagree with you OP. Pretty much disagreed with every point you made.
https://www.youtube.com/watch?v=6q3em9s5I4c
Normalize the behavior of conditions first. Make them all stack in intensity or all stack in duration. I don’t see why it is such a tragedy that bleeds cannot stack past 25 when few people seem to care that burning and poison only stack in duration.
Absolutely. They need to fix the stacking cap as well as the duration problem.
https://www.youtube.com/watch?v=6q3em9s5I4c
Make engineer Swift shoes give a passive 25% move speed.
This ability just feels.. Really bad.. And engineers don’t have any half descent swiftness unless you take a ton of boon duration to chain-elixir-b.
Speedy Kits trait…100% uptime of 33% swiftness…
Or we can get a proper change. Not everyone uses kits, or at least multiple kits, nor is everyone trailed for it.
More than that this is what I want to be changed. Nothing more. Better yet I’d prefer a new skill altogether.
And? Other professions get 25% movement increase through signets. Do you honestly think they all run signet builds. Your bring a bit hypocritical here. We have a trait that can do this. Travelers runes. Runes of Speed. Rune of the Centaur. Speedy kits. Elixir B.
https://www.youtube.com/watch?v=6q3em9s5I4c
Players who do damage should be punished for doing damage? Everyone does damage. Confusion as originally implemented was a nice counter mechanic that briefly shut someone down from attacking. Confusion post-perplexity is a near permanent condition applied by players that choose to abuse the runes lack of cd.
there are a few problems with current meta:
1. Condition application far and away outpaces condition removal, even on the classes best at removal.
2. The most damaging conditions in the game have been made incredibly accessible (dhuumfire and perplexity).
3. Stuns available to warriors far and away outpace stun breaks, even on the classes best at stability / stun-breaking.
4. Warrior health regen without gearing for healing exceeds the health regen of classes that do gear for healing.I could go on about the broken state of just about every class at the moment, but those are the biggies for wvw/pvp imbalace right now. Nerfing perplexity runes to a 20sec cd goes a long way towards fixing the first 2 issues and making the 3rd and 4th issues less severe (as mace warriors typically run either melandrus or perplexity).
Pretty much all appears to be a warrior issue, not a rune issue.
As far as you claim that its a permanent condition now, you appear to be implying it wasn’t permanent before. I have to disagree, it was easily permanent before. I keep it up 100% of the time now and I do not use these runes at all.
https://www.youtube.com/watch?v=6q3em9s5I4c
Well, I honestly have to agree, throw mine is pretty solid as it is. Minefield also is very good for SD us as you get two SD burst out of it. As you mentioned rocket boots, they are indeed very solid as well. I also agree that PBR as a utility and a tool belt skill is solid.
I guess in my case, my focus is on gadgets lack of condition removal as a subset, (see my first post for my thoughts/ideas on that), and mainly focused on slick shoes and utility goggles. I do move slick shoes in and out of builds occasionally in WvW in particular. I do not feel they are a bad skill, though I do feel them underwhelming with such a long CD. Goggles, I personally feel are generally underwhelming as a whole.
Now when you mention them as utilities for damage, sure in a pure zerker build in PvE. Pure zerker is not so handy in WvW. Or for any condition build when it comes to damage. Your restricted to rifle, missing out on the benefits of 2/3 of our weapons combinations. This is extremely counter intuitive to all of Anets recent discussions of build diversity.
As far as
even the strongest class in the game (Warrior) has an entire subset of skills that poorly optimizes the raw potential of the class. I actually thought the Signet Warrior was a great example, because it’s primarily designed to be an easy-access leveling build, similar to gadget-based Static Discharge builds are for Engineers. Fill your bar with signets and Hundred Blades or Triple Chop to 80.
Well I am not here to discuss warriors or make comparisons to them. I do not care what warriors can or cannot do with their signets. As a dev said in a recent post about using the warrior as a comparison.
“We want professions to be good at CC, dealing damage, group support, and survivability, unfortunately right now, warriors are good at all of these at the same time. We are looking at to making adjustments to this at this time”
Obviously making a comparison between the two professions is not comparable.
As I was saying though, your example about gadgets and a berserker+SD build goes against the new “build diversity” philosophy. Because with P/P and P/S, zerker+SD is a wast of your main weapons sets in general. We are simply discussing ways to make them more usable in other builds,in more then one game aspect, in more then one situation.
https://www.youtube.com/watch?v=6q3em9s5I4c
Well, I agree that it appears they intended certain skill subsets to be the bread and butter of said professions. It is great that you do not see a problem with that. Some of us do though. I for one do not have a “big” problem with it. Though as they seem to be stating often that they are looking to expand build diversity, that desire can be extremely hindered by the vastly differing levels of benefits that sub skill sets offer.
As far as your warrior example, well, I do not see how that comparison carries much value here. We are discussing added a passive bonus to possibly gadgets, not changing them to replicas of the warrior signets. Its not even reasonably comparable, as the active effects of gadgets are not similar to signets active skills at all.
https://www.youtube.com/watch?v=6q3em9s5I4c
Perhaps then you could point out the “better” versions of the things I listed. I can’t seem to find them in my copy of GW2.
Just sayin.
That is because your views are ridiculously scewed do to your personal bias of GW1. I could linst the portions of your list that are better in GW2, but then my hands would be cramping after all of the typing.
- A good story: GW1 story was amazing. I don’t have to remind you of the public opinion of the GW2 story…
Wow, how fast we forget. You had to ignore A LOT of things said about GW1 if you are naive enough to believe the story in GW1 was loved by all as you are appearing to portray it.
I rather enjoyed the story in GW2 and feel very many did.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Well, for one, they may certainly not be done with their plans of adding new skills. Secondly, you can hardly blame them if you go your hopes too high by incorrectly assumptions.
https://www.youtube.com/watch?v=6q3em9s5I4c
Although I completely agree with you Phineas Poe, I believe the OP is refering more to something like a full gadget build. In most cases, with all the professions it is generally not completely efficient to use all three utilities of a same “type”. There are some exception of coarse. Particularity though, with the engineer, our main weapons are not particularly ideal for stand alone damage with utilities being purely utilitarian.
I believe the intent here, is to perhaps offer it in a trait, so that when traited, a full utility set of gadgets would make a solid build with just rifle, P/P, or P/S and no kits.
https://www.youtube.com/watch?v=6q3em9s5I4c
The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic.
where exactly is that implied?
also, elementalist is the only profession in the original guild wars that lacks signets
Implied? It was stated directly on a thread by devs during beta, and it is on the wiki. This has been discussed in many threads during beta and for 2months or so after released. So I was under the impression this issue was laid to rest long. I forget not everyone wasn’t reading up on engi discussions back then.
https://www.youtube.com/watch?v=6q3em9s5I4c
Oh yes, static discharge can crit, and make it look good doing it.
As far as gear, well this build is prime for berserker armor, weapons and trinkets. For sigils, you can keep it simple and go with “force” (5% damage increase) or “accuracy” (5% critical chance increase). I would go with force.
For runes, you have a lot of option. Travelers is pricy but offers all around damage benefits with its stats and critical damage increase, with the utility of the speed boost. Scholar runes are great for maximizing damage. Wurm is inexpensive and gives some vitality, 3% over all damage boost and 6% critical damage. You mention centuar runes, well its straight power with an AoE 10s speed boost. Not the best, but very cheap and does have at least some utility by offering swiftness to you and the group, but works off the heal so its optimal with med kit really.
As far as the utility skills go, I like your choices, I am a big fan of personal battering ram. Rifle turret is quick damage. Tool kit is good damage, has a great block, a pull, good pry bar damage and a AoE cripple, all very useful.
https://www.youtube.com/watch?v=6q3em9s5I4c