Showing Posts For coro.3176:

Flamethrowers and Burning

in Engineer

Posted by: coro.3176

coro.3176

If you don’t trait Alchemy + Invention, you need to dedicate a skill slot to cleansing condi or else you are very weak vs condi builds.

I would gladly trade my elite skill for another regular skill slot so I could bring elixir C or Purge Gyro. Unfortunately, we can’t do that.

Think we'll get a rifle/FT buff Nov 21?

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Posted by: coro.3176

coro.3176

Rifle used to be the #1 Engi PvP weapon. Pistol held its own too. These were good weapons. Why are they not used any more? Two words: power creep. They weren’t nerfed. HoT happened.

HoT introduced so many things that obsoleted vanilla weapons and builds as competitive options. They need to be competitive so that the game isn’t pure Pay to Win, for free to players as well as for some build diversity – something that the game used to have, but really doesn’t any more.

Rocket Boots still needs some love

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Posted by: coro.3176

coro.3176

Well, one or the other.. They need to either nerf the HoT power-creep across the board, or bring the older stuff up to par.

Think we'll get a rifle/FT buff Nov 21?

in Engineer

Posted by: coro.3176

coro.3176

I come from a WvW and PvP perspective, where weapon balance matters.

In a pvp situation, Rifle offers high risk, but no reward.

High Risk:

  • Overcharged Shot (Rifle 4) is a self-knockdown, but rarely connects. There are a ton of reflect and projectile nullification effects out there. If you happen to OC shot into one of them, you have put yourself at a huge disadvantage. Obviously, the solution is to wait until these effects are done, but that can be a long time (eg. Ele aura lasting 4-5 seconds, Engi reflect lasting 5 seconds, Zerker perma-stab in zerk mode). Worse, you can land a successful overcharged shot only to have it countered by an auto proc trait like the Warrior’s Last Stand. In WvW, I’ve come across a Druid in WvW, attacked them with Overcharged Shot, had the pet take the knockback instead (Shared Anguish). Then they hit me at range triggering Ancient Seeds (~5s+ immob) while I’m knocked down from my own attack!
  • Net Shot is useless vs many classes. Daredevils just break out with a dodge. Warriors break out with any movement skill if they didn’t have stab already. It also suffers the projectile problems described above.
  • Jump Shot – It’s a massive risk to use Jump Shot because you’re locking yourself into a 1-2s animation that is easily interrupted by cc and does not protect you from damage.

Low reward:

  • Its damage is just okay – kind of bad compared to hammer and it’s power damage, so you have to watch out for weakness + protection as well as spec multiple stats (power/precision/critdmg) to get the most out of it compared to condi.

Think we'll get a rifle/FT buff Nov 21?

in Engineer

Posted by: coro.3176

coro.3176

Uh no, they’re really not. Please provide examples.

Eg. Rifle is worse than HoT weapons because it is high risk, low reward and provides no defensive cooldowns. Plus, its attacks are projectiles which are countered and reflected by practically everything these days.

Flamethrower is awkward to use and is plagued by retaliation problems in WvW.

Think we'll get a rifle/FT buff Nov 21?

in Engineer

Posted by: coro.3176

coro.3176

I’m still upset about that Gear Shield nerf out of nowhere and the inexplicable buffing of Rocket Boots’ damage of all things.

Also, Rifle has needed a buff since HoT was released. If it’d been designed for HoT, Overcharged Shot would be unblockable or would be a backward evade. Jump Shot would evade. The autoattack would probably apply a buff or debuff to the enemy.

Compare with any HoT weapon including Hammer and tell me that’s not true.

Rocket Boots still needs some love

in Engineer

Posted by: coro.3176

coro.3176

Would that be so bad? I mean, Ancestral Grace (druid staff 3) is a <15s cooldown traited.

That’s 1200 distance. It evades the entire time. It’s also a blast finisher, and it heals for 1500. Oh, and it’s targeted, so you can choose the distance and direction.

Rocket Boots on the other hand.. 900 distance, no evade, blast finisher, no heal, not targeted, cures soft cc. Longer cooldown unless you take a clunky/bad gadgeteer trait.

I appreciate your thoughts on this though, and agree that a stun break might be too good in pvp. I don’t think it’d be unreasonable to have 1200 distance and evades though, like Druid Staff 3, considering we’re giving up a very valuable skill slot to get it.

Rocket Boots still needs some love

in Engineer

Posted by: coro.3176

coro.3176

I don’t think a stunbreak would be too overpowered. We are using an entire skill slot on something that is almost entirely for escape. Besides, half the time a stunbreak isn’t particularly useful because you need to change direction so you don’t RB off a cliff or into an enemy zerg.

Evades are a must though. What is the point of using an escape skill if you just die while it’s active?

1200 distance would be nice too.

WHAT WOULD MAKE ME FORGO WVW AND PVP?:

in PvP

Posted by: coro.3176

coro.3176

Salt is not an important part of open world pvp. It’s about making every little part of the worlds terrain actually important and memorable by forcing it to be used as combat jukes.

Exactly this.

I’d leave the implementation up to the devs’ judgement, but I, and many other players, find the PvE maps really dull. There’s just no thrill in killing an ai mob and there’s no feeling of danger in any of the open world maps. Even in HoT where the mobs are more difficult, they’re not exciting like fighting a real person would be.

I know they’ll never do it, and it makes me a bit sad because they’ve built this huge amazing world that gets lonely and boring. Meanwhile, we all pvp and wvw the same maps every week.

WHAT WOULD MAKE ME FORGO WVW AND PVP?:

in PvP

Posted by: coro.3176

coro.3176

I’ve wanted something like this since the game was launched years ago. The world the devs have built is amazingly varied and full of interesting places to fight, but I spend all my time in the same wvw and pvp maps though because, while I like the pve maps, I need real opponents.

They’d never do it though because it would conflict with pve events – pvp-flagged players damaging each other with aoe, etc.

Like it or not, the open-world pve game is just a big skill-less zergfest that delivers loot to bad players.

It’s a shame though, ’cause the pve maps would be awesome to pvp in!

Rocket Boots still needs some love

in Engineer

Posted by: coro.3176

coro.3176

Could we please get one or more of the following on Rocket Boots?

We need a good reason to take it over Elixir Gun.

  • Stunbreak – In the past, I was fine with it not being a stunbreak. Yes, it was risky, but the solution was to not get stunned. With correctly timed dodges and blocks, you could play around them. That’s not the case any more. Thieves can pop Basilisk Venom, then hit you with an instant unblockable steal stun. There’s no counterplay to that, so you need a stunbreak.
  • More distance, more speed – Previously, Rocket Boots used to scale with movement speed, so with swiftness or super-speed, you could guarantee it would go far enough to escape. Now it goes 900 range, which is often not far enough.
  • Evades – Rocket Boots needs needs needs evades. I can’t count the number of times I’ve used it to escape from a chasing zerg only to be hit by Spear of Justice mid-flight, or take 5k+ damage from Rapid Fire while in the air.

The Insane Dragon Hunter Pull

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Posted by: coro.3176

coro.3176

Personally, I’m not bothered by its range. There are other 1200 range pulls out there.

I am bothered by its speed and unblockability. One or the other is fine IMO. That gives it counterplay. Currently, there isn’t much counterplay. If it were slower, it could be dodged. If it were blockable/reflectable, it could be anticipated and defended against with a wall/channeled block/bubble, etc.

The Insane Dragon Hunter Pull

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Posted by: coro.3176

coro.3176

It’s also too fast to be dodged without luck or telepathy. Unless you’re at max range, it’s probably going to hit you before your dodge evade takes effect.

I’ve reviewed video of it hitting me at medium distance (~700-900 units). I dodge almost immediately after the hook projectile is launched and it hits my character mid-dodge, but still hooks. Maybe that’s lag, but I have decent ping. If anyone is interested, I could post the slowed down clip.

Flamethrower feasible in any aspect of WvW?

in Engineer

Posted by: coro.3176

coro.3176

The game has changed so much since FT was designed (like grenades vs projectile hate, retal, cc vs stab, etc.) and some of its synergies have been lost.

For example, Previously, it was fine to take Flamethrower as a power build because you would spec into the 1st traitline, which gave bonuses to Condi Duration and Power. This was great for FT because Burn was a non-stacking condi and having high burn uptime was pretty good. The Power boost gave you good damage on the rest of FT’s skills.

How many times have you transferred server?

in WvW

Posted by: coro.3176

coro.3176

haven’t moved off Mag since launch

Identities of Linked Worlds

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Posted by: coro.3176

coro.3176

Hi,

  • The WvW Team is not involved with game balance. Please do not hop on this thread to post salty, negative comments, nor to try to redirect the team to do your bidding.

Please read our thread on Giving Good Feedback for information on how you can provide valuable and constructive feedback, which will help all of us.

All right.. Sorry for bringing it up. Since my post (which also mentioned class balance) was removed, I’ll reply again.

I prefer option 2 or 3.

As an aside, if we do want to have a discussion on class balance as it relates to WvW, could we get some devs to post another thread?

The broken "run away" warrior roamer

in WvW

Posted by: coro.3176

coro.3176

Agreed. That’s not productive discussion.

Later on, I’ll post a video of me 1v1-ing Zerkers that demonstrates what I’m talking about re: having no counterplay, having to run away for the entire fight, invuln/resist uptime, etc. Hopefully that’ll be more helpful than “zomg war OP”.

Devs happiest w/ necro when they can't 1v1

in PvP

Posted by: coro.3176

coro.3176

I’ll take you up on that duel offer if you like, assuming Necro starts with 50% or more shroud.

I’m usually not too worried about 1v1-ing engineers on points in pvp. I’d say I win most of those when playing Necro.

The broken "run away" warrior roamer

in WvW

Posted by: coro.3176

coro.3176

It’s fair on core warrior, because a core warriors adrenaline access requires investment to build at a decent pace and is nicely telegraphed. Go compare core warrior and berserker with the two builds (substitute strength line for berserker on core) and you will see a massive difference. The problem is the elite spec and nerfing core traits for an elite spec creates more balance problems down the line when it becomes useless without this 1 elite spec.

Edit: Forgot to mention core warrior also is more susceptible to hard CC as they can’t pick eternal champion or outrage/headbutt for the extra stunbreaks and adrenaline gain. You can use this to keep denying burst and control warriors. As I say elite spec problem not core warrior problem.

QFT.

When facing a core warrior, I feel I have options to deal with them. When facing a zerker, I just have to run away because the amount of stability, resistance, regen, invulns, etc overwhelm my ability to keep them at range while pressuring them with damage. Then the auto-taunt insta-kills me if I happen to be within melee range, so the best thing to do is not fight them at all. That’s not fun.

Base Warrior in general trades off a lot more to get its bursts and I feel like I can fight them toe to toe with my Rifle Engi.

Grenades vs Retaliation (Video)

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Posted by: coro.3176

coro.3176

In Tyria physics, you throw grenades 900 units of distance away, then they explode and take half your health bar .. but only if they hit an enemy, and the more enemies they hit, the more damage they do to you!

Makes sense.

Why I voted no to 1 up 1 down..

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coro.3176

Isn’t server-linking based on population, not success? The point of it was to have enough people in WvW so players can have fun fighting each other (or sitting in towers manning siege .. sigh).

The broken "run away" warrior roamer

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Posted by: coro.3176

coro.3176

Wish I could find the video, but a veteran live steamer player came back for fun and played his warrior. He basically did nothing, hasn’t practiced roaming in awhile, and was clicking random buttons taking on multiple players at once just laughing at how broken the game has become.

I’ll post if I can find, but it pointed out how OP warrior is and takes zero skill to play.

To add, I think it was evidence of how ridiculous some of these HoT classes/builds are currently. Super healing, toughness, resistance while hitting like a mac truck with little skill needed to master a class along with super speed escapes and now more stealth as I’m seeing with nearly every class. Things that use to be unique to a class now everyone has access to.

The game is becoming very vanilla and less diverse by the update.

It just makes for uninteresting fights where one player is forced to run away. Pre-HoT, you could get into single combat with most classes and expect that it would end with one of you dead. It was exciting. Now, you have to contend with too much invuln and stab and resistance. These are all good things in moderation, but you can’t fight them. You have to run. If your opponent gets 8 seconds of invuln while still being able to damage you, you have to run away. If you’re a condi class and your opponent gets 15 seconds of resistance, you have to run away. If your class relies on landing CC and your opponent has 15s of stability, you have to run.

This is boring. It’s not just a problem with Warrior, but Warrior is the most obvious example because the class seems to be designed to use stances, then run until they’re up again.

The broken "run away" warrior roamer

in WvW

Posted by: coro.3176

coro.3176

Pre-HoT, dueling a Warrior with my Engi used to be a really fun fight. It was like playing Street Fighter. You both go at each other with attacks. Whoever landed their big hits while dodging their opponent’s would win.

I miss that.

Now, it’s more like “Aw kitten they’ve got stab and invuln and alltheboons, better run away and break combat … phew. made it, okay their stances are done. Time to turn around and fight .. aaaand they’re running away. sigh.. Oh no! Their stances are up again? better run away and break combat”

The broken "run away" warrior roamer

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Posted by: coro.3176

coro.3176

The difference is, a pre-HoT Nike Warrior was not going to pop invuln, stability, resistance and deal massive damage while still being able to escape and disengage once those are on cooldown.

The broken "run away" warrior roamer

in WvW

Posted by: coro.3176

coro.3176

That wasn’t a problem before HoT though. I could run without a stunbreak because I could dodge the cc or otherwise avoid it through skilled play.
That’s not possible any more no matter what I do. The taunt is unblockable, undodgeable, instant. If I’m ever in melee range and the warrior activates berserk mode, I lose. From there, they can chain stuns until I’m dead. There’s no counterplay to it aside from staying at range the entire fight (IMO, makes for boring duels and Rifle engi was designed to get in melee range for Jump Shot and Blunderbuss).

Last time i checked warrior’s taunt was completely dodgeable. Its not an on hit taunt like many classes (i hit a rev and the game instantly applies taunt to me)….its simply an aoe that resonates from the warrior….so if you can’t get hit by it it won’t apply to you.

I apologize if I’m mistaken, but pretty sure a roll dodge or other evade ability negates them. Also resistance, stun break, or condi clear will cancel/negate the taunt completely, something to consider.

I mean I totally rely on taunt to secure kills against thiefs that would otherwise be the end of me. I think thats fair though, the good thiefs always expect it and have something to break the taunt…..or they just avoid being in melee range when you have the ability to use it…..or they perma stealth when i can use it so i typically can’t burst that which i can’t target.

Maybe it is? I can’t remember ever dodging it successfully. In any case, I would have to dodge before the taunt, in anticipation of activating zerk mode. That’s not skilled play. It’s just spamming dodges. I’m pretty sure it can’t be blocked either, since it interrupts my gear shield.

  • Condi cleanse doesn’t work because it’s a controlling cc – can’t activate skills.
  • My build doesn’t have resistance, and it’s difficult to get on Engi. Same with stability

I personally don’t run a stun break because I like Rocket Boots over Elixir Gun, but IMO Rocket Boots should be a stun break. Rocket Boots helps chase down a Nike Warrior or Thief as they try and escape. Egun Doesn’t.

So that means when fighting a Warrior, I need to keep out of melee range, but that’s easier said than done when they have more mobility skills and can’t be cc’d themselves thanks to high stability and resistance uptime.

Ultimately, the fight just seems unbalanced in the Warrior’s favour. If I do everything right, it’s a stalemate at best. If I make one mistake, I lose. The Warrior can make mistakes all day and not break a sweat thanks to auto-proc stances, better sustain, invuln, stability, resistance, and the ability to run away at any time.

Grenades vs Retaliation (Video)

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Posted by: coro.3176

coro.3176

Well, they should put a 1/2 second ICD on retaliation to any given player then. It’s ridiculous to be taking more damage in retaliation than you are dealing to any given player. Hell, they’re projectile-reflected most of the time anyway. That’s retaliation enough in itself.

Upcoming Ranked Arena Map Rotation Changes

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Posted by: coro.3176

coro.3176

Probably because you could, in a lot of games, completely ignore the other players and just focus on the npcs. Eg. Healbot Ele out-healing players trying to kill door breakers. Players slotting long stability skills that make interrupting the hero channels impossible. Players focusing on killing the lord rather than other players.

Y’know.. stuff like that

The broken "run away" warrior roamer

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Posted by: coro.3176

coro.3176

That wasn’t a problem before HoT though. I could run without a stunbreak because I could dodge the cc or otherwise avoid it through skilled play.
That’s not possible any more no matter what I do. The taunt is unblockable, undodgeable, instant. If I’m ever in melee range and the warrior activates berserk mode, I lose. From there, they can chain stuns until I’m dead. There’s no counterplay to it aside from staying at range the entire fight (IMO, makes for boring duels and Rifle engi was designed to get in melee range for Jump Shot and Blunderbuss).

The broken "run away" warrior roamer

in WvW

Posted by: coro.3176

coro.3176

As a rifle engi, (toolkit, nades, rocket boots) I find fighting warriors really frustrating.

Before HoT powercreep, I used to have no problem getting in close with a warrior and trading hits. Now, I have to kite like my life depends on it and pray they never get within 300 range or so.

  • If they get close to me and manage to get a taunt combo off, I lose. That instantly takes me from full health to below 25%. They’re faster than me and have stability, so I can’t cc them or escape.
  • If they land any one of their stuns, I lose. Rocket boots isn’t a stun-break.
  • If I land any of my cc’s, they just break stun and continue fighting.
  • They have stability and resistance for a good portion of the fight, so I can’t use my cc’s. Overcharged Shot, Net shot, Magnet
  • They have more sustain – They regen health faster than I can deal damage, considering I have to spend a lot of time kiting and maintaining distance.

If at any time I make one mistake (fail to dodge a stun, be too close and get hit by the unblockable undodgeable taunt, use Overcharged Shot when war has stab, Net shot when they have resistance) I lose the fight right there.

If I do everything right and kite perfectly for 2 minutes while still dealing more damage than their regen, .. they just run away until their stances recharge again, and I can’t catch them because they’re faster than me.

(edited by coro.3176)

Grenades vs Retaliation (Video)

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Posted by: coro.3176

coro.3176

Ah, yep. I was fighting a guild group last night that had retaliation on everyone. I landed a perfect Grenade Barrage – did indeed take 8k+ damage.

Beating a Dead Horse

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Posted by: coro.3176

coro.3176

Well, using the ‘swap weapon’ key as an animation cancel is nice ‘cause it’s required for a lot of skills (otherwise they suck even more than they already do.. eg. Rocket Boots, Jump Shot), though apparently this can be done with a separate key binding.

Also, the combination of Hammer’s defensive cooldowns with .. well, most other weapons would be too much. They’d just nerf everything else to compensate.

Last patch they tried to fix shield, but cut down the block duration on toolkit to balance things. Result: People still don’t use shield, people who use toolkit are sad.. massive failure.

Grenades vs Retaliation (Video)

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Posted by: coro.3176

coro.3176

So, we all know there’s TONS of projectile hate in WvW, but when you actually manage to land your hits, you’re rewarded, right?

HAHAHAHAHA wrong.

You die to retaliation.

3 grenades x 5 players each x ~300 retal damage each = you very dead very fast.

I go from full health to half in 3-4 grenade throws.

1 developer with spare time?

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Posted by: coro.3176

coro.3176

Can we make kickstarter or something? If we all kicked a few dollars, maybe we could pay for a balance dev?

1 developer with spare time?

in Engineer

Posted by: coro.3176

coro.3176

+1

We’ve been asking for some Rifle fixes for ages. I can’t believe they didn’t touch it on the last balance patch. Do they even read these forums? What do we have to do to get someone’s attention?

Is Engineer Ever Getting More Kits?

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Posted by: coro.3176

coro.3176

AI = do not want.
Minions,Pets,Gyros,Turrets,Clones,Summons = do not want.

Skill-based gameplay = do want.

Suggestion for Gadgets and Gyros

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Posted by: coro.3176

coro.3176

^ So much truth in one post. This person gets it. I wish I could pay 20000 gems to have a developer read that.

Am I the only one who wants a documents copy

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Posted by: coro.3176

coro.3176

Why not? I don’t like that gadget trait, but it’s not like it’d give engi any more mobility than thief, druid, warrior already have. Druid staff 3 is 1200 range, heals at the end, and evades the whole time. Thief can cover like 5000 units of range in teleports, dodges, and blinks in a few seconds.

The least they could do is give engi (which only as 1 weapon, remember, so our skills slots are really valuable) evades and a stunbreak on a skill clearly designed for escape and pursuit. They need to make it a viable alternative to something like elixir gun.

new pvp builds ?

in Engineer

Posted by: coro.3176

coro.3176

I saw an engi in pvp playing a Rifle + Gadgets decap build. He was actually pretty good at it .. but I still destroyed him by waving my Necro scepter at him a few times. I I felt bad because here’s a guy playing a skill build well and I just come over and faceroll him with autoattack.

Same with the p/p condi builds people are trying these days. They load me up with burn stacks – I transfer them back immediately and can do so like 4-5 times a minute.

Someday I’d like to go back to playing my rifle engi in pvp, but can’t even consider it with the current balance.

3 Month Balance Patches

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Posted by: coro.3176

coro.3176

They should have a few balance patches at the end of each season – one every few weeks. Test things and see if they are working as intended. Respond to feedback, etc.

Balance patch notes 18.10 discussion

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Posted by: coro.3176

coro.3176

For what it’s worth, I sent a polite message to the community manager requesting some developer attention on these threads. IMO, they’re full of some good constructive ideas and not just people whining.

I haven’t heard anything back though. I’m sure I was probably ignored/blocked for even asking.

Am I the only one who wants a documents copy

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Posted by: coro.3176

coro.3176

Sometimes I don’t even want to use it because I know it will lock me into a 1 second animation where I’m guaranteed to take damage + cc, and I’ll take more from that than from being immob’d and popping gear shield (RIP), then trying to dodge out.

Just sayin’.. if Rocket Boots had been designed for HoT, it’d break stun, grant might, evade the entire time, and bake me cupcakes.

It’s also barely faster than running if you include the stop at the end. It ought to help you catch up to a thief chaining shortbow teleports, or a druid using staff 3, or a nike warrior.. etc. I mean, I’m not sure if that’s its “purpose”, but if we’re thinking about buffs it should have (instead of damage), I think more distance + more speed would help.

(edited by coro.3176)

What's the counterplay to this?

in Thief

Posted by: coro.3176

coro.3176

Yeah, I just refuse to run hammer because I don’t like the playstyle. It’s very rotation-based. Rifle is more reactive.

Even if you didn’t surprise me, I don’t think there’s much I could have done with my build there. I am considering rune of Lyssa though, and if Sneak Gyro was off cooldown, it may have helped me get away and turn the tables. Elixir S is really dangerous against condi too, because it doesn’t cleanse anything and you still take condition damage while shrunk.

Like, if I’d Elixir S’d after your first burst, I’d probably be dead because that’d be 3-4 seconds of taking condi damage, then another 1 second to get the heal turret cleanse off.

(edited by coro.3176)

Balance patch notes 18.10 discussion

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Posted by: coro.3176

coro.3176

Yeah. I never used gyros specifically for their dazes. It was too difficult to predict where they’d be. However, there have been tons of times where I’d see, for example, a revenant using UA, and I’ll quickly flip to Toolkit, then pop Gear Shield just in time to block all the hits. That feels really good. It takes reflexes and skill.

Waiting 10-15 seconds during a fight to use your skills because your opponent has stab, or resistance, or constant reflects (Shield of Courage, Defense Field, etc.). That doesn’t feel good. Using Overcharged Shot or Magnet and having it countered by a trait like Hunter’s Determination or Eye for an Eye feels awful. Your opponent didn’t do anything to counter your attack.

What's the counterplay to this?

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Posted by: coro.3176

coro.3176

Yay, I’m famous, that’s me!

Heh. Well done. I will say it’s not much fun to play against. It’s literally impossible to catch a roaming thief with any non-thief class. Mobility is just insane.

Balance patch notes 18.10 discussion

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Posted by: coro.3176

coro.3176

The self knockdown on rifle used to be fair. It was a high risk, high reward skill. Plus, it had occasional use to break immob or reposition out of aoe.

In the old days, you could expect Overcharged Shot to land almost every time. A fight was a chess match with you and your opponent trading CCs Now, you’re very very lucky if you can land a hit without it being evaded, blocked or reflected, or your opponent having stability.

Just compare:

https://wiki.guildwars2.com/wiki/Jump_Shot
vs
https://wiki.guildwars2.com/wiki/Surge_of_the_Mists

Engi gets slightly more distance and some vuln on landing. For the same cooldown, Rev gets more damage, better scaling, 9 CCs, and evades for almost the entire skill duration.

The rest of the skills are similar. They don’t do enough since HoT power creep, and they’re countered by all the HoT defense – especially projectile hate.

What's the counterplay to this?

in Thief

Posted by: coro.3176

coro.3176

Ah wow. I hadn’t even considered that. Lyssa runes could really help there! I’m using Runes of Strength for some might on kit swap and +% damage.

I’m running Rocket Boots over Elixir Gun just because they’re fun and I like the skill. I do realize they get me killed a lot of the time because they’re not a stun break and are strictly worse than the kit.

Purity of Purpose! (WITH COOL VIDEOS!)

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Posted by: coro.3176

coro.3176

Yesterday I was being attacked by an enemy in WvW, so I did what any modern engineer would do. I ran and stood next to them, then activated Rocked Boots! This didn’t actually kill them so I ran back, waited 20 seconds and did it again .. and again .. and again .. and again ..and again .. and again… and again .. and again .. and I actually got a crit that time, so it was enough to down them.

What's the counterplay to this?

in Thief

Posted by: coro.3176

coro.3176

His build is reliant on venoms and cloak and dagger. Once you see the venoms appear on his bar it becomes imperative that you dodge his next attack. Elixar clense as a backup. After his venoms are gone his main source of damage are bleeds. Generosity and Cleansing(if kits) sigils tend to be effective. Dodging cloak and dagger is important too. If you can negate CnD he loses a considerable amount of healing and damage. P/D is always annoying to play against but the skill cap is relatively low.

Elixir cleanse is only available if I’m running that trait line and elixir skills, which I’m not here. Also, that’s only 1 condi per elixir, and I’ve got ~5-6 condis on me.

Do you think I would have survived if I’d burned two dodges immediately after getting jumped (and the cc wore off)?

Also note that he’s in stealth after the steal ambush and the attacks are too fast for reflexes. I’d have to be dodging blind in anticipation of another burst after the cc.

(edited by coro.3176)

What's the counterplay to this?

in Thief

Posted by: coro.3176

coro.3176

Re: Mahkno
Hmm. Yeah. I might have tried that there, but my Sneak Gyro had maybe 10s left on cooldown. I think I would still need to retreat and try to break combat though, because I was taking enough condi to kill me just from that one steal combo. This is also risky because any attacks to Sneak Gyro itself are usually within aoe range to hit me even if I’m stealthed. Eg. Shortbow autos will just bounce off sneak gyro and hit me.

Rocket boots buff

in Engineer

Posted by: coro.3176

coro.3176

I like that they made Rocket Kick deal a meaningful amount of direct damage – I mean, barely meaningful. It’s only like 1.5 rifle auto’s, but still – better than nothing. IMO, if they took the damage from Rocket Boots activation, stuck it on Rocket Kick (kick is now on par with Pry Bar for direct damage, condi damage, and range), then made Rocket Boots a stun break, it’d be perfect.

(edited by coro.3176)