Showing Posts For dancingmonkey.4902:

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Powder is currently around 4.3k per tick in sPvP, in WvW you will hit 6k+ with consumables. Perhaps you’re a little behind the times, love.

Really, I was in PvP testing it just before I posted my last post. I was in rabid gear with 6 points in the line that adds condition damage. Also using the runes of balthazar. Damage is exactly 4,064.

But as the previous posters cried dire, I did the comparison in a WvW setting. Not to mention, I put 6 points in the line to max condition damage for the example, while not getting any traits for the warrior in that comparison.

(edited by dancingmonkey.4902)

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Okay, here’s a simple example for you. Warrior uses Eviscerate. You dodge, avoiding thousands of damage. Eviscerate goes on at least a 7 second cooldown. No other attack with an axe will do that much damage in such a short time, so you can breathe easy for a bit.

Engineer uses bomb kit #2 and #3. You dodge them, avoiding a good chunk of burning and confusion. Engineer auto-attacks with pistol. You now have 7 seconds of burning from Incendiary Powder (4200+ damage if you don’t remove it) and bleeding. There is no reliable way to avoid the heavy damage condition. Unless you have multiple condition cleanse that gets used immediately, the burning gets buried in a stack of conditions. In a team battle, without hovering over the UI timer, how can you tell that you just had 7s of powerful burning added to you?

For starters, in full ascended condition gear, IP only does 3400 damage. And that is assuming The auto attack crits. Which is only a 1 in 4 chance in the dire gear your also claiming they all use. that is 7,270 damage in 10s.

Now let us use you Axe wielding warrior in full soldiers P/V/T gear, with the exact same defense as dire and no traits at all. The auto attacks alone will be 11,760 in the same time frame. We will even assume that a player dodges a full set of auto attacks from the axe wielding warrior. The damage is still 7,840. Meaning that two good dodges or a solid 3s block from the engineer and he still takes more damage then the warrior does.

So, in full ascended dire gear, Pistol auto attack does 124 direct damage and 262 bleed damage for 387. Add 3400 for IP, and assume you land all pistol auto attacks in that time.

The warrior in all soldiers gear, spamming nothing but auto attacks with literally ZERO traits, will still do more damage to the engineer who is using full dire gear, with the traits your crying OP about. Not to mention IP is single target and warrior Axe auto attack has cleave damage.

Would you like to throw in a condition cleanse as well? I mean the warrior is doing more damage in the same time frame, even assuming 1/3 of the damage is blocked or dodged. Heaven forbid we give that same assumed credit to the engineer or throw in a cleanse.

Every good condition engineer uses Incendiary Powder. It’s just too good.

Umm, no they don’t. Your just making all out assumptive claims that my experience in the engineer community since beta suggest is completely inaccurate.

(edited by dancingmonkey.4902)

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I agree with you that conditions is a very lame and stale way of fighting and not very exciting at all. Condition builds seem to breed and are conducive to a style of play that revolves around spam conditions and kite, or sit back and throw conditions. Call me crazy but that to me isn’t very exciting at all.

Yes we should call you crazy. You are making a TL:DR post on a subject that you do not understand the function of….

Define spam in this case? explain to us how condition attacks are spammed and direct attacks do not.

The problem isn’t the idea of condition damage, but how its current implementation lacks counter-play and requires less of a trade-off in stats, as well as how it scales.

With power damage builds, if you miss an attack, it goes on cooldown and a good chunk of damage wasn’t dealt. For the most part, there’s little forgiveness. And in most situations, CC and damage are balanced against each other in that a CC attack or a build heavy in CC will give up damage or requires good execution of an attack chain of CC and damage.

Condition damage engineers get a good chunk of their damage from Incendiary Powder. The problem with this trait is that no matter what an opponent dodges, it only delays its application. It essentially can’t be avoided unless you can avoid every attack. Further, condition damage engineers have so many different types of conditions and so many attacks that can be spammed, it’s relatively easy for them to apply many conditions at once, making it harder to counter all the damage.

You mean similarly to how easy it is to reconnect a direct damage attack after I dodged the previous one?

There is no difference. A dodged skill that applies a condition goes on cool down just like a heavier hitting direct damage attack, and cannot be reused until it is off CD. If a condi user blows thier CDs and applies several condition and you cleanse some or all of them, they are not magically reapplied at no cost. Those skills still have to cycle out of CD to reapply.

This entire concept of falsely crying spam, or complaining about reapplication is comparatively irrational, as the landing of a blow to apply conditions is required equivalently to the landing of a blow to do direct damage. Each condition skill has a set duration and/or stack associated with it. If you cleanse a stack of bleeds from one or two skills, and a player applies more bleeds from entirely different skills, it is no different from avoiding another players direct damage attack, just to have them swing with an entirely different direct damage attack and land it. Every condition applying attack has a limited max amount of damage it can cause, exactly like direct damage do.

To complain that a player used an entirely different skill to apply a condition that you just cleansed, makes no more sense then to complain that you avoided a hard hitting direct damage attack, and got hit by an entirely different direct damage attack after that. Your complaint in that regard makes no logical sense what so ever.

Condition damage engineers get a good chunk of their damage from Incendiary Powder. The problem with this trait is that no matter what an opponent dodges, it only delays its application. It essentially can’t be avoided unless you can avoid every attack. Further, condition damage engineers have so many different types of conditions and so many attacks that can be spammed, it’s relatively easy for them to apply many conditions at once, making it harder to counter all the damage.

Define “A good Chunk” ??? 3312 damage every 10s, under perfect and ideal circumstances ?? That is assuming you break 2k condition damage and have 100% crit chance for maximum up time. Many engineers I know, do not bother with this trait, because we already have an over abundance of burn with fire bomb, blow torch (pistol #4), Rocket kick, and of course flame thrower.

Sure. Remove IP from the engineer completely. That wouldn’t effect almost any engineer, other then a slight build change for the ones who use it. Once that happens, what excuse will you use in replacement of this argument???

(edited by dancingmonkey.4902)

Just lost interest in the game again ..

in Guild Wars 2 Discussion

Posted by: dancingmonkey.4902

dancingmonkey.4902

This has nothing to do with anything other then to promote another game ntirely. Totlly off topic.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Explain how the game is specifically “so spamming” ?

In the game you are always hitting one button or another for various actions or movement.

I hear this “spamming” accusation consistently, yet have failed to see anyone explain it or define it. Folks appear to simply think regurgitating what everyone else is regurgitating in other threads.

Zerker nerf is not enough

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

One hit kills in dungeons are a major problem imo. Why bother healing in a fight with Kohler when if you don’t dodge he’ll one shot you? Healing won’t fix that.

Pro tip: Dodging fixes that problem.

Personally I like skills in which the only way to survive is to dodge. Dodge is there for a reason. Every profession has it.

This is by definition, a learn to play problem. More specifically, Learn to Dodge.

[Critique] FT build post-4/15 PvE

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!

Personally, I used to like the flame thrower, but I grew out of it. It seems to me that with some rune changes, a player may be able to take good advantage of juggernaut.

(edited by dancingmonkey.4902)

Please balance PvE and PvP differently

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I do not care what game it is. PvE and PvP need and should be balanced separately.

Only 10 Daily Achivements?

in Guild Wars 2 Discussion

Posted by: dancingmonkey.4902

dancingmonkey.4902

I have no idea how anyone can complain about daily achievements. Mine haven’t reset for 6 days. You guys should consider yourselves lucky.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

As others have mentioned, doesn’t Immob Stacking only really apply when you’re getting trained? If you’re getting trained with no support, aren’t you going to basically die shortly anyway?

We al no that is something kills you, the proper thing to do is to go on the forums and DEMAND it is OP and requires a nerf. By forums QQ protocol, Even it that thing that killed you is a 5 man group or a zerg, by forums QQ protocol, it required a nerf.

Critical damage

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

now i feel like i have to swap alot of it for more zerker stuff to make up the loss of damage with higher precision.

As I see it, this is exactly as it is intended. You can either build for all out direct damage, all out condition damage, mediocre damage with tankiness, mediocre condition damage with tankiness, support/healing, or a combination of any of those. You no longer get to do the massive damage without investing fully in it. Working as intended.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Immobilize is the bane of an eles existence, along with chill. I would not complain if immobilize was unstackable again. :p

last time it was it’s own separate entity, and was harder if not impossible to remove immobilize

Now it stacks from multiple sources..
and can be removed
altogether..

But the only way this is a problem is when it’s you vs multiple people..
Which is a horrible debate in the first place because 1 v X is a horrible perspective for balancing decisions?

Exactly. At that time, there were complaints of posters demanding it should stack, so they could clear them all at once. Which set of complaints should Anet listen too?

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

@Burr: When you take Restorative Strength + Mending, does RS remove Cripple/Immob/Chill/Weakness before Mending chooses 3 conditions? If so, then you have a heal that can clear 7 conditions every 20 seconds, Runes of Lyssa can potentially convert 5 conditions every 46 – 60 seconds, Signet of Stam will clear your conditions every 36 – 45 seconds, Zerker Stance makes you immune to conditions for 8 seconds, and Cleansing Ire can help clear 1 – 3 conditions per Burst landing.

I know Mending isn’t as much HPS (though it removes Poison before healing, so it can potentially be stronger depending on the situation), but if the meta really is moving that far into Condis, maybe it’s the go-to choice.

As far as I’m aware yes it does remove the other skills THEN removes the condis. Yes, that is not too bad vs condition builds but as you said the amount that it heals for is really low. Even at a 20 second C/D that amount is pretty sad. If it was 15 seconds it might be worth taking, especially on DPS builds because you could possibly afford to drop Berserker’s Stance in favor of something that helps your offensive power. I do hope ANet takes another look at War’s other two healing skills, I’m tired of getting flak for using it when the other heals are terrible.

So removing 7 conditions that you repeatedly state you hate, over and over, is not worth sacrificing a small amount of healing difference? Even if it negates 3 times the amount of damage that it would heal for?

So it is not a matter of the tools being available or not. It is a a matter of you not wanting to accept the sacrifice anything to counter them.

It seems to me, it all boils down to the fact that you prefer them to change the game to suit you personally, the rest of us be dang, just so you do not have to add counters to your build. Yet in warrior complaints, I see you post on how you demand of other to build to counter issues they complain about there.

FYI Mr. Warrior

Your professions is, by balance design, supposed to be weak against conditions.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-December-14-2012/first#post999247

Warrior

We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.

(edited by dancingmonkey.4902)

Concern!

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I do not feel that we “seems” so good. I was in WvW a large part of the day and I played about an hour on each, my warrior, guardian, engineer, and ranger, and about twenty minutes on my mesmer (all 80s). Nothing about how it felt to me suggested there is any reason for anyone to feel the engineer needs toned down or has any reason to be seen as increasingly strong.

People made 177 threads about warriors being OP with healing signet and it got a whopping 8% nerf.

Hundreds of post over tens of threads complain that stealth is OP, and it never gets touched.

The list goes on and on. Just because people complain about something, or feel something is trong, does not mean it validates a need for a change.

(edited by dancingmonkey.4902)

OP vs Toxic

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

, I have come to the realization that there tends to be a total misuse and complete interchange between these two very different concepts, so

This is not even close to the worst for me. What drives me crazy, is when it it clear that posters are doing nothing more then regurgitating something other people posted, simply because they dislike it as well. When it is clear from something they suggest or added, that they do not even actually know, never compared it, or tested it, but talk about it as if it was cannon, simply because four other posters who never tested it or are not even familiar with it, said something that suits the the situation.

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I don’t know how anything I said was uninformed,

You claimed all condition users as Tanky. Which is false. Personally I beleive 3/4 of them run rabid, which is no more tanky then knights, and the do equivalent damage.

As well you literally claim this over and over, when math disagrees with you

Conditions on the other hand just need condition damage to be effective.

When precision in say a condition grenade engineer gains 27% more up time from on proc traits for damage with rabid gear level of precision over dire. Investment in a trait line, sigils, weapons, and runes are needed to maximize condition duration. Which literally increases condition damage by 100%.

You claim direct damage builds need to invest in 3 stats to be effective. Which is a crock. They may need it to be maximized, but not to be effective.

If you do not see those as inaccuracies, that is because you are choosing to ignore facts that are applicable at your convenience. It does not mean that they do not exist.

. Condis are rarely “fun” to play against, the enjoyment is one sided

Again, this is your opinion. What is really fun? 10k cleaves from warriors? Stun chains? thieves doing massive back stabs when they are stealth and you do not have a chance to even know it is coming? Mesmers breaking your targeting off of them with clones? Guardians healing through all of your condition damage?

Should clones, stealth, guardian heals, AoEs, stuns and direct damage all be removed from the game because out of the millions of players who bought the game, 15 complain about them in a thread? Because trust me, there are multiple threads on almost any skill set or profession on these boards that have multiple posters claiming they are not fun. Is it fun to see all your CC ignored by players using stability after you invested every utility and weapon slot as to make a CC build? Should stability be removed from the game?

All of those things have been declared “no fun” by multiple threads of players. By your example, either you think all of them need to be removed, or you think you OPINION has more weight then everyone else’s, and they should change what you want but not what others complain about.

Because you stated our opinions are wrong, and with aver, claim conditions are no fun for anyone. Then you ask others who they are to consider that mis information? Well ou do not say, “It is my opinion” or “personally I feel” or “as I see it” or “I believe”, you state it as if it were unarguable.

You and others on the forums always overstated how strong Warrior was, and you won. The smear campaign

Why do you wish to run a smear campaign here while lecturing others how it is such a bad practice???

(edited by dancingmonkey.4902)

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Monkey, you’re really overstating

Turn about is fair play, but it is okay for you to make false statements, uninformed statements, and overstatements of your own? Man this is really confuding. Where is the rule book on this?

Doing a quick scan I see 15+ posts saying that they agree with me

Yeah but you keep counting all of your own post.

Perhaps conditions are not OP, but at the very least they are toxic and unhealthy to PvP.

Agreed, they are not OP.

Now, care to explain logically how they are toxic? Here is where your opinion on this becomes a problem

Conditions were better designed in GW1.

If you like I can link you thread after thread claiming the exact opposite of your claim here. Just because you feel they were better designed, doesn’t make it true, nor does it mean players agree with you.

(edited by dancingmonkey.4902)

Concern!

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Because you said “3 engies” instead of “myself and 2 other engies” making it appear you were speaking from the outside looking in on those 3.

Of course later you said “our” so I should of picked up on that. My mistake for the misinterpretation.

Stop throwing those banana peels at my feel, your tripping me up.

Concern!

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Well, partly it depend on what context you carried them in. Are we talking dungeons, a world event, a WvW havoc group? tPvP? The context really makes a difference when it comes to this discussion.

Which expansionary terms? What made the terms themselves expansionary?

Overpowered?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I think you miss my point. I was referring to post that claim such things as “the immobilize on grenades is ridiculously OP.” Which I can assure is exclaimed in multiple post by multiple posters. My point is, that one clown reads someone making inaccurate statements in one thread, and they use said misinformation to support their statements in an entirely different thread.

Part of my point is that the kits are not particularly strong in themselves. The traits compound the damage. Pistols are irrelevant to a poster claiming grenades need to be nerfed because of condition damage, when the condition damage is coming from the players pistol.

How much are we procing at 4% crit chance? Because if you read all of the post that are crying OP, they are screaming that what makes it so bad is that we all wear nothing but full dire gear and use perplexity runes. Such are the claims that I call comical and uninformed.

I wish we threw bananas sometimes. That’d be funny.

Eh, it would suit the dumb sound and visual effect of Quip. Half the time I feel like i need over sized pants, big colorful hair, bright suspenders, a flower on my shirt that squirts water, and a nose that honks, when I am using it.

(edited by dancingmonkey.4902)

Concern!

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I just cannot see much coming out of those runes that makes the profession as a whole, particularly that much stronger. It is not as if the profession lacked in burning or condition damage stat before.

Particularly with 3 engineers in a group as he mentioned. 1 engineer could keep burn up in an AoE 100% of the time previously, so I see no changes there.

changes i hope for elixir gun

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yes, as I stated in my original answer, it is simply poorly named. Skill type and utility set are different things. As we both have already stated, if it is part of a kit, it is not an elixir. Only the 4 utility skills that are titled elixirs, are actually considered elixirs.

BTW. If it is already explained on the wiki, why were you asking about it here anyway?

Concern!

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

How are we better? Everything that the public claimed made us strong was nerfed. One of the two grenades that do damage was nerfed by 40% of its condition damage. There is no reason what so ever to believe either bombs or grenades will get a nerf. Although grenades always seem to find some way to get publicly scrutinized till Anet does something to limit them further.

Only immobile turrets, and gadgets got any actual buffs. Neither of which particularly made the profession strong by any real means, as they were bother either under powered or extremely bug riddled.

Engineers were always good. The only thing that changed was your perception. Simply because you saw a few of us work our magic. (got to love the irony in that term)

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

If i lose to it, then yes it’s unskillful
/s

Indeed this appear to be the case across the forums as a whole. The best part is how posters state there opinion as fact, then use there previously posted opinion to support their later post on the subject.

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I’ve heard from sitting in the Heart of the Mists a large number of players don’t find 3 condi teams fun to fight.

Do you have a list of names? I mean I can sit here and say that I have personally transferred to all 56 WvW servers between NA and EU and I hear 90% of the players on each WvW made state with glee that they love condition battles. It has just as much to support it as fact as your claims do.

You two can defend conditions all you want

Us two? I just counted the amount of separate posters in your thread. 74% of theme either specifically say they have no issue with condition as they are, or say something entirely off topic. Only 26% of the different posters actually mention a dislike or need for a change in condition in any way similarly to yourself.

Just because you make 70% of the post here doesn’t mean more posters agree with you. It simply means you can re-post the same opinion over and over while refusing to add constructive discussion or a logical reasoning for your position.

from I’ve heard from sitting in the Heart of the Mists a large number of players don’t find 3 condi teams fun to fight. You can try to justisfy how it’s balanced but that will not change the fact that it still boils down to dropping circles on another circle.

Ahh, I see. So as an opponent, Your suggesting I am responsible for your fun level while I kick your tail in a fight. Brilliant balancing concept.

I am against the current design of conditions because they dumb down the game in addition to making it uninteresting to spectate.

How? You have been asked to explain your blunt statements, but you offer no logical explaination. It is funny, you actually expect everyone to take your opinion as cannon.

Also, not every class has access to the cleanse reguired to beat a condi user.

Umm, yes, they do. I personally leveled each of the 8 professions in WvW. I know for a fact that they all have the capability to beat full condition users. Do not try to tell us that because you fail at doing do on some professions gives you the right to tell us we do as well.

(edited by dancingmonkey.4902)

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I am all for immobilize not stacking. That way when you clear the immobilize, you burnt your skill and I can just use one, every other skill. Who wants to burn there break out of immobilize after most of them are spent and stacked right?

Guess what. Before it was stack able. The forums were flooded with threads demanding it was stack able so they could all be broke at once.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yes, but they still don’t stack duration. The second interrupts the first, the third interrupts the second and so you don’t end up getting double mace-stunned and being there for a full 7.8 seconds. I would have immobilize work the same way as stuns, so that consecutive casts replace the previous (i.e. if you cast a one-second immobilize, and then a second one after half a second, you get a total of 1.5 seconds of immobilize, instead of the current two).

Got ya. And personally, I am okay if immobilize functions in the same manner.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Knockback, blowout, daze, and stun do not stack in duration, a new one applied overwrites the previous. I would liken immobilize to them more (as a sort of counterpart to daze, especially because it stops dodges) than to chill and cripple, despite immobilize being in the same category as the latter two.

If I was knocked down, my body can receive a a blow out, and knock back consecutively, disallowing one to break out of the chain of stun until the enemies knock backs and blow outs are exhausted. Such as a group of all hammer warriors and guardians.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Spammable? Define spammable ? What profession can spam it? You still have not defined and explain why it is “unskillful” play?

So your complaining because it counters something? I assume it counters your builds.

Why do CC builds need CC duration reduced? That makes no sense at all. So does stealth duration for thieves need reduces if they have a stealth focus build? Should clone skills cool down double because they spam clones? Should elementalist direct damage skills cool down be increased because they spam damage skills.

Sure seems mighty hypocritical to see posters support game play actions that they claim as “spam” or “skill less play” then support the same type of skills used repeatedly and spammed for skill less play on their preferred professions.

My opinion about Immobilization

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Care to define and explain why it is “unskillful” play?

Why should immobilize be treated differently then any knock back, blow outs, daze, stun, cripple, and chill?

New Engi looking for a Build

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

why bunker? I dps all the way.

Ignore this clown. I have no idea why someone woul rather question what you ask in this way over answering it.

Personally, I like this build in WvW

http://gw2skills.net/editor/?vcAQJAqelsTpdr9ZxvLseNSE6h9vPoFpQ/V+jC5mWA-zwBBYjChk0AEBJMRtIaslRFRjVVjIqWlELAACwMLzgMnZG6QH6QH6QbmHdmHdmHtUAMJNC-e

It offers me -53 damage when stunned, -65 condition duration. 25,000 Hp, 3150 armor, 250 AoE heal per second when in the bomb kit. Solid condition damage, solid direct damage, 25% speed boost, and very good all around. Easily tweaked on the fly.

Engineering

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

https://www.youtube.com/results?search_query=teldo

Here are some informative ones.

changes i hope for elixir gun

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

No it is a kit. One of those misleading skill names.

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Power has to trait into 3 conditions to get decent damage. Condition builds can get duration from runes, sigils, and traits. There is no armor set that offers +Condi Dmg +Perc and +Condi Duration because they do not need it. Condition builds do not have to specialize nearly as much. You also cannot just take traits into account because with the runes and sigil changes it is very easy to get additional conditions.

Direct damage builds do not “have” to do anything. Both damage types have 3 stats to invest in to maximize damage.

As to the three stats for condition damage, indeed there is no gear with that combination. Thus, weapons, sigils, traits, trait lines, and runes must be invested in.

The problem is that you have never tested damage comparison between gear sets, so you personally appear to be unaware of the facts relative to damage out put.

(edited by Moderator)

WvW Bombs zerg need hints

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

No, When specifically asked the reply was

still i find myself in alot of situation where i’ve to clean myself or die :V

I am not sure where all of your unwelcome anger comes from. But to be couter productive to the facts, just to be spiteful toward someone you disagree with, doesn’t aid the OP at all.

[PvX] Stop ignoring Guardians

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Those are some interesting ideas, but Anet will never implement them. At this point they wont make radical game changes, only number and maybe trait merges.

They won’t? They don’t make radical changes? Changes like revamping engineer turrets almost completely? Changing like rebuilding ranger pet control AI’s? Changes like adding multiple GM traits to every profession in one update? Like rebuilding some of the professional traits so that the have a all together different function and concept?

There is no reason they cannot work on spirit weapons similarly to how they reworked turret and fixed a massive amount of bugs on them. You bad attitude and rude insinuation are counter productive, and will in no way productively aid your cause.

Sorry, but your self created frustration and hostility you developed toward Anet to allow you to ignore the drastic and needed changes throughout the game since release, does not change the fact that they have consistently done precisely what you are suggesting they will not do.

(edited by dancingmonkey.4902)

WvW Bombs zerg need hints

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

knights has like 1.3x of the damage of soldier and like .9x of the survivability against direct damage.

you WILL NOT be threat on your own decked out in soldier gear, but you will in knights, and for only the cost of being a little more careful when frontlining.

No one is suggesting, in the least, that knights gear doesn’t out damage soldiers gear. He did specifically state that even with zerg cleanses, and Cleansing Formula 409, that he is struggling with condition damage.

As far as your claim to .9X the survivability, I would like to know how you come to this conclusion. Personally I think you pulled it of your hat. I just can’t see how you get 90% of the survivability out of it against a condi neco, terrormancer, condi or perplexity thief or engineer, the new D/D ele that you cannot crit against when in earth, S/D ranger, the PU mesmer, the Blackwater mesmer, SS/WH /LB or SS/SS/LB warrior,

Overpowered?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!

The funny part, is if you read most of those post, they do two comical things. For one, they claim the engineer can do thing that they cannot. Secondly they claim things such as grenades got buffed in the last patch. When poison grenade took a 40% damage nerf.

Most of them do not have the slightest idea that grenades themselves only have 2 damaging condition on the entire kit. Or that bombs only have two damaging conditions on that kit. They will often cry bomb/grenade condition spam, when in fact, it takes 25s after the first round for grenade kit to apply 2 more damageing conditions in themselves. While bomb kit takes 18s.

The amount of poster making accusation and claims on the forums, with a complete lack of knowledge of the subject matter that they post about, is absolutely comical.

(edited by dancingmonkey.4902)

Transmuted Names REDO

in Guild Wars 2 Discussion

Posted by: dancingmonkey.4902

dancingmonkey.4902

“What’s in a name? That which we call a rose
By any other name would smell as sweet.”

WvW Bombs zerg need hints

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

If your front running in a zerg, when clashes occur, I personally, do not feel you have enough Hp with knights gear to absorb all of the AoE damage being thrown around. As well, a higher hit point pool allows you to absorb any damaging conditions much easier. I prefer soldiers or celestial gear for front running in a zerg.

WvW Bombs zerg need hints

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Who needs condition removal in a zerg?

A proper zerg has plenty of WH warriors, necro wells, and guardian shouts that are removing and/or converting conditions to a point that I never have to thing about them in the slightest. Particularly with my runes of melandru + lemongrass.

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

That is odd. After the updated I swapped my necro from condition to direct damage, and am thriving at an easier pace then before. I started using a Power, D/D, well build and started destroying point bunkers. Poor engineer’, I can almost here their screams through my speakers as they are staring in befuddlement at the death screen and seeing power necro attacks.

WvW Bombs zerg need hints

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I cannot speak as to gear, when I click your link, the build has no gear slotted in it.

What are you trying to accomplish with your build? I can not really suggest what I feel is the better way to accomplish what the build is intended to do, until I can understand your goal. Perhaps goal is not so much the best term, but “role” is better. What aspect do you wish your build to focus or thrive on?

Personally, I like this build in WvW

http://gw2skills.net/editor/?vcAQJAqelsTpdr9ZxvLseNSE6h9vPoFpQ/V+jC5mWA-zwBBYjChk0AEBJMRtIaslRFRjVVjIqWlELAACwMLzgMnZG6QH6QH6QbmHdmHdmHtUAMJNC-e

It offers me -53 damage when stunned, -65 condition duration. 25,000 Hp, 3150 armor, 250 AoE heal per second when in the bomb kit. Solid condition damage, solid direct damage, 25% speed boost, and very good all around. Easily tweaked on the fly.

(edited by dancingmonkey.4902)

Considering Quiting after this Patch

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

There are some decent changes, but they are overshadowed by how imbalanced condis are compared to power. Power has to invest in Power, precision, and ferocity in order to deal damage. Conditions on the other hand just need condition damage to be effective. Some need Precision to get on crit prots but nowhere near as much. Duration is not a problem because either you can constantly reapply the conditions or you can use runes and sigils to pick of the slack.

I fail to see how condition damage is not benefited from condition duration, as it can increase condition damage, literally by 100%. As well, is the case of grenade engineer for example, with the conditions that proc on condition with sigils and traits, it is already shown in previous threads that the difference between a 4% crit chance (the base) and a 47% crit chance is 27% damage increase based on the increased up time in such procs.

Yer a soldiers gear engineer with grenade kit will out damage a dire gear engineer with grenade kit by 11.7%. Only 2 grenades have condition damage in any form, and one was nerfed by 40% in the last update. (I used grenade kit because you specifically ranted about it two other threads)

I challenge you to prove in any way, how the MH pistol (only MH conition weapon avaliable to the profession) and its conditions are OP in any way.

(edited by Moderator)

WvW Bombs zerg need hints

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

What is occurring or is problematic, that you feel is “missing” ???

If you can offer some direction in that, it may assist us in offering some direction or advice.

Coated Bullets

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I’m not all that impressed with Coated Bullet.

It only affects 2 out of 5 pistol abilities, and explosive shot is really very meager. Those traitpoints are better spend in my opinion.

There is no longer any such skill as “Explosive Shot”. They changed it to “Fragmentation Shot”.

Would This Build Work?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

inventions tree is terrible
wvw without any swiftness? good luck.

Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!

If you and your guild are looking at builds that fir your dynamic when you run together, then clearly you do not need swiftness, as your guild mates will be providing those in an AoE. Comments such as this, leave one left really scratching their head.

And I say this particular advice is terrible. Anyone who just bluntly claims an entire trait line is bad in a one liner, is someone you shouldn’t take seriously. The inventions line has “Stabilizing Armor” for example, that when combined with “Protection Injection”, gives you -53 damage when stunned or disabled. 25% sped increase, without having to swap kits, offering speed boost for gadgeteer builds and turret builds. A 76,800 heal per minute in an AoE with elixir infused bombs. Heal skills recharging at 25% health. Protection procs when you are hit with a crit. The list goes on. All clear evidence that anyone who blurts some random nonconstructive one liner and refuses to offer feed back, in a case such as this, is not trying to be productive as I see it.

Stabilized armor is okay but Protection Injection is better.

Oh, but the two together are magnificent. Its a -53% damage when ever you are stunned or disabled. Cutting a hammer trains damage in half is great. Any time you get caught in a CC loop, or jumped by a group or caught off guard, this trait combination can be such a life saver.

(edited by dancingmonkey.4902)

A Final Cry

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

First, I challenge you to prove it ruined your build and detail exactly how. It gets old when every update, Johnny-come-Lately’s such as yourself make threads exclaiming their build was ruined. Then start crying that the sky is falling, for the game.

As to your question about WvW balance, the devs have answered that many many many many times. WvW is not designed for one on one and they will never ever be nonsensical enough to ever try to do so.

As far as releasing the notes early? Why would they do that? The toxic posters all over the forums already started making claims about the traits they heard about before last release, and almost of of them were absolutely wrong.

Not to mention, every time a dev communicates here, you got clowns coming out of the wood works claiming they favor one profession over another, bashing devs, their discussion, insulting the company, while offering no constructive feed back. This is what you did, only more politely. You “claimed” your build was ruined while offering no argument or evidence for that. You imply if the devs do not listen you personally, and follow your instruction, the game will not survive and yadda yadda yadda.

Why did you make a new thread to mentioned old ideas and discuss topics covered a hundred times all ready?

(edited by dancingmonkey.4902)

What Runes Do You Use?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I run melandru/lemongrass + Stabilizing armor + Protection Injection =

-53% damage while stunned + -25% stun duration, -65% condition duration

With the exception of the occasional long duration condition, I can ignore conditions and stuns with this build. Still leaving me Healing mist when I feel I need to break the stun, Transmute to occasionally turn one of the conditions to a boon, 2 condition removals with healing turret, and Super elixir for more condition removal.

Combines with a full celestial set, I can jump into any profession and shrug off all of their CC, be it stuns or condi CC, shrug off their condition damage, and just pound them with bombs, pistol attacks, and CC them myself.

This makes me very well rounded in all areas and, gives me very solid damage, and shocks the hammer guardians/warriors as they lose all their CC value, while cutting all the perplexity/condi engineers and necr0s damage completely in half before I even touch a condition removal.

changes i hope for elixir gun

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!

Although I would love this too, it might be extremely over powered. I am sure no one here would disagree that we need more condition removal. Personally, I like the mechanics of Transmute and Elixir C, where the conditions are converted to boons. I would love to see more of that, or more options for that added to the profession. Personally, as limited as our condition removal is, I think Transmute needs to be changed to 7s at worst, but I would love to see 5s. For me, that would take care of most of my condition removal needs, particularly with healing turret.