AoE engineer with bombs.
430 heal per second while in bomb kit. 260 Of that is AoE. Not counting the constant heal of healing turret, super elixir, regenerating mist, and healing mist.
AoE burn from
AoE confusion
AoE immobilize
AoE blind
3200 armor
25,500 hit points.
-53% damage while stunned or disabled + -25% stun duration
-65% condition duration.
This is the build I run anyway.
My suggestion is to make a small change to Pistol 1 skill to make Explosives Traits III and VII work with the pistol.
The pistol now does X dmg and Y bleed with a Radius of 120. What if Anet changed pistol 1 to do X dmg… with a split dmg number with 50% being direct dmg and 50% being explosive dmg with the pistol radius that causes 1 bleed stack as it does now.
At that point they could allow Explosives IX to boost the 50% explosion dmg on the auto attack… and for Explosives III to increase the radius of the explosion dmg from 120 to 180.
Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!
It will never ever happen. Nothing makes that more evident then the recent name change to pistol skill number one. Personally, All I think this skill needs to improce, is a specific change for each shot.
Fragmentation shot – now does its bleeds off of the AoE fragmentation
Poison dart volley – stabilizes the shot so they all go directly at the target.
Static shot – Increases the number of bounces the shot does, from 4 to 5
Blow torch – widens the cone of the blast.
Glue shot – increases the pulse from 4 to 5.
Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!
I like the changes and think it was in the right direction. My main issue, Is that this is such an active and mobile game, and I have trouble maintaining value out of such an immobile utility set.
Conditions did far from get nerfed, those actually got buffed in general. At necromancers erc. ytou dont notice it that much but at rangers and engineers it seems like for every 1 defensive/bunker stat they lose, they get 5 times the condition dmg back :P
Apparently you speak out of a complete lack of knowledge here. Take grenades from the engineer for example. They are considered to be “a problem” because the uninformed claim the allow to much condition damage pressure, when in fact only 2 of the 5 grenade skills apply condition damage. One of which got a 40% condition damage nerf in the last update.
You specifically claim conditions were buffed, when it is a fact that the grenade engineer, for example, got a 20% damage nerf.
Or how about, ya know, the developers do their job that that are paid to do…
I thought that is precisely what they were doing by ignoring all of the irrational complaining about condition damage. They see almost every poster here makes some unfounded general complaint without offering a shred of evidence or reasonable argument for their opinion. As well they read all of the rude comments making implications as Anet employees, after they specifically stated that they ignore feedback from those who make such comments.
Thus, by ignoring your comments based on those perimeters, they are very specifically doing their jobs.
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Need some direction here my friend. Individual opinion of “interesting engineer look” will be greatly diversified.
Are you looking for something uniquely wonky? Looking for something that seems particularly asuran? Looking for something that loots particularly technological? Steam punk?
The issue with grenades is not so much the conditions. You have to remember that they scale extremely well with power. You could remove every bit of damage from grenades (which is weird that players feel they are such a strong condition weapon since only 2/5 grenades do condition damage) and engineers will destroy just as well or faster with direct damage builds.
It is funny because for the first year or more of this game all everyone complained about was the direct damage of grenades. Then when players shifted to the “condition meta” (even though no direct damage was nerfed and no conditions were buffed) for some reason, a lot of grenade engineers did also. Yet grenades have a higher direct damage out put capability then a condition damage out put capability. And in the last update 1 of only 2 damaging condition of grenades took a very large nerf of 40%.
If you truly think grenades are such a threat based on condition damage, then you truly do not know enough about the kit at all if you ask me.
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As power scales a lot faster than condi power, due to having 3 stats, it benefits more from the stat advantage of ascended gear.
Conditions really only have 2 stats, (damage and duration) and thus exotic to ascended isn’t too dramatic if even noticeable, though obviously the extra toughness is always better.
Incorrect. The game has many many sigils that proc on critical. Incendiary powder, sharp shooter, precise sights, and bunker down are all traits that apply condition on critical. Optimizing critical chance optimizes the up time on each and every one of these traits. Similarly, every profession has this level of critical chance traits. Dismissing precision will cost your damage output extremely in a condition build..
My problem is how easy it is to reapply the same conditions without any true downsides, the ease of going condition-spam (meaning tossing out the same damaging condition well before the enemy’s only mitigations against it are up) is too high.
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.
Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!
Nope, no cookie cutter build needed.
What is needed, is a little scope and some concept of reference from you.
What type of play style do you like? Do you dodge properly? What do you feel the other players are doing that make you an easy kill? Do you have additional ways to avoid condition damage such as cleansing, or do you have additional manners of negating direct damage?
To offer you any assistance, first we need to have some concept of the possible causes of the problem, and not just the end result of the problem.
Howdy folks! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!
Yeah, they received an option for a level of immunity to projectiles and AoE buffs. As well, they received the smaller hit boxes, which was obviously a strongly requested change with several multiple threads on the matter.
Post such as that of the OP, making a completely false claim that they received no functionality change is precisely why we need a thumbs down button.
Travelers runes cost more then that. Does that define them as unbalanced?
They probably are a bit too good, but they also solve the unfairness of some classes having high swiftness uptime in a normal build or having access to a 25% movement speed signet or trait, while other classes have almost no access to swiftness or have to carry around and constantly swap weapon sets for swiftness that they don’t want to be in combat with. By using them you also forgo using runes that are far better for offense or defense, and the crit nerf effectively knocked off 3.5% crit damage, which was the only noticeable gain from the stat bonuses.
My point was that perplexity runes are obviously in high demand right now. The entire supply of below cost to craft has been bought up, and now watchwork sprockets are moving up as players with the recipe craft more. Unless there is some market manipulation going on (entirely possible), then there are a lot of players re-rolling perplexity builds right now.
I really think anet should be doing something about this sooner rather than later so:
1. Roaming doesn’t become entirely perplexity face rollers, which will cause many to quit the game.
2. Large numbers of players don’t pay 60-70g for a set of runes only to have the rug pulled out from under them if they finally get fixed (again). Although I don’t have much sympathy for players that use them, it’s not right for anet to keep pulling these bait and switch tricks with gear.
Umm, they were in higher demand before. They did greater damage before. So I do not get why anyone would assume that directly effects the price.
What effected the price was the fact that the population quadrupled in a day, as many players who haven’t played in a while, flood into the buyers market, while they log in to check out the update. The first few days after every update the prices on this and many other runes/sigil have doubled or more. You cannot simply claim something is OP because a massive influx of new buyers drive the prices up. I cleared a lot of stck out of my bank too, because of prices temporarily shooting up. That does not mean mithril ore is OP because it is selling for 4 times what it did 2 weeks ago.
Howdy friends! Dancing monkery here, #5286th engi in NA and worlds Last rank 80! With a 100% Win ratio against Vee Wee in Combat !!!
I like the turret changes. Sure they still need to work on a bug or two, but this was a great step in the right direction. They probably still are not where they need to be, but I applaud Anet for the effort and work they are putting into them
Wait a minute. So your telling me that a character with the lowest hit point pool, and no toughness, in all zerker gear, defined for single target fights, hit a guy for a lot of damage.
INCONCEIVABLE !!!!!
I play a power Engineer, and I 100% totally and completely disagree with you.
No, they didn’t get the shaft. It is just completely irrational in my opinion, to conclude that a zerker build should trump a condition build by default alone.
Why would you expect a build focused on damage, meaning with traits/skills built for DPS and not cleansing, while sacrificing all the health pool for DPS…….It is extremely simple minded in my opinion to assume that the three main meta builds are the only ways to go. Actually, I think building to the meta is sure indicator of a lack if skill and originality in a player. Heck, half the time if you use unique builds or builds outside of the meta, all of the meta band wagoners do not have the slightest clue how to react when they encounter you. Thus making their death relatively uncomplicated to bring to passing for them.
The problem isn’t zerkers, bunker, or condition builds, the problem is that there are enough players in the community that are stupid enough to think those are the only three build styles, or that following the meta means something. Got to love folks who actually think jumping off a bridge is the right thing to do, simply because every other clown is doing it.
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And the fact that you posted this is the balance thread instead of the bug forums suggest your judgment is broke.
Seriously, why would you post it here, when devs reply 9 times as much in the bug sub forums, whee you have a better chance of Anet feed back?
Wow, to read this thread. Anet might as well delete the guardian. You guys can complain about winning the lottery can’t you?
Travelers runes cost more then that. Does that define them as unbalanced?
So what I am reading here is
“I don’t want to build to counter conditions, so they need to be nerfed. I know they can be countered, but nerf them so I do not need to counter them.”
This way I can make a new thread and complain about a lack of build diversity, after they remove an entire 1/2 of the damage types at my dmeand. To suit little old me. The rest of the players be danged.
Which traits and utilities are broken? What is broke a out them?
Tell that to the other profession who have been in and out of balance for nearly two years, while the Guardian has been reasonably balanced the entire time. I am sure everyone who has played those profession, have hearts that bleed for you.
This isn’t a balance issue. It needs to be in the Guardian forums.
Got to love threads started by such uninformed posters who are making factually untrue and inaccurate claims. No health or toughness was added to turrets at all.
Any grenade build is condi since Anet nerfed the power coefficient to hell back when they made sigils affect kits.
Umm, you mean after the big condition nerf grenades received Wednesday???
engi has more access to condispam now.
How so?
Conditions have been a problem for over a year now, ANET clearly does not think there is a problem, aka it is by design.
I just embrace it (if you cant beat em join em), and I am having fun in PvP once more
I see this type of statement a lot here. Posters just make some random exclamation, while offering absolutely zero reasoning.
The counter argument could be that power builds have been an issue since release. Condition damage is under powered and needs a buff. With no argument or reasoning offered. As it offeres as much reasoning as your statement, then it is just as valid.
sigh..i main a thief and do agree with you…thank god i had a full ascended condi engi on the side…guess its time to start maining him
Good luck with removing conditions on that engineer.
And seriously be honest, most of the times you get ganked by a thief its not even a true 1v1, he gets you while you are unaware of the situation. In actual 1v1 thief has many hard counters such as necro / engi and meditation guard.
Maybe it is my concept of common sense, but how is a necro, guardian, or engineer a counter for a thief? How is a profession as a default, a counter to another? That makes no sense what so ever. How is a warrior or mesmer getting a back stab, while unaware, from a thief out of stealth going to be more or less of a counter then if it was a necro or guardian???
I can only assume you mean a specific skill or action unique to those professions, but unless you state the specific build, and the actions with it, your making no logical argument in the least bit for your point.
Play a thief and you know how to kill them. Reveal shouldn’t be a skill or condition like they did in Sic’ em.
Why not?
Stealth counters targeting.
Stability counters hard CC builds, negating them completely for a time.
Cleansing counter condition
Blocks/dodges counter damage
Immobilize, Chill, and Cripple counter Stability.
Conditions counter toughness/armor.
And the list goes on and on. If you are going to claim that this specific function is so special that it deserves to be outside the scope of a counter, you are going to have to present one heck of a strong argument.
Perhaps OP should ask why Rangers and Engineers are still going condis over power.
“still” ? the most used builds before the patch were direct dmg rifles and grenades, not conditions .. same with Rangers and using direct dmg shortbows and greatswords kinda
There you go again. making uninformed statements. You have done nothing but post misinformation, and made uninformed and extremely inaccurate statements since you made this thread.
Are you just trolling to misinform new players? It is truly baffling that someone would make so many post with so little knowledge.
Stop tryin to tell us what “everyone” was or was not doing. Because the fact is, you do not have the slightest clue what anyone was doing. For one, my experience and discussion with very many engineers opposes claims your making. Secondly, unless you have a reports listing such information, stop talking out your ear at us about thing you have no information on.
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There is a little known secret that the pros keep close to the vest. The will probably get completely angry at me for releases this, but here goes.
Do not stand in front of a zerg wall. Block, dodge, run, do something. But do not stand still and let multiple numerous hammer stuns pound you. Most important of all though, if you are dumb enough to stand there and take the crashing stun wave, do not go on the forums and claim it makes them OP.
The daily 50 players queues 20 out of 24 hours a day on my server have me scratching my head at your "claim that WvW is dead.
As far as all of the way points, blather. Do you have any actual logic behind why they need to be moved? We have them in all aspects of the game. In WvW you have to “walk back” from a way point. As well, other then your base way point, the others take time, effort, and energy to create.
Basically, I think your wrong on most of your points, but that is just my opinion.
I have no idea how the OP associated some of his complaints as specifically associated with small groups of players.
Seems to me that the OP is making many uninformed assumptions then making complaints based on that. Which seems a bit unreasonable to me.
I am curious where you get the statistics to make your assumptions a t s e. Most roamers are engineers? What server is that on? I know on Maguuma, SoR, JQ, TC, and BG, I almost exclusively see thieves, with the rare engineer. I list those servers specifically, simply because one of them is the one I am on, and the others are the ones I have battled against lately.
Why do some of you attack anyone does doesn’t complain about the things you have a problem with?
Maybe the reason they feel stagnate is because your a band wagoner who doesn’t have the originality to build something beyond the meta? Maybe not, I dunno. One thing I do not understand, is how someone can claim a profession only has two builds, just because those are the two popular “meta” builds. Think out side the box, and perhaps it will not feel stagnate.
No offense, but I doubt you will find a GM trait in any trait line on any profession that will make a difference if your bring steam rolled by 40 people. So the scope of your assessment in the “against a zerg” situations, seems a bit, well odd.
I was playing with this trait today. It is one of those traits that makes a huge difference when engaging some builds, but means next to nothing against others. Personally, I tend to be in earth attunement a fair amount more then the others.
To make this effect all attunements would be extremely and ridiculously over powered.
Sorry OP, but I think you do not know what your talking about in the least. There are plenty of direct damage engineer builds for example.
5 Guage
SD build
TK/Rifle control build.
Ton of folks are testing turrets.
My favorite though, are guys like this
Engineer never really needed any buffs, but recent change makes their condibunker build ridiculous and totally over the top.
So so clueless. They added Zero buffs to any bunker build for the engineer. While the main trait that you personally ranted about in a few post got the life nerfed out of it.
First clue that you do not know what your talking about is when you stay intentionally non specific by making comments such as “recent changes” instead of stating what change is specifically an issue.
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I love when posters claim “conditions are broken”, but offer no suggestion as to how they are broken. Of my 8 level 80s, only my mesmer and thief run conditions. As I see it the ridiculous spamming of direct damage attacks and stun, blow outs, knock backs, and knock down are closer to most of the posters here, warped definition of broken.
Keep this effect in the game. I want to see all of the band wagoners rush to mesmer. I guarantee a steep decrease of hammer warriors and thieves in WvW, and engineers in PvP.
Sorry, but I just cannot take you seriously when you keep forcing your personal opinion on me and the rest of the community as if it s a fact.
I mean, for one, your doing a whole lot of complaining, yet you fail to mention what the problem is that guardians are broken that they need fixed.
By the way, my guardian does many PvE events and dungeons with out Wall of Reflection or Shield of the avenger on my build. Heck, I almost never use those except in rare situations in which they are the optimal skill to use in the 2 dungeons an some of the fractals. So I call shenanigans on your anecdotal “guarantee”.
So? If you want to maximize damage, you have to trade off all of your survivability. If you want maximum survivability, you have to sacrifice all of your damage.
Personally, I have no problem with the duration of buffs that I can comfortably reach. And I am saying that as a player who mains one of the professions you listed. I have spent all day testing the various builds, and I have no complaints with my buffs duration.
The problem isn’t that you cannot get boon duration up high anymore. The problem is the methods for doing it leave you totally kitten.
It is not like it is some big surprise. You have to give in one area to take in another. Thee were a great many threads that were full of posters who apparently felt the duration that players were stacking boons were too high.
@OP Your calculations are not entirely accurate. It all depends on what the source of the boon is. In many cases you can increase the effect on “X” skills. If those skill are all buffing shouts or elixirs or what not, they are increased by 20%, while other skills that are sources of buff do not have those traits to increase the duration
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I never felt the rifle was “not viable”. I hate that word though. I never understood why anyone wants to use undefined, fluid, or subjective term to try to define a concrete value.
The problem is not whether guardians are effective, its about how fun they are to play, and seeing how every class but us got new toys while our already broken toys weren’t even looked it, was a real bummer.
I am sorry, but your are a mistaken if “you” think that “you” get to decide what “fun” is. I have a great time on my guardian.
As I said, the guardian has 2 main trait setups right now. Used to be 3, but after vigor nerf, boon duration nerf and condi buffs, its no longer optimal.
This simply false. This is actually so far from the truth that it is comical.
Every patch, classes get changes and improvements and bug fixes, guardians get nerfs while our spirit weapons have remained worthless for well over 1 year now.
You mean similarly to how the warrior and engineer have been berfed in the last 7 patches or how the ele was nerfed into the ground month ago based on such irrational complaints?
Do you have any comparative evidence that conditions are any more or less powerful at CC or damage then direct damage?
Do you have any evidence that states otherwise? It’s a two-way street.
A) Yes. A damage comparison spread sheet posted by GK. As well as several videos posted in the last 3 months on the other threads on this topic.
B) So what your saying is your going ot make uninformed accusations and offer no proof. Check.
So your going to sit here and spam the thread because you and a few players you know “feel” conditions are OP?
Do you have any comparative evidence that conditions are any more or less powerful at CC or damage then direct damage?
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 may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
Dev philosophy is for warriors to be weak to conditions. Yet they even added cleansing ire.
Your warrior tears feed the angels in heaven.
BTW. No one takes you seriously when your a hammer stun spammer, and you call conditions spammy.
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I realize that every single serious WvW player invests heavily in condition removal, yet the majority of them still complain about how conditions are OP and they should be nerfed, so I’m going to pretend as if it’s a l2play issue so that my favorite build doesn’t get nerfed.
They do? You have evidence of this or are you simply making another unfounded claim? As the forum posters probably only represent 5% of the community, and only .001% of those post about the subject, and 50% of those say there is nothing wrong with them. Then I find it hard to understand how you suggest “most” people have a problem with them, when in fact the numerical count stands strongly against you. 99.999% have never officially complained about them in the least.
It blows my mind that there are people out there who think conditions are either A). Perfectly fine or B). Need to be buffed.
It’s called condi-cheese for a reason.
Translation:
" I put nothing into my build to counter conditions. I die very often. There for conditions are cheese. "