How is this any different from a 8k Backstab, or Eviscerate?
Except for, you know, the fact that 17k over six Life Blasts averages to about 3k per Life Blast, which isn’t even that big a power hit.
Attaching Dhuumfire to Life Blast is a bad idea in my opinion, but not because Life Blast is too powerful.
landing single backstab takes more then #111111111111111111
just out of hotjoin. there was this necro. not condi, not petting zoo. i died to him in just few seconds (and my build is not suposed to die to necro). checked death report card – 17k damage from life blast, 6 blasts.
wow…
this guy just have to get death shroud crit traits, get to you 600units and spam #111111. ftw…
now that i know, i can think of SOME counters, but this is over the top. and they want to tag dhoomfire to it?
i’d love to get your opinion about mantra’s in sPVP. i tried this build in sPVP yesterday. it started terrible but after some play i was getting better results. i noticed its very good against hambow warrior, at some point i even 1v2 hambows for quite a while. i didn’t do too well against d/p thieves, especially with them stealthing until they’d pull out backstab. but i guess that’s partially my bad play, i believe there is a play to interrupt them in blackpowder-finisher chain. i suspect s/d evade thief will be more of a problem.
the idea is to have phantasms (pistol and swordsman) out and then play defensively. staff autoattack clone and crippling dissipation should help kiting. healing mantra takes a lot of clicking and time, but there is a lot of healing here (about 11k/10sec and more). stability is always good but especially to be saved for mantra chanelling. there are a lot of dazes, hope to use them against d/p thieves and ranger rapid fire. condi removal is everywhere, even condi necros ended up running away.
there is a “dry spell” with mantra cooldown. healing mantra is fairly frequent (8 sec+channel), that takes care of healing and conditions, but i’m worried to be left without stability for 20 sec, that means healing can be up in the air for interruption. i hope to juggle between daze and stability mantras to have something at each time to have mantra channeling covered (but 1 sec daze still leaves 2.75 mantra channeling exposed). i also think to save magic bullet for channeling stability mantra.
do all professions have the same (base) movement speed?
I’ve had like 100 games this weekend and this was my most frustrating experience since the Warhammer Online pvp. And even there the balance was kind of bearable. Everything the OP said was exactly on my mind, except the asuras:D
if you played 100 games in two days, dont blame it on devs is you are sick of it.
correct.
only minor exceptions are that many movement skills benefit from increased movement speed
do you mean skills benefit from single max boosts, or boosts stack for skills? say if i have power shoes and swiftness, with my acid bomb (engi elGun #4) will i fly backwards at +33% or +66% speed?
just to make sure. wiki says movement boosts do not stack. is this true for ALL sort of boosts? even traits? for instance engi Inventions_VIII_PowerShoes don’t stack with Swiftness boon?
What’s up with this? Most games I quick join are horrible landslides. Does anet even try to balance the teams based on anything other than size? And why does it let you choose your team? I imagine people enter the game and just pick the winning team, or show up with their friends and all join the same team.
These are probably old topics, but I haven’t been following the forums lately.
sometimes, when there are few low rank players in the crowd, ppl see them by the end of one match, and then in next match they make sure they queue away from them. this often creates experienced vs newbie matches.
names of other players should be hidden, only score and may be rank.
where did they post patch notes?
Happens exactly as I said if you hit 5,5,F1.
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.If you wait it just ticks for 3 seconds of AoE regen and even if you press the Cleansing Burst it won’t do anything till the next 3 second tick.
thx
Yeah, I didn’t include the regen, and I called the blast finisher 1350 by mistake.
It’s 2520, 2520, with a potential blast for 1320. And some regen. However you’d like to present the number, heh.
i see.
a quickie: if you deploy turret and immediately burst, do you get both regen? cause you get both healing parts, right? shouldn’t you get both regen?
The 5 second and 3 second use the same tick so it’s one or the other. If you don’t press Cleansing Burst fast the normal regeneration will tick and you have to wait for the next tick for it to activate.
i see. but one at least gets 2nd 2520 with immediate deploy/burst?
Yeah, I didn’t include the regen, and I called the blast finisher 1350 by mistake.
It’s 2520, 2520, with a potential blast for 1320. And some regen. However you’d like to present the number, heh.
i see.
a quickie: if you deploy turret and immediately burst, do you get both regen? cause you get both healing parts, right? shouldn’t you get both regen?
i’d love to go with gw2skills, it’s just i’m often getting server error, especially in evening hours.
Same results can be found by just hitting team queue by yourself. It’s redundant/pointless and if it was used it would just say something like “LFG TEAM QUEUES NO ELE”
how is it working, can leader be selective? can you pre-made with lfg? team comp, comms, strategy. can leader select players you know are good and kick troublemakers?
As I get better, I get matched against better opponents, but the rewards remain the same and I win 50% and lose 50%. Basically everyone gains rank points at pretty much the same rate regardless of skill which I think is completely ridiculous. The better you are, the more Rank Points you should get IMHO.
Anyhoo be that as it may I have a target of a certain number of rank points to reach and I want to reach it as fast as possible. For that, I need to drop down several tiers. Is there any way to do that efficiently and quickly?
not really. if you drop points, you are meant to win. if you win, you improve mmr. so… if matchmaking is working, 50/50 should be inevitable.
the only way to surpass 50/50 is in fact to hit the top end of matchmaking. if you are at the top and you are still winning, there is no higher to bump. there are highWin/lowLoss ratios on the top of soloQ board.
imo gw2 combat requires more skills then wow. number of keys is hardly a measure of skill. all games are ultimately sequences of 0’s and 1’s, it’s their combination that matters. i have 6*12 bars on my wow elvui interface, but you use around 20 or so. when healing, most of my “playing” watching and clicking unit frames.
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.
It’s also possible to use stuff like Jump Shot/Acid Bomb/Rocket Boots and a Throw Mine detonate for another 1320 each.
You can also use Thumper Turret for 3 instant blast finishers every 50 seconds whenever needed.
you are getting different number
i like gw2skills much better. dynamic tooltips, accurate numbers. but site is often down. shame to put so much work in it and then lose it for hosting issues.
i checked it couple of times and its always empty.
is this meant to have some sort of launch, out-of-beta?
Healing Turret is a sweet heal. At 0 healing, it heals for 6390 every 20s, (53% of that is AoE) with 2 condition removal.
how is this number calculated?
Shrapnel, Incendiary Powder, both in power trait line.
and why do i need power STAT that comes with it? IP is condi build, which is in power traitline. and most engi traits are like that.
Second, WTF are you talking about?
which part you didnt understand? engi is meant to be kit based, that’s why he has crappy weapon. if there were no kits either, good luck with running around with pistol.
Third, Healing Turret is a fast, powerful heal.
The issue is Gear Shield. Super fast recharge.
deploy, burst, blast, blast, destroy = at least 2.5 sec. as visible from very onset as can be. if you dont interrupt, you are baddie.
I often lose to thief on most of my profs (engi/mesmer/thief/necro/ele, i do somewhat better with bomb/nade engi), but i would be cautious on nerfing thieves. when I play one, i often have hard time landing my CnD (though I play d/d now). I’m somewhat annoyed by D/P perma stealth, I think this build needs more risk associated with it. I’d limit stealth stacking to 3 (that’s 3*3=9sec stealth from 3 jumps) and put 4 sec reveal between stealth chains. That is, after you’ve stacked your stealth (up to 9 sec), you can not stealth again, or chain more, without being revealed for some time.
Also do not understand why the devs bring always a big patch instead of small patches. I only hope that this time the meta will not be dominated again for months by 1 class.
Bad for us is, that the patches are untested.
i agree. inc patch is so big, its going to put everything upside down. new stats, sigil changes… it’s like all tuning of past 2 years erased. patches end up being more distortion then tuning.
Warriors can swap every 5 secs. Engineers can swap every second. Still confused.
i think imba is from say engi has at most two slots. say he uses 2 onswap sigils each with 10sec cd. then he can swap every sec, but only procs both (2) every 10sec.
while war has 4 sigils with 10sec cd. he swaps on on 5sec, procs 2, swaps on 10sec, procs ANOTHER 2, so war gets 4procs/10sec, while engi/ele get 2procs/10sec. its because the are limited at best to 2sigs, which have 10sec cd.
its great that anet delivers CDI process and looks like they are committed to engaging community institutionally, CDI Topics are coordinated across all game modes.
but, this communication is one way. players provide volumes over volumes of suggestions and questions, BUT NEVER HEAR BACK!
for instance warrior invasion has been allowed for half year now. there has been outcry about spvp being shut down by wars. there has been no single response.
does anet think players are wrong? are there at least some numbers to justify this imba? either provide some argument for what’s been going on for month, or fix it.
blizzard had ghostcrawler. who is anet spokesperson? and i dont mean half kitten sarcastic red comments scattered across forums. i mean a decent position.
i think warrior debacle is indication of systemic failure in dev institution. it is an indication that such things are to be expected regularly. things like quality control, customer communication, fast (save fast, any) response are apparently not in place.
i could sit out mistake, but this experience undermines my trust in brand and company. im still playing this over wow, but i’ve reactivated my wow sub and bit by bit drifting away. I usually come back after wows slow battle, but warrior invasion quickly draws me away. eyeing wildstar and elder scrolls online.
there was huge thread by lordrosiky on this. no dev response. i hope there will be drop-in ladt minute war nerf in the patch. signet nerf is nthing, pin down, okay, offers some intelligent counter for kiting. but overall, war will be top tier of health, toughness, healing, damage and control (top, or one of the top in each category), that is – crazy op.
Are you kidding me? Distracting Strikes OP? Going condition damage or even hybrid with a hammer and pretty much lose most of your survivability? It’s called, not spamming skills when you have confusion on you and condition removal. Confusion doesn’t even do a lot of damage, especially at 4 stacks.
lol, and to think of that say for engi, 5stack x 5sec concusscion bomb is called a “burst”.
i cant even start how many things are op with war. its not that there is this one thing. even if current builds are nerfed, they will just shift to other op traits which are currently idle. for instance, nerf power hambow? there is distracting strikes, applies 4 stacks x 8 sec (!!!) confusion. hammer can very well pull interrupt every 8 sec. his carrion amulet, perma confusion and you are dead
healing signet? squishy thief’s signet heals 100h/skill. tanky warrior 400h/sec. even if you think thief carries 1/2 nonstop spells, warrior gets x2 healing.
hammer autoattack is 1.5-2 k dps, at least. one of the top sustains in the game (and keeping you perma cripple is no prob with ham#2).
the only chance for anyone to survive is if you succeed in kiting. there comes pin down. now its 1/4 cast time – cant avoid but by chance. the coming nerf at best can only allow one chance counter and if you miss it – end of the story. better have some kiting slow, else you are dead.
Alissah.9281 I see. I’m thinking of situation, where both phantasms have just unloaded and their summoning spells are off cd. if shattered, one gets shatter damage and most likely their re-summoning and unload will happen sooner. if shatter (wrack or confusion) + expedience beats autoattack/alternatives i’m not sure.
ill have to learn how to use them, never done zommoros.
do you combine them… with what?
never mind, I just realized only one initiator works with finisher at a time. cant overlap fields.
AI , with an activation skill that cause AoE interrupt and things like that on longer cd(every turret have his special ability with longer CD , some tank ability , other offensive ability).
But the main thing is that turrets actually FOLLOW the engineer , they don’t need to go in CD just because your target is enough smart to moves 1000 meters away from you during a combat,and if the enemy destroy turrets they have ONLY 15 sec CD.
sounds a lot like ranger spirits and necro zoo that everyone hates here
i think necro problem is confused with condi problem
is managed or ai?……………
and one more question: is it worth to go for stability (which I guess means elixirB_belt?). I’d remove grenades and give up alchemy-VI for alchemy_II. stability would cover most of turret rotation and they is a lot of goodness in it.
ok, i can easily squeeze in two blasts (elixir#4 and destroy), but third one (alternate between shield#4 and big’Ol) is still shaky. i have some ideas how to change rotation to 3rd, but on the other hand, should i even try? ‘cause alternative is to have two blasts per turret cycle and use third blast on healing turret belt skill water field. the only reason i’d rather have 3rd blast with turret rotation is because of light field that i have in it from elixir#5. also trying to add bomb#2 fire field to it.
i looked up, there are some videos, but not a concise rotation over internet. what’s a pro version? to max on three fields (turret cleansing+bomb#2+elixir#5). is it possible to get (area healing + area might * 3 + area retaliation ) *3 ? that would be some steroid for team fight every 20sec.
@altelier.5786, Pyroatheist.9031: thx folks, that clears it.
now, unrelated and random question (probably i should open new thread, but still): i play phanta mesmer (not my main). should i shatter phantasmal duelist / illusionary swordsman, or let them keep attacking once they are out? what’s better dps? i understand this is a very vague question, depends or traits, playstyle and situation, and i should probably do my math, but may be there are some general quick thoughts?
i agree it needed more visibility. i learned about it by chance, from unrelated forum topic.
i’ve been reading guides but still not sure.
phantasmal duelist: this guy stands where summoned and shoots at target, or whoever enters the range? if new enemy, will start shooting him instead?
illusionary swordsman: he leaps to the target and then what? stays there? what’s leap out (wiki mentioned leaping out)
@ellesee.8297 that must be it, thx. i didnt know burst was coming with pulse. so one needs to watch the pulse and make sure big old bomb hits the water field.
Aegael.6938@: thx, thats helpful to know.
Powder overloading is doing multi-hit attacks so that you still do damage even with blind nulling the first one.
like thief d/d autoattack? or ranger rapid fire?
@ Slim.3024, Chicago Jack.5647
what is exactly powder overloading? spamming little spells to clear blinds?
im having some trouble getting consistent results from healing turret combos. stimes water field would pop immediately after the cleansing burst spell, stimes there is as if some delay before animation appears.
i go with
elexir 5
big old (if off cd)
turret cleansing burst
elexir 4 (drop kit mid-air to stay in field)
destroy turret
stimes i try to squeeze in bomb#2 for might.
i get all three “area healing” icon roughly half of the time.
should i go by water field animation, or its always there right after cleansing burst spell is off? may be just “area heal” combo icon fails to appear, but its actually happening and im getting the heal (cant quit tell from health bar)? also, whats earliest i can drop kit to stay in place while casting elexir#4?
en.gw2skills.net/editor/?fcAQJAqelIqqb3zSiF17IBoC6V0j8rfH/5hcTLbB-TMAAzCuImC
half of the forum is complaining about condis, the other half about its counters…
AR comes in handy, but in the end of the days it’s not core of engi gameplay.
calling Caed a terrible thief is like calling Jesus a terrible Christian.
That was a terrible Thief.
sigh….