Lmao, comparing Warrior heal to an Engineer heal? Seriously? To put it simple, you can’t compare a skill from one profession to a skill from another profession without taking into account the vastly different mechanics of those professions.
But yeah Mending is a decent heal and even better when comparing defensive mechanics.
Engineers have way better defensive mechanics than Warrior. The only thing Warriors currently have over Engineers is Cleansing Ire with longbow but Engineers have Transmute and Automated Response. Every other defensive mechanic Engineer is far far superior in.I know when looking at Engineers you’d think they had great condition removal, but they really don’t. Most builds severely rely on Healing Turret due to our lack of condition removal. Transmute does little to nothing with all the conditions constantly being tossed around, and Automated Response does not remove conditions, only prevents new ones from being applied. Not to mention at 25% health, it doesn’t take much to kill us anyways.
Also, most builds do not have the points to spare for these traits without taking a heavy hit on our damage output.
Every kitten Engineer gets these traits what are you talking about. Poor Engineers can’t fit a single condition removal in their bomb/grenade/Tool Kit builds besides 2 amazing passive traits and 1 amazing healing skill. The current meta Engineer builds have around the same if not more condition removal as every other build in the meta besides Cleansing Ire hambow Warriors, Empathic Bond/Healing Spring Rangers and Necromancers.
I’ve played the map hundreds of times but I don’t think I’ve even seen one person carry it transformed. Not even close the problem either way.
The base stat difference is almost nothing. Engineers can have far far far far far better healing than a Warrior could ever dream of. http://wiki.guildwars2.com/wiki/Elixir_R
http://wiki.guildwars2.com/wiki/Adrenaline_Pump
Also mentioning clones is a laugh since any decent player knows where the Mesmer is at any time not stealthed.The mace block only blocks one attack so if you use any attack at all it is gone. Warrior shield gives 2 skills and takes up the off hand slot, Engineer Tool Kit takes up a utility slot and gives 6 skills with a far better version of the block. The reflect takes up the same trait slot as the cooldown reduction trait, Dogged March and Sure-Footed. If you see a projectile reflect maybe just stop attacking since it will be blocked anyways?
I really don’t know how people can complain about Healing Signet when Healing Turret is 50% better if you have just 1 ally around at all and is still almost equal not even counting the condition removal or rune synergy. Also it actually scales with healing power far better than most skills.
FYI Cleansing Burst, the Turret overcharge always does 2520 healing, even with 20000000000000000000000 healing power. So, might wanna fact check your ‘scales with healing power far better than most skills’ fact.
Healing Turret-.5
Regenerationx5-.625
Blast Finisher-.2
.2 per other blast finisher or leap casting within water field
Only skills with similar scaling are Healing Spring and Well of Blood which both require you to sit in them for 10 seconds and especially the fact that Healing Turret is mostly AoE healing on low cooldown while the other two are mainly self healing or require healing power for group.
Are you even real? From what universe did you phase from into ours?
Amazing, you completely destroyed my argument.
Why do engineers have a 3 second block on a 16 second recharge?
Why is it not a 30 second recharge?
Engineers, can do everything better.
Let the conditions run rampant!1. A engi don’t get as same amount of HP ,armor, and passive heal as a warrior. And a engi don’t get as many evade skill from weapon as thief or ranger, don’t get second HP pool as necro or clones as mesmer.
2. A mace/ shield warrior got 2 blocks, one block melee only once with 10 secs recharge, the other one can block 3 secs every 24 secs/ 30 secs, or can be traited with reflect function.
3. Engi need 1 utility slot to get that 20 secs recharge block skill.
I don’t get where’s the logic that engi do everything better, don’t just comment with recharge time.
The base stat difference is almost nothing. Engineers can have far far far far far better healing than a Warrior could ever dream of. http://wiki.guildwars2.com/wiki/Elixir_R
http://wiki.guildwars2.com/wiki/Adrenaline_Pump
Also mentioning clones is a laugh since any decent player knows where the Mesmer is at any time not stealthed.
The mace block only blocks one attack so if you use any attack at all it is gone. Warrior shield gives 2 skills and takes up the off hand slot, Engineer Tool Kit takes up a utility slot and gives 6 skills with a far better version of the block. The reflect takes up the same trait slot as the cooldown reduction trait, Dogged March and Sure-Footed. If you see a projectile reflect maybe just stop attacking since it will be blocked anyways?
I really don’t know how people can complain about Healing Signet when Healing Turret is 50% better if you have just 1 ally around at all and is still almost equal not even counting the condition removal or rune synergy. Also it actually scales with healing power far better than most skills.
Before you could teleport to the either WvW or Heart of the Mists and then teleport to Lion’s Arch, so all the item does is save you 1 load screen. You can still teleport to the new place from the same portals anyways.
Lmao, comparing Warrior heal to an Engineer heal? Seriously? To put it simple, you can’t compare a skill from one profession to a skill from another profession without taking into account the vastly different mechanics of those professions.
But yeah Mending is a decent heal and even better when comparing defensive mechanics.
Engineers have way better defensive mechanics than Warrior. The only thing Warriors currently have over Engineers is Cleansing Ire with longbow but Engineers have Transmute and Automated Response. Every other defensive mechanic Engineer is far far superior in.
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE with 2 conditions removed in an AoE and 1/2 the cast time. You can also sacrifice the 1320 blast finisher for a 5 second less cooldown on the rest by picking it up instantly.
Mending-5240 every 20 seconds with 3 conditions removed.
Bandage Self-4920 every 20 seconds with a cooldown reduced by 30% by going down the Tools line and the same cast time.
Drop Antidote- 1 condition removed every 15 seconds with a possibility of 25% cooldown reduction.
Do I need to even mention the bandages or the fact that they can be placed beforehand.
Automated Medical Response- All heal skills recharge when struck while you are below the health threshold.
Inertial Converter- Your tool belt skills recharge when you are struck while below the health threshold.
But yeah Mending is a decent heal and even better when comparing defensive mechanics.
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.
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.
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?
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.
MM gets a bad rep because too many people liken it to Spirit ranger. Honestly, the spec isn’t that hard to beat. Moaing the Necro hoses that build completely….so does AoE damage….a decap engineer will just decap the pt and then laugh…..a hambow Warrior will just kill the wurm and then laugh…Really, there are to many hard counters to MM to consider it OP imho. Plus, the MM cant go into mid and help in team fights and cover close at the same time due to lack of mobility. So either you get the decap on far if the MM goes mid to help or you win the midfight more times than not due to it being 4v5 at mid while the MM just sits on far all game.
It doesn’t change the fact that every bad necro right now is playing MM because its the easiest 1v1 class in the game
Easiest 1v1 class in the game? Have you tried Hambow warrior? ESPECIALLY in a 1v1 against an MM? Bad players will always play flawed builds like MM. That’s why they are bad players…If you nerf MM, they’ll just flock to the new FOTM. I fail to see the problem here.
Hambow is a group build so you have to be pretty bad to lose in a one on one.
Easy to play 2-3-4-5, Party-rezz, surivability (blocks and healing), Burnproccs, CC (Knockdown/immo) …. (wait, Engineer?)
Wow you even had what you wanted the entire time.
Decap Engi don’t have a Party-rezz and Burnproccs in this Build. He can’t kill a Guard (like Ranger).
http://wiki.guildwars2.com/wiki/Toss_Elixir_R
http://wiki.guildwars2.com/wiki/Incendiary_Powder
I never said anything about decap but most Engineers who aren’t use Incendiary Powder and some use Toss Elixir R.
Easy to play 2-3-4-5, Party-rezz, surivability (blocks and healing), Burnproccs, CC (Knockdown/immo) …. (wait, Engineer?)
Wow you even had what you wanted the entire time.
Just another 2 cents, only the true Mesmer will get Chaos Armor (a glowy purpley bubble around them). This is another easy way to spot the right one
Mesmers can give their clones Chaos Armor through The Prestige on an Ethereal combo field on torch. Any clone made by Illusionary Leap gets it every time they leap through a Ethereal combo field and if any clone made by Illusionary Leap survives till the next cast it will also leap when you cast it again. Phantasmal Swordsman gets it every time they attack too, so if you had an Ethereal field out permanently, it would also have permanent Chaos Armor.
Could be you don’t understand how conquest works. Are you one of those people that go to the enemy point after capping 2 points already? Do you fight one on ones on the enemy far point without any ways to decap? Do you fight the beasts at the spawn instead of going mid? If yes and very likely since this is 90% of the player base and you being rank 19, you probably belong in the low tier.
Also using an easy meta build is an easy way to boost wins even with terrible basic skills. Stuff like MM Necromancer, grenade/bomb/Tool Kit and pistol/shield Engineers, Hambow Warriors and Terrormancer are all extremely simple and useful builds to carry you through low ratings.
(edited by glaphen.5230)
It’s their kittenty suppression system that only hurts players and not bots that they’ve had forever. You can still use /team chat during suppress and it goes away on area change.
MM Necro is ridiculous.
They call Warrior OP, but we need be fast and be aware all time fo stand alive while MM Necro only stay stop in center of the node and do this:obs: without count conditions…
Say that to Spirit Rangers.
In no way should MM Necromancers be considered overpowered when we have a pEtTiNg ZoO that has minions not only hurt opponents but also buff ALL allies around
Careful of that Call Lightning spell, it might do 1000 damage every 20 seconds compared to a Flesh Golem doing 700 per .8 or Shadow Fiend doing 700 per 1.5 while healing you each hit.
How hard is it to understand this cancerous map is bad for any skilled play? The team with more Engineers or Thieves using stealth pulls/knockbacks wins every single time. If you are put on a team of people who hate the kittenty map and don’t change to their specially made kittenhammer character you will get a guaranteed loss. Remove the kittenty map first and then think of how to improve it.
A Thief only has Shadowstep and Infiltrator’s Signet possibly and Steal on a 21-35 second cooldown. An Engineer could sit in a blind field, attack and instantly hit one of his instant knockbacks and still knock him off. Engineer has 2 instant knockbacks and possibly Throw Mine on a 15 second cooldown while Thief can only get back on the point once from Steal, Shadowstep, and Infiltrator’s Signet. You cannot skill dodge Air Blast or Overcharged Shot since they are instant so only bad Engineers should miss. If an Engineer has Overcharged Shot, Air Blast and Throw Mine he can decap a Thief with all those teleports after 15 seconds are up when the Thief has all his teleports on cooldown while the Engineer has 3 fresh knockbacks or even without Throw Mine he can do it since the Thief would only have one teleport left over.
that video is kinda biased since the thief had to use energy rune sigil (can tell because was in combat with golem) and probably spec atleast 15 in the acrobatics tree. also thief can’t spam copies of themselves on every dodge and use them to shatter or just keep around for screen clutter.
question, if a thief is spamming 3 on shortbow it means he is doing little to no damage in return so what’s the problem here?
Professional video watching right here. He wasn’t in combat, you can see the pointy arrows on his utility skills. He didn’t have any points at all in acrobatics since he didn’t have vigor on heal and there was no Expeditious Dodger/Feline Grace procs. He refilled endurance with Signet of Agility.
(edited by glaphen.5230)
Just wanna say I counted about 16-17 evades (there were so many) in the 15 seconds that countless was in the video….
Yeah mesmer vigor is so broken.
Professional counting right there. Video was 10 seconds long with 11 evades total and he needed 4 seconds before he could use one more evade.
Some decap Engineers carry Throw Mine which can remove stability and a meditation Guardian only has 1 teleport on a 36-45 second cooldown while their double knockbacks have a 15. Even with a max stability uptime build the most you can get is like 28 seconds out of 48 and a 12 second on 90 second cooldown trait in Spvp and an instant Detonate Mine Field into an instant Overcharged Shot will still get him off if you waste Last Stand beforehand with Air Blast or Throw Mine.
I’m pretty sure the problem is they can ignore the respawn timers or if the enemy doesn’t stomp to let them bleed out they can respawn as fast as their hard drive goes so it turns to pay to win for the best SSD.
Once again you prove you cannot read since I already said twice now and this makes a third time this thread that I have said I have no problem with Minefield. Just gonna copy paste the next part since I’m tired of writing it. I’ve been complaining about the lack of animations and spamming of AoEs in those two meta builds that are the only thing played by Engineers.
I speak for my allies who constantly need 3 people to take down one decap Engineer all game long besides the fact that I run a bunker Thief.
I’m confused. Because you’ve been crying about engi CC in general this whole time but now you seem to be backtracking and talking about decap engis now.
And as others have pointed out, you keep making up builds that can’t possibly exist due to limitations in number of slots and traits and talking as though there are heavy damage dealing decapping bunker engis. One example is where you whine about slick shoes/mine engis hitting you for 10k damage.
You seriously can’t keep your stories straight here.
Once again you don’t even read my posts as I already said I wasn’t complaining about that combo I was showing that they did have damage possibilities with that CC since its instant with no animations to you since you kittening said they didn’t like a Warrior/Guardian can. Tell me again where I mention a build besides grenade/bomb/Tool kit with pistol/shield and flamethrower/bomb/Tool Kit or Throw Mine with rifle. I’ve been complaining about the lack of animations and spamming of AoEs in those two meta builds that are the only thing played by Engineers.
I speak for my allies who constantly need 3 people to take down one decap Engineer all game long besides the fact that I run a bunker Thief.
You didn’t even understand that making my point that much more obvious.
Arguing with points you don’t understand doesn’t work unfortunately.
Alright I really don’t think either of you play anything but hot join and just don’t understand how conquest mode works so arguing is futile.
Endless AOE. Nice hyperbole since they all have cooldowns as well. And I thought you were complaining about CC? Poison is not CC.
I mean do you think a regular engi stays inside the point at ALL times when fighting something like a Hambow warror? No, he’s going to get out of the point at times momentarily. You act as if though getting out of the point at all is an act against humanity.
Again, I can see the problem with decap engis when it comes to capture points but you are complaining regular engis and their CC and you seem unwilling to use positioning to counter it. I wondered why so I checked your post history. Turns out you’re a warrior who probably is incapable of doing anything but stick to his target in melee range.
Anyway, it looks like you’re in the minority when it comes to complaints about non-decap engis. Most players here only have an issue with the decap bunker version. Good luck with your warrior, I think I’ll quit this discussion with you.
Actually you are wrong I play Thief in Spvp mainly and going outside of the point is an act against humanity in a game based around capturing and holding points. Leaving the point to get out of Combustive Shot and let him cap the point is a terrible move and Combustive Shot is pretty much a slower ticking Fire Bomb. You also seem to forget that they have their first skills that can be spammed endlessly and still apply bleeding and burning from traits possibly.
Please tell me your magical counter position that stops all Engineers instant CC besides staying 600+ range away which is actually the counter but giving him the point for it is pretty much as bad a being knockbacked and screws your team more than fighting on the point and dying to him if you don’t die in 5 seconds. As I said I would have no problem with Engineers if points were as big as the middle part of Foefire but as they are now their spam is as big as every other point and their instant CC give unstoppable decaps in 1 vs 1s.
This reminds me “just
dodgeanticipate fear lel” from terror necros right after their ascension to meta.Except that’s not what I’m saying at all. In fact, the guy I’m replying to is saying that you can’t dodge those CC and I’m saying that dodging is NOT the counter but rather it is positioning that is the counter. Knockback has a very limited range so get the hell out of range during those crucial moments, such as getting a heal off. Time your bursts between knockbacks instead of blowing them all at once only to get CCed.
You realize the points are all way less than 300 range and an Engineer standing in the middle will hit you either way so theres no actual way to position yourself in a way to avoid it besides standing outside of the point, you know, where they kittening are trying to get you to go in the first place.
Oh for kitten’s sake. The same could be said for ANYTHING in the game then. Pretty much any skill or mechanic will destroy you if you insist on staying inside the point and within range of those skills and mechanics.
You realize that you should momentarily position yourself outside the point right? Other than facing a decap engi, this shouldn’t be problematic against any other build or profession. I mean I don’t see you crying about having to leave a point if any other profession puts an AOE on the point.
Because other AoE skills from other professions are more balanced with things like cooldowns or animations. The current bomb, grenade spam builds have endless AoE with no difference in appearance between abilities besides Poison Grenade and Freeze Grenade which are instant when thrown at your feet. Getting off the point to dodge bomb spam sure is fun when he could just be spamming normal bombs or maybe its Concussion Bomb, who the kitten knows till it goes off.
When do you momentarily leave the kittening point to dodge their instant knockbacks because it makes sense to get off the point yourself instead of letting them push you off it. Good job getting off the point and letting him decap it and let him keep his knockbacks off cooldown since your stupidity let you do his job for him.
All problems with Engineer or AoE in general currently could be solved with huge points like the middle point in Legacy of the Foefire so their brainless spam can be moved away from.
This reminds me “just
dodgeanticipate fear lel” from terror necros right after their ascension to meta.Except that’s not what I’m saying at all. In fact, the guy I’m replying to is saying that you can’t dodge those CC and I’m saying that dodging is NOT the counter but rather it is positioning that is the counter. Knockback has a very limited range so get the hell out of range during those crucial moments, such as getting a heal off. Time your bursts between knockbacks instead of blowing them all at once only to get CCed.
You realize the points are all way less than 300 range and an Engineer standing in the middle will hit you either way so theres no actual way to position yourself in a way to avoid it besides standing outside of the point, you know, where they kittening are trying to get you to go in the first place.
I never said they use them all together, the skills themselves are overpowered on their own for the fact they are instant with 0 counter play. Look at solo queue, 75% of Engineer are using bomb, grenade, and Tool Kit with a pistol/shield and spamming every skill possible. The other 23% is using Decap with rifle, flamethrower, bomb, and either Tool Kit or Throw Mine. 1.9% are using Accelerant-Packed Turrets and the other .1% must be non-existent since I just needed a percentage for the ones I haven’t seen. The age of Engineer taking any skill at all to play is over and now the spam and non-aggression play styles reigns supreme.
Overcharged shot is a 3 second knockdown and 450 knockback with an instant cast. Slick Shoes is an instant knock down, Magnetic Inversion is an instant knockback and Air Blast is an instant knockback.
Also to the other guy the reason I’m mentioning them is because he was talking about Engineer being unable to do good damage with those CC.
Yeah I already mentioned the shield and FT knockback. I forgot about rifle but my point still stands there because you also get knocked back so it’s not like you can really burst your target down after it and again there is distance between you and the target unlike with hammer knockdowns. Slicks Shoes is instant but like I said before, if an engi goes near you then it’s trouble. And if an engi gets you with slick shoes because you were meleeing him, is that not a fair defense?
You still havent explained how this is a real balance issue here. You can’t mess with engi CC to nerf bunker decap without hurting Engis overall. Or are you saying engi as a whole is imbalanced?
The self knockdown is only a second so you have 2 seconds of him being in knockdown while you aren’t. The problem is all those skills are instant and instant CC should not even exist in this game since there is 0 counter play. Engineer has no problems getting in melee range for Slick Shoes. Engineer as a whole is imbalanced with its instant CC/lack of animations and spammable AoE conditions with ridiculous survivability in the current two meta builds that every sheep is using.
Also they actually have more in the form of Accelerant-Packed Turrets giving instant CC per turret.
Bombs can take up the entire point so it isn’t exactly hard to hit unless your in WvW but this is the Spvp forums. I have no problem with BOB its a very balanced skill but Engineer has 4 instant CC skills and they have no counter play besides prediction or really long stability but its still impossible to get perma stability in Spvp.
Like I said before. Knockbacks can’t get you chain stunned/burst the way hammers can, so I think it’s fair that they’re instant cast. What are the other two instant CC skills are you talking about? The slicks shoes/mines thing? Those are VERY obvious tells. Pretty much in ANY case where an engi is trying to get near you is a sign to get away.
Overcharged shot is a 3 second knockdown and 450 knockback with an instant cast. Slick Shoes is an instant knock down, Magnetic Inversion is an instant knockback and Air Blast is an instant knockback.
Also to the other guy the reason I’m mentioning them is because he was talking about Engineer being unable to do good damage with those CC.
Every bomb skill has the exact same animation and model so you cannot tell the difference between a Fire Bomb and a Concussion Bomb till its already hit you.
Zerker Engineers can do 10k in a Mine Field while removing 5 boons and 7k with a point blank Jump Shot which are easily castable in a 2 second stun. Slick Shoes will let you cast the combo twice in two different ways. Also the problem with it is again the 0 animation on any of their CC while you can see a Guardian casting Banish from a mile away. Shield of Absorption has a 40 second cooldown and doesn’t knock you down for 3 seconds nor as far. The only problem skill Warriors have is Fear Me which has a 60 second cooldown and using that interferes with the meta double stance, stability builds.
Do you know how hard it is to land bombs on good players? So I don’t see why you make it sound like it’s a big issue that there’s no way to differentiate between the bombs. Trust me, if I get the opportunity to land a bomb on you, you’d want to get out of the way regardless of what type it is. And most likely it’s not just going to be a regular skill 1 bomb. Not that I’m opposed to some way to differentiate (maybe different colors?) but I find it silly that you’re complaining about this.
As for mines and slick shoes combo, that’s a really hard combo to pull off. No one really uses that anymore because of that too because it’s a one trick pony. You dedicate two of your slots for this and has far less room for error than a hammer knockdown/burst. And if you make a mistake, you’re screwed because to do 10k+ damage on an engi means you have no defense at all. Don’t believe me? Try it.
Again, I’m not opposed to adding animations or tells but messing with the instant cast times on some of the CC would be horrible for the engi since it’s already hard to time some of those skills. Bombs already have a delay (Especially BOB). Mines have an obvious animation and need to be activated manually or the target has to walk over them. Slick Shoes requires you to be in melee range of the target unless the target was running after you but should have noticed the black streaks on the ground. I mean come on, if an engi is running towards you, then you should know it’s not good news. OBVIOUS sign. Magnet pull from the toolkit takes a second and has an obvious animation. Really the only instant cast that the engi has are knockbacks from the shield and flamethrower.
Bombs can take up the entire point so it isn’t exactly hard to hit unless your in WvW but this is the Spvp forums. I have no problem with BOB its a very balanced skill but Engineer has 4 instant CC skills and they have no counter play besides prediction or really long stability but its still impossible to get perma stability in Spvp.
Right after the obviously long cast time.
The cast time is to place the mines not to detonate which can be activated during other actions. This is why I mentioned the Slick Shoes combo and the whole 2 seconds thing.
Zerker Engineers can do 10k in a Mine Field while removing 5 boons
Seriously? Thats part of your complain? Who the heck goes out of their way to step on all of them?
Who said I was complaining, he said they don’t do damage because of their instant CC. They can detonate them all instantly too you know.
Every bomb skill has the exact same animation and model so you cannot tell the difference between a Fire Bomb and a Concussion Bomb till its already hit you.
Zerker Engineers can do 10k in a Mine Field while removing 5 boons and 7k with a point blank Jump Shot which are easily castable in a 2 second stun. Slick Shoes will let you cast the combo twice in two different ways. Also the problem with it is again the 0 animation on any of their CC while you can see a Guardian casting Banish from a mile away. Shield of Absorption has a 40 second cooldown and doesn’t knock you down for 3 seconds nor as far. The only problem skill Warriors have is Fear Me which has a 60 second cooldown and using that interferes with the meta double stance, stability builds.
It’s generally not a solid strategy to “bunker” your home point in solo queue anyway. Especially as a thief. In a solo queue, thief is the perfect choice to quickly cap home at the start and then either decap far (if empty) or join teamfight (if far is being bunkered).
If far is empty, your team gains an advantage. If far has someone twiddling their thumbs on it, your team gains a huge advantage. The only way to be at a disadvantage is to sit on your close point.
I’m assuming you’re using shortbow for mobility. If not, I tip my hat to you for running a very non-meta build. But seriously, don’t waste your time bunkering when your build excels at moving.
In soloq it seems to me that people push far at the start so frequently that having thief take home point is a bad move?
Also, how do you guys feel about thief going straight for initial boss steal on forest in soloq?
A Thief or a Mesmer going home at start is a free point for me in solo queue and if anyone ever goes for the boss at start they are a moron.
glaphen,
Not sure what point you are trying to make. Are you saying that the problem with the decap engineer build is a result of good players playing it? Or bad players playing against bad engineer?If the problem is really the build, let’s stick with talking about the build.
Is it really that hard to understand that instant abilities have 0 counter play besides prediction? The problem is the skills not the build. Far too many Engineer and Necromancer skills have 0 animations and yet they keep nerfing Warrior animations every patch even though both those classes have tons of 0 animation skills that are far more dangerous.
Someone mentioned telegraph of engi skills compared to warrior’s…
Kits have specific looks for telegraph. Elixir gun and Flamethrower are quite obvious. If you see an engi equip the flamethrower, expect the knockback. Maybe if you can’t see these you need Anet to add little icons for you like Ele attunements.
The bomb kit is a little harder to see since there is nothing in the hands, but bombs have delays on detonation, especially the Big Ol’ Bomb that knocks you back. You have time!
Rifle’s overcharge shot doesn’t have a good telegraph because, as an escape mechanism/gap creator with the self-knockback, it is supposed to be insta-cast.
And if talking about the knockback from Accelerant-Packed Turrets, which is 10 points in Explosives not even in the reference build posted above, there’s the animation of placing turrets before they get detonated.
As for the build posted as reference above, that’s only one way to build a decap engi. You should come up with a different name for that build, maybe AR/heal bomb decap engi. I’ve seen people using it I guess. I stay out of the bomb AoE and DPS them down with my flamethrower, applying poison from elixir gun and pistol before the 25% mark to give them a hard time healing. Most people running that build have a hard time with timing the AR.
Every single one of your points are all about a bad Engineer against a good player who can predict that the moron will use the skill as soon as they get in range or swap sets. Yes bad Engineers do 2,3,4,5 with Bomb Kit and makes it obvious when the most dangerous bomb with confusion should be avoided but good ones simply won’t be predictable. They do not have to push as soon as they swap, they can bait your dodges since its impossible to skill dodge them. If they use turrets they can once again detonate it at any time without any animation and if they use rifle with Net Turret you will most likely not have the dodges necessary to avoid the sheer amount of immobilizes till he wants to detonate at any point. This stuff is like the same as trying to avoid a ranged Backstab that does full damage from any side and doesn’t require stealth to give you an example of how dumb Engineer is right now.
(edited by glaphen.5230)
Use your ear/eyes to hear/see when the glass panel is about to break. Watch your surrounding if they start positioning for a gank, dodge, move around more, line of sight but not dance at the edges. Custom your build to have stunbreak/port/stab which warrior/guard/ele has a plethora of.
Glass breaks in about 2 seconds and stays broken for probably 10+. Engineers can get 5+ seconds of stealth easily and Thieves can get 20 seconds from just Shadow Refuge. The enemy can do a stealth pull at any time during that time or dance around the other glass panels in stealth and you can do nothing about it but hope to be a class with stability that lasts that long. The side points have no hiding spots and they can still fire kittenhammer during stealth if you run through the portal. If you die to it then all of those skills will likely be off cooldown by the next time you get to them again and Thieves have other stealth skills anyways.
I think you’re being punished for being a crappy teacher.
No one shows up with the intent to fail. But they may lack the knowledge needed to win. If you’re so certain that you’ve mastered every nuance of the fight, then you need to master one more: sharing that knowledge.
This. Ayrilana, for example, offered up the nugget that more players can make it more difficult due to the aggro spread. Maybe drop this hint into map chat before that fight/for those facing this boss, and players will be reminded to tighten themselves up a bit more if in that situation.
I’d also suggest keeping some sort of shield or defensive skill ready before you go through the portal to the platforms. This has helped save me from going down immediately due to spawning in the middle of the marionette’s AoE.
Also also, I see a lot of commanders say “I need 5 volunteers to go to lane 3” or what have you. Commanders, I’d suggest asking the players who are going to go to count themselves off in map/say chat. Just /say a number. “1”, “2”, etc. That way you don’t suddenly find yourself down 15 people and having to repeat the whole process in reverse.
This fight is not as much about the individual. Offering up helpful tactics for multiple potential scenarios to those not as familiar with the fight is on you as the self-appointed elite player. This is why good Commanders aren’t just standing there silently before the event. They’ll patiently repeat instructions and offer advice. I always get a feeling of dread when it’s five minutes before the event and the commander hasn’t said a kitten word — even more so if the commander hasn’t even bothered to offer up a lane count in map after being asked. That was the worst run I’ve been through.
TBH, when I see someone “call out” another person, idgaf about the person with the finger pointed in their face who may or may not be guilty of what the Mean Girl in Map Chat is saying. I’m more annoyed that some person is taking their usually verbally vitriolic anger out on a player who may have been under-manned or a million other nuanced situations that I can’t confirm or deny (vital skills’ cooldowns still going just as their platform peeps go down, portaled to the platform just in time to get hit with the marionette’s AoE and started off desperately trying to just stay alive, their net suddenly went down, etc). Half the time, from my map chat experiences, the Mean Girl was stony silent in map before the event began and expects perfect play from someone thrown head first into the event.
None of this kitten helps at all and happens every kittening time anyways. The bads don’t get any better and the boss is easy as kitten. You have people spamming in map chat copy pasting the current chains strategy every time and one platform of morons always kittens it up. I have done it over 20 times now and my platforms never fail and always have over a minute left. I also have never once seen a platform with 2 or less players unless they were all downed and respawned already.
Your positioning as a staff ele doesn’t really matter when that glass cannon thief comes around and ganks you from the sidelines (best thief and ranger role in zergs btw, they are so good at that – just find and down the eles at the back). Better able to survive a few hits there, get to the commander for heals and continue fighting than to die from a 15k damage backstab.
99% of Thieves in WvW suck and are too stupid to flank and as the guy above said Mist Form makes it easy to live anyways especially with all the tags from Meteor Shower and Lava Font.
Good Elementalists should be using zerker staff while bad ones use clerics for barely an increase in support and survivability in zergs.
You die if you get so much as looked at as a zerker staff ele. Really not recommended. Basically a free bag.
I recommend mix PVT and zerker with a focus on PVT. Not clerics. Your water fields aren’t there to heal, but for the blast finisher burst heal from warriors, guardians and thieves’ blasts. You need to be able to survive past the initial push to drop water fields on the commander.
If you’re a roaming d/d or s/d ele, however, you should focus more on zerker than PVT, or maybe even a mix of Dire.
This is about zerging and an Elementalist with good positioning shouldn’t really die unless the rest of his allies die. Even when downed Elementalist still has Mist Form which is 100x better than other downed skills in zergs. Zerker staff is the biggest zerg damage dealer in the game.
Good Elementalists should be using zerker staff while bad ones use clerics for barely an increase in support and survivability in zergs.
Can you MM players stop acting like your minions die in one on ones please. They have 9000+ base health with a trait that gives a 50% increase and 2000+ armor while you have 5-6 of them out plus yourself with an AoE cap of 5 targets. Even in multi vs ones they are almost unkillable if you don’t have someone with spammable AoE and the only one I can think of with that kind of AoE is a zerker staff Elementalist or your meta Engineer builds. Moa has an obvious animation and the Necromancer not dodging it needs to learn to play against his one counter that still has triple the cooldown of his highest cooldown minion.