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I might be wrong but… D/D rotation wasn’t truly “viable” in tPvP. dancing around a target trying to finish an auto attack chain without dodges/blinds at melee range was suicide in most cases.
the D/D rotation that used to be popular was CnD > BS > 222222. the one you’re talking about is a PvE rotation used against mobs who won’t properly react to most attacks.
the falling on d/d on PvP had nothing to do with the 4s revealed. it simply doesn’t bring anything to the table.
D/D: needs to be close and hit to stealth, no cc, mobility
D/P
-Perma Stealth
-Lots of Regen
-Condi removal
-Gap Closers
-Dazes
-Blind finishers
S/D
- Unlimited Evades
- Tele in/out
-Condi Removal
-Stun breaker
- Immobalize
- Daze
- Stealth
Warriors are just complicated to balance, their DPS and mobility is way higher than even thiefs. the only thing keeping them “balanced” is their vulnerability to conditions. something as simple as a reliable condition removal could take this class from being “weak” to being completely OP.
A dev said there will be a hot fix tomorrow for some right click issues, maybe they will squeeze in there.
hopefully they keep the range, and make it so it immobilizes only when its placed if they do fix it.
lol moa kills all pets, all transformations, and if you happen to die under moa(a transformation) your sigils will stop working until you relog :|
they got 100 points? shame on you!!
whats your best q dodge moment?
mine was in Spirit Watch.. I was on the bridge towards wolf minding my own business when this Necro started using marks so I tried to dodge but got feared, I had a little dmg on me but i was feared straight on bridge so no biggie, when bloob! char decides to randomly dodge to the side, falling off bridge and ending its life. all on its own :[
I’m pretty sure i know whats happened, both Overcharged and blunderbuss won’t fire if the target moves behind you, most likely whoever you fought moved inside your character model or behind you.
- Bug Fixes: Jumpshot & magnet pull.
- Reduction to gadgets cool-down(slick shoes is awesome)
- Remove Med kit from Kit Refinement GCD
I think the OP is forgetting that this all this is new…. Esports and show casting GW2. its very different playing the game to actually keeping an eye over everything that’s happening, as they mature as gw2 showcasters. they will be able to easily identify all those plays they once missed and be able to better predict where and who to watch.
- Engineers were consider OP for a while.
- Granade dmg was reduced for Auto attack
- Turrets got minor buffs
- Kit refinement was reworked into a completely new trait.
would you clarify your first point please :P sounds like you’re asking for moa’s to daze with auto-attack and dogs to stun/kd?
Yea there seems to be a Mesmer bias within the dev team
Mesmers? no way!!! just because they get a leap/stun-breaker/teleport/immobalize/invul on a 10s cd or 20% recharge on all their strongest skills for 5 points doesn’t mean there is a bias…
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Don’t expect any fix any time soon.Still struggling with the queuing system…
they just need to make the q expire after a period of time (like 1s). it makes no sense that if you die stunned, once you ress! you still get that dodge ? sooo annoying!
I’m not sure weather it’s been stated if signet of illusion is bugged or not. but if they haven’t, maybe that’s how it’s meant to work and it simply has not been stated on the description.
just saying, phantasm are already one if not the strongest damage over time of any skill in the game, which also happen to have the shortest cool downs. having them instantly spawn with 8k+ hp would be somewhat of an overkill and unfair for anyone running hybrid/condi/meele/sigle target dmg, etc
It’s impossible for a phantasm to ever have 8k+ hp, they have a base health of 2150 at level 80 which your stats doesn’t contribute to. Only the phantasm hp trait and the signet increase their health.
it sits around there with signet of illusions + Persisting Images, also phantasm like phantasm defender sit at a base hp of 5300. and altho some people will argue this skill is weak, once combined with Vengeful Images, enemies will start taking twice the retal dmg for everything, making it a hard counter for AoE based builds and quick hitters such as rangers. (Greatest moment as a Mesmer is when you see a ranger entangle your phantasm, instant GG with nothing he can do about it!)
I wonder why this haven’t been fixed yet. it’s damaging to the gameplay, it handicaps the ability to react as quick as possible to a situation forcing you to just die, or take a chance at having a key skill interrupted.
It also feels like you’re being punish for trying to dodge an ileap, fear etc.. if a q is a must why not make it expire after 1s ? and not force you to dodge after a long fear in which you been taking damage and really need to heal.
Random idea..
asides from its current effects. make it lower the enemie’s stats by % based on condition damage. then weakness would mean something to more than just the straight DPS builds, it could also affect condi/bunkers etc
I’m not sure weather it’s been stated if signet of illusion is bugged or not. but if they haven’t, maybe that’s how it’s meant to work and it simply has not been stated on the description.
just saying, phantasm are already one if not the strongest damage over time of any skill in the game, which also happen to have the shortest cool downs. having them instantly spawn with 8k+ hp would be somewhat of an overkill and unfair for anyone running hybrid/condi/meele/sigle target dmg, etc
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that’s not true. they just do things differently, all the balance seems to be done around PvP while new content and stuff is PvE oriented.
Personally i just hope the devs start focusing and working on what they already have instead of trying so hard to add new content. most people already forgot what living story was but they won’t fail to remember every glitch and bug thats yet to be fixed.
as for game modes, I hope they bring out something like “King of the hill” and add secondary objectives such more complex/powerful forms of trebs(example) which your teams has to prevent the enemy from using while defending the “hill”. would be a fun game mode as well as prevent it from becoming a deathmatch dominated by shatter mesmers + illusion of life.
Rune of Vampirism If you die once, the bonus #4 will stop working until you either reequip the entire armor set or re-log
Rune of Greth Actual chill duration is 1/2s
Rune of Lyssa 6th bonus will not trigger with Elites which don’t affect the character directly (summons, etc)
Would be awesome if they fixed those ones to work as intended!
Currently the only “advantage” of being on the high up on Leaderboards is facing the same team 5 times in a row. so how about making it so you earn % more rank points depending on your position on the ladder?
this would:
- Be an Incentive for people to want to be on the leaderboards
- Incentive for more people to want to tPVP(and make teams)
- Make people want to stay on the leaderboards( therefore, healthy competition)
- Make it rewarding for good players
- Would make it easier to add a more strict decay system.
- Make it rewarding for players looking to get a higher rank without the need of becoming a hot-join heroes.
I’m not talking about some extreme increase but at least something comparable to what you can earn on hot join, as well as for common sense, there should a point to want to stay on the leaderboards. and Also, there should be a greater rewards for facing stronger teams than when you’re just stomping on a yolo q team made up of low ranks.
whats your opinion? what could be some more positive things to add(or even negative) to this?
Death match simply doesn’t fit the game and how classes are designed, organized shatters + illusion of life would own every team fights. focus target and invul/blind stomp and gg.
Conquest is good, because people are forced to split-up/move all over the map, there are different encounters and dying doesnt mean as much.
I’m thinking from a tourney point of view tho, death match on hot join could work even tho invul/stealth stomps would still dominate (stability stomps is like saying, “come here, kill me, i wont move”)
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Getting from Rank 1-10 takes literally no time, and gives the player a chance to get to learn the maps/class. Its probably more harmful when they get match against experienced players and get completely destroyed as their first PvP Experience.
I remember being super excited when I figured out you can use #5 mid-stomp.
hahaha same! every since it has to be on my bar >.> pick it over block on toolkit
but yea, if you run a powerbuild #2 can be useful, you can use Flame Blast + Surprise shot(with static discharge) for a strong spammable spike, normally is 8k+ every 8s
A great start would be to have all the basics down. fix all the broken runes/sigils and re-write the description to do what they actually do.
for example:
Rune of the Vampire #4 effect will be lost if you die, and will only work again by re-equiping the armor or by logging.
Rune of Greth chill duration is actually 1/2s
Rune of Lyssa will not work with any elite that doesnt affect the player directly ( creating minion, supply create,etc )
Arcane Crystal + Arcane Orb + Arcane Powder + Consumable Token
glory boosters are really easy to make.
Warrior: you now its coming!
Mesmer: you don’t know who’s coming!
Thief: you don’t know when it coming!
Engi: you know don’t whats coming!
quoting just for fun
@LonelyReaper.8075
3 hits right? what’s the cool down on it ? and how much damage does it do compared to phantasm? also, which one uses the most utility slots :P
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Warrior: you now its coming!
Mesmer: you don’t know who’s coming!
Thief: you don’t know when it coming!
Engi: you know don’t whats coming!but if you wanna make us all the same, i wouldnt mind my turrets as hard as phantasm ! or ply bar becoming the new backstab! double dmg from behind!
Turret are harder than phantasm untreated and semi treated, so i don’t see the point comparing to a worst pet. Would you like to trade that squishyness and uselessness with a thief other that dps and selfish stealth, i wouldn’t mind. It up to Anet on these stuff.
just by that comment you just lost all credibility LOL! you really don’t play engi >.>
and if my ply bar could crit for 10k, i would consider it :P
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Warrior: you now its coming!
Mesmer: you don’t know who’s coming!
Thief: you don’t know when it coming!
Engi: you know don’t whats coming!
but if you wanna make us all the same, i wouldnt mind my turrets as hard as phantasm ! or ply bar becoming the new backstab! double dmg from behind!
@jportell.2197
love the idea :] instead of backpack gear shield!
it’s okay guys, we’re considered OP now. there are threads about Engineers being OP, HGH OP and even kit swamping being unbalancing to the game! and we all know what happens to OP classes, they get buffs!!!!!!!
if the pattern follows, it will be at least 6-10 months before we get a real nerf again
sorry, I think you came to the wrong forum, the warrior threads are over there ;P
Nah, too boring :p besides… my warrior suffer a terrible accident. R.I.P his slot and ranger’s have been replaced by 2 new engi!!!
the strength of the tolbelt is probably the blast finishers, thump turret actually provides x3 blast finishers.
and yea, its really not good in PvE, PvP or Wvw, like most turrets, the most value is when you blow them up. sadly
it’s okay guys, we’re considered OP now. there are threads about Engineers being OP, HGH OP and even kit swamping being unbalancing to the game! and we all know what happens to OP classes, they get buffs!!!!!!!
if the pattern follows, it will be at least 6-10 months before we get a real nerf again
Random suggestion since we’re talking about EG
match Elixir F cast time with flame blast, it has a long cast time for a skill that doesn’t do a lot of damg, rarely hits and more rarely bounce.
5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd
also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers
That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?
lol i’m curious now, what AoE Burn Granade does engineer have again ? :P must be new
5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd
also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers
Boon duration runes isn’t really an issue.
The trade offs for Might stacks are bad.
Thief can stack might on himself as well, but it’s either not a lot (about 8-9 stacks for him and party members in range) or not for very long (signet might)
The more he tries to extend length the less he’ll generally get out of it himself because the trade off’s are steep given what his profession offers.
An individual shouldn’t be getting 25 stacks or around 20 stacks of might on themself unless it is for a very brief moment of time.
Actually, is alot easier to thief to get perma 25 might on them, they have the engineer HGH GM trait as a minor trait as well as another minor that gives might on dodges (15s), but there is no need since they are strong enough to 2-3 shot people wihtout having to sacrifice runes/traits/sigils
oh and ps: rabid amulet… any profession can get it for the extreme price of free.. since we’re talking about thief, ill let you in in a secret. you can run around with 25 might spamming 150-160+ bleeds AoE while evading alot. :] pepole just rather backstab..
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I think a fight is not about taking dmg and outhealing dmg, but rather avoiding and migrating dmg. the heal is there to correct mistakes and allow you to stay in battle.
also… Kits are wayyyyyyyy better than weapon swaping!! and is not really giving up an utility slot when our kits are some if not the best utilities in the entire game
It’s thanks to a GM trait. also considering the long and slow flight times of granades. using them at max distance is usually very ineffective
I’m not sure if the Mesmer complaining about down #2 have realized you can activate the skill whenever you want. besides Ele, mesmer is the only other class that can successively avoid stomps, they can survive blocks/blinds/teles at least once.
as for stealth stomps… guardian is the only one who can avoid those. JS :-).. mesmer can actually use their #2 on someone else and still advoid stomps.. as en engi, we can only bring someone else to help thief stomp us faster. CHEAA!
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LOL poor necro, ranger and guard.. now they have no backs
I got another one :] at the start, you know how there is the plataform, there is like a step down, go into that little area, line of sight is blocked and you can use grandes with grenadier and hit all harpies from below platform ( as long as someone is in combat with them )
The reason they’re so susceptible to AoE is because they have piddly health.
You can insist that the hitbox is the biggest problem for them all you want, but in the end, it’s just one of many, and it’s not even the one that’ll keep people from using turrets to begin with.
Is more health/toughness really going to make a diffidence when turrets are sucking up every AoE with such big hit boxes? even when they are not in the AoE ring
Flame thrower is pretty much a power/damage weapon — not a condition weapon.
This is the reason why you guys can never figure out how to use the FT. IT IS VERY MUCH A CONDI WEAPON, if not more so than it is a power weapon because really, how much damage can you do with it in a power build anyway?
It’s neither a power or a condition weapon. It’s a flashy weapon. The damage sucks both condition and power wise. Trying to use it for damage is just screwing yourself.
Half true, FT is neither full dmg or condi weapon, its very meh at both by itself. FT is more of an Utility. or at least that’s how i use it.
- personally I 90% of the time i ignore #1, the animation is more treating than the dmg it does, and also it’s flashy animations makes it hard to see the enemy’s animations and therefore harder to dodge key skills.. but even this can provide utility on group fights by using the AoE to kill mesmer illusions/pets.
- on power build does decent dmg 6k+ if used correctly, it’s biggest advantage is the slow movement of the skill, which u can use as a combo to burst.
- Great Utility, 2nd CC if you’re using rifle and it times perfectly with overcharged, giving you enough time to get up, run to the person and CC for a second time, sometimes interrupting key skill such as heals. also, with some practice you can use this to reflect skills back to its target, such a freeze granade, static shot, killshot, rapid fire etc
- is bad.. but even this has some use, drop down on top of defeated players to prevent them from ressing or also in the middle of point in PVP, and with some lucky blast finishers it will maybe provide some AoE might.
- is the main reason i take FT over TK. you can use this as a stomp finisher making it easy to finish off guardians, warriors, necro, engi and rangers as well as kitten off hammer warriors
Conclusion, use FT as your main dmg source and you will be disappointed. but this skill can provide great utility making it good. at least on sPvP
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What I think the phantasm mesmer is doing:
Dodges, cloaks, moves strategically to hide behind clones
What the phantasm mesmer is actually doing:
Standing there watching
ahahahahaha tooo funny! and sadly true
Net turret would be kinda OP if it immobilized nearby foes for 3s every 8s :P
The first step to fixing turrets, should be fixing their hit boxes. it seems that the reason they are so susceptible to AoE is their gigantic hit box 2-3 times larger than the character model
I’m not sure why this thread hasnt got the attention it deserves
Fixing the hit-box should be a priority
Can we really call engineers the master of inventions considering the state of gadgets and turrets? I would say we’re more on the lines of army drop outs or energy drink addicts