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Use minstrel gear.
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Some of slublings attacks can’t be reflected.
What is the fastest and easiest way to kill them?
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Healing turret is blast finisher. So is flame blast and oribital strike which are ranged.
Can’t wait to try explosive vortex in wvw.
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Explosive Vortex should be amazing for revenant.
1200 range blast finisher + 600 radius.
15% chance for grenades, 100% for everything else.
Engineer trait Backpack Regenerator (regen when kit equipped) does not heal allies with Medical Dispersion Field.
Flamethrower takes too much retaliation damage in WvW.
Too many projectile attacks.
Need more unblockables.
Some bad traits like Thermobatic Detonation, Stimulant Supplier.
All turrets expect healing turret are bad.
Shredder gyro is bad.
Medkit is bad.
Forced to alchemy in WvW.
Hammer doesn’t apply damaging conditions, it really should.
Engi is in good place only in PvE.
Reduce damage, reduce conditions, reduce cc, reduce boon removing.
Basically make everything weak. Long fights = fun fights.
In theory flamethrower 1 should do highest dps in vale the third phase, you know, it never miss.
Bomb 1 would easily outpace It.
Good luck bombing while he moves over a red orb.
In theory flamethrower 1 should do highest dps in vale the third phase, you know, it never miss.
I just noticed that you can reflect engineer thrown elixirs.
It only makes sense for Elixir X but not for the others.
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You can have both, its a minor trait.
I miss good old times when you could have 33% extra burning duration from Napalm Specialist and Juggernaut at same time.
Suggestion: Add 33% burning duration to Serrated Steel and remove it from Incendiary Powder.
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1. Don’t allow catapults built next to wall.
2. Reduce radius of meteor shower.
3. Reduce all CC skills with unlimited target limit to 5 target limit (Hunters Ward, Static Field, Slick Shoes, Unsteady Ground etc.)
4. Make Well of Corruption blockable.
5. Reduce minons incoming damage and conditions by 90% when not targeted.
What’s yours?
Yes they do stack.
Protection + Rite of the Great Dwarf + Frost Aura = 93% damage reduction.
Need to maximize my dps for raids.
Im thinking of making Viper gear and berserker runes for my engi.
Is there any reason to keep my old Sinister + balthazar runes?
Vale Guardian randomly deals 2000 damage (or more), which is kittening me off since I never see it coming.
So any guide how to avoid these random spikes?
I tested flamethrower dps vs condi dps to pvp indestructible golem (kill 3 times as fast as possible):
Flamethrower 1 spam. 10 might, some quickness and fury.
Amulet: Berserker
Rune: Scholar
3 golem kills: 63.12s
Complex condition rotation. No boons:
Armor: Rabid
Rune: Balthazar
3 golem kills: 43.26s.
Condition without napalm or bombs (those may miss a moving boss). No boons
Armor: Rabid
Rune: Balthazar
3 golem kills: 59.58s
The difference is about 4 – 20 seconds. I still believe flamethrower may win after a long time, not by doing more dps, but hitting the boss for longer time.
Not sure about sinister or viper.
Not even with 100% crit change, 25 might and near permanent quickness?
Flamethrower does a lot of damage nowadays, which makes it better it never fails to hit a moving boss like grenades or bombs.
Could it work in raids?
Meh that sounds awfully complex.
Can’t people start making raid taxis to VB?
Or better: Anet should make a raid finding tool.
I join some people in lfg, toggle squad and become a commander.
Then the problem appears: I can only invite 5 players.
How to invite 5 more players?
I like your suggestion.
Also let us throw bombs. Maybe a new grandmaster trait?
Flamethrower is my favorite all the way, engi is unplayable without that kit.
Medkit worst because it only makes me cry.
1. Flamethrower.
2. Mortar kit.
3. Bomb kit.
4. Tool kit.
5. Grenade kit.
6. Elixir gun.
7. Medkit.
Robo Legs: Increase speed by 500% for 10 seconds. 40s CD.
Toolbelt: Pulse super speed to nearby allies for 10 seconds. 30s CD.
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I don’t get why inventions grandmaster has two healing traits. Can Bunker Down be moved to Alchemy grandmaster? Then replace Stimulant Supplier by it.
Some ideas:
- Vengeful Gears: Invoke gears to circle around you, damaging foes and reducing incoming damage by 50% from yourself and nearby allies. Duration 8s. Cooldown 60s.
- Throw Gear: Throw a gear at foe that explodes each time it pierces dealing heavy damage and knocking down foes. Range 1200. Unblockable. Cooldown 30s.
- Mech Suit: Transform into mech suit gaining access to powerful gadgets. Cooldown 60s. Like the one from Haywire Punch-o-Matic Battle adventure
Vengeful Hammers and Rite of the Great Dwarf are not decreasing incoming chill damage from reaper Deathly Chill trait.
Health Insurance: The outgoing healing of this trait has been increased from 15% to 33%.
Is still not enough. I feel i’m doing nothing while spamming med kit 1 in a full healing build.
Either rework med kit completely or do a serious buff to it.
Suggestion:
- Med blaster: Increase base healing by 100%. Increase healing scaling by 100%.
- All thrown medkits create explosion that heals where they land. Thrown medkits can be picked up by 5 players.
10s cooldown per target. Move to grandmaster to compensate.
Medical Dispersion Field works with Rapid Regeneration but not with Backpack Regenerator. Not sure which one is bugged…
Poison Gas Shell feels weak compared to other kits #2 skill.
Suggestion:
- Increase damage by 50%
- 3 stacks of poison per pulse.
- Unblockable.
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Why can’t thrown medkits be like the ones from shatterer: no target limit and 5000 heal.
I think grenades have too much counterplay: short range, they can be blocked and reflected.
Suggestion: Let them go through reflections but keep them so they can still be blocked.
My point is… I don’t want to deal damage, or apply boons. Just heal as long as possible. Vitality is not useless in that case.
Cleric, Minstrel and Nomad aren’t enough. I want to have as much healing as possible yet not losing any surviability.
Healing Power (highest), Toughness, Vitality.
Pls make it happen.
Also no stability with self-destruct.
In wvw take turtle, dragon or centaur banner as a revenant. All utility skills, including healing skill disappear.
Healing allies now gives loot. A lot of it.
I tried this full healing build in WvW. Spammed medkit 1 most time, highest heal was 420. Not sure if good but it helps a lot vs arrow carts. The worst thing is that it gives no loot.
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Just flat 50% damage reduction for nearby allies and no damage absorption. It dies quite fast anyway so i don’t see problem with that.
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Because of all the boonspam I feel mines aren’t doing enough. Currently people just ignore them.
My suggestion:
Throw Mine
- Remove 3 boons.
- Additionally remove stability but only if someone steps on the mine.
Mine Field
- Each mine corrupts 2 boons to conditions.
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Guardian has plenty of condi weapons: torch, staff, greatsword, hammer, mace, sword, shield, focus, scepter and longbow. You just need to hit multiple targets at same time.
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Increase range to 1500.
Engineer
- Golemancer
- Golemancer is the counter to AoE skills. It summons an army of golems and then grants retaliation to them.
- New weapon: Staff.
Staff is a support based weapon. It grants retaliation and protection to allies.
- New skill type: Golem.
Golems are permanent, tanky minion type. They spawn with retaliation and can be traited for longer retaliation and protection.
- Three different trait themes.
First is the boon line. Retaliation and protection to allies and improves staff.
Second is the golem line. Stronger golems and granting them more boons.
Third is the condition cleansing line. Transfer conditions to foes and cleanse conditions from allies.
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1. Bring back coated bullets.
2. Increase mortar 1 radius to 240.
3. Mortar 1 AoE projectile finisher.
4. Reduce flamethrower incoming retaliation damage.
5. Rework medkit
Make med kit like Team Fortress 2 medic gun. One skill shoots a beam to ally, other skills change its functionality.
Skill 1: Med Beam: Shoot a beam at targeted ally. Range: 1200. Pulses: 3.
Skill 2: Healing Mode: Med beam heals.
Skill 3: Stability Mode: Med beam applies stability.
Skill 4: Resistance Mode: Med beam applies resistance.
Skill 5: Protection Mode: Med beam reduces incoming damage by 50%.
Then change Health Insurance to: Med beam hits allies it passes through. Whenever med beam hits an ally, it hits yourself.