Showing Posts For lLobo.7960:

Your opinions please....

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Don’t use on ele nor mesmer.
Use it on the warrior.

Ele and mesmer have more complex mechanics that taking the time to level the character helps you to develop and understand. They are both squishy relying more on dodges and active defenses (invuls, evades, kiteing).

If you want to have a lvl 80 character to be able to join the expansion and do more content from the start, I’d recommend the warrior. Its a more forgiving class to learn the game and will give you more opportunity to learn the game and fight mechanics.

Warriors are also always wanted on group content and great for solo wvw and pvp too.

Weaver meta? Earth/fire condi hybrid (PVE)

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Looks nice, but with the change in utilities and new stats I think power fire/air/weaver will have a strong place in the meta. No fresh air needed (low att swap from elite and weaver) so you can get bolt to the heart, massive dmg bonuses (from fire, air and weaver lines), improved scholars uptime from barrier, etc…

Will sword feel different enough from dagger?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Potentially yes.
Mostly due to chain auto attacks and lower range.

Dagger has mostly 600 range, while sword 130.

The Hollow traits of the Holosmith

in Engineer

Posted by: lLobo.7960

lLobo.7960

I just want to see how overheat dmg will work with AED.

pvp balance will wvw get some of that?

in WvW

Posted by: lLobo.7960

lLobo.7960

The PvP team has been doing some balances on their own for a few updates now, and its great.

Some of their changes have been moved to WvW and PvE before, so we might see some more soon.

[Suggestion] Participation levels and Pips

in WvW

Posted by: lLobo.7960

lLobo.7960

Just some food for thought: TL/DR at the bottom

Rewards in WvW are a bit complicated as you want people to feel rewarded to play without creating the incentives that result on karma train and objectives exchange that turn the game from a competitive environment to a farm.
At the same time, you need to reward veteran players so they have a distinct visual that show their long term commitment to the game mode without creating a barrier that scares new players from the game-mode.
The other point to balance is the reward of playing the mode without making it easy to just afk or karma train.

So a few suggestions:
– More dynamic participation levels:
Increase participation level to 10 or leave as it is, but make higher level decrease faster (instantly start the decay) and lower levels slower (longer to start decay and slower decay). In this way to get max participation you will need to be fairly active in fights while at the same time you can keep a average level of participation while scouting or doing small things.
– Participation penalty in safe zone (starter area) or dead
Whenever you are in a situation where you cant take dmg (starter areas or dead, invul skills dont count) your participation is given a penalty that sets it to the minimum Pip level (currently level 3) and will stay there until you earn participation again. You cannot earn shared participation while under this penalty

- Build up Pips
Each interval you have a maximum of ‘build up Pips’ (lets say 5). Build up pips stack every minute and are rewarded at the end of the tick (5 minutes) when they are set to 0 for the next tick. You can win pips for:
– - New player (rank 1-150) taking a tower or keep: +1 pip tick (the 5 minutes)
– - Gaining participation on outmanned map: + 1 pip per minute (max 5 per tick)
– - High participation: reaching max participation level: + 1 pip every time max participation is reached (max 5 per tick)
This would reward people that actually play on outmanned maps instead of just hop there on the last minute, while also rewarding people that stay on maps where fights are constantly happening.

TL/DR: Make participation levels more dynamic, apply penalty to participation levels for people dead or on safe zones. Create a pip category that reward people for having max participation and gaining participation on outmanned maps every minute (max of 5 pips per tick) instead of the current 5 at the spot for changing maps.

(edited by lLobo.7960)

I hate the new pvp dailies!!!

in PvP

Posted by: lLobo.7960

lLobo.7960

PvP is hard, please give me rewards at login.
And pls give me login rewards for days I cant login.

Wish List

in Elementalist

Posted by: lLobo.7960

lLobo.7960

[…]
Magnetic Grasp/Leap (dagger earth 3) – Ranged immobilize + leap? Fantastic! Unfortunately, the leap animation is so slow, by the time you reach the target they’re already moving away again. Further, if you do it on an incline, it over/under shoots the target! How about changing this to either a pull or a teleport? Or even a double pull – like magnets coming together, both the caster and the target move toward each other at high speed? Bonus points if you can trigger it while charging up Churning Earth (dagger earth 5)!

Problem with this is that if its a pull instead of a jump it will be canceled by stability.
Also, if its a pull you will loose the combo with ring of fire for the fire aura.

Will this build suffice ?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

[..]
Furthermore, I’d recommend adding FGS to your rotation, as the #3 is a rather good Whirl finisher, and the #2 gives you huge burns. Would recommend placing it after the Fire OL to go OL + FGS 3 + FGS 2, and then drop the weapon.

I think its better to get the FGS before you start the Fire Overload, as you get the FGS buff (condi dmg) while you are overloading. Also, might throw a FGS #2 before and after the overload while you are at it.

Someone please explain finishers

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Your finisher also plays when you /gg on raids and fractals.

Also, they could make that champions and other higher mobs need finishing (except for specific ones and world bosses… who will get to stomp tequatl?) while any left over adds try to ress them.
This would make up for strategies of using a downed mob as bait to cleave adds (as its fairly used in pvp/wvw)

Also, you get to stomp some instance bosses on LWS2 (or 3)

Match Manipulation - Solo/Duo Is The Problem

in PvP

Posted by: lLobo.7960

lLobo.7960

Not sure how they can really stop cheaters besides babysitting the whole game-mode 24/7.
People seems to always find a way.

Linking acc to a phone number, people would use their friends/bff/mom/dad/sis/aunt/gramma phones and still do it, or just get a burner prepaid phone for 5 bucks.

I think maybe removing solo/Duo Q from Leagues might be a start.
– people will be forced to lfg to participate on league games, this will infuriate some but should also help to build a community (or break it)
– remove the ‘no penalty’ for DCs. If you loose a team mate your team should have teamed up with someone with a better connection.
– remove character swapping and make mmr character based. You need to make your team comp before going into the match.
– reduce mmr/score won if team has low ranked member (or great disparity between members). To avoid people going into ranked games to drop mmr and jump into season games with low ratings.

It will be painful to have to LFG for pvp, but it will solve a lot of cheating and matchmaking problems.

Lower the Rank Requirement for Armor

in WvW

Posted by: lLobo.7960

lLobo.7960

T3 armor should stay where it is.

Include a recipe to turn it into legendary:
– mix with the gifts in the forge
– gets dye channel for the glowy parts.

Done

Keep the requirements, make T3 Legendary

in WvW

Posted by: lLobo.7960

lLobo.7960

As tittle.

Make T3 armor legendary, or give a recipe with the according gifts to make it legendary tier with stat swap and all the fuss.

Keep the current pip and ticket system and just update the outnumbered buff to give bonus pips per minute instead of instant pip gratification (to avoid map hopping for pips).

The T3 armor requires a legendary amount of work and have a legendary look to it, it should have legendary quality or at least be able to stat swap.

new elementalist specialization leaks

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I just hope it’s not going to force us to be support in pvp. I hope it will open doors for new build diversity and not strictly healing/support.

What locks ele on a support role in PvP is the lack of a set (ammy/runes/sigils) that can provide enough defense for it to survive while also giving enough offense for it to hit hard enough.
The problem here is that if you give that to the current ele, with its 4 attunements available, you have a very powerful combo good at nearly everything (aka cele dd). So you have to go defensive to be viable, and if you go defense, might as well go support. You can go burst and hit like a truck, but you will also die anytime a ranger pet or a thief looks at you funny.

By the leaks, the new spec locks you in 2 attunments, so it could provide enough defense/mobility to make it viable for pvp eles to use some more offensive sets. Or maybe we will get some new 5 stats sets with semi-cele on pvp (pow-pre-vit-tou-heal?) that will make the ele bruiser viable again…

D/D Elementalist pvp gameplay(video)

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I tried a bit last night with sage and works alright.
Again, I’m using a build with more balanced dmg (condi and power) than you.

http://gw2skills.net/editor/?vFAQJAoYhcMozhVOwwB0RMIAY1msJmGouwSoKEBgQZRE-TJRHABC8AAA4EAQ++D3XGAA

Thiefs haven’t been a problem so far as they tend to run away burning quite fast, but I’m just 4 matches into the qualifying.
The mantra burst mesmers can down you really fast, so you need to train your reflexes to hit that mist form as soon as you hear the mantra of interruption sound.

Necros havent been much of a problem. Just stay away when they shroud.

I’ve found the elemental summon better than FGS for spvp. The water one can AoE heal and remove condis, you can summon the air one out of the point to apply pressure and stuns from a safe spot, the fire one has good aoe and burns (that give you +10% dmg) and the earth one gives protection. All those can be of good value against specific opponents.

D/D Elementalist pvp gameplay(video)

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Seems nice.

I was thinking of trying core D/D again in pvp but not sure what amulet to use…
Maybe sage with leadership runes and rely on the fury for crits

new elementalist specialization leaks

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I don’t think it will be the same as dagger.

If sword follows other sword skills in the game then it would give ele somethings that we are missing like:
– 3-step chain auto-attack
– flurry channeled attacks (maybe parried with evade)
– evade attacks (with flury or movement)

and some things we have on other weapons but could always use some more:
– big hit finisher attack (like fire grab
– movement skills (we have some gap closers but could use more re-positioning ones such as thief or ranger sword skils)

Dagger is more a low-to-mid range PBAoE weapon, sword (again, if it follows the others in game instead of reinventing the wheel) would be a front-cone melee 3 target cleave weapon…

The WORST problem with new WVW rewards!

in WvW

Posted by: lLobo.7960

lLobo.7960

Proof of heroics have a ‘consume all’ option.

Feedback: Pip Acquisition [merged]

in WvW

Posted by: lLobo.7960

lLobo.7960

Take away account wide gold find, and magic find by an extension of that logic. It discriminates against new players. Nodes in home instances? Also a no no. Unfair.

Don’t forget to remove all AP rewards too. Giving unique skins and gems to people that invest in the game for the past 4+ years? That is discriminating the ones that just started and cant reach those 30k AP in one month. Even more considering that some are not even available anymore.

Ah, and remove all rewards based on HoH from the original GW. That is discriminating people that never had the time to play that game and don’t have time for it now. Unfair that they cant have those skins or tittles.

[Video] Roaming as D/D Ele still viable

in Elementalist

Posted by: lLobo.7960

lLobo.7960

IDK if people forgot how to count or just don’t know the new cast time of Churning Earth post-buff due to the lack of OH Dagger Eles. It hit waaaaay too many times more than it should on a 1v1 scenario. Good vid anyways. Would love to see how it fares against outnumbered with condi cheese.

Yes, I’ve been hitting a lot of people with churning earth also.
Sometimes is good to open the fight with it, churning-earth+lightening flash → earthquake → magnectic grasp → updraft → burning speed → fire grab.
It lacks the might stack of the traditional rotation, but as a start puts most people straight down or running.

I run full celestial with a mixed focus on condi and power (power utils, condi duration food) and the burns and bleeds put some good pressure on people, while still hitting hard with fury and might. (can easily keep 2k power and 1k condi with some 10 stacks of might)

new elementalist specialization leaks

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I’d imagine part of why Cele eles were so good in PvP was because the celestial amulet arbitrarily gave 900~ more stats than any other pvp amulet in the game. The devs probably should’ve tried tweaking that before removing it.

No. Celestial has low stats.
The reason why ele was so good with celestial was that it could use all the stats and supplement the low values by generating boons.
– The low power and condi dmg was covered by constant 15+ might stacks
– The low precision covered by constant fury
– The low armor was covered by constant protection and frost aura
– The low healing by 3 different sources of regen (boon, water, signet) and 3 supplementary heals (EA, dagger 2 and dagger 5 in water)
– All this improved by arcane tree lowering CD on attunements, skills having a good balance of direct and condi dmg and the disengage capacity of the d/d set.

Other classes also benefit a lot from Cele, most of all, engi and warrior. Rev would probably be a good candidate too…

The thing with cele, is not that it gives more stats overall, is that the low particular stats can be supplemented by easy access to boons and diverse dmg source to create a great all-around builds if you can use all stats properly… And ele is great at that.

new elementalist specialization leaks

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Posted by: lLobo.7960

lLobo.7960

The stupid thing seems to be: PvE players are less concerned about diversity within a class. They want gear and skins and be unique. It´s the WvW and PvP players that want diffrent builds viable…..
Or do i see that wrong?

Thats a fairly bad generalization.
A lot of PvErs want classes to be able to cover different roles more effective.

Currently there is a best in slot that just completely overshadows everything else…
– chrono is the best tank as it can provide quickness and alacrity to the group while it also doesnt have a dps role that it can provide the same buffs. So, as long as no one can provide quickness or alacrity like chrono, and chrono cant do it while doing decent dps, chrono will be the tank.
– Ele could be healer but as druid can heal while providing great boons (GotL), ele will be kept as dps as druid can’t dps and give GotL to the party.

So yea, people on PvE would love for more variety on classes roles but this won’t be successful if the buff distribution can’t be properly maintained.

Seven's D/D ele Content (+Build)

in Elementalist

Posted by: lLobo.7960

lLobo.7960

With the influx of people on WvW, fights have been quite interesting.
I’ve been using my full cele d/d ele with a mix of boon duration and condi duration food/utils and it has been quite consistent to win 1v2, 1v3 and more…

Feels like old times.

A fun elite spec idea "Elemental adept"

in Elementalist

Posted by: lLobo.7960

lLobo.7960

The way it would be set up is that you can freely swap attunments mid rotation with no attunment cooldown and it would be a playstyle all around the built skill combinations with added functionality (and earth field) to encourage mixing and mashing what element you use. This could be done by having a skill effect that keeps the element you last used a skill in as the active element to create different kinds of fields/finishers Example. a fire skill then water skill creates smoke, etc

It could be made to have an internal combo system that grants boons/effects. if having access to a bunch of fields and finishers on one class is too OP.

You basically described the current arcane ele gameplay.
You swap attunements fast to keep up boons (fury, might, etc) and weave the attunements to use combo fields and finishers (mostly blasting water or fire fields or jumping through ice or fire fields for auras). Add that the bonus on certain attunements (such as dmg in fire, crit in air, regen in water) based on traits and thats mostly what you have today.

The only thing your proposal add to this current gameplay is a transformation that doesn’t seem to change much.

Rifle build help

in Engineer

Posted by: lLobo.7960

lLobo.7960

For what? PvE? PvP? WvW?

Check the perma-quickness elixir build… Its quite fun.

+25% speed,which would be better?

in Engineer

Posted by: lLobo.7960

lLobo.7960

why not keep tools and have perma swiftness?

Need help getting into Elementalist!

in Elementalist

Posted by: lLobo.7960

lLobo.7960

1 – It is squishy. You need to avoid dmg. Use your dodges, invuls and blinds. Use protection and regen for smaller hits. Keep your distance with CC and range. And above all, kill things fast.

2 – You should be able to kill quite a few opponents at once with ele. Use your CCs to hold things in place then drop some AoEs on them. If you are not doing good dmg, you might not have good gear or traits set-up.

3 – If you are just killing trash while walking around, sure. If you want to get something down, NO. Ele is about using lots of skills fast (even more at low levels before you get tempest). S/D have great burst in fire. You need to use your attunements wise… At this lvl, use earth for protection and CC, burst with fire/air and recover with water… use all of them!

4 – Lightning Hammer

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Tho Guardian is a Heavy class and Engie is a Medium class. Monk should really be given to a light class.

That’s why I think it needs to be a new class, as neither Mesmers (“illusionist”) nor Elementalists (“uses the elements to deal damage”) make sense IMO.

It makes total sense to be the elementalist e-spec.

Weapon: main hand focus.
Espec mechanic: Changes attunements into prayers. Elementalist that goes in the monk spec instead of manipulating the elemental magic start manipulating magic directly from the gods.

It would fit the current lore in the game where [spoilers]…

New Infinite Tools, why not separately?

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

They should have created a basic “Unlimited Tool” for each type that had a medium cost attached to it.

Then they should have sold the skins (and the affiliated animations) separately allowing your basic “Unlimited Tool” to become any of the new tools as you desire (just like buying an outfit).

Finally, they should have added an “enrichment slot” to gathering tools that gives you a % chance to obtain a specific bonus item (sprockets, Azurite, UM, snowflakes, etc.) when it is equipped in a gathering tool. Unlimited versions of these enrichments could then ALSO be sold on the gem store.

This system would have not only permitted players to have significant control over their customization and convenience, but would have resulting in MORE gemstore revenue for ArenaNet.

Fully agreed.

Thirded.

Yes please.

Yes, it was suggested before…

we could even have some enrichments that would give:
– Gathering speed
– Extra resource from the one being mined
– Map reward bonus when harvesting

etc…

[Suggestion]Fishing

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

It will come on the expansion where we deal with the sea dragon.

It's time to revert aura visuals.

in Elementalist

Posted by: lLobo.7960

lLobo.7960

It should be included on the effect slider thing we got

"Leaked" Engie Spec

in Engineer

Posted by: lLobo.7960

lLobo.7960

Kits are mostly dmg.

PvE uses kits because PvE is all about dmg. And you only use dmg kits (nades, bomb, FT and Mortar) in PvE.

You go on PvP and WvW and sudenly you use gyros and one utility/support kit.

If PvE needed mobility, a stun-break, condi cleanse, etc… You would see other utilities getting more use.

The reason engi has a dps spot in raids and other pve content is because it can fill up its entire skill bar with pure dmg…

Adding HoT stats to Celestial

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

It needs both.

Celestial is only marginally used in some WvW builds.

What's next?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Keep in mind that the only part of the game that really DEMANDS ascended gear is high level fractals, due to agony resistance.

You might need ascended to get on most of pug raids too.

On WvW ascended might give you a small edge over others if you are doing roaming or small scale fights, but on big zergs its not that much noticeable.

The PVE is changing to that condi dmg is the highest potential dmg on most classes for most end-game bosses (high level fractals and raids) so I recommend having a set of viper/sinister gear for your ele. And condi ele is easier to play than power, so it leaves you more room to learn particular encounter mechanics without loosing too much dps (try learning mechanics while keeping up a decent engi rotation, its hard).

Zerk is still a decent stat for open world (zerg farming or just daily stuff by yourself) or dungeons/low fotm. And it might be good for the next ESpecs (some think the push to condi is to provide more ground for power-heavy new ESpecs with next expac)

So…

Fotm is a great place to start, its good money and a good source of ascended and a way to get a legendary backpack (so you can stat-swap!). There are a lot of other farms in the game to get you gold and mats for more ascended gear and Ele is quite a good farmer for zergs like HoT metas or Orr or SW. Map rewards farming can be quite good too depending on the week.

Map completing in HoT can be fun or hell, depending on how you do it.
If you just want the reward for ESpec collections, I recommend DS, its very easy map to complete (if you have the all HoT masteries). If you have problems with it, contact me in game and I can give you a hand.

[Suggestions] Turrets

in Engineer

Posted by: lLobo.7960

lLobo.7960

the best suggestion i’ve seen so far is to have them exactly as they are now, were they only overcharge once upon deploying,
but start the cooldown when they are deployed instead of when they are destroyed.
also let them be ground target deployable like they used to be.

this way when you want to overcharge them you simply throw down a new turret and it will overcharge,
the throwing part is to save you the hastle of being forced to leave the fight to replace your turret at a strategic point every time you want to overcharge it, now you’ll be able to throw it to the same spot you had it in.

this will be a nice buff because it will give you a nice fresh 100%health turret,
give you a way to overcharge and also trigger things like the shield trait.

i’d be fine if they gave the shield trait an ICD so you can’t simply spam turrets for spam reflects.

This is an interesting option, but has a few drawbacks.

First, it removes a bit of counter-play as destroying the turrets won’t reset their CD. That is if turrets were any good in PvP.

Second it removes a bit of the strategy of detonating the turrets as a CC (traited in explosives) if you take too long to detonate them (and the skill becomes to deploy another turret). This could be avoided by making so that deployment of a new turret detonates the previous one. It might be a bit convoluted with CD of skills hidden from players behind secondary skill activation…

Third is that deploying a turret is an action (with cast and after-cast) and overcharge is instant (AFAIK) so deploying another turret to get an OC could result in a small dps lost (I might be wrong here).

The problem with ground-targeted turrets is that you can (or at least you could) place them on absurd locations that made impossible to players or mobs to reach them, leading to a lot of exploits.

Detonation as flip-skill after Overcharge

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Posted by: lLobo.7960

lLobo.7960

Balance patch - turret change

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Posted by: lLobo.7960

lLobo.7960

I will argue that this gives Eng’s a choice they did not have previously. It’s neither right or wrong that the choice is based on any specific element of the game;

Sorry, but I disagree.

This change removes choice.

Before there was a choice of using the toolbelt skill, or deploying the turret and using the overcharge in a tactical situation, or detonating the turret.

Now all you have is deploy the turret and detonate as soon as OC is done. Turrets became bombs…

The interesting gameplay option of turrets (if they were good) was to use overcharge strategicaly, and using the detonation on a time you need the CC/blast above the turret.
This opened for a lot of strategy.

The new way it is now makes using the blast from turrets for other combos inviable as pre-deployment will trigger the fields with healing turret and flame turret and the blast with thumper…

I understand the advantage of using toolbelt skills while turrets are active, but removing the control of when to overcharge a turret is not a good trade off…

I’ve made a suggestion on another tread to bring this control back in a 3-step (deploy-Overcharge-detonate) instead of removing the control completely.

What turrets need is improvements to their attributes and their traits. Not less control and dumped down gameplay.

Balance patch - turret change

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Posted by: lLobo.7960

lLobo.7960

[Suggestions] Turrets

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Posted by: lLobo.7960

lLobo.7960

TL/DR: Give turrets a triple step utility: Deploy->Overcharge->Detonate (more key pressing but more option and control) and improvements in traits and numbers.
———————-

The changes to turrets caused mixed reactions in the community.
The main reasons seems to be:
– Lost of control and options with the automatic overcharge
vs
– Gain of possibility to use toolbelt and turret simultaneously.

Honestly both arguments are valid and a common solution should be looked into.

I propose that turrets are changed into a triple step utility:

- Deployment – Overcharge – Detonation
Overcharge CD should be the same of lower to turret CD when not detonated. Therefore keeping turrets alive is meaningful and detonation is an option for CC.

This would give engies more control over the turret actions and could open up good changes in turret traits suggested below:

Experimental turrets:
Turrets provide boons to allies around them. Boons are applied every 10 seconds and on turret overcharge. Detonating a turret repairs turrets around them.

Advanced turrets:
Reduced dmg and condition dmg taken by turrets. Turrets create a reflective shield around them when overcharged. Turrets have increased dmg

Chemical rounds:
Your pistols and turrets have increased condition duration.

Mortar skill 1 should be an auto attack

in Engineer

Posted by: lLobo.7960

lLobo.7960

Hey Granada, there is a very easy way to have something “similar” to an auto attack.
You just need to change some of the options!
Take a look at “Combat/Movement”:
-> Use Ground Targeting: Instant
also: -> Lock Ground Target at maximum Skill Range

What you have got now is this: Hold 1 and your Mortar shoots constantly, if you bind the skill to maybe mouse 1 or something more comfortable you can just hold that button.

I second this.
I use it on some OWPvE and WvW Zerg scenarios and works great.
If you have quickness (easy uptime with the right traits) the RoF is quite nice.

But yes, an increase in number of tgts to 10 would be great and make it a nice elite (maybe on the trait that improve the fields).

(edited by lLobo.7960)

Mortar skill 1 should be an auto attack

in Engineer

Posted by: lLobo.7960

lLobo.7960

Please don’t.

The ground target and large arc means we can hit thing above ledges that normal projectiles can’t. That is the great thing about mortar #1.

You don’t need to make all skills and utilities raid viable for dps, there will always be a best in slot and a higher dps skill to use as a filler….

You could use mortar in Raid and PvE if you want, it’s not garbage like medikit, but yea, there are better tools for the job. Nothing wrong with that (except how garbage medkit is)

"Leaked" Engie Spec

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Posted by: lLobo.7960

lLobo.7960

There is no doubt that the leaked one is sword.
What we’ll get on the day it comes out, not sure…

The Engineer Injustice

in Engineer

Posted by: lLobo.7960

lLobo.7960

Indeed… Engineer DPS from kits is amazingly high… honestly a bit too high… our DPS from everything else though is rather underwhelming… all other classes have multiple viable routes of doing high damage, but the Engineer has only one… and it’s rather annoying to know that you are either identical to every other Engineer out there or doing such low DPS that you are barely even contributing to groups and struggling in solo…

That is not true.
There are high condi dps builds with just 2 kits or one kit (using rocket boots and flame turret)
And power dps only uses one kit (bomb), with others (elixir and nades) quite optional minor improvements on dps.

"Leaked" Engie Spec

in Engineer

Posted by: lLobo.7960

lLobo.7960

I just hope Holosmith has better synergy with the core class.

Scrapper has nearly NO SYNERGY with the rest of the traits and skills. (with the exception of the FT build that is only useful for lazy open world pve)

Scrapper would feel much more like a part of the engi if it had (maybe on traits traits) that:
– Hammer #3 and Auto counts as explosions, so more synergy with traitlines and dps role;
– Hammer #3 is 2 leap finishers and 1 blast, for better synergy with traits such as soothing detonation and shocking spead;
– Function gyro can repair turrets;
– Eletric fields recharge turrets recharge/Overcharge;

So many missed opportunities…

Hope holosmith can do better.

And, Im very sad that engi won’t get a mecha pilot spec as mentioned here:
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523

and here:
https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Elite-Spec-Mecha-Pilot/first#post6366808

(Spoilers) So long Living story credability

in Living World

Posted by: lLobo.7960

lLobo.7960

It isnt so much of that that bothers me the ending left me confused in just wtf is going on he was in the machine doing what? and tami was like "ink’ made me feel like anet didnt even know what balt was even doing or trying to achieve was he trying to absorb prime’s magic? cuz tami said it would just primordus and jormag energy against each other. At what point did she say it would allow you to absorb magic? which he wasn’t able to do cuz we stop the mechine. I know that he was hoping to kill primordus to absore his magic at the point of his dead just didn’t seem like that is what he was doing.

I think he absorbed the dragons magic.

Why?
– Taimi finds out that putting the dragons energy against each other will blow up the world. The world didnt blew up. So energy was taken out of the equation.
– Balthy says, while in the machine, “I was weak, I feel the power now”. So he was increasing in power while sitting between the energies of the two elder dragons.
– By the end, there are a few, “energy left overs” flowing around for you to catch .

So, I think what goes on is Balthy was weakened, A LOT.
He sees the opportunity to absorb the magic in the bloodstone the cultists are medling with, so he steps in. But he is still week and need more. So he sees the opportunity to use us to get the elder dragons consumed magic.
Now he absorbed energy from one bloodstone and 2 elder dragons (to the point where they go nap time again). Why? What is he going to do with it and why was he weak in the first place?

"Leaked" Engie Spec

in Engineer

Posted by: lLobo.7960

lLobo.7960

- It’s sword.

- Doesn’t seems to be AI, just judging by the icons. Looks more like light focused with barrier and direct attacks (That big laser beam of the elite utility)

Will any engineers wear legendary armor?

in Engineer

Posted by: lLobo.7960

lLobo.7960

The funny thing with that leaked video is that the medium armor is not a trenchcoat… until you enter combat, then BOOM full on bulky trenchcoat with tons of weird bulky stuff. Looks like that halloween outfit, the ugly male version.

How to make shield more viable?

in Engineer

Posted by: lLobo.7960

lLobo.7960

The solution is to swap Pistol #3 with #4 (and improve traits but that is on another topic) and reduce shield CD by ~20%.
It is simple and easy.

This will accomplish:
– Pistol MH will be the condi weapon;
– Pistol OH will be soft CC (blind/immob/cripple) with a bit of condi (confusion);
– Shield is the OH hard CC and defense with useful skills and a solid trait and comparable to hammer.

Also:
– Full dps condi will still use p/p;
– When a bit of CC and defense is needed, Shield can be used without a major loss in dps; and
– Both Pistol OH and shield OH would complement a power setup and MH weapon.

It just makes so much sense.

Will any engineers wear legendary armor?

in Engineer

Posted by: lLobo.7960

lLobo.7960

Yes, but probably not for the looks.

- It’s a nice long-term goal to work towards.
– Stat swap is nice and you can swap runes. That would free a whole inventory bag for me.

My Engineer Balance Patch

in Engineer

Posted by: lLobo.7960

lLobo.7960

Med kit – _Med kit felt realy underwelming as support kit. We are buffing it’s condition removal abilities. New Grandmaster trait will increase it’s usability in group scenario (read about it bellow) […]

Problem with med kit is:
– AA is useless, heals less than water staff ele while doing no dmg.
– Bandages and others are clunky, underwhelming and only affect whoever steps on it first.
To be a support kit it needs better implementation on its functionality and values.

Toolkit – […]

Good changes, the AA needs desperate a speed increase.
I’d include there something to remove condis from turrets, maybe on the nailbox?

Turrets – […]

I dont think turrets should scale with player stats. The whole point of this kind of skill is to provide a source of dmg while the player focus on another stat, not to provide more dps to a dps player. So, for example, a player can focus on defensive stats and use turrets to provide some pressure while he defends/supports/controls the opponents. The dps of turrets should never be equivalent of active player dps.
Although, I do believe that a trait in the inventions line should improve turrets effectiveness, and toolkit and hammer should be able to better keep turrets going (heal and cleanse) as they are the defensive/control weapons of the engi/scrapper.
Also, turrets should have more value working than just blowing up…
IMO:
– Healing turret needs to have lower healing upfront and provide more healing while its up and on the burst. Give it a unique buff like the ele water healing aura.
– Turrets need a 50-75% CD reduction if you pick them up, maybe via trait.

Gadgets

- AED needs lower CD and to remove conditions BOTH on activation AND on death blow. If this happens it will have better synergy with traits (AMR) and could be used as a decent healing skill option to HT without the group support.
– I like the changes to mine and mine field but it might make it very clunky with the low range it has. Mine field also needs to remove boons.
– Change to UG might make it very OP (in pvp), even more with reactive lenses and rifle but burst, but sounds fun.
– Slickshoes nerf needs to be undone so engies can have a good breakbar tool again. With the recent change to stability it should not be a huge problem to pvp anymore. If anything, reduce the oil puddle uptime on pvp/wvw only.