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Kits - Should New (Engi) ESpecs get them?

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Posted by: lLobo.7960

lLobo.7960

Every elite spec introduced a new utility skill type to the class. This isn’t really unique to engineer. Kits are a type of utility skill, and while highly meta, they are not a class mechanic. That’s what toolbelt skills are. So more kits would have broken with the stated purpose of elite specs.

Yes and no…

Kits are intrinsic to the engineer as attunements are to eles or pets to rangers…

We got no weapon swap and use kits to cover for that.
The reason why 4 kits is the meta for condi is because the build focus on doing as much dmg as possible, and the condi dmg is spread on those 4 kits (bombs, nades, FT, mortar). If you need utility for anything (beyond some CC from fields) you would have to swap, most likely bombs, for something else.

Scrapper gave the engi a good weapon on its own. The auto provides might and hits reasonably well, it has defense, CC and a bit of burst. And yet scrapper still needs kits (on PvP/WvW) because it has no range. So we are forced to use EG for range and some condi removal.

Cadecus fight - Can't finish it my engineer.

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Posted by: lLobo.7960

lLobo.7960

As Dawdler said.
Any build should be fine as long as:
– Use your special skill to avoid his attacks;
– Break his breakbar with bloodstone fragments around the room; and
– Burst when he is stunned, get out of the way when he is not.

Shredder gyro

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lLobo.7960

You can get some burning out by placing it on top of napalm or fire bomb, but I dont think its that significant. The dmg it puts out is nothing really great…

I tried for a bit after the patch but couldn’t really find any good use for it.

[Suggestion] Juggernaut Trait

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lLobo.7960

You take juggernaut when you want to camp FT and have no other source of might or stability. The trait is great for overland pve maps like Orr, SW and HoT maps with big events. In this scenario you use FT for the high RoF so you can tag as much as possible and the stability keep you tagging among the CC going around the zerg.

Incendiary Powder is more useful on single target fights, like dungeon bosses or other instances. Where might (and stability) can come from other sources and you want to maximize your dps.

Mod amo, the third option, is actually nice on a power setup when using rifle and bombs.

So yea, its a good choice there, each with its use.

[Discuss] Engineer - Update - Feb 22, 2017

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lLobo.7960

  • Impact Savant: Needs to be reworked…Engi doesn’t have that many lasting stuns…especially since Gyro’s Daze was removed for whatever reason…

Purity of purpose

Official Skill Balance Thread: 22 February Update

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lLobo.7960

This suggestion has been posted many times on the engi forums and other places but never commented or slightly implemented. Hopefully it will get attention here.

Please swap Engineer Pistol #3 with #4 (OH Pistol).
With the changes to blowtorch and glue shot this is even more needed.
pistol MH should be the condi weapon, pistil OH the soft CC weapon, shield the defense hard CC weapon…

So please consider:
– Swap blowtorch to MH Pistol #3.
– Swap static shot to OH Pistol #4, slightly increase the confusion stack.
– Add torment to OH Pistol #5.
– Reduce shield CD by 20%.

With this, Pistol MH is the condition weapon;
Pistol OH is the condition, soft CC AoE option; and
Shield is the defensive/ hard CC option.
PURITY OF PURPOSE!

This would make P/S builds viable on many game-modes while keeping the P/P max condi dps builds intact.

[Suggestion] Swap pistol #3 and pistol #4

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lLobo.7960

Can someone ask/suggest that on the redddit AMA coming up?
I might not be able to, due to timezone…

[Discuss] Engineer - Update - Feb 22, 2017

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lLobo.7960

Yes, Power build got a bit of a bonus with the esplosives and SD dmg boost.
SD is still bad on many toolbelt skills though.

Our condi build is still (structurally) the same but got a nice dps buff and the aura.
Maybe condi groups in raids and fotm will want to take engies now.

The change to blunderburst and FT might make the celestial rifle (wvw) build viable again… maybe??

Buff to blowtorch is nice, but sadly blowtorch is still on the OH pistol and shield is still really bad on CD. So P/S is still not a good choice on any game mode.

The CD reduction on EU makes the perma-quickness build easier to go with.
Perma quickness with FT+25Might+burns might be a thing for PVE now.

On the other side…
– Riffle still lacks evades on #4 or #5 and still self CC.
– Gadgets and gadgeteer are still bad,
– elixirs still have bad CDs.
– Med kit is still a joke…
– There is still no purpose to keep turrets around.

[Suggestion] Swap pistol #3 and pistol #4

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lLobo.7960

Anet, cmon…
With the changes to blowtorch and glue shot this is even more needed.

Where is the purity of purpose??
pistol MH should be the condi weapon, pistil OH the soft CC weapon, shield the defense hard CC weapon…

- Swap blowtorch to MH Pistol #3.
– Swap static shot to OH Pistol #4, slightly increase the confusion stack.
– Add torment to OH Pistol #5.
– Reduce shield CD by 20%.

With this, Pistol MH is the condition weapon;
Pistol OH is the condition, soft CC AoE option; and
Shield is the defensive/ hard CC option.

PURITY OF PURPOSE!

New Builds After Changes

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lLobo.7960

I’d say that power build (bomb+SD) got some love with the changes.
Condi build is still (structurally) the same but got a nice buff.
The change to blunderburst and FT might make the celestial rifle (wvw) build viable again… maybe??

Sadly blowtorch is still on the OH pistol and shield is still really bad on CD.
So P/S is still not a good choice on any game mode.

Gadgets and gadgeteer are still bad, elixirs still have bad CDs.
Med kit is still a joke… There is still no purpose to keep turrets around.

Engineer Condition Damage aura

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lLobo.7960

The aura would improve our group utility, but +Condi Damage is the worst of all the auras.

Power from warriors is useful on ANY build, power or condi.
Precision from Rangers is useful on ANY build, power or condi.
Lifesteal from Necros is useful on MOST builds, power or condi.
Condi is useful ONLY on condi builds.

Keep this in mind.

Okay it’s a stretch but some power builds have traits that proc conditions and so a condi damage aura would improve their dps, if only slightly.

Condi duration aura would be better.
It would improve the application of soft CC like chill and cripple for breakbar disruption and would help with vul stacking… while also helping with the condi dmg for condi builds…

Skill Balance Coming

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lLobo.7960

Dear devs,

It is still time!!
https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Swap-pistol-3-and-pistol-4

please hear this plea of the few engineers left…
help us make shield viable. Reduce its CD and swap pistol #3 and #4.
So we can have an OH hard CC/defense, and an OH soft CC/condi.

Purity of purpose!!

It’s still time!

ANET, please help us engi's.

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lLobo.7960

It would also be nice, though perhaps too much wishful thinking, if ANet swapped pistol skills #3 and #4. That would make the pistol a condi mainhand, with offhand pistol and shield providing alternative means of control.

This… so much.

Purity of purpose!

cmon devs!!

Engineer Condition Damage aura

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lLobo.7960

It’ll also depend on the implementation of the condi aura as well. For example if it’s a trait, it may get engie’s a spot back in raids, but the cost may be to run a ‘mandatory’ condi aura trait, in a now mandatory trait line.

If AngelsShadow.7360 is right then it’ll be in Arms replacing 10% of precision into condi damage.

Engineer: We wanted to boost up less used traits and give the engineer some group support, so Health Insurance now is Alchemy distribution: it provides up to 150 condition dmg to allies while using med kit.

Yes, in alchemy line…

Pick the most useless skill/trait

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lLobo.7960

https://wiki.guildwars2.com/wiki/Health_Insurance

There is no way to beat that…

[Suggestion] Swap pistol #3 and pistol #4

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lLobo.7960

Bump this for wednesday patch…

Cmon ANET!!! Its a quick fix, should be easy to do and would help core engi a LOT!

And reduce shield CD by 20% !

Two Possible Next Weapons For Engineer

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Im betting for a MH Dagger or Sword, we have a shield that has zero sinergy with the mh pistol, because the main skill damage (Blowtorch) is locked in the oH pistol.

If they would swap pistol #3 with pistol #4, and then reduce the CD on shield by some 20%, it would make shield a really good defensive OH option. And pistol OH would be a decent option for a power OH, with a cleaving blind and aoe imob/cripple.

ANET, please help us engi's.

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lLobo.7960

Bombs are our top power dps atm. And PBAoE too… so very good. Bomb Auto is one of the best AA on the game, AFAIK.

Power core engi (with bombs) is our best power dps, with riffle providing great burst and CC.
Condi core engi is our best condi dps, but lacks decent group util.
Scrapper is a support spec, but gyros don’t provide any reasonable support to bring in a raid/dungeon situation.

The problem with core engi (in pve) is that although our top dps builds are good dps, they don’t do much for the group to justify bringing one. So we need more dps or more support without loosing dps…
Seems we are getting a bit of support according to rummors (party condi dps buff)

The problem with scrapper (in pve) is that gyros are bad.

Its a cold night in Kryta.

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lLobo.7960

Except that all the 5 kids are actually one kid with a multiple personality disorder.

Everyone has the same game on their drives, everyone got the same patch.
If anyone is not playing some part of the game content they only got themselves to blame, not Anet.

Better yet…
On your analogy, all kids got the same pack of gifts, with oil, socks, nintendo ds, candy and lego… but they are all spoiled little pricks and keep complaining that they don’t like any of it and they wanted a barbie doll.

(edited by lLobo.7960)

[Suggestion] Scrapper gyros rework

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lLobo.7960

I know, I know, its never going to happen…
But just for the sake of it, imagine if we could keep the flavour of scrapper improve the functionality and loose the bad AI with a rework!

What if scrapper worked more like herald?

You get a fuel bar that recharges with time (similar to energy or initiative).
Your gyros become something similar to facets. You activate them and they drain fuel while active (for healing, purge, bulwark, shredder) or just consume a certain amount of fuel when activated (for function or blast).

You can blast the gyros when they are active (for gyro destruction bonuses or to manage fuel consumption) giving them a CD for reactivation… Just like facet consumption. Maybe give each gyro a unique special effect on explosion.

Keep the gyros flying around as a cosmetic indication of it being active, but maybe make it invulnerable (a bit like function gyro).

Set fuel consumption according to the bonuses provided for balance (no perma stealth).

Give function gyro something to do in PVE too…

(edited by lLobo.7960)

Scrapper needs a trait rework in PvE

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lLobo.7960

Scrapper was meant to be a defensive support and control spec. not dps.

The problem is Gyros are useless in PvE.
If Gyros could be maintained in any meaningful form and had meaningful bonuses to pve scrapper would be a good support in group content.

But, at the moment, bulwark gyro doesn’t offer enough defense, healing gyro doesn’t offer enough sustain, explosive gyro doesn’t offer enough breakbar dmg, purge is meh, shredder is a joke…

Kits - Should New (Engi) ESpecs get them?

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lLobo.7960

Specializations add new utility sets, not add onto existing sets. Warriors didn’t get new shouts, elementalists didn’t get new glyphs, and engineers didn’t get new kits.

The purpose of adding future elite specializations is to expand the class into new directions, and give us a new playstyle the profession didn’t have before. Not to be rude but there are already multiple suggestion threads and this conversation is seriously pointless and misunderstands the actual purpose elite specializations.

If your head hurts, leave the computer and go take a rest.

Sorry, but kits are much more than just another utility skill.
They are a core mechanic for engi just as much as the toolbelt, or as ranger pets, or warrior burst skills, or ele attunements.

Classes are not limited to one, and only one, mechanic. Thieves have steal and initiative, revs have legend swap and energy… Some class mechanics are spetial skills (f1-5) some are not…

Engi kits are a way to suplement the lack of weapon swap and to give the class the adaptability it has.

Druids get new pets, Berserk gets new burst skills for all weapons, necro gets a new shroud, and so on and so forth…

No other elite spec will ever get kits as its core utility. Too much work to make 5 kits in one go.
But if engi elite specs could get one kit each, it would greatly improve them.

For example:
Scrapper kit: Remote control -> Actively controls your function gyro. Needs function gyro to be available.
(Scrapper hammer is focused on melee defense and control, a good combo with it would be a ranged option)

  1. -> Shoot – your function gyro shoots a projectile at your target. (900 range, RoF similar to riffle, dmg lower than riffle AA)
  2. -> Lock on – your function gyro flies toward your target and shoots a volley of scrap bullets. (gyro flies a max of 300 than fires with 900 range. each hit causes bleeding)
  3. -> Trip – your function gyro flies towards your target and explodes on its legs. Short Knocksdown and cripple. (activates gyro destruction traits, function gyro on CD)
  4. -> Defend – your function gyro flies around you. The next attack that would hit you will instead destroy the function gyro (activates gyro destruction traits, function gyro on CD)
  5. -> Refuel flight – your function gyro refuels your active gyros. The amount of refuel depends on the number of active gyros: 1 gyro-100%, 4 gyros – 25% each. Function gyro explodes (activates gyro destruction traits, function gyro on CD)

There, now scrapper can use its function gyro on PvE to supplement its lack of range or to help it with gyros. Heck you can even make #5 heal/OC turrets too…

Kits - Should New (Engi) ESpecs get them?

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Posted by: lLobo.7960

lLobo.7960

Kits are much more than just a type of utility skill. They are part of the engineer core mechanics as much as attunments are part of Eles and pets are part of Rangers.

Kits are there to cover for the fact that engi can’t swap weapons, so you can use a kit to swap to new weapon skills to cover your weapon deficiency (range, defense, utility, AoE, Melee, etc)

Despite that, the Scraper never got a kit.

Its quite clear that no one is ever going to get a elite spec based on kits (or summoned weapons), as that would mean creating 25 new skills (5 kits), plus the new weapon ones and class mechanics…

But, I honestly think Engi should get one new kit with each elite spec.
Just like druids got new pets, engies should get new kits too!

Imagine if crapper had a kit called “remote control” that would send your function gyro to do things around (attack, buff, block, refuel an active gyro, etc), finaly you could have a use for it in PvE.

So, do you think engi elite specs should get new kits, as part of their class mechanic?

Two Possible Next Weapons For Engineer

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lLobo.7960

All core engi weapons are mostly mid range, with kits covering long range and melee.
Riffle -> Power-based, Hard-CC, hard burst, mid range;
Pistols -> Condi-based, soft-CC, MH sustain, OH burst, mid range;
Shield -> Defense, hard-CC, mid range (reflects, and ranged cc)

Bomb -> PBAoE melee
Nades -> Range AoE
FT -> Melee cleave/cone
EG -> range support
MK -> Long Range AoE

Scrapper gave engies a good stand-alone melee weapon to relieve it from kits:
Hammer -> Power-based, Hard-CC, defense (block and reflect) soft burst, melee;

What engi needs is a power-based (or hybrid) mobility-focused melee main-hand weapon.
Fast chain auto attacks, evade frames, flurry moves, short CD dash/teleport.
And that is sword.

S/P would be a melee combo with soft ranged CC (and that would be even better if they swaped P#3 with P#4, so you get a fully soft CC focused OH) and S/S would be a good combo of mobility attack and defense (and even better if they reduced the shield CD by 20ish %)

Not only would be great to get a sword, but getting a MH weapon would force them to look at our OHs so they work together.

(edited by lLobo.7960)

Today's delay reminded me of toxic players

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lLobo.7960

Jormag attacks ANET directly……..that is unexpected.

If Jormag can attack Anet at their office, it can attack anywhere!

Today's delay reminded me of toxic players

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lLobo.7960

That’s Anet’s fault!
They spoiled players removing server downtime in update/patch days, so now people take their time off on patch days to play.
So now that the patch is delayed they lost their precious time sitting around playing the game without the patch they expected to have.

If the servers were taken down every time there was a patch people wouldn’t take time off their precious days to play the second it goes live. Then they would be happy that there is a delay so that they can play a bit longer.

/s

A build without so many kits?

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lLobo.7960

It really depends on what you are looking for.

The scrapper with flamethrower is a very sturdy build if you find HoT content a bit too hard. It also has great projectile reflection uptime for ranged heavy enemies (I use a lot against some of the bandit bosses from current events)

If you want to cover the map faster then rifle with rocket boots and streamlined kits (in tools line) is the best option. Perma swiftness and 2 jumps on short CD. You can combo it with bombs for max power aoe dps.

Buff the under-used

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lLobo.7960

Honestly, it all few pointless.

The community here makes tons of great suggestions, analyses and requests.
It all gets ignored.

So many posts and comments on how to improve riffle and why. We got the dmg from jump shot moved around from jump to land.

When Scrapper was released, Devs said that they would improve the Function Gyro to be of use (in PvE), it was released incomplete. All we got was nerfs to other gyros to the point that gyros are in general useless in PvE.

I really don’t see the point anymore of posting here if it doesnt get any attention at all from devs…

How would you redesign the engineer?

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lLobo.7960

Or maybe it does, bieng so dpendant to kits seems quite unhealthy for the class, name me a build that has been in the meta with 0 use of kits.

Rifle engi with full elixir utils.

Was great in WvW and PvP before all the projectile defense from HoT.

[NA][OCX][Raids]Bran's Mistake[XI]

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lLobo.7960

If you take experienced players (NZ timezone) that want to start raiding, pls let me know. (PM in game or here)

Is Scrapper worth it?

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lLobo.7960

Engi can be great fun in all game modes.

Scrapper has its uses in PvE also.
It has great defensive capabilities that help on harder content (like HoT) and can do very well on overland zergs with the Flamethrower.

Core engi is better than scrapper for a pure DPS role when you don’t need to generate your own might (although you could with combos).

Flamethrower feasible in any aspect of WvW?

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Its quite useful on condi builds if you trade it for rocket boots.
The toolbelt is better than RB and offers a big condi burst.
The auto-attack can be used to quickly clear camps too.

Grenades vs Retaliation (Video)

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lLobo.7960

Personally, I think they should rebalance grenades to throwing one at a time (including buffing the related traits on the Explosives line). I can see how they thought a trait to throw two grenades at a time was a good idea. I can see the balance reason to switch to throwing two baseline and three with the trait, however ludicrous the idea of throwing three grenades at once might be. Now the trait is out, though… seriously, there’s no need for engineers to continue chucking out grenades by the handful. Revert it to the more sensible single grenade, and buff accordingly.

No,
Use mortar if you need a single projectile.
We don’t want to have a single attack better than everything else. Thats the great thing about engi, you have a kit for every job.

Nades have multiple hits so they can trigger multiple “on hit” and “on crit” effects. That is what makes them better than bombs for a condi setup (with the on hit/on crit bleeds).

Any Engineer PvE Build?

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lLobo.7960

I mostly use this for overland PvE:
http://gw2skills.net/editor/?vdAQFAUlUUh+uYfWwkLQ7FLdG03svduBDexb441DQ3B-TxRBQBUS9nrs/o8AP6AIjSsH8AAGpSQAcBACAcAc+5BgzP/8zP/8m+8zXf9zLFgNysA-e

The combo of riffle, rocket boots, super speed and swiftness makes traveling super nice and easy. Mortar and bomb fields make AoE blinds and debuffs easy, the AoE chill is quite nice on the new destroyers. Against champions and elites you have great break-bar dmg and can get away easy with your mobility in case you need some room for breath. Great healing and might stacking with lots of blasts and water and fire fields.
The idea is mostly to be very mobile and kill things before the blind fields wears off.
Use the bomb auto-attack as your base AoE dmg and burst with blunderbuss+jumpshot+rocket kick+prybar+throw wrench.
For breakbars, try to get the magnetic bomb + BoB + Overcharged Shot. This will finish most breakbars, you can add magnet, glue bomb, net shot, and freeze shell before the main combo if you need some more. When you stun the champ/elite, go with your burst combo (try to pre-cast Orbital Strike before Overcharged Shot), the burst dmg on a stunned champ/elite is amazing.

I find this the most fun overland pve build for my engi. It has great potential and can do quick work of multiple enemies or single powerful foes. Lots of utility, mobility and all that.

For Power engi on dungeons there are a few changes you would make from this, as buffs are provided by others in the group so you can focus even more on dmg.

Is Engineer Ever Getting More Kits?

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lLobo.7960

Nothing. Kits are awesome. Other utilities? Not so much.

even Med kit?
or is it so bad that its forgotten?

Is Engineer Ever Getting More Kits?

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I think maybe we should fix the ones that need it, before we create new kits and skills.

First off, everyone is saying about a fix…. but what they have to fix? what is wrong with kits?, no one is pointing what is the issue.

Nades – They are slow. Granadier feels like it should be baseline, or at least the speed. Make the speed baseline and give the trait a CD reduction, and merge with the fall trait so we can have elixir bombs back!
Bombs – After-cast is terrible. underwater bombs is how it should work. Swap glue bomb for the magnetic one (from streamlined kits) so we have more active control on the kit, not passive. Elixir infused bombs needs to be a thing again. Give engies the ability to heal/support their team with water fields and blasts + bombs.
FT – smoke vent needs to be a short smoke field
EG – that auto needs more range, its the only ST ranged kit we have, and sometimes the only ST ranged weapon we got. It needs to reach further than pistols.
Tool Kit – Make the auto-attack faster. Its slower than hammer! And make it worth it to keep turrets alive with it. TK is supposed to be the kit you use while having your turrets around, so you use the kit to keep the turrets alive. But turrets are hardly worth it to keep alive instead of blowing them up ASAP…

Now you could argue that those are not really NEEDED fixes… but here is where it gets hairy.

Med Kit…
This is completely broken.
Its hard to even find suggestions to make it work.
The “auto-attack” is useless. It heals less than a ele staff auto-attack, and it cant heal the engi.
The packs are small and can only be picked by one player. Thats is terrible. They need a larger “hitbox” and affect up to 10 people.
The kit needs a water field if its ever to be used.

When does halloween end? answering is OK...

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lLobo.7960

They are all too busy farming the labyrinth to reply.

Next Expansion Suggestions

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lLobo.7960

To Vabbi!

and 15 more char

[Suggestion] Guild Airship

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lLobo.7960

This is an amazing Idea.

I think this could really add some depth to WvW and such.

[…]

The Idea was exclusively for pve though. As the main use of the airship would be to open new map instances, something you can’t do in WvW for obvious reasons.

Is Engineer Ever Getting More Kits?

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lLobo.7960

Kits are one of the engineers class mechanics, along with the toolbelt. They are the reason engies don’t get to weapon swap.
Just as eles can attune swap, engies can equip kits.

I was very disappointed that Scrapper didn’t give engies a new kit.
They could change function gyro into a kit! Then it might be useful on pve…

[Suggestion] Guild Airship

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lLobo.7960

A guild airship would be a way for guilds to start new maps and run map wide events with guild bonuses and inviting people to join by taxing into the map.

  • Activated by talking to an Airship Captain NPC in the guild hall and selecting a map destination.
    – When activated, a new instance of the map is created (like megaserver) with a Guild Airship on a predetermined location on the map. The airship have a guild portal and a WP.
    – This instance can only be accessed by the Guild portal or taxing. It cannot be reached by normal WP or zone portals. In this way the Guild can create events and invite openly on LfG (taxi people in) or have a guild-only map to run events.
    – Zones that the airship can be used are limited. No starter zones!
  • The airship provides zone-wide buffs, depending on what the guild has set up.
    – Similar to WvW keep buffs
  • Upgrades available to the airship to include merchants, repairs, TP, bank…
  • The airship have a set CD (24h?) and can be dismissed by a guild-leader (or certain ranks) talking to the ship captain.
    – Upon dismiss people on the map will get notification and be sent to a normal map within a set timer.
    – If the map goes inactive (low population), the airship is dismissed.

Your Class's Peak

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lLobo.7960

Im surprised theres no FGS meta recall yet. All hail the Elementalist overlords.

This.

The days of the old D/D cleric ele in WvW, even before celestial, before RtL nerf, were epic. Get 20 people chasing you, pretend to be stuck on a rock, FGS#4+FGS#3… profit.
D/D ele had such a great gameplay in PvP and WvW

On PvE, the first time people saw what zerker ele with FGS could do to a dungeon boss against a wall was amazing. It changed dungeons forever.

Engi used to be such a fun class to play on WvW too.
P/S condi or the old Cele Riffle were great. When stacking boons actually required some actions instead of just passive traits, placing those well timed finishers on your fields. I used to love to get people knocked off cliffs with engi…
And the 100nades build was funny too.

Am I the only one who wants a documents copy

in Engineer

Posted by: lLobo.7960

lLobo.7960

Just sayin’.. if Rocket Boots had been designed for HoT, it’d break stun, grant might, evade the entire time, and bake me cupcakes.

Rocket boots used to be 1200 range and affected by swiftness and supperspeed.
That made engineers really good at going where they were not supposed to. It was even better than RtL from Eles.
They nerfed so we couldnt reach out of boundaries…

Then they added gliding and we got nothing back…

It was a stun break.
The only nice thing of it is that is a blast finisher and removes movement impairing condis. So you can use on a smoke field to run away in stealth.
This tactic used to be a stapler on the old wvw bomb builds

(edited by lLobo.7960)

Race for Engi...which?

in Engineer

Posted by: lLobo.7960

lLobo.7960

Yes Asura Rules ALL

Except that one sylvari engi that was more intelligent than all of them.

On a serious note, I tried asura engi he is just one of my crafters now.
Although I like the technology side of the asura for an engi character, it pained me to see my magitech asura using charr turrets while those inquest engies get the cool laser shooting magitech turrets. That and the tiny weapons and clipping toes and ears on armor killed it for me.

Rocket boots buff

in Engineer

Posted by: lLobo.7960

lLobo.7960

It actually used to have a stun break, but for some reason the devs didn’t like this, sadly.

They changed because back then all stun breaks were on gadgets, so they moved it around.

I really don’t understand this dmg buffs on rocket boots.
If it was supposed to be used as a dmg skill it would be ground targeted so it would behave a bit like jump shot.

This buff makes no sense at all!

Suggestion:

Make it ground targeted, so you can use as dmg without leaving the fight.
Include evade frames.

OR

Remove dmg from the jump and move it to rocket kick.

Rocket boots buff

in Engineer

Posted by: lLobo.7960

lLobo.7960

Haven’t been in game yet,
Did they buff rocket kick (the toolbetl) or the actual rocket boots?

If they buffed the rocket boots, then they really are out of touch with what is going on.

Race for Engi...which?

in Engineer

Posted by: lLobo.7960

lLobo.7960

Im an environmental engineer in RL, sylvary engi was the only reasonable option in game.

[Suggestion] Elite Spec - Mecha Pilot

in Engineer

Posted by: lLobo.7960

lLobo.7960

What I would want to see in the next possible elite spec is an expansion on condi, and it could even work within the mech suit archetype.

New Weapon: Main Hand Mace

If you see the post I linked before, where I based the description of the spec from * https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523 ) he makes it with mace and sets more focus on condi.

I think we already have a condi MH weapon, and what we need is a power based MH.
And again, something with mobility. Thats why I’ve adapted his post to be more focused on power dmg and good mobility when not in the battle suit.

[Suggestion] Elite Spec - Mecha Pilot

in Engineer

Posted by: lLobo.7960

lLobo.7960

Utility Skills:
Suit Modules work like glyphs, they can be activated in or out the battle suit for different results.

  • Life Supporting Mod – 3x Pulse Healing Skill. Stun-breaker.
    • Off Suit: Heal yourself and recover endurance with each pulse.
    • On Suit: Block all incoming attacks while healing yourself with each pulse.
    • Toolbelt Skill: Elixir Blast – Splash yourself and surrounding allies with an Elixir, Removing 2 Conditions and becoming a Mobile Water Field for a short time. Counts as an Elixir Skill for traits.

[will continue later]

(edited by lLobo.7960)

[Suggestion] Elite Spec - Mecha Pilot

in Engineer

Posted by: lLobo.7960

lLobo.7960

Weapon: Main Hand Sword

When not in the battle suit, the pilot focus on moving quick to get to his deployment location, the sword is a mobile weapon that helps him do that and cuts through anything in his way. Of course the engi have adapted normal swords to act with a vibrating force increasing the efficiency even against hard rock (destroyers) foes.

  • Vibrating Slash -> Evasive Slash -> Disrupting trust – Chain Combo. First strike causes vulnerability, the second gives a small evade frame and the third removes a boom.
  • Supersonic dash – Dash forward to your target using the sword to break apart the air resistance and release a sonic boom on hitting an enemy. Removes movement impairing skills and and applies a short (1 sec) stability.
  • Hyper-vibrations – Overcharge your vibrating sword to deliver a fast series of attacks while evading attacks. Applies bleeding with each hit.

Traits:
Just gonna touch on the Grandmaster Traits real quick, as they affect how your Exo-Suit functions.

  • Defender’s Loadout – Your Exo-suit is outfitted with Weapons designed to Control enemies and Protect Allies. With Defender’s Loadout, you take 10% Less Damage and Condition Damage while in the Exo-Suit, and incoming Stun Duration is reduced by 25%. However, Attack Speed is decreased by 10%.
  • Assaulter’s Loadout – Your Exo-suit is outfitted with Weapons designed to deal massive Damage and Condition Damage to enemies. With Assaulter’s Loadout, you deal 10% more Damage and Condition Damage while in the Exo-Suit, and Attack Speed is increased by 15%. However, Incoming healing is reduced by 15% and energy consumption increased by 10%.
  • Medic’s Loadout – Your Exo-suit is outfitted with Weapons designed to Heal and Support Allies. With Medic’s Loadout, Boon Duration and Outgoing Healing is increased by 15% while in the Exo-suit. However, Outgoing Damage and Condition Damage is reduced by 10%.[/quote]

(edited by lLobo.7960)