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[Suggestion] Elite Spec - Mecha Pilot

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Posted by: lLobo.7960

lLobo.7960

Addapted from a post by TheSweed: https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523

The idea is to create a combat form to the engi (similar to the deathsroud or celestial avatar). The transformation is slow moving (no mobility skills) while the weapon of choice gives the engi the mobility he needs to get to the combat. The skills in the transformation (battle suit) have short CD but consume energy. Energy regenerates with time and is kept at 50% out of combat.

Mecha Pilot

Weapon: Sword Main-hand
Skills: Suit Mods (Similar to glyphs)
Prof. Mechanic: Battle-Suit
Mechanic: The MP gets an energy bar that slowly regenerates. It can activate their Battle-suit, creating a mechanical armor filled to the brim with weapons and utility that is specialized by your Grandmaster Traits. Battle suit skills uses energy.

Battle-Suit Skills

  • Rail gun – Fire a High caliber burst shot (Similar RoF to Flamethrower) that pierces through enemies, causing an effect depending on Loadout. Acts as a Projectile Finisher.
    • Defender’s Loadout – Causes Vulnerability on enemies struck.
    • Assaulter’s Loadout – Causes Bleeding on enemies struck.
    • Medic’s Loadout – Heals allies it passes through.
  • Wrist Launcher – Fire a wrist-mounted missile at your target, causing an effect depending on Loadout. Acts as a Blast Finisher.
    • Defender’s Loadout – Fire a concussive missile that Weakens enemies struck. Repair turrets in the area.
    • Assaulter’s Loadout – Fire a Explosive missile that deals more damage and Burns enemies struck. Counts as an explosion for traits.
    • Medic’s Loadout – Fire an Elixir-infused missile that deals less damage and Heals allies in the blast radius. Counts as an elixir for traits.
  • Mecha Slam – Strike down with a heavy overhead blow, creating an effect depending on Loadout.
    • Defender’s Loadout – Pull all enemies towards you with a Magnetic shockwave and grant Protection to nearby Allies. Overcharge all your turrets in the area.
    • Assaulter’s Loadout – Cause an explosion of static energy that Knockdown enemies and grant Fury to nearby Allies. Counts as an explosion for traits.
    • Medic’s Loadout – Create a wave of healing energy, Healing nearby allies and Cleansing a condition. Counts as a elixir for traits.
  • Micro Munitions – Unload a volley of miniature missiles at the target area, causing an effect and a Combo Field depending on Loadout.
    • Defender’s Loadout – Fire Flashbangs that Blind and Taunt all enemies struck. leaves a light field. Turrets in the light field gain retaliation.
    • Assaulter’s Loadout – Fire Napalm that deals increased Damage and Burns enemies struck. Leaves fire field. Counts as an explosion for traits.
    • Medic’s Loadout – Fire elixir-infused missiles that Heal allies caught in the blast and grant them Regeneration. Leaves a water field. Counts as an elixir for traits.
  • Forcefield – Create a big energy dome that blocks projectiles, along with a secondary effect depending on Loadout.
    • Defender’s Loadout – Grants protection and retaliation to allies. Turrets in the dome generate reflective fields (as the trait advanced turrets) after the dome expires.
    • Assaulter’s Loadout – The dome reflects projectiles and generates a EMP at the end removing booms from enemies struck.
    • Medic’s Loadout – Dome lasts 2x longer and pulse heal allies inside it.

(edited by lLobo.7960)

Scrapper trait line is a good thing

in Engineer

Posted by: lLobo.7960

lLobo.7960

Scrapper is supposed to be a defensive support Elite spec.
the problem is, your support comes from gyros, and they are crap.
Function gyro is nearly useless in pve… and Anet knows that, they said they were going to try to add something more to it but never did…

We can only hope for a nice offensive support / dps elite spec for the next one…

Race for Engi...which?

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Posted by: lLobo.7960

lLobo.7960

Asura can give you a really high-tech engi feel and look. Their cultural armor fit engies really well and their racial skills can give you even more flavour.

Charr are nice thematically and playing their part of the story as an engi can be really fun.

Norn can look extremely bad-kitten as engies, like hell angels biker look with your wrench and rifle.

Sylvari are great as engies. They are extremely curious and eager to learn. They also get knowledge from the dream of dreams before being “born”. So you can start with a lot of collective knowledge from previous sylvari, including scarlet, who was a engineer… Scarlet, by the way, was way more intelligent and capable than the asura or char, it seems.

Pride of the Engineers!

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Posted by: lLobo.7960

lLobo.7960

I’m using the scrapper trait line but not hammer nor gyros. And I think most engies tend to do that: simply use whatever they feel can be useful in their own way, and never forever. What I mean is, Scrappers are still engies.

I tried that but with the exception of the flamethrower build for zerging (and even that uses hammer when not camping FT), I dont think the scrapper line works so well without hammer (on pve).
– The function gyro has very little use in pve.
– Impact Savant and expert examination looses half its functionality, as engineer has very few stuns and dazes (toolbelt for ram and AED are the only ones I can think of), most CC is knockdowns, knockbacks and blowouts.
– Decisive Renown is nearly useless in PvE as it doesn’t trigger when you kill a mob…
– Hammer and gyros are our only source of lightening fields, so shocking speed doesn’t really work well without hammer or final salvo…

Anyway, feels like if you take scrapper without a hammer you are loosing half the functionality of the traitline.

Pride of the Engineers!

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Posted by: lLobo.7960

lLobo.7960

(everyone is now scrappers)

Engineer is one of the few, if not the only, profession where the elite spec is not mandatory for meta builds. It can be useful in certain situations, but most optimal builds (for pve) do not use scrapper. Even in PvP you can do just fine with core engi…

Extended Off-Season and Other Updates

in PvP

Posted by: lLobo.7960

lLobo.7960

It could work like the option for conquest/stronghold.
You tick the boxes you want to queue for and go for it.
Would be like:

[ ] Solo Queue
[ ] Duo Queue
[ ] Group Queue

With Solo grayed out if you are on a party, and duo grayed if you have more than another player on your party…

So if you are going solo, you can tick all the boxes to join games faster against/with 2,3 or more players.

Gadgets

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Posted by: lLobo.7960

lLobo.7960

Infinite Mist Potions

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

Mystic Forge Recipe:
– 10 <type> potions
– 5 large <type> potions
– 1 Infinite <type> potion
– 1 Gift of Ascension
Result: Legendary mystic <type> potion: permanent 5 stacks of <type> buff when inside fractal instance.

Why do you love engineer? (PVE)

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Posted by: lLobo.7960

lLobo.7960

I love the engi versatility. I can play my engi in many different ways and be very efficient at it. Condi dps, zerg tag, solo overland high mobility, power dmg… anything really.

I love the engi style. I get to play as this really smart person that adapts all sorts of technology to help overcome challenges and explode things. Lots of explosions! When playing my riffle engi with granades and bombs I feel like an advance field unit, blowing things up across the battlefield.

Seeing the warriors and guardians scraping Teq/Claw fingernails with their shinny swords is almost comical to me. I much rather shoot it down with plasma grenades and mortar shells.

Story characters don’t take you for stupid if you are an engineer.

[Suggestion] Changes to Supply

in WvW

Posted by: lLobo.7960

lLobo.7960

Interesting idea. Looking forward to seeing someone more versed in use of supply than me to comment with their thoughts (I mostly roam when I play, so as long as we have enough for a cata or two we’re happy)

Yes, I am also looking forward to see what commanders and others think.

For roamers it would make that killing supply runners and taking camps and dollyaks would have a greater meaning on the supply stocks of the opposing team. Even more if the camps have low supply storage and map-changing removes your supply.

So a zerg arriving at a map would have its main supply source at it’s home tower or keep, instead of just flipping a camp for quick 100 supply or more.

[Suggestion] Changes to Supply

in WvW

Posted by: lLobo.7960

lLobo.7960

I see a lot of hatred towards teams that actively use siege in open field battles or that rely on siege too much.
Also, its not uncommon to see people invading objectives using a large amount of siege to quickly take down walls/gates.
All this is possible as supply is easy to obtain and hard to loose.

So I’d like to see what people think could be good changes to how supply is generated and kept. Some ideas I’d like to discuss:

  • Lost of supply on death: Players that get killed loose all their supply. This will impose a higher tax on zergs that get wiped, increasing the time needed to siege. Some synergy with other ideas below (outnumbered and spawn supply)
  • Supply steal on spike If a player gets finished by another player (spiked) the player finishing gets his supply. Some synergy with other ideas below (outnumbered and spawn supply). This could create some interesting focus on trying to spike players instead of cleaving.
  • Lost of supply on map-change: Players that get change map loose all their supply. This would prevent map-hoping for supply, but would also make it harder for defenders/attackers to map-hop offensive/defensive efforts. Good or bad?
  • Outmanned: The outnumbered buff could prevent supply loss on death. This could help servers with lower population to take back objectives or defend/repair such objectives.
  • Supply depot on spawn (under certain conditions): create a supply depot on spawn (supply generation and storage similar to camps now). This could be good depending on the conditions. For the last place of last match? For the last place of last skirmish? For outnumbered? This last one could be good for outnumbered servers to retake/defend their territory, but seems easily exploitable by map-hopping for supply.
  • Camps with reduced supply storage, but faster generation: This would make it that camps are more supply generators and towers/keeps are more supply deposits. Zergs would need to wait around on camps to fully resupply or set more supply-runners to their sieges. This would make objectives the main supply storage and resupply locations for larger zergs, but camps would be needed to generate that supply and dollyaks to carry it. Protecting your dollyaks would be then very important to keep your supply stocks full.

I would really like to see what other people think could be done (or if nothing need to be done) to the way supply is generated and stored in WvW.

[edit] added some things ad format

(edited by lLobo.7960)

2nd Elite Specialization and Beyond

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Posted by: lLobo.7960

lLobo.7960

MH sword or riot!

Mmm, enlighten me how mh sword would fit engineers thematic and not make us look as “another warrior”, i can see us using mh mace or mh dagger, but not sword :/

Sword would work nice for a “saboteur” or “special field ops” type of engineer. Not “another warrior” but more like a thief that uses technology over dark arts and poison.
The elite spec could use high mobility and evading attacks, utilities could be bionics, enhancements to the engineer by magitech implants (similar to signets) that can be overcharged for special effects. The unique weapon, a vibrating or a plasma sword.

Although I would still like to see my engineer using a sword with mobility and evading/parry skills to get in position on the battle field to activate his slow-moving-but-highly-effective battle-suit with Gatling guns on the wrists and rocket launchers on its shoulders.

(edited by lLobo.7960)

Power or Condi Engi PVE/Open map etc.

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Posted by: lLobo.7960

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.

Does shield need fixing?

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Posted by: lLobo.7960

lLobo.7960

If I remember correctly, S5(along with Oil Slicks) are one of the veeeerrrryyy few skills that hit through evades, like Blurred Frenzy, Pistol Whip, and Relentless Assault to name a few. So while it is a really long CD in terms of HoT skills and generally overall, it is extremely valuable for those abilities. I also agree that it sucks that unblockable skills end it, but that’s a necessary danger. If anything, it simply needs a small base cooldown reduction. 5-10 seconds per skill would put it in the ballpark of useable. Along with a change to S4 not rooting you I’d take it if MH pistol had more damage.

I dont think any Shield skill roots you in place anymore, for a while.
And yes, the skills itself on shield are very nice, I’d say is one of the best shields out there.
– S4 is a missile reflect, blast finisher and AoE knockback;
– S5 is a block, stun, projectile finisher and DOUBLE daze;

They have long CD’s because engi can use kits to get even more reflects and blocks, and that is taken into account, on top of being done with the old (pre-HoT) game design in mind.
With the changes in HoT, I think just a small CD reduction would be already enough to make them very viable without making it superior to hammer defense.

With that said, P4 and P3 swap would be great and make shield viable to slot in alone, but then who would use OH Pistol? And wouldn’t MH pistol be a little loaded with that much condi damage on one MH? If that did happened shouldn’t P5 change(cough it always has needed it)?

OH Pistol would still be used for full condi dps or AoE soft CC (blind and immo/cripple) for kiting.

(edited by lLobo.7960)

2nd Elite Specialization and Beyond

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Posted by: lLobo.7960

lLobo.7960

MH sword or riot!

Merge dungeons into fractals

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

I think the only way to get more people run dungeons, at least to revive them, is to have a separate daily for them like fractal daily. Put some reasonable reward and I’m sure this daily will encourage runs.

I completely agree with this idea! +1!

Don’t they have this already?
You get some extra rewards for running certain amounts of paths for day?

Does shield need fixing?

in Engineer

Posted by: lLobo.7960

lLobo.7960

Fix, no.
Tweak, yes.

As mentioned, swap pistol #3 and #4, then reduce shield CD by 15-20%.
This would make the shield, and the shield trait, quite usable when defense or hard CC is needed.

why anet design Gyro can do finish ?

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Posted by: lLobo.7960

lLobo.7960

I’m curious what’s his native language.
Just to understand where the structure and grammar are coming from.

Rifle as a power weapon kinda meh

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Posted by: lLobo.7960

lLobo.7960

Base engi was designed to use the kits autoattacks mostly.
Riffle and Pistol are for burst and sustain with their #2-#5 skills. Their Auto-attacks are not terrible, but not great. If you want good AA on base engi, you pick a kit for the ocasion:
Melee (in case projectile reflection):
– Bombs for power slower big hits PBAoE;
– Flame-Thrower for fast hitting mid-range ArcAoE melee; (great for triggering “on hit/crit” traits and sigils)

Ranged (in case projectile reflection is not a thing):
– Nades for mid-range AoE;
– Mortar for Long Range AoE;
– Elixir Gun for mid range debuff and condi;

Skritt Worker Contract Disabled

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

It would be funny if the loot you get got better if more people was using the contract on the same location… As skrits get smarter with more of them around…

Engineer's Return

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Posted by: lLobo.7960

lLobo.7960

Hey Ziggy!

  • Reactive Lenses can be used as a safe stunbreak, but if you want to go full dps, Static Discharge it is.

I Like reactive lenses on open world as a source of fury too.
If you open your combat with overcharged shot, you trigger the stunbreak and give yourself fury.
On champions this combos even better with breakbars, as you get the good breakbar dmg from OS and follow up with fury for your burst when the champ/elite is stunned.

  • Adrenal Implant beacuse of Excessive Energy. Kinetic Battery is great on condi builds though, since Excessive Energy won’t affect condi dmg.

I like Kinetic battery for the extra BoB or OS as mentioned, for breakbar situations or extra blast finishers. Just need to time things well.

Dungeons
<…>

  • You won’t need movement speed unless your party has no Mes / Ele / Rev … unless your party has a bad comp, so you can focus on damage and go with Takedown Round.

I still use a lot on PUGs for the magnetic bomb on bomb kit to gather groups of mobs or help with breakbars. But depends on your team composition and capabilities, true.

Engineer's Return

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Posted by: lLobo.7960

lLobo.7960

Figured, I definitely noticed other traitlines and the benefits of Scrapper not helping anything but the Hammer much, that’s good to know though! Thanks for the build template for Rifle I probably will never be able to stack a lot of might or the other things as I find it all confusing but maybe now and then I’ll try to figure it out a bit, thanks again!

Its just getting use to when to use skills.
– If you are dpsing, use OS right before Fire bomb.
– If you are removing a break-bar, use fire bombe before BoB.
– When fighting enemies with break bar, save your burst (blunderbuss, jump shot, prybar) to right after you stun the opponent, as they get extra dmg.

You can contact me in game if you need any help.
(but I live in NZ and got weird play-times)

Engineer's Return

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Posted by: lLobo.7960

lLobo.7960

I am a riffle lover myself and can’t really get myself to use hammer on pve.

That said, scrapper traitline, IMO, is way too much linked with hammer its stuns (#5-#3 combo) and function gyro is very useless on most pve scenarios.

For overland pve and dungeons I run something like this:
http://gw2skills.net/editor/?vdAQFAUlUUh+uYfWwkLQ7FL5F13+9fB44HmElIYCGAVFA-TxBBABB8AAwa/R5Re6AqU9nzUCCwFAoMlYBAOAO/8Aw5nf+5nfeTf+5rv+5FCY0CA-e
It gives you a lot of speed to run around the map (riffle jump+rocket boots+supper speed+swiftness) and get 100% crit chance (70% from gear, 10% from close range, 20% from fury). I use bombs autoattack when I can melee, and with the blind fields from mortar and smoke bomb, you can melee a lot. Also, bombs are PBAoE, so its great to clear trash. You also get a lot of breakbar potential with BoB, overcharged shot, healing turret detonation, magnet and all the soft CC (glue bomb, net shot, blinds and chills).
If you get a good rotation you can include a good amount of might stacking with all the blast finishers (turret, OS x2, BoB, RB) but you need 2 fire bombs to get them all to trigger (AFAIK). Kinetic battery is great as you can get 2 BoB or 2 OS on a row, and they do a LOT of dmg, or you can use healing mist twice for extra healing with blasts.

For WvW scrapper is great for the added defense. Someone posted a riffle scraper build around.

[Suggestion] Show Tyria to a friend weekend

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Or they could just download the game and play for free like normal.

Yea, but then you can’t go around showing them all the 11 wonders of Tyria for one night on your flying carpet while playing “A whole new world” on the background.

[Suggestion] Show Tyria to a friend weekend

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Would be cool if for a weekend you could invite a friend to the game, giving him a special f2p account where he gets only one character slot, a lvl 80 booster, a infinite “teleport to friend” and all WP unlocked.

- The acc can only be created by invitation of a current player
– All achievements would be locked
– Just one (or none) bags, and no access to the TP.

The idea would be so you can invite a friend (or more) to the game, and over the weekend take him on a tour around the world showing different locations and features.

What do you all think?

[Suggestion] Elite Spec - Mecha Pilot

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Posted by: lLobo.7960

lLobo.7960

I was thinking about a very mobile weapon (sword) and utilities (glyphs) so you can get positioned on the battle-field, and then when in place you get on your battle-suit with very strong dmg/debuf/defense (based on traits) but lower mobility.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Engineer Mecha Pilot spec.
Give engies a sort of deathshroud mechanic, where you fill up a energy bar and can jump in a big mecha/golen and use the energy to do BIG attacks (machineguns, lasers and rocket jumps!)

https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523

Shameless self-promotion. Ask and ye shall recieve!

Nice one.
Just some suggestions:
– I think we need a more power/mobility oriented MH weapon, so sword might fit better.
– I’d like to see the spec where you are very mobile and evasive, get to where you want to be in the battle/field quick, get your battle suit on and loose mobility to get great dmg/debuf or defense/support capabilities.
– It could be nice if the battle suit could work a bit like the ventary tablet when its not deployed, so it would follow you around and have some minor (F5) skill based on traits. This skill could use fuel/energy and be traited to be more effective at higher cost of energy/fuel so if the engi doesnt want to run the full suit he can use the battle-suit to support his build (a shield generator, a mobile rocked/machine-gun or something similar)

https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Elite-Spec-Mecha-Pilot/first#post6342543

[Suggestions] Future Elite Specializations

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Posted by: lLobo.7960

lLobo.7960

Engineer Mecha Pilot spec.
Give engies a sort of deathshroud mechanic, where you fill up a energy bar and can jump in a big mecha/golen and use the energy to do BIG attacks (machineguns, lasers and rocket jumps!)

[Suggestion] Elite Spec - Mecha Pilot

in Engineer

Posted by: lLobo.7960

lLobo.7960

I was just thinking, it would be very nice if engineers could get a elite spec similar to (or opposite of) druid. Where you fill up a bar and get a transformation. In the case of the engineer it would be a battle suit (similar to a golen, but more mechanical like the ones in Avatar or Matrix) giving you some big dmg and debuff skills.

Engineers have seen great advances in magitech and technology on recent years, and are finally putting it all to use on the front-lines. The Mecha Pilot implemented pieces of technology from different races to develop the ultimate battle suit.

ESpec mechanic: Battle suit (transformation, like celestial avatar or deathshroud, but focused on heavy dmg and debuf).
ESpec utility: Glyphs (or the same functionality but with a more magitech/engi name)
ESpec weapon: Sword (mobility and evasion)

The Battle suit would function a bit like deathshroud, where you build up energy, get in the battle suit kittene energy to fire skills with very low CD. The glyphs would be defensive/debuff focused in normal and when in battle suit it would be dmg/mobility focused.

Any ideas for skills?
Would the battle suit follow you around when not used, in a dormant semi activated mode?

Engineerfy weapons?

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Posted by: lLobo.7960

lLobo.7960

Another thing that would be interesting for a future Elite Spec for Engineer, or any Profession for that matter, would be a Elite Spec that not only introduce a new weapon to use but allow players to change the weapon skill as well into a new set of weapon skills.

Take Rifle for example with a future elite spec that introduce a new weapon but it also adds a new set of weapon skills for rifle focusing more on becoming a shotgun type weapon.

I like this also, even more because a lot of professions out there are going to run out of weapons sometime.

But Rifle is already a shotgun type (hip-shot and blunderbuss), so would be nice to get it as a 1500 range sniper weapon.

Also, I’d like to see more kits!

This is Halloween, Something Ghouly?

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

I want chainsaw weapons that do extra dmg to mordrem.
Not just sword and GS, I want a chainsaw everything!

Suggestion To Make A.E.D. Viable

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Posted by: lLobo.7960

lLobo.7960

- Make it instant cast;
– Make it remove (dmg)conditions on activation, then again if lethal dmg is taken;

This would make it more useful as a condi clear (when used above critical health), would make it more useful on critical situations (high pressure, critical health).
It would also make it combo nicely with gadgeteer and Automated Medical Response.

[Suggestion] Swap pistol #3 and pistol #4

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Posted by: lLobo.7960

lLobo.7960

Just wanted to put that out again since it has been a while and another point for this came into mind recently.

The idea would be to swap Main Hand Pistol #3 (static shot) with Off Hand Pistol #4 (blowtorch).
This would make:
– MHPistol your condi dmg dealing weapon;
– OHPistol your soft CC (with a bit of condi) weapon;
– Pistol/Shield be a more useful set (shield still need a good – 20%- CD reduction);
– P/P would still be a useful full condi dps set (maybe increase the confusion on SS to 5 stacks);
– Future specs that include a MH weapon (power mobility sword? pls!?) can then choose the OH better (soft CC + condi or hard CC + defense)

Surf and Turf achieve

in PvP

Posted by: lLobo.7960

lLobo.7960

Why is this time-gated to the PvP season if the map is not even in ranked?
Why is this time-gated at all?

Can we pls not have it time-gated?

Med Kit Suggestions Here

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Posted by: lLobo.7960

lLobo.7960

changing the medpacks to work more like a trap (larger AoE heal / buffs on activation) would be a simple change that would go a long way on improving medkit.
Then fix the auto-attack heal to be a targeted aoe cone and improve healing.

The "Bags within Bags"

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

We need a bag for bags.
An inventory bags where other bags goes. Like we have the trash, gear and crafting ones.

Then we would have a bag for bags with bags.

Not even kidding, this would be great.

When will LS3 part 2 come out?- Predictions [Merged]

in Living World

Posted by: lLobo.7960

lLobo.7960

Will they be in hot water if they do?

Or if they don’t? 0.o

This really gets my blood boiling. I am steamed that you could make such a remark.

Easy there. Take a cold shower. It’s just water under the bridge.

Yeah, it sucks when someone goes off the deep end…but water you gonna do?

Moist people wont get this.

Will Turrets ever be a thing again?

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Posted by: lLobo.7960

lLobo.7960

Riffle turret and rocket turret are good for tagging in events.
You can set a few turrets in key locations and run around with your FT to tag absolutely everything in some defense events.

If riffle turret could pierce would be cool

Engineerfy weapons?

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Posted by: lLobo.7960

lLobo.7960

We need a fast paced, direct dmg, melee spec with a MH weapon to go with shield and OH pistol.

I’d say Sword for a mobile melee spec. Sword seems to be the go-to for mobility fast strikes and evasion.

A vibrating sword that removes boons or a energy/plasma sword could be a good engi version of it. With utilities that are like cyborg adaptations working like signets (a passive bonus with an overcharge skill)

When will LS3 part 2 come out?- Predictions [Merged]

in Living World

Posted by: lLobo.7960

lLobo.7960

I’m a bit worried with the story going to a bay area on an archipelago and the recent disregard for underwater content/combat.

Are they going to complete ignore the underwater part of the bay/islands?
I hope not.

There is so much opportunity for good underwater content in the Fire Islands, I hope they don’t just ignore it.

AED buffs

in Engineer

Posted by: lLobo.7960

lLobo.7960

Having it instant cast would make it more useful when under pressure or when you know a big hit will come but you don’t have that long time to cast it (boss attacks).
Having it cleaning dmg conditions on cast would make it useful above critical HP as a condi clear. Even though it might make it harder to use on low hp against condi oppnents.
Using it as a condi clear when at high HP would make it sinergize well with AMR (so you can use it if you go below 25%) and with gadeteer (so you can have it on a short CD)

I dont think it would make it OP, as healing turret still offers better group support with water fields and regen, and gyro have aoe heals and get all the gyro traits (stabi, stuns, fields, super speed).
It would make a great self healing skill good for solo play to combo with rifle and inventions/tools…

AED buffs

in Engineer

Posted by: lLobo.7960

lLobo.7960

What AED needs to be useful:

- Instant cast
– Remove dmg conditions on cast
– Remove all conditions on lethal dmg

This way it could be used as a reliable condi removal or last resource heal on builds trading alchemy for inventions and gadgets.

Interesting twist.

I would like to stress that A.E.D will not ever become useful until it’s going to be desirable to use before you let your HP get depleted.

Slotting A.E.D is basically a contractual agreement that states that user will be forever between 0% health, and 60% health.

You can never actually be topped up, you’ll always be fearing for your life, being vulnerable to getting spiked.

I suggest A.E.D simply has a proportionately low cooldown of 15s when used, and lethal damage is not taken.

With this in mind, you can use A.E.D early, even precast it to mitigate a future damage/condition spike, and not feel like you have the worst heal skill ever.

The way I see it, AED could be used (if the proposed changes I made are applied) to cleanse conditions and give a small heal while using above 25% hp, using the CD reduction from gadgeteer and some “on-healing skill use” procs. This could relieve the engi from always using Alchemy to deal with conditions. Then, it could be used to “avoid” a lethal attack (boss wipe attack) to save a dodge (or if you are out), but needs to be instant cast for that. And last if you have AMR, it would come out of CD under 25% so you could use it again if under heavy pressure.

AED buffs

in Engineer

Posted by: lLobo.7960

lLobo.7960

What AED needs to be useful:

- Instant cast
– Remove dmg conditions on cast
– Remove all conditions on lethal dmg

This way it could be used as a reliable condi removal or last resource heal on builds trading alchemy for inventions and gadgets.

[Suggestion] Crafting skill transfer

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

I’d say make crafting account-wide, but it would invalidate the reason anyone bought additional crafting licenses short of a refund.

Don’t need to be acc wide, as some people will want to lvl up by crafting.
But having an option to transfer/copy crafting progress to another character would make it great. Even more now that recipes are acc wide.

[Suggestion] Crafting skill transfer

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

I’d like to ask/suggest a way to transfer crafting skill between characters.
So if you have a character that you dont want anymore but have 500 of a crafting discipline, you can move that investment to another character.

Maybe a recipe to craft a (acc bound) notebook that when used set the user crafting skill in that discipline to the level of the crafter who made it.

In my case, I’ve made a new engi and the old one is only not deleted because it is the 500 huntsman. If I could set my new engi with my 500 huntsman it would make life easier so I dont have to relog to the old character every time I want to craft something.

Condi Engi Sigils

in Engineer

Posted by: lLobo.7960

lLobo.7960

there have been a lot of discussion about this.

Although you can get different opinions, seems to me that the best is:
– Bursting if you are dealing a lot with large group of foes (trash)
– Geomancy is you are going into more single opponent fights (bosses)

The difference is minimal in any case.
I like bursting more as it is good on ranged fights. Just wish the dmg multiplier was applied like the berserker runes…

Anniversary Sales (What do you want?)

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

- Bank tab
- bag (inventory tab)
- shared inventory slot
- electromagnetic glider and toy combo

(edited by lLobo.7960)

Fave gw2 profession?

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Engineer.

It fits the game world, a mix of magic and technology.
It fits the personal story, a pact commander with field missions using technology and magic to take down his foes. And you get more dialogue options.
It is good in all game modes.
It has amazing versatility and different playstyles
It has great skill level and complexity (although the rewards for it are not so great)
It looks cool with a flamethrower.
Explosions, duh!

[PVE Build] Bomberman

in Engineer

Posted by: lLobo.7960

lLobo.7960

This is a build idea for FotM/dungeons (maybe raids?). I’ve been using a variant for general solo pve with good results and was wondering how it would do in group scenarios.

I’m away from home now and can’t test on the game, so pls, let me know what you think.

The idea is to use bomb autoattack coupled with SD and riffle bursts.
The build focus on power direct dmg, with strong breakbar dmg potential.

Build here: http://gw2skills.net/editor/?vdAQFAUlUUh+sYjXwmKQ7FL5FFYCGAV14VMil43+9fBIA-ThRBABXt/o8DPdAUq+jZKBB4BA8wFA4bQAwCAsqSIgRjBA-e

Notes:
– Siege rounds over sharpnel: with kinetic batery and siege rounds you can make your orbital strike hit 4 times making it a great burst for when bosses are vulnerable. I ve seen someone do an analysis and sharpnel was a small dmg increase from sieeg rounds, but I think coupled with kinetic batery, 4x orbital strikes can be a dps increase.

- fields from bombs and mortar can be used to stack might, stealth or aoe heals with the blasts from detonate turrets (x2), BoB and orbital strike. If out-of-combat, there are more blast finishers available from swaping utils (FT and TT toolbelt just out of the top of my head)

- Kinetic batery also offers the possibility of double BoB for extra breakbar dmg potential. With OS, detonate turret (x2), BoB (x2), PBT and LPBT you have a lot of breakbar dmg.

- If a block is in need, get toolkit in place of PBR for block and prybar burst.

- If you need swiftness you can change takedown round for streamlined kits.

To people that can test, How does the dmg compare to power granadier?

Skillcap Professions Rating 2016

in PvP

Posted by: lLobo.7960

lLobo.7960

IMO, what makes a class complex:

1 – Combos:
To use combos you need to aim the right skills at the right time and combine things for a final result. This requires understanding game mechanics, having a good timing and aim. A good thief can get 4 HS out of a single BP, a good ele or can stack 25 might before a fight without passive traits… How well coordinate you are to use combos and how much your class depends on it to achieve good results (pve or pvp). This used to make engies and eles “complicated”, sadly their Especs changed that a bit.

2 – Active skills X Passive skills
How much your class depends on active skills instead of passive ones. Its not about the most complex rotation or the most extensive one, its how much of the results come from you and how much come from the build/game. This is more evident on passive defenses… what requires more player skill: “you become invulnerable when under 25%hp”; or “your <invulnerability skill> gets out of CD when you are hit under 25% hp.” ? But this happens a lot with offensive skills too… apply burn with every 3rd attack, critical hits do another hit, etc…

[might continue later]