Showing Posts For lLobo.7960:

Did we kill PvP by not liking stronghold?

in PvP

Posted by: lLobo.7960

lLobo.7960

I liked SH.

The only problem I had with it was that if a team had just one or 2 eles healing their npcs it was nearly impossible to stop them.

Season 4 Ranked Matchmaking Change

in PvP

Posted by: lLobo.7960

lLobo.7960

They need to change the way you advance in leagues.
Just win/loose is a terrible way and get people stuck or carried over…

There needs to be added bonus/penalties by individual performance.
– caps, decaps, defense, dmg, healing, finishers, ress…

There needs to be a way to climb if you are consistently better than your team, even if you loose the match, and to fall if you are consistently pulling your team down even if they are winning.

Trait suggestion to revive Teldo engi

in Engineer

Posted by: lLobo.7960

lLobo.7960

I also think the engi should keep its higher skill cap, but also get more value for it.
And I agree that the combo fields and finishers is where it is.

I thought about something similar, here are a few ideas:

First, more finishers.
– Aim assisted rocket gets a blast finisher.
– jump shot gets a blast finisher.
– net shot is a 100% projectile finisher.
– rocket charge gets a blast finisher (where it used to have a third leap finisher)

Traits
– merge grenadier and explosive descent to give room to a new trait.
– new trait elixir infused bombs: Bombs and mines trigger aoe heal
– thermobaric detonation add: Blast finishers trigger a 360 whirl finisher.

The idea with the changes.

Triggering whirl finishers with your blast finisher would give the engi some added condi pressure when executing combos on fire (bomb/FT), ethereal (mortar) and poison (mortar/gyro) fields, some added condi removal in light (mortar/EG) fields and some added healing on water fields (mortar/turret/gyro). It would not be easy to land, as the projectiles would go in all directions from the explosion, but it would give something back for the effort.

With the return of healing bombs and the extra blast finishers, the healing bomber engi could have a role. with bombs on dodge you can have a lot of blast finishers on you water fields.

Just some ideas…

Let's see your non-meta builds.

in Engineer

Posted by: lLobo.7960

lLobo.7960

This is my PVE solo roamer. Good survival skills with lots of control and break-bar dmg.
Great ranged and melee dmg, with good burst from static discharge. Great defense and healing with rapid regeneration and streamlined kits+toolkit. Great for kiting, great for soloing, good for resetting hard fights. Can use bulwark gyro and hammer in case more projectile defense is needed.

http://gw2skills.net/editor/?vdAQFAUncoC1UhNeBmcBEqil8iC8ADgqi+0T9Xf8KSiiA-ThRBQBP4CAkQ1fAwDA4K7PK/MjSQ8oDIAACwv9NAYoDdoDdoDtt7bf7bf7bA-e


PVE zergling, great for tagging and helping with break bars.

http://gw2skills.net/editor/?vdAQFAUncoCdZhNeB2aB0ehl7iie1j9cPcCDoMDcBLgAA-ThRBQBJU9H8oD4K7PK/AwDAwMKBfwFA4bwBwACAAO8wDP8wD7DBEQABEAA-e


Pvp/WvW not much to add besides what has been already posted…
I kinda want to try a support med engi on pvp… something like:

http://gw2skills.net/editor/?vdAQFAUlsThaqYVVwdLw6FLTG046rQ8FfWBCQ42L7YB-TJxGABm9AAEa/BAuAA2XGAA

With Kinetic Batery and AMR you can reset your self heal like crazy, and its already a 6k heal on a 14s CD. Healing kit and turrets reflect projectiles and give boons… Elixir gun is great for group cleanse and some healing too.
Just theory crafting, not much test done yet.

Earth vs Bursting

in Engineer

Posted by: lLobo.7960

lLobo.7960

Can you include a coefficient for skill level, so I can adjust the values based on my performance on each situation and decide what sigil to use in case I’m not at my best at the moment? [/s]

minimum acceptable for raiding is .75. “pretty good” is .9-.95.

additive or multiplicative?
does it influence base stats or final dmg?

Mist Geyser Missing in Snowblind Fractals

in Bugs: Game, Forum, Website

Posted by: lLobo.7960

lLobo.7960

Ah, nice to know they are working on it.
Came here to report the same thing

[BUG]Snowblind Mistic Geyser - gone?

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

Tried in different levels, before and after the final boss…
Its not where it was before, and anywhere else that I could see…
Was this MIA with the update?
Can we have it back please as I need it for the backpack collection.

Thanks

Earth vs Bursting

in Engineer

Posted by: lLobo.7960

lLobo.7960

Wahoo everyone!
[SNIP – lots of math]


If 835 are 2.3%, then 100% are 36,319 DpS. If you are above that, then Bursting will be better than Earth. Good luck with that.


Greez
- Ziggy

What if the target moves?
Are you taking into account adds?
Can you include a coefficient for skill level, so I can adjust the values based on my performance on each situation and decide what sigil to use in case I’m not at my best at the moment? [/s]

Earth vs Bursting

in Engineer

Posted by: lLobo.7960

lLobo.7960

The value of 22 / .06 / .06 or 22 / .0036 is that the 6,111 specifically relates to how much effective condition damage you would need for it to be better than one additional bleed from any other source. It would be worth more than a bleed. Same is true for any other condition, for instance, burning:

131.5 / .155 / .06 = 14,139 so at that amount of condition damage your burning from sigil of bursting would do 131.5 extra damage. Obviously that is impossible but it’s good for knowing how effective something is. So if there a sigil that allowed you to get burning on a critical strike it’s value is much greater than a sigil of bursting.

Blah blah I’m so boring.

I’m not saying that bursting is better than earth, but I’m not sure I agree with those numbers. It feels like these calculations are too “out of context”.

So, sigil of bursting increases your bleed tick dmg by 0.0036 and burn by tick by 9, is this correct?
But to compare the dmg gain of the sigil with one extra bleed application, shouldn’t we compare the dmg gain of a full condi application? That meaning all the poison, bleeds, confusion and burning that you apply that would be taking benefit from the extra condi dmg?

A.E.D. [PVP]

in Engineer

Posted by: lLobo.7960

lLobo.7960

I dont think AED removes condis unless you take the lethal dmg.

And having protection when using a heal skill (recovery matrix), in the case of AED is kind of counterproductive. But then what would you take? you dont have lightening fields for shocking speed, or use a hammer for perfectly weighted…
Also, I think rapid regeneration would be better than expert examination, as you get the constant swiftness from streamlined kits, and the superspeed from toolkit.

If AED removed conditions even without lethal dmg, it would be a good build using inventions instead of scrapper, so you can get AMR and have AED reseting when you really needed it, but using it to remove conditions while you are above 25%. combo with bunker down and mecha legs…

A.E.D. [PVP]

in Engineer

Posted by: lLobo.7960

lLobo.7960

AED needs to remove conditions even if you dont get lethal dmg, otherwise its not very effective.

A Rifle Tweak

in Engineer

Posted by: lLobo.7960

lLobo.7960

Skilled marksman needs to be baseline and kept as a trait with added 10% riffle dmg, this would make rifle AA more viable, even more with quickness…

Jump shot needs a blast finisher, becoming a double finisher.

Overcharged shot needs to be an evade back, not a self cc.

What's Your Favorite Edition of Ele?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

The old cele D/D ele.
The fluidity of play and the amount of combos made a complicated rotation look beautiful and feel rewarding when well done.

The old days when you could run around in wvw with some 5 people tailing you and trying to get then one by one… When you could pretend to be stuck on a wall just to FGS a group of pursuers to death.

Good old fun

Make Engineer great again

in Engineer

Posted by: lLobo.7960

lLobo.7960

I bet the chinese server are full of engineers doing great.

Feedback Thread: Summer Update (26 July 2016)

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Changes to engineer are very lackluster.
The nerf to hammer was needed, but hammer is feeling a bit clunky.
Rocket charge: remove the extra jump, increase dmg and distance of the 2 remaining jumps by 20% (net 10% dmg gain) or even better: – decrease the two first jumps dmg by 10%, increase the last jump dmg by 15% and make it a blast finisher (%5 dmg loss, jump, jump, blast finisher)

The CD reduction to AED was nice, but it is still lackluster. It needs to remove conditions even if not taking lethal dmg or something.
Gadgets in general need some love. They could be the engineer version of signets, as it fits thematically (googles give passive ferocity, ram gives power, AED clear one condi every 10s, slick shoes increase endurance regen, rocket boots gives 25% speed, mine gives 33% chance to trigger an explosion on attacks)

Riffle needs a CD reduction and dmg boost, autto attack needs a better RoF too.

The engi needs a way to be more rewarded for its complex rotations. A better interaction with combo fields and finishers. Just like the elementalists have more boons on fire field blasts (and engi could have the healing on blast finishers). Thermobaric detonation could give extra effects on combos, like blast finishers on combo fields trigger also a projectile finisher combo on each enemy hit (so enemies hit by the blast take extra burning on a fire field, chill on a ice field, poison on a poison field, and so on…) This would reward the complexity of engi a bit more with extra effects for its blast finishers…

[Suggestions] Engineer & drastic changes

in Engineer

Posted by: lLobo.7960

lLobo.7960

Gadgets really need to become the “engi signet”. It really fits the concept, IMO.[…]

Simple elegant solution that I think is quite reasonable given the state engi is in currently. You did forget Throw Mine though.

Oh, I didn’t event think the mine was a gadget.
What about “33% chance to trigger a small explosion on auto-attacks (1s CD)”
would be a good combo with explosion line

[Suggestions] Engineer & drastic changes

in Engineer

Posted by: lLobo.7960

lLobo.7960

Gadgets really need to become the “engi signet”. It really fits the concept, IMO.
Something the engi wears and can be overloaded to provide extra effects then go on a CD.
So utility googles could give passive ferocity
rocket boots increase endurance regen (or 25% speed)
slick shoes gives 25% speed (or increase endurance regen)
battering ram gives passive power
AED removes a condition every 10s

I dont think this is a complex change to implement, since all the mechanics are already in game, and it would make gadgets much nicer and useful.

[Suggestion] Static Discharge - PBAOE

in Engineer

Posted by: lLobo.7960

lLobo.7960

Please, turn static discharge into a point-blank AOE centered at the engineer (similar to Elementalists Arcane Wave).
As it is now its very unreliable and clunky.

How many are keen for S4

in PvP

Posted by: lLobo.7960

lLobo.7960

Hey folks,

It’s been a while since we’ve commented on leagues, so here’s a brief update.

There’s definitely room for improvement in the league system, and it’s safe to say that it’s the team’s highest priority now that we’ve signed off on everything going in for the July release. It’s still a bit early to talk about specifics, but I do think we can talk about some of the goals we have for the changes:

  • Improve match quality
  • Make divisions more reflective of player skill
  • Make leagues feel more rewarding after you’ve placed in your appropriate division

We’re still determining the scope of the project, but I do want to be clear that it’s unlikely that these changes will be in for S4. Once we get a bit further in the dev process I’ll see if I can give an update on our thoughts/direction.

-Grouch

I think the whole “the division you should be in” idea is a bit weird.
The matches are won by the team and you climb divisions by match wins, not by your personal score.
So if you are in a bad division, you might get a bad team every second match and will make climbing divisions really hard unless you can carry your team more than someone on the other side…

I really think the division progress should be influenced by individual score somehow, otherwise the division you are in is not necessary the division you should be… just the division you cant bother to grind your way out of.

Firearms Traits and Related

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Posted by: lLobo.7960

lLobo.7960

[…] Static Shot is, imo, quite essential for P/S Engineer’s defenses especially since off-hand shield has high cool-downs and no specialty mechanics like Mesmers to lower them in combat. If they get swapped around then future builds will have to compensate via utilities.

Shield needs a CD reduction across the board to bring it on pair with hammer and other defense weapons all around.

Permitting Explosives Traits (minors + GMs) may make Pistol AA too strong as it could potentially apply Vuln + Bleedx2 + Cripple + Burningx2 from one AA. It would certainly help to keep opponents from easily escaping a condition Engineer but it may result in condition Engineer’s AA pressure becoming too high.

No, that is a bit misleading.
Making the pistol AA an explosion would give it Vuln on hit and 10% dmg increase (if explosion line is picked.
Cripple and the second bleed would be applied on a 15% chance only (low, and AA RoF is low) if traited.
Burn would be applied on a 10s CD if traited.
A third bleed would be applied on crit if firearms is traited.

The actual improve to the Auto Attack would vuln and 10% dmg on hit and including it on the chance to get one extra bleed and cripple.

Firearms Traits and Related

in Engineer

Posted by: lLobo.7960

lLobo.7960

High Caliber
Gain 250 precision and 5% more damage (condition / power) against foes within 240 range.

Not sure you can gain stats against certain oponents, a flat x% crit chance seems more viable in a engine limitation point of view. I might be wrong though…

Skilled Marksman
Same as before. 20% Chance to inflict cripple for 2 seconds after a critical hit.

I’d make the attack speed baseline and include here a change to overpowered shot that substitutes the knockback with a rollback (a backward dodge for all effects and purposes)

  1. - Ranging Shot x2, Semi-Auto Fire
    First two auto attacks are called Ranging Shots. They have the same damage co-eff as current Rifle AA, except they both inflict 2 stacks of vulnerability for 5 seconds. The third attack Semi-Auto Fire is a burst of three shots that have the same damage co-eff as the current AA (Hip Shot).

Can we not shot from our hips anymore then?

  1. - Overcharged Shot
    Same statistics as current skill. Inflicts one stack of burning for 4 seconds and blind for 4 seconds. Drops a smoke combo field of 180 radius for 3 seconds that does not inflict any conditions.

No to the smoke field. This would give too much and to easy access to stealth.

Main Hand Pistol
Buff to 2 bleed stacks per AA.

No, instead give a trait to make Pistol AA into a explosion (and get benefits from traits).
Change MH Pistol #3 with OH Pistol #4, making MH pistol the main condi wep and OF pistol the soft CC and condi dmg (improve the p#5, maybe to give torment?). This (and a much needed shield CD reduction) would make P/S viable again.

Explosives Traits and Related

in Engineer

Posted by: lLobo.7960

lLobo.7960

I would also include the old proposed change that makes pistol AA an explosion.
Maybe include it on shaped charge.

Scrappers are nerfed into uselessness

in Engineer

Posted by: lLobo.7960

lLobo.7960

Apparentlt Guards and Necros got the same thought-provoking threads in their forums by the same poster.

I’m counting on seeing a “Why is X so OP” thread being created in Ele and Mesmer forums in 3 … 2 …

Hes post history looks like a desperate scream to be banned.

Suggestion: Machine gun burst and Travel Kit

in Engineer

Posted by: lLobo.7960

lLobo.7960

… put a machine gun burst as 2…

I want my engie to scream “Lock and Load!” and then burst a machine gun barrage from his riffle. the burst semi rotates in a frontal arc with 10-15 hits per second (you better dont hit anything with retaliation) and channels on for 4 secs (1 sec each arc, 1/2 sec pre cast, 1/2 sec post-cast) with 10 secs CD. Interrupting the skill channel reduces the CD.

Predator special particles and sounds need to apply.

And tons of the empty round fall sounds

So whats this new pvp thief build?

in Thief

Posted by: lLobo.7960

lLobo.7960

not sure what is going on wvw, but spvp Ive tested

trickery version, more boon removal: http://gw2skills.net/editor/?vZAQNAoYVn0MBlOhNPBWOBkmilWCTLAcAWAzlwV4L0rMEpSRA-TpxBQBE4QA0wyAGc/hl9AAAwJAADHBAA

Your trickery version doesn’t have any extra boon removal. You would need to take Bountiful Theft over Pressure Striking :/

Yea, got those misplaced…
I’ve tried with interrupt on steal and torment on interrupts, or with confusion and boon stealing…

In any case, I found that trickery can’t keep the dodging as much as acro can, and the ini on evade from acro makes you able to keep longer on fights.

all in all, trickery versions seem better for +1,
acro version seems better for 1vX and holding pts.

keep in mind I haven’t done extensive testing or claim to be a 1337 teef pro.
Just some test builds I’ve tried on an odd night after getting to ruby and not worried of loosing tiers…

still want to try with healing signet…

So whats this new pvp thief build?

in Thief

Posted by: lLobo.7960

lLobo.7960

not sure what is going on wvw, but spvp Ive tested

trickery version, more boon removal: http://gw2skills.net/editor/?vZAQNAoYVn0MBlOhNPBWOBkmilWCTLAcAWAzlwV4L0rMEpSRA-TpxBQBE4QA0wyAGc/hl9AAAwJAADHBAA

acro version, more constant dodges: http://gw2skills.net/editor/?vZAQNAoYVn0MBlOhNPBWOBkmilWCTLAcAWAdLmGVVYuEuCfhA-TpxBQBE4QAssHAAAOBANsMgB3fADHBAA

It doesnt have the impact of power thief, but has more aoe capability, can dodge like crazy while sending conditions all over the place.

Looking for a good rifle build (PvE)

in Engineer

Posted by: lLobo.7960

lLobo.7960

When I’m running around on PVE I like to use riffle also.
I run something like this: http://gw2skills.net/editor/?vdAQFAUlUUhSsYXWw2KQ7FL5F13+9fB44VMiFB4BGAVFA

full zerker gear and all that…
Its good for overall pve, but doenst have the tag power of the juggernaut scrapper FT for zergs…

Still, good to deal with breakbars (OS, RT, Mine) and has great burst with the mine toolbelt, rocket and jump shot/blunderburst.

You can get streamlined kits for swiftness when running around.

[Suggestion]Continue for another match

in PvP

Posted by: lLobo.7960

lLobo.7960

No pls.

Too many exploits of the reward/league can be done with this

Do you feel S3 is better than S2?

in PvP

Posted by: lLobo.7960

lLobo.7960

I won’t comment on the balance, but matchmaking is better, in a terrible way.

It is much harder now (for me at least) to get out of tiers and divisions. The matchmaking seems to place you in good teams when you lost a few matches and on bad ones when you won a few, making the pips game a roller-coaster of emotions.
I think I’ve been 1 pip away from changing divisions about 10 times over the last week.
When I finally got it, I closed the game for the day with a great feeling of accomplishment, but kitten the way there was hard….

From the eyes of a power/prec THIEF

in PvP

Posted by: lLobo.7960

lLobo.7960

Steal the stab away, fist fury and palm strike. Keep your distance while defy pain is on, when is off you should be able to steal his stab again (if you have steal traited) and finish him off. Just make sure you get his stability to avoid his stuns.

Issues with "Skilled Marksman" Trait

in Engineer

Posted by: lLobo.7960

lLobo.7960

- Jumpshot gains 2 blast finishers (on lunch and on land) becoming a tripple finisher skill (blast, jump, blast)

What if I’m playing closer to dinnertime?

then you get food bonuses??

Sorry, english is not my first language. I’ll not even edit it, just because its kinda funny.

Is it really my fault if I lose all my games?

in PvP

Posted by: lLobo.7960

lLobo.7960

Quick suggestion…

Give it some time out. Wait for the players to move around a bit more on the leagues, and maybe it will be better in a couple weeks. Also, try different times if you can.

MADNESS in map chat pvp lobby

in PvP

Posted by: lLobo.7960

lLobo.7960

tbh…4 thieves in my ranked pvp match atm. Not even joking.

I’ve won every match that I was in a team with 3+ thieves.

Issues with "Skilled Marksman" Trait

in Engineer

Posted by: lLobo.7960

lLobo.7960

Agree that the trait is lackluster.
Not sure about the changes though.

IMO
Make it Baseline:
- 10% attack speed: It needs to be baseline, The AA is really slow.
- Netshot becomes 100% projectile finisher

The trait:
- add 10% dmg bonus and 20% CD reduction.
- remove the knockback on overcharged shot, replacing it by a roll back (evade instead of self CC, still removes soft CC)
- Jumpshot gains 2 blast finishers (on lunch and on land) becoming a tripple finisher skill (blast, jump, blast)

This way the rifle gets a bit of defense and a lot of synergy with fields.

(edited by lLobo.7960)

[Suggestion] Jungle Expedition Fractal

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

Would be nice to have a fractal where you try to survive in one of the airships that fall to Mordremoth attack going into the Maguma Jungle.

Holding back waves of attacks in the bridge and trying to free the ship from vine tentacles pulling it down, while seeing all the pact fleet falling apart around in the sky.

Final boss could be after the fall, in the jungle ground or canopy, before setting up camp.

I just don't get the hammer....

in Engineer

Posted by: lLobo.7960

lLobo.7960

I don’t think scrapper is so easily kited (with the right build).
The availability of reflects, jumps, swiftness and superspeed make it quite good at keeping up.

Sure, you will not get a warior or thief that is running away, but they won’t be kiting you around either.

Glue shot

in Engineer

Posted by: lLobo.7960

lLobo.7960

Fully traited and with gear/utils its about 2sec immob.

make it apply immob on each pulse instead of just the first impact. (its a total of 4 pulses)

[Sug] Swap P#3 and P#4 (+ reduce shield CD)

in Engineer

Posted by: lLobo.7960

lLobo.7960

Why would anyone use offhand pistol then?

The same is asked, “Why would anyone use the Shield as it’s currently traited?” And the answer is that no one does use the Shield currently.

The post is to hopefully communicate to Anet that the Engi community would like to see some changes to make the Shield more viable. Currently, it plays little to no role in the game.

Making one weapon useless is not an answer for trying to get people to use another weapon. That’s Anet logic. Don’t be like Anet.

It wouldn’t be useless.
You would still use pistol OH for max (condi) dps or for kiting / multiple mobs scenario (glue shot + granades), while shield would provide a better defense/breakbar removal.

[Sug] Swap P#3 and P#4 (+ reduce shield CD)

in Engineer

Posted by: lLobo.7960

lLobo.7960

Greetings,

I am definetly in favor for this change. However I am always very realistic and would like to point out the other sides of the story:

Some mentioned that it would not change the P/P setup but make shield more viable
There is one thing in this arguement missing in my opinion. As it currently is right now, the distinction between pistol-OH and shield is that Pistol is damage oriented with a slight touch of CC, while shield is piurely defensive (partly trough CC) with slightly utility. If we swap these skills, wouldn’t pistol off hand become far less superiour than shield? I mean, we got all the damage we need then on pistol main hand, why bother with off hand while we can get more defense?

As I’ve said, I am in favour of this change, but I would liek to think about this, since this seems to be a downside.

Greetings, Fvux.

On a max (condi) dps you would still use dual pistols, as the extra dmg from confusion is nice, even more if you have 2+ targets.
On a PvP/WvW scenario, where you might want more defense, shield might take precedence. Even more if the CD gets reduced as the suggestion. It would make it a great defense weapon with the trait.

I don’t think it would make it better than hammer (still a lot of projectile hate out there) for PvP/WvW, but definitely more viable.

Other change that could make OH pistol more viable is to make glue shot proc immob on each pulse, not just the first one.

[Sug] Swap P#3 and P#4 (+ reduce shield CD)

in Engineer

Posted by: lLobo.7960

lLobo.7960

I’ve proposed this change and seen a few other people mentioned it too in other topics.

Swaping P#3 – Static Shot with P#4 – Blowtorch would be a first step to improve the viability of shield as an off-hand weapon.

This way Pistol Main hand becomes a condi dmg weapon and pistol off-hand a soft CC weapon.

Then to make shield viable reduce the CD to 20 and 30 secs baseline with the trait further reducing it by 20% (16 and 26 secs).

Let’s Talk Scoring…

in WvW

Posted by: lLobo.7960

lLobo.7960

A few things:

- Activity times need to be calculated by map activity, NOT TIMEZONES. Otherwise servers that can only keep one map alive will still loose a lot of points on other maps by not being able to field a good number of players there. Examples of that are servers where EBG is full and well kept but bdls are empty and completely taken by enemies.

- It would be great to be able to see your own contribution to ppt/ppk on your UI

Poll: You see a 1v1 fight, what do you do?

in WvW

Posted by: lLobo.7960

lLobo.7960

Throw a few buffs or debuffs, some warning shots… See what happens.
If they both split its a duel, move on or stop and watch it…
If they keep going I keep a watch to make sure my teammate can handle it…
If the opponent tries to run and my teammate chase… The game is on!

The State of Roaming

in WvW

Posted by: lLobo.7960

lLobo.7960

I love the engi/scrapper for roaming.
You can get good mobility, sustain, burst, stealth… and all the complexity and versatility of the engi class.

And what is best. When a zerg comes, you just need to change a few utilities to tag along and then go off on your own…

Engi is just so adaptable, makes a great roamer.

I miss the old days of DD ele roaming. I still love the fluidity of ele gameplay, but tempest just kills it too much now, and the core ele is just under-performing now in face of all Especs power creep.

"Pure" Class Bonuses - Reviving Base Classes

in PvP

Posted by: lLobo.7960

lLobo.7960

No. Please no more power creep.

Tune the ESpecs down.

Especs are supposed to be “different ways” to play the class. But the thing is, now they are way too good to not take it, with some rare exceptions.

One of this exceptions, that shows how Especs are supposed (IMO) to work is the condi engineer. As a condi engi, going scrapper doesnt improve your dps, but can give you access to nice utilities and support, in exchange to dps (as you need all your utilities to get good dps as a condi engi).

So yea, tone the Especs down so they become a real trade off instead of the best choice for every build.

Engi (Scrapper) Hammers

in Engineer

Posted by: lLobo.7960

lLobo.7960

I Love my SAB energy hammer…
The latest one matches my Engi quite well…

Mecha Anchor is nice too…
Aetherized and Machined are good ones too…

Boon strip

in Engineer

Posted by: lLobo.7960

lLobo.7960

Make throw shield steal one boom per hit and apply to the engi when it gets back.

Engi changes analysis and conclusions(condi)

in Engineer

Posted by: lLobo.7960

lLobo.7960

Would be cool if the throw shield would steal one boon of each target it hits and apply to the engi when it returns…
Now get those dredges in line for me please…

Engi changes analysis and conclusions(condi)

in Engineer

Posted by: lLobo.7960

lLobo.7960

EDIT: God I want to see more shield changes that give it synergy with pistol.

I think if they moved blowtorch to pistol 3 and moved static shot to pistol 4, it would go a long way to make shield more viable…
It would make pistol MH a condi dps weapon, Pistol OH a soft-CC with some condi, and shield a defense with some hard-CC. So they can all work better with each other.
I’m not saying it would solve the problems, but it would not harm the pistol dps so much by taking the shield.

would you like to see gyros again?

in Engineer

Posted by: lLobo.7960

lLobo.7960

No.

Gyros are nice and cover their function (they are minion type skill – like guard weapons or necro minions or ele elementals). You call them, they hang out a while and blow up.
I’d love to see the shredder have a rework, yes (maybe follow you around and/or reflect projectiles?) but don’t go well with signet type of skill…

Our gadgets don’t really fill the role either, they are (or should be) more like physical skills, short CD small effect skills (blocks, stun breaks, CC, etc).

For engi signets, would be nice to have “bionics”, inventions that you use to improve yourself with passive effects and can overcharge for a great result, loosing the passive bonus on CD, as signets do. Weapon of the Espec could be sword. We need another main hand weapon, power based.

A bionic, sword wielding engineer… Not bad for a concept

[Suggestion] making roaming more meaningful

in WvW

Posted by: lLobo.7960

lLobo.7960

I see a lot of roamers that get frustrated as they don’t feel like they influence the match-ups most, even more on higher tiers.

So I’d like to see some suggestions from roamers (the ones that look for more influence on the match-up, not just small fights) what would they like to see to help they feel appreciated or make more commanders ask for havoc teams.

Here are a few suggestions:

1- Besieged objectives:
If a keep/objective gets all its shrines/sentries taken over by another team, it halves/reduces its PPT value and upgrade speed. In this way a small team can reduce the opponents PPT generation by constantly harassing the zone around the objectives. Also, player sentries can do something more than just sit in the walls, having to retake, defend the zone around to keep the objective in full PPT capacity.

2 – Siege destroyer:
This could be part of a roaming mastery, creating the option to deploy a special balista that costs less supply but lasts only 5 min and deals dmg only to siege/structures.
This could give small groups or solo roamers the ability to destroy defensive siege without becoming a problem in zerg fights (or help zergs destroy enemy siege in big fights).

3 – The wanted assassin:
This could be the last point in a roaming mastery.
Every enemy you finish, when not in a squad, gives you a stacking buff. The buff increases the PPK for enemy you finish (spike). But also increases the PPK if you get spiked.

Lets see what others think could be done to make roaming feels more meaningful.