Showing Posts For miriforst.1290:

Might Stacking.

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Posted by: miriforst.1290

miriforst.1290

It is also the best way to stack might OUT of combat. You can prep those 10-15 stacks a minute before even getting into combat. And the shattered strength nerf may have not been intended but once again ANET over reached and nerfed it down too hard. Same thing that happened with the recent confusion nerf (destroying any confusion mesmer viability.) Any other class that stacks might that high loses out on survivability (this build does not high, access to regen/swiftness for escapes/and protection (RNG DEPENDANT) makes this build able to to maintain high might stacks with better survivability than any other class that would make an effort to stack might that high.

Pre patch: 1 stack 5 sec (bad)
Post fupup: 3 stacks per clone 10 sec (yeaaah riiiight, its not like mesmers poop clones and shatters them for breakfast)
post fix: 1 stack per clone for 10 sec (doubled duration, good).

Swiftness isn’t an escape in combat. Regen does close to nill if not bunkering with hp (which we dont) and the protection is 6 seconds and rng. Does rng protection sound like awesome survival? Atleast as an ele i can choose what boon i want and when (or just all of them lol. Confusion was nerfed in wvw, this is structured pvp, and believe me i miss those prypar, static shot and confusion bomb combos on clueless eles while in a bunker build as much as the next.

And if looking at purely how fast people stack might and not whether or not it is viable (woho 25 stacks ele) what does it matter if they got 15 stacks of might outside combat if that might takes longer to rebuild after a strip? Sigil of battle is the villain and i repeat not the grandmaster and master trait (in another line) together with spamming heal on recharge (“yarr im so tough with my 15 might, oh kitten thie-!”) and long recharging utilities.

And ill try to explain this in a kind and lovely fashion. Sacrificing utilities is more dire for the engineer because their slots matter more to them. Utility slots are more important for an engineer than say, for an ele, a warrior, a thief, a mesmer and so on because your entire mechanic is bound to the fate of those slots. No free weapon like staff to be able to kite around in no matter what utility you run. You slot those. And then we have this elixir B for example. Would it be run without its heavy trait support? The skill essentially is give fury, swiftness, retal and might (1 stack) for 10 seconds (except might that lasts longer). On a 40 second recharge. No stunbreak, No conditions cleanse. It even got a short activation time. It affects you. Would you sacrifice your staff for that? Your diversion? Heck even blurred frenzy?

Since beta elixirs have only been run for its heavy trait support. Shall i complain about phantasm mesmers when they spec hard for it? Shatter doing to much damage when you take all traits? And those are at least decent without traits.

(edited by miriforst.1290)

Crow bar

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Posted by: miriforst.1290

miriforst.1290

Is it me or did they take the stun away from crowbar? I coulda sworn it had a stun the last time I was using it which was about a month ago or so at least.

It used to launch.

Its funny really, they went on a nerfing round to make kits not so obviously better choices than gadgets, which they had nerfed before (like removing the knockback on launch ram, increasing slick shoes cooldown etc.) by for example removing the blind from napalm (yeah, aoe blind, it actually was more than a firefield), removing backdraft (so they essentially removed a skill by removing the pulsing blind from napalm, adding a single aoe blind over the aoe pull + burn it used to be and called it a day :/) having magnet go from a 600 range aoe pull to a 600 single target pull and prybar become a single target 3 stack conf.

Then they realised toolkit and flamethrower sucked (i wonder why?) and started rolling their heads on their keyboard to see how they could buff them. In case of toolkit i seldom roll without it nowadays after they buffed the 2 sec block up to 3, buffed prybar to not be mesmer but handicapped and magnet to finally reach 1200 range. flamethrower i still remain sceptical too, the buff to airblast makes no sense, it feels like throwing out a bone to pvers who get barked at for ruining the guardians balling so that they can say “but it extends their burn for 2 sec!”. Its not a skill you use as a part of your dps chain, its for knocking off people of that buddy being downed, its for blasting thieves out of shadow refugee and its for fighting that point with X bunker, its even for using defensively as a temporary but large aoe projectile reflect. Had they added it to flameblast i would have understood i think but whatever. Also 15% more damage against burning foes feels a bit meh as i usually dont use it for power builds (gg against anyone with a sliver of retaliation). But its not that great as a condition weapon either so i usually end up slotting it because of incendiary amo and airblast but oh wait- I haven’t used it since the KR nerf.

/darnitbecamearantagain,iwhowasintendingofbeingpositivethistime

Might Stacking.

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Posted by: miriforst.1290

miriforst.1290

Buffs, in general, need to have shorter durations. You should not be able to get any buff to last more then about 15-20 seconds imo and that shuld be with buff duration stacking.

I agree. It will take broader changes to accomplish, but this particular aspect of the game seems out of whack to me. Stability, fury, swiftness, and might are way too accessible nowadays, and it’s leading to a less skillful, dynamic game.

Other classes have had their base boon duration toned down in PvP guardian for instance Save yourselves boons only last 5 seconds…. Compare that to how long the duration for might is on HGH.

*Hint*Maybe because its because it does more than just grant might*hint*

Oh or wait maybe you are actually spamming it on recharge for might hoping for 25 stacks o might on your bunker guardian whom you constantly brag about being unkillable by anyone but a hgh?

That actually explains a lot.

Like really a lot.

Might Stacking.

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Posted by: miriforst.1290

miriforst.1290

One stack only on hgh? You do know that is how it was before right? But it just wasn’t worthy of being a grandmaster trait like that.
And risk vs reward? lol thats the first time someone said engie has that. Its very hard for an engie to escape once he is in a fight, I can think of other classes who have way less risk that engie does.

Engi has quite a few escape mechanisms plus supply crate. And one HGH engi can down 3+ people on a point while one ele or bunker guard tank the damage… once again.. NO OTHER CLASS CAN DO THAT! Yes I am sure this build is a low risk high reward build… Especially with the condition damage.

Stop letting the engi do whatever he wants, a necro(good condi that aint braindead) or a zerker well necro can rip through a small point faster if left alone.

And hgh engi really do have limited escape mechanisms

They have more escape mechanisms than any necro… and they have the same amount as a tourney built mesmer (IOL/Portal Requirements). This particular build is over the top whether you want to admit it or not… Take necro for instance (blood is power) and look at what they have to do just to get 10 stacks of might…. Look at what happened when mesmer had their shattered strenght nerfed… The Ele blast finisher on evasive arcana was nerfed limiting how they can stack might as well… So you are telling me that after all of these nerfs to other professions might stacking abilities this build does not need tweaking?

Okay, so what are their escape skills?

Elixir S they can also have it traited to where they get an elixir S at 25% health. They also have better access to protection and regen they also have 7 (elixir B at 75% health 8 if they take the elixir S trait) condition cleanses which out shines any mesmer tourney build by far. Which can help negate the need for escape skills.

Which trait are you giving up for the elixir s trait? And btw you know that nowadays thats just an annoyance as it will interrupt whatever you where doing when you where at 25% health like, i dunno using your heal? So that means that when you get back after 3 secs of self daze you will very often have interrupted a crucial skill that you was like needing. Like NOW. Since you are still sub 25% health (meaning having been hit while below it so for all intents and purposes you might find yourself at 2k health with bleeding, poison, burn and the like ticking while you disabled yourself. S as a skill is still not bad, but you will have to use it yourself, otherwise it is as likely that it kills you as it helps making it bad as a trait. And you probably lost your reduced recharge for elixir traits meaning your heal recharges longer, and part of your might stacking (believe me, sigil of battle is the true villain here, i maintain 10+ stacks with that without sweating, while a grandmaster trait combined with a master trait from another traitline combined with might stacking runes combined with spamming utilities on recharge (including your heal) nets you 15 stacks, thats like me complaining your phantasms hurt more when you fully trait for them…) from elixirs. What trait else? 404? HGH? LOL?

S is not like Disortion, you have to make priotities with it now which is fine. But i cant hear you behind all your weapon skill stunbreaks, invulnerabilities, stuns, dazes, boons, reflects, stealth’s and ports (did i mention heavy burst damage?).

(edited by miriforst.1290)

Might Stacking.

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Posted by: miriforst.1290

miriforst.1290

One stack only on hgh? You do know that is how it was before right? But it just wasn’t worthy of being a grandmaster trait like that.
And risk vs reward? lol thats the first time someone said engie has that. Its very hard for an engie to escape once he is in a fight, I can think of other classes who have way less risk that engie does.

Engi has quite a few escape mechanisms plus supply crate. And one HGH engi can down 3+ people on a point while one ele or bunker guard tank the damage… once again.. NO OTHER CLASS CAN DO THAT! Yes I am sure this build is a low risk high reward build… Especially with the condition damage.

Stop letting the engi do whatever he wants, a necro(good condi that aint braindead) or a zerker well necro can rip through a small point faster if left alone.

And hgh engi really do have limited escape mechanisms

-" and they have the same amount as a tourney built mesmer (IOL/Portal Requirements). "

PFFFFFFFFFFFFFFFFHAHAHAHAHAHAHAHAHOHOHOHOHOHOH! HAHAHAHAHA! hehe hoho.. heh.. hah….

Please Jportell i almost spit out my imaginary coffee at the screen. Mercy i beg you!

But now seriously, developers might take you serious so hush. :P

By the way we need to nerf Jportell’s bunker guardian because it not only is unkillable for anyone except engi but it also hits like pre-nerf backstab combo aoe within 1200-, i mean 1500 range! Also they do a heck a lot of confusion damage! Oh yeah and while we fix that mesmers need to be slower, they can actually maintain swiftness if they give up runes and weapons for it Cough. Oh and they cleanse conditions like a ele party on steroids.

(edited by miriforst.1290)

Nerf blurred frenzy?

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Posted by: miriforst.1290

miriforst.1290

Nah its good that it makes the player choose between offense or defense, more skills should work like that. Also the cooldown seems fine.

But thats sort of the point isn’t it?

You don’t have to choose between defense and offence when you burst in complete immunity. Every handful fo seconds.

Engineer Turrets Traits Broken

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Posted by: miriforst.1290

miriforst.1290

Well if arenanet sees a decline in turret use for this months data at least now they know why.

How can there possibly be a decline in turret use?

245 days

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Posted by: miriforst.1290

miriforst.1290

I hope, i mean really, really hope that we wont get told now that elite supplies has always increased the range of the mortar since launch, but that it isn’t noticeable.

That would be the icing on the cake sadly.

245 days

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Posted by: miriforst.1290

miriforst.1290

The trait (Scope) actually does work, but it’s just not noticeable (+10% crit chance while standing still, where you have to be standing still when the attack hits) at all and doesn’t update the hero panel. We’d definitely like to make this trait more usable and visual in the future, as it’s pretty bad in its current state.

So it took toroquin 5 mins of testing in Hotm to verify that this is false. Stop doing this.

But i suppose its good that you comes clean. It explains a lot if you actually took for granted that it works instead of testing it like any other engaged gamer would have done.

I dont want to dev hate but please, this is bad practice. :S

Scope has always and will always work

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Posted by: miriforst.1290

miriforst.1290

And i don’t believe that it works at all still.

It seems closer to the 4% chance for critt (baseline no prec in pvp lobby) than the supposedly 14%. The difference between those two are massive!

EDIT: Toroquin tested with 70% critt and fury. He should have 100% critt chance with scope. After about 5 attacks he got a non critt. Such bull S H I- KITTEN from a dev. I bet hes the one thinking 100 nades does 100k damage in soldier gear against bunkers??

(edited by miriforst.1290)

245 days

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Posted by: miriforst.1290

miriforst.1290

Now karl im sorry but i do not believe this from my testing, it seems much closer to the base 4% default (meaning no effect) than the supposedly 14% i ought to have.

Are you just saying this or have you tested it (yeah it sounds silly, i know).

New Healing Turret

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Posted by: miriforst.1290

miriforst.1290

Am i the only one getting weird results with healing power on this one?

In pvp the overcharge does not scale at all for me (the tool tip is incorrect to the actual healing) and in wvw it goes wonky as well with incorrect tooltips.

I walk around with 1k healing power and my overcharge stays at 2.6k.

Disappointing.

PSA: Your friendly engineer.

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Posted by: miriforst.1290

miriforst.1290

Hey there thieves, i got a deal!

You don’t kill me, and ill let you steal my 2 min stability from mortar repeatedly, allowing you to stack up insane stability!

Buddies right?

04.30.13 Patch Notes

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Posted by: miriforst.1290

miriforst.1290

tip of the day;

1. team up with a thief of the opposite team.

2. use mortar.

3. Let him steal your 2 min stability.

4. Exit mortar.

5. Enter mortar.

6. Go to 3.

7. Repeat.

8. Let thief run around with infinite stability.

9. ????

10. Profit!

I kittening called it….

Oh btw, healing turrets heal does not scale with healingpower.

EDIT: And it interrupts itself so its nowhere close to 5 sec water field.

(edited by miriforst.1290)

04.30.13 Patch Notes

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Posted by: miriforst.1290

miriforst.1290

So there has been a nerf.

A nerf not to our beloved hgh mainly but to something i haven’t seen a complaint against since release.

Cloaking device now lasts 5 seconds but it has a 25 second ICD.

Now someone has been naughty with his thief and mesmer lately.

So why this sudden nerf?

Golemancer profession -Asura only-

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Posted by: miriforst.1290

miriforst.1290

Human-Knight? NOOOO humans should be priests, Sylvari should be dervishes, and charr Warmasters

Are you kidding me?

The entire essence of the dervish was their devotion to the (then) five gods. They where the ones able to take upon the avatars of the gods (and not avatar of ugly bush like now but the proper stuff) and used skills like Grenth’s touch, Balthazar’s rage and so on.

“Serving the gods as holy warriors, dervishes stand confidently in the whirlwind of conflict. Martial techniques perfected in the deserts of Elona allow a Dervish’s scythe to lash out quickly at multiple opponents, surrounding the holy warrior with a swath of destruction. Initiates often learn spells of self-protection, prayers that rush a combatant into battle, and invocations that empower attacks with elemental fury. Masters of the profession can assume the form of a god, enacting divine will with holy blessings. Keenly aware of the conditions of a fight, a Dervish can reap great benefits by using multiple Enchantments. Wandering the savannahs and deserts of Elona, the faithful Dervish chants prayers to the earth and wind… and the fury of the sandstorm answers in response.”

You think they should be sylvari just because they got a pair of skills that are about brambles in them?

And meanwhile making humans priests, that is too say dervishes without the (un)healthy(?) dose of bad-kitten the dervish had.

Sorry but things to a tiny fraction based on lore but at the same time interpreted horribly wrong sounds so uncannily much like gw2 lore it makes me nervous.

(edited by miriforst.1290)

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

Anet has known about bunker guardians for 8 months nothing has changed.

They’ve known about bunker ele’s for 6 months no changes.

Mesmer’s are a must in every team comp since release and received a bugged changed that gave them the ability to 1 shot ppl and that took months to fix.

Where would you get the idea that debating or what this really is whining on the forums would make anything change about the engi?

If you are talking about shattered strength where we got 3 stacks of might instead of 1 stack per illusion shattered that was fixed in 2 weeks.

I think hes referring to the multi shatter where you could with the help of a macro (or so it is said) increase the damage greatly on the total shatter.

That’s also been addressed. We have a global cooldown on pur shatters to keep two shatter effects from triggering on the same illusion

I know, and that was what he said, just that it took its good time to band-aid.

I think the only reason they bandaged it when they did was it being the same time as the shattered strength bug. Before that shattered strength didn’t work at all… So having different shatters proc on the same illusions wasn’t even noticed really.

Well, it felt kinda silly when it happened every now and again. :P

Pretty sure that’s not the normal shatter. But tell me if i am wrong.

Myself i only noticed some way off damage for shatters every now and again, like twice or thrice the damage?

Did you see how many might stacks the Mesmer had… Also notice how it was just one shatter…. that looks to be about 2.5 k damage for each clone and I can reach that now with might stack runes sigils of battle and our current shattered strength… also it was only 7k total not quite your entire health…. So you were saying> And also this was during the shattered strength bug… where we got more stacks per illusion than currently… This video is invalid because it is only one shatter

Yes thanks, i was asking, because i do not record much myself and i remembered seeing this video, but i was unsure and needed input from someone who is more at home with this build. And 5 might is not that much for any build deciding to roll it (and this being prepatch the might only lasted 5 sec). Wasn’t the multishatter about hitting more for each shatter by fooling the engine? Or is my memory failing me again. No seriously i don’t trust my own memory. :P

And when calculating the maximum damage you can do now with longer duration might stacking and sigil on a critt, remember that thats 7k damage from 3 clones without fury, making 3 crits entirely possible but not guaranteed. It’s hard to say, also teldo is not really built glassy, so its not like hitting a gc thief or so.

But ill take your word for it from a shatter mesmer.

P.S. Whats up with all the dots in every post?(…)

It wasn’t hitting more for each shatter. It was getting multiple shatter effects on the same illusion. So basically if they macrod (cheater) or just had really quick hands they could do a diversion+mindwrack combo and both effects would proc on the same illusion. You couldn’t hit mindwrack twice and get double effects. That Mesmer was also a full GC and unless I see teldo’s build I won’t be able to see how tanky he is. And also note how many conditions he had when he went down… I’d honestly just say it was an out playing really.

There was until recently a similar problem with flamethrower skill 2 that caused it to be able to dish out its damage twice if you quickly detonated it within a certain window. It allowed GC’s to hit for 10k+ if they where lucky, i wonder if there could have been any similarities technically.

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

Anet has known about bunker guardians for 8 months nothing has changed.

They’ve known about bunker ele’s for 6 months no changes.

Mesmer’s are a must in every team comp since release and received a bugged changed that gave them the ability to 1 shot ppl and that took months to fix.

Where would you get the idea that debating or what this really is whining on the forums would make anything change about the engi?

If you are talking about shattered strength where we got 3 stacks of might instead of 1 stack per illusion shattered that was fixed in 2 weeks.

I think hes referring to the multi shatter where you could with the help of a macro (or so it is said) increase the damage greatly on the total shatter.

That’s also been addressed. We have a global cooldown on pur shatters to keep two shatter effects from triggering on the same illusion

I know, and that was what he said, just that it took its good time to band-aid.

I think the only reason they bandaged it when they did was it being the same time as the shattered strength bug. Before that shattered strength didn’t work at all… So having different shatters proc on the same illusions wasn’t even noticed really.

Well, it felt kinda silly when it happened every now and again. :P

Pretty sure that’s not the normal shatter. But tell me if i am wrong.

Myself i only noticed some way off damage for shatters every now and again, like twice or thrice the damage?

Did you see how many might stacks the Mesmer had… Also notice how it was just one shatter…. that looks to be about 2.5 k damage for each clone and I can reach that now with might stack runes sigils of battle and our current shattered strength… also it was only 7k total not quite your entire health…. So you were saying> And also this was during the shattered strength bug… where we got more stacks per illusion than currently… This video is invalid because it is only one shatter

Yes thanks, i was asking, because i do not record much myself and i remembered seeing this video, but i was unsure and needed input from someone who is more at home with this build. And 5 might is not that much for any build deciding to roll it (and this being prepatch the might only lasted 5 sec). Wasn’t the multishatter about hitting more for each shatter by fooling the engine? Or is my memory failing me again. No seriously i don’t trust my own memory. :P

And when calculating the maximum damage you can do now with longer duration might stacking and sigil on a critt, remember that thats 7k damage from 3 clones without fury, making 3 crits entirely possible but not guaranteed. It’s hard to say, also teldo is not really built glassy, so its not like hitting a gc thief or so.

But ill take your word for it from a shatter mesmer.

P.S. Whats up with all the dots in every post?(…)

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

Anet has known about bunker guardians for 8 months nothing has changed.

They’ve known about bunker ele’s for 6 months no changes.

Mesmer’s are a must in every team comp since release and received a bugged changed that gave them the ability to 1 shot ppl and that took months to fix.

Where would you get the idea that debating or what this really is whining on the forums would make anything change about the engi?

If you are talking about shattered strength where we got 3 stacks of might instead of 1 stack per illusion shattered that was fixed in 2 weeks.

I think hes referring to the multi shatter where you could with the help of a macro (or so it is said) increase the damage greatly on the total shatter.

That’s also been addressed. We have a global cooldown on pur shatters to keep two shatter effects from triggering on the same illusion

I know, and that was what he said, just that it took its good time to band-aid.

I think the only reason they bandaged it when they did was it being the same time as the shattered strength bug. Before that shattered strength didn’t work at all… So having different shatters proc on the same illusions wasn’t even noticed really.

Well, it felt kinda silly when it happened every now and again. :P

Pretty sure that’s not the normal shatter. But tell me if i am wrong.

Myself i only noticed some way off damage for shatters every now and again, like twice or thrice the damage?

(edited by miriforst.1290)

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

Anet has known about bunker guardians for 8 months nothing has changed.

They’ve known about bunker ele’s for 6 months no changes.

Mesmer’s are a must in every team comp since release and received a bugged changed that gave them the ability to 1 shot ppl and that took months to fix.

Where would you get the idea that debating or what this really is whining on the forums would make anything change about the engi?

If you are talking about shattered strength where we got 3 stacks of might instead of 1 stack per illusion shattered that was fixed in 2 weeks.

I think hes referring to the multi shatter where you could with the help of a macro (or so it is said) increase the damage greatly on the total shatter.

That’s also been addressed. We have a global cooldown on pur shatters to keep two shatter effects from triggering on the same illusion

I know, and that was what he said, just that it took its good time to band-aid.

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

Anet has known about bunker guardians for 8 months nothing has changed.

They’ve known about bunker ele’s for 6 months no changes.

Mesmer’s are a must in every team comp since release and received a bugged changed that gave them the ability to 1 shot ppl and that took months to fix.

Where would you get the idea that debating or what this really is whining on the forums would make anything change about the engi?

If you are talking about shattered strength where we got 3 stacks of might instead of 1 stack per illusion shattered that was fixed in 2 weeks.

I think hes referring to the multi shatter where you could with the help of a macro (or so it is said) increase the damage greatly on the total shatter.

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

Have a core trait from Mesmer ever been destroyed? or a build deleted from the game ? how about skills ? Mantras are the worst utilities Mesmer have and are wayyyy better than engineers gadgets and turrets (lots of bad skills). worst bug mesmer class have prob had is the iserker.. and it still on it’s handicapped condition it still does decent damage on PvP, maybe Anet nerf broke it on purpose because it used to be strong.

Exactly, conditions are your weakness, and engi are about condition.. i wonder what would happen if they fight ?.. meta is shirting towards conditions or am i the only seeing lots of Engi, Rangers and Necro lately.

If Big ol bomb damages anything, you get revealed.. =] trying something before bringing it up wouldn’t hurt..

not really, what happens if you have revealed and try to stealth, exactly… the debuff could be something like that limited to clones, you could still summon phantasms tho. that would be fair.

Also.. Evasive Arcana’s Cleansing Wave heals for around (1.5-2k) and Churning Earth applies 1 bleed not 8.

Core traits for Mesmer ever been destroyed well lets see there is shattered strength which didn’t work properly before, but then was nerfed after they got it to work somewhat well…. Illusionary elasticity seems to have a wonky range on it. Illusionary persona does not proc a might stack from shattered strength which we live with but they have never acknowledged whether or not this is a bug… Mantra’s out right suck for the most part the traits for them are in very weird places. OH and lets not forget that in general the only grand master line that we go into is in illusions because for the most part our other grand masters suck all over. And yes the meta is shifting toward conditions which means that ANet needs to take a serious look at how classes deal with conditions when you have the only class in game that cannot remove conditions with a heal skill you start to see that class fade out…. Do I think Mesmer need condition removal on par with guardians? No… Do we need better then what we got… Absolutely… There is cleansing conflagration which doesn’t remove all conditions were lucky if it removes two… If it removed all would make the torch cool in pvp except confusion sucks and this trait needs an entire rework…. And I also see engineers make good work with turrets if they are so bad then why even use supply drop? I mean its nothing but turrets so no way it could be helpful right?

And there is absolutely no need for a debuff for mesmers to limit their clones after a shatter once again that is going to be so crippling to the Mesmer class. And another reason why you don’t see so many mesmers lately is that ANET seems to enjoy destroying our skills without even mentioning it in the patch notes. And no iZerker messing up is not intentional on their part they have acknowledged this and are clueless on how to fix it… And the kit refinement trait made things like bomb kit a little more enticing because now you have a magnetic bomb that pulls enemies into the blast… That’s no 100nades but still pretty good. And to the person that think IOL is absolutely amazing engineers have toss elixir R which is permanent kind of like signet of undeath, battle standard, so on….These are all way better than IOL because IOL is temporary. And my team likes me on my Mesmer if we have a bunker guard with us… If not then I am on my bunker guard cuz that build is nearly unkillable… Except for one thing. THIS build…. ANet needs a look at condition damage might stacking and the way they all work in this build overall.

Okay, troll confirmed, moving on.

As in saying we use supply drop mainly for the turrets. As if our alternatives (RNG elite (either solo CC or aoe point control) or stationary weak turret that needs to be manually operated and dies to one aoe) are better alternatives. Boy would i kill just for mass invisibility. Also decline from what? every player not playing bunker guard or ele?
Oh yeah but i suppose its a dead giveaway that he argues that kit refinement is competitive.

A bunker which does not die except to this build? So why do we need to remove it again?

Good night sir.

It's time to nerf Engineers.

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Posted by: miriforst.1290

miriforst.1290

I can tell you are not familiar with combo fields in the slightest… take engineer bomb kit (gasp I play engineer FREAKING CRAZY!) drop Big ole bomb then smoke bomb immediately smoke bomb goes off creating a smoke field then big ole bomb goes off doing damage then granting stealth… So the combo for ALL fields is damage THEN effect… So no this is not a bug.

Thank you, you have now lost any sliver of credibility you might have had (which was minuscule anyways).

IF, and i repeat IF you actually tried it (which i do not believe you do for half of the statements you make) you would have noticed that the BOB and smoke field will not stealth you if you hit someone with it. You know what happens? You get this little thing called REVEALED (ask thieves what it is, or hmm i dunno a mesmer?). This also goes for detonate mine, supply crate and so on. What you will se in the little video i put together for you in a couple of mins (how long it takes you test this) is also how for example stomp works differently in the application of stealth and damage.

We have known this since beta.

EDIT: I sincerely apologize if you are trolling which is getting more plausible for every post but please then leave this for serious discussion.

(edited by miriforst.1290)

It's time to nerf Engineers.

in PvP

Posted by: miriforst.1290

miriforst.1290

WALL OF TEXT

Ok. I’m gonna call bullkitten yet again.

He seriously argues that a HGH engi is survivable and that a mesmer dies to a sneeze… O.o

Famous last words

in PvP

Posted by: miriforst.1290

miriforst.1290

A lot of censored words, then he/she left.

But from me it got to be:

“Ill just stunbreak this and-…”

(edited by miriforst.1290)

It's time to nerf Engineers.

in PvP

Posted by: miriforst.1290

miriforst.1290

@jportell


If you do not realize why 25 stacks of might added to what was already one of the most dominant meta builds was tweaked then i do not know what to say. But ill try anyways.

So here is this class that was for most part a must have in most competent teams which had one of the better burst in the game with extremely short recharge complete with crowd control, mobility, boonremoval and invulnerability on his one handed weapon and a semi stunbreaker, rezcontrol, protection and fuel for his mechanic on the other weapon set. Looks nice? Now add that he so far got his utility slots free for team support like aoe rez, portal anchor allowing the team to play more aggressively and an aoe boon/condition removal or something along those lines. Of course timewarp is now nerfed so its not an auto GTFO button for midfights. Have i forgot something? Oh silly me, built into their mechanic they got a invuln for stomping the dirty, inferior “cattle” classes who unlike you cant guarantee a stomp prevention, nor have access to what is basically backstab while you are getting revived, a long duration daze and the burst i am referring to above that in combination with their sword allows them to burst every dozen or so seconds.

But you know what? That’s okay.
They just got a competitive build which is perfectly fine. We can team up and focus him down, maybe with a little effort due to all those invulnerabilities and in some cases stealth. He/she might even be easy to bring down if you are for example engineer or necromancer after he has blown his conditionremoval (similar to how, i dunno an engineer is weak to burst after elixir s) and he/she is being occupied. Yes conditions i the mesmer Achilles spot (wow) due to them specking to be good at a lot of other things like bursting, taking bursts, team support and anchoring.

So the mesmer is ok in spvp, its a really solid class that is still one of the better.

Now add massive amounts of might with only the need of one trait and no equipment like full might stacking armor, sigil of battle and so to this meta build. 9 stacks of might per shatter from clones that are handed out like candy on the mesmer that comes from what the popular meta build does naturally. Not from spamming heal on recharge, not from bringing a utility skill for the sole purpose of spamming it for might and losing not only the team utility of the slot but also lost utility from our toolbelt. Then you don’t have to slot your secondary weapon into a utility slot. Also add signet of inspiration. See how fun it gets?

Imagine if next patch, instead of a nerf to hgh we get a-…

Sorry i cant think of any similarly ridiculous buff to one of the already best competitive builds (similar to how mesmer was then).

Don’t get me wrong, hgh is really, really strong. But destroying the build entirely? Are you out of your mind? I apologize for not lying down and dying without a fight kindly letting you distortion stomp me (or blind stomping or stealth stomping or stability stomping or-….) but come on?

Boon duration runes getting a nerf is more than likely i agree though, it would not only tone down hgh without smitersbooning it but it would also tone down some of the popular bunker builds a bit. Narrowing from two corners of the triangle.

TL:DR

Mesmer complaining about a class doing too many things at once, which IMHO is cute.
Oh and also why 9 stacks of might on every shatter added to a popular and strong meta build is bad.

P.S. How rare was mesmers before the SS buff in the meta? Have they died out completely after the nerf? If so im not seeing it since im having a mesmer in about every game. Honestly i see a good deal more mesmers than hgh engies in tourneys and believe me, i notice when there is another engineer in the game. Its like spotting a frickin unicorn made of fireworks in that cloud of clones that is pvp.

EDIT: I forgot to add, you are probably right in that it will be utterly destroyed. Arenanet have never handled engineers with any delicacy be it buff (rare) or nerf. So ill leave you to hasten this process so that you can go back to mes/ele/guard meta. Because 2012 was such an interesting year for pvp.

(edited by miriforst.1290)

Guys! We made it!!! *tears*

in Engineer

Posted by: miriforst.1290

miriforst.1290

The bad thing is that our top Engineers confirm that we are overpowered.
:(

I just think Ostricheggs want to be known as one of the hall of fame engineers who got the class nerfed, imagine having the badge “i spread the build that made bunker guardians and DD/SD eles cry for their mummies”.

Now that is an accomplishment to boast with!

And in some cases i sense either sarcasm or some serious Stockholm syndrome.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: miriforst.1290

miriforst.1290

The flamethrower, in general, doesn’t do a whole lot of DPS. The #2 you see is a slow moving, medium range, easily spot glob. now in order for this to do damage you have to detonate it on top of the person, the AoE is not large. Now some players were able to wait for the #2 to go through the person (doing damage) then detonating it which did around 6-9k depending on your stats. However, I believe they fixed it to where you cant do that, not sure though.

assuming that it’s the same in pve and wvw, it still works. tested it on mobs yesterday. Passes through for decent damage, explodes for about triple that damage. Not sure but I thought if you did it in melee range it’d be pretty much insta cast that combo though… just a theory

Yeap i tested in spvp, it did work. But like you said you have to be up close in personal for it to be really effective. Still not too much though, usually hits (both attacks) 4-6k damage.

wierd how in your screens the damage was so disgustingly low but in matches was 4-6k :S. But that does ring about on par for a backstab in pvp. Max 60 something crit dmg really hurts our bust so I’d imagine with 110% crit dmg you could do 9k. Still not worth it if you’re just using it for the burst. Better off doing something else.

Before the recent patch you if you where quick you could double detonate it (similar to double shatter) making it deal its damage twice. It was fixed this patch, so its no longer a backstab but a facestab.

It's time to nerf Engineers.

in PvP

Posted by: miriforst.1290

miriforst.1290

ques music
Only one build is left
only one build
we are leaving the competition
we’re getting nerfed
Today they all burst
glasscannons they are
boons are lost
Our traitlines are from the beta
and elixirs to reach the meta
let the thieves go into stealth,
let the point erupt in flame
It is enough to have the might
and traits
to raise our frag grenades
into the sky
Let them bunker who do not know
the final build is here
the very last
and we join at dawn

There is no mesmer no elementalist and no guardian
To stop us now and change our fate
Now every problem is destroyed
We raise our builds and equipment to the peak
Into the internet – towards the forums we go

[Chorus]
Grenades we are sending to the skies
Above us all
Condition burst those who don’t know
what class we play
We leave in downed those who don’t know
(and) we join at dawn
We are driven by the HGH
(Wild HGH – that never stops)

(edited by miriforst.1290)

necro low on class tier list??

in PvP

Posted by: miriforst.1290

miriforst.1290

I was talking in general more than about a specific builds, although they often combine(d) multiple of things I listed in one build.

As far as turrets are concerned, it matters little whether or not they’re immobile – you only ever drop them to contest or defend a point, and we all know how small most nodes are. And yea, killing them as a condi nec is pretty funny – you can do it with plague form (takes about half its duration), while the engi leisurely pewpews at you from a distance :P. The main offender in the turret line is the immobilize one though. I can imagine classes with pets are at an advantage, but then again, turrets are in a way pets too, so…

P.S. How does a turret ‘attack a point’?

The point is an object, you can see this extra clear when a thief is attacking you with trickshot while you are defending the point. It will bounce between you and the point “entity” and back again (doubling their auto dps) as it recognises the point as belonging to the enemy and as it being an enemy. In the case of turrets they will keep from attacking it as long as you own it.


And for the net turret, yes it is pretty sweet, the general idea is to use deploy able turrets to throw them out of harms way of splash directed against you and when a single target, be it a necro without minions like the elite or a DD ele who thinks hes the boss they will be struck by imobilize, two stuns chaining followed by two knockdowns and more imobilize. While on fire. I’ve had some fun playing full turretineer but as soon as a mesmer shows his face (or a decent ranger for that matter) or anything with more than one target you are pretty screwed if they are at least not horrible. This also goes for 1vsX. One target is easy to stunlock so to speak, and you really need that to survive. So its a bunker, without the extreme durability of a bunker and that cant do well against more than 1 target at a time but that to compensate for this he/she can not only hold against you but also kill you should you rush into the fire without using los and planning to actually wreak havoc on his defense. If you are having problems versus a turret engineer, get out of there and kitten the situation: Where are his turrets? What types of turrets do he use? The net turret and rocket can be negated by bringing a minion to draw its fire (yes this sounds odd, but if you really feel like going in there solo use what tools are given), both the net and the rocket turret are quite squishy. Infact the only relatively “tanky” turret is the thumper turret which got a small pbaoe attack and is still brought down rather fast. What makes them durable is deplying them on walls and such to lessen splash, a power focused ranged class can simply take them down one by one from smart angles without the engineer being able to leave his safe nest (and do you trick him out of it hes in for a hell of a ride, he can actually have only 1 weapon and no utilities to fight you outside of the point if he is dedicated to it, and does not sacrifice a turret for toolkit. As for being condition based it works as well, just make sure to not rush headlong into an area defended by someone going dedicated for something which sole role is defending the point. His condition removal is probably lackluster (1 clunky cleanse on 60 sec cd on healing turret if he got it or 1 removal every 15 or so sec if bringing medkit instead ) so figure out the best angle of attack where you are not in LOS of his turrets and pressure him and the point to hell and beyond, just don’t rush onto the point like a tf2 scout on an intelligence and expect the engineer to just move along because you came. That’s what mesmers do. Also i don’t know if the necros ive encountered have noticed it, but the aoe drain in DS can be devastating against such a defense, its just that they never follow up on it and finish them off so they slowly regen again due to traits. But most of the time there is this thief/warrior/necro/elementalist etc. who just walks into an area that is more decorated by military technology than the us navy and expect me to hand over the keys without a fight who gets horribly slaughtered by the time they emerge from the umpteenth stun/launch/kd/immobilization. The philosophy is essentially tie them to the floor and pound them with everything from rockets to bullets. I won’t disagree that it can be tough for the necro to crack that point solo, but most of all i advise a plan of attack first, decide if you bring his turrets down slow but steady or if you want to keep out of the turrets range and focuse the engineer down first (the turrets die with the engineer). Or attack with a buddy and whipe the floor with him bigtime. But it is nice to be feared. :P

Ps. Have you tried the lich form elite just for that fight? i have no idea how that would work.

necro low on class tier list??

in PvP

Posted by: miriforst.1290

miriforst.1290

I know it’s an oversimplification and probably condescending. And no, it’s not aoe spam in tourneys. AoE spam is standing off a point and throwing nades on a point and hoping someone walks into them. actually LANDING grenades on a moving target actively engaging you requires far more skill than landing a mark in the same situation. Cluster bombs can (and should) be blown up mid air when over the target making them far easier to land because of the speed of the slow moving cluster bombs. Staff eles are just lol, I can’t really comment on them.

Must be really hard to land those on a small node, especially on a melee class, or someone trying to kite around on that tiny node in order to prevent it being uncapped, or especially (!) after using that whooping supply kit elite, rite?

The engi really has it all:
- OP cond damage which can only be parralleled by necros when a dozen of boons is corrupted successfully, or a dozen of cond stacks is returned successfully (how sad is dat),
- OP boon stacking (seen my fair share of engins running around with 25 might stacks and a handful of other boons at the same time),
- Good CC (moar knockbacks please),
- OP damage from both weap sets and the kitten turrets.
Talk about ritualist gone bad. At least it takes somewhat more skill ( I guess?) than a ritualist does, and than eles do, so that’s a plus.

Having said that, I really love playing with engis as a necro. Most likely my n1 choice of a ‘partner’ next to a good warrior that can quickly discern a corrupt on a stack of boons, including stability, and follows up with their damage.

P.S. Necro wand and dagger offhand aoe are a pain in the meow to land, because they hit with half a sec/one sec delay on top of their nearly 1 s cast time.

Knock backs? Are we talking the same build here? The trade mark of HGH is the relative lack of CC compared to other engibuilds. 1 sec aoe imob on 20 or something cooldown and the freeze grenade. Supply crate if things get rough, and that got 180 sec recharge for that stun. HGH isn’t extremely hard to play but it isn’t as braindead as everyone wants to claim (funny i thought DD ele and shatter mes was equally at least as “easy” when i played it but people claim that it requires skill, different taste i suppose). The HGH have to deal with the fact that he haven’t got so many tricks up his sleeve to survive as is usually recommended when running it, maybe because engineers in general are like a frolicking pinata for points and stomping the engineer in a teamfight is as natural and easy as making a sandwich.

Oh and about those turrets, an engi running turrets have to sacrifice for traits in a relatively bad traitline and more traits in decent traitlines, sacrifice his primary mechanic (toolbelts are bad outside of SD builds and the net attack), sacrifice weaponsets, sacrifice stunbreaks, sacrifice decent conditionremoval and personal defense. Oh and turrets are immobile and mindbogglingly dumb (they will for example attack the point if you do not own it, attack clones, pets, and destructible objects to mention a few. Don’t you think they ought to have some kind of advantage vs 1 lone player without a pet, summon, or so? Or maybe you are talking the supply drop turrets? I rarely see them as they evaporate in about the same second one drops the crate. And of course you can still destroy turrets if one in particular bothers you. They go on a full cd after they are destroyed, not while being deployed. But i must apologize as i realize that turrets can probably be a royal pain in the kittens when fully condition based as they are thankfully immune to that.

(edited by miriforst.1290)

The odds our HGH gets nerfed

in Engineer

Posted by: miriforst.1290

miriforst.1290

or basically pray no dev has a second cousin whispering him he got owned by a 24k HGH condi burst…

so much this it hurts.

“ya, i pretty much make changes based on pms people send me in game and from what i read on the forums”

/facepalm

what about .. data mining your kitten database and doing some math.

Or even… Wait for it….

Trying to roll with the mythical build in hot-, err i mean single tournament and try it for themselves first.

Time to fix engineer downed state abilities

in Engineer

Posted by: miriforst.1290

miriforst.1290

If you want a buff: just give burning to Booby Trap. Engineer downed is fine as it is. It’s like you people expect yourselves not to be punished for losing.

Yeah its like they expect to be on equal footing with other classes in one of the most important parts of pvp!

one of the most important parts of pvp!

wat
Look, you went down. You pretty much deserve to die. The opening exchanges of a fight is typically where much of the proceeding action is determined. If someone bested you, it should be up to a teammate to get you up. It shouldn’t be you somehow turning the fight around after someone beat you. That doesn’t make sense.

Besides, look at Toss Elixir R and tell me that that isn’t silly good.

I’ve used R, but i find it a bit overrated (it helps, but it is in no way a get out of jail card), and for a stunbreak id rather bring S anyways to stomp the inferior downed staters (those that cant be finished off in one go by blind, block, stability, Los, invuln and so on like those poor, poor elementalists, mesmers and thieves (okay ill be honest, thieves usually dies anyways due to the extreme glassiness they tend to go for, but at least they get something back). Finishing an enemy is everything in a teamfight (team game) and being able to stomp the engi or any other single target rupt prof is essentially an instant elixir R for the entire team. So your team finally get rid of the ele? Sorry, he can either choose to move on top of the point to contest it longer, map to his backline for a quick rez or get that little guaranteed extra time to rally from your engineer who is either being finished by someone in stealth, in a blinding field, in a chaos storm (aegis), near a guardian (aegis, blind) or finished by someone with stability, a mesmer (guaranteed invuln) or other prof with invuln stomp (ele, warrior, engineer (ironically)), someone with stealth (mesmer, thief, smoke combo) or someone with a pet (mesmer(see a pattern?), ranger and sometimes a necro) or just someone with a buddy. And if we want a revive skill for our teamates, thats why we got a mesmer to bring his illusion of life no? Ok i get that you mean that downed should mean that you are about to die, but so far there are a lot of professions that does not follow the pattern we got. And those eles and mesmers are hardly in a bad spot in the meta.

And of course, even if you aren’t in the teamfight there will be the occasional situation where you are at low health when you downed the player you are dueling and the conditions for example combined with their more powerful downed state brings you down. Now that elixir R actually comes in handy should you have a slot open for it, and should it be off recharge. But is the engineers downed state balanced around the fact that he can revive himself if he brought one skill? If not aren’t you supposed to win if you downed him first considering that he “pretty much deserve to die”? Should all revive slower because the mesmer can use his quickness field to speed up revives/stomps? Would builds running around oneshotting everyone except bunkers be ok because they counter bunkers?

As for wvwvw it can be even worse. Try to kill that elementalist within 1200 range of his keep/tower/party. Now try killing an engineer in the same situation. Which one is the hardest to down? Which one is the easiest to stomp? In a organized battle a single stomp can rally a half dozen players. Our inability to even counter the fact that that rangers pet is standing on top of us while being finished by its ranger can mean the battle is lost. Looking at for example the fight between FURY and JDGE, look at the professions that can in most cases guarantee a stomp survive long anough to be rallied by some other poor bugger getting stomped.

We are not the only one with these problems but while other professions summon demons from the nether-realm to tear you apart, or hurl hammers and rocks, we throw empty soda cans interrupted by the occasional grappling hook in a last ditch effort from us to make them actually honor us by stomping our sad kitten into the ground, and boy does that hurt!

They need to standardize this one way or another, but being handed the finger while not exactly being the one in most need of that is kind of insulting

Time to fix engineer downed state abilities

in Engineer

Posted by: miriforst.1290

miriforst.1290

If you want a buff: just give burning to Booby Trap. Engineer downed is fine as it is. It’s like you people expect yourselves not to be punished for losing.

Yeah its like they expect to be on equal footing with other classes in one of the most important parts of pvp!

LOL!

What on earth are they smoking?

Your thoughts on an all Engineer Guild name!!

in Engineer

Posted by: miriforst.1290

miriforst.1290

Revengineering?
Bravehurrt?
Requiem for a turret?
Nuke it from orbit to be [sure]? (don’t know the character limit)
C sharp [shot]?
Mortar combat?
lets do this texas style[nope]

Youtube does it again….

Why are turrets being buffed?

in Engineer

Posted by: miriforst.1290

miriforst.1290

It’s all fun and games until a mesmer strangles you too death with your own spine while watching anime on his second screen and his clones is having awkward conversations with your turrets.

all the things you sacrifice for it like say, weapon sets, condition removals, stunbreaks and get out of jail free cards and those small things makes it not worth it. Of course you may run a hybrid, and rocket, net and sometimes even healing turret can be surprisingly decent. Sometimes. There is no denying that the 20 sec cooldown for two KD’s added with decent damage for a turret (as in it actually tickles) or a followup stun on an imobilized enemy that just got faceplanted from your rocket turret is nice. But this is only as long as the turrets decide to remain loyal too you. That guy would be nice to imobilize? Too bad your net turret wasted its long cooldown attack on him when he wasn’t even in line of sight. He is a ranger, elementalist with glyph of ele, necro with flesh golem, spirit weapon guardian(rare nowadays) or got rune of the ogre and as such a pet? Hah guess your turrets will take bets on who can prioritize the worst (and the difference between you and them is that they do not waste their weapon sets for them, or essentially their primary mechanic (outside of the ranger who got it as his primary mechanic in the first place) and they are still mobile). Mesmer? Good luck, and enjoy being stomped by someone not caring a bit about the fly splashed against his window of clones.

They can be fun to troll people who didn’t know there where eight professions but its not a competive build. And the explosion on death has hilariously had aoe (as in he actually needs to attack your riffle turret with a sword or something (the graphical effect is huge, the actual effect not so much), and who would focus a riffle turret? As if it was a threat? If 1200 damage is a nuke then other professions seem to sneeze the tsar bomb with every breath.

Im not kitten, just passionate.

Anyways that might be part of why i feel kind of bad whenever i kill an engineer with turrets. As if killing an fellow engineer didn’t feel bad enough.

What was that? Thumper turret? Heh, i got bomb kit for that job, which gives me a big bomb as the toolbelt with the same cool down (less if you count the expected lifetime for a thumper turret on a point) a smokefield with pulsing blind similar to the flame turrets overcharge, a short recharging firefield, 5 stacks of aoe confusion and a aoe imbobilize/cripple.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: miriforst.1290

miriforst.1290

It’s because Engineers already have ridiculously high adrenaline gain from the tools traitline via adrenaline pump. In addition to easily available permanent vigor and swiftness… It makes engineers have a ridiculous number of dodges.

Yeah, blowing all of our toolbelt skills to almost gain an entire dodge is sure ridiculous!

maybe not that way but still…

But going 10 more in alchemy is always a safer bet than 30 in tools.

because that trait (vigor) is actually good, and not only by engineer standards but like really good (BAM NERF HAMMER!).

(edited by miriforst.1290)

Engi March State of the Game

in Engineer

Posted by: miriforst.1290

miriforst.1290

Im sorry, but after this i am convinced that the devs seriously hate the engineer with a burning passion. And i don’t mean it as a joke anymore. When someone brings up a concern like with RTL (which is not affected by slow unlike other leaps) they jump at a chance to bash the engineer for his super speed, and when invulnerability comes up, back at the engineer again. Maybe it is because they are all playing warriors, which are the profession that’s easiest for us to counter but what do i know…

We still have zerkstabbers, invulnerable shattzbotmesmers and so on bursting with excellent class synergy but no, the engineer with the grenades are the real devil!

Human Gods...

in Human

Posted by: miriforst.1290

miriforst.1290

Charr are the real heroes in this game unfortunately. Won’t even let us chat with the ghosts of our ancestors

but the charrs killed theyre gods :P

No, we killed their gods.

Clone summoning on classes besides mesmer

in PvP

Posted by: miriforst.1290

miriforst.1290

Fort Engineer [NERF] is looking for engineers

in Guilds

Posted by: miriforst.1290

miriforst.1290

You should really have an european branch, i would be joining faster than lightning.

Remove waypoint cost and why it is a problem

in Suggestions

Posted by: miriforst.1290

miriforst.1290

The problem isn’t the feeling for the average player to not be able to afford it, it is mainly a mental problem. And still that is a problem.
No matter how proudly one bash ones chest and say: “i make a habit to visit Lornars pass just because i can!” it does not apply generally for your everyday gameplay does it? Do you think the average player farming mats in orr think “phew im exhausted, what if i go take a break and explore the countryside in the iron marches?”. For certain i generally do not, istead i go to wvwvw and spvp if i want a break or maybe waypoint to a dungeon as that is an investment. Its not a big fee and im certainly no stranger to wasting money on silliness. But the game tells me not to waypoint to these way off and deserted zones so i don’t. There is no incentive. Games are about fun and i agree, but the way the game is designed is to put your wallet in your face. Thats for example why the coward who you just rezzed in the heat of the battle in wvwvw won’t lift a finger to save you when you are lying on the ground two meters away because he won’t risk a window saying “bad!” and some numbers after it. And economy wise are you kidding me? The only two gold sinks working in pve is the auction house that automatically adjusts the economy in about the only place where it matters. Gold are introduced through dungeons and merchanting (and to a small extent dynamic events) through a sortish stable fashion now, but the larger the inflation would become, the larger the tax, and since the rewards in gold don’t scale with the inflation it would reach a theoretical max plausible roof. Pure gold (hehe) if you ask me as a mechanic. The second that isn’t really as good but not as fundamentally flawed in concept as the others is the armor repair. It actually contributes to the gameplay in a sort of tension (no matter how small it is) and it can actually stack up in fotm and dungeons, though not scaling as the TP fee. Now for the bad and the ugly. As been mentioned the waypoint “sign” waving fingers at the average farmerjoe is concentrating this game to orr and to some extent frostgorge for holidays (the reason lost shores is empty has more to do with the lackluster design of the place). The other is the respec fee. Really do i complain on that now? Yes, for the same reason as the waypointing it is dis encouraging to respec your build which at least for my profession is so heavily bound to my utilities i am stuck in one category of skills for every spec which mean that the game age faster (of course alting is an option, but for us non veteran mmo levelers it is a pain) . Of course i can afford it, but every respec or every visit to harathi hinterlands is one step further from my legendary, added on top of that my experimental build might not be optimal and the area i visit might not give me the rewards of orrian pentient farming that i could be doing otherwise. People are generally okay with everyday fees if they are for an investment, for example waypointing for your daily COF runs or switching to your required build for fotm that is different from your undead farming machine but that is vital for your survival and your partys success. It’s really shooting one self in the foot if arenanet want longevity to discourage (which is what they do no matter the fee) variation and routine breaking activities.

(edited by miriforst.1290)

What race is the coolest engineer?

in Engineer

Posted by: miriforst.1290

miriforst.1290

DEATH GOOD!

JOIN US!

Attachments:

Elewars vs Guildwars

in Guild Wars 2 Discussion

Posted by: miriforst.1290

miriforst.1290

Well i am fine with accepting the fact that i will never kill a dagger ele, mesmer or thief. In fact i never really count on killing anything except upscaled warriors, rangers and so on. I mostly go around tagging the boddies with the flamethrower for the badges. And cleanse and heal those who can contribute (yeah my character is an engineer, highly versatile so i hear, but not like the ele. Those are the kings at that after all according to anet). What i would like though is that it should be impossible to pass through the gates in downed mode. Too many times elementalists simply evaporate into the gate of the nearest tower or waaayyy back into their own zerg, giving them the freedom to rampage all they want in your frontline when daggered and then swoooshing back for a quick breather, i mean rez. Theres nothing you can do about them running back to their backline or them dont giving a kitten about being killed on top of the wall but please allow us to extract our fury on the unlucky one in front of the wall. Well mostly this is because it takes ages for me to kill someone and if i am lucky enough to survive the onslaught from for example an elementalist with daggers, he simply say screw it and rides away at lightning speed while, should i get in that situation i can easily say goodbye to my kneecaps and gods forbid should he/she get downed, rescue is often a possibility while me my downed bar would have been an improvement if we had the old bar that made us commit suicide (they never knew how right they where about the original version, you might as well get it over with). Pop quiz, what are the engineer downed state skills and what do they do?). If they fixed the imbalance there i would be fine with the rest, as long as the dead stayed dead. Funny how the best professions seem to have gotten the best downed bars.

Engineers should = Iron Legion

in Engineer

Posted by: miriforst.1290

miriforst.1290

I think this is a splendid idea, traits that affect whatever skills you attach them to … I like that idea a LOT. Not that I imagine ANet will pick it up but it’s nice to dream.

@Gozero – As far as I’m aware in lore the only race to invent science-based technology is the Charr; so Engineers from whatever race they may be are all using Charr technology as a base for their skills.

That is really cheesying it even more than the official lore writers.

Anyways.

Technology and scientific advancement never ONLY happens in one place, especially when you have the level of interaction going on with asura gates and such. Of course we can have hotspots of extremely rapid development such as the charr in his case, or japan and china now. But has USA stopped their development because they are no longer necessarily considered the best? Did europe lay down and die during the glory days of american engineering? There is always development. As to say that the charr is the only science- based technology geeks just because the asura utilize magic in their tech is also a bit narrow. Sufficiently developed technology is indistinguishable from magic so it is said, and for the asura magic is technology as much as coding in c# is magic for an engineer during the industrial revolution. “Hello world” might as well be an incantation for him or her.

Of course the story is a bit bonky, we are told that the final versions of the submarines are a united effort of all races and the airships apparently even use human technology but they never elaborate on that. Its more of a pat on the back for the non asura and non charr engineers than anything else. Also i find it hilarious that a rag tag band of bandits got their hands on more explosives, turrets and firearms than the entire human nation as a whole.

From an aesthetic viewpoint they do resemble “human design” whatever that means, but i think its more a case of “universal design”, the turrets and gadgets are supposedly to some degree manufactured by you as a character, and thus it would be a bit odd for the sylvari to create a rifle turret made out of half molten metal, overcompensating gears that do nothing and that got a big kill counter dipped in the blood of their enemies. Neither does a charr create a flower turret like the sylvari racial does. This design fits the middle ground and even now players are complaining that the turrets they place as an asura does not glow, fire lasers and glow.

I think really that’s more what you are after, more engineer themed charr skills than charr themed engineer skills.

What the charrs did was introducing the concept of the “combat engineer” as in both an engineer and a soldier, but looking at how every race can create one i would say that the others where quick to follow. And before ideas of making the engineer a charr only profession, lets remove the option to create charr elementalists, guardians, necromancers and mesmers seeing how they utilize magic.

Sidenote: Didn’t the developers mention that the use of elixirs and such where of asuran flavor, in ghosts of ascalon the elixir chugging engineer is an asura.

(edited by miriforst.1290)

~Recruiting for new Engineer themed guild~

in Guilds

Posted by: miriforst.1290

miriforst.1290

Aww to bad im playing Eu (gandara, the city of military tech in gw1).

Logan Thackeray Joke Thread

in Guild Wars 2 Discussion

Posted by: miriforst.1290

miriforst.1290

“That soldier is a threat, and we’re going to- FOR THE QUEEEEEEEEEEEN!”

-Logan Thackeray during the human tutorial

20 clones, now where is my mind wrack

in Mesmer

Posted by: miriforst.1290

miriforst.1290

I am the engineers.

I uploaded an album at the reddit page here:

http://www.reddit.com/r/Guildwars2/comments/15wefv/the_engineer_now_10_times_more_mesmer_than_the/

Now to answer some questions:

It will not shatter from the mesmer that is the origin of the attack, it is reflected and thereby it belongs to the reflector and thus inherits his/her properties. That is why they are clones of me. I have also tamed the occasional orrian spider and as some has mentioned the gravelings.

When reflecting as a mesmer the clone limit still applies which means no billion damage shatter, but the others lack this limit which means that for example a warrior with the reflect trait can spawn an army of himself.

Mirror blade does not work, it cant be reflected it seems.

We tried reflecting deployable turrets, but to no result, they were not reflected.

As someone on reddit said, “its a yule tide”.

P.S. If any mesmer encounters gandara in wvwvw, leave a note and we will try this without the stress of the time limit.

Attachments:

(edited by miriforst.1290)

(bug)Mortar, Grenades and Mines, bugged when using on or near destructible environment.

in Engineer

Posted by: miriforst.1290

miriforst.1290

Updated the title to better reflect its purpose of bringing this bug into the light.

@Edamame supply crates recharge of 3 minutes for a decent damage and 2 sec stun is way high to be useful, the main attraction of it is to save your skin with the medkits, net turret, stun and regen in the open, its a defensive elite and not an offensive one (except underwater where it actually got useful offensive turrets such as rocket and riffle turret). I have had mixed results using grenade barrage, each individual grenade has a much smaller aoe than the mortar shells (and since the larger the aoe the further into the wall you can reach, to for example pressure that poorly placed cart). It got a tendency to spread in a fan, making it hit wide but not deep. What i really would like is to be able to place aoe skills on the minimap, the biggest advantage the defenders got is that the team attacking are not only limited by range but by not being able to target on the wall but only on the side, and this is where gigantic aoes like meteor shower and barrage comes into play. Concussion barrage is a lovely skill, the aoe and spread works well on solid walls and it’s long since I’ve forgotten the number of players i have knocked down from their “safe” sniping post. During siege i switch out bombs for mine kit and while my mortar is down (after 1 concussion barrage they sort of notice you, mostly its all about setting mortar to fire “5” once and then abandon ship) i lob it at people standing on the ledges to knock em down into the fray. But this is limited by destructible walls absorbing it as well. When the mine touches it the model of the mine can still be seen, but it is virtually gone into thin air. You will be able to detonate it, but as you see in the video it does nothing except set it on recharge. It cant be proximity triggered either. A counter to this is detonating it a millisecond before it gets contact, but it is really clunky.

But it’s not mainly an issue of balance that is what i am trying to get across, i am trying to bring attention to a bug which prevents you from using aoe targeted projectiles like grenades, super elixir, landmine, mortar shells and i don’t know what else. It might be affecting other classes too.

And no, i am not the weakest i suppose, but i still feel useless when that bunch of people standing clogged up on the wall can just laugh at my grenades, mortar, landmines etc. because they disappear into thin air. I will resort to auto attacking with riffle but its a medium ranged weapon in design. Especially when attacking stonemist you will encounter this.

(bug)Mortar, Grenades and Mines, bugged when using on or near destructible environment.

in Engineer

Posted by: miriforst.1290

miriforst.1290

^one single meteor shower or barrage aoe denies to a greater effect when attacking or defending in wvwvw, grenade kit is good at single or dual target harassment but when for example attacking stonemists outer wall which feels like its 70% destructible it is a pain knowing that you cant really harass them when they happen to move “out of bounds” but they are still in line of sight and in range of you with staff or longbow or rifle etc. Now i do not complain about the grenade kit being usefull, it is, or it would really be if it wasn’t for people happening to move from the solid wall where i can pressure them immensely to a safe zone where they still can bombard me like nothing happened and for the fact that an arrow cart you can reach with mortar is safe on the same.

I’ve hastily thrown together a demonstration of it on khylo (i apologize for the quality). since i do not know how to embed videos, here it is:.

(edited by miriforst.1290)