Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Knights (pow/pre/TOUGH) and Rabid (pre/tough/COND) items are more beneficial, over all, to the flamethrower in PvE than Zerker/Rampager.
One of the biggest things to get used to when using the FT is taking damage, and letting it happen, and getting used to the on proc effects of crit weapons.
Seras, you are right, a burning foe means an extra 10% dmg to FT#1, but it does NOT matter how hard that burn ticks for, simply that it is there. Each tick of your FT#1 can do more DD than the burning condition alone, if geared properly. All you need is for it to be there.
Incendiary Powder, thus, is meant (in FT builds, specifically, not talking about other applications) as another source of prolonging a foes burning, not at adding damage just because of the burning tick.
ft without deadly mixture is not a “dps” ft build. incendiary powder and EP are also necessary to the full “dps” build, thus
20/30/0/20/0
IP/EP;PS(or SD)/FT/JG;FAE/DM
full dps spec power gear (knight, bevausebyounstill need 50% crit)
rifle, ft, elixir s/b, net turret, supply crate.
stealth is explicitly an escape mechanism. “auto-retarget” makes that pointless.
period.
The FT is not bad at all, it has it’s own playstyle.
read my signature for spvp flamethrower advice.
this is why everyone ought to roll asura and join together with a massive Golem assault on Lion’s Arch.
why does everything think that qqing to make things OP is how you “suggest balance”?
i’ve had turrets last entire skirmishes, it is all about placement.
are you just dropping them in the middle of a point cap and expecting them to survive? the only point in the game too big for all your turrets to reach across it is Graveyard on Foefire.
even in pve, it is your job to drop the turret and then lure your foe away from it so that your turret pummels them for a short time while you continue to do so as well.
once again:
turrets != pets, they require more maintenance and forethought than pets.
why would you want to make turrets even less useful than they are now?
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the problem with condi is that burn is duration and not stacking, so as long as their IS a burn, that is what matters. your main damage comes from DD from FT#1 and FT#2, and those are power based attacks.
hit 50% crit, and then stack power, hit 3k power, start stacking condi.
if you start stacking condi, you also ought to stack healing power (using shaman amulets instead) and roll with the FT and the EG and use Phineus Poe’s build.
the FT’s “niche” is fast hitting crits, so use sigils like fire, or earth, or air in combo with battle.
nope, for further spvp fun with the flamethrower, check out the thread in my signature!
so your suggestion is to give up on playing the most intricate and potentially overpowered class in the game for the class that everyone calls ranger pets with slightly better ai?
hlgf!
funny that questions like this don’t make it in to the SOTG.
PS: you need an editor, yo.
again, I never said it would be useless, can you read?
I said that regaining your target after stealth ends would reduce stealth, effectively, to a) a brief invuln and b) an opening move.
this would be crippling, and unecessary, given that the point of stealth is that the reappearance of the stealther is a surprise. if you could instantly target it for free, you’ve essentially negated stealth’s entire function in combat.
also, imagine the nightmare of coding all the variables, what if you changed targets while the opponent was stealthed, would dropping stealth swap your target? im sure you wouldn’t want it to. do you just sit there uselessly waiting for the stwalther to reappear? I hope not.
turrets != pets
turrets = utilities
when did I call stealth useless because it drops targeting? in fact, I said that the loss of targeting is the whole point of stealth, and that “keeping” or getting your target back “for free” would be tantamount to making stealth no different than a brief invulnerability…
Ive said it thrice now, and the post above me agrees.
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if you could simply re-acquire your target without having to “search” for them after they have disappeared from your field of vision, then it wouldn’t be “stealth” it would be “invulnerability,” in effect.
the entire purpose of stealth is to make you lose your target and have to reacquire it, the effect of giving the thief time to plan attacks is the ancillary bonus to being able to “stealth.”
aoe still damage people in stealth, allowing people to lock targets through stealth elimites its function entirely.
wouldn’t it defeat the purpose of stealth if you could maintain target lock through stealth?
you are all unique snowflakes
people want walking aoe healing condi cleansing turrets that spit out condi burst bubbles and a preressurection device that auto reses you when you go down.
people want to push one button to get results. like that stupid fruit game.
…sparkles!
@Amadeus: re: out of room:
Make a new post, maybe two, as placeholders, then, in the OP, paste a permalink to the new posts with a hyperlink note saying: “AMG Too Many Vids! Click here for more!” or sommat, and you will be just fine.
:)
I just report them and add them to block list. I’ve been harassed for no reason after games where I said nothing. Oh was also called the “s” word
they had the nerve to straight up call you a solo-Q’er?
those kittens!
Blu is a straight up kool kat, no kittens to be found here.
+1
no, I am not missing the point; i disagree with it.
the boil down is that the new daily takes you too long, and you don’t like it, and so you complain that the new dailies promote poor gameplay as a veiled disguise of your complaint.
At the end of the day, it takes one (1) extra map to complete your daily.
Open the achievement tab, there are now six or seven daily tasks you can complete, only 4 of which you need:
- 20 kills
- 10 caps
- 1 top stat
- 4 games played
- 4 unique maps visited
- 2 tourney wins
and like I said, don’t be surprised if/when they add more objectives to the list.
Forcing players, at this stage, to cap points encourages the one thing people seem (to me) to mewl the most about: fight on the kitten point. you need to be*on* the point to cap it, and you develop habits focused around staying on the point.
not everyone who plays pvp cares about tourneys, and you cannot exude them; as such, forcing them to be on the point to cap it, at the least, puts the pve pug stars on the point where you need them to be.
let them soak up the aoe damage, let them be trebuchete and cannon fodder. use them to your advantage, play intelligently. try actually competing all the daily objectives in a single match, it takes coordination and skill.
it is certainly unfortunate if someone is so put off by this change that their entire play schedule is thrown off… first world problems can be tragic.
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not at all. the old daily was able to be finished in one map, the tedious part was then playing two more to completion when you could care less about the outcome.
if you are already just finishing your daily “along the way” then there is even less of a problem, because (imo) dailies ought to be earned for just playing.
the new pvp daily does a good job of approximating this, and, in time, I wouldn’t be surprised if they add more objectives like assault and defend like they did with pve dailies.
retal isn’t a problem for ft if you stack toughness and power instead of pre and condi, which (incidentally) works better for turrets anyway.
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laurels are about grinding, this is not a subjective opinion. they are currency for daily grind rewards.
pursuing the daily objectives, as such, is entirely about running the grind stone like a hamster.
if your goal is unrequited self improvement for tourneys, then I recommend solo-q or custom arenas with 5 player team limits. but keep in mind that tourney play improvement is not the same as grinding for gear.
tedious?
go make a legendary.
im pretty certain that the buffs anet has given us are the buffs that anet wants us to have.
You do realize that there is nothing private about your build because it is included in every copy of the game sold?
I don’t see what is so hard about seeking out points to cap, even as a zerg in hotjoin, because the objective of the game is to cap points.
1) seek points, find players to kill.
2) kill players, achieve objectives.
3) repeat four times, collect laurel.
if step two is problematic, you need to play more to improve your game.
the daily is about grinding, not complex tactics. the entire point is to make the objectives easy to achieve…and they are.
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the other day i ran in to an engi who had jury riggered his flamethrower to spit out 10 RTL every 2.25 seconds.
it was madness! it was sparta!
i apologize, being the innate introverts that we alchemechanical geniuses can be, we often forget that other people do indeed perceive things independently from our own fabricated worlds, and stimuli, as such, effects a reaction in everyone.
if it makes you feel any better, my six year old rig is made out of most of the same components as my turrets, and ought to blow up on its own some time soon. not sure when, the RNG is still calculating…
Everyone runs the same builds anyways, and even if the didn’t it would be obvious within 2 minutes of play.
You could never guess my build, and i would never want to share it to anyone. I have been avoiding spvp because of this. I have spent countless hours on my builds, and have even made my own custom calculators to make the ultimate build. <—- thats enough work to charge for, and some kid can go watch you fight and just take your build… thats bs.
technically, you don’t own the build. the build is part of the game already; you did not invent anything, you uncovered it.
congratulations, you get an honorable mention in a 90’s video game magazine.
/thumbs
fair pay to them, though, holy kitten are the new ranger pets a nuisance.
it’s a shame, though, that “nuisance” is currently the bar for which warriors must strive.
Don’t get started on their turrets, its like having four warriors on your team for free.
somewhere, a warrior is crasterbating himself to sleep at how true this actually is.
you’ll get no argument from me that anet needs more staff, and a PTR, and a few fires under their chairs to get the ball rolling a bit faster, but the QQ in the thread is tantamount to temper tantrums from terrible toddlers.
people need to give their collective heads a shake.
That doesn’t mean devs hate the class. they clearly, it appears to me, do not want turrets to be tanks, they want us to manage them and heal them
do they have more work to do? yes, but they take slow gradual steps. what seem to us like senseless buffs and nerfs are, as shown by their track record, staged moves towards their vision.
kind of like a game.of chess, think several moves ahead, with all options on the table.
this is their game, not yours. so no, you don’t have the right to cry foul and demand anything. all you have the right to do is offer feedback and suggestions, and frankly, if you don’t like the answers you are free and welcome to take your defeatist attitude elsewhere.
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imo, the changes to healing turret give engineers the most diverse set of choices for healing skills for any class, and each option can be trained for better personal/team benefit.
Elixir H; heal, regen, buffs; traits for recharge, potency, cleansing
Healing Turret; heal, regen, cleansing, water field; traits for explosive effect, durability, range, and potency
Medkit; fast reliable heal, cleansing, fury, on-swap access; traits for tossing, indirectly speed and vigor, as well as might.
each option provides engineers with a variety of benefits that are clearly well.suited.for certain roles/expectations.
anyone complaining about our healing options, ANY of them, at this point, is looking for reasons to complain rather than looking for possibilities.
Legitimate problems, like the reduced duration on the water field (3 rather than 5 seconds) should be bug reported and not given the spilt milk treatment on the forums.
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and now we all wonder how many bugs get over looked because “the script looked fine” instead of … logging in to test the code.
this isn’t high school, Anet, this is a consumer product you’ve already grossed over 200 million dollars with.
Start working like professionals.
the main point is that the mobs dont move and neither do you, and you can use weapons with flat damage so you can even test your damage numbers while you are at it.
two birds; one stone.
god i hate being ignorant.
Evan, a simple solution would be to only display the “playable” slots in the server list, and not the full 20 including spectators.
ie, if a server is set up for 5v5 with 10 spectator slots, then in the server browser it shows up as a 8/10 players instead of 8/20.
edit: or, kitten, show them both; 8/10 players 5/10 spectators
because a controlled test against static mobs with a weapon that has unchanging damage variables tends to be a more accurate environment to produce results within.
Karl the PVP WheezardLooking at the script, things looked fine.
no see, they do “internal testing” kind of like when they “hotfix and make changes based on the forum feedback and pms in game” … though none of the actual forum feedback i’ve ever read is what get’s changed, so I have to wonder how much of a “boys club” getting things done around here is.
Morning meetings at Anet:
“hey, my buddy ranger says eles move more than we do”
“oh, snaps, let’s nerf RtL”
“ya!”
“hey, my buddy ele says that engies make boom boom!”
“oh snaps! .. wait, anyone play engie so we know what to nerf?
“just use the RNG to pick a trait”
“ya!”
Thought it was going to be like this originally
hahaha how many times will we get to say this before gw2 fades in to memory.
anet’s credo is to make people say things like this.
like engies and heavy armor and warriors and survivability and …
yes, i liked the old dailies much better too
now I have to spend about 3h or so daily to get all the daily achievement points from pve and pvp
and you know this from multiple days of extensive testing?
it is day 2…..
and ….
you can only get daily from one, not both.
20 seconds is a LONG time to sit and wait.
I believe that “wave” was the default for hotjoins? In that case, sometimes you would get nearly instant respawn and sometimes a ridiculously long respawn timer.
If you are doing individual respawn, anything faster than 10 turns the game in to a zerg fest, and anything above 15 makes one twiddle one’s thumbs while important things go on.
one of the reasons i chose NOT to take healing turret in the past is that it did NOT cleanse all conditions, topped off with a kittenty cool down, the medkit4 was a way better alternative.
the new turret is very cool.
Reminder: this is spectator mode BETA, and not launch.
… kinda like the rest of the game …
which makes all of you (us) the QA testing process
whee!
condition removal on a 15-20 second cooldown?
“on demand” ish water field?
purely aesthetic?
drop -> overcharge -> detonate is still on the same timer, so, once every 20 seconds you can heal for ~6k, cleanse two conditions, and leave a 5 sec water field.
why waste energy leaving it up when regen mist is now 25 second?
this could be better than medkit, but in so doing makes the Drop Stimulant Swift/Fury that much more valuable a choice in many cases.
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incendairy powder overnerf.
Elixir S overnerfraped
retal/confusion cut in half.
cloaking device nerfed.
Boon hate and super buffs to every other prof except Ele.And you guys are even happy with this patch.
Im tired of this game, played since beta but coupled with the KR disaster last patch they have gone to far. They actually nerfed my desire to log in. Have fun.
bye! send postcards! gl hf!
no, confusion is still nasty in spvp, but what you can expect is that 5-10 stacks of confusion will not make someone’s HP disappear in a second.
it’s a big adjustment, actually, which you’ll have to test for yourself, but the damage is reduced by half.
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