Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Elixikittenll
Lol.
ya, even more troubling because the blocked word is r… u…s…k…i…
anti communist politics on your board, anet? not cool!
30% bonus burst damage 24/7 to the already heavy hitting finishers at max crit trait…and you’re complaining? I can’t tell if this is serious.
I can’t tell if you didn’t read at all or are actually stupid. I strongly suggest you actually read the thread, especially the paragraph that starts with “In case you, the reader”.
I think at some point I’m going to have to put a giant warning up in all caps at the top of the OP for people to actually understand what this thread is saying.
Like seriously the very first sentence of the OP is “Increase Burst Skill Damage by 0.1% per point in the Discipline traitline.”
0.1% x 30 points is…?
4.375?
:|
next month, utility skills locked while under the effects of cloaking device!
;)
the new healing turret looks wicked. 15sec condi removal? not too happy about the lack of regen stacking though.
Engineer
- Flame Turret skill: Now has the proper recharge when the Deployable Turrets trait is equipped.
- Static Shot skill: Changed the maximum targets skill fact to number of bounces to better indicate its actual effect.
- Elixir…U…skill: Now always applies quickness correctly.
- Reserve Mines trait: Updated description to be more accurate.
- Elixir S skill: Activation now locks heal, utility, and elite skills.
Incendiary Powder trait:
- Increased burning duration from 2 seconds to 4 seconds.
- Increased internal cooldown from 3 seconds to 10 seconds.
- Increased activation chance from 33% to 100%.
- Cloaking Device trait: Increased cloaking duration from 2 seconds to 5 seconds. Added internal cooldown of 25 seconds.
- Regenerating Mist skill: Reduced Healing Turret Toolbelt skill recharge from 60 seconds to 25 seconds.
Healing Turret skill:
- Reduced the deployed heal by 50%.
- Healing range is now 2520-3270.
- No longer applies 2 stacks of regeneration every time the turret fires. Now applies 3 seconds of regeneration every 3 seconds.
- No longer passively creates a water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
Cleansing Burst skill:
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.
- Healing range is now 2520-3270.
- Now applies 5 seconds of regeneration.
- Removes 2 conditions when activated.
- Now deploys a 5-second water field.
- Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).
- Glue Shot skill: Added an unblockable skill fact to this skill to represent its actual nature.
- Elixir X skill: No longer fails if the player is in midair when it activates.
- Kit Refinement trait: Now displays on the player’s buff bar when it is out of cooldown.
- Low Health Response System trait: Now has a 10-second recharge.
- Thumper Turret skill: Updated skill facts to reflect cripple while Deployable Turrets is equipped.
- Toss Elixir…U…skill: No longer destroys unblockable missiles.
- Picking up a turret no longer triggers effects from the Accelerant-Packed Turrets and Shrapnel traits.
Elixir…U…skill:
- Increased duration by 1 second.
- When gaining Haste, players now take regenerate endurance at 50% effectiveness (increased from 0%) when under the effects of this skill.
- When gaining Frenzy, players now take 25% more damage (reduced from 50%) when under the effects of this skill.
(edited by nakoda.4213)
+1
the animation should not begin unless the ability is successfully activated.
I have no problem with duels, but until there is a mechanic in the game for them I refuse to recognize them.
there is so much wrong with this attitude that i don’t even know where to start without setting the world on fire.
If your a FT engi, it is time to reroll another class honestly. It’s going to be nasty out there.
gee, i’ve been telling you kittens to do that for months.
leave the FT to the big boys (edit: and girls) who can push more than one button at a time.
RNG makes competitive game play more fun and interesting for everyone because, let’s face it, who doesn’t enjoy watching their avatar do something other than what one needed and wanted it to do at that moment.
/s
coordinated team efforts come from coordinated team practice. coordinated team success comes from each individual member being capable of pulling their weight by being aware of the opposing team’s composition and having the experience and knowledge to know how to adjust tactics accordingly.
dueling, then, is not “competitive” in this context because it is not about “winning,” team games are about “winning,” but dueling is rather about learning and being prepared.
not only does dueling give you a controlled environment within which to learn about opposing classes, but also allows you to find weaknesses within your own build, counter-reactions to specific opposing attacks and combinations, and pinpoints the areas within your build/profession that are under/over powered when facing an equally skilled opponent such that your feedback can then be meaningful for the developers in their efforts to balance the game.
Again, all of this can certainly be sussed out from playing nothing but team matches, but you will learn faster, better, and more clearly by taking on the challenge of each profession one at a time.
If the game is balanced around 1v1 encounters, then no one player is ever going to be useless because every class will be able to defend itself against another, leaving it down to partly skill and partly luck that determines the outcome of a fight. Then, as more and more players are added to the milieu, team tactics and combo fields become the next stage of learning.
The point here is that learning to roflstomp and steam roll as a group is nice and all, but in a competitive sport, if one of my team members is unaware of how to handle a certain class by themselves, then that player needs babysitting and is no longer an asset to the the team.
You are only as strong as your weakest link.
Goodbye!
(edited by nakoda.4213)
i would like to see…
• turrets scaling with toughness and vitality like ranger pets
Um, you have your information terribly wrong. Ranger pets do not gain bonuses from a Ranger’s stats. Ranger pets have their own base stats and are only improved if you trait down the beastmastery trait line.
you are right, i miss read the sotg notes, re: the incoming increased toughness/vita.
What if Princess Peach wants to be with Bowser, but Mario keeps kidnapping her?
oh god i’ve had those nightmares too….
each turret should drop down like a missile and imbed in the ground, and when the casings blow off, bandages go flying while the turrets deploy, creating a cascade of contraptionated cavalry to confuddle the crooks on the opposing team.
what dueling teaches you, specifically, is how to be aware of the maneuvers your opponents are making so that, during skirmishes in tPvP, you are an asset to your team because you are able to proactively attend to the unique skill queues of the opposing team.
while you can, over time, begin to distinguish these queues within the milieu, it is far more efficient (and, imo, advantageous) to discover these queues on a 1v1 scale so that your skill set becomes additive, rather than deconstructive (which is to say “deconstructing the skirmish”).
think of sports training, videos of skirmishes are used to single out individual strengths and weaknesses, so that the team improves from the ground up.
i do not expect much, last patch was a big deal for engies, anet isn’t likely to repeat it.
prove me wrong anet, prove me wrong.
i would like to see…
• turrets scaling with toughness and vitality like ranger pets
• grenadier lose the added range in favor of faster flight “Propellant Prepared” or sommat (natch, the 3rd explosive needs to stay).
• ft#1 granted burning proc through the entire channel, with a more harmful application on the final tick
• Scope fixed
• Adrenal Implant swapped place with KR and KR fixed again.
• Power Shoes/Slick Shoes Toolbelt stack with swiftness.
• Oil Slick able to be ignited by FT or other friendly fire attacks to create a combo field similar to napalm.
• give us toolbelt skills back in exchange for loss of utility when using elixir S
• elixir S camera bug fixed.
• new mittens for the kittens.
frankly, the FT is a weapon that is meant for high HP and toughness pools. 3% extra dmg from your (1) stack of might is not going to make or break you unless you are facing 5 warriors.
yes, when elixir B pops from auto trait in alchemy, it might hurt little bit, but something tells me that was the intention. it is something we have to prepare for, not cry about.
+1
edit: and i am so glad you brought this up, i was too kitten to say anything because i thought it was just me not being patient enough to wait for the animation to complete before doing something else.
(edited by nakoda.4213)
ya, but what about the OJ!?
imma wait for the patch to see what changes, but i have a new FT/elixir build that may pique some interest for wvw’ers.
that would be an interesting twist, if Brawn added that 3% to the 3% the new trait gives you per boon.
so, no trait would yield 3% boon hate dmg per boon, and traited with yield 6% total.
that way, even warriors with only 10 points in disc would snag a much welcomed 1% dps boost per boon.
i have 2520 armor and 26613 hp in spvp, no warrior is one shotting me with anything.
i could not only make a sandwich, but fresh press some OJ to recharge those vitamins after the fight.
new elixir: Elixir OJ; tooltip reads “mmm good”
um, just fact checking here, but since KR is still a trait in the game which can be used, then the KR build was not deleted, it was, in fact, “changed and nerfed and altered”.
you may now continue your forecast of witches, ruby shoes, and tornadoes.
edit: also, if you take the time to look, you will find several threads of successful turret builds since the patch, most botany Fairtex’s tpvp turret thread
(edited by nakoda.4213)
no jacks here, any aces?
aww, gee, I do have a three.
have you any nines?
Well, I’ve asked some mesmers who had rerolled engi and they found the class fun. Maybe a few will stay because of that…
Also, we don’t know how often thiefs will be able to steal boons or how many. One boon on a ten second cooldown doesn’t sound so bad. We could cover our might stacks.
Anything more though, will be over powered.
Thieves will steal boon on flanking strike (s/d) and since thieves have no CD on weapon skills i dont think they’ll get a CD on flanking strike. So.. traited MuG + 2-3 Flanking strikes makes you boonless.
i find it funny in this scenario:
engi + warrior vs thieves: thieves will steal all the boons the engi, then the warrior will kill thieves because of boon hate ahahhaha
im glad someone is taking an objective look at things.
I have no sixes, go fish.
why are you apologizing for me when I am fully aware of and versed in thebissues the OP brought up, even to the point that he quoted me when telling you to l2read?
you do not speak for me, I do.
apologize for your own ignorance or carry on as usual, I care not, but do not presume to have any sort of prestige over me, lil’engie.
oh buddy! Engineers will gladly trade you 30% recharge for your 12k esviserates or 18k+ killshots ANYDAY!
ohmygod i couldn’t dodge block blind or interrupt a skill that takes 5 seconds to charge up and it actually HURTS with max zerker! OP NERF!!!!
@Jzaku, I do agree that skill line stat is weak as heck. I agree with the change to CD reduction, 1% for each point.
The more I see engies on this forum, the more it seems like all they care about is their own class and every other class can delete itself for all they care.
i just want to state for the record that not all engies cry about milk spilling out of the falling sky during imaginary wolf attacks.
jeff foxworthy summed it up best when he said “most rednecks are intelligent hard working people, but inevitably, after a tornado rips through a residential area, the news forgets to interview the doctors and lawyers and emergency professionals, and instead puts the trailer park mom in the pink mumu on the screen.”
google’s mumu is just a bit too tight, so let’s not be too hard on the lil’ guy.
nakoda.4213
oh .. fancy to see you here, i thought you cellphone broke and couldn’t get on forums anymore. hopefully Anet comes out with a smart phone gw2 app so you can logg on once in a while. But until them continue arguing and contradicting everyone as a way to get attention! btw FT is still gamebreaking OP!!!!! Meow!
anything useful to add, or are you still playing go fish with the troll bait?
bleeding, vulnerability, might stacks (sigil of strength) or more bleed (sigil of earth) or more dmg (sigil of air) or health (sigil of leeching), or, MORE FIRE! (fire sigil).
the change to IP does not, in the grand scheme of things, overly diminish the output of the flamethrower. IP was a dmg increase to the FT builds, not a “must have” trait.
With FT#1 + Incendiary Ammo = 12 seconds of burning every 6.75 seconds. or, broken down into separate attacks to combat fast cleansers, 4 seconds of burning every 2.25 seconds. adding IP on top of that will add 4 more seconds twice per 12 second IP cycle. Or, 2 cycles of 8 seconds of burning being cleansed and one cycle of 4… for a grand total of … around 12 seconds of burning. So, at the end of it all, the bottom line is that perma burn is not an issue. The burning tick is irrelevant unless you’ve build a high condi FT instead of a high power FT.
The likely scenario will be:
cycle 1 :: 4 (IP) + 4 (IP) + 1 (full cycle) + 3 (IA) = 12 seconds @ 2.25; cleansed.
cycle 2 :: 4 (IP) + 1 (full cycle) + 3 (IA) = 8 seconds @ 4.5.
cycle 3 :: 4 (IP) +1 (full cycle) + 3 (IA) = up to 13.75** @ 6.75; but a cleanse will occur somewhere during your third cycle.
**don’t forget time lapses, so even though you are adding more burn, it is still ticking away slowly.
Adding Air Blast in to the rotation only adds more burn.
the only reason you need longevity out of burning is for the 10% dmg increase on FT#1, and since we have so many different ways to apply burning, we have no shortage of dmg buff in that regard.
The IP change only means we have to be more driven to keep the burning up than just spraying fire willy nilly into the melee.
(edited by nakoda.4213)
why is it that the engies who post outside of the engie forum always profess to know more about their alt classes than their main classes which they barely know how to play?
google, give it a rest. you and waka both make poor ambassadors.
yes google, the engie forum sounds like the ele forum, every kitten day.
it is our small victory I suppose, since misery loves company.
grenades need balancing. period. (both for <ie travel time> and against <ie excessive proc opportunity>).
you may now resume your regularly scheduled mewling.
there are great differences between “rainbows and butterflies” and “everything we have is broken”.
you forgot
8) hide a grenade nerf inside an awkward turret buff.
healing power and condition image are secondary stats.
what about power, toughness, vita, etc etc?
and you think this is collateral damage?
The Incendiary Powder trait I can deal with, tbth I haven’t used the trait in awhile since moving a heavier armor build (I also have a new flavor which will get posted later in my guide).
But the change to Elixir S has me worried. They worded it “utilities” not “kits” but I can see “kits” still being effected by this change, not being able to drop in to medkit after elixir s to drop stimulant or bandage is going to HURT so many engies.
RE: Healing turret: If they have lowered the CD on the Overcharge to 20 seconds, then the turret is now a condi removal bomb every 20 seconds, just like rifle turret is an SD overload ability.
drop → overcharge → explode → (20sec) → rinse/repeat
which I think is pretty stellar as a quick and lovely combo field and condition solution …
but what about heals over time, anet? regen is all but useless until you let our turrets scale with our stats!
(edited by nakoda.4213)
“Why did my backstab only hit you for 500 dmg, WTF?!>?”
“protection and 2500 armor bro, umad?
no reply.
tbh, the idea of a freeze ray elite sounds wicked, especially so of the weapon has expendable charges… ie, use em all, the kit goes on 180 sec cd, but until they are used, no cd.
except that anet had you agree to an agreement that says they can republish the book as they see fit when they see fit, regardless of “critical response”
unless you are an engie, in which case predator is a huge waste because you almost never see it.
one thing that you can always count on is that the nak is fully aware of where he is and what he is doing.
warrior changes look awesome! I might dust off nakoda for a round or two next week.
banners AND sigils buffed? my banner/bleed build might be back in action!
Pistols?
But FT is a weapon, why on earth would sigils work with HGH?
yep, that’s pretty well how I would trait for PVE,
you can also substitute elixir C for utility goggles for fury (more crit!) and Analyze (vuln stacks), and I always prefer medkit for #5 swift/fury over elixir H.
right, what i meant was to drop burning to the bottom of the list instead of the top.
ie, burning operate on a FILO rather than a FIFO algorithm.
poor word choice on my part, soz.
edit: also, i was hoping someone might comment on Peters calling warrior a “sturdy profession” … /chuckle
That part was also pretty hilarious! It kind of undermines the points he was making about engineers as it became difficult to take seriously after reading that part…but it was definitely chuckle-worthy.
Are you recommending a special status for the burning condition that always makes it the last to be removed? All conditions are already first in, last out, and none are first in, first out (FILO, not FIFO) so I’m afraid I still don’t understand what your suggestion is.
that’s because in the morning before coffee I can be a dyslexic kitten
yes, thank you for clarifying.
right, what i meant was to drop burning to the bottom of the list instead of the top.
ie, burning operate on a FILO rather than a FIFO algorithm.
poor word choice on my part, soz.
edit: also, i was hoping someone might comment on Peters calling warrior a “sturdy profession” … /chuckle
You all have to realize that ArenaNet’s goal right after the launch was to fix and improve any already existing mechanics. For the first 6 months after launch they were really just focusing on getting the game to work as it should and improving what already exists.
and you would say they succeeded in that endeavour?
why does every profession forum have a substantive bug list, each of which has bugs that have existed since beta and continue to exist today?
honestly, I would be all for 6 months of no new content for 6 months of game engine repair.
“we cannot allow you to move UI elements because they are hard coded in to the mechanics of the game”
what? a UI is a graphical box with coordinates and colours applied to it. our health bubble could be a pretty pink dodecahedron with sparkles and sitting up in the top left of the screen, wouldnt matter, it’s just a box with numbers.
furthermore, those boxes that matter, ie skill slots, are tied to teh keybind, so how does the engine care if “playerbind X” is located at “X,Y” or “Y,X” on the screen?
i’ll tell you why, because Anet is lazy and when pressured with release dates decided to just hard wire everything together with binder twine and toss us a bail of game that they could sort out some time later after collecting their cheques. funnily enough, collecting their cheques by adding new skins and other pay to use options are more important than fixing the bail of game because 200 million gross in sales wasn’t enough to get the ball rolling.
i swear that mmos are getting worse for this and not better because developers are HOPING that the gamers will just “be okay with development cycles of mmos”.
problem is, most people seem to be.
so to bring it back to topic at hand:
the replies of “cuz gvg isn’t a game mode, it is lore” are those people okay waiting for years for a finished product they have already paid for. those who are wondering where the gvg is are not okay with it.
(edited by nakoda.4213)
also, sometimes, even after some condis like immos are removed, it takes several re-presses of movement keys before you actually start moving again.
i think this is a general bug with condition removal, etc, moreso than a problem with Elixir C or what have you.
sharing is caring!
At this point sharing is equal sure nerf.
Also if you found a good build why go telling others, its like telling the way to counter it. Not to meantion if you tell other your unique build you can be sure that in few hours it will be copy&paste on 1k+ ppl and it wont be so unique anymore.
You can call me selfish but i dont like the idea that builds are just copy and are not done by you or that someone did the same build like me and then spreed the word around the internet and now my build is not only not unique but is also copied and used by 1k+ ppl.
it just makes you one of many and i dont like that.so +1 to no sharing idea
this is a dripping with the oddest mix of insecurity and hubris. a new elixir concoction maybe? why are you sharing this OP build with us?
Posting a build on the forums is how we a) make the engineer community better as a whole; sometimes another set of eyes finds holes or problems you missed, b) find the weak spots in our build when facing other professions; i kitten well sure want to know that Mesmer.12345 knows how to counter ComboX in my build so that I can fix it, or change it, or learn how to improve it.
you sir, represent the attitude that stifles creativity and community interaction.
why did you even post?
we have endless combinations in my book. you kitties coming here to simply copy X op build and abuse the kitten out of it is the problem.
+ over nine thousand.
ish.
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