Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
The leaks are not fake
However, they are not the definitive notes. They are not 100% accurate.
Proof?
hmmm…
So how does rabid gear work, I just can’t see precision working with a condi build. Care to explain?
tanking with the flamethrower or looking to dps with elixir gun, for example.
I just want to add to the debate by reminding everyone that the question of “how well put together” many of our skills are (ie: broken traits, mundane toolbelt skills) is a different concern from the functioning mechanicisms of the class, which is, like it or not, kit swapping and toolbelt skills. these are the mechanistic characteristics that define the engineers play and differentiate us from other professions.
That is one aspect. Another is that many uses of skills and traits that are very valid in SPVP are worthless in PVE because mob are protected in various ways.
such as what?
Can’t knock mobs off edges, while they can do so to us and we can do it to each other in PVP. This reduces the utility of knockback/launch in PVE in my view.
Also the larger health pools on late game mobs makes control+burst pointless (outside of blind spam, the condition equivalent of aegis spam really) as you can’t really drop one or more that way.
Never mind the abomination that is Defiant.
you cast knock mobs off of edges so that you don’t have to chase your loot. you can fall of edges more as getaway utility if needed than any boon to your foes.
large hitpoint pools compensate for mobs inability to cleanse, and operate as a simple way to contribute to difficulty increases as you and mobs scale in level, especially since your level fluctuates depending on zone.
defiant (and agony) are both stop gap measures (kind of like retaliation was in wow) which effects EVERYONE IN THE GAME and not just engineers.
Empathetic Fighter.2065:The rage is more about the fact that A-Net promised us they take the good things from GW1 and implement them into GW2, which is in no way true.
nakoda.4213well, then you and anet disagree on what the “good parts” of gw1 are.
Empathetic Fighter.2065Please stop answering my posts, as you clearly are not mastering the English language or you just missunderstand everything ppl saying.
Why I disagree with the good parts of GW1? Where the kitten I wrote this? I actually anaylized what A-Net did for the past 9 months, nothing else.
what part of your english am i misunderstanding?
as per your AAA expectations, name one AAA mmo that wasn’t released as a pseudo “beta”. this is an industry trend that is worsening across the board. you cant fling your poop at anet because it is OUR fault for continuing to pay for, play, commit on, and support these companies in continuing these practices.
“you can’t read nak, I’ve been complaining not supporting!”
all you have to do is post and you are supporting this game because complaints are a form of support. “id rather you did this anet” and “this is why you failed anet” are criticsms of their performance, not a lack of support for them. in fact, it demonstrate your willingness to support them.
(edited by nakoda.4213)
I just want to add to the debate by reminding everyone that the question of “how well put together” many of our skills are (ie: broken traits, mundane toolbelt skills) is a different concern from the functioning mechanicisms of the class, which is, like it or not, kit swapping and toolbelt skills. these are the mechanistic characteristics that define the engineers play and differentiate us from other professions.
That is one aspect. Another is that many uses of skills and traits that are very valid in SPVP are worthless in PVE because mob are protected in various ways.
such as what?
(edited by nakoda.4213)
if (team roster != full) then SoloQ
else if (team roster == full) then PremadeQ
else SoloQ
(sorry if “==” is used wrong there, but you get the idea)
(edited by nakoda.4213)
The rage is more about the fact that A-Net promised us they take the good things from GW1 and implement them into GW2, which is in no way true. The second point is to sell a game as an AAA-PvP-Game and then we get an alpha-state game without observe-mode, leaderboard and any infrastructure. Then A-Net with its allrdy slow developement creates things like tickets, paid tournaments and QP’s, which failed completely.
That leaves us 6 months in a PvP-Game without any progression at all. For me A-Net don’t know what they have to actually do, even when the Forum spams them with thousands of good suggestions. This is not a structured concept rather than a chaotic Business-Plan.
well, then you and anet disagree on what the “good parts” of gw1 are.
Engineer, like necro, is not a direct dmg class. we are a condition/control class.
I think you may be reading too much in to my inflections.
overreacting? lol. goes both ways, no?
So you’ve turned the debate from “nubs don’t know how to play tourneys” into “nubs are diminishing my personal rewards” without actually offering cogent feedback on how to fix the common problem in both those complaints: the nubs
I never suggested that new rewards are not an option for tourneys, or that a similar progression system with*IN* tourneys was impossible. our conversation hadn’t progressed that far because your personal stake and self interest keeps halting the discussion.
if they implemented a “training” system of achievements, they also ought to once again split free and ranked tournaments. I’ve argued in other places that rank ought to be earned only in tournaments, but with this idea it would be even more restricted to ranked tournaments, with glory being the reward for everything else.
I mean, who cares about rank in hotjoin? no one, and test we have this rank thing which isn’t even used in tournament matchmaking. wtf anet, why even have it?
the whole system needs a revamp. glory actually needs to be a currency for something tangible and rewarding. rank needs to reflect skill in tournaments, and continue to unlock rank specific rewards. rank also, then, needs to be adjusted not to take years to accumulate.
ps soz for typos, on my mobile.
(edited by nakoda.4213)
I just want to add to the debate by reminding everyone that the question of “how well put together” many of our skills are (ie: broken traits, mundane toolbelt skills) is a different concern from the functioning mechanicisms of the class, which is, like it or not, kit swapping and toolbelt skills. these are the mechanistic characteristics that define the engineers play and differentiate us from other professions.
/shrug
your prejudice is blinding you to what I am saying.
you’ve mussed the point thrice now, so I wont bother trying again.
it is not the consequences that are at issue, it is the poor attitude, ie: lack of sportsmanship.
ya, one of the things that is starkly different between esports and real sports is …
a serious lack of eSportsmanship.
you cant tackle someone after the whistle blows, because they call unsportsmanlike conduct.
you shouldn’t be able to attack in game either.
(just one turret would have to do as much damage by itself under your system as a Grenadier speced engie).
and how do you compute that?
the idea is to add ancillary abilities to the tools we have, not make them weapons themselves.
i think you misunderstood what i am proposing.
have turret on bar, swap to turret, drop it, turret operates as normal.
oh snap, turret firing on wrong target, swap to control panel, correct issue.
oh snap, ally near my turret is in trouble, swap to turret drop a smoke field so they can get away.
have gadget on bar, receive passive effect
(thus, from the example above…)
foe gets too close, swap, activate #1 -> knockback or #2 -> knockdown
foe is channeling something!, swap, activate #3 -> interrupt
foe is running! swap, activate 5 -> gap closer
oh snap, in trouble! swap, activate #4 -> jump up to nearby ledge.
just an example.
regardless, you dont have to agree, because it is just an idea anyway.
For all Engineer who use kits. Does it matter to an Engineer who doesn’t that Kits have no cooldown on swapping?
What does Kit swapping lacking a cooldown even have to do with anything, for that matter? Wasn’t this thread about ‘Why don’t Engineers get hammers’ five minutes ago?
for those playing the home game, the connection between kit swapping cooldowns and the lack of hammers is that the engineer is supposed to frequently cycle through myriad abilities that control and disrupt its opponents.
anet clearly does not want the engineer to be a static warrior with a couple weapons and three utilities. they WANT you to be using kits. you are REWARDED for using kits.
NOT using kits is, in effect, a self nerf. You are nerfing yourself and limiting the potential versatility of the class by purposefully denying yourself the core mechanic of the class. the toolbelt skills are specifically designed to compensate for the loss of a utility slot when equipping kits.
why do you think all the non-kit toolbelt utilities seem clunky and thrown together? because anet had to lessen their effects since the toolbelt slot they occupy is mirrored by a “proper” utility, whereas the toobelt skill occupied by a matching kit utility tends to be more effective/useful because you give up a utility slot.
while there are several effective builds that function very well without kits, those builds are very strict and specific in their operation and trait allocation because they give up a certain amount of versatility in order to maximize the effects of their weapon slots.
and yet, they do this through the toolbelt…. HGH relies on being able to drop elixirs at your feet, and SD relies upon the short cooldowns of certain toolbelt skills to maximize efficiency.
once again, or i should say, as intended, the engineer gameplay is centered around the intelligent allocation of utilities and toolbelt skills to maximize the efficiency of any given build.
so why say no to a hammer?
because anet also clearly wants the engineer to maintain a cerain amount of range on its opponents. look at all of our skills. watch videos of talented engineers….
maska, ostrich, amadeus, teldoo, and others all keep a varied range because the skills they choose are designed to keep foes at a safe distance while dealing with them.
our ONE melee kit, the toolkit’s wrench, is also a “ranged” weapon because its function is built around the magnet pull/confusion combo. Pull! Whack! get distance, watch confusion tick while applying dots/dmg. CC get away, PULL! whack! rinse repeat.
the entire framework of the class is built around avoiding direct combat.
a hammer would contradict that vision by actively seeking it out.
frankly, if you want to actively seek out direct melee combat, roll a melee class.
edit: engie is the micromanagement class. learn to micromanage.
edit 2: in my opinion, saying “i dont like kits” is the same as saying “i dont like the engineer”. again … that is my opinion.
(edited by nakoda.4213)
For some Engineers to use Kits, all Engineers get limited weapon choices.
because for all engineers, swapping kits is a no-CD action.
i’ve commented on this in other threads as well.
i think that our turrets and gadgets ought to be kits of their own, so that you can swap to a “control panel” of skills, like the Predator activating his wrist console to blow himself up.
gadgets could add passive effects in their slots, as well.
get to the choppah!
example:
swap to flame turret
1) target acquisition
2) vent heat (aoe burn)
3) smoke vent (combo field)
4) overcharge
5) deploy/stow
F#) detonate
or
swap to battering ram (passive 15% dmg increase to siege weapons, gates, and walls)
1) fire! (current skill activate)
2) head butt! (a knockdown instead of knockback)
3) boxing glove! (cushion the blow to confuse or daze your enemy, interrupt)
4) pogo stick (use battering ram like an FPS rocket jump)
5) Dr strangelove (jump on battering ram after firing and ride it for a short distance)
F#) +50% dmg to siege weapons, gates, and walls for 10 seconds
so many other ways to add utility using the engineer’s defining mechanic of kit swapping
those are just two examples.
(edited by nakoda.4213)
but if it is 5v5 with 10 asura, no one has an advantage.
i don’t know what black hole people are playing in, but i see norn, human, char, and sylvari all the time in pvp.
you are making the mistake of thinking that your utility slots signify the base mechanic of the engineer.
they aren’t, it is the toolbelt skills. (and i am not going to debate whether toobelt skills are effective or not, that is a different issue).
toolbelt skills mitigate the consumption of a utility slot by your kits, gadgets, turrets etc.
your play as an engineer, thusly, is to ensure that the combination of utility skills (kits, gadgets, turrets, whatever) with their respective toolbelt skills will provide you with the tools you need in order to succeed.
since, in the current state of things, this generally means taking one kit and supporting it with other skills we can safely say that equipping a kit could be as essential to the engineer as attunements, stealth, clones, weapons, pets, etc are to other classes.
that being said, there are several non-kit builds out there, Condi-HGH and Static Discharge among them. those builds maximize the synergy between toolbelt skills, utility slots, and trait choices ….. just like a kit engineer ….
so what about those engies who don’t like kits?
engineer is a mad scientist archetype.
the clumsiness is part of the motif.
They’ve never said, as far as I’m aware. The only explanation I’ve ever been able to come up with is that we’re supposed to use Kits. Every single one of us. Regardless of preference for, say, other utility skills or specialization. As far as I can tell, we’re supposed to be perfectly fine having Pistol, Rifle and Shield being our only weapon choices because we’re supposed to all like using Kits.
I’m not a fan of this decision, as you can probably tell.
i rolled an Ele but i dont like it because spells and attunements arent my thing.
i tried ranger, but i wish i didn’t ahve to have this pet with me all the time.
sure does suck having access to almost every weapon as a warrior, i’d rather have more signets and spells to cast.
i think my thief would be much better as well if i didn’t have to be stealthed all the time to pull off my combos, it’s just an added layer of uneccessary complexity!
etc
etc
Agreed The Mighty Altroll. The whole form of balance isn’t “I can do this” and “You can do that”, it should be a form of Assault and Response. Currently people can respond to conditions (removal), they can respond to stealth (aoe) they can respond to damage (healing/toughness) they can respond to healing (poison/burst) they can respond to cc (stun breaks). Evade just doesn’t have that. It’s a one sided fight mechanic and is far too accessible.
this is a very good way of putting things. though, i suppose people will argue that CC is the evade counter.
except that you can evade cc landing on you.
this is not about endurance gains, Eonxbonx, it is about the nature of evade.
im with Briggs, in that i can certainly see the gilding on this idea, like certain aoe spells that can be avoided by dodging out of them. im not sure how dodging through flame (in a semi realistic way of looking at things) would avoid the flame entirely.
that is, i see what the OP is talking about.
But Pyro and Folli are right, the dynamic of evading attacks is essential to the skill set of being situationally aware of your environment and your opponents, and increases both challenge and fun to combat. missing a dodge sucks, (like when a guardian baits the evade) but evading feels good, it is an accomplishment that wholly benefits you and your team.
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
Great idea man!
since you brought this back (and thanks!) i should also add – having had time to think more about it – that Anet could even restrict earning these achievements to hotjoin servers in the 100+ range which are all set to 5 man teams, ie: pseudo-tournaments.
Yes….
Lets make it so that the already small player population of GW2 doesnt grow by adding unneeded restrictions on joining tournaments. Not to mention nothing in hot join resembles what a tournament will play like, even 5v5 man servers.
That suggestion implies that players should learn how to play PvP in a different format before they are considered “good enough” for tournaments. While we are at it why dont we make them have all sorts of PvE titles too since that will translate just as well as hot joins! Or… we could just continue to improve match making and grow our player population so that players who are new will be more likely placed with other new players.
sounds to me like the problem, then, is that “hardcore” tpvp’ers look down on hotjoin as a useless implementation.
which is an an incorrect perspective to have.
intramural and social sports leagues like indoor soccer, ringette, etc, in your point of view, have no benefit at all to people who admire or desire a place on a professional sports teams either.
how is hotjoin NOT a place to train people? because it is a zerg fest? is that the fault of the game or the players? I’ll give you a hint: it isn’t the game’s fault.
and in what world ought tournaments be made available to everyone, regardless of skill? isn’t the complaint the LACK of skill that new players have in tournaments?
doesn’t that make your argument contradictory to the theme of this thread?
by placing a quest based/reward system on the spvp hotjoin servers, and by restricting this quest system to smaller team sizes, the game would PROVIDE A STABLE AND EASILY ACCESSIBLE METHOD TO TEACH NEW PLAYERS HOW TPVP WORKS which is a necessarily tool, don’t you think?, given that tpvp is indeed, as you’ve been so quick to point out, different from spvp.
WHERE would you like new players to get their experience if they ought not be in tpvp until they’ve got it?
i have an idea, how about a series of quests they can undertake that give them specific goals to accomplish during their hectic zerg fest so that they can start to recognize and pick out of the millieu the priority targets or have the spatial awareness to know when to move from point to point.
how do you expect people to LEARN if you dont TEACH them?
are you privileged because you didn’t have to learn? well bully for you.
it seems to me like you forget the other several thousand people who play the game who could use a helping hand.
not only would my training idea prepare people for their first steps in to tpvp by ensuring they have conscientiously addressed every map, class, and basic game play technique before queuing for a tournament, it would also add in that much asked for reward system to give the placebo of progression to those who need it by granting more titles and rewards AND it would help ease new people in to the system by WELCOMING them with information and advice instead of an ungainly mess of hotjoin zerg servers and elitist condescending tpvpers that, currently, have very little in the way of explanation.
is my idea perfect? of course not, but it is certainly a good option.
personally, i think your understanding of what drives people away from pvp is misguided.
(edited by nakoda.4213)
i’ve always thought that one should only earn glory in hot joins and rank in tourneys.
people thought that Quake broke the FPS formula because you could jump.
guess what, Quake and Doom were different games … made by the same people.
GW1 and GW2 are different games.
Your “high expectations” are misplaced.
How many times do you go see a sequel to a movie and come out saying “well that was good, but they didn’t really do anything different” ? … and here you are saying “it was good, but they did something different and now im all mew mew about it”
do you even know what you want?
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
Great idea man!
since you brought this back (and thanks!) i should also add – having had time to think more about it – that Anet could even restrict earning these achievements to hotjoin servers in the 100+ range which are all set to 5 man teams, ie: pseudo-tournaments.
there is “auto target” and there is “promote skill target”
each behave differently.
this is also the <<incoming hyperbole>> one millionth thread on this topic, and I have posted the same information in every topic. you will even find information in my guide on it.
i have promote skill target off and i have auto target on. you can still use the ft with any combination of the settings.
if you have them on, and have difficulty, try turning them off.
what do you want? a big friendly red button that does the work for you?
the FT is a manual weapon, no matter how you toggle your settings. You still have to be proactive with your camera control and consider camera control to be no different than an FPS. just because this is an MMO does not mean that being able to aim is a useless skill.
this same debate is going on in the sPvP forums.
and, as i’ve mentioned before, I have in numerous other places acknowledged the problems with the FT, slope targeting included.
however, that is an issue with the terrain and the mechanics of the camera itself, NOT THE FLAMETHROWER.
This isnt about trolling a suggestion, it is about the spread of misinformation.
Flame jet is not broken.
Advice has been given on how to propetly use the flame jet without missing.
This advice is ignored as “elitist” and “condescending”.
Listen to the advice.
I still don’t see how adapting and making the best you can with what you’ve got equates to “sitting down and shutting up”
this thread is titled “flame jet still broken” …
flame jet is not broken, period. this isn’t a debate. there is no camera bug. there is only user-interface error. sorry if youbdont like the truth.
this thread is built upon the illusion that the ft has a broken mechanic that causes misses.
that illusion is false.
the problem with misses is with you and how you are using the ft.
if you are unwilling to listen to the advice of the numerous players in this threawho use the ft without any problem at all, then the fault is yours.
no discussion necessary. my attitude is as it is because i have lost patience being nice about it. I have been involved in this argument for months. they fixed the miss issues in february.
deal with it.
How is it possible that flame jet still has the problem with missing so much.
Havent had miss issues with FT since they patched it. Works fine for me.
Only downside is that FT is utter garbage in pvp (as is direct dmg engi in general)
if you are trying to use the FT for a dmg kit you are doing it wrong.
No, the devs are doing it wrong. When they removed the pull skill from the FT they specifically stated that it was because they wanted it to be a damage kit rather than a utility one. Why every change they’ve made since then has seemingly been to do the exact opposite of what they said is one of life’s great mysteries.
frankly, what the “devs” say is irrelevant.
the “devs” also want turrets to be long lasting, and warriors to be competitive.
all we have is the game we are playing, and in the game we are playing, the one you paid for, the one we all log in to, the exact same game…in that game, the FT is not a damage weapon and if you are using it as such you are doing it wrong.
The game is made for the players, not the players for the game. Nobody picks up a flame thrower in any game and says “Hmm… I’m going to support with this!” And the devs have stated they don’t think so either. If you think it’s admirable to sit down, shut up, and provide no input as mistakes are made left and right, that’s your philosophy and the remainder of us are not required to abide by it.
if you think that i am sitting down and shutting up, you have a very odd sense of silence.
calling the FT a utility kit instead of a dps kit, in all honesty, was a rhetorical measure because for whatever reason, dps to everyone meant grenade level aoe barage at every turn or you just arent “viable” … what ever that might mean.
i have clearly stated at every turn why i call the FT a utility kit, and have done so in such a way as to acknowledge the kit’s relatively low dps so that new players picking up the kit aren’t disillusioned about it.
and whether you like it or not, the game you play is immutable from where you sit. and until Anet actually makes the kit a “dps” kit, then what we have to use is a mid-range dmg kit that offers far more utility than it does outright dps.
you may want to have the belief that, like a book or a movie or a song, the game is made for you, and that you have some special privilege within it because you are “a client” or “a customer” or “a gamer” or whatever label you think you deserve, but regardless of your own ability to adapt within the framework of the game, the framework exists entirely independently from you just like the narrative of a story, film, whatever. it effects you .. not the other way around.
stop lying to yourself about it.
stop being average.
furthermore, not only have i – not once – argued that the flamethrower will ever be as high a dps kit as the grenade kit, neither have i ever – once – denied the problems that the kit has.
i argued for an supported the detonation option of flame blast, i have called for more burning from flame jet and clearly suggested that more dps is always welcome. I have argued and agreed that smoke vent needs to be a combo field, and that the kit needs more blast finishing capabilities.
most of you don’t even bother to read what i say because you assume i am being elitist and condescending.
not my problem.
Flame Jet is not broken. There is nothing wrong with it. The problem lies with you. I have, as have many others, offered advice on how to make it work. It is up to you to follow the advice. This is not being rude. This is being honest and truthful, in an attempt to help you find the groove that the FT fills because the FT is eff word fun.
Srsly folks, sometimes criticism is meant to be beneficial.
and advising you to nut up and deal with the hand you’ve been dealt so that you can adapt within it and be less effected by changes is advice that some people srsly need. it is not telling you to sit down and shut up about problems, it is telling you to stop mewling just because something isn’t exactly the way princess wants it.
(edited by nakoda.4213)
so, what you are saying, is that you want the game to play for you? just learn to play, every other mmorpg “forces” you to face your target manually to cast spells.
I don’t expect arenanet to change this mechanic at all, it’s there for the long run.. but I do prefer a game where this pitfall is avoided. It’s neither fun, nor adds anything interesting to gameplay.. it’s just a nuisance.
it’s a nuisance to have to be situationally aware of your surroundings to such a degree that you have to actually look at your opponent?
how is it a pitfall to require time critical skills such as camera control and positioning?
is that not part of the challenge of the game?
is the game too challenging for you?
where does that put the pitfall, then, Harry?
eeeeeeeeeeeeeeeeeeee!!1!!!!`!11!~
more FT love!
:D
409 is trait IX (or X?) of the alchemy tree. it must be actively slotted for the effect to work.
I know that, but early someone was mentioning having 409 active along with another master trait, but 409 is a master trait so how could you have both active at once?
EDIT:
Ah I actually was just looking at the traits and did not realize that you can have trait effects from previous tiers activated in a higher tier (i.e. 409 is a master trait effect but you can have it selected in the grandmaster slot).
ya that.
despite the disgustingly simplistic meta of this game, trait complexity is satisfyingly high. there is so much to consider when playing with your traits.
while engi suffer from a problematic amount of trait bloat in the minor trait (5/15/25 pt) range, many of our major traits (10/20/30) are actually spread out quite well.
and, as much as people would like to ignore it, a 30 Firearms 20 Alchemy with 20 points left over for whatever you want build (Fireforged Trigger, Juggernaut, and Deadly Mixture – everything else personal and optional) actually avoids much of the bloat.
we might under perform on the dps side of things, but our trait allocations as FT users are among the most solid and balanced in the game.
PEE ESS
every one of our builds has a template like this, and you will find that the more effective the build is, the less wiggle room there is for customization. HGH-Nades, for example .. minimum 60 points already spoken for, but packs a wallop.
((it’s our minor traits that hold us back, not our major ones… yes some of our major traits are useless, like acidic elixirs, but this is a problem in all professions, not just ours))
(edited by nakoda.4213)
we have the coolest Legend weapon in game with biggest special effect.
FLAMETHROWER… FWOOOOOOSSHH…
burninating the countryside, levitican style!
why are you letting go of your mouse to press right-side skill bar controls?
rebind them to E R T Q F G Z X C V B or anything within range of WASD.
rebind A + D to strafing instead of turning.
you astutely compared this game to fps titles like doom, but stopped short of trying to play like one.
movement in GW1 was static, clunky, and uninspiring,
one of the reasons I did not play it was because it felt like movement was a step back in technological progress.
(edited by nakoda.4213)
409 is trait IX (or X?) of the alchemy tree. it must be actively slotted for the effect to work.
flamethrowers.
No, you were right the first tine, I was confusing enduring damage with empowered adrenaline.
either way, I still prefer passive traits that are actually passive and not semi-RNG situational.
as for enduring damage, id forgotten about it too. I haven’t used tools since I was level 60 in pve.
re: empowering adrenaline;
yet, that 5% boost is only when it is full, and not recharging.
one of the issues we have as engineers are a surplus of abilities that are situation dependent, like scope, and empowering adrenaline, etc.
energy conversion matrix, like juggernaut, deadly mixture, and speedy kits, are all passively granted abilities that enhance us simply by being there.
we have enough work to do managing cooldowns and kits never mind having to also worry about having a full energy bar, especially so since dodging is actually one of our main methods of avoiding conditions with many of our available build options
just checking.
however, i only endorse suggestions made by accredited non-newb pvprostars of third quartile rank and above and therefore cannot approve of your request at this time.
thank you for applying for a nakoda® approved sympathy account. better luck next time!
are you a high ranked hotjoin superstar newb?
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
You single? but seriously thats a pretty awesome idea …. I like it. Numbers can be tweaked of course but yea.
Tourneys without rating changes would be better result. Hot Joins don’t teach you how to play in tourneys, so whole idea of putting this kind of achievment is kinda ridiculous.
you are right, these achievements are not training for a tpvp match but readiness for a tpvp match; that is, at least ten successes on each map to ensure memory of map layout, individual class hunting to force familiarity with tactics vs that class, conditioning for fighting near nodes instead of two zergs rolling around in the dirt, reviving and team awareness: all of these are basic core skills to gw2 pvp in general and completion would ensure that a tourney player, solo join or not, only needs work on positioning and strategy and not map layout and how to dodge.
of course the numbers are mutable.
edit: in fact, a new series of tournament progression achievements for tournament specific skills could then be implemented
(edited by nakoda.4213)
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revives
once all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
(edited by nakoda.4213)
i am a big fan of mixing things like an on swap sigil (like battle or geomancy or hydromancy for some chilly fun) with duration sigils that match like bleed or chll duration.
turns kit swapping in to a weapon itself.
with the FT you also have access to on crit sigils that do dmg such as Fire and Air or even Leeching or Purification. Strength is also an excellent all round choice.
When taking an on crit sigil, you cannot use on swap because they share cooldowns, so then definitely a sigil of accuracy would be helpful.
If your crit% < 50%
then use accuracy (because you want your crit % to hover at or just above 50%)
else
use force (because who doesn’t like an extra 5 dmg every 100?)
right, i don’t wvw, so that slipped my mind. same goes for legacy of foefire (since i bunker, firing through gates isn’t always on my mind).
that said, i would have thought that firing through gates was intended, but exploiting bosses around environment elements was not.
How is it possible that flame jet still has the problem with missing so much.
Havent had miss issues with FT since they patched it. Works fine for me.
Only downside is that FT is utter garbage in pvp (as is direct dmg engi in general)
if you are trying to use the FT for a dmg kit you are doing it wrong.
No, the devs are doing it wrong. When they removed the pull skill from the FT they specifically stated that it was because they wanted it to be a damage kit rather than a utility one. Why every change they’ve made since then has seemingly been to do the exact opposite of what they said is one of life’s great mysteries.
frankly, what the “devs” say is irrelevant.
the “devs” also want turrets to be long lasting, and warriors to be competitive.
all we have is the game we are playing, and in the game we are playing, the one you paid for, the one we all log in to, the exact same game…in that game, the FT is not a damage weapon and if you are using it as such you are doing it wrong.
Well, in anticipation of some changes in strategy, there is a potential nerf to the Flame Jet and Fumigate skills:
notesProfession Skills
General:Fixed a bug that caused sigils to be removed when the player died while transformed.
Fixed a bug that let teleport skills teleport players through certain walls, most notably the clock tower’s walls in The Battle of Khylo.
Fixed a bug that made line-of-sight checks frequently succeed when they shouldn’t.
Fixed a bug where skills that draw allied conditions would instantly cure any condition that was self-inflicted.
Easiest spot to test this, I think, would be on the Archivist final encounter, where an FT could tank the fight by strafing around the square pillar on the right side of the Archivist as you run in. The change will likely negate this.
(edited by nakoda.4213)
if you are going for a might stacking set, yes.
pve or pvp?
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.