Showing Posts For tattoohead.3217:

Conditions in PvE

in Profession Balance

Posted by: tattoohead.3217

tattoohead.3217

In this post I hope to get some feedback on realistic ways we can bring conditions more in line with the current zerker meta. Reading through the posts I have seen devs comment on the Berzerker meta with simple “We are looking into this” understandable as there are some changes coming up and im sure the details are fuzzy.

I would also love to here the dev team briefly discuss there thoughts on conditions in current PvE, what are the roadblocks when implementing change, how do you feel about current condition performance ect.

Now here is my thoughts on conditions in PvE and my idea for a solution.
The issue with conditions in PvE is twofold as i see it, the first issue is PvE content itself. Balancing a game with out the “trinity” is quite hard and lets face it Anet has done a great job so far but the content is pretty easy for experienced players. The current PvE promotes glass cannon & dodge play and conditions don’t have a chance to shine. This issue is more difficult to fix and honestly probably wont change as it gets intro game marketing and overall goals (cant touch this!)

The Immediet issue is the way conditions stack at the moment there is no priority or value placed on higher damaging conditions. A necromancer with 1600 condition damage and +100% condition duration will have there bleeds overwritten by a warrior with 200 condition damage and 20% condition. I propose a Value system be places on conditions the Value would be determined by factoring in condition damage and condition duration giving a higher priority to higher damaging conditions. PvE content would remain in balance because the cap is still in place, Power builds would only be effected slightly, and condition builds would be able to preform at maximum effectiveness without receiving an overt buff.

The only 2 negatives i can foresee with a change like this would be underleveled players in Open World PvP would have a harder time ranking Gold on Meta Bosses ect. To balance this you could simply give them a higher Value based on how underleved they are so there conditions would still rank over all but the best geared condition specs. The other group that will be effected would be Hybrid classes and they would be no no better or worse position than they are now.

Sorry for the text wall, i tried to keep it concise but its a big subject. Let me know what you think or if you have any suggestions.

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: tattoohead.3217

tattoohead.3217

To be fair spirit rangers can get 400-500 HPS with nature spirit, whatever sig regains health (i dont play ranger) and water spirit. The passive healing from nature spirit is close to HS, sure its not 100% up time but it last for 60 sec (longer than most duels)

[PvE] Why Condi builds dont work !

in Profession Balance

Posted by: tattoohead.3217

tattoohead.3217

sry for txt wall, i may reformat this into a cohesive idea and repost. I would love to get a dev to weigh in on how they feel about current PvE state of condition builds.

[PvE] Why Condi builds dont work !

in Profession Balance

Posted by: tattoohead.3217

tattoohead.3217

I see 2 reasons why conditions simply don’t work in PvE and the hard truth is that its not an easy issue to fix. For instance your idea of spreading the “main” condition around for different classes would work in one way but it would be very unbalanced in other ways. For instance 25 stacks of torment > 25 stacks of bleed & 25 stacks of bleed > 25s of Burn so the classes would be unbalanced in general and there would be certain “Best” condition classes.

The true Issue IMO is the actual content itself is pretty easy, PvE promotes glass play. Just do as much DPS as possible and dodge the 2 or 3 instakill boss mechanics and you will live, Kite the trash with range weapons if they give you trouble. Conditions (& tankier builds for that matter) would see a comeback if the content was a bit harder and mechanics actually punished melee for staying in melee range. (it does not now) This is hard though because if you make content too hard people ragequit and PUGs simply cant progress so Anet is in a tough sopt.

The other issue is the fact that conditions simply overwrite themselves so if i have 2k condi damage and 200% condi duration your 0 condi damage 0% duration bleed will overwrite my stacks. All we need is a priority system putt in place to calculate the effective value of a condition braced on damage and duration/duration left. Higher value conditions should overwrite lower value conditions simple as that so if you have per your example, one condu Ranger and 4 zerker Others your ranger would be able to stack all the conditions they want w/o being kitten by splash conditions from other classes.

The only negative I can see if in open world PvE on bosses/events it could be harder for someone of a lower level to rank gold as a condition spec. Overall I feel like its a tradeoff that would be worth it, after all no class does ONLY condi damage so they would still do enough damage to rank.

Real Stealth Nerf (not trolling)

in Thief

Posted by: tattoohead.3217

tattoohead.3217

I think they should limit stealth in combat but increase it while out of combat, possibly even make it permanent out of combat. OFC there are other issues with the class that need to be addressed, OP you may have overshot/changes too much but i get the idea.

Stealth in GW2 is unique but kitten its annoying as hell to all the other classes… THFs are labeled a trolls and bullys and TBH its for good reason lol. The sad thing is that even the trolls that we are our usefulness in group play is really limited so we are forced to troll nubs in WvW with perma stealth.

Its cheap, we all know it lol

THF Fear... WTH!?

in Thief

Posted by: tattoohead.3217

tattoohead.3217

HA that’s just what THFs needed… Fear lol.

THF Fear... WTH!?

in Thief

Posted by: tattoohead.3217

tattoohead.3217

So I play Necro and recently I realized i was being Feared by THFs of all people, I don’t consider my self an expert thf by ant stretch but i didn’t think they could use FEAR.

Is this new?

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: tattoohead.3217

tattoohead.3217

You can interrupt troll ungent.

Troll Ungent is meant to be used retroactive not retroactively (like Consume Conditions or other spike heals) of course you “can” interrupt it but you usually don’t/wont simply because its used at 75% HP or 50% HP and your not looking for heals to interrupt yet.

Not really detracting from the point here just adding my 2c

How to prove to yourself warriors are not OP

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

How to prove warriors are not OP… Roll condi Necro, fight warrior, laugh as they melt before you.

(If you can’t tell I play Necro lol)

Ingame not that many people are still raging about wars, it’s just nubs on the forums. I do to play war, but I have never thaught they were op, easy to play… Yes, strong… Ehhh.

Please Give Necro Marks Unique Animations

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Well yes, nerf again the staff. Because of a senseless rant.

No one is asking for a nerf. It’s a sensible request regardless of your opinion of the OP.

Why not giving a different name and a gradient color to Mesmer’s clones etc.?

You mean like Phantasms..? Which are all transparent and have different weapons and names?

So the deal is, he/she is asking for nerf… Anet will NOT simply redesign animations (i couldn’t care less about the tell, most players cant/wont read the tell)

If you read my earlier post what the OP is really achieving is longer cast time on marks… even if that’s not what they asked for.

-The “Issue” marks are hard to dodge
-The “Solution” will be made by Anet balance tam (we all know what that means)

In theory having different animations would be ok, pointless but ok. In practice this post is claiming that Marks/Staff is OP and hard to dodge, that’s just not a real issue and its definitively not unbalanced.

Deal with it bro.

Epidemic Question

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Will using Epidemic on a target successfully transfer the conditions to another enemy player even if that player is already stealthed?

It seems like it would, kind of like how DS4 and 5 do, but I just wanted to see if anyone had verified it.

Im not sure DS #4 & #5 work on an already stealthed enemy, they do continue to work on an enemy if your channeling while going into stealth but if they are already stealthed i think its a miss.

Can someone confirm… maybe with vid?

Please Give Necro Marks Unique Animations

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Dodging Mark of Blood only to get hit by Chillbains right after is getting really old. Dodging the right marks can mean the difference between life and death when fighting a necromancer and having absolutely no way to tell what mark the necro is using is unacceptable. This needs to be a priority in the next balance patch.

As stated they do have separate animations, even is only slightly. Your comment is dangerous because it would mean that being able to dodge marks is a priority for PvP balance (kind of like warrior mace stun)

You might be saying in your head “Of course they do, it needs to be fixed, make it a priority!” but realize that changing the animation will not be enough for 80% of players. The final “solution” to your proposed “issue” is to have a longer cast time on marks and that sir would completely break staff, and therefor necro.

WvW Small scale roaming team, power necro POV

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

this is awful………..

Kinda rude lol

I liked the vid, I would agree that the effects in the first 2 min were a bit… jarring

New to guardian help plz

in Guardian

Posted by: tattoohead.3217

tattoohead.3217

Thanks for the help, levels are going a lot faster now.

Engineer needs some love

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’ll be honest, I skimmed the post but I think I got the point. And no… Just no, engi is one of the strongest classes pvp right now and they are just fine in pve. Sure the CoF war, guard, mes combo still reigns on high but realistic engi does very well in dungeons.

if you play tPvP and you are on a point. I guess you never scream in your voice tool: I need help badly because an Engi is coming to my point and I will die.

There is a thread like “worst enemy for engis”. I guess no other profession has an engineer in this worst enemy list.

Simply because the engi is at the moment not the strongest class. We are able to decap points, to be medium good bunker or to do good AOE damage to support team fights. But our damage is nerfed badly and we need some defensive abilities because of the meta so the damage of an engineer is not that high.

Engi is simply not one of the strongest classes in PvP right now. We are not as bad as ele is. But we see the bottom of the list.

I play my engi in tPvP all the time and you better beleave people scream in the mic when I roll up. Engi is the top dueling class in the game, you have something for everyone I don’t sweat warriors or necros or thfs… The only class that give me pause is Guardian and I’m ok with that.

No offence but it’s been my experience that people who QQ on forums kinda just need to l2p. Seriously engi has the second highest skill cap of any class in the game (ele is slightly higher) so scrubs assume they just suck because most of the people representing the class can’t play it. Trust me if you face off with a great engi you know it and you avoid them like a plague.

Also in tPvP ele is in a similar boat, they need a fix more so that anyone I know but overall the ads is just hard to play. There are not a whole lot of them left but good eels will steamroll you.

Anyone can play hambow or s/d thf and do ok doesn’t mean it’s a strong class.

Impossible build

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’m not new to engi and looking for a build because I don’t understand the traits, I should rephrase my OP. I didn’t include any build here because I am open to anything that works well with zerker gear. I have full ascended and I just don’t want to go through getting another set atm.

I really lose the question to the forums because I can’t think of a way to maxamise my gear while at the same time being able to handle pressure from 1vx battles, or Zerg fights for that matter.

Just seeing if any experienced engi’s out there run a “bunker” like build while utalising “glass” gear and if they could share there experience on what the happy medium is. I really apriciate all the feedback so far, hopefully this clarifies my question a bit

New to guardian help plz

in Guardian

Posted by: tattoohead.3217

tattoohead.3217

I have been thinking of using hammer, what’s a good second weapon.

Impossible build

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Off the wall question, has anyone come up with a bunker “ish” build using Zerker gear.

I usually play a burst SD build and I have full ascended gear but I have been upset with my survival in WvW. (of course) I’m looking for a build using traits and utility’s for survival.

Any thoughts?

Should I make a Necro?

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

All of the trolls who say “every class is better than you” are nuts. Necro can hold there own in DPS again ex the best of them, the only classes that IMO are untouchable in terms of dps are Warrior and Ele.

As far as utility goes I’ll agree that boons > conditions but if you have both in the group it’s quite solid.

The issue with Necro PvE isn’t necromancer at all, it’s PvE, all of the Dungeons are super easy and the events are a joke. There are no mechanics that require groups to play at there best (combining spike damage and pressure, applying boons and conditions)

If you can time your dodge then it’s best to just go full class cannon blow through content and move on to the next pug

Gear Choice

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Im currently gearing my necro with ascended items and before I drop the investment I wanted to ask the community what there experience is. I primarily play WvW but ill jump in the occasional Dungeon/fractal but im building for WvW Small group play (2-5 people)

My defensive build
http://gw2skills.net/editor/?fQAQRBHbhG2IjWnermpG9eCQSR0UP9gbwDHSRuSD

My Offensive build
http://gw2skills.net/editor/?fQAQRBHbhG2IjWnermpG9eCRSR0QNQKePph6h7gOfIA

At the moment im set up with a hybrid set of half Soldiers and half Assassins… its ok but my crit chance hangs in the 20% range and IMO that’s not enough. I have been thinking about going for full Soldiers or a mix of Knights/Cavalier

Any feedback would be helpful guys.

Axe build help

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I play with minions in pvp so a sis my go to weapon, I run A/F & D/W. Sometimes I miss the fear from staff, even in a power build but overall D/W is a great combo.

I’ll take CC as my heal then Well of Power and the rest are minions

New to guardian help plz

in Guardian

Posted by: tattoohead.3217

tattoohead.3217

Hey guys,
I’m not new to GW2 by any means but I have never leveled guardian this is my 3rd alt and I’m currently lvl 30. Stuff isn’t really all that hard but grinding is taking a little longer than I expected, and I don’t really feel that tough. With my warrior and necro I didn’t think twice about charging a pack of tough mobs or soloing group events, but with guardian it’s not what I was expecting.

I know I’m only 30 but if anyone could give some tips on build, weapons, and what utitys you suggest.

I’m currently running Greatsword & S/F

Any help would be really appreciated.

Necromancers have vigor

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

After reading the innuendo post the rest if the three felt dirty I kept seeing great double meanings

Maybe intentional… And I’m that guy… kitten.

To all necros who are doing dungeons~!

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I got a question. Is it worthwhile to keep bone minions alive or its better to blow them up?

Only time I use em in PvE is when I run Vampiric Master for the life steal (they hit fairly fast)

Also they are a blast finisher so that “can” be useful in organised groups.

How to use a Spectral wall effectively?

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I’ve pretty much been obsessed with finding ways to chain-fear people.

I run a sorta-terrormancer build and my utilities are locust signet(swapped frequently), spectral, and spectral grasp. Something I recently started doing is putting a wall down in front of me and then using spectral grasp to pull them into the wall. Then I can continue the chain with staff-5 + ds-3 for a total of like 8 seconds of fear. DS is pretty useless in a condi build for me, so I pretty much just flash it for the fear.

You can also put the wall down behind them and fear them into it using ds-3 or staff-5, and then using your remaining fear to extend the chain. Spectral grasp is a great finisher or starter to any fear chain because it causes disorientation and an added bonus of chilling the target. I’m not sure if this is how it works, but, if you interrupt them after a fear chain (usually a heal) and then apply chill with spectral grasp, then the interrupt time is actually 5 sec + 66%, or about 8 seconds. Again, I’m not sure if chill is only cooldown or if it counts with interrupt.

Interrupting a skill putts it on CD and Chill extends that CD by 66% as far as I know

@Bhawb That last fear chain is nuts i don’t think i have ever pulled it off right but kitten if you did land it, lol.

To all necros who are doing dungeons~!

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Bhawb your on my server aren’t you (Dragonbrand)

We should group some time

How to use a Spectral wall effectively?

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

In small group play it’s great for area controll and splitting off a focus target from the pack. In Zerg play it seems like everyone has stability too often so you need to know when to use it but it can be absolutely broken if used right. In 1v1 it’s useless because it’s easy to dodge.

You can set up a fear chain with it though, fear someone and place a wall where they will be feared into it.

Another Yski WvW Video

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I second golem, the damage is always there and the knock down is great. Also plague is boss for taking burst and waiting for your heal to come off cool down.

TBH I have never tried litch in pvp seems gimmicky

Another Yski WvW Video

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I actually loved the music what artist?

To all necros who are doing dungeons~!

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Flesh Golem has 33k HP and around 2800 armor when traited. Blood Fiend has the same HP (lower armor), the rest of the minions sit around 25k HP. That is a crapload of meatshielding, even if that is all you use them for. Essentially every 24 seconds you can summon 83k HP worth of shielding for your team, and that is only three minions.

That’s why they are good in PvE right now, its got little to do with their damage (full 6 minions deal only like 2k DPS).

They also count twards the AoE cap (most skills have a max target of 5) so the shielding is truly a factor here, good point.

As far as the damage I agree with the 2k ish DPS. I disagree that that’s not the point, if you factor in the cool down on other skills (like wells) Minions have some of the highest sustained DPS of any Utility’s for any class because they are always active.

Geez… this post is going to make me play my MM again lol sorry OP

Engineer Burst build major flaw

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Engineer Burst build major flaw

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

First, you’re comparing a 4 skill combo that uses rifle and two kit’s major damage dealers with a 3 skill combo from just one kit. If you add Jump Shot or Pry Bar to the 3 grenades, BoB is behind on damage again.

The beauty of the 4 skill combo is that you can keep them locked down and you can actually get all 4 skills off, working crowbar and rifle combos into a Barrage is odd feeling for me. Also I don’t open with magnet pull all the time, I have Slick Shoes on my bar so I have many options to start the combo. an added bonus that you overlooked to BoB is the knock back itself.

If I do open with Magnet Pull and you stunbreak, dodge, block ect ill just follow up with Overcharge Shot + Slick Shoes tool belt to break my own knock back and close the gap. If you get out of Overcharge Shot ill still be on you because of the speed buff from Slick Shoes and ill run a little circle around you creating a KD bubble. If all that fails (and it wont) I still have Net Shot, Supply Drop, and Detonate Turret (healing Turret) as a backup.

I don’t drop BoB until your in my CC chain and then my chain ends with one final Knock Back. Better yet all of this is on a relatively short CD. Bombs also add a Blind field and Stealth to my build for WvW roaming. In zerg fights Bombs are great for tagging and in sPvP the build is amazing for area denial.

Honestly to each his own but to state that Bombs ate somehow inferior to nades for anything accept conditions is not really true, regardless of hype.

Judge Me

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Going 30 into Soul Reaping and not getting Deathly Perception is rough, only because I really like that trait.

I run a build like this
http://gw2skills.net/editor/?fQAQRBIhdu1IjWpermnG9eCRSR0QNQKyFph6h7gOfIA-jkBBYfDiO7sIaslhFRjVbDTFjIq2krIa1A-w

Same basic idea but just a few personal tweaks, instead of foot in the grave i run Well of Power lass stability but I gain a stun break and condition cleanse. Also i like going 20 into spite for training of the master but 20 into blood for added sustain could work as well. For PvP Consume Conditions is just so key i cant seem to take it off my bar.

The idea here is to have pets for constant damage and pop into DS for spike damage, you will be hanging around 70% crit in DS with Deathly Perception and your crit damage is around 90% with good gear and you have some solid power your Life Blast will hit like a truck, Its common for LB to hit for 5k+ on light targets + pet damage its a cool build.

also D/W + A/F is a good combo I personally don’t miss Staff

long story short your on to something here with DS + Pets, you don’t need to use my build but that should give you an idea of some of the tweaks you could make.

To all necros who are doing dungeons~!

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

To the OP, I can count on one hand the # of bosses where Minions are bad (like Lupi) accept for those rare occasions Minions simply outperform other utilities. Some of the issues that were brought up.

-Minions die too fast, this is just not true I almost never need to recast my minions and when i do its bone minions and its a short cooldown

-Poor Minons AI, ill agree with this and it would be nice to have some control but overall its not an issue 90% of the time.

-Poor damage, if built correctly using minions far outperforms other utility skills in terms of damage.

Now im not saying conditions are bad and i do in fact run my conditionmancer for certain dungeons but overall PvE content is a joke and MM fits into the group just fine. For Lupi i just swap my utility’s to wells my traits fit fine with that build.

Mesmer or Engi for Confusion?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Fore pure condition I would give the edge to Mesmer but overall conditions I think Engineer is stronger. Also engi has access to beter healing and sustain so overall I feel like they are harder to kill if built right. As a Mesmer you can get stomped quick if your fighting someone that knows what there doing.

CC skills cooldown

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

The GCD (global cool down) and stun duration are the same for all classes. Some classes have more access to stun breaks but that’s another issue alltogether.

Any way to enjoy Ele w/o attunement swapping?

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

I can vouch for staff fire ele, I’m kinda new to ELE but I have been playing engi and war sense beta and IMO a full glass cannon staff ele is the best AoE dps in the game right now.

But you asked if it’s enjoyable, not viable and I don’t think it’s very fun. I mean atunement swapping and all of the different skills/combos ele can do is kind of what the class is all about. Playing ele without attunement swapping is like buying a dirt bike and only riding on the street, I mean sure it works… But dirt man, DIRT!

ELE "Bunker" build

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

Heh I was in a mood when flaming the while power vs crit/crit dmg thing sorry, I is true that pow is important. That’s why zerker > assassin but the overall point of the post is for bunker/survival builds right? So healing power is a factor for sure.

Gadget build

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

What you gain!
-Speedy Kits (mostly for roaming/keeping up in wvw but also invig speed)

Not to nitpick, but in my experience, one generally needs to have a kit in order for speedy kits to work.

Also, in general I agree with the power concept for gadget-based builds, but if you’re going to go that route, there’s no reason not to throw the static discharge in there for the added damage, even if you don’t base your entire build around it.

LOL you are 100% correct I usually run med kit so I didn’t even think about it.

Engineer needs some love

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’ll be honest, I skimmed the post but I think I got the point. And no… Just no, engi is one of the strongest classes pvp right now and they are just fine in pve. Sure the CoF war, guard, mes combo still reigns on high but realistic engi does very well in dungeons.

Gadget build

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I am just not willing to go rifle, I just hate that weapon for some reason. That and I have Quip!

Well if you have Quip that is a different build all together, I may suggest perplexity even in its slightly nerfed state. I have Preditor so I’m partial to rifles.

As for the condi removal, your right, throw in EG instead of ram.

Engineer Burst build major flaw

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

If I can lock down my enemy to land “BoB and any other damage”, I can also lock him down to hit Freeze (now he moves at only 33% speed), Barrage and Shrapnel. These 3 skills do more damage than a BoB – Blunderbuss – Jump Shot combo (and you can still follow up with the rifle skills).

If your enemy dodges/blocks Magnet (easy done unless he’s fighting someone else or afk) your BoB just poofs and is on cooldown.

I will agree that having to be in melee range while in full zerker is not the best idea, however your #s simply don’t ad up freeze, barrage, shrapnel does not do anywhere close to the same damage as BoB, crowbar, blunderbuss, jumpshot. Your talking a difference of 10k + in my experience.

I would run bombs over almost any other build for 1v1, for group play I usually run something else.

How do you use A.E.D?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I just think it needs to be instant cast, or it needs to last a really long time.

ELE "Bunker" build

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

Um… nah uh. That is not what I am proposing.

The build I am working with is as follows:

http://gw2skills.net/editor/?fEAQFAWhEmkbwx5QlDAkHuYCLiCPUeszM2A-jUCBYLBhgAgKAJVtIasFXFRjVZDT5KRqXC1G0FRrWKArGGB-w

In fact, both of the builds you presented in your response to me that I just quoted are actually WORSE than the build I am proposing. My build has more Power, more Defense, and more Hit Points. The only thing your two builds have going for them is that they have slightly more Critical Hit Rate and Critical Damage than my build. But unfortunately for you, I come from a long history of Role Playing Games. And I know a thing or two about Critical Hits.

Taking Dungeons and Dragons as an example, it does not matter if your Critical Threat Range is 15-20 (meaning you get a chance to score a critical hit if your attack roll pops up a 15 through 20 on a 20 sided die), it also does not matter if your Critical Damage Multiplier is x4 (the highest that it can get with most conventional weapons), assuming the damage your weapon does is a paltry 1d3 (that is the lowest damage you can get on a weapon without modifiers and means half of a six sided dice) instead of say a 2d6 or a 1d12 (those are the highest damage you can get on a conventional weapon and refers to two six sided dice, or one twelve sided die).

Point is, my build does more base damage than your build, meaning it will do more critical damage when it does score a critical hit, which doesn’t happen significantly enough less often with my build to cause me to change builds.

Sorry bro, that’s not the way it works here in GW2 land. Also you are not considering the extra condition damage from celestial. Don’t forget about healing power as well this stat alone makes celestial the beter choice In the long run. My original question was not if celestial was good or bad but if clerics was an ok stand in UNTILL I got celestial.

Just an observation for other classes btw

Gadget build

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I played with your build a bit
http://gw2skills.net/editor/?fcAQFAUnIE17axLOvQ9ikY0DO35MHqQhBpo+2VUh8D-j0BBYfBhoAgQAJ5rIas12FRjVVjIqWXDTKgIWAA-w

Gadgets sync really well with power and crit, im all about celestial gear and hybrid play so i think you could play this viably but not with P/S

What you lost
-Block from /S
-Stun from /S
-Conditions from P/ (not really a loss lol)
-Water field from HT (you could use HT but its a gadget build and i want to see our new heal work lol)

traits
-Prot Injection (cool trait but invig speed is better)
- 25% move speed in combat
- Mod Ammo (cool trait honestly but there’s no room)
-100 comdi dmg (useless) 100 precision (once again no room)

What you gain!
-Rifle #1 (good sustain dps)
-Net Shot (to replace net turret)
-Jumpshot + Blunderbuss (burst combo)
-Overcharged Shot (MOAR Knock Downs!)
-Ram or Goggles (benefit from traits and fit into “Gadget” build)
-Pow > Condi (face it)

traits
-Mod Armor (Aegis plz)
-Invig Speed (Vigor)
-Speedy Kits (mostly for roaming/keeping up in wvw but also invig speed)
-Infused prec (invig speed)
-20% crit damage and Toolbelt CD

Only reason I took the time was because I like where you were going (kind of) don’t take offence if i swapped stuff around too much but the whole “Gadget” theme was kept alive.

Engineer Burst build major flaw

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Bombs are not really ideal for a burst build. The hardest hitting skill (BoB) is very easy to see, gives your enemy plenty of time to get outside the blast radius and has a skill coefficient of “only” 2.25 (compare Grenade Barrage 3.0/3.5, Mine Field 3.5).

Sustained (area) damage is where the Bomb Kit shines: Bomb #1 hits 25% harder than Grenade #1 with Grenadeer. And you don’t have to spend 30 points in Explosives.

Ill have to respectfully disagree with you there. Of course BoB is easy to dodge but its the latency in the skill that makes it so powerful. You can now time a nasty burst combo with BoB to create insane burst damage in a matter of 1-2 sec.

Through use of skills like Magnet Pull, Overcharge Shot, Net Shot, Slick Shoes, Net Turret, Glue Bomb, ect, ect ,ect you set up a lockdown/burst combo preventing the enemy from escaping BoB and any other damage.

Just throwing out Barrage and doing a little “spike” damage is definitely not a burst combo. On a good day i can do 30k+ in about 2 sec while keeping you CCd, and if you dodge/block my first CC i have others… so your still dead.

Bombs are KING of burst F-A-C-T (lol)

ELE "Bunker" build

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

Thanks for the assist thats exactly what i was looking for, I have seen a ton of celestial gear for D/D eles i guess ill have to craft like a mo. Do you think Clerics is an ok stand in untill i get celestial or should I mix it up with knights/soldiers/zerker?

Help me enjoy this class

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

Its the game not the class, PvE content is in a very odd place right now. The lack of “the trinity” creates balance issues for scrubs so content is either way to difficult or way way to easy. Orr is a good example of this, although I have no issue blowing through Orr with a good group it can be a pain to pug.

If you consider yourself a good player then there’s no need to re roll. Staff ele is probably the best AoE dps in the game and its easy to play, if your looking for a challenge then go S/D or D/D or heck bust out LH and smash face.

I was just posting in another forum about this but IMO ELE is one of if not the strongest classes in GW2 but the skill cap for the class is MONSTROUS and 90% of players (even good players) just cant get the APS (Actions Per Secons) down.

Why to play an Elementalist?

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

To a lesser degree I feel the same way about THF I think its less extreme There is more of a middle ground for THF than there is for ELE but I have played a few THFs that are just unbeatable and then I have played PLENTY of Heartseaker scrubs that I just mop the floor with.

Overall point here to those that say don’t play ELE its under powered… no… just no. ELE is probably the best class in the game it just has an insanely high skill cap, honestly even great players usually suck at ELE (and they don’t even know it cuz there are so few good ELEs out there)

The untapped potential in the class is crazy and that’s why I play ELE

WvW D/D Ele Build Optimizations

in Elementalist

Posted by: tattoohead.3217

tattoohead.3217

This build is the standard atm, not saying you HAVE to run it your build works out just fine.

I run with 2 roaming builds and the D/D build listed above (or one very close to it) seems to work the best. using mist and armor of earth as def cool downs is important for… well… staying alive, also stability for stomps is priceless when roaming/small group play.

My other build is a S/D burst build and its gimmicky as all hell but its just fun to be able to kill ANYONE on command… (then promptly eat it and die but who cares lol)