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High level crafting question

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Hey forum! I have my Engineer fairly geared, ascended accessories and 3 different sets of gear. My issue is that I get bored easily and change my setup all the time. I have been considering going full celestial (including weapon)

Anyone with a full celestial set up care to comment on how they feel it plays? Any builds it shines with, how much did it cost you to craft it ect.

Grenadier build?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Hmm… Givers is certainly viable, I still think a Zerker Rifle is the better choice.

I am running Assassins gear ATM so my crit chance is quite high, I also have a rifle with Perception on it so that helps as well.

IMO 10% Crit dmg is better than 3% party damage. Also consider that you will more than likely not be the only source on Vuln, maintaining 25 stacks should not be hard at all for a group.

Also Rifle just fits well with crit builds the Blunderbuss to Jump Shot combo hits like a truck and if used right it adds variety to an otherwise dull rotation. (while increasing overall DPS)

Just my 2c

Engineer race

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’ll add my vote for Asura, they look cool and the lore adds up. Also they have some abilities that work well for engi.

Pain inverter is a nice addition to a perplexity engi

Golem is a nice elite if you get sick of supply drop

I play human but my Necro is an Asuran and not a day goes by that I do t wish it was the other way around lol

Commanding as an engineer

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Someone post a link to the patch notes, i found some speculation. Are there any confirmed updates?

can we get a rifle that acts like a rifle?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Man I drool at the idea, exploding bolts!

Unfortunately I believe it’s been confirmed that existing weapons will be made available before adding new ones to the game. I could be wrong though.

So warriors get scepter/focus before engineers get a crossbow/shotgun?

And how come there’s a wrench skin probably since release, yet engineers can’t even wield it?

I don’t believe they will unlock ALL weapons for all classes just some. Like Warrior will get access to Pistol and Engi will get access to Hammer or something. I cant find the article but I remember reading that in a “looking foreword” post from Anet.

It makes seance from a design perspective, its easier to create new skills than new skills and skins/animations.

My prediction is that we will get new weapons if/when they release an expansion and give us new classes.

can we get a rifle that acts like a rifle?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’m hoping we get a crossbow.

Man I drool at the idea, exploding bolts!

Unfortunately I believe it’s been confirmed that existing weapons will be made available before adding new ones to the game. I could be wrong though.

engi vs necro ?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I play both classes and on my Necro I have never lost even 1v2 against other condition builds. (accept another Necro friend of mine) now I have beaten some condition Necromancers on my Engineer but I’m going to assume they were not all that good. Necromancer is the king of conditions and IMO rightfully so.

On the other hand I lol at condition Necros when I’m running my SD burst build. So it’s a give and take some builds will naturally have an advantage over others and condition necros have a clear advantage over condition engineer. All in all condition engi is quite strong if done right.

My advice, don’t waste time spacing for fights with necros. Your strong in other ways, you should see the posts on other forums about how to “deal” with p/s condition engine lol.

Do what you do well… Well!

Commanding as an engineer

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Bombs over Flamethrower as a Frontline Commander. Two reasons:

  1. Superior Utility
  2. Produces Less Aggro

Bombs are somehow a little bit hard to manage, but especially in Frontline-Zerg-Combat they tend to get overlocked way more often (be it intentional or not).

Flamethrower attracts more easy-minded Players especially when you’re standing in the middle of the Enemies as it just seems more dangerous to them and applies more mental pressure.

As a Commander you want to live as long a possible while helping your Server as best as possible as in providing tactical, mental and practial support and not just Tag around for getting those shiney Badges. Also Flamethrower brings less utility then Bombkit does, like:

  • AoE Knockback
  • AoE Immobilize
  • AoE Blind (kinda meh, but better then nothing)
  • AoE Confusion
  • AoE Burning (kinda meh, but better then nothing)
  • Fire Combo-Field
  • Smoke Combo-Field

Which can be used for example to safely finish of downed players, stacking might when called out, getting stealth when called out and immobilizing some lovely enemies that you just want to stand still.

Also taking a Superior Sigil of Hydromancy or Geomancy really helps with Bombs as it ’s just about your Bomb-Range. I do prefer the 3s AoE Chill of Hydromancy thought … an additional Chill is always pretty nice especially when it stops them from running away from you (or after you).

Here are two Builds I’d run them with:

Power-Bombs:

http://gw2skills.net/editor/?fcQQJAqelIq6ZH5SfF8LJxoCdOUB7L6h+tsj/oQutF-jUyAoLEUXAJHAEIwsXR0YLjFRjVZjpeJiqt3FRrWKgLWGB-w

Applies little to medium constant pressure – most people in the frontline have a high amount of Armor but at least it can’t just be cleaned off.

Condition-Bombs:

http://gw2skills.net/editor/?fcQQJAqelIq6ZH5SfF8LJxoCdOUB7L6h+tsj/oQuvF-jUyAoLEUXApFAkHwMZR0YLjFRjVJTEVruxM3FRrWKAYmGB-w

Applies way more pressure as it ignores their Armor and is also superior when you’re fighting solo, also with good Necros using Epidemic to it ’s full purpose it ’s just lovely to see those Confusion stacks get spread around. The downside is your Damage can be neglected with to less Condition Spam / Covering and to much Condition Cleanse going on. Depends on the Builds / Overall Skill.

Also consider switching out Geomancy with Hydromancy to keep people from running after you and taking EG or Rocket Boots over Toolkit or Elixir S for more Control, Finishers, Escapes, Heal and the Light Field.

YES! The Light Field.

It brings AoE Retaliation… enuff said. Even pre-nerf it ’s still pretty fun to see people killing themself (especially combined with Confusion for double the fun).

Not speaking about the additional Condition-Cleanse from Projectiles / Whirls …

Also I’d prefer Elixir X instead of Supply Crate for Zerg-Fights. Supply Crate lasts like a second in that situation even when it ’s Blast-Finisher and 2s Stun can be pretty usefull as well. Thought I guess it depends on preferance. Both are pretty ok.

Elixir brings Stability for the time of transformation, AoE Knockback and/or AoE-Blind and a bigger HP-Pool with it. It ‘s still kinda meh, but lasts longer and at least brings more utility for larger group fights (thought I’d instantly go out of transformation if you’re focused as a Tornado and have no Teammates left that can focus and kill those knocked back enemies).

Thought going Grenades with 10 additional points in Explosives and taking the Grenadier Trait for Zero-Range Nades or taking Knockback-Turrets for Knockback-Spamming are viable or at least fun options as well.

Sorry to quote such a long post but even though I am a fan of FT I also advocate bombs in zergs. Bombs are just lots of fun (unless your 1vX)

I do feel like they shine with a damage build though

can we get a rifle that acts like a rifle?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’m down with more shotgun skins but don’t change the rifle skills. Blunderbuss and jump shot are some of our best skills.

My BB > JS > OS combo can do 15k + in less than 2 sec

Guardian PTV

in Guardian

Posted by: tattoohead.3217

tattoohead.3217

I play pvt in WvW, not full any more ( now I have ascended accessories and weapons, zerker stats) but when I first geared out I was full pvt and it worked just fine.

My damage was still ok because I had enough power/might but I was also tough as nails. 1vX was no problem and I was able to withstand the melee pain train in zergs. I actually lol at full zerker melee in wvw (pvp in general really) all you have to do is make one mistake and your dead.

Long story short, for pvp/wvw pvt is way viable even preferred. In pve it’s great for large events like The Sunless and other dragon fights but you will get more use from a full dps set in dungeons.

Commanding as an engineer

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I comand with a FT build, people complane about the retaliation being an issue but overall I don’t use flame jet that often.

I can’t link my build atm because I’m on my phone but it’s 20/20/0/30/0 when I want to go for damage, and 0/20/20/30/0 when I’m running full defense.

I run full PVT gear with 3x altruism and 2x fire and a sigil of battle on my weapon. It’s not perfect t but I don’t feel like I’m squishy at all and I have no problem maintaining 25 stacks of might.

Allround equipment for PvE/Dungeons/WvW

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Thanks for the explanations and advice.

Ingame someone told me that rampager’s armor + berserker trinkets would be viable, too. Is that true?

Usually I don’t use food and sometimes I have the feeling I lack survivabilty (but this can be due to missing training or experience).

Weapons seem clear. For runes I have to take a closer look at the benefits of each type.

I would not recommend it, zerker/rampager just have different playstyles. For pve you will want to mix it up a bit. I recommend spending your karma on accessories I started with solders. (Temple of Grenth) the reason why is mostly to save money. Then get zerker everything else. Once you have laurels get ascended accesories and go with zerker stats. That is of course if you want to play power build.

For conditions I go with a mix of ravager (karma) and rampagers. In pve I feel like conditions are not as strong as power for the engi but it’s still viable.

All-rounder rifle build

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

In a rifle build your survivability comes from controll. You could go with knights gear and you would be tougher but you lose a LOT of damage and your burst is not really where it needs to be to be viable.

I have used a couple of knights or solders peaces (2 or 3) and it works out ok but I still prefer the damage. My advice is to stay above 80% crit damage (minimum) and over 55% crit. After that you can go pure def and be fine.

I am running a bomb kit SD build with rifle turret and tool kit atm and I am in full zerker gear. I feel like I’m quite buff.

Help with new zerker build

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Hey forum, I usually play as my Engineer or Warrior. I also have an 80 Necro and I want to give them some love. Currently I’m running a rabid set 30/20/0/0/20 mostly in wvw, when the new tiers hit my server bombed in wvw and most of the good guilds migrated to T1 servers.

I really enjoy PvE and I have a bunch of zerker ascended gear I ant to use but I’m not sure how to best build a power Necro for dungeons and such.

I was thinking of running 30/25/0/0/15 but I would sacrifice cool down on wells. Any thoughts?

Flamethrower or Elixir Gun?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Flamethrower in PvE is just a might kitten. For honest support go for grenades and elixier gun with many finishers.

Wit he said, although keep in mind that without grenadier your only throwing 2 grenades. I always recommend bomb kit for leveling. Even though the traits don’t match up as nice as FT/EG Bomb kit has great synergy with EG.

Grenadier

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

So let me get this straight… You don’t like investing 30 points into explosives for grenades to be viable, so you suggest we just get the 3rd grenade for free. Then you want to buff up the grandmaster trait… Making us invest 30 points in explosives anyways.

If your just asking for a but then come out and say it. To me it makes perfect sense that a grenade engineer would need to putt 30 points into the explosives tree to get the most from his/hers gasp EXPLOSIONS!

And before you claim the kit is broken without our master trait take a look at our other kits. The only kit that beats grenades (without trait) would be bomb kit, and that’s a melee range ability. Throwing 2 grenades is right about the same damage as an untrained FT and more damage than EG or Tool kit.

I think what you mean to say is without grenadier the grenade kit is not our most powerful kit… And that’s not ok with you.

Theorycrafting grenade dps - check me

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I’m a fan of the zerker build myself, the conditions feel like they close off my build. Rampages would benefit from a 30/30/0/0/10 build (not my fave) where as zerker runs the 30/10/0/0/30 build.

I am running tests with the new Assassins gear and am thinking of putting the zerker gear on the shelf. If anyone else has had extensive experience with assassins gear I’d love to see the math on that.

Engineer lacking in mobility?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I would certainly argue that engi is one of the most mobile classes. And I reinforce the idea that if you think speedy kits sounds like a pain you may be looking at the wrong class. So far I have not been able to find a role I can not fit as well as most other classes but doing so usually requires some creativity and skill.

Help identifying/countering engineer burst?

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

A great burst combo starts with magnet pull. It would look “something” like this

Rifle Turret > BoB > Magnet pull > Blunderbuss > Jump Shot ( that should take around 3 sec and keep you chain CCd )

You would follow it up with.

Net shot > Detonate rifle turret > Surprise Shot > Throw Wrench > Overcharge Shot

At this point you have just been chain CCd for about 5 sec and had well over 30k damage pumped into you. There are 2 issues with this combo (and ones like it)

1. it’s super long and requires precise timing

2. If you see it coming and block the opener (usually magnet pull) you stop the chain and waste the BoB cool down.

So the real breakdown is this, if a good engi gets the drop on you then you lose… My advice is to play really aggressive don’t give them time to set up there burst combo and if they have it set up make sure you are pro at blocking/ dodging

Need a Juggernaut PvE build

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Go MM, the tanky builds require gear/traits to be OP. Minions will do great damage and they are getting a rumored buff to hp and overall effectiveness on the 15th.

Starting a Necromancer

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Well I at as a condition Necro, it just feels right (even dungeon running in pve)

My advice for leveling is GO POWER lol if you want to play around with conditions for a bit fine w/e. but untill you are decked out geared and traits/runes are in there propper place it’s weak.

I would recommend leveling a with minions (at least golem) and d/warhorn for swiftness. Just my 2c but I have been playing Necro sense beta.

If you could bring one armorset from gw1..

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

There is still time, I am hopefull.

Oh and btw bam obsidion FTW
http://wiki.guildwars.com/wiki/File:Necromancer_Obsidian_armor_m.jpg

Condition or Direct Damage? Oct. 15 (PvE)

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

“We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.”

Emphasis mine.

Exactly. Their comment has nothing to do with the primary issues of 1) condition stack caps and 2) condition-immune structures & bosses.

Yeah it look like its more of a under leveled scaling fix, not a true buff.

To the issue of Bleed stacking (and other conditions) i have been doing a lot of research and i believe i have figured out ways to manipulate the system in small groups. (not in world events)

UNCONFIRMED
Bleeds use a priority system, not just a “first come first serve” system. I was able to verify that it was NOT based on condition damage “Malice” and it was NOT based on condition duration. I began testing the combination of both or total damage. i.e. if you tool tip states 8s of bleed for 850 damage and your friends states 8s of bleed for 500 damage your bleeds will replace his on the target.

I have tested this with a group of friends, I have pretty much BiS for every slot and i run with an Engi and a War (both pow/crit) it seems like i am able to maintain 18-22 stack of bleed (that i get credit for) and they are only getting credit for < 2-5 stacks at a time. I also seem to be taking credit for out guardians burn.

Overall my DPS seems much higher going full condition ATM and I am not really bothered by the “Condition Cap” in groups. Sorry is this is a well known fact but no one i talk too seems to understand how the stacks are determined.

I have tested it before, saddly I didn’t make a video. The parameters were as follows:

1. I applied 20+ stacks of bleed to a champion harpy with 2000+ condition damage.
2. I had 3 elementalists with no condition damage Churn at the same time on that harpy.
3. The target went from having around 22 bleeds (all from me) to have 25 bleeds, and I was seeing damage from only one bleed tick.

This proved a few things.

1. It isn’t based on damage, because I had from more damage.
2. It isn’t based on duration, as at least 10 of my bleeds were longer than the churn bleed (a short bleed).
3. It isn’t based of total damage (because of the above two being true).

The system works such that any bleed you put on, if the target has 25 bleeds, will push off the OLDEST bleed. Not the weakest, not the shortest, not the lowest damage, but the OLDEST. That oldest may be a 30 second duration bleed with 2000 condition damage. The game doesn’t care though.

This is the same reason why it is nearly impossible to own more than 1-3 bleeds on a world boss even consecutively auto attacking.

EDIT: And burning, is always consecutive. If I apply a 10 second burn, I get that burn for 10 seconds, even if you apply a 1 second burn immediately after. After my 10 seconds has gone by, you get your 1 second, and the mob is clean.

The only time this doesn’t hold true is if more than 5 sources of burning have been applied. In this case, I am not entirely sure what happens. The system either takes the 6th cast burn, and pushes out the 1st cast burn, passing the burn to the 2nd cast burn immediately, or it ignores the 6th burn until that duration exceeds the first burn time left. I have not bothered to test that particular one much.

Again, if there WAS a priority system, everything would be fine in dungeons. Saddly that is not the case.

Hmm, Im not saying that’s not true… but my experiences has been quite different. Have you tested recently?

How do I get a new necro mask again?

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

WHAT!!!

I did not realize this was possible… MAN now i have to delete my Mesmer for an extra slot… is this confirmed?

Condition or Direct Damage? Oct. 15 (PvE)

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

“We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.”

Emphasis mine.

Exactly. Their comment has nothing to do with the primary issues of 1) condition stack caps and 2) condition-immune structures & bosses.

Yeah it look like its more of a under leveled scaling fix, not a true buff.

To the issue of Bleed stacking (and other conditions) i have been doing a lot of research and i believe i have figured out ways to manipulate the system in small groups. (not in world events)

UNCONFIRMED
Bleeds use a priority system, not just a “first come first serve” system. I was able to verify that it was NOT based on condition damage “Malice” and it was NOT based on condition duration. I began testing the combination of both or total damage. i.e. if you tool tip states 8s of bleed for 850 damage and your friends states 8s of bleed for 500 damage your bleeds will replace his on the target.

I have tested this with a group of friends, I have pretty much BiS for every slot and i run with an Engi and a War (both pow/crit) it seems like i am able to maintain 18-22 stack of bleed (that i get credit for) and they are only getting credit for < 2-5 stacks at a time. I also seem to be taking credit for out guardians burn.

Overall my DPS seems much higher going full condition ATM and I am not really bothered by the “Condition Cap” in groups. Sorry is this is a well known fact but no one i talk too seems to understand how the stacks are determined.

PvE zerk - axe or dagger?

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I recently switched to “Assassins” armor and i run Axe/Warhorn and Dagger/Focus

Once of my burst combos is Dagger #2 > DS#4 > Axe #2 its great with all my crit (73% unbuffed) for procing Sigils and such. Obviously that’s just the backbone of the burst combo you will want to time auto attacks and wells in there.

Overall Staff does not offer a whole lot to a PowerCrit build imo

The Engineer's Guide to Turrets

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Great post, glad to see someone giving turrets some love. I have a bunker build based on water fields and blast finishers that I use turrets with. I learned a few things here… Time to test some new builds I guess.

Anyone have a video of a pvp turret build they want to share.

tPVP MM

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I’ve recently started playing my Necro in solo tPvP and I really love MM builds, not sure why, I just do I use Dagger/Warhorn for melee and Axe/Focus for range/kiting with Soldier and various different runes depending on role or what professions I’m fighting. I mostly run 20/0/20/30/0 or 30/0/20/20/0, more than normal I find myself sticking with 20/0/20/30/0 with fetid consumption as I really need the extra condition removal for this current meta.

Minion wise I use the norm, bone, shadow, worm and golem. I messed around with bone minions last night, Putrid Explosion is nice for an unblockable attack, seemed to be doing 1.5k – 2.2k on average per explosion, I found myself switching back to shadow because those bone fiends just die too quickly so I felt it was wasteful.

I am new compared to you guys so I might be getting this wrong, but healing power doesn’t seem to effect Vampiric Master at all, I did some testing in the mists with zero healing power on gear (rune/amulet) and it made no difference to the healing I was getting from minions. Am I correct on this? it doesn’t scale at all with healing power? If I look at healing Signet for warriors that’s a flat 400+ per second heal they get without even speccing into it, either that signet is grossly OP or Vampiric Master is grossly UP…not sure :P

I have noticed some annoyances, sometimes my minions will just stand there doing nothing while I’m getting beaten on, other times they will just randomly tear off across the map or take a completely bizarre route to get my location, the AI seems really buggy and the times when I’ve died is normally down to my minions bugging out.

I seem to do pretty well on point defense, I have problems with professions that can load conditions on me faster than I can clear them (even with minions drawing conditions), Condition Spirit Rangers can do this from literally just spamming crossfire and they can dump conditions on me faster than I can clean them. I struggle against really well played CC/Stun Warriors, the good ones seem impossible to kite and they have so much passive healing/defense that they are hard nut to crack. If I can peel and kite them then sometimes I win, but often I end up face down in the dirt lol like I said, I’m still learning, would definitely appreciate some advice from more experienced MM Necro’s out there,

Healing power does not effect any sort of drain life ability just your #6 atm. Oh if it did though lol… I would be immortal!

Necro from 6 months ago

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I play both builds but tbh conditions are king in pvp atm. The 30/30/10/0/0 spec is one of the top builds in the game (more feared than wars and thfs atm lol) dhumfire and terror just rock people.

I recommend staying s/d and staff

tPVP MM

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Well necros are usually pretty easy for my MM to handle. As a wellmancer you “usually” run D/D all I need to do is stay out of wells and kite with axe.

I like to play with worm and fiend so they stay out of wells unless you try to attack them directly and then I get some breathing room so idc lol. I have issues with longbow warriors and spirit rangers mostly.

WTF NECRO COMBO FINISHERS???

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

If staff putrid mark triggered out of combat id be ok with the lack of finishers we have.

This.

Soldier w/ Zerk accessories

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Dagger and axe builds work well with that setup I usually run more of a defensive utility setup (staying alive is paramount on world bosses).

As much as you may not like minions, having your worm set up in a good spot will out preform most of your other utility’s in the long run. IMO same goes for golem even if it dies I usually get more damage out of it than I would with litch.

Just food for thought.

tPVP MM

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

I run power build MM with axe and staff. Sometimes I go knights others I’ll go solders. It just depends on the team I’m playing with.

Rather than ask yourself what armor/build to go with. Ask yourself what role do you want to play… Or what role does your team need most? For pickups I usually run solders because I’m counting on them to suck lol (I’m usually wrong but better safe than sorry)

Bhawbs post was right on the money, take a look at what role you play best and then use that to decide how to build for that role.

WTF NECRO COMBO FINISHERS???

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

So… I disagree with the “no damage” part and also the “no group utility” we have great damage as a D/D burst build and also as a condition build (yes even for dungeons)

I so however agree that we need more blast finishers. I think the original idea was to make blast finishers require more that one class (I remember reading that in beta) but it’s been a year and every other class has them.

Oh and on the condition build I finally found the trick to it, if everyone already knows I’m sorry… Anyhow your conditions don’t just have a first come first serve priority on a target, meaning you can guarantee that all 25 stacks of bleed on the targer are yours (or at least most >20) the priority is baced on total damage, so condition duration and malice combined. If you have the highest overall damage for your bleed you will replace anyone who has less. I run full conditions In dungeons and atm I find I do way more damage that my zerker build. ( just added that in cuz you said we have lousy damage)

Engineer WVW issues

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

When used right that build is hard to beat 1v1 but it relies on interrupts and people know to look for it now. Maybe you just had a bad night, from experience pvp is 50% skill and 50% mojo, or groove or whatever it is you get when you smash people and feel good about it.

On bad days I pve lol

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

It’s not a .5 cast time it’s a .5 cool down. The cast animation takes a total of .3 seconds so you still get 2 in 1 second.

Does that mean I get 20 attacks every 10 seconds?!? On a serious note… this is straight from the wiki for dragon’s claw. “Attack speed is 1 attack per 1.0 seconds”. It is also an awful skill. Nice ad hominems by the way guys. It means a lot to me ;_;. Someone needs to recheck their ~basic math~ statement though… ( swallow your pride use the edit button while you can!!! I just did after I read your idiotic statement and nearly died laughing lol!!!)

Man, did I bit a nerve or something… Just a little hateful there.

Just did a test run to be sure it’s not quite 2 attacks per sec it’s more like 2 attacks per 1.2 sec (my bad) still my original point stands if you want to see for yourself it’s easy enough to test.

All In all this has little to nothing to do with the op so I’m done at this point

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

It’s not a .5 cast time it’s a .5 cool down. The cast animation takes a total of .3 seconds so you still get 2 in 1 second.

Passive Faceroll has to go away

in Suggestions

Posted by: tattoohead.3217

tattoohead.3217

SO…. I play Engineer as my main and i also have Necro and War. If you look at the current meta Warrior is actually very weak. There only gimmick was Mace stun lock and sigil of paralyzation has been fixed.

In order to get owned by a war you would need to kind of suck… so if your saying that a bad war has an advantage over a bad “insert other class here” then sure I see your point and to that i say, Meh….

But if your saying a bad War will beat a good “Insert class here” then maybe your just not that good.

I have been instagibed by supercharged bursty THFs and i have been stunlocked for way too long by Mace/Hammer wars, I have beat the crap out of seemingly immortal guardians. In the end I usually find a way to win…. try that

Dude burst thief has been nerfed long time ago . Even the zergers in wvw that spam 111 the whole day stopped complaing about the thief. The only viable build is S/D so if you got instakilled by D/D thief im sorry but L2P, i play warrior sometimes when im bored and the Skill vs Reward its so obvious. I cant count how many total scrub wars can outbunker a guardian just because of the passive signet. Using your heal at the right time requires something while just running around and spamming skills does not. I cant believe some people defend warrir so hard just because they dont know how to play any other class. Very very sad actually.

You must play thf… I’ll just clarify that I’m talking about wvw and that’s not true pvp but d/d is still one of if not the most played spec. s/p is viable for sure but do t say it’s the only viable spec, that’s ignorant.

Besides all that my original point was that balance wise warrior is ok. If you want a more complex play style then roll a engi… I did

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

It’s impossible to get 3.5k armor, 33k HP and 3.2k attack on Necromancer with the same build (I’m not even sure you can get to3.5k armor at all). It’s not by spreading lies that you will prove something.
Please, tell me how I can as an elementalist use 3-4 abilities per second every second. Keep in mind that skills have an aftercast delay too.
-Sorrow

Im at work or I would post a pic of my Necro Thats full Solders + Sentinel Weapons and Ascended accessories. the only part i don’t have an exact stat for is my attack (you will notice I said attack not power) and i do know its over 3k. Take a look on the Necro forums its not uncommon for a bunker to sport insane stats like that. It doesn’t help us not get murdered when focused and stunlocked

As far as the Ele argument look it up in the wiki, most auto attacks have a .5 sec cool down and you have plenty of instant cast ability’s to follow that up with. The fact is someone compared Elementalist (the best overall sustain class) to Warrior (one of the worst sustain classes)

Flamethrower Builds?

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Posted by: tattoohead.3217

tattoohead.3217

bit off topic but i’m 5 days away from completing celestial armor on my necro. respect. that kitten takes so much time.

Is this just crafted?

Help with wvw build

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Posted by: tattoohead.3217

tattoohead.3217

Heh didn’t mean to hate on condition builds. If that’s what you love it can work (still doesn’t feel very warrior to me)

But I guarantee the first time you one shot a squishy thief you will be hooked lol

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

Warriors are fine.

Win

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

@sorrow my necromancer has 3.5k armor 33khp and 3.2k attack but i certainly don’t think its OP. My Engineer has anywhere between 2.9-3.2k armor and like 22k hp… Im not trying to be rude or anything but that’s not a good point and Healing sig is effected by Healing Power its a .05 multiplier.

Also saying that the ele comparison is unfair… is unfair and misinformed. An Ele can use 3-4 ability’s a second every second. Heck just using there auto attack (2x a second) its 336 HPS, you tellin me that’s hard to do?

(edited by tattoohead.3217)

Passive Faceroll has to go away

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Posted by: tattoohead.3217

tattoohead.3217

SO…. I play Engineer as my main and i also have Necro and War. If you look at the current meta Warrior is actually very weak. There only gimmick was Mace stun lock and sigil of paralyzation has been fixed.

In order to get owned by a war you would need to kind of suck… so if your saying that a bad war has an advantage over a bad “insert other class here” then sure I see your point and to that i say, Meh….

But if your saying a bad War will beat a good “Insert class here” then maybe your just not that good.

I have been instagibed by supercharged bursty THFs and i have been stunlocked for way too long by Mace/Hammer wars, I have beat the crap out of seemingly immortal guardians. In the end I usually find a way to win…. try that

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

So the ele heal is base 168 without traits or gear its multiplied by .08 healing power
http://wiki.guildwars2.com/wiki/Signet_of_Restoration

The warrior skill heals for 392/sec with a .05 healing multiplier
http://wiki.guildwars2.com/wiki/Healing_Signet

Lets say your an Ele just using your Dagger fire attuned auto attack with a cast time of .5 you will have 336 HPS just from that. (168 × 2) You can easily burst 3-4 ability’s in 1 second giving you 672 HPS or more.

So what can we take from this, WAR has 400 HPS all the time and ELE has 672 HPS or more in combat. I would give the advantage to Elementalist here.

Also consider that gear wise Eles are more apt to take + Healing Power so that # just gets stronger

And before you go saying that its not fare because ele’s are easier to shut down remember we are looking at the skills in a box. If you bring skill into the mix it opens up a whole world of possibilities. And to that i say L2P and stop the QQ

(edited by tattoohead.3217)

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

Because TU has a cast time, down time, requires timing, is easier to time poison with, and is worse than healing spring…

Sword+dagger..Anyone from rangers? 3 evades in one set and all of them on low cd..Easy access to Vigor inst a problem either.

Stop looking on small image like x hp/s and take the whole picture. If hp/s were all that matter warrior would be a best bunker by now, but for some reason he inst, or im simply wrong? Unlike other classes we taking everything on chest, and all we have for defense is:

Gs – whirlwind evade (gs is a crappy weapon for pvp anyway) 10cd
Shield stance – 3sec block. 30cd
Sword offhand riposte – block distance atatcks for 2sec, 1 attack for melee. 15cd
Mace mh counterblow – block single attack, 10cd
Endure pain – take 0 dmg from attacks for 4sec, 60cd.
Berserker stance – conditions cannot be applies for 8sec, 60cd.

Thats all we got from evades/blocks. Other type of defense we use is stuns. Thats what makes healing signet looking op and what the majority of ppl qq about. The Stuns. . U cant deal damage when ure stunned. Ask urself if u had troubles dealing with warrior that doesnt use stuns.

Also healing spiring healing allies and provides 15sec water field..do u really trying compare it to signet? No words man.

I’m not comparing it to healing spring at all. He brought up troll unguent. I brought up healing spring.

Yes, i do have trouble with warriors that don’t use stuns because all they do is run away and heal for 400hp/s the moment they see trouble.

If they run away that actually means u won. Congratz u beated non stun warrior..So i fail to see any issue with healing signet. Its not like they can run away, reset and come back without using signet. I did that many times with surge. So time to nerf surge i guess.

More like time to nerf mobility but that is a different story.

Anyways u just proved that healing signet is far from being OP and the thread was about it. Maybe its time to make a thread about mobility then? Moving on.

I think you are missing the point. Warriors have all this healing and they also have max base toughness + vitality. Read the first post. I simply used elementalist as a comparison because they have the least max toughness/health.

Ehh… they may have max Vit & Toughness but they have never been a bunker class. Its much more difficult to kill a Guardian or an Engineer. Necros are tough as nails is built right and so are Eles (even in the current meta) the only think that’s easier to bust down is a ranger… and well that’s a whole different story.

You make it sound like your stats actually matter. Its all about the proper use of mechanics in this game… i have no issue taking down a war. I also lose to wars all the time so id say that’s balance.

FoTM, Dungeon Build

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

why put sigets recharge faster and have 1 siget
why have 2 baners ?

Maximize his dps?

exactly this, but what I want to know, is that how much stronger (assuming they are stronger) would Runes of the Scholar be? I’m not exactly the “doing the math” type, currently using Runes of Strength which work well with the build but I find that most the time people are using Runes of the Scholar. Just want to know the math behind that

Well if you find that you spend most of your tine >10% HP then it would be roughly a 10% dmg increase lol

I don’t like it because its not very flexible

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

So, here it is. Your chance to defend healing signet. I find this skill to be the most ridiculous skill in the game, yet warriors claim its necessary and not unbalanced.

Lets look at the base stats for warrior’s healing signet, keeping in mind that the warrior has the highest base toughness and health pool in the game.

Healing signet (pve): Base 392 health per second with a .05 healing power modifier.
Healing signet (pvp): same thing.

Now lets look at the elementalist, the class with the lowest base toughness and hp pool in the game:

I stopped here. This is a flawed analysis. You cannot compare warrior’s healing signet to an elementalist’s heal. Elementalists, unlike warriors, always have access to other healing abilities purely by switching to water attunement, regardless of equipment and traits. Anet atleast tries to balance elementalist’s 6 heal with those from their weapon skills.

I have said this before. The elementalist’s skill need either 30 in arcane or 15 in water to get that “ridiculous healing” and our dagger healing skill has a cast time. All the warrior needs to do his put his healing signet on.

No traits necessary for eles “Glyph” just spam ability’s I just point out that all the other crap added into the mix makes it crazy

Help with wvw build

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Posted by: tattoohead.3217

tattoohead.3217

pro tip, don’t run a condition build. As a war there are just so many strong power builds there is no reason do run a condition build. Besides that other classes are just better at conditions.

Now if you want the current cookie cutter build run M/Shield with a sigil of paralysis and a GS. Your Mace stunn is a spammable 4s stun. (warning this build will be nerffed)

I personally run with Axe/Axe and Rifle and i run with a crit dmg build + the crit on weapon swap sigils. I can see someone coming and Rifle burst them for crasy dmg then turn around and get a full adrenalin guaranteed crit eviscerate, total of around 15k

Arguments in favor of healing signet?

in Warrior

Posted by: tattoohead.3217

tattoohead.3217

Honestly. They should just completely remove the active portion if we are going to have this problem/argument. Signets should be used for there passive effects and the active should be an emergency that shuts down the active for awile.

Healing Signet (Cooldown: 30 seconds.)
Passive: Grants regeneration.
Active: Heal yourself.
Healing Signet: 575 heal per sec (0.15*Healing Power.)
Healing: 1150 heal per sec for 10 seconds. (0.3)?

There, now you have an emergency that is worth it. The healing should be powerful due to the lack of endurance gain and evasion and protection the warrior has.

I think u missed something.. Right when signet heals for 400/s u asking for seconds options to increase healing abilities. As it is now we don’t need more healing, nor nerf to them.. If anything maybe mending buffed a bit but thats about it

I disagree i feel like we could use a “slight” healing buff (I know kill me now lol) the only change I would make is with the 2 grand master traits in the Tactics line. Banners grant regeneration & shouts heal. Split thees up so we can take both.