Pack a bunch of condition removals and glass cannon damage. Remove the first two sets of conditions with your condition removals while bursting them down.
I agree with this thread. I can’t really see any issue with putting Engis in heavy armor.
Necros barely received any significant nerfs. You can’t throw yourself off of cliffs now. Suck it up.
If insignificant nerfs make you rage, you certainly don’t want to roll an engi. When we get nerfed, we really feel it.
I have a ton of empathy for engi nerfs, but just because you don’t understand the significance of the death shroud PvE nerf doesn’t mean it’s insignificant. It’s a huge nerf to high end necro play in PvE.[/quote]
Sure I understand the significance. I just don’t agree with you : ).
I play my Necro, Guardian, and Engi Primarily. Engi is spvp only. Guardian is WvW and Spvp. Necro is Spvp, PVE, and WvW.
Since they nerfed necro into oblivion this patch, I have considered taking my engi back up again and was looking for any tips and tricks you guys might offer. I’m not totally new to engi, but never played it much in pvp, mostly sticking to pve for now I imagine. My old builds were condition based (ran mostly bombs/mines and elixer gun because I freaking love elixer gun- idc how many people hate it lol). Any other engis out there run condition specs primarily? And if so what traits do you focus on most? Also, I found that while open world pve (obviously) is cake, dungeons are a bit tougher, at least on bosses. Trash rarely poses a problem I can melt through them easy enough, but I kind of lose my focus on the bosses. What exactly is the role of the engi? With defiant you can’t really knock them around much and it’s all too easy to cap out conditions on that single target.
Necros barely received any significant nerfs. You can’t throw yourself off of cliffs now. Suck it up.
If insignificant nerfs make you rage, you certainly don’t want to roll an engi. When we get nerfed, we really feel it.
Having a scepter in your bag wouldn’t be that bad of an idea. There are plenty of places in the game where ranged dps is the only viable option. That said, I don’t agree with the assertion that all guardians should use a scepter as their primary weapon.
I don’t like dying, so I roll a guardian.
Well, the idea behind a necromancer is to get in the fight and either die or kill.
That`s why necros got high damage and as of the last patch good sustain. They nerfed the fear and I think they should adjust the overall damage of burning in the game which is too high in my opinion.
Besides that I think it`s pretty balanced.
Position is really important when it comes to necros because if we are not careful we can still be bursted down pretty quick.
When plague is on CD and we just died and have no Life Force we are very killable.
For me it makes sense that the more you fight a necro the harder it will be.
Hard CC and high burst are our weaknesses. Most necros have 1 break stun on their utility slots.What you suggest is to nerf all condis in this game which is impossible.
I don’t think that all classes that use burning have as big of an overdps issue as necros, so no burning should not be nerfed for everybody.
Just make dhuumfire only able to trigger once every 15-20 seconds.
Kit Idea: Remove artillery barrage because it is absolutely terrible. Turn it into an elite kit called Artillery Kit. The kit allows the engineer to strike a target area with different types of artillery strikes that will be assigned to keys 1-5 just like any other kit.
Trait Idea: A grandmaster trait that makes all turret cooldowns reset when your health reaches 50%.
A grand master trait named Unwavering Perseverance, preferably in the zeal tree, unlocks a 4th virtue, which has the following mechanics:
~Virtue of Perseverance~
Passive State: Run Speed Increased by 15%
Active State: You and your allies gain 5 seconds of fury.
-Cool down: 25 seconds.
-Cast time: instant
Additional item: Change the inner fire trait so instead than giving you fury when you are set on fire, the cool down of this virtue resets whenever you are set on fire.
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Guardians are very important to a well balanced zerg.
Welp JQ I like you guys. Honestly, TC has been really running over the people we have been facing lately. It is nice to get a challenge. I’ve enjoyed the match up so far. Hopefully we get to see you guys again every so often.
I often use what little sparetime I got to roam the forums when I do not want to start my laptop.
So I came across some few interesting suggestions and just want to well kinda revive them:)Fourth virtue and mobilty is to be honest not the guardians strongest side, though I think Necromancers and Mesmers are even worse:)
And of course we should not competen with thieves (lower the initiative on infiltrator arrow again) or elementalists (bring back the old CD on RideTheLightning).
Nor should we be able to flee from the zergs as well as warriors.. Or should we?Virtue of patience:
We been told that patient is a virtue, not for guardians..
But if it was why not do it like this:
Gain X% speed every Zsecs for max of 25-30% movementspeed (yeah I like OverPowered).
This is a bit like the lightning trait and makes it fit for roaming long distance as it is a steady speed boost.Activate to teleport 200-1200ft ahead of you. Depending on your current speed. So the longer you save it the longer you instant teleport.
If you activate it often you will lose consistant speed and long ohh kitten teleport.
On the other end the longer you wait to crivate it the longer the CD (has no number heres but max 100secs untraited).If you trait into it you will recieve swiftness everytime it activates, this can furtjer be traites to a little group speed buff and be ground target (last one at lest a master trait). Maybe even a grandmaster adding fire dmg burn (1sec) and blast finisher or make it remove movement restrictions (again love Overpowered ideas;)).
That was the virtues with a bit mobility… But why not make sword 2 not requirering targets? And make Merciful intervention (the one that teleport to the most wounded friendly unit, 1200ft, and heal them) ground target?
And for heavens nd mine sake lower the CDI am not saying it would make me a better guardian, but would make it easier for me to run away from the fights I would otherwise lose (most of them);)
Tl;dr:
We are tough but 1vX , X should always winso give us the freedom to chose our fights and when to stand our ground or retreat to live another day
I am I totally off here? Will Bash be bashing me ? :0
Your suggestions sound a bit difficult to put into logic that can be coded in.
Here is my idea for 4th Virtue, which is similar to your idea but more fitting with things that they should be able to easily do:
Passive State: Speed Increased by 15%
Activate State:
A. Teleport to Targeted Enemy and drop a symbol of retribution at their location. When the symbol pulses, up to 5 targets are immobilized for 1s per pulse. The symbol needs to provide some boon to allies in it, but I don’t really care what it is. Anet can decide on the boon. Maybe a new boon?
B. If no enemy is targeted you just drop the symbol where you are standing at.
Associated Trait:1. I’d add a trait somewhere that increases the length of the immobilize by like 20% or so and increases the passive speed boost to 25%. This should probably be grandmaster?
Associated Trait 2: Cooldown reduced by 20% and when a guardian immobilizes an enemy, they are also set on fire. This should probably be master or adept.
(Necros got a new movement hate condition, so why shouldn’t guardians get a new movement hate symbol)
People are honestly trying to make Guardian too strong. We’re fine
We are fine right now yes, but who is talking about now? The point of this is to talk about what guardians should get when skills/traits are added in the future. If we don’t get any because " We’re Fine" right now, we won’t be fine anymore after everyone else gets their new stuff.
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I’ll still be running AH when zerging(Zerg = 30-40 people or more), but I definitely will be running Monk’s Focus when doing any camp flipping or small man stuff.
IMO we’ll be getting a portal skill. It was mentioned a wwwhhhiiillleeeee ago that mesmers wouldn’t be the only class with a portal. Seems like eng would be the most logical choice for another class with the portal gun consumables.
I could go for some kind of a portal skill. As long as it isn’t a poor man’s version of the Mesmer skill. It needs to be just as useful if not more so, and it needs to have no RNG whatsoever involved with it.
On that topic, I still need more of the rng removed from engi abilities. You aren’t really useful to a wvw group if your abilities are rng based. When the commander calls for something, you need to be able to reliably use it.
Epic video except for the bow warrior one. Should have just left that out lol. It’s like video taping yourself beating someone with no arms in tennis.
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I’d like to see some trait/skill additions that give Engi a better place in WvW beyond roaming. I think they are already solid in Spvp and PVE.
Though that is probably a bit much to ask. In terms of simple additions, I’d like to see a decent elite. When compared to other elites in the game, like plague/lich form, the engi elites really suck.
Bah I wish we had DB vs TC vs JQ instead of FA. FA doesn’t even take camps on JQ BL lol. They just ignore it entirely for the most part.
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Dolyac is a solid choice if your going to tankermancer.
LOL anet is going to give the people in this thread exactly what they want. They are going to nerf torment into the ground, and then switch dhuumfire into torment instead of a burn.
I find torment to be very useless in a single target applications. IF they do make these change, dhuumfire should be changed into aoe.
I like fighting Ebay. The best fights that we’ve had in a bit. Keep it up.
Stopped reading at the mention of guild halls being a major issue for you. While nice, they are not very important. After about a month no one would ever even go to the guild hall. It’d just be a piece of useless content that was cool for a day.
So, it seems like you are really taking a liking to healing power builds eh? I didn’t think it could be viable in a zerg but you’ve proven that wrong.
Well minions will never be viable in WvW. Nothing beats large radius aoe spam. It wouldn’t take much to make them viable in Spvp though.
Again implies that they ever were viable at any point in time.
You can, but the trade off wouldn’t be worth it.The team doesn’t need your damage. They need the other stuff you have. Tell the fail dpses that you are running with to start dpsing correctly so that you don’t have to do it.
Assuming that this keeps up for the rest of the week, this tier 2 matchup needs to be locked in just like the T1 matchup.
So long TC and SoS. I met some pretty fetch TC players, can’t say the same for SoS but take care nonetheless.
I LOL’d when I saw this. Some very weird stuff goes on in Divinity’s Reach sometimes. I’ve seen some really odd RP passing through there.
Well yeh, any thief complaining about another class’s burst should expect to get ridiculed.
You probably want to look into power builds if you are going to be zerging. Condition for anything else.
I think me and my guild (and ofc similar experienced people) fending off 2v1, 3v1 or even more odds in WvW against competent players time and time again is more of a skillful achievement then you killing GASP a thousand brainless NPCs.
Get your head out of your kitten. Your NPC farming for achivements is no more epic than a dude that logs in every day and does a daily.
Hence this elitist bullkitten is pointless.
Hopefully they add more WvW achievements or make the current ones more realistic. This system isn’t very good for a player that WvWs primarily.
I have some measure of respect for those that are good at WvW and Spvp. Achievement farming isn’t that impressive, even if you have over 9001.
What gets me is that everyone that thinks that dailies and monthlies should not be counted gets repeatedly accused of being an elitist. Every. Time.
That’s not it. Not for most of us. We see a potential flaw in the system and we don’t want the system to be about how long we have played but how much we have achieved. It is ‘Achievement Point Rewards’, after all, not ‘See How Long I’ve Played For?’.
The more interesting question is whether A you are willing to have all points you’ve gained from dailies removed from your achievement points, or B you just don’t want players to be able to get achievements this way going forward while you get to keep yours. If you fall into A then you are a solid person that is thinking about the game or lying. If you are B, then you are an elitist that just wants to put up roadblocks for people that didn’t exist for you.
I personally don’t see the “fun” in achievements and feel no need to obtain them. When they go off, they go off and I’m surprised by them (I usually say oh, I didn’t know they had an achievement for that), but that’s the extent of it. Nothing more.
I also really don’t care what anyone else has for achievements. To me, achievements are just time spent playing the game – something I do anyways. I don’t need a numeric counter to know how much time I’m investing in the game.
I say don’t let achievements run your gameplay experience, but vice versa. That sounds much more enjoyable to me.
Yeh, I don’t really find any stat that correlates to time spent to be impressive.
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Ummm, if stacking aegis did become possible it would have to only be possible through a grandmaster trait. However, making default aegis stack would be OP.
I am fine with the chest as it is. If you gain levels regularly, you end up getting a nice sum of gold from just wvwing regularly.
You are welcome to come and play in the EU T9 trash tier. I would love to see how many levels you can make in day before getting totally frustrated with it.
That sounds like a personal problem my friend. Change servers if you don’t like your tier.
The necro nerf is inevitable. Just make sure that you nerf them where they are over performing at, which is Spvp. Nothing in that patch effected WvW very much, so be sure to leave WvW necros alone.
Thats going to be impossible, since WvW necros are running now (mostly) same build xD
They do have the ability to make changes that only apply if the player if in SPVP. I don’t Spvp much, but I do it enough to know that Necros are overperforming slightly in SPVP. Hopefully the nerf is limted to that.
The necro nerf is inevitable. Just make sure that you nerf them where they are over performing at, which is Spvp. Nothing in that patch effected WvW very much, so be sure to leave WvW necros alone.
I am fine with the chest as it is. If you gain levels regularly, you end up getting a nice sum of gold from just wvwing regularly.
The removal of the daily and monthly achievement points is only a quick fix. People might say it solves the problems now, but it doesn’t deal with the ramifications for the future. That’s AP stagnation.
You (the general “you”) are saying already that the dailies contribute a huge portion of people’s AP total. If they really do put a year or two cap on it, the average player will lose the main source, and probably one of their only sources, of their AP in a couple of years. This is ok with the hardcore achievement completionists, but not everyone has the time like them to put into the game.
What’s going to happen to the people that can only log in an hour or so a day? A lot of my guild mates, the ones with tough work schedules, have to do this. They log in, chat up with the guild to see what’s going on, do the daily, some WvW, or some Pvp, then they have to log off to get to bed.
When ArenaNet adds more AP rewards, because you know they will (with higher and higher costs), where are they going to get the AP from? JPs they already finished? Dungeons they have no time to run? Grinding different mobs Korean grinder style? Living Stories achievements they can’t finish because they are in the middle of work?
It won’t punish people now, but any type of cap on the daily, will punish people in the future. The total removal of the daily/monthly will punish people now. The people that don’t have time to grind achievements points will be cut down to almost nothing. The high enders may say that they will be just as affected, but they will still have much higher AP then the other players proportional. Which is what most really only care about.
I agree they should be careful. Thus far, Guild Wars has been a game that has been very nice to players with lives that can only play casually on week days. It might be a bad thing if they start to go too far in the opposite direction.
This thread is really complex. Low Achievement Point players that don’t want others to have stuff they can’t have and High Achievement Point players that want to keep other players below them have come together to moan and whine together.
I personally don’t care how they go about implementing this. As long as nothing regarding APs has to be bought from the Cash Shop, I’ll be fine with it.
Don’t forget the middle achievement point players that just want a good system. ^.^
I don’t see many of those lol.
I guess I am not sympathetic because it is cosmetic gear. It doesn’t do anything better than any other gear. It’s not game breaking for some people not to have all of it. I am just happy that a bunch of points that have been useless up to this point will be used for something now.
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Thief solution: I run with no less than 15 people at almost all times. We no fear thieves.
Not really sure what Anet is trying to do. I’ve gone from spending hours on this game daily to barely being able to login due to the matchup system failing over and over.
Crossing my fingers that it won’t fail tomorrow.
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This thread is really complex. Low Achievement Point players that don’t want others to have stuff they can’t have and High Achievement Point players that want to keep other players below them have come together to moan and whine together.
I personally don’t care how they go about implementing this. As long as nothing regarding APs has to be bought from the Cash Shop, I’ll be fine with it.
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Im not even going to bother buying gear for my current build until the nerf patch comes in.
Given that they are intent on using kittened math to figure out matchups, they should at least have someone looking over these matchups before they are allowed to happen.
It seems like this should be posted in the spvp forums not wvw forums. Thieves are not OP in regard to winning in WvW. Their only real use is scouting, or if you have a couple running through speed finishing people to rally people.
he probably meant 3k armor and 3k effective power as per http://gw2buildcraft.com.
i don’t know why there’s so much hate on celestial. i use a few trinkets in my builds as i’m unable to get the same numbers with any other trinkets with the build/runes i use. believe me, i’ve tried, and while i can get close, a few celestial always beat out anything else.
yes, the mf is a complete waste of stat points, but i just consider the condition damage to be a bonus to everything else they give.
3k attack and 3k armor.
I wouldn’t suggest using the condition trait in any serious build. There are a number of builds, based on the new condition trait and a few celestial pieces, that can provide short term entertainment in pve, spvp, and wvw roaming based on the new condition trait though.
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They aren’t OP just viable.
Going full condition doesn’t work, but if you craft your gear correctly and take the new grandmaster trait you can manage pretty good power, condition damage, and toughness. Something like 3k power, 700-800 condition damage, 3k toughness, 15-16k health.
I think it works out well if you can whirling wrath for 5k while at the same time burning them nearly constantly for some absurd amount.
….. seriously? Something that would actually solve one of the biggest issues with guardians, and they give it to thieves and mesmers?
Edit: Sorry, 2 issues. lack of a strong condition build, and enemy mobility reduction.
Agreed. ‘lets give the ability to punish people for being mobile to the most mobile class. And the class that gets the most mobility, the best way to break targets and the highest single target damage’.
WTF. If this is implemented as is, one of the best counters to beating thieves and mesmers (being mobile and using your roll heals) will get you killed and force guards even more towards condition removals.
I sincerely hope this has been thought out more than the blog post suggests. Why not give this to the 2 classes that gets kitted the most?!
Yeh, it definitely makes melandru or soldier runes a must for guardians. Depending on how hard this torment condition hits, guardians will need to get it off of them asap.
Hold on. Are you guys actually acting like Confusion is a viable source of damage?
It’s more than viable for what it does. Max stacks of it will still knock you flat.
Elite supplies: The change to elite supplies is really needed. Mortar already deals crap damage, so allowing the engi to shoot it as far as a mortar should shoot isn’t an issue. Hopefully it isn’t like a 1% increase in range.
Coated Bullets and Juggernaut: The movement of coated bullets and juggernaut to master is massive and will open up soooo many different builds. Those two moves alone probably created at least 5 new viable builds.
Elixir X: The elixir X cooldown reducion is cool. It allows for the creation of an elixir x focused build that can keep elixir x up a lot.
Rumble: I am sooo fing tired of them adding stuff to turrets. This is the only change that im not happy about. Given that it’ll die in 2 seconds in a zerg or really any situation above 4v5, this stability is not viable for WvW. Add our stability to something useful or make it last 5-10 seconds instead of 1second. That said, stability is stability. Given that engis don’t have much of it, some is better than none>.<
Acidic coating: With is pretty massive. A blind every 10 seconds isn’t shabby.
Leg Mods: Here I come melandru runes and lemongrass for near completely unhindered movement.
Modified ammunition: A good way to increase the damage to hgh pistol builds that was lost in the confusion nerf. Pretty significant buff for condition engis. Running this could almost make a none hgh build viable since your burns would be doing massive damage.
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I agree with part of this post. Killing a bunker as a glass cannon guardian is difficult.
Beating a mesmer is going to be difficult and require some skill. You should be able to take down a thief, particularly a burst thief. A stealth spammer is a bit more complicated.
If you are intent on soloing, try one of those boon duration+healing power guardian builds.
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so give us the freedom to chose our fights and when to stand our ground or retreat to live another day