with experimentall turrets and the right build its possible to upkeep perma aoe vigor/fury/swiftness/6-12 might so I can totally see boon support engineers coming into play especially in spvp with proper positioning with be able to keep them alive for a long time and give heaps of support
im just genna leave these 2 things right here
personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.
yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.
everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.
sigil of fire does more damage I think but will mess with your mainhands sigil so if you don’t mind that sacrifice then go fire but if you require the main hand sigil to go off wwhenever it’s off CD then tale 5% damage
I’ve got a few I can add to this later when I get home from work there are quite a few new builds
there are some very good builds incoming
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
the turrets in wvw…awesome! will cripple range dmg towards your whole group/zerg
mmmm yes, as well as the buffs that will come from the turrets if you choose will be great for teams.
i wonder if they buffs will effect supply drop, thats a whole lotta buffs for a team if your using 4 turrets
Both new traits affect all turrets including Supply Crate.
Also somewhat related they said turrets will be affected by Explosives traits. I assume the detonation will now be considered an “explosive”.
neat, will be interesting to see a support turret engineer in the new 5v5 DM game mode
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
the turrets in wvw…awesome! will cripple range dmg towards your whole group/zerg
mmmm yes, as well as the buffs that will come from the turrets if you choose will be great for teams.
i wonder if they buffs will effect supply drop, thats a whole lotta buffs for a team if your using 4 turrets
im just genna leave these 2 things right here
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
i cant wait to see what those other runes do for my HGH zerker nader build, since it will give me the might duration i need 100 more power and a permenant 7% damage increase, basically really good for my build and lets not forget the extra sigils advantage if sigils of battle dont change then i can potentailly take bloodlust for even more damage or something for better surviveability, either way im genna be a happy guy
Here’s a selfie
kitten?
didnt think they wouldnt alow that word anyway its like kitten but older
I’m not sure but this will be live at 4am for an Australian? I’d really like to watch this one.
Plsnexttuesdayplsnexttuesday
Plsnexttuesdayplsnexttuesday
it would function better with the skills i guess but i dislike the idea of losing damage at range since kiting is a pritty big factor in any tank
http://gw2skills.net/editor/?vcAQFAUlcTp6q1XxELseNiAqgdJ6xjRZT2nHvFbBhA-TkAg0CnI0RljLHjOygsBNEB
this is all i run in spvp now, its damage is huge and its surviveability is pritty kittening good, one thing you will need to learn though is how to use nade kit properly to maximise defense when you need to
4 conditions 8%+1 bleed stack 5%= 13% increase
Actually, 15%.
8% from 4 conditions (Mod Ammo) plus
1 bleed stack = 5% (Target the Maimed) + 2% (Mod Ammo)
that’s 5 conditions
30 into firearms give you +5% damage to bleeding targets, and +2% for every condition, which usually ends up being 10-14% dmg increase. and you get some bleed damage increase with the +300 condi dmg.
if you decide to run a grenade/static discharge setup, 30/0/0/10/30 will be better.
So how can u have 5-7 condition on mob permanently? At least for my team(war+guard+mes+eng), we usually have 4 cond up the whole time which comes up around 8% increases.
4 conditions 8%+1 bleed stack 5%= 13% increase
I like to run sd with 2 runes of altruism a sigil of battle the trait that gives might on heal and the food that gives might on heal, you can stack over 20 might and hit like a truck, still has the same kittenty survivability but with over 3k power and 104% crit damage who cares right.
I used slick shoes with toss elixir s stealth with rocket boots to leave a big line of slick tripping up a huge black gate zerg multiple times, I posted the best one on my channel where I waited for them at a choke and literally knocked there entire zerg down which was ridiculously big.
another funny time was the first day of season 1, a huge pug zerg was chasing me and my buddy’s into our spawn apparently they were all new to wvw just trying to complete the achievements since none of them apparently knew about the legendary defenders, I never have seen so many people run into an enemy spawn before and it was epic to see
I once did 6 matchs and 5 were skyhammer
bow to a new master?
it’s an asura not mordremoth
Cool video, that looks fun. So here’s a noob question: do perplexity runes only activate on interrupt or are they on hit? The description says hit, but I see everyone talk about interrupt.
there is 2 bonuses that inflict confusion on runes of perplexity the first is 3 stacks on hit and the second is confusion on interrupt
Thanks Ukune. I am pretty much sold on the celestial armor/specialized trinkets as well. My main question I guess is this ; will going full celestial armor/trinkets sacrifice too much in terms of damage? I like hybrid play which is what I am trying to reach on my engineer. Just not sure how low is too low with hybrid condition damage…
ive never gone full celestial atm i use a celestail chest rifle, amulet, back and rings, the rest is for what stats i feel need buffing which has mainly been either zerkers soldiers or rabid/dire, but that distribution of stats comes heavily down to your build.
i use HGH nades and with the right traits has massive potential to pump out lots of conditions really quickly which allows me to take less condition damage and more power stats since with more conditions i need less condition damage to maintain a high output of condition damage that wouldn’t be doable with a different build.
but the best thing you can do is test and test alot its the only way you can find exactly what works best for you.
In this video: Perplexity runes melting noobs
you’re kind of right, yet nice video. also: you must be fighting noobs to win 1v3+. or play a really op build, but a build that beats 3 equal players playing decent builds at once does not exist right now. Anet? PLOX GIEV
technically it really comes down to build versus build, if they come at my zerker/hybridish build ive been running with 2-3 tanks there is a good chance im genna beat them since they really have no chance of doing enough damage that can get me on the back foot but if they mix it up and throw a burstie guy in there then its a whole other story since i cant take down the burstie with a tank supporting him (oftenly i still do but you get the picture).
ìve been playing a 50/50 celestial/other geared engineer for a while and it just hauls kitten , not to concerned about the incoming nerf since more sigils and and better runes will open up more effective and viable options for celestial/might stacking engineers
Mordremoth woke up around Magus Falls, following the cinematic. Not under Lion’s Arch.
I don’t see what’s weird about a sylvari heavily influence – if not corrupted – aiding Mordremoth’s rise, while a good sylvari not influenced nor corrupted aided in killing it. That’s like saying it’s weird Svanir, a norn, was serving Jormag, when norn are working to kill Jormag.
Im bad at explaining things and I’m on my phone which makes things a bit more difficult but i thought scarlet woke up mordre in lions arch and thought why would why would zhaitan target lions arch if mordremoth was there if and if sylvari wernt in some way dragon minions then why does it seem lIkea they are connected to him since a ssylvari woke him up and if he was under lions arch they would have essentially been defending him, if It wasn’t for the fact I miss informed myself it would seem like there was a war between these 2 dragon’s, but like I said I miss informed myself.
but then I was reading another post and you said something interesting and I can’t quote it since I’m on my phone but it was along the lines of, the dragons want to rule the world but it seems there is to many dragons, which would be a viable reason as to why dragons would target each other.
it seems a bit interesting and since I’m a lore noob I’d be happy for you to put me in my place if I’m totally wrong
Mordremoth woke up around Magus Falls, following the cinematic. Not under Lion’s Arch.
there ya go I didn’t get to see the cinematic yet and from what people were saying it sounded like scarlet drilled up mordremoth, which all sounded a bit odd, thanks for the clarification.
word on the street is scarlet released the jungle dragon, that seems okay, and she released it below lions arch, which is a bit odd, if the jungle dragon is all about plants then you could assume there is some aspect of giving life involved with the jungle dragon, also I’d like to point out it was a slyvari that released the jungle dragon, now why was I defending lions arch from the undead dragon and why was it that a slyvari was the main focus to defeating said dragon?
anyone else see some sort of connection here?
rapidly growing PvP community? if only opposite land existed.
My HGH zerker engineer kitten s thiefs when i get a fair 1v1, unfortunately this isn’t dueling and fair fights don’t matter only winning matters so they wait for the right chance then they strike, i hate it but its all part of the game so best to get used to it so you can learn to counter them on demand.
wait if it’s fake does that mean the balance will be after the 24th june?
well bye bye guild wars
so i was messing around with acidic elixirs, as a wohle its a useless trait and i wanted to test the damage potential with static discharge and i came across an interesting bug.
Toss elixir U not only deals around 2.5x more damage when thrown then any other elixir static discharge also will not proc with it, firstly please fix the other toss elixirs so the deal the correct amount of damage and do what ever with toss elixir u and static discharge
few different types of gear since its wvw and i can balance my stats out a bit better for good surviveability and still kick kitten damage upkeep
(edited by ukuni.8745)
I was wondering from a rune perspective, if we were to use this as a wvw build would it be more beneficial to use full travelers runes, 2 trav 2 water and 2 monk, or your existing set up seeing as elixir B is the only source of swiftness? Using full trav runes today I noticed the hgh might effect was 10 sec shorter but I was moving faster. To make things simple is 25% movement speed a good trade off for losing about 10 sec in duration of might?
well in wvw you have the advantage to swap skills outside of combat so you can quickly swap to med kick for packaged stimulant which will help upkeep 100% swiftness when your on the move, as for the runes take 2 trav 2 water and 2 monk if you can, boon duration is alot better in wvw then spvp since in wvw boon duration runes have 15% duration rather then 10% duration which gives you a nice 75% boon duration and really buffs those other boons you can apply like protection/fury/regen as well as being more then enough to provide the full 25 might stacks.
i do also have some HGH zerker wvw videos and builds if you would like to take a look just let me know.
my fault guys I’ve been stealthing and promptly 100-0ing people with my hgh zerker build, I kidd of course but seriously since when did a stealthing engineer become an issue when apparently every engineer is decap.
Builds look nice, however do you guy ever miss the vigor trait, the prot on CC trait, and the heal turret (stronger heal)?
sometimes but the surviveability you can get out of a HGH build can be huge at times and worse at others but i guess its mainly about how you use whats are your disposal, as for healing turret yes i miss it all the time.
Ty both for the videos. I think i will probably go condi nades at first, then try experimenting with other variations. No offense to you ukuni, you had awesome gameplay, i think i just like the way condis can melt people instead of setting up burst combos with a rifle.
Conditions HGH nades are a much better option for solo roaming so good choice and no offence taken i just like the big numbers.
Reserved to talk about some traits
Elixir R
This skill used to be great, it would break stun and give you the endurance to instantly dodge to avoid any further damage but that all changed when people started to use toss elixir R which put this skill into the op state and brought on the nerf hammer.
1. With a small cast time and no stun breaker the potential chances at any clutch plays goes out the window.
2. The toss ability is all this skill is used for and as a whole dosent apply that much to Elixir based builds.
Suggested fix
1. remove the cast time.
This could potentially be powerful with current meta builds but would allow for more clutch plays in a pvp environment
2. also applys 10 seconds of vigor.
Would give Elixir based builds more survive ability and add more focus to a defensive style of elixir build.
Toss Elixir U is a fantastic skill and fits perfectly with the concept of team support engineers.
Elixir X
Sometimes its good sometimes its bad and 90% of the time its never as good as supply drop.
1. RNG makes this elite skill to risky to be used any where near as effective as Supply drop
2. we need to get away from this other class crap
Suggested fixes
1. The engineer grows larger (since we miss that from toss Elixir S) and gains stability, might and fury.
pretty simple change that gives us potentially better Stability upkeep without taking away our weapon and utility skills, which i know alot of engineers would like.
2. One form that is unique to the engineer.
The engineer becomes a large Elixir Spewing beast, lasts 20 seconds
(names of skills are open to change)
Skills
1. swing swing swing (its an auto)
2. Acid spew. Infected area deals damage and applying vulnrability for 5 seconds, 10 sec cd
3. Toxic vomit. Infected area randomly applys poison, confusion, weakness, cripple for 5 seconds. 10 sec cd
4. Healing vomit. Infected area heals ally’s and removes 1 condition per pulse for 5 seconds 20 second cd
5. Detonate. depending on how much time is left in Elixir X form will have different out comes, and prematurely ends elixir X form
5.1. 15+ seconds left, 1000 radius enemys get 5 seconds of burning, knocked back and random conditions. ally’s get a large heal, 2 conditions removed and random boons
5.2 5+ seconds 400 radius, enemys get 2 seconds of burning and random conditions, ally’s get a small heal and random boon
5.3 0+ seconds, 200 radius, random assortment of boons and conditions.
Anyway tell me what you think maybe add a different suggestion and i think it would be fun to try theory craft some builds based on some of my suggestions, also we would most likely never see changes like these because elixir builds are fine and other things are much more important but i was just thinking about it and had nothing better to do so i hope yas like it.
First of im mainly looking at this at a pvp perspective.
So by all means Elixir builds are in a good spot, but apart from the typical HGH builds that mainly use Elixirs H,B,S a kit and supply drop i want to take a look at the other guys of the elixir world.
Elixir C
by far i think this is the most underused elixir of them all, out side of dueling a necro this elixir has very few uses and as a whole dose not compliment any builds, there are 2 reasons for this
1. Cleaning Formula 409 provides all the condition removal your basic elixir build would need.
2. outside of elixir builds taking Elixir C replaces a much needed utility slot and dose not apply to a high variety of situations like many other utility skills could, the lengthy cooldown also hampers its effectiveness compared to other utilitys.
suggested fix’s
pick one
1. lower the cd to 30 seconds
this still wouldn’t make it viable for to take over the usual elixirs for a hgh build but having the opportunity to use it more often would make it more inciting to take in other builds for condition removal.
2. Elixir C will always apply Protection, vigor and regeneration for 10 seconds and stability for 4 seconds.
like elixir B but the opposite, rather then apply boons that supplement offense you get boons that supplement defense as well as a hefty condition removal when needed.
3. Elixir C will always apply all boons.
to much like rune of lyssa and i don’t like this idea but the option is there.
Toss Elixir C would be potentially in a fine place if we had option 2 over the current Elixir C but i feel its cool down should be reduced to 20 seconds.
Elixir U
Its a decent skill, it breaks stun, has handy walls, makes you faster but o wait that RNG has kicked in again and haste or frenzy has suddenly ruined your day, its a 50/50 with this skill and i always seems to get something i don’t want, and the same goes for that wall.
1. using it as a stun breaker can potentially put you in a worse spot due to suddenly no endurance to dodge away from an impending burst or frenzy gives you enemy the edge he needs to take you down, haste may help with getting the skills off sooner but next to Elixir S it just isn’t universally as viable.
2. Toss Elixir U is heaps of help no help and handy all at the same time, if you get the reflect wall you hard counter ranged, if get the smoke wall you stop ranged attacks can stealth threw it can effectively counter melee, but its no help at all if you get the wall you don’t need at the time, and this is the problem with the RNG of elixirs.
3. the bug that cancels skills needs to be fixed.
Suggested fix
1. Toss Elixir U will apply a debuff unique to the engineer that stops the cooldown on toolbelt skills.
In a lot of builds and especially in hgh builds our toolbelt skills can be a very big part of our builds this would remove the RNG but like other classes give us the choice to decide when its an appropriate time to use it.
Suggested fix for toss Elixir U
1. Toss elixir U now has only 1 wall that immobilizes foes for 1 second and lasts 4 seconds, potentially immobilizing a target for 4 seconds.
This change would deviate us away from other classes and open up a different set of options in combat that would favor a different aspect of Elixir based Builds, it also has the option to work well with other traits opening up more diversity to builds.
2. bring back the 3rd wall Veil.
The chance to get this wall is what made me enjoy using Elixir U back before the nerf to quickness and confusion, bringing it back would be pretty darn good i think.
There isnt much you can do to Elixir U, but i think my suggested changes would be a good step to making this skill a viable option a variety of different builds.
http://gw2skills.net/editor/?fcAQFAUlspSXnvSiF17ICoC2loHPGlNZfe8WsFEC-TkAg0CnI0RFkLIjOycs5MEB
my current spvp build and so far the one im liking the most, literally nothing can handle all that damage output, it may not be the easiest spec to play but if your situationally aware and got some decent skill under your belt you can go full beast mode with this build.
since no ones put in anything about power HGH builds his a few video’s and builds i like to run in wvw with HGH zerker
zerker HGH power nader.
i take enhance preformance and 2 runes of alturism to buff my might as quickly as possible since your running zerker your not exactly going to be sustaining for that long so you want more might sooner, i take the boon duration so that if i do have to sustain for a while i at least have my protective boons up a while longer to keep me going that little bit longer
http://gw2skills.net/editor/?fcAQFAUlspSXnvSiF17ICoC6loHPGlNZfeQXPIEC-j0CBYjAkIAJfQZmEZsFhBpMMaVXhVVTQWxATVKp+EKrSBMqwI-w
tanky HGH power nader.
even though you dont have as much burst potential you still hit very hard and have that added defense to make 1vX more doable
http://gw2skills.net/editor/?fcAQFAUlspSXnvSiF17ISoCFmoHPGlNZfeQXPIEC-jkCBYjAkIApmFRjtIMIlhRr6KsqaCyKGYqSJ1nQZVKgRFGB-w
HGH build i use right now.
hits like a truck and out conditions most things just gotta get those rotations down packed and some great situational awareness you’ll be doing 3v1 in no time
http://gw2skills.net/editor/?fcAQFAUlspSXnvSiF17ICoC2loHPGlNZfe8WsFEC-j0CBYjAkIAJfIJPEasVORr0JsVQBRVTQWxATVKp+EKrSBMqwI-w
and if you feel like it and yes this does work, a full soldiers HGH power nader build, you can actually pull out some rediculously big hits with this build and since you have high fury up time you sit around 31% crit chance which gives a bit extra damage.
http://gw2skills.net/editor/?fcAQFAUlspSXnvSiF17ISoCSooHPGlNZfe8WsFEC-jUyAofASEQ2rIasVuoV6CbFMI6FMdJRUt/oIa1SBcxyI-w
for me personally i don’t think ill run HGH condis ever again and this will be enforced by the upcoming rune/sigil changes, you can add an extra 100 power to all those builds thanks to the rune changes and a further 250 power if you take a stacking sigil, any way hope some of this helps you in making your decision.
(edited by ukuni.8745)
and the general skill level of players in wvw, its not uncommon for me to beat groups dolo in wvw just on that fact alone, so i dont really think that class balance has to much to do with it in wvw just skill and gear.
(edited by ukuni.8745)
So i toke a bit of a break and came back and just did some solo que with a HGH zerker build and to my surprise i haven’t seen anyone else running it, i could assume with all the necros running around it could be problematic but its still a fair bit of fun, any way here’s how it went and since im doing a fair bit of spvp now instead of wvw ill probably get around to making another video with a newer version of the build i started using after i made this video which is alot better.
http://gw2skills.net/editor/?fcAQFAUlspSXnvSiF17ICoC5loHPGlNZfeQXPIEC-TkAg0CnI0RljLHjOygsBNEB
as you will see its just a typical HGH build and i personally think it takes a fair bit of skill to pull off effectively but have some fun with it.
P.s using overcharged shot will cause people to call you a decap engineer.
It’s not quite as bad as you make it sounds honestly. Now I am not trying to defend necros whatsoever (signet of spite and all that stuff) but if you want kits and condi clear you can have it…
HT is 2 condiclears every 20 secs (if blasted)
EG gives you another condi clear every 20 seconds
Throw wrench on TK gives you another condi clear if thrown throught the EG lightfield.
Poisonvolley through the lightfield has a pretty high chance of removing your condis aswell.
But honestly the condi clear on HT is mostly enough for me. Dodging stuff like SoS is actually pretty easy.projectile finishers only clear conditions on teammates they hit on not on your self
Projectile finishers remove 1 condition from an ally next to the enemy hit by the projectile. If you’re in melee range you can use this to remove a condition from yourself, albeit very situationally.
ahhh didn’t know that, thanks for that
It’s not quite as bad as you make it sounds honestly. Now I am not trying to defend necros whatsoever (signet of spite and all that stuff) but if you want kits and condi clear you can have it…
HT is 2 condiclears every 20 secs (if blasted)
EG gives you another condi clear every 20 seconds
Throw wrench on TK gives you another condi clear if thrown throught the EG lightfield.
Poisonvolley through the lightfield has a pretty high chance of removing your condis aswell.
But honestly the condi clear on HT is mostly enough for me. Dodging stuff like SoS is actually pretty easy.
projectile finishers only clear conditions on teammates they hit on not on your self
LOL so many people so dumb.
For starters NO decap engi should use elix s unless in skyhammer.
Next p/s is kittened. Rifle is ez decap and is far superior.Elix gun shouldn’t be used either. I c how stun break + heal can be helpful…. but not worth it. You need the CC and stun break isn’t as good when using melandru.
Big bomb is so ez to dodge, block, blind, invuln, evade etc. ANY ranger thief or guardian worth anything would never get hit by it.
FT on the other hand is lower cd and has no animation until after the CC.Dying to a mesmer 1v1 shouldn’t happen. I don’t. I can’t full cap very well due to the amount of pressure being put out but if I kite off point (after decap) its easy to survive forever in that 1v1. At the very least Ill win that over time.
Thieves are still the main and only issue. Not in the 1v1 sense but that they alone can rotate back quickly enough to make my attempt useless.
don’t bother explaining it, 1 knock back is all you need to be called a decap engineer now days, ive been playing HGH zerker and im still apparently a decap engineer even though my only knock back is from the rifle.
Are you this dude who I called out for playing decap and said “well you see actually I don’t have bomb kit so I’m not true decap” despite having flamethrower, toolkit, rifle, auto immune and throw mine for stability? Because I see a lot of sumo engis in denial.
no I play hgh zerker, I do have a decap build I play and I’ll admit it’s decap if called out, but 90% of the time I’m hgh zerker and it’s only knock back is from rifle 4# skill.
don’t worry guys they are fake, how ever the idea that turrets where getting fixxed was a nice one and the idea that kit refinement was getting fixed was also good.
although with warriors getting the opportunity to use 4 swap sigils compared to every others classes 2 it would have been nice to also have the ability to bring something that makes our swapping a bit more dramatic but hell i cant ask to much specially when 2 sigils on an engineer is something we’ve never got the chance to have fun with before.