aight for goofy and fun i recomend taking Elixir S for stealth Rocket boots and Slick Shoes, take this and go to WvW, here are the results.
http://www.youtube.com/watch?v=--SJex7x8G8
my suggestion is never use perplexity, but since you are, i used to run full apothcary with perplexity, might not have as large as numbers as dire but you get the advantage of allotta healing which in the long run will give you alot more sustain which works great with perplexity since it is a defensive build.
maybe its because we have so many different builds and we arnt bickering among ourselfs about which build of a limited spread is the master build for our class, since we have so much choice
can go multi kit build and spam to win, then again i can go the same build actively aim everything use correct combos of skills and win really fast without wasting as many skills, brain dead spamming can work on engineers but mastering that spamming is where its at, master that and you can beat anything, except maybe a good necro.
HGH wich require alot of micro and reflexes/aiming.
HGH was never a build that took much skill. Teldo reffered to it -kitten -o- brain dead and boring that it made him not want to play the game.
Edit for the Hitler Filter.
Condition HGH maybe since it really is just spam might and conditions, try playing Zerker HGH, i think it requires a pritty high skill level to play, but once you master it kitten you can do some damage with it.
does engineer have the highest skill cap? no, does it have a high leaning curve? yes i think so, once you learn how to play with everything an engineer has it can be very easy to accomplish things?
i can say that thief’s are quite possibly the easiest target for an engineer to kill, running conditions you can literally burst them full of conditions and watch them die, or if your like me and run heavy power build that has kitten all defense, well lets just say 1 shotting a thief with grenade barrage never gets old, they even line an easy shot up for you
what are the improvements of the FT you would welcome?
Maybe anet reads these suggestionsdeleting the kit.
since the juggernaut-trait got ridiculed, it does nothing but spawn confusion among those who love it and therefore futilely try to bring any kind of sense into it.But for the sake of the question:
- Increase its auto-dmg by 4 times. and let it hit up to 5 targets. It will still be slightly weaker than the bombkit auto and therefore takes credit to the slightly higher range.
- its #2 is fine as it is.
- its #3 should not only refresh burning-stacks, but actually apply them, while also doing dmg, comparable to the mesmers’ greatsword-shockwave.
- its #4 should get renamed to napalm-line and knockdown trespassers for 3 seconds while still applying burning. (taking credit to the fact that the engi already uses slickshoes with this effect)
- its #5 should apply blindness over 3 seconds for 2 seconds every tick. it should tick once per second. also its range should get increased to 300, focused on the player, making it a moving aoe.there you go, suddenly the engi posses an actual cc-kit that still can be abused as power-build main weapon.
but since this is just wishful thinking, the FT stays the trash it is (even tho facerolling with it is real fun.)
flamer needs a buff your ideas say your a PvP nub, and don’t bother arguing with me
I agree with this wholeheartedly. For me it isn’t just the hobosacks though, it’s the engi tech in general. Most of it looks too cartoonish or outdated.
All our kits and turrents just look so far behind the rest of the tech you see in-game from charr, asura, and humans that it’s laughable.
We need skins to make our tech look more advanced or maybe a progression system in which level determines how advanced it looks.
`
50% of pvp for is looks, if i dont look cool when im doing something i dont feel like im as effective, maybe thats why turrets suck lolol
a buddy of mine plays 10/30/0/0/30 and uses nades just for nade barrage, even though it is weaker then it could be the fact that its hitting so hard in combination with other skills is what makes it work, remember everything is good in theory but in reality everything changes.
He just dropped a supply crate on your head man.
You spelled Skill Crate wrong.
#balanced
another case of supply drop syndrome
Must have missed you then, though I was on 3 different maps.
Then again, I main rifle engineer, not exactly known for solo camp capping or anything other than a 1v1. :P
i disagree
I would say battle over all it improves your dps and since your allways swapping kits it’s pritty much a permanent 6-9 stacks of might which adds up to 210- 315 extra condition damage and power, personally I’d run a sigil of leeching since you can make really good use of it and it’s essentially a 900 damage/heal every 10 seconds and if you using scavenger runes can really add up to a lot of extra damage in a condition build
skins for hobosacks please
What about using torment? Would that be better than Battle?
nope torment is a waste on engineer due to the lack of reapplication, i have used the torment sigil and the torment rune together and it was no way near as good as some of the options we have avaliable
I haven’t found the flamethrower focused builds with juggernaut to be that useful in WvW. In PvE you can pull it off fine, but it’s annoying to manage in WvW.
The build I use flamethrower in for WvW is this one: http://gw2skills.net/editor/?fcEQJAqelIq6dn1yuF1LJxoCdO0jCbY7DqQdFpI/6H-jwxAIOhQqBIFKI5xioxWdLiGremIqWdjJFAErBA-e
It’s a healing/condi removal build with some decent mobility. It can still output some condi damage (especially burning), but not a truckload. Unfortunately this build got nerfed hard in the last patch. I used to put 10 into explosives for incendiary powder, but instead I just put them into inventions for more healing power and damage reduction. You could probably try going 20/10/20/10/10 or 20/0/20/20/10 if you really wanted the incendiary powder, or just throw that last 10 in inventions somewhere else, but the primary focus of the build is for healing. you can change around the food choice too, although it’ll hurt your already average damage potential and the healing power might be a bit overkill already (can do 10k+ AoE burst heals for allies).
Now flamethrower might seem like an odd choice, but it gives you some decent burning potential in incendiary ammo, fire field for stacking might if needed, and the knockback is just useful in general. The blind is great for securing stomps as well, which can be really important in WvW fights.
Alternatively, one can ditch the FT and go with bombs, with elixir infused bombs for some AoE healing, although you’ll be missing bomb traits unless you rearrange the whole build. I usually prefer the FT because you can sit midline while still contributing damage, but you get the CD reduction for it anyways with fireforged trigger that you use for the elixir gun.
If you’re looking for something much more offensively oriented, FT just might not fit the bill compared to things like bombs or grenades.
ive run a build like this a few times except ft bk tk, you really need runes of melandru, lemon grass poultry soup and i like to take leg mods for the practically immunity to immob cripple and chill, the reason i say that is because when you get into combat with a team and they focus you ya go down pretty easy if they get a few conditions on ya which in reality is 1 necro, anyway changing it to that pritty much turns you from team support bunker with some damage into, WHY WONT THIS kittenING ENGI DIE, lol but seriously its good fun to play with the right team mates.
it does have a tiny bit less all over then your build but i have the advantage of being able to be in yo face at all times without you being able to stop me since conditions aint genna do much and that guaranteed 50% damage reduction when stunned and since you know 3 conditions are never going to stick to you it dosent really leave much left for you to worry about clearing, any way that’s my thoughts if your genna run a build like that, assuming its for team play only then that’s really the way ya need to go or condi burst from multiple people will put you in the dirt so fast
Sigil of earth i think is only good for 1v1, 1v2 situations since condition removal is in abundance your better of taking sigil of geomancy assuming you running grenade kit you can instantly stack 6 bleeds and apply more on top of that giving you around 8-10 stacks of bleed which you can do every 10 seconds and its aoe, that condi burst imo is alot more effective in the long run since it gives you the option to burst and go defensive till you have to burst again and with the short cd allows you to upkeep it rather easy threw all the condition removal getting around rather then sigil of earth you need to constantly apply pressure to get the most out of the sigil, sigil of earth (not sure on this) i think has a 2sec icd which means you can only really get 5 stacks of bleed total out of it over 10 seconds assuming you manage to proc it every 2 seconds.
sigil of bursting is always good since more condition damage.
sigil of energy is a different one, the suriveability it opens up is great but there are some great options for damage output but do you feel you need the extra dodge or do you find your self not needing it and will more damage ultimately result in better surviveability (killing something faster normally means your genna take less damage)
id like to provide my thoughts on how you could change the build without taking away from the concept of the build to much.
drop MA and Rifled barrels for fire-forged trigger and hair trigger, the extra range is handy but wont keep you out of harms way, you also have the crippling to effectively keep opponents away from you when you want to, modified ammo might seem good on paper but in reality reapplication of conditions will be you biggest friend here, since your conditions are the biggest factor for damage especially considering P/P and elixir gun arnt very good with power and because with condition removal being in abundance chances are your 100 condi duration will only function well with skills that stack intensity (bleeds, confusion).
i would drop the runes of traveler since you dont need the speed increase or the stats with a build like this and take 2 runes of lyssa and 4 runes of perplexity(cant utilize 6/6 perplexity with this build but they add condition damage and another source of conditions that function well with the concept of kiting in this build).
i would like to drop the givers pistols for 2 rabid pistols because at 80% condition duration with IP and Pistol 4# and if you take reduced cool downs you got a good enough source of burning duration this will also bump up your condition damage, you also never want to be using pistol auto when you have EG since it is so much more effective then pistol auto and with 80% condition duration you still get a good 7 second bleed, 2 rabid pistols will also amp up your toughness just that little bit more and you dont really need vitality because of engineers large base health and the fact that you have a whole lotta condition removal.
so the last part is what do my suggested changes bring to the build, more condition damage output, more condition application, more toughness,
but you have less range (not really an issue since you can kite melee easy and most ranged opponents will easily be able to deal with such a small increase)less pure damage output (also not an issue, pistols and Elixir gun damage is so low that 10-15% damage you could potentially get wont add up to the ability to reapply conditions alot faster) and last point, 6 runes of traveler are 60ish gold on avarage 2 lyssa and 4 perplexity will add up to around 15-16 gold area giving you a whole lot more cash to spend on food.
i toke both in a recent build, had a few lucky situations where iv stacked 3 bleeds and a burn off a freeze nade at the start of a fight, im running bombs with this build to, i don’t find forceful explosions that handy in wvw since your opponent is either on you or there not and having a bit of a larger radius isn’t genna help with that much, unlike spvp where that extra radius will consume a whole point.
anyway wvw, 70% condition duration with shrapnel and nades and ip is rather effective, open with rifle combo to get close swap to nades to get shrapnel nade, and that nets me 10+ bleeds, burning and some vulnerability naturally my opponent spams some condition removal and i follow with net shot poison nade, freeze nade, nade barrage, and just like that ive got on average 5-8 stacks of bleeds poison freeze vulnerability and ip is off cd by the end of that combo giving them burning, so the ability to re stack that many conditions in the time of 10 seconds is a very powerful factor i think.
i am using celestial rifle with geomancy and the rest is rabid 30/20/0/10/10 so naturally the 5 point firearms trait is procing alot along side shrapnel, but i think in wvw the condition pressure you can easily stack up is a fair price to pay for smaller bomb radius.
anyway that’s my experience and hopefully an alternative for you to look at
I guess elixir C is a steroid then.
I’m not sure what you’re trying to say about elixir S though. This topic is about elixir X, and what you said is hard to read.
hehehe i was tired when i posted that i meant Elixir X, what i mean is when using Elixir X it will transform you based on what type of damage your built for so more condition damage you get a form that is more suited to conditions, but if you have more power you get a form suited to dealing damage, that way you get something that can be used effectively with your build rather then the way it is right now which is popping it hoping for the best.
I would disagree that elixirs are magically based technology (lore-wise, it was never said anywhere that they were). They are based on alchemy, if the trait-line is any indication. And while, historically, alchemy wasn’t truly scientific in the way we define it today, it is far more CHEMICAL than it is magical. Part of the engineer’s flavour (for me) is that they don’t use magical elements in their kits. And all elixirs, in regards to video game terminology, are what we call “steroids” in that they’re all temporary buff-related effects. Elixir C can be considered an exception since it only removes conditions. Thematically speaking in regards to THIS perspective, while rampage fits, tornado doesn’t.
It doesn’t change the fact that Anet got incredibly lazy here and gave us an elite with not even a shred of uniqueness or creativity. Plagiarized from warrior and elementalist. I would consider anything an improvement over what we have now, so long as it has at least a little bit of originality.
Elixir C transforms conditions into boons, its actually our biggest steroid in the right situation.
i would like to see Elixir S give us a random assortment of skills based on stats higher power we get rampage with 5 skills mixed in from all the different transform ability that are more suited power and cc, we have higher condition damage we get a plague form and 5 random skills that suit condition damage, this would remove some of the rng but we would still know that we will get something useful for our particular build
(edited by ukuni.8745)
power builds are imo alot harder to theory craft and alot harder to play since you can focus on surviveability as much, however once you do find that point where engi power builds accel they are really good and better then condition builds you just need the right build and the skill to play it to its best ability, my last 4 proper videos are some of the ways ive been running power build, got 2 zerker hgh nade, stealth engi and a lifesteal engi videos, they have all been pretty effective for me so far and more and more each day i find my self dropping more defense in favor of more damage, once you start to learn the combinations of skills you can use both offensively and defensively you start opening new avenues for how you play.
Skill disparity is a real issue because for newer/more casual players, builds that are relatively easy to play will be way stronger than the higher skillfloor builds. If the disparity is too great, the harder professions begin to look horribly underpowered.
That said, I would rather see the easiest builds become harder than see engineers become easy. And I support the design concept that the professions should be equally powerful, but with different levels of complexity.
I do feel the gap has grown slightly too large, but again, the problem is at the low end, not the high end. Let’s make warriors are little less braindead before accusing engineers of being too hard.
couldn’t agree more, seems as patch’s come something gets easier to play and alot stronger, like before necros were op they were kinda like engineers since they wernt easy to pull off but a few skilled people made it work, same with warriors since they were rarely used back in the day unless it was zergs but even so back then i still seen a few getting around that once again were making it work, but now everyone has a spare necro or warrior.
so yea that gap is getting bigger all the time, and lets hope they dont screw with the high end we could be next.
Thank you for the welcome back messages<3 and the feedback concerning video idea’s.
Much love <3 I am willing to test out builds outside my own build, however with sets like dire, I have a huge grudge against, because I personally feel vitality is a useless stat when it comes to pvp. What vitality allows you to do is survive the initial burst, but it takes much longer to heal up again. Since engineers start with high base health, I don’t feel its necessary to have and I rather go for something that would help me mitigate damage and/or help me kill my opponent faster. With the lack of precision you will lose the burning and bonus damage from crit’s. I can see why you would use the pistol pistol with dire, since you lack the burning, however don’t you feel that you lose a lot of survivability and utility by not using shield? Would love to hear your opinion on that.
Yeah I feel the same about the loss of shield but the 2 most active YouTube roaming engineers “wolfineer” runs dire armor no shield and “prozap” runs dire armor with shield. Their argument is that rabid accessories make up for the loss of precision. Obviously perplexity build are more effective but I’d just like to see you run any build without it because of the extra skill/effort that is needed.
dire scavenger is the poor man’s option if he can’t get noble runes I think, it was great survivability and great condition pressure, if you your perplexity and dire you just want to troll as long as possible lol, on the other hand I’d I like to see rabid rifle make an appearance.
also need the damage on acidic elixirs to proc before the effect it makes toss elixir s useless aswell
seems every one is catching onto the rifle, it really is better then pistol in alotta ways, I’ve run this build a while ago and it’s damming effective I recommend every one giving it a go.
welcome back koroshi, can’t think of anything in particular that I’d like to see maybe some comedy
When the Warrior’s RIFLE skills out DPS the engineer’s RIFLE skills…. then yes, engineers are broken in my eyes. Pistols are way too weak and the amount of shots the Warrior gets off is double. Flamethrower kit hardly does any damage and 50% of the time, doesn’t work as intended. Okay.. so this post is a bit ignorant. I know… but the skills are just way better for the warrior using the rifle.
rifle engineer hits alot harder then warriors except for kill shot and kill shot can be a very easy attack to avoid, it’s all about the build, I’m going to have to disagree with the op, in spvp we do lack builds I think but that’s because of the meta that pigeonholes you in to particular builds, but in wvw there is so much opportunity for different and effective builds, I think they main things that do need to be looked at are turrets because they are very weak atm and work better in builds that ant turret builds(static discharge) and they need to find a way to make gadgets more sustain friendly, atm gadgets only work in 1 trick pony builds and even then are sub par to other builds, obviously rocket boots is the exception, but the other gadgets don’t quite bring enough to make them more effective then kits or elixirs.
I think I’ll watch this when I get home from work, coincidently I to play engineer and mesmer, got some time off soon so I think I’ll have to keep up with the times and make a video on my mesmer, I’ll drop a comment after I get a chance to watch it, and thanks to imdapro for pointing out the good plays so I’ve got some intersting things to look out for
well depending on your build you can completely forget your typical power burst and go a condition burst, some engineer builds get upto 2k+ condition damage very easy and can rapidly stack up a lot of bleeds burning and poison, which ends up being a huge amount of damage over a short period of time and with all the extra conditions you can stack up will allow you to easily sustain really good damage over time, the benefit of going all into condition damage also gives you a great tank which in a lot of cases can be better then taking extra burst because you need 3 different stats to really get the most out of pure damage where as conditions you only need 1 stat, your best bet I think would be to check out YouTube a bit and see if there are any builds you like the look of since most builds have been covered.
I find it very handy, in wvw where there is oftenly a necro or mesmer getting around screwing with my boons it’s handy to have multipul ways to reapply regeneration, if you are spamming them together to maximise the duration then your doing it wrong
and as ellesee said 1 breaks stuns and another makes a water field which is rather easy to quick hit a combo skill to get a 1k+ heal.
yea depends on what your aiming for in you build, for me personally I normally never go 30 into firearms with conditions unless I’m running a very specific build, it also comes down to what weapons/kits you wanna use to since some are more effective with different damage sources
i main an engineer and play my mesmer(im not very good at it) now and then, i was running the 20/20/30 build with full zerkers and it was fun for a short time then i decided to make my own build and went conditions as playing an engineer for so long i just know conditions so i ended up going 20/20/10/0/10 with staff, sword/torch, and 100% condition duration with rabid and rampagers, so i went out into wvw and found my first fight and WUTTT, i was getting over 20 bleeds and perma burning and all i had to do was make sure i had staff clones up, i think the worst part was how easy i could apply them without even trying, on my engineer getting over 10 stacks of bleeding and a good uptime on burning usually involves alotta getting in my opponents face and dodging at the right time and doing all sorts of kitten to make sure i dont die and sure you can argue that i can stack alot more conditions and its alot harder to clear all my conditions but then again im doing a hell of alot more then just auto attacking.
now that is just my view ive had from playing the mesmer and like i said i don’t play it alot and i don’t think i can overly justify my words with out being a legitimately skilled mesmer player so don’t take it to heart to much, now as for fighting a mesmer doing this sort of stuff, i roll HGH zerker nader and hit them with huge hits and easily clear all them conditions so i don’t overly care that much on the situation.
I’d like if it hit multiple times at close range rather then hitting harder so you can make better use of proc on attack traits and such, it’s fitting for a weapon that shoots many small pieces of metal
http://intothemists.com/calc/?build=VW70;0B-Z;0h0u57QFx0;9;4T-9T-49A;10;019A;1S;5H7WCqRnC5Bc
this is what ive been using for spvp for my hgh zerker, a friend of mine who started using it after i showed him the capability’s of the build suggested using accelerant-packed turrets which was an awesome change because there isn’t much else that you can take to suit the build as far as adept traits go and the 3 turrets from supply kit make you great for fighting on points and this build is able to do so much in the short time someone is knocked down due to very hard hits.
Like i said earlier i opted for more boon duration to upkeep supportive boons like the protection which help out immensely and once again the fact that you can do so much damage in a short amount of time combos so well with the short bursts of protection you are getting, its essentially helping you get your burst off without worrying about the damage you could potentially take landing those close range rifle skills.
The recent buff to Elixir s and b also work great with this build, ive been doing stealth→stability→overcharged shot→then using all my burst skills without a problem because they didn’t see me coming and ive got alotta time to make the most of overcharged shot, essentially everything in this build works together really well, but it is difficult if you don’t know the engineer and how to react to certain plays, and using the utility’s at the right time to upkeep boons and dps as best as possible is also another challenging factor since you don’t want to waste precious time spamming elixirs when you could be dealing damage and trust me when i say you do alot of damage so its a very important factor to making the build work.
I personally don’t get into the living story and didn’t get a lot of the skins available but I was thinking that a few of them do have pritty cool clock work like looks now I was thinking wouldn’t it be cool to use the mystic forge with a few of those back pieces and fuse them into another look that incorporates both looks and gives people who participated in the living story a final reward for going threw a whole story ark, hHinkle about the slick pack with an injector on it……slick injector, it would be a slick pack thathas an injector sitting over your shoulder ready to squirt slick at close enemys lol.
anyway I think it would be a cool addition, maybe make multiple back pieces that need some other random components and at the end of it you can forge a multitude of different back packs that are more unique to individual player preference and give people a more appreciative reward then something that can be easily obtained by everyone obviously anet can’t do this past content but I’d like to see it in future content.
tequatl wings with shattered shards of bone flying off the back or oil flowing off the wings, a Sun catcher broken apart and held in stasis by the powers of the shattered wings.
I agree with Valar that there should be more “when using…” more broadly than specific kits. It would let us venture into trees that aren’t normally beneficial to a specific kit for more variety.
Juggernaut is a trait that lets FT users be more of a bruiser. The toughness buff essentially makes us heavy armor close range fighters and FT’s tools let us control the fight with blind and knock back. They work well together. Not something that really fits with EG.
If EG had a trait similar to Juggernaut it would be something like gives passive +x% condition duration and stacks healing power. But EG works better jumping in, using it, and then popping out.
when you think about it there is a trait for every kit that helps define it, nades have the permanent extra nades, bombs have healing, flamer has juggernaut, toolkit has turret repair, but elixir gun has nothing other then it’s great utility, so what you suggest would help define the eg better while also giving more focus to how people can build around it and open up more builds, I honestly think you should do separate post on how it could be implemented because it’s a great idea.
id like to say hgh rifle zerker nader goes pritty darn good in spvp and i recommend giving it a go for a while, even though it lacks the tank elixirs make it very forgiving and nade barrage with 25 stacks of might never gets old lol, ive also found it ridiculously efficient at taking out other burst people, i was running 30/0/10/30/0 typical hgh nader traits with a few tweeks to suit it to power and the protection when crit trait in inventions to help out with the tank a bit, for runes i toke 2 water/2 monk/2 strength, i went more boon duration to help upkeep those boons that will help my surviveability a lil better and you don’t need more then 60-70% might duration to upkeep 20-25 might stacks, anyway ill see if i can get some footage of it and post it some time down the track, itll probably be mainly duels with my guildies since that’s all a really do in spvp.
confusion spam is now a thing warrior’s can come to love
the problem is if the started making good decisions and started fixing things properly a blackhole would open and swallow the world, but on a serious note why can’t they buff our gadgets and turrets the same way the buffed warrior’s and necros………I mean wwarrior’s and necros wernt even as big a joke as our gadgets, and like the people who used to play necro and warrior when they sucked a select few play turret engineers and go pritty well but in the grand scheme of things they are still not as nearly viable as the current engineer meta builds
My body is ready
internals are ready to, if ya know what I mean
a day in the life of a mag engineer, I killed some people, I trolled some people, the circle of gw2 life is complete,
Already saw that videos
some time ago’.
But it was a nice refresh see em again , i especially like the second one!
I’ll give both builds a try , with some tweak here and there in teh traits , i thnk i can go 20 in tools instead of 30 , and manage to get Automated responce with another 10 points (i like it , and i immagine my enemy says "ooooooh nooooo , wtf " when i heal a second time.
I also can’t wait for the 10 patch , and give a try to 10/0/30/20/0 with infusion bombs+ elicier gun + healing turret and see how it works dueloling with the turret always down (wondering if we can emulate the warrior signet of regen this way while fighting , between bombs healing +-300 , healing turret regen and super elixier).
Tnx again for the tips!
hehehe your thinking the exact same thing as me, ive already started running a bomb healer build and yes you can easily emulate and outdo the warriors signet, its all about correctly using your skill sets, my plan is to use super elixer when i have to fight at range and bombs up close, add in the regen and that trait (regen in a kit) and im getting around 700-800 hp a second if i do it all at the same time im healing around 1000hp a second over 10 seconds which is ridiculous imo.
not sure if i want to run power or conditions with it yet since i can get upto around 1600 condition damage and still get that same healing output but i think in group fights power will be much more beneficial since there is much better options for conditions then a bomb healer engineer.
you may be interested in something like this
https://www.youtube.com/watch?v=8T1iz6Iobv0
you could potentially run a 30/0/10/0/30 setup with it, and use zerker and celestial gear while still running the condition duration food and runes to help deal with condition spam, alternatively you might like this as well.
https://www.youtube.com/watch?v=KN8KUDAcFoc
it has a kitten ton of lifesteal that overcomes condition damage pritty easy letting you use your heal for the condition cleanse when you need to it can also be converted to a condition build by taking runes of scavenging with you choice of condition gear
Ukuni thats impressive.
I’d like to have the skill to play like that , with the same build, but the truth is i would die in the 90% of the same duels you have done.
I got pleasure watching every single duel, a different way to play combined with really hard matches vs more enemy at once.
Now, i’m depressed, and will cry for days cause i’m not able to do the same thing.At the same time it encourages me , because i’m having a really hard time in duels vs every class.
Tnx for sharing!it was fun to watch!
you’ll get there, it’s all in the instinct, most of my playing comes directly from knowing without trying, and it does take a long time to get used to it but waste enough time and you’ll be on par.
i put in acidic elixirs because there is a good chance that is what ill use after the patch, i think it might become my next best friend for countering anything that stacks boons or even steals my own
HgH power nades is always a solid performer so here is some videos of it during season 1
incase your wondering what my gear is, its mix of celestial/zerker/cavalier
0/25/15/0/30 full zerker with gadgets, hit like a truck, get to low hp burst refreshs, and you can’t die, get to low hp again can’t die because heal gets refreshed, may or may not take tool kit for added blocking power, throw in rocket boots so I can just run away when my heal finally goes on CD, could take kit refinement so toolkit with rocket boots gets me way outta combat, anyone else think it’s a bit stupid
pistol auto is kitten yes but then again the kit autos are great and finding the right kit to suit the right build plays an important role which in turn makes improving pistol auto a difficult thing, at very minimum I’d recommend buffing the damage and bleed duration to the same as the elixir gun auto attack since why have 2 very accessible autos be so very different.
as for the rifle yes please buff the damage my 2k autos at 1200 range are weak and underpowered. ………… yes rifle is fine and as much as people dislike the skill set they synergise with our kits very well.
and last but not least how many people just want pistol to me powerful so they don’t have to look at hobo sacks as much lol?
I focus on getting better as a player, lotsa spvp, wvw dueling/roaming and theory crafting new builds, my only problem is ill never farm out enough to get an ascended set of gear for every build I enjoy playing.
I once fought a warrior who rallied about 6 times after he vengeanced and killed a random creature, the best part was he never ran away just kept fighting till I finally got him, and as for why I couldn’t stomp him……………eagle raptors are freaking pro.