1. Add in ranked deathmatch arenas with a little bit better of a map, yea itll be a kitten storm for a while but as we all know different builds and playstyles for a diffrent mode and once people get used to it itll go allright i think, people might not get so annoyed with facing the same few conquest meta builds so much either.
2. remove auto procs and replace them with more tactically aware and play changeing traits.
thats about all i got
No, this system ensures that the next elite specs wont just be “the next op thing” because the previous elite spec actually offers something unique.
If you dont bind the skills/weapon to the elite spec then when the next wave comes out, people will just create MASSIVELY op builds
Things like scrappers hammer combined with ANOTHER elite specs trait line/abilities would be extremely and exponentially harder and harder to balance.
Imagine in the future when each class has like 3-4 elite specs, there would be REAL build diversity because each elite spec will have their own unique OP weapons/abilities. If you made it so the weapons/abilities arnt tied to the spec, people would gravitate to ONE “best” build that just combines the OP things from each spec^This. Nail on the head.nothing more really needs to be said. We know how hard the game is to balance now. Unlocking the skill and weapons from the line would cause chaos
dosent everyone already just gravitate to the one best build allready?
and in the future wouldnt everyone still gravitate to the next one best build reguardless?
(edited by ukuni.8745)
did some talking with a buddy last night and we feel like it would defiantly help some classes if they didn’t have to take the trait line just to use the weapon and skills for what ever build they are using.
Also what happens when anet releases a new xpac with new elite specs linked to new weapons and skills realistically its just going to be a repeat of the current situation, anyway you guys be the judge go here http://en.gw2skills.net/editor/ and make builds that could be viable if they had the new weapons/skills and didnt need to take the trait line.
But take away the weapons and skills and whats a elite spec there for……..maybe to change the way you play a class
i think the most important thing i toke from this video is how crazy the tank on that horse is, like seriously it hasnt even been beaten to death yet.
lets not even get started on the kitten mode traits and skills out there, yas know the ones im talking about “incase you are to stupid to actually think press this or just let it do the work for you automatically”.
hey, decided to play SD zerker scrapper and at first it was amazingly fun and the damage was brutal af, id nearly go as far as saying its nearly the highest untelegraphed damage ive seen so far, but it gets wreaked by competent players with meta builds and since hot released the avarage builds ive been facing have been slowly shifting from more glassy builds to more condi focused/sustained builds which makes it very difficult to play sd scrapper but hey the damage is insane and i like big numbers enjoy.
http://gw2skills.net/editor/?vdAQFASncoC1UhtdBmcBEqilOji+rL71GM4KuGa8BCguD-TJBFwACuAA12foaZAAPAAA
stay tuned for more “kitten ukune why you do that”
I’m curious what your hammer tank build is/was if you don’t mind showing us.
at the time i wasnt using durability runes i think it was scavenger i cant remember but in a perfect world i will run durability runes, anyway i barely felt like i was taking damage and could face tank most of the fight and from what ive been hearing about peoples tank builds i think this does alot better then full nomads fit chars since it can heal threw all the damage and still do some decent damage.
you could also take runes of the defender, they work great for extra healing and that aegis on an instant heal yo, and honestly im not sure if celestial is the best tank but i dont have ascended sets that arnt dps aside from celestial lol.
Could I ask why healing Gyro and not healing turret?
And why mecha legs and not soothing detonation?
Healing turret. Cleansing burst. Detonate, would give you a strong boost. Also using the TB healing turret skill and acid bomb on elixer gun would give a good burst of healing.
well because the f1 on the medic gyro provides aoe pulsing protection and take into consideration with the protection from recovery matrix and durability runes your looking at 87.5% protection up time solo and a 50% upkeep on team mates, and given that the f1 on medic gyro is also a water field you can also blast it with acid bomb and rocket charge, the healing turret does do more overall team healing because there is little to no chance that gyro is genna stay up for its entire duration but you do get the benefit of it always being available even if your stunned, i also personally like being able to use rocket charge separately from healing turrets water field so i dont get locked to far into a rotation but thats a personal thing.
also your 100% right about that soothing detonation i literally didn’t even think about it.
also id probly shy away from 100% celestial, the build literally only tanks so well because of crit hits procing the food/runes/bunkerdown, you could run 100% knights and get alot more power/crit chance at the cost of vit/fero/healing but the scaling on the heals that keep you up arnt that amazing and you get a kittene ton more toughness
(edited by ukuni.8745)
I’m curious what your hammer tank build is/was if you don’t mind showing us.
at the time i wasnt using durability runes i think it was scavenger i cant remember but in a perfect world i will run durability runes, anyway i barely felt like i was taking damage and could face tank most of the fight and from what ive been hearing about peoples tank builds i think this does alot better then full nomads fit chars since it can heal threw all the damage and still do some decent damage.
you could also take runes of the defender, they work great for extra healing and that aegis on an instant heal yo, and honestly im not sure if celestial is the best tank but i dont have ascended sets that arnt dps aside from celestial lol.
(edited by ukuni.8745)
when i did it with a pug group i ended up running a zerker hammer tank build to take the green spirits attention in the vale guardian fight while my team mates finished the other 2, ended up getting it to 60% hp befor they got around to killing mine
i made a post a while back about making the med kit more viable which involved making the 2-5 skills charges that would buff the med blaster so you could swap in and out for a single blast that had the added benefits of the packs in a medblast or self heal, the main reason for it was so that the engineer wouldnt have to camp med blaster to make it effective but apparently the idea never caught on.
https://forum-en.gw2archive.eu/forum/professions/engineer/Idear-for-new-med-kit/first#post5247336
just a psa, you can aim static discharge with the action camera now, not that its any help, running any build that is legit will barely hit 800-900 crits and isnt worth you using the toolbelt skill to deal damage with making surprise shot still the best skill to use sd with.
If they made seprate damage values for each toolbelt skill when using SD and made it proc the moment you hit the button then it might be viableish to take when using the action cam but otherwise its not really viable outside the traditional sd skills we currently take
i think we will see atleast 1 dragon get killed for story reasons thats outside of the pc experience
i once got tornado 12 times in a row, the only reason elixir X is better then rampage is becasue of the aoe moa, which destroys so many things
the icd makes it impossible to play intelligently, im using it myself because i dont really have anything better to use and my only combo field is healing turret so occasionally i get an extra blast but in reality i never ever use it intentionally because of that icd, anet didnt seem to realize that endurance is the valuable resource that controls the effectiveness of this trait and endurance is much to valuable to use it only as a blast finisher.
ive found that any decent engineer build now needs a baby sitter, not to an extreme level it preforms greatly with good team mates but solo with a bunch of other pugs i feel like a liability.
Hey, im enjoying the kitten outta the revenant atm, but there are some changes i think that need to be made in order to bring it up to par, mind you we have only seen half of the revenant so far so i might be wrong.
Weapon skills
Hammer.
Drop the Hammer, reduce the time the revenent is spent casting the skill while still keeping the same amount of time for the hammer to drop
field of the mists, good in theory but bad in practice, it forces back pedaling and dosent make for a good active defense, instead make the shield lock to the direction between you and your opponent, this gives a few nice benefits but the current version dose not fit well with gw2s combat style.
phase smash. i really liked this skill and it synergized really well with equilibrium trait, however i feel like it should either be a bit faster or a targeted skill that can track its target that deals damage in an aoe.
the hammer 1 and 2 skills are great imo.
Mace.
i can see the idear of the mace but i dont think its the best around, sure it might be nice to stack might but the skill set in its self is clunky and extremely obvious.
Searing fissure. instead of doing a burn field, change it to one of these fancy new cascading eruption skills with the 1st impact inflict 1 burn the second impact inflicting 2 burns and the 3rd inflicting 3 burns, and reduce the cast time,
Echoing Eruption, i like this skill, but anet needs to give some nice synergy with combo fields that isnt slow or clunky to use in combat.
Staff.
Punishing sweep, small leap anet come on.
Renewing Wave, with such a small aoe and not amazing effects it should be atleast mobile.
The legends
Ventari
the tablet, it needs to have no cast time, the energy resource is there to control the the spamming, essentially itll be just like engineers new med kit if you dont change that.
thats about all ive got for the moment, overall i think better defensive options need to be put in place but in saying that if you could land damage much more reliably then kiting would become a much bigger part to tanking for the current state of revenant, also just a reminder who knows what else we could be getting.
Holy kittening kitten, thats amazing.
I see neither links to these builds, nor footage of spectacular gameplay, that makes me want to rethink the conclusions I’ve drawn about the kits in question. More or less you “claim” that you use these weapons effectively in a team setting. As I’ve posted before extraordinary claims require extraordinary evidence to be taken seriously.
Btw mortar is nothing more than a kittentier version of what grenades were pre-patch.
Since you’re so desperate for links, here, try them yourself.
http://gw2skills.net/editor/?vdAQJAqalcThqrYBWwdLQ7FLsFV4SdRvG4HWiBg4GVFPBA-TpAMgA2lBA2fAA
these builds are terrible, unless you are fighting 100% condi builds in a 1v1 at all times then sure it might go all right but there is no way you could ever use these in high tier games and expect to survive or even expect to give out good team utility.
I suppose another solution would be to keep the explosives as the Engineer’s power oriented kits and beef up the firearm kits to be viable condition weapons, although this route would require some serious overhauls on Anet’s part which, sadly, will probably never happen! For example the Bomb Kit would need some adjustments as it’s just awful in a power build! Traited Elixir Gun could maybe burn with its Acid Bomb and apply Torment with Elixir F! The Flamethrower is completely power oriented (and a terrible one at that) aside from its gimmicky burn toolbelt! You could change it so it applies more burning on the auto attack and its other skills! Again this route would require a lot of overhauls to the kits and Anet isn’t one for overhauls in a reasonable time frame!
Wahoo! Bye frands!
Actually that change to the eg might be legitimate , considering how weak condis are without high condi damage it would.make the elixir gun stronger for condi builds and its effectiveness would drop with the less condi damage you stacked.
i made a post to change the packs on medkit into buffs for the next med blaster, so the throw bandage instead buffs the next med blaster so it gives regen and adds heaps extra heal and the others do other boons and add a small amout of healing and such, would makje sure the only time you swap to med kit is to use a booster→ med blaster→ get back to playing.
https://forum-en.gw2archive.eu/forum/professions/engineer/Idear-for-new-med-kit/first#post5247336
wasnt shrapnel grenades base damage per nade higher then nade barrages befor the patch.
i also just got a 4.7k crit on the medium golem from the streamlinded kits trait from nades, pitty i can plan that stuff in an actual fight.
(edited by ukuni.8745)
I played aheap of sd engineer when the patch hit, and it does hit insanely hard assuming your amazing at counting to 10 for every auto damage proc you see go off, its a huge problem for the current sd engi that half of our burst output comes from auto procs we need llegitimate traits that improve our damage output for sd engi instead of these automatic damage traits.
Wait, is that tiny rocket really THAT important? Inventions might improve your survivability by a lot and give even better group support with bunker down. Other than that, it will let you use AED , which gives you one more SD proc and another opener.
im not sure what your trying to get at as i didnt mention anything about surviveability and the new sd engineer is much more tanky since you can take elixir S over utility goggles and have more damage then pre patch sd engineers but i play the explosives/firearms/tools sd version and take all the damage boosters i can get, i dont half kitten my burst yo, my problem is that half my damage is from automatic procs and i cant expect them to be available when i actually need them except from openers, i think that the fact that current sd engineers cant control the extra damage output is actually a huge hindrance to the build, given the chance to actually use them when id like to there would be a whole lot of times id have killed enemy’s simply because i got that extra damage when i wanted it.
essentially give me control over my damage output please.
I never trusted Elixir S because I don’t like long cooldowns, but I’m sure it might work well, however it’s one skill less you can use with Static Discharge.
What I was saying was that I wonder which specialization would be better between Explosives and Inventions.
With Explosives you have
Glass Cannon, which is something
Aim-Assisted Rocket, which adds more damage that can’t be controlled.
Siege Rounds which is good for burst but also gives some nice buffs with mortar fields and double blast.On the other hand, Iventions has:
AMR, which lets you use AED without fear, which ends up as being awesome for survivability (if you don’t go down too fast, it’s 1.2k hps) and lets you equip a stun in the toolbelt (which means another opener).
Mecha legs, which reduces snares (and opens up another option in tools instead of Streamlined Kits if you don’t mind moving slower).
Bunker Down, which gives stimulant drops for everybody and proximity mines.Now, I don’t know how proximity mines work, but if you already are close they should probably explode when you drop them, right? If this works, you have more sustain and more sustained damage.
What do you think might be better? A bit more burst or survivability (AED+AMR might be tricky though) and more sustain?
Oh, one more thing: how do you andle d/p thieves on this kind of build?
ahh makes more sense now, SD engineer survives threw blocks and invulns alone since it has little to no tanking capability you die much to fast to get any real use out of the the med packs, the mines dont last as long as they used to and deal less damage so id rather take the aim assisted rocket and a second hit on orbital strike to burst harder, amr and aed is the only real benefit of the inventions line when using static discharge so its a hard call but so far ive found that straight up damage output is far superior to amr+aed, when it comes to s/d thiefs its difficult to say aswell, in 1v1 dueling i dont have to much trouble, my burst is huge and alot of the time since they are in stealth a fair bit my auto procs are allways off cd when i try to burst them so they can be 1 shot, in a proper match chances are they arnt going to 1v1 me they will just appear behind me and waste me real fast but the same happens to them when i plus1 a fight, as for using elixir S it makes bursting people far easier, i like to use orbital strike while stealthed then magnet people into followed up with the usual combo after a magnet pull and elixir S also helps me get out of enemys burst rotations sure i could get more damage out of something else but it wont help if im getting trained down especially easy by enemys because i lack disengage, another problem i find with amr and aed is the assumption that you will allways get the big heal, if your enemys are ontop of you healing turret will provide a good heal everytime and knock enemys back giving you some breathing room.
Hey everyone, med kit sucks more then ever befor i know you know and everyone else dosent know it exists, the packs are difficult to use and even if you were to get good at throwing them there effects are minuscule to warrant wasting that much time actually using them and the med blaster forces the engineer to camp med blaster and do nothing else to be effective, so i purpose a change that would greatly effect the new med kit and feel awesome to use.
So starting with the 2-5 skills on med kit, remove them, no more packs, instead you will gain a charge that will apply that effect on the next med blaster chain(incase you didnt know the med kit will heal 3 times for every use much like an auto attack chain so for ease of explaining ill call it the med blaster chain throughout the post, the chain part is important to the concept of this idea) or bandage self you use, so essentially you can spam med blaster all day and itll still heal for a small amount but then you click (throw) bandages and it adds an extra amount of heal to the next med blaster and applys regen and removes 1 condition per tick that connects as part of the chain or no healing no regen and no condi removal if you spam into thin air and you waste it, or more healing on bandage self and applying regen and removing 1 condition on yourself.
hopefully that gives you an idea on how it would be used and ill explain a bit better how it will be used later on but for now ill go over how id like the skills changed on the med kit, the names will most defiantly need a change to suit the concept of the idea but ill let yas think of them for me.
Med blaster can stay the same
Throw Bandage applys 505 extra heal on the next med blaster chain (1515 in total) and 2 seconds of regen per hit (total of 6 seconds per chain) and 1 condition per hit, 505 extra heal on bandage self, 6 seconds of regen and remove 1 condition.
5 sec cd
the charge lasts 10 seconds and ends when med blaster or bandage self is next used.
Throw Stimulant applys 205 extra heal per med blaster chain (615) and 2 seconds of fury per hit, 205 extra heal on bandage self and 6 seconds of fury.
15 sec cd
the charge lasts 10 seconds and ends when med blaster or bandage self is next used.
Throw Accelerantapplys 205 extra heal per med blaster chain (615) and 4 seconds of swiftness per hit, 205 extra heal on bandage self and 12 seconds of swiftness.
15 sec cd
the charge lasts 10 seconds and ends when med blaster or bandage self is next used.
throw antidote Applys 205 extra healing per med blaster chain (615) and 1 second of resistance per hit, 205 extra heal on bandage self and 2 seconds of resistance.
20 sec cd
the charge lasts 10 seconds and ends when med blaster or bandage self is next used.
Now this adds a few new things and removes some other annoying parts currently on med kit, firstly itll allow the med kit to burst heal if need be, activate all the packs at once for regen/fury/swiftness/resistance and a extra 3360 heal on the next use of med blaster, meb blaster wont require you to camp it in order to be most effective, swap to med kit every 5 seconds use the bandage pack heal your team mates with an extra 1515 heal on top of the med blasters heal and swap out and carry on, med kit will be a viable self heal with legitimate thought process put into using its pack charges, you wont be able to spam all the packs and expect to heal your team mates, thought must be put into using the packs to ensure the connect with team mates, you can still camp it if you really want to.
one of the best parts is throwing on a clerics amulet (keeping the scaling the same), using all 4 packs with med blaster will be a 7000ish heal for team mates that you connect with, now some might say thats op but remember,thats a 20 second cooldown, it needs to connect, dose not effect the engineer, and healing turret with a clerics amulet can with 2 blast finishers heal 6000+ on team mates and over 9000 on yourself on the same cd as med blaster and all its packs and effects a large area and can with the right build heal alot more in a single spike to a greater area then med kit will.
so, how is that for a good change, i think it would be great and maybe the numbers could use tweeking but that aside share your feedback.
I played aheap of sd engineer when the patch hit, and it does hit insanely hard assuming your amazing at counting to 10 for every auto damage proc you see go off, its a huge problem for the current sd engi that half of our burst output comes from auto procs we need llegitimate traits that improve our damage output for sd engi instead of these automatic damage traits.
Wait, is that tiny rocket really THAT important? Inventions might improve your survivability by a lot and give even better group support with bunker down. Other than that, it will let you use AED , which gives you one more SD proc and another opener.
im not sure what your trying to get at as i didnt mention anything about surviveability and the new sd engineer is much more tanky since you can take elixir S over utility goggles and have more damage then pre patch sd engineers but i play the explosives/firearms/tools sd version and take all the damage boosters i can get, i dont half kitten my burst yo, my problem is that half my damage is from automatic procs and i cant expect them to be available when i actually need them except from openers, i think that the fact that current sd engineers cant control the extra damage output is actually a huge hindrance to the build, given the chance to actually use them when id like to there would be a whole lot of times id have killed enemy’s simply because i got that extra damage when i wanted it.
essentially give me control over my damage output please.
As it stands healing bombs were a hell of a lot better then all the healing traits we now have combined.
I played aheap of sd engineer when the patch hit, and it does hit insanely hard assuming your amazing at counting to 10 for every auto damage proc you see go off, its a huge problem for the current sd engi that half of our burst output comes from auto procs we need llegitimate traits that improve our damage output for sd engi instead of these automatic damage traits.
I think the idear they were going for was running a melee stlye engineer with very tanky stats and could get decent crit chance threw these traits the problem is enginners can in no way tank in melee range in the current state of the game and now with the new bunker down replacing elixir infused bombs we cannot support team mates at all because if we are in melee range and not getting healed we are dead meat, i do think in the mean time we just have to wait and see how anets balance attempts play out as alot of time its not a classes problem but rather other classes and alot needs to be looked into befor we can start really getting into core balance.
After spending tonight tinkering with FT/EG, I’ve honestly come to the conclusion that a build needs both Tool Kit and Elixir S to be effective right now with how much burst damage is out there.
I find this very frustrating, because it’s just a change or two away from being competitive with the Grenade Kit. I’ll try and come back to it after ArenaNet has adjusted some values.
The Bomb Kit might be more successful, and with burning and confusion it more reliably stacks conditions to make use of Celestial, but I have a feeling I’ll see similar results.
Found that same problem with needing s and gear shield to survive, mind you once all this zerker situation settles abit more.and anet does some balance the we might be able to drop one, also i found the problem with bomb kit is you have no way to tank in bomb range and you get wreaked long befor you dish out the same damage with bombs.
With the gadgeteer bug i got aed off 4 times in qbout 15 seconds, still died thou.
I wouldn’t even call it that overpowered, it opens up the possibility for full gadget builds where you constantly need to sacrifice gadgets to get the one you need desperately (for example AED) recharged. Remember that while you can use normal—>oc’d, if you use oc’d both will go on cooldown (thus why using it with more gadgets is preferable) and the effect will not go away until you actually use a gadget.
For example in this super burst or die meta ive had a ton of fun making sure that i use the correct version of AED together with AMR, with proper use rewarding you with chains of close to non stop AED (when planets align). This feels like how AED was originally intended, for as long as the enemy keeps bursting you with AED up, you are going to keep resetting, but if anything goes wrong you are in big trouble.
Really i would like this to be the intended version, i feel like a chronomancer and boy the skillcap is through the roof. Only problematic skill i think is slick shoes. But as ive said the trait really shines when you go dedicated gadgeteer in which its not as much of a problem.
#gadgetmeta
yea slick shoes would be the only over powered one of the lot, but it was arguably op pre patch, not only that but in the current state of the game its practically suicide to not take toolkit for the block and elixirs S which dosent leave much room for slick shoes but yea aed isnt that op with it considering i got 100-0d by a mesmer threw 21k hp with aed active so effectivly 33k hp burst lol.
Yea i never tried it becuase i didnt fancy the idear of wasting a dodge to get an attempt at proccing it, ive instead been using the new gadgeteer trait with aed in my glass cannon build, although apparently its bugged and your not ment to get double ups on tue gadgets when using this trait but its literally made aed a viable heal next to healing turret finally.
yeah, all gadgets had their base CD lowered.
Personal Battering Ram—Launch Personal Battering Ram: Recharge reduced from 15 seconds to 12 seconds.
Rocket Boots—Rocket Kick: Recharge reduced from 20 seconds to 17 seconds.
Slick Shoes—Super Speed: Recharge reduced from 30 seconds to 25 seconds.
Mine—Mine Field: Recharge reduced from 20 seconds to 17 seconds.
Utility Goggles—Analyze: Recharge reduced from 30 seconds to 25 seconds.
Grenade Kit—Grenade Barrage: Recharge reduced from 30 seconds to 25 seconds.
Tool Kit—Throw Wrench: Recharge reduced from 20 seconds to 17 seconds.
Flame Turret—Throw Napalm: Recharge reduced from 30 seconds to 25 seconds.
Harpoon Turret—Harpoon: Recharge reduced from 10 seconds to 8 seconds.
Net Turret—Net Attack: Recharge reduced from 45 seconds to 38 seconds.
Rifle Turret—Surprise Shot: Recharge reduced from 10 seconds to 8 seconds.
Rocket Turret—Rocket: Recharge reduced from 30 seconds to 25 seconds.did not check to see if these notes were all accurate.
those are tool belt cds that got reduced, do some combat tests of the gadgeteer trait guys youll see what im talking about, and im sure yas will agree that its what gadgets deserve.
anet dev was that an intentional change with gadgeteer because if it was then you might have finally made the gadget meta, not amazingly strong but defiantly makes gadgets alot better.
Id like to see something that looks like its worth more then a few silver for all kits but especially the mortar kit, maybe anet could start making gems skins that reskin your classes skills/mechanics, like new skins for kits, new shapes/colors for guardian symbols or agies, new animations for the defferent attunments eles have
id be okay with engi hammer being more mobility focused more akin to warrior and guardians greatsword.
Slick shoes, that is all.
Wtb glass cannon reskin for mortar
I think your all forgetting that an engineer with this trait is a slow engineer, thats right this trait is in direct compatition with speedy kits, so aslong as you dont try to be a hero fighting an engineer that will take this trait to also be a hero then you will be fine and while im at it might i remind you about how reveal skills compleatly knocked thiefs.outta the meta when they were first introduced………….o wait it didnt, youll be right thiefs youll be right
considering HGH builds are going to be alot more effective
They merged HGH with Potent Elixirs, but where is Fast-Acting Elixirs?
I was wondering this as well. That was part of the backbone for elixir builds, but it seems to be absent.
Mind you, if it is gone, there was still some good things traded for it.
I’ll probably be switching my build to explosives/firearms/alchemy or firearms/alchemy/tools depending on whether I’m running grenade kit or not (usually only use grenades in PvE).
One of the oddest things they said is that mortar kit skill 5 counts as an elixir skill for trait purposes… does that mean some of the elixir gun skills that are still labelled elixirs will get that treatment?
I was thinking that to, if it were to happen i could see an amazing elixir support build coming outta the woodworks but i guess we will have to see in a week
considering HGH builds are going to be alot more effective
They merged HGH with Potent Elixirs, but where is Fast-Acting Elixirs?
im hoping there was a typo but if there wasnt we will still be getting a 40% increase to durations and a reduced pritty nice reduction on toss elixirs cds, remember we never were able to take tools with the build so ontop of the 5 seconds shaved off we will have an extra 15% taken off so we will have some much smaller cds there which means alot more condi removal and alot more boon upkeep, we also never got vigor with the build which is another thing itll be getting alot more of then other builds and and we will have the option to take boon duration runes over might duration runes and still get an easy 20+ might stacks.
mesmers need kiting more and dont have swiftness? i cant think of another class that dosent intelligently need to do something in order to get perma swiftness, also med kit is going to be an amazing kit to take with the right builds so its not like your going to be forced to take you will want to take it.
We have clones like the mesmer?
Mesmer is other class with OTHER characteristics, we need mobilitythats all you took from this?
also mobility and kiting are 2 different things make up your mind.
Mesmer has a lot of in combat mobility to aid it’s kiting. If it just ran around it would die to most.
Blink, Staff 2, Sword 3 I leap, and Stealth all help it in kiting.
Engineer is limited in this capacity, so please, apples and oranges.
so your telling me that with all the trait changes and without perma swiftness there is absolutely no way your going to be able to safely get around a fight without getting trained down and killed?
Elixir B revival! Maybe? No…?
No…
considering HGH builds are going to be alot more effective now its going to be a pritty viable option to take elixir B in an elixir build, of course you wont be able to run it as a supportive build but as a dedicated zerker or condi build its going to pack a punch, now that might not be completely viable for top tier pvp but for roaming and solo que and general shenanigans its going to be a pritty potent build to run again.
mesmers need kiting more and dont have swiftness? i cant think of another class that dosent intelligently need to do something in order to get perma swiftness, also med kit is going to be an amazing kit to take with the right builds so its not like your going to be forced to take you will want to take it.
We have clones like the mesmer?
Mesmer is other class with OTHER characteristics, we need mobility
thats all you took from this?
also mobility and kiting are 2 different things make up your mind.
Editing for more clarity, there are a whole lotta new builds and you wont need to worry about kiting, if you want perma swiftness your going to need to look into those runes otherwise your genna be fine.
(edited by ukuni.8745)
All the solutions are very bad
Med kit -> extra clicks
¿Sacrifice my runes? Come on! All class can do thatWe are engis, we need kiting
mesmers need kiting more and dont have swiftness? i cant think of another class that dosent intelligently need to do something in order to get perma swiftness, also med kit is going to be an amazing kit to take with the right builds so its not like your going to be forced to take you will want to take it.
yay now we cant even change kits while in stealth without worrying about reveal!!!!
amazing
you cant change to grenade kit in stealth.
as an engineer i can say dont worry to much, if an engineer wants to give up swiftness just to counter you then just run away because hes not going to catch you anytime soon, that aside lets take another look at that trait, its a passive proc that activates when it hits an enemy in stealth, its going to be pritty easy for yas to counterplay that assuming they take it which is a pritty big if.
if i were you guys id be more worried about engineers taking runes of air with medkit so they have perma swiftness and all the on proc traits they can get so when you do backstab them you kill yourself literally.
essentially if you guys keep playing the way you do then you wont have to worry about this trait, except for occasional 1v1 hero.
the problem is not 1v1 really… you shouldn’t 1v1 engi as thief anway
the problem with that particular trait it removes team support thief would bring to team… no refuge, no 50% dmg redux for teammates :|
Itll only effect 1 person or otherwise engineers would just get around inficting aoe burning with incin powder.
(edited by ukuni.8745)
Rune of the centaur only reduces Cripple durration. Still 83% shorter cripple must be nice.
so it does, never had to use em befor and its fixed
as an engineer i can say dont worry to much, if an engineer wants to give up swiftness just to counter you then just run away because hes not going to catch you anytime soon, that aside lets take another look at that trait, its a passive proc that activates when it hits an enemy in stealth, its going to be pritty easy for yas to counterplay that assuming they take it which is a pritty big if.
if i were you guys id be more worried about engineers taking runes of air with medkit so they have perma swiftness and all the on proc traits they can get so when you do backstab them you kill yourself literally.
essentially if you guys keep playing the way you do then you wont have to worry about this trait, except for occasional 1v1 hero.
Lets face it, its not really that bad and there is a good chance that the changes to speed kits will only effect the 60606/06606 builds so here is a list of options that you can take.
take med kit, perma swiftness
take pack runes, perma swiftness in combat and itll last a while outside of combat.
take runes of air, perma swiftness and combine it with the aim-assisted rocket/fire/air/takedown round/bunker down and your going to 1 shot glassy enemys that thought it was a good idear to attack you.
take centaur runes, perma swiftness and take it with mecha legs and youve got 83% reduction to cripple making condi removal that much easier.
see isnt all that bad is it? i for one am looking forward to these changes.
(edited by ukuni.8745)