an elixir kit would be incredibly OP just saying.
I swear, certain individuals in this forum sound as if they are living on the streets desperate for gw2 to go “esports” so they can make money.
Sorry but I can’t help myself from laughing when I even hear the word “esport”.
Remember kids, games are for fun.
Is this game so important to you that esports matters that much to you LOL. Do you want to be a professional gamer that badly? I find it sad that the word “esport” even exists. How about play the game because you enjoy it and find it fun.
i decided last night to give WOW 1 more chance at impressing me. but nope it failed. i dont know if its the 20 year old graphics or the 2 min long matches or the fact that they say they won or lost before it starts and are 100% right everytime just by seeing the comp. or maybe its the fact that they all talk about how everyone runs AI programs to be able to compete.
idk maybe its all of the above but whatever it is and im srry WOW fans but i just cant watch it. Soccer is very famous also and has the most viewers in the world but other then ESPN highlights i cant sit down and watch a soccer game either.
Gw2 will get more viewers and it will go esports simply because it is fun to watch. maybe we just need more streamers.
guild wars 2 isn’t entertaining to watch either lol
I would suggest using your abilities in the opposite order. Instead of opening with your pull/chill/immobilize and making your opponent realize he needs to start kiting you, let your opponent come to you. Try something like #2—> BoB —> #3 --> #5. You can even start laying these bombs before your opponent gets to you. THEN use magnet, prybar, chill, etc.
If you open with your magnet/net, he’ll immediately realize he needs to kite you, and you won’t hit with your bombs. If you “bait” your opponent into coming to you, I think bombs are amazing. This should work best against warriors, thieves, engies, guardians, and eles.
I usually always open with the glue bomb + BoB ( dodge forcing) and take advantage of the fact that the person just used up his dodges.
one, single change would make GS an awesome and BALANCED weapon. for those wanting to try, a full berserker + GS with pets and quickness does very decent direct aoe damage. but GS is reduced to a mere escape weapon for condi builds (if that)
add 1 short bleed per 1st attack of GS #1 skill. why this works:
- thematically, it makes sense that a large weapon that’s slashed around cuts and bleeds targets in its way
- synergy with condition specs. stacking 3-4 bleeds with #1, along with maul would give about 7 stacks of bleeds, which is very reasonable. this is enough to support other bleed combos such as x/dagger, axe/X, and SB.
- currently, the only viable build in spvp that includes the GS is a bunker build, and GS is used almost solely for its defensive utilities. in wvw, the only use for GS is as an escape tool on long range SB or LB builds. this small change would make GS a strong choice for condition builds as well, thus greatly expanding variety and not upsetting balance.problems? the only situation in which this would be OP is for trap/entangle condition bombs on tightly packed targets. solution: simply make the bleed a shorter duration so the user is forced to stay on the GS and spam #1 if he wants to keep up bleeds via GS. GS would not be the best bleed stacking weapon.
Thematically every weapon and it’s skill should cause bleeding then.
I would only be open to this idea is if the elementalist lost all his utility skills and armor as soon as he swapped weapons.
How about stuff stays as it is now? :P
It was sarcasm lol. And the guy who made this thread should feel really bad.
I’m not saying that they absolutely need this, but it would be nice to be able to switch to D/D from a staff without having to leave combat. Also for PvP purposes this could only apply to PvE.
I’m just curious to what everyone thinks of this.
It is a terrible idea.
Then I appreciate your opinion. All it was, was simply an idea.
The reason why I am harsh is that mainly this idea would have people up in arms. If your intention is that the attunements remain, even with weapon swapping having a full minute cooldown, elementalists would be incredibly powerful.. to the point of being hugely op.
If your intention is to remove the attunements to allow weapon swapping, you would be removing the elementalist’s key ability: to always be doing something. No matter what build: auramancer, condition, pure dps… the elementalist is never waiting, they are always doing. That is incredibly flexible and hugely powerful. And I think it vastly outweighs the ability to switch weapons in combat.
I would only be open to this idea is if the elementalist lost all his utility skills and armor as soon as he swapped weapons.
I also used a Sigil of Superior Hydromancy (switch weapon pro freeze for 3 sec) to keep opponent at bay so I can drop more bomb near him. but I wonder is there any better option
If I use bomb kit in my build I usually take slick shoes with me and it synergizes quite well with bomb kit.
Forest>Kyhlo>Foefire>Temple………………………………………………>Raid
what’s yours?
Temple > Foefire = Forest …………………………………………….. > Kyhlo > Raid
Raid …………………………………………………………………………………………………………. everything else
Suggestion? Don’t.
Bombs are great against mindless PvE opponents, but anyone dumb enough to not simply walk or dodge out of your radius before it goes off would have died to any other kit you could name.
If someone blows all their condition cleansing, you might be able to drop a glue bomb and magnet them in and somehow keep them there while dropping other bombs.
A good suggestion would be to make the bombs in bomb kit explode 2x faster.
Is this thread serious?
It can’t be serious can it?
True story, bless those non time warp/portal mesmers
moa 5 is OP
Hopefully you’ll go from least played maps to most played? So next Khylo etc etc
Yeah, we need Kyhlo now. Forest and Legacy need work before they can be interesting again after they introduced the Temple.
I’d rather play forest all day opposed to kyhlo, fix trebuchet issues or remove it all together.
This is not a complaint or a rant really, but a legitimate question.
When you compare the elementalist and engineer in their current form, don’t you see something off about the two? (Yes I realize both classes have their issues)
Engineer is a fun class and all but I swear engineers “unique” class mechanic is basically attunement swapping except you need to waste a utility slot to have these attunements. I don’t know about everyone else who plays PVP but a stun breaker is basically a must have utility in the current game (the only exception being ranger and maybe mesmer) which brings the engineer to a small window of choice with 2 utility slots left.
What I am basically trying to say is that the class cannot operate efficiently without the kits, there is literally no reason to go a non kit build in pvp at the moment because it is extremely underwhelming. I don’t feel as if the tool belt is our unique class mechanic because it isn’t a mechanic it’s just 4 carbon copies of the actual skill except worse than the actual utility slot skill.
I will make an example of this poor class design :
Why bring personal battering ram when you can bring a bomb KIT with an aoe knockback on a lower CD with 4 extra skills?
Why use your pistol for condition damage when it can barely apply 4 bleeds when you have your grenade kit with all the condis + great bleed applying.
I’m sure there are more examples but I hope you guys get the point. And this isn’t just a elementalist / engineer thing I know, but this is the perfect example of the poor balance / poor design. Perfect balance is impossible I realize this, but looking at these two classes and comparing their class design, I just want to say wat.
WAT
This one’s chopped out due to message length restrictions.
And here’re the problems with the Engineer being built around Kits:
- It makes us too similar to the Elementalist, except we have to use Utility slots for our Kits.
- They’re freakin’ Utility skills, so it’s entirely possible to just never use them, in favor of using Elixirs, Gadgets, or Turrets.
- We’re penalized, at least in our ability to deal damage, based on the ‘versatility’ a specific set of our Utility skills offers us (despite, of course, the “King of Versatility” not having this penalty, besides the whole optional nature of Kits).
In my opinion, if a class is built around something, it should have no way to not have that available for use at all times (except when it’s on cooldown, or something similar). Building a class around something that is completely and totally optional for said class is ridiculous.
That said, I get the feeling that they did build the class around Kits, probably in the same style as the Elementalist’s Attunements, but then realized that they were basically making a tech-based Elementalist and threw together the Toolbelt instead. Must’ve gotten pretty close to release time, too.
So, from a purely surface level argument, how does putting our kits (utilities) in utility slots hinder us? Ele attunements are similar yes, but a different beast, reminds me of the guy who was upset that thieves have more bleeds then engies. Well ya…
I’m at work, and struggling to find the words to explain more clearly, so I will reply when I get home again, but the brief answer is that kits give us up to 20 utilities on top of a weapon, by swapping out n1 through n5, while ele have up to 20 attacks with only 3utilities. Apples to oranges, engies have “more” available utility skills at any given time…swappable with no cool downs…while Ele’s have major offence on 10sec(shorter with traits, sure) cool downs.
The differences are subtle but create vastly different styles and capabilities.
I personally cannot see a vision of engies being front line offensive beasts like eles. and that is what eles are for. Sorcerer boom sticks.
…well, since apparently it’s not self-evident, by using a Utility slot for our Kits, we can’t use that slot for our other skills. If Engineers using nothing but kits was the intent of the designers (or so I’d guess from their citing our versatility as the reason for reducing our weapon damage in the Class Balance Philosophy, our lack of non-kit weapon choices, and our lack of weapon switching that doesn’t involve kits), why did they bother making the rest of the Engineer’s skills?
I suppose I should also have explained that ‘in the same style as the Elementalist’s Attunements’ meant ‘on keys F1-FX,’ which might also explain my comment about the Toolbelt for anyone who happened to be confused.
As for comparing Elementalist to Engineers: I was only even mentioning the Elementalist because, honestly, the Attunement mechanic and Kits seem very similar to me, except one is available to every example of a given profession, without fail, while the other is only available if the person using it doesn’t have anything else they’d rather have on their skill bar. One gets their damage reduced (by the developers’ own admission, due to the versatility afforded by this mechanic) and the other does not – and that’s not, strangely enough, going to be followed by a ‘respectively.’
I wasn’t intending to turn it into an Engineers Vs Elementalists debate, but rather to point out that if the Engineer was designed around Kits, then it would have to be similar to the way that Elementalist are designed around Attunements – but that, somehow, the Engineer had to spend Utility slots that could be used for other skills and had their damage reduced, which, to me, shows that they may have initially been designed in such a way…and that the developers hadn’t thought out making the kits into Utility skills instead enough to realize the various things they’d done to compensate for giving the class the things to begin with could or should be undone, whether they should have been done in the first place.
Horrible design of the class is all it is. Engineers are punished if they want to be “versatile”. Let’s see, because of the current meta we are basically pidgeon holed into taking a minimum of 1 stun breaker (none of those kits have a stun breaker) there goes 1 utility slot already. Now we only have 2 slots left to work with, seeing as our kits are the only things with real damage we need to atleast take 1 kit if we plan on killing anybody.
Anybody see the issue here?
pistol 1 is so kitten that you’re better off applying bleeds with flamethrower and a earth sigil. that’s how bad pistol 1 is now.
We do not consider Raid to be a tournament map at this point in time.
You suck JS. Capricorn is the best map in the game
We are going to rotate the map tomorrow.
Can you clarify if it is maps or map? Is it going to be a random rotation or just one different map?
RAID OF THE CAPRICORN TOURNIES, GET HYPE AWWWW YEEEEAAAAAH
Hi guy’s Natural Zookeeper here
Build Link
http://gw2skills.net/editor/?fcAQFAUl0paeHxSfF17IyIFfGnBSRe5XfewWtFEC;TkAg0CnomxMjYG7MuZkzMsA
Chaith has wrote a well description of the “core” build and I’m not going to be repeating the same thing’s he’s already mentioned.
I just wanted to let people know of an alternate version of the “100 nades” build if anyone is interested.
The only real difference is that I swap out the tool kit for slick shoes as I find slick shoes synergises with the build perfectly but tool kit is also a great option (ultimately your decision on which to take)
I also opted to not go as deep into the Tool’s trait line because I find that the burst is already strong enough and I don’t require the swiftness on medkit swap because of the centaur runes. This allows me to go 20 into Fire Arms to have low cooldown rifle skills, I feel that people get way too tunnel visioned while playing this spec and forget that rifle alone is a great damage dealer. Also lower cool down on rifle = more opportunities for your burst / more fakeouts.
Why Slick Shoes?
I often make many jokes about this utility but I am joking in a very serious manner, this skill is kittening awesome. Nothing feels better than causing an AOE knockdown on 3 people on the point just to 100 nades all of them to death, try it out it is great fun.
Slick shoes is also not only used offensively but is also an amazing option to have when you need to back off, super speed ignores ALL snares (not sure if this is working as intended but it is a great tool belt skill).
Have fun guise.
Lock classes and sigils please.
Why isn’t there a DLC for platypus finisher?
Look at this kittening thing, nothing says victory like a kittening platypus spirit appearing when you stomp someone.
kitten kittening kittens kitten my kitten kittening little kittens
Please add the other maps!!
Make the map random between the 4 maps.
1 and 2 should cause burn ON HIT. It’s stupid how FT 1 causes burn on the very last hit.
This. Or maybe make each hit cause burn with very short durations. The way it works right now makes no sense.
Burn on every hit on FT 1 alone would drastically improve the damage.
Engineer pistol #1 is not as impressive 1 v 1 or 1 v 2 although against a thief, we have the ability to have 150 range advantage, 300 if you count the splash radius of the explosion. It is not the only way we can stack bleeds either. I was comparing straight up, the two pistol skills. I can drop Box of nails, which is the same as caltrops in that they cause bleeds and cripple. I drop caltrops just by switching to tool kit with kit refinement, then I can instantly hit #2 and do it again. My point was that with multiple targets, engineer will do more over all damage and with single targets, thieves pistol skills will dominate. Although as far as the bleeds go, caltrop absolutely dominates box of nails. But that is irrelavent, because I was comparing pistol #1 skills.
Comparing what you can do to a golem to a player is unwise. Especially when your asking how skills work against groups fighting intelligently. Golems do not have Elixir X times two and toss elixir R to remove those bleeds instantly. When it comes to
1 v 2,3,4, the engineer has the advantage over the thief.On a direct comparison of skill to skill you can make comparison of equal skills between thieves and engineers. When you compare them in game play though, your comparing apples to oranges.
Imagine how deadly condi engineer would be if box of nails was as good as thieves caltrops.
1 and 2 should cause burn ON HIT. It’s stupid how FT 1 causes burn on the very last hit.
What aspect of the game are you referring to? PvP, WvW, or PvE? Because the efficacy of the engineering class varies depending on which you play.
Yay! So true.
About the original question: to an extent, it’s true—engineers in general have a hard time just rotating through their weapon skills to kill stuff, even just in general PvE. So there’s a slight “skill floor.” We also have some difficult traits to make sense of.
In PvP, any slightly underperforming profession can feel like it’s for the “elite” only, just because a player has to play a little better in general for the same result. There’s nothing inherently hard about playing an engineer, though. Toolbelt and kit swapping are possibly the easiest mechanic in the game to understand. They’re not even really a mechanic, they’re just additional skills.
None of the classes in this game are hard to play lol, playing your class is extremely simple in this game. Skill cap is embarrassingly low every class in this game.
I think this would be a sick idea, bullets for bleeding, burn , chill. This would be especially good for people who don’t want to use kits in their build. I feel like we shouldn’t HAVE to take kits to do decent damage and control but at the moment it feels this way because grenade kit is basically the best thingwe have.
@coglin
I completely agree that we need a good access to stability, not from a skill which randomly gives us stability or stealth. I play bunker engineer and I hate how Hammer Guardians smash me out of nodes. I just recently started playing sPvP again and just started playing tPvP (was lvl 11 before I stopped months ago and now lvl 15) .Usually I find myself as the lone engineer. Some times there are 2 or 3 of us and most of them are 100nades build but I am yet to see an engineer who can pull it off properly and consistently.
Use mortar, infinite stability there you go.
Hmm you are the second person to mention an increase of engis. Maybe i dont play enough peak time but the server i play on is pretty busy in the mists day and night and there are very few competitive engis playing EU from what i have observed in comparison to every other class. And by competitive i mean holding a spot in a team in tournament play not in hotjoin.
I’ve been seeing ALOT of engis in premade paid 1v1s. Almost 0 mesmers.
Just been wondering about a thread i read from anet that mesmer portals in pvp were causing them issues and that one option they were looking at was giving it to other classes in pvp. Well seeing as Engi has become the least represented class in tpvp (not factual just observed) would it be a good option to give it to engi , especially since Engi use to fulfill the role that most mesmers do today with thier portals.
Secondly would adding some form of stability to the Engineer bring them on par with other bunker classes ( ele/guard) . Perhaps a master trait or something , im sure we use to have this and it got nerfed or removed or maybe it was a dream .
Anyway just wondered what u guys thought about this and wether these two changes would make a difference to Engi for the good or would it make them OP ?
Weird, past few weeks I’ve seen more engis than mesmers.
Make it COD style so everyone can 1 shot eachother. Whoever sees the other player first wins etc.
But with this new balance we also need kill streaks such as RC cars, chieftain summons across the map (attack dogs)
hey all,
Im looking for advice on how to move faster in PvP….not as in buffs, but from controls.
I usually use the WASD to move about, but when every I come across really good players they seem to be running circles around me…they move back and forth really fast.
Should I be doing something different? I’m not new to PvP, but I feel like i’ve hit a glass ceiling of some sort, and would like to learn better gaming habits if possible.
Thanks for your help.
The boon swiftness makes them faster.
I doubt this is working as intended but I feel this should be fixed too whenever you ANET folks have time.
A simple change, nothing crazy.
But I suggest to make the CD of the turrets begin as soon as they are planted, I find that the biggest weakness of the turrets is that once you plant them they are basically staying there, you cannot reposition them or else you will suffer a 30-60 second time where you will basically have no utilities to use during your fight (assuming you go all turrets)
If your purpose is nuking, there are better options. Being a necro with an axe and trying to nuke just means you’ve gimped your team and should be playing another class.
Never said it was the best option. Not everyone wants to play this game competitively and wants to play the way they want to. And to be honest, lol @ anyone who plays this game competitively.
In a word, “no.”
You can come up with some sort of build that’ll use it. But your build won’t be nearly as good at its role as other classes. You’ll gimp yourself and your team.
I could see SOME use for it. One that comes to thought is mid point on forest of nif, you could be nuking with wells and and be attacking with axe at the same time.
Just wondering if anyone has found its usefulness…
well, its basically a ranged weaker version of dagger. But the issue is that 600 range is sort of an awkward range because its not far enough to be exactly “safe”.
Sound in theory but, i can promise you this would lead to some of the most overpowered specs ever. And would make balance even more difficult than it is now.
Maybe but we wouldn’t be seeing cookie cutter builds everywhere.
How about have a “stat allocation” system + a trait allocation system
Anyone else thinks its silly how you only have to do the last hit to get credit for the forest creatures? I think it should goes towards whichever team did most team, as long as the damage dealers are close and alive to the forest creature.
What do you mean “whichever team did most team”. Did you mean to say damage?
I kind of disagree with this one, boss steal killing makes it possible for comebacks and this would remove the already little strategy in this game thats left.
Albeit this idea is really good, and makes much more sense than the actual trees…
Some traits would need to be rebalanced then, like some are more powerful traits than others… But I completely support this suggestion.Even in the current state of game, half of the traits are just useless in pvp/pve and some others donĀ“t even reflect what they actually do.
+1
Yeah few traits would need to be looked at but I think this would be a great change for the game. But not quite sure if it can be done this far into development.
Why not redesign the whole trait system so we can pick a specific amount of traits. I think that would cause the game to have many more specs / more personalized feel to your build. Because of the current tree system I feel like builds are pigeon holed to be built in a specific way.
I think you meant “account bound”
Yes thank you, that’s exactly what I meant
I don’t understand how someone can do p/p and NOT get coated bullets. IMO it’s a necessity
not neccesarily. especially if you’re bringing a off hand pistol. as the trait doesn’t effect the offhand pistol even one bit.
Making a new character and having to collect all your favourite dyes once again is extremely irritating (especially if you don’t pve, aka no gold)
Number 1 ranger in US,CH kitten GER,AUS, AFR here.
I have been banned for quite a long time and I am wondering. Is the new patch any fun??
So, I have a question about what is to follow the trial. Clearly, as already seen by how fast paids be a poppin’, the 1v1 approach is the way to go. You have introduced a large number of players to paids that would normally not play it. There is barely any time between queue and pop.
Where I think we should go is here:
- 1 team v 1 team stays
- Map is randomly chosen from the 4 maps
- 1 ticket cost stays, rewards stay
- Once per week there is a timed event for tournament style paids. Entry fee is 5 tickets and functions just like old paids did. Rewards will be similar to previous paid version.
- Introduce matchmaking. This should be easily (or easier) accomplished with only 1v1. I imagine a matchmaking system trying to match 40 people of like skill is pretty difficult.
What are your thoughts?
That would be great, I say trash the 3 round system and just make that a weekly “big tournament” thing.
