Showing Posts For traviscox.9247:

Necro Minions need to self heal out of combat

in Necromancer

Posted by: traviscox.9247

traviscox.9247

Having to switch out for some random skill and back to effectively de-summon your pet is a brilliant UI choice. So effortlessly natural. I love it.

alternate necro build: tank

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Posted by: traviscox.9247

traviscox.9247

Yeah there’s no reason to have any survivability. Damage mitigation and high hp pools are for noobs. Glass cannon is the only way to build. Vitality, toughness, and their associated trait lines are just novelties that no one is actually supposed to take seriously.

It’s pretty amusing how hard fanboy ire gets raised whenever anyone uses a term like “tank”.

Rerolling, and this is why. [constructive thread]

in Necromancer

Posted by: traviscox.9247

traviscox.9247

I agree with everything you mentioned.

I agree with everything you agree with him

Agree with agreement.

+1, rerolled a mesmer last night.

Death Shroud weakens & complicates builds.

in Necromancer

Posted by: traviscox.9247

traviscox.9247

Death shroud was nerfed pretty hard for BW3, or so I’ve read.

I think anet is aware of necro’s issues. I found this quote from Jon Peters floating around the web (although not the source):

“We haven’t [forgotten the necro]. It is our current opinion that Necro is one of the two professions that need to most love right now. Everyone will get some help, but as I told many players in game, Necro needs more than most. That does not mean there are no strong Necro builds, but necro just needs more viable builds and more good traits.”

Is there a change log anywhere?

in Players Helping Players

Posted by: traviscox.9247

traviscox.9247

That’s exactly the problem. No, they don’t. They post critical things they’re working on, like account security and certain bugs, but not everything. This is why I’m wondering if there is some thread somewhere in which players are keeping tracks of all the things they don’t mention.

Is there a change log anywhere?

in Players Helping Players

Posted by: traviscox.9247

traviscox.9247

ArenaNet hasn’t been publishing the changes they’re making, right? Or have they? If they have, where is it?

If not, does anyone know of a place where players are keeping an ongoing record of changes?

Obviously players can’t catch everything that happens, but every other day I’m logging in and running into surprises myself. Last night it was the added ability to craft from the collectibles bank, and the removal of certain chef ingredients from stores. A few days back it was the rearrangement of key traits on the engineer.

No doubt other players are discovering these changes on their own. Does anyone know of a place where people are discussing these discoveries, and what changes actually occurred (to the best of our collective reasoning)? I read threads on individual changes on Reddit, etc, but I haven’t seen any sort of comprehensive log.

Engineer: Potent Elixirs does not affect Elixir X. Should it?

in Bugs: Game, Forum, Website

Posted by: traviscox.9247

traviscox.9247

Currently the Potent Elixirs elixir duration boost does not affect Elixir X. Is this working as intended? I wonder because the Fast-Acting Elixirs cooldown reduction does affect Elixir X. This makes it seem like Potent Elixirs should as well.

Should I quit playing my engineer?

in Players Helping Players

Posted by: traviscox.9247

traviscox.9247

I didn’t mean to suggest that turrets should be the main source of damage in any eng build. Yes, they’re always going to support you.

My point was that given the 3 slot system, the desirability of Tool Kit, and the fact that you usually want at one form of cc/stun break, all lead to it being very difficult to build out an engineer with more than 1-2 turrets.

Although the recent changes have improved turret build possibilities greatly. Namely, moving Auto Installation to tier 2 of inventions and Deployable Turrets to t1 of tools. This actually opens up a lot of options.

Should I quit playing my engineer?

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Posted by: traviscox.9247

traviscox.9247

No they’re not a “turret class”, but turrets are a fundamental part of the engineer. There are 5 slottable turrets, a trait line with turret focus, and a tool kit which is clearly intended to support turrets (healing turrets, keeping enemies in turret range).

You can’t tell me that at some point the devs didn’t intend that investing heavily in turrets would produce a viable build.

Strangely I just logged into my eng to look at the traits and apparently anet has been listening. Autotool Installation is now the X skill in Inventions, changed from the XII skill in Tools. This goes a ***long*** way in making a turret build viable, as you now have a means to heal your turrets without speccing 30 in tools or taking tool kit, meaning you have more points to play with to improve your guns, elixirs, etc.

Should I quit playing my engineer?

in Players Helping Players

Posted by: traviscox.9247

traviscox.9247

80 eng here, currently leveling up other classes.

TL;DR — The way turrets were handled is incompatible with the 3-slot system and the engineer’s single-weapon + kit mechanic. You cannot trait for a “turret engineer” without kittening firearms. And using tool kit, the clear turret support kit, utilizes an already extremely scarce turret slot, taking you to a maximum of two offensive turrets. If you want a cc dump (or any other utility) slot skill, you’re down to one offensive turret.


I don’t think engineer is all bad. Yes, I do feel offensively weak in comparison to most classes, even specced as glass-cannon as possible. It’s a bit demoralizing when the guy next to you is simply blowing away the very same mobs you’re forced to dance around with. I haven’t tried a more defensive “non-kiting” build yet, as frankly, I kill slow enough already.

But: utility, options, conditions, blah blah blah. Eng is a mixed bag of tricks. I knew that going in.

My main issue with eng is how turrets were handled. I love turret classes in all games. I played an engineer in both asheron’s call 2 and WAR. I played an eng here primarily because of turrets and wanted to love them. The thing is, they just don’t work well with the 3 slot system, and the problem is further exacerbated by engineer’s kit mechanic (its slot usage).

Right off the bat you’re limited to 3 offensive turrets by slots. This is a little disappointing but workable.

Thing is, you’re probably going to want to use the tool kit, as it’s the only way to actively repair turrets and seems to be the natural choice for turret support. Down to 2 slots.

Now if you want to pvp, you’re really going to want at least some kind of cc dump or escape, which would mean taking another slot skill. Doing so would bring you to 1 turret.

So if you want to use turrets, the clear turret-support kit, and have a little pvp survivability… you get 1 turret? Was this a turret build?