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inci.3705

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  1. I'm going to be restating/rephrasing my comment from another post here: One question that needs to be answered for shortbow to be usable in small-scale WvW: what tools does shortbow have to let me escape/survive being focused by a cele Willbender and how effective are they? Because even with some hefty buffs, the answers are either just die or slot photon wall and/or toolkit. The shortbow itself is not a reactive weapon (somehow even slower than mortar kit) and I hate the AoE spamming playstyle. If an ally is being focused by said cele Willbender, you are better off swapping to a kit to try and help them. So I'm just going to throw out alternatives and cross my fingers that something sticks: #2 can probably kept the way it is Change #3 to something like DH longbow #3 and add a manual detonation flip skill Change #4 to fire a series of arrows in a line that make a stab roads/prime light beam fire field effect on detonation (and please add the burning! I want to be lay down both at the same time for megaburns!) Change #5 to a channeled distort that you can end prematurely to shoot an insta-detonating arrow that is stronger the earlier you fire it. The idea is to preserve some of the 'trapper' gameplay while providing better reactive gameplay and some defenses.
  2. (WvW roamer) Besides the lack of impact of the actual skills, my main issues with shortbow are: AoE spamming like mortar/nades Lack of active evade/blocks Issue #2 might be addressed with your proposed changes, but I still can't see a world where I could run shortbow in a 1v1 or small-scale fight without slotting toolkit and/or photon wall and not get absolutely destroyed (which greatly restricts the number of builds I can run; I've accepted that even with any buffs we'll probably still want to run them anyway but a fuzzier choice would be nice πŸ™‚). Getting focused by an equally booned (or let's be real: more booned up) enemy would negate a lot of the defenses/counterattacks you added to shortbow. As for issue #1, I am literally sick of that style of gameplay (to the point where I've almost exclusively played Condi Holo for the last 2+ months). I guess my main question to answer is: what tools does shortbow have to let me escape/survive being focused by a cele Willbender and how effective are they? So I'm just going to throw out alternatives and cross my fingers that something sticks: #2 can probably kept the way it is Change #3 to something like DH longbow #3 and add a manual detonation flip skill Change #4 to fire a series of arrows in a line that make a stab roads/prime light beam fire field effect on detonation (and please add the burning! I want to be lay down both at the same time for megaburns!) Change #5 to a channeled distort that you can end prematurely to shoot an insta-detonating arrow that is stronger the earlier you fire it.
  3. This sounds like turrets 2.0 but arrows and hopefully unkillable.
  4. Tested in Armistice Bastion on Core Engineer with Elixir H. Does not occur in or out of combat.
  5. I hope not. They already nerfed THE ULTIMATE MECHANIST by removing minis in WvW. How else am I going to get maximum mechs and RP as a minionmancer? On a more serious note, the golem is quite good on 1-shot rifle mechanist memes because the whirly attack is a mega CC like rev staff 5.
  6. Probably not worth it. Celestial (or celestial mix) + boons leads to bonkers numbers that don't have the same maximums of pure power, but get close enough when buffed while having way more survivability. In my experience, the only power build that can consistently do enough damage while having decent mobility is power nades scrapper. I'm currently running a full cele (-3 rampager pieces) core engineer nade build with 69% crit chance with Fury (totally calculated that way for maximum efficiency :D). With might + explosive temper, my nades are still hitting for 3-7k while applying a lot of condition damage. And between shield, rocket boots, supply crate toolbelt, and supply crate smokefield, you are really hard to pin down. http://gw2skills.net/editor/?PegAo6lFwCZaMLWJOySaLdA-z1QY1oh7oEE+ZEoEoXFgiPAhsBeNT41CA-w The firearms varient does as much power damage with full buffs as power nades scrapper.
  7. I got a video from beta of it doing full damage and a video from June 2022 of it doing 0 damage (when triple-birst rifle auto + aim-assisted rockets triggered off of mech). Probably a bug? Edit: also was doing 0 damage March 2022
  8. Rocket Fist Prototype (Engineer Mace 3) does not appear to stun (tested in WvW on core and mechanist). Bug report:
  9. Rocket Fist Prototype (Engineer Mace 3) does not stun (tested in WvW on core and mechanist).
  10. Grenades but taped to arrows. Perfect for the slingshot skin.
  11. I'm in favor of either: Deleting turrets and replacing them with something else (like more gadgets and kits!!!) Giving them the druid spirit treatment or renegade spirit treatment (but at that point we just have more wells?) If you want the AI gameplay, use mechanist which is already what turrets should have been: Mobile "Controllable" Effective boon application Damage
  12. According to the Twitch VOD, it's included. I just added it just in case they forget πŸ˜›
  13. Apply HGH CD reductions to Elixir S Healing Mist (Elixir Gun tool bel) Apply Gadgeteer CD reductions to Rocket boot inter-charge Personal Battering Ram Slick Shoes Apply Power Wrench CD reductions to Prybar Gear Shield and Magnet are optional (but would be realllllyyy nice!!) Some things that probably won't make it into the balance patch but would be nice: Increase Static Shock range and cast time (AED tool belt) Let flamethrower #2 be launched in any direction (I swear you used to be able to launch it behind you) Flamethrower damage buffs (condition preferably but something please!) Buff Detection Pulse to give some boons/apply conditions or something Give turrets the Druid spirits treatment Make flame turret tool belt like Rifle #5 but burning. Bonus points if it is also an evade Give additional effects to Elixir R (pulsing barrier and resistance would be nice!) Prybar target cap raised to 3-5 On the whole, I expect little changes to engineer roaming. I'll die a little more because of the Elixir S CD nerf (or I have to swap to Elixir U or something) and scrapper super speed nerf, but it might be compensated by the Elixir H CD reduction on non-alchemy builds. The unblockable elixir tosses are nice, but it should have been added when Toss Elixir R was changed. Oh, and I guess glass rifle Mechanist got slightly nerfed by the Mechanical Genius change but if it didn't one shot, it won't matter much anyway πŸ˜›
  14. It's probably better than extra endurance regen on a build using Takedown Rounds for the extra DPS and inconsistent quickness vs chronomancer runes/celerity.
  15. Probably for the extra bonuses for lesser utility goggles
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