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Stalima.5490

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Posts posted by Stalima.5490

  1. My problem with the way the engi sword works in general is that this mechanic would have better suited a charge based weapon as you would be better rewarded for getting streams of attacks off while not overly pressured to immediately use the abilities.

  2. One of the problems is with the rating decay system, people can actually be pushed off the leader board through decay and then miraculously appear back on it with 100 rating jumps, this needs to be fixed so that the leaderboard always shows your full undecayed value on the leaderboard so that people know where they actually stand in the rankings and then any decayed rating is simply removed when the season ends to create the final result.

    • Like 1
  3. we just need like 2 things:

    detection pulse (utility goggles toolbelt) firing lightning bolts at targets who don't evade it

    an elite gadget skill that gives barrier and lightning aura

     

    100% electric scrapper would then be a possibility.

  4. 1 hour ago, Azure The Heartless.3261 said:

    Quickness from where? Heat the soul gives you fury instead of quickness in PvP. Even with quickness, the auto chain is slow. 

    my mistake, it gets confusing when they keep swapping things between pvp and pve. That doesn't change the fact that if you utilise discipline you can just get a 33% refund and turbo that heal out anyway tho nor does it cahnge the fact that this is a healing weapon and not a dps weapon so it shouldn't really be outputting amazing damage, especially when it also has a micro cc attached.

  5. 1 minute ago, Azure The Heartless.3261 said:

    The 50% better healing coefficient only matters if you take a healing amulet. At that point you are not doing damage anyway. It's no justification for halving the damage of a skill that crit for 3k to begin with, especially on the profession that focuses on damage dealing. 

    So a support weapon, focused on supporting, intended for supporting people is also supposed to do competetive damage with dps weapons?

     

    3 minutes ago, Azure The Heartless.3261 said:

    The cooldown doesn't matter. adrenaline takes too long to build on staff. You only get adrenaline on auto attack, and valiant leap only gives you adrenaline if you land on another ally. 

     

    6 minutes ago, Azure The Heartless.3261 said:

    The reason why I am not going to entertain this should be obvious.

    why wouldn't you entertain this, abilities are balanced by their cooldown, I assume you are implying some combination of the adrenaline cost of a single bar paired with it being your profession mechanic, net shot has literally double the cooldown and one fifth of the damage while giving the same immobilise but with 8 vuln stacks, if anything, under "normal" circumstances rampart splitter would likely have triple the cooldown of net shot so quite frankly rampart splitter is factually grossly overpowered even at the same cooldown as net shot especially when you take into account that rampart splitter also has substantially greater trait synergy in comparison to net shot having almost none.

     

    Being a support build means you would likely also take quickness thus meaning you will be rebuilding adrenaline while quickened on an immobile target it should not take that long to rebuild your adrenaline considering.

    • Like 1
  6. 34 minutes ago, Azure The Heartless.3261 said:

    It's weaker at healing than Path to Victory. You only get level one bursts in berserk mode, and staff is horrible at building adrenaline so that 5 second cooldown doesn't matter.

    you do know it has 50% better healing coefficient right? which means you are getting substantially more healing per bar on a much lower cooldown while being to lock enemies in place, path to victory does weakness which isn't that big of a deal.

    Rampart splitter is a 5 second cooldown 2 second immobilise by comparing this to net shot which has double the cooldown we can see that it is actually digustingly overpowered.

    https://wiki.guildwars2.com/wiki/Path_to_Victory

    https://wiki.guildwars2.com/wiki/Rampart_Splitter

    https://wiki.guildwars2.com/wiki/Net_Shot

    • Like 1
  7. 33 minutes ago, cjttruelife.9172 said:

    You realize AEDs synergy is based exclusively on itself at that health threshold ? meaning it serves 0 purpose with 0 build synergy. its an oh shytt heall and its only benefit is to precast under the assumption of death>>AMR on 120 cooldown , while the trait sounds good in theory its garbage. 

    The change to Mecha legs 'IS' kittening criminal. 100% complete loss for any core engineer and build movement speed. 

    Bunker down also criminal , seeing as how it obliterates a lot of fun sustain on crits

     

    ......There is no monster about to be unleashed, but another dead profession.

     

    The changes to the middle line have exceptional synergy with the middle line on scrapper in particular so there may be a curious stun heal build popping up although the ratios in particular that they quoted for bunker down make this look like an outright nerf in all honesty since cc usually has cooldowns and the mines are only marginally more powerful, however the fact that the mines will appear under enemies may also be an overall buff all things considered, we will have to see.

     

    My current cleric build seems perfect for this setup.

  8. On 3/9/2024 at 1:29 AM, SleepyBat.9034 said:

    You're telling me there was a toughness to power conversion trait and Anet removed it!? I've always felt something like that was just what Inventions needed to make it useful outside of support builds.

    here you go, this is what it was:

    https://wiki.guildwars2.com/wiki/Energized_Armor

    There was also this one too for healing:

    https://wiki.guildwars2.com/wiki/Performance_Enhancement

    As you might expect, that would give the cleric set in particular a huge boost to power value.

     

    There is a list of all of the cool removed traits here:

    https://wiki.guildwars2.com/wiki/List_of_historical_traits

    • Thanks 1
  9. If you learn how to do the snap to ground target thing you can run around throwing grenades without even looking at enemies while clearing fairly fast

  10. 20 minutes ago, bethekey.8314 said:

    Yes, I'm aware that your example will form a cycle.

    You cite this as the reason why Kinetic Accelerators should not work as described. Given that might is capped, 30 power doesn't translate into major additive concentration changes, and boon duration doesn't automatically = more might:

     Is there such a thing that can dynamically change your power in an infinitely cyclical way with concentration? If so, is it achievable on Engi?

    Or is there any example in the game like that? Where the trait/ability wording is different from how it is coded to prevent infinite loops.

    I know that infinite loops have happened in the past, but not with stats. Even with boons, the durations are capped and limits are placed on things like healing frequency it seems. If infinite loops were possible and they coded it as 10% of your base power for that reason, they should write it as such. It affects how you build your character.

     

    https://wiki.guildwars2.com/wiki/Blast_Shield

     

    https://wiki.guildwars2.com/wiki/Magnanimous_Sharpening_Stone

     

    While this is not a concentration thing, you can see that somehow this would infinitely create a conversion loop with power to vitality and vitality to power. and by the way, this would mean that the engineer would technically be capable of not only instantly killing anything but also be immortal if it was infinite.

     

    Thus I believe they decided that anything outside of your base stats would not benefit from such conversions rather than deal with these potential issues.

  11. 21 hours ago, bethekey.8314 said:

    Perhaps I'm not understanding your meaning here. Might is capped at 25. What else dynamically changes your power?

    They removed alot of those conversions from the game but tell me what happens in this case:

    You gain 10% of your power as concentration.

    You gain 10% of your concentration as power.

    Now, does it just keep stacking up because both effects buff each other thus buffing each other thus buffing each other or do you just cut out that nonesense entirely and make them not affect one another.

  12. 31 minutes ago, Koensol.5860 said:

    That means you can save your cleanses for the more lethal condi's use resistance for dealing with the rest. Still not an ideal game design, I'll agree with that. But we will have to make due.

    Just put the toughness to power conversion back in... or make it healing to power: simple. straight forward. useful.

  13. 43 minutes ago, Koensol.5860 said:

    Resistance isn't just for immob. It's also against weakness and blind and annoying stuff like cripple and chill spam from reapers, which is very valuable and it means that after a dodge it will be a great time to counterpressure for engi as you will have free movement, EE and a guaranteed full dmg hit unless enemy dodges/blocks/etc. I'm not a fan of losing the movespeed though, especially for core. Streamlined kits will now be the only source from traits which isn't a good thing.

    There's also other options for on demand resistance like from a relic, goggles utility (which is actually good now), and from first row of tools.

     

     

    That might make sense if it were not for the fact that it was in the traitline with literally the best condi cleanse you can find not to mention this being a traitline primarily used on more supportive builds which also will already have condition cleanse.

    • Like 1
  14. On 3/6/2024 at 4:17 AM, Coolster.2536 said:

    I don't mind these changes, but I wonder if you'll still get resistance when you dodge while rooted, since... you know... you can't dodge while rooted....

    I really don't like the idea of mecha legs instead gaining resistance on dodge because of this, it's such a weird thing to place on a dodge mechanic.

     

    If you dodge an immobilise then you don't need the trait but if you get hit by an immobilise then you can't use the trait.

     

    This is definitly one that should go back to the drawing board.

     

    • Like 3
  15. 16 hours ago, bethekey.8314 said:

    It says it gives you 10% of your power as concentration. As as a trait that also grants might, you might expect that it scales with the power from might, right?

    Nope. Only draws from base power. Maybe others have reported this before, but I find it annoying.

    This is by design to prevent the potential for infinite stat loops in certain cases (many have been removed) I believe.

    They trait you would be looking for would be something along the lines of "gain X concentraiton per stack of might" which would arguably be a similarly interesting mechanic in it's own right.

  16. I'm kinda working on a barrier dps scrapper build but there's some technical issues like not having a healing version of diviners pushing you into say marshals, then increasing the base dps is the main issue while maintaining barrier so i may have to drop inventions for tools/mines which is where I came upon this madness randomly

  17. 2 minutes ago, draxynnic.3719 said:

    It requires taking AED, which is a weak heal unless the conditional procs, and trying to get the conditional to proc is risky. Getting all that also requires taking a specific set of traitlines which might have spectacular effects on supercharging one specific button, but aren't necessarily the best choices for putting together a good build overall.

    ah yes, good thinking.

    Also applies assorted relics due to being a stun. such as akeem, demon queen and midnight king

  18. So let me get this straight, Static shock:

    deals damage base

    stuns for 2 seconds base

    applies self superspeed 7s from scrapper

    applies aoe protection 5s from expert examination

    applies self vigor 2.5 sec from tools

    removes 1 condition from self from tools

    applies aoe barrier when stunning from system shocker

    applies static discharge for additional damage

    applies soothing detonation for aoe healing

    applies bunker down, even further damaging and healing

    applies regeneration from automated medical response, even further even further healing

    applies lockon trait for more self vigor/condi removal and some self fury and vulnerability

     

    All this: 17 seconds cooldown, all we need now is kinetic accelerators on stun and we have completely lost the plot with this

    Did I miss anything?

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