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Alcatraznc.3869

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Posts posted by Alcatraznc.3869

  1. Personnally I would rather have anet fix our weapon by the time the expansion comes out rather than adding more interaction that will lead to even more uneeded nerf.

    -Rifle is still a joke especially in PvP and WvW

    -Pistol despite the buffs remains underwhelming as a condi weapon

    -Hammer is pretty much the only good weapon we have overall

    -Sword only works with Holosmith at high heat

    -Mace is decent because it is the only weapon that support can use effectively

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  2. Thief is a class with low base HP so yeah I aint surprised about having 12k when running no vitality gear. It is pretty much what you should expect when running full berserker/viper for group content as a DPS. If you really want to min max you will be running food boosting your damage so no heal on that aspect.

     

    That being said if you're not really comfy with your low health but still want to maintain your damage, you could trade some pieces of gear for either draconic or marauder stat gear. Heck you could even go for valkyria pieces if you dont mind a loss of crit chance. But keep in mind that thief is still a squishy class at the end of the day so having more HP will lets you take one maybe two hits at best, ideally you dont want to get hit.

     

    If despite everything I said above you still want to reroll, and based on your preferences , I can see Warrior, Necromancer and Revenant (not too sure about this one to be fair).

  3. 3 hours ago, Batalix.2873 said:

    I've been pointing this out for over a year. In most content, players prefer ranged builds because. In instanced group content, it is because they can continue to do damage outside of melee range when they have to split for mechs. And in OW content, it is because it gives them a huge DPS head start on most mobs, plus, as observed before, the ability to do boss mechs while mobile.

    Melee builds are a binary state. Either you are in melee range and can do damage, or you are not and cannot do any damage. Kitten Virtuoso should not be able to compete with the damage that the likes of Berserker, Weaver, and Reaper have to negotiate while chasing targets and avoiding short-range mechanics.

    It's terrible design. Mech, Scourge, Specter, are all problematic. But Virtuoso has far and away been the worst thing to happen to DPS tuning and balancing. FFXIV has a lot of problems, but one thing it does realize is that ranged builds need some combination of either a damage tax, or a mobility tax, as fair tradeoff for being able to maintain a baseline DPS from nearly any location.

    Reduce Virt's baseline power/condi damage )and maybe give it something more interesting to do than summon blades, what a sad excuse for a psionic job fantasy). Reduce Scourge's fire/torment damage (along with fixing the kitten shade duration). Remove Mech's access to weapons so it doesn't have two sources of simultaneous ranged autoattack. Take back the stupid Druid and Tempest DPS changes. And just cancel Specter because it's copypasted Scourge and totally devoid of creativity.

     

    Yes let's just nuke everything that has ranged so that every melee player can feel better. 

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  4. Holosmith do hit hard but it's not something you can see at first glance. Bladesworn slashes has a high coefficient which is why you see those 100k+ hits. Reaper spin is comparable to FT auto attack but with high coefficient which is why you also see those high damage value. But technically speaking with FT and enough auto attack, Engineer can stack millions of damage on screen and I could post a screenshot claiming "hurr Engineer most broken class in the game dealing 1 million damage with just 1 button".

     

    Engineer requires you to cycle through kits to do the maximum amount of damage. It is something that has always been a part of the class before the introduction of elite spec and even after the introduction of elite spec (yeah looking at you CDPS Holosmith and Mechanist). Power DPS Holosmith and Scrapper are the only outliner that only uses grenade kit. You cycle through your kits using the most damaging skill and rince repeat. The on screen number will not looks very high but stacking enough of these not so high number will lead to decent damage output in total.

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  5. 1 hour ago, Ragnarox.9601 said:

    you forget "No path available" in 70% situations for this uber excellent skill with no stunbreak.

     

    This isnt exactly an issue proper to this skill. All teleportation skill can suffer that effect but I highly doubt it is 70% of the time. Having used teleport skill a lot, they sure work very very well on pretty much all terain.

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  6. The current event right now let you purchase earing with concentration stats so it's an easy way to get these. If you are doing a lot of fractals then you can get the rings with selectable stats and from there you pick whatever you need. As for the amulet I run the legendary one you get for free and honestly if you havent done it, I would recommend you get it. Not only do you get a lot of good stuff on the way but it's also a piece of legendary gear you'll no longer have to worry about

  7. To answer your question, you may be able to reach crit cap if you mix in some assassin's gear and run the perk that gives fury on explosion skill. If it is not enough then you'll probably have to run both explosive and firearms trait.

     

    However if you do that you can kiss goodbye to your survivability and it's not like Engineer is known to be a very tanky class that can shrug off hits. And in WvW, being able to tank and move is king.

  8. I dont know if shortbow is going to be condi but at this point, I think it's hard for Anet to mess up shortbow so hard it is put at the same level as rifle or pistol. Shortbow has the benefit of being a weapon expansion, kinda, so they will make it better than rifle and pistol. But if shortbow ends up being in a good state on release, I am more concerned about the state of the 2 only decent-good performing weapon Engineer can use outside their spec which is mace for support and hammer for power DPS. 

     

     

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  9. 7 hours ago, Jerus.4350 said:

    Because it’s different and different flavors keeps things interesting.   
     

    I find the new scrapper to be more fun but less comfy.  And if I were to want to steal anything from Herald it would be that boon radius.

     

    5 hours ago, Noah Salazar.5430 said:

    For fun, i personaly like thinks more chalanging, and in my opinion new path rewarding me for that by having twice amount of boon duration compare to before

    you can play other class if it's giving you more fun, it's totaly understendable

    i just wanted point out it's not hard/demanding/clunky like other ppl says

     

    Fun is subjective and well...We've seen a lot of people's take on the current iteration of scrapper. I already said I personnally dont mind the change that much however I dont like how Anet applied this kind of changes only to Scrapper out of nowhere and then created something like Herald quickness.

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  10. 6 hours ago, Noah Salazar.5430 said:

    yeh knowing what combo field do on class that is about moving combo fields is "too demanding"

     

    you literaly using water field +leap/blast to heal yourself or lighting field + leap to aoe daze mobs, so thay can't hit you, in open word/fractals 

     

    And you're still missing the point.


    Ok then let's just put it that way then : why would I bother playing a spec requiring to press 2 specific button in a defined order to grant a boon when other class can do the same job by pressing 1 button and the game does everything for the player ?

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  11. It is probably lazy coding on their part where anything that deals defiance bar damage is counted as a CC and if you think about it, it does makes sense considering there is (to my knowloedge at least) no other skill in the game that does defiance bar damage but isnt a CC. They most likely intended for rocket punch to be a CC but considering how the community hates mechanist well.....

  12. 8 hours ago, Noah Salazar.5430 said:

    it's good atm, ppl cry cuz thay need use 2 buttons (field+leap/blast finisher) insted of one (gyro)

    it's skill issuse

     

    No not really.

    When Herald can literally generate permanent quickness by doing nothing and with full berserker, this is no longer a "skill issue" this is a design issue.

    People would not really be complaining about the way Scrapper generate quickness if other class had to go through the same effort to generate quickness except it is not. FB can just spam its mantra off CD just like how old Scrapper used to do. Herald and to an extend Harbringer provide quickness by literally existing with their spec mechanism. Scrapper has to pay attention and save its field combo to provide quickness. Whether you like it or not, the current version of quickness is "too demanding" for the role it is supposed to fill.

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  13. Recently, Scrapper got a change nobody asked for as far as quickness generation goes. Instead of spamming gyro off CD, we now have to use blast or leap finisher into a field (regardless who dropped the field thanks god) to generate quickness. As a result, I think it is possible to keep up quickness and save our function gyro for....well you know, its original purpose.

     

    I'm not here to discuss whether it's a good or bad change, there's already a topic on that matter in the Engineer section however, the last patch introduced this :

     

    Now, I'm not going to complain that "hurr he runs full berserker and is able to keep up quickness", that's not exactly my goal here and other profession are actually able to do the same. However what others professions have to do unlike Herald here is actually playing, casting skill. 

     

    So I'm just going to ask you Anet. What are you trying to achieve with these changes ? How do you justify that in order to maintain a 100% [insert boon here] duration you have:

    -one profession that does that passively (heck I could say AFK at this point)

    -one profession that spam skills off CD

    -one profession that has to pay attention to whether it stands in a field or not and then use the appropriate combo finisher.

    Here we have 3 ways to achieve the same result but one does it with 0 effort, another does it by just clicking skill when its ready and the last one has to actually pay attention and save relevant combo finisher.

     

    What are you expecting from doing these changes exactly ? I just dont know what to say really, I aint even mad at the current state of Herald, I just dont know how the same balance team is able to put in the game a spec that generate a boon by forcing the player to use combo field and at the same time, release a patch that allow a spec to generate the same boon by doing literally nothing.

     

     

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  14. Hizen build didnt get changed so this build is still viable.

     

    Now on the matter of how to keep your mech alive, this is just micro managing. With Celestial gear your mech is relatively tanky and wont get destroyed by boss unlike full berserker mechanist but you still have micromanage its positioning so it doesnt stand in an aoe or use healing turret (I think it is what he runs) to heal your mech. Also dont be afraid to use your shift signet and your F2 to cleanse if need be. 

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  15. 5 hours ago, Endaris.1452 said:

    Don't listen to the doomers.

    Power may not be as good as condi but outside T4 fractals, raids and strike CMs, power mechanist is still plenty strong considering that it's a near-afk build.

     

    Outside of T4 fractals, raid and strike CM...So that means in open world where literally nothing is weak. Unless you mean PvP in which case bringing a Mechanist is just giving your own team a handicap. Or maybe it is WvW where not only the damage is garbage like in PvP but on top of that you deal with permanent projectile reflect.

     

    Power Mechanist is just copium

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  16. Power DPS Mechanist has been nerfed to hell and as far as DPS goes, it is trash.

     

    The only reason people bring Mechanist in group is for Alacrity. Well you could play Condi DPS Mech but the rotation is pretty hard. But if you're planning to do open world stuff, I guess you can kinda get away with it although I would recommend running condition with Celestial gear.

     

    With that out of the way, and assuming you're going to do group content, it's hard to recommend a build if we dont know what gear you're running. For Power DPS you can definitely run something like this :

    http://gw2skills.net/editor/?PeQAQlxy0YvMXWMOuLvxKA-e

     

    For condition you can run something like this:

    http://gw2skills.net/editor/?PegAoqlxy0YcMXWMOOL5xKA-e

     

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  17. The safe option would most likely be Healer Alac Mech because there arent many healer queing, at least for Fractals. And you mainly have to keep your team mate alive while providing alac without caring too much about DPS.

     

    Condi Mechanist can work as well but it isnt an easy build to play contrary to popular belief carried by non Mechanist player.

     

    Power DPS Mechanist is just trash

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  18. To be fair, while I dont find it too bad for PvE I understand where people come from. We went from a very spammy gyro playstyle to a combo field playstyle involving leaps and blast. We can debate about whether spamming skill off CD is a good way to provide boon but having to pay attention to your surounding before using a blast/leap finisher just to apply quickness can be annoying, especially when Harbringer for instance bring quickness by simply existing or other spec are still the same old spam skill on CD.

     

    On that aspect whether we like or not, Scrapper did get "nerfed" in term of accessibility.

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  19. 12 hours ago, Noxin.9276 said:

    Yes, simply because is *possible* for a user to do something doesn't mean it was a planned use case. The ranged vision of mechanist is without backup here, not mine; Explain MG's repeated intensification, Its not normal to punish/mitigate expected use cases. Look at the promotional material for mech as well as the weapon that came with it and then what 99% of the population actually used.

     

    MG is a poorly design mechanic that forces player to babysit their mech instead of actually playing with a friend like the game suggest. Way before MG was even introduced, Mechanist player would still be playing at melee range because it IS what you do in 95% of group content. You stack with your team to get buffs, you stack with your team so that the boss doesnt move around too much. The 5% remaining are insignificant and even in the case of people going full range mode option, guess what they did. Exactly they all stacked together at range.

    The promotional material show the mech playing at melee range because it has to showcase the Engineer mace. That isnt a hard concept to grasp. However the Mechanist trailer also says "whether it is melee RANGED or group support, adapt to any situation" which means  ranged option is actually an intended mechanic.

     

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