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Alcatraznc.3869

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Posts posted by Alcatraznc.3869

  1. On 4/12/2023 at 6:06 PM, Dadnir.5038 said:

    What nerf stealth need is probably something like:

    • Movement speed while stealthed: While stealthed your movement speed is set to the standard "in combat" movement speed. Swiftness and superspeed no longer impact your movement speed while stealthed.
    • Visibility: Players are no able to see stealthed foes that are within a 450 radius cône in front of their character.

     

    Anet need to state clearly what is their vision on stealth. While the change you suggest arent bad I still think stealth shouldnt be used as a way to conceal yourself while dealing some damage. Yes I am referring to condition damage that still kick in while you are in stealth. I dont know why it is still in the game but as long as you're doing any form of damage, you shouldnt be allowed to enter stealth OR whenever you enter stealth, the damaging condition on the target stops working or gets removed OR you get revealed.  Because I can tell you how much fun it is to use weapon that both inflict condition and allows you to step back (ex : pistol/dagger on thief or staff on mesmer). 

     

    Yeah the argument can be made that most of my survivability ends up being me relying on teleport rather than stealth but it is much easier to win a fight when you can inflict damage while being under stealth and having mobility option. And it is not like the change you suggest above is going to fix this kind of toxic play. 

    • Like 1
  2. 3 hours ago, Lily.1935 said:
    • Turrets: Turrets currently occupy a similar space that gyros and the Mech fill and isn't even close to as good in comparison. My suggestion here would be to rework them and change up their direction. Using the charge system, giving them a toss feature, allowing us to spawn multiple of the same turret and giving them your stat scaling with a much shorter duration, more similar to Sand Shade duration could be the start of some fun turret DPS builds. Make their activation on the toolbelt skill more active and we could see some fun builds with them.

    Turret should indeed scale with your stats but most importantly they should get rid of the infinite duration and instead go with an overdrive turret that do strong effect for a few seconds then detonate. As for toolbelt skill, it depends. Rifle turret has the best toolbelt skill of all other turret but it doesnt exactly mean much when all other turret toolbelt skill are either underwhelming or garbage.

    3 hours ago, Lily.1935 said:
    • Tools: From what i understand, tools is good for PvP and WvW, but for PvE it could use some touch ups. It doesn't compete with Explosives or firearms in terms of damage or with alchemy and invention in terms of support, so perhaps giving it more damage options which require the use of different kits or Utility skills different from Firearms and explosives could help it out. Its got some unique utility but I'd like to see it get some more use in pve. I don't know the perfect solution here, but it could be linked to Tool Kit and turrets to help facilitate that type of build.

     

    Turret are linked to Invention which is a trait you take for support ( healers to be more accurate).  Tool as a branch right now is overall fine, it offer self condition removal, damage boost under vigor and well, it helps tool skill. There isnt really an issue with Tool but it isnt exactly fitting for PvE and to be more precise group content. Tool branch is very selfish and only provide small buff and cleanse to yourself. In PvE most encounter have little to no condition (with some few exception) which already reduces its effectiveness but the small buff you get can be traded for better damage or better boon duration. Then we have tool skill.

     

    The tool skill are for the most part average : Throw mine is good (it could be very good if Anet didnt remove the boon strip from minefield for no reason). AED is good for the CC it provide but as a healing, unless you're running gadgeteer it is whatever. Utility google is straight up garbage for group content and meh-ok for solo content against a heavy condition boss. Ramming battery does offer some good CC but you already have Throw mine that does that and synergize with Explosive and remove some boons. Battery ram also requires you to be at covid range to use it. Slick shoes are.....Yeah outside of the breakstun on its toolbelt, it isnt worth mentioning.

     

    I dont want Tool branch to be buffed. Now dont get me wrong it isnt because I think the branch is perfect, far from that some skill can still receive some small love in some gamemode. But right now Tool is viable in PvP and WvW because of what I've described above . However if we start throwing some buff to its damage dealing potential I do not trust Anet to be able to balance the branch properly and there is a very very high chance we're going to be back to square one where Tool wasnt even worth mentioning.

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  3. 6 hours ago, stormemperor.3745 said:

    I was hoping to see something interesting. Thats just everyday scrapper runnig around throwing grenades.

     

    Not to be rude but what did you expect exactly ?

     

    Scrapper doesnt have a lot of thing going on for him as far as roaming goes.  You can run support healer scrapper if you roam in group or you run grenade scrapper.  I guess FT Scrapper if you end up doing GvG or zerg. 

     

     

     

     

  4. 12 hours ago, MithranArkanere.8957 said:

    Something like this would probably work better as 3 mutually-exclusive traits. Something like:

    • Pinpoint Distribution now replaces the 'default' Slugshot Rounds with 'Cartridge Rounds' that increase the range of its attacks to 1500 and the damage of the auto-attack but it fires only one bullet at a time.
    • No Scope now also makes rifle attacks shoot 5-pellet Buckshots, making rifle fire 5 bullets at a time, but they spread in a wide volley and their range is reduced to 900. 
    • Thermal Vision now gives rifle "Dragon's breath" incendiary rounds, causing rifle auto-attacks to become a cleaving attack in a cone that deals 3 stacks of 3s burning for 3 seconds to 3 enemies, and all other rifle attacks also cause 1 stack of burning for 5s. But as a downside, it also greatly decreases the range to just 600 units.

      I really like the things that can be done with mutually-exclusive traits and traits that change how skills work.

     

    I like that idea but it is way too good and nice that it will never happens.

     

    That being said, these skill are tied to the firears trait and well...Rifle doesnt exactly benefit from most trait in this line as it is mostly centered around condition, which pistol is good at. 

     

    Honestly we could extend that idea to pistol as well but...oh well we can dream

    • Confused 1
  5. Mechanical genius needs to be removed, especially in PvP and WvW. In PvE it is a bit whatever as you just stack on the boss or near your team to get the full benefit but in PvP and WvW it just turns your engineer into a worse ranger. Why ? Because you give up everything that makes Engineer an engineer (aka toolbelt) for a glorified pet that doesnt even do much damage but will do even less if it isnt stuck to you like glue. And ofc you have to give up an entire trait line for that garbage pet.

     

    I wasnt expecting Mechanist to be a power force in any PvP content (although it was in a pretty decent spot at one point in SPvP) but in Anet true fashion they manage to turn something garbage into something even more garbage.

     

    As for rifle I only wants one of these 2 things:

    -Anet speed up the animation so rifle attack faster but keeps the current coefficient 

    -Anet keep the current animation but return the old 3 burst attack and coefficient

     

    Rifle isnt even fun to use right now and its DPS isnt high enough to justify running it over any other power weapon available. Hell in all PvP content, rifle is worse than its pre rework version. This just show highlight even more what I've said previously. 

     

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  6. Having played a certain P2W Korean MMO, at least in GW2 when you get CC you have the ability to break out of it but you also have a boon to avoid getting CC unlike the said MMO where PvP is all about who can CC the other first and then you auto win because stunbreak or stability doesnt exist.

     

    That being said, I do agree that this game needs more boon removal, both in PvE and WvW (idk PvP )

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  7. not going to say it wont work however it is way too much of a pain for the result you get.

     

    Sure it has some good cleanse and boon support however the boon originate from the mech and unlike NPC going in a straight and predictable line, you have to deal with a lot of movement back and forth. If you're doing support Mechanist I assume you will be running a melee arm option which is the worse option for PvP because of the poor range of the weapon and the GW2 pet AI.

     

    Mechanist is too garbage for PvP content, that's just how AI based spec is going to be.

  8. Holosmith works fine. I play it for T4 fractals, strike mission, sometime WvW and Open World. The important question is what gamemode you will be playing. For open world PvE as long as you have a stable ping then pretty much any spec will work. Same for things like fractal or strike mission.

     

    The issue of latency will comes into play in PvP and WvW but also on some event that will requires you to do like big leaps and so on. 

    • Thanks 2
  9. I would say Druid is the more "classic" choice for healing. It has this whole nature thing with spirit and you have a pets that helps you giving boons or giving some damage. And the celestial avatar is also something that looks nice and is pretty good.

     

    Tempest is also another good option. Overloading element to grants boons and healing, shout that grants aura and a warhorn. No heavy armor but light armor so it does allow you to feel like a caster.

     

     

  10. Right now I am having fun with Holo and use something like this for PvE open world :

     

    http://gw2skills.net/editor/?PegAoqlZw6YSMLGKWyTavVA-zRRYVh3MagyIzEojCwhBIC-e

     

    Good enough power damage to clean trash mob,  good survivability and good condition damage as long as you're not against a mob immune to fire (but honestly these type of mobs are rare anyway). And before someone make this remark, yes I know I am overcapping burn duration but I am lazy, I wanted a cheap rune option and I dont know a lot of runes that allows me to reach 100% fire duration. Rune of Baelfire could probably be an alternative I dont know.

     

    Has a pretty simple rotation

     

    Elixir U for stability and quickness to ensure you wont get interrupted ---> pistol 4 + 3 + 2 ---> (during pistol 2 animation) FT kit 4 + 2 (blast inside the fire area for might) + 3--->Holoforge 3 (stack up vulnerability and might) + 4 (do it inside the fire area for projectile combo and more burning). Afterward you just use pistol 2 and FT 2 + 3 (you can use FT auto attack once or twice if you're lazy and it applies burning as well) as a filler until you can repeat the rotation above.

     

    You decide whether or not you need an extra survivability kit and if you feel you need it, then use hard light arena. However use it when above 50% heat for the extended skill duration (above 100% if you care about people around you). As for prime light beam, I mainly keep it for CC purpose but you can also use it as a DPS addition. Ideally you will want to use the skill when above 100% heat for the extra damage but above 50% heat should be good enough just to apply extra burn tick.

     

    I have soloed boss with this build and it can relatively easily reach 25 burn stack.

     

    Alternative skill:

     

    -Elixir H for healing instead of healing turret. Trade 2 cleanse for perma protection. Depending on the encounter you may want to take Prismatic converter instead of Solar lens for the cleanse on exiting photon forge. 

     

    • Like 1
  11. FT is still a very good condi kit. For PvE I like it on my celestial Holosmith or Mechanist, you can just stack burning relatively easily. For WvW it can be a lazy option when impacting zerg. 

  12. I only touched the Mesmer one and...well some of them are very good overall (mantra to remove condition, mantra that reduces CD of daze), some are good (healing mantra) and some are meh (all the other mantra).

     

    The mantra to remove condition for instance can be a life saver if you are able to time it right because it has a strong aftercast effect and the mantra itself isnt bad at all.  You have a reason not to pre load your mantra because it can clean all your condition but you do it at the cost of casting for a few seconds. But not every mantra are worth the casting time.

  13. In a zerg, Engineer can relatively easily gets loot by just equiping grenade and mortar and throwing stuff at group of people although projectile block/reflect is a thing so it isnt exactly idiotproof. Alternatively you can go with marauder and FT with juggernaut. But yeah in a zerg you dont have much choice, you either go full range and AOE or go Scrapper support.

     

    As a roamer, Engineer is meh. There are much better roamer like Mesmer, Thief or Ranger. 

     

     

    • Haha 1
  14. Scrapper on release was a fun concept honestly. Summoning mini drone that follows you or rush to an ennemi to blow up is pretty fun. However performance wise... Yeah it wasnt that great. 

     

    I wouldnt touch purge gyro as it is good and works ok in all gamemode. However they definitely should rework sneak gyro for PvP/WvW.  Stealth is broken and the less stealth the better, however it does make sneak gyro a pretty garbage skill now. For PvE, stealth gyro is whatever. 

     

    As an elite skill one thing they could do is make a skill called, idk, Swarm gyro where you could summon all your gyro either at once or as an additional one. But I like the quickness gyro idea.

  15. 5 hours ago, Sean.6297 said:

    Wait what? Another scrapper nerf? I just came back to the game after not playing for years and have been having the most fun ever playing Scrapper. Where can I find the patch notes?

     

    This patch didnt nerf Scrapper, it received some buff.

     

    The nerf I am mentioning happened a while ago but it directly impact the effect of rapid regeneration. The healing you get is insignificant under swiftness. And even under superspeed you barely get any healing. To even consider running this skill you would need to find a way to maximise your superspeed uptime but Anet drastically nerf superspeed on Scrapper indirectly making this trait not worth taking over the 2 other remaining trait.

  16. I dont play PvP so I dont feel concerned by that. 

     

    But even in WvW rapid regen is trash if you are not a healer. As for PvE, it's a very minor buff to heal Scrapper. I dont know what Anet is expecting. Its original iteration was correct but then they replace it with the old trait that too bad to be fair. And now they are re introducing the skill they previously removed but in a scuffed version. 

     

    Also I wont even mention the big nerf Scrapper received on its superspeed making the skill straight up garbage

     

     

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  17. Dragon set offers slightly more survivability in the form of more HP but builds like Snowcrow will always assume you are good at handling your build and mechanics but it also assume you have a party with dedicated healer and support.

     

    So yeah you will always squeeze a little extra DPS when running full berserk unless there are some specific trait on classes that favor a certain stats but if you dont feel like running full berserker then a mix of berserker + dragon or marauder isnt exactly going to drastically change the end result.

  18. 6 hours ago, Calen.8945 said:

    I wander if that could be a worthwhile build. Build more of a quickness/healing build for pve. When the build editor site gets updated I'm going to play around with some numbers and see if I can turn scrapper into a self healing tank.

     

    For group content outside of raid, tank are very niche. If you play healer then I guess that adds a little bit of healing but nothing to write books about. For non healer, this trait is even worse than its pre removed state.

     

    For OW it could work but honestly you would be better off playing Celestial Holosmith or Mechanist rather than Scrapper. Both offer better damage, Holosmith has arguably more healing through Hard Light Arena and Heat cooldown and Mechanist has a signet and a pet that can tank a bit of damage.

     

    In the end of the day, this trait brings a little bit of healing if you play HQS in PvE but for PvP and WvW it's just trash. Superspeed has been super nerf in both gamemode that you dont exactly benefit much from the superspeed healing but on top of that the base value is nerfed. If you're playing support healer then yes you will pick this trait because there is objectively nothing better but it will not bring much value. But for non healer, they will still pick Object in motion, hell even Expert examination.

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