Jump to content
  • Sign Up

Dediggefedde.4961

Members
  • Posts

    406
  • Joined

  • Last visited

Everything posted by Dediggefedde.4961

  1. I like the idea and change, but to me this makes legendary runes even less interesting. Currently, legendary runes are way too expensive in my opinion. I got everything else to legendary level, even the three sets of armor, except the runes. Buying multiple sets of superior runes for all my characters is still much cheaper and hardly less convenient thanks to build templates. Now, with relics, the runes bring less for the same price. Since the main fraction of the price comes from gifts of condensated magic, might and clovers, it will likely remain the same. So, a set of seven legendary runes for 380g each is about 2660g for a stat increase in the order of a chest armor (~400g). To me, the 6th rune bonus (and 4th back then) was always the main reason of the runes. Especially with the legendary armory I will try to get my hands on a legendary relic once it is release.
  2. Exactly. And even that is already taken care of in organized groups thanks to support druid, tempest, and mech. And for roaming with the occasional cele renegade. I had hoped the Patch from 18th of July would adjust some WvW related things from the june patch, but most of it is irrelevant for WvW. We changed our setup in favor of dps harbingers and reapers with support druids, support firebrands, dps dragon hunters and dps scrappers.
  3. I have mixed feelings about this question. I would prefer more boon-rip excluding stability. Most of the time I die in a zerg due to being stunlocked for 5s. You can have every other boon overstacked and still slag and die if that one boon is stripped. More boonstrip, but have stability stripped stack-wise. Or a maximum stun duration of 3s.
  4. The invisibility effect (half-transparent model) is included in list of hidden ally effects. For WvW guilds it is important to know that all squad members are invisible after a smoke blast. Thus, please exclude the invisibility effect from the list of hidden ally effects. In the meantime, we use the setting "exclude squad members", so their invisibility effect is excluded from being hidden.
  5. Then you don't get bags, because your group does not kill the enemy. Or you outnumber them already so much that you wouldn't have mattered anyway. Supporters play tanky builds and most don't push buttons that do damage to enemies. To the loot system that seems to be the same as not pushing any buttons. In my opinion, spreading a bit loot "for free" is still a good enough downside for such a simple system. This would also solve the tagging-issues, where you need to use otherwise useless skills just to tag for loot. Or all the times a guild asks to lower dps on dolyaks/sentries for the supporters to get kill participation. The alternative would be to track who healed and buffed the dps player how much whenever he does a kill. To me that sounds pretty computation hungry.
  6. how about every player close to a dying enemy get the same loot? Instead of a system detecting and calculating contribution, it would only require a distance check.
  7. I think I read back then that the ICD is per player. You still cleanse the same, but only every 3s is one condition converted for each player affected.
  8. I wonder if they bring back the original rapid regeneration. Perhaps it is less overpowered with MDF nerved, but once it was the reason for complaints that RR+MDF with regen medkit carried groups in WvW and PvP pretty hard.
  9. True, I neglected the auto attack you could be doing while dodging. But I come from a WvW background, so you don't get perfect rotation. Most of the time, you don't get any rotation at all done.^^ You dodge anyway, and then the additional damage by explosive entrance exceeds the percentage from the sigil. Outside PvE it also has the benefit of adding additional AoE bursts instead of a continuous increase. Those will more likely cause downed enemies. There is also the upside of having more evades, which is also very nice outside PvE.
  10. - Dismounting in-fight also counts as weapon swap and triggers corresponding sigils immediatelly. - WVW: Hitting a breakable wall with auto-attack will cause its chain skills and trigger its support effects. Examples: Stacking might on hammer Giving alacrity/barrier on mace to catapults -MDF shares the heal pulses of Elixir gun-5 and mortar-5, amplifying the effects - You can cancel hammer-3 by switching to a kit and then the weapon-switch button. - On power builds, energy-sigil is often a dps increase over bursting/impact thanks to explosive entrance.
  11. My special buff bar is regularly overflowing. I had to move the map to the top-right corner to see buff food duration and weapon stacks consistently. The example is in PvE, but also in WvW. Can Anet maybe divide the special buffs into a third row? One for buffs from traits and skills, like mechanist-sigils, pinpoint-distribution, assassin's presence etc. And one for buffs from banners, food, enhancers. https://i.imgur.com/DMJzbu6.jpg
  12. This power-build is optimized for strips, CC and burst-damage while providing cleanses and stealth. I ran it a few times in a 15 people guild raid. Depending on the fight/enemy movement you can still compete for top-dps and sometimes reach chronos in strips. If your enemies camp in nullfields, symbols and traps, then not. ^^ The cleanse is roughly half of a healscrapper. The build pairs well with an alacrity-tempest. http://gw2skills.net/editor/?PegAIRlNw0YbMP2JOyW2teA-zVIYRUxXINFBZWAdnA2eACo3i+LbA-w EG for acid bomb (high dps), cleanse and stunbreaker. Grenades for ranged pressure and burst damage (use increased splash radius/speed to hit despite projectile hate). Alternative shredder-gyro/flamethrower for easier/consistent damage without bursts. Medkit for cleanse, blast-finisher, swiftness. Alternative med-gyro for increased superspeed uptime. Tools traitline doubles the mine and adds glue-trail to EG (1s immobilize). Also reduced CD on grenade-barrage. Energy-sigil is more dps than force/impact due to explosive entrance. Max Strips: Throw mine: 2 mines, 2 strips each + absoprtion sigil 3 Minefield: 5 mines 1 strip each, Absoprtion Sigil: 3 for each interrupt. 5 Target CC via Hammer-5 (stun), hammer-3-Combo (2*stun), mine (2* knock down), explosive entrance (stun via flashbang) Also, there's glue-trail for immob-trail on EG. The damage is around 30% lower compared to a pure damage build like http://gw2skills.net/editor/?PegAIRlRw0YQMP2JOyLvteA-zVIYRUxXINFBZWA1mA2eACo3i+LbA-w The group is also missing the free fury, your crit chance is lowered, and no ferocity buff. Assassin pieces can increase avg. damage by around 3%, going up to 70% critchance.
  13. I like better visuals, but I don't hate the current ones. I would highly dislike a rocket launcher kit replacing bomb kit. bomb-kit is one of the few non-projectile dmg options. Rather than that, replace mortar with rocket launcher. But remember there is also the rocket F-skill of rocket turret, which gives you a taste how anet visualizes how a rocket should fly. Keeping that in mind, I don't really need a rocket launcher as well. ^^
  14. I actually ran a power build with mine and tools in a guild raid on Tuesday. Sadly, arcdps gave me troubles on that day, but I heard from others the strip count was competable with our other sources. It is a large dps-loss, though, regardless if you swap out grenades or shredder. Excessive energy (+10% while under vigor) can (over)compensate modified amunition (+2% per condition on target), but taking out firearms drops your critical chance. A few times the measured crit rate was at 65% compared to other engineers running firearms with 85% crit rate. You also lose the free group fury of no scope (4s fury when critting foes within 450 every 8s) and its ferocity (+150 ferocity while under fury). We don't run heralds, so fury uptime is not 100%. If everyone runs mines, we might hire a bomb defuser. ^^ I also chose flashbang (explosive entrance stuns foes above 90% HP) instead of big boomer (10% dmg increase on foes with lower HP than you, 300 heal per explosion) and with steamlined kits in combination with elixir gun (glue trail, immobilize for 1s), you have a strong CC increase. A comparison with another power scrapper running with the full damage variant showed something around 20% dps loss, but still comparible to our dragon hunters. I would not use it in a healscrapper build, though. You need all the cleanse you can have, so only switching out bulwark is an option, which is the only group stability and projectile block in most setups not coming from the firebrand. Also, taking in tools makes you either drop Inventions (MDF: heal, soothing detonation: heal, energy amplifier: healing power, reconstruction enclosure: protection) or alchemy (health insurance: heal, comeback cure: heal, purity of purpose: boon output). Either case is a large heal and support loss.
  15. Support mech is gread in fractals! Except underwater. Where the hole trait line and the Mecha-skill is useless in a support build. And of all skills, only the barrier signet remains with some use, but offers no healing of buffs. Why can't the golem just swim? Same mechanics, all mech-skills are target-based anyway and the KI for underwater pets works for hunters. Or at least make the mechanist count as mech with F1-F3 available. The decoupling from the golem HP-bar has the trade off of the missing golem HP-bar to draw aggro and act as a shield.
  16. Most Firebrand supporter Builds in WvW do not seem to use quickness share. Usually they don't take Liberator's Vow, Stalwart Speed or Mantra of Potence in favor of Archivist of Whispers, Weighty Terms and Mantra of Lore. So, only Swift Scholar remains for 2s quickness on tome swap. The dropped skills have their quickness duration halved in WvW anyway. In PvE however, ritualistic stats let the condi-dps-firebrand now offer a 100% group quickness uptime. Interestingly, this pairs well with the support-mechanist which brings easy 100% uptime for alacrity, fury, 25 might,. vigor, protection and regeneration. There, the mechanist actually over-cleanses/heals/barriers while offering utility, possibility to swap to scrapper for stealth and the mecha itself hits for half a damage-dealer. I prefer that actually over the old HFB+Alacren composition. Fails underwater, though. One big reason to bring Scrapper support in WvW remains the group stealth. Bomb-kit + 4 blasts if you train a bit, + sneak gyro for restealth. Many put a support-scrapper in each group just because of that.
  17. I like how consistent they adapt medical dispersion field: 15-09-29: 12% to 20% 18-05-08:  20% to 50% 20-02-25: 50% to 25% 22-03-29: 25% to 15% From past patches, I would expect them to remove the WvW split again at some point for an unknown yet reason. That aside, the hole reason Anticorosion Plating is preferred and Purity of Purpose is valued so highly is the condispam in WvW. Despite having pure power comps in most zergs for years, you get drowned in conditions in every zerg fight. Only crowd control conditions and vulnerability should be available for builds streamlined for power damage. Currently, they are buried under damage conditions that are spammed for free. Enough to have a support scrapper in every subgroup doing 4 cleanses per second over minutes. Just take the classic Power-Scourge Build: http://de.gw2skills.net/editor/?PSABs2djlNwOYIsHmJOyL6vcA-zVRYBBLG9syIzUo7Kw2DQA7h3i+nRA-w Free burning, bleeding or pain in half of the skills. Nerf the random condition spam and ACP/PoP will indirectly be nerfed and considered for something else.
  18. Projectile finishers only affect one ally, though. So, a light projectile finisher will cleanse one condition from one ally close to the enemy that was hit. And since most projectile finishers are blockable projectiles, some with 20% combo-chance, chances to make use of this effect are extremely low. For example, using mortar-1 (100% chance, 0.8s activation time, combo effect only if projectile passes through target) on heal-scrapper could potentially cleanse 1 condition per second, but only if there is no projectile hate & an ally is within radius & the enemy is hit correctly & the right combo-field is triggered. For group-content all projectile and whirl-finishers are very underwhelming. I would like an AoE-cleanse though, then nerfing it by reducing the chance of all projectiles to 20%. Or having the bolts piercing/bouncing. Increasing the radius slightly has in my opinion hardly any impact.
  19. I second Dawdler. I usually use mortar for main damage and often go rifle if I need breakbar CC, though. Hammer-5 + hammer-3 delas 300 defiance bar dmg at 20s CD and takes a moment, while rifle-4 instantly does 330, rifle-2 gives another 100 and rifle-5 in shredder-toolbelt another 100. Mortar is better for AoE dmg and offers more utility (e.g. ticking blind), while the 1 is decent damage. Take medi-, blast-, shredder and bulwark-gyro unless you get too many condis. Bulwark for quickly restoring barrier, projctile denial, stability and superspeed-source. Rune of Scholar works well for story content. Chronomancer gives higher quickness uptime and probably better crits, but not sure it's actually more damage. both seems valid to me by feeling. ^^
  20. For one thing, I agree that PoP was too strong, especially against burning (converts to aegis). However, if you have a scrapper per 1-2 groups, chilling fog still gives you permanent alacrity. Just not stacking up for a minute. However, since the cleanse-count was not nerfed (unless you count vulnerability converted to protection triggering anticorrosion plating) I doubt condition-based setups will fare much better now. What's bothering me, though, is that arenanet argued that PoP was nerfed since it was the dominant choice in Alchemy Grandmastery. I don't see anyone using iron-blooded (on a minstrel-heal-scrapper!) or HGH (with only EG-5)... I mean... minstrel-stats, iron-blooded, protection injection, adaptive armor, damage dampener, overshield, soothing detonations, backpack-regenerator, durability runes... then you're basically in spectator-mode. ^^
  21. Medkit-F1 gives 12s of self-superspeed. Except, it's only 10s. 😉
  22. The new cap of 10 s superspeed conflicts with Speed-Of-Synergy. F1 of Medikit gives 12 s superspeed in tooltip, but only 10 s in reality because of the max-cap. Please update either the tooltip or increase the max-cap to 12 s. Tooltip reads: "Self Superspeed(12s): [...] Maximum duration 10 s." Screenshot: https://i.imgur.com/T2WHqLq.png
  23. Yes, I highly recommend using the new quickness trait for all support scrappers in WvW. Comeback Cure and Soothing detonations are still a pretty big AoE heal, so I would take them instead of backpack-regenerator and mecha-legs. Shield+Overshield+Anticorrosion_plating is also a nice combination I often choose. In organized groups, people want the hammer-stun, though. However, with those gyros you have a base-uptime of 70% (not counting sneak-gyro), so +41% boon duration would be enough for 100% uptime. Since the build also misses the strongest cleanse-skill from Elixir-Gun-3, one could also slot that back in, but then you would need +100% boon duration. Usually 100% uptime is not required, though. Firebrands give a little, too, and you don't need quickness that much outside bombing. With the default build (full minstrel and with EG) you have +75% boon duration and thus 87% group-quickness uptime.
  24. The almost ancient hint for using a rifle is 2-5-3(-4) and then use anything else. ^^1200 auto-1 is actually already long-range and sometimes even takes corners to hit enemies for some reason.With auto-1 and 3 I use it to tag quickly with some mobility of 5.So, for tagging it's even a long-range weapon. ^^ In a duel, 2 at long-range is easy to evade while 4 should be avoided unless you have stability or can kick enemies of cliffs... perhaps preventing rezz, but even then it's bad.Still, 5 can hit pretty hard, so rifle still see its uses at meme-builds (like pbm holo or snkea-grenade-scrapper), where high bursts are needed. And there 3 adds another quick burst after 5.It's mostly used as a meelee-weapon there, though. Tranq-Dart is in two situations preferable to weapon-auto. It has higher condi-dmg-output than pistol on condi-builds and it applies perma-weakness while hitting. The latter is good for fighting other burst-heavy classes, like warriors.
  25. I can verify this. I monitor and compare our WvW-guild healing output occassionally and in longer fights firebrands typically have 1/3 of the healing output. Also compared to other healers the total healing output is higher. Healing-tempest is pretty close, however, a heal-scrapper actually reduces healing-numbers from a tempest with its sustain-healing and regeneration spam.However, with medkit-4 and -2 you also have burst heal, while layering Regeneration, EG-5, Mortar-5 and Medkit-1 is a couple thousands heal per second. However, firebrands and healscrappers do not compete!You need a firebrand in every group for stability, aegis resistance, defenses and some utilities.You need healscrappers in every even fight just for the cleanse, because cripple and immobilize kills the zerg. Against decent enemies Firebrands can not sustain their group with healing enough, either, so the healing output is essential.Especially since many Scrapper cleanse- and heal-skills don't apply boons you can overcleanse effectively, meaning you can support multiple groups. That's why you usually need only 1-2 scrappers per 15 people.The current stealth-blast-meta with sneak gyro comes on top of that. At the moment we actually overstack guards and engineers in our gruild-squad since both can switch to viable dps-builds on demand without re-queuing.
×
×
  • Create New...