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Aetatis.5418

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Everything posted by Aetatis.5418

  1. glad you're bringing it up. maybe it's just the tooltip. i'll check again. thank you. did you try them out in PvP and WvW an your holo though? thats what i am describing in the second part. in PvE sword skills do as described in the patchnotes on a holosmith (and holosmith only). NOT in PvP and WvW (which shouldn't have gotten the changes, except for autoattack. yet skill three has received the update in PvP and WvW, skill two hasn't). with the addition of sword skills cooldowns working differently for Scrapper and Mechanist compared to Holosmith in all three game modes. edit after testing: nope, its not just the tooltip, it is as described in the first post.
  2. Game Update Notes March 19 Gleam Saber: Reduced the cooldown reduction from 3 seconds to 1 second. Refraction Cutter: Reduced the cooldown from 9 seconds to 6 seconds in PvE only. Radiant Arc: Reduced the cooldown from 14 seconds to 12 seconds in PvE only. Increased the power coefficient from 1.8 to 2.5 in PvE only. The Cooldown reduction for the Skill Radiant Arc does not apply to Scrapper and Mechanist (its still 14 sec). Is this an oversight or intentional? The other skills do have been updated on both elite specs. (PvE) Additionally the Update says "PvE only", but it does apply to PvP and WvW aswell in a weird way - see "edit". edit: in PvP and WvW, the sword skill Refraction Cutter received a cooldown reduction on Scrapper an Mechanist (6sec now), but NOT on Holosmith (still 9 sec). Its the other way around for Radiant Arc, it didnt receive a cooldown reduction on Scrapper an Mechanist (still 14 sec), but it has been lowered on Holosmith (now 12sec). I am going to repeat myself: oversight or intentional? yet another edit: Just realized - should have probably posted it in the Bugs section of the forums (?)
  3. nope. i mentioned heal/full support, condi alac and dps. the perma boons i was talking about were obviously support
  4. shoot, thats the part i've missed too. what was it called again? facebook syndrome? answering but not reading the original post close enough. so going back to that. i have still the most fun on scrapper really. it reminds me of playing reaper, with big aoes on a short cd, perma quickness and a second lifebar(barrier). with the addition of the possibility to give grp. support. feels a ton more durable than holosmith to me. and thats the selling point of scrapper, isnt it? like i go mostly berserk stats and three diviners to cap out on quickness, with firearms and explosions (almost the same pure damage build thats being used for instanced PvE. (including dps food). i am changing only one trait between solo and grp play. (short fuse solo, glass canon grp/events with lots of people). two traits if quickness is already covered (applied force instead of kinetic accelerator) i dont have to take alchemy or any other trait-line to e.g. kill champions, like i do with holo - maybe i'm just a bad holo player though.
  5. power quickness scrapper is nice to play. (so is heal qscrapper) fairly easy rotation and can take a punch via hammer 4 and barrier and has a little protection aswell as very little healing for the grp. + vulnerability, superspeed and minimum 240 radius quickness ofc. and its kinda flexible from fight to fight (not during a fight, see below) i dont think its in a bad place, its just that other professions have more of what looks juicier. e.g. in comparison to quick harbinger and firebrand. qHarbinger is similar easy to play, brings fury on top, some might, a little regen and swiftness, outdamages the qscrapper by quite a lot (roughly 5kdps). is, depending on the situation, less durable however. Condition qFB is also relatively easy to play, brings more boons and dps - but what sets FB really apart is: it is more flexible during(!) a fight - e.g. if the situation demands reflect, some stability or cleanses you can switch into f2 or f3 tome, if the support from other sources isnt enough. if you're trying to do similar on a scrapper , you lose even more damage and you're stuck with your spec for the fight. and even if you do bring different utility, you can't really controll when to use it, because (again) in most situations you need the skills to keep up quickness (e.g. purge gyro, function gyro, bypass coating, blast gyro, bulwark gyro/defense field - that can also kill you, if grp members receive damage) BUT never forget, that scrapper is "meta" in wvw for 4 entire years now. the combination of pumping big heals, projectile hate, condi conversion to boons (and A LOT at that), stability and invisibility makes it one of the biggest group-players - just behind a FB.
  6. vigor depends really. with med kit 5 and mace 2 easily 100%. there is a reason anet took away vigor from barrier burst. fury you're right - the mech inherits only 50% of your stats, so the fury given is not 6s per pulse as stated in the trait (at 100% boon duration. obviously less with less boon duration). didnt think about it. i stand corrected never said dps condi mechanist does anything else than 40k dps. 40k dps as a goal - yeah maybe. what makes it powerful is the ease(!) at which you can come very close to those 40k dps and the playability in real situations. not just the golem. that is part of "the power creep" - by that i mean boons and damage are creeping in slowly and trivializing some of the (older) content. thats not only a mechanist thing, but mechanist is part of it. now, from a "side by side comparison of professions" point of view thats however a good thing - so noone feels being left out for not doing enough damage... theoretically. and i support the idea of "bring the player, not the profession". i was just trying to write down how and why mechanist is being perceived as powerful. on the support side - i do get what you mean (or what i am reading into it). its firebrand here, firebrand there, firebrand everywhere. i'd love to have less firebrand and more other professions yes, but not necessarily by closing in on support capabilities to firebrand level ( or chrono a couple y ago ) i very well know that mechanist loses tool belt skills and has no wepaon swap - the shift signet in particular is still being perceived as "loaded". anyway, there are balance patches coming that will shift things around a little again maybe. and hopefully not a sledgehammer and more subtle.
  7. A support mechanist does: Perma - 25 might, fury, protection, vigor, regeneration, alacrity. For your group(!) + Barrier, extra projectile hate, long lasting stability and 20k+ dps (more with ritualist or cele equip, although celestial is not wanted in some raids, due to toughness aggro mechanics) If you're not on heal duty. Edit: and CC. All of that combined (always accessible) without giving up much, If anything. That is a lot of role compression. A condition alac mechanist (with less of the support kit) does over 30k dps A condi mechanist does: Over 40k dps Every Mechanist has signets with a utility density, that is extraordinary and therefore also very useful in (smallscale) PvP scenarios (blink signet, heal signet), aside from PvE. Controlling the mech can be sooomewhat annoying. I dont care, that mechanist is on the easier side, buuut it feels a little overloaded with utility and damage. Thats why people shout "powercreep"
  8. @ reddie.5861ah right i missunderstood that gear sentence. after reading it again i see what you said. however, i still dont see the gap you are talking about. the warclaw maybe. okay, point for you!but the food? really that is hilarious?100 points more is the least of our problems. not sure if you are trolling by now.adding to that: as someone mentioned, it is a pot that everybody can use for 5min. often groups even write "food at xy". so a lot more people benefit from it.how often do i see people without any food? they are all over the place. so groups sharing their cooking supplies with the server rather closes a gap than creating one. the other claim about PoF classes "mostly". yeah most notably firebrands and scourges.Heralds, Scrapper (to name zerg classes too) and all sorts of roaming specs areHoT specs. if you were talking about core specs being neglected i'd be with you.i mean ANet even included HoT into PoF. once you buy PoF, you'll get HoT for free. you dont have to buy HoT and PoF. for me that is closing a gap - not creating an additional one by adding more and more things you have to buy individually.
  9. i think you over exaggerate big time i agree that some builds are just too good or too bad. but food? really? no!look at Bowl of Orrian Truffle and Meat Stew. that one is available to almost everyone... i dont see the gap you are talking about.it has never been easier to play WvW and fund your equipment and food than it is today. and reading about equipment being a gap ... made me laugh.
  10. reveal is really lackluster imo.whatever skill has a reveal-function can be dodged, right? lets have some utilities that allows you to see stealthed targets instead. looking at you "utility goggles"
  11. works fine for me. core, scrapper and holo.edit: gadgeteer overwrites the new effect with the old one. thats true though. i assume they forgot about that trait. incoming fix... soon. now something nobody mentioned beforehand. the reveal is now available to every engineer-spec - which isnt too bad. right? right?!
  12. Lately i have been able to use F1-F5 skills on my Scrapper while using a Dragonbanner.When i pick up the Banner the F-Skills arent usable, but after dismounting (while still using the banner ofc) sometimes they reappear. I am not sure if it is a bug or a feature to be able to use the F-skills after dismounting - OR if it is a bug/feature that i can't use them when i pick up the banner. I know in the past F-skills would not function while using a banner.So please enlighten me - or fix it. the one or the other way. Appreciate your time o7
  13. i really dont know why everybody is so upset about gw2 raids. -> ...new raids take ages to be announced/released dont compare it to WoW and FF14. gw2 is not the same game, ever tried to consider more factors than raids only? company size? amount of content available? gamemodes available? be more reasonable. -> ...no progression set yourself goals. no death runs (no downstate). speedruns. different class setups. do all the mechanics instead of skipping them with dps. can we skip mechanics with scrappers only? survive e.g. enrage for x amount of time (if it doesnt kill you 1shot ofc). did you every do a raid with a profession/specialization you enjoy playing, because it feels good playing (visually, skills, traits) rather than the max dps/support it can squish out in a group of 10 people? (i am not saying you should be doing a snowflake build with 3k dps and no support. but try the best you can with a profession you enjoy)i know, this is a hard one and i admit it would be easier if achievements for those things were build into the game**, because doing it yourself = work... and we all know this is something everybody likes to avoid (at times. expecially during our free time). **(titles, little extra rewards like e.g. special infusions that show "you've done a special thing", weekly reward for the fastest groups/groups with least deaths (a score system so to speak))
  14. Reaper GS AA is ranged? smbdy forgot to implement/code the "ranged" then - but it would explain the 3/4s cast. (#salty) however, i cant imagine a GS using thief - but this is maybe due to a lack of imagination. anet implemented some weapons "out of sight" already. nothing is impossible
  15. old stats (a zerker skull backpack was reset), new stats.~~ (still some harriers without reset) LWS 4 trinkets~~equipped, visible bags, invisible bags, bank.doesnt matter. some did reset, some didnt. only LWS 4 trinkets seem to be consistent. they were not affected by the reset. in my case
  16. on low hp classes it can definitely help to have some extra vitality.some will cry out loud, because berserker is the better dps-stat - but personally? i use some extra hp on elementalist aswell, as i cant get the hang of 11.6k hp in almost every scenario, since elementalist has less survival-abilities (e.g. aegis on guardian).if your goal is to improve, use some marauder at first and reduce it once you are comfortable enough. changing stats is pretty cheap nowadays -> mystic forge https://wiki.guildwars2.com/wiki/Stat_changing as long as you keep the idea of your build (power in this case) nowbody should blame you to have a safety-net at first.another example here: for a veeery long time i havent been paying attention to some boss mechanics, or couldnt time my dodge properly (istan whirlwind on the champs, ascalonian tombs - the daggerstorm(kohler), having 18k hp on my engineer guaranteed survival, while not losing much of my damage (2%ish).unfortunately enginner is only comparable to soulbeast in merge (traits with extra hp vs merge with extra hp) and not ranger in genereal - you would have to invest a lot more in hp on a ranger/druid. thats when this come into play it all comes down to very specific situations.dont think about it too much, since changing stats can be done quite easily (armor and weapons) as i mentuioned earlier.
  17. this inconsinstency is bugging me aswell. i got used to it however - but i would gladly accept a change here. would make things easier, for less experienced players aswell.
  18. And a good thing it is. It is a breach of ones privacy that encourages elitism and goes against build diversity. privacy =/= feel good space, rest i could agree on. would be nice though if i could watch what skins and dyes others are running.i can only encourage you to whisper them, even if it can feel bothersome sometimes.it helps to connect with people.
  19. I like it now. Very high lf with very reliable projectile with very high speed and very good animation. Top skill /s the old skill was so very better. much rng. wow mechanically it is now way more reliable than the previous version.thats the major point to me.atleast i can use it in pve now (outside of golem benchmarks).pvp - well yes, still underwhelming. true. plus the skills lost its ability to do big numbers, when all the planets align once every 2300 years.
  20. oh yes. i was assuming you've got the expansion. sorry about that. without e-specs its again a different story. core rpofessions lack many things in regard of "specialization" such as healing.the closest thing to a healer "back then" was hammer guardian with perma protection and healing symbols (also providing stunbreak/stab when needed, reflects and minor offensive boons). but its not used anymore, because it doesnt offer enough. if it would deal a sufficient amount of damage, which it did during HoT (when PoF was not a thing), it would be still a thing - not meta but good enough, because QoL technically it is possible to specialize with core professions (core game), but they would do only half the job an e-spec can do. if you want to run raids at some point, you need HoT anyways, if i am correct. think about it - it is worth the money, even without playing raids.
  21. elementalit is a very good healer. (a lot more range via auras than ranger)the reason why everybody wants a ranger is the offensive boons the ranger offers, not the heal itself.the heal + boons + class specific offensive support makes the range so desired as a second healer in raids however (10man) ele is pretty good, since most buffs, the ranger pumps out, are limited to 10 people instead of 5. so stacking two is abundant. in terms of healing, the ele is the better healer imo. and can make 5man dungeons a breeze (fractals). the better your group however, the less healing needed and the offensive support of rangers is worth more. the meta changes constantly. the druid is still desired, but there are better combos (for specific encounters) already - if groups go for min-max. people are just used to proven builds and combos.i dont know if it is worth changing your profession right upfront. if you want to get very easy accepted into groups, druid is (still) your way to go. buta. for how long?b. what do you enjoy playing?if you cant stand druid, dont play it. if you are up for "more" min-maxing, play it.at some point in the game, you will have multiple characters (because gw2 is very alt-friendly), then you might change professions on the fly. it shouldnt bother you too much, unless you want to really really stick to one profession only.
  22. same as wh 5 but on a way shorter cd. pure LF generation.how many of "us" were crying about lf generation - here we got it. still not enough? idk then
  23. FitG is fine as it is. if i would have the opportunity to change something, it'd be 2 stacks of stability at most - given the amount of cc flying around endlessly.looking at similar traits (although being minor traits) it fits the theme with 1 stack already, plus a stun break. i dont think anet is going to revert the shroud reduction to what is was with SoS - did they ever revert something 100%?after so long i'd be glad to get a 9sec shroud cd to match weapon swap and sigil cooldowns = a tiny bit less micromanagement.most stun breaks got a heavy cd reduction over time (which they needed) - but coupled with a 7sec shroud + FitG (not talking about a buffed version)? idk when changing traits and skills, one has to think of all the specializations too.giving core necro more stab - no probgiving reaper more stab - first thoughts of possible abuse come into mind. (it would fit the theme of unstoppable reaper however)giving scourge more stab - that sounds like a lot of people, playing against a scourge, will be pissed. that amount of area control coupled with a lot of stability. phew!
  24. So steadfast rejuvenation does not proc the dmg reduction? What about life steal in destruction and the aspect of nature from shiro and ventari?I m currently torn between healing power and some dmg and boon duration and some dmg.Durability is on my list but grove also seems kinda interesting to me. High prot upkeep and healing power is fairly nice for champ tanking and I get a good amounts of boons early on. Unyielding Devotion might work like sanctuary runes and need a trigger for the healing check, like on-skill-activation, on-hit, on-crit, when struck, etc. I don't think Steadfast Rejuvenation or Facet of Nature w/ Ventari will work. LIfe steal will probably work, but I haven't tested it. Well i test it if I get to it.My goal is to get a constant health intake and dmg reduction stacking coupled with decent dmg output.Maybe shiro-ventari. Good mobility and sustain. Staff and Sw/Sw for full on melee. Maybe hammer as backup. Commader gear could also be an option. I mean I wanna be tanky so why not be the Group tank. As a Rev tank, you'd be much better off going Harrier/Minstrel... Raid tanking is all about consolidation of roles, which is why Chronos were the standard tank for so long--they had to be there for the boons, and they do less dps then the dps/bs, so by having them sacrifice dps stats for toughness, your group lost less dps overall. Going Commander would just be having a guy tanking and doing less dps than everyone else--if you went Minstrel, you could be the tank, the healer, and the group's alacritybot, freeing up another dps slot. Not talking raids. Just standard stuff with Guildies. We don't have enough ppl, time and motivation to raid^^"Group Tank"there is nothing like a real tank in gw2. in a few encounters and against some mobs, toughness is ONE factor for increasing aggro . in even less encounters it is the main factor (SOME raids).so just by stacking mitigation and toughness you wont be the main tank. maybe two of your mates are squishy, do more hits/s, have a certain range to the mob/boss that increase aggro. then you traded dps for personal mitigation that you wont need.its better to have active abilities to boost your group play. dwarf elite, heals, other support (vigor, whatsoever - depending on your group composition) while squishing out the most dmg - or atelast a comfortable amount. edit: and sure you should be having fun/success with your build - if (main)tanking is your thing though, you will be having a hard time here in gw2
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