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foxtrot.6902

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Everything posted by foxtrot.6902

  1. For quick scrap, nothing wrong with mine, shredder, & blast. Solid damage and should keep you plenty of comfy on quick uptime. After ~x2 rocket charges can even pullback on using off cd once you get more conformable with timing. Let's you sit on function gyro for raise utility and nice superspeed uptime for group. Can use mortar to cover ranged moments you spoke of, dmg not stellar but at least not just sitting there and it does have some great utility (soft cc & useful combo field to blast).
  2. Seems valid in sense of where game has gone and comparing to things like shrouds, firebrand, etc then like mentioned all the swap/on use icd give no edge these days except flock which doesn't work for med kit but for mantras, Rev, etc. There is the argument however for the "on demand" flexibility. But shroud, tomes, legends, all count similar without being locked out of weapon set after. That said, still wouldn't want weapon swap. I'd rather see kits (and maybe turrets!?) be updated to be better. Most kits can't keep up in damage and are generally confused like, kind of ok for power or conditon but also not really. Keyword most, yes grenades exception and for a pure utility elixir gun is great though could do with out the blast back on acid bomb... Give kits better aa across the board (preferably not aimed and button spam). Pipedream, different aa based on main weapon but that's asking too much lol. Easy example tool kit #1, the aa sucks, update it to be competitive to an actual melee weapon. Bomb kit is one of few decent power aa but no one wants to roleplay doing squats. I think if kits had better #1's with some soft # tweaks on other kit skills there'd be a lot less fuss about this topic. Using kits for damage comes at more of a cost than just the utility slot, indexing in & out for ~1‐2 skills with gcd + cast times has a fee. Example being rifle turret is pretty close to grenade dmg for single target power builds and a whole lot less work/risk.
  3. 1) Stuns, daze, etc. spam. I get it, unplugging your opponents controller is a good way to win. But it's a little out of control. Not every profession is firebrand with gobs of easy accessible stab or a profession with gtfo blink/invuln stun breaks. Easy lo-fi solution add some stability to using a stun break for some professions. There should be an opportunity cost for face rolling stun attacks. All the traits that activate on being stunned generally come with long icd. Granted might end up crashing the server if something like autodefense bomb dispenser had no icd. 2) some professons are absurdly slippery where others just flat out can't compete, would like to see that gap closed a little. Like...no point in engaging slippery is kind of just dumb.
  4. The golem uprising demands smaller size like ranger pet and/or option for asuran style mech
  5. Anyone else little bummed on glueshot cd increase? % wise that's a pretty big cd jump. The extra water blast/karakosa bump on 12sec is nice. Mace/pistol I feel like is a bit of a sleeper but actually pretty solid. Little less dmg than hammer (~3-4k dps from goofing on golem) but packs more support. It fits pretty perfectly in between hammer full dps and mace/shield full support. Been having fun changing it up (bow a bit of a dud) and using in scenarios where a touch more support is needed/welcomed with a reasonable cost/benefit.
  6. Honestly offhand pistol isn't too bad for power after coefficient updates. Mace/pistol was maybe in neighborhood of 3k less dps than hammer when goofing around on golem. Which really isn't bad but I also didn't go hard on testing and you won't get as many confusion procs with stagnant golem. edit- thought glue shot was getting changes but still looks like 12sec cd in pve so extra blast finisher is fun as well
  7. Team: make it a hybrid condition/power weapon like rev short bow.
  8. Honestly, it's hard to give any feedback on with just how far off the mark it is for an engineer weapon and not trying to be dooms day hyperbolic. It seems easier to just scrap the whole thing and go back to drawing board. If it was a kit, I could see it getting some play as it is now. Even if we had weapon swap (which I don't want, would rather see kits brought up to speed) I don't think I'd want to be locked into bow for 9 sec as it is now. Guild Wars 2 is super dynamic, this weapon isn't and feels out of place. There's all the small stuff that could be polished on short bow like radius, damage, boons/buffs, cast time, etc etc but plainly put, it plays poorly. "Same skill different flavor" is a tough sell for engineer's one equip-able weapon, you'd be giving up too much. From a PVE support perspective, I don't get it. Much of what short bow has to offer is extremely redundant. A majority of the skills play as more of a nuisance with field clutter working against trying to do anything with intent like blasting water fields. From a pvp/wvw point of view, it's another engineer item that leaves you feeling like you're trying to play a first person shooter with lag against people with zero ping and aimbots and the payoff doesn't really seem worth it ex) Kit swap time (for 1-2 useful skills) > aim time > cast time > slow projectile time > flip out of kit time. All those dead time points = zero counter pressure. It takes ~2sec to cast time> air time > fuse time > detonate, but ya once one's detonated you can hit the same spot to auto-detonate others. Again, not very dynamic and doesn't work for much of what Guild Wars 2 is and how it plays.
  9. Ya! Need to pick something that can't be made worse by "fixing"...like most kits lol. Think there might be little less upheaval on bow being advertised as support at sake of dmg if we at least had a decent damage kit to fall back on that offered more than a swap into for ~1-2 skills. Since locked into one weapon. There's grenades but man I'm sick of chucking those for past 10yrs as only decent dmg kit, as well maining grenade kit sounds, not fun lol. I think bomb aa are still decent? But doing squats nonstop in front of a boss doesn't sound particularly fun either.
  10. That's what I'm hoping for a solid hybrid weapon with some field & blast finisher action obviously. Might be kind of fun to get access to another ice field or more accessible ethereal but understand why others wouldn't want that. Definitely down to be surprised, we don't get weapon swap so hope 1-5 are good. Mostly hope it's not another lob projectile weapon you can out run with swiftness. Edit: and hope it's that more lo-fi dynamite taped to an arrow vibe lol
  11. Energy on both is how it's currently done, ya. It's just an observation not trying to jump 20 steps ahead on how they'd balance it, there are tons of options on how to approach that. Long and short, I'd be down for any tweak that let's you play the game more vs playing the energy bar.
  12. At least as far as great sword & sword go, excessive dmg output already seems kept in check with cds so having an energy cost on top of that does seem like a double tax. At the expense of being able to use utilities/legendaries as needed for a situation vs having to swap for more energy. Would love to use the stun break in Shiro sometimes but there's probably like a 2.5sec window where that's actually available lol
  13. Be nice if they just changed them to a mist like egun tool belt. Aim time, cast time, air time seems like unnecessary handicap for a few sec buff
  14. wat? You're familiar with "Bountiful Hunter" ya? That's probably one of the best adept tier dps traits in the game lol. It is possible to both dps and support, that's a thing, it exists. Trait lines offering a choices between support/dmg/whatever isn't exactly uncommon.
  15. With Nature's Vengeance + storm spirit, the 2nd slam hits for ~1/2 dmg. Is that how it's supposed to be? Stone & Sun seem to give their full affect twice. I haven't checked Frost or Water yet.
  16. I'm not for a weapon swap, but would say engi has fallen behind a bit compared with the addition of new elite professions and their "toolbelts" and the addition of lengthy cds to on swap sigils/runes that (most) equal about a normal swap/use length for other professions anyways. Some examples being stuff like firebrand, professions w/shroud, etc that essentially get a weapon swap and 1+ kit while leaving utilities open. Again not for having a weapon swap but with core GW2 it was a drawback that came with bonuses. In the current state of kits and what other professions have to work with it does feel like a little bit of a handicap. I think becomes more prevalent in wvw/pvp where certain things turn into a must have ex) stab/stun break/condi removal/etc etc
  17. Wait you mean, please give engi the ele treatment? ele is an absolute beast in wvw (or any game mode right now i'd say), I'd love some of that treatment for engi lol... I think ele even has higher super speed up time now? Scrapper has been blasted hard into the ground, a good chunk of over correcting w/super speed nerfs... looking at x1 18sec gap closer. We don't have shadow steps, ports, or even really any snares like some other classes and locked into one weapon so not like can swap to a ranged. Yes there's mortar kit but if anyone dies to those sky watermelons that's on you... it's aimed with a 2 sec air time + cast time. Additional updates kind of kicked every engi spec in the shins depending on trait selection eg) tools cd reduction (shield), gadgeteer rocket boots reduction, and the elixir S action. Then there's rifle autos that can probably null dmg w/regen alone lol not to mention the after cast is brutal so not exactly easy to keep counter pressure going if you're swapping into kits often.
  18. idk think some might confuse easy versus flow, old definitely had a nice flow- the new changes I feel like are close but something is missing bc it feels way more clunky after getting to play it more in open world and strikes @Jerus.4350 happen to have that viable condition quick build handy? curious to check out for fun and having a hard time imagining anything other than a worse off core condition build that offers quick.
  19. Given scrapper changes and just in general- possible to take a look at regenerating mist water field duration (heal turret toolbelt) and thumper turret + toolbelt cool downs? The field is so short can't even combo it w/immediate throw mine. Always thought thumper turret and associated toolbelt could be more useful as well if the cool downs were a little more reasonable.
  20. Leaning towards "no" as well, I do like that feature/identity. But will say that restriction used to come with some sort of competitive fairness or edge (at a cost) many moons ago w/core specs. As things have changed other professions having essentially more utility/shear number of options on their "toolbelt", all the trait/runes/sigils got internal cool downs that are effectively the same as a weapon swap, general heal cd, or general elite cd, engineer does feel a bit at a disadvantage comparatively.
  21. If there is no plunger shot that does a pull I will be disappointed lol
  22. Dude ya, I gotta say they hit the quickness duration on the money. Even for qdps scrap if you wanted to take a 3rd gyro for little more support (vs pure dps or pure heals) eg) using purge/shred/blast. You can still hit 100% uptime like old build (with hammer, alac and ~35-37 BD). Purge actually isnt too bad w/toolbelt being off cd so can lay it down if hear orbital firing up. Game play is a little awkward but that's prob on me, need to prioritize a little different now. I never cared for mine + hammer due to flow, but cd reduction makes it fit in a little better seemingly so far and there's plenty of other options to explore/use. I think they nailed this one, managed to open up ton more options while keeping previous intact.
  23. Man if that was their intent (which everyone seemed to imply) talk about fail. Easier fix would remove -0.25sec wep cd from restorative and give restorative a fatter alac on activation with group share then move the -0.25sec wep cd to tyrants. Or something...Solve the non-realistic dps benchmark on a mob that doesn't attack, move, stun, or have invuln. Post has ton of great suggestions, only critique would be word choice on "Phoenix Protocol and Battle Presence would synergize" lol would argue against "synergize", eats two GM traits to be able to alac share and they work against one another removing healing haha. After last patch armchair players saying to stack more BD is a bit of a bust when the base duration is already so low as it is
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