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Ghos.1326

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Everything posted by Ghos.1326

  1. Hmm, a set up you can try could be something like this, to fit the theme... pistol/pistol carrion or rabid amu smoldering and doom sigils traveler or leadership rune (this trait line is a must for condi engi) firearms: 1-1-3 (go 1 if you choose to use a flamethrower or 2 if you want to squeeze out more power damage, in which you would want to change your amu to either carrion or something else) tools: 2-1-2 alchemy: 2-1-2 traits can be changed up to whatever you want, and utils you can do what you wish with those too.
  2. No not necessarily for warriors, i think their kit is fine since they only have 1 or 2 damaging skills with that specific skillset. more for groups that bring massive amounts of CC as well as absurd damage.
  3. Try using these traits: Inventions - 3-2-2 Alchemy - 2-3-2 Scrapper - 2-1-(whichever trait you want) You could run these traits with a healing turret + e-gun set up. Run paladin amu with this build. Let me know if that does any good (you can decide the other stuff like other utils and sigils/runes, oh yeah run it with hammer too) EDIT: in alch, you can also try 2-1-2 for more regen uptime
  4. Alright, I think it's time we spoke about this. I think it's time we implement diminishing returns with the sheer amount of CC that's in the game. Getting CC locked is not fun, especially when in a scenario where you're playing 3v3 or 2v2 arenas and throughout one moment in the game, you just can not move no matter what you do. Not only should this be implemented with the amount of CCs that are in the game now, but it should be implemented also because of how low cooldown those CC skills are. This is something to consider moving forward now.
  5. ALRIGHT!! For Engi, these changes were very solid. I think Fragmentation Shot (mainhand engi pistol autos) needs a further reduction in aftercast, another 15% would do. And, static shot has a bug that causes it to miss point blank range. Other than that, very solid changes. Now, next (besides the above mentioned things) is Inventions love. Put regeneration back onto Reconstruction Enclosure and include more regeneration boon granting/healing on other traits. As well, can we get rid of the whole grab a medkit mechanic for bunker down? It's way outdated. Provide a healing over time effect while inside of a circle on the ground. It fits the bunker down theme nicely.
  6. As a Scrapper main, I think this one particular change will put Scrapper in a much more sustainable spot: Rapid Regeneration. Currently, people take the damage modifying traits because of Impact Savant. Going offensive makes them "tanky", but then again doesn't because even with the damage traits the damage isn't that high. I wouldn't want to buff the damage since then you can potentially put Scrapper in an overpowered state. Rapid Regen coming back is a big step in the right direction. Now we just need to trade places for 2 traits: Impact Savant and Adaptive Armor, and bring back Adaptive Armor old functionality of giving you some barrier when you're struck on a 5 or more seconds cooldown. This would put Scrapper in a position to not need to sacrifice defense to be defensive.
  7. I prefer Scrapper be a bunker instead of being a budget holo 2.0.
  8. i'll need to dig into the rest of the notes. but in the engi side....well done. giving credit where credit is due. also, i owe y'all 10 sneezes. i'll have to stream it for proof.
  9. Ghos.1326

    Fun Wager

    i owe 10 sneezes. a bet lost is a bet lost. kudos, anet.
  10. Ghos.1326

    Fun Wager

    I'm going to bet 10 sneezes that, with this February balance patch incoming, we will NOT see mainhand pistol autos fixed.
  11. That's actually exactly why you run Alchemy with Inventions. Play a build with only alchemy and then compare it to a build with only inventions. the difference, unfortunately, is night and day. <sad engineer noises>
  12. If by reconstruction field we mean the trait in inventions, then yes zaddy. It did at one point but they removed it. Imagine Inventions, being the trait line dedicated to healing and defense, having healing and defensive options, but then anet coming along and getting its regen stripped away but keeping the GM minor trait that gives it more healing power for having regen....lel.
  13. You can use the "swap weapon" key to quick swap out of a kit. This works well when using skills like acid bomb in elixir gun to cancel the leap, or when using hammer 3 to cancel the skill in general (after swapping into a kit after using the skill). As well, however, grenade kit is the only kit right now in the game that doesn't have a 1s cd if you swap weapon key out of it, allowing you to go immediately back into the kit if you back out of it with said key.
  14. Yes, my friend. Inventions is officially lost, and forgotten. RIP to what was once our defensive trait line.
  15. Neat suggestion for turrets. Here's my idea: since they are stationary summons, I'd opt into drastically increasing either the amount of health they have (all turrets) or the amount of toughness they have. If anything would need to be nerfed damage-wise to make up, I'd be fine with that so long as they no longer destroy by being attacked almost immediately after being placed. Originally, the concept of the turrets was just as I explained, stationary sturdy objects summoned for point control either offensively or defensively. Also, I'd opt into the overcharge abilities having long cooldowns, but no longer only used during initial deployment, meaning they can be used over and over until they are either picked up, self detonated, or destroyed. This above suggestion would be very nice for the trait Experimental Turrets, which grant boons at a set interval (boons are based on what turret is deployed), granting a little bit of boon support for the self and allies while bunkering somewhere.
  16. Yeah. Unfortunately, and I've been saying this for a while, anet doesn't know how to balance the game anymore. One major change that could put Scrapper in the bruiser spot is change impact savant. Either replace it with old adaptive armor (gain barrier when struck) or rework how impact savant works. I'd prefer the replacement method, and impact savant can be where current adaptive armor is. They've put Scrapper into a black hole by tying their defense to their offense instead of them working together. but, because Scrapper doesn't do damage like other especs/professions and the damage isn't too high compared to them as well, the barrier you get from savant is irrelevant. So they're stuck letting go of all their defense to roll offense to get at least some sort of use out of savant, but then defeats the purpose of being a bruiser because you have no sustain outside of 800 barrier from savant which is child's play compared to the massive damages being thrown around thanks to everyone and everything having high crit chance. Oh wells. Game was great while it lasted.
  17. If they didn't already have holosmith I'd be in favor of this.
  18. Mech keeps getting nerfed because people keep crying about it after their feelings are hurt. And, unfortunately, anet listens to those types of people and caters to them. So, here we are today. Personally I don't run mechanist e-spec, scrapper fits more my playstyle, but i'd still want mech to be relevant in the game.
  19. Lets say a final prayer for our beloved gw2 game. may it rest in peace, and may its memory of blazing a path with amazing combat mechanics burn in our hearts forever more. amen.
  20. Lets consider why mech has high uptimes currently. 1) there is only one mech. The Engineer can not summon a second mech. Looking at Ranger, they have 2 pets available to them at all times and can swap them freely, meaning technically they can keep a 100% uptime of their pet (swapping their pet heals the pet completely) 2) The Engineer gives up their toolbelt skills to gain the pet skills, and when the pet dies, they are left with a cooldown to resummon the mech and no toolbelt skills (toolbelt skills are pretty important to the Engineer) 3) If you take mech as an espec and no kits, when you lose your mech, you now also do not have anything to swap into, meaning you're entirely vulnerable to your own cooldowns for your weapon skills as well as the cooldowns for your utilities. If anything, the mech should be considerably harder to kill simply because of the fact that you have only 1. Maybe some power shaves to the mech's skills and attacks can happen, but its sustain must be high to compensate for that fact alone.
  21. They're taking away one shot out of the auto attack and as a result, buffing the other 2 shots.
  22. There is one thing you must understand about anet and its consumers. 1) most are just crybabies that love to spitball popular talking points, while having no clue what the actual issues are. 2) i'm convinced that the devs cater and cave to these crybabies, resulting in the mess that is gw2 "balance" currently.
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