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Superspeed and Bypass coating are a joke for power budget in pvp


Stalima.5490

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https://wiki.guildwars2.com/wiki/Bypass_Coating

https://wiki.guildwars2.com/wiki/Superspeed_(skill)

 

So Is being aoe just completely budget neutral or what? These skills are now exactly the same in pvp just one is aoe and the other is not.

The super speed ability is so forgotten that even the wiki forgot to update it with kinetic accelerators info.

Edited by Stalima.5490
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I think the bigger joke is Sneak Gyro and Toss Elixir S in WvW. 

Not sure if this is how they've chosen to approach power budget though. I think they look at builds as whole then gauging power budget. 

"How many things should this build be able to do" 

instead of 

"How much power should this individual skill have vs this other skill"

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3 hours ago, Kuma.1503 said:

I think the bigger joke is Sneak Gyro and Toss Elixir S in WvW. 

Not sure if this is how they've chosen to approach power budget though. I think they look at builds as whole then gauging power budget. 

"How many things should this build be able to do" 

instead of 

"How much power should this individual skill have vs this other skill"

But ideally, you should aim for all utility skills to have (somewhat) the same amount of power budget. Because if skill a has more of the power budget than skill b, then skill b simply won't get taken because skill a holds more power and is therefore better.

Which also results in builds using skill a having a higher total power budget than builds using skill b.

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10 minutes ago, Kodama.6453 said:

But ideally, you should aim for all utility skills to have (somewhat) the same amount of power budget. Because if skill a has more of the power budget than skill b, then skill b simply won't get taken because skill a holds more power and is therefore better.

Which also results in builds using skill a having a higher total power budget than builds using skill b.

Good point. If Skill A and Skill B both serve identical functions and have the exact same cooldown, but skill A does it slightly better, you don't have any reason to take skill B (Unless you run both but lets assume they're competing for a slot). 

For engineer, things get slightly more complex because utility skills have two components. The utility, and the toolbelt. Both contribute to the power budget, so we have to evaluate the two skills as a whole. 

In this instance I do think Superspeed (the toolbelt skill) could use a buff because Blast Gyro is more broadly useful. The Crowd control is less reliable than slick shoes, but it provides might, superspeed via Gyroscopic Acceleration, additonal might and fury via Kinetic Accelerators, and it's a fire field.

Edited by Kuma.1503
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6 hours ago, Kuma.1503 said:

Good point. If Skill A and Skill B both serve identical functions and have the exact same cooldown, but skill A does it slightly better, you don't have any reason to take skill B (Unless you run both but lets assume they're competing for a slot). 

For engineer, things get slightly more complex because utility skills have two components. The utility, and the toolbelt. Both contribute to the power budget, so we have to evaluate the two skills as a whole. 

In this instance I do think Superspeed (the toolbelt skill) could use a buff because Blast Gyro is more broadly useful. The Crowd control is less reliable than slick shoes, but it provides might, superspeed via Gyroscopic Acceleration, additonal might and fury via Kinetic Accelerators, and it's a fire field.

The thing is that the equation became even more difficult with the addition of the mechanist.

Because theoretically, we also have to balance the utility skills decoupled from the toolbelt skills with each other. Since mechanist simply has no access to toolbelt skills and therefore the utility skills directly compete with each other without the toolbelt skills being a factor.

So theoretically, utility skill a and b should ideally have roughly the same power budget, so they can fairly compete for a slot in mechanist builds. And their total budget together with the toolbelt skills also should be on the same level , so they can fairly compete for a slot in other elite spec builds (scrapper and holosmith).

Which means that for core engineer skills, all utility skills should be on the same power level and all their toolbelt skills should be on the same level as well...

Edited by Kodama.6453
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On 12/10/2022 at 11:00 PM, Kuma.1503 said:

In this instance I do think Superspeed (the toolbelt skill) could use a buff because Blast Gyro is more broadly useful. The Crowd control is less reliable than slick shoes, but it provides might, superspeed via Gyroscopic Acceleration, additonal might and fury via Kinetic Accelerators, and it's a fire field.

This still doesn't cover all of the power difference because blast gyro is also an explosion so also has the potential to work with all the explosives traits and apply vulnerability and possibly a healing effect... and this may seem small but it is also a stun and thus works with stun triggers and buffs such as expert examination and sigil of savagery and has a lower cooldown on top of it all...

Edited by Stalima.5490
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