style.6173 Posted March 19 Share Posted March 19 Mecha legs needs the 25% movement speed added back. 4 Link to comment Share on other sites More sharing options...
Etaoin.4362 Posted March 21 Share Posted March 21 On 3/19/2024 at 2:45 PM, Solene.3067 said: I dislike the change to Mecha Legs. In my opinion the basic nature of this trait was the movement speed increase which has been removed. For most of my characters I use a trait which gives me a permanent movement speed increase. This is still possible with the Mechanist specialization but it leaves a sour taste that ArenaNet removed this option for the core engineer. This. Most professions now have a base movement speed increase trait in their core line. Why remove this aspect of the trait? I get encouraging active play; I don’t get removing what’s basically QoL for open world wandering. Maybe ANet should just increase base movement speed across the board and remove all of these trait and skill aspects like they did with skill cooldown reductions. Then they just have to balance around swiftness and super speed buffs. It seems like a win-win, but maybe I’m overlooking something… 3 Link to comment Share on other sites More sharing options...
XenoSpyro.1780 Posted March 23 Share Posted March 23 The Mecha Legs change doesn't mean a whole lot to me because I take Tools for swiftness anyway, but it is sad that now its just a copy paste of Resilient Roll. Bunker Down was just straight gutted for healers though. You could argue that old Bunker Down was more effective for coordinated groups while MDF was designed for open world. Now at best it's just a self sustain trait. Link to comment Share on other sites More sharing options...
H K.4057 Posted March 25 Share Posted March 25 On 3/12/2024 at 11:15 PM, Dirame.8521 said: The AED synergy has worked wonders for me. The 120s cooldown is the same cooldown as an Elite skill and do we complain about that? Nope. I've literally won 2v1s because of that one trait so.... your opinion is your opinion sir. As for Bunker Down, the current bunker down only works on professions that get up close to you. The upcoming change, will make it a guaranteed hit on your target. That is a 100% chance to hit. The current Bunker Down doesn't have that. Literally, you can CC a person once every second and know that Bunker down will hit EVERY. SINGLE. TIME. And it got a damage boost. Yes, you may not have realized it yet, but it is indeed a monster that is about to be unleashed. In case you're wondering what build can do a CC every second: http://en.gw2skills.net/editor/?PeQAUlJw2YMsFWJOsPmrdA-D6IeGZLBCZBYrnAAA What a horrible build. You take Gadgeteer for a single skill. You take power wrench, but don't take the other traits in explosives that buff your dodge. You take a bunch of turrets, but no kits so you have to rely on shortbow for damage. Really, shortbow. I guess you plan is to exist on point, don't do anything, and then respawn talking about how they "unleashed a monster." I'd be embarrassed to play this build in open world, much less in pvp. Link to comment Share on other sites More sharing options...
Shadowpeixera.2918 Posted March 26 Share Posted March 26 23 hours ago, H K.4057 said: What a horrible build. You take Gadgeteer for a single skill. You take power wrench, but don't take the other traits in explosives that buff your dodge. You take a bunch of turrets, but no kits so you have to rely on shortbow for damage. Really, shortbow. I guess you plan is to exist on point, don't do anything, and then respawn talking about how they "unleashed a monster." I'd be embarrassed to play this build in open world, much less in pvp. To be fair, the build works, but i agree it's a lot of work to make a weak synergy function. At that point, it's just better to play Rifle and pepper people with strong autos. If anything, a Rifle BD build with some turrets to CC overcharge might work better as a burst build. Link to comment Share on other sites More sharing options...
Dirame.8521 Posted March 31 Author Share Posted March 31 On 3/26/2024 at 4:42 PM, Shadowpeixera.2918 said: To be fair, the build works, but i agree it's a lot of work to make a weak synergy function. At that point, it's just better to play Rifle and pepper people with strong autos. If anything, a Rifle BD build with some turrets to CC overcharge might work better as a burst build. The Build originated from the Rifle. I just swapped it out for Shortbow. SB has the advantage of having more sustain and condi cleanse so there are some fights where SB would win out whilst Rifle would faulter. Fights wherein people have a lot of Projectile hate. Shortbow just bypasses that. @H K.4057 At the very least try the build before making sweeping statements. Won many 1v1s and teams fights with that build. 1 Link to comment Share on other sites More sharing options...
Shadowpeixera.2918 Posted April 11 Share Posted April 11 On 3/31/2024 at 10:52 AM, Dirame.8521 said: The Build originated from the Rifle. I just swapped it out for Shortbow. SB has the advantage of having more sustain and condi cleanse so there are some fights where SB would win out whilst Rifle would faulter. Fights wherein people have a lot of Projectile hate. Shortbow just bypasses that. @H K.4057 At the very least try the build before making sweeping statements. Won many 1v1s and teams fights with that build. SB is better in WvW where you can mitigate projectile hate. In SPvP, rifle will always come out better because you NEED the burst damage to actually deal damage since it's actually very easy to either dodge your bunker down damage, or simply mitigate it if you play classes like Warrior, Necro or Guardian. The damage simply isn't there. It's passable damage. I want this weapon to be good too, believe me, but it's too much work for mediocre rewards, which is honestly the creed of the Engineer for the past 10 years: playing 3-kit to achieve what a Guardian does with a blink burst combo. Link to comment Share on other sites More sharing options...
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