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Member Since 28 Aug 2012
Offline Last Active Oct 27 2014 02:55 PM

#2276693 Building Around the Bomb Kit

Posted Phineas Poe on 02 January 2014 - 08:10 PM

View Postgw2guruaccount, on 02 January 2014 - 06:08 PM, said:

I'm going to disagree all the way with this build. First and foremost if you're putting 30 in Explosives just take Grenadier; you stack for every grenade 1 vulnerability meaning you can easily stack 18 without any additional traits or input. In turn swapping to Rifle to stack is pointless. Also if you're in a large group odds are you won't be the one producing the most stacks and if you are you will have more sustainable stacks with Grenadier due to range as well.

With all due respect, I think you need to re-read the title of this thread. This build is designed to maximize the bomb kit, and there's no better option than 30 Explosives as you benefit best having Short Fuse and Steel-Packed Powder. With Short Fuse your Bomb Kit does permanent burning and relatively strong confusion upkeep, making Modified Ammo an incredibly powerful trait on top of all the other conditions you apply. Of course, this still provides the added flexibility of taking the grenade kit if you're unwilling to learn how to survive content in melee range, but for all intents and purposes this is a bomb kit centric build and no decision in traits is decided by the grenade kit.

I don't swap to the rifle purely to stack vulnerability. I do it because it's a DPS increase. Blunderbuss and Jump Shot are both two of the highest scaling attacks we have as engineers, meaning they do more damage than the bomb kit's auto-attack. The extra vulnerability from Jump Shot is just icing on the cake.

View Postgw2guruaccount, on 02 January 2014 - 06:08 PM, said:

Secondly while Modified Ammunition does give 3% damage increase per stack of vulnerability alone, making for up to 75% just from the trait, it's inconsistent and requires more effort and input that is better placed elsewhere than it's worth. The precision itself is epic, do not mistake me, but if you're running bomb kit alone you will not be able to produce enough stacks of vulnerability, if you're swapping between a rifle and a bomb kit then you may as well just go with the rifle because you're at a far safer range and if you're running with the rifle you may as well just go grenades because of the far safer range and the greater number of more powerful conditions along with faster vulnerability stacking. In essence you're not effective at stacking your own vulnerability since blow for blow with far less swapping and switching you could just run grenade kit concurrently.

I don't think you understand how Modified Ammo works. It's 2% per condition. Vulnerability in total provides 2% extra damage from Mod Ammo, whether it's 1 stack or 25. The same with bleeding.

You say that the trait is "inconsistent." How? A bomb kit engineer always has 3 conditions applied: bleeding, burning, and vulnerability. Even if you completely remove Glue Bomb, Smoke Bomb, and Concussion Bomb from the equation, you will gain a total of 11% additional damage putting those final 10 points into Firearms: 5% from Target The Maimed, 6% from Mod Ammo. And this is excluding any conditions the other 4 people in your party are applying.

How is that less consistent than a trait that requires you to have full endurance?

View Postgw2guruaccount, on 02 January 2014 - 06:08 PM, said:

If you are working very hard to increase your condition duration without actually being able to do damage through conditions it's worthless because you completely lose damage. You're better off taking another food altogether because the damage you cause will be overrwritten in a group very quickly. Generally builds centering around one particular condition ( vulnerability included ) tend to suffer with the Engineer simply because Engineers are built to never really be able to specialize in any given condition. Hitting the 75% damage increase cap by yourself is so ridiculously difficult and time consuming ( because of how much prep you really put into it, +70% Condition Duration? Really? ) under a power build that you may as well throw your time out the window.

I'm not "working very hard." I'm eating Koi Cake and have 30 points in Explosives. It's a relatively small sacrifice that elevates group DPS on the whole.

I am not taking condition duration for anything but countering Defiant. It is purely to heighten the length of your vulnerability. Any added damage from burning or bleeding is just a nice touch.

View Postgw2guruaccount, on 02 January 2014 - 06:08 PM, said:

Celestial with Bomb Kit if you're not running Elixer-Infused Bombs is horrible on so many levels you may as well just not run it. All the damage you fought so hard to acquire through vulnerability is simply negated by completely inferior stats. If your concern is survival there's simply far better ways to do it without these traits; it's a throw-away.

Wearing Celestial/Traveler instead of Berserker/Scholar is a loss of ~300 power and 2% critical hit chance offset by a gain of 15% boon duration and 170 toughness, healing power, and vitality. You even get 1% extra critical damage.

The damage difference is noticeable, but in world events, individual damage contributions matter little. Instead, it is often healing NPCs and allies that is your main objective (i.e., Tequatl turret defense, Balthazar, Grenth). For all intents and purposes, engineers are sought after for their CC and group support, not their DPS, in such situations. That is why I recommend wearing Celestial in open world content, nevermind the added advantage of +25% movement speed. Celestial + Traveler runes is also fantastic in world vs. world, so it's an investment that pays dividends beyond just PvE.

I'm not going to continue going back and forth quoting the content of your post. Plain and simple: I disagree with your assertions, and the math doesn't really support your allegations.

Enduring Damage is in every respect worse than Target The Maimed + Mod Ammo, and none of the traits in Tools benefit the bomb kit at all. I do take Static Discharge over Invigorating Speed these days, so I should probably update the OP. But that's purely because there's not a better damage increase to take. Yes, you're getting more critical damage moving further up the Tools tree, but at a cost of less precision (meaning you're critting less) and a trait that potentially grants up to 24% additional damage---a lot of which can be done on your own part integrating skills like Fumigate, Glue Bomb, Smoke Bomb, and Concussion Bomb. At worst, 30 Tools is a marginal increase in damage. At best, Modified Ammo completely blows it out of the water.

Thank you for taking the time to write a thorough response, but I think you're viewing things at the wrong angle.

#2275481 Kicking Thieves in PvE

Posted Minion on 30 December 2013 - 07:03 AM

The only check you need to make is: do you know how to dodge? good.

#2274722 WvW Warrior Discussion...

Posted Conkers on 26 December 2013 - 02:19 PM

View PostImpmon, on 26 December 2013 - 03:24 AM, said:

Dunno why people are whining about warriors so much.  I was watching one thief fighting 4-5 SOR guys lastnight for 20+ minutes & they couldn't get him.

Because people have been complaining about thieves for a long time, and now with the buffs to the warrior there is another class that is just silly OP, just in a different way, more like how d/d eles were before they were nerfed.

I have all 8 classes at 80, warrior is the only one that in a single build I can have okay damage, plenty of CC, 3k armour, 25k HP, silly levels of passive healing (which is a joke in itself in the way it prevents counter-play and requires zero thought on my part to use), condi removal better than most other classes, good to very good mobility, mobility that is then made ridiculous by various combinations of dogged march, -40% condi food, melandru runes, the condi removal of cleansing ire and in some builds the remove immobilize on movement skill trait.

The class is ridiculous, the fact that thieves are also ridiculous in WvW doesn't alter that, I'd also suggest that warriors are getting more complaints currently,because:

- Thieves are pretty naff in large groups, warriors also happen to be one of the two most needed classes for large groups,also very good for PvE, also have been OP to the point of being stacked in tPvP tournaments for several months.

- The thief issue is harder to solve, as the problem lies with their core class design / mechanics (i.e - the design of stealth, lack of cooldowns on thief skills),where as warrior is a balance issue.

- It does not help that warrior is the easiest, most forgiving class in the game to play. (though this is an issue with GW2 in general, easy / faceroll seems to be rewarded with OPness, e.g - in WvW terrormancer is also ridiculous, easiest Mesmer build toplay PU mesmer also silly OP, etc)

The fact they included the laughably named "stealth" as a mechanic should of been a clue before launch, that this was going to be yet another MMO where the devs did not have a clue, which I guess is why tPvP is in the state it is in and WvW on most servers is moribund and many are just using it as a place filller whilst waiting for the new MMOs next year...

#2271515 Invigorating speed

Posted Phadde on 14 December 2013 - 04:38 PM

View PostPhineas Poe, on 14 December 2013 - 08:26 AM, said:

Care to explain?

It feels like anything that's, purely theoretically, somewhat inferior is sinful to use in the eyes of our elitist.

Good read so far.

#2271485 food, sigils and runes

Posted Phineas Poe on 14 December 2013 - 02:58 PM

Go for condition duration over crit damage when it comes to food.

Better vulnerability stacking contributes to way more overall group DPS than a little extra critical damage for yourself.

#2262479 A map, and expansion theorizing

Posted Maldeus on 22 November 2013 - 11:19 AM

Konig, you're still just complaining about things already explained in the post. If you want to discuss the post, I must recommend that you read it.

#2263511 I want a Legendary but I don't want to use it

Posted Epixors on 24 November 2013 - 03:40 PM

View PostBreadBuddy, on 24 November 2013 - 01:05 AM, said:

Can't help but notice you didn't mention any of the Greatswords. How come?

Because even an Asuran's grandmother has one.

#2238029 Buying a legendary with real money.

Posted Senatic on 30 September 2013 - 06:45 AM

View PostCraywulf, on 30 September 2013 - 05:11 AM, said:

Because what goes up....must eventually come down.

Except in economics, because of this little thing called inflation.

#2236691 Need some tips for a new build (WvW)

Posted coglin on 26 September 2013 - 12:58 AM

I definently agree with what derkol says about the healing gear and tool kit. I suggest Dire gear if you was P/S or P/P or soldiers gear with rifle, for the survivability you are suggesting.

The most annoying thing to players is to have thier skills blocked. When traited, the tool kits gear shield is on a 16s cool down. The block is the longest in the game at 3 seconds, This means you could literally be blocking 18.75% of the time.

You could also try slick shoes, it has a stun breakers and is annoying as hell to be on the recieving end of. It last long enough to knock enemies down multiple times. I have actually used a build with rocket boots for mobility, personal battering ram for the knock back and cripple, and slick shoes. These also work well for stacking confusion if you use runes of perplexity.

3-4 kit builds also offer you alot. Like the build linked is derkols post. If you can get good at learning all the skills and how to swap between kits to use the skills you need, you can have a ton of survivability and be pleasently annoying.

#2236414 Interrupt warrior?

Posted Illein on 25 September 2013 - 02:30 PM

Basically a CC heavy build with either Runes of Perplexity (stupidly OP - giving your target 5 Confusion stacks for a staggering 10 seconds with no internal cooldown whatsoever) + the major trait "Distracting Strikes" of the Strength tree which ups that to 9 stacks per interrupt or you only do the runes, depending on how you want to trait it.

Along with Mesmers and Engineers, Warriors with that rune set are wrecking havoc roaming in WvW currently, because it's fairly easy to play and against what one might think, because it depends so heavily on interrupts, doesn't require a lot of awareness, as people are just spamming the shit out of their skills any way.

It works with a wide array of weapons:

Hammer/LB, Mace/Shield+GS, Sword/Shield+GS, Mace/Shield+Axe/Mace, Hammer+GS, Sword/Sword+Mace/Shield, you name it.

#2219939 Which of the available weapons should be added to a profession?

Posted Cereal on 17 July 2013 - 12:24 AM

View PostThe Shadow, on 17 July 2013 - 12:15 AM, said:

I think Engineer should be able to use main-hand sword.

Hammer. Let it be the hammer.

#1981152 Things you miss about Guild Wars...

Posted LIVESTRONGG on 30 September 2012 - 08:27 AM

The nostalgia. Putting 7 years into a game, ever single memory, the way the game made me feel, how much fun I had. All those thing makes the game x100 better in my eyes. I loved the pvp, HA was unique and fun, regardless of the rank discrimination for the ones that will come along and bash it. Plenty of things to do, UW, FOW, DOA, lots of unique dungeons, vanqing, the many forms of pvp, etc. The fact that you could farm if you desired and get rewarded for it, whether it be minimal, or very profitable. The fun of the holiday events (which I'm sure we'll get it in GW2) and the fun farming the unique drops the bring, and use towards your title, or make alot of gold. Also, the amount of good armor it had, ever profession at atleast 5 top tier armor I liked. Same with weapon skins.

I really loved GW1, if you couldn't tell. I miss it alot, but with all games, time kills.

#1951233 Why change dungeon farming?

Posted Nivrax on 20 September 2012 - 10:26 AM

Myself, I don't see problem with gold in this game. Looking back at GW1, yes, I did farmed quite a bit, for the sake of it because I actually liked it. It was easy, could be done solo (55hp necro, Totem Axe runs) or duo (UW) and were quite relaxing. Then you had things like Althea Ashes, running services, quite a bit ways to get money. In the end, I didn't 'need' to grind to have any of the armors (15k) or weapon skins in game, except FoW armor (I still have enough money stored to buy two full sets, just don't see reason since they were fugly for me).

So the money just slowly added in my pocket. Having similar ways in GW2 would be nice, but... what do you spend it on? Except your first set of (crafted) exotics, what do you spend it on? There is the tier 3 cultural and that's it. Keeping gold value steady isn't bad goal.

Now, what does irks me, is the requirements to get any of the dungeon set in this game. To complete one dungeon 70 times for a single set, this can't be labeled in any different way that grind! I never remember to run anything in GW1 that many times! The missions, I made maybe 10-20 times each in whole career through Prop to Nightfall (didn't played GW:EN), and that is combined amount for every class I rolled. I never before have problems making my character look like I want to, or completing any of the content in the game has to offer in PvE. I don't mind having hard 5 mans, as there is nice sense of accomplishment completing them. But to repeat it so many times...