(edited by Nova Stiker.8396)
[PvP] Engineers 'decent place'
I may have skipped a bit, but I definitely agree with you. NERF THAT BROKEN PU MES! AND MES IN GENERAL!
Kill the phantasms if its a PU phantasm mesmer, walk away if its a condi PU mesmer, if its a PU shatter mesmer you can probably kill it. They easy way to balance PU would be it can’t repeat the same boon back to back.
But yes, engie is kittened and has been since around launch. Most were just too dumb to realize how strong their condi burst was.
Kill the phantasms if its a PU phantasm mesmer, walk away if its a condi PU mesmer, if its a PU shatter mesmer you can probably kill it. They easy way to balance PU would be it can’t repeat the same boon back to back.
But yes, engie is kittened and has been since around launch. Most were just too dumb to realize how strong their condi burst was.
No one knew how to build engineer at the time (and mostly still don’t) and apparently ArenaNet doesn’t pay much attention to high end PvP.
It’s only a matter of time the Engineer spike build gets out, I was on my Elementalist and it dealt 17k damage with Grenade Barrage, 3 tool kit skills and blowing up a rifle turret. All in just seconds. I managed to survive and killed the engineer because it was hotjoin so he was done for once his spike went on recharge.
If it wasn’t hotjoin, the engineer would have gotten all the help he needed to finish me off.
___________________________________________________________
Against organized and skilled teams, having 2-3 engineers is a must.
1 Guardian Bunker.
1 Roaming BS thief
2 Engineers spamming high damage, condition spamming, powerful AoE
1 Debunk engineer
____________________________________________________________
Focus the squishy Engineers? Gear Shield! 16 second recharge, 3 seconds of invulnerability, you’ll always have a get out of damage free card every 13 seconds.
It puts the Warriors shield block to utter shame.
Yea, people always kitten about Guardian’s invulns, and there are two classes that have way more block/invuln time per minute, lol
It’s only a matter of time the Engineer spike build gets out, I was on my Elementalist and it dealt 17k damage with Grenade Barrage, 3 tool kit skills and blowing up a rifle turret
Sounds like an SD variant, which have been around a long, long time. The reason people don’t run those as often is because they can utterly fail if the burst doesn’t finish the job. It can work decently in hotjoin, but can be very problematic in organized tournament play because of it’s unreliability and uselessness in some situations. It’s basically the equivalent of an instagib backstab thief without any stealth or a full glass s/x spike ele.
I still think necros are much better for condi bombing anyways if that’s what you’re looking for, though engg is definitely not a slouch in that area.
Hey OP, share with me this unbeatable build. Is it the new 30/30/30/30/30 meta?
Eng lacks stability and cond clears… it’s not some unstoppable monster…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Hey OP, share with me this unbeatable build. Is it the new 30/30/30/30/30 meta?
I really love playing my 30/30/30/30/30 6-kit rifle/shield engi— she just wrecks everyone in pvp.
most of our engi forum guys agree that grenadier is badly designed, but frankly… youre wrong about why for every reason you list.
check out https://forum-en.gw2archive.eu/forum/professions/engineer/Greandier-badly-designed-trait/first
1. dont forget the 30% condi duration you get from explosives. its not just a power line. but yes, grenades 2 is op. shrapnel and incendiary power are also bad design.
2. you are rewarded with tons of condi spam, yes, but each of 2 3 4 5 is highly telegraphed and visible with high lag time at long range. the damage on grenades comes at the cost of having little control and 0 support (1 chill, 1 blind, no cc, no harder defense, no mobility, no healing) in the kit.
3. gear shield can be cc’ed. and when you see an engi blocking, stop blowing your cds. gear shield is the only thing that blocks. hes stalling for time while his cds run. your cds are running too.
4. grenades dont have high base direct damage. nor do they have high base condi damage. its merely your opinion that they shouldnt be hybrid. allowing them to scale with each increases build diversity. you as a player need to figure out whether they are a power, condi, or hybrid build so you can understand what you need to dodge, avoid, mitigate, or interrupt. the same as you need to do with any other class. taking even 1 hit from nades should be enough to tell you, or looking at the players weapon.
finally, engis have some of the best build diversity in the game. any wvw/pvp grenades build has 30 free points. in fact, only 1 trait is practically mandatory in pvp — protection injection — and only costs 10. pve builds take 30 firearms with 40 free points. SD builds usually take 30 tools with 40 free points, but can get away with 20 tools / 50 free. commanding builds take something like 0/0/20/30/0 with 20 free. engi can be boonless, or stack 20 might + fury + swift + retal + vigor.
but yes, most people wanna do damage… and the best way to do that is bombs or nades, so most people take one or both. just like most pvp warriors take hammer. or necros take staff. if ft were to be buffed to have decent auto damage, youd see it as often as not too.
head here to discuss wvw without fear of infractions
1. Lots of conditions on the power trait line.
2. Lots of conditions on skills.
3. High healing on a low recharge with a get out of damage free card.
1 makes a good point how condi engi needs to choose right traits with wrong stats (power) or right stats with useless traits. did you bring this as an example of shiny traits? really?
2 where else would engi has skills if not in tools? do you expect engi to get by with 3 skills on pistol, which has auto-attack of quarter of meta, and cooldown of whopping two confusions?
3 really? we are talking of this theoretical healing turret hps, which need combinations of five or six spells, which can be interrupted in five different ways, which binds you to a location, when healing signet gets the same for just being afk?
if youve been spiked for 17k by engi, i hate to say, but l2p. what did you do, aa under 5stack of confusion?
(edited by gesho.9468)
1. Lots of conditions on the power trait line.
2. Lots of conditions on skills.
3. High healing on a low recharge with a get out of damage free card.
1 makes a good point how condi engi needs to choose right traits with wrong stats (power) or right stats with useless traits. did you bring this as an example of shiny traits? really?
2 where else would engi has skills if not in tools? do you expect engi to get by with 3 skills on pistol, which has auto-attack of quarter of meta, and cooldown of whopping two confusions?
3 really? we are talking of this theoretical healing turret hps, which need combinations of five or six spells, which can be interrupted in five different ways, which binds you to a location, when healing signet gets the same for just being afk?
if youve been spiked for 17k by engi, i hate to say, but l2p. what did you do, aa under 5stack of confusion?
Shrapnel, Incendiary Powder, both in power trait line.
Second, WTF are you talking about?
Third, Healing Turret is a fast, powerful heal.
The issue is Gear Shield. Super fast recharge.
I’m waiting for the QQ about necro skills applying conditions… No? None?
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
No one knew how to build engineer at the time (and mostly still don’t) and apparently ArenaNet doesn’t pay much attention to high end PvP.
It’s only a matter of time the Engineer spike build gets out, I was on my Elementalist and it dealt 17k damage with Grenade Barrage, 3 tool kit skills and blowing up a rifle turret. All in just seconds. I managed to survive and killed the engineer because it was hotjoin so he was done for once his spike went on recharge.
If it wasn’t hotjoin, the engineer would have gotten all the help he needed to finish me off.
___________________________________________________________
Against organized and skilled teams, having 2-3 engineers is a must.
1 Guardian Bunker.
1 Roaming BS thief
2 Engineers spamming high damage, condition spamming, powerful AoE
1 Debunk engineer
____________________________________________________________
Focus the squishy Engineers? Gear Shield! 16 second recharge, 3 seconds of invulnerability, you’ll always have a get out of damage free card every 13 seconds.
It puts the Warriors shield block to utter shame.
Engineer builds which have very high burst also have low survivability. Engineer can be made into a bunker or a decapper, but neither of those builds have any burst. You were hit by a static discharge engineer, which has been out there for ages, but generally NOT part of the top tournament meta and SD engis die very easily. They either kill their solo target fast or waste their toolbelt skills and die. And you killed him. So where is the problem?
All the professions have some very high hitting skills. E.g. look at elementalist:
http://wiki.guildwars2.com/wiki/Dragon%27s_Tooth
http://wiki.guildwars2.com/wiki/Churning_Earth
Actually engineer doesn’t have any single skill, which can do as much damage as churning earth. I know it has a long cast time, but it can be precast. And elementalist’s lightning hammer has the highest auto attack in the entire game:
http://wiki.guildwars2.com/wiki/Conjure_Lightning_Hammer
Are you seriously claiming that ALL the top tpvp teams are now running 2-3 engineers or they lose? I have seen more warriors on the streams, but that is just me.
Instead of posting wild claims that engineers are the “godmode” in pvp, please post constructive criticism. Telling that gear shield is too good is a fair comment, but you should then actually compare it with what the other professions have. Gear shield actually has 20 s cooldown without the power wrench master level trait. E.g. look at warrior’s riposte, 15 s cooldown, blocks all ranged attacks. The melee attack breaks the block and counter attacks with massive amount of bleed. On a condi build cover that with torment, cripple, immobilize and burning and GG, unless victim has tons of condition cleanse:
http://wiki.guildwars2.com/wiki/Riposte
And mesmer’s blurred frenzy: massive damage, 2.5 s evade with mere 12 / 9.6 s cooldown ( the shorter cd using blade training adept trait) :
http://wiki.guildwars2.com/wiki/Blurred_Frenzy
Traited mesmer mainhand sword offers over 25% evade uptime, just using one weapon skill.
The only possible points of contention I can see being termed OP for Engineer at this point is Incendiary Powder as it underpins the condi-burst of practically every single condition Engineer build; and Automated Response, due to the condition immunity.
With Incendiary Powder condition engineers gain a way to kill their target swiftly in the absence of the ability to quickly and efficiently stack up Bleeds like Necromancer. Yet without it, many Power builds also lose a lot of their sustained DPS as Rifle is a poor sustained pressure weapon. Mechanically Incendiary Powder needs to have its skill floor increased and for its use to be more favourable in direct damage builds over condition builds. Personally I thought that the 66% chance on crit to apply Burning for 2 seconds every 3 seconds was a lot better balanced for Power builds as even 30 points in Explosives did not get you an extra tick of Burning. With the current implementation, Incendiary Powder/Grenadier is a no-brainer as you get an extra second of Burning and the Vulnerability to cover it.
As for Grenade Kit, it’s pretty much the only sustained DPS weapon Engineer has right now, applying both condition pressure and direct damage very efficiently. Strong at range and even stronger in melee, a single reel of Grenades can put a lot of pressure on the enemy; yet none of its skills individually provide a lot of direct or condition damage – it’s the combination of both, the diversity of conditions applied and the rapidity of which hits can be applied. If I were to change anything, it would be to simply remove Grenadier as a trait entirely to be replaced by a different mechanic. As it is, vanilla Grenades are extremely lackluster whilst traited grenades are extremely strong. Dichotomies like this are indicative of a design failure and should be addressed. Perhaps by altering the coefficients such that Grenades are thrown as a set of 3 at baseline so that getting Grenadier does not get you a stupidly huge 50% increase in damage and condition application.
Lastly, Automated Response needs to have its condition immunity removed. It’s a terrible idea and decap Engineer showcases the worst excesses of hard counter gameplay. Yet Arenanet chose to introduce the same mechanic to Elementalist with Diamond Skin.
It’s decisions like these that earn Arenanet a bad rap, and for good reason. Yes, AR has been in the same state as it has been since launch and it was considered bad for the longest time. But now with everyone playing tanky DPS or condi-bunker, AR is thriving.
When a trait suddenly becomes OP due to a shift in meta it’s clear that the design of the mechanic is for one, entirely too niche to be more applicable and for another, that the trait is most likely a hard counter that has suddenly become applicable without any appreciable increase in skill floor.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
After looking at these forum posts, I see now that Nova is an Elementalist that is angry and demanding nerfs to every profession that out-performs his own. I think the situation is more along the lines of Elementalist needing a buff, not nerfing other enjoyable professions.
The only scary thing about engineers is that they have the most builds out of any other class atm. The hardest part about fighting us is that you have no idea what we’ll do until we do it. We’re kind of like the boogeyman in that way: you have to assume a 30/30/30/30/30 6 kit build until we do something to show you otherwise. It’s pretty awesome, really.
But I do agree that Automated Response is a bit much. Hard/Diamond counters like this are never good for a PVP game.
The only scary thing about engineers is that they have the most builds out of any other class atm. The hardest part about fighting us is that you have no idea what we’ll do until we do it. We’re kind of like the boogeyman in that way: you have to assume a 30/30/30/30/30 6 kit build until we do something to show you otherwise. It’s pretty awesome, really.
But I do agree that Automated Response is a bit much. Hard/Diamond counters like this are never good for a PVP game.
IMO AR is also what’s probably keeping non-AR builds from having better cond removal. I would be happy to see it go if it meant a better ability to deal with conds outside of that.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
IMO AR is also what’s probably keeping non-AR builds from having better cond removal. I would be happy to see it go if it meant a better ability to deal with conds outside of that.
Like we got a reliable source of stability after they removed it from Juggernaut from the beta, you mean? Oh, right, it happened…in the last october, after more than 12 months since the change happened.
Feel free to dream. What will probably happen is that they’ll kitrefinement it and make it utter useless. While giving nothing of those removals that would be so useful.
Engineers are in the BEST place. They can do everything well and effective, with everyone crying about Warriors, a good engineer is an unbeatable one.
This just isn’t true.. To address the ‘Engineers do everything well’ comment, here’s one: Engineers are on the lowest tier of condition removal in-game. Almost all builds in PvP rely solely on healing turret for removal. That leaves the frequency of condition removal to once every 15 seconds at the fastest. When you see healing turret go up, and the Engineer explodes it, you can confidently burn/torment/bleed that Engineer for 20 seconds of guaranteed ticks. It’s a big hole in the armor, try it!
To address the ‘unbeatable’ comment, if you’re talking about dueling over a point 1v1, the meta-engineer damage builds are great at dueling, yes, but it 100% involves giving up the neut/full cap when faced against the meta-spirit rangers, warriors, or necros. And let me add that if you face a common condition Necro, at even in the ballpark of equally skilled, it’s pretty much auto-lose.
Engineer is up there with the best of them, but there are more downsides to having Engineers on your team than there are to having Warriors, or a Spirit Ranger (if you don’t already have one). Engineers are much more affected by melee pressure, as well as condition pressure when compared to similar teamfight-carry roles – like Warrior & Ranger. Period!
Engineers effective build high power AND spam conditions on a single tree. That needs to change.
Also, why is Autodefense Bomb Dispenser in Explosives?
People have always been trying to justify their opinions that each trait-line should be clearly dedicated to power damage, or condition damage. Unfortunately the fact that many, many trait lines have hybrid elements means that it is an intended design.
And I gotta say.. I got a laugh out of your mention of Autodefense Bomb-Dispenser. Yes.. it perhaps might be in the explosives trait line because it is literally an explosive, and benefits from explosive traits such as: Forceful Explosives, Shrapnel, Short Fuse, and Steel-Packed Powder.
There is a reason why it’s the spamgineer.
Spam is truly a problem in GW2.. Thief (All Weapons) 33333, Engineer Bombs/Nades, Necro Staff/Scepter/Shroud, Ranger’s Sword/Dagger/Shortbow, all of these weapons are chock’ full of short-cooldown spammy goodness.
If someone suggested a way for all these professions to actually be required to SAVE key abilities for critical moments, I’d be down. But jeez man, implying this is an Engineer specific issue is a bit left wing.
Currently, there is a small amount of counterplay to Engineer ‘spam’. The accuracy of Engineer Bombs vs. non-point committed, mobile enemies being.. extremely low, meanwhile the reaction time available to grenades increases every unit of distance farther from the Engineer.
Agree that spam is a problem, but some spam playstyles are punished far less in accuracy than Engineer (lookin’ at you, Necromancer.)
High healing on a low recharge with a get out of damage free card.
The block everything button on Tool Kit has to end.
Mm… Tool Kit is not a tool that every Engineer can justify. Personally, I love it, but there are many competitive utilities. Like bombs! Personally, I feel it’s good for the game if more people hang up their AoE bomb spam in favor of single target utilities & blocks.
Healing Turret is a sweet heal. At 0 healing, it heals for 6390 every 20s, (53% of that is AoE) with 2 condition removal. That’s awesome, not disputing that, but when Engineer is still commanding less on-point presence & staying power than their Ranger/Warrior counterparts, I question that nerfing Engineer sustain is the key to better balance.
Grenades have a lot of conditions and a lot of damage, pick one or the other ArenaNet. Both is simply not acceptable.
Have to disagree here. Seeing as there aren’t any optimal ways in PvP to stack tons of hybrid damage, IE: Fully offensive Rampager-esque stats, or high perma-might stacks, this argument is pretty poop. The meta-Engineer builds do very little power damage with Grenades. The odd-ball power nade builds need all the help they can get.
Twitch.tv/chaithh
New Twitter: @chaithhh
Engineers HAVE to take Grenades, they HAVE to take the Tool Kit, traits do not allow variety.
Whoa there, Sparky. Many non-tool kit builds exist in PvP. I personally feel that in a teamfight carry role, Engineers aren’t optimal without their only pure DPS kit, yes. “Non-optimal”, however, is not a death sentence. Some people detest Grenade Kit, and they don’t mind that their builds are non-optimal, but which are viable in whatever tier of competition (lol gw2 competition) that they are in.
In my opinion, the first step to balancing engineer is hands down getting rid of Static Discharge.
That trait alone is holding back variety for the Engineer, it’s an okay trait but can be utterly broken if built around it.
Like PU Mesmers spamming invisibility while their phantasms do damage, alone PU is okay but built around the single trait, it can be utterly broken.
Ok, so, now Static Discharge is on your figurative chopping block? It’s mere existence is holding back the profession? Dedicated Static Discharge builds are utterly broken (OP)? Oye.
Seeing as Static Discharge has no link whatsoever to any good/meta Engineer PvP builds, I’d say that being fearful of Static Discharge preventing future positive healthy change in META builds is pretty silly, no?
Look man, dedicated Static Discharge builds are card carrying members of the rock bottom tier in PvP. The bottom of the barrel. Glass Ele is more fruitful. Power Engies could stand for a buff, as long as it’s far enough down the road as to when all of this power creep is no longer a threat, if ever.
Well that was fun.. hit me up with a reply if you feel more subjective hatred towards any innocent-bystander traits/mechanics, looool. I will do my best to clarify.
Twitch.tv/chaithh
New Twitter: @chaithhh
After looking at these forum posts, I see now that Nova is an Elementalist that is angry and demanding nerfs to every profession that out-performs his own. I think the situation is more along the lines of Elementalist needing a buff, not nerfing other enjoyable professions.
This kind of post is always non-constructive. I main both Ele and Engi and seeing all the conspiracy theorist posts about every dev playing Warrior or that Ele or Thief or Ranger or Engi or whatever else profession is somehow always sought out for nerfs is just inane trollbait.
Anyway, I wouldn’t necessarily say that Engineers are in the best place in all areas right now. That position goes to Warrior. Engineers still fall like the rest of them to Warriors, Necromancers and Thieves for obvious reasons that any veteran Engineer will know. In terms of build diversity, there are two right now that are considered to be strong: decap engineer, which is a Bunker, and Bomb/Nade Condi Engineer, which is a Bruiser. Power builds aren’t…that viable; nor are sustained DPS options outside of Conditions and Explosives strong.
If the bugs for Engineer are fixed – Turrets, Static Discharge for untargeted skills, and so on, Engineer may then be stronger. Longstanding class issues like Gadgets having no trait support and lack of condition clear outside of Alchemy should also be looked at; as should Grenadier making Grenade kit possibly too strong traited, and too weak untraited. Only then might Engineer be considered to be on the level of, say Warriors or Guardians right now.
Until then, Engineer is as it has always been – middle of the pack. Bringing other classes down to, say, Elementalist’s current level could be done, certainly. Engineer’s keystones of Grenadier, Automated Response, Incendiary Powder being nerfed would put Engineer in possibly the same position, in fact. Hell, Kit Refinement was already taken away; now there’s less holding the profession together.
The fact remains that terrible design decisions, bugs and horrid passives (OP and bad) plague every class. Is it a conspiracy on the part of Arenanet? No, just human error, and a forced early launch due to Mists of Pandaria, and poor project management that favours temporary content over fixing the game. That’s just how it is.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
2. Lots of conditions on skills.
Look at the Grenade and Bomb Kit, skills 2-5 offer some sort of unique condition. There is a reason why it’s the spamgineer, no matter what you use, you stack a bunch of conditions and apply a lot of damage by facerolling.
This applies to most classes. It feels like more because of the traits, mostly Incendiary Powder/Whatever the bleed on crit one is called. They’re “coverup” conditions mostly (fingers crossed the short freeze or 5stacks vuln is cleansed before burning/bleeding) and require trait investments.
3. High healing on a low recharge with a get out of damage free card.
I do not mind the healing turret bursting heal with 0 healing power, but the block everything button on Tool Kit has to end.
I suppose we need to remove a Warrior’s Shield #5, a Guardian’s Renewed Justice, a Mesmer’s Distortion and a Ranger’s Signet of Stone then?
4. Grenades scale way to well with power!
Grenades have a lot of conditions and a lot of damage, pick one or the other ArenaNet. Both is simply not acceptable.
They do both, but don’t do both well without adequete investments. The power is low if traited into conditions and vice versa.
Engineers HAVE to take Grenades, they HAVE to take the Tool Kit, traits do not allow variety.
This is true, needs a change.
In my opinion, the first step to balancing engineer is hands down getting rid of Static Discharge.
Only power builds use it – there are always core traits in every build. For example, Cleansing Ire for a Warrior, Illusionary Persona for a Shatter Mesmer.
All in all, Engineers are in a very good place and border the edge of balanced. All their benefits come at a big cost, namely lack of stability/stunbreaks and condition removal. These sacrifices make the Engineer fairly balanced right now.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
After looking at these forum posts, I see now that Nova is an Elementalist that is angry and demanding nerfs to every profession that out-performs his own. I think the situation is more along the lines of Elementalist needing a buff, not nerfing other enjoyable professions.
This kind of post is always non-constructive. I main both Ele and Engi and seeing all the conspiracy theorist posts about every dev playing Warrior or that Ele or Thief or Ranger or Engi or whatever else profession is somehow always sought out for nerfs is just inane trollbait.
Anyway, I wouldn’t necessarily say that Engineers are in the best place in all areas right now. That position goes to Warrior. Engineers still fall like the rest of them to Warriors, Necromancers and Thieves for obvious reasons that any veteran Engineer will know. In terms of build diversity, there are two right now that are considered to be strong: decap engineer, which is a Bunker, and Bomb/Nade Condi Engineer, which is a Bruiser. Power builds aren’t…that viable; nor are sustained DPS options outside of Conditions and Explosives strong.
If the bugs for Engineer are fixed – Turrets, Static Discharge for untargeted skills, and so on, Engineer may then be stronger. Longstanding class issues like Gadgets having no trait support and lack of condition clear outside of Alchemy should also be looked at; as should Grenadier making Grenade kit possibly too strong traited, and too weak untraited. Only then might Engineer be considered to be on the level of, say Warriors or Guardians right now.
Until then, Engineer is as it has always been – middle of the pack. Bringing other classes down to, say, Elementalist’s current level could be done, certainly. Engineer’s keystones of Grenadier, Automated Response, Incendiary Powder being nerfed would put Engineer in possibly the same position, in fact. Hell, Kit Refinement was already taken away; now there’s less holding the profession together.
The fact remains that terrible design decisions, bugs and horrid passives (OP and bad) plague every class. Is it a conspiracy on the part of Arenanet? No, just human error, and a forced early launch due to Mists of Pandaria, and poor project management that favours temporary content over fixing the game. That’s just how it is.
How is my post non constructive? I wasn’t exaggerating are making false claims, Nova really is an Elementalist player angry at everything that he feels trumps his profession. Maybe try reading one of his many other rants against other professions, or his post about how he plays an elementalist? But hey, you wanna take trolls like Nova seriously and constantly fill his threads up with unnecessary and wasted constructive feedback that he’ll just blindly dispute, go ahead.
Live and let live everybody. Every build has something that counters something so no need to get mad when someone’s counters yours.
Yeah, nerf them zerker SD engis. That’ll fix the meta specs.
Shrapnel, Incendiary Powder, both in power trait line.
and why do i need power STAT that comes with it? IP is condi build, which is in power traitline. and most engi traits are like that.
Second, WTF are you talking about?
which part you didnt understand? engi is meant to be kit based, that’s why he has crappy weapon. if there were no kits either, good luck with running around with pistol.
Third, Healing Turret is a fast, powerful heal.
The issue is Gear Shield. Super fast recharge.
deploy, burst, blast, blast, destroy = at least 2.5 sec. as visible from very onset as can be. if you dont interrupt, you are baddie.
My main is an engi, and I think grenades may need a rework.
But according to the OP….. nerf grenades ! nerf toolkit !
God, what will be engi after this ? Turrets are already broken, without toolkit and grenades, better delete the class and create a new one.
Next step : qq about HGH?
SD…… against a good team, who know how and when to dodge (=during the burst), you’re dead very quickly.
op is correct, conditions are op. anet is not listening word of advice op, don’t make topics cos anet will ban you, like they did with me for making topics about conidtions.
Think you’re good because engineer carried you to the top spots. Says Engineer is fine Yet runs bunker engineer. Chaith you have no credibility.
It’s predictable you would attack me to divert attention from how you have been creating multiple threads & comments in where you spout your inaccurate opinions, 100% based on your random personal experiences, regarding the current Meta & balance, and pass it off as fact.
RE:
^My Favorite, for various reasons. But going through your post history is good enough.
Credibility, this word you use, I do not think you know what it means. Playing Power Engineer, Power Necro, or whatever other professions you find ridiculously OP, is definitely a better first step than coming on the forums and saying that “Blocks and Death Shroud OP.”
BTW, my build is an offensive all-purpose teamfight & 1v1 build. It can’t fight on-point, so calling it a bunker is about as accurate as saying that your Soldiers/Soldiers D/D Ele can kill the crap out of Warriors (which you do say).
Chaith you’re complete shrub
Twitch.tv/chaithh
New Twitter: @chaithhh
Healing Turret is a sweet heal. At 0 healing, it heals for 6390 every 20s, (53% of that is AoE) with 2 condition removal.
how is this number calculated?
Healing Turret is a sweet heal. At 0 healing, it heals for 6390 every 20s, (53% of that is AoE) with 2 condition removal.
how is this number calculated?
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.
It’s also possible to use stuff like Jump Shot/Acid Bomb/Rocket Boots and a Throw Mine detonate for another 1320 each.
You can also use Thumper Turret for 3 instant blast finishers every 50 seconds whenever needed.
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.
It’s also possible to use stuff like Jump Shot/Acid Bomb/Rocket Boots and a Throw Mine detonate for another 1320 each.
You can also use Thumper Turret for 3 instant blast finishers every 50 seconds whenever needed.
you are getting different number
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.
It’s also possible to use stuff like Jump Shot/Acid Bomb/Rocket Boots and a Throw Mine detonate for another 1320 each.
You can also use Thumper Turret for 3 instant blast finishers every 50 seconds whenever needed.you are getting different number
Yeah, I didn’t include the regen, and I called the blast finisher 1350 by mistake.
It’s 2520, 2520, with a potential blast for 1320. And some regen. However you’d like to present the number, heh.
Twitch.tv/chaithh
New Twitter: @chaithhh
Yeah, I didn’t include the regen, and I called the blast finisher 1350 by mistake.
It’s 2520, 2520, with a potential blast for 1320. And some regen. However you’d like to present the number, heh.
i see.
a quickie: if you deploy turret and immediately burst, do you get both regen? cause you get both healing parts, right? shouldn’t you get both regen?
Yeah, I didn’t include the regen, and I called the blast finisher 1350 by mistake.
It’s 2520, 2520, with a potential blast for 1320. And some regen. However you’d like to present the number, heh.
i see.
a quickie: if you deploy turret and immediately burst, do you get both regen? cause you get both healing parts, right? shouldn’t you get both regen?
The 5 second and 3 second use the same tick so it’s one or the other. If you don’t press Cleansing Burst fast the normal regeneration will tick and you have to wait for the next tick for it to activate.
Yeah, I didn’t include the regen, and I called the blast finisher 1350 by mistake.
It’s 2520, 2520, with a potential blast for 1320. And some regen. However you’d like to present the number, heh.
i see.
a quickie: if you deploy turret and immediately burst, do you get both regen? cause you get both healing parts, right? shouldn’t you get both regen?
The 5 second and 3 second use the same tick so it’s one or the other. If you don’t press Cleansing Burst fast the normal regeneration will tick and you have to wait for the next tick for it to activate.
i see. but one at least gets 2nd 2520 with immediate deploy/burst?
Happens exactly as I said if you hit 5,5,F1.
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.
If you wait it just ticks for 3 seconds of AoE regen and even if you press the Cleansing Burst it won’t do anything till the next 3 second tick.
Make it so their toolkit block doesn’t hold capture points.
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
Happens exactly as I said if you hit 5,5,F1.
Healing Turret-2520
Cleansing Burst-2520
5s Regeneration-650
Detonate Healing Turret-1320
7010 every 20 seconds with 4490 of that being AoE.If you wait it just ticks for 3 seconds of AoE regen and even if you press the Cleansing Burst it won’t do anything till the next 3 second tick.
thx