Underpowered Direct Damage (Engineer)
Since Berserker Engineer has low defence so its not viable I made a Knight build which made me have fine defence. Though Bomb Kit and Grenade kit have skills like (Flash Grenade) and (Poison Grenade) / (Concussion Bomb) and (Fire Bomb) which barely even have damage. Since I do not deal with conditions I wont be having much use of these so it will be useless and as if i only have the auto attack. It would be more challenging if these skills had more power. These skills that I listed are supposed to have more damage so that they could be viable. If it could be viable then people could play Direct Damage build on engineer. It is really boring since engineers can only play Condition Damage builds. However, it is mostly fun to deal direct damage so that should be attracting people to play engineer and interest some people to the game if these listed skills dealt real damage instead of having like 400-800 which is so low. I hope that this post gets attention.
Engi does not have low direct damage and good luck fighting condition builds.
I’ll try something like http://gw2skills.net/editor/?fdAQFAUlUUpkr1UxtLseNSeBN6rMlgAyAkAR2jBC-TJBBABScBAA4BAEeZge2fAA
if you want to change to Berserker Amulet it’s fine.
The Dhuumfire thread
i play with this bombzerker build quite a bit,
aslong as you get the smoke bomb off you might not melt!
there have been multiple times where i down every enemy on the point in seconds!
it hits everyone on the point HARD!
its not really a serious build for tournaments etc, but its fun for hotjoin
Op, how do you claim low damage compared to condition builds, when you admit you never used them.
An engineer playing properly in soldiers gear has just as much damage output of an engineer in dire gear.
Power engi used to have the biggest spike in the game, maybe the nerf from that still has some effect? Idk, but they seem to be in fine shape when I fight them.
I’ve actually seen a few power engi builds and they were actually pretty good.
I think it used Rifle for some good CC/Burst/Mobility
Bomb Kit for sustained damage/CC
Tool Kit for Defense/CC and burst set up
Elixir Gun for mostly Healing/Mobility/Stunbreak
This Engi was hard to lock down because of all the mobility and CC that it has as well as active defences. Plus all the blast finishers with the Healing Turret ensured alot of healing.
Conditions could probably mess this build up but it was actually pretty good against melee and CC heavy builds like Warriors and Guardians.
Might not be the best build but if you come up with a decent setup, build around it you can certainly make it work really well.
Bombs and Nades aren’t exactly what I would take as a Zerker.
Flame Burst on FT, Acid Bomb from Elixir gun – these scale very well with power.
Don’t pigeonhold yourself into explosives. Yes, they’re nice and easy to use, but they aren’t the only choice.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Sorry for replying late I’ve been busy. However all i meant is that I wanted to make a serious direct damage build for engineers. I don’t like conditions so I want to make a serious one not just a hot join one. All I wanted is that the ArenaNet gives more damage to the skills I listed (Flash Grenade) (Poison Grenade) (Concussion Bomb) (Fire Bomb) so that people would be able to play Direct Damage Engineer as a main build so that it would be more fun. Because its like as if these skills were only given to condition engineers. What is a direct damage engineer supposed to do with a fire bomb or a concussion bomb which have main damage as condition. If the game adds damage like 2000 (total if critical on my build) for the skills I’ve listed it would be viable because this little 2000 with the little condition damage I have will make it viable. I’m looking forward to this because it is the most fun to me and some people I know. If people here get Arena Net’s attention it will be really good because I hate having these listed skills as useless skills that I can’t use because even they are weak.
I don’t want any different builds but seriously the skills I listed are as if its only give to condition users All i asked for is to be more powered I tried other kits. These are the only ones fun and the skills I listed are underpowered because they do not have fine damage as a power engineer they only work for condition so it isn’t fair that only condition is viable.
I hope that people would agree that these skills I listed get more power because its fair to play direct damage engineer not just condition
It might turn Arena Net’s attention. And for people who say direct damage engineers are fine when they face them, It’s not enough because it should be good enough so that it would be possible to beat the Pro people. The build needs these skills listed to be improved
Whoever Agrees please say I agree. We need to bring in ArenaNet’s Attention to this post
I completely disagree. Your asking for increased direct damage to soft control skills and pure condition skills. I am having difficulty comprehending your logic In that.
??
Engineers have exceptional direct damage builds.
Your Bomb, Your Big Ol Bomb, Toolkit etc. all scale very well with damage.
Not every skill is pure power, but who cares.
Grenades actually do VERY well with power builds if you get grenadier. Your Shrapnel and Freeze grenades are quite good and at a far range/AE.
Our DD is hardly bad if that is what you are going for!
This is the latest official design philosophy for the Engineer from Arenanet based on the June 13 Ready Up Developer Livestream notes:
•Official design: Condition overload – it is by design they don’t have a lot of condition removals but we don’t want conditions to be a hard counter for engineers. You can counter the conditions with your hard and soft CCs (i.e. stuns, cripples). The issue is when you fighting multiple opponents that you can’t really counter all the conditions. Limited spike potential – we want to make sure engineers don’t do too much spike damage as there was a time in the past where this was an issue. Versatility through utility skills. Difficulty from disengage from a fight – harder than thief/mesmer.
So, I don’t think you are going to have much luck in getting them to up the Engineer’s spike damage.
Thanks.
“You can get more results with a kind word and a big stick,
than you can with merely a kind word.”
Since Berserker Engineer has low defence so its not viable
HAHA This guy, cracks me up!
Won many an out numbered fight with this
http://gw2skills.net/editor/?fdAQFAUlcTp6qtdxELseNSeBN6jclNDyAsAR2ibA-TJRBwAF3fgcZgHXAAAPAAA
http://www.twitch.tv/disasterdrew
I’ve been messing around with this and I’m seeing some good initial success.
Use Elixir B then (optional to Throw Elixir S) you Throw Elixir B and go Blunderbuss + Overcharged + Jump + Flame Blast and you can really rock a good number of builds. If you don’t insta-gib you’ve probably put them on the defensive. I still want FT 1 to be buffed so that there’s a reason for me to use it instead of rifle 1 in between bursts. The animation on the jet is awesome but deals hardly any damage. It would also make the +toughness from Jugg more useful.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
This is the latest official design philosophy for the Engineer from Arenanet based on the June 13 Ready Up Developer Livestream notes:
•Official design: Condition overload – it is by design they don’t have a lot of condition removals but we don’t want conditions to be a hard counter for engineers. You can counter the conditions with your hard and soft CCs (i.e. stuns, cripples). The issue is when you fighting multiple opponents that you can’t really counter all the conditions. Limited spike potential – we want to make sure engineers don’t do too much spike damage as there was a time in the past where this was an issue. Versatility through utility skills. Difficulty from disengage from a fight – harder than thief/mesmer.
So, I don’t think you are going to have much luck in getting them to up the Engineer’s spike damage.
Thanks.
That design you mention is totally incoherent though – not that it is really a surprise, anyway, seeing the class.
It describes CC as a way to counter conditions, yet almost any class has ways to negate it either via stability or other means. It mentions versatility via utility skills, yet the class is shoehorned into kits due to other design choices (thus heavily reducing that supposed versatility). I can agree with the disengage part, even if there are classes that have it easier beside not being mentioned (hello, warrior). And the whole “spike damage that was a problem in the past” was a gimmick that worked only versus terrible players. As many other builds that are often whined upon (and yet few ones in tourneys end up using them – or the class at all, as we can easily see from the team compositions…especially the ones of the winning teams).
The whole design is based upon a mode completely different from the rest of the game, anyway. And it shows – the class is basically non-existant outside pvp.
Berserk anything has “so low defence” except warriors but Anet decides not to care about that. Zerk engi is about the same as zerk necro/ele. I’d actually say it has pretty good defence in it’s ability to burst, high swiftness/vigor uptime, block (toolkit) and stealth (elixir s)