Next engy nerfs pls
That sounds great that way gear shield will be in line with my defender runes meaning every time my block is up i get a 5k heal or more without having to wait an extra 7-10 sec to proc it !!
That sounds great that way gear shield will be in line with my defender runes meaning every time my block is up i get a 5k heal or more without having to wait an extra 7-10 sec to proc it !!
Sounds good. Better synergy, less blocking. Seems like a win win for everyone. :P
Warlord Sikari (80 Scrapper)
all they need to do now is add defender runes to pvp as well as the other craft account bound ones
Yeah I aint gonna lie I think its BS that the engy shield is better than the warrior shield 5. Its the same thing, but the engineer one has a shorter cooldown.
lets not talk about weak shields… have u see the guards? and its their logo…
lets not talk about weak shields… have u see the guards? and its their logo…
Their shield skills may blow, but arguably; they have one of the best shields with focus and they aren’t really lacking in the block department.
Warlord Sikari (80 Scrapper)
About slick shoes, i’ll copypaste what i said in another thread some days ago.
Assuming those poodles weren’t made so incospicuous on purpose, giving them some decent tell would help.
Making it ineffective while standing still would be the laziest counter ever seen, though – one could avoid that by literally doing nothing.
Thus i would rather propose to add another layer of complexity to the skill.
Alas, giving the engineer some interactions with the oil via the use of some fire-based skills.
By using one of the aforemented fire-based skills (blowtorch or flame jet, for example) the oil would be ignited, prompting some animation on the poodles (it could have a duration of half or three quarters of a second). It is important to point out that crossing them at this point is safe; it will cause no knockdown, as the oil just started to burn, and will cause no damage either;
After that time, though, the oil will burn and cause damage and/or burning (either for some little time, or in a single blow; imho, the latter solution is the better one, else it would just clutter the terrain with little aoes).
By doing something similar, there would be quite some positive effects on gameplay.
First, there is counterplay for the oil slicks- standing still – albeit quite an easy one; but there is also counter-counterplay on the engineer part that can burn the area and force the opponent to either react properly or take damage.
Obviously, this also means that the engineer can’t just spam skills at random. If he wants to ignite the oil later, he will need some skills that can do so; likewise, if he wants to knock down an enemy, using a fire skill at the wrong time would foil his plan.
Also, it would be doable in a gadget build as well, via rocket boots or rocket kick; thus adding some value to an underused build.
Hahaha, I knew it was only a matter of time that turretnerfcrier would realize that turret wasn’t the real deal all along, and so moved on Slick shoes, Gear shield, Healing Turret, Overcharge shot and IP.
Hahaha, I knew it was only a matter of time that turretnerfcrier would realize that turret wasn’t the real deal all along, and so moved on Slick shoes, Gear shield, Healing Turret, Overcharge shot and IP.
People have been complaining about Gear Shield and IP long before Turrets were complained about. Slick Shoes has been complained about since the Stability change. This is nothing new at all son. Healing Turret isn’t problematic though. It’s in the same spot as Healing Signet and Consume Conditions where all the alternative heals just ain’t up to par.
Hahaha, I knew it was only a matter of time that turretnerfcrier would realize that turret wasn’t the real deal all along, and so moved on Slick shoes, Gear shield, Healing Turret, Overcharge shot and IP.
People have been complaining about Gear Shield and IP long before Turrets were complained about. Slick Shoes has been complained about since the Stability change. This is nothing new at all son. Healing Turret isn’t problematic though. It’s in the same spot as Healing Signet and Consume Conditions where all the alternative heals just ain’t up to par.
Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.
Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.
Gear Shield with Power Wrench is legitimately a problem though. A 3s block on a 16s cooldown is too strong no matter how you look at it. And Slick Shoes should have had its functionality changed alongside the Stability change. It was a powerful skill before, and it saw use as an alternative to common picks for 3rd slot like Elixir R and Elixir S. Now it’s the de facto best thing to have in your 3rd utility slot. That’s detrimental to the game as it hurts diversity.
Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.
Gear Shield with Power Wrench is legitimately a problem though. A 3s block on a 16s cooldown is too strong no matter how you look at it.
Almost as strong as 2.5s evade on 10s cd!
Hahaha, I knew it was only a matter of time that turretnerfcrier would realize that turret wasn’t the real deal all along, and so moved on Slick shoes, Gear shield, Healing Turret, Overcharge shot and IP.
People have been complaining about Gear Shield and IP long before Turrets were complained about. Slick Shoes has been complained about since the Stability change. This is nothing new at all son. Healing Turret isn’t problematic though. It’s in the same spot as Healing Signet and Consume Conditions where all the alternative heals just ain’t up to par.
Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.
Concerned that the game might get balanced ? Don’t worry,that’l never happen.
Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.
Gear Shield with Power Wrench is legitimately a problem though. A 3s block on a 16s cooldown is too strong no matter how you look at it.
Almost as strong as 2.5s evade on 10s cd!
because those classes definitely have same survival, point controll and team support as engi… oh wait
i agree gear shield needs longer CD;
healing turret needs longer cast time or longer CD imo, it is almost impossible to interrupt it
given the stability changes, slick shoes really need a change, it is just too good even vs targets who have high stability uptime which kind of removes any counterplay besides instant teleports
i am not sure what would be better way to change them, maybe make fields not stackable or increase CD by a lot? so engi would have to think twice before using them and couldn’t just nicely rotate through gear shield, healing turret slick shoes, rinse and repeat
[Teef] guild :>
(edited by Cynz.9437)
Slick shoes should be so slick they also knock the engineer on their bums. That has my vote.
Warlord Sikari (80 Scrapper)
Almost as strong as 2.5s evade on 10s cd!
Blurred Frenzy roots the user though, a badly used Blurred Frenzy will mean you’ve rooted yourself in place possibly setting yourself up to get wreckt by the enemy as soon as the evade is over. If Mesmer could run around while using it it would definitely be far too strong. I mean, I would be completely ok with Gear Shield rooting the Engineer on use if you think that’s better than a longer cooldown or reduction in effectivity. You also can’t always access Blurred Frenzy when you want since it can be temporarily inaccessible after a weapon swap, Gear Shield will never be inaccessible.
Almost as strong as 2.5s evade on 10s cd!
Blurred Frenzy roots the user though, a badly used Blurred Frenzy will mean you’ve rooted yourself in place possibly setting yourself up to get wreckt by the enemy as soon as the evade is over. If Mesmer could run around while using it it would definitely be far too strong. I mean, I would be completely ok with Gear Shield rooting the Engineer on use if you think that’s better than a longer cooldown or reduction in effectivity. You also can’t always access Blurred Frenzy when you want since it can be temporarily inaccessible after a weapon swap, Gear Shield will never be inaccessible.
I think that’s a key part of what adds to the power of the already incredibly powerful block that is often overlooked.
Warlord Sikari (80 Scrapper)
compare the 16sec traited gear shield to what the warrior’s traited block will become: 3sec block 20sec cooldown, reflects missiles, might on block.
I know which one I would take.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
I love engineer, but sometimes I think if we just remove the class and all engis play hambow we wont have so many people complaining about engineer stuff.
compare the 16sec traited gear shield to what the warrior’s traited block will become: 3sec block 20sec cooldown, reflects missiles, might on block.
I know which one I would take.
Might be worth annotating the loss of Dogged March.
Warlord Sikari (80 Scrapper)
compare the 16sec traited gear shield to what the warrior’s traited block will become: 3sec block 20sec cooldown, reflects missiles, might on block.
I know which one I would take.
Might be worth annotating the loss of Dogged March.
I already take shield master, so I’m over the moon. it’s my favourite change, up there with the mortar, warr heal fixes, and the shout trait merge. it’s gonna be amazing, so much might and reflects when you get focused by the whole team.
plus, the engineer needs to invest in tools to get gear sheild that low, so they loose alternatives also. there is always opportunity cost when you have to trait something.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
(edited by choovanski.5462)