(edited by Talloc.6835)
A Way to Avoid Using Grenades?
I use P/P HGH and ToolKit.
I feel perfectly viable in WvW.
Lots of good Bomb builds too if you like that sort of thing.
pistols, rifles, turrets, bombs, flame throwers, elixers, gadgets, shields,.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Why yes, those are some abilities we have. But like rangers, not everything we have is exactly the best.
in PvE
bombs have very good direct damage and scale pretty well with power – therefore bombs + might stacking is pretty good
i personally like the non HgH version with bombs + FT and use FT 1 to attack while kit swapping to retain high might stack without losing any dps at all which is pretty darn sweet (i.e. no “down time” in which you dont dps just to stack might)
Why yes, those are some abilities we have. But like rangers, not everything we have is exactly the best.
define best.
if i had a decent computer, i would film myself using every single kit and ability we have in PvE. They all work. All of them. Every last one. To the end. Completely. If you think otherwise, learn to play. (except maybe Scope, kitten you Scope!).
In wvw we have many available builds including pistol condi, ft zerg defense, elixir support, bombs, and other roaming options.
in spvp we have pistol condi, ft assault, turret bunkers, bomb healing, and more.
oh ya, we do still have grenades everywhere as well.
so, what’s your problem?
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Why yes, those are some abilities we have. But like rangers, not everything we have is exactly the best.
define best.
if i had a decent computer, i would film myself using every single kit and ability we have in PvE. They all work. All of them. Every last one. To the end. Completely. If you think otherwise, learn to play. (except maybe Scope, kitten you Scope!).
In wvw we have many available builds including pistol condi, ft zerg defense, elixir support, bombs, and other roaming options.
in spvp we have pistol condi, ft assault, turret bunkers, bomb healing, and more.
oh ya, we do still have grenades everywhere as well.
so, what’s your problem?
PvE is good, but engineers seem to suffer in zergging besides grenades. FT assault I don’t see too viable, doesn’t do enough damage honestly. Turret bunkers are better, but easy to counter (just target turrets first), bomb healing is alright (not the best bunker build we have though). Pistol condi/hgh seems to be the only way to get if you dont want to bunker.
Honestly, I’d love to see the following get buffed
1. All gadgets
2. FT (the weapon seems to want people to use its #1, but the damage doesn’t justify what you’re sacrificing for use it)
3. Turrets outside of bunkering. Their long CDs just seem…too long for some of them. With their low hp, any player who knows he is fighting an turret engineer knows to take them out first. So I’d like to see them more viable for WvW and engineers who dont bunker in sPvP.
4. Melee dps with Tool Kit. Right now people use this kit as more of a support. Engineers don’t have melee weapons, so I feel this kits #1 should be looked at to make up for it. This should be our melee weapon, it should have a faster attack speed imo.
5. Our basic survive ability. Right now our main survive ability things are vigor/dodging and elixer S. These just don’t make up for what our builds require us to do. Most of the time we will be right up in their face with out abilities. Dodging is good but can only give us so many dodges, elixer S can be countered if someone immobilizes you before you use it. Maybe if the toolbelt skill of elixer S would give invis all the time then it would be a different story. It just seems like every class that is not heavy has amazing escape potential…except engineers and necros. Rangers with all of their gap makers and long range, mesmers with clones and stealth, thiefs with gap makers and stealth, eles with all of their mobility.
Those are my basic eww aspects of the class. I still enjoy playing it the most, just those things sometimes get on my nerves .
To me a glaring issue with engineer is that we only have one kit that hits hard at proper range. We have two option for melee (tool kit, bomb kit), and two for range (grenade kit, elixir gun) but elixir is more debuff (weakness) than damage. This is then compounded by the added workload from grenades being all ground targeted.
Sure, both our weapon options are ranged. But they seem to have more skill in the flamethrower region than anything out around 1200 that seems to be the general long range.
Blunderbuss and overcharged shot reaches only 400, leaving us with hip shot and net shot for ranged attacks (and why they put a gap closer on rifle i will never understand).
And don’t get me started on poison dart volley. Why oh why can hyleks land a tight stream of darts using a blowgun when we can’t hit a barn wall past some 200 units?! And static shot is interesting, but risky to use because it bounces. And the range of that bounce is erratic. Sometimes it seems to bounce for more than base range, sometimes it does not bounce at all even tho the distance between mobs seems to be lower. And blowtorch seems to have much the same issue as blunderbuss, 600 range, but only really hard hitting out to about 200.
Eh, I’m just going to roll a guardian until engineer gets some love. At least then I’ll feel like I’m helping the team instead of getting carried. I got in to engineer for FT and ToolKit shenanigans, but they seem like a gimmick at best with the current state of the class.
your loss.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
No, it’s really not. I have no problems with playing more complex and unique classes. I actually prefer them. The issue is that engineer only feels like such a headache because it’s not a complete class. It’s complexity comes from the fact that half of our stuff is just plain broken.
How long has Scope not worked? Since release. I remember when Thieves had an issue with their talents and it was hotfixed the same day. I’ll pick the class back up once it’s been given some real attention instead of reassuring coos from the same devs who continue to buff warriors every patch.
your loss.
Or his gain.
Guardian has a nice feel in its variety. The only loss is range. More tanky, more support, and more damage. Generally.
Plus, I like seeing that not every Guardian is in the same weapon set.
Or Elementalist, and just think of it like swapping kits with a realllly long cooldown.