Anyone else giggled at the AMA like a madman?
Hoping someone does a nice breakdown of everything, or chops up the video for easier watching. Can’t watch right now and catching up on this long of a video feed… ugh, please someone save me!
Yea engi gets lots of really cool boosts cant wait:-)
Tekkit’s Workshop
Engineer is going to be even more fun to play than it already is! So excited.
Blast finishers for DAYS
Overall my build got buffed massively. Favorite part was the change to juggernaut and the merge of speedy kits and kit refinement. Oh and the addition of 1000000 more blast finishers. Kind of sad that they didn’t do anything about the global CD of kit refinement though. I love that trait so much but the cooldown is killing me.
edit: forgot about…ROBO LEGS!
(edited by Kande.1930)
cant wait to have a water field (with decent duration) that isnt attached to my heal
head here to discuss wvw without fear of infractions
we’ll see I hope we can believe that we will be masters of blasts and mightstacking with options like mortar in WvW it will be very intersting to blast ice fields on zergs
“We are the Gods of the New World Order. We are the Soldiers, the Legion of Light
We are the Center, the Death of the Sun. Fire and Flame, WE ARE ONE!”
Just tell me I can equip the hammer and wield the Mortar and I won’t play any other profession ever.
well, 4 kit, maybe 5 kit engi could be viable
“We are the Gods of the New World Order. We are the Soldiers, the Legion of Light
We are the Center, the Death of the Sun. Fire and Flame, WE ARE ONE!”
well, 4 kit, maybe 5 kit engi could be viable
Has been as far as pve goes for the last few months with 4 kits. The grenade nerf still hurts me, but I have not yet seen all the other changes to see how it will work out!
Now, five kits… 8D
Jara Ariasdottir (Soon all classes proper!)
yeah, grenade range nerf sucks but it has to happen. theyre not that crazy in pvp or pve but… siege on walls just isnt safe with the camera changes. eles, rangers, and warriors need to have it addressed too, but doesnt look like thatll happen. with engi the kicker is that you can throw nades over a gate and kill people (ie downed eles) in the courtyard.
i have a sinking feeling mortar will just replace it. except it wont be a replacement, well just spam mortar skills on cd and spam nades 2/4 on cd and, you know, whatever other big hits we take. at least itll be more thematically consistent, but im not theorizing significant playstyle changes there.
now.. anet, please. if you iterate on anything. iterate on this:
- bunker down is currently bad because unmoving enemies dont trigger the mines. deal with that, or bunker down will be just as unused as it is now.
- make kit refinement an in-combat trigger. we use speedy kits because its kittening good at giving us out of combat swiftness. we used to use kit refinement for damage before it was nerfed. i dont wanna swap to a kit and drop some stupid mine thats gonna put me in combat when im running around the world trying to go faster. instead, ill just use inventions for the blast finishers and get “swiftness” from firearms and never think twice about using speedy kits again.
head here to discuss wvw without fear of infractions
(edited by insanemaniac.2456)
Crap!!
I was late,and i’m on my phablet.
Gone on twitch gw2 channel but i can’t see any recorded/replay aviable.
Anyone can provide a link to see it?
I would like to see the engi things you are talking about.
Nades range will be diminished? Ouch…. hope i will still be able to safely bomb enemy zerg in WvW.
Would like to see the new mortar…
And if they did, would like to see the change on traits too!!
So no chance we will get a new kit considering we will have mortar as kit right?
And how is mortar weilded?
Is it like in the old load-screen where you see a big charr weilding something like a bazooka?
Or will it be on the ground lime before?
Come on, tell me it’s a kitten bazooka, i will stop play my engi, log in, equip mortar.,and just stay there watching my character without moving!!!
Guess it will remain mortar considering you are not talking about bazookas! uff…
Nah…. that subforum would collapse for the hype with a change like that.
Engineer : Charliengine
Engineer : Brother Thompson
(edited by Nirvana.8659)
Nades range will be diminished? Ouch…. hope i will still be able to safely bomb enemy zerg in WvW.
not so much. 900 range isnt gonna be enough.
imagine mortar as… well, if you held a rocket launcher the way you would hold a minigun, thats about the right imagery. if im remembering right. cuz there was about 2 hours of material after they demo’ed it. it was bad kitten though.
edit: oh right, a flamethrower. lol my imagination is running. better catch it.
head here to discuss wvw without fear of infractions
(edited by insanemaniac.2456)
Crap!!
I was late,and i’m on my phablet.
Gone on twitch gw2 channel but i can’t see any recorded/replay aviable.
Anyone can provide a link to see it?
I would like to see the engi things you are talking about.Nades range will be diminished? Ouch…. hope i will still be able to safely bomb enemy zerg in WvW.
Would like to see the new mortar…
And if they did, would like to see the change on traits too!!
So no chance we will get a new kit considering we will have mortar as kit right?And how is mortar weilded?
Is it like in the old load-screen where you see a big charr weilding something like a bazooka?
Or will it be on the ground lime before?Come on, tell me it’s a kitten bazooka, i will stop play my engi, log in, equip mortar.,and just stay there watching my character without moving!!!
Guess it will remain mortar considering you are not talking about bazookas! uff…
Nah…. that subforum would collapse for the hype with a change like that.
http://www.reddit.com/r/Guildwars2/comments/33qrg0/specialization_ama_livestream_notes/
Visually the mortar will be its own weapon. For now they use an up-angled temporary flamethrower style thing; not final from what I gather.
Jara Ariasdottir (Soon all classes proper!)
kind of sad that all of my builds got nerfed, and what happend to power shoes? was really nice being able to take back back rgn, automated response, and self regulating defenses anymore. that was such a rad combo. regardless, a hammer mortar build? oh my god my life wow
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
I’m thinking I might dust off my engineer based on these changes. And Mortar just seems fun!
Crap!!
I was late,and i’m on my phablet.
Gone on twitch gw2 channel but i can’t see any recorded/replay aviable.
Anyone can provide a link to see it?
I would like to see the engi things you are talking about.Nades range will be diminished? Ouch…. hope i will still be able to safely bomb enemy zerg in WvW.
Would like to see the new mortar…
And if they did, would like to see the change on traits too!!
So no chance we will get a new kit considering we will have mortar as kit right?And how is mortar weilded?
Is it like in the old load-screen where you see a big charr weilding something like a bazooka?
Or will it be on the ground lime before?Come on, tell me it’s a kitten bazooka, i will stop play my engi, log in, equip mortar.,and just stay there watching my character without moving!!!
Guess it will remain mortar considering you are not talking about bazookas! uff…
Nah…. that subforum would collapse for the hype with a change like that.
It will be uploaded on youtube.
Grenades are reduced to 900 range, but they get an extra one as a baseline instead of requiring a trait. The new Grenadier increases the blast radius and velocity of the projectiles. Also, they don’t leave combo fields (like the Poison one did).
They are designing Mortar to be the new long range kit. It’s a regular kit (no cooldown or anything) and you can run around with it, you are not rooted.
Also, elite skills give us a toolbelt skill now for F5.
Guys ty for thr fast reply and also for thr link.
Wow… nades range 900…..mmmh……mmmmmmhhhhhh…….i’m suffering a lot now.
Mmmh…..
LEL at the Mortar weilding, i love it.
Also just saw the comments on hobosack…. guys… i don’t know if i will pass the night after all that ignition of pure joy.
2 years on that class… and…. and…. just wow… really din’t expexted all that revolution.
On paper, i prefer have fast travelig 900 range nades, than 1500 range slow one.
I will wait to play it before judge.
Ahahahah….morter weilded like that…. oh guys….my happyness….. i’m a child again in that moment!
Gonna watch the videos, ty for the answers!!!
Engineer : Charliengine
Engineer : Brother Thompson
(edited by Nirvana.8659)
Sounds fun, I might have to set up my WvW Engi again for some frontline bombs with Mortar to screw with them at long range
Sounds fun, I might have to set up my WvW Engi again for some frontline bombs with Mortar to screw with them at long range
Hey you can shoot your allies with the Mortar to heal them!
At first it was a shock to read my nades wont be 1500 range, although the idea that the impack aoe is gona be increased did take my notice. During my fractal runs, how I combat enemies with reflect is to aim for the ground near them and the explosion would still hurt them so it wouldnt matter. With this change, I would be able to do this with even more ease.
I wasn’t able to see the stream, but I did get to look at the Reddit notes.
This all sounds pretty amazing.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
I’m interested to see how our Pistol #2 is affected now that Poison stacks. Same for burning and Flamethrower #4.
At first it was a shock to read my nades wont be 1500 range, although the idea that the impack aoe is gona be increased did take my notice. During my fractal runs, how I combat enemies with reflect is to aim for the ground near them and the explosion would still hurt them so it wouldnt matter. With this change, I would be able to do this with even more ease.
Well, you now have Mortar kit for long range as an option. Also looks like “rifle trait” will be a solid choice in the master slot, hopefully comes with extra range?
As an aside, I noticed Bombheals are gone, we have heal-splosion but that’s for blast finishers it says. I’ll miss that option if it’s gone, didn’t use it much but was a fun twist.
I will never drop any more supply crates once this hits. kittens been a long time since a new toy has gotten me this excited
I predict that grenades greatly falls out of favor.
https://www.youtube.com/watch?v=6q3em9s5I4c
Btw only 2 grenades now?
Btw only 2 grenades now?
No. They said they are making 3 the baseline standard.
https://www.youtube.com/watch?v=6q3em9s5I4c
Btw only 2 grenades now?
3 grenades.
900 range.
That’s a 40% range reduction.
Grandmaster grenadier trait: Increases explosion radius and how fast grenades fly.
Problem is: Grenades need to be ground targeted. You generally have less than 900 range due to it. You simply won’t be able to grenade down from a wvw keep wall anymore. You won’t be able to use the territory anymore. You won’t be able to start a fight with a chill grenade anymore. You won’t be able to use a poison aoe field / weakness stack with grenades anymore.
Basically anything that isn’t medium to close range with grenades will become the game just saying “Out of range” all day.
Mortar might have horrible damage, stats and could be as buggy as the original. It likely won’t be, but I have few hopes of the new mortar being able to compete with what the grenade kit used to be. I understand wanting to push something new but er. 1200 range on nades would quite simply be more, well, fair.
Explosion radius on grenades is already rather big. Extra large for the chill nades.
Faster travel speed was needed – Rangers now have it incorporated into the longbow at -all- times. Engineers don’t get something like that for grenades. We got our best utility nerfed and now we’re here and having to hope that the mortar will be as good.
I have my doubts.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
well, i will tell you my use of nades:
WvW bomb enemy guild/zerg from 1500 range with full zerker, Elixier gun+elixierS becase squishy as i am i have to run 2 stuns break+ 1 invulnerabilty to survive the most odd situations. Also the EG 4 is good AoE and retreat, and EG 5 helps with condi and damage mitigation in case of retaliation.
My nades accuracy with the actual nades in WvW is 40% or 50% at full range.
I’m not speaking of fights against the worst pugs blobs you usually find in EB where they rarely change direction and use retaliation….i speak about enemy with decrnt movements, and a minimum of organizations.
Now, lose nades… and gain other stuff like water fields+blast, all the changes from pistols to rifle to mortar… we can’t say it will not open up some build.
Also consider that go celestial with some toughtness on rings (condi like rabid or power like knights) should still make you able to use nades with 900 range+another kit + utility(invuln?) + elite.
That should mzke the job even for the 900 range.
About the tower wall defence, nothing to say there, it’s a lost scenario with nades.
Should have they changed from 1500 to 1200?
Ofc i agree there… but… i’m an engineer, i still didn’t test the mortar, so it might be not objective g8ve an opinion about that considering 1200 range nades + mortar range should have turned out really OP in WvW.
Anyway again… have to test that things before write without any evidence.
In pvp or open world 1vsX … never used nades at 1500 range, i trait them, but i fight between the melee and the 1200 range. I don’t think it will make pvp worst…. i think it will make engi more OP i pvp consideirng you can go trait for something else now that we have 3 nades baseline.
For PvE, hope no one will feel offended,but lol….i can’t see problem there anyway.
Engineer : Charliengine
Engineer : Brother Thompson
(edited by Nirvana.8659)
At first it was a shock to read my nades wont be 1500 range, although the idea that the impack aoe is gona be increased did take my notice. During my fractal runs, how I combat enemies with reflect is to aim for the ground near them and the explosion would still hurt them so it wouldnt matter. With this change, I would be able to do this with even more ease.
Well, you now have Mortar kit for long range as an option. Also looks like “rifle trait” will be a solid choice in the master slot, hopefully comes with extra range?
As an aside, I noticed Bombheals are gone, we have heal-splosion but that’s for blast finishers it says. I’ll miss that option if it’s gone, didn’t use it much but was a fun twist.
At the end of the engi section, they mentioned healbombs and said Healsplosion is meant to fill the gap, so maybe Bombs get blast finishers.
That’d be nuts lol. But you do have big ol bomb, but I’d probably take FT for it’s regular blasts in the situations I would have used bomb heals before.
I predict that grenades greatly falls out of favor.
For PVE not at all, you generally used them in close range already. It’s the 3X explosions for vuln that makes them strong not the range. It was certainly a plus though. Now we’ll probably carry around Mortar if we need a far range optoin, combined with a traited rifle which I’m hoping will still boost the range.
I predict that grenades greatly falls out of favor.
For PVE not at all, you generally used them in close range already. It’s the 3X explosions for vuln that makes them strong not the range. It was certainly a plus though. Now we’ll probably carry around Mortar if we need a far range optoin, combined with a traited rifle which I’m hoping will still boost the range.
Yeah, I should have clarified, I was thinking PvP and and definitely WvW
https://www.youtube.com/watch?v=6q3em9s5I4c
Btw only 2 grenades now?
3 grenades.
900 range.
That’s a 40% range reduction.
Grandmaster grenadier trait: Increases explosion radius and how fast grenades fly.
Problem is: Grenades need to be ground targeted. You generally have less than 900 range due to it. You simply won’t be able to grenade down from a wvw keep wall anymore. You won’t be able to use the territory anymore. You won’t be able to start a fight with a chill grenade anymore. You won’t be able to use a poison aoe field / weakness stack with grenades anymore.
Basically anything that isn’t medium to close range with grenades will become the game just saying “Out of range” all day.
Mortar might have horrible damage, stats and could be as buggy as the original. It likely won’t be, but I have few hopes of the new mortar being able to compete with what the grenade kit used to be. I understand wanting to push something new but er. 1200 range on nades would quite simply be more, well, fair.
Explosion radius on grenades is already rather big. Extra large for the chill nades.
Faster travel speed was needed – Rangers now have it incorporated into the longbow at -all- times. Engineers don’t get something like that for grenades. We got our best utility nerfed and now we’re here and having to hope that the mortar will be as good.I have my doubts.
http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/#more-120319
Grenadier is an adept trait now. Awesome right
We still get a friggin rockets to shoot down from keeps and conditions never really affected zergs anyway.
And they will still be usefull in PvE and PvP.
(edited by Pride.1734)
I’m really excited and glad at the same time. They didn’t screw up anything. Lower nade range cuz balance AND logics. Some rumors about no hobo sacks aswell. And mortar kit? GUYS MORTAR KIT! I’ve been saying this all the time _ apparently they really read the forums :> meow
greez Ziggy
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
cant wait to have a water field (with decent duration) that isnt attached to my heal
I was so excited during the stream so I missed catching some tool tips—what’s the new water field coming from?
cant wait to have a water field (with decent duration) that isnt attached to my heal
I was so excited during the stream so I missed catching some tool tips—what’s the new water field coming from?
well mortar has a healing skill and is going to be the “fields” kit, so pretty much if that healing skill isnt a water field, anet is doing it wrong. but i spose its not quite confirmed for now.. so take it with a grain of salt. lemme watch the vod again… (engi stuff is around 1:55:00 if you wanna watch it too)… oh hmm he only used the f5, i coulda sworn he spammed the other attacks as well at some point but i must be misremembering from when he was throwing nades…
umm i had something else to say too… where was i..
oh right, nades. 900 range wont affect them in pve. irrelevant change. annoying but wont matter cuz they arent nerfing the vuln stacking and they arent nerfing the dps potential. 900 range will affect them in pvp — long range cleaving will disappear. no more pew pewing like a ranger on … whatever maps have ledges. but that was never their only usage pattern. on point nade spam (best known from cele engis) wont change. they couldnt hit in 900-1500 range anyways unless an idiot was chasing without juking. so thats a kind of annoying change for pvp but i dont think its gonna make nades any less defining for a cele rifle build. now… in wvw… well, its the same thing as pvp, but theres 2 additional nerfs — back line dps builds will have to find another way to be back line, and nades’ desieging capabilities are eliminated. ew. maybe mortar can replace it. but EW.
edit
…oh wait, we lose condi duration too, thats gonna hurt our vuln stacking by about 20% :O
head here to discuss wvw without fear of infractions
(edited by insanemaniac.2456)
30% – but there’s 40% condi dura bufffood, but still… yea this is gonna hurt us. lets see
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
so many cool stuff
i was just theorycrafting in speed of light while watching
bunker heal engis YES YESYES
big bomb bers destroyer
mortar!!!!
nice turrete engi small nerf
cool condi possibilitys
med KIT!
speedy kit+kit refinement
OH MY GOD
I’m very hyped about all the changes and i can’t say that i disslike any of them.
That’s all cool shift to the current meta.
Can’t wait to actually test it.
Elite toolbelt? AOE MOA, big bomb mortar stuff….
Just…applauding standing for all this stuff they want to implement.
(for those who missed any info about it here are links that will give you all info text and vid)
http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/
http://www.twitch.tv/guildwars2/c/6594135 (starts somewhere 02h01m)
Only thing i’m sad about…is….when? qq
so many cool stuff
i was just theorycrafting in speed of light while watching
bunker heal engis YES YESYES
big bomb bers destroyer
mortar!!!!
nice turrete engi small nerf
cool condi possibilitys
med KIT!
speedy kit+kit refinement
OH MY GODI’m very hyped about all the changes and i can’t say that i disslike any of them.
That’s all cool shift to the current meta.
Can’t wait to actually test it.
Elite toolbelt? AOE MOA, big bomb mortar stuff….Just…applauding standing for all this stuff they want to implement.
(for those who missed any info about it here are links that will give you all info text and vid)
http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/
http://www.twitch.tv/guildwars2/c/6594135 (starts somewhere 02h01m)Only thing i’m sad about…is….when? qq
And yet they still dont show us elite spec:-P
Tekkit’s Workshop
I love the changes coming up for the turrets.
Up to now we needed to use up all of our skill points to make full use of the turrets, which leaded in to the afk turret builds …… well – those weren`t fun at all.
Now we will be able to use the turrets as a part of a build since we don`t need a grandmaster for the buffs anymore, AND the place-turrets-and-go-for-coffe builds will hopefully disappear. NICE.
Removing bomb healer and changing it into sth that is not forcing us to spam an AA is a great idea, since it makes a support engi for WvW much more versatile – you can do a lot of other stuff while you`ve been spamming AA before.
I also like the idea of combining some traids which were not usefull up to now to make them viable.
But I´m not shure if all those combinations will turn out well – eg the speedy kits and kit refinement combi could turn out to be enervating, since you will need to watch out because most skills will get you in fight, which will be very nasty in WvW roaming.
However I like the changes coming up for the grenades. You rarely make use of the 1500 range — as long as you don`t exploid sth ;P.
Furthermore the higher velocity might even increase the effective range. When you throw a grenade while walking forward ( eg chasing sbd ) you`re effective range reduces to about 500 due to the slow speed of the nades themselves.
I think I’m just going to pull up all my suggestions from the past year to see if I can help with coming up with ideas for the TBD traits.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
They must still decide the skin for the mortar!!!!
Give them some inspiration about that too!!!
I really would like to see the mortar weilded over the engi shoulder in “bazooka” style!
Anyway a question: the traits in firearms , ROBOLEGS , will it grant the 25% passive speed?
That’s what i understood while they were talking about it , it will give some bonus swiftness making it more effective,chill-crip-imm reduction and may be 25% passive movement speed?
Did i well understood?
Engineer : Charliengine
Engineer : Brother Thompson
Oh yea – the mortar could look like those äther canon guys.
I can`t stop grinning when I imagine this on an asura XD
They must still decide the skin for the mortar!!!!
Give them some inspiration about that too!!!I really would like to see the mortar weilded over the engi shoulder in “bazooka” style!
Anyway a question: the traits in firearms , ROBOLEGS , will it grant the 25% passive speed?
That’s what i understood while they were talking about it , it will give some bonus swiftness making it more effective,chill-crip-imm reduction and may be 25% passive movement speed?
Did i well understood?
i think you understood well. from what they had to say, i think they intend for it to be a merger of power shoes and leg mods, in some form, plus a buff to swiftness. thats a very defining trait wherever they put it, but firearms needs a reason to see use outside of pve and robo legs would definitely be that reason. i dont think firearms fits for it thematically, but functionally i think it could be fine. that said, it was a powerpoint presentation that we saw and not a skill fact sooooooo its still very much up in the air?
head here to discuss wvw without fear of infractions
Yup it was a powerpoitn :S .
But in the ROBOLEG description i din’t see the 25% passive speed,and reading here other opinions i can’t understand.
They were talking in 2 ppls together when they started describing ROBOLEG ,and with my low english knowledge is hard for me understand while they speak together in the stream.
After i listened to it 4 times i didn’t find any tracks of they sayng that ROBOLEG will grant the passive 25% speed.
Looks more like they will give ROBOLEGS a special bonus speed ONLY WHILE you are under the swiftness effect.
For once,i hope my low english skill to be a fail enough ….and have 25% movement speed.
I would not like to go in Tool for speedy kits only,and be also forced to have Kit refiniment coupled with it , that can randomly put me in combat while walking,or give me some unwanted effect like a not desired pull while switching to bomb kit,or a not desired Mine with Nades kit , or a not desired Glue Trail while switching to EG, etc etc (on the top of that i don’t like Kit Refiniment since they changed it ,but that’s a different argoument from the unwanted effect while in-combat or running around).
Engineer : Charliengine
Engineer : Brother Thompson
The engi portion of the stream gave me an anxiety attack! Seriously.
I am so excited by the changes coming I can stand it. Annoyed about the range reduction on grenades, but as long as mortar gives us our missing 1500 range attacks back I will be happy. Going to probably start running the mortar full time regardless anyway.
Really, only one worry of mine remains.
I hope that they remove the minimum range requirement that plagues the current mortar. It’s extremely finnicky when something is closer, it doesn’t really make play more intelligent and it just shuts down the entire kit futher close.
Rather have the barrage spread out more at a short range fire. Plus, grenades are supposedly better at close range anyway, no? So that minimum range seems even more pointless that way.
If the mortar kit -does- get freed of its current problematic situation though? Squees and happiness shall be had.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Really, only one worry of mine remains.
I hope that they remove the minimum range requirement that plagues the current mortar. It’s extremely finnicky when something is closer, it doesn’t really make play more intelligent and it just shuts down the entire kit futher close.
Rather have the barrage spread out more at a short range fire. Plus, grenades are supposedly better at close range anyway, no? So that minimum range seems even more pointless that way.
If the mortar kit -does- get freed of its current problematic situation though? Squees and happiness shall be had.
I suspect that it won’t. I think the plan it to always be swapping kits so you start with the mortar (now a kit and has no real recharge) at long range and when they get close you have to swap to grenades (now short range only).
Can Engi please have more than one viable skill set in PVE? Turrets maybe?