Engi in sPvP: half broken kits & a pain to play?

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Legit Prep In.5893

Legit Prep In.5893

Don’t get me wrong, but the moment I switch from any other class(okok, warrior, mesmer and necro which I have played) to my beloved engi, I feel like playing with both my hands tied behind my back while beeing blindfolded.
I’m also not sure if it is because of that TERRIBLE LAG than occurs the moment a fight happens in sPvP (am I the only one experiencing that?). Every other player seem just to slot those 3 sigils, and spam the kitten out of button 1-5. I have to handle 4 toolbelt skills, switching between up to 3 turrets/kits and also have an eye open for my current boons as well as health and all the cooldowns on those slots. It is SO MUCH MORE work to get on the same “level” of usefullness in pvp as with other chars.
But what annoys me most is the fact that the moment I play FAST (= pressing buttons like a maniac and moving my character) it seems NOTHING HITS anymore! Rifle Nr4 , enemy is right next to me , boom, shot goes out, skill on cooldown, nothing hit. Flamethrower Nr 5, blindness, I think I have NEVER hit anyone with this uberuseless skill so far, they could basicly see the color of my engiunterwear, and still never got hit by Flamethower Nr5.
Same with a lot of other skills, the moment the pvp gets faster, nothing seems to hit proper.

Besides that, do the stubborn half broken Turrets benefit from anything like Power/condition at all?
Why is the flamethrower having so much issues with hitting anything If I’m not literally showing the pipe up someones “back” ?
Why is the battering ram NEVER hitting anything that moves ?

I saw someone arguing that a engi can have permanent swiftness active and + the 10% from equipping a healing kit it would be “so unbalanced”…really? I’m not sure if I should laugh or cry, what use are 3 tiny medpacks that each give avg 1000-1600hp and are on a 12sec (8s with traits) cooldown? Ask the permaspinning thief that hits with 3k-6k / second in a LARGE AE radius… but I can run faster away..right.

Most of the kits are half broken or not usable in sPvP, (I love the crowbar, but it is just useless..TINY range, no benefit from weapon stats).
I now slotted everything for n back, and I can’t seem to find any combination that is “good”. Power for rifle, conditions for pistol. It is playable, yes, but nothing special since we are not allowed to switch weapons either. Yes I know we got kits, but what kit is usefull in a fast paced pvp fight ?
ToolKit/Wrench= tiny range, weak dmg compared to everything else
Grenade = ask my Nr1 hammering finger while strafing, running, evading and trying to use all other skills/tools
FlameThrower = just under par with all other weapons, although I love it
ElexierGun = no CC, just some tiny conditions, weak dmg
Bombkit = god I love it, but the time it takes to drop a bomb and wait till it explodes, the fight is at a different spot IF it hits anything at all, also, all applied conditions are a bit short (1sec slow lol?) …why is the good old BIG bomb NOT working as Blast finisher anymore?!!?!?!?
What am I missing?

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Spitwyld.1963

Spitwyld.1963

Be the change you want to see in the world.

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Visionary.5681

Visionary.5681

I’m 100% with you on the constant ‘misses’ .

If i manually swing my camera around leaving my character facing whoever he is attacking, then hit blowtorch or a flamethrower #1 , all i get are misses.

I plan my p/p +elixir build around trying to get off burn damage whilst the player runs infront of me with the cameras pointing straight ahead, else im faced with miss,miss,miss.

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Legit Prep In.5893

Legit Prep In.5893

Yeah thanks Spotwyld, I tried it out, a bit different to play wiht basicly popping elexiers everything one comes off its cooldown, but WOW what a BLAST! I don’t have to switch kits anymore (just when someone tries to run away, rifle +2), might nicely stacked, finally doing the dmg the flamethrower should do in the first place.
Thanks, love the spec and it is working superb! Came just back from 4 wins in a row, all 1st place lol.

I guess that is the thing they will “fix” soon … no more might stacking then… I hope they make the rest of the kits more usefull & fix them when that time comes.

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Cenixx.2594

Cenixx.2594

The classic “you’re not doing it right…” is needed here.
Don’t use flamethrower, problem solved. I laugh at kids when they actually try to do damage with it. It’s good for the blowout that’s about it.

I run 3 different types of builds. Bunker, rifle burst and explosives hybrid x2 pistol.
I have a blast playing them and they’re very effective.

Adepts – Engineer – [IvI] I Vs I Me Bro – Isle of Janthir

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Ashes.6418

Ashes.6418

I’d say it’s more a case of “you’re not doing it well enough”
It’s too early to rule out kit-stacking as a viable PvP build, it has a rather high skill ceiling to synergise the kits and swap between them for maximum effect. It’s kind of like using an Elementalist to their full extent, swapping between attunements fluidly through combat and not just spamming it.

The logic that “I can’t use it well, therefore it must be weak” is flawed.
That being said, kits are currently garbage, and the only turret worth using is the Healing Turret.

Personally I use an Alchemy and dual pistol condition build. Very effective in PvP, a lot of survivability and it eats all those glass cannon builds people are still using.
I also use an invention/rifle build for ultimate CC and raw damage.

Both of these I have had a lot of success with so far.

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Spitwyld.1963

Spitwyld.1963

Yeah thanks Spotwyld, I tried it out, a bit different to play wiht basicly popping elexiers everything one comes off its cooldown, but WOW what a BLAST! I don’t have to switch kits anymore (just when someone tries to run away, rifle +2), might nicely stacked, finally doing the dmg the flamethrower should do in the first place.
Thanks, love the spec and it is working superb! Came just back from 4 wins in a row, all 1st place lol.

I guess that is the thing they will “fix” soon … no more might stacking then… I hope they make the rest of the kits more usefull & fix them when that time comes.

I’m glad you enjoyed it! I will keep tweaking it to perfection! Flamegineer 4 life.

Be the change you want to see in the world.

Engi in sPvP: half broken kits & a pain to play?

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Posted by: Tokumaru.6370

Tokumaru.6370

I actually have a good bit of success in sPvP running with Pistol/Shield, Healing Turret, Flamethrower, Rocket Boots, and Elixir Gun. Can’t tell you what I’m traited to right now off the top of my head, but I am almost constantly switching between my P/S, Flamethrower, and Elixir Gun, and it makes for a fun playstyle of mastering fluid transitions between the three, and knowing when to switch to each one.

I’m still not great with the build, but I’m generally 3rd or 4th during matches, with the occasional number 1 spot after a particularly good match. But honestly I’d blame myself not having mastered the playstyle yet way more than I blame the bugs/imbalance with kits concerning things like no default auto-attack and not benefiting from weapon stats.

Even now (and especially once ANet fixing some of the more glaring problems surrounding kits), my build is a really good support/damage class. I never run around solo, always stick with a group and keep up the support, while taking some time to do damage as well. I can win a 1v1, but it’s mostly down to a lot of luck and the other player being bad than it is me doing well. It’s just a much more team-centric build.