Engie giveth conditions, and taketh away

Engie giveth conditions, and taketh away

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

I see a lot of posts stating that we need to trait for Cleansing Formula 409 to have any chance of successfully removing conditions, so I thought I would post my own conditions build that also removes them at a constant rate without having to do so.

http://www.guildhead.com/skill-calc#mcMz9VmlvLMmlGLMap0GfVVRmkm08kiI7khV7070c7kGW70V7ow18ofj

Feel free to choose other traits, these are just the ones I’m currently using, although Kit Refinement is mandatory.

I chose Runes for the Chill effect both for the actual effect, and because it stacks an additional condition, which can often mask our other conditions upon condition removal of just one or two.

Anyway, here’s the idea:

Traited, #5 EG move removes a condition every 16 seconds (traited).
With Kit Refinement, swap to EG removes a condition roughly every 20 seconds.
With Kit Refinement, swap to FT removes a condition roughly every 10 seconds.
Swap to medikit + #4 removes a condition, and you can place one or two on the ground before you fight for an additional condition removal as you walk over it.
Elixir R used before 25% life will remove conditions… it would sometimes be a waste, except when you trait for Inertial Converter in the Tools line, you get it back off of cooldown again when you go under 25% life.

All in all, you have consistent condition removal… 3-5 every 20 seconds on average, not including using Elixir R as a last ditch effort.

Meanwhile, you stack conditions pretty regularly and efficiently yourself, and it’s a pretty sturdy build against all but the burstiest specs.

This might very well be my next video, although it’s honestly just a variation of a pretty popular build we have, I just chose to go with EG and FT for the condition removal they give us with Kit Refinement.

Anyway, hope this helps some of you struggling with condition removal, if you’re used to kit swapping, it makes anything but the best Necros usually not much of an issue.

Jumzi (Ranger), Tarnished Coast

Engie giveth conditions, and taketh away

in Engineer

Posted by: Sylosi.6503

Sylosi.6503

The reason people complain about engi condition removal, is that unless you build for it quite heavily through traits and kit choices (which usually involves 15+ points in alchemy and a build that can make use of an elxir gun and/or elixirs), you often end up with virtually zero condition removal (just the 4 skill on medikit / the 60 sec cooldown on healing turret, plus sometimes the redundant removal on elxir R toss which 90% of the time is going to be used on the basis of the rez).

Take the current FOTM build 100nades, the only conditional removal is the 4 skill on the medi-kit, now what would you replace? You can’t remove the grenade kit, how about swapping the toolkit for the elxir gun, not really the toolkit fits a power build teh elixir gun doesn’t, the toolkit provides far more that fits in with the build such as the pull, the shield for defence, etc.

How about replacing elixir S for elxir R, well you get some condition removal, but most times the consideration will be rezzes not the rather redundant removal, you also gain a stunbreak, but then on the other hand you’ve lost an invurnrability, plus your super stomp, plus stealth / stability, either way the main consideration is weighing up the benefits of the rez

Now I don’t expect my engi to have the same easy access to condition removal as my necro, after all conditions are the necros thing, but as a an alleged all-round, versatile class that has apparently sacrificed damage and a weapon swap, I expect a better than average baseline condition removal compared to most classes, we don;t get that.

Take my thief, for a measely 10 pts in shadow arts, I remove a condition upon entering stealth, then every 3 secs in stealth, plus I have a heal that removes burning, bleeds & poision, this is far superior (even on a build with zero stealth utilites as you can get stealth through C&D, or through smoke field on pistol offhand) to anything I can get on engi for the same points, where even after spending more points I am forced into either using certain kits (elixir gun, flamethrower) or picking elxirs in as my utlity skills.

Engi needs a re-think, it is not versatile nor jack of all trades, quite the opposite, removing the weapon swap and then trying to make up for that by squashing everything in to the three utlity slots, simply does not work, especially when combined with the trait system, which is not good a design full stop, but is especially bad for certain classes like engi as it actually promotes specilization.

(edited by Sylosi.6503)

Engie giveth conditions, and taketh away

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

The reason people complain about engi condition removal, is that unless you build for it quite heavily through traits and kit choices (which usually involves 15+ points in alchemy and a build that can make use of an elxir gun and/or elixirs), you often end up with virtually zero condition removal (just the 4 skill on medikit / the 60 sec cooldown on healing turret, plus sometimes the redundant removal on elxir R toss which 90% of the time is going to be used on the basis of the rez).

Take the current FOTM build 100nades, the only conditional removal is the 4 skill on the medi-kit, now what would you replace? You can’t remove the grenade kit, how about swapping the toolkit for the elxir gun, not really the toolkit fits a power build teh elixir gun doesn’t, the toolkit provides far more that fits in with the build such as the pull, the shield for defence, etc.

How about replacing elixir S for elxir R, well you get some condition removal, but most times the consideration will be rezzes not the rather redundant removal, you also gain a stunbreak, but then on the other hand you’ve lost an invurnrability, plus your super stomp, plus stealth / stability, either way the main consideration is weighing up the benefits of the rez

Now I don’t expect my engi to have the same easy access to condition removal as my necro, after all conditions are the necros thing, but as a an alleged all-round, versatile class that has apparently sacrificed damage and a weapon swap, I expect a better than average baseline condition removal compared to most classes, we don;t get that.

Take my thief, for a measely 10 pts in shadow arts, I remove a condition upon entering stealth, then every 3 secs in stealth, plus I have a heal that removes burning, bleeds & poision, this is far superior (even on a build with zero stealth utilites as you can get stealth through C&D, or through smoke field on pistol offhand) to anything I can get on engi for the same points, where even after spending more points I am forced into either using certain kits (elixir gun, flamethrower) or picking elxirs in as my utlity skills.

Engi needs a re-think, it is not versatile nor jack of all trades, quite the opposite, removing the weapon swap and then trying to make up for that by squashing everything in to the three utlity slots, simply does not work, especially when combined with the trait system, which is not good a design full stop, but is especially bad for certain classes like engi as it actually promotes specilization.

My next question is then, what currently popular builds in tPvP (non-bunker) have any natural condition removal that’s any better? It seems to me that every profession has to specifically decide to take along condition removal or not, this doesn’t seem at all an Engineer specific issue to me.

Jumzi (Ranger), Tarnished Coast

Engie giveth conditions, and taketh away

in Engineer

Posted by: Sylosi.6503

Sylosi.6503

The reason people complain about engi condition removal, is that unless you build for it quite heavily through traits and kit choices (which usually involves 15+ points in alchemy and a build that can make use of an elxir gun and/or elixirs), you often end up with virtually zero condition removal (just the 4 skill on medikit / the 60 sec cooldown on healing turret, plus sometimes the redundant removal on elxir R toss which 90% of the time is going to be used on the basis of the rez).

Take the current FOTM build 100nades, the only conditional removal is the 4 skill on the medi-kit, now what would you replace? You can’t remove the grenade kit, how about swapping the toolkit for the elxir gun, not really the toolkit fits a power build teh elixir gun doesn’t, the toolkit provides far more that fits in with the build such as the pull, the shield for defence, etc.

How about replacing elixir S for elxir R, well you get some condition removal, but most times the consideration will be rezzes not the rather redundant removal, you also gain a stunbreak, but then on the other hand you’ve lost an invurnrability, plus your super stomp, plus stealth / stability, either way the main consideration is weighing up the benefits of the rez

Now I don’t expect my engi to have the same easy access to condition removal as my necro, after all conditions are the necros thing, but as a an alleged all-round, versatile class that has apparently sacrificed damage and a weapon swap, I expect a better than average baseline condition removal compared to most classes, we don;t get that.

Take my thief, for a measely 10 pts in shadow arts, I remove a condition upon entering stealth, then every 3 secs in stealth, plus I have a heal that removes burning, bleeds & poision, this is far superior (even on a build with zero stealth utilites as you can get stealth through C&D, or through smoke field on pistol offhand) to anything I can get on engi for the same points, where even after spending more points I am forced into either using certain kits (elixir gun, flamethrower) or picking elxirs in as my utlity skills.

Engi needs a re-think, it is not versatile nor jack of all trades, quite the opposite, removing the weapon swap and then trying to make up for that by squashing everything in to the three utlity slots, simply does not work, especially when combined with the trait system, which is not good a design full stop, but is especially bad for certain classes like engi as it actually promotes specilization.

My next question is then, what currently popular builds in tPvP (non-bunker) have any natural condition removal that’s any better? It seems to me that every profession has to specifically decide to take along condition removal or not, this doesn’t seem at all an Engineer specific issue to me.

It is not a question of having to choose condition removal or not, it is a question of if you want some condi removal, the level of investment (points & ultilty skills/slots) that you need to get an okay level of condi removal & the versatitility of those options.

Plenty of classes (Ranger, Thief, Necro, Ele, etc) all offer a decent level of condi removal for both less investment than it takes on an engi and that is far more versatile, in that they don’t require multiple traits (or a 20 pt trait and then being forced into using elxirs), and/or multiple utility slots, so can be added to nearly any build.

The condition removal options on the engi (like so much else), are in direct opposition to the alleged “versatile” design of the engi and you posting another build that yet again goes down the Alchemy line, yet again uses the elixir gun, yet again uses an elxir, etc does nothing to change that. (and yes you get it from kit refnement also, but again being forced into certain kits, flamethorwer and elixir gun (yet again)).

Which is why so many engy builds end up with virtually no condi removal, less than even the basic heal skills provide from other classes (necro, ranger, etc).

And then finally on top of all that, you have the issue that utility slots are a more important commodity for the engineer than other classes, so if I want more condi removal on my ranger, the decision to say sacrifice 1 slot for the signet, is a much easier one, than on my engi, and more importantly gives more versatility in that area.

(edited by Sylosi.6503)

Engie giveth conditions, and taketh away

in Engineer

Posted by: Ejiofor.4801

Ejiofor.4801

I use Superior Sigil of Purity, which gives a 60% chance on Crit to Remove a Condition regarding my Pistol/Shield Combo. My Crit chance is low, but I have noticed that, more often than not, I will see three conditions removed fast when I’m using my Pistol, or my FLAME JET. Not sure if this is a bug or working as intended, but I really don’t worry about it anymore since giving this Sigil a shot.

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

Engie giveth conditions, and taketh away

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Posted by: Ayestes.1273

Ayestes.1273

That sigil has a cooldown of ten seconds. Either it’s a bug or you aren’t seeing it right.

Virydia – Hearld
Tirydia – Scrapper

Engie giveth conditions, and taketh away

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Posted by: Deniara Devious.3948

Deniara Devious.3948

Excellent post by Sylosi.6503. I hope the developers will read it. The engineer traits are generally weak when compared to other professions. And having just 3 utility slots, which are often spent to kits, don’t give us enough real utility. Any effective engineer builds needs to be very specialized, not making it versatile, like the Anet envisioned.

Deniara

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

Engie giveth conditions, and taketh away

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Posted by: Atamaz.4195

Atamaz.4195

Is not that easy compare engi to other professions because others have 5 weapon skill, heal, 3 utility and 1 elite; while we as engineer often replace our utility skill with kits, that should let us be more flexible but probably this mechanic “specialize” us even more because kits, for example, have no condition removal that affect ourself (unless you count the light field of EG#5 while staing close enough to the target) and the toolbelt skill are nice but don’t help our flexibility because do the same things as the kit that give it.
And as the game is now I’m not really sure I want to exchange our so called flexibility for damage, because our heal don’t heal(only direct heal on ourself take full healing stat other take just a low%, with 1000 heal pulse from super elixir and regen gain ~100 per tic) and, in dungeon, boss are nearly immune to cc, weakness and blind.
It’s not that we don’t have skill to be flexible or to remove condition, is that we don’t have enough skill slot/trait to do everything and do some kind of damage, and support in the form of heal is not that performant.
As the game is now we’ve got nerfed’nades and many other way to do things worse than other professions that don’t worth the loss of damage for a flexibility we don’t have.

Engie giveth conditions, and taketh away

in Engineer

Posted by: Goloith.6349

Goloith.6349

Have you guys ever heard of elixir c? I personally like the +20% duration for my might stacking P/P build so I’m not sure what people are talking about.

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