For potential engineers after the update...
The healing turret seems to have improved after the update and I can see some increase in damage from the kits (not that I feel powerful all of sudden). You can see the damage increase more easily in the low leveled areas than the higher ones.
Still, I actually think engineer is one of the more “fun” classes to play out there. It does have it’s goofy skills and charms. I think engineers are not the “killing machines” like the thieves and mesmers but I do get good laughs here and there while playing it. Especially the mini-finishers in PvP/ WvW. But really, if you are playing for fun and doesn’t care too much about being competitive, I think you should give it a try.
The changes made little to no difference in our healing or damage other than the bug fix with healing turret. Your output will be exactly the same as before the patch. I am assuming they meant to add base damage to the kits but forgot in the end.
They didn’t actually bump bundle damage like the patch notes say they did, so you’re still down roughly 250 attack when switching to a kit. The rifle turret still hits for 317 on the heavy target dummy. So yeah.
The engineer class seems to have had it pretty rough. With the changes to kits and (part of) the turrets, is this update any significant boost in areas of concern or just a minor alteration? I have only a limited time to play, which is why I have been hesitant to jump onboard with a neglected class, but it is still piquing my interest.
Some of the “buffs” didn’t actually carry over to live (base damage of bundles equal to exotics of your level, for example). So I would say is not that great. I hope Anet fixes it and actually apply what the patch notes say.
Still, I actually think engineer is one of the more “fun” classes to play out there. It does have it’s goofy skills and charms. I think engineers are not the “killing machines” like the thieves and mesmers but I do get good laughs here and there while playing it. Especially the mini-finishers in PvP/ WvW. But really, if you are playing for fun and doesn’t care too much about being competitive, I think you should give it a try.
Mesmer doesn’t really feel powerful until you go into sPVP. Leveling one is harder than warrior, guardian or elementalist. Don’t know about the other classes as don’t have alts from them.
I’ve been intrigued by engineers for ages now, rolled and engineer twice already and played him each time till level 10. Get a bit frustrated when reading the forums seems like the profession has got no future, but every time I see a engineer either in the open world or even in sPVP there’s always this same thought that goes through my mind: That class looks awesome! You know what, think I’m definitely gonna roll one and keep him, it just seems too fun not to.
It is my favourite class and after I got to 80 I rolled a guardian and play with him instead.
I’m just not good enough at my engineer to be useful. I have decided that it is a personal failing, not necesarily the class specifically. (though; there are many areas the class could be buffed to make it less of a skill check!) the patch notes sounded fantastic, can’t wait for the kit = highest class of item change to be live.
In the late game content this patch didn’t do much to fix our “gimped buggy class” situation. However, this patch has made a small step to fix this class and it’s made kits better for lower level engis.
Also, whoever thinks the healing turret bug fix was a buff seriously never ran healing gear before the patch. Before the patch it was a slap in the face to use healing turret and get 5hp regen (in full cleric) and not be able to get rid of it with other regens. Meanwhile, guardians get perma regen that scales with healing power.
So… I’d count it as a much needed fix to a massive bug
(edited by JohnDied.3476)
Grenade Kit is epic damage now. That is all.
Message me any time in game.
Damage hasn’t changed much atall. Someone believes it’s because the base damage hasn’t actually increased and that because this game doesn’t have a PTR they didn’t catch it before launching this patch.
I’m not sure. I don’t feel particularly powerful compared to before, it still takes a while to kill anything 60+ and I don’t care what they say in their notes my cone attacks are STILL missing like they were before. Some fix.
Is there a flamethrower build that is viable now? Or hasn’t that really changed yet?
I was looking really really close at my flamethrower damage and didn’t notice any change. I came here to see if I was simply imagining the situation, but I agree I don’t see any increase in damage.
Basicly, some bugs have been fixed. That is all.
The damage of kits in pve/wvw is now on par with the damage in spvp. The buff, kits scaling upto exotic weapon damage, doesnt work.
Grenade Kit is epic damage now. That is all.
as it was always, as for the fixes they were minor
Grenade Kit is epic damage now. That is all.
as it was always, as for the fixes they were minor
You guys whined everyday that you wanted stats and sigils with your kits so they gave them to you and your response is “as it was always, as for the fixes they were minor”?
Ungrateful brat.
You guys whined everyday that you wanted stats and sigils with your kits so they gave them to you and your response is “as it was always, as for the fixes they were minor”?
Ungrateful brat.
Naw, it was a great PvE fix/buff. A lot of people haven’t noticed that base damage didn’t increase per the patch notes, so they’re expecting more noticeable results. So, we got a great PvE bugfix but not the across-the-board buff it looked like we were getting. That’s okay with me…one step at a time.
Grenade Kit is epic damage now. That is all.
as it was always, as for the fixes they were minor
You guys whined everyday that you wanted stats and sigils with your kits so they gave them to you and your response is “as it was always, as for the fixes they were minor”?
Ungrateful brat.
Ha, ungrateful.
The stats is just a bugfix to an issue exclusive to pve/wvw. Sigils not applying was a major oversight. And still weapondamage doesnt carry over.
These are BUGS. Besides bugs getting fixed, there need to be flat out buffs and fundamental redesigns of certain aspects.
Thinking everything would be good after a few bugfixes… Really…
Attack does not go up with kits as was mentioned in the patch notes. HOWEVER precision and condition damage stats do carry over from the weapon. So you can increase your damage by having a precision/condition stat weapon in the mean time. I noticed a small bump in damage because I’m a condition FT engy and my crit chance increased 10% and a little bit in condition damage. The fact that the weapon also has power made no difference however. The increased damage was from the FT critting slightly more often. Elementalist reports though that I’ve heard are that they’re loving fiery greatsword now.
OP: It’s a game and you should really play it for fun. Give engineer a try and if you enjoy it, keep playing it.
Was running around outside the entrance to Arah earlier today, didn’t notice much of a change beyond burns and bleed ticking for more and a few more crits hitting. Running a p/p prec/tough/cond grenadier based condition on crit setup currently, so for actual power I wouldn’t see much of a difference anyways. Crit chance only went up from 50 to 55 percent when using kits with the adding of the weapon stats, so not a huge change for me and what I was doing.
I did however notice a stat changing by about 200ish in the equipment/stats screen when I was toggling kits on and off. I think it was attack, but not entirely sure. Will have to check when I wake up later.
Checking again now and I was mistaken, attack only goes up by 59 for me when equipping any kit. I’ve read in a bunch of other threads that it’s going down for people when they equip kits so I don’t know. Maybe because I’m not built for power and am running around with rare pistols instead of exotics. Didn’t have a reason to get exotic ones until now with the weapon stats carrying over.
The “exotic level weapon rating” is different for every weapon — Greatsword, Pistols, Hammer, Longbow, etc. It follow that it would also be different for Kits.
Greatsword gives 1100. My Rifle gives 1205 weapon rating. My pistols are 1029. Dagger is 981. Shield is 909. Kits happen to be 969. Because it’s lower than the Rifle or Pistols, people think it’s not exotic-level or something. But I think it’s working as intended.
*I think! Could definitely be wrong.
**If you’re going to do the math, Weapon Rating = Attack Rating – Power Rating
(edited by Destroyer.1306)
Grenade Kit is epic damage now. That is all.
as it was always, as for the fixes they were minor
You guys whined everyday that you wanted stats and sigils with your kits so they gave them to you and your response is “as it was always, as for the fixes they were minor”?
Ungrateful brat.
yes because now that that has been done the engineer is a top tier class.
said no one ever
And now with having exotic pistols, attack is dropping 60 when equipping kits. Hmm…
…Greatsword gives 1100. My Rifle gives 1205 weapon rating. My pistols are 1029. Dagger is 981. Shield is 909. Kits happen to be 969….
do you notice something there? Things that take both hands have a higher base-damage than things that are single handed.
This is (I believe) due to the ability to equip 2 items; each with additional stats and an additional sigil.
Kits need to take into account your base-weapons. If you are dual wielding, your kit needs a base damage of 969 (or whatever they choose) if you are wielding a rifle, your kit needs a base damage of 1000+, to take into account you haven;t got those additional weapon stats. OR, kits need to be right in the middle of single-handed weapons; and double handed weapons; obviously this makes dual handed weapons a slightly better choice for a kit build; but it doesn’t completey gimp out any dual-wielded builds.