(edited by Hammerguard.9834)
I wanna talk about the Engineer.
I think I can agree a bit. I find that the Engineer feels a little lost in the abilities that he/she can handle between the skills we’re allowed to pick from, and few abilities are not as good as others. You’ve stated some of these, and I think there could be some changes/new abilities to what the engineer can do. the Tool kit skill (with the monkey wrench), I feel like can have more possibilities. Possibly something like dropping caltdrops like a thief or some sort for managing control while in combat in PvP.
That was just one example, and I don’t want to get too into it. But I will definitely agree on one thing. Our under-water combat is just not fun. I don’t know if its me, but the spear-gun limitation really kills it for me too.
there’s a trait to throw med kits, and engineer hard in pvp? Lol no. Not at all.
You want a hard class in PvP? Try Elementalist.
the damage is there, the execution is not
“I really want to like the Engineer. Their concept is quite good but the execution is where I’m having issues.” That’s exactly how I’ve been feeling about engineers. I got into guild wars not knowing much about it. The fact that they had a profession in an MMO with technology and turrets of sorts sounded like the neatest thing ever so I jumped on it. I agree with your post a lot. I also think other things should be reworked in some ways or modified. Things like the rifle mostly being a shot gun with close range abilities. The knock back on the rifle is close ranged, blunderbust is close ranged, the jump shot is basically close ranged (can’t be cast that far and you get closer to any enemies you try to use it on. The next is nice, it’s long range, but if you wanted to use the rifle for long range dps then you’re out of luck. The net does no damage, gotta get in close range for the rest and using your knock back also makes you fall and have to get up hindering you dps as well as the delay on your jump shot ability.
Tool kit is close ranged, bombs are close ranged, flamethrower is mostly close ranged condition based, grenades are long ranged but ground targetable so you have to aim them correctly (unless underwater in which case they are godly. I never even bother with harpoons all I need to do is kite and spam grenades while soloing difficult bosses and huge mobs). Pistols are kind of mid and close range condition weapons. Elixer gun is condition based. So out of that we have one long ranged weapon that is ground targetable but the rifle can’t fit into a long range weapon because it’s auto attack is the only thing that does long range damage while using it’s other abilities will hinder it’s dps. I do like the utility that was put in the rifle don’t get me wrong. I really like that part of it but you can’t do too well with building it for ranged dps. Maybe they should add a shotgun type of weapon, put blunderbuss, jump shot, and the knock back ability in the shotgun line while the rifle has it’s piercing auto attack, net shot, and three other abilities.
Turrets get insta-focused in PvE, they don’t do the best damage in PvP for taking a skill slot up and having a long cd if they go down. Net turret is ok but I suppose they all can be ok in certain situations. However people usually choose skills that will be better in most situations. And turrets get out shined because of this, because there are other skills that have much more use and practical applications that come up more often for them. I love the idea of turrets but they need to be worked on.
(edited by wise eyes lies.2760)
Well regarding the underwater combat I’d like to point out the hilarity of it for engineers. Now obviously all manners of play style should be possible underwater, however, the engineer speargun is so hilariously useless I don’t bother with it.
So as a result I share with you the easiest way to murder everything underwater. In fact ignore your weapons. As of now our kits are pretty meaningless seeing as they do not carry weapon stats over. But, underwater the sheer damage from the Grenade kit is unbelievable. I have 30 points in the Explosives tree, making sure to pick up burns, increased explosion radius and increased distance with + 1 Bonus grenade on toss. Everything is auto target with grenades under water, not to mention that you can throw grenades as fast as you can hit the 1 button (well not really but its on no cooldown). Literally every other grenade skill is meaningless.
Now the damage output is enormous, noone in my guild can fight underwater like a grenadier + turrets. But the fact that this is the only feasible way to fight underwater as an engineer is a problem.
Well regarding the underwater combat I’d like to point out the hilarity of it for engineers. Now obviously all manners of play style should be possible underwater, however, the engineer speargun is so hilariously useless I don’t bother with it.
So as a result I share with you the easiest way to murder everything underwater. In fact ignore your weapons. As of now our kits are pretty meaningless seeing as they do not carry weapon stats over. But, underwater the sheer damage from the Grenade kit is unbelievable. I have 30 points in the Explosives tree, making sure to pick up burns, increased explosion radius and increased distance with + 1 Bonus grenade on toss. Everything is auto target with grenades under water, not to mention that you can throw grenades as fast as you can hit the 1 button (well not really but its on no cooldown). Literally every other grenade skill is meaningless.
Now the damage output is enormous, noone in my guild can fight underwater like a grenadier + turrets. But the fact that this is the only feasible way to fight underwater as an engineer is a problem.
I haven’t tried it yet but you definitely aren’t the first person to mention this.
I also wish some of the kits had auto-use on them by default, and even when you put them on manually they are removed when the kit its removed. Kits like the Flamethrower, Elixir gun and even the Grenade kit (skill 1 should be auto-targeted in my opinion).