I want to be an Engineer..
So badly do I want to play an Engineer.
I think I may do that anyway.. but it seems like there is just an inane amount of problems and bugs.
I wish turrets worked correctly and were meaningful, because according to the GW2 site that is your main staple of holding an area and supporting that with hand grenades, mines, bombs, and gunfire.
Do you guys feel that if they fixed the turrets to actually be valuable and helpful (on my Guardian I just laughably walk past them), that Engineers would see significant boost in their success in both PvE and PvP (all forms)?
My idea for an Engineer is to literally make a Juggernaut Flamethrower build for WvW just to confuse people (I have yet to see an Engineer use a Flamethrower) and light things on fire, but it would be great if I didn’t need to be stuck with 100nades or p/p kite builds to be ‘effective’.
Not quite, no. There is so much wrong with this class that just fixing one of the problems wouldn’t fix the entire class.
Turrets can be used to decent effect when leveling and when going back to do low level zones for map completion, but in dungeons often die in one or two damage ticks on AoEs when traited for, and do little damage on their own. Having several turrets out at once can be moderately effective at killing stuff, but this requires use of the elite skill.
Other problems include but are not limited to many of our utilities not scaling with stats properly (turrets for instance only scale with level), kits don’t use any stats gained from weapons, the toolbelt is in many cases intentionally balanced by pairing weak belt skills with strong slot skills and vice versa, several bugs that have existed since launch are still around and seriously hamper our effectiveness (the ones that helped us have been removed), we get little to no developer attention, RNG plagues several of our skills intended for support, and our best elite skill is an assortment of our utility skills on a separate cooldown, but weaker.
There isn’t that much wrong with the profession actually Metaphysicist, some like to severely over exaggerate their ideas. A few fixes would quit literally would propel the class. As far as turrets go, they are no different then any other minions in the game. They are equivalent to necro pets. It has nothing to do with issues for the profession as the devs stated in a post about the games various pets. No one profession has greater issues then the other when it comes to minions (keep in mind, there is a difference between minions and pets) . As I understand it, it is more an issue of finding a balance for them as well as issues with the AI.
In the betas and right after launch they were great, because you could put them up on rocks and on trees. I remember in beta, Colin Johanson comment on a picture in which someone had a rocket turret on top of a cactus using the deployable turrets trait (turrets are ground targeted) and stated that was not a glitch and perfectly acceptable. I used turrets alot then and stuck them on the side of walls, and the top of rocks. After release though, in PvE, only 2 turrets function with that trait.
No
If somehow turrets got awesome all of a sudden, the engineer would still be inflexible.
What happens if the smart enemy players don’t go near your turrets? Screwed again, that’s what. It’s a gimmicky build. Maybe rocket turret would lay the hurt down on everyone at any range, but it’s the only turret capable of doing so, and as soon as they deal with it, you’re back to screwed again. Your other stuff still sucks like always so it’s not like you’d be able to go get them.
No skills are ideal in sPvP / WvW / PvE. In PvP they do not hve a choice because deployable turrets actually works on all turrets there, and they have to come near them to take points. In WvW they have to come near them to get to you in some cases. In others they have to come near them to take a camp or keep. In PvE it is a non-issue, they go near your turrets.
As a general rule, I can agree that they are not ideal though.