No more buffs to Engineer please

No more buffs to Engineer please

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Posted by: Rhomulos.2089

Rhomulos.2089

Engineer is in a great spot right now, some people may argue too good of a spot.

In PvE, many out there still think Engineer brings much less DPS than most other classes, and is in the same boat as Necro and Ranger. Many don’t know about what engineers can do, or Ranger for that matter.

We can stack ridiculous amounts of Vuln, consistant party might, off-healing, tons of condi removal if it’s needed, party stealth only beat out by thieves and more.

In PvP, we may not be in perfect meta comps but we’re more than capable of counter potential in the future class changes. If other classes get new strengths we may be able to counter them. The engineer class itself doesn’t need to be stronger to fit into the meta comp, it just needs to be strong against meta comp classes to be useful.

As for the rest of PvP, we’re strong in just about every aspect. We have a huge variety of builds that can work from the most casual of pvp to Team Arenas with no trouble at all. We’ve recently acquired some build variety surrounding turrets, annoyingly easy to use but it’s not the best thing to bring against a strong team.

In WvW we’re great roamers, havok squad and fill many different roles. We don’t need to be in the zerg itself to be useful for the match.

We’re great right now, but we still need bug fixes, shaving and number adjustments. Just don’t give us any more skill buffs than we already have. Power creep is a slippery slope, and bringing a class that is in a good spot into that is a bad way to appease the whiners who can’t get past the engineer’s limitations or pick a new class.

I’m happy with my main class, I can go on about small changes and fixes I would like to see but overall if it meant risking large imbalance I’d keep engineer as it is now.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: Arantheal.7396

Arantheal.7396

Seems like I’m on the opposite side of the spectrum.
Yes, I don’t need more dps, but when it comes to versatility and new stuff I think we can’t get enough toys. I want new kits, new elites, new gadgets and a way to run elixier builds effectively even without HGH. Maybe even a new weapon-set. New traits are fine, but I not only want to upgrade my old stuff, I want to incorporate new toys to my builds.

What makes turrets that strong currently is the actual bugfixes so they work like intended. The buffs they give are nice but not really a OP game changer since we already had ways to keep them up (altought not that easy), and even their bubble triggers to late and only lasts shortly compared to their high cd, so the actual balance changes were minor.

So, some bugfixing would be awesome for underwater nades targeting and FT mechanics. The only thing I can possibly think of as direct buff would be to give us back the old juggernaut trait and a pull instead of a push on FT #3. Then we would not need higher base dmg on that kit since it becomes viable as a tool, not as a weapon.

Apart from that: I WANT NEW TOYS!!!

Engineer is love, Engineer is life.

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Posted by: Rozbuska.5263

Rozbuska.5263

What we need is something for party and that I mean something what dont involve pressing gazilion of buttons and needs our full attention. For example why we cant have backpack regenerator for all around instead just for us. Same for example Med Kit why its drop only those tiny bag for one use while other classes buffs and heal all around.
Imo engi is in great possition if we look on himself we can easily stack 25 might, large amount of healing ect and is great while you farming solo/roaming in wvw but we are not in singleplayer game.

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: Arantheal.7396

Arantheal.7396

turreteer(with e-gun) + runes of water + clerics stats
kitten di kitten , no one goes into downstate during my watch.

inb4 power stats with egun: super elixir is quite awesome with these stats, acid bomb scales well with power, and fumigate cleans condis. dps comes from rocket/rifle turret and rifle itself.

I can’t complain about my group support.

Engineer is love, Engineer is life.

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Posted by: Rhomulos.2089

Rhomulos.2089

I agree on the notion of getting more toys to play with, that’s what makes Engineer great. I want a lot more stuff to play with, but what I don’t want is stuff to make what we already do even easier/stronger.

As for more party buffs, engineers already have a lot of presence in group content. In pvp they generate silly amounts of AoE conditions, or one of the spvp bunker builds revolving around blast finishers. In dungeons the engineer brings near OP condition removal and an AoE heal from healing turret that makes a nice difference in speed runs. Blast finishers are also tied to a few of our main DPS skills so we also keep the might up.

Med kit is more solo oriented, but even that can be for team-play. You can stack up med kits up to 3 stacks out at a time, this works in pvp when you’re forced to anticipate a fight on a point while using a build suited for med kit. But at the end of the day, just use healing turret if you want to help your team. Med kit for anyone but yourself has very niche uses that requires coordination.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: robertul.3679

robertul.3679

I have a feeling incendiary powder will get the broken level of dhuumfire soon achieved by constant tweaking.

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Posted by: Arantheal.7396

Arantheal.7396

It is already broken.

!!tier 2!! explosives trait that applies 4sec burn to a !!single target!! with a !!10sec cd!!

my fix idea would look like this
applies 1 sec burn to every target you hit with whatever physical attack. Can not be applied for the next 3 sec on a target that got hit already. BOOM trait fixed, suddenly viable as a tier 2 trait and is no OP the slightest.

Engineer is love, Engineer is life.

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Posted by: Basaltface.2786

Basaltface.2786

No buffs? i sorta.. kinda disagree. No buffs anymore to the “good things” like bombs, nades and stuff like e-gun, also none to the traits.. BUT some serios buffs to the flamer´s damage for example would be something that would open a lot more crazy builds. I do belive it got a sort of sneaky “buff” that i noticed in pure accident in a “kitten that kitten” dungeon story run with some guildies where we just messed arround with traits and random builds at every “weave” of enemies to find potential new ways to fight. It seems to sorta stun smaller enemie types that usually come in swarms like small spiders for a very brief moment and even pushing them back for a few inches. I cant tell if that was there before though… but yea flamer kit should be buffed cause its a pretty amazing kit that could have so much potential as a a short range “cleave\aoe” kit. Like one idea would be to add a permanent flame jet to the juggernaut trait that reduces your movement speed while active.. like you push ft 1 and the flame jet stays active till you deactivate it again with ft1 but you can only move with walking speed while you flame the enemie. All few seconds you apply burn to the enemie and if you keep the jet on too long you also get burn stacks cause the weapon overheats or something and atleast a quarter or even half of its current damage added to its damage. Thats really all that comes to my mind that contradicts your views OP. As for the rest.. yes no more buffs at all are needed (in my humble opinion)

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Posted by: Rhomulos.2089

Rhomulos.2089

Incind Powder could use some tweaking, I’m not a huge fan of strong passive play. As it is now though, it’s strong enough where a condi spec should deff take it but it’s not impossible to deal with. The issue with it is more just a general issue with condi vs condi clease availability.

Buffing flamethrower is dangerous. The iconic attack of the flamethrower, the auto attack, is very consistant and would need some serious creativity to balance effectively without making it stupidly easy to play for pvp/pve. I agree we need more DPS on the FT kit, but as it is now it’s probably my favorite kit just because I can certainly work it into builds and it’s a lot of fun and useful already.

I’d suggest a damage ramp up based on landing the auto-attack’s final tick. All I can really think of, that way it’s like Warrior’s axe auto attack at least, but gets strong after each final flame jet tick.

It’s very difficult to balance a lot of the single kits we have, most of the problems can stem from the auto-attack it self and how effective it is. Flamethrower in particular has an iconic auto attack skill, but buffing it to be as strong as we want it would be devastating to balance as Engi was never made to stay in a single kit.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

(edited by Rhomulos.2089)

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Posted by: Basaltface.2786

Basaltface.2786

Incind Powder could use some tweaking, I’m not a huge fan of strong passive play. As it is now though, it’s strong enough where a condi spec should deff take it but it’s not impossible to deal with. The issue with it is more just a general issue with condi vs condi clease availability.

Buffing flamethrower is dangerous. The iconic attack of the flamethrower, the auto attack, is very consistant and would need some serious creativity to balance effectively without making it stupidly easy to play for pvp/pve. I agree we need more DPS on the FT kit, but as it is now it’s probably my favorite kit just because I can certainly work it into builds and it’s a lot of fun and useful already.

I’d suggest a damage ramp up based on landing the auto-attack’s final tick. All I can really think of, that way it’s like Warrior’s axe auto attack at least, but gets strong after each final flame jet tick.

It’s very difficult to balance a lot of the single kits we have, most of the problems can stem from the auto-attack it self and how effective it is. Flamethrower in particular has an iconic auto attack skill, but buffing it to be as strong as we want it would be devastating to balance as Engi was never made to stay in a single kit.

Well i see your point here clearly, though i guess if you make a grandmaster trait… lets name it “pryomaniac” for the moment and focus that arround “changes” to the flamethrower like the juggernaut already does :

- Replaces the auto attack with a constant fire jet (can be turned off and on at will)
- While fire jet is active movement speed is reduced 50% (or right away walking speed)
- If fire jet is in use too long it starts applying burn stacks cause of overheat
- After 10 burn stacks (doesnt matter from where) FT “explodes” with high damage to the engineer+ 3-5s knockdown and burn and insta cooldown on all skills cept the auto attack.

There you got a rather dangerous trait that is a double edged sword and that would for sure make fun to see in battle. Just imagine an engineer slowly closing in with his (now seriosly dangerous) flamethrower´s fire jet. Also would “force” you to switch back and forth between kits like usual to remove the burn stacks with the e-gun or toss some glue bomb or magnet or use your net shot on the rifle to keep the enemie in your flame jet range.. cause yea you cant just run after them anymore that way. (cept you switch the kit)

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Posted by: Penguin.5197

Penguin.5197

Even if a lot of our skills and traits are viable that does not mean nothing else deserves a buff. Imo the devs goal should be to try and get all skills as viable as possible and really some of our skills are still a little far from there.
The constant nerfing of ip has caused flame jet to become unviable and this has yet to be looked at other than the awkwardly tacked on 10% damage to burning enemies. Mortar is still subpar unless you like to imagine it as a throw an ice field every 120 seconds elite.
I don’t think anyone is asking for buffs to supply crate or prybar or ip. Is it so bad to get mortar buffed? Would that really cause a power creep? Most likely not :P

Btw anyone remember when ip was adept and had no icd? Ahhh good times, it actually made flame jet viable and fun.

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Posted by: Penguin.5197

Penguin.5197

Buffing flamethrower is dangerous. The iconic attack of the flamethrower, the auto attack, is very consistant and would need some serious creativity to balance effectively without making it stupidly easy to play for pvp/pve. I agree we need more DPS on the FT kit, but as it is now it’s probably my favorite kit just because I can certainly work it into builds and it’s a lot of fun and useful already.

I mostly just want flamejet to have a wider cone, which could help with misses while running and reinforce its status as an aoe attack without overbuffing it.

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Posted by: Arantheal.7396

Arantheal.7396

the cone is wide enough and always focused on your player character (hold mouse 2 and focus your target with your camera. No more misses, just blocks and evades), it simply does not deal enough damage to put pressure on your target, whatsoever.

Engineer is love, Engineer is life.

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Posted by: DargorV.8571

DargorV.8571

Flamethrower need some serious buffage.

Also, backpack regen should be upped.

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Posted by: Basaltface.2786

Basaltface.2786

Flamethrower need some serious buffage.

Also, backpack regen should be upped.

ya really think backpack regen needs a buff? Im running it since god knows when for all modes and it does its job pretty nice. You just mustnt see it as a way to be invincible..just a little something to keep you alive a bit longer rather then some serios perma epic regen. Though.. a “mega backpack regenerator” grandmaster trait would be something neat..not gonna argue that point

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Posted by: Rhomulos.2089

Rhomulos.2089

Even if a lot of our skills and traits are viable that does not mean nothing else deserves a buff. Imo the devs goal should be to try and get all skills as viable as possible and really some of our skills are still a little far from there.
The constant nerfing of ip has caused flame jet to become unviable and this has yet to be looked at other than the awkwardly tacked on 10% damage to burning enemies. Mortar is still subpar unless you like to imagine it as a throw an ice field every 120 seconds elite.
I don’t think anyone is asking for buffs to supply crate or prybar or ip. Is it so bad to get mortar buffed? Would that really cause a power creep? Most likely not :P

Btw anyone remember when ip was adept and had no icd? Ahhh good times, it actually made flame jet viable and fun.

I don’t mean that all of our skills should be left as is, but nothing should replace the roles of what we have now. Grenades/bombs role is pretty great right now for PvE, a occasionally faceroll depending on build in pvp. But what I don’t want is a buff to some mediocre kit that will outclass the grenade/bombkit in more ways that it brings new weakness’ to the table.

Flamethrower for example, it’s essentially built to be sustained DPS. Sustained DPS is best in PvE, and buffing it is dangerous as we have our sustained DPS down already. I think it should deffinitely be buffed a lot in some areas but in a way where it’s on-par with a kit like Grenades but makes up elsewhere for it’s range and lack of condi availability, or vs Bomb kit which it shares similar utility with but also synergy.

If we only buffed it’s DPS, it would either still be short of what bomb kit could do, or just above. You’re giving up Bomb’s blast finisher and smoke field so the damage would have to be significant. We already do a truck load of damage, more than a warrior of equal skill/buffs can put out in more than a few instances.

Anet has also already stated they wanted Engineer to be very low on the totem poll of DPS. I’m not entirely against this, but we’re certainly well above what they said they wanted us to be. FT would have to do more DPS than our highest DPS kit to be stronger than it. The only way I could see that being balanced is through traits that make the damage ramp up over time by using the Auto Attack. Except, in PvP that wouldn’t work and in PvE it’s not very practical since we lose out on a lot of party DPS and if in a coordinated party the real DPSers will already be doing 80% of the damage.

I do want FT to be a main kit, I just don’t see how they could do it at the moment without making it silly strong in one game type or another to where it will just need to be shaved down till the game is changed enough to rework it.

That goes for a few other skills as well, we kind of have every build covered and a lot of skills being buffed to be on par would be redundant and won’t guarantee that they’re actually used.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: tigirius.9014

tigirius.9014

Engineer is in a great spot right now, some people may argue too good of a spot.

In PvE, many out there still think Engineer brings much less DPS than most other classes, and is in the same boat as Necro and Ranger. Many don’t know about what engineers can do, or Ranger for that matter.

It’s actually not. I can point out multiple flaws and inconsistancies in the PVE portion of the class that are not equal and are not on par with other classes yet we’re supposed to believe the statement on the main page that it doesn’t matter which class you bring to the party even though we’ve all seen the reports on continued classist behavior from the community in PVE environments.

Your statement is not only false it’s confusing because either you are an engineer main who’s played since the beginning and seen all of the nerfs this class has had to endure (unlike those you claim as examples like Ranger) or you are maining some other class and for whatever reason decided that your class should take priority so you’ve taken to the forums to misdirect.

This kind of thing is exactly why we need a CDI for Engineers, this class has suffered more than any other in balance and it’s high time that we take center stage on fixing these issues.

I’ve personally posted multiple times on aspects of every other class that are equal among those other classes but are completely missing from Engineers or completely nerfed for no good reason because unlike PVP, PVE doesn’t need such drastic measures.

Help support your community and stop spreading nonsense.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

Let’s go down the list shall we?

  1. Turrets are weak, they die just as quickly from a single shot as they did on the first day this game launched.
  2. The new traits that actually offer us direct access to boonss (that we’ve been missing btw like Stability) to improve the Gadgets are fixed to a single line, diversity here was apparently not the goal. Boones should not be a XIII only trait.
  3. There are still traits missing from this class that it’s sister scout classes enjoy that are there to improve damage output that the Engineer needs in PVE. Without them we definitely DO bring less damage to the table comparitively especially when you factor in removing conditions altogether from some of these builds.
  4. There are healing traits that are completely missing from this class that all other classes enjoy without a hitch, interval condition removal choices, choices for AOE healing (mostly automatic) that are nowhere to be found but we’re supposed to believe this class is equal (nod nod).
  5. The AOE fields that other classes enjoy are twice as large as those we use, we actually have to use Forceful Explosions trait to make ours the same size as their normal size, now keep in mind Engineers do not have access to a two handed sword so Bombs and Mines are supposed to be our Greatswords and when they don’t have the same range there’s a problem.
  6. Speaking of range, ever get frustrated because you only found out about an event when you’re within 30 feet of it only to get there and not get a single shot in? Warriors haven’t had that trouble since the beginning. Even with the traits to improve range on the Engi we still have range problems even with the EG.

I could go on but you see where I’m going the list is actually longer than this I’ve played Mesmer, Guardian, Ranger, Necro, and Warrior in my time on this game and I’ve seen how these other skills work. There should be no difference in PVE it’s not like you have to balance PVE for tPVP or anything these changes should not be affecting PVE at all ever.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Arantheal.7396

Arantheal.7396

1. it takes a berserke stats meteor shower to – almost – kill my turrets. Often enough they simply heal up again while I burst down the ele in question – debunked
2. highest uptime for protection in the game, HGH might stacking, almost 50% uptime for fury, perma regen, bombs heal us, our healing skill can be reseted every 90sec and backpack regenerate + SE is one of the highest hps available throughout all classes.
3. bomb auto on berserker stats with expensive runes / sigils deals more dmg than warris 100 blades in similar equip, and that is even without additional dmg procs like s/d and bunker down…
4. interval condi removal is 1 every 10sec for other classes… we remove 2 every 15 sec with HT…
5. most of our aoe’s are weapon skills on a pretty low cd. and since many of them are combo fields and we have a kittenton of blast finishers, this is actually well balanced. at least I never had problems with delivering my dps to the target, even without forceful explosives.
6. 1200 with the rifle if traited, 1500 with rocket turret and rifle turret if traited, 1300 with nades if traited… wat!? and if that is not enough, rifle #5 or rocketboots. Heck, we even have perma swiftness with kit swapping AND/OR power boots which gives you perma 25% movement speed…

Sorry, but your complaints make no sense whatsoever and I do not really say that often to someone.

Engineer is love, Engineer is life.

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Posted by: Rhomulos.2089

Rhomulos.2089

Let’s go down the list shall we?

  1. Turrets are weak, they die just as quickly from a single shot as they did on the first day this game launched.
  2. The new traits that actually offer us direct access to boonss (that we’ve been missing btw like Stability) to improve the Gadgets are fixed to a single line, diversity here was apparently not the goal. Boones should not be a XIII only trait.
  3. There are still traits missing from this class that it’s sister scout classes enjoy that are there to improve damage output that the Engineer needs in PVE. Without them we definitely DO bring less damage to the table comparitively especially when you factor in removing conditions altogether from some of these builds.
  4. There are healing traits that are completely missing from this class that all other classes enjoy without a hitch, interval condition removal choices, choices for AOE healing (mostly automatic) that are nowhere to be found but we’re supposed to believe this class is equal (nod nod).
  5. The AOE fields that other classes enjoy are twice as large as those we use, we actually have to use Forceful Explosions trait to make ours the same size as their normal size, now keep in mind Engineers do not have access to a two handed sword so Bombs and Mines are supposed to be our Greatswords and when they don’t have the same range there’s a problem.
  6. Speaking of range, ever get frustrated because you only found out about an event when you’re within 30 feet of it only to get there and not get a single shot in? Warriors haven’t had that trouble since the beginning. Even with the traits to improve range on the Engi we still have range problems even with the EG.

1. Turrets are only now being shown for what they actually are, with bug fixes and more turret traits. They’re weak, and difficult to balance. They always have been in every MMO out there. They’re supposed to be a defining point for the class, but in the current working of things they simply don’t fit except inside of casual/mid-tier pvp where they work very well against average players.

2. I agree with this one, but this is obviously a new experimental trait and I have no real comment on it. I’ll rarely use it unless I just feel like screwing around in pvp. Guardian also saw a lot of experimental traits, Anet didn’t know for sure what the community would do with them. They just wanted to put their foot in the door, i suppose.

3. While some of the trait lines may feel a tad choppy, Engineer certainly has no short-coming of DPS. They bring ridiculous burst and will carry a pug’s DPS easily. Classes like thief have to use 2 different weapon sets with very specific traits to have the DPS they do, which when not using an FGS with their 10% dmg with bundle trait is around ours or usually even lower depending on the dungeon. Our damage is consistent as we never have to choose between cleave or single target.

4. Engineer has great healing potential and condition removal, we don’t even need traits to attain the best part of the healing/condi removal. Elixir gun and Healing turret + our readily available blast finishers offers a very noticeable difference in party survivability in Berserker gear. Guardians, for example have to trait just to even get that while Engineer can bring it and maintain great DPS since Elixir Gun scales well with power on top of it.

5. Our range is certainly never an issue, I almost never use Forceful Explosions except when I can exploit the range through walls. AoE is our specialty, we can attack from any range as well. I enjoy melee ranging for most of my fights, and if I feel the need to step back at all I just swap to grenades. If i’m only using bomb kit, then I just melee like everyone else with the same draw-backs as them. Bombs share the same distance as other classes, Engineer just doesn’t have the same type of i-frames and survivability as other melee-oriented classes but at least have perma vigor if needed. A fair trade.

6. Engineer is one of the best taggers for anything. We have instant chain AoE, FT, grenades and bomb kit. It’s not staff-guard, but it’s certainly on par with any other class if not better.

I feel as though you’re trolling, I’ve played every class except Ranger, Necro and sort of Mesmer in every game format excluding a little WvW for some classes. I’ve read extensively on the capability of classes I don’t know at all, so I had an idea of what they are capable of. I also know the traits and run-of-the-mill ‘meta’ builds for these classes.

Yes, Engineer is my main class. It’s the one I like the design of the most. Things need to be fixed, but we certainly do not lack in diversity. Every class is unique and gets access to some great stuff, Engineer does too. We don’t need class-defining traits from other classes to be relevant.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: tigirius.9014

tigirius.9014

Let’s go down the list shall we?

snip

1. Turrets are only now being shown for what they actually are, with bug fixes and more turret traits. They’re weak, and difficult to balance. They always have been in every MMO out there. They’re supposed to be a defining point for the class, but in the current working of things they simply don’t fit except inside of casual/mid-tier pvp where they work very well against average players.

3. While some of the trait lines may feel a tad choppy, Engineer certainly has no short-coming of DPS. They bring ridiculous burst and will carry a pug’s DPS easily. Classes like thief have to use 2 different weapon sets with very specific traits to have the DPS they do, which when not using an FGS with their 10% dmg with bundle trait is around ours or usually even lower depending on the dungeon. Our damage is consistent as we never have to choose between cleave or single target.

4. Engineer has great healing potential and condition removal, we don’t even need traits to attain the best part of the healing/condi removal. Elixir gun and Healing turret + our readily available blast finishers offers a very noticeable difference in party survivability in Berserker gear. Guardians, for example have to trait just to even get that while Engineer can bring it and maintain great DPS since Elixir Gun scales well with power on top of it.

5. Our range is certainly never an issue, I almost never use Forceful Explosions except when I can exploit the range through walls. AoE is our specialty, we can attack from any range as well. I enjoy melee ranging for most of my fights, and if I feel the need to step back at all I just swap to grenades. If i’m only using bomb kit, then I just melee like everyone else with the same draw-backs as them. Bombs share the same distance as other classes, Engineer just doesn’t have the same type of i-frames and survivability as other melee-oriented classes but at least have perma vigor if needed. A fair trade.

6. Engineer is one of the best taggers for anything. We have instant chain AoE, FT, grenades and bomb kit. It’s not staff-guard, but it’s certainly on par with any other class if not better.

1: turrets have been one of the defining elements of the class however their weakness is not limited to this class as defined by multiple threads by me and other pointing out the underpinnings of every game out there with the same mechanics. Pet mechanics in this game are part of the problem, there’s a stigma that is being placed on pets that they don’t deserve.

3: The shortcomings are that this class is outperformed in DPS by every other class out there in PVE, because A: it’s so focused on one of the problematic dps systems of the game, Condition damage no matter which build you choose in order to be effective in PVE you have to use some form of Condi and B: it’s missing essential traits used by every other class. If you can’t be honest about it don’t comment on it. Anyone can go to any calculator or wiki catalog a list of the types of traits each class has and see which ones are missing even by the other classes in the same category.

4: It’s got great potential but it’s still not equal. Both Guardian and Ele have way better healing skills can heal without even using skills and their condition removal is on timers shorter than our manual skills are. There’s an imbalance when you have to wait 5 seconds longer to remove conditions manually while other classes not only don’t have to do anything to remove theirs but their are multiple behind the scenes timers taking theirs off their characters.

5: You’ve never played any other class than if you truly believe that. Try warrior rifle for five minutes you don’t even have to level and you’ll see the difference.

6: Again you’ve never played any other class because A: the size of the AOE aren’t the same size as other classes, it’s obvious to any objective observer and B: we actually have to use a trait to make them these AOE zones close but not equal to the size that other class AOEs are without their size increasing traits.

I’ll forgive your trolling comment since you haven’t played two of the classes I mentioned that have these AOEs and ranges without blinking but you serious have issues with reality if you think that these things are the same. Place a trap down on a ranger place a mine down on the engi, side by side you’ll see what I’m saying. I suggest you go check it out.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

No more buffs to Engineer please

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Posted by: Rhomulos.2089

Rhomulos.2089

Let’s go down the list shall we?

snip

snip

3: The shortcomings are that this class is outperformed in DPS by every other class out there in PVE, because A: it’s so focused on one of the problematic dps systems of the game, Condition damage no matter which build you choose in order to be effective in PVE you have to use some form of Condi and B: it’s missing essential traits used by every other class. If you can’t be honest about it don’t comment on it. Anyone can go to any calculator or wiki catalog a list of the types of traits each class has and see which ones are missing even by the other classes in the same category.

4: It’s got great potential but it’s still not equal. Both Guardian and Ele have way better healing skills can heal without even using skills and their condition removal is on timers shorter than our manual skills are. There’s an imbalance when you have to wait 5 seconds longer to remove conditions manually while other classes not only don’t have to do anything to remove theirs but their are multiple behind the scenes timers taking theirs off their characters.

5: You’ve never played any other class than if you truly believe that. Try warrior rifle for five minutes you don’t even have to level and you’ll see the difference.

6: Again you’ve never played any other class because A: the size of the AOE aren’t the same size as other classes, it’s obvious to any objective observer and B: we actually have to use a trait to make them these AOE zones close but not equal to the size that other class AOEs are without their size increasing traits.

I can’t take these seriously if you think that what Engineer has in these categories is their limit. Grenades have 1500 range, there isn’t any content in the game that requires larger AoE than the Engineer has access too and I can guarantee that the Engineer brings immense damage when factoring in all sources of it’s damage. More damage than half of the classes, no where near the bottom.

Guardians have to use a lesser spec in order to heal their party, Elementalists have to leave their high DPS attunements for 10s+ if not running Fresh Air just to get mediocre heals off. Engineer, using a meta DPS build can burst heal 2500+3900 (4200 with shield) to their party using all of their blasts. Or 2500+1300 if keeping Throw Mine or Acid Bomb on CD. All without hindering their DPS by much at all, and giving up a blasts in a fire field. If you’re arguing these from a PvP perspective, Engineer was never meant to be a pure healer and never was intended to be but still provides great party healing through combo fields.

Ranger’s trap AoE is a horrible example, it’s not spammable and only offers AoE condi. Necromancers have horrible options for AoE as it’s all mediocre damage on their staff. Both have terrible AoE in PvE. You have to be trolling to suggest either of these as classes that bring a lot of cleave/strong AoE. That’s one of the reasons why they’re largely considered bad in the first place.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: Arantheal.7396

Arantheal.7396

Tigirious, you’re either_
A) a troll
B) limited to one build that you like but no one else plays since it actually has the incapabilities you mentioned.
c) never played engineer or other classes to their full extend and are too biased by other mmo’s.

Your high acc.ID (new player) highly supports thesis C.

And no, I’m not dodging the point of your post since there is none AND I’ve it adressed previously already. Stop posting / trolling and play more often the class you claim to know cats about.

Engineer is love, Engineer is life.

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Posted by: lunyboy.8672

lunyboy.8672

IP is fine, it acts just like a signet would on any other profession that has signets. The only reason it’s brought up in active vs. passive play discussions is people forgetting that we are the only profession that doesn’t have signets.

Do we have passive traits? Yes. Does every profession? Oh yes. Why do most engineers run IP? Because it’s one of our better traits, and not taking it means less over all damage.

Does that mean we need no more buffs? Heck no, we just need smart buffs to a few skills, utilities, and traits so that we can actually diversify our builds. I, for one, would like to be able to build for power or conditions without needing to go into the explosives trait line for fear of much lower DPS.

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD

No more buffs to Engineer please

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Posted by: Phineas Poe.3018

Phineas Poe.3018

We can stack ridiculous amounts of Vuln, consistant party might, off-healing, tons of condi removal if it’s needed, party stealth only beat out by thieves and more.

We’re a jack of all trades. We bring a lot to parties, but none of it is unique, and with a comp of 5 classes that specialize in roles, an engineer’s contributions are relatively diminished.

I think most of us are OK with this. I am OK with this. But the engineer still has way too many wasteful utilities, and has way too many traits that serve absolutely no purpose and are never used, even after several passes by ArenaNet.

When I play my guardian, my warrior, my elementalist, or my mesmer, I am constantly swapping around utilities to suit particular fights. I am regularly re-traiting my build for Tequatl, for Wurm, for FOTM, for dungeons. But my engineer? 6/6/0/2/0 is just overwhelmingly the best option, and there’s no real alternative or reason to run anything else anywhere in PvE.

For a class that’s designed as a jack of all trades, I find that to be a problem that my guardian swaps around traits far more often as a class with a specialized role.

Gadgets and turrets still need a lot of work. And if they’re going to make it to where they retain their niche role, then they need to be more obvious to us that engineers are meant to focus around kits, and to give us more competitive builds to focus on kits other than the grenade kit and bomb kit.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Rhomulos.2089

Rhomulos.2089

IP is fine, it acts just like a signet would on any other profession that has signets. The only reason it’s brought up in active vs. passive play discussions is people forgetting that we are the only profession that doesn’t have signets.

Do we have passive traits? Yes. Does every profession? Oh yes. Why do most engineers run IP? Because it’s one of our better traits, and not taking it means less over all damage.

Does that mean we need no more buffs? Heck no, we just need smart buffs to a few skills, utilities, and traits so that we can actually diversify our builds. I, for one, would like to be able to build for power or conditions without needing to go into the explosives trait line for fear of much lower DPS.

Much agreed, I love my non-explosive line builds. They’re few and effective but Explosives is the only one that can really stand on it’s own right now for DPS. Firearms is very limited since Modified Ammunition only gives a boring % damage increase, a trait that requires you to go into the explosives line to make it useful (Bunker Down) and +burn duration we don’t need. Was hoping Firearms would be my favorite trait line by now with trait changes but still isn’t there yet by a long shot.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: Rhomulos.2089

Rhomulos.2089

We can stack ridiculous amounts of Vuln, consistant party might, off-healing, tons of condi removal if it’s needed, party stealth only beat out by thieves and more.

We’re a jack of all trades. We bring a lot to parties, but none of it is unique, and with a comp of 5 classes that specialize in roles, an engineer’s contributions are relatively diminished.

I think most of us are OK with this. I am OK with this. But the engineer still has way too many wasteful utilities, and has way too many traits that serve absolutely no purpose and are never used, even after several passes by ArenaNet.

Gadgets and turrets still need a lot of work. And if they’re going to make it to where they retain their niche role, then they need to be more obvious to us that engineers are meant to focus around kits, and to give us more competitive builds to focus on kits other than the grenade kit and bomb kit.

I’m okay with it, too. All classes have wasteful abilities though, we’re all essentially in the same boat. Some classes just haven’t been brought up to speed in areas of the game.

We’re not missing out on too much, though. A lot don’t know what we can do still, but we generate enough DPS/utility/etc to be the shining star in anything that isn’t a world record-level run in PvE. And we’re still hard to deal with in PvP, boasting a lot of staying power and unique builds choices that are very effective.

We do need a lot of stuff buffed. Lately the jack-of-all trades in my PvE runs relies mostly on my 3rd utility being swapped rather than my entire build. We just have to hope that Anet doesn’t buff/shave what we already use often and open up new paths to a similar effective role with different utility to bring.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

No more buffs to Engineer please

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Posted by: tigirius.9014

tigirius.9014

Tigirious, you’re either_
A) a troll
B) limited to one build that you like but no one else plays since it actually has the incapabilities you mentioned.
c) never played engineer or other classes to their full extend and are too biased by other mmo’s.

Your high acc.ID (new player) highly supports thesis C.

And no, I’m not dodging the point of your post since there is none AND I’ve it adressed previously already. Stop posting / trolling and play more often the class you claim to know cats about.

Uhm actually yes you are in fact you didn’t even directly reply to my posts because you are in fact doing what typical trolls do which is ignore the points someone makes in their posts because you know you can’t argue effectively against the points being made, attack the person making the points which is completely irrelevant to the discussion and shows how weak your position is, and then make broad statements to try to deflect anyone from pointing out what you’re doing, typically these statements are projections or false claims of innocence on the very thing you know you are guilty of doing but won’t admit it. Trust me I’m not the troll here ;D

Let’s look at some of the things you said in your misdirection post here.

B) Limited to the one build you like..

First of all, these classes shouldn’t be limited at all. Diversity as well as equality is supposed to be a crowning achievement of Anet’s game combat design, it even says so on their main page. When people demonstrate that it’s not actually equal or diverse we often hear from the naysayers how we’re completely wrong that nothing we’re pointing out exists and everyone should just move along and ignore it.

C) never played an engineer or other classes to their full extend and are too biased by other mmo’s.

See I find this hilarious that this is the mantra call of every complaint valid or not made against the design of the balance in PVE. Whenever someone brings up anything it just “has to be the player’s fault” “couldn’t possibly be holes in the overall design” “simply must mean that you can’t play the class”

I have several 80s and I’ve made it a point to try every class in the game. I’ve spent hours looking at calculators to find the perfect builds and to example the traits in every class to find out why certain things are not happening with Engineers and why they are available freely on other classes.

I’ve written multiple threads on the subject and replied to multiple threads. The classes I’ve been most recently making comparisons with are Staff Necro, Healer Guards, Trap Rangers in regards to the severe reduction in the AOE trigger zones for explosives comparing them to the AOE fields of other classes, and the lack of condition removal on interval in the Engineer class that’s freely available in other classes not just 1 time but multiple times between traits/skills.

You’re not dealing with someone who’s unarmed with the facts and yes it is important to compare to other titles because there’s this thing called MMO Development history you might wanna check into where the exact same problems have been hashed and rehashed multiple times by multiple game developers over 20+ years under the hood of every game with combat, and the fact that all combat under the hood is essentially the same system of mathematics just with a different label.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: lunyboy.8672

lunyboy.8672

I would think that deep diving their aggregate data would be somewhat easy. Pull all data from traits in hours played for all level 80 characters of all classes, cross reference by game mode.

This will tell you 2 things pretty succinctly: which classes aren’t being played as much in each game mode, and which traits are never being taken.

You could then cross reference traits and build a matrix to determine which traits are taken together, and then build a set of graphs for wins vs losses for pvp or wvw, or deaths vs kills to determine successful builds ranking them by how many hours the average player running the build dies, kills by number, or caps points (in pvp).

This would tell them which traits are never, ever used, except by neophytes, and which builds/classes may be a bit too successful, and should be shaved a bit.

It would be fun to see the actual rock, paper, scissors graph as well, for success of one build over another.

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD

No more buffs to Engineer please

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Posted by: Arantheal.7396

Arantheal.7396

tigirius, see
https://forum-en.gw2archive.eu/forum/professions/engineer/No-more-buffs-to-Engineer-please/first#post4122841
The post you ignored completely since YOU can’t argue with reasonable points against it. You are a troll and/or incapable to play a class that is not “obviously” OP but needs some effort from the player to achieve that. By now everybody should see that.

Your claims are not reasonable since they simply try to describe the Engi in a way he’s the complete opposite of. Being new is not a problem, actually I like to help new players and show them what is actually fun about the engi and send them on their way to discover new stuff on their own. But arguing for no reason but to argue is something we seriously do not need on this forum.

Engineer is love, Engineer is life.

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Posted by: Lightsbane.9012

Lightsbane.9012

not sure what the complaint is. all of my builds appear to miss out entirely from the ‘buffs’ that anet throws our way. i do not count the updates to turrets as a buff as they were pathetically useless before and i’m still not convinced.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

No more buffs to Engineer please

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Posted by: tigirius.9014

tigirius.9014

We can stack ridiculous amounts of Vuln, consistant party might, off-healing, tons of condi removal if it’s needed, party stealth only beat out by thieves and more.

We’re a jack of all trades. We bring a lot to parties, but none of it is unique, and with a comp of 5 classes that specialize in roles, an engineer’s contributions are relatively diminished.

I think most of us are OK with this. I am OK with this. But the engineer still has way too many wasteful utilities, and has way too many traits that serve absolutely no purpose and are never used, even after several passes by ArenaNet.

When I play my guardian, my warrior, my elementalist, or my mesmer, I am constantly swapping around utilities to suit particular fights. I am regularly re-traiting my build for Tequatl, for Wurm, for FOTM, for dungeons. But my engineer? 6/6/0/2/0 is just overwhelmingly the best option, and there’s no real alternative or reason to run anything else anywhere in PvE.

For a class that’s designed as a jack of all trades, I find that to be a problem that my guardian swaps around traits far more often as a class with a specialized role.

Gadgets and turrets still need a lot of work. And if they’re going to make it to where they retain their niche role, then they need to be more obvious to us that engineers are meant to focus around kits, and to give us more competitive builds to focus on kits other than the grenade kit and bomb kit.

I’m okay with the jack of all trades thing personally I just want the systems to work properly/equally to other classes because that’s what is being stated on the front pages about combat.

When I play my guardian, ranger, thief, or necro I want to login and not be instantly reminded of the various faults with the engineer design immediately upon using skills or getting into combat. I don’t want to be reminded that my engineer doesn’t have the condition removal choices that my guard/ranger has, or that my guard can regen everyone just by standing there and not have to rely on a pet that gets hit through walls and dies in 1 hit (Healing Turret), I want to login to my thief and not be reminded that not only does my rifle not have the same range as the bow but that I don’t have the same choices in burst dps options even tho they are supposedly the same tier of professions (adventurers), and when I login to my necro I want to use my staff without being reminded that my mines and bombs used to have the same AOE size as the runes that are placed down. One of the basic things that annoys me to no end is the problem with Gadgets/Turrets even with the 2 new XIII traits they still are not better than using kits because A: kits do the damage that Ascended/Legendary weapons do by default (which makes Exotic weapons weak), and B: Engineers are missing traits like 20% damage bonus when enemies are at 50% health (Executioner) which is shared by the Ranger’s choices (they have two that work in harmony that provide the same bonus) but is nowhere to be found on the engineer. And no Modified Ammunition doesn’t really work as a valid replacement because conditions have short cd’s and often are removed by mobs before they can be used as a bonus to damage.

I honestly don’t see the problem. I see alot of people thinking I’m talking about PVP, and I’m not never have been PVP to me is fine according to all the PVP experts I follow on the forums, which is part of the problem sadly. In their quest to balance PVP they have damaged PVE and these things need to be fixed.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: Arantheal.7396

Arantheal.7396

Wait, in the beginning of your latest post you want to have the engineer to be “balanced” to other classes, then you go on a rant about their actual differences, which are partly wrong (kits are not ascended per default, they now just scale properly with the weapons tier UP TO ascended / necro staff marks actually being smaller than bombkits aoe’s), and after that you close with pointing fingers on pvp players since they – in your opinion – are responsible for exactly the balancing you demanded like 15 lines ago.

wat?

Lets speak solely about pve shall we?

Map events, living story:
you want to tag as much as possible, so – as an engi – you take nades since each grenade hits 5 targets so you have a chance to hit up to 15 at the same time. Ofc they also deal a kittenload of dmg on an comfortable range, so the engi has unmatched tag/loot options.

dungeons:
what matters there is simple: dps
with high end runes / sigils + ascended berserker stats the bombkit auto puts out ~5.4k per hit. Compared to the warri on similar equip while channeling his 100 blades we actually put out slightly higher dps than the commonly agreed warri meta build, all that just by spamming #1… count in s/d and bunker down and you excel EVERY other class in terms of dps.

fractals:
fortified turrets is basically perma reflect, if you time your turrets well that is, while still dealing mayor loads of dmg with your nades on lvl 49 fractals. Given that you have the option to be the group healer, condi cleaner, stealth buffer or might stacker in your group, the engi has more than enough utility, dps and survivability ON THE SAME TIME to be a always welcomed guest for fractal runners.

map exploration:
speedy kits for swiftness (or power boots), bombkit and/or FT are everything you need to complete a map in no time, regardless how much you pull. Heck, you even can solo champs. And since we bring a nice load of cheating options to jumping puzzles, I can seriously see no reason why someone would ever complain about leveling an engi.

And again tigirius, you argue for the sake of arguing with no valid point whatsoever.
Yes, you’ve posted in many threads, demanding a CDI, but it does not matter how often you express your opinion, all that matters is what stands behind it. and in your case its nothing I could take serious at the moment.
Like everybody else, I’d be glad to show you some more stuff about the engi class, and help you to get over your frustration with it, but that only works if you drop your prejudices and become willingly to learn.
And in case you refuse to do so, please just do all of us a favor and stop posting.
Thank you.

Just one last thing: yes, the engi still has a rather long buglist, but the skills and traits we have currently (given that they work like intended) should not be nerfed or buffed in the future anymore (welp, maybe the FT auto, since juggernaut kinda forces you to stay in the kit, so why not make it worthwhile like the bombkit or nades).
New toys would be awesome, sure, still I see the engi in a pretty comfortable spot among all other classes right now and would like him to remain at that status.

Engineer is love, Engineer is life.

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Posted by: Azure.8670

Azure.8670

im happy with how the engi is now, I just feel we need either some melee options via mace/hammer/sword possibly or give us a chainsaw kit

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Posted by: Basaltface.2786

Basaltface.2786

im happy with how the engi is now, I just feel we need either some melee options via mace/hammer/sword possibly or give us a chainsaw kit

If you think into that direction….

http://fc04.deviantart.net/fs71/i/2012/291/f/6/chainsword__warhammer_40k_space_marine_for_xnalara_by_the_joeblack-d5i5uz4.jpg

…then have all my YES

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Posted by: Artasqweroldy.7458

Artasqweroldy.7458

In general i dont want to get a buff for my Engi, but more toys to play with

Humans aren´t real

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Posted by: Rhomulos.2089

Rhomulos.2089

im happy with how the engi is now, I just feel we need either some melee options via mace/hammer/sword possibly or give us a chainsaw kit

They mentioned they wanted to give Engineer a Hammer at some point, although no idea when they could do it. Melee weapons would be amazing for me, dipping in and out of melee range without needing Bomb Kit would be so much fun.

I’ve been anticipating word on that for a long time now, still waiting.

Kluzu – Engineer (Main)
Kluzukaze – Mesmer
Rhomulos Prime – Revenant

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Map events, living story:
you want to tag as much as possible, so – as an engi – you take nades since each grenade hits 5 targets so you have a chance to hit up to 15 at the same time. Ofc they also deal a kittenload of dmg on an comfortable range, so the engi has unmatched tag/loot options.

Guardians and necromancers are far superior at tagging mobs than engineers are. The grenade kit is pretty good at it, but travel time combined with the fatigue of constantly pressing #1 over and over again makes engineer an inferior farming option if you have a guardian or necromancer leveled and playable.

dungeons:
what matters there is simple: dps
with high end runes / sigils + ascended berserker stats the bombkit auto puts out ~5.4k per hit. Compared to the warri on similar equip while channeling his 100 blades we actually put out slightly higher dps than the commonly agreed warri meta build, all that just by spamming #1… count in s/d and bunker down and you excel EVERY other class in terms of dps.

Warriors are actually middling in personal DPS, and even less so when running Phalanx Strength. But a warrior makes up for their mediocre DPS with all the buffs they provide to their party: permanent fury with War Banner, heightened ferocity with Banner of Discipline, added power with Empower Allies and Banner of Strength, and yes, vulnerability and might. Warrior is by and far the best class when it comes to party buff contributions, so while they may dish out OK damage on their own, having a warrior in the party elevates the DPS of the entire party more than if you did not have one.

There’s one thing that the engineer excels at in dungeons, and that’s stacking vulnerability. But all a warrior needs is Rending Strikes with a Fiery Greatsword to match all the vulnerability stacking an engineer provides. Since most dungeon paths are abused by FGS corner stacking, an engineer’s main contribution is nullified by elementalists and warriors.

This is why most record speed clear videos have warriors, and why none have engineers. This is also why I state up and down engineer is a top-tier class in fractals but sucks in dungeons, because the FGS is near useless in most instances, allowing engineers to truly show their actual potential.

Personal DPS does not matter in PvE. What matters is what you bring to a group, and how the collective damage output of the party results. This is why mesmers, which deal bottom tier personal damage outside of maintaining three phantasms, are so commonly taken.

Time Warp, portal skips, and reflects contribute more than personal DPS does.

fractals:
fortified turrets is basically perma reflect, if you time your turrets well that is, while still dealing mayor loads of dmg with your nades on lvl 49 fractals. Given that you have the option to be the group healer, condi cleaner, stealth buffer or might stacker in your group, the engi has more than enough utility, dps and survivability ON THE SAME TIME to be a always welcomed guest for fractal runners.

Fortified Turrets offers GOOD reflect, but not permanent. Your bubbles are also the size of a pin-needle, and are useless against most bosses because their attacks arc higher than your turret’s bubble shield.

Engineers should focus on stacking vulnerability and might. Leave reflects to guardians and mesmers. I put together a Fortified Turret build in my meta-rific dungeoneer guide, but that was purely meant as theorycraft, and something to be used if your group is wiping horribly on Grawl Shaman and you don’t have a mesmer or guardian to swap to.

Ideally, an engineer should be focusing on offensive support, not defensive. But you’re right to mention our good condition removal. Fumigate makes meleeing Mai Trin a complete joke.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Arantheal.7396

Arantheal.7396

Phineas, I actually had a loot race with my guild, back when the first LA event was going on. I got 376 bags in one run, slightly behind me a ele, 2 other engis and then some guardians…
Alcohol a.s.o.^^
Anyways, yea spaming #1 can be a problem to some people, but most engis I know, including myself, do not mind spaming them since our whole class requires high apm and is a bit spamy anyways…

About the dungeons, I’m a bit baffled… Tbh I never spend much attention to them since all of them, including arah, are way to short to be taken seriously, so I guess I’ve missed out on why a warri is that much liked… always thought it was just about them spaming gs #2 and #3^^
I do play warri myself, but mostly in wvw, even tho I tried out the current meta with him… got a bit disappointed by the numbers.

and about the bubbles in fractals:
My usual fractal group already bunkers down near me so we can reflect every single projectile towards us. So far it works great and even allows to ridicule the flame shaman.^^ Yes, bubbles don’t have a 100% uptime from one engi alone but we usually run engi / engi / thief / ele / guardian, so for us (with 6 turrets in total and nades) it’s 100% uptime if we want to…

Engineer is love, Engineer is life.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Phineas, I actually had a loot race with my guild, back when the first LA event was going on. I got 376 bags in one run, slightly behind me a ele, 2 other engis and then some guardians…

Mileage will vary depending on the player and their ability to tag mobs. Some guardians aren’t very smart and just spam Wave of Wrath. Others are smarter and actually use Symbol of Wrath as a tagging option too.

Just track your badge rate on your engineer versus other classes when zerg-crushing. You’ll be very surprised.

About the dungeons, I’m a bit baffled… Tbh I never spend much attention to them since all of them, including arah, are way to short to be taken seriously, so I guess I’ve missed out on why a warri is that much liked… always thought it was just about them spaming gs #2 and #3^^
I do play warri myself, but mostly in wvw, even tho I tried out the current meta with him… got a bit disappointed by the numbers.

The greatsword is good in some areas, but isn’t in others.

A great example of this would be Sureshot Seamus in CM. Most of the time you’ll just corner-stack with the FGS, but if that gets messed up you have to do him the old way, which was running a tight circle around him. This is very easy to do with the axe given that you’re never rooted while using it. But you’ll never get a full 100b off against him, or against a lot of mobs/bosses throughout PvE—especially in Arah.

A good warrior will rotate between his axe and greatsword depending on the fight. If against a wall, GS is overwhelmingly superior since you can use Whirlwind Attack to its fullest. But if you need the mobility, the axe is superior. I find the greatsword is more popular in dungeons, and the axe is more popular in fractals. At least that’s how I generally play mine.

But this folder is about engineers, and not warriors.

and about the bubbles in fractals:
My usual fractal group already bunkers down near me so we can reflect every single projectile towards us. So far it works great and even allows to ridicule the flame shaman.^^ Yes, bubbles don’t have a 100% uptime from one engi alone but we usually run engi / engi / thief / ele / guardian, so for us (with 6 turrets in total and nades) it’s 100% uptime if we want to…

I understand that this is a viable party comp, but ideally that role is better suited for mesmers. They can use untraited wardens to block projectiles a lot of professions (including us) cannot do, like the poison room boss in Harpy.

Engineer is a very valuable class in FOTM, and we pretty much always have one when running a 40 or 50. Due to the constant ticks of agony reducing effective healing power, having Healing Turret work as a group heal is huge—and on a 15 second cooldown. If I’m not on mine, we’ll make sure someone is. But we run the three-kit nade, bomb, elixir gun build … not turrets.

Again, I get what you’re saying here, but in an ideal situation you have a mesmer in your party to run full reflects and the engineer focus on vulnerability and might stacking.

[EG] Ethereal Guardians

No more buffs to Engineer please

in Engineer

Posted by: WithoutAssumption.7936

WithoutAssumption.7936

I don’t think it’s right to say a profession doesn’t need/deserve “buffs.” I’ve been away for awhile ankitten ot nearly up to snuff with the ins and outs of every trait and skill, but there are still many that look useless in all but the most niche (if any) builds. It seems like we suffer from a mistaken view of how to promote versatility in a profession. We certainly have traits that synergize really well together, but a disproportionate number of these are in the same line and tier as the trait they synergize best with. This pushes us to make the “one or the other” choice (or skipping a grandmaster trait), which is good in some cases but then I find a lot of builds have spare points, where I need to pick another trait that, though it might be good, doesn’t really suit what I’m trying to do with my build when I’d really like to take a trait similar to one I had to skip over. I’d say this was intended but sometimes these traits don’t even act similar, like deadly mixture and backpack regenerator.

The advantage is it keeps many builds from specializing too strongly, but then what happens is we wind up with fewer “competitive” builds in PvE and you start to see large fractions of us using relatively few unique builds because they’re all we have if we want to keep up with the other professions (e.g. grenade kit). The tradeoff for being forced/encouraged to take versatile builds is that the profession in total is less versatile, with fewer ways to do the same job another profession can do and fewer jobs we can perform comparably at.

Mind you, a really skilled player can come up with their own build to do probably any job, but when you’re getting the hang of the profession and how it works it’s difficult/impossible to come up with your own good build until you understand a few “pre-built” builds, and many of those are so similar there’s not much to learn by switching it up.

Kits are another problem, a case of something being too good to ignore. As a personal failing I can hardly bring myself to take less than 2 kits in any build, and I’m hard-pressed not to take 3. I don’t think the fix here is to make all the other skills more powerful while nerfing kits, but I think our traits don’t give us the ability to effectively trait a kit well enough to take the place of a weapon swap while also letting us trait into gadgets/turrets/elixirs. I think giving us a few more weapon options and opening up the swap for us might be one way to fix needing to trait for a kit, especially when 3/5 of our utility kits act more like weapon swaps than skills offering us utility.

It seems to me that instead of being able to spec into one of 5-7 weapon sets and/or 3 branches of utility skills, we’re allowed to spec into 1 of 3 weapon kits, or, if the last patch was really favorable, something like turrets or elixirs. Maybe our primary weapons need to be rethought of, since they see, for me at least, more use as a utility weapon than the kits taking up my actual utility slots.