Post-patch KR
i mean that is true… but i never used KR for offense…. granted the grenade barrage drop and medkit explosion was nice…. the thing im missing most from old KR was the condition removal the sElixer drop gave…. without it im spending more time trying to keep myself alive instead of focusing on dmg… to me that one change alone is enough to be kitten about
i mean that is true… but i never used KR for offense…. granted the grenade barrage drop and medkit explosion was nice…. the thing im missing most from old KR was the condition removal the sElixer drop gave…. without it im spending more time trying to keep myself alive instead of focusing on dmg… to me that one change alone is enough to be kitten about
For me the KR elixir is not just handy because its a second elixir, its because there is 0 activation time involved.
i mean that is true… but i never used KR for offense…. granted the grenade barrage drop and medkit explosion was nice…. the thing im missing most from old KR was the condition removal the sElixer drop gave…. without it im spending more time trying to keep myself alive instead of focusing on dmg… to me that one change alone is enough to be kitten about
For me the KR elixir is not just handy because its a second elixir, its because there is 0 activation time involved.
no its exactly that that’s making it hard on alot of multi kit users….. u got an instant sElixer and then u could use the reserve for elixer…. if kitten got too hot at close range with grenades u could use acid jump to get range and then cont. with ur dps…. all in all, anet devs need to stop forcing things with engineers and let us play it out the way we see fit
Main thing is, KR was an actual offensive trait before, and a centerpiece of several builds… kind of like some builds on some professions revolve around that special burst, or elite timing, KR was ours for a lot of Engineers.
Now, they are all not only changed from directly offensive/counter moves (like condition removal on swap to EG or FT) but strictly defensive moves (like Fire Aura shield on FT) and on a 20 second CD which, unless you are a God at counting your internal 20 second clock (since the game offers ZERO user interface to help manage this), makes it basically another RNG.
The best way I can explain this to the people that don’t understand, is that KR before was build defining, and now, it’s an afterthought. No other profession has had to deal with this sort of change thusfar…. it was almost as significant as a complete removal of a weapon set for any other profession, due to the importance in it’s use swapping between sets. The global CD was the jab, this patch was the haymaker.
And it would all make sense if people had been complaining about Engineers being OP since BETA like, say… every other profession except Necros. Necros and Engies get the least amount of PvP hate, and often the most amount of PvP nerf, and it’s a really odd pattern.
What it probably is, realistically, is Anet finally polishing their view and design on a profession that wasn’t ready at launch. What it feels like the PvP community, is more like a constant kick in the sack.
Before the patch we could choose between two builds (three if you count being useless as an aceptable playstyle).
Now we have one.
le versatility class
very true…. u know what I’ve been wondering since the patch?…. i’m wondering y Anet hasn’t put in there 2 cents to the engie’s here as to exactly y they chose this or to at least address our concerns and worries…. i have literally not played on my engie since patch bcuz i look at him and the skill points and have no idea what to do with them…. for me I would feel maybe a little bit better if i could hear from a dev. on our concerns… buuuuuuutttt i’m pretty sure that wont happen…
doesn’t immobilize from KR last .5-1s only? i tried your build for curiosity but enemies get hit twice at the most
Before the patch we could choose between two builds (three if you count being useless as an aceptable playstyle).
Now we have one.
le versatility class
This is what happens when you make a class about versatility in a game where all the classes are designed to be versatile. Every class is the best in something (supposedly) but can be built to do other things if you dig hard enough. (supposedly)
The engineer is the class that’s not to be the best at anything but capable of anything. But we have no fallback. Warriors damage, Guardians block, Thieves hide and cloak, Mesmers hide behind seven clones. What do Engineers do? Drop turrets?
Purity of Purpose
(edited by Nilix.2170)
This is what happens when you make a class about versatility in a game where all the classes are designed to be versatile. Every class is the best in something (supposedly) but can be built to do other things if you dig hard enough. (supposedly)
The engineer is the class that’s not to be the best at anything but capable of anything. But we have no fallback. Warriors damage, Guardians block, Thieves hide and cloak, Mesmers hide behind seven clones. What do Engineers do? Drop turrets?
Spot-on, perfectly said.
:: |SPvP | Rev | Engi | ::
doesn’t immobilize from KR last .5-1s only? i tried your build for curiosity but enemies get hit twice at the most
It doesn’t last very long, and the AoE isn’t that big, so you really have to lead them into it. The glue drop is a decent ability in PvE, but subpar in PvP (particularly sPvP, but it can be useful in WvW).
I still don’t understand the reasoning behind the mine for grenade kit though. It seems to be the worst out of the abilities, which is ironic because it used to have the best.