Post-patch KR

Post-patch KR

in Engineer

Posted by: Daigle.8497

Daigle.8497

Now, I’m with all of you. The new patch put a bunch of tiny random effects into our kit refinement, and the global cooldown made it much less appealing.

At the very least, we’re going to have to work around the current changes until the next patch hits, because we won’t get a hotfix for anything they break.

Again, I’ve been toying around with some ways to get around kit refinement, and there seems to be some new synergies among the kits, as well as some cross-class.

http://gw2skills.net/editor/?fcAQFAUlIqiY37yuF1LJyoCfGIF5VdJqQl95xbRXQIA;TkAgyCnoWyUkoI7SulkLNUA

I initially designed this one to be more of a skirmisher build, with plenty of engage/disengage/snares, but it does seem to do quite well in melee range, with many burst damage and DOT options.

Now, I miss the second Super Elixir too, but Glue trail makes the elixir gun a deadlier power weapon. Swapping to EG and doing a point-blank acid bomb will make your enemies eat nearly the full duration of the acid bomb, or you can attempt to control an area for about 3 seconds. Alternatively, if you combine it with Sitting duck instead of hair-trigger, then you’ve got an extra 5 stacks of vulnerability to add.

The healing turret is traited, as it gives a decently free knockback/launch, useful for knocking people into a mine, off a point, or into places they don’t want to go.

Has anyone else done any experiments with the other kits?

Post-patch KR

in Engineer

Posted by: Vlerden.4182

Vlerden.4182

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

Post-patch KR

in Engineer

Posted by: Khal Drogo.9631

Khal Drogo.9631

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.

Apologies to those who may find my posts on GW2 forums offensive and hateful.

Post-patch KR

in Engineer

Posted by: Vlerden.4182

Vlerden.4182

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

Post-patch KR

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

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.

Jumzi (Ranger), Tarnished Coast

Post-patch KR

in Engineer

Posted by: Spiuk.8421

Spiuk.8421

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

Rubios – Tales of the Sunless [TXS]

Post-patch KR

in Engineer

Posted by: Vlerden.4182

Vlerden.4182

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…

Post-patch KR

in Engineer

Posted by: google.3709

google.3709

doesn’t immobilize from KR last .5-1s only? i tried your build for curiosity but enemies get hit twice at the most

Post-patch KR

in Engineer

Posted by: Nilix.2170

Nilix.2170

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?

Mortar Shot is STILL nerfed by 28%
Purity of Purpose

(edited by Nilix.2170)

Post-patch KR

in Engineer

Posted by: sunnypsyop.3025

sunnypsyop.3025

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.

GF Left Me Cos Of Ladderboards [WTF]
:: |SPvP | Rev | Engi | ::

Post-patch KR

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

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.