(edited by SmallCat.7413)
Why pistol more popular than rifle.
Saying kits are all condition damage is rather incorrect. Grenades are, at best, half-half, and nobody takes the flamethrower for burning. Rifle isn’t a popular weapon, because it’s lacking as a weapon. Half of what the rifle does is utility. If it was a good weapon, kits would be irrelevant.
Personally, the only reason I use pistol/shield is to have two sigils and the shield skills. I literally never fire the pistol.
More weapons inc soon:-)
Tekkit’s Workshop
Rifle is a very odd weapon. Direct damage, but also close range.
Right now i think Conditions are popular due to meta. There is really nothing wrong with Rifle in particular and Pistols have their own issues.
But Conditions right now are just the hip thing to use.
More weapons inc soon:-)
Soon™
I like the pistols more because it makes me feel like a duelist. Overall I like condition damage more then anything but that could be just me. In other games I usually favor the DoT classes and here it is condition damage.
Because engineer almost all weapon kit’s skills are condition,power damage skills are less(almost skill 1).Generally Condition engineer have two weapon kits,in pvp he just use pistol -> weapon kit one -> weapon kit two,and turn to pistol continue.There are less use auto skill one,even swap weapon can make target bleed too(Sigil of Geomancy).so condition engineer is powerful.
Look at power engineer,there is little Non-automatic skills of weapon kit provide fire.So rifle engineer have two way to reducing disparities: 1.Chose static discharge trait to keep firepower in rifle skill cd time. 2.Chose power wrench trait to support tool kit and rifle.No matter which way,pistol is powerful than rifle.Rifle is mid-short range,tool kit is short range,engineer need a long-mid range,power damage weapon kit.
This is my idea, how you think?
Not saying your argument is wrong, but there are a few things you need to consider:
1. long range grenades still work in a power build, even though they work better in a condition build since the #1 nerf of course.
Viable? Yes. The best option? no.
2. Flamethrower is in essence a power based weapon that is best at mid-range.
Conditions matter for the FT because of keeping the burn up of course, but the main bulk of it’s damage is power.
3. Elixir Gun is even more of a mix.
It always hits too weak, but a lot of it’s total damage is power too (that #4 can hit like a truck if you can immobilize them with the utterly nerfed kit refinement for example).
I would like to see a buff to the power portion of pistol #1 myself, or revert the early attack speed nerf to it.
Simply because the shield can fit in a power build very well, and than you’re stuck with the pistol main hand.
While I agree that pistols offer nice damage, engineer class is really not so much about damage, but rather utility and mobility. I use a rifle on my engineer as my main weapon in WvW with a static discharge build. Instead of going full-dps I use it in a more tanky way where I can chase down enemies with skill 5 if necessary, knock them down with skill 4, or root them in place with skill 2. The damage on the rifle might not be the best, but a lot of grenade builds do run power, instead of conditions, as the primary stat and take rifle to compliment it. It is really up to the player to decide what they want, but rifle is in no way inferior to pistols. In fact, paired with the flamethrower skill 2, the rifle’s skill 3 and 5 (at melee range) are probably our best burst abilities at the moment and using skill 2 on the rifle can actually help you pull it off. The synergy within rifle as a weapon, in my eyes, is much more clear than in pistols or pistol/shield, again though it is up to preference for the players. However, I have to say that if you are running an engineer purely for damage and nothing else, whether it is conditions or power, you won’t be having much fun with the class :/
(edited by Missle.3926)
Because engineer almost all weapon kit’s skills are condition,power damage skills are less(almost skill 1).Generally Condition engineer have two weapon kits,in pvp he just use pistol -> weapon kit one -> weapon kit two,and turn to pistol continue.There are less use auto skill one,even swap weapon can make target bleed too(Sigil of Geomancy).so condition engineer is powerful.
Look at power engineer,there is little Non-automatic skills of weapon kit provide fire.So rifle engineer have two way to reducing disparities: 1.Chose static discharge trait to keep firepower in rifle skill cd time. 2.Chose power wrench trait to support tool kit and rifle.No matter which way,pistol is powerful than rifle.Rifle is mid-short range,tool kit is short range,engineer need a long-mid range,power damage weapon kit.
This is my idea, how you think?Not saying your argument is wrong, but there are a few things you need to consider:
1. long range grenades still work in a power build, even though they work better in a condition build since the #1 nerf of course.
Viable? Yes. The best option? no.2. Flamethrower is in essence a power based weapon that is best at mid-range.
Conditions matter for the FT because of keeping the burn up of course, but the main bulk of it’s damage is power.3. Elixir Gun is even more of a mix.
It always hits too weak, but a lot of it’s total damage is power too (that #4 can hit like a truck if you can immobilize them with the utterly nerfed kit refinement for example).I would like to see a buff to the power portion of pistol #1 myself, or revert the early attack speed nerf to it.
Simply because the shield can fit in a power build very well, and than you’re stuck with the pistol main hand.
I agree 1.
Rifle have no shield,and rifle need get close to target,so tool kit is the good chose.
and the second slot, i will chose bomb kit or grenade kit,bomb is powerful aoe,grenade is long range aoe,they both can anti thief lol.
the last utility slot…I don’t chose FT.FT 1 have a defect,don’t usually use. 2 is power, 3 and 4 are condition.My power build don’t take FT,except PVE,there are something better than FT.
(edited by SmallCat.7413)
Rifle is amzing. It feels clunky the first times you use it but then… I use it in condition heavy kit builds too since nades, EG and burn trait offer enough cond pressure while controlling the enemy with Rifle. Launch on 12sec CD and immob on 8sec CD do a good job at making your nades hit, immob remove and jump are neat escape tools.
I prefer the rifle with a power build. To me it works better in both facets of WvW, Solo and group play, without respeccing. With so much condition removal it felt like i was only offering support without contributing any damage.
More weapons inc soon:-)
do you have any evidence to support this?
As true as Odin’s spear flies,
There is nowhere to hide.
Pistol/Shield is good if you’re focused on full support, but the Rifle is significantly more powerful in terms of damage.
Explosive Shot is a hysterically bad auto-attack, and the Bleeding on it stacks poorly compared to most other options that we have. Even a Flamethrower with Sharpshooter probably does a better job, and the Bleeding damage with that kit goes totally unnoticed.
Poison Dart Volley actually scales better with Power than it does with Condition Damage, precisely because Poison is not a damage condition but a utility condition with its healing reduction. With 2000 Power, Poison Dart Volley regularly does more than 4000 damage for me, and it just gets increasingly more ridiculous as I stack Might and Fury. Given its long cast time, it’s not as good as it sounds, but it still contributes more through direct damage than it does through conditions.
Static Shot is kind of weird, because I use it more for its Blind than I do for its Confusion. 2 stacks is nothing to write home about, and they disappear too quickly.
Really, people generally use the Pistol/Shield combo because of the Shield and not the Pistol. If they come out with more 1H weapons for the Engineer, I see the Pistol being rarely used outside of condi builds.
Blunderbuss and Jump Shot are actually incredibly powerful skills and scale very well with Power. Their burst potential is not so obvious during a long boss fight, but when clearing trash in dungeons and when solo roaming in open world content, it’s very noticeable. You will kill stuff significantly faster building the Rifle into your kit rotation than when using the Pistol/Pistol or Pistol/Shield.
More weapons inc soon:-)
do you have any evidence to support this?
Although Johanson couldn’t commit to a timeframe, new weapon types and expansion of current types to more classes is absolutely in the works.
also this : http://wiki.guildwars2.com/wiki/Upcoming_changes_and_features
I WANT HAMMER!!!!!111eleven
Seriously there’s no reason the tool of a carpenter, blacksmith or other crafty profession can’t be our tool.
(edited by cloudysan.4397)
I prefer the rifle with a power build. To me it works better in both facets of WvW, Solo and group play, without respeccing. With so much condition removal it felt like i was only offering support without contributing any damage.
You are right.In wvw,direct damage is the best damage.Condition use to cc and support,power build can do the same effect even more better,just like bomb 4&5,grenade 3&4.
- Pistol is used because static shot is amazing , you can use shield and double sigils
- People dislike rifle’s hipshot animation
if anet were to add a decent 1 handed weapon, people might stop using pistol anymore
More weapons inc soon:-)
do you have any evidence to support this?
Although Johanson couldn’t commit to a timeframe, new weapon types and expansion of current types to more classes is absolutely in the works.
also this : http://wiki.guildwars2.com/wiki/Upcoming_changes_and_features
I WANT HAMMER!!!!!111eleven
Seriously there’s no reason the tool of a carpenter, blacksmith or other crafty profession can’t be our tool.
I think we can hold sword or dagger or mace(small hammer)…..But anet no say would have new weapon kit…
(edited by SmallCat.7413)
I found that at low levels pistols seemed far easier to understand and use to kill stuff than rifles. I imagine many players, when first rolling an engi, look at the skills and see a whole lot of movement/control stuff on the rifle and the pistols have damage/conditions and figure, “Duh, I’ll take pistols.” I know I did.
Then, as you unlock kits and traits and realize that you’re primarily fighting out of those kits, the pistol/rifle decision becomes less about damage and more about utility. Since full condition builds are rare these days (which favor the pistols anyhow), you mostly see players taking whichever weapon set will benefit their kit-based build most.
Rifle gives the best control of any of our weapon sets.
Pistol lets you equip 2 sigils
Pistol also lets you use a shield, which is an amazing utility in dungeons.
Rifle gives a short/mid-range engi a long range attack (auto) when falling back.
Pistols give access to bleed, blind, confusion, poison, burning, immob.
[TTBH] [HATE], Yak’s Bend(NA)
More weapons inc soon:-)
do you have any evidence to support this?
Although Johanson couldn’t commit to a timeframe, new weapon types and expansion of current types to more classes is absolutely in the works.
also this : http://wiki.guildwars2.com/wiki/Upcoming_changes_and_features
I WANT HAMMER!!!!!111eleven
Seriously there’s no reason the tool of a carpenter, blacksmith or other crafty profession can’t be our tool.I think we can hold sword or dagger or mace(small hammer)…..But anet no say would have new weapon kit…
Naturally we get a new weaponkit.
Weaponkits are our “secondary” weaponslot. If they just added mainhand weapons we’d just have Hammer or Rifle and Grenadekit. Pistol or Sword and Grenade kit. etcetc
Not adding any new weaponkits would be very unfitting of the Engineer theme, aswell as unfair because it meant we’d get far less potential new combinations.
For example, a Thief could combine two new weapons thanks to weaponswapping, but we’d just be able to pick one new weapon, along with the same weaponkits we’ve been using for over a year now.
(edited by Terrahero.9358)
Naturally we get a new weaponkit.
Weaponkits are our “secondary” weaponslot. If they just added mainhand weapons we’d just have Hammer or Rifle and Grenadekit. Pistol or Sword and Grenade kit. etcetc
Not adding any new weaponkits would be very unfitting of the Engineer theme, aswell as unfair because it meant we’d get far less potential new combinations.
For example, a Thief could combine two new weapons thanks to weaponswapping, but we’d just be able to pick one new weapon, along with the same weaponkits we’ve been using for over a year now.
Who says we won’t be getting a real, new weapon type as well as new kits?
Are you a dev? Unless a dev gives us evidence we’re all just speculating.
I don’t see why we can’t get a real hammer(WTB Juggernaut then btw =) …unless we get a mace which would be unfortunet).
I also don’t see why an Elementalist won’t be getting a new weapon and that would basicly be the same issue now wouldn’t it?
Think outside the box: giving us something new like – let’s be wild – swords(very unlikely) why shouldn’t this be a totally new way to play? It’s not only new weapons, skills but also traits IF it comes down to it.
Doesn’t matter if one breaks a theme if it fits the class they’ll add a new weapon type and not just a kit(there was one article that specificly mentioned engineers with hammer for example…can’t seem to find that article anymore unfortunetly..some mmo site).
But back on track sorry for derailing the topic.
- Pistol is used because static shot is amazing , you can use shield and double sigils
- People dislike rifle’s hipshot animation
if anet were to add a decent 1 handed weapon, people might stop using pistol anymore
There’re more positives about the pistol then just static shot. Poison dart is also amazing on power and condition build.
BUT I think it could use more CC especially when I look at other classes having more CC on their weapons or a tini tiny but more speed on 1 would help me love the pistol even more.
And I don’t think people will switch if they add a new 1 hanced weapon. I will still play pistole unleass I get 2 handed hammer which is a totally different thing…you might’ve noticed but I like hammers =).
2 sigils, blind, conditions…
Here’s why:
With direct damage weapons, you need: Power/Critical Chance/Critical Damage to output the most damage.
With condition damage weapons, you need: Malice. SOMETIMES Precision.
Thus, taking the condition damage way allows you to do a good amount of damage while offsetting Engineer’s natural low survival with added Vitality/Toughness.
Also, Rifle is a weapon that does the most damage upclose; which is strange because we have active defenses instead of passive ones.
It just goes against the other two medium-armor professions. When a thief goes into melee, they have options of built in dodges, blinds, and weakness. When a ranger goes into melee, they have two dodges built in; three if they spec for it. When an engineer goes into melee, we have a knockback that gets us out of blunderbuss range, and a three (Or two?) second invulnerability with gear shield.
Here’s why:
With direct damage weapons, you need: Power/Critical Chance/Critical Damage to output the most damage.With condition damage weapons, you need: Malice. SOMETIMES Precision.
Thus, taking the condition damage way allows you to do a good amount of damage while offsetting Engineer’s natural low survival with added Vitality/Toughness.
Also, Rifle is a weapon that does the most damage upclose; which is strange because we have active defenses instead of passive ones.
It just goes against the other two medium-armor professions. When a thief goes into melee, they have options of built in dodges, blinds, and weakness. When a ranger goes into melee, they have two dodges built in; three if they spec for it. When an engineer goes into melee, we have a knockback that gets us out of blunderbuss range, and a three (Or two?) second invulnerability with gear shield.
It may knock you out of blunderbuss range but you can use jump shot to get back in range.
Net>Blunderbuss>Overcharge Shot> Jumpshot = no problem
or you can use a few other gap closers if its a problem.
Here’s why:
With direct damage weapons, you need: Power/Critical Chance/Critical Damage to output the most damage.With condition damage weapons, you need: Malice. SOMETIMES Precision.
Thus, taking the condition damage way allows you to do a good amount of damage while offsetting Engineer’s natural low survival with added Vitality/Toughness.
Also, Rifle is a weapon that does the most damage upclose; which is strange because we have active defenses instead of passive ones.
It just goes against the other two medium-armor professions. When a thief goes into melee, they have options of built in dodges, blinds, and weakness. When a ranger goes into melee, they have two dodges built in; three if they spec for it. When an engineer goes into melee, we have a knockback that gets us out of blunderbuss range, and a three (Or two?) second invulnerability with gear shield.
It may knock you out of blunderbuss range but you can use jump shot to get back in range.
Net>Blunderbuss>Overcharge Shot> Jumpshot = no problem
or you can use a few other gap closers if its a problem.
Then what? Your abilities are on cooldown, doing ranged damage from melee range. And you’re just as squishy as you were before you started the combo.
You are making wild assumptions. I don’t just use rifles. the point was in one weapon skill you can be back in blunderbuss range. seeing how i run with FT, EG and TK i don’t run out of things to do and neither am i squishy. Never assume anything with an engineer.
Personaly, I don’t use the rifle, even in Static Dicharge builds, because of it’s slow animations and clunky concept.
Pistol feels more fun to fire, it’s an explotion, it’s green goo, it’s lightning!
And the rifle is… a singel bullet fired at a slow attackspeed, thats no fun, it feels boring and looks even worst.
The rifles skills are kinda strange too, only reason I own one is for the rocketjump when I’m trying to go out of maps, but I’d never use it or the overcharged shoot in combat.
When I first got a rifle on my engi, I immediately switched and never touched pistols for a long time. Jump shot hits like a truck, blunderbuss is okay dps. Melee range blunderbuss, jump shot, net shot, acid bomb, that one cripple EG skill, nade spam. If 30 in firearms, you can use the +10% damage for rifle and modified ammunition to make grenade tool belt damage hit harder for a more intense burst, just make sure you’re holding your rifle when the nades hit.
I always underestimated the rifle. It’s more a control weapon than anything, but that doesn’t mean it can’t hurt you. Jump Shot is a gap closer, but it also hits really hard and can stack vulnerability. And autoattack piercing without needing a trait means it’s great against groups, just target the guy in the back. I get how the slow shooting animation feels less productive, but it hits hard, way harder than pistol auto. And with an SD build works nicely to finish an enemy off.
[TTBH] [HATE], Yak’s Bend(NA)
pistol is actually a mediocre choice compared to rifle when it comes to power builds
The reason why P/Sh is more popular than Rifle is due to utility. At least, this is the case in PvP. Also, I personally rage a lot less when I play Pistol/Shield. The bugs with close Range projectile skills really can do your head in. 1 second where your skill goes on cooldown for no good reason can result in a lost fight.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
(edited by Dirame.8521)
Honestly rifle is a strong control weapon in any build. It goes good with nades and will let you burst (even in a condition build) more easily that using pistols. That being said the condition damage from PP is simply very good, and having access to 2 sigils vs 1 pretty much makes rifle not as popular as pistol. I personally prefer play with rifle as it allows me more options and makes my build more unpredictable.
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele
It may be labelled ‘rifle’, but in in the hands of an Engineer its just a ‘blunderbus’. (That’s 400 years of technical devolution right there).
Rifle is great. The 5 skill can now be used for general mobility after the responsiveness changes, a single-target launch on a short cooldown is immensely powerful, as is a single-target immobilize on a short cooldown. 3 is boring but does decent damage.
The main problem is that shield for engineer is so ridiculously good that builds will rarely forego it. You essentially get access to 2 hard ccs, a block, a reflect, and due to the mandatory pistol mainhand, you get a bouncing blind on a short cooldown. This is incredibly strong, and addresses the main shortfall of the rifle – mostly single-target control abilities, whereas P/S 3 4 5 skills are AoE. P/S is also significantly more responsive, Rifle cast times are generally sluggish.
After everything is said and done you could have similarly asked “Why does nobody ever use P/P” – it refutes your comment about P/S being chosen for condition damage due to the fact that pistol 4 does some impressive condition damage. It’s a short cooldown AoE burn ability, but people rarely use it – due to the fact that shield is just THAT strong.
Meh I prefer rifle over pistol 99% of the time. Slightly longer range, it does more damage per hit (even if a little bit slower), single target hit unless they are really bunched up and a lot more control skills.
Pistols really are only good for aoe-ing small groups and the odd blind/confuse.
Pistols are by far the engineers safer weapon choice, you can put more of your attention towards dodging, counting an opponents cooldowns and for a few people, counting the cooldown on kit refinement. The few considerations that have to be made are merely when to poison(counter heal or as a starter attrition damage/making other conditions harder to cleanse) and when to blind/confuse (high damage attacks or their set up attacks). Being condition damage also has the plus side of giving the engineer a bit of a spammy play style where you can just fire and forget where once the conditions are on an opponent you can essentially let them win the fight for you as they are easy to apply while kiting.
The rifle on the other hand requires that the player constantly be paying attention to an opponents cooldowns and dodges as well as their dodging habits and distance. Spamming with the rifle can only be so effective (usually not at all). It is in effect our high risk high reward weapon and thrives on the ability to chain rifle skills with kit skills and vice versa. (too many to mention here) It also has large amounts of situational usefulness or “utility” where rocket jump can allow for a slight gap opener/closer/damage dealer as well as the interrupt/knockback/anti-movement impairment on overcharged shot and the immobilize that doubles as an anti-gap closer (non-blink). Alas the rifle is mainly a single target weapon though changes to rocket jump may have been made to change this.
tl;dr
The built in denial mechanisms of the pistol make it great for kiting and attrition as well as group situations whereas the rifle shines as a dueling weapon as well as a travelers best friend.
Meh I prefer rifle over pistol 99% of the time. Slightly longer range, it does more damage per hit (even if a little bit slower), single target hit unless they are really bunched up and a lot more control skills.
Pistols really are only good for aoe-ing small groups and the odd blind/confuse.
i agree with that. when people say pistol is superior, i think theyre only talking about pvp. in pve and wvw rifle can do some serious damage