Showing Posts For AuRiley.5287:

Shackle of Madness poorly implemented

in Guild Wars 2 Discussion

Posted by: AuRiley.5287

AuRiley.5287

I can confirm that wielding a 2-handed hammer looks goofy.

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Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

ANet's Engi Vision (Spoiler: there isn't one)

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

Now we have “buffed” turrets, but you notice that no one in their right mind is talking about making builds with turrets. Still. ANet clearly recognized that no one was using them, and is trying to fix that. They really, really want us to like the stupid things, but we just don’t. We never did, we still don’t, and unless turrets get completely re-tooled, we never will. Sorry, guys.

Actually, I am seeing a lot of turrets lately. I guess that people will stop using them once the fad fades and they realize that the buffs are irrelevant since the turret is going to be oneshot.

You see people use them because they are trying them out. But since they are crap still you will stop seeing them.

Anything remotely useful is Net + Flame turret but problem is you can’t aim net, well ai in general sucks and both die in 1-2 shots from random aoe

Turrets CAN be useful. You just can’t drop them in front of someone and hope they work. If you’re sneaky about /where/ you place your turrets (against walls, above on roofs, around corners), the enemy often time won’t even notice them so long as you distract them. Just don’t use the melee-ranged turrets.

Granted, this is in a sPvP setting. You still have an amazingly hard time to even detonate your turret immediately after deployment in a PvE setting. Even before Healing Turret’s first proc. WvW is even worse.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Can we look forward to this? (turret post)

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

I’ve ran with the Rifle Turret and Rocket Turret in sPvP a few times since the patch, and with some pretty clever placement, Most people don’t even regard them being there so long as you distract them from noticing the turrets.

That being said, The damage isn’t too terribly bad, and rockets can be overcharged to knock down enemies. Net turret could serve to be useful, but I like carrying at least one kit.

Don’t drop them in the middle of fights, though. An AoE from any other class will down them in seconds. Place them on roof tops, next to walls around corners, or behind objects that hide them. Then lure enemies in range and put the smackdown on them.

They’re certainly better than they were. All I ask for is a trait that activates the overcharged ability on deploy, then close-range turrets like flame and thumper would be pretty sweet. Otherwise stick with the ranged ones.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

NEW ARMOR SKINS

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

Is it sad that the armor i want to go for once my character is completed is Asuran T3?

Absolutely not. I only have two pieces and it looks amazing:

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Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Legendary Shield Engineer

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

I’m surprised no one mentioned this lil’ gem here. It’s the most engineer-y looking thing for me, at least. It matches my gear, too.

Asura Tier 3 Shield:

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Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Turret Burst Damage?!

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

Figures that Turrets are at their best when they’re destroyed.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Turrets - Minimizing Regret

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

There is no way anyone would call an engineer who can drop down a bunch of stationary one-hit-kill turrets and still have the ability to smack you with a battering ram ‘overpowered’.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Nerf Engineers already

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

I was expecting Nerf ™ Guns.

I was sadly mistaken.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

(edited by AuRiley.5287)

Turret Rework Theory - Boons

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

My biggest issue is that in order for turrets to be effective, they either have to be extremely fragile (like they are now) or extremely weak DPS-wise. They’re currently both right now, but if you raise the damage, they’ll still go down in a matter of two hits. You’ll never be able to use the over-charge ability because they simply won’t last that long.
Raise the health, and then you have to have a drop off in damage, which make turrets amount to a little more than immobile cannon fodder, forcing engineers to rather use abilities that deal damage. It’s just the nature of balancing the potential of an engineer who can drop four, plus the three or so turrets from supply drop.

I’m curious, though. Would changing the overcharged/toolbelt abilities to pure offensive abilities be more appealing to those who wouldn’t want to see turrets be complete boon turrets?

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

(edited by AuRiley.5287)

How do equipped weapons affect kits?

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

  • Weapons now continue to grant bonus stats while bundles are equipped.
  • Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.

I had always assumed that when it’s said ‘bonus stats’, it refers to the secondary attributes such as Critical Damage, Critical Chance, and Condition Damage.

I can’t say for sure, but I’m fairly certain that my power and precision does not carry over 100% to my kits when I use them.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Turret Rework Theory - Boons

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

And then we either lose our turret toolbelt skills or our ability to detonate turrets, in exchange for being able to apply boons with them. I think turrets need work, yes, but I don’t think they need to be replaced.

Actually you lose neither. You still maintain the ability to detonate all turrets, and use toolbelt skills associated with the turrets. The difference is, each turret has their own combo field, so doing the detonation combo with the healing turret could apply to all turrets under this proposition. The turrets then have an expansive use making it worth occupying a utility slot for, even if you only use one turret in a utility slot.

However, I do hear that some of you would like to maintain a more offensive side of the turrets. I could possibly do this by adding damage to the turrets’ tool belt abilities. However, the tool kit/overcharge abilities currently provide a large degree of utility, which I believe engineers to be the masters of (or should be the masters of) enemy control and area denial. Turrets could provide an amazing synergy between almost all kits when you think about it. Especially with Deployable Turrets and my new Turret Refinement trait, you can seriously mess a good fight for the enemy with a turret engineer under these changes.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Turret Rework Theory - Boons

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

The majority of engineers out there, myself included, believe that the turrets are simply too fragile, too weak, and on such a long cool down that there’s really no point in using turrets. After some consideration, I already do plenty of damage as an engineer and I really don’t care for turrets that output damage, especially with how fragile they are.

The reasoning behind my rework theory is to bring the engineer up to par with Guardians’ boons, making Engineers a viable substitute to the so called ‘God-tier’ class, and hopefully rid the stigma of engineers being a negative impact to a party.

Without further adieu:

General Rework
All Turrets

  • Turrets have increased health. Turrets scale with Engineer’s toughness.
  • Turrets take 50% less damage from all damaging Area of Effect abilities.
  • Turrets’ Tool belt Skills now mimic their respective overcharge skills.
  • All Turrets produce a combo field for 1.5s on each burst.
  • Picking up a turret reduces it’s cool down by half.
  • Tool belt skills are all on a 25 second cool down.
  • Overcharged skills are all on a 10 second cool down

UI

  • Turrets now deploy using the Function Keys (F1-F4).
  • Turrets still detonate using the Function Keys (F1-F4).
  • Turrets’ tool belt skills now use their respective utility slots (6-0).
  • Turrets’ Overcharged skills replace their respective utility slots (6-0)

Turrets
Healing Turret

  • Deployed: Heals you briefly, and grants 8s of Regeneration. Regeneration every burst.
  • Burst cool-down: 12s.
  • Overcharged Ability: Supplies a burst of healing and clears all conditions.
  • Toolbelt Ability: Grants regeneration and clears 1 condition from nearby allies close to the engineer
  • Combo Field: Water
  • Blast Combo: Area Healing

Might Turret

  • Replaces the Flame Turret
  • Deployed: Grants 2 stacks of Might every burst
  • Burst Cooldown: 4s
  • Overcharged Ability: A ring of fire ignites from the turret’s location, burning targets for 2s (1468 damage)
  • Toolbelt Ability: Ignites a single target, burning target for 2s in range of the engineer (1950 damage)
  • Combo Field: Fire
  • Blast Combo: Area Might

Stability Turret

  • Replaces the Rifle Turret
  • Deployed: Provides 3s of Stability every burst
  • Burst Cooldown: 6s
  • Overcharged Ability: knocks down (3s duration) all targets around the turret, interrupting attacks.
  • Toolbelt Ability: Knocks down current target in range of the engineer (2s duration)
  • Combo Field: Electricity
  • Blast Combo: Area Swiftness

Protection Turret

  • Replaces the Thumper Turret
  • Higher Health Turret
  • Deployed: Provides 5s of Protection every burst
  • Burst Cooldown: 10s
  • Overcharged Ability: Knocks back and creates a reflection dome around the turret for 4s.
  • Toolbelt Ability: Creates a small wall of reflection in front of the engineer.
  • Combo Field: Light
  • Blast Combo: Area Retaliation

Fury Turret

  • Replaces the Rocket Turret
  • Deployed: Provides 4s of Fury every burst
  • Burst Cooldown: 8s
  • Overcharged Ability: Converts 3 random boons on enemies into conditions.
  • Toolbelt Ability: Converts 1 random boon on an enemy into a condition.
  • Combo Field: Ethereal
  • Blast Combo: Area Chaos Armor

Frost Turret

  • Replaces the Net Turret
  • Deployed: provides 3s of Chilled every burst
  • Burst Cooldown: 5s
  • Overcharged Ability: Immobilizes enemies around the turret for 3s.
  • Toolbelt Ability: Immobilizes a single target for 2s
  • Combo Field: Ice
  • Blast Combo: Area Frost Armor

Elite Skills
Quickness Turret

  • Fragile Turret
  • Deployed: Provides 2s of quickness to surrounding allies every burst
  • Burst Cooldown: 4s
  • Overcharged Ability: Detonates Quickness Turret to provide 2s of additional Quickness.
  • Toolbelt Ability: None
  • Combo Field: None
  • Blast Combo: None

Supply Drop

  • Supply drop does not drop a Protection Turret as a part of it’s random drop.
  • Supply drop does not drop a Quickness Turret as a part of it’s random drop.

Traits
Inventions

  • Replaced Rifled Turret Barrels [Trait XII] with Turret Refinement. Turret Refinement automatically uses a turret’s overcharged ability when it is deployed. Overcharged Ability goes on immediate cool down. This works in conjunction with Supply Drop

Alchemy

  • Replaced Cleaning Formula (409) [Trait X] with Mechanical Optimization. Mechanical Optimization Reduces the Burst cool down of turrets by .25s for every turret that is currently deployed. This works in conjunction with Supply Drop
  • Traitline reworked to support turrets using Boon Duration.

I’m looking for comments, concerns, critiques. This theory isn’t perfectly developed, so there will be some flaws and issues. If there’s anything you want me to explain my reasoning behind, ask away.

If there’s anything you feel is WAY out of balance and over or under powered, please make your suggestions here.

Thanks.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Any decent builds without a kit?

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

I use primarily the rifle in my build, and only have flamethrower kit in there for the sake of the tool-belt skill.

My traits are 25/25/20/0/0, and my utility skills are the Healing Turret, Utility Goggles, Elixir U, Flamethrower, and (Because I’m Asura) The defense golem summon.

My armor has Power/Precision/Toughness, my jewelry is the classic Power/Precision/Crit %.

The flamethrower could easily be swapped for any other utility skill, though. I often find myself using the Oil Slick Shoes when staying alive in a group of enemies is necessary, radiation field (Asura skill) when I want to prevent enemies from regen, or any other auxiliary kit for it’s utility, Elixir gun for Condition Removal, Tool Kit for pulling enemies in, Bomb kit/Grenade kit for AoE on large groups of mobs.

The Rifle in general provides a lot of control that engineers overlook because they’re always in their kits, but it’s completely viable to be a Rifle or Pistol engineer. You have a lot of neat gadgets that mess people up, but most people would rather just be massive DPS. This game is just as much about damage mitigation than it is about damage.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

(edited by AuRiley.5287)

Flamethrower oriented support?

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

The build I roll with includes using primarily the rifle, because the best support an engineer can provide is how many ways he can lock-down/interrupt an enemy, but I also threw the flamethrower kit in there because it’s tool-belt skill applies burning to the next five shots you take. This makes it a nice compliment to Utility Goggles, [It’s tool belt skill analyze,] and Elixir U. You’re shooting super-fast critical shots that burn with each hit at a target that’s taking 10% more damage.

That being said, the flamethrower is nice to have on hand for fighting large groups of trash mobs (such as the Nightmare Pups in F/F of Twilight Arbor.) It also has a blow-back, blind, and even more useful, a flame combo-field. The field adds extra support through finishers, some of which the engineer can use to give Area Might or burning projectiles.

I, too, can also confirm that the flamethrower definitely does not stack it’s damage. It merely continuously adds up to a grand total, so each burst is really doing the end total damage (45 84 140 260 389 450 would mean 450 damage per burst, not 1,368.)

I generally avoid the flamethrower because the time between bursts is longer than that of any other weapon/kit’s auto attack, which on average deals around the same anyway, so I go with the faster (and therefore higher DPS) alternatives.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

I want to use Turrets, am I stupid?

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

The damage provided by turrets is very minimal, but like someone mentioned here they’re great for comboing off of fields. There’s another thread that asked about the so-called “4-button combo” with the healing kit, and while I wouldn’t recommend stacking four turrets in your utility slots, It might be beneficial to use the utility from the Net Turret, and then drop a healing turret on top of it and detonate both for a double Area-Healing. Elixir U is especially good for combing Area-Stealth, Area-Chaos Armor, and Area Retaliation. You then have two slots for kits or elixirs. The flame, thumper, rifle, and rocket turrets are much too fragile and deal little damage that they’re really not worth putting down beyond drawing aggro away from the engineer.

I’ve mentioned previously how nice turrets would be if they put out boons for allies (Retaliation, Stability, Might, etc.) or conditions on enemies (Confusion, Chilled, Blindness, etc.) instead of mediocre damage that amounts to nothing when all is said and done. Then the turrets would actually be threatening and targets of interest. ’Course they would need more health so they can maybe out put more than one round of boons/conditions.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

(edited by AuRiley.5287)

Change one thing on the Flamethrower kit...

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

Number 2 skill to create an AOE ring on the ground (Where the engineer is standing) that burns enemies while standing inside of it, like Purging Flames without the purge.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Engineers: Only for Elite players?

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

I’m agreeing with the original poster on this one. The vast amounts of QQ that I see plaguing this forum only serves to prove that people simply don’t know how to play this class effectively. Judging from this thread alone, I can tell that people want to be the super-star player who wins and dominates by themselves, but playing as an engineer that simply isn’t the case.

As Kareem Abdul-Jabbar once said, “One man can be a crucial ingredient on a team, but one man cannot make a team.”

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

why are turrets on such long cooldowns?

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

I wouldn’t mind turrets being so crappy so much if they were worth having, like a Might Turret, Quickness Turret, any-boon turret.

Or even conditional turrets, like confusion and poison would be nice. I can deal all the damage I need to with my kits, but turrets would be a marvelous thing to have if they could buff and de-buff. It’d also bring engineers up to the God-Tier Guardians, if they could throw down boon turrets.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Something to be done about down skil

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

The Engineer’s down skills are design as such to trap enemies if they get too close. Your number 2 skill is suppose to be used in conjunction with your number 3 skill (Which does immense damage and also knocks-down.)

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Lets see your engineers!

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

This is why Asura make the best engineers:

Aldonargo, The Asuran Bombgineer.

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Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

Weapon stats misconception.

in Engineer

Posted by: AuRiley.5287

AuRiley.5287

Anyone skip the line that reads:
“Weapons now continue to grant bonus stats while bundles are equipped.”
I for one am glad that my 36% crit chance and 30% crit damage doesn’t reduce to 28 and 22, respectively.

I have noticed that my power drops still while switching to kits, but my bomb kit from the patch update deals easily 100+ more damage per bomb, from 832 to 940. I’m sure that other kits have benefited as well from this, as I’ve noticed my damage output increase quite a bit.

Sure, the stats from my weapon don’t carry over /completely/ but it’s still a vast improvement than losing the entire 180/180/9% Pow/Per/Crit Chance when I use a kit.

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]