Showing Posts For Blackfire.8793:
YES! oh god YES PLEASE!.. PLEASE!!!!! I beg you. Give me something that give me an idea of where I’m aiming. :\
“Alchemy:- I also put 30 points into this tree. This puts me up to 24.5k health and makes me a lot tougher to kill due to the trait choices.”
Oh look ANOTHER build that’s an unorigonal stupid kittening Elixier build.
Yea no.. I think not. There are better out there. And almost 0 different styles og builds. This is one of the major things wrong with the engineer.
Face it, the naga razer is the only thing that makes this class bareable
in Engineer
Posted by: Blackfire.8793
I use f1 f2 and f3 as Q, E, and F. I move F to C.
Not i have my major toolbelt skills at close reach.
There are more major design problems with the engineer then its layout.
• Grenade Barrage: This Grenade Kit skill should now be usable underwater.
• Short Fuse: This trait is no longer overwritten by the Grenadier trait. Also, this trait now works with underwater grenades.
The first two are fine nice fixes… but these.
• Speedy Kits: Added a 5-second recharge to the trigger for this trait. This was to prevent players from exploiting it to gain vigor buffs of extreme duration.
• Invigorating Speed: Added a 5-second recharge to the trigger for this trait. This was to prevent players from exploiting it to gain vigor buffs of extreme duration.
kittenALK >.<
I only have trouble with surviving when I get caught with my pants down.
Like in WvW last night when a group was useing a glitch to teleport PAST a door they were suppose to break down. However taking on more then two mobs does get very hairy. Even with turrets.
This is simply my own request list. Things I’ve notice that make the engineer feels less smooth then most of the other classes. chunky is the word I’m looking for I guess. Most its the bugs, but also its a matter of how all the skills, kits, and toobelt items work together.
- Kit scaling with weapon damage. No i don’t want my flamethrower doing rifle levels of damage every shot, that’s just mean. But I would like it to take weapon stats into consideration. What the point of stacking Crit chance, if in the end the kit rules all. :\
- Make toolbet skills take the weapons stats into account at all times. Not different stats for each kit. Technically this would be fixed if the kits took weapon stats into consideration.
- Give my reason to spec more then one tree. The Engineer is meant for diversity, but most of the trees lock me into one primary means of… anything. I’d rather be able to spread my points around and get more variety for a slightly less bonus then have to max 30 just to see a difference.
- Auto-Toggle the first skill of every kit for auto fire. Or at least give us an option in the menu. This tends to kill kit juggling.

- Make the damage range of a weapon, the same range as the aesthetic.
Notice flame thrower and the elixer guns, (greenthrower?) would sometimes not damage, or wouldn’t be in range even though the effect of the flame/goo was hitting the target. It… kinda gives me a false positive.
- When quick ground targeting is on give us a cross hair, or a constant circle so we can aim. Its a great mechanic that serves the enginee well. but when you have 10 degrees to aim into and every pixel throws off your aim by a mile… well you get my drift.
They aren’t bad. Yea, that aren’t great in one area or another. But thats kinda the fun. There is ALOT of juggling going on to get the results you want.
Tool belt skills are attached to the active weapon/kit selection.
Kits don’t use weapon stats, so scaling is abit off.
Most of the best options are tied to exlixers.
I personally don’t like how much skill it takes to play the class. Simply because the effort it takes to play it doesn’t make you better then anyone else. It simply puts you on par. :\
However unlike most classes your ability to change play style is great. I love being able to switch between an AOE build to a point defence instantly. However… I’m not bery good at either unless I run a perfect skill rotation. >.>
Ah I see so it not really that elixers are op or that they are better at one thing then another. Its because you can stack boons better then most builds. Am I getting that right?
Dont’ get me wrong. The class is extremely fun. So fun it just almost feels like it wasn’t designed for tab targeting style of game play.
My major point being is if I’m attacked by more then one mob, I have to start wondering. I’ve seen ellies, Mesmers, and Rangers do multiple mobs as if it wasn’t even effort. The reason I say I don’t see the DPS is because of kit scaleing.
From what I see and read Engineers seem to be a shadow of how they were in beta.
Between the lack of scaling with Kits and no boost from the weapon the engineer used towards the kits. To the fact every single build for PvP I’ve seen is an Elixer, Bomb, or Elixer Gun build.
It seems every couple of patches they take away another of the engineers versatility. While I don’t mind a supportive play style, I’d like to at least feel like I matter DPS wise.
Currently at level 30 I’ve gotten a ok taste at what the play style of the engineer is. But its not too late to restart.
Question being should I? Or should I just sit back and hope they do something for this class later?