Showing Posts For Cyric.2854:

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Cyric.2854

Cyric.2854

I totally agree with #3 affecting yourself.
Skills #1 and #2 I find them just useless, I mean: #1 has1s weakness, really? 1? 4s bleed is ok… but it’s single target… For #2, 3 seconds cripple, swiftness, with so low traveling speed and 8-6’4 seconds cd? I don’t see it. It would be nice if it could bounce on you and on your enemy more than 1 time, so in duels it would be a nice skill to use (I hate duels, but this way #2 would have a reason to be as it is)

^Also that, with 409, being a light field for Super Elixir is redundant!

(edited by Cyric.2854)

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Cyric.2854

Cyric.2854

We lost our 2nd Super elixir due the Kit Refining “rework”.

Being a light combo field it give us close to none good combinations due to lack of 100% projectile finishers we have.

I suggest editing this skill being a water combo field and removing more than 1 condition, don’t know, I guess 1 condition per pulse it’s a bit OP, and all conditions on first pulse it’s still OP, but 2 conditions on first impact? Or every time you enter and exit the area (like guardian’s Purging flames)?

This way we could have again the capacity to remove 2+ conditions and we could combo the field with acid bomb to gain another heal.

Also, with that we would have an actually good skill for regrouping in wvw with large groups.

This idea would compensate the lost of an extra Super Elixir skill, also, I don’t understand why an area caused by a fluid have to be a light field instead of water field.

(Also, I feel the pulses and initial pulse healing so few, if I have to stay on the area to heal myself I’ll have less mobility and my enemy could force me to exit the healing area AoEing on it, but well, this is a suggestion thread, not an analyze thread)

(edited by Cyric.2854)

Engy forum so quiet, many left?

in Engineer

Posted by: Cyric.2854

Cyric.2854

I feel it’s useless to post in this forum, devs didn’t read a simple post since the beginning. I enjoy reading the QQ and watching how my favourite class goes to hell due the lack of attention from Anet.

Edit: Hah, look, I’m going to open a new suggestion thread here.

(edited by Cyric.2854)

Engineer patch notes:

in Engineer

Posted by: Cyric.2854

Cyric.2854

Superelixir healing without healing power before and after the patch: 700 initial pulse, 204 per pulse, with 300 healing power before and after the patch: 820 initial pulse, ~234 per pulse.
(Tested in Mists)
Now without extra Super Elixir from KR.

GJ, Anet.

(edited by Cyric.2854)

Flamethrower is still not worth the slot

in Engineer

Posted by: Cyric.2854

Cyric.2854

What was the trait setup used in your evaluation? Did you use Juggernaut? How did you distribute your points in Alchemy and Tools? Did you use Mixed Elixirs?

Excuse me, gentleman, but a kit is less powerfull than another when using the same build makes less damage. I mean, there’s only 1 trait that improves damage from FT (and is not Juggernaut, without counting the 6 stacks of might), the rest of traits can be applied at the same time to FT or Bomb kit. I love FT/EG build too, but when I go underwater I have bomb kit and I always see greater damage from bombs than from my FT. It’s true that #2 can do more damage, but the autoattack surely not. Also bomb kit’s toolbelt it’s nice and fun, compared with FT’s toolbelt.

Flamethrower is still not worth the slot

in Engineer

Posted by: Cyric.2854

Cyric.2854

Hello all.
I’m a high wvw player and I still doing every day 3 paths or so from a dungeon, so I won’t speak about sPVP but about my experience:

First of all: The first problem I find in FT it’s the skill#1. It’s a 2s channeled skill, so, while a guardian can damage up to 5 players up to a 1k per enemy (5k*2 dps) damage with his staff (going full support with soldier equip), I can do like 1’8k/2 damage up to a 3 persons that are static or moving stacked and in a way I can stay near them during 1 second, facing them. This means that, while a Guardian only needs 0’2+0’2 seconds to do like 7’5k damage total splitted between 5 different persons, I need an entire second to make 2’7k damage (plus burning, bleeding and vulnerabilities) to 3 enemies. Seriously?? Why this?

I though flamethrower skill #1 should be like the mobs from Citadel of Flame, those who wear flamethrower, you HAVE TO get out from his flames or you will take insane damage. FT#1 it’s easy to evade or make that don’t hurt you at 100% of his capacity, simply MOVING. It’s almost impossible to strike with the 10 hits to a single foe. So, why it have less damage ratio than other autoattacks?? I though FT was more a control point kit, giving you pushback, good damage from the ball, a “nice” aoe blind a stupid aoe burning and… a ridiculous autoattack, I can remember trying to prevent enemies help downed allies and they ignored me, using my #2 and #1 from FT. Nice.

The worst thing about #1 is that retalliation will crush you. Defending gates I like to throw flames to the enemies through the door, but most times I can only do it 2 times in a row before having to heal myself (I go with 18khp).

No, that’s not the worst, the worst is confussion. (Wait, Cyric, confussion only strikes you at the very first pulse, the other seconds not… Objection! Confussion strikes you every time your traits that triggers on crits, triggers. So, if you’re hitting 15 crits per second, having 3 traits that triggers like 30% on crit, you’re receiving an average of 15 tics of confussion damage per second, GG).

And, my last complaining goes for that stupid toolbelt skill. Ridiculous. I can’t understand what a developer thinks with “Oh yeah, 3 attacks per minute burns, like a baws, having a kit that burns at the finish of autoattacks, having a trait that burns 2 secons on crit with 30%, having the kit a skill that gives you an AoE burning. I’M A GENIOUS”.

I loved omnom on ft to mitigate confussion and retalliation… Now I’m rerolling to a Guardian.

How to understand the engineer forum

in Engineer

Posted by: Cyric.2854

Cyric.2854

Hum, I have a main engineer, full gear, 75% map completition, and I raid with a big guild in WvW. I’ll reroll my char because in wvw it’s a 5/10 in any role you want to play. Tanky builds are fun for going solo and don’t know, harass people, hunt Dollies or whatever, but not for serious bussiness.

There are basically 3 used builds in WvW:
Nade-build: you have spent 30 traits on power condition duration, you will have less survivailty for sure, also, with a nade kit, you will have to sacrify one of this skills: break stun, bomb kit or tool kit (excelent for cover your low survability while regrouping after the choke, using your op shield) damage is ok, but condition damage in those kind of battles are useless since every group have a lot of condition removal.

A bulky build with elixir S, tool kit and a break stun, wich I find absolutly useless.

A build with flamethrower, abusing the omnomberry ghost with a 96% critical with fury and knight build. I love this build. With critical hit and skale venom you have a lot of changes of inflicting vulnerability, weakness, burning and bleeding with every hit, also you heal yourself like 3k per second, doing an ok damage. The good thing with that build is that you can use your brilliant Slick Shoes that has no number of target’s limit and you can knock down an entire zerg. With a good breakstun landed you can disable 10-20 players of 30-40 who don’t have stability and spread conditions, damage and love to everyone.

Anyway, every engineer build listed here has a better version on other classes (warriors, elementalist even rangers for aoe damage; guardians, thieves for being almost unkillable; guardians, elementalists for huge crowd control)

And for these reasons I’ll reroll my beloved main char. I’m on a high competitive guild and I have to be the more competitive possible.

Anyway I feel useful on pve/wvw, and it’s fun to play engineer, but I know I won’t be the best in my role ever, even if I become the skillest player in GW2, so it makes me sad, since I love my main engineer and I put a tons of time on “her”.

The most disgusting thing about engineer class is that almost every update we got a nerf, it was a nice surprise the “buff” that anet make to the kits (anyway I don’t feel so much difference) so when anet announces another update I feel like: “oh no, here we go >__<”

I enjoy the irony on engineer forum’s, I like that acid humor, don’t be so rude with flamers and trolls, they are trying to defend their favorite class, but as they can.

Simple improvement to Flamethrower

in Suggestions

Posted by: Cyric.2854

Cyric.2854

+1!! I though the same a little time ago!

Engineer Tool Kit

in Suggestions

Posted by: Cyric.2854

Cyric.2854

I was thinking on a real utility tool kit. As it should be (you have weapons to do damage).
Just keep the 1st skill as it is, move 3d skill at 2nd slot (or let the 2nd skill as it is and delete 3d skill), move 5th skill at 3d slot, let 4th skill as it is, put this on 5th slot: Experimental Teleportation Gun http://wiki.guildwars2.com/wiki/Create_Teleporter

You could have a kit that has: 2 powerful melee atacks (autoattack and pry bar) a pull, a brilliant shield and a absolutly useful portal that could help you in spvp, pve and wvw!

If you decide to keep the 2nd skill as it is you have a kit with a powerful melee autoattack, an area criple, a pull, a shield and a portal, you will survive everything and everyone in your team will love you.

In my opinion is a win-win change and I heared you were thinking on givint tp to another class.