Showing Posts For Dybz.9275:
If you’re in WvW… don’t bother with grenades until you are able to get 30 points into explosives and get the grenadier trait. I tried it, but it seemed pretty worthless. Once I opened up the 1500 range and the extra grenade, holy cow did grenades make sense.
Right now I’m running a crit rifle build discussed here:
https://forum-en.gw2archive.eu/forum/professions/engineer/Rifle-vs-Grenades/first#post398240
that I really enjoy. It doesn’t have the AoE of grenades/bombs but it’s more of my play style with the CCs and has some crazy burst damage. If you time the bursts right and CC to make sure your opponent can’t heal I have no trouble in sPvP against any other class, except Mesmers because this being a single target build you have to pick one of them to burn down first. I can also help out a lot in group fights especially with the vulnerability stacks. Problem is, it’s a squishy build, so I drop rather fast when a few people target me.
I say damage is more consistent in that I don’t have to worry about missing or having weird targeting issues come up. Frees me up to concentrate on popping elixirs/other cooldowns when ready.
Yukishiro, I would argue that after having played with this build for a couple days. Single target damage is much easier, more consistent even though it depends on crits, and burst damage is crazy high compared to my previous grenade build. Plus it allows me to be much more mobile with more CC. This is what I was looking for when I started my Engineer.
Karast, here is what I plan to get all my gear like:
I actually use the +Crit % sigil. Interesting that the PBR can do that much… I may need to try it out in place of one of my elixirs. Would give me some more good CC as well.
If you don’t mind paying a sub then Rift is a (IMO) great game and you’ll have a lot of fun playing it.
GW2 is also (IMO) a great game and with no ongoing fees something you can play as long and often as you like.
I play both of them. Games are games. Play what you enjoy.
What’s the state of the game at the moment? I tried reading through forums, but a lot of it is mumbo jumbo without knowing the skills they talk about. Seems like certain classes are still having issues with balancing even though it’s been out for a while.
I hate saying it but your best bet is just googling your exact topic title. This thread will be closed IMMEDIATELY. I’d love to offer my experiences but I don’t want any more infractions.
I read through the forum CoC. I see nothing there that bars you from discussing other games and how they compare to GW2. Obviously as long as things stay civil. I won’t be leaving GW2 because I really enjoy it, just looking at what else is fun out there.
Has anyone played both? What are your thoughts on Rift compared to GW2? I really enjoy GW2 but having never played Rift I’m considering giving it a shot. I love the PvE aspect of MMOs while a nice sidebar into the PvP area is nice here and there.
So I was too interested to not try it and played around with a crit rifle build last night. It’s a modification on the one in the Build Thread:
Have to say, I really like it. Instead of supply crate I use the Asura offensive golem. If I pop the goggles toolbelt ability, elixir u, and elixir b i can crank out about crazy burst damage. Can also sustain the +20% chance to crit almost all the time between all the different elixir’s and toolbelts abilities. It’s not as consistent as grenades in damage output, but burst damage is always fun. Obviously it’s just single target, but the piercing ability of rifle allows for some AoE if things are lined up right.
(edited by Dybz.9275)
That wasn’t a one shot kill.
he shot once, the guy died. sounds like a OSK to me.
Random though: as an engineer, if you’re falling and you try jumpshot right before you hit the ground, does it save you from fall damage?
Well that’s somewhat upsetting. Guess I’ll just keep grenades on the toolbar. Thanks.
Is a crit rifle build capable of putting out similar damage to a grenadier traited grenade build? I know the grenades are nice for AoE, but I’m sort of tired of using them all the time and want to try out a rifle build. Wondering if I’ll see a huge drop in damage output to a single target if I change over.
I have a level 80 exotic rifle with power/precision/crit damage if that helps. The majority of my equipment is power/precision/crit damage.
That’s nothing… I got a 100k+ crit before using my hipshot and I’m only level 72. It was a sparkfly, but still!
Thanks for the info. Arakinis, I am trying to avoid pet based classes. Tried Ranger, but yeah the pet wasn’t doing it for me. Also want to stick with pistols or rifles for primary damage. Shortbow was primarily for its AoE’s.
Asura… I mean comeon, engineer? Crafting silly gadgets? Being just plain cooky? Asura. is the only way to go. Plus the golem race skills are perfect.
I currently have a 61 engineer and looking to level up an alt. Considering thief, but I want to stay ranged. So I’m wondering: is a thief with P/P and shortbow viable or does damage suffer significantly compared to D/D or D/P type builds?
I looked through the stickied build thread, but only saw a P/P build for PvE. My question is more focused on only using P/P and shortbow, no melee.
This was brought up in a number of threads, but yes a lot of people do believe the warrior/engineer rifle skills are almost reverse of what they should be. The supportive argument for the warriors getting the skills they have is that as warriors they are trained to specialize in weapons (spears, swords, firearms, etc) and that is why they would get the skills they do. While engineer’s rifle is more gadgety and not straight firepower. There are many complaints for things like the #3 engineer skill that is actually rather close range, while the general idea of playing a rifle engineer would be to keep enemies at a distance. Some have even suggested a “Sniper Kit” as a potential sort of fix that would give engineers that classic expected long range rifle skillset.
I seem to be the opposite of a lot of people. The more I play engineer, the more I like it as I’m learning all the little tricks the class has up its sleeve. Also nice to be getting a hang of kit switching and remapping keys to make sure all my vital skills are near at hand and I don’t have to look down and reach across the keyboard to grab a potion or drink a potion.
Why would I even bother switching to my pistol with grenade kit equipped?
in Engineer
Posted by: Dybz.9275
I like grenades in pvp or pve. I usually use rifle in pvp, but in wvwvw it’s nice to have some good spamable aoe attacks that scatter bunched up enemies. I’ve heard pistol/shield is better, but for some reason I can’t get into the pistols skills. Like the kiting/cc abilities of the rifle more.
As for pve, again haven’t gotten into pistols, but I find myself switching between rifle/grenades quite often depending on situation or enemy I am fighting.
Even in PvE you need to target as monsters move around. I love grenade in PvP because of how it sends tightly grouped packs scattering when they realize they’re getting bombarded.
Yes, that would be nice.
Although, the real question should be: Do we really need another thread about this topic?
Hahaha take a whiff.. amazing. Would be nice to see some ranged options in there though, seems to be primarily melee.
An actually useful replacement for the tool kit, what? =P
To be honest, I was close to dropping the class much like OP. It was getting tedious watching everyone around me faceroll everything and feeling like I couldn’t do anything near what they could. Then I read Tallman’s guide:
and started playing the class like it should be played. Since then, haven’t looked back.
Oh, so even negating the throwback you get from it. Gotcha.
Blunderbuss might be tough though, no? Doesn’t Overcharged Shot put you out of Blunderbuss range? Unless the opponent charges right at you and gets within range. Other than that, neat trick.
This came up in /map chat while I was farming some iron/soft wood this morning. The question is:
How should crafting scale up?
Should the game:
A. Provide you with enough materials during regular gameplay to keep your crafting level on-par with your actual level. (ie. If you’re level 40, have completed all quests/events up to that point, and have farmed all the resource nodes that come up on your map during this leveling process then your crafting skill will be of sufficient level to craft level 40 items.)
B. Force you to farm zones after leveling out of them to play catch-up with your crafting skill. (ie. If you completed a zone that is levels 30-40 you should be forced to stay in the zone and run around collecting resources because your crafting skill is only high enough to craft items of level 30.)
C. Other
ANet definitely did a great thing (IMO) of scaling your level down to the area you’re in so you can still enjoy going back and doing lower level quests. Yet, it gets a bit tedious trying to get my crafting skill back up to my characters level every time the resources nodes change. Is crafting supposed to be more end-game type of thing? Level up to 80, buy all the materials for lower levels, and level the crafting skill then?
I’m not trying to sound whiny here, just want some opinions. Maybe I’m looking at crafting all wrong and am willing to change my outlook on it if option B is how it’s supposed to be.
Great guide, definitely makes me reconsider how I’ve been playing engineering.
Do you plan to go into trait point allocation in this guide? I’m still a bit confused on exactly where I should points for which kit. Like if I want to build around the flamethrower or grenade kit, do I want condition damage or power? Things like that?
I think the engineer should have gotten the warrior’s rifle skills, but some people seem to enjoy him. Personally, I was totally excited about the engineer and he looked like fun, but unfortunately his ranged combat feels lackluster, his turrets are beyond ridiculous, his kits seem rather lackluster and he’s suffering from tons of bugs, wonky gameplay, random buffs on elixiers and clumsy skills.
Every time I look at the engineer it makes me sad, since he could have been so much more awesome.
Pretty much this. I am actually considering rolling a warrior Asura just so I can run around as a viable rifle wielding ranged techy DPSer.
I think the hardest issue is how do you address auto-attack when utilizing the grenade kit? Simply making the #1 skill auto-attack is not a good solution as it is such a slow moving projectile. If you are aiming for a moving target, whether PvE or PvP, auto-attack will have the grenade hitting well behind the target. The user predicting where their target will go should theoretically allow for better targeting and more damage done in combat. Definitely support some sort of fix, but lets do it right the first time and not just a knee jerk fix that actually makes things worse.
Do you focus more on explosives or firearms? With a grenade build I’m putting all the points into explosives, but if I were to switch to flamethrower, should I then try to split between the two? Or should I go a third route and even put some into inventions for better survivability as flamethrower is such a close range kit?