Thumper turret toolbelt ability “Rumble” is awesome with Synaptic Overload.
Combo Rumble into Overcharged Shot. The Stability keeps you from falling down and you get the full three seconds of Quickness. Very nasty move.
Jeezus, what has happened to the Engi community?
Has Anyone Really Been Far Even as Decided to Use Even Go Want to do Look More Like?
Set them up with a Net Shot from your harpoon gun. Then…
Net Turret (overcharge)
Rifle Turret (Harpoon underwater and borderline OP—overcharge it!)
Grenade Kit (spam everything)
You’ll be shocked at how quickly your opponent drops.
I started one of the first threads on this. It’s a lot of ego kittenwaving bullkitten. A LOT of players feel they have to constantly prove they’re better at their profession than others, so they cannibalize.
It’s a bad thing. In the OPs scenario, you have to grind gear and spend many hours leveling to play the FOTM at the highest competitive level. In GW2 they are constantly chasing game balance due to the way ppl pile into a FOTM profession. In WoW if a class was some kittenty FOTM then ppl would counter it through trial and error, and the kittenty FOTM abuser would be in their own personal hell until balance swung another way.
Turrets Syndrome
Wow. Just wow.
“Oh most engineers take this trait. This limits build variety. Let’s make it harder to get”
How do you arrive at this instead of :
“Oh most engineers take this trait. Maybe the other traits are just really bad compared to it – we should balance things”
This is hopeless.
If all we do is take the worst traits and buff them, then every patch everything gets stronger and eventually the game is broken. The word balance literally means reaching an equilibrium which is in between two end points. This means that in order to reach it things must assuredly go up and down.
I would say this is not what you are accomplishing
I mean its clear that you guys are doing this “zero-sum” sort of balancing, but what you doing here doesn’t make sense.
If you buff a trait to compete with an already awesome trait, the player has to pick between the 2 traits and the strength of the overall engineer should be around equal assuming you can make those traits about even. It’s not like if you buff the trait they also add the power of that new trait; no they have to pick, its either or.
IP is probably the best trait in the adept tier. The other traits in adept are pretty insignificant. The master tier in explosives has strong traits.
Moving IP to master tier means I must pick inferior traits. This is not “zero-sum”, clearly this is negative; a nerf.
Agreed 100% you are taking the best adept trait in the explosives line where there aren’t any other great traits and moving it up to master tier where there are great traits, and justifying it by moving down accelerant packed turrets which is useless as turrets are basically in a really bad place right now. And as ostricheggs has already said you are only hurting fringe builds by doing this such as hybrid users who have limited access to burning. Bomb builds will just grab forceful explosives and IP in the master trait and lose nothing for it, further making people want to run it. So please do tell how this helps build diversity which was your reasoning for moving it in the first place?
For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…
Shrapnel only affects explosions, so you will only see Bomb and Grenade engineers use it.
Empowering Adrenaline encourages pointless dodging to gain a negligible damage bonus.
If you think Adept traits should be junk or filler to reach desirable traits like IP, then yes—they are worthy Adept traits.
Again—you haven’t addressed the fact that this isn’t a zero-sum change. It’s a negative because no other traits were brought up to IP’s potency. Additionally, the reason it doesn’t promote build diversity has been stated time and again in this thread.
Just because you make good traits harder to reach doesn’t mean players will desire to use the bad or sub-par ones. They will always chase the best traits, so why not make them all good. Zero-sum means equalizing. Reduce IPs potency and bring other traits up to meet it. Then you will see players making hard choices—not playing mine sweeper avoiding the bad/useless traits.
Playing an engineer is like running a marathon with 5 lb ankle weights on. After a year of being handicapped we would just kick the ever loving kitten out of everyone if they fixed us.
Those guardians are not very good. I’m not trolling, I don’t see any serious skill being brought to bear. There was a severe lack of coordination of burst and CC. Please don’t hold this up as an example of how Engineer bunkers are better than Guardians. You don’t see top tier world class teams that pivot on an Engineer bunker the way they can on a Guardian.
Voz’s build sucks. You’re all terrible for not being able to kill him. Or you’re greatly exaggerating how difficult it was, which is far more likely. Every time I hear it took 5 to down someone, I subtract 3-4 and I’m usually closer to the truth.
Allow utility skill use while operating the elite Turret. I don’t see the harm in it since you have to root yourself to use it painting a huge bullseye on yourself.
Once they allow Glory to be spent on something useful, it will.
Also, we want to be more transparent with balance, so we’re going to be posting a list of the things that we’re working on now, so that you guys can see balance changes earlier than usual.
I’ll post that in a bit, hopefully today.
This feels like one of those imgur posts where the OP finds an unopened safe and promises to post the contents of it later.
…yep
Either it’s massive SEO failure on an epic scale, or nobody cares if anybody sees the footage. Either way…ugh.
The fact that these aren’t up anywhere yet isn’t a good sign.
My first tip would be to use the stock build you are given when you enter the mists. Here is the build and my take on it follows.
http://gw2skills.net/editor/?fcAQJAqelsp6ZnuSfF17IRoHF2wqV0D9bZK/pgcB-ToAA1CtI2RtjbHzOyds7MKYGC
This build is strong and will teach you some important fundamentals.
*kit swapping
*mix of offense, defense, and support
*heavy investment in Inventions and Alchemy makes this build tanky with a good variety of options
Kit Swapping:
The Bomb Kit is a great beginner kit. It gives you combo fields, conditions, crowd control, and in this build, some healing. With the trait Backpack Regenerator and Elixir Infused Bombs, you can easily tank a single opponent until help arrives. Big Ol’ Bomb also gives you a great tool for clearing enemies off of a downed ally, or pushing enemy players out of a control point so it can be neutralized.
Offense:
The combination of conditions from your pistol and the Bomb Kit will help you wear down opponents that have trouble cleansing conditions from themselves. Bomb Kit #1 also deals respectable dps on its own.
Defense:
Your traits and skills give you a lot of damage mitigation, healing, and condition cleansing.
Support:
You can heal your allies with bombs, buff them with tossed elixirs, and peel enemies off of them with skills like Magnetic Inversion, Supply Drop, and Big Ol’ Bomb.
Flexible Traits:
Depending on the enemy team you’re facing you can make adjustments to your Inventions and Alchemy traits to suit. If you’re facing a team that will be very heavy on conditions, Backpack Regenerator can be swapped for Cleansing Formula 409 to allow your Grandmaster trait to be changed to Automated Response. If you’re not facing many conditions, you can afford to swap out Cleansing Forumla 409 for Fast Acting Elixirs. If you see a lot of warriors and/or guardians on the opposing team, drop Reinforced Shield in favor of Stabilized Armor to help against their myriad stuns and knockdowns.
I’ve played this basic build in over 30 tournament matches. It does well on all maps and against the majority of professions. I have swapped out the Soldier’s amulet for a Cleric’s amulet. You do lose a few thousand health, but I find I prefer the increased healing over the vitality in most situations. The Soldier’s amulet is quit effective in this build however, and there’s no real reason to swap it out.
Next steps:
So maybe you’ve played this build and want to make some changes. The runes, sigils, and amulets can be changed to suit your needs without compromising the focus of the build. I would start there if you want to make some changes. You could also add another kit in place of Elixir B or S. I would recommend swapping out Elixir B. Adding the Tool Kit will make you more of a bunker, while adding the Flamethrower or Elixir Gun will make you more supportive. I would avoid using the Grenade Kit with this build as you have to go 30 into Explosives to really make them potent.
Some good candidates for runes are: Forge, Grove, or Dolyak.
Possible Sigils: Energy, Hydromancy, or Battle.
Amulets: Cleric’s, or Shaman’s.
I hope you beginners find this helpful.
I don’t see any change to this sigil.
This isn’t a qq thread this isn’t a flame thread just answer “YES” if you are and “NO” if you are not. I will tally the results daily. I will allow “NES” if you have mixed feelings
No- 41
Yes- 4
Nes- 5
NO
Here’s my 2 cents.
It doesn’t matter what I’m running on land, my underwater build is always Elixir H, and then Rifle Turret, Net Turret, Rocket Turret and Supply Crate. Turrets are very hard to see underwater when you place them at differing depths, and most players will simply get chewed to pieces by them while you rail them with your harpoon gun. Using Retreating Grapple to pull them into your turret farm followed by Net Shot is a fantastic opener. Then I just kite around overcharging my turrets. The Rifle Turret becomes Harpoon Turret under water and hits much harder and faster. The Harpoon Gun’s attacks compliment this set up extremely well. The CC you are putting out allows for those point blank Scatter Mines shots that we like. Give it a try.
15 charactersBUMPforjustice
http://intothemists.com/calc/?build=VVRw;0B-cPVt0L63TFx0;9;4J-JT-48;236-35B;1ao;1N;0PcW5PcW52VM
Here’s what I run now. It’s built to handle the current abundance of stun-lock warriors, necromancers, and spirit rangers. With stabilized armor and protection injection a warrior that stuns or knocks me down is giving me 53% damage reduction. Same goes for Mesmers and Thieves that burst after a stun. Automated Response helps vs. Necromancers, and the Runes of Earth and lowered shield cooldowns help a lot vs. Rangers.
Self Regulating Defenses is mostly rubbish, but I find that in those close fights where I’m trying to stomp an enemy it’s priceless. I can continue my stomp in the face of the nastiest cleave damage knowing it will trigger at 25% health allowing me to finish. Then when it ends I have regen and my Healing Turret recharges (Low Health Response System and Automated Medical Response).
Accelerant-packed Turrets makes all of my turrets into interrupts and CC. Incendiary Powder comes and goes. If I see the enemy team is mostly condition based and I don’t need toughness, the Rabid Amulet comes out for Carrion and my crit plummets. So I swap out IP for Empowering Adrenaline. Sometimes Thumper Turret comes out for Throw Mine and I choose Forceful Explosives instead of IP. Throw Mine is amazing against Thieves, Warriors, and Guardians. Especially Guardians because of the boon stripping that it does (both the mine and the mine field).
I’d be glad to answer any questions you have.
Deployable Turrets works. I also like the 5 point minor trait in tools for Turret Builds. I often use the tool belt skills, and detonate my turrets—both of which trigger Adrenaline Pump.
Thanks for testing Rifled Turret Barrels.
I believe Rifled Turret Barrels is currently bugged. It doesn’t increase the damage or the range. It looks like you chose Speedy Kits in tools, but I think you meant to choose Deployable Turrets. The Rune Selection is good and works with your traits, but you might want to consider Earth over Forge. You’re not really taking advantage of burning, so Forge isn’t giving you much benefit. The amulet is fine—it’s a nice one for turret builds. Lastly, the sigils. Paralyzation is great with Static Shield/Throw Shield. Life I’m not too sure about. I’d go for Sigil of Minor Corruption. The condition damage bonus snowballs pretty quickly making subsequent fights much easier. I would also swap out Rifled Turret Barrels for Reinforced Shield. Rifle Turret does okay damage, but Thumper brings with it a stun breaker in the tool belt ability, and its cripple and blowout compliment the control of Net and Rocket so nicely. Consider it instead.
Ranger Spirits are the biggest offender here. The models are large, and they always encircle the ranger. This causes the Ranger to benefit from constant cover that is both passive and mobile.
Some Necromancers, and Mesmers have the same benefit, but at least their pets and illusions/phantasms attack things and move around. The Spirits are large and body block many ranged attacks and never leave the ranger’s side.
I agree. This game has tons of potential mixed in with all of its problems. Probably why I go back and forth between not playing for days on end and nearly uninstalling it but keep coming back to play it again and again. It’s that potential that keeps nagging at me. I hope they release a PTR and improve the current pvp environment. Solo queue has been badly implemented and now team tourneys have long wait times. 8v8 is a mess as most of those games are a zerg fest or those games are reserved for dueling. Ugh…so much work for them to do.
http://intothemists.com/guides/488-cleaner
The second Sigil and Amulet are not finalized yet. I’ve been using Knights Amulet a lot due to its synergy with Automated Response. Having AR kick in at 6828 health is amazing, as well as other traits like Automated Medical Response and Inertial Converter. With a 39% crit chance it’s tempting to take the Sigil of Purity, but I can’t find any reliable information on its effectiveness.
Feel free to tear into this build and let me know what you all think.
(edited by Grackleflint.4956)
Thanks, digiowl!
When turning with the mouse. I’ve been through the keybinding/controls list over and over and can’t find any way to disable interacting on right click. Am I missing something?
In before: “nobody uses turrets”
My reaction when I click on a live stream on twitch.tv because it has an Engineer icon next to it…
…and the former engineer player is on his new Spirit Ranger or Condi Burst Necro.
Also relevant http://i.imgur.com/IzUaG.gif
Engineer can use Elixir X and get the cooldown to 84 seconds with Fast Acting Elixirs. I still found it to be rather weak.
A few questions/criticisms:
The Into the Mists calculator is showing a reduction in Elixir Gun cooldowns from Fast Acting Elixirs. The GW2 wiki says that FAE does not affect Elixir Gun slot skills. Which one is correct?
Nevermind, Into the Mists calculator is wrong. Only Fireforged Trigger is reducing the cooldown of Elixir Gun slot skills.
I believe that Reinforced Shield is far superior to Elite Supplies. The extra (Rifle) Turret is ineffective, and the 3K in extra healing (3 extra bandages) seems less useful than a 20% reduction in Shield cooldowns.
Speedy Kits is usually paired with Invigorating Speed allowing you to dodge twice as often. Dodging is considered a crucial component of engineer tanking. Why leave this out?
You only have 1 Elixir skill, yet took Fast Acting Elixirs over Invigorating Speed. (see previous question)
The Sigils and Runes seem fine.
(edited by Grackleflint.4956)
I support this idea. You would see this turret showing up in a lot more builds if smokescreen worked this way.
I make a deal with you, Anet. You make turrets awesome and I’ll buy the kitten things from the gem store. Deal?
My biggest problem with UG is that it’s a stun break (reactive ability) attached to an active (offensive) ability. Elixir U suffers the same problem. I don’t like having to wait to use something offensive because it’s tied to my stun break. When they did the stun break shuffle, they should have fixed both of these.
That being said, I like the idea of having a few shots (not the entire duration of 10 seconds) be unblockable when using UG.
Note: If you are at melee range with your target you will more than likely hit them with SD after detonating a turret.
Gooj: It should. It’s not a ground targeted ability, so it should go directly to your current target.
Try it in the Mists on some golems. Make sure you have a target selected.
Sorry. This does behave like other ground targeted SD triggers. It’s dependent on camera angle. You do not get any benefit from SD when using Detonate Turret.
(edited by Grackleflint.4956)
I’ve toyed with the SD turrets a few times. Looks like you have enough power and crit to make it really work.
The Net Turret toolbelt skill SD proc will hit your target at range, but I like Rocket for that burst. Nice build.
Whirl attack that does damage, but also repairs and overcharges all turrets in the aoe.
lol nice
Thanks! I’ve been posting this one as often as the Hammer threads pop up. I’m really hoping it shows up in game one day.
Turrets as area denial? Let’s crank it up a few notches!
Whirl attack that does damage, but also repairs and overcharges all turrets in the aoe.
I use it in my turret bunker build. I got the idea from Fairtex. It’s on a low cooldown even without Speedy Gadgets, it strips boons, knocks down opponents, does a fair amount of damage, and the tool belt ability also strips boons (1 per mine). Used in conjunction with Net Turret and Rocket Turret I am able to set up long lasting CC chains while stripping my opponents of important boons like stability, and retaliation. This has allowed me to slowly wear down opponents with my lower than average (bunker) damage.
The slot skill is also a blast finisher, and is great for interrupting enemies that are trying to stomp your teammates. You can also throw it through projectile reflect walls and bubbles that enemies typically use to protect themselves while they revive an ally. For example, you can throw it into a Guardians Shield of Absorption and then trigger it.
Now that Elixir R has lost its stun breaker, I think U fits better into this build. It gives you a stun break and a few very fast wrench attacks to follow. It can be used for an extremely fast stomp or revive, and its tool belt ability buys you time against ranged attackers.
Elixir S is fantastic against warriors built for stun locking. You can get almost 5 seconds of stability from Toss Elixir S. It’s a good way to start out a fight against them. If you get stealth, use it to get into a better position to begin attacking them. I use this time to set up CC of my own, for example Net Turret. Using the Elixir S itself will also cause most warriors to waste their Backbreaker (knockdown) and Staggering Blow (push) follow ups.
I support this idea. Above all other boons, this is the boon I’m on the lookout for in every one of my fights.
Character locking doesn’t happen until the game start countdown. You still have the ready time to switch. This decision was made specifically in consideration for solo queue. We can always move when character locking begins, but when the feature launches, it will happen at the countdown. This feature is intended mostly to stop exploits where people would switch characters for different skill setups or to reset cooldowns.
Personally, I think it should lock the second you get in there OR you shouldn’t be able to see what you are playing against until the game starts.
I agree there is still the problem of counter picking after joining a match. I’m sure we’ll find a middle ground with these issues.
Why go for the middle ground. The only way to ensure complete fairness is a double blind set up where professions are not revealed until the match begins, and classes are then locked at that point.
If you think the starting Engineer template for pvp needs improvement, how would you change it?
http://gw2skills.net/editor/?fcAQJAqelsp6ZnuSfF17IRoHF2wqV0D9bZK/pgcB-ToAA1CtI2RtjbHzOyds7MKYGC
Then there would be 50% less things for Shoutcasters to talk about.
Real problem right now is that dps builds can’t have both dmg AND survivability but condition dmg ones have both cond dmg and vit/tough/boons and kitten…both from traits and amulets..that’s why meta radically moved to cond builds, dps specs can just kill or get killed condition specs can kill and survive while defending a point, expec vs a dps…guess wich one is better for a point control game? If you spec for dmg…both raw or condition you shouldn’t be able to get so much survivability too…you know, it’s called unbalance..
Working as intended. Tankiness is the de-facto multiplier stat for condition damage because conditions take a while to get stacked up, and then take a while to do their damage. Being able to buy that time is inseparable from the build.
It’s not working out this way in reality. Conditions are bursting people down due to the sheer number a certain profession can place on you in less than a few seconds. Also, the ease of application means that cleansing them is not viable.
A good example of conditions doing what they’re supposed to is the World of Warcraft Shadow Priest (pre-Wrath of the Lich King). You had to lay on a couple of DoT spells and then bide your time. If there was someone nearby who could cleanse your DoTs then you had to get a teammate to assist you, or focus on your meager direct dmg skills.
Conditions should be dangerous if not cleansed, but they shouldn’t demand that you immediately cleanse them or risk death in the first 10 seconds of a fight.
(edited by Grackleflint.4956)
No
{15 characters}