Showing Posts For Kajan.7410:
I played until the new build.. everything was fine.. since the new build i disconnect constantly!
If they make Turrets useful again, i am all for it. Right now, without overcharge, they are just no use to me. There is no point in keeping them out. You drop them, you give them a moment for their overcharge and you destroy them.. and i think that defeats the purpose of the turrets.
And honestly, the tool belt skills of the turrets are pretty much pointless, so i have always been fine with it replacing my toolkit skill when the turret was out… because when the turret was out i had the overcharge of the turret available to me to use.
I don’t need the rocket with its pityful 1200 damage.. and while the napalm could be interesting it also didn’t do much more… having the ability to create a blindfield.. now that was useful..
Meanwhile turrets have disappeared from my loadout, with exception of the Healing Turret, and i am also seriously considering if i do not want to replace that as well. The change to the turrets was terrible.. my Loadout always would have a healing turret and always would have either a Flame or a Rocket turret… next to my Flamethrower and the Elxir gun.
At least gyros i do not need to explode.. which is one additional button press.. there is absolutely no reason to keep the turrets out now. To me their main use was their overcharge.. timely used when I needed it, which means i can’t keep them out.. i have to explode them, so they go on cool down.. and don’t help me do damage by staying out.
If this really was done to curb AFK farming, then i have to question the Devs. There are already mechanics in this game that detect if someone is AFK, and there is absolutely no reason why they cannot despawn turrets and Minions and pets when someone goes AFK for a while… if they are AFK,… their abilities will be off cooldown when they come back and they can just resummon. Why anyone would want to AFK farm, thanks to the dimishing returns rule, is beyond me… if you want to farm, active control is much more useful and expedient.
Just give me my overcharge button back! You can keep the toolbelt skills.. i don’t need them if you just give me my overcharge back! I want to keep my turrets out.. and i want to control my overcharge… can’t be that hard, can it?
I am using a Rifle in combination with my Flamethrower and Elixir gun. On its own the Rifle damage is annoyingly poor… but Blunderbuss for its bleed damage… and overcharge shot to interrupt someone.. is nice.
Turrets have never been viable in PvE
I disagree, unless you mean to say viable as in standing back and watch the turrets do all the work for you.
@OP
People used to suggest kiting enemies in a circle with your bombs or grenades. Grenades require a bit more twitch skill, but are better in groups.
Switching between Flamer and Elexir gun also can work quite nicely.
Focusing on a full set of Turrets to do your damage, isn’t going to be enough. Its not really meant for you to AFK. You get a lot of cool toys to play with as Engineer, a lot of kits which you can change between, giving you quite a bit of flexibility.
If you are looking for a non mobile class, Engineer isn’t going to be for you. I think my Elementalist is the only other class i am moving around so much with as i do with my Engineer. Even my Thief doesn’t move around as much.
Try to see the Turrets as the background singers to your main act. They are your support, not the star of the show.
(edited by Kajan.7410)
I like the change because it means I can actually use the turrets I take.
It has the opposite effect for me. Now i do no longer leave turrets out. Meaning i drop them, i get their overcharge and i explode them.
I even removed Flame Turret from my loadout entirely. It used to be a staple on my build and i relied on it and the ability to control its overcharge for my survivability. (Admittedly this is solo PvE so it doesn’t mean much for most people, but i liked it this way)
My Healing turret i drop let it overcharge and then i explode it, because if i cannot overcharge it again, there is no point in keeping it out. Its heal without overcharge isn’t enough and i need the occassional overcharge. Now i need to tide myself over with the Toolbelt and the Elexir Gun toolbelt skill….
Its definitely a different type of play, but I am not happy with it. I liked coralling enemies with my flamer, draw them to my flame turret, overcharge it, and then BBQ them as they are blinded, dancing in my firewall.
Those times are over… now i am running like a headless chicken in a circle, flaming enemies, because i can’t let them get to close. I cannot rely on my Healing turret anymore, i have to explode it to be able to rely on it…
This update is plain horrible. I still enjoy Engineer, but i can quite honestly say, its no longer mad glee flamer fun. My thief is more fun to play now in PvE outside of events.
I want my mad glee flamer fun back…. i want to be able to control when my Turret overcharges and i want to be able to keep my turrets out and support me with their damage, instead of having to explode them, so they go on cooldown and don’t help me DPS… just so i can bring them back for their overcharge…
This just sucks.
I am using Medkit for underwater, to be entirely honest. Turret on land, no question about that, but under water i prefer the Medkit to the Elixir. It’s self heal recharges quicker, and its not that much less healing.
The latest “balance” patch changed how turrets work – now they overcharge upon deployment, once. After that, they autoattack until picked up or destroyed. This change was made to let us use toolbelt skill regardless of whether the turret is deployed or not
Meh, that is a terrible idea. Why would they take control away from users like that?! My PvE playstyle depended on the Overcharge effect of the Flame turret… guess they want us all to equip bomb bundle and kite the enemy. I assume that is still the Meta? Bombs for solo pve and grenades for Group PvE? Or did they phase that out too?
My flamethower worked quite nicely with my flame turret for Blind Effects… mumbles, and here i thought i was to stupid and forgot something… was wondering why i couldn’t do the overcharge on my flame turret anymore.
The lack of overcharge of my healing turret is also annoying. I quite like to have that burst effect.
What a terrible idea!
“Most of the time, engineers were taking turret skills and never deploying the turret because the Tool Belt skill was too important to be overridden by the detonate turret skill.”
Screw that! I took turrets for their overcharge skills, i hardly ever used Tool Belt skills! I want my overcharge back!
Hi,
i didn’t play in a while and just returned after about 2 years break. I used to main Engineer, well i still do, as its my favorite class… am i missing something? Where they they hide the Overcharge for our turrets? Do i need some special toolkit now?
I really can’t figure out how we overcharge our turrets.. i mean its still in the tooltip but there doesn’t seem to be a button prompt anymore.. i just can blow them up… why would i want to ever blow them up?! (Unless i was to lazy to run back to pick them up, that is)
Didn’t our toolbelts change to the overcharge mechanics.. but it seems that i am retaining the toolbelt skills and do not have an overcharge?
I am sorry for the noob question, but right now i feel like a level 80 noob :/
And if you see toxic map chat, report it. Show these new players that we are as good of a community that the devs and others believe we are.
“The only thing necessary for the triumph of evil is for good men to do nothing.”
That good community of yours went down the crapper when they went F2P. There is no loss for anyone over a banned F2P account. They’ll just make a new one.
yeah … lets flame around about a product that becomes “free” after a period of time …
do you also cry when a movie that you watched in the cinema is on free tv one year later?
Dunno where you are at, but where i am living we don’t have free cable.
you got freakin 3 years of GW2 without needing to pay a dime
you also had NO PROBLEMS buying HoT (btw HoT has nothing to do with the f2p base game though) and now you are blaming ANet ?
For ripping me off? Yeah, i do. And i honestly don’t care how you feel about it. That will not change the fact that i feel i paid 100 bucks for a free product. Why the hell should i pay any money if its going to go free down the road anyway?
You might enjoy being made a sucker, but i do not.
Just create a free account and see what this “free 2 play” is … have fun with your 2 char slots and the 3 Bag Slots and all the Restrictions for WvW PvP Whispering Mailing and BLTC
I don’t do PvP so i could care less. And I don’t need 2000 characters either. 3 Bagslot.. yeah okay, but honestly, i hardly need more than 3 bags.
This is not Free 2 Play – it is an Trial nothing more nothing less
A trail is temporary.. THIS is not temporary and it gives everything i ever did or care for for free.
I can play through the entire game, only Pvp is restricted. All cities unlock with level caps, yeah, its a bit more grindy as F2P.. so what..
Nothing stops them from flooding the market economy with farming bots either. There is no restriction anymore. Doesn’t matter if the nodes are random.. you can just make 20 accounts and have them search all possible areas. You don’t need to shell out 50 bucks for each of them. They are free now.
-If i had known that i didn’t need to pay for this game down the road i’d never have bothered paying 50 bucks for it and another 50 bucks for its expansion.
-Why the heck did i pay in the first place?
So are you sorry you bought the core game in the 1st place? Do you wish you had never played?
If i had known it went Free to Play, i wouldn’t have bought it and so.. yes i feel sorry for the fact that i bought the base game and its expansion and i wish i wouldn’t have done that. Nor would i have done it, if i would have known it went F2P.
I would like to say this about the Free to play move:
You can be kitten lucky i already bought the expansion. Because you quite frankly wouldn’t see a single dime from me again. If i had known that i didn’t need to pay for this game down the road i’d never have bothered paying 50 bucks for it and another 50 bucks for its expansion.
And quite frankly i feel cheated. So thank you for the big middle finger, ArenaNet.
I was perfectly fine with the Base being free with HoT, but it going completely free 2 play. Why the heck did i pay in the first place?
Okay, how do i turn this april fools off?
Call it red tape. Kiel is doing her darndest to devote spending to infrastructure, but the Captain’s Council keep talking in circles about defense spending and tax reform.
Maybe if we all were to donate some wooden planks, we could get some hammers and fix them ourselves? I mean if each adventurer would nail down a single plank, one would assume we’d get the bridges fixes.
I want to get the Gas Mask Skin and Sclerite Karka Shell but 3200 tokens seems alot.
How much can I expect to earn by playing? Any tips?
You get about 45 token per event on the Labyrinth. Doing the Race and the Charged Crystals, you only have to do 1 race and bring 1 crystal for full reward. And you can spend the rest of the time doing the Sprint or the PvP arena (you got and fight with kits in that one) which nets you 11ish Token per 5ish minutes on top of that.
Also you get 1600 Token for festival archivement. So in theory you only need to gather 1600 Token and the rest you can do with farming archivements.
I would love to see them being able to be sold on the TP. I am sure there are people that want to play the Gauntlet much more than i do.
But i also would like to see them to be traded in for stuff. Maybe 100 tickets gives you 1 favor of the festival? I mean after all you have taken part so much in the festival to get 100 tickets, that it wouldn’t be a waste.
And also have us trade them for Tokens.
Doing all 3 would create a demand on the Tickets on the TP, they wouldn’t be “floating” around, even if they got pricy people would probably still buy them to get stuff.
It would be a good thing for people that do not have as much time to play the festival to get things on the festival and at the same time give people that want to play the gambit a lot, a source for it, without having to do things they do not enjoy in order to get these tickets.
@Yamsandjams
First i’d like to thank you for your input, its much appreciated. I’ll go the “few” pointed answers route and do it like this:
Sigil of Peril
For some reason it marked down the one i had in there previously. It actually should be Sigil of Strength for Might.
Grenade Kit
I really dislike the general playstyle of the grenade kit, even though i do like it underwater. The reason for that being, in big event thingies, with 10+ people blasting away at a Champion Mob, i personally find myself at times missing with the grenades. Having abilities to lock on the enemy, or blanket cone aoe, is much prefered by me in that situation. And also i might be doing it all kinds of wrong, but i seem to have a much easier time doing consistent damage with my flamethrower than i seem to be doing with the grenades. They feel a little weak to me and yes, i know it’s been the go to on the numbers end and i’ve been told to use it a number of times in the past. I can just conclude that i am not doing it right and so its kinda a bit wasted. I mean, subjectively, if i am feeling like i am doing more damage with a flamethrower than my skill seems to allow me to do with grenades, i feel like i should stick with the flamethrower for damage purposes.
Shrapnel Trait ineffective
I’ve been going with what the Build Editor told me on that one, and slotted it for Flame Blast. I’ve gotten quite good at letting the flame blast fly through the enemy and then detonate it for twice the damage. And the Build Editor marks it as Explosion. Also i figured its nice to have for those rare moments i actually slot a grenade kit. I honestly, never noticed it doesn’t apply to the Flame Blast. Was that changed? I need to pay attention to this.
Assassin Gear, Rune of the Wurm and Crits
If i would run a Grenade build, i’d totally agree with you. I actually would love to see the numbers on it, so if anyone of you guys can point me to a thread or a parser that allows me to check on the numbers, i’d be very happy to take a look at it (there is still a little munchkin/powergamer left in me to be interested in the numbers, just not to much).
The thing is, with the flamethrower i am hitting 10 times in a 2250 milliseconds. Thats one hit every 0,225 seconds, doing 120 damage (and the way i understand it, possibly a crit). With a crit potential of 65-85% it means of the 10 hits ~5 will be a crit, for double damage (thanks to Ferocity being at 199%). This means, at least in theory, as i imagine it to work (although, as i said, i was gone for a long time, and i haven’t involved myself in the numbers game, nor do i know exactly how the mechanics work), it will add another 600 odd damage, for a basic attack of 1800 Damage in 2,25 Seconds and a chance to trigger 10 crits. Add to that 2 potential chances for a stack of Might and 1+ stacks of vulnerability (1 from the sigil of frality and one without cooldown from Precise sights), in a cone effect. I’ve been running with the Precise sights for a while now, and i seem to be able to keep 3-5 vulnerability stacks on the target, without even attempting to. This means with the googles, or so my thought, i can put it to 15% extra damage, not counting the potential might.
And its why i picked the Wurm Sigil. It gave me additional Ferocity and seemed to be the best option, in general. Same goes for the Assassin Gear. Difference between Berserker and Assassin is having 90ish more damage vs 5% extra on the crit chance. That shouldn’t make to much of a difference in the grand scope of things, with the higher crit having the potential for better damage, or so my thought.
Rocket Boots
I think i need to seriously look into them, but i’ll admit, i have so far used them more as Travel aid, because their damage seems low compared to what else i could have in there.
Self-regulating defenses (Alchemy IV)
I never noticed that, thank you for the warning. I will reconsider my choice.
Juggernaut and Speedy Kits vs Speedy Gadgets
Hmm… i’ll test it out and see what i’ll like more.
You’ve been giving me much to think about, thank you. This was precisely what i was looking for
(edited by Kajan.7410)
Hi, i recently returned to GW2, after a break. When i got GW first i fell in love with the class and i played it till 80 and then took a break from the game for.. well quite some time.
So now i’ve been running around for a couple days, doing regular PvE content. No Dungeons or such, because after my long absence i decided to stay PuG. I know the Engineers reputation for Dungeons and this content, so i wanted to have a build that could, if needed be slotted over to work a bit with Granades, should i ever want to go into a Dungeon, but for my own personal enjoyment i prefer the Flamethrower.
I do change the Gadget quite frequently on demand, but for the most part i am sticking with my Flamethrower and Elixir Gun. I do at times use a Flamethrower turret for its Blindness aura.
Considering how often the Flamethrower hits an enemy i decided to go for an On Crit build, focusing on crits to up my damage a little. I’d like to stay with the Healing Turret, because i do very much like the support utility it gives me in Events. Dropping it to heal myself and other players during events is something i quite enjoy, which is also why i keep the Elixir Gun in my loadout. I went for crits and on crit effects, debuffing the enemy. I know condition damage isn’t that great, so i didn’t focus on it, but instead focus on Stacking vulnerability on the enemy.
I am not necessarily looking for the best possible build, i am just looking for a Casual/Scrub build where i can be ‘alright’ in all the games content, without having to gear in one way or another, specifically.
However, i am hoping you guys could share your opinions about whatever you might think of this build:
Its mostly, just so i know i won’t spend hours farming for gear and totally gimping myself in the process.
GW2 is one of the first MMOs, since Everquest 2 (and GW1’s first game), that i even bothered to play to the end.
As far as i am concerned, their formula works for me, even though i have to admit, that i am put off by most of the classes in this game on an aesthetics level. And i wish the game’s professions was a little bit more like GW1s. I would have wanted the Mesmer to be a hard crowdcontrol type of class again. I’d love that. I am missing playing real crowdcontrol that can hardlock Mobs out of the game in PvP. And i miss the diversity Guild Wars 1 had. I liked to be able to mix and match whatever i wanted from 2 Professions, non the less. Here its a little sad that i am so limited in my abilities, and i wish we could have a little tweak to the Slot system, where we can add a 4th Utility skill into “ultimate” slot.
But, that being said…
I am fine with Guildwars 2 and i think i got more than my money’s worth. Although i am wondering if or when there will be an expansion. I like the open world PvE events, and i am not quite sure about the 1111 to victory. Maybe its because i am playing an Engineer mainly and are usually juggling kits like crazy, but i couldn’t say that i am upset how this game is set up.
I like that i do not have to find a group to have fun in this game. I like that, unless we talk about the maps in 60+ range, i can just run up to any event and most likely someone else will show up as well.
The Problem with Dungeons and such, in my opinion is mostly the Try-hards. I am fine with being a casual. I used to be a try-hard but its to much effort to be one in every game.
When i look at the Boss Rush in the current event, yeah, i get how upsetting it can be. People running at the boss, with an “what do i care” attitude. Its frustrating when you see people training a bunch of Veterans behind them, not bothering at all. Or how a handful of us are left to deal with them, because no one bothers about it. Or with Boom Booms turrets. people can scream about them as much as they want, right in the center of it, and still barely anyone bothers to go there.
But then again, i haven’t seen any MMO that ever was different from this. The days of Everquest 1 Raids are over, in my opinion. The majority of people can’t be bothered with them anymore. I certainly know i can’t. I might feel like i would want that level of depth again, but if i am entirely honest with myself, i just don’t believe an MMO designed with that design philosophy would make me stay for more than a couple days.
To much been there, done that in other MMOs, in the last 15 years, as far as i am concerned. I like the casual level of Guildwars 2. The whole drama that comes from having to have an endlevel Raiding guild, is just not worth the 2 hours fun of doing a big, highly organized Raid, in my book.
I am to old for that sh… .