Showing Posts For Korrank.7850:
I’ll try to help out! I would get the gear from CoF, since although I dislike the dungeon itself, it’s the faster and easier way to get Berserkers gear. If CoF dungeon gear also includes the Power/ Prec/ Condition Damage, thats the way I would personally go, because many (I think all) of the grenade skills have conditions attached to them. Finally, back to dungeons. CoF is easier, yes, but CoE has the runes that give precision and a kitten-ly awesome golem if you get all 6 pieces with the golem runes. (which is if you decide to run the Power/ Prec/ Crit). Also, CoE is more fun to run, requires more skill, and has better story line and graphics imo.
I’m actually going for the Frenzy, mainly because I don’t really like firing a sniper rifle without using the sniping scope part of it, and I don’t feel kitten carrying around a clown gun. The Frenzy looks amazing, and has cool effects, but it’s still a underwater weapon. I’ve personally decided to just get gift of fortune and gift of mastery, and then just wait to see if they add more legendaries.
Ah yeah, you’re right google. I completely forgot about the stability and tank- traits that come along with avatar. Hmmm, back to finding the most useless racial elite!
I’m glad you like the engineer class! If you’re looking for a guild to help you out with your engineer, Fort Engineer [NERF] is always looking for new members! Representation isn’t a requirement, and if you need suggestions/ tips on new builds/ gear to get, there are plenty of experienced engineers out there! Just contact me (Korrank Derringer), Chaba Tangu, or Charr Penguin if you want to join! (Also, we’re prominently Fort Aspenwood based, but we accept anyone from any server!)
Yeah, I’ve encountered a lot of this problem before. If you look at my 1v1 dueling build (search: Dueling with turrets 101) you’ll find that the hardest class to fight if you go all- out turrets is a mesmer or a ranger. Necros don’t offer much of a problem imo, because their pets don’t really do much damage to your turrets and they basically have low hp (besides Flesh Golem). Mesmers clones are pretty weak, but the main problem is they have infinite amounts of the clones, and they can stealth if necessary. Also, rangers pets usually aggro the turrets and not the shooter, since the ranger themselves can stand out of range and pew- pew you if you’re not careful with where and how you place them. (Also, ranger pets have pretty good damage and hp)
I agree with Chaba. Engineers (especially as a group) can play multiple different roles, some of the most prominent are the support role (heals) and the cc- role (different skills apply to this, but mostly turrets). Also, engineers don’t have that great damage, but that doesn’t mean they are useless in WvW, since engineers can basically go close range/ pull (magnet), or go somewhat long range with grenades and defend from afar while the warriors and guardians tank it out. Yes, all of the above points have a better class that can do them, but engineer can do all of the above at a relatively equal level, not excelling at one or the other.
Hmm, Kalan, I would probably say the Human racial skill: Avatar of Melandru. That skill is USELESS, with bad damage, a useless somewhat heal skill- thing, and makes you move slower. Basically, by activating it, you’re sending out a flare that says: “Oh, please kill me, I can’t hurt you, I can’t heal myself, and I can’t run away”. On topic, instead of getting the mortar skill, I think we should totally delete that skill and get a stationary gatling gun- style turret that plants us in place, but rapid- fires bullets.
I completely agree with this. First off, it’s never fun when you’re just trying to win the jump puzzle and some random troll sits at the top with some knock back skill and pushes you off a couple feet from the chest. This idea would probably lead to more traps, but then it would make it fun for people to use skills to get around the trap and avoid them, rather than perma- steal thing the entire time just to get past the massive guild zerg babysitting the jumping puzzle.
Hey guys, I made some concept art for new asuran kit styles, and I was wondering what you thought of them (artwork isn’t very good, and I apologize for that, also, it might be hard to see because it was done in pencil, so I’ll try to get a sharpied and colored version if people think these ideas aren’t that bad.
I would definitely LOVE a auto- attack grenade option, but I think that this is Arenanet’s point of view on the matter (which I somewhat agree with): "If we make grenades auto- attacking, then they’ll be too op. The entire point of us giving targeting to grenades is because they’re a powerful weapon, and to use them you need to have “skill” in targeting them to get the “massive damage” from the grenades". Just my thoughts on why Arenanet might not do this. Any thoughts on my interpretation of Arenanet’s view?
Nice going with the video Chaba! We should totally do more runs with flamethrower, since its basically enemy vs. wall of flame XD I also highly recommend joining this guild if you’re an engineer, since we all offer great help on gear, builds, and do daily dungeon runs and WvW Roflstomps.
Chaba, we got to show these people the times where we actually nerd kitten up! But on another note, good video! Show NERF pride guys!
Well Kardia, I think I might have a couple answers you’re looking for, but you asked very good questions!
First, turret placement is key. The entire point is to place the turrets in specific locations to counter things like warrior whirlwind or the Elementalist AoE. Also, I recommend that you don’t use all your turrets at once, and time the use of them for the best impact, such as if you want him knocked back but immobilized, you could range that with rocket turret + net turret, or thumper turret + net turret. Finally, if you know the type of enemy you will be facing ahead of time, tweak your turret skills to match him.
That’s one of the flaws of this guide as well. In the guide, we don’t really have a stun breaker, and we hope to cc the enemy before he can get his stun on us. If you got any good ideas for a stun breaker, please let me know!
Well, I’ve found that necro pets kinda suck, so they die quickly. Mesmers and Rangers counter this build. Hard. That’s why unless you’re more skilled than them, or they just don’t know how to use their pet(s) effectively, you’ll have a hard time beating one of those two classes.
To be honest, pure damage output relies on conditions and cc, so it’s not any type of pure power build , but a build that lets you control the battlefield and the fight so you have a greater advantage over them.
If the enemy gets away from your turrets, wait until they’re far enough, then when you de- aggro switch thumper turret for a tool kit, and try to pull them back in, and as soon as you do that, then overload net turret.
Thanks for the questions! If you have anymore questions/ you aren’t satisfied with my answers, let me know!
Well guys, I’ve tested a couple of things. First off, flame turret. Flame turret can be as useful and do more damage than thumper turret, so if you want to switch out thumper turret for flame turret, go right ahead. The only thing I missed without the thumper turret was that I didn’t have as much cc. That was made up though by the flame turrets burn, blind, and the burst combo for stealth, so I would place flame turrets as good in a 1v1 duel if not better than thumper turrets. I haven’t tried rifle turret yet, but in the past I’ve found that rifle turret does moderately good damage, but dies quickly.
Finally, I tried using tool kit. Personally, I hate using kits, so it didn’t work too well for me, since the magnet pull is extremely noticeable in a 1v1 fight, and the block didn’t always work. That’s just my experience with them, but if you work better with a kit along with your turrets, go right ahead, I’m just not very proficient with the tool kit.
Thanks for all the feed back guys!
So, I’ll make a couple of edits. First off, given to me by CriPHeH, I’ll change the 30 points into the firearms trait to the alchemy trait, since elixir b at 75% health and elixir s at 25% health are both really useful in 1v1 matches. Also, I’ll add in you can change either the net or the thumper turret to the tool kit, for the really useful magnet from the tool kit to pull enemies into turret range, and how tool kit also has the ability to heal turrets.
The main reason I don’t put 30 points into the grandmaster trait is because whenever I tried using the turret range increasing trait, it never seemed to give me a significant advantage, besides the slightly larger range. The point of the turret build is mainly to be able to lure your opponent into your turrets, not have your turrets out range your enemy. (However, you will have a hard time luring your opponents into your turret hell if they are experienced enough to go outside turret range). Finally, if your enemy does run out of turret range, then the extra range won’t help much if the enemy keeps on running. I’ll still re- test the grandmaster trait in inventions, and see if it makes a significant difference. Thanks elyan!
Terrahero, you got the way you’re supposed to fight with turrets down! It’s true, this build really does counter melee classes, but its extremely weak against mainly mesmers, due to their infinite clones and not being able to target one enemy. I dislike the flame turret mainly because of its short burning range and small blind, however it does have a good burst combo that gives you stealth. Flame turret does excellent damage, but I would consider it a mid- close range turret, with less range than the net turret, but with more damage. I’ll see what I can do though, I’m thinking about changing up the thumper turret for the flame turret, and see how it affects the duel outcome. Also, you got down that if the turrets are all destroyed, you’ve lost the duel. So, I as I recommended, you should place your turrets in a kind of circle pattern, so they aren’t susceptible as much to AoE. You definitely don’t want to stack turrets on top of each other, as that will just make them die faster. Thanks for outlining one way to use this build!
Ok guys, thanks for the replies, and I’ll test your suggestions and make changes to the build!
Hey Penguin! Well, for me, it would probably be pry bar. That perma confusion!
Thanks for the input Aristio!
So, first off, the thing is, if the duelist focuses on your turrets, as soon as he blows one up, with Accelerant- Packed turrets, it would push him back, leaving you an opening to cc him with the thumper turret or rocket turret (depends on which he blows up). Also, I won’t deny the fact that if you run out of turrets, you’re pretty much screwed in terms of how the fight will go, so in order to at least increase the survivability of your turrets, try placing them in a circle pattern around your enemy, so they can all hit them, but they aren’t susceptible to massive AoE damage.
For your second point, I’m not really sure either! XD Haha! So, thanks for pointing that out, as Coated Bullets is really only useful for more than 1 enemy. The only time it would really be somewhat useful was if your were fighting a mesmer or a necromancer, who would be surrounded by minions, and the coated bullet would actually be useful. Even then, it would still not be very viable, so I’ll start testing out different traits that could replace coated bullets, so thank you very much for pointing this out to me!
Hey guys, my in game name is Korrank Derringer. Im from Fort Aspenwood, and part of [NERF], or Fort Engineer. This is my build for how to 1v1 someone in sPvP/ Dueling in WvW (which I know isn’t smiled upon) using turrets.
If anyone has done this kind of build, I apologize, and as soon as I go on again to the forums, I’ll give that person credit. If anyone dislikes/ thinks this build is stupid, you have the right to state your opinion, but please, don’t turn this thread into a flame war. Also, if anyone has any useful tips/ suggestions on this build, please let me know, since any tips are extremely helpful to me. Finally, if this guide is too long, just stop reading, or if you find something stupid in this build, please point it out so I can change/ test it again.
As stated before, this is a 1v1 (1 Player vs. 1 Player) build. This is not to give anyone a “good” or “op” build, but I thought that since it works relatively well in 1v1 fights, I would post it here.
Weapon(s): The weapons can be varied, since all of the weapons that engineers use are useful for this build (I don’t use kits in this build)
-Tool kit: (suggested by CriSPeH) I count this as a weapon because although it takes up a skill slot, it has an entire arsenal of great skills. The magnet pull on this could be used to bring any enemies out of range of your turrets back into turret hell. The block is just as useful, as if the enemy is attacking you, you can just block his attacks while your turrets do more damage. The box of nails is mainly used to cripple your enemy after they enter turret hell zone, and pry bar is for smashing the enemy in the face. Finally, one of the main reasons you can take tool kit instead of thumper turret is because the auto attack heals turrets, which is useful for if the enemy does start to focus turrets and you still want to auto attack him while supporting your turret cc and damage.
-Pistol: I usually only use pistol in correspondence with shield, because dual pistols don’t offer much cc (which is basically the point of this build)
-Shield: My favorite weapon in Guild Wars 2, since it offers a great reflect/ knock back for even more cc/ interrupt, as well as a stun
-Rifle: This weapon seems really useful since it has a lot of good cc, such as net and knock back, as well as the escape/ lure skill jump.
Skills:
Healing: Healing turret
1st slot: Rocket Turret
2nd Slot: Thumper Turret/ Rifle Turret for bleeds (Suggested by Rolo Peregrin of Fort Aspenwood)/ Tool kit (see weapons)
3rd Slot: Net Turret
Elite: Supply Crate
Traits:
20/20/20/10/0
For the first 20 trait points in explosives, the first trait slot you can basically put whatever you want that would be beneficial to you as a player. The main reason I put 20 points into explosives was for Accelerant- Packed Turrets. Accelerant- Packed turrets in a 1v1 situation can be useful if you want some extra cc while your overload on the turrets is not up, as well as if you want a bit extra damage and knock back for any blast finishers.
For the 20 trait points in firearms, I put points into this for the pistol cool down, the pistol range, to maximize the efficiency of your pistols, as one mode of playing with this build doesn’t use kits.
For the 20 points in inventions, I put 30% damage reduction into the first slot (this can be varied, due to preference), and the last trait slot (most importantly) is for reinforced shield. Since you want to survive the longest while diverting attention away from your turrets, you want the extra toughness given by this trait.
Finally, for the 10 points in alchemy, suggested by CriSPeH, you would want to put Elixir S at 25% hp, since the invulnerability in a duel could give you time to set up more turrets, or just even heal. Also, the Elixir B at 75% hp is extremely useful, since it gives you multiple buffs, giving you an advantage over the person you are fighting.
Armor/ Runes:
For Runes, I use runes of the undead. I use these because I use the pistol/ shield combo, and these runes give me extra toughness and condition damage. I have also considered using runes of the guardian, mainly because of the survivability aspect, and the shield burn.
For Armor, I’m actually still experimenting. I currently use Precision, Power and Condition Damage armor (sorry about this, I forget what it is called) but I’m trying to find a better substitute with more emphasis on survivability (I’m tempted to try Toughness, Vitality, and Condition Damage, but I don’t have enough money to buy the set yet)
It’s up to you to experiment how you want to utilize the turrets, but I usually just time the turrets and the overload so they’re in constant cc, and so they basically can’t retaliate.
Well thanks guys, for reading it (if you even did). I hope this build is useful to you, and if it isn’t, then I hope you find a good build that suits you!
(edited by Korrank.7850)
Coolio! I’m an engineer in Fort Aspenwood. I already have a main guild, but this guild would be awesome as a secondary guild for me! Any fellow engineers from FA can add me, Korrank Derringer.
Ok Valkeer, I meant “You jelly” as a friendly joke. I apologize, please forgive my actions.
XD I saw the giant TC Zerg at the jp, you guys are jelly of the truce, aren’t you XD
Ok. So I have observed this awesome truce between us two worlds for awhile, and I would just like to say I think this is awesome. Thats the first point, the second point is what I’m really wondering. How long will this truce between us last? I mean, I love that we aren’t fighting each other, but really, how long until we start fighting in the jp again?
I main an engineer, and I do in fact, roll a turret/ pistol/ shield build, mainly for WvW skirmishes. I almost never lose a 1v1, and I very rarely lose a 2v1. We engineers are very effective, mainly at knock- downs. I use rocket and thumper turrets to ensure the most amount of knock- down, and to catch runaways, I use the shield stun. I personally think that we just need to get bug fixes, no damage or skill over hauls.
For the very first week after the launch, I kind of wondered which world I should go to, and went to many different worlds, including Far Shiverpeaks and Anvil Rock. Finally, a RL friend recommended Crystal Desert, and I have been with them ever since. I am a proud Crystal Desert WvW’er and I don’t regret anything.