Showing Posts For Langeist.3675:
I don’t know what else to tell ya. I run with an organized zerg with my guild all the time. I guess I’m lucky my guild is smart enough to utilize an engineer properly. The engineer is only limited because it is one of the hardest classes to understand. It also doesn’t help that it is easier to play an engineer badly and do poorly then some other classes. I bunker, burst and support very well. Running conditions in a zerg is a waste since their is so much condition removal, so i go with power.
Engineer does fine as support in a zerg. I run with FT/EG with Healing turret and Mine. I dropped fire and water fields when needed and i can constantly cleanse conditions. i throw the mine into zergs for knockback and boon removal and a supply crate for the stun. Detonating a flame blast in a zerg does some nice aoe damage and air blast is also helpful for interrupts. Fumigate is also good when blasting a zerg for aoe poison. the only problem with engineer is lack of stability, which isn’t a big deal since their are so many guardians. I never understand why people constantly complain about engineers in zergs.
I rolled a human (male) because that’s what i wanted to play.
I wouldn’t say engineers lack burst. I run a non SD burst build and do really well. The problem lies in relying on kit swapping for a burst rotation while other classes can spam theirs easier. But i personally prefer this over a condition build, much shorter fights.
Adding a mine to tool kit goes against the theme. I like box of nails when used right. I often use it just before i magnetic pull so they are crippled immediately. Or i use it in the middle of a group of people or when running away. The cast time is a pain so i agree their.
You are making wild assumptions. I don’t just use rifles. the point was in one weapon skill you can be back in blunderbuss range. seeing how i run with FT, EG and TK i don’t run out of things to do and neither am i squishy. Never assume anything with an engineer.
Here’s why:
With direct damage weapons, you need: Power/Critical Chance/Critical Damage to output the most damage.With condition damage weapons, you need: Malice. SOMETIMES Precision.
Thus, taking the condition damage way allows you to do a good amount of damage while offsetting Engineer’s natural low survival with added Vitality/Toughness.
Also, Rifle is a weapon that does the most damage upclose; which is strange because we have active defenses instead of passive ones.
It just goes against the other two medium-armor professions. When a thief goes into melee, they have options of built in dodges, blinds, and weakness. When a ranger goes into melee, they have two dodges built in; three if they spec for it. When an engineer goes into melee, we have a knockback that gets us out of blunderbuss range, and a three (Or two?) second invulnerability with gear shield.
It may knock you out of blunderbuss range but you can use jump shot to get back in range.
Net>Blunderbuss>Overcharge Shot> Jumpshot = no problem
or you can use a few other gap closers if its a problem.
In WvW their is too much condition removal going on along with buffs that lower condition duration. Victories feels more consistent with a burst build whereas it felt like i was playing russian roulette with every encounter when running a condition build.
That would be really fun, actually. Those skills are a lot more appealing than our current #4 and #5, which are both really boring and unwieldly, and just not very useful.
I like FT #4. Drop it then use rifle #5 to get Fire Shield which burns enemies who attack you and grants you might. I like using FT #5 in the middle of a zerg along with a bunch of other cc we have. That’s the only time i have fun with it though. If they replaced it i don’t think i would be too upset.
When taking down rams with the FT i like to also use Mine. When i start taking retaliation damage i Mine the door to blast them back. I also max the distance on the FT so i am only hitting rams.
I prefer the rifle with a power build. To me it works better in both facets of WvW, Solo and group play, without respeccing. With so much condition removal it felt like i was only offering support without contributing any damage.
One problem. Overcharge shot is not a self cc. The animation for falling backwards and getting up is actually equal to simply taking a hop backwards. Also nothing prevents a roll before you get up again so it can’t even be called a cc. And it happens to put more distance between you and the foe, that’s a GOOD thing.
The animation is just there to make the point that engineers are not trained fighters, but geniuses who uses their smarts and tools to fight.
The other good thing about this move is that it removes immobilize and i think some snares. The other downside is when you use it on someone who has stability. They will just keep wailing on you as you lay on your back.
It is tough to give advice on builds for an engineer since their are so many ways to play one. The best thing you could do is try everything and settle on something you feel comfortable with. I am getting close to finishing my own build and play style and I’ve been playing one since launch.
I would start by trying to figure out what you want to do.
“-50+50 = 100% crit damage bonus”
I am confused as to where you are getting the bonus +50 crit damage bonus to get 100%.
Their are two changes i would like to see that would make our down state not suck.
1: Reduce the cooldown on our #3 skill. That way we can pull people to us then explode which would make more sense.
2: Make always prepared more useful. This trait is still crap. whats the point of dropping bandages if we cant pick them up. How about we drop Elixir R instead.
I like being the underdog as well. Human/engineer/Fergusons Crossing. Cant be much more of an underdog unless i switch to Eredons Terrace. However i didn’t choose the other races mostly because i don’t like them for either reason of lore or looks. I especially wont make a charr because i hate cats.
The mortar is awesome for WvW tower defense. Being able to shoot over the wall from a safe distance is great. Watching a zerg get blasted all over the place while they are cluttering around the gate is pretty funny. The bad thing about the mortar is the size of the hit box. the mortar will take damage even if you are not. What i like to do is use mortar to back off the enemy then switch to grenades.