Showing Posts For Lite.3819:

Condi engi, with maruaders trinkets?

in Engineer

Posted by: Lite.3819

Lite.3819

The truth is that it is not possible to tell which one is better because of all of the factors involved, such as: boss’s health, party composition, boss’s mobility, and additional monsters.

Ex:
Higher Power and Ferocity works better on bosses with lower health but Condition Damage and Condition Duration works better on bosses with higher health.

Engineer – Street Rag (Black Gates)
Current Build

Engi rage in pvp from opponents.

in Engineer

Posted by: Lite.3819

Lite.3819

you know, you just gave the exact definition of bunker build è_è

+1 to Gaaroth.2567
A bunker being a bunker. Just like other bunkers. Old news.

Engineer – Street Rag (Black Gates)
Current Build

Medkit analysis and suggestions

in Engineer

Posted by: Lite.3819

Lite.3819

Try fighting a good burn guardian using just medkit as your only condition cleanse!

The funny part is that you can use Medical Kit as your only condition cleanse, but you can not with a Healing Turret. You will escape with most of your health if you are good with the Medical Kit. A good burn guardian get you 100% of the time if healing turret is your only condition cleansing. Hence, Engineer’s weakness to conditions.

When fighting in large groups, I prefer A.E.D in WvW, the all damaging condition removal + prevent death works wonder where you will drop instantly without invulnerable. It almost feels like an invulnerable (even the long cool down makes it feel like a invulnerable).

In smaller fights, Healing turret reign supreme. Elementalist and shout build will usually remove some of your conditions for you since they are good at it, so burst healing and high amount is the best route.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Medkit analysis and suggestions

in Engineer

Posted by: Lite.3819

Lite.3819

Medkit was great, when we could activate runes (fixed bug at 29.09), but now…

Equipping medkit (pressing button 6) is still triggering the “on heal” effect of runes, like Lyssa and Altruism.

This “bug fix” on the Medical Kit has really brought down the Medical Kit’s value.

The Medical Kit was great for creating offensive type passive attack such as Balthazar Rune Set similar to the old Kit Refinement. You can burn the untouchable Thief or immortal Mesmer, currently roaming the high tiers of PvP, for quite a decent amount giving you a few seconds of breathing room. Lyssa and Altruism are defensive type triggers with defensive stats, which are not very useful, but I’m sure Anet will get to them soon enough.

shouldn’t you also account for the toolbelt skill for an apples-to-apples comparison? Bandage Self can add another 5k heal every 15 seconds by itself if you take Tools traitline. there’s also the capability to get an extra 5k heal roughly every 45 seconds if you take Kinetic Battery and are able to get it to proc at the right time, which can admittedly be unreliable.

Op also forgot to mention about condition cleansing without using your main heal (tool belt) or that the ability to remove a burn from a guardian every 5 seconds will make the fight a joke.

My suggestion is to double all of the heals and duration of the boons given and double the cool downs of each. Because, let’s face it, that is a bit too much condition removal but the duration could be better. Also less tossing, everyone wins.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Beta Weekend Scrapper Feedback Thread

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Posted by: Lite.3819

Lite.3819

Lite’s Beta Scrapper Overview
I wanted to thoroughly try out the Scrapper before making my final decision. In the end, I was highly impressed with the Scrapper’s overall performance.


All of the traits synergy very well with the core aspect of the Engineer. I was actually torn on when kind of build I should run because there were quite a few that can can emerge from trait’s synergy. However, the specialization could use some cool down reduction traits.


Although the slow AI made it a bit difficult to strategically use, all of the Gyros and their tool belts have their usage. Nevertheless, the slow AI overshadows their instant cast.


At first the hammer may seem underwhelming, but after dancing around with it the hammer has quite a good synergy with the engineer’s core game play. All of the hammer skills are useful in their own way. Overall, the hammer could use some cool down reduction traits; introducing the reductions as baseline would be even better considering the hammer is a “melee brawler” weapon.


Quoting what Calmon-Huang said during the Scrapper revealing livestream, Scrapper is a “melee bruiser with lots of good lockdown abilities” and “very good at breaking break bars“.

Despite the “design goal” intended, the Scrapper fails as a “good melee bruiser with lots of good lockdown” abilities and is very bad at “breaking break bars”.

Melee bruiser: To be even a half decent melee bruiser the class needs either high damage (Ex: Reaper), low cool downs (Ex: Warrior), or soft cc (Immobilize, cripple, or chill) (Ex: warrior’s melee weapon or Engineer’s Rifle) with sustain.

The Scrapper has accomplished sustain. The Hammer lacks high damage, short cool downs, and soft crowd control ultimately makes it a horrible weapon choice for a melee bruiser. Ironically, the Engineer’s Rifle would be the superior choice as melee weapon as it stands due to short cool downs and soft crowd controls.

Good Lockdowns: The Scapper has almost no lockdown abilities. The only lockdown ability the Scrapper has is the 1 second stun with a 3/4 second cast time locked behind a 24 second cool down. All the dazes, which are not only hard to land and requires horribly slow Gyros or leaping savagely and slow into a long cast time long cool down lightning field, are not consider lockdowns as the enemy can easily just walk away.

The Scrapper, overall, fails to be even consider a decent “lockdown” specialization. Again, the Engineer’s rifle makes a better lockdown weapon. Even the Engineer’s shield and off-hand pistol, to a degree, does a better job than the hammer at this role this makes the hammer the worst lockdown weapon Engineers has access to.

Good Breaking Breakbars: Sadly, Engineer would be a lot better at breaking breakbars if they didn’t go scrapper. (Turrets/Gadgets) Not going to explain this one because this one is pretty obvious. (cool down related)

What it does have: Good utilities, but none of them related to what was said above.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Tanky High Damage Scrapper?

in Engineer

Posted by: Lite.3819

Lite.3819

You won’t find high damage and tanky in the same build. You will find sustain damage however.

The reason people probably feel engineer is tanky is because they aren’t used to engineer surviving direct damage for more than a few seconds. It’ll all die out eventually, hopefully with engineer still able to survive direct damage for more than a few seconds. No longer the punching bag that always shrink to survive enviable death.

Engineer – Street Rag (Black Gates)
Current Build

Chaith's Idea for Robust Scrapper Identity

in Engineer

Posted by: Lite.3819

Lite.3819

I think a simple 10 seconds cool down on the traited gyros will have the same effect. Just blow up the first one when a second one is summoned. 30 seconds is a bit punishing if the stars aren’t aligned.

Engineer – Street Rag (Black Gates)
Current Build

Will Med Kit see use now?

in Engineer

Posted by: Lite.3819

Lite.3819

The problem with the medical kit is that it is too good for its own good. As a result requires a playing style beyond what most players are capable of. This single kit by itself gives nearly infinite regeneration and swiftness and short duration fury and resistance plus 500 health and condition removal from a smaller pool on a short cool down without even using the main heal. Not a single trait needed. The only draw backs being ground targeted and being a bit selfish. In theory, the kit is literally sitting on the edge of being overpowered.

If it becomes any easier to use or affect multiple targets expect heavy nerfs.

Engineer – Street Rag (Black Gates)
Current Build

Revealed (Suggestions + Discussion)

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Posted by: Lite.3819

Lite.3819

Fighting you stealth abusers is a real chore for alot of builds/classes and i would like to see more reasonable counters to stealth.

Thieves abuse stealth is because they have a lot of benefits from it. Stealth removes conditions, stealth heals, charge inti. Etc. Worst of all there is absolutely nothing you can do about it pre-reveal.

I think there should be even more reveals as stealth isn’t thieves only strong point. Evasion skills and endurance regeneration is one also but thieves refuse to trait that direction as it easier to just stealth. Just like how the new specialization gave engineers a way to fight outside of reflect, thieves new specialization gave thieves a way to fight outside of stealth. Would thieves use it? I doubt it. Anet is literally screaming at thieves to stop depending on stealth so much and evade once in a while but it seems to be falling on deaf ears.

I never had trouble seeing a thief. If I revealed a thief it “is” to lock them out of their stealth benefits and punishing them for traiting so heavily in that direction.

Engineer – Street Rag (Black Gates)
Current Build

Does no one feel sorry for thieves?

in Engineer

Posted by: Lite.3819

Lite.3819

Gtaoe + passive attacks. Thieves weakness which engineers have a lot of.

I also had a chance to sneek a peek at thieves forum. Engineer have a ridiculous weakness to reflect. It shuts down 3/4 of the engineers and nearly anything that does even half practical damage. Name one profession that doesn’t have reflect. /thread

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Scrapper questions

in Engineer

Posted by: Lite.3819

Lite.3819

The specialization seems like it was balanced around super speed being unstackable. Can you image how op some of the traits would be if it was. Same with quickness.

Quickness stacks duration :-)

I meant it as a specialization balance. As mesmers new specialization gives tons of quickness while mesmers have little use for it, while thieves new specialization gives none but their new specialization needs quickness and a lot of it.

Engineer – Street Rag (Black Gates)
Current Build

warriors and engineers anet?

in PvP

Posted by: Lite.3819

Lite.3819

Any class is good if played well, ive just found engys to be incredibly annoying of late. There pistol shields with nades and elixers and there double mini form. There is no fix for that, when you play dps warrior and engys just keep getting to hit the reset button.

The other thing is engy counter everything warrior does. I pop endure the pain you go mini form run in a circle and my endure the pain is gone. I pop condi stance you go rampage. I try to go rampage you leave rampage form and moa me. I catch you with a stun and drop my burst dmg you go mini form and boom let the reset begin.

You watch the last esl? The abjured counter to double ranger was double engy. You know the counter to engy is? Answer is nothing cause if played right its just like d/d ele, cele necro. They can might to 20, remove condi but yet they can bunker. They all have counters to dps builds and they can all sustain with bunker builds. Im a bit confused why you would say dps warrior is in the same boat when we all know its not true. Shoutbow is but shoutbow sucks to play.

The engineer played like a mesmer basically. I hate to say this but you are not going to like mesmers.

Engineer – Street Rag (Black Gates)
Current Build

Scrapper questions

in Engineer

Posted by: Lite.3819

Lite.3819

The specialization seems like it was balanced around super speed being unstackable. Can you image how op some of the traits would be if it was. Same with quickness.

Engineer – Street Rag (Black Gates)
Current Build

How to Condi Engi in sPvP

in Engineer

Posted by: Lite.3819

Lite.3819

My best advice is practice and get a feel of the flow of rotation. If you like grenades, run grenades. If you don’t, then don’t.

Engineer – Street Rag (Black Gates)
Current Build

Cele meta returns, is that what we want?

in Engineer

Posted by: Lite.3819

Lite.3819

I think you have to consider that you have to give up a specialization. Engineer already perform a bit subpar with 3 trees.

For Mass momentum and adaptive armor, it seems a repetitive since engineer already already perform well against bursts either in the form of blocks, invulnerable, or blinds.

However, rapid regeneration seems almost healing signet like. Couple with bunker down in invention line and you have almost 1k heal with no healing power. But this leaves you with 1 line for offense, which I have never figured out how to make it work.

Simply put, this new specialization isn’t an add-on to the class it is another option.

Engineer – Street Rag (Black Gates)
Current Build

Scrapper DPS for Dungeons / Fractals

in Engineer

Posted by: Lite.3819

Lite.3819

It is just good insight, the hammer is, after all, a cc weapon. I was almost afraid of hambow nerfs.

Engineer – Street Rag (Black Gates)
Current Build

Scrapper DPS for Dungeons / Fractals

in Engineer

Posted by: Lite.3819

Lite.3819

What you guys probably want to know, is if the hammer auto attack is any good compared to the grenade auto attack. The answer is, definitely not. The hammer auto attack is approximately 20% less DPS than the grenade auto attack

Thanks for the insight ocirne.
This is pretty sad considering grenades auto already does poor damage. You’d think a melee based weapon would you more damage than a ranged based one.

Engineer – Street Rag (Black Gates)
Current Build

Adaptive Armor vs Corrupter Fervor [Necro]

in Engineer

Posted by: Lite.3819

Lite.3819

The thing that bugs me about that elite reveal is the 3/4 sec cast time. Won’t see the light of day on my belt. That is one long cast considering almost all of thieves cast are instant. 1 cloak and 1 ss and out of range. Rather toss a grenade at where I think they went.

All in all this traitline makes you stronger against burst but does almost nothing against conditions.

Engineer – Street Rag (Black Gates)
Current Build

Adaptive Armor vs Corrupter Fervor [Necro]

in Engineer

Posted by: Lite.3819

Lite.3819

I was looking into that trait myself also.

You have to take in the fact and engineers have no viable melee options such as migration of damage as displacedtitan stated above. Anything fighting engineers at close range will burn the engineer fast no matter how the engineer trait, even a bow ranger.

Anything that gave engineer a melee advantage in the past was removed. Guess we’ll have to wait and see what the development team has in store for the engineer.

Engineer – Street Rag (Black Gates)
Current Build

No advanced mechanics for engi ?

in Engineer

Posted by: Lite.3819

Lite.3819

The hammer by itself is the new advance mechanic. The gyros seems like it’ll be useful for some niche builds but what will make or break the scrapper is the 5 skills on the hammer.

For all the other professions a new weapon is nice to have. For engineers, it will be a completely new playing style, similar to a dd and staff elementalist. To take hammer you will have to give up the short cc rifle and the high conditions cover ranged pistol and reflecting shield. You will have completely new strength and weakness.

Simply put, if the hammer isn’t godlike in melee, the scrapper will be scrapped.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

How do you handle Condi burst?

in Engineer

Posted by: Lite.3819

Lite.3819

The best way to survive condition burst is to watch what you cleanse. In small fight situations, there are only 1-2 “Burst” Conditions and everything else is condition covering. You take the “cover” as you would a burst attack and remove the “Burst” conditions with a cleanse.

The most effective way to counter Condition is still and will always be Vitality + Cleansing. Vitality to tank the cover and cleansing to remove the “burst”.

The biggest contender of this burst is also Engineer, who has the most available cover conditions and the least burst conditions out of all the professions.

Engineer – Street Rag (Black Gates)
Current Build

Engineer uses over other professions?

in Engineer

Posted by: Lite.3819

Lite.3819

I don’t play in Ranger or Necromancer in factorial, so I have no idea what they bring to the table. What an Engineer brings to the table is effective and consistent AOE Cleavage in both PvP and PvE. No other class can bring the consistent AOE that Engineer has on their belt; even more so with the 3-5 target-per-skill use-limit.

Where Engineer really shines are situations like the final boss of Volcanic Fractal: Legendary Grawl Shaman. Where you need to hit and kill multiple target fast or lose.

Unfortunately, Engineer have a harder time turning off their AOE pro-ness and have a much harder time in situations like Cliff-side Fractal. Situations where you want certain targets to survive.

Engineer – Street Rag (Black Gates)
Current Build

Devs hate this class, period

in Engineer

Posted by: Lite.3819

Lite.3819

Now assume the perfect scenario where you can keep your turret up indefinitely. Is the continuous regen + overcharge heal over 15 seconds equivalent or at least close to what you’d get on the normal cooldown for medkit F1 or elixir H?

You are right on. There is absolute no rewards for keeping the Healing Turret alive now that the Regeneration stacks are so small.

Engineer – Street Rag (Black Gates)
Current Build

Devs hate this class, period

in Engineer

Posted by: Lite.3819

Lite.3819

Just be glad grenades still works.

HGH did take the bat. Their ability to burn with grenades took a ~50% direct nerf (Inc Powder) + Boon hate builds.

On the brighter side, Healing turret is on par with Medi Kit now. Maybe a little too good. Combine those water fields effectively with finishers and you have a lot of aoe healing. (Even more then Elementalists). When I said a lot, I mean a lot because of Engineer’s access to finishers!

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

245 days

in PvP

Posted by: Lite.3819

Lite.3819

We already had this argument a months ago. Pictures and word of mouth is not very effective….

Anyways, I updated it:
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-scope-trait-still-bugged/first#post1732704

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Engineer scope trait still bugged.

in Bugs: Game, Forum, Website

Posted by: Lite.3819

Lite.3819

Test date: April 30, 2013

Conclusion: bugged (still)

I also did a control test to show that the Minor Trait: Target the Weak is not bugged.

Conclusion: Work as intended

Note to Dev: Please tell me, I’m doing something wrong….

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Good news. We might not get stomped

in Engineer

Posted by: Lite.3819

Lite.3819

Why would they waste time stomping us? We are practically out of the game if they down us.

Joke aside.

O.P. is somewhat on the right track. Anet didn’t make the current build better. They created “new builds” to counter the “boon meta.” Just ask anyone who’s played the thief or warriors to an extent.

Guild Wars 2’s entire build system is a give and trade system. You always have to give something up to gain something in return. Some builds won’t change (a lot) and new builds will emerge (hopefully).

(Besides the hardest hitting class by this will be guardians, according to Anet.)

Engineer – Street Rag (Black Gates)
Current Build

Cheating turret spec

in Engineer

Posted by: Lite.3819

Lite.3819

Been using a new turret spec that I have been doing pretty well with….

…time to try something new.

I’ve experimented with turret builds since the most recent changes. Have you tried a power version of the turret build?

Conditions versions don’t work very well with turret builds because of the lack of kits, the locations of your sustain conditions. Which means you will not even come close to downing someone. Someone with 1 or 2 conditions removers will completely shut down your conditions in your build. In a tournament setting, a simple bunkers will always win because they will always carry 1 to 2 conditions removers plus constant health regeneration. Because of the lack of control, you will also never contest a point.

One of the most notable fights I had was with a guardian who fought on a “his point” for two mins of the game and not die (he was all traited for survivability). However, I was able to cap and hold his point and he was never able to neutralizing the point back because of his lack of control skills; this, alone, ultimately costing his team the game.

The problem of the power turret engineer is their lack of condition removers. This is an issue because most condition builds are Rabid (High Condition, Mid Toughness). They counter you with their toughness, but you have nothing to counter them back.

Final note: Flame Turret’s Smoke is quite good. Rocket turret is a little lack lust despite it’s 1200 range. You can dodge the rocket just by moving.

But don’t let this get you down, many people are still looking for that “over the top” Turret Engineer.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Is so much stealth fair in spvp?

in PvP

Posted by: Lite.3819

Lite.3819

A class almost immune to conditions have a weakness to burst damage. What exactly is the problem here…?

One of the rules of good game design is to not have a single class that can do everything and be good at everything.

Elementalists: problemo??

Although it’s against my better judgement to answer these types of question… I think Mesmer would of posed a better argument… (or one at all) Anyways, anyone who said Elementalist are immune to conditions have never played an Elementalist. I’ve fought some very high leaderboard Elementalist in very high ranking match and I can confirm that the build you are referring to is quite resistant to burst but very vulnerable to conditions.

/unrelated
This is why I usually don’t post here, although this is an official forum, most users here are very close-minded. Unfortunately, developers do read these forums and nerf and buff accordingly, which results in heavy balance curves and certain builds dying off overnight. I have seen worst, but still, just when you think developers have good judgement, they surprise you.

- Lite

Engineer – Street Rag (Black Gates)
Current Build

Is so much stealth fair in spvp?

in PvP

Posted by: Lite.3819

Lite.3819

A class almost immune to conditions have a weakness to burst damage. What exactly is the problem here…?

One of the rules of good game design is to not have a single class that can do everything and be good at everything.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Counters to HGH Engineers?

in PvP

Posted by: Lite.3819

Lite.3819

1. Confusion and Retaliation

2. Some classes have access to both at ease. Some profession like guardians have give retaliation to their allies downing Engineer almost instantly. Unlike other classes like warriors, retaliation was basically made to kill grenadiers. Confusion keeps the Engineer from tossing grenades consistently or they will practically cause their own death. Grenades, with a cast time of 1/2 seconds, makes it a good candidate for confusing.

3. When a Engineer is down they are practically out of the game with a horrible set of down skills with nearly no chance of getting back up. So don’t stomp them, bleed them to death instead and keep them out of the game as long as possible. They don’t have any moving down skills or any type of super self-heal skill.

Compared to other classes, Engineers would be one of the easiest classes that I can down in almost any situation because of the amount of personal skill to play a grenadier skillfully. I also never stomp an Engineer because they pose almost no threat when down.

No idea how they even became meta when their flaws are so obvious.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Discussion: What the Engineer should be

in Engineer

Posted by: Lite.3819

Lite.3819

It won’t happen because you just created an “Elementalist”… (A much, much, more powerful one…)

Engineer – Street Rag (Black Gates)
Current Build

Immobilize and Skill Interrputs

in PvP

Posted by: Lite.3819

Lite.3819

I’m aware of the los concept, but I see inconsistencies with certain skills (specifically ground targeted aoe). Also, sometimes my character will pivot at the waist to hit a target, but other times, my character won’t.

Just wanted to see if other people noticed the same.

That must be class skill based. Most GTaoe does not require you to be looking at your target to land. (I haven’t played all the classes on all weapons and utilities, so I can’t confirm that all GTaoe does it. But realistically it should…)

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Immobilize and Skill Interrputs

in PvP

Posted by: Lite.3819

Lite.3819

Congratulation, you have moved up in the pvp skill level ladder! A few more levels and you’ll be unstoppable.

That tactic is called “shafting” and is borrowed from many other mmos I shall not name. The tactic works by moving to the left or right in a circle around your opponent, (or through if you’re a risk taker) to get behind them, to cause LoS against enemies who uses exclusively range skills. Immobilize helps makes this easier to do against range targets and “makes it possible to do against melee targets” because it keeps your target from “turning”. This is the disadvantage of range skills.

Why does this work?
Because range skills have a longer cast and channel time, which allows it to be easier to interrupt by shafting. Melee skills have a shorter cast and channeling time allowing the enemy to correct themselves before landing the hit.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

HGH warrior making its debut

in PvP

Posted by: Lite.3819

Lite.3819

There was already was one…

It was called the Might Stacking Warrior and the HGH Engineer was based off of it after HGH was buffed a while back…

Engineer – Street Rag (Black Gates)
Current Build

Guys! We made it!!! *tears*

in Engineer

Posted by: Lite.3819

Lite.3819

I’m sure no Engineer would want to admit it. HGH is only decent because of how well grenades applies conditions. What’s the point of all that might if you can’t apply any conditions.

But if grenades takes another hit with out any alternative, the Engineer can finally be deleted; even a condition guardian will bring more the the table at that point.

Engineer – Street Rag (Black Gates)
Current Build

Lets talk about kit refinement again

in PvP

Posted by: Lite.3819

Lite.3819

I was trying to be generous—I don’t think kit refinement is viable for any build, but it’s possible there’s something I missed about 1 kit builds that could possible utilize it.

Unfortunately, you are not missing anything. This is from a Tpvp perspective where you are willing to abuse every possible thing to win.

-deleted possibility offensive stuff-

Just as the developers stated, it is going to sit where it is for a while.

Your options is either learn to toss grenades or roll another class.

For those who never played an Engineer class here’s a comparison:
Elementalist:
- Elemental Attunement now has a 20s global cool down. To compensate all Conjure gets a cool down reduction. Even if Conjure Weapons were as low as 50% reduction in cool down was the trade off really worth it?

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

sPvP: Would like some tips on fighting engy

in Engineer

Posted by: Lite.3819

Lite.3819

HGH Engis usually have 409, so condition removal isn’t exactly a weakpoint. It’s vulnerable to condition overload certainly, but a Guardian can’t overload someone with conditions even if their Condi builds were viable.

(1v1 situation again)
Misconception.
409 is the reason why it’s a weak point. When an engineer toss an elixir on the ground his eyes are now off the target and his surrounding, along with a casting animation he could be using to put pressure. “Engineers have no passive way to remove conditions.” is completely true now. Some call this working too hard for a little effect.

Similar to the reason why Elementalist are weak against conditions. When Elementalist are in water attunement, they give up pressure completely for a instant. Elementalist have a passive way to remove conditions, but that’s because they are a light armor class with low hp.

Guardians can’t build for conditions but they can build for heavy condition removal and internal healing Engineers can only dream of. Never played a guardian. But I’ve fought good ones, who stood their ground.

I always have big trouble fighting hammer guardians! The only thing I can withstand them is elixer S (mini me!) and that only lasts 3 seconds. We only got one option of stability as an engineer: throw elixer S, which only is a 50% chance.. Satbility is definitely an engineer weakspot.

And avoid getting hit by blowtorch (the small flamethrower). It’s our main damage output.

Ah! How could I forget about cc. Engineers is the second most vulnerable class to cc. (The first being the thief) This is because of their lack of condition removal on their main hand weapon. (Which is also why I think rifle is far superior to pistol for a condition build, but that’s another argument altogether)

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

sPvP: Would like some tips on fighting engy

in Engineer

Posted by: Lite.3819

Lite.3819

Conditions are their weakness, Since you’re a guardian, who usually build power, you should stand no chance against them in a fair fight. Just watching condition Engineers trying to cure themselves of conditions is quite a sad sight.

Engineer – Street Rag (Black Gates)
Current Build

How come Magnet isn't instant?

in Engineer

Posted by: Lite.3819

Lite.3819

Magnet doesn’t require need you to look at your target. The best way to land it is to pull then turn away from them to look like you’re running away and hide your pull animation. This is from a 1v1 situation.

Might as well share secrets, everything gets fix anyways, the Anet group maybe lazy but they are a smart bunch. I’m curious what the Engineer will look like a few months from now.

Engineer – Street Rag (Black Gates)
Current Build

Scope?

in Engineer

Posted by: Lite.3819

Lite.3819

I posted a test in the bug forum if anyone is interested in a not-so-random test.

https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-scope-trait-still-bugged/first#post1717910

Engineer – Street Rag (Black Gates)
Current Build

Engineer scope trait still bugged.

in Bugs: Game, Forum, Website

Posted by: Lite.3819

Lite.3819

Thanks for the reminder:
Test date: March 28, 2013

Conclusion: bugged (still)

Engineer – Street Rag (Black Gates)
Current Build

Giver's 10% Condition Duration doesn't work.

in Bugs: Game, Forum, Website

Posted by: Lite.3819

Lite.3819

Condition duration bug on armor is fixed so I’m going to assume it’s also fixed on weapons.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Kit Refinement (effects post patch)

in Engineer

Posted by: Lite.3819

Lite.3819

Bomb Kit- casts a Magnetic Bomb that explodes after 2-3s and pulls enemies towards you (seems to have a 360 radius, doesn’t seem to be affected by Forceful Explosives)

The only useful thing is Bomb kit’s refinement, and counting it’ll only be worthwhile in PvP, no player will use Kit Refinement in PvE for the next month (provided devs will change it), grats.

I agree, but magnetic bomb’s range is ~200 without forceful explosion trait and 360 with. Not hard to test…

Engineer – Street Rag (Black Gates)
Current Build

Engineer patch notes:

in Engineer

Posted by: Lite.3819

Lite.3819

Kit Refinement trait: Reworked kit skills to balance their effectiveness. All kit skills are now on a static global recharge (20 seconds). The changes are as follows:

Skills that activate this trait can now activate in midair.

These two properties combine discourages builds that uses lots of kits. Like someone said earlier, we will have to wait and see how this changes playing styles.

I would’nt say it discourages these builds, before when you jumped it would still trigger the cooldown you just got jipped out of the effect.

(I’ve personally never have that happened to me before, and I’ve been kit master since betas.)

Before, Kit based build would purposely “Jump” just to not trigger the trait, when they want to use a certain kit. Now instead of “giving you a chance” to not trigger the trait you “will” activate it regardless if you jump.

It’s like instead of 30% of dodging the bullet, it’s now 0%, enjoy.

Static global recharge (20 seconds) is a huge nerf no matter how you look at it, similar to Evasive Arcana’s 10s global cooldown.

Engineer – Street Rag (Black Gates)
Current Build

Engineer patch notes:

in Engineer

Posted by: Lite.3819

Lite.3819

Didn’t see anything about non kit builds. Are they still not viable?

Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.
From the looks of it Automated Response trait was reworked to fight only WvWers.

Removed Quickening Zephyr from the base elixir.
Removed Veil from the toss mechanic.
Now casts instantly and breaks stuns.
Much needed change, most people wouldn’t notice Elixir U is underpar compared to other quickness utilities due to the solo reason of it not being instant cast.

Stabilized Armor trait: Reduces incoming damage by 5% while endurance is full.
Wait, was it not doing this already??

Blowtorch skill: No longer displays “miss” on attacks that connect at medium and far distances
Visual fix

Engineer – Street Rag (Black Gates)
Current Build

Engineer patch notes:

in Engineer

Posted by: Lite.3819

Lite.3819

Kit Refinement trait: Reworked kit skills to balance their effectiveness. All kit skills are now on a static global recharge (20 seconds). The changes are as follows:

Skills that activate this trait can now activate in midair.

These two properties combine discourages builds that uses lots of kits. Like someone said earlier, we will have to wait and see how this changes playing styles.

Kit-Refinement, Med Kit:
Equipping this kit applies Magnetic Aura.

A 5 second reflection, how cool is that!!

And … no more boom boom boom

Yes magnetic aura every 20 seconds sounds awesome!

Something tells me the reflection is going to be 1s long similar to Mesmer’s old healing skill: Mirror.

Overall, don’t get used to the changes, this might be similar to Elementalist’s Evasive Arcana changes where it was overbuffed, then overnerffed, then overbuffed again, and then nerffed. In the end, it was only a shadow of what it originally was.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Simple turret solution

in Engineer

Posted by: Lite.3819

Lite.3819

All stats scaling with turrets and turret causing Line of Sight, not just your enemies but your own also, meaning you can damage your own turrets.

As you stated, no need for two turret elite. I think a Golem summon like azure’s golem summon elite would do the trick. With the condition and boon scaling buff alone, the Supple Crate elite is already pushed into the top elites spots.

Engineer – Street Rag (Black Gates)
Current Build

Engineer builds flexible?

in Engineer

Posted by: Lite.3819

Lite.3819

Those two builds (Stealth Thief and Phantom Cloak Mesmer) do have hard weaknesses. Phantom Cloak’s weakness is (Venom) Stealth Thief and Stealth Thief’s weakness are all heavy aoe builds (mainly Engineers and (certain) Elementalist because of their innate design of aoe). By attempting to cover your weaknesses you lower your efficiency as a trade off, no exceptions.

If you took on two people at once, you’re build is not op, your opponents were just really bad or your build fits both of their heavy counters (1 venom thief would destory 2 phantom mesmers with ease). Every build has a counter. It’s about how well you abuse it that decides the outcome of a battle.

There are effective builds but never a build with no hard counter.

@Deified
You may be confused by expecting Engs to perform at the same raw level as other classes. Eng’s aren’t designed to do that, we’re simply not meant to be as strong as other classes. Instead, we’re meant to be masters of flexibility; we’re meant to be more able than any other class to adapt to whatever situations we encounter.

Part of the problem is that our major trait paths heavily define how we allocate our utility slots, and vica versa:

  • Explosives: Grenades and Bombs
  • Firearms: weapons and/or FT and EG
  • Inventions: Turrets (though why bother atm?)
  • Alchemy: Elixirs (or if you go to 20 FT and EG)
  • Tools: Tool Kit

What’s more, we need to invest heavily in the relevant lines and trait choices to make our weapons and utilities effective, so our builds rarely have much in the way of spare points or unallocated traits. The result is that after making the core of an Eng build work, we have little if anything left to address its weaknesses.

TLDR: We do often end up with more options in play than other classes. But we pay a performance tax for the privilege. Try to compensate for that and you end up with the problems you observed.

I agree with what you said, but I’ve had other friends who claim how dumb is it that engineer’s trait sync so well together with their utilities and weapon choices, while their own classes’ traits is all over the place. The engineer might not be for you, if you don’t that type of traiting or playing style. IMO.

Engineer – Street Rag (Black Gates)
Current Build

(edited by Lite.3819)

Whats the biggest DMG uve done with FLAME JET

in Engineer

Posted by: Lite.3819

Lite.3819

hit for 4286 against the light armor dummy.

Used Tool traits for that increase crit damage, mixed with 15% increase flame thrower damage in alchemy and HGH for the might stacks.

If you high numbers try rune of scholar 6x and vulnerability stacking instead of divinity/HGH. You should get about 10-25% higher damage.

Engineer – Street Rag (Black Gates)
Current Build