Mehknic || Engineer
Merknerk || Guardian
Gearing up in anticipation of the new expansion – get in here and do some wvw!
I would use this feature to an excessive degree.
Exactly….for me its a toss up between equiping staff and pressing 1 all day or watching paint dry. Same enjoyment level.
I’m not sure how anyone does extended SW farming without Netflix/Plex/whatever on a second monitor, regardless of build.
Make money while catching up on Sunny and Arrow and Carter and Flash and Archer and…well, you get it.
I’d rather see Wings get 1200 range too (since everything DH does is at 1200) than see the Immobilize duration go up that much.
Need more yellow in my chatbox. These people be all like “oh, I’m in the hospital” and “but I’m looking for a job!” like slackers and I have to resort to trolling /m.
Always looking for new faces – got a few in already this week. Come play with us!
I am more upset over the nerf to quickness. Elixer U was my best friend
Atleast you’re not a warrior, their dps literally just got halved. Plus elixir U didn’t even synergize with anything engineers had, and now it’s also a stun break.
Their DPS while in cheese-mode got halved. They’ll still be the premier PvE DPS class.
Honestly, I would expect the 20s to be tweaked in future patches. The disparity between the effects (some high-powered, like EG and GK; some low powered, like HK, FT) kept them from really balancing it. If they can test the effects on us for this patch, but see that nobody really takes the talent, they can just bump that one number around until it works for us, rather than tweaking each skill individually.
Basically, they can nerf/buff us with greater ease now that it’s all centered around the number 20.
I never really cared much for KR, and it looks like just about everything else got brought up.
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I’m not familiar with this bug. What exactly is bugged here?
Asura shrink so much that they clip with the ground, so the camera zooms in and out repeatedly for the duration of the shrink.
Basically KR is just useless, except you’re using it on a single kit bomb…
I only have 1 question: Why?
I could see the grenade kr getting changed, as it’s burst possibilities were insane. But this new effects are just… Useless…
It’s a mine, not a bomb. Means that it stick around until activated and removes a buff.
Anyone able to find out if it also knocks back?
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I really don’t get the rage on this. Wonky? Yes. Works? Yes. Glad they buffed mechanical stuff instead of just visual bugs.
Yes, I’m an Asura engineer too. It’s not that bad.
Are you kittenting me?
Get out of your pve hole or start looking at your surroundings instead of your skill bar.
No, I’m not. I levelled mostly in WvW, and I don’t really use the skill in non-Fractal PvE. Most of the time, I use it for guaranteeing a stomp or evading a specific thing/running away. The bug doesn’t affect stomps (no movement to trigger the bug).
I don’t even find the weird zooming thing to be that distracting – I can still see positions and channels…just not tiny spell effects. Maybe it’s worse if you have a tiny Asura? I have a relatively tall one.
Also, way to be a kitten.
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I really don’t get the rage on this. Wonky? Yes. Works? Yes. Glad they buffed mechanical stuff instead of just visual bugs.
Yes, I’m an Asura engineer too. It’s not that bad.
Grenade Kit skill: Grenades no longer require the player to have line of sight of the target area to throw them.
that might be a good change for WvW depending on how it works. Can I now throw nades 1500 even if I can no see top of wall area.
Grenades still will collide and explode on collosion during their ark flight. However removing LOS, allows to drop them down from the walls without standing on the ledge – since grenades fly in ark and if you see ground, you can trow them over the ledge. Very very useful if works like that.
What’s important here is if it can hit siege placed back on walls. If it can grenade engineers just became completely indispensable in WvW.
If the wall ledge gets in the way of the arc, it won’t matter too much. They’ll just explode where they would have before.
Can you even get your camera up that high? I never seem to be able to.
On occasion if the moons align (I was able to get a few tricky shots off with mortar), but before it was always a red circle, now it will be a green circle… I have no idea until I get to test it when I get home from work. Being able to drop grenades on rams while you are safely on the back part of the wall is going to be pretty huge though. Just watch those reflection fields!
Oh, absolutely. Keep defense is going to be safer for us. Not that we needed much help there.
50% nerf to quickening sucks too :/ that was my defense in duels ha
Yeah, but it’s a hard nerf to the warrior cheese specs and takes Time Warp down a notch, even if it is still the best elite in the game.
Grenade Kit skill: Grenades no longer require the player to have line of sight of the target area to throw them.
that might be a good change for WvW depending on how it works. Can I now throw nades 1500 even if I can no see top of wall area.
Grenades still will collide and explode on collosion during their ark flight. However removing LOS, allows to drop them down from the walls without standing on the ledge – since grenades fly in ark and if you see ground, you can trow them over the ledge. Very very useful if works like that.
What’s important here is if it can hit siege placed back on walls. If it can grenade engineers just became completely indispensable in WvW.
If the wall ledge gets in the way of the arc, it won’t matter too much. They’ll just explode where they would have before.
Can you even get your camera up that high? I never seem to be able to.
Just a few weeks away from unlocking more guild missions. Gotta get that map completion done…
Bounties unlocked thanks to some rich people and the Lion Arch NPC population’s apparent insatiable thirst for free booze.
<20 hours ’til bounties unlock. Get some!
Guild Missions are out now. Come help us murder some slightly-lawless NPCs.
The Engineer took a long time to get off the ground. With so many options and abilities, it took considerable time to figure out some combinations that worked well for me. I took that as a challenge though, and once I found those combinations, I’ve really been enjoying it more than any other class I’ve tried so far. From your description of what you liked and didn’t like abo
For solo PvE? Engineer. For anything else? Not-Engineer.
Seriously, though…Engineers are a blast in solo PvE. They have tons of mobility, lots of gadgets, and specs that will let you take on/explode 12-15 zombies at once. Swapping between kits is novel (FLAMETHROWAAAA) if not optimally effective, and Rifle Jump (Rifle #5) is a unique skill that lets you traverse jump puzzles with ease.
The problem is when you get into dungeons where you underperform or anything-but-a-point-holding-bunker PvP, where you also underperform. It’s just a non-optimized class with tons of options and lots of “fun” stuff that doesn’t serve a not-super-nichey PvP or straight DPS purpose.
Basically, if you just wanna roll around the world and have fun, that’s pretty much what Engineer is for. Just don’t allow yourself to touch forums or places where you need to have optimized builds, because that’s where the class really starts to lose its luster. I don’t play mine anymore because of it.
1) People like to complain about those with some unmatchable advantage. Whaaaat? You have a zerg and I don’t? Unfair!
2) Culling, and especially the new culling, gives a greater advantage to zergs than it does to small groups by allowing the zerg to be less visible than it should be.
Elixir R refills your endurance, so you get 2 more dodges.
Also, a self-res if you’re close to dying. And a stunbreak so you can keep on dodgin’.
Yes. It becomes part of your party UI and has Enable/Disable buttons.
Yaks, are you guys scared of Kaineng? Would be nice to stop attacking us in EB.
So yaks are attacking Kain.
Attacking Kain means they’re scared.wut?
does not computeRephrased for clarity. Nothing against most Yaks but am a bit annoyed at the ones that are attacking us when we have a common enemy,
As a commander from EB last night, I can tell you why this happened. We showed up on the map at primetime, took back our third of EB, and then started pushing into Kaineng territory with some success. While we were doing that, we looked back and saw that CD was pushing into ours after taking back theirs. After that, the floodgates opened. If you guys were going to hit the weaker target, we would too. Why waste our time beating our heads against the fortified blues while losing our stuff when we could just smash through the unfortified greens and stop your backcapping at the same time?
It also happened on reset night. We’d get our stuff on the BL, start pushing blue, and then we’d have green sieging our stuff from behind because it was the easier target.
In other words: you reap what you sow.
1. Sure. They can get a little boring at times in instances, but what class doesn’t?
2. Try 9-15 with the right grenade build per nerf. 3-5 is still easysauce.
3. WvW is excellent. 1500 range grenades, perms swiftness, burst, and beef. Doesn’t get much better than that.
4. Neither do I. I think this is where the kittening about underpoweredness comes from.
Jump Puzzle.
/15char
Sure there are good things engineers can do. but what you specifically stated, mesmers kindof do better. the pull, support. I did misread the aoe, and pull as 1. Ill give engineers the aoe hat. Particularly with the need for line of sight on phantasms.
Eth fields come naturally to a mesmer, they don’t have to go out of their way to get them. And most are huge. And frankly, eth fields are pretty strong.
Mesmers have 2 leap options, 2 whirls, and several projectiles.
Greatsword gives 100% projectile on mirror blade, and zerker whirls. (aoe confuse)
Warden on focus also whirls.Phantasms on doors is pretty strong.
Timewarp on golem is crazy strong.
feedback on doors. temp curtain on doors. or walls to aoe pull off.you said support, which seems pretty silly that you could complain then, that you can’t offensively seige on them. well yeah, support… Mesmers skills and utility are much much more team oriented.
Clone stacking on doors, etc to reduce incoming damage. aoe is 5 capped. An illusion build is pretty lol that way. Regen/etc on phantasms. disenchanter, and mirrors, etc. just spam illusions, and soak up the aoe. careful to not soak up timewarp, and other buffs though.
I was talking about the number of finishers you could get in a single field-spamming build. That’s why I didn’t really count the GS (which used to be the bestest weapon ever), since you need staff and focus. Totally spaced the Whirling Warden.
Mesmers can pull off the whole “moment of truth” thing more often than Engineers with Portal and Time Warp, but while their high points are high, they’re usually infrequent. Portal and Time Warp don’t stack very well, though, so any Mesmers after the first in a group have reduced utility. Every group should have one, that’s for sure.
For an even flow of support on a ground battle or a wall, I feel more consistently useful as an Engineer, and more spiky as a Mesmer (leading to more “Ha, did you see that?!” moments), but I just get so bored on the mesmer between spikes. Can’t hit players on a wall, can’t shatter effectively during sieges, can’t run supplies as quickly without Centaur runes (I still see this as a gimmick). Your best bet as a Mesmer is to control ranged siege and hop off to throw your fields every 30-45 seconds.
If I’m on the Engineer, I’m more active. If I’m on a wall, I’m healing allies with turrets and bandaids, rezzing with invulnerabilities, and (usually) absolutely wrecking the people on the ground with grenades. Especially if one of them gets knocked down and everyone runs to help him up. If I’m on the ground, I’m denying defenders spots on the wall, healing allies, dropping fields, running supplies, yanking off walls, and then denying those same people re-entry to the keep long enough for them to die a horrible death. It’s pretty constant interaction.
At the end of the day, teams should have both Mesmers and Engineers to be effective. I just prefer the constant flow of activity an Engineer provides over the more drastic highs and lows of the Mesmer.
Uh.. mesmer? runes of centaur on mesmer with 15s heal vs
25s engi heal.
Wat. I…okay. We’re talking about potential here, right? Not stupid builds where you add gimmick runes but then don’t use the skill to take advantage of them? Medkit does what you just said, but better. Might as well say the Mesmer’s going to use the Mantra if we’re going to pick bad healing skills.
Means AOE perma-swiftness. which is WAY, way way better then self only.
See above.
Temporal curtain. aoe Swiftness, eth field. 1500 AOE pull, that can be directed left, right, back forward. Can be traited for reflect.
And again, timewarp,, feedback, portal, null field, veil, eth fields, and a few light fields.
I know. I have an 80 exotic mesmer, so I know what the skills are and what they do. And I know you just listed the same things repeatedly. You can do a field build, and then that’s your usefulness. Guess what! Engineer can do fields, too, and instead of having multiple copies of the same field (4 eth, 2 light in a full mesmer field build), you can gain access to every single Engineer field. By the way, Engineers have access to the most unique field types of any class. Mesmers get Ethereal and Light. Engineers get Fire, Ice, Light, Poison, Smoke, and Water. An Engineer field build can run all of them at the same time and carry 3/4 finisher types (1 leap, 2 blasts, projectile AA) vs the Mesmer’s possible 2 leaps in the field build.
Then, Mesmer’s can switch out one skill to get their portal utility, and Engineers can swap out two if they decide they’re going to siege a keep (grenades + TK pull) or one if they want to run (Turret Water Field -> Medkit). The difference is…what happens when a Mesmer decides to siege? He…fields. More fields. When his long-cooldown utilities are burned, he can then…auto attack the door with his staff. Fantastic.
Don’t get me wrong: the Mesmer class has a brilliant theme, but their obstruction bugs and recently weakened phantasms make them frustratingly weak in WvW sieges, which is where most of my time in WvW is spent.
EDIT: I accidentally an “en”
(edited by Mehknic.2904)
Let me put it this way: I regularly try to bring alts into WvW (Mesmer, Warr, Guard, Ele), and I always end up swapping back to my engineer after ~30 minutes. Permaswiftness + 1500 range AoE + Pull + Support functions = perfect WvW character, in my opinion. Keep in mind that I run with 10-20 people regularly, so YMMV if you’re wanting to play a solo roamer.
Also, I’m in T3 as well, and I maybe get 10 grenade tosses a night reflected at me. I guess I’m paying attention or my server’s the one supplying all the reflects.
10 points into the Tools line is a trait named Speedy Kits. If you get that and have any kit, you can trigger the kit every five seconds to have permanent swiftness.
The most common usage is with the Med Kit, because it doesn’t have a cooldown and it also has a bottle that grants swiftness, making it possible to actually have your swiftness duration increase as long as you’re spamming the kit and bottle.
I don’t have this issue on my Asura as long as I’m not standing right against the lip of the wall. Back up a foot or two and launch from there.
snip
I wouldn’t get my hopes up guys: Got a Ranger main, and 2 months after Mr Peters’s promises we’re still waiting for our quality of life changes.
Maybe if you’re lucky, you’ll also get some super pro of super win underwater skills
./shrugs
To be fair, saying “We’ll fix your class!” is a scarily vague statement. Saying “We’re getting sigils and stats on your weapon kits.” is pretty specific. Even if it doesn’t come immediately, knowing that those two specific changes are in the pipeline makes it more enjoyable to play. Now I can start working toward my legendary, knowing that eventually, that legendary will actually go to good use at some point, even if it’s 6 months down the road.
Basically, my biggest issue with the class has just been pinned up as something that’s going to be taken care of. I’m no longer worried that my class will be stuck in this state for the remainder of the game.
Step two is to get the weapon stats to apply to kits as well. We felt sigils was the more important first step because it creates build diversity. Flamethrower with sigil of air? Yes please.
Jon, your posts in this thread are the happiest thing to come out of the keyboards of ANet since GW2 released. Whoever made the decision in your office to have you guys talk to us more deserves a cookie.
/highfive
Let’s break this post down by paragraph.
1: Alright! Let’s read this thread!
2: Okay. Amusing, I guess.
3: Sounds like thinly veiled complaining, but let’s keep going.
4: Not even veiled. Just whining.
5: Callout, followed by the redirection of the callout as “simple fact.” Right.
6: I’m a veteran! My opinions are obviously more important than those of non-veterans, because military experience makes me qualified to do everything better than you. No. I respect our military (both sides of my family), but doing X in a warzone does not make you better at doing Y as a civilian. Sorry.
7: Ad hominem attacks at non-veterans. kitten off.
8: More whining.
9: Compliment outside the scope of the thread.
This post is just dumb, misinformed, and disappointing, given the expectation set up by the introduction.
in Guilds
Posted by: Mehknic.2904
Come punch other servers! They are like babies! Babies with big knives and catapults! Very warlike babies, come to think of it. They still need punching.
Don’t worry about it. Keep doing what’s fun, and keep in mind that most of the complainers here just latch onto the latest thing to whine about and don’t let go. If they fixed flamethrower, they’d start in on the next thing.
Also, note that all the class forums have these sorts of threads. All of them. Everyone thinks that their class is broken.
Toughness reduces direct damage, and while it doesn’t reduce condition damage, vitality doesn’t help against it either (not sure where that myth comes from).
Let’s say you have 100 HP, and you have a condition on you that deals 1 HP/sec (basic numbers for easy math). Each tick of the condition deals 1% of your health. A direct hit for 10 HP will remove 10% of your health.
Now, add 25 health (Vitality). You have a total of 125 HP, and each tick of the condition now deals 0.8% of your health. A direct hit for 10 HP will remove 8% of your health.
Instead, add toughness equating to 20% damage reduction (ignoring the fact that 20% DR from toughness is more expensive stat-wise than 25% vitality increase, especially for thieves). You have 100 HP with 20% damage reduction. A direct hit for 10 HP is reduced to 8 HP, dealing 8% of your total health (same as with added vitality). A tick from the condition still deals 1% of your health (toughness does not help here).
Make sense now?
I would put some more thought into the interface before releasing it. If you’re interested, I can put together some holo-themed mockups in my spare time here at work. Drop me a PM if you’re interested.
in Guilds
Posted by: Mehknic.2904
WvW resets tomorrow night. Get in on the Friday-night action with us!
in Guilds
Posted by: Mehknic.2904
Got some new members last night, but we’re hungry for more fresh meat! Even if you’re not part of the guild, tonight would be a great night to come play with us in WvW and test the waters.
in Guilds
Posted by: Mehknic.2904
Come, friends! Come experience Nyx’s wondrous cucumbers. They’re excellent on salad.
Only two classes can use Rifles (W/Eng), so there’s much less motivation to experiment than for, say, Greatswords (M/R/W/G). Also note that Engineers don’t actually have their rifle visible for a good chunk of time (spend time in kits), so remove even more motivation to spend resources looking for good skins.
Throw mine is very powerful in WvW. Every other knockback (Mesmer wall is technically a pull) in the game is centered on the character. The mine is targeted, so it can be used to move your opponents wherever you like.
Example: While sieging a tower, opponents will sometimes get pulled off walls (Tool Kit, Mesmer Focus Wall). Their immediate response is to run back into the keep, and without fast CC, they’ll often succeed. Throw a mine right in front of their door, and you have an always-ready, perfectly aimed/timed knockback that will throw them right back into your zerg (which has probably reacted by now).
If you’re getting backed up against a cliff, try throwing the mine through your enemy and knocking them through you and over the edge.
If you’re fighting on a choke point and mesmer portals are a concern, try placing one in the bare spots of your team to help cover the gaps.
Chasing an opponent? Net them, then toss the mine through them to bring them back into range of your allied CC.
Outside of WvW, meh.
You realize that you can hit the Weapon Swap/Drop Bundle weapon to stow it, right? It’s literally 0.75" away from my medkit key. Yeah, it behaves weirdly, but I can’t think of a less important engineer bug to fix.
I love the butterflies. They’re beautiful and fragile (like our illusions) and they serve as a subtle taunt to enemies who spend time destroying our clones.
Just going to start by saying that jumping puzzles are easy for me. I don’t know why, but they are. That said…
Clocktower. Was. Awesome.
It was difficult (took me about 30 minutes, did it on an Asura), it was intense, it was fun. It felt rewarding (more so than a lame blue or green item on some of the permanent puzzles), and it actually made me concentrate on learning and coordination. Thank you, and please continue to make more of this sort of thing. As long as the achievement for it isn’t part of a holiday meta (which this wasn’t), I see no reason to not make hard things in the game.
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