Showing Posts For MentalPause.9183:

(FA) Bloodwork [RED], WvW havoc guild LFM...

in Looking for...

Posted by: MentalPause.9183

MentalPause.9183

Still looking for more to join our group. All classes and experience welcome.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Good engineer builds

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I looked at you as troll troll regarding your post in this thread. Also why are you assuming he wanted a leveling build? He asked about good trait lines and specifically asked for a build that has survival and is not glass cannon. I posted a good starting area for many good builds that fit that theme. HGH is a powerful tool and one of the most powerful that the engineer has access to.

If he is just looking for a leveling build I’d say that Bomb Kit is great for that. Better yet would probably be Flamethrower, as it is the most fun weapon we have and can be used extensively while leveling. The juggernaut trait in Firearms gives a nice boost to survival while gaining might stacks. This can be reached early in the game, needing only 20 trait points to get to it. Flamethrower is also a tier 2 utility skill so it can be easily reached early on as well.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Good engineer builds

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Too bad HGH required 30 points in Alchemy, and arguably 10 points in Firearms making it not exactly viable as a “leveling build”.

Correct however it can be easily worked towards.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Good engineer builds

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Pretty much anything can work depending on what you’d like to do. However when looking for specifics you should mention what you’d like the build for? WvW? PvE? TPvP?

To cover a few bases HGH builds work well in a lot of situations. Here’s the base of the build.

http://gw2skills.net/editor/?fcAQBTymKdF1bIhoHPmyTG-j0yAJPB1EoyYlLslugUBjmiBTdGZ9ZSVxAejk6PkmlCwixAA-w

From there you could build a few ways. You can build for Flamethrower, Grenades or Tool Kit. Then pick what main weapon you want. If you like power I’d run with rifle, if you like conditions I’d run with P/P, if you like control run with P/S. Fill in the last utility slot with an elixir of some sort, some people run Elixir S, you could also consider Elixir U or R.

Hope that helps.

- Oresan.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by Moderator)

Remake Elixir X to make engis viable in WvW

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I hate Elixir X not just because its a bad elite but because its lazy. We didnt even get a unique Elite we just got a copy/paste elite from 2 other professions with a coin flip to descide which one we come out as this time.

I want Elixir X to be a unique Elite, to be an Elite that fits Engineers. Make it a powersuit or make it a transformation but into something different like some alchemical abomination. Without the stupid RNG.

And yes, fix Mortar, its worst then most racial elites for godsake… So much wrong with that elite, but there are seperate threads on that special train wreck.

I really like the idea of a transformation into an Alchemical Abomination, which is kind of the flavor of the ability as is. I wouldn’t mind them mix matching some of the other transformation abilities as long as it loses the RNG aspect. Maybe we could have an all in one skill bar? Tornado knockback, rampager dash, the lichs’ boon strip, plagues AoE blind, all on coolsowns of course, just a thought.

As it stands I have started to use Elixir X in all my builds for WvW group play. The stability is nice, lots of AoE CC, decent damage with high might stacks, there are many redeeming qualities to this skill. Biggest thing to keep in mind is what each form does and how to adapt your play when you use it.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Engis Role in a zerg?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Engineers have the highest amount of aoe boon stopping potential. Much more than any necromancer or Mesmer can dish out. Add extreme tankyness on top of this with some really awesome traits, gear shield, shield skills, multiple blast finishers and bomb kit fields…… One of the strongest and most useful classes in the game…. Secret op. don’t tell anyone.

But if you want to do anything other than that… Yeah other classes can dps, etc, better. But engi has best boon strip and disruption.

Throw Mine is one of the single best boon removal skills in the game, however the other boon removal we have access to is interesting at best. I’ve tried acidic elixirs for this reason, however the application is clunky at best. Mesmer with the shatters remove boons trait and Necros with well of suffering and its pulsing effect are hard to compete with, especially considering the potential number of boons each of those can remove in a short time against a lot of enemies. Don’t get me wrong, with proper Mine Field placement and a bit of luck we can remove a lot of boons as well, however not with the consistency and potential of either of the before mentioned skills. We can however efficiently and effectively apply significant AoE CC pressure to a lot of targets, which is a very large plus to our usefulness.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Engis Role in a zerg?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

In terms of basic weapons, the Rifle’s AoE is limited mostly to the autoattack (good luck using Jump Shot), and their Pistols don’t have the range or volume of conditions to have a serious impact. Shield has little offense, and is mostly for personal defense and combo finishers (not saying that it’s bad, but it’s not helping to offset the Engi’s awkward offense).

I think this is the fundamental problem, more so than any of our other shortcomings. Being forced to equip one of the combinations of weapons goes a long way in determining our overall effectiveness, perceived or otherwise. Adding another 2 – handed weapon or main hand weapon could go a long way in determining our role in a GvG/ “Organized Zerg” environment. I know that more weapons are apparently on the way, which is a good thing, however I’d like to see some of those weapons directly synergize with some of our kits. A Hammer with mobility and a some sort of protection would go a long way to making Bombs a much more sought after Kit.

For now, and regarding the OP, do your best to provide meaningful contributions while maintaining your own survival. In my case I tend to run a very CC focused build, with Rifle, Bomb Kit, Throw Mine and Slick Shoes. Do your best to either support Water fields by dropping your Healing turret and detonating it, or using the Healing Turret with overcharge to supplement healing when a water field has not been called for. Your best friend is awareness and can go a long way to making useful contributions outside of tagging “reds” in zerg vs zerg. Awareness of downed enemies, awareness of fields to blast in, and awareness of vulnerable targets.

- Oresan

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Area Stealth

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I heard it maxes out at 12 seconds never use enough blast finishers to find out tbh.

It does max at that. Me and my ele and thief teammates max our finishers it never goes past 12 seconds

Good to know. Thanks for clarifying.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW- Kit build, Bomb healing.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I tried using Healing Bombs, and unless you have other classes, or engineers, doing the same type of AoE healing its just not worth it. The effect is so minimal overall, your better off taking Healing Turret and Blast Finishers like Linc said. Some math.

The formula for elixir infused bombs is: 45 + (1.25*Level) + (0.1*Healing Power)

Assuming you have 1400 healing power (what I ran when I used it):

45 + (1.25*80) + (.1*1400) = 285 damage healed per person, per bomb.

That’s a very insignificant amount in the thick of things. Another engineer running bombs for damage can easily nullify that damage 10 times over in the same amount of time it takes you to heal it. That’s hyperbole, but you get the idea.

The turret and Elixir Gun can give a ton of effective healing and condition removal for your group, and then you can focus more on dishing out damage or CC.

Just to be clear, I like the trait, but I think it either needs a much higher base heal or a much larger effect from healing power.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Area Stealth

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I just did a quick search and couldn’t find if it maxes out at 12 seconds or not. For some reason I was thinking I have gotten it to 15 when playing around with it, but I can’t be sure.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Can Flamethrower get Torment?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I think the entire weapon set needs a revamp, it could use a quality of life improvement and also fix the “Miss when moving.” bug.

I think Flamethrower should get heavy access to Torment. It should also not push you back, but only your targets. Also retaliation damage reduction on Flame Jet.

I didn’t know that Flamethrower had something that pushed us back. The only pushback it has is Air Blast and that doesn’t push us back. What are you referring to?

I don’t think Heavy Access is the right answer, maybe tack it onto one of the longer cooldowns? Vent Smoke is the first thing that comes to mind. Maybe Napalm so we could apply it to a lot of players at once? That seems a bit overpowered though.

The best suggestion I’ve seen to help reduce the effect of retaliation on FT is making it only tick 5 times (rather than 10) and have it deal double damage on each tick. This reduces our on crit capabilities but not to the point of effectively nullifying them.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Area Stealth

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I think a decent number of people know about it. Its awesome that you found it though. Now try using Big Ol’ Bomb, thumper turret overcharge, rumble, magnetic inversion, healing turret and then exploding both turrets into smoke bomb and see how much stealth you can get. =)

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

HGH Grenadier - Runes or Ruby orbs?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

The extra stacks of might bring you anywhere from 175 – 350 extra power AND condition damage. Overall more consistent and higher stacking might will be the best choice.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(FA) Bloodwork [RED], WvW havoc guild LFM...

in Looking for...

Posted by: MentalPause.9183

MentalPause.9183

Blood Work just got a few new recruits and we are still looking for more. Check us out.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Nerf grenade damage, but...

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

@ Aberrant: No problem, have some coffee.

Also: What Montgomery said above me. As an engineer player we all know that retaliation is probably the single best Boon against so many of our builds due to their AoE nature. Its a weakness and we need to either deal with it, or work around it. Regeneration helps a lot, boon stripping is good too (Even though Throw Mine is pretty lackluster).

@ Montgomery: I think I like this idea, I’m still on the fence though. Just curious what other people think.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Nerf grenade damage, but...

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I would argue that if you’re taking that much retaliation damage, you should switch to a different kit.

Dude… even with just piercing pistols I take a TON of retal dmg. I can deal with it… but 4 nades would just add to that problem with no real solution to anything. I don’t see anyone complaining about 2 nade eng’s… or nade eng’s at frekkin’ all. If it’s not broke, don’t try to fix it.

He’s not suggesting a fourth grenade. He’s suggesting that without the trait we have three and reduced damage, with the trait we get the damage back and get the extra range.

Grenadier would read: Deal 33% more damage with grenades and they can now be thrown 25% farther.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

FT/EG WvW engineer video

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I’ve lately been running 0/25/15/20/10 in WvW when I feel like using the Flamethrower, but I’m curious of what other players are running and finding effective. I haven’t really been WvWing a lot lately working on my cheevo total to get as many consecutive boxes to start as possible, but I would like to get back into it soon and haven’t really settled on a distribution I liked post-patch quite yet.

I don’t want to hijack a thread and hate plugging my builds in other peoples threads but I made a post about a build I’ve been using in group play if your interested.

https://forum-en.gw2archive.eu/forum/professions/engineer/WvW-P-P-hybrid-Condition-Damage-Power-build/first#post2418535

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Zerg? I'll do it solo!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

lol nicely done. I would have to say Elixir Gun would have been better in that situation for the extra heals and the consistent weakness on the tower champion. The extra damage from the FT was nice, however the knockback was useless and nearly 100% uptime on Weakness is a lot better than a blind every 20 seconds.

- Oresan

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

FT/EG WvW engineer video

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I suck when I play builds for the first time too, its ok Chaba. It takes time to get use to the rotation, and button presses. Once you get the intricacies down, I’m sure you’ll be boss.

Definitely getting some nice damage with that flamethrower, 20 might stacks will do that huh? Make sure when your running into those groups your swapping to P/S to hit them with Static Shot and don’t forget to blast those dark fields your team is dropping. AoE blind is pretty sweet. You could get 2 AoE blinds and a bouncing blind while pushing, from flamethrower #5, Blasting a necro dark field and from Static Shot, that’s pretty BA. Also as a quick tip when running in an organized group, Switch to EG, turn around and hit fumigate to cleanse some of your stragglers, then use Acid Bomb when its done to catch back up to the front of the group. I do this a lot when I’m running EG and it works really well to help keep everyone together. (Cleanses those movement conditions real quick)

Just figured I throw out some suggestions for when you roll with this build again, hope it helps. See you out there.

- Oresan (Your friendly neighborhood Engineer)

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Engineer Rifle

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I’d like to correct you, because in my experience I have neither of these problems with the rifle. Just to be sure I just tested it, and yep, don’t have this problem. Are you sure your aiming in the general direction of what you’d like to hit?

I am.

Are you testing in against moving players, or against mobs / training dummys?

Perhaps it’s a latency issue due to my oceanic connection (which sadly they’ll use as an excuse to not change/fix anything )

Edit: I’ll also point out, as someone who used Flamethrower for a long time before they tweaked it’s aiming, I do know how the camera/aiming system works :P.

I tried it real quick in WvW when I tested it so it was against a moving target/s. The latency could be an issue, I was actually going to mention that in my original post but forgot. Also check out what Dina said. I’m not sure I noticed it firing forward rather than where I aimed when holding the mouse 3 button, and I always play that way. I’ll try it out on dummies or something when I get home. Its worth a shot though if your having trouble.

@ObscureOne: Nicely put.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Engineer Rifle

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Now, before someone corrects me and says that Blunderbuss is a cone AoE, in whose experience does it actually work that way? In my experience the only way for Blunderbuss to not have a 50% chance to miss against a mere single enemy, is to target the enemy and (if you’re not closely chasing them) briefly stop moving so the game auto-aims you at them. (I suspect it’s another issue caused by ArenaNet testing on development servers located in their offices with 0.2ms lag)

Another annoyance is Overcharged Shot requiring a target to actually hit. To put it in perspective how stupid that is: In practice, I need to target someone to hit them with my shotgun at 400 range or it will miss, while Thieves will always hit people with Heartseeker without needing to target them at 450 range.

I’d like to correct you, because in my experience I have neither of these problems with the rifle. Just to be sure I just tested it, and yep, don’t have this problem. Are you sure your aiming in the general direction of what you’d like to hit?

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

What Kind of Gear/Stats for WvW?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Thanks Mental, that’s a good place to start.

Is toughness > vitality?

Yeah I’d say so. I’m sure its debatable though.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

What Kind of Gear/Stats for WvW?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I have not really played an SD build before, so I may be wrong here. SD builds are typically more bursty than other builds and thus will have less survivability. As far as I know most people run a combination of Knights gear with mix of Berserker and Valkyrie gear. (Please correct me if I’m wrong) You should be aiming for about 50% crit damage which after traits, 30 in tools for 30% crit damage, you’ll only need to get around 20% more from gear. Gear is really dependent on what type of build you run.Typically in the builds I run for WvW I’m sitting around 18k health and 1.8k toughness and find that to be more than enough.

ON GEAR: (in general) Knights gear seems to me to be a good start for WvW in general, especially if your not exactly sure what you want to play. It fits into a lot of builds.

As for useful traits in WvW a few come to mind:

  • Cloaking Device. At 10 in inventions this skill is great. Immobilizes happen often and getting a 5 second stealth when it happens really helps out a lot.
  • Protection Injection: Another good one to help stabilize from crowd control. 10 points in Alchemy for this trait gives you protection every time your disabled.
  • Speedy Kits/Invigorating Speed: This is a good combo for infinite vigor, which means lots of dodges. 10 points in tools and alchemy.

There are others, but off the top of my head these seem to be the most common. Hope that helps.

- Oresan

EDIT: I’d also like to note that I have 5 sets of gear for WvW.

  • An all Condition Set.
  • An all Power set with for burst damage.
  • An all PVT set for tankyness.
  • A hybrid Power/Condition set.
  • A healing Set.

The one thing they all have in common: High Toughness and 18k+ hp.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

My Condition EG/SS/FT Build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I may be missing something, but Shrapnel doesn’t effect anything in your build.

Your not, and just to be clear Shrapnel DOES NOT effect the explosion from pistol shots.

Also since sigil of Earth and Fire share a cooldown I’d suggest dropping Earth for a Sigil of Geomancy.

The other thing I noticed is that your running Flamethrower and Elixir Gun but your not running Fireforged Trigger for the reduced cooldown on both kits. I’d consider dropping Precise Sights for it.

- Oresan

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Suggestions for my new Hybrid build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Replace Elixir R for elixir gun: EG toolbelt is stunbreaker now and EG#5 is a (party) condition remove – even if it is not listed in the tooltips it removes one condition immidiatly. Plus, EG#5 is a great support skill, EG#3 is mass party condition remove, EG#4 is your jump,…

I’ll second this suggestion. The only reason to run Elixir R over EG is if you have the reduced cooldown on elixirs AND you really feel you need the Toss. If you do decided to go this route I’d suggest dropping Modified Ammunition or Coated Bullets for Fireforged Trigger, the 20% reduced cooldown on both kits is just to hard to give up.

- Oresan

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW P/P hybrid Condition Damage/Power build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

How do you Rock-et (Or Rock it!):

I just want to go over a few basic gameplay tips, tricks and what not.

  • On Healing: Without healing power the amount of healing you can throw out just won’t be enough for your group to rely on. You should coordinate and alternate with a more pure support build or coordinate with other builds providing some support. Your healing order is as follows: Initial heal is Super Elixir, it helps remove some of the initial conditions, provides lite healing and a light field to blast for retal. Second is situational. Although Fumigate isn’t a healing skill it has significant condition removal and should be used next if your teammates are becoming saturated with conditions but are not low on health. Otherwise you should use healing turret at this point to remove conditions and apply a burst heal and water field.
  • Inertial Converter and Automated Medical Response allow you to be a bit more liberal with your toolbelt skills and Healing Turret, don’t be afraid to use them when you need them.
  • DPS is based around area saturation. You should always be aiming for groups of people rather than focus firing a target. If focus fire is called try to hit them with Pistol 5/4/3 in that order and then either poison volley or Poison grenade to prevent some of their healing.
  • Under Pressure? Stay calm and dodge as necessary, remember that you’ll get a free recharge at 25% health. Use you toolbelt skills and heal before then to help alleviate some of the pressure. Once your skills reset use Super Speed if slowed in some way, followed by Healing Turret and try to high tail it to safety.
  • Retaliation: A good group will heal you through it, however if you do find that you are taking too much damage from retaliation swap out of grenades and focus with P/P. Try to let your conditions do the work. Throw Mine is also good in these situations as well, as it will often strip retaliation.

If you have any questions, comments, or concerns feel free to express them here. Hope this build helps some people with group play in WvW.

- Oresan

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW P/P hybrid Condition Damage/Power build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Hey folks I decided to share with you a build that I have been running in WvW as of late. I had always loved the hybrid nature of many HGH builds in the past and decided to give it an update after the most recent patch, sans HGH. This is not a solo build, and is best suited for team play with organized groups.

http://en.gw2skills.net/editor/?fcQQJAqalIqaeX3SiF1LJy4DcW4D4HoC11nHv1DChA-jEEBINCh0CIUgAkIgZPI5PY5QDityJslOBpCKaaGYqTRWlKpqXA+DR2jQZVIgFrBA-w

First and foremost, as I said before, this is not an HGH build, however you can maintain 15 stacks of might with this build utilizing enhanced performance and sigil of battle. With appropriate group play you should never be below 20 stacks of might, unless they get stripped of course.

So what does this build bring to the table?

  • First off it has a tendency to saturate the battlefield with conditions. It easily reapplies conditions when they are removed creating constant condition pressure. This can obviously be offset by significant condition removal, however this build doesn’t solely rely on them.
  • Significant condition removal. Elixir Gun is a support power house and if used correctly in conjunction with pure support builds can help keep large groups cleansed.
  • AoE damage saturation as necessary. Once you get the might stacks rolling you can add a significant amount of sustained AoE pressure from grenades.
  • Versatility: Namely the ability to switch utilities for other utilities. If your group has heals and condition removal covered you can easily swap Elixir Gun for Flamethrower for a bit of control. If you find that you don’t need Slick Shoes, drop them for Rocket Boots or even Throw Mine. You can even drop Slick Shoes for Bomb Kit for the extra control options and combo fields. Its a matter of preference.

What you’ll be lacking:

  • Control: This build doesn’t stack up well with or against control. You have an immoblilize some cripple and that’s about it overall. That can be slightly offset by Slick Shoes or Throw Mine and even Flamethrower.
  • An “Oh kitten!” button. You don’t have one, but you have two things to help offset that problem; Inertial Converter and Automated Medical Response. Once you hit 25% you Healing Turret recharges and your stun breakers are no longer on cooldown. This easily saves your and your teammates lives very often.
  • Mobility: Outside of Super Speed and Acid Bomb you really don’t have any of your own. Hopefully your teammates have you covered.

Why P/P?
What P/P lacks in Power it makes up for in Conditions. It helps you maintain the most possible conditions at a single time with this setup. I’m not saying you can’t run Rifle in a build like this, it just depends on what role you want to fit. If you want to have more significant CC pressure I’d recommend either rifle or running Shield. If you’d like to focus a bit more on power you should run Rifle. P/P is my hybrid weapon combo of choice.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(FA) Bloodwork [RED], WvW havoc guild LFM...

in Looking for...

Posted by: MentalPause.9183

MentalPause.9183

Your Bloodwork has arrived and the results are positive: Virus “havoc squad” of type “small guild”. Contact me for a cure or visit bloodwork.boards.net for more information.

Bloodwork [RED] is a small guild getting back into the mix of things after a brief break from the game. We’re currently looking for up to 5 new players (plus friends and family) to join our WvW ranks. We’re looking for players of any experience level, as long as they are willing to learn, listen and adapt. All classes are welcome as well. We’re still learning and adapting our gameplay, so expect changes, practice, success and failure. Communication on TeamSpeak is also important, your not required to be able to talk, however listening is.

Bloodwork may be for you if you like:

  • Being used as a “Decoy” team OR being used to assault another objective when a big push/big defense is occuring.
  • Having some kick kitten smaller scale fights!
  • Learning more about WvW tactics everyday.

If you have any questions about recruitment or guild activities feel free to ask here or contact myself (Oresan Fells), Yorek Varsen, or Lil Zinna in game. You can also visit our website at http://bloodwork.boards.net/ for more information.

- Oresan

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

Slick Shoes - what did I do wrong?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

In the video you had blindness on you the entire time, it may have something to do with that?

edit: nm I think that’s vulnerability like you said.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Post patch rifle/nade build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

@Chaith: I can see how tool kit would be awesome. That combo alone makes it worth while, not to mention the added survival from gear shield. Although there is something oddly satisfying about using rocket boots to leap around the battlefield. Is it necessary? No. Is it optimal? You’ve already pointed out why its not. Is it worth using? It has it moments, as you said quality of life and zerg avoidance. Use rocket boots while running around, switch to tool kit when you get to a fight.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

How Do You Rifle In WvW?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

HGH is best with boon duration?

Probably just might duration, but just boon duration is good too?

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

How Do You Rifle In WvW?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I prefer Freeze Grenade – Grenade Barrage – Jump Shot.

What parts I like most about it are:

  • using it in combination with other utilities to lock a target down so I can feed them to the rest of my group.
  • heavy burst potential through comboing.
  • I like its mobility, combined with Rocket boots (Overcharged shot removes cripple, chill and immobilize as well) I am almost never slowed in any way.
Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Post patch rifle/nade build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Let me suggest to you a non-hgh rifle/nade build that’s optimized for WvW roaming & hotjoins.

http://en.gw2skills.net/editor/?fcAQFAUlIqiY38y3F17IyoHdGnNhiKkffewWPIEC-ToAg0CnI0RljLHjOygsBNE5sA

(Take Medkit if you can afford to be more selfish, or if you’re not worriedabout conditions)

  • This is an extremely offensive, and extremely mobile rifle/nade build. In fact, when the might is stacked, I dare say that it might be the most hard hitting Engineer build that exists.
  • You might want to adapt it to be more well rounded (drop scope for protection injection would be the first thing to do).
  • You can throw on any runes of choice, and get a fire sigil & trade ‘Enhanced Performance’ for ‘Explosive Powder’ – if might stacking isn’t fun for you (you wanted to stay away from the HgH playstyle).

I saw this build on your twitch and decided to give it a try. It’s deceptively good at chain cc, damage and all around goodness. It has a tendency to shut down an enemy and basically let your group curb stomp them (Rifle can almost do this on its own). It has a solid initiation tactic centered around slick shoes. AND as you said the damage, if combed correctly, can be pretty intense. The biggest problem is when you get focus fired, though it has some solid escapes. I haven’t dropped scope for protection injection, however I’ve been thinking about it. I highly recommend giving this a try if your looking for an HGH alternative that’s very fun to play. It may take a bit to get use to especially for HGH users, but in the long run I see it being very solid overall.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Why do Bombs have Fuse?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I’ve been running bombs lately and I feel like they are all about comboing off other abilities. We now have the ability to combo more freely off our movement abilities, i.e. Rocket Boots and Jump Shot. Try doing things like Rocket boots – Glue Bomb – Smoke Bomb – blunderbuss – Leap Shot. Before the self CC was too inhibiting, but its much more reliable and fast than it was before.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Patch made me play again: Bombs Away!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I was keeping an eye on things for some time, hoping for a bit of change, a nice mix up in the abilities so that I could feel running something other than HGH in WvW would be fun/worthwhile. Well its been almost a month (I’ve been on at rare intervals) and I see some changes that I like and decided to hop on. I made a build, ran out into WvW and had a blast with it.

First thing I noticed was that the jump shot on the rifle had been changed a lot. I tried it, liked the changes and decided to go from there. I’ve always been a huge fan of Rifle, and have been trying out builds from time to time.

Next thing I noticed is Rocket Boots, nice. A short cooldown, movement cleanse, gap closer. I like that, and felt that when running Rifle that’s the kind of ability I wanted to make it better. No Stun break, oh well I can get that somewhere else.

Elixir gun has a stun breaker now? Sounds good to me. Also more jumping around with acid bomb, I like that, condition removal, good. Bombs are good too, lets try that as well. The new Healing turret is still boss imo, so that went in.

Trait wise I went 20/30/0/5/15.

  • Explosions: I went Forceful Explosions and Short Fuse.
  • Firearms: Sitting Duck (This got better huh?), Hair Trigger, Modified Ammunition (Is it better than a static 10% increase? Sometimes, but no often.)
  • Alchemy for Hidden Flask
  • Tools: Speedy Kits and Inertial Converter because a recharge on my stun break and all that regeneration is good.

That was it and boy was it solid. I was running with a large group, dropping bombs, blast finishers, heavy AoE damage when Jump Shot was up. Goodness all around. I had a few 1v1’s and they were fun as well. I had enough cc, damage and mobility to keep things rolling. Overall its the most fun I had playing GW2 in a long while. Just thought I’d share.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Bloodowork [RED] WvW team on Fort Aspenwood

in Guilds

Posted by: MentalPause.9183

MentalPause.9183

I’d just like to say I learned a lot from joining this guild (Before it was Bloodwork until now) as a new WvW player. Its a really good group of guys (and gals) and worth giving it a look. If you’d like more information or just want to ask a few questions feel free to hit me up in game or send me a message on here.

- Oresan Fells

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Two superior runes of the ogre and one superior rune of rage gives: 25 power, 5% critical damage.

You might be better off putting in three beryl orbs giving you: 60 power, 42 vitality, 6% critical damage. It may be a bit cheaper as well.

Funny you mention that as I just switched to something just like this and I’ll update the build to reflect that. I’m not sure why I didn’t think of it before hand, I guess I had my blinders on.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Admittedly dodging doesn’t factor into 1 v 1 fights as much as group fights. I use dodging often for positioning as well as defense. I’m also highly mobile while in combat and dodging doesn’t have nearly as much an effect on my abilities as you may think.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I would probably drop the Alchemy trait line, and put the ten points in Explosives. That would benefit your rifle and bomb kit (as I’m sure you know). And why not go ahead and select Juggernaut?

You could do that but I love vigor and I dodge a lot. You could use Juggernaut, its good to help set up the initial burst with some might stacks and helps against direct damage assaults, however the main reason I don’t use it is because I spend very little time in the flamethrower kit while fighting. I swap to it briefly for specific skills then quickly switch back to the rifle or bomb kit. I’d rather have Go For the Eyes for extra blinds or put points into inventions for Cloaking Device or put 10 extra points in explosions for more damage.

These are mostly play-style choices on my part and different routes can be taken to achieve the same effect.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Reserved for videos.

I have a fair amount of footage running around with the build solo and once I get around to fiddling around with video editors and stop being lazy I’ll post some here.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

The Build, The Gear and the Food

http://gw2skills.net/editor/?fcQQFAUlIq6d3zSrF1LJxoCdG0j8W3+KqQ+/oQupF-jkyAYLACEQ2bIiJwsWGFiaDasKGM95iqVxA+DGtaZAYGDA-w

On Traits: I really like reduced cooldown traits and feel that they are necessary for this type of build. I like doing things, I don’t like waiting and I have a very reactionary style of playing and reduced cooldowns really help facilitate that. Invigorating Speed and Speedy kits are a natural option for survival, especially since I was so use to running with Tool Kit and Gear Shield, I needed the extra dodges. Some things can be switched out, namely you can switch out Forceful Explosives for Incendiary Powder for more burning, and Go For the Eyes can be dropped for Cloaking Device.

Food is very important in this build, namely the Lemongrass Soup for the reduced condition duration. This build lacks cleanse and is one of its main weaknesses, this lessens its weakness exponentially.

Gear stats are a combination of PVT, Knights and Cavaliers. It gets you to a solid amount of power, crit and crit damage while maintaining survival. Runes are setup for a bit more crit damage, toughness and – condition duration. I like to have around 1700 toughness and 20k hp, I feel the most comfortable there.

I use sigil of hydromancy for the slow and damage, it has a large radius and fits my playstyle well. It also helps set up my burst combo.

How do you rock it?

Gameplay in this build is based around controlling the actions of other players, hence the focus on CC. Its maddeningly effective at keeping players off their game via blinds, knockback/blowout and immobilizes. This build emphasizes mid range to melee range combat, so you will spend most of your time up close and personal. You want to space out your AoE blinds, I typically open up with Smoke vent for the AoE blind to help negate initial burst, and switch to Smoke Bomb when I have a bit more control or need to negate more melee.

1 vs. Ranged:

Ranged is all about keeping pressure on them, staying in their face and positioning. You can often keep ranged opponents pinned to their melee counterparts with knockbacks by positioning behind them. Its easier said then done but works very well once you get the hang of it. This tactic works well because it allows you to keep pressure with bombs and other melee AoE options.

1 vs. Melee:

Weave in and out of melee range using your bombs and rifle burst to keep pressure on them. Blinds are very important against bursty opponents of all ranges, but more so against melee. Its possible in an all melee scenario to simply kite them around, softening them up and burst combo-ing for the win.

1 vs. Multiple opponents:

Similar to ranged tactics. Keep them together as best you can, kite when necessary and focus your CC mostly on one player, trying to lock them out of the fight. Utilize bombs for AoE and keep an eye on your blind cooldowns. If someone is getting low make sure you have smoke vent ready for the stomp if it can negate their downstate effects.

Group vs. Group:

Your adept at breaking up hammer trains and pushing AH guardians out of the fight, but they need to have their stability stripped fist. If your allies can’t strip it, then you need to wait and keep on the move, applying pressure with bombs and blinds. Try to burst low targets. Against stronger groups, downed enemies are your target. You want to keep players off the rez with knockbacks like Bo’B and Air Blast while keeping AoE pressure on the downed.

The End

That’s my build, how I use it and what to get for it. Any constructive opinions and suggestions are more than welcome. Hope you enjoyed my little guide.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Hey folks. I’ve been posting on the forums here a bit, sharing some of the builds I’ve tried and what not, and decided to share a new one with you that has been successful lately. First some background: My ign is Oresan Fells, and I’m an officer of Bloodwork [RED] (Formerly Armored Fist [FIST]) on FA. I spend 95% of my time in GW2 playing WvW, the other 5% is messing with builds in the mists and running guild missions. My guild tends to run in smaller groups, typically 6 – 10 players, and we often work closely with other larger guilds. Our primary objectives are taking small scale points like camps, distracting larger groups, and working as a flank group in larger fights. The build I’m sharing fits into this style of gameplay, at least for me, and may not be for you.

On to the build.

Utilities

I always felt like the engineers strong point was its Crowd Control and when I started theory crafting a build I focused on that. Namely how much I could bring into a build while maintaining a damaging presence. First thing that came to mind was the much maligned Flamethrower. So, why the Flamethrower?:

  • I didn’t look at it as a damage weapon, I saw it for its utility. I don’t run around spamming its flame jet, I don’t trait for Juggernaut, I look for practical uses for its abilities.
  • Instant cast AoE Blind on a fairly short cooldown is boss, and really helpful for securing stomps on certain classes.
  • AoE blowout on a short cooldown is pretty solid as well.
  • Napalm is good for setting up might stacks, and extra projectile damage.
  • Flame Blast fits well into a burst combo.

I needed something that combed well with the flamethrower and supported my CC focus. I thought about grenade kit, but felt without Grenadier it wasn’t worth it, plus it lacked some of the control aspects I wanted in the build. So I went with Bomb Kit, for a few reasons:

  • Glue Bomb for immobilize and cripple in an AoE, really good for kiting opponents.
  • Smoke Bomb, nerfed but still good. Plus its interaction with blast finishers makes it great for buying time or resetting fights (Sorta). I realize Grenade kit has a blind as well, on a shorter cooldown, but I liked the idea of a smoke field and lasting area effect better.
  • Big Ol’ Bomb is not only one of the most fun abilities the engineer has but it also fits quite well into my build design.
  • It also gives us a fire field, AoE confusion and plenty of AoE damage.

The last utility slot was tough and I often switch up what I use here. I have three options:

  • Elixir S: because its still good and great at buying time.
  • Elixir U (If your using Rifle, I’ll get to that later): is great for your burst combo, applying lots of bombs, and its toss synergizes well with this build, giving you Wall of Reflection or Smoke Screen.
  • Rocket Boots: Boom baby! A lot of fun to use, blast finisher, stun break, low cooldown. I feel like the tool belt skill is somewhat redundant but useful for burning uptime on multiple enemies.

Time for a heal skill, and the logical answer was Healing Turret. The recent changes to healing turret are what made this build and option for me as I no longer felt pigeonholed into running elixirs and 409 for condition cleanse. This build will lack some cleanse but we’ll try to make up for that with food and runes (discussed later).

Finally, Supply Crate, because what else would I use?

The main Weapon conundrum

I use two combination for this build: P/P and Rifle.

P/P offers a few things:

  • Lots of conditions, working well with bomb kit.
  • Some CC options in blind and immobilize.
  • 2 Sigil slots.

Rifle offers:

  • The best CC options in net shot and overcharged shot.
  • Solid burst combo combined with Flame Blast.
  • Only one Sigil, which makes me sad.

After testing out both options I mainly settled on Rifle for the extra knockback, single target control and burst potential, however you can go either way. Each setup requires different gear, P/P is based around condition damage, and Rifle is based around power, and crit damage. For the rest of this write up I’ll be focusing on the rifle version and its setup.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

Engenious: August 30th - Fleeting Flash

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Elixir drinkers are Pimps, Love it.

Amadeus I feel your pain on Necromancers. So rough sometimes.

Some Notes:

1. I was surprised Asteria said she saw lots of engineers in WvW, I rarely see any other than myself.
2. Do you think more main hand weapon selections would make the Engineer more approachable? OR is it more that people need to realize that Kits are our other weapons?
3. I know you were talking a bit about build diversity and versatility, do think that more mobility based utilities would help with build diversity overall? I know we can have permanent swiftness, that is mobility in a way, but I’m more talking about engage tactics and gap closers. For example: I think one of our weakest links are gadgets, they are really neat but lack practical use. Lets say suddenly Slick Shoes made you move forward in a line and knockdown foes that you hit. Having an engage ability like this would help make things like bombs much more viable overall.
4. Engineers are Chunky! I like to think I’m Fluffy.
5. The information overall was very good, even if a few things seemed out of place. i.e. the Sigils not working properly on Kits, which was corrected.
6. Elixir S was necessary, I agree with that. As much as it sucks, I barely even notice it now.

Overall I liked it a lot and am excited to see what you folks have to talk about in the future.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

New Healing Turret

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

The new Healing Turret is terrible in large scale WvW fights as the skill lag will ensure that you will never be able to get off your overcharge burst (if the turret isn’t melted instantly in the first place).

Anyone who actually plays the engineer in all game modes knew that the proposed Heal Turret changes would have problems off paper and back in the reality of game use. Which is of course why our balance devs had absolutely zero clue.

The water field is only possible if your turret survives longer than 0.2 seconds, and that doesn’t happen in anywhere it might actually be useful in WvW. Plus the whole WvW skill lag issue.

Strange I’ve been running the healing turret in WvW all night and I haven’t had a. problems with skill lag and b. problems with it being useful. Huh that’s funny.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

New Healing Turret

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

As mentioned in the other thread – The water field appears to be shorter than 5 seconds.
The water field does not get cancled by blowing up the turret

From what I can tell the first hot fix changed it so it actually lasts 5 seconds, I just tested this. Maybe something is messed up waiting to use the overcharge?

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

New Healing Turret

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

First off the the regen from the turret must be bugged because it doesn’t seem to stack with other sources of regen. Anyone else notice this? Or do I have to do something special now to stack regen duration with the turret?

I just tested this and it does stack with regen from regenerating mist and Elixir gun in PVE/WvW. Between those three I was able to get up to 18 seconds of regen. The initial regen from the turret isn’t enough to stack with itself unless you have some boon duration.

Before the overcharge removed all boons iirc. Atleast the wiki (which hasnt been updated to the new effect) says it was all conditions.

So now its 2 conditions. And you need those 3 button presses to get max healing, compared to 2 presses before. The regen before was also longer.

As stated earlier its always been 2 conditions, just had the tooltip. The reason the regeneration was a lot longer was because the pulse was every 7 seconds, not 3.

I see a lot of people complaining about the delay, and if you do it right you won’t have this problem. Spam that heal button when your ready to use it and it will land, heal, condition cleanse, heal again and apply a water field all at once. Even if you miss it you only have to wait 3 seconds for it to fire off, which isn’t a very long time.

I was running around with it in WvW for about 30 minutes and I really liked via my first impressions. I was trying a power build with healing turret and Net turret, and through creative use I was able to get some nice results from the water field. The reduced cooldown on the toolbelt skill was nice. I was able to utilize it in combination with my net turret for extra heals from its water field.

Also the hot fix fixed the duration of the water field, it is indeed 5 seconds now.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

People drop Rocket Turret & Net Turret & Rifle Turret & Thumper Turret in anticipation of a fight. Why is Healing Turret any different? Why are people using it as an immediate, on-demand heal? Shouldn’t it be dropped ahead of time like the other turrets too?

In WvW I don’t typically drop turrets ahead of time, and I typically overcharge right away for the increased effect. I’ve been doing the same today with healing turret as well. I think there are situations where you can, and even should drop them and let them do their thing, Nothing is stopping you from doing it either way, just make sure your doing it at the right time. I’m not about to drop my healing turret in the middle of a zerg and hope it survives for extra healing ticks, im going to drop/overcharge for the max heal, condition removal and water field. If I were fighting around a camp I might drop it in an area that’s easy to fall back to in an emergency.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

So once the Cleansing burst happens, you get the second heal and the water field? So for maximum fast heals (or almost the same as before) you double tap 6 then F1 to detonate as soon as you see the regen come up on your buff bar?

Again, you dont get the water field on overcharging the turret, you get it from the next pulse after the overcharge.

I’m not having that happen. I’m getting all as soon as the turret hits the ground.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Oh, it seems like the overcharge is inconsistent. When I doubletap the turret to lay it then overcharge, it seems like sometimes it fires the water field right away and sometimes not.

You have to wait for the pulse after overcharging the heal turret to blast the water field. Just have to time it right, the renewing 3 seconds reg buff from the healing turret is a good indicater for the pulse.

I’m not having any consistency problems dropping the turret and instantly popping the overcharge for the water field. However the pulse is fairly fast so if you don’t spam the heal key you could miss the initial interaction for the full overcharge/heal effect.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Can anyone confirm the new healing turret is also in the supply crate? I can’t remember exactly how it worked before and was curious?

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red