Showing Posts For Monsterboy.2490:
Arena.net: yea, engineer was amazing! grenades and everything, but he just needed this slight nerf.
Engineer: NO NERFS!
Arena.net: wha?
Engineer: Flamethrower, useful weapon, no? missed it’s air blast shot, poor engineer was rushed by a theif. NO NERFS!
Arena.net: but, wait, what ab…
Engineer: Elixir gun, healing weapon, quite effective in it’s prime, then it lost a lot of it’s healing capability, poor engineer just needed one more health point, NO NERFS!
Arena.net: But they are so…
Engineer: Grenade kit, explosive device, often described as the only thing engineers had left. It’s damage was taken away from it, Engineer was never invited to a dungeon again. NO NERFS!
Arena.net: But…
Engineer: Buggy traits! Unreliable elixirs! A bad sense of versatility!
engineer wallops Arena.net with a wrench: NO NERFS!
Incredibles (2004) Not exactly sure when Edna hits Mr. Incredible, pretty sure she did, though
“Two possibilities exist, whether we are nerfed in the universe, or we are not buffed… both are equally as terrifying.” -Arthur C. Clarke
I went scientific, so sue me.
I would like to see some significant buff to Turrets as they are almost useless in WvW,sPvP or dungeons :
-Fix obvious current bugs
-Make them scale with our stats and increase their base health,armor and damage a bit.
-Keep current cooldowns and make them mobile like pets? I don’t know, just give them some form of mobility (Though it would make deployable turrets a bit insignificant) OR Keep them immobile but reduce their cooldowns (Way too long, imo)
-Increase rate of fire
-Maybe increase the repair turret rate with the toolkit (Too little currently, imo)Any other ideas?
It seems like a lot of buffs, but it is maybe what we need to make them viable :/
Turrets just need CD adjustments IMO for sPvP, they are already viable unless you try to run a full turret spec, which has a single purpose with accelerated turrets trait, and that’s about it, and that’s turning a node into a living minefield.
I don’t play sPvP at a high level and I don’t really know about the metagame, so maybe i’m asking for too much. But, I would love to see a full turret spec viable and have turrets where they are supposed to be :
“Turrets
Engineers can also deploy turrets, immobile devices that help defend and control an area. (…)” , quoted from https://www.guildwars2.com/en/the-game/professions/engineer/I don’t feel they can help defend and control an area, at all.
Also? I think the word they are looking for is or, as in, they can use kits, elixirs, gadgets (hah, that was funny, right? gadgets), OR turrets.
It seems that arena.net is oblivious to the fact that one turret does not hold an area, but they presume that we can somehow be effective with a kit, a elixir, a gadget (haha…) AND one turret.
That isn’t being the jack of all trades, that’s being the dunce of all trades…
I would really like to be able to use toolbelt skills, my current build has throw exlixir H, grenade barrage, incendinary ammo (which doesn’t like to work), and our oh so lovely healing mist that is usurped by super elixir alone.
I would much rather be able to replace the toolbelt skills with SOMETHING useful, I’m looking at gadgets specifically, and I don’t see too much of a problem as having the toolbelt skill made up of gadgets.
I do disagree with your “we should give something up” statement, since we’ve received nerf after nerf after nerf, I would really like a buff at some point in the future.
7 utility slots.
You heard me, turn those cruddy toolbelt skills into something we can actually put something in.
Oh wait, that would actually make us versatile, goggles AND rocket boots WITHOUT sacrificing 66% of your versatility? oh nos, can’t have that.
Theres different tiers of traits too, maybe be limited to 2 of each tier except for the first, where you can use 3.
I always felt as an engineer, and that Arena.net likes to push the “jack of all trades” thing, I feel as if we should be allowed to abuse the heck out of the action bar.
Like an elixir to have the regular utility, a throwable, and a weaponized… like a dart. Same thing with turrets, I hate having turrets only being able to explode on my belt.
I keep hearing about this mysterious “Jack of all trades” things we engineers can do, but all the builds I’ve seen so far are glass cannon builds and the exact opposite.
Is there a way for us to be able to use any ability, because I can’t even manage to find a stun or daze ability in our entire arsenal of weapons that doesn’t involve also being an iron juggernaut (tool kit, tankcat build i think)
My Charr has juggernaut and has to have his flamethrower out all the time, so he always walks on two paws…
That bugs me horribly, It’s so unnatural for a Charr to walk on two paws, it looks like a giant, fuzzy Igor.
I’ll share you my build that isn’t nearly as developed as some of these others.
since your 39, ill just recomending putting traits into firearms and alchemy to get that extra kit damage and cooldown shortening.
What I do is have every utility slot made up of kits, and using a rifle along with it. I use grenades, flamethrower, and elixir gun, therefor, i actually have 20 basic abilities I have in my arsenal.
I always open with flamethrower (stacks of juggernaut helps a ton, if you get to that level), starting with napalm bomb and then you have some options, and you can switch to any of these, or from one to another.
-Blunderbuss, magnum shot (or airblast), then net him, he has 3 stacks of bleeding and he’s out of your hair for a bit of breathing room.
-fumigate, net him, then acid bomb away, stick in a poison grenade if your quick, now he’s poisoned for, likely, the rest of the battle.
-use firewall, then jumpshot towards him WHILE standing on the firewall, this lets you combo and you have a nice fire shield to help pour on some damage.
-Freeze em, then glob him with the elixir gun cripple skill, he’s now slower than you walking backwards.
-GRENADE BARRAGE! (just throw this inbetween techniques)
-fire ammo seems to be broken, but it does work if you use the primary flamethrower attack, use that if he ever is close.
-feel free to use a shrapnel grenade from time to time, bleeding helps.
You’re damage mostly comes through conditions, primarily bleed and poison, fire if you’re good enough to get the enemy on the firewall, or when flame ammo decides it wants to work.
You also rarely get hit, with the keep-away abilities of magnum shot, air blast, net shot, and acid bomb.
A big disadvantage is that your fingers are going to be flying, not only do you have to press to do an ability, but also to switch kits.
Thankfully, kits have barely any cooldown, so you can switch at your leisure.
Oh, and I recomend elixir H, since healing turret just gets destroyed and medkit is… well… slow.
My Charr engineer really hates the ground, he shoots at it all the time with his flamethrower and fumigate ability, often firing under enemies, missing them.
He also equally hates the air, air blast and blunderbuss fire safely over his short enemy’s head.
Vice is a great marksman’s name, but “blitzshot” is more of a artillery or heavy duty gunner.
7/10
Mine’s Eviroth, no last name, since the only members of his family are his father, now deceased, and himself. Therefor, he is the only one that can bear his last name, and Eviroth feels he cannot bear his father’s name, partly because he doesn’t want to gain admiration from it solely, partly because he doesn’t feel he deserve the respect it gives, he has his own path, his father can’t guide him through it anymore.
I always thought Charr horns were detachable…
They’d grow it to the size they’d wish, then they would cut off it all, then put some sort of iron mechanism into the stub and the end of the horn, then reattach it, filing down the stub when it grows too long to fit the horn.
Why do you think you never see your Charr’s horns grow?
I would take that charzooka, name it bang-stick, it would be my bang-stick, and it would be mine.
If only arena.net would listen… I dislike it when elite skills share skins with different, inferior, weapons in the game.
Charrs are Charr-like, what more must you know?
Are humans pig-like, for their soft, smooth bodies? Or are they mule-like, for their stubborness? Or are they, even, catlike, for their curiosity into things that very well will kill them?
No, Humans are Human-like, just as much as Charrs are Charr-like.
Actually, I would think that the Charr are the most intelligent race when it comes to practicallity, whereas Asura have it when it comes to theoretics.
I mean, how many giant war machines that spit fire and death and lead at an enemy have you seen at an Asura encampment? All i see there are golems that break down and cause uprisings all the time.
Rifle jumping with an Asura is just not as satisfying.
I mean, when a Charr does any sort of leap attack, it roars, and since it’s bigger than pretty much everything, it hurts when it lands, not for him, for the poor soul it landed on.
I also think the Charr looks awesome wielding any type of rifle, be it the ordinary rifle or something like the flamethrower or elixir gun.
Mainly, I play Charr because I think they make good engineers with builds that have anything to do with a rifle.
Yes, But it does it for other things other than flamethrower, Specifically, blunderbuss.
For some reason, If I get too close to a tiny creature, I miss with blunderbuss, even though the exact opposite should happen…
Actually, it looks like it’s any ability that shoots in a cone, like air blast, and since my Charr is bigger than everything, and it refuses to aim at the small monster instead of it’s general direction, it just misses.
Alright, I like playing engineer, and I am not going to talk about if it’s too powerful, too weak, or just fine. What I am going to talk about is how pessimistic my engineer is, especially when dealing with smaller enemies (asursa, wolves, armadillos, things that go up to a charr’s knee).
My engineer focuses on switching from kit to kit, from rifle to grenade, flamethrower, and elixir gun, to effectively be able to use 20 basic abilities at once, (plus an elixir h and an elite), and whenever I use the flamethrower, air blast, fumigate, blunderbuss, or magnum shot (of which I really need to hit, otherwise I’m screwed because I don’t have a condition on them and can’t get them far away from me) He just shoots to the ground, missing the little devil completely, even though he shouldn’t… since he/she/it is right there, nibbling at my ankles.
Am I the only one that finds his engineer just shooting the ground and missing shots?