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Rifle build pve sustain

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Rifle 3 & 5 are nice damage, 2 & 4 are good vs break bars. The autoattack is really only useful for ranged poke damage in PvP.

Your autoattack should be bomb for power and grenades for condi damage builds.

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How do I not suck as an Engineer?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

If you want a high DPS power build that incorporates a turret, you may want to try this one out:

https://metabattle.com/wiki/Build:Engineer_-_Power_Bomber_Raid

Actually this build incorporates the toolbelt skill Surprise Shot, the turret itself is utterly useless.

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How do I not suck as an Engineer?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Turrets have never been viable in PvE and only for a short period in PvP.
The only turret that is universally useful is the healing turret and it is either immediately picked back up for shorter cooldown/condition cleanse or detonated for the water field combo.
Try kits, grenades and bombs are the best dps, elixir gun has tons of utility/damage/heal.

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Just returned, a question about turrets

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

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The Engineer Injustice

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

What about Taimi? In my opinion she definitely is an engineer.

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Unique class party wide buffs

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Eh? Scrapper was given all the party AoE buffs with gyros. Healing, damage reduction, condi cleanse and stealth. What more do you ask?!

This thread is about unique party wide buffs, i.e. buffs that only your class can give to the party.
All of the buffs you mentioned are standard, almost every class has the ability to buff a group with them.

Thiefs can share venoms by the way, and eles can share auras. This leaves Engineer/Scrapper as the only class without a unique group buff mechanic.

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Engineer is still great!!!!!

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Well the chance of all three grenades failing to proc would be 0.85^3. 1 minus that number is the chance that no failure occurs, meaning that at least one succeeds. I did it in excel and am writing from my phone right now, but the chance for a complete failure was 61% and change.

That isn’t true.

Let’s take two six sided dice. We know that the probability of getting two sixes (or two of any number really) is 1/36. We know it’s 1/6 × 1/6 right?

So if that’s the case using your logic 5/6 × 5/6 or 5/6^2 would be the direct opposite, right? Well, let’s do it: 5/6^2 = .69444 or 69.44%. So using your logic if we take 100% and subtract 69.4% there’s a 30.56% of getting two sixes?

We know that is wrong. So why is it wrong?

Your math here is missing something: the event where one six is rolled.
The probabilities of rolling no sixes and rolling two sixes therefore do not add up to 1.

Two sixes: 1/6 × 1/6 = 1/36 or 2.8%
No sixes: 5/6 × 5/6 = 25/36 or 69.4%
One six: 5/6 × 1/6 + 1/6 × 5/6 = 10/36 or 27.8%

So the probability for one or more sixes is the total (1) minus the probability for no sixes = 30,6%

The same applies to Shrapnel. The probability to get 0 procs in one grenade throw is 0.85^3 = 61,4%.
Therefore the probability to get at least one Shrapnel bleed is 38,6%.

The chances for a single grenade throw are:

61.41% no bleed
32.51% one bleed
5.74% two bleeds
0.34% three bleeds

Let’s say you had 100 slips that told you the outcome of your attack. You’d pick a slip and afterwards you’d take it out and continue picking until you had none left. You have a 15% chance of success at whatever.

61.41% of those slips would say “total failure”.
32.51% of those slips would say “meager success”.
5.74% of those slips would say “astounding success”.
.34% of those slips would say “miraculous success”.

This is a dependent variable matrix. You will eventually get all of the outcomes because every time you choose a slip you get to remove an outcome.

However in independent variables the success of your previous action does not dictate the success of your next. That means that when you pick a slip you simply have a 15% chance of getting “You win” and an 85% chance of getting “You lose”. The event either happens or it does not regardless of the previous pull.

I stopped using matrices like that a long time ago but used to in order to dissect critical strikes. Turns out it was total crap and never panned out correctly because the matrix size wasn’t big enough. It was great when I wanted to know the odds of continuing to get critical strikes in a specific number in a row but otherwise it doesn’t tell you anything about the actual event’s expression itself.

Some things you just take at face value. Don’t overcomplicate it.

Sidenote: the purpose of showing that 1/36 and 25/36 =/= 36/36 was specifically to acknowledge the fact that it was a dependent matrix table. I just didn’t know how to explain that at the time because I’m not a teacher; I do math all day and can see errors but don’t expect me to be able to relay my thoughts to others on the matter? Ha! Pathetique!

https://www.wyzant.com/resources/lessons/math/statistics_and_probability/probability/further_concepts_in_probability

Well, each explosion is an independent event that’s right.

But calculating the chance for x outcomes within y events is what you call a dependent matrix. And the probabilities of all possible outcomes always add up to 1.

By your calculation the chance for at least one bleed within 3 explosions is 15% + 15% +15% =45%.
Let’s try to simplify this and say we toss a coin three times. each time it’s 50% heads or tails.
By your calculation the probability for at least one heads toss would be 150%. And so would be for at least one tails.
Both by themselves already are above the total possible sum of probabilities however.

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Engineer is still great!!!!!

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Well the chance of all three grenades failing to proc would be 0.85^3. 1 minus that number is the chance that no failure occurs, meaning that at least one succeeds. I did it in excel and am writing from my phone right now, but the chance for a complete failure was 61% and change.

That isn’t true.

Let’s take two six sided dice. We know that the probability of getting two sixes (or two of any number really) is 1/36. We know it’s 1/6 × 1/6 right?

So if that’s the case using your logic 5/6 × 5/6 or 5/6^2 would be the direct opposite, right? Well, let’s do it: 5/6^2 = .69444 or 69.44%. So using your logic if we take 100% and subtract 69.4% there’s a 30.56% of getting two sixes?

We know that is wrong. So why is it wrong?

Your math here is missing something: the event where one six is rolled.
The probabilities of rolling no sixes and rolling two sixes therefore do not add up to 1.

Two sixes: 1/6 × 1/6 = 1/36 or 2.8%
No sixes: 5/6 × 5/6 = 25/36 or 69.4%
One six: 5/6 × 1/6 + 1/6 × 5/6 = 10/36 or 27.8%

So the probability for one or more sixes is the total (1) minus the probability for no sixes = 30,6%

The same applies to Shrapnel. The probability to get 0 procs in one grenade throw is 0.85^3 = 61,4%.
Therefore the probability to get at least one Shrapnel bleed is 38,6%.

The chances for a single grenade throw are:

61.41% no bleed
32.51% one bleed
5.74% two bleeds
0.34% three bleeds

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(edited by Mork vom Ork.2598)

I need opinions for my build.

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

This is the new build from all that yall have told me. Tell me what yall think.

Sigil of Accuracy brings me up to 53.8% crit chance… so probably need it, plus 20% from fury and 10% from bleeding, ill be up to 83% crit chance.
(76% without Sigil of Accuracy)

http://gw2skills.net/editor/?vdAQFASncoC1ahlXB+dB0ehl7iCcBjwAYcEPxkge1j9cH-TBCBwASUCG4BAYU5Xt9HSY+LlOAcq/A4CAAA-e

(Finally figured out how to do the link from build editor)

I’d suggest you take Inventions instead of Tools.
You get a lot more sustain and damage from Bunker Down than from Takedown Round and it doesn’t have that silly 50% hp limit.
Mecha legs replaces Heavy Armor Exploit for speed so you can switch that to High Caliber. You will be in 240 range most of the time anyway. And you can now replace Sigil of Precison with Sigil of Strength, while still gaining 3% crit chance.

AMRT will reset your heal if things go south, however it does not work well with Healing Gyro so switch that out for the turret. It’s more healing overall anyway + condition removal.
Perfectly Weighted replaces Recovery Matrix for extra damage and stability. Try comboing Hammer 5 -> 3 -> 2-> 4 on a group of mobs. It does insane damage, while disabling them & giving you evade/reflect/block. Great burst once you stack up might with Flamethrower.

Also I’m not a big fan of Elixir U. Imo Elixir Gun is a lot better: stunbreak on a shorter cooldown, condi cleanse for you/team and massive damage + explo finisher (Acid Bomb).

http://gw2skills.net/editor/?vdAQFASlUUhatY7WwvLQ7FL3FFYDGhBA9tH75e4EGQZGA-TBSBwARUCiSHACzf3U/poyPAPAAKXAAa7PAA-e

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Bomb Kit while gliding

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Any kind of attack while gliding would be awesome…

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Options reset every time I log in

in Bugs: Game, Forum, Website

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Win7 64bit SP1 (Home Premium)
Both clients (32 & 64 bit)

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Thief: Dagger Training + Impaling Lotus?

in Bugs: Game, Forum, Website

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Dagger attacks here means skills 1 to 5 of actual dagger weapons. It is a weapon trait similar to Fencer’s Finesse for Mesmer or Blademaster for Warrior.

Impaling Lotus is your dodge roll and the skills are utility skills, which all work independent of the equipped weapon (e.g. sword/pistol, staff or shortbow).

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Is Shredder Gyro bugged?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Ah, so its 100% useless for 90% of play. Cheers for the info!

And considerably weaker than the available alternatives for the remaining 10%.

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Hard to use function gyro to allies and etc..

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I was talking about the present situation.
In dungeons/fractals 90% of the time the downed player will be right next to you, so you’ll rez him the “normal” way anyway.
Raids and squad UI are not implemented.
If by small group roaming you refer to WvW, the gyro will evaporate just as fast as in zerg fights.

Scrapper is the only elite spec whose class mechanic effectiveness is severely limited in 2/3 game modes.

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(edited by Mork vom Ork.2598)

flamethrower or grenade pve dungeons?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

If you want to max dps, you actually use both (for power and condi builds).
Take a look at DnT’s guides. At the moment condi has higher dmg.

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Scrapper class icon

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I know it’s a non-issue but it’s been bothering me ever since I first saw it.

What do you think of the new Scrapper icon?
I feel that it doesn’t really fit the Scrapper, sure it’s got a hammer, but the icon doesn’t feel engi-like at all. I liked the sawblade icon from the beta much better plus other specializations have a more thematic icon and not just one focused on their new weapon.

You could argue that at the moment scrapper specialization is the hammer…

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Worth dusting off my engineer for scrapper?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

WvW: function gyro instantly dies to cleave/area damage or gets cc’d. (I’m not counting solo roaming as WvW)

PvE: no targets that can be stomped, no reliable way to target downed players outside of your group.
In open world PvE chances are great that you’re not in a group or the downed player is not in your group (e.g. boss events).
In dungeons 90% of the time the downed player will be right next to you so you’ll rez him the “normal” way anyway.

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Worth dusting off my engineer for scrapper?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Great in sPvP, in PvE base engineer is much stronger, except for stealth skipping through the new areas with sneak gyro.
Also the elite class mechanic is designed for and only viable in sPvP.

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Hard to use function gyro to allies and etc..

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I guess you’re talking about WvW? Cause in PvE and sPvP you can just click their name on the party UI and hit “F”.

And now please explain how we invite all of the 30+ people fighting the HoT boss into our party…

The only place where the function gyro mechanic is close to useful is sPvP.

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(edited by Mork vom Ork.2598)

How to dps Scrapper

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

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Rezzet's Review on Gyros

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598


many complain about gyros not following players properly but i actually prefer the erratic movement , think about it if your sneak gyro was always next to you your enemies would demolish you in pvp and as it stands it fools them into attacking its direction while im walking around it or next to it wich allows me to heal or wait for cd and then jump at the target who probably thinks he’d been destroying me all along

This is rather a misplay from your opponents than a benefit from the erratic movement. They should just target and quickly dispose of the sneak gyro.

If you happen to use gyros on uneven terrain or near some stairs/ledge they will completely fail to follow you, which in the case of heal or bulwark gyro may be fatal.

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Quit crying?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Scrapper is blatantly OP when you’re using it right. Here’s some great tips!

Gyros not following you? give them swiftness via ham5 and blast finishers. voila, problem solved!

The problem with gyros is not their speed, but their function and pathing.
Any kind of uneven terrain makes them go crazy. Any stair or ledge where you have to jump, stops them from following you completely.
Also the healing gyro stops to cast its heal, so if you are moving at all, you will always be oustide of the 240 radius when it finishes. No amount of speed solves these problems.

Function gyro not to your tastes? play something else. This is hands down the BEST elite skill for pvp when you trait for it.

Nobody was complaining about it’s function in sPvP but about the lack thereof in PvE and large scale WvW fights.
In PvE there are 2 situations where you might use it for ressing:
1. large scale open world events where you face big issues with targeting downed players
2. dungeons where downed teammates are usually right next to you, so no profit from gyro.
There are no targets do be stomped in PvE.

In large scale WvW fights the gyro just instantly dies

you can instantly stomp someone from range and there isnt jack they can do to stop you.

They can just kill it, it has a low hp and its stomp takes longer than a player’s.
Or cc it if you don’t trait stabilization core.

you can target teammates in the party window (spvp/dungeons =/) in order to res them from a range. added bonus: you can even stealth gyro AND res them yourself to get anyone up almost instantly. It’s the best skill in the game for ressing, bar none. stealth gyro is even instant kitten so you can stop someone stomping a teammate perfectly every time.

They nerfed AA and HGH because they were just too good. This was entirely fair and has almost no impact on how awesome scrapper is.

Super speed not stacking. because it’s fun to play against someone with 1k/s regen, all the time, with minimal healing power investment.

Valid things to moan about:
Total lack of condi damage/skills/traits with the scrapper line and hammer.

Now this I don’t get. Scrapper is a tanky spec line, why should it have condition damage?

Blast and shredder gyro being trash in every game mode. Blast is only good if you’re running final salvo and using it in wvw, otherwise it has serious pathing issues. shredder has potential with almost every combo field, but it has no staying power/stability so it’s useless.

Main reason shredder is useless is because whirl fnishers are useless.

Perfectly weighted should be 5s of 2 stability on dodge without an ICD. that way you can run it with mass momentum and not be forced into firearms for juggernaut.

Now that would be blatantly unbalanced, because with hammer 3, adrenal implants/vigor, energy sigil and elixir R you can keep evading for ever. Long lasting stability > 1 stack is something reserved for elite skills.

we have a melee bruiser and all i see is ‘wah, i can’t make it work’ ugh.

Most of the ‘wah’ is because we lack the “feel” of a elite mechanic. Function gyro is nowhere near what e.g. druid or necro got.

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Toss Elixir B nerf - why?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

But that is exactly my point, there is an 11 pages long engi bug thread with stuff that is really important, e.g. the duration of projectile protection on throw elixir U.

Stuff like throw elixir b giving 3 or 5 stacks should be on the very bottom of anet’s to do list, if at all.

PS: cough gyros cough

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(edited by Mork vom Ork.2598)

Toss Elixir B nerf - why?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

It lasts 4 seconds…you don’t need 5 stacks.

Save your melodramatic cries of injustice for something of actual consequence.

Did you ever play frontline in WvW as an engineer? I guess not.
And the duration is almost 6 seconds if you spec for it.

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Toss Elixir B nerf - why?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Engineer—Toss Elixir B: This skill has been fixed to properly grant 3 stacks of stability to allies within the area of effect.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-October-23-2015/5651351

Why on earth was this done?
It was already the weakest of all group stablity skills in the game to begin with, even with 5 stacks.

There are a lot of bugs with the engineer that are really worth fixing, instead we get this?

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Gyros in WvW

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

The Blast Gyro might be ideal to disrupt the backline, while the shredder gyro might be a nice touch to pressurize the flanks. Both the medic and the purger gyro have their uses for support while the bullwark is a flat out damage reducer. The sneak gyro might help if the engineer wants to set up a bait for flanking.

As always, engineer is about clever use of the tools at your disposal. Not mindless zerging. For that, you have the hammer and the kits.

Gyros may find some use in 1vs1, but they are completely useless in WvW for any encounters of group size or above. Some might be used for their toolbelt skills, but the gyros themselves will just be destroyed by aoe/cleave before they can accomplish anything.
And shredder gyro pressurizing the flanks? With those fearsome projectile finishers? Really?

As it stands now there is only one type of gyro, that’s useful for WvW. And only if you’re hungry.

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Raid Healing Role: Healing Turret vs Med Kit?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Of course there is the glaringly huge downside of Med Kit: You lose almost all ability to deal damage while you are healing people. That is why I am looking at this strictly from a raid healing point of view.

tl;dr
So I have three questions:
1) Is my math here generally correct, or did I miss something huge?
2) I highly doubt Med Kit plus whatever healing/support utilities we take will be able to match Druid healing, but if a Druid is not available, could a Med Kit engi take their place?
3) For raid healing purposes, am I correct in asserting that Med Kit beats Healing Turret?

Just add a Superior Sigil of Water (370 heal / 5 sec = 74 hps) with let’s say FT to the HT and it already beats Med Kit while allowing you to do DPS (which will be important in raids due to enrage timers).
Then there’s traits like Soothing Detonation and Medical Dispersion Field that work a lot better with HT than with Med Kit.

Take a look at Ceimash’s guide here: https://www.youtube.com/watch?v=a3glrSTasKI
It’s for PvP but the part about maxing group aoe heal also applies for PvE.

And you can still do DPS.

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Scrapper's are a little too tanky.

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

You are so right, those OP engineer teleports must stop immediately!

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Can you get 4 blasts from 4s duration field?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Just FYI – stealth stacks are limited at 5, so blasting smoke bomb more than 5 times gives no reward.

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Leveling an Engi. Weapons/startup build?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

In my opinion Firearms has the better buffs if you go bombs.
40% crit chance increase for a start.
Also get Elixir Gun. Stunbreak, heal and big damage (Acid Bomb).

As an engi you need to learn to chain your best skills, e.g.: run into up to 5 mobs, drop Fire Bomb (+Smoke Bomb if you can’t take the damage), switch to EG, Acid Bomb, switch to Rifle, Blunderbuss, Jump Shot, switch to Bomb Kit, autoattack.

If it’s not dead by now you can run in circles while dropping bombs until cooldowns reset.

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Error Code: 58:11:5:535

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Same here. Seems to work after a few retries though (close and restart game client).

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BWE1: Glider Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

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Elixir X > Rampage

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

We may have a miniscule advantage in uptime, however warriors still have a +30% damage multiplier.
So it’s really Rampage >> Elixir X.

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Resistance on Elixir S?

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

“Elixir S” already grants 3 sec Invulnerability which is essentially better than Resistance during its duration. Resistance does seem underutilized, but it can’t be overused as it would completely shutdown Condi builds. It would be cool if it was included maybe as an after effect (couple seconds), but that would make it too strong.

In comparison
- “Mist Form” gets the extra 66% mobility speed for +15 sec CD (75)
- “Obsidian Flesh” gets -10 sec CD (50) and loses Stun Break for +1 sec Invulnerability

At a 60 sec CD (Untraited) I think “Elixir S” is fine as is right between “Mist form” and “Obsidian Flesh” in strength. Of course I wouldn’t mind if they added a little something extra, but I think it would need to be a more reasonable boon like 2-3 sec (Regen/Vigor/Swiftness).

As for condition removal they wouldn’t want any one skill too universal so gotta keep each Elixir unique. Theres always “Elixir C”, “Healing Turret Combo”, and if you spec Alchemy theres [Alchemical Tinctures] for 1 Condition removal every Elixir use/toss. It’s still not the best, but it’s doable. I think theres many other skills/traits that need changes before worrying about buffing Elixirs

You forgot to mention the biggest difference and greatest advantage of Obsidian Flesh: it does not lock eles out of using their skills (e.g. condition removal) making it so much better than Elixir S.

However, granting resistance to Throw Elixir C would be the better option anyway.

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Tools : Rifle turret can kill adrenal implant

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Your whole calculation is based on the assumption that Vigor gives 100% additional endurance regeneration, however it has been nerfed and now also only gives 50%.

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Anet ruined engineers

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

The only thing that Anet really destroyed is the skill queue.
Especially toolbelt skills with a cast time are a nightmare to get off.
My engi is so clunky now…

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Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Cleric Med kit inferior to healing turret

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

The problem is, they would first have to make turrets be able to stay alive and withstand a reasonable amount of damage. All recent changes in GW2 however have been going in the exact opposite direction, and now turrets keel over when somebody as much as farts in their general direction.
So I don’t think this is ever going to happen, neither do I find it desirable (there is no “stationary” game mode outside of PvP).

Med Kit is now actually much worse than it was before the patch (e.g. it was the preferred heal under water back when it was an under water heal).

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Automatic Response 10s -> 90s

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

They should at least make the trait only trigger if your heal is actually on cooldown.
If you get hit below 25% with your heal available, the trait goes on 90 s cooldown without doing anything.
This makes using the trait with AED now pretty useless again.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Throw elixir on land / under water cooldowns are increased when used under water / on land.
Reproduce: equip same elixir on land/water skill bar. Use toolbelt skill on land then dive or use toolbelt skill under water then go on land. The active cooldown is increased by several seconds.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)

Grenadier Temporarily Disabled

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

So wheres necro and mesmer nerfs too?

You’re joking about the mesmer nerfs, right? Cause out of all three mini patches that hit, each one had a mesmer nerf …

EDIT: And also, it’s a bug fix, not a nerf.

It will be a bug fix when we get the increased speed and blast radius back. Until then it’s a (temporary) nerf.

We also lost the poison fields, which were really strong in PvP

We have a poison field on the mortar, and since it’s “really strong”, needing to spend the elite slot on it doesn’t seem unfair to me.

This still makes grenades weaker.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Aim-Assisted Rocket and Takedown Round

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Yes, it’s really easy to get away from. Now if it acted similar to Timed Charge it would be useful in PvP too.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Aim-Assisted Rocket and Takedown Round

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I haven’t used Takedown Round so can’t really state an argumentated opinion. It seems to be aimed towards control builds as finisher damage (or doing extra AoE when cleaving bodies, even. Downed enemies count as being <50%? ).

Takedown Round couldn’t be further away from being a finisher. It only works above 50% hp of your target. And unless your target is standing still, which is really an exception in PvP, you have to root it to make this trait work. In PvE it does work quite well

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Grenadier Temporarily Disabled

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

It would be fine if it was not for the trait being such a CORE MECHANIC!!! Might as well say “reroll untill next patch.”

All builds revolve around grenades?

Sadly most of them do. I’d say at least 90% of engineers had the grenade kit in their skill bar, and that was true even before the buggy patch.
Main reason is, most other kits/weapons suck. Bombs would be an alternative if their range had not been castrated.
We need some viable alternatives that are not niche builds (like SD glass cannon).

Truth is you really don’t need to take the explosive trait for the grenades now. 3 grenades on default. Grenades are mostly tossed within 300~500 range in PVP anyway.
It’s like the old Grenade, not much changed.

We did not only lose the range, although together with the range nerfs on all our primary weapons this is pretty significant. We also lost the poison fields, which were really strong in PvP and roughly 15% on Grenade Barrage (6 instead of 7 grenades now).
Even if we ignore this and say grenades are at pre-patch status now, the game has changed significantly and “old” grenades are left at a disadvantage.

Btw, saying other kits suck show that you know very little about engi. Tool kit has been a stable choice for many engis for a long time. So does bomb kit in PVP. Turret engi takes elixir gun for kit choice. Grenade is not the only viable kit.

Tool kit and elixir gun have really good utility value, but they are not build defining main damage kits. If you try to autoattack someone to death with tool kit or EG auto you won’t get far.
To hit someone reliably with bombs now, they have to be cc’d, afk or braindead. Before bombs were a very good area denial weapon vs. melee classes.
Flamethrower has had it’s best trait removed (cd reduction) and the +dmg trait is gone too.

If before the patch, grenades were by far the best damage kit, how can bombs or FT be an alternative now, when their power was reduced?

P.S. Turret engi? Really? It’s dead.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Grenadier Temporarily Disabled

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

It would be fine if it was not for the trait being such a CORE MECHANIC!!! Might as well say “reroll untill next patch.”

1- projectile speed and radius on 1 kit does not equate to a core mechanic.

2. All other benefits from the trait Were. Not. Intended. It. Was. A. Bug. Not. A. Legitimate. Build.

The speed and area increase actually made grenades’ effective range almost match the 900 max range. Now it’s back to 400-500 I’d say, hitting anything beyond that range is sheer luck.
I’d put engi’s effective combat range now at max. 600 which makes fighting a lot of classes really hard. I’m glad the bug gets fixed, so it becomes clearer how weak the alternatives to grenades are at the moment.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Grenadier Temporarily Disabled

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

It would be fine if it was not for the trait being such a CORE MECHANIC!!! Might as well say “reroll untill next patch.”

All builds revolve around grenades?

Sadly most of them do. I’d say at least 90% of engineers had the grenade kit in their skill bar, and that was true even before the buggy patch.
Main reason is, most other kits/weapons suck. Bombs would be an alternative if their range had not been castrated.
We need some viable alternatives that are not niche builds (like SD glass cannon).

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)

Forceful explosions not baseline :(

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I did some more tests with different targets and bomb range seems completely broken.
It is possible to hit the test dummies in the Silverwastes with bombs while they are out of range for AED toolbelt or bomb range indicator.

The range to hit creatures seems to be about AED toolbelt range = 180.

There are also cases where objects are in range for AED toolbelt but bombs can’t reach them (e.g. Ogre supplies near Watchcreg in Plains of Ashford).

While not a “bug”, as the tooltip does say 180, this needs to be changed ASAP to 240 range baseline.

Especially for WvW and PvP, 180 range bombs are useless there.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Undocumented grenade nerf

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Meh, even with the 3 target cap, I still consistently get Bleed Ticks doing more than 3k damage. I’ll live

Only due to a bug that makes grenades do damage on both piercing and landing.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Engineer Bugs (Updated & Consolidated)

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Cleansing Synergy does not work under water.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

There is a problem with bomb kit. We are locked into a trashy 180 radius, when promised the traited and extended 240 was to be baseline. This can be tested easily with a golem and static shock (AED tool belt) as it has a 180 range. Approach a golem until the range finder indicates you are just in range then use smoke bomb or fire bomb and monitor the field circle. 180 is also stated in the tool tip.

This really has a massively, negative effect, limiting bombs value, significantly.

For clarification:

PvE – 240 radius
PvP – 180 radius – where it really matters most :-(

Edit: further tests show that range in PvE is 180 as well (with some quirks on specific targets)

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)

Forceful explosions not baseline :(

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Test dummies in Camp Resolve.
Radius is indeed 240.

What test did you use to come to this assumption and state the claim with such aver?

My data suggest otherwise.

There is a problem with bomb kit. We are locked into a trashy 180 radius, when promises the traited and extended 240 was to be baseline. This can be tested easily with a golem and static shock (AED tool belt) as it has a 180 range. Approach a golem until the range finder indicates you are just in range then use smoke bomb or fire bomb and monitor the field circle. 180 is also stated in the tool tip.

This really has a massively negative effect, limiting bombs value, significantly.

It seems that the range is different in PvP and PvE. I just repeated the test in the Silverwastes and Bombs do hit outside of their range indicator.
In PvP however they do not and are still at 180 although displaying effects for a radius of 240.

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Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver