Showing Posts For Muhai.5634:
My suggestions would be;
Utility Goggles; Immune to blind passive
Fury and stun break activeRocket Boots; Speed boost passive
Stun break and leap active. No crash landing please or just make it so that the KD doesn’t last so bloody long.Slick Shoes; Improve endurance regen passive
Oil spill active.Personal Battering Ram; Improves tougness passive? (I was actually thinking of something slightly different from the normal passives where the Ram would activate if you take damage more than 10% of your maximum health) and it knocks back 3 people not 1.
I like where Dirame is going with this.
Passives that make sense. It would be nice however to also get a small stat boost with the Gadgets.
Goggles→ Prescision
Mines→ Power
etc.
I’ve always wanted a Weapon + Gadget only build. No reason to pick them up so far.
The reason I fell in love with the Engineer is because of that kitten flamethrower. It was love at first sight.
Oddly enough, I spent a large portion of my engineering days without it. It made me feel sad.
I wanna pick it up again along with the Rocket Turret and the Net Turret.
My question is, what’s the best stat modifier that I should go for using FT (Focus on Power or Condition)? Rabid, Rampagers, Soldier? Should I use a Rifle or Dual Pistol?
I’m looking for good survivability along with the damage. Also no Elixirs, I hate drinking those things, they’re kitteningly bitter. Bleh
[I’m currently running a dual pistol with odd utilities that do well for me, with a full Rabid set of armor and accessories]
I’m a dual pistol build so I wanted a sleek look while keeping the Engineering aesthetic. Falconeer’s set with Noble’s Mask.
Thanks a lot guys. I’ll take what ya’ll said into account.
Pretty happy at the moment. I’ll pick up either Elixir Gun or Tool Kit instead of Flamethrower.
I only took the flame turret for the ranged Napalm and the smoke field. Could probbbly use a bomb kit but that would bring me too close for comfort.
I would like to know how burn duration upgrades like “Runes of Balthazar”, “Runes of the Flame Legion”, “Napalm Specialist”, etc… affect burn duration.
How does it “stack” duration? My current build has a lot of burn damage but I don’t get how it calculates damage since each of my burns has different values.
Here’s my current build.
http://gw2skills.net/editor/?fcAQJAqalIqyanqy3F1LJxoCdG0j8iX+KSRl1/nCsF;ToAAzCuokxIjQGLPOek8MsYWB
[I also each veggie pizza and tuning crystals]
Would it be worth getting the runes/sigils to extend the duration even more?
I remember putting up a couple of turrets when fighting a veteran Krait. Turrets turned around and started attacking nearby Krait Supplies instead of the Krait , which happened to be right in my turrets nozzles…..
I’ve been theory crafting recently and I needed help in order to maximize the potential of a build I have in mind. I’m really tired of seeing “p/p HGH” and “power nades” build. I’m mostly a PvE player and I have no grandeur of being a PvP star.
Enough ranting, here we go!
Weapon: Pistol/Shield
Healing Skill: Healing Turret
Utility Skill 1: Rocket Boots
Utility Skill 2: Thumper Turret
Utility Skill 3: Flame Turret
Elite Skill: Supply Crate
Stats: Carrion Armor/Rabid or Rampager Accessories
Notable Traits: Incendiary Powder, Rifled Barrels, Hair Trigger, Coated Bullets, Reinforced Shields
The general idea behind this build is to drop a thumper turret to aggro mobs and place a flame turret nearby to burn up said mobs.
Supporting damage with my pistol while the shield helps mitigate damage.
Rocket boots are there as a stun breaker and the toolbelt will help keep up the burn on targets.
If there’s no need for a stun breaker I might replace Rocket Boots with a flamethrower.
Here’s a link to the build:
http://gw2skills.net/editor/?fcEQJAqelIq6dnsSVF1LJRIFJ2wgeo38yXRFq8nCsF;TgAgyypESJlSNlSKDLmLA
Any thoughts? Will this work? I’m going for a mid to close range combat style.
I know this has been suggested before but what about a Mortar Kit? It’s damage is already low, just change it into a kit and have my movement impaired by lets say 50%.
It makes more sense to siege with a siege kit rather than throwing 8 grenades a distance flown by an arrow, with my BARE HANDS.
So I took a glance at gw2buildcraft.com to look at how Arenanet have structured their profession design and it would appear that all the professions (bar the Engineer) follow these rules:
• Five utility skill types
• Four utility skills of each type
• Twenty utility skills in total
• All have a summon type (Conjures, Spirit Weapons, Clone/Phantasms, Minions, Traps, Banners)
• All have a passive type (Signets)
The other three types seem to vary between control, support, offence, defence and conditions depending on the professions ‘style’ and what the other types/weapons/profession ability offers.
The Engineer on the other hand has:
• Four utility types* (Elixirs, Gadgets, Kits, Turrets)
• Five utility skills of each type
• No passive type
*gw2buildcraft combines the Mesmer Clone/Phantasm’s into one type but not the kits. The game treats the kits the same way so I’m bundling them together.
This stuff doesn’t matter too much it just illustrates the difficulty that Arenanet are having with creating an Engineer that fits inline with the other professions.
Someone on the profession balance team recently talked about how the turrets were viewed as the ‘passive style’ skill set for the Engineer, which would mean it is viewed as being analogous to signets. However, from my point of view, playing with turrets is currently anything but passive and requires a great deal of micro managing to make good use out of them. Whereas a signet provides you with a permanent buff of some sort (condition removal for example) until you pop it and you briefly lose that passive until the cool down wears off.
That’s not to mention that many of the signets the various professions have are extremely powerful with both strong passive and active abilities. Usually these active abilities grant the player a powerful boon of some sort (e.g. stability). For me, turrets are far from being the Engineers passive utility skill option and any attempt to make them so will result in the PvE Ritualist problem where the vast majority of content is trivialised.
The Tool belt profession ability does throw somewhat of a spanner in the works because it grants the Engineer a ‘two for the price of one’ deal on all of its utility skills. We can’t have passive abilities because of our tool belt but we need our tool belt because of our kits and lack of weapon swap. Both the kits and tool belt are genuinely excellent ideas that make the Engineer unique and fun so we need to find a way to keep them while bringing the profession closer to the others in terms of structure.
I propose we look at the utilities as such:
• Elixirs are the support option.
• Gadgets are the control option.
• Turrets are the summon option.
• Kits are the passive option.
When you have a kit on your utility bar it grants you a passive ability just like a signet would. If you equip the kit you keep the passive ability and gain access to the weapon set. When you activate the tool belt skill you lose the passive.
To me this seems to fit with Arenanet’s vision for the passive signet play style where the player just wants to focus on his weapons and ‘pure’ combat abilities. I also feel it fits in with their vision for the kits and depending on what the passive abilities were could open up many options for ‘mixed utility type’ builds (“versatility”).
A Kit Refinement tweak could then see the global cool down removed but the tool belt skill go onto cool down. If placed high enough in the trait line (e.g. 30 and with worthwhile enough spells) it would probably please those who want to kit dance and Arenanet who seem to want to avoid the Engineer basically turning into the Elementalist.
Turrets can then be worked on as being a more active style of playing the game, which seems to be the only way they can make them useful without making content trivial.
This.
I’m with the OP on this one. I love playing classes that are a “jack-of-all-trades” but the way traits and kits are set up I feel I have to specialize too deep into one kit in order to bring anything remotely effective to the group. I don’t mind specializing but not when it kills my biggest selling point as an Engineer, Versatility.
Turrets are still wildly underpowered as they don’t last long enough to contribute properly in almost any scenario. They also don’t fully match ANet’s description of turrets and I quote
Turrets
Engineers can also deploy turrets, immobile devices that help defend and control an area. For example, engineers can plant thumper turrets to cause damage to all foes in the area, or a healing turret that regenerates the health of nearby allies. Engineers can pack up and move turrets at will, and only one of each type can exist at a time.
This gives me the impression that if I’m to use turrets, I’d be able to dominate a small area and if I choose to pack up and move away, I can do so whenever I please. The only thing that should hamper me is the setup time.
If they had made the cooldown of turrets drop down to 5 seconds if you pick them up, while having normal cooldowns if you choose to blow them up, it would have been much better. They also need to be much tougher than they currently are. Having an NPC or Boss use 1 AOE ability to take them down is pretty silly given that they’re immobile.
“Deployable Turrets” trait in the Tools line does not spawn proper turrets after the March 26 update.
It summons the old turrets for [Thumper Turret, Flame Turret] instead of the updated turrets.
The moment this becomes a named/known build and starts circulating online it’ll be doomed to get nerfed.
I seriously think ANet just look for any named build and try their best to remove said build. Do they even have any testers playing Engineers?
And I quote “You’re tearing me APART Lisa!!!!!!!”
Kudos to those who know where this is from.
Everybody betrayed me! I’m fed up with this world.
Oh Hai Mark!
And I quote “You’re tearing me APART Lisa!!!!!!!”
Kudos to those who know where this is from.
I would love to know what your traits are and the stat amulet you’re using. I’ve always wanted to play a turret Engi build.