Showing Posts For Phuriocity.9218:
What are you trying to do, give stealth to the enemy team?
Uhm…
Dude…
If the reason they’re nerfing AoE…
Is because people are using it on single-target encounters too…
They’re not going to leave the single-target damage the same.
That is like, the entire point of the change.
Minion Master build useless in sPvP, build remained unfixed and buggy.
Shroudstomping support competitive in sPvP, has to be nurfed.
- Mist-form stomping remains usable.
- Elixir S stomping remains usable.
Both of these are done in the exact same way as shroud stomping (Finisher key + utility skill key at the same time)I think that’s the main point of the the posters of this thread, and a legit question for any dev to answer.
Actually, for both Elixir S and Mist Form, you don’t need to hit it at the same time, you can actually use Elixir S or Mist Form at any point before or during your stomp animation.
They work slightly differently.
It’s balanced.
The funny thing about this video is that with throw bolas, bulls rush, frenzy, and hundred blades, you do equivalent damage in equivalent time with a combo that is a quite a bit easier to pull off.
Running a condi spec on my engi, I got 100-0’d by an engi running this spec.
Once.
After that, I realized I should probably dodge his net shot, and that if I didn’t and he came running on up, I should probably Elixir S.
He didn’t kill me again.
It’s a decent build and it does burst hard, but it’s not really out of line.
I never used to have a lot of problems with this, but in the past week or two, it’s gotten 100x worse.
I’d say at least 80% of the time I try to pick something up when running, I’ll run right on past with 2-3 seconds of loss of control. I just stop running before picking anything up now, but precious seconds wasted make me sad.
The rezzing thing I really can’t figure out at all. Sometimes I can dodge out of it. Sometimes I can stop by hitting the function key again, or by hitting escape. Sometimes I can use an ability to stop it. Sometimes, none of these work.
The only guaranteed way to stop rezzing I’ve found is Rocket Boots on my engineer, because you can use it at any time and it knocks you away. This is pretty ridiculous, because it’s a -HORRIBLE- skill.
Out of the 10 times I did the mystic forge today with lvl 80 masterwork swords, I received only 2 lvl 80 masterwork swords and 8 lvl 80 fine swords.
It was my understanding that the Mystic Forge will either yield 1 item of the same tier or 1 item of a tier higher(blue to green, green to yellow, yellow to orange). It is discouraging to say the least to see downgraded returns.
Until today, I haven’t really done the Mystic Forge in bulk since November. Back then, I did it well over 100 times (lvl80 masterwork greatswords) and would always get either a masterwork in return or, if I was fortunate, a Rare. Never did I experience a downgraded tier before today.
Please fix this bug ASAP. I have heard some talk from others that they are experiencing similar issues. New players are beginning to think this is normal which might explain why you haven’t gotten more complaints thus far.
Judging by your percentage (Exactly 1/5) it seems as if they knocked the entire mystic Forge system down a tier. At the moment, it looks like instead of 80% same level / 20% upgrade, it’s 80% downgrade / 20% same level.
It worked for a bit after reset on Tarnished Coast.
What I found questionable, though, was that the Rotting Oakheart spawned at almost the exact same time as the Shadow Behemoth when I did it.
I actually used that while leveling in fireheart rise instead of the actual grenade kit. real talk. It lasts for quite a while, and even goes with you through waypoints in that zone if I remember correctly.
This is why I pretty much stopped playing my Engi in PvE.
Now my warrior has an actual rifle AND grenades. What’s the point of Engi again?
Probably it is not the case, but, just to be sure: were you trying your kits?
Because when you equip a kit you lose the stats on your weapons (and if you have precision on your weapon you los critical chance)
Unless it takes about 2-3 minutes for it to register sometimes, which very well might be the case, it’s not. I sat down and looked at it with just my weapons out and it changed. It usually shows on my hero pane going back and forth between kits. When I sat down, it would never change while looking at my hero pane, but once or twice in the span of about 5 minutes when i toggled out and in it would be 36% instead of 41%.
Maybe, just maybe, it’s because I spam medkit while running around aimlessly, causing it to constantly switch back and forth, making it go crazy?
Maybe I should stop that.
(edited by Phuriocity.9218)
Edit the first post and add the url if you get the chance please:
;D
So I noticed every now and then that is seemed that my crit chance was changing randomly, so I decided to test it and see.
I sat completely alone in the middle of a deserted zone, popping in and out of my hero pane. I changed no gear during the span of this. I have no traits that effect my crit chance.
With absolutely no changes to my character, gear, location, or surroundings, my crit consistently bounced between 41% and 36%.
I’ll do it again when I sign on later and take screenshots.
Does this happen to anyone else? Is there a reason for this?
When I’m spec’ing my engineer, I COMPLETELY ignore the stats that come with the traits. They have absolutely no correlation to the traits they work with, EXCEPT for the fact that firearms is conveniently perfect for engi condi builds (pres/damage).
Go ahead and shoot me an invite too. (Sysion Steele)
I’d like to mention that while the Elementalist might have as many or more potential skills to utilize as an Engineer, the thing that really makes Engineer more difficult to play in action is the fact that attunements have CDs and kits do not.
As an Ele, once you swap out of an attunement, you don’t have to worry about it or any of its skills for 8-12 seconds. Engineer’s must consider all of their skills at all times.
Just my 2 copper.
Anyone here know how to maximize damage using P/S condition and static discharge trait? This thread made me want to try out the tool line kit since you guys are saying its used by just about everyone. I don’t see it syncing well with condition builds since there isn’t alot of power behind it.
It doesn’t sync particularly well with Condi builds. I generally only use it for Speedy Kits in mine, sometimes kit refinement depending on what I’m using.
The only build I don’t use some in tools in is a might stacking elixir build, since elixir h is pretty important for that.
I hate healing turret, myself. Other people are god-awful at timing the water field it gives, and the regen it stacks just gets in the way of any other source of regen you or your allies might have because it doesn’t scale with your stats. Power/pres rifle does strong burst, but it’s a lot easier to keep up consistent damage with condi pistols.
The best way to run with static discharge is probably toolkit/rifle turret/goggles. Since suprise shot and analyze can be used “off the gcd” you can unload an impressive amount of damage in an extremely short window of time fully power/pres spec’d.
I’m just not good with bombs, so i’m totally not the person to ask about them.
(edited by Phuriocity.9218)
You can only use one proc on crit sigil at a time, when one activates they both go on cooldown. Sigil of accuracy could work. I’m using Major Corruption for the stacking +condition damage.
Wouldn’t be it hilarious to see someone die due to 25 stacks of confusion because of static shots and prybars as soon he makes one move.
Every single engineer runs with pistol/shield, tool kit, bomb kit, and elixir s, and supply crate. Self Regulating Defenses is also a must.
Static shot while running in, half the engineer’s drop supply crates on the front lines while the other half gear blocks their way to the back line, they supply crate the back line while the first group follows up and they confusion bomb concentrated areas, followed by prybars to key targets. Let self-regulating defenses proc and try to collect some of the hundreds of bandaids laying around, use bombs and nails while mini’d, pop your elixir s as soon as you have to, use static discharge/prybar/confusion bomb as often as possible just because.
It would be beautiful.
Look at the sticky about Engi bugs, it has everything.
Off the top of my head:
Tools is probably our best and most used trait tree, followed closely by Firearms.
30 in Firearms is almost a must for condition based builds. Provides great bonuses for power builds too. Use either Infused Precision here or Speedy Kits in Tools. Hair Trigger is currently bugged, doesn’t change the cooldown like it should, so I try to avoid it.
30 in Explosives is necessary to get the most out of grenades (50% blanket increase plus additional hit for procs), otherwise bombs are a better option in most cases., especially in melee range.
Alchemy only if you’re using a couple elixirs or flamethrower, and I love 10 points for vigor on swiftness (works great with speedy kits). Self-Regulating Defenses is also a fantastic sort of crutch that allows you to heal up a bit with medkit while invulnerable, or use any other kit/toolbelt skill.
Tools is a great supplementary line to every spec and a main for some, pretty much everyone puts points here. Static Discharge is great, Kit Refinement is great, Speedy Kits is great, Power Wrench is great. Toolbelt recharge cooldown is great. Adrenal Implant is alright, but I find Invigorating Speed from Alchemy much more effective if you can spare points for it.
I don’t really like the Inventions line, and I don’t see it used very often. Reduced falling damage definitely has its uses in WvW, but is pretty lackluster in sPvP everywhere but Khylo and I guess Temple. Automated Medical Response is definitely awesome though, especially in conjunction with Self-Regulating Defenses.
A lot of my opinion, and experience in the game. I hope it helped a bit.
What do we got.
A few TankCats, maybe 10 of em.
20 Burst/Static Discharge?
5-10 Support/Elixir Gun Engineers?
Some Bomb Kit/Grenade Spammers, at least 10 also.
some Dedicated Turret users, or at least a knockback team of 5-10 also, utilizing all the knock back abilties.
I think we’d be a pretty decent force, long as we stay coordinated and don’t spam our Knockbacks for crucial moments.
walk with 7 TankCats in front, 3 in back.
Burst/Static Guys all in middle spread out. Bomb Kits and Grenade Spammers in Middle.
Have the KnockBack/Turret users spread out and watch for crucial moments to stun.
But still, we’d have to be VERY very coordinated and never mess up. A simple group of 10 Guardians could destroy us all probably if our KnockBack guys weren’t paying attention.
If they all had projectile reflect it’d pretty much be a lost cause.
Same with Mesmer’s.
there has to be some kind of formula of traits, gear, runes, and skill take can allow an engineer to tank.
No, there doesn’t. There aren’t even supposed to be “tanks” in this game anyway.
It would be pretty hilarious to have just a huge gang of Turret-and-Grenade Engineers set up along some kind of valley or something. Have a Hammer team and an Anvil team – Hammer sets up along the top, with Rocket Turret, Rifle Turret, and Grenade Kit, while Anvil runs in after an enemy group runs into the trap, with Flame Turret, Thumper Turret, and Throw Mine, to seal the exits.
I think this would work better with 3 teams, 2 teams of static discharge engi’s running toolkit to crash the sides with grenades engi’s on higher ground, SD engi’s cover both exits with nails and use pushbacks/pulls to keep people in the middle of the trap while grenade engi’s rain death from above.
Troll to the max.
Engineer has had so many stealth unmentioned nerfs its not even funny anymore.
This.
I can’t even be bothered to care anymore. I just accept it and move on.
I still don’t get the whole idea that Engineers aren’t effective. I’ve never felt ineffective as an Engineer and I’ve been playing one since the first beta. If they are so ineffective, then why do I win 80% of my one on one confrontations in sPvP? Why do I rack up kills in WvW and rarely ever die or even go down? Why have I been able to complete the entire personal story (minus Arah, obviously) solo without a single failure? Why was I able to, with great ease, achieve 100% map completion? Why have my only unsuccessful dungeon and fractal runs only occurred when one or two other party members get disconnected? Why do my Guild mates love to group with me and ask quite often how I perform so well in party/group situations? How come when I join speed clear groups we clear dungeons faster than what other party members normally experience? Are we even playing the same profession?
This is pretty much my sentiment.
I’ve become convinced that a lot of people just -can’t- play Engineer. I don’t know why, I don’t think they’re particularly more difficult than Ele’s (the only other class with almost as many potential skills to juggle). It just seems like that’s how it is. I get asked relatively frequently about how I’m doing what I’m doing.
95% of the time, “what I’m doing” really boils down to kiting in some way, shape, or form. Or, more specifically, position control. Be it sPvP, WvW, or PvE, I think this is the only place Engi’s really shine. Running around with permaswiftness/permavigor, tons of cripples/chills, tons of knockbacks, pulls, self knockbacks (which ARE useful if used correctly). Controlling the battlefield is what generates my success with Engineer.
Another smaller part that I see a LOT of people mess up is proper blind usage. Many engineers will have access to at least 2 blinds (pistol, grenades, bomb, flamethrower) all on relatively short cooldowns (except flamethrower). Between permavigor (or 50% endurance regen trait) and careful blind usage, you can negate HUGE amounts of incoming damage.
As another poster said in slightly different words, it’s really the little things that count with Engineer.
I thought about the idea of an all Engineer Guild too. The idea was fun.
We have all the capabilities, TankCat, Lightning Burst, AOE Dps and Heals. We would make a good 5 man dungeon, sadly though, all we would be doing is playing Hardcore mode, but I guess that just makes us hardcore.
In WvWvW though, that would be a different story. Imagine if at least a group of 50-100 engineers were roaming
and all had at least 1 Turret in there inventory, and also Healing Turret. We would ACTUALLY be a force to be reckoned with. If all the engies say went Tankcat, or static discharge, the bounce rate, or survivability would be awe inspiring in a 50 man.Imagine if we all had Rocket Turrets, the knockdown rate would be ridiculous. With all our Healing Turrets up in a clump, it would be nigh impossible to take us down for a while.
But Alas, that is tis but a dream, to be able to convince at least 50-100 dedicated Engineers to play, and be on at least every weekend and coordinate on WvW is a Pipe Dream.
I mean…WHERE are you gonna even FIND 10 engineers that are level 80 as their mains on the same servers?!
You forget the part where healing turret stacks really, REALLY weak basic regen, so having 50 of them accomplishes little more than having one of them does.
grenade and rifle turret are there for tool belt skills. grenade kit can prolly change but i like the short recharge with the rifle turret belt skill cuz it has the SD bolt on it for great dmg
Static Discharge doesn’t mesh with being tanky. It requires high critical damage and precision to be effective but you’ll be sacrificing one or the other to add to your Toughness or Vitality. In addition neither Utility Skill is practical with being tanky. Grenades are purely ranged offensive and Rifle Turret is worthless. Surprise Shot is weak without a good amount of Berserker gear and Grenade Barrage alone isn’t worth Grenade Kit. You say you want to be tanky and use the Tool Kit as much as possible, but if you think you’re going to get good damage out of doing that I have some bad news for you: It’s not going to happen. Roll a Guardian and use the Mace if that’s what you want. Right now we’re either good at damage through high precision, high critical damage SD/Rifle builds or good at support by combining the Grenade Kit’s suppressive vulnerability potential with something healing like the Elixir Gun and something like Elixir R for dodging and revives. We don’t make good tanks because our Traits for taking damage are terribad and we have no niche that lets us mitigate damage effectively like a Guardian, Mesmer or Thief has. The Tool Kit can be worked into either for its Cripples, Blocks, Pulls and Confusion.
Pretty much this.
I tried to make a build that has the same general idea as yours (tanky static discharge) and please trust us when we say it really just does not work.
If you’re dead set on Engi tanking(ish) though, this is pretty much the best I can come up with:
http://intothemists.com/calc/?build=-WRw;0B-sPFw0f6cQFx0;9;6JJT;406-05-573UR;4OZG5OZG56gFU
Another option is working bombkit in there for another blind&blind field, but essentially your goal with this build is dodge, dodge, dodge, dodge, kite, and dodge. You have permaswiftness/vigor, 50% endurance regen every 9sec on swap to a kit, and 2 cripples. It can get the job done.
But you’re still better off, well, not doing it.
Considering that turrets die in like one hit, I doubt that it’s a big issue.
When they attack you instead of the turret, that’s not an issue.
I see rangers doing this all the time with their pets, so they better not fix one without fixing the other.
And they can’t really fix the rangers doing it.
So.
Forceful Explosives causes the radius of the Bomb dropped by Kit Refinement and Evasive Powder Keg to substantially decrease instead of increasing.
Mmhmm.
This happens to me all the time. It actually led to me trying to avoid the rifle in PvP, because I’d say at least 75% of the time if there is ANY elevation discrepancy involved in a knockback this will happen and my subsequent jump shot will miss.
You must be imagining grenades catching on your feet or ledges. Surely they wouldn’t smash down grenades 30% if they had issues like that. Surely such heavy-handed nerfing is reserved for perfect skills that are unabashedly beyond their place. And of course the non-impressive DPS of other skills is just a matter of bad perception too, since they would not lower the only impressive DPS so much; in such a case they would surely strengthen the less-used skills and not put on players the burden of losing a significant amount of power they spent so much time and effort accumulating.
i’m serious. you’ve never stood on the ledge of a tower in wvw trying to hit a ram user or something and have the nades hit near your feet?
woosh
Condition damage on it’s own is weak but hybrid setups such as the p/p elixir builds take advantage of both power and condi well and the ability to maintain might stacks helps keep the balance. I find it rather effective in PvE/WvW/Fractals… In WvW roaming its eats people effectively has good survivability(carrion gear). Some precision based jewelry can be helpful depending the traits you pick up and you can have near permanent Fury + 20% crit to compensate with Runes of Rage ( + 20% duration to Fury) or Runes of Altruism 3 stacks of AoE Might and AoE Fury every time you heal along with + 15% boon duration which is nice for the elixir buffs. The +healing on the sup runes of altruism is negligible since it’s mainly being used for the 105 Power/Condition damage you receive from might and the + 20% crit from the fury. The buffs affect you + team mates.
I’ve tried a lot of other setups for “pure” condition dmg or power but they seemed to lose out a bit on dmg “totals” from my point of view at least with +40% condition duration having longer lasting poison/burn and bleeds up help keep the pressure up when I’m repositioning and kiting.
WvW Roaming with this kind of setup is phenomenal but lackluster in the zerg. Glass grenade builds tend to shine more in the zerg.
For the record, anything less than 50% condition duration does jack squat for engi’s pistol bleed.
I agree, it’s pretty mediocre.
Anyway, back on the topic of the build… so far I’ve adjusted it several ways, and I’ve discovered the main source of the burn damage actually comes from 4 moves… Rocket Kick, Incendiary Ammo, and the two AoE burns you get using Runes of Balthazar and Kit Refinement FT move. Testing it on the dummies, the two back to back burns + Rocket Kick gives you roughly 20 seconds of burn, not to mention some Frost damage from the chill Sigil. It’s a good start to a fight, especially considering 15 seconds of those burns are AoE. Good for people backed on a node.
I’ve also adjusted base power up instead of taking anything in Firearms against my usual preference, and since the actual FT damage is soft, I took out the trait for 15% more damage, FT in this build, oddly, becomes more of a CC tool and combo field generator than actual damage machine.
That is not odd at all. Flamethrower is never an actual damage machine.
Not listed in those charts is Water Field created by Healing Turret when it pulses it’s regen it only lasts for about half a second but can be used to trigger Area Healing very effectively by detonating the turret as it pulses.
+1 takes a lot of practice to time though because the timing on that pulse is really odd.
if they want us to be mid-close range remove the tool kit and give us some hand to hand combat weaps…..
Dude. No. I love my tool kit.
On a parenthesis to what’s being discussed here, I just want to point out that the engineer is the most difficult class I had to level up so far. (granted, I haven’t tried ele or mesmer).
It is a lot of fun, I’ll give it that, but just compared to other classes I had been struggling in a number of situations (solo vs. some veterans or multiple mob respawns).
However, this is my personal opinion and I’m not the class balance expert.
Also going to add, if you want easy leveling, you’re not going to beat grenades+tool kit for the 2 aoe slows and constant aoe grenade damage. I can kite 10+ mobs in circles and kill them in seconds with grenades.
For veterans, all you need is net turret and tool kit, plus whatever else you want (usually grenades). You can keep them away from you 100% of the time with proper management of cripples/snares. I solo’d a champion troll and shark yesterday for kittens and giggles, never getting touched by the troll. (It took ~20 minutes, but it was worth it.)
I don’t have time to read through this thread, but I’ll give you this build I literally just leveled to 80 with and had a blast doing it.
I ran glass cannon for a while, but for leveling I prefer switching to Knights gear when it’s available. I only put in the necessary traits, from there you can put 10 more in tools for toolkit upgrade, and put some points in firearms for rifle bonuses.
Make deliberate use of Toolkit 2 (box of nails) to kite and you can get mobs in small concentrated groups to wreck with Static Discharge, your toolbelt skills, and rifle 3+5. With rifle 4, throw mine and magnet you have lots of positioning control.
It’s not the most effective build out there, but it works and it’s tons of fun.
(3s block every 16s is OMGWTFBARBEQUEINCREDIBLE).
FTFY.
Seriously, this skill is amazing.
Live Response Embed
NextThanks for the reports, everyone! This is an issue we’ve been tracking for a while now, and I’ve heard we may have a fix for it in the next few days. If you continue seeing it, please let us know.
when, already destroyed one of my cmputers ,. not apout to lose an other one , this has happened only once long ago in another realm 4 years ago , this is unheard of ,. now i have to pay some cash for some hardware , i certainly would like a total refund for two accounts as i intend not to play anymore , its the least compensation, you can accompany ,. atleast respond to posts about this bug still on going and getting worse, this should be the highest priority, shut down until it is resolved before others computers become wrecked.
I have a feeling this sound bug isn’t what destroyed your computer.
I got it for the first time ever today though. Weird.
Dear god… what is this…
r people so stupid they cant understand poor mechanics when they see them? kittenhe educational system
I think the fact that this person has made a reference to the educational system failing about anyone other than himself is one of the funniest things I’ve read on this forum.
While I do agree this bug needs to be looked at, for future reference, always wait a few minutes to see if something goes through when it says it doesn’t or nothing happens.
I use it to do backflips off high places for dramatic effect.
They stated very recently that after sigils, they will work on weapon stats for kits. Of course this means kits get a damage nerf again.
If they simply nerf damage of kits in the process of this change, it would further decimate an already barely-viable class in sPvP.
Bumping cause im streaming right now! And here is the build I use :
http://en.gw2skills.net/editor/?fcUQJAqalspSXHvSfF17IBoH6Fv8V0jHDZK/pAbB;ToAg1Cqo8xAjAGrXOfkeNqYWB
And here is the stream :
Having 2 60% chance to crit sigils is redundant, they share a cooldown.
Unless you have 50% bleed duration increase, which it doesn’t appear you do, it’s a wasted stat for engineer.
However, if you swap your second sigil to a 10% bleed duration increase, this will solve both of your problems and provide a probably noticeable boost to your damage
@Phuriocity.9218
i tend to agree with you it is annoying that other class’s have a much easier time but i really feel we need to be looking at engineer in a different prospective maybe other classes can do things we can do lots easier but we arnt those other classes so why do we judge the performance of an engineer on the class and not the player i don’t want to start a fight here about who is the better player that’s simply not the case but at the end of the day its the players decisions that decide the outcome and not the class so maybe i’m just naturally suited to the engineer and your skills allow you to play a better variety of class’s ill be honest ive given every class a shot in spvp just to learn there skills and how i can counter them and ive learnt that me and melee chars is not a good idear im terrible at it but all the ranged on my engineer works well for me and i really shine with it, and ahhh 1 does not simply give away there secret for victory lol maybe in a thread that’s more towards engineer strategy and not engineer vs everything else
…You kind of contradict yourself here.
I have plenty of success with my Engineer. I don’t really know how to convince you of that, because saying I can 1v1 Shatter Mesmers and Backstab Thieves doesn’t actually prove anything, but you’ll have to take my word for it.
I’d like to ask what perspective you think we should be looking at?
Burst damage? Thief/Mesmer/Warrior. SD builds DO have good burst, but it takes an EXTREMELY high level of play in comparison to these classes to do anything more than jump in, unload burst, and hope you can get out or die trying.
Condition Damage? Not very strong in PvP with Bunker Guards/Eles running around with OD removal, but Engineer isn’t a terrible choice here. Necro still does it better.
Bunker? We CAN do it, but a Guardian or Ele is the better choice 99.9% of the time.
Support? Ele has more than we could ever dream of, and we’re far more heavily taxed for it.
The one thing that I think Engineer has over every other class is what I like to call “downed state control.” With all of our knockbacks/pulls/stuns/dazes on top of our invulnerabilities/stealths and our rez elixir, I don’t think anyone can come close to the rezzing and stomping potential of an Engi. (Guardians come close on the stomping portion with their amount of stability, but only just.)
We already pretty much have two sets of weapons. Weapon+toolbelt skills.
Atleast we get to customize our 4 toolbelt slots to fit our style of play. Weapon skills are static, not all of them fit in with the spec (see thief daggers). Same goes for elementalists, not all of the weapons skills they get under each attunement fit with their spec.
Atleast we have rifle which is desiged for direct damage and pistols designed for conditions. Both with a few utility weapon skills attatched to them. After that you streamline your spec with utility skills and their added toolbelt skills.
We also get kits, which is the same as weapons. We still get toolbelt skills from them even if we equip them, so we have it better than most classes. We have no weapon swap cd either. So you can effectivly have 20 different weapon skills as an engineer plus 3 offensive toolbelt skills. Make that 25 if you count the medkit too.
The problem here being that Toolbelt skills are nowhere near the strength of Utility skills 90% of the time and are also tied to the utility skill, so by this logic to have the same utility as an Elementalist (3 kits) we need to cripple ourselves with 3 sub-par not-even-necessarily-desired toolbelt skills, where as the Ele can pick up whatever they please.
I see your argument, but it’s just not 100% true.
wow lol, okay so you wanted to know what engis were doing to keep playing with the problems that every engineer faces then it changed to “Any cool builds you guys are trying out, any tips for getting more enjoyment out of this class” that’s not a complete 360 at all, so why are we even having this argument, o wait im sorry my fanboy blinders are closed let me open them wait they are open let me get my windscreen wipers out so i can wipe away the built up crap, so now lets get back to your apprently original topic of “Any cool builds you guys are trying out, any tips for getting more enjoyment out of this class” unless that’s going to be a problem since i already tried to end what i had to say and get back to the game in general.
No, you know what, you’re right.
That’s not a complete 360.
At all.
Came to see if this has been reported, glad to see that it has.
Need a fix pls so I can get my puzzle achievement.
Yeah. This is the 3rd seriously bugged thing I’ve found TODAY in Bloodtide. Two karma vendors are broken as well. Not a great zone. =\
Bugged on TC as of now.
Apparently it’s a bug with some Ogre Pet Whistle or something.