Showing Posts For Riojin.2649:
So has it been confirmed wether protective sheild and protection injection share an ICD?
Awesome thanks for the thoughts. I ended up going dire with noble and left the perplexity on my rabids. I just carry both and switch up on the fly
I just got me a set of 6 (took forever) and Now im torn. It is Optimal to put them on my set of dire armor or rabid armor? I plan on using these for HGH shinnanigans (hgh nades most likely) So what do you guys think?
Turets dont activate perp.
I never understood why they designed racials to be weaker overall,why have them in the game in the first place if they are less appealing that regular moves???
My question for anet is this. Would it have been too op to just leave the bleed as is and just add on the vulnerability?
“Metal Plating: Damage reduction has been increased from 30% to 33%.”
Survivability of turrets: Fixed.
/sarcasm
As I said to a guildmate: 3% isn’t enough. The only reason this’ll help any is because of the big boost to minion HP, assuming, of course, that Turrets count as minions.
Turrets never counted as “player controlled minions” before. THey arent classes as pets, minions, clones, or even an extension of then engingeer (since the dont proc perplexity, etc.) If there was gonna be a health increase anet would have said it specifically “Engineer turrets gain X% health” I an very sceptical that they are gonna start counting them in this field now. But if they did 20+K health thumper with 33% damage reduction is nice.
I suppose that makes sense when you think about it.
I dont know if this has been mentioned or counts as a bug or anything but It just kitten es me off that the interrupts on turret explsions, (knockback) and the knockdown interrupt on rocket turret do not activate the 6th rune of perplexity. I have tested it and they just dont register at all. I have not confirmed whether thumper falls under the same category though. If this was working I would have a very nice Dire Turret build on my hands.
Somewhere. Right now. At this very moment. Some Anet dev is saying “Oh kitten we forgot about engineer kits scaling with the new weaps!….sigh oh well we’ll patch it laters”
lmao I dont get the point of this video. The first loss showed that it was indeed a powerful runeset kitten many inturupts and stuns lead to not only free damage for the opponent but the confusion hindered retaliation. It also went to show the points of the frequent application and duration being the problem but the second showed that he was just mad at a stalemate? I mean he didnt even notice that at 3:04 the inturupt on the turret didnt even register the confusion. And his explanation about the engie had complete control over the fight and was just applying confusion and conditions and running away….dude thats what weve been doing since day 1 have you never fought an engie This video seems to show nothing more thatn in some situations this rune is strong and in others it balances the matchups a bit thats all.
All in all this runeset is powerful 1v1. And this game is not balanced around 1v1. When this runeset becomes a problem for overall group play then we will see. I think if they were gonna nerf it “Because engineers can get 25 stacks sooo easily” they would have done so when they nerfed the torment runes because engineers could stack max stacks of torment. (Good times btw). At the very least I see them adding a small icd to this wich wouldnt change much, it still wont make much of a difference in group play and it will still be strong via single play.
Lol I get the opposite bug for mine. I use boots, land and then my toon surfs…he literally freezes in a skateboard like stance and glides across the ground until I take another action its hilarious since he is Asura.
OP is forgetting a few points.
1. PBR is a blowout with is far superior to a pushback. It knocks off points/edges better and allows for more combo potential.
2. Judging by the toolbelt you can assume tis best used in an SD build. The blowout allows for you to land every SD hit while the enemy is on the ground. (unable to retaliate unless they use a stunbreaker). I.e Netshot>jumpshot>Ram>Ram toolbelt, surprise shot, throw wrench,(while running towards downed enemy) Overcharge shot. etc etc etc
3. Comparing gadgets to kits is like apples and oranges. we all know they need some love generally but they have specific uses in specific builds. If I replace the Ram in my SD build with say FT for example, I would lose all of my synergy. The toolbelt is too long of a cd and it dosent burst at all. Now this is not to say that ram> Ft btu in certain situations it is desirable.
These are just a few points. I think gadgets are designed to be used in tandem with kits anyway not in place of.
And there you have it yet another awesome reason to like rifles. OOC possibilites.
I use the rifle in 2 ways depending on my mood. First is the standard sd type build but I go for more of an extended cc combo sit-ups with toolkit, ram, net turret and accelerant packed turrets. In this case I see upwards 28k worth of burst if the opponent does not have a stun breaker. Bt the payoff is that I’m made of paper… Wch I don’t mind cause I like to live life on the edge and death is of no consequence in this game.
The other setup is similar to theguy. Use it in my 100% duration build. Magnet pull, pry bar, ovecharged shot, net shot, nades, tool belt net before the immobilize leaves, more nades, drop net turret before immobilize leaves, more nades, magnet pull again, overcharge shot, net shot, more nades…..and on and on and and on and on. Until the opponent is a pile of ash. Wl that is the perfect scenario anyway but you see the rifle allows you to control the enemy here.
I don’t know if I have helped you like the rifle more but once you are comfortable with it it allows more not necessarily a better style of play but a different one. One that your opponent will not see coming in some cases like a rifle with a contrition build.
I wold also like to add that in a 100% duration build the rifle can also lay down some serious conditions, just remember that with sitting duck I get 10 sec cripple, 16 sec of 5 stacks of vulnerability and 4 sec immobilize all on a 8 sec cd. Nt to mention the burning and bleeding from traits all while doing the ccing. These conditions while not damaging in nature are excellent for masking more important conditions applied by the nades.
Ive noticed some inconsistencies with turrets exploding, alot of the time hte push back is not consistent when I detonate, also when they die too. It makes me wonder if the other effects are not consistent too. Also I have not really witnesses the pushback on someone killing the turrets. Ald also does this count for the turrets in supply crate (boy I wish we could detonate those…)
I personally think there may be a return of the mine kit guys. Like a nice revamped version. And I’m also pretty hopeful for a cannoneer like that anther blade chap.
The skills arent perfectly linked though. If the event that the skill does not go on cooldown then you are good. I am talking of cours about turrets. I run SD on land (Silly yes I know but I like it ) with H Kit, T Kit, Ram, boots but underwater I run Med kit, Toolkit ram and rifle turet. If you activate a turret underwater then there is no cooldown that is activated unless it is either destroyed or overcharged. Its not much but its interesting to observe.
Lol dungeons…you could probably go naked and still coast through em…but I was thinking more for wvw small scale roaming. It’s worth a try after reading ur posts guys thanks!!
I guess I really want to know what playstyle benefits from such an even spread of stats. It seems kinda like its a jack of all trades master of none kinda gear.
1064 armor
140 power
140 precision
140 toughness
140 vitality
19% crit damage
140 healing power
140 condition damage
18% magic find
Stats on a set of medium celestial armor
Do you guys think that there are any engineer builds that could benefit from the stats given?
What is the standard S/D build these days anyway? Is is full zerkers with rifle, medkit,tool, ram and rifle turret?
But Overcharged shot never activated any on stun effects before…Example Protection Injection does not activate with it.
Has it been tested? Or does it have something to do with the way the game sees CC as all the same category of status?
Does anyone know if this stacks with protection?
My Bad!! haha thought it was you saw the link a while back in another thread “thats probably y I couldnt find it”
Mask has a vid covering this already
Look even if boots gets nerfed via not letting super speed add the extra range swiftness also adds a little range as well. It will still be awesome so I don’t think there is need to worry. (I could be wrong) but I like using the kr because I don’t use speedy Kits. With boots I don’t need the perma swiftness cause I roll with a small group at all times and if I’m solo then I don’t even bother trying to go anywhere In a hurry cause I’m usually theif hunting(it’s my favorite sport). Also the reason y I like the super speed version better than swiftness is that when in battle you make the best leap in the world since super speed ignores combat speed and caps u out immediately then boots removes all soft cc. And then you take flight usually with 2 water field blasts and condition remove and once I land I drop a box of nails or glue shot behind and I say to myself ""¡Andale! ¡Andale! ¡Arriba! ¡Arriba!" As my pursuers try to catch me. So that’s 2 removal of slows. 2 conditions extra that are cleared. 2 heals. 2 aoe water blast heals. And an aoe slow every time I want to make an escape. Every 20sec…
I will be out of town until monday but I think that the data does need to be updated. Ill try again with 3 jumps to see if I can get not only a showing of all 3 jumps but to see if I can range the difference. (the idea with the jumpshot circle was a good place to start)
Ok so I went and tested it myself. The KR for TK does indeed give the same benefit. So to conclude it is indeed the superspeed that causes this event. and now I will be running KR in my support build.
I have gone with a support conditions build in wvw using P/P, HT, EG, TK, and RB its great as I feel like I give my small group alot of heals, cc and a little extra contidions. ITs not for DPS but for VERY good survival. Message me if you want the build.
Has anyone tested wether the superjump works with the Toolkit Kit refinement as well?
JUst got home to test this and sure enough the weird cd’s r there….Funny enough before the patch this wasnt the case
I run nades and 2 turrets underwater. Nades, tool kit, and net turret on land. I literally fight on land then jump underwater. Activate turrets and the overcharge pull the, in with harpoon gun then jump back on land and no irregular cool downs. So it may only effect certain skills then. I live and die by it in wvw. On occasion I notice my heal skills share this weird cool down thing when switching land and water. H turret on land and medkit underwater. Can we see if this for sure applies to all skills?
If you go eg imo you should go condition damage with max duration. That benefits skill 1 2 and 3. I use eg to keep the weakness up and the cripple in between switching to p for confusion and magnet for the pull. Eg is meant for support. With thcondition roe and the cripple and the weakness and the weakness. With 96% duration on cond and gear for cond damage you can permanently cripple and permanent vulnerability on a target potentially. If you want top cond damage though eg is not for it. I also use the healing turret and the net turret with the light field for retaliation on demand and condition removes and healing for my friends
I’m just messing with e gun myself. I use it in my condition damage support build. Max condition duration with p/s h.turret, TK, EG, Net turret. Just looking at your build it seems to lack focus/synergy. What were your thoughts when putting this together? What play style do you want to use this with? I think the answers to these could help shape this up. It seems like a tanky condition dealer.
H Turret is better hands down. If you cannot at this point get the overcharge to happen on the first pulse then you need more practice. The only thing that is different about the self heal is that it comes in 3 smaller parts instead of one huge chunk and then a smaller heal.( I guess that amy be considered a slight nerf but it happens so fast i personally dont think it matters) The overall effect though is massive because you can potentially get 2+ more heals without even trying. (Rifle 5, B.oB., Eg acid, Magnet shield, rifle turret, etc)
I use turrets in my underwater based combat build. only class underwater I have porblems with are rangers sometimes (sometimes). I also use net turret to great effect in my condition build. And rifle turret and heal turret in my sd build. Turrets arent viable in the sense that you can just set and forget. But they have other uses as well.
I run Tk/EG/Net turret and heal turret. with p/p and forused on cond duration/damage. The turrets do what I need them to do wich is lock down a target and heal me and my friends. Roaming with another engineer, the enemy usually doesent have the luxury of running over and hitting a net turret (wich has already fired off a shot to stun them) or try to kill a heal turret. (wich has already exploded in the water feild and has netted me like 4+ heals +regen+2 cleanses) So ya if used right they are viable but if u just wanna set them and forget them then I think you are doing turrets wrong. Also I dont think turrets define the engineer class…kits do.
Hehe gotta keep your secret weapons a secret or all the engines will use it and it might get fixed. But your list here is better than mine anyway. Point is is that you can use the animation to your advantage engine is not a simple class so comparing how our skills work to similar skills is not a good thing. Look at all the tricks we can do with the pill as stated above that allow you to be diverse with your gameplay and non predictable. Good stuff
I wont give any details but the animation for the pull is the best part of it. There is a trick you can do with is that makes it so awesome in wvw.
I just came back form testing this in full zerk gear/ trinkets (crazy I know) but ppl r dead so fast that I dont even care. Rifle 1 until they stupidly dodge twice then magnet pull, prybar (6.2k crits), slick shoes and spam bombs until they decide to dodge. by then its a matter of net turret and rifle 5 and 3 to finish the job. the dodges offset my frail body quite nicely. I want to get that 13k BoB though….
I can’t wait! Ill be doing more research myself and we will compare notes haha
@Goloith and Dirame thanks for the input. I will use a power set and a condition set since with these traits they are very interchangeable. I tested my build today with slick shoes and holy god all mighy It was such a blast. Magnet pull>switch to bond kit and activate slick shoes and go 2..5..3..BoB..tool kit 3.(wait for them to go flying) pistol 3..2..1 super speed…bombs all over again is priceless.. It’s a lot I know but that’s how all my 1v 1 s went. And I won a lot of them. You can escape reeeeealy well with so many dodges. To shield. Shiels 5 and super speed.
Hmmm I run pure condition damage with a similar build, (an extra 10 points in explosives) wich are Toughness, precision, cond armor and power, vit, Cond jewels. Do bombs work better with power or condition damage?
I know that this build has been tailored for running orbs but I love the bomb tool combo and have been trying to make it work in wvw. A lot of aspects of this intrigued me. Any possible uses in wvw
I would make these suggestions.
Gear: Toughness precision condition damage.
Turrets are all about condition damage and thus this gear offers optimal sy nergy. Also it offers much valued toughness! and precision for on crit procs.
Jewels: Power, vitality, condition damage.
Again contidion damage for both you and your turrets alto health to round out your defense. power isnt as useful but its welcome.
When I run turrets in wvw I run 20/10/3010/0
Incindiary powder and accelerant packed explosives. (my gear gives me enough crit and contidion damage to warrant this)
increased cd on pistol
30% reduces turret damage, leite supplies (more turrets and more explosions) and rifled turret barrels) the range on rocket turret allows me to use it as a sniper turret.
and elixer 2 at 25%
I used pistol/sheild, toolkit,rocket, and rifle/net. You can sometimes get away with rifle turret because shield and rocket add enough cc for me. but the last slot is changable.
About turrets. THey are there to offer your opponent a choice, force them target them and leave you to get free attacks? or ignore them and die. Turret placement and positioning of your toon is key. Rocket turret has a long range so you shouldnt be fighting anywhere near it. So i place it outside my battle area and spam the overcharge. With this gear setup the knockdown will provide a nice burn and enough time for your conditions to get a few hits! I ran with 2 turrets and toolkit for the magnet pull(get them away from turret and the confusion and shield. I can get up to around 1700-2000 condition damage in wvw so those 2-3 rocket hits burn like hell. Even with the long cds I never find myself in a situation where im too upset at it. I get them to serve their purpose (knockdowns burns and bleeds) and then im happy.
I know u wnat to maximize turret usage but I would suggest at least 1 kit (tool kit) for more well roundedness and a better base when u have no turrets.