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Engineer vs D/D Elementalist Duels

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Sephollos.4829

Wow that lasted a long time lol. If I was either of those players I would have gotten bored around the 1-2 minute mark and just died or ran away!

Engineers feel so unrealistic

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Sephollos.4829

Everything in pretty much any mmorpg is completely unrealistic. I’m carrying over 40 greatswords in my inventory right now that probably weigh 20+ pounds a piece. I have a spring-loaded ram head surgically implanted in my character’s chest. Elementalists are shooting fireballs and turning into electricity. If it’s realism you’re after, this game probably isn’t the right one for you lol.

That said, I would really like to see a mmorpg that did focus far more on realism. I think there is a lot of potential to make a historically accurate mmorpg of something like the crusades, could be used not only for game-play but also for learning purposes!

Berserker Engineer

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Sephollos.4829

How can you stack 9~12 might or do AoE massive healing or get 8+ seconds of AoE Stealth while in Zerker Build?
Learn to use Combo Fields and Combo Finishers.
Big ’Ol Bomb(1) + Detonate Healing Turret(2) + Detonate Rifle Turret(3) + Land Mine(4) + Supply Crate(5) are all blast finishers that compliment each other and can sustain good DPS.
- Fire Field from Fire Bomb or Napalm will give you 15 stacks of Might
- Water Field from Regenerating Mist will give you 5 AoE heals
- Smoke Field from Smoke Bomb will give you around 10 secs AoE stealth.

How do you get such high numbers from those combo fields? I tried them, but I only get 3 stacks of might from the fire field, and 2 seconds of stealth from the stealth field. I’m not sure what you mean by “5 aoe heals” so I’m not sure about that one. Is there something I’m doing wrong or missing? Thanks.

Legendary + Kit!

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Grenades too…grenade launcher! Honestly it would be kind of fun if they did something like that, made the legendary skin multi-purpose across all kits, and just changed some minor details on it. But I think that it would be a lot of effort, since it would have to include pistols also. Not to mention, that would be a lot of time spent for something that only one class would really benefit from.

Turrets not Scaling with Power

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One thing I noticed is that in lower level zones turrets actually aren’t half bad. I was doing AC earlier and, while they weren’t doing amazing damage, they were hitting for about 1/10 or a little less compared to my rifle damage…with 3 of them out that is a decent amount of damage, even though you have no utility skills or kits at all then. But in higher level zones it seems to be much less than that. Now that said, anywhere you go they don’t have enough health and die in like one hit lol.

The Engineer Update(s)

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LOL I really enjoyed your video, it gave me a good laugh. My favorite part was when you were the merchant and the people kept running past you…and then the guy sold you all that junk :P. You have a new fan!

Upgrade to Mine-Kit

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Skill 5 could be an aoe mine, that does maybe a smaller amount of damage than the other mines but over a much larger area (maybe like big ol’ bomb without the knockdown). I would personally love to see something like this happen, because I love the idea behind the mine skills but in practice they are almost not even usable now.

That was honestly a big part of the reason I chose engineer initially, I wanted to be able to set up mine fields and turret defense positions!

WvW Only Skills- Predictions

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Heck, they could just up the damage that mortar does to structures and we’ve already got one! I think that it’d be nice if we got one siege skill for structures and one for players, or maybe just make mortar do both (but if so make it actually somewhat effective vs. players too!)

Is this bug or not?

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What? The only difference I see is one has the arrow icon on the utility bar and the other doesn’t, is that what you mean?

Change Kits into Real Weapons?

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Some of the kits like flamethrower and medkit actually are available as kits that you can purchase and equip, and that can be swapped in combat. They can be used by all classes too, not just engineer! Of course the only benefit you gain is that you free up a utility skill slot, but that’s still a pretty sizable benefit.

Funny WvW idea: Massive Mine-field?

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Neat idea. But don’t do it because ANet will nerf mines if you do.

In WvW I like to pop an elixer S and run into the zerg dropping as many bombs/grenades as possible then run away. Not quite the same thing but also very fun. A group of engines doing that within the main zerg would be hilarious too.

Lol I love to do that too, I like to drop big ol’ bomb and grenade barrage as soon as I become vulnerable, then just run in circles bombing people until I die. It works even better if you use Elixir U, although sometimes you get the one that increases damage taken and you die really fast.

Funny WvW idea: Massive Mine-field?

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I had a funny idea for WvW or maybe sPvP that I thought I’d post about here. I don’t see it as being very likely to happen just because there’s so few engineers around, but hey it might make for some fun if it did!

Anyways, I was thinking that if you could get like 5-10 engineers working together in WvW, and had all of them lay both a minefield and mines in a choke point, do you think it would be a good deterrent to an attack? I’ve noticed that the mines don’t do that much on their own, partly because it’s so hard to get them to go off and hit people properly, but I think that if a few engineers used them en mass they’d be a pretty viable defense! Plus I don’t think most people take mines that seriously and will just run through them regardless, even if it ends up killing them. So what do you think, would this be a good method or strategy to wipe out a few players? Or would the attackers just brush the mines off like flies? I’ve only ever used them in PvE so I don’t know how damaging they are on players…in PvE the damage seems pretty decent when all minefield mines hit the same target.

Hey engineers

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I play an engineer because I’m an engineer in real life. It’s quite a bit different in the game though…in fact I’d say there’s little in common at all!

v2.0, Rifle/AoE conditions build (video)

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What does that frost blast come from? I’ve never seen that effect before

new engineer! please enlighten me.

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I swap my build constantly; the one thing I always keep constant is I pretty much always use a rifle, just because the control it has is so good. Lately I’m using a static discharge build for PvP, it’s a lot of fun but it takes some getting used to with pressing all of the function keys. I also use the toolkit, mostly for magnet and gear shield, and it is infinitely fun to pull players off of walls or into a zerg in WvW, you can almost see the panic in their faces when you do this! For my other skills I use rifle turret (for the short cooldown toolbelt skill) and ram head, for the same reason and the additional knockback it provides.

For dungeons and stuff I usually use either grenades, flamethrower, or bombs, depending on my mood. They all get the job done in different ways and to varying degrees of effectiveness, but sticking to just one makes it boring lol. Grenades are probably best just due to the range, but I like using the flamethrower the most…it’s just also the kit I die the most using

Livestream 1/18 Engineer is fine?

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I remember a while ago that they released a chart showing profession breakdown also, and engineer was by far the lowest played. Wonder if it’s changed that much since then?

Livestream 1/18 Engineer is fine?

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I watched all of those interviews but I don’t remember them mentioning that (or engineers specifically at all actually). Was this from the twitch thing or something else? I personally feel like grenades are fine in PvE, but in PvP they’re obscenely hard to land unless you’re in melee range. They basically just force people to move around more than they might do normally (to stay out of your little red circles). I sometimes slot grenades in PvP just for grenade barrage though…net shotting someone followed by barrage and maybe even the extra kit refinement barrage does pretty crazy damage.

Please don't nerf grenades/bombs/flamethrower

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AoEs we’re worried about

Grenade Kit
Bomb Kit
Flamethrower
Rifle #3 and #5
Pistol #1

Do we consider these AoEs to be effective/have synergies with our other skills?
How do these abilities fare in comparison to our single target skills?
How do these abilities fare in comparison to other classes AoEs?
How do these abilities fare in comparison to other classes single target skills?

Here are my personal opinions:

For grenades, I would say that there is a huge difference between PvE and PvP so it can be hard to balance between the two I think. In PvP, grenades are almost impossible to land due to the long travel time and the small radius, unless you are pretty much in melee range. There is no way I can see them justifying a nerf to them in PvP. In PvE however, most monsters don’t move around very much, making them pretty much as good as or better than our single target skills on solo enemies, and much better on multiples. So based on ANET’s reasoning I could see them being nerfed a bit in PvE. However I think the better idea would be to improve our single-target skills rather than nerf this one, since I feel like some of those are still a bit lackluster in terms of damage.

For bomb kit, I don’t see why it would be nerfed. You have to be pretty much in less than melee range, the bombs are on a short delay fuse meaning your opponent can take 1 step backwards and not get hit, and the damage, while good, is nothing terribly amazing given the drawbacks. With the range restriction I see no reason why this would or should be nerfed, if anything I think it should be buffed because of the low range.

Flamethrower is really buggy so it’s hard to assess it accurately without including the inevitable “missmissmiss”. Still, even without the misses, it still does significantly less damage than the rifle to single-targets, and requires you to be pretty close to your targets as well.

For the rifle skills, I don’t even really consider them to be AOEs. It’s very rare that you’ll end up hitting many targets with either of them, particularly in PvP. And for the pistol I don’t really use it enough to comment, but I think that the radius is small enough and the direct damage low enough that it isn’t an issue.

Anyone else find the rifle skills lacking?

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I find rifle pretty good for 1 on 1 PVP and decent for single-target dps but not the best for other stuff. In PVP with net shot and overcharged shot it gives you a good amount of options to keep people away from you. For dps really all you can do it press 1 and let it auto-attack though, since like you said all of the abilities require you to be in melee range.

This is what I mean about imbalance.

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At 11:05 I see this guy hit the boss for 262,508 damage!!! How is that even possible? Does the dungeon give a damage boost or something? I think the highest damage I’ve ever seen from my engineer was around 7k from grenade barrage. And I see him consistently hitting for over 20k damage.

From my personal experience, I really like my engineer for 1 on 1 PVP. But for anything else I do feel like I’m not quite as efficient as some of the other classes.

6th playable race, what's your top 3 pick?

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The only race I would care about is the butterfly one (I don’t know what they’re called). They were my favorite from the story.

Anybody hoping we don't get buffed?

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I would like to get some love, but at the same time I pride myself on being a member of the least-played class. So maybe some buffs, but don’t make us the next warrior

Developer Livestream Questions

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Q: What are your specific plans to address some of the various class balance issues, both in PvP and PvE?

(edited by Sephollos.4829)

Only an engineer...

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Only an engineer would surgically implant a giant spring-loaded ram head in his chest

Auto-attack on Grenade Kit?

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Grenade Kit’s not likely to ever get autoattack.

It’s got the only, as far as I know, spammable ground-targeted effect. If they implemented autoattack with it being ground-targeted, it would constantly bombard everything with grenades, wherever the cursor was. The irritation factor alone would make them turn it off.

If it were not ground-targeted, then it would reduce the utility of the kit. There’s already PvP issues with the lag time between throwing of the grenades and impact with the target zone allowing people to simply step out of the way – if they made Grenade 1 target a specific enemy, it would cause that to carry over into PvE, as well as worsen the problem with PvP, even if measures were taken to correct for the airtime.

A lot of games have an option in the options menu, where you can choose to either manually target with ground-target aoe skills or have them automatically lock on to your target’s feet when you cast the skill. That’s the kind of thing I’d like to see, so that you could either manually target when you want to try and lead your target, or let it target for you when you’re feeling lazy and don’t want to get carpel tunnel. I personally don’t see any reason for them not to add such a feature, other than having more pressing issues on the plate.

Flamethrower for everyone!

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Wow, you guy’s never stop amaze me! It’s amazing what you can find worth whining over! To think A-net would dare to create these sort of weapon kit’s that can be used in very limited area’s and your stuck on using cause you can swap!
Bring the forks and torches everyone! Gather the townsfolk! We must storm A-net and burn the heretic employees in our righteous flames for this evil deeds!
Come on guy’s, get serious! Use your energy on something worthwhile!

You can actually use them in any area you want, and swap in/out of the kits during combat just like on an engineer (you buy them from npc and just double-click whenever you want to switch to the kit). I’m not so much whining, but more questioning the true purpose of some of the kits since you can buy them from the npc at a pretty low cost. I’m actually thinking of incorporating the flamethrower item into a build so that I won’t have to use a utility skill slot for the actual kit (haven’t tested if it gets the benefits from traits though).

Flamethrower for everyone!

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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?

That’s why I made this post. I feel like if you’re going to make a class that is largely defined by the kits he uses…and then provide all classes access to those very same kits, well what’s the point then other than the traits and a utility skill or two? I love my engineer but I cringe inside when I see other classes using engineer kits like that (not that many do, but that’s for other reasons I’d rather not get into here lol).

Flamethrower for everyone!

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I can’t recall who exactly sells it, I’ll have to ask my friend when he logs back in. I stocked up on a couple a while back, they have slightly less direct damage on the first/second skill, but they have higher burning damage on all skills. Other than that, they are identical to our flamethrower.

Flamethrower for everyone!

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I noticed that any class can use the flamethrower! There is a merchant that sells them as an environmental weapon, and they do practically the same damage as the engineer flamethrower lol. There is a guardian in my guild who was using it to do a dungeon with me earlier, just to make me feel bad! But really, what’s the point in having a kit if you can just buy and use it on any character?

Would it be to overpowered if....

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Hm, I was going to post saying that this would be way too overpowered, but after thinking a bit I actually don’t know that it would. As long as there are minor restrictions as to what skills can be placed in the kit so you don’t end up with too crazy of a combo.

Top 5 bugs Anet should prioritize fixing

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1.) FLAMETHROWER MISSING!! (that includes all the skills lol)
2.) Blunderbuss/overcharged shot not going off properly
3.) Static discharge from non-targeted toolbelt skills being shot straight into the ground
4.) Weapon stats on kits (I’m kind of hesitant to suggest this though, I don’t wanna be nerfed again!!)
5.) I don’t know, those 4 are most important to me

A way to make us more versatile.

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I think that it is a good idea, but I think that it would be a bit frustrating to play with given the delay times on switching kits (since you wouldn’t be able to attack or anything if you swap to like an elixir kit)

I think this would really improve the class overall though, and make it much more fun to play. Though it might be a bit too powerful having a kit with all of the elixirs in it. A kit with all of the turrets might actually make them worth using.

Rules regarding afk and turrets?

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Considering that turrets die in like one hit, I doubt that it’s a big issue.

Builds/Playstyles for dungeons

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I’m just curious what most people are doing for when they do dungeons nowadays. I’ve been moving away from using grenades just because I never really liked the “carpel tunnel” aspect of them, and with the lowered damage it really lowers my desire to play with them. However, I’m not really sure what a good alternative is. I’ve been using flamethrower so far, but I find I’m dying a whole lot due to having to be so up close and personal with it. I typically use rifle on single targets and basically just autoattack at max range, using elixer B/U when they are available. Bombs are fun but I run into the same issue as flamethrower…melee range = lots of death. I just don’t feel like I really contribute much of anything in some of my groups…for example earlier I was in an AC group and watched a warrior solo 2 of those strong gravelings at once, whereas I kept dying a bunch to just one of them lol. So any suggestions will be much appreciated!

Also I never really do anything with combo fields, are they worth using in dungeons? Are there any good ones that I should know about or use regularly? Also all of my gear is power/precision/crit damage, with runes of the pack, and a sigil of the air on my weapon. I really don’t want to change my gear since I don’t have much gold or anything, but I can change the runes/sigils if there are better options. Thanks for the advice.

Alright guys lets fix our own class.

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Here is my suggestion for turrets. I also personally think that all turrets except for maybe the net turret should have like 5-10x more health, so they don’t die in a single attack or aoe:

Rifle/Flame/Rocket Turrets:
Either:
1.) Increase their damage by around 10x (maybe less for the rocket turret since it already has halfway decent damage). I know that some people might think that’s too high, but since they’re fixed to a single point and don’t have the best AI, I personally don’t think it’s asking too much for them to pack a sizable punch and actually survive a hit or two.

2.) Keep the damage of turrets as they are, but make them invulnerable and on a fixed timer (20-30s) when placed. Make the cooldown start when the turret is dropped.

Healing Turret:
I think that the regen from the healing turret should be increased to heal 5k over 15 seconds (since currently you heal much more from getting the initial heal and destroying the turret, rather than actually leaving it out). Remove or lower the initial turret heal to accommodate for the increased regen. As it is now it almost feels like you’re penalized for actually leaving the turret out!

Net Turret:
I actually think it is perfectly fine as-is

Thumper Turret:
I don’t even really see a point to this turret…the only decent thing it has is the knockback, but with such a small range and the fact that it’s fixed at a single point, it isn’t all that useful. I think that if the range stays constant, then the normal hits should do both a knockdown and damage. However, I personally would like to see it’s range increased to maybe 400/500, and maybe 3-4x more damage. Because let’s face it, a 300-damage aoe with practically no range, fixed to a single point, that only goes off every 3 seconds, isn’t doing anyone any good lol.

Grenade Barrage

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As I understand it, all skills from all kits were nerfed to varying degrees to compensate for the addition of sigils. Grenade skill 1 was just the one that was nerfed the most so it is why it was highlighted in the patch notes.

Turrets too immobile.

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I would personally much rather have them stay immobile, but just get a significant power boost. If they get wheels, I imagine that ANET would reduce their damage and/or health to compensate for the extra utility. Whereas something that is fixed to one spot is easy enough to avoid, so it only makes sense that it should be relatively powerful.

I essentially made an engineer with turrets in mind, and really have been kind of sad that they weren’t implemented better. I want to like them, but when an on-level monster practically one-shots them and they do next to no damage, it’s hard for me to argue for their use.

"LF1M FotM, no engies"

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So don’t bring an Engin to dungeons. Same thing. It’s not like you only have one character and the only thing you ever do in this game is run dungeons. If yes, then that’s your problem.

this is precisely the problem we dint buy the game to be told we had 8 classes to choose but had only 1 or 2 options if i wanted to enjoy the game.

You cant use Engineer and enjoy the game?

That’s not the point that seems to be going around. As far as I can tell, the only thing that’s true right now is that you cant use Engineer and do well IN DUNGEONS AND BOSS FIGHTS.

With regards to having another option of a class and having fun with it, now that depends on a person, don’t it? If your idea of fun in playing this game is running dungeons and battling bosses all day, then again, that’s your problem. Mainly because 1.) those are not the only things the game is offering you to do and 2.) Engineer is not the only class you can play.

If anybody combine playing Engineer and strictly dungeon/boss gameplay, and then complains, then there’s something wrong with them, no?

You forgot about WvW…engineers don’t have much of a role there either. I personally like my engineer for sPVP though, I think that’s one area we’re pretty good at! But considering those 3 things are the 3 main things to do at lv80, thats 2/3 of the game that the class is struggling with! I don’t think engineer is terribly broken, it’s just that from what I’ve seen, we’re pretty far behind some other classes in many areas.

And “make another class” isn’t exactly the best option. I love the idea of the engineer class, I just wish that it was better executed in practice. Not to mention, I don’t get a ton of play time so leveling up more classes isn’t really an option, even if I had the desire to.

Good Engineer setups post-patch?

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I’ve been playing an engineer since day 1, but after this recent patch I’m not really sure what sort of build I should be using for different situations. I used grenades almost exclusively in dungeons and WvW, but now I’m not really sure if it’s worth it. I really don’t like using them so frequently because you have to be so “active” when using with manual targetting/attacking, thus making it super hard to move or dodge much. Previously I’d deal with it because they were so much better than other choices, but now I don’t know if I can justify it lol.

I use rifle as my main weapon, and while it is pretty good for single targets it doesn’t do much at all for multiple enemies like in dungeons or WvW. I was thinking of using bombs/flamethrower more, but flamethrower is kind of buggy and not that great of damage, while bombs I die really frequently due to being so up close and personal. So any suggestions of what sort of role I should be aiming for?