resident engineer and naked guy
Silicks 80 grenade engi
1. enter green enemy borderlands
2. equip a skill that is either a targeted or non-targeted leap
3. proceed to Sunnyhill tower (all reproductions done on reinforced doors, with either fortified or reinforced walls)
4. stand at and face the door and use your leap skill
result: player is able to move through the collision mesh on the door
expected result: when leaping into the door object the player is stopped by the collider
repro rate: ~40/42* using a variety of class skills targeted and untargeted over multiple accounts
Note: player is not able to leap through any other tower (not tested extensively) nor are they able to leap through other borderlands respective towers such as Longview (I was unable to test Woodhaven thoroughly due to it belonging to our server
Note: I am only able to assume this bug does not work on friendly towers as i am unable to test whether the player would be able to reproduce the bug results on Sunnyhill were it a friendly tower
Note: we may or may not have had fun determining the circumstances behind this bug, our actions in no way compromised the WvW score
*: while writing this report i went back to take screen shots but was unable to reproduce the bug at all. this is puzzling to me and the other people who helped test it as about 7-8 people were able to use a variety of skills and with the only instructions being “just leap through the door” were able to reproduce the bug without any problems. To add more details as i really can’t fully test this, we did this on 2 separate occasions both times we laid one ram though i strongly remember that we were able to reproduce the bug without fully building the ram, the presence of a unbuilt ram though wierd may be a factor. as for the guards I believe they were dead, the last occurance we had of the bug the tower was reinforced door/reinforced wall/cannon/oil for sure whether it had a mortar was unknown. On the first occurance of this bug the tower was fully upgraded with fortified walls, mortars, and i would assume vendors as it was left uncontested most of the week. on the last occurance our server was blue and the enemy server was green.
due to this sudden turn of being unable to reproduce this bug suddenly, i believe there may have been other factors possibly unknowable to us. I suggest definately testing longview and woodhaven if not every tower.
neither are effected by swiftness
It seems as though torment cannot be converted to a boon by Elixer C (although Toss Elixer C does work) we’ve tested about 5-6 times and 100% of the time it will not convert torment into a boon
rocket boots actually go the same distance as rtl at half the cd cost
please note swiftness like rtl will not effect the distance
(edited by Silix.1452)
try using traits with your turrets specifcally knee shot in the firearms line. combined with a net turret supplies an infinite amount of cripple if not broken.
for pvp I use a support/condition build and it works wonders for my team, it is my belief that engineers can fill any role just as good if not better than other classes just requires sticking with it and developing proficiency with the classes nuances
stats are:
Toughness(major)
Healing Power
Condition Damage
before i give you my heal stats know that i do full dmg i can stack 12 confusion stack for 3.5-3.8k per tick for around 5 seconds every 18 seconds my burns also do 700-800 dmg per tick i have 2 knockbacks, 2 stuns, a daze, and a pull all on short cooldowns besides the supply crate so i can control and down all but the most beefiest anti-condition tanks
also note at 25% i become invulnerable and all my heals are recharged
HEALS:
medkit = 10k
-bandage self = 5.5k on 16 second cd
-med pack = 1.5k * 3 each on i believe 7-8 second cd
elixer gun = 10k on a 20 second cd
-kit refinement-super elixer = 1k initial, 400per sec for 10s
-super elixer = ditto above
-healing mist = about 200-300 per second for 10s
supply crate = 15k at ~12 medpacks not including healing turret regen
bombs = 200 per on about a .7-1 second cd
overall with my toughness it takes around 3-4 people to kill me or 2 really good players, and to top that off everything but bandage self can heal allies.
CONDITION REMOVAL:
med pack antidote = 1 removed
elixer gun kit refinement super elixer = 1 removed aoe
elixer gun super elixer = 1 removed aoe
elixer gun fumigate = 5 ally cond removed in cone aoe
i don’t give any boons although i can give 6 seconds of stealth aoe or 9 stacks of might using combos which i often do. try laying a big ol bomb and a smoke bomb after it stick close and use the short stealth to detarget and heal or pop magnetic inversion on your shield and use elixer gun #4 to make an escape with 6 seconds of stealth
overall i love this build even more than my wvw build and i am most likely going to port it over though the pvp stat combos are different and apothecary is HealingPower (major), toughness(minor),condition damage(minor). you may lose toughness in pve but you gain healing which is better for your group.
the general idea behind this build though is that condition damage does just as much damage as berserker(power/critdmg/prec) but only requires one stat freeing up the other 2 for healing power and toughness
tl:dr engi’s are fully capable of healing just as much if not more than elementalists and gaurdians and still be fully versatile during combat playing defence/offense/support all with the swap of a kit, if you wanna heal go for it but engi can do so much more all at once.
my build if your interested: http://www.guildhead.com/skill-calc#mzMzM9Mz0mNlCMmNlCMa0xaGcosqmom8khd7khg7070c7kGW70V7ow38of3
hey i run condition grenades with sigil of earth and geomancy and i use the rune of the undead as i go toughness/condition/precision and a little power/vit/cond. i also use the veggie pizza food for condition dmg/dur and the tuning crystals
i can max about 1600 condition damage while holding my pistol
i can out damage a necro if we’re dueling over a wall 1 on 1
condition duration is the best stat specially if you plan on being anti-zerg and/or area denial
i have alot of evasion/condition removal/regen in my build that i use to make up for the lack of vit/tough in the trait lines, i find that without the precision/power trait lines i don’t have enough damage to burst down someone in 1v1 if i stun lock them
http://gw2skills.net/editor/?fcQQJAqel0piYX3ShF17IyoCfGoH1HexXfewWvFEC;T4AAzyuESJ5S1liLqmMNJay2krJZTDPmVA
(copy and paste the link in the address bar)
i have a post in this forum on how i play my build
Hey guys i wanted to get some feedback on my current WvW engineer build.
http://gw2skills.net/editor/?fcQQJAqel0piYX3ShF1LJyIFd2nFqA+Bqge95Bb9WQIA;T4AAzyuESJ5S1liLqmMNJay2krJZTDPmVA
(says bad link but i works if you copy it into the address bar)
i’ve put in around 400 hours on this engi and i love it and i just wanna see what you guys think about my build and hopefully some improvements.
i have many other builds that i like to switch to on the fly(best part about engineer) but i keep comin back to this build for survivability and area denial/condition damage along with support if i want to
in an ideal fight i will:
-already have swiftness from kit swapping
-jump/switch to grenade kit to avoid triggering the kit spell
-drop a supply crate on them to stun/immobilize
-lob a shrapnel and freeze grenade along with grenade barrage before they unstun ideally by the time i’m done i am right next to them
-i swap to elixer gun to trigger geomancy sigil and bleed for 3 stack for 7 seconds also laying a super elixer on swap from kit refinement curing a condition
-i then use the acid bomb to blow myself back and gain distance and i fire #2 elixer f for cripple
-swap to pistol and do poison darts followed by static shot getting close to target
-swap to grenade kit triggering grenade barrage from kit refinement as they are now next to me
-throw shrapnel grenade and use grenade barrage and frost grenade if done on cooldown
-swap to elixer gun triggering geomancy sigil for bleed and a condition cure with super elixer also drop another super elixer if condition cure needed
…
-low health or conditions = elixer gun #4 to jump back turn around and swap to med kit curing conditions and healing
…
every once in awhile when i’m being hit alot and dodging if i run out of endurance i pop elixer R or use it to break stun
…
-about to die = toss elixer R at feet for round 2
ok so that was all in theory just to give you an idea of my playstyle and the versatility of this build. also flamethrower can be swapped in to trade damage for survival
it’s mostly condition and crit and i can get around 10 stacks of bleed on a target reliably for 130 per tick so thats around 1.3k dmg per second plus burns plus poison.
i mostly mainhand the grenades and i give them alot of love as i love to stack conditions. theres also alot of support in the build with the condition removal from super elixer+heal and the condition removal from fumigate on the elixer gun also toss elixer R is invaluable to my party.
TRAITS
these vary widely with my mood sometimes i go 30/30/0/0/10 and sometimes i go 30/20/10/0/10 or i got 30/20/0/0/20
anyway…
important ones are shrapnel for 15% chance of bleed on grenade hit and grenadier of course. what i wanna take the time to talk about is the tools trait line. at first i thought it was completely useless and i never touched it .. ever. then i messed around with it and WOW.
first off i know you can get alot alot of heal from the healing turret but i like med kit and with 20 points in tools not only do you have a 5k heal with a 16 second cool down with medkit but it also resets at 25% health (buggy) with the toolbelt, so really on your way down to 0 health you have a 10k of healing. second you have Kit Refinement which i can no longer live without.
Kit Refinement adds (all PBAOE):
med pack: small explosion
grenade kit: grenade barrage
elxier gun: super elixer(condition cure)
flamethrower: flameblast (burn)
bombs: regular bomb (weak and i don’t have any idea why no big ol bomb)
toolkit: box of nails (bleed/cripple)
ON KIT SWAP i mean dude … and along with my geomancy sigil.
AND ONLY 10 POINTS IN … i go 20 for swift
and ofcourse don’t forget your infinite swiftness with kit swap.
anyway sorry for jumbled mess but it’s late and i just got done with WvW reset so i’m loopy
TLDR: visit the build link and comment with anything your heart desires PLEASE.
(edited by Silix.1452)
A Thief in stealth is not affected by knockback, more specifically a thief that is finishing a downed ally while in stealth is not affected by the engineer skill magnetic inversion which is a skill used to push back all nearby foes.
I have tested this situation multiple times and magnetic inversion fails to interrupt every time.
I expect that since thiefs are able to be damaged by area of effect skills they will also be able to suffer the other penalties of them such as knockback, and since thieves are not invulnerable or absent from their current position only unable to be seen or targeted, they should not be an exception to the rules.
This bug gives theives a great advantage when finishing a downed player while invisible.
it seems like from the wording only our number 1 skill is getting a 30% nerf and not shrapnel, blinding, freeze, and poison grenades
so maybe it will be ok
I had fun with our little arranged 1v1 matches. mad props to envy and np you guys are damn good, learned alot dueling you guys
i was the naked engineer wailing grenades in every direction
White Panthers stand tawl!!
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.