Showing Posts For SixSins.7610:

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: SixSins.7610

SixSins.7610

Engineer:
Rifle: mostly power damage
Every single other kit/weapon: nearly 50/50 split between power and condition damage

How the hell am supposed to gear up for engineer (except maybe rampager)? No matter what gear you pick you won’t max the weapon’s damage.

I’m running pure Condition Damage spec with P/S and EG. I run Rocket Boots to make up for not using Pistol off-hand and to get a stun-breaker and I use Carrion stats and Runes of the Undead. I get some decent damage boost from my conversion trait and I use crowd control and evasiveness to let my Condition damage last long enough to matter. Tell me again how I have to spec Power or go 50/50 please.

To be honest, most weapons in this game that are meant to deal tons of damage are clear on what they want (Power or Con Damage) but the Engineer isn’t naturally a high-damage profession. You see, when they made this game they advertised that every profession could do everything within the old “Holy Trinity” but they never said every class could do everything as easily as others. The Guardian having more defensive CC than other professions gives it a niche, the Warrior and Thief are both high damage professions but do this in different ways, the Necromancer is a flavored caster that has high survivability, the Mesmer is a trickster profession that relies on mind games, and the Elementalist is the squishier blaster caster. Within this system, the Engineer is a flavored do-it-all profession that has obvious limitations to keep it from doing everything better than those who have that niche.

Engi can tank with CC and decent defensive stats if you spec it, an Engi can DPS with pure power OR con damage, an Engi can hit large groups of enemies or deal good single target damage, and the Engi can heal and support effectively. All of these things an Engi has ready access too, easier than some other professions trying them. A theif who wants to buff or support allies will find their options very limited. An Elementalist who wants to tank with CC has the same problem. Everyone can do everything, but some roles come easier to certain professions. The Engi just walks the line between them all and because of that it’s difficult to balance and even harder to make everyone happy. You seem mostly concerned about damage, but others here have expressed concern for other builds. If they buff the Engi’s damage to be in line with Thief or Warrior then there’s no reason to pick them except flavor. The Engi does same damage with more versatility in that case which is something they want to avoid.

Of course this is all my point of view and in no way reflects A-net, but I like the versatility of the Engineer and I don’t want to see that sacrificed for damage or anything else. I’d rather be just below par for damage of Warrior and Theif, just below par for survivability, just below par for AoE damage, just below par for everything but still be able to do it all decently. Anyway, I just wanted to share my thoughts on the Engineer so maybe it would clear some of A-net’s decisions up for you. Have a nice day!

[Guide/PVE] Guardian 101 - A Beginner's Text

in Guardian

Posted by: SixSins.7610

SixSins.7610

Thank you so much! My main is an Condition- specced Engineer and the traits and weapons I wanted just came naturally to me in that profession. Things like 5% conversion of other stats into condition damage +toughness for shields and such were no-brain choices with my P/S setup. I started a Guardian and like the playstyles available, but couldn’t get into the profession because I couldn’t figure out the Traits or weapon synergies that would suit me. I know I love the Hammer because of the contol it offers, but it’s slow so I use a Sword to compensate for damage. Now, thanks to you I’m going to look into Sword/Torch and speccing Critical hits! I think the Sword/Torch crit procs will hit often and hard and the Hammer crit trait will be useful when it lands. Do you think that would be decent for synergy? I didn’t want to spec Conditions on two characters and I think a Crit/Control Guardian sounds fun to play! Thanks for the guide, you ROCK!

When does the Halloween event start?

in Halloween Event

Posted by: SixSins.7610

SixSins.7610

I’m not going to debate what free means, and I’m not going to get into an argument over whether or not this update is late. What I am going to do is say: THANK YOU ARENANET! I’m loving this game! The update looks amazing as everything else you have done and I’ll be on the second it goes live! Thanks for taking the time to get things right rather than rushing them out when people start complaining, a lot of us really appreciate all your work and your dedication! So thank you and keep up the good work, guys/girls! You are all AWESOME!

What do you *love* about your Engineer?

in Engineer

Posted by: SixSins.7610

SixSins.7610

Versatility! The idea that one character can run Pistol/Shield and deal serious condition damage and crowd control, equip an Elixir Gun and keep up the conditions while healing and removing conditions on allies, and drop a thumper turret to tank and knock people around is just FUN! Add to that the mobility we have with rocket boots, elixir gun 4, perma-swiftness, perma-or-very-near-perma-vigor and we can have a lot of fun!

when did your engineer "click"? (PVE)

in Engineer

Posted by: SixSins.7610

SixSins.7610

For me it was pretty early on, I took a rifle out and played with it but wasn’t sure if I liked it enough to main it. I wanted to switch to dual pistols but I only had one pistol so I equipped a shield off-hand just to see if I liked it. At the time I only had the basic Elixir H heal skill and the Rifle Turret. I dropped my turret and farmed out my skills for pistol and shield and when I had them all I realized that I could drop the turret, let it aggro, knock the enemy back with shield 4, shoot them, stun them with shield 5, and kite until they died. That was FUN! It was my playstyle with Engi, it was everything I wanted out of the class: versatility, on-the-fly decision making, and interesting skill mechanics. I’ve since dropped the Rifle Turret, picked up the Healing Turret, and slotted Elixir Gun and Rocket Boots. I’m a Condition Damage hybrid build that looks for versatility, mobility, and tankiness so that I can kite and play my style more effectively. But it all ties back to kiting around a rifle turret with the shield as my only crowd control. Hope you find that moment where the Engineer just clicks for you!

there is really no love for turrets huh?

in Engineer

Posted by: SixSins.7610

SixSins.7610

I feel that Healing Turret is in a good place right now, I think that Thumper Turret is alright (knocking people off points and decent AoE damage over time with a button for instant blast finisher is ok IMO.), but the rest need something more. I just feel underpowered slotting them, even Net Turret dies too easy for me to tun it and not feel handicapped though I do legitimately want to run it for the crowd control. It makes me sad sometimes.

Healing Power and the Engineer-mini guide

in Engineer

Posted by: SixSins.7610

SixSins.7610

Thank you for answering! You cleared my conscience about running the heal turret and leaving it out! So helpful and I checked somethings in the Mists myself just to keep from being fooled by random people on the internet again, no offense, but your intel is reliable to a fault as far as I can tell, thank you so much and more Engi’s need to red this thread!

Healing Power and the Engineer-mini guide

in Engineer

Posted by: SixSins.7610

SixSins.7610

Does the pulse regen from turret actually scale with healing power? I’d always heard that it doesn’t scale at all and that it comes before any other regen making it horrid in a fight because it stalls stronger regens with a smaller one that ticks for a long time and gets refreshed… I assume you did your research since you clearly stated so, but I’m not clear on where you got the scaling power with +Heal.

Not meaning to offend you by disbelieving that you tested it, but it goes against everything I’ve heard until now and I really want to believe you, lol. Also, does it overwrite other, larger regens already applied before it?

If you could reply to this I would be extremely happy, thank you!

Kits don`s contribute stats from weapons - bug or intention?

in Engineer

Posted by: SixSins.7610

SixSins.7610

It HAS to be either a bug or a weird design for one reason: sPvP. In sPvP you by a necklace with enough stats to compensate for a full armor AND weapon set at level 80. Because this bonus from necklace does not drop when you equikittent, kits are by and large stronger in sPvP than elsewhere. This is weird to say the least. Either they did not think about this, they chose to make it that way, or weapon stats not carrying over to bundles is unintentional.

Considering how smart the devs at Anet are to make the rest of this game we can rule out that they simply didn’t see this and while it is possible that it was made that way intentionally, wouldn’t we have seen a post explaining their thought process behind this? That would have stopped all this long ago and very simply. This leaves that the problem of weapon stats not carrying over is a bug and unintentional.

If all of the above is true, then Anet has seen the problem and is working on it. If any of my logic is flawed, please let me know. I’ve been standing on these rationalizations for a while, lol.

Apparently, “Equip – a – kit” is bad and should feel bad for being a bad word.

Does Legendary crafting punish alts?

in Crafting

Posted by: SixSins.7610

SixSins.7610

Okay, here’s my view. Alts are a choice that allow you to vary your experience in the game and have fun in more ways than you could with one character. I don’t believe that the Legendary crafting system ever punished alts. It’s not punishing to make you work on a character to get difficult to obtain end game gear, that’s the point of the gear. Working on two characters makes it easier, but making you do it with only one is not punishing to people who play alts, it just means that it will take longer which it should because you are not attempting to work towards the goal of Legendary Weapon on your main character as often as people with only one.

I have alts, but my main is much higher level than my alts. I don’t have a Legendary yet, but I’m okay with that. It’s my fault that I don’t yet have one. I could have had one if I had focused my main and not created a Guardian so early in my playing experience, it was a choice I made. I gave up having a Legendary right now and playing other characters later for playing other characters now and having a Legendary later. This is a viable tradeoff and should not be seen as punishing. If you want a Legendary you should have to work for it which is exactly what they were doing before.

I don’t mind the changes made, they make it easier to obtain a Legendary, but I don’t think that it was a change that HAD to be made to balance anything or make anything more fair. This is all my opinion and is in no way meant to bash or flame anyone, I’m sorry if you do not agree but I just wanted to share my thoughts.

Engineer weapons \ weapon kits

in Engineer

Posted by: SixSins.7610

SixSins.7610

Well said, Brutus and Lyuben.

We have to sacrifice a utility slot in order to have an extra weapon, so we are hindered from the start with attack and utility options.

A good example of this hindering us very much is PvP.

Many players use a variety of stunlock and conditions to defeat other players. Usually a player will stack a utility effect to remove stuns, a utility effect to remove conditions, and still have a free utility slot to do something else. Yes, some of their healing skills remove conditions, but there are drawbacks.

If an engineer wants a second weapon set, he has to spend a utility slot to get it. This means he doesn’t have an extra utility to use. So if he wants a special effect, he now has to sacrifice either a condition-removal or a stun-removal utility.

We have lose a utility slot in order to have more weapon flexibility.

I’m fine with that system because, as stated, we get abilities with our abilities. No, they are not utilities. No, they aren’t independent and therefore choices of themselves. But they DO give us some added flexibility. I’d say it’s comparable to blowing up clones. The only problem I have is that Kits currently aren’t on par with normal weapons and it is only because of that fact that I feel this system is currently a drawback.

Defending Flamethrower

in Engineer

Posted by: SixSins.7610

SixSins.7610

I vote for adding 1 single second of burn to the first tick of jet, slightly increased AoE on 5, and a detonate on Blast at the cost of changing how the damage works. I would say have it deal small amount passing through targets and then majority of damage on detonate, but not the total it deals now because that damage is scaled for a difficult skillshot and this would be a significantly easier skillshot. The only reason I suggest to change to Blast is to make it more reliable. You already have 3 skills that do little to no damage, your last 2 need to be reliable IMHO. This and bug fixes are all the FT needs to do compete with the few kits we already run, like Elixir Gun. Then fix all kits scaling with weapons and done, though I understand from Anet posts that fixing the weapons thing is proving more difficult than they thought.

Main hand doesn't affect kits?

in Engineer

Posted by: SixSins.7610

SixSins.7610

@AlietteFaye Actually, it’s not “ridiculously easy”. Arenanet has posted on the forums already that they have been working to resolve the issue, but it’s proving more difficult than expected. And as I previously stated, they have bigger things to deal with before this which is a class-balance issue and not a game-playability issue. The game comes before any individual class, the way it should be.

They’re working on it, please don’t act like they’re not because you realize what needs to be done and think it should be simple. You don’t know their programming and you don’t know how their game logic works for these things and neither do I. Plus, they’ll want to test any potential fixes before release to make sure they don’t make the problem worse or make more new ones. It’s gonna be a while, just be patient please.

No point in being patient. We were all patient since BWE1.

You just have to accept it.

And I don’t fully buy the argument that its not that important.

Kits are a huge part of the engineer, and they never had the issues they discovered in the first month, during the betas. During the betas it was about balancing, about preparing and making it good. They didn’t have to deal with connectivity, bots, exploits and so on.
They’ve had plenty of time and remember, they did promise

I’m trying to hold out hope. Well, that and I honestly believe that it’s not easy or it would have been easily fixed earlier. I don’t think it should take this long, but I’m giving Arenanet the benefit of the doubt that they are working on it since they’ve posted saying such and given their word. Still, I don’t know their coding or how many people they have available to devote to this or what those individuals qualifications or work schedules are like so I’m willing to give it some more time. Once the games been out long enough for classes to sort themselves out a little (IE: People stop asking for overhaul of the toolbelt system or being mad over the fact that kits exist as often) I think we’ll start seeing more changes to classes in a positive way. People need time to play and test and find out what really isn’t good at all and what’s just been overlooked.

Looking for PvE Condition Damage build advice

in Engineer

Posted by: SixSins.7610

SixSins.7610

Yeah I love discharge, but I figured with as little power as I’ll have, it might be better to put those 10 points elsewhere. I’m really surprised to hear that all +% damage buffs only work on direct damage. Not that I don’t believe you, but is there a source for this? Is it a bug or intended? Knowing that definitely will make me drop Deadly Mixture, I assumed it was working on all damage applied by the Elixir Gun.

I’ll play around with the builds tonight in Heart of the Mists and see what I can come up with, but this is some great insight!

I wouldn’t mind hearing some other people chime in on the subject, as well. Different opinions and builds are definitely welcome

Unfortunately, as far as we know it is intended that the +% damage only scales direct damage. I believe the reason for this is simply that conditions can stack 2 things to become more powerful and pure power only has 1. I would list crit, but both can benefit from that so it ends up being a little bias towards condition damage even if the damage is over time rather than up front. This is just speculation on part of my, some guildmates, mapchat, and a forum post from forever ago but it makes a little sense. Still, some damage buff is better than none IMO, but if you could take something better for your conditions then I suggest skipping them in a non-hybrid build.

Looking for PvE Condition Damage build advice

in Engineer

Posted by: SixSins.7610

SixSins.7610

“The 5% isn’t much on my conditions true, but you say it’s only 5% of 30% which is incorrect and I don’t argue that it’s game-changing, but longer bleeds for me are a good thing regardless.”
I’m not sure you understand the 5% damage buff is to direct damage only. It does not buff condition damage.

Sharpshooter is applied to all sources of damage. Grenades, pistols, elixir gun, etc. not sure if you knew that. yes its very good, and you should have a focus on crit in addition to +cond if only for that.

Yes the toss functions of H and B are terrible mostly, however traited for cond removal and might, they are very good. R is game changing. and B self use is quite as well.

I would have more mobility due to elixir R, being nearly immune to conditions, and vigor/swiftness. Dodge rolls all day. super elixirx2

Problem with the argument for Elixir R giving you more mobility is that there is nothing stopping me from slotting it as well in that extra slot I mentioned, yes it will have a longer CD, but I also have Rocket Boots and jump from EG which is enough mobility for me. Or I could forego a little mobility to do something else like Goggles since you mentioned crit or pretty much anything else that catches my eye and helps in some way.

I’m not arguing that Elixir builds are bad, I’ve been wrecked by them, but I don’t feel they have the number of options that I do during a fight. Their options are usually limited to where to toss the next elixir when the CD comes up which is usually on themselves because it’s a sure hit rather than trying to hit dodging and leaping and teleporting allies. Throwing that potion could be game-changing, but it’s the only decision your utilities allow on Elixir builds. I get to decide what to slot in my last spot and when and how to use my gadgets and my turret which, for me, makes for more engaging gameplay. I guess the reason I dislike them boils down to them being more “Rinse and Repeat” than dynamic decision making.

Edit: I realised I made a typing error, I meant to say condition build in my earlier post. Very sorry, it was late at night and I went to bed shortly after so I didn’t catch it. Sorry for the confusion.

(edited by SixSins.7610)

Main hand doesn't affect kits?

in Engineer

Posted by: SixSins.7610

SixSins.7610

@AlietteFaye Actually, it’s not “ridiculously easy”. Arenanet has posted on the forums already that they have been working to resolve the issue, but it’s proving more difficult than expected. And as I previously stated, they have bigger things to deal with before this which is a class-balance issue and not a game-playability issue. The game comes before any individual class, the way it should be.

They’re working on it, please don’t act like they’re not because you realize what needs to be done and think it should be simple. You don’t know their programming and you don’t know how their game logic works for these things and neither do I. Plus, they’ll want to test any potential fixes before release to make sure they don’t make the problem worse or make more new ones. It’s gonna be a while, just be patient please.

Engineer weapons \ weapon kits

in Engineer

Posted by: SixSins.7610

SixSins.7610

No i did not read what you posted. Because you’re just trying to tell us how your favorite class is underpowered. There are people in each of the classes forums arguing about how their class is underpowered in one way or another.

Toolbelts are effectively extra utility skills, by choosing one utility skill, you get two skills with different effects. Other classes only get one skill per utility slot, while Engies get 2. Sure, if you pick a kit, you’d get 5 weapon skills and a toolbelt skill, but that’d be like a Thief having grenades in the secondary weapon slot and having grenade barrage as a utility, except you would’ve have nearly as much switching cooldown. Or you could take Rocket Boots and Rocket Kick for what is effectively extra utility, something another class would have. The reason Engies have toolbelt skills is so that they aren’t sacrificing a slot just for the weapon skills, they still get something to use when they’re not using the kit. So basically…the toolbelt skills act in place of the lost utlility skills.

Take for example the healing skill Med Kit. The kit itself is somewhat weak healing wise, and the main self heal, which for another class would be the skill in the utility slot, is actually the toolbelt skill. But the kit itself is still valuable in the healing slot because it also functions as a weapon slot like you’ve said.

So basically…Engies get 4 extra skills to use to their discretion. Most of them tend to stand on their own, especially the kit ones.

Hold on. Just think about this. You say I get 4 extra slots to make up for losing 1. So a net gain of three slots. But the problem I see is that Elementalist gets 20 weapon skills and 3 utility slots. More than all mine put together. Mesmer gets 10 weapon skills, 3 utility skills, and 4 F1-F4 keys that provide them with utility. The Thief gets the ability to have 0 CD on all 10 of their weapon skills for as long as they can keep Initiative up AND some of their BEST utilities and trait trees regen the stuff for them? And they still get 3 utilities. Guardians get 10 weapon slots, 3 utilities, and 3 constant buffs that can become party-wide for a CD providing utility. These other classes get the same or more utility on their bars than us and maintain 3 Utilities to do it. I have to drop one just to match that?

Don’t get me wrong. I like the IDEA of Weapon Kits, but I don’t want to slot them if they aren’t worth it. It’s not losing the slot that I complain about, it’s losing the slot to something that: doesn’t save auto attacks, doesn’t get weapon stats, doesn’t activate swap sigils, AND still has buggy abilities or bad synergy with the class/other skills in the kit. If they fix all that, then I’ll slot them happily. Until then, I will do so unhappily as my support/Condition build makes the most of EG as it is currently because that kit was MADE for builds like that.

Looking for PvE Condition Damage build advice

in Engineer

Posted by: SixSins.7610

SixSins.7610

I also get boosts to my Power through conversions and my gear, so I’m not ONLY conditions to be fair. I am however not a Power build and I concede that readily. The 5% isn’t much on my conditions true, but you say it’s only 5% of 30% which is incorrect and I don’t argue that it’s game-changing, but longer bleeds for me are a good thing regardless.

I agree that the sharpshooter bleed will be up very often and that makes me happy, but it’s not my main source as I only just clear 50% on my build (I think it was 51% or 52%). Five sec bleed is amazing a little over 50% of the time and definitely one of the reasons I ended up adding crit to my gear, but using the longer EG bleed has other benefits too and, as long as you’re hitting a single enemy and not a group, I feel it’s better to use EG than Pistol for bleed.

Read my previous post as to my thoughts on Elixir utility, IMO the toss skills are random (except Elixir R), relatively small AoE’s, and they don’t do anything reliable except add might and remove conditions. Might is the only thing your build gains over mine while it loses all the disengage and the extra utility slot my build has available. Once again, IMO you deal more damage for less utility than I can carry on my build. Just my preference I guess.

is regenerating mist water field/blast finisher heal combo broken?

in Engineer

Posted by: SixSins.7610

SixSins.7610

keep trying to test this in the mists and cant seem to get it to go off using magnetic inversion as the blast finisher. anyone else encounter this?

I had an idea, does using Healing Mist interrupt your shield ability of the 4 skill? If not then you can do the inverse of your current idea. Pop shield 4 for projectile reflection or pushback, but use Healing mist right before hitting 4 the second time. This way you get more accurate results without having to worry about awkward timing. Still, haven’t tested if it stops the bubble channel. Anyone know?

Elixir B - random or not?

in Engineer

Posted by: SixSins.7610

SixSins.7610

You get all with the drink skill, this is intended and how the tooltip reads now. However the toss skill tooltip lies. You only get one of the effects and the might duration is listed incorrectly, it says 30 sec duration but it only lasts 10 sec when applied with the toss skill. Still 30 sec on the drink though.

Looking for PvE Condition Damage build advice

in Engineer

Posted by: SixSins.7610

SixSins.7610

It doesnt matter if bleeds drop off. This isnt like wow where you had to “roll” your burning, to keep up damage.
Each bleed has its own duration.

Coated bullets pistol 1 does get really strong in alot of pve situations. Get npc’s stacked up on top of each other, and boom. especially good if your friend is a guardian with aoe pull. although, in this situation power would be the stronger aspect, given only the direct damage is aoe.

Yes, swap between elixir and p/p often.
In a situation where p1 is not exploding on a target, elixir gun is higher dps. its bleed is stronger.

Pve condition’s rampagers gear I suppose. power, crit, +conditions. You want the crit for applying the sharpshooter bleed. all your skills scale with power to some degree. P1 and elixir gun notable have a good amount, potentially.
pvp I go prec, toughness, +conditions.

Range on pistols has no point. Pistols are melee to 400 range weapons. You need to be close to make use of venom volley, blowtorch, fumigate, acid, and elixir F.

p/p elixir H, elixir gun, elixir B, elixir R, supply drop

20 firearms. cdr, and vul on crits(swiftness on crits in pvp).
30 alch. hgh, 409, (cdr or vigor on swiftness)
20 tools. kit refinement, and static discharge.

Kit refinement will drop a super elixir when you swap to elixir gun.
alch traits do not effect elixir gun elixirs
alch cooldown trait, does not effect toolbelt elixirs.
Tools 20% cdr does.

You’ll have tons of healing, cleansing, might stacking. This might will then give you even more +condition damage, as well as the power will scale with your high crit.
If you really want coated bullets, take it from tools, and static discharge.

I know they stack separately, but I get +5% damage vs bleeding with my setup so longer bleeds and constant bleeds is the reason why I mention them dropping off. I don’t play WoW so I don’t understand “roll” burning, sorry.

I take the range increase here not because I want to snipe, but because I want to be safe. The farther away I am for the majority of the fight, the safer I am for the majority of the fight. Yes, I move in for Rocket Kick, Fumigate, and Poison Shot. Except Fumigate has decent range with the range increase and I carry multiple ways to get out of range quickly or disengage for that very reason. I’m constantly moving and doing something with my build.

I’ve tried Elixir Build, but I dislike it because it lacks utility and flexibility. You deal more damage and gain some useful condition removal and might at the expense of taking all your utilities as self-buffs relying solely on unreliable toss skills to help the party. It’s just my preference and the reason I build so oddly vs most people who just run grenades or dual pistols, I prefer versatility and support over pure damage. Just my thoughts and explanations please don’t think I’m knocking your advice in any way, it’s just not for me though it might be for the OP.

Main hand doesn't affect kits?

in Engineer

Posted by: SixSins.7610

SixSins.7610

As someone already said, I suspect they fear balancing issues, and may need to seriously nerf the kits themselves. I am not 80 yet, so I don’t know how crippled the current situation really is.

As far as a credible nontechnical ‘explanation’ goes, why wouldn’t kits ‘fit on’ your weapons (e.g. grenades+rifle = grenade launcher) and hence receive their stats as well?

(and wouldn kitten then be even cooler if the kit’s skills would actually mesh and depend on your weapons skills? Guess it’s a bit late in the game for that, and I also guess we are supposed to have enough customizability already as well)

I suspect lack of skill to fix it,and lack of time to do so.

They promised to fix these, but the trouble is that they haven’t… kits are bundles and not weapons. That’s the problem.

To be fair, Arenanet has a lot on their plate. They have a list and are starting projects in order of the list, problem is we don’t know the list and the start time for a problem doesn’t guarantee any kind of end time for a fix. I also believe they are prioritizing playability of the game itself (IE: stopping hackers and botters, fixing exploits, debugging and deglitching the game) over balance issues and class-specific problems which makes sense any way you look at it. The Kits are Bundles and are therefore working as intended. The fact that the intended method is weaker than they expected is a balance issue and not a playability issue. They’ll get to it when they can, but I feel that they rightly have other issues higher on the list than this one.

Rocket Boots !!!

in Engineer

Posted by: SixSins.7610

SixSins.7610

My ONLY problem with the skill is that it hits low ledges no matter how small. I see people saying it’s glitched, but it’s never stopped early for me except when I run into something. Even if that something happens to not even come up to my ankles, I still ran into something. That’s my only complaint. I wikitten lifted you just barely off the ground so you could clear the tiny walls or debris on the battlefield. Despite that even, I would say it’s borderline OP and would run it in nearly any Engi build that needs a burn or a disengage or a stun breaker (Only replaced by Goggles on some physical damage builds and all crit builds). I love it. The self-CC has never been a gripe of mine, it’s just too strong to not have it IMO.

Looking for PvE Condition Damage build advice

in Engineer

Posted by: SixSins.7610

SixSins.7610

My build might work for you. I use the Pistol/Shield combo. I run shield for reflecting projectiles, helping to buy time against melee mobs, stuns, and daze. All that utility outshines a short range burn and an AoE Immobilize in my opinion, especially in PvE. To replace the missing burn from offhand pistol I run Rocket Boots which has a toolbelt with a short distance kick that applies a high damage burn on a 20 second CD and also lets me break combat with the skill itself.

I use the Healing Turret as it provides the most healing both to yourself and to your team over the course of a fight if you use your finishers and the ability to pick the turret up to lower it’s CD, but will swap to Med Kit to set up before large battles, then back once the fight starts. I run Elixir Gun for more AoE heals and a good swap when my pistol skills are on CD and I’m not being targeted. The idea of the kit is to keep poison up more often and have an longer bleed plus weakness, but you want to give pistol about 60% time IMO simply because you get the stats and you have the shield if things get hairy. (Though I tend to run with PuGs so you might want to change that percentage for your group.)

My last utility slot changes depending on what the group needs, but my default is the Charr racial AoE buff because the toolbelt is just as useful as the buff itself. If we’re losing people or conditions are heavy I run Elixir R for team survival. And of course you can’t go anywhere without your trusty supply crate.

My Traits run 0/30/30/10/0. I get the range and CD for my pistol and Elixir gun in the first tree along with a lot of condition damage. I grab the conversion for more power, toughness and CD on shield, and Elite Supplies in the second tree which makes me a little tankier and makes me heal for more. And finally I grab the conversion for more Condition Damage and a slight life increase. The reason I don’t opt for duration at all is simple. Duration doesn’t do much for the build. The only non-damaging condition that I stack regularly is weakness on my Elixir Gun 1 and that’s spammable and up 100% anyway. The rest either need at least 50% bonus to see any returns, all damaging conditions tick on the second which means a 2 second bleed/burn/poison needs 50% increase to see 1 extra tick, or don’t benefit enough to warrant, Blindness is removed when they attack anyway and the stun from Supply Crate is the only other condition this build uses.

In summary, I use this build for anything PvE group-related. It’s got decent survivability, good disengage from tough fights, good support and synergy with combo fields, and sustained damage to supplement the direct damage and burst damage the rest of your team brings to the table. Feel free to make suggestions or ask questions!

Disappearing Renegade in Personal Story

in Bugs: Game, Forum, Website

Posted by: SixSins.7610

SixSins.7610

I am currently on the Personal Storyline Quest Killer Instinct. I was playing my Human Guardian and just reached level 34 by completing dynamic events in the area, lots of fun, btw, when I decided to tackle my level 33 personal story mission. I went in and started it, wrecked some renegades and had an easy time. Defeated the final renegade named Pyzor Ironmane, but I didn’t know he would surrender so I used my Cleansing Flame from the torch to try to finish him once he hit around 1/4 HP.

He surrendered right when my flame hit. His health bar turned green and did not go down while he stood in my flames, but as soon as the fire stopped the renegade disappeared. I have tried using my action key to see if he’s simply invisible, but there is nothing left to interact with. I’m not sure if it’s a product of a glitch between my cleansing flame and the timing, or simply a glitch in the story, but he is no longer there and it is impossible to complete the quest.

I have only tried this quest once so far, but I thought the bug was worth noting. I will try the quest again and come back with an update. I checked the forums for the name of the personal storyline quest and didn’t see a report of this one but I hope I’m not duplicating another thread. Thank you for your time!

Attachments:

Do not use healing turret for regeneration.

in Engineer

Posted by: SixSins.7610

SixSins.7610

Or the toolbelt heal from Elixir Gun. Why do people forget that one?

Engineer Elite

in Engineer

Posted by: SixSins.7610

SixSins.7610

@Lyuben I use my Elixir Gun underwater, I know it’s not the best, but I’m condition spec and it’s either that or Grenades…

Engineer Elite

in Engineer

Posted by: SixSins.7610

SixSins.7610

I only ever rock Supply Crate, here’s why: up front damage is ok (More damage is always a good thing), 2 second AoE stun, multiple turrets, multiple healing bandages. The turrets are ok to boost damage, but my favortie part is the combo of stun and healing bandages. With Elite supplies this thing is a monster. I don’t run Elixir X because it replaces 9 of my skills, including my heal skill, with 5 random ones that IMO are only good in certain situations. 1v1 do I need to become a tornado? 1v3 do I need to be a giant target? I don’t like it. It’s not just the randomness, I could live with that, it’s the fact that it removes my EVERYTHING for the duration and gives me skills that I might not want on top of it. I also don’t use mortar for 2 reasons. Number one, it’s stationary, it makes me a VERY easy target for anything with half a brain. Number two, I’m a Condition Damage build so it doesn’t do the damage an Elite should in my hands. Maybe if I were Power, I would consider Mortar in some situations, but I highly dislike Elixir X.

I'm a mesmer. Explain this to me

in Engineer

Posted by: SixSins.7610

SixSins.7610

I dont pvp, but I can only assume this guy has the best of the best gear vs people who just have average gear.

In other games we have a thing called “Pub Stomping”.
Its, usually, a group of good players that know each other join a game where the other team are just random players thats never met each other before.
I’m sure you can guess who wins.

I assume its something like that, only instead of a group of good players, you have one guy that was probably boosted by friends or a guild to be far better geared than the average player would be. Allowing him to take alot more damage and dealing alot more damage.

PvP in this game = EVERYONE auto lvl 80 and you only use PvP gear, which means no gear advantage. There are no buffs on his bar that explain him being boosted beyond a normal player. This is raw DPS build and nothing else. There is no “they’re weaker” or “better gear.” Everyone is on an equal playing field in terms of gear and levels. The only difference is class and build.

Edit: WvW however, which this was, does have gear advantage. Sorry about that, was just being sleepy and not paying attention. He has gear advantage here, but only shows fights where that holds true, never shows a real fight in the vid.

(edited by SixSins.7610)

Too Much Regen in Engi Support

in Engineer

Posted by: SixSins.7610

SixSins.7610

As I said, I doubt it makes up the missing burst healing between say a Guardian and an Engineer, but using blast finishers I am able to reliably play a support/condition damage build in PvE Dungeons, PvP, and WvW. I can’t heal as much as some other classes, but I am able to notice my burst healing rather than simply waiting on Regen all day, lol. I run the Elixir gun and the Healing turret as my only heal skills, but the blast finishers make up a large amount of my heal potential. I do agree with you though, I wish the Toolbelt on Elixir gun for example was a burst heal rather than more regen. Particularly because it doesn’t combo. And the Toss Elixir H skill is pathetic, it doesn’t heal and you’re not even guaranteed a Regen buff. Regen isn’t the best, but I don’t think intensity stacking would help it. Mostly because it would change Regens’ entire purpose, preventative healing. It would be a burst heal over time and would probably be preferable to true burst heals if you could stack it like the Engineer can because I can drop 4-5 Regens in under 2 seconds if I like… That’s healing for more than the Guardian if I trait for duration increase and build healing. Not the way to fix it IMO.

Too Much Regen in Engi Support

in Engineer

Posted by: SixSins.7610

SixSins.7610

Oh, and the turret aoe heal is absolutely on a one minute cooldown. The regen is on a 20 second cooldown, but I made it very explicit I was talking about instant heals. Reading comprehension is awesome!

I comprehend just fine, thank you. I was pointing out that the combo finisher blasts that it makes available add a LOT more burst healing to the skill especially when you utilize them. Either blow it up for a 20 sec CD blast finisher or use the shield skill and pick it up for 14 Sec CD Blast finisher, or use any other blast finisher with it’s toolbelt. You get healing on less than a minute cooldown and you get regen all the while. Not saying it trumps other classes, just saying it’s more than you give it credit for in your posts.

Best Condition Build

in Engineer

Posted by: SixSins.7610

SixSins.7610

http://gw2skills.net/editor/en/?fcAQJAqelIqSYX3y3F17ISoHSohJYgekX6VdJqAmB;ToAAzCpoay0koJbTumkNNqYSA

Here’s my Codition/Support build. I run this for sPvP and WvW. The idea is simple, Duration means little because people cleanse, so Damage is superior.

Figuring that out I went full Condition Damage with traits for increasing my recharges and range on 90% of my skills in one tree. Then support with Toughness/Healing Power. Toughness conversion into Damage, because damage isn’t bad, Toughness increase with shield and CDR for the last 10% of my skills, and making the best elite in the game even better. Finally the 10 points give me vitality and more condition damage through conversion.

The Pistol/Shield combo was chosen for the amount of conditions it has and the utility the shield brings. There can be arguments made for the P/P combo, but it lacks the versatility of the shield and only adds one more condition than P/S which, you will soon see, is made up for in my Utility choices. I find the offhand shield to simply be superior to the off hand pistol for condition builds.

The skill selection is also simple. The Healing Turret simple provides the most self and AoE healing out of all the choices. Placing it heals me, then it applies regen, pick it back up and it has a 14 second CD. Use the toolbelt for AoE Regen and use shield skill 4 for a combo blast healing. Place the turret again, but instead of picking it up right after applying regen, blow it up and you get combo blast healing on a 20 second CD.

Elixir R is a stun-breaker and life-saver by itself, the Toolbelt removes conditions and revives allies in the AoE. The Elixir Gun is for support, but it also applies Bleed, Vulnerability, Cripple, and Poison regularly and in stacks. It has an AoE heal that is too good to pass up, a useful AoE damage and distance tool, and the kit is a great switch when your pistol and shield skills are on CD because it keeps the conditions coming. The toolbelt here is simply more Regen heals, which keeps Regen up 100% of the fight when combined with the turret and it’s toolbelt. Finally, Rocket Boots are a GREAT for gaining distance. I hotkeyed Turnabout so that I can use it while running away, simply turn around and pop it for good times and a combo finisher Blast for heals/stealth/retaliation/whatever else you can find to combo. The toolbelt for Rocket Boots is where we replace the missing offhand pistols’ 4 skill, it is a 20 second cooldown high damage burn that is short range. While the rest of the build is long range and allows for great keepaway, this is how you punish someone for staying in your face, plus it has more range than the aforementioned pistol skill and applies the same damage at all ranges.

It really doesn’t need to be said again, but just to explain, Supply Crate is the best Elite Engineers get. AoE damage, 2 second AoE stun, multiple turrets (especially with the trait I have), multiple bandages (also boosted by the trait), and best of all it’s simply fun to use. My build is designed for point capturing and team support. In PvE and WvW it’s usefulness is not at all diminished, though you will want to replace Elixir R with Elixir B in PvE especially. Hope you have fun trying it out! Also, if anyone has any constructive criticism or ideas to help my build I’m open to suggestions. Have a nice night!

Edit: Link fixed. Please copy and paste it, thank you and sorry for the inconvenience!

(edited by SixSins.7610)

Too Much Regen in Engi Support

in Engineer

Posted by: SixSins.7610

SixSins.7610

One-Minute healing turret heal? WHAT? You heal with the turret when you put it down, if you pick it right back up when it applies the regen boon to you it goes on CD for FOURTEEN seconds and is ready to repeat again. Or you can wait until it puts up mist field and explode it for a heal when you place it, Regen boon, and a heal when it explodes. Also, if you have shield offhand you can use the Regen boon giving toolbelt from the turret and your 4 skill for more healing. All off of the Turret alone, add the Elixir Gun that I use and the trait to make it drop the healing field on equip and I do pretty good as a support, granted it takes more work than a Warrior or Guardian, but I do well. The Regen taking longer to heal is a good and bad thing, good in that it sustains everyone over a longer fight making everyone tankier overall and this means that fewer direct heals are required, bad because Regen doesn’t work so well at bringing someone’s HP back up after it’s been knocked down really hard. Moral of the story, apply Regen early and save actual heals for later. You have to play engineer very tactically no matter what you’re trying to do with it, that includes support. You are not a burst healer, though you have a few bursts at your disposal, you are a preventative healer. Your job is to keep up the regens so that less healing is required and then burst selectively. Hope this helps. Have a nice night!

Are you tired of struggling with your Engineer and their myriad abilities?

in Engineer

Posted by: SixSins.7610

SixSins.7610

Elixir B toolbelt only gives ONE of those buffs, it says it gives all, but it lies. Also, the Might boon lasts 10 seconds when applied with toolbelt skill instead of the 30 it says. Not half as useful as you think. Elixir U is nice, but the debuff is insane. The three classes that the debuffs are taken from at least KNOW what dbuff they get every time, you don’t and that makes it worth less than their versions. A 66% chance to stop incoming ranged attacks, 33% chance for something useless on toolbelt is not good. Elixir H having a 20 sec CD means little when you could run Healing Turret and simply pick it up right after it gives you Regen.

When you pick it up anytime after the first mist starts it has a 14 sec CD and it gave you Regen on top of healing for around the same amount as Elixir H. Plus it’s toolbelt is actually useful both as an AoE Regen and as a combo field. Goggles are nice and P/P is alright, Supply Crate is best Elite hands down. I honestly don’t like the idea of not running a kit at all, it might just be me, but EVERY other class is able to switch out in the middle of combat getting all new skills with new CD’s and new abilities. Whether it be weapons or elements or whatever, if you don’t run a kit at all, you lose a LOT of damage and versatility potential to every other class.

I tend to run Elixir Gun because I’m Condition Damage spec with a slight support bent. Power/Crit would work GREAT with Flamethrower, in fact your build would work great with it. You get close to burst anyway, why not switch to Flamrethrower right after and knock them back or blind them again with 5 and unload a bunch of crits with your 1? I think it might work for you without adding too much complexity to your build. in this case, I’d suggest removing Elixir U for it. Before you call me blasphemous, remember that the debuff is random and difficult to prepare for, the effect lasts for 5 seconds with a high CD, and the toolbelt is near worthless. With the Flamethrower you get 3 decent/good skills on the kit, a good albeit high CD Burn on toolbelt, and have more versatility with higher damage output over a 10-15 second period. You might want to change your Traits around if you slot the kit, more Explosives or drop Alchemy for something else would be my suggestion there. If you have time, just drop over to the mists and try it out on some Golems, check the rotation and damage and decide if you like it or not. Just my thoughts. Have a nice day!

Post Your Build Thread

in Engineer

Posted by: SixSins.7610

SixSins.7610

http://www.guildhead.com/skill-calc#MMMzM9MzovlTMMvlaM0xxa0omRVksV

Based on Condition damage/Support: This is the main run build for running around and taking points. The pistol main hand allows me to stack conditions quickly and the shield allows for too many defensive tricks to pass up. I carry the turret for heals on a 16 sec cd and tricks with Combo finishers in the Water combo field. Elixir R is my stunbreaker and the toolbelt saves lives from a range which allows me to keep up DPS. Elixir Gun for larger fights and support, it keeps my Conditions stacked and allows for good healing and condition removal. Rocket Boots allow for a quick getaway, especially with turnabout hotkeyed to facilitate escapes. The toolbelt is a high damage burn on a short cd. It’s melee so it’s a little risky but the Shield, Elixir Gun, and Rocket Boots all allow for a safe exit strategy. Supply Crate is, of course, amazing and when traited into allows you to quickly establish dominance over any point and follow some teammates to quickly mop up.
I’m open to suggestions and looking for help to switch on the fly for point defense. I want to take Net turret but I’m unsure what to drop for it with my setup and I wonder what other changes might be useful. Constructive criticism please! Have a nice day, all!

Engineer Goggles and Thief Bandana

in Players Helping Players

Posted by: SixSins.7610

SixSins.7610

I had success with this same problem on my Engi. I looked on the TP and found a very similar eyepeice to the one I started with for less than 2 silver. Hope this helps! Just look up headgear and scroll through, I’d limit it to, say… Around levels 1-15 if you can’t find it there try higher levels. Stats don’t matter, go for the cheapest one.

Help with Engineer Build, Please and TY!

in Players Helping Players

Posted by: SixSins.7610

SixSins.7610

Hello! I’m a mid level Engineer player (I have others, but Engi is my main) and I wanted to get into sPvP. I’ve been designing my build to fit my preferences from the start of GW2 and I’d like to keep my Traits the way they are if at all possible, but I’d like some help getting my foot in the door to sPvP without dragging my group down. Mostly I’m looking for tips/tricks and helpful advice on which utilities to carry generally and what I’ll want for specific situations I might find myself in. (IE: Solo point defense, underwater point defense/capture, etc.) Thank you in advance!

http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.0.0.0.0.81.91.96.99.102.9.9.29.0.0.0.246.244.248.260.262.264.275.0.0.0.0.0.0.30.30.10.0

Pretty sure you have to copypasta the link, sorry.

So much hate.... Why?

in Engineer

Posted by: SixSins.7610

SixSins.7610

it’s just because bad players love to complain while the good ones have no need to post anything in forum.

so if u just look at forum u will just see what you are seeing ….

I post here because there are a LOT of bugs and weaknesses in the class that shouldn’t be there, I discuss these with other players to try to find fixes that we can then suggest to the devs. Doesn’t make me a bad player, it means that I don’t like working around thins that shouldn’t be a problem to begin with.

Fixing the flame thrower

in Engineer

Posted by: SixSins.7610

SixSins.7610

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

Have you tried asking very nicely that they remain in the fire? I am sure they would do it.

I only use Napalm on large crowds well because it is not real good for WvW

I was pointing out that for anything other than PvE and group PvP fights it’s use is limited to a Combo field: Fire and nothing else. And in Group PvP why would you waste the time to throw it down when you could and should be doing other things? I’m just saying that as a damage skill it is very lackluster and as a utility skill there are better ones you should be using and as anything else, well it doesn’t do anything else. IMO it’s a waste to use it unless you know you and/or your teammates can make reliable use of the combo field. In which case someone else probably has it covered already. Just my opinion.

Fixing the flame thrower

in Engineer

Posted by: SixSins.7610

SixSins.7610

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

Give the rifle a weapon swap.

in Engineer

Posted by: SixSins.7610

SixSins.7610

I was both underwhelmed by the engineer weapons for a very long time to be honest. Sure there was some fun stuff but I never got a good feeling about the weapons. I’ve played other classes and their weaps define so much of the class. I almost abandoned the Engi until I realized something.

The weapons are augments to the kits. Our…weapons really are the different kits we can use, not the pistol / shield/ rifle. Once I started augmenting the kits I was using with the weapon, instead of trying to build around the weapons themselves, I started being a lot more viable and have a lot more fun.

The rifle, for example, is fine for some DPS, but not amazing. I use it however in combination with bomb kit and grenade kit with deadly efficiency. Chill nade, (various nade cycle) once they’re close, rifle #4, rifle net, back to nades.

OR when i’m going for the big booms (this one primarily in dungeons but sometimes I’ve used it in DEs) Rifle #5 to get me in, bomb the crap out of the area, once I’ve drawn attention, Rifle #4, chill nades, and nade out a bit.

ANYHOW just my two cents

Except that when you switch to a Kit you lose all bonuses from our weapons. Also, this means you HAVE to trait Kits to get decent DPS? How does that make sense when there’s a whole tree that claims it’s dedicated to my firearms in my Traits? I don’t understand how this helps relieve the problem of the “rifle” feeling like a shotgun and having less range on most of it’s skills than the pistol does on all of it’s skills in main hand. Heck I’m pretty sure that throwing the magnetized shield has more reach than Blunderbuss or whatever it’s called.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: SixSins.7610

SixSins.7610

The thing he’s saying is the only RELIABLE condition removal is elixirs. IMO I partially agree and partially disagree. See healing turret only removes one when it decides to remove anything. and I have to swap into a med kit to get anything out of it, no one else has to stop dps entirely for so long just to get rid of 1 condition. Also, the Elixir Gun is nice, but what’s the CD on it? Once again I’m slotting a kit I have to switch to which can be unreliable simply because it’s a kit and kits are both a little weak and a little buggy. Now down to reliable Condition removal which is Elixirs. The OP feels that they aren’t worth slotting unless they a re specced, that’s his opinion and he has backed it up by saying the most reliable condition removal elixir has a buggy and weak toolbelt which shouldn’t be a tradeoff for reliable condition removal. These are the points made.
Once again, I agree somewhat. I feel that increased reliablility of Kits as a whole would help me want to slot Elixir Gun over whatever else I’m using. Increased reliability of the Healing turret removal AND it’s Combo field: Water would help drastically and probably fix the issue entirely. Fixing the Bugged elixirs and making the random elixirs and tosses a little more reliable (say one guaranteed thing and then random effect of two options would be nice and not overpower them) would make slotting Elixir C completely viable without traiting and without taking a hit on the toolbelt to do it. This is my opinion. I believe that overall, every current problem with the Engi can be fixed by squashing bugs and by increasing the reliability of the class as a whole.

The engineer is a half-hearted ranger.

in Engineer

Posted by: SixSins.7610

SixSins.7610

they didn’t strip down the Ranger to make the Engineer. The ideas are vastly dissimilar. A hunter/warrior in tune with nature and a tinkerer/alchemist playing with machines are opposites. Gameplay-wise I believe this was one of the reason they gave Engineers a shorter range, to keep them from feeling too similar. I agree with that. You’re taking this in the wrong direction if you want to fix the class.

The engineer is a half-hearted ranger.

in Engineer

Posted by: SixSins.7610

SixSins.7610

I don’t believe it should play or feel like the ranger and giving it a pet would only make it a ranger clone. It needs some small tweaks to bring it’s damage in line, a little more reliablility on its’ support, and a lot of bugs fixed. Once those things are accomplished we can look at the problem of range and the problem of randomness that make the class frustrating at times. Cleaning all of that should make it a standout class that feels like an Engineer and not like a Ranger.

Why is it that so few engineer abilities can be aimed?

in Engineer

Posted by: SixSins.7610

SixSins.7610

All your throw abilities are aimed… If it has a red circle on the ability on your bar then you ground target it manually. As for the Net, you might be right clicking to look around when you fire it? Holding right click and looking around is a way to manually aim what would normally be lock-on abilities. When you press the glue gun key you should be able to aim a large green circle on the ground, if not then check your settings and see if you have smartcast enabled. this means that it will auto-fire at the current location of your cursor. Hope this helps.

All Broken Traits

in Engineer

Posted by: SixSins.7610

SixSins.7610

Does Reserve Mines work? I’ve only seen them land on the ground and then flash. I’m not sure I’ve ever seen them explode. I might be missing something, but at the end of fights when I notice they trigger, I usually just see them sitting on the ground flashing.

Enemies have to walk over them to trigger them. I felt it was a little underpowered that they had so short a range, but they work for me when I can lure/knock someone onto one.

Weapons not affecting kits, is this intended?

in Engineer

Posted by: SixSins.7610

SixSins.7610

And what if i have 56 Vitality on both weapon and i switch? Right 1000 HP Lost and when i have 56 Toughness on the weapons? right i get more Burst.

I have 2 PvP Weapons with defensive stats and this is really a reason why i not use any kit besides the medkit but i always weaker when i use my medkit.

it is your decision what stats you have on your weapons. the same will happen with any other class that switches weapons when one of your weapon sets have defensive stats. this is a common knowledge to not have defensive stats in your weapons.

That’s silly.

Its very good sense and good logic, to focus on one of the types of stats on all your gear. It does not make sense to just have random stats on your gear, and PvP shows this.

You have a single amulet which gives you all your stats. So, lets say you use the soldiers amulet. Toughness, Vitality and Power. That is a good set of stats to have as an engineer due to the damage and survivability elements.

However, in PvP, you get your stats through one simple way: the amulet. An amulet gives the same amount of stats as a full set of armour, much like you would have in PvE.

So… if it is balanced that kits can gain stats from amulets, then it must be balanced that kits can gain stats from weapons…

They are weighted to your level independent of your Power stat, to my knowledge this is fair and easy way to set them. Also, Defensive stats on weapons is silly on any character except maybe elementalist simply because of Weapon Swapping and is no different for the Engineer and his/her kits. If I’m a Guardian with +56 Vitality on my Greatsword, and +56 Power on my Hammer then making the switch from Greatsword to Hammer means I lose hp. Period. Unless you can secure the same stats on both weapons for your entire gaming experience it is not worth it and doing that will out you a LOT of money as you go. It’s just a product of the way the game works. I feel most kits, all except grenade, could use a small buff. But I don’t feel that this is the problem.

Hit and run build?

in Engineer

Posted by: SixSins.7610

SixSins.7610

Try Rocket Boots to gain distance(Knockback Utility Belt skill), Slick Shoes to trip people chasing, Rifle has a knockback and a leap that could be used to run, and it sounds silly, but if someone is on your tail and you have the shield in your off-hand you can use the magnetic field into magnetic inversion really quickly to knock them back off of you. Those are off the top of my head. Just play around with them and see what you can find. There are other skills that move you or your opponents, break stuns, and/or facilitate escaping.

Healing Turret & Water Field

in Engineer

Posted by: SixSins.7610

SixSins.7610

I have a question. I had assumed since sometimes it gave the finisher and sometimes it didn’t that it was tied to the Healing Mist skill. The turret says nothing about a combo field, but the Healing Mist does. I always blow up the turret when I need quick healing and the overcharge is down, so I always use Healing Mist at the same time by pressing the F1 key more than once. I thought it was a timing thing with Healing Mist’s circle coming up before the turret had gotten far enough into it’s explosion. That’s why I thought it was unreliable, because the timing was VERY sensitive. Is it possible to do it without using Healing Mist? Because I’ve never seen it happen. Before I learned that it is possible to cause the Combo myself that way, I had never seen the combo happen on it’s own but I just blew it up at the end of the fight without using Healing Mist. If anyone has reliable and tested info, please let me know.

Feel forced to use grenades. PVE.

in Engineer

Posted by: SixSins.7610

SixSins.7610

I use EXACTLY the setup you say feels clunky. I am a Charr Engi and my setup is thus: Pistol/Shield combo, use pistol for main damage and use shield for reducing incoming ranged and physical damage. The first shield skill allows you to return projectiles to the ranged enemy who sent them at you (doesn’t work with AoE’s) but you can pop it to push back melee. The second ability blocks and stuns nearby enemies who hit you and you can press it again to throw it in a line and daze/dmg everyone in that line going out and back. Very useful for mitigating damage.
I carry the healing turret (Personal preference, but I like being able to heal when I place it, heal while I stand near it, heal when I activate 6 again, and heal when I press the F1 key 2 times because the Healing Mist toolbelt skill creates a Combo field: water and the exploding turret is a Combo finisher: Explosion. The last one listed is admittedly a little unreliable, but is still a lot of healing just from one skill.)
I carry the purple elixir, please forgive me I can’t remember the name. The one that grants Swiftness to help kite and get around faster, Retaliation in case I get stuck and hit, Regen always nice, and most importantly 2 stacks of Might which increases my damage and my condition damage.
I use the Flamethrower, which I find to not be clunky at all as I use it only to fight groups, where it does the most damage total and offers you good survivability with a knockback and a melee distance blind.
I use the Hidden Pistol to gain even more distance when I’m kiting in PvE to let my energy recharge. Finally I use the Care Package as my Elite because I LOVE all the utility it brings to the table, AoE damage and stun and health packs and net and flame and healing turrets all for one skill.
To anyone who thinks this build sounds weird it’s because I specced weird. The thing I neglected to mention for most of this is that my Charr Engi is Condition damage specialized. He inflicts EVERY SINGLE damaging condition in the game. The pistol 1 skill causes a bleeding can stack intensity and is constantly refreshed, the 2 skill applies 5 hits of poison if they all land (I usually get 4/5 hits easy) that not only do DoT stacking duration, but also cause a -33% healing debuff, the 3 skill applies confusion which damages the target the next time they try to use a skill and on top of confusion it blinds the target and all targets it bounces to. That’s just the pistol alone, I’m not done yet.
While it’s true that I don’t often SWITCH to the flamethrower, I refuse to replace it on my bar unless I’m grouping because of the toolbelt skill that it gives. This allows my next 3 attacks to cause burning for a HUGE amount. I also use the toolbelt skill gained from Hidden Pistol to apply this as often as I can because the damage from Hidden Pistols (very original name ) is huge and it applies all three hits of the burning very rapidly. Lastly, I can buff myself and my team with the Toss Elixir in a pinch.
When I group I try to switch focus, but I wanted to get my main build out there. This build is designed for longer fights, true, but it will WASTE any of level or lower very fast with a little kiting and will still do well against enemies higher than you it’s currently still being used by my 51 Charr Engi and I love the build, I made it myself, and I’m constantly trying to improve it.
BTW, when I say I’m condition damage speciaized, I mean that, last time I checked, I have 306 condition damage which is more than my weapon damage. I’m sorry I wrote a book, but I wanted to explain my choices so you guys could decide if you like the ideas or critique them in any way. Try it out guys, let me know what you think and I hope this helps!