Showing Posts For Skreez.2306:

Engineer Build: Might Buff Grenadier (PvE/WvW)

in Players Helping Players

Posted by: Skreez.2306

Skreez.2306

Hey Dwarfthrower

Just some suggestions hey

1st off, I like the idea you are going for hey, very nice but I think you should change around some of your traits.

ok here we go! rather than the 10 points into firearms to get 50% chance to cause vulnerability on crit, put those points into Inventions and get yourself 5% of toughness is added to power or a more defensive skill, Cloaking device or protective shield. Next switch out incendiary powder with Shrapnel or acidic elixirs. The Reason I say all this is simply because your crit chance is sitting at 9% so the chance of your on crit abilities are extremely low.

So rather increase your power a bit more and gain some armor at the same time never hurts. and Shrapnel may only be a 6% chance but the 33% chance of a 9% crit is about 3% if that.

As for your runes and such I’s say soldiers amulet and grab the rune’s of might

hope that helped

Any turreteers out there?

in Players Helping Players

Posted by: Skreez.2306

Skreez.2306

A Turret Build is very Viable actually, but it requires you to use them situationally rather than in every fight.

Firstly the CD is reduced slightly if you pick up your turrets. I think this is still the case, will need to check but the Healing Turret is one of the best heals the Engi has, and here’s why.

If used correctly the Healing Turret can cause 3 effects. 1 your normal drop heal, 2 an AOE Regen and 3 a burst AOE Heal effect. When you place a Healing turret, as soon as the regen hits detonate the turret, this way you get the most of your heal and your CD starts running again. Leaving out your healing turret is normally not a good idea. If paired with a thumper you gain an additional AOE Burst heal with just your tool belt skills, healing Turret AOE Regen with Thumpers shockwave.

Another nice not is that Flame turret can cause a AOE invis. Drop, overcharge and detonate of thumper toolbelt skill if you’d rather not detonate.

But overall you’ll need to do most of your damage with your weapons, Pistol and shield work well with it.

Things that are wrong with the Engineer.

in Players Helping Players

Posted by: Skreez.2306

Skreez.2306

I must Agree with you on a lot of your points, I myself find the fact that the weapon kits don’t automatically set skill 1 to auto cast and yes the Flamethrower does miss a lot of the time for no apparent reason but I do find the Engineer class to work perfectly fine.

The Turrets are not made for tanking, and you can make them do so if you trait for it. I find detonating your turrets to be a awesome way of dealing massive damage along with some hidden effects (combo’s) The Healing Turret can cause a burst AOE heal if timed right and the Flame Turret can create a AOE Invisibility. If you are wanting turrets to survive you need to place them correctly and use their functions correctly. The Thumper is extremely powerful and can take a lot of punishment while the Flame turret can blind an entire group for a pretty decent duration.

Ok a melee weapon for the Engineer would be awesome, I’ve often thought about it, but survivability is the issue like you mentioned. This is easily rectified though, simply by adding survivability to the melee weapon skills (e.g. Tool Kit no 4 skill) Some of you may rate that we do have the Tool Kit for Melee, but it’s just not viable, I’ve tried it and your damage output just cant cope, I’ll need to run some more tests but with the talents as they are there’s not much to support a melee build.

Another option for a some what un orthodox melee ranged fight would be the bomb kit, yes you button bash your keyboard into oblivion but it does work, and the AOE blind and burn destroys a small army extremely fast without you taking any damage. It does require some fiddling to get right but works.

WvW is a place where I feel the Engineer struggles the most, so any idea’s ? please give me a shout. I tried the Morter but it’s range is just not viable. I place it atop a high vantage point but it’s range can not target the ground below, bum’s me out yo!

Anyway Give me a shout, Loving the Engineer and trying all I can to find all the tricks of the trade.

Add me to your contacts Skreez.2306 or check out my guild on www.theimperium.enjin.com

Lets hope Arena new has a lot in store for the Engineer

See you online
Skreez

Medi Kit doesn't un equip in PvE

in Bugs: Game, Forum, Website

Posted by: Skreez.2306

Skreez.2306

Like the title states Medi Kit doesn’t un equip in PvE, it just endlessly re equips when pressing the heal key.

And suggestions around this other than equipping another kit

Equiping my kits and having no auto cast ability? any idea's

in Players Helping Players

Posted by: Skreez.2306

Skreez.2306

As an Engineer, our primary focus is to switch between our kits, unfortunately this although awesome has one small issue that keeps bumming me out.

When changing between the kits I noticed there is no default auto cast ability making life a little bit more difficult. I understand the AOE skills like with the Grenade kit and such but with the Weapon kits like the Flame Thrower, Elixir Gun and Tool Kit, the number 1 skill should be a default auto cast rather than trying to ctrl right click every time.

If anyone knows what I’m talking about or has any way to fix this please comment

EU - Gunnar's Hold - The Imperium is recruiting

in Guilds

Posted by: Skreez.2306

Skreez.2306

The Imperium Guild wants you no matter who you are, if you’re a crafter, Perfect! come get busy with our Crafting specialist. PvE more your thing? Well we have some Epic leaders pushing forward through the world. More of a Smack someone in the face kinda player? then join us for some PvP action!

All our focus goes towards making the Guild Wars 2 experience the absolute best it can be. No longer will you be stuck, fighting off the hoards alone, we want to be at your side picking you up every time things get tough.

Join us at www.theimperium.enjin.com

Attachments: