Showing Posts For 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.
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.
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Lets hope Arena new has a lot in store for the Engineer
See you online
Skreez
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
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
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