Showing Posts For Slothmachine.1465:

Since the Scrapper Reveal

in Engineer

Posted by: Slothmachine.1465

Slothmachine.1465

Thanks for the communication Irenio! Even if devs can’t make any quick or immediate changes it’s nice to know the thoughts and intentions behind the decisions made.

Regarding the Hammer AA discussion would it be over the top to, instead of giving it straight damage, give it more utility that will help us fight in melee? The might and vuln would have to come off it to compensate but I think we have enough sources for those two anyway. Like say 1/2s of weakness on the first hit, 1/2s of super speed or cripple on the second hit and then 1/2s of each on the last hit? I’ll admit that as someone who probably won’t be using drones and their traits I’d like just a teeny weeny bit more access to super speed.

Speaking of drones and their possible squishy-ness and the whole idea of keeping them out instead of using it for the initial effect, this goes for turrets too I suppose, I’ve been pondering over something for a long time now. To address their fragility would it be possible to have any healing you apply to yourself also apply to your drones (and turrets) or maybe a percentage of the healing? It would need to apply only to heals you apply yourself so they don’t become crazy if they absorbed all the healing you get from outside sources. Another idea would be to give drones evade frames whenever you have them. Not sure for turrets, maybe they can block when you block?

Also to give people more incentive to keep them out, though I think this applies more to turrets, would it be good to have them ramp up in some way the longer they are out? For example with the healing turret perhaps having it pulse a modest heal on the second pulse in addition to the regen and then a 2s water field or a bit of condi cleanse on the third pulse. Or something? Just tossing out incentives to keep healing turret out so it can act more turrety.

Finally my little selfish request. Please have someone take another look at Med Kit. I don’t even care if it doesn’t get looked at till a month or three after HOT releases. As long as someone can open communications with us about it like you have here. I’m still running it, but that’s only because I like my penta-weapon-kit-theme enough to try and work with it. At least it still works with Altruist runes so I’ve got perma Fury, 3 might stacks, and semi-perma swiftness without kit refinement which is nice, but it feels so clunky to use T-T.

Coming back and need gear advice

in Engineer

Posted by: Slothmachine.1465

Slothmachine.1465

Hi all. I’m coming back to the game after a bit of a break and need some gear advice. Last I left my engineer it looked like this http://gw2skills.net/editor/?fdUQFAUlsTpWrlcxdLseNSdBNyosFQHgE0VRmwYA-ThiDwALeAA9UeEUJWATEdVCCw8iL1focBA+oDw++DAA-e. Looking at the armor and trinkets I can’t for the life of me remember what I what I was trying to make so I thought I may as well get a new set or two while I wait for the expansion to come out.

So I’m looking for any gear recommendations for dungeon run and maybe some WVW. I never really got into WVW that much and was thinking I’d try it out a bit more. Do I need two sets for small man and zerg activity? Can I get by with just one WVW set (yes I’m lazy :p)?

Also maybe some alternative trait choices? I’m keeping my utilities, heal, etc, as that is what I find the most fun, but I wouldn’t mind changing up the traits to maximize what I can do within my build.

Cheers in advance.