Showing Posts For Spart.6578:
Do you think that Scrapper tanks could be viable in there Phineas? I know that condi engis easily have a place there, but was wondering how well a Scrapper would fare as a tank, assuming you have enough dps to hit enrage timers.
Wouldn’t mind trying it myself as a tank if it was viable, just need to find a group to run with.
The Hammer feels great. Loving that right now.
The gyros could use some work.
While using the Action camera, I’ve yet to find a way to actually use the function gyro in that mode, switching from Action to normal to target someone to use it isn’t as great as just running over to res said person. If someone knows an easy way to use it with the action camera, please share. Them keeping up is also a concern.
The Heal gyro being instant is pretty nice and that water field on toolbelt is amazing. Blast gyro is meh, and still working towards getting the rest of my skills unlocked so can’t comment on the other gyros just yet.
If Scrappers are focused on having superspeed in their kit, please allow to it stack in some form.
I am definitely having fun with the Scrapper. Mainly the reason I decided to hop back into GW2 for the expansion.
I’m thinking I need to come up with a fun hotjoin build using bomb kit + rocket boots for stealth launch every 20s.
Anyone else noticing that the actual effect of the combo isn’t activated until you land?
(edited by Spart.6578)
Right now I’m running with a cleric bomb healing setup and I find it does pretty nice. Allows me to take the hits for the group and keep people healed. Also with altruism runes, it can net me and the group 18 stacks of might for 10s (15 stacks afterwards) and fury for 10 seconds just using my finishers.
(edited by Spart.6578)
Stabilized Armor when combined with Protection Fueled Injection is going to make it so I don’t need stunbreakers anymore
I thought a bit more about this, and with food, protection inject and SA would grant 73% damage reduction while stunned.
If these are in anyway true, it can be summed in one word: Meh.
Looking at the changes, FT does get a nice boost as it doesn’t need 30 points into Firearms to work and can use a 0/25/0/20/25 build, and assuming that burning/bleeding is already covered, and no endurance used, they would get a total of 40% extra damage to flame jet.
Stabilized Armor looks pretty decent if you pair it with protection injection. The shield change is a good buff.
Tools line is still bad, Inventions is still bad, Scope is worthless to anyone that is using FT/Bombs (Rifle even unless you run away just to auto attack). Removing the stun break from elixir R makes it not worth taking (I’m pretty sure it had to get a stun break on it for people to take it), 3 kits don’t have stun breakers. Autobomb defense is still kinda bad with a 30s CD, but that could be me.
I probably am a negative nancy here, but really doesn’t seem like we’re getting anything new in terms of toys. Just stuff shuffled around while others are seeing some buffs (aside from rangers, but I pretty sure remember some dev posting about possible pet dps nerfs for survivability changes).
Oh, i almost forgot, Elite Supplies, is it actually going to work now?
All the Condition removals for Engineers are:
Skills – Healing Turret Cleanse (2), Medkit Antidote (1) , EG’s Super Elixir (1), Elixir C (5), Elixir C when thrown (1), Elixir R when thrown (I think it’s 1),
Traits include 409 for active cleansing, and Transmute and Automated Response for preventative measures (although Transmute is rng)
I wish speedy kits was more automatic when you’re holding a kit out rather than continuously swapping it to gain the effect. It’s built into engineers that do run the trait that you swap every 5 seconds to keep the buff running, why not just implement a pulse every 5 seconds that you’re in a kit?
It would be 10/30/0/30/0.
Explosives: V
Firearms: III, VIII, XI
Alchemy: I, VII, X
That’s if you want to include perma swiftness and vigor into the mix, if you want more vulnerability and quicker elixirs, go V instead of III in Firearms and II instead of I in Alchemy.
I just hit 60, so I am going to try that. So essentially, 30 Firearms, 20 Alchemy, and concentrate on making Flamethrower dish out as much damage as possible, right?
Would this build be useful for doing dynamic events in PvE, such as Karkas in Southsun or Shatterer?
Pretty much. As you get closer to 80, you want to Incendiary Powder for a burn to take advantage of Flame Jet’s 10% extra damage to burning targets, and could max out Alchemy and pick up either 409, or Backpack regen, it’s all up to you. There is also a FT crit damage variation build on the forums https://forum-en.gw2archive.eu/forum/professions/engineer/PVE-BUILD-Firestorm-Engineer/first#post2099083 that I had a blast playing, but eventually just switched back to bombs cause I enjoy them a lot.
You should be more than fine for events, though southsun could be a pain at times (stupid reef riders eating might stacks).
Keep in mind that you don’t have to keep the utilities that I’ve selected, so if you find something that’s more useful to you, then by all means take it.
(edited by Spart.6578)
As for the Flamethrower one, what exactly do you mean by “deadly mixture in alchemy”? I haven’t played for a while, so I am a bit out of it. Speaking of which, what would the traits be for that one?
http://gw2skills.net/editor/?fcAQJAqel0pyaX3SdF1rIBoH1vu3Vki83YA-e
That would be a basic FT build at your level there. I neglected to get Incendiary Powder in Explosives as Juggernaut and Deadly Mixture are both two staples if you are gonna be sitting in FT. Infused precision and Invigorating speed can be swapped out for Vulnerability on crits in Firearms and Fast Acting Elixirs in Alchemy.
Beserkers would be your damage armor set, while soldiers (Power/Vitality/Toughness) would be your defensive.
Ditto with the Grandes one.
http://gw2skills.net/editor/?fcAQJAqOlIqiY3zSTdEBUh6TUh87zj3KtgQA-TIAjMmEA
That would be a starting point for nades at your level. Then you would head more into alchemy for Backpack regenerator and then into Tools for Speedy Kits. Rampager Gear (focused on conditions) would be the gearset for this.
Well, considering you’re gonna hit 60 and get grandmaster traits, you have a couple options.
1) Going grenades and getting Grenadier for 3 nades, 1500 range, applies a lot of conditions and is generally safe. If you want to sit back and lob grenades, then this is the way to go. Shrap, Short Fuse and Grenadier are the traits you want from explosives.
2) Flamethrower. Once you hit 60, it becomes more viable as might stacking comes into play. You will always have at least 6 stacks of might on you, once you get deadly mixture in alchemy (also needed).
3) Bomb build. You’ll need some defensive armor to do this, but it’s a lot of fun. Bombs hit pretty hard by themselves and with defensive armor, you can get more offensive traits. I usually run 25/15/0/10/20 for extra crit chance when the enemy is below 50% hp and more crit damage. Just keep in mind that most things will stick to you if you are running with a group unless there is a guard around, so be prepared for lots of dodging. I’d recommending picking up Elixir R with the build for a stun break and endurance refill, not to mention you should be getting vigor procs with that build which allows for more dodging or being a bit more offensive by dropping bombs via evasive keg.
At least we’ll be getting a fix to scope, even if it means it is going away and another trait will be replacing it. That said, let’s hope the new trait isn’t bugged on release and that we can get more work done regarding bugs.
Sucks that it took so long to get a response on scope, but hey, they finally acknowledged and gonna do something about it.
Could Minefield also be fixed regarding speedy gadgets? Apparently that reduces the cooldown on Minefield when the tools trait line should be reducing the cooldown on it.
Kept reading about the healing turret regen bug when it was destroyed and thought that they already fixed it, when i realized that this was a 6 month old thread just necroed.
As it stands right now, i do believe med kit is our best self option while HT is a much better group oriented heal/condition removal.
Since we’re speaking of Minefield, any chance of a set (or less random) mine placement? Just food for thought.
Wish it would use Reserve Mines placement (although a much smaller AoE), since those tend to always be a circle around you, if a bit spread out.
I think they need to boost the proximity detonation of the toolbelt mines, Removing a boon is cool but it doesn’t always happen unless the enemy intentionally steps on it.
That and the mine spread can be a little tighter.
I’m pretty sure that as long as the enemy takes damage it should remove the boon. That has been the case for me when I’ve used it against vet karka’s to remove retal, are you seeing something different?
Rifle Turret and Deployable Turrets makes for a 20 second blast finisher.
Don’t need Deployable Turrets. Since the blast finisher is focused on you when you detonate them, you can just drop the turrets anywhere and run into combo fields to detonate. Unless Deployable Turrets actually fixes that bug?
It was fun while it lasted, but it was pretty broken. Hitting 25 stacks of vulnerability with one bomb in a span of 2-3 seconds with a pretty decent range on the AoE with one trait was gonna get hotfixed pretty quick.
That’s what the forums are for right? xD You’re welcome
About the runes, I think I’m sticking to the might duration runes.
Do you hit 25 stacks of might constantly? I’ve been running with this build with Ruby Orbs as I have a ton of them, but wasn’t too sure if it would be worth the investment to get the might duration runes.
That said, I’ve been having a lot of fun with this build, and it brings some pretty good burst dps with Flame Blast + SD. It sure brought back the life into FT for me.
Have it drop elixir R on a 90 second cooldown.
This has trollface drawn all over it, I like it.
Especially if we’re downed together with an ally in close distance, oh yeah
People would take it, and it would be a bit shorter than the toolbelt revive with 10 points in tools invested, but I figure it would bring in a decent trait that the tools line seems to be lacking. Only a few are really considered in that line with the KR nerf.
- Change the mechanic to a new trait: Impact Fusing Bombs now detonate without delay. Big Ol’ Bomb’s detonation delay is halved.
This is primarily a PVP focused trait to make Bomb kit a true PBAoE. Bomb kit attacks are now impossible to dodge – you must kite away from the AOE. In addition, the BOB detonation delay being halved will change the way you use BOB and it is now an even bigger threat to clear people off points.- Change the mechanic to a new trait: Flash Pot. Bomb Kit attacks now Blind foes for 2 seconds for every for every fifth Bomb dropped.
A new spin on the old Smoke Bomb that brings a new dynamic to Bomb Kit Bunker. Simply auto-attacking will get you a Blind every 2.5 seconds, before Smoke Bomb. This will allow Blind-tanking and still offers the counter-burst of the old Smoke Bomb, but you can still take damage if key components of melee burst still connect. Blind uptime of 80% will shut down slowly attacking foes like Hammer Control Warrior.
As someone who is maining bomb kit right in pve, either of those two would be pretty awesome. I would love to have the second one for blind tanking, and could see instant bombs being useful for quicker kills. Might even take bombs in to PvP to give them a shot if they were instant like that.
Have it drop elixir R on a 90 second cooldown.
[Weaker Skill/ Traits]
Juggernaut: Bonus toughness also applies to bomb kit/tool kit, might gain on elixir gun
As someone who uses bomb kit as a main kit right now, I’d have to say that would be a huge trait investment to get toughness there. It would be far more viable to grab 20 in inventions if you really needed that extra toughness. If they made a GM trait for bombs that would be awesome, but investing 30 in firearms for 200 toughness wouldn’t really be worth it.
You know what would be an awesome engineer?
Turrets. They would be awesome. You know; stationary gun platforms that are hard to kill and/or do lots of damage!
But you know; instead we get heaps of versatility with our Kits. And potions. And remotely-detonated mines.
I want Axton’s Turret from BL2. Now that would be an awesome turret.
What weapon/kit was he using? Retal tends to be quite hurtful against engineers, as we have kits (FT/Nade) that hits multiple times per attack, causing us to take a lot more damage than others.
Using “Detonate Healing Turret” in the waterfield of an overcharged Healing Turret while standing outside of the waterfield doesn’t trigger the Area Healing.
That is because the detonate turret blast finisher is focused on yourself. Easiest way to test is slot heal and rifle turret, place rifle turret away from yourself and healing turret range, then overcharge heal and detonate the rifle while standing in the water field.
I was able to do it just fine as an Engineer. Speaking of which, if people are using Speed Signets, would Power Shoes be usable? I have that traited (i don’t do sPvP, so I don’t really have a build) and since we’re always in combat, it should always be active no?
Either way I’m in full support for any movement increases to be disabled (trait/signet/rune) in Crab Toss.
Once you actually start making a build focusing on flamethrower versus other kits the gap widens a lot from what starts off as a small difference, so what I see as the shortcoming of the kit boil down to three main points.
1. Low skill coefficients lead to low damage and poor scaling.
2. Overemphasis on burning reduces synergy between skills and usefulness of condition damage/duration and other scaling stats
3. Lack of utility to make up for points 1 and 2Finally, I agree that once you are in game, a lot of the perfect scenarios do not happen and personal preference and enjoyment are much more important.
My purpose is more in trying to show why abilities or kits don’t feel satisfying due to the numbers behind them as well as in trying to figure out if there are any tricks that may not be straightforward to improving builds.
I would argue that a 4th point would be needed: You need 60 points invested to get the most out of this kit as a base starting point. Juggernaut, Deadly Mixture, Incendiary Powder. It would be nice if Juggernaut had that bonus from DM or just bake it in the kit itself to not needing those traits in alchemy to achieve “max damage” on the kit.
However, the problem with scaling still remains, and it would just be a simple numbers tweak to make it a lot more competitive with nades, but I feel that untying DM from the kit to do the best base damage would be a good start and open up a few builds for us. (Turrets when/if they ever make them not squishy or tools for more crit damage, etc)
Right now I am running bombs for pve. Rather than taking Elixir Infused, I use it for damaging, going into Explosives and tools with perma vigor. I generally find the playstyle a lot more fun than spamming grenades, even if the risk of getting downed is higher.
This goes exactly against even what the dev’s said in the State of the Game end April.
I think it was Jon who said that in pve nothing would attack that turret…Turrets have aggro issues.
And they have targeting issues.
And health issues.Aside that, they might be ok.
Don’t forget hitbox issues. They have some pretty big ones making them take unnecessary AoE damage.
The toolkit’s Smack ability for healing turrets does not scale when you have healing gear/traits. It’ll always heal (at 80) for 186.
I was wondering when I would see the Invig nerf. I loved the extra endurance regeneration.
Fixing only grenade traits.. bleh. Sure it’s a thing needed to be fixed, but, was kinda hoping for fixes in other areas. Guess i’ll have to wait on that.
I thought people usually took the turret for the 15s medium heal, or 20s burst heal, or 60s condition removal, or water fields… Regeneration is kind of the icing on the cake.
If anything, the only thing that the turret has going for it right now is the AoE water field combo. The condition removal has to wait till the next time it releases the regen field in order to work if you don’t use it as soon as you put the turret down, and the heal from it (least for me) is outclassed by the ability of the med kit, since I have points in tools, not to mention 3 kits i can put down.
Why not do it as a trait? Perhaps something like ‘Reduces the cooldown of your turrets by 20-25% and you can now pick them up’
When you pick up the turret, it presents the options of placing it down or stowing it away, which would start the cooldown. Perhaps make it an Adept tier trait, and combine the autotool with the metal plating, granting the damage reduction as well as auto repair.
OP, not exactly sure if we’re playing the same game here. With my engi with mostly beserker’s gear, one or two pieces of knight’s gear, and dolyak runes, I find myself being able to take a group of 5-6 mobs on with a rifle as 0/30/0/10/30 spec (I can’t go without the vigor, and I make sure to take infused precision for it), with utility skills dependent on my current activity (farming, dungeons, WvW).
I haven’t dabbled much into sPvP, just the WvWvW zergs, and I find myself doing alright, though that’s not to say the opposition I was facing was bad, or I’m just zerging with a group and steamrolling anything, so I can’t really post regarding PvP. I’ve heard people be extremely good to extremely bad with engineers, and that’s mostly due to the high skill cap of the class.
What hinders this class majorly is the bugs that it suffers. The bug list, as we all know, is huge, and hopefully it starts to shrink as they do their weekly(?) updates. Then they can start looking into the class regarding the totem pole of balance. One thing I do feel is that damage is lacking a bit, as well as kits not scaling to weapon damage or benefiting from sigils which they have said they want to fix, so until they do, engineer isn’t really complete yet. Once that’s done, I wouldn’t be surprised if we saw some touches to kits/weapons regarding damage (probably not the nade/bomb kit, as those are our best kits by far for damage).
I like it that Kits don’t scale with weapons, that way always have 100% effectivity.
If you like losing stats because kits don’t have them and are set to the equivalent of a masterwork weapon then sure.
I would like the 350 stat allocation that I get from my rifle on kits.
If you let them scale with weapons you would have to nerf them and you would need exotic weapons to be on pair with the previous strength.
If they redo the forumla, then you would see a damage nerf if you were using a fine weapon or lower. Shifting the base damage of skills down a bit to account that the weapon damage is going up doesn’t mean it’s a nerf. Also you wouldn’t need exotic weapons to be on par with the previous strength when the base weapon damage is in the range of a masterwork weapon.
Looks like Anet isn’t fond of lists.
Feel free to disregard this post in the future and post your bugs in new threads instead. And if you really want this class fixed follow the other guidelines as well.
Since Jon mentioned in his post regarding the necro bugs in this thread, that he encourages other professions to do the same as necros did. Might be worth throwing a list in the engineer forums to hopefully get it noticed/stickied by a dev to keep track of what’s currently wrong with the class regarding bugs.
Did you try using the low level gems? Until you transmute it with either the level 78 back piece from the personal story (which comes with a gem) or a guild back piece, you can’t put higher level items in the backpack.
It would be nice if the kits inherited weapon damage as well as sigil and weapon stats. Tweak the kits if you have to if they come out too powerful, but having a rifle that is near 1,200 in weapon damage (from the character sheet) to go down to 969 for the flamethower sucks.
Taking off my rifle, and any armor that contains toughness leaves me with 916 toughness base. 200 from inventions increases it to 1116.
Once i equip my flamethower, it shows up at 1,316 toughness. I’m getting the full amount of toughness from the trait.
Juggernaut was changed. It now gives Might that last 15 seconds every 3 seconds while you are using it, gives you 200 toughness, and got rid of the 50% movement speed debuff and the stability buff.
Juggernaut got changed.
200 Toughness still, lost the stability, lost the movement reduction, and every 3 seconds a might stack is added that lasts for 15s. Suppose you can cross that off the list.
Minilys – Then I suppose that could be not considered a bug then, although that begs the question as to why have the regen effect of 5 in the first place if the actual regen is gonna override it a second later? Just have the turret only apply its regenerative effect as soon as it’s placed would be better, but that’s for another topic.
Cantrip – Mortar has a range increase already, although bugged currently, via Elite Supplies Trait.
Also, I’ve noticed (back when I was using nades/bombs, the whole GTAoE everything I don’t really care for) that sometimes my kit would unequip it self for no apparent reason. I couldn’t really track down what would cause it and my drop bundle kit key is unbound, so i couldn’t be pressing that. I know it’s a rather vague report on that, but thought I would mention in case of someone else was experiencing it and could chime in.
Healing Turret when picked up will bug out the regenerative effect, making it heal for 5. Not sure if this also happens with detonating it. Will test when i get the chance.
Inventions line – Reinforced Shields.
When you use Static Shield, the ability has the proper recharge if you just block with it. If you toss the shield, it will put it on the original 40 second cooldown, instead of 32 cooldown that it is supposed to have.