may as well just play the menders build with marauders amulet if you want more damage. menders can take quite a few 1v1s if you know how to play it, & works well with marauders. it just loses some healing power. hammer engi is great. condi p/p is really fun to play, but it’s not a good build. it’s a joke.
you’ve tried to make something in between menders & p/p. it loses a ton of sustain & synergy for ‘meh’ condi pressure. considering menders, & paladin are good bruiser builds, i fail to see why a hybrid bruiser build that’s worse would be needed. why you took explosives at all is completely beyond me too. especially with p/p too, it’s a very confusing choice.
Have you tried the build? The condition damage this build gives is definetly not ‘meh’. The reason for explosives? To give more conditions, make grenades viable but also adding some nice power spike with the automatic rocket.
Why would you run this build instead of the pistol or mender build? Pistol can get hard countered, while with menders you will never be able to kill an enemy (Or its a really bad enemy). This build can actually take over points and survive pretty well.
Forgot to say: EU
I’m looking for a, preferably, small PvP guild.
I used to play in a small PvP guild. I came back to the game about a week ago, after 3/4 year being away, and started PvP. Therefore I only got placed in Gold 3
However my stats:
- 3195 games played
- Best on engineer
In general its a nice build. However watch out for enemies with loads of CC. You dont have any stun breaker. A mesmer steals your boon and CC’s you. A warrior can CC your stacks away and ruin your day with conditions.
Besides, even with Leadership runes, you barely have any condi cleanse
Classes are seperate from Races. The turrets you are referring to are general Asura turrets/technology.
In your case:
When an Asuran is growing up, he does learn from all other Asura about their technology, for example the turrets you have shown. What seperates you from other Asuran, is that you creature turrets in a different way of technology.
If you were to use that technology of the Asuran, you would be a regular asura, not an engineer.
;)
Without firearms the damage output of pistols is next to pointless and it scales very, very poorly with the power in that amulet. Might as well go with hammer and add tankiness, especially since its sPvP and you already got backup ranged from skills. Without any sort of speed its not like you’re gonna be able to run around hunting caps or players anyway.
Without firearms Pistol is indeed not as good. However the main use of pistol right now is to prevent enemies to cleanse conditions. With your grenades only placing bleeding and cripple on the enemy, with occasional chilled and poison, it would be very easy to almost negate real condition damage by cleansing. The combination of pistol with grenades makes it so much harder for the enemy to remove the conditions. Pistol adds more poison, confusion and burning. That makes 3 more conditions to remove. Since condition removal is randomized kind of, it is possible the enemy will remove the confusion and the burning for example; leaving multiple stacks of bleeding and poison maybe.
Besides the damage on pistol is still pretty huge without traits: Blowtorch 5K
Hey guys!
After half a year of hiatus I decided to come back to PvP. Unfortunatly not much changed; the Meta was still a tanky scrapper that doesn’t do much damage. The damage build for engineer, flamethrower condi, has some good burst but lacks in sustain imo. So that made me brainstorm and try different things. I aventually came up with this build:
http://gw2skills.net/editor/?vdAQJAqalUUhSsYJXwdLw6FLvF13QFhBA9x37Dv4FtiJBA-TJxHABDcCAqvMAAPAAV2fAA
Description of the Build
I tried to find a middle way between the builds described above. I decided to go for hybrid then, and that leaves me to one option: nades. The build in the link is in general a bit less tanky than the scrapper build (One less block, barely superspeed and no inventions). However, due to the usage of tool kit and supply crate ult, the survivability went up alot. With this build you will be able to duel with actually killing your target without much risk of dying.
Pros
- Relatively tanky
- Hybrid damage, thus making it harder for the enemy to avoid damage
- Good condi cleanse (partly due to F5)
- Supportive due to Inversion Enzyme
- Doesn’t really have a big weakness
Cons
- Few escape posibilities
- Projectile hate can ruin your day
- No on-command stability
Small guide
Damaging the opponent
Your damage comes from the following things:
- Pistol 2,3 and 4
- Grenades
- Pry bar
Surviving
These skills will help you survive alot:
- Supply crate is an extra 2.5K heal and AoE stun, +1 single target stun afterwards
- F5 removes all conditions in the landing area
- Elixir Gun 5 removes 2 conditions, transforming one into a boon
- Tool kit block
You generally want to focus on eating away the enemy’s health slowly but surely. Don’t get overconfident and go all offensive. Remain defensive, and spam your cooldowns inbetween. If you are out of cooldowns and you have an opening to remain offensive, fill up by spamming nade 1. This will place conditions aswell as doing power damage.
Make sure to keep your eyes open on the conditions of your allies. If they have alot of conditions, start spraying Fumigate on them, converting 5 condis into boons.
Matchups
This build seems to be doing fairly well against most enemies. The only enemy I’ve had trouble with killing was the Meta Power Scrapper build, due to all the projectile hate. However, no worries, they barely do damage so they won’t be able to kill you either.
Modifications
- Try shield if you are against a very heavy damage team without any tanks. The shield 4 is great CC if you want to res an ally, and the extra block helps alot.
- I chose rune of the pack to get some crit chance with the fury, however you might find some different options more suitable
- ofcourse Sigils are on preference, there might be better sigils out there that compliment this build more
- If you are looking for more damage, you could swap out Rapid Regeneration, since you barely get superspeed, for Mass Momentum.
I hope you might enjoy this build
Greetings!
(edited by The V.8759)
Same thing keeps happening to me. That or I get DC’d back to character select.
DC back to character select would be a different flavor of problem; usually a game server crash. Still concerning of course
Still happening man. Any help?
- Crash <—*
Exception: c0000005
Memory at address 00000000`00000000 could not be read
App: Gw2-64.exe
Pid: 9484
Cmdline:
BaseAddr: 00007FF70B660000
ProgramId: 101
Build: 79386
When: 2017-07-19T22:23:08Z 2017-07-20T00:23:08+02:00
Uptime: 0 days 0:22:23
Flags: 0
Heres the details of Crash:
—> Crash <—
Exception: c0000005
Memory at address 00000000`00000000 could not be read
App: Gw2-64.exe
Pid: 8552
Cmdline:
BaseAddr: 00007FF776980000
ProgramId: 101
Build: 79306
When: 2017-07-13T20:17:01Z 2017-07-13T22:17:01+02:00
Uptime: 0 days 0:55:15
Flags: 0
It isnt only when I won, this is when I lost a game. I guess it was a coincidence
What’s the top chunk of the crash report details? The part after “—> Crash <—”.
Here is the crash. Unfortunatly I forgot to click on “show details”, but I will find em out next time.
I also found out: It only seems to happen when I win a match!
I’ll check it as soon as it happens again and report it again. However I won’t be playing for the next hour probably :<
Hey,
I’ve been having this problem:
Everytime a match is finished, and the winners team is displayed, the game crashes 90% of the time. Anyone got a fix? Or is this a known problem?
Greetings.
Do I have to change my DNS, Chris?
No, but it would probably be best since Google DNS is more up to date than what your ISP provides.
First you should try flushing your DNS. Open cmd.exe (search the start menu) and enter the following command:
ipconfig /flushdnsAlternatively, you can use the -assetsrv option mentioned throughout this thread.
EU user here. I had the same problem and did did the CMD command, worked perfectly. If you can’t enter, I suggest you try this
Flamethrower, simply put, you’ll use all your FT skills minus the blind, use your pistol 3, 4, 2 skills, and rocket kick all on cooldown. Do your best not to interrupt a FT1 skill as the burning is at the end. Turret you’ll want to keep up but use the toolbelt skill when it’s available (drop the toolbelt skill before dropping the turret, then when it dies use it and get that turret back up asap). Little tip is you can drop FT and the 1 will still go through if you use the utility skill to drop the kit rather than weapon swap key. This lets you swap early and check pistol skills without a loss if you drop as soon as the auto goes off, but best just to learn the pistol timing.
You can also use you blind (FT) inbetween since it is instant anyways, maybe dodging a little bit of damage
Hey!
I have several builds for WvW! Do note that these builds are off-meta, since engineer isn’t in meta for WvW at all, but it still can be effective and fun!
Backline:
http://gw2skills.net/editor/?vdAQFAUlcThqrY5Vw+KQ7FL5FF9s361O4BGAVlYAlD1AA-T1BEABwv/Qb6AA4BAAoSwmU+ZwFAgf1fAA-w
The idea of this build is that you stay on the side, preferably with a few other ranged ones (Mesmer for example). You use is to focus the backline, killing them one by one while you commander engages with the rest of the group, creating a distraction for you to attack relatively safely.
Frontline engineer:
http://gw2skills.net/editor/?vdAQFA0mUICtbB0ehl8jSMAuoOieWT1Xd8jGpSC-T1hFQBJ4CAQHdAA4BAURlgES9HEq8re7PAA-w
In this case you are a frontline; yes with rifle. You rifle is great engage damage! Use jump shot to engage, following you commander followed up by a blunderbuss. Here’s where you get you won options as I left 2 skill spots open:
- Thumper turret for AoE stability rip and damage + Stunbreak
- Mine for (toolbelt) AoE damage + boon rip
- Elixir B for stability and other boons (If you zerg lacks the boons)
- Elixir S if you die alot
You might also like a different healing skill on this build, I just find AED fitting. You can also disengage leaving damage with Acid Bomb (EG #4). If you stay in the same position for a longer time, maybe try bomb kit auto attack with explosives line instead of tools line.
If you team lacks enough swiftness, swap to streamlined kits in Tools.
Many things you can do!
Have fun mate,
Greetings, Fvux
The ideas that I have:
1. Smoke bomb
2. Hammer hits
3. Flash shell (Mortar 4)
4. Hammer hits
5. Smoke screen (Flame turret overcharge + you can use the toolbelt for more condi)
6. Hammer hits
7. AED if nessesary or repeat
I think this should work
I kind of aggree with you; I like the fact that ArenaNet is trying, it gives me hope that they will push turrets in a better direction.
However from the other side I don’t see the positive effects from this change. You can’t activate turrets again. Other builds like Static Discharge also suffer (no more double SD with detonate + Surprise shot)
Turrets, gadgets, medkit, shield, rifle, certain traits, gyros’ AI. We are asking for those things to be rebalanced/remade to match current standards for a looong time.
Things like this is whats holding me back from returning to the game. I logged in the game after half a year today, just to see barely anything changed. Very little effective build diversity.
The class philosophy is to be able to furfil every role with every class but with a unique style. However in practice this is just not true. I mean, it’s logic that certain builds are better than others, but the gap is just too big.
There has been alot of talk about buffs for alot of things: Bombs, nades, whatever. But there are a lot of things that see very little to no use currently, basicly halving our usable skills.
Maybe make med kit usable? Maybe make gadgets usable?
I’m disappointed with this change. The multihit allowed me to hit one enemy several times, bigger chance on interrrupts. Had fun with it but now it became even more useless
Absolutely not. It would make it an “inaccessible” bonus. That’s too good. Especially since it’s not a specialization rune.
Alot of runes are already inaccessable for us since we dont have any skill types that interact with runes (shouts, wells, traps etc).
One fun thing to mention: I tried running Vipers in Pvp with an engi yesterday with this rune. Works extremely well, except for survivability ofcourse
Still wouldnt mind this change
To laugh or not to laugh, this is the question. We are at the bottom,alongside with ele this season, and you consider us strong? Yes, in your case its “Learn to play” and i’m sorry by saying this. Our boon corruption is at good in a fight for like 2-3 secs, before enemies will be full with boons for other classes.
I am not saying reaper is too strong. I know reaper is quite low in the foodchain. I am only discussing the boon corruption, not the overall class. I did not say necromancers are strong overall, they do need buffs, mainly in their sustain.
On the others who replied, thank you for your input
@Yasi: Ye that’s what I’ve been doing for a long time
(edited by The V.8759)
Hey guys,
I’ve been wondering. I’ve lately been playing warrior quite alot. Something that plays on my nerves is necromancers with their boon corrupt. We as warriors have to rely an awful lot on resistance. Yes we can take Cleansing Ire, but only a tanky setup can take that. Next to that, we have very few real on demand condition removal.
Now I don’t want this to be a complaint, but I’dd rather hear your opinions about it. Do you think necromancers have too much easy access too boon corrupt? Or does warrior need real condition removal and not just resistance? Or ofcourse, should I “learn to play”?
Thanks in advance
Hey guys!
As a PvP-only player I like to experiment with homemade builds. I get really bored quickly with meta builds, and even the slightest of change can make my day. Recently I’ve been working on a new warrior build. My goals were to make a warrior build that can do more spike damage than the Macebow build and yet can survive a bit better than the Ragezerker build . Let me show you what I came up with!
The Build
Due to the addition of discipine compared to Ragezerker, you have higher defensive capabilities; You can swap weapons faster (for if you suddenly need shield for example), remove more conditions and can counter immobilize with Decapitate and Headbutt.
You might ask the question why I am using Axe over mace, and yet have higher burst damage. This is due to the fact that I am using King of Fires. There is one perticular burst roation you can do that can pump out huge ammounts of damage:
- Headbutt, getting full adrenaline
- Use Scorched Earth`
- Follow by using Pin Down to secure the enemy in the field.
- Swap to Axe/Shield
- Use Shield Bash, locking the enemy up longer in the field (Gain Fire Shield)
- Detonate the Fire Shield with Shattering Blow
- Use Decapitate from within the fire field . Due to this being a leap and a “berserker skill”, you immediatly detonate the seconds Fire Shield.
If you are familiar with playing the RageZerker build, this should play fairly well aswell for you. You should be used to keeping up Rousing Resilience (which is a must).
Possible Alternations
Ofcourse everybody has their own flavour. Therefore I would already like to suggest some changes that might fit you:
- Swap Smash Brawler with Last Blaze. This gives a higher damage spike, but over time less damage.
- If you are very good with a team, and get on command stability, you can spaw out Runes of Fire for Rune of the Krait. (Currently the 6th bonus doesn’t work if you stun yourself)
- The sigils are chosen to load as many unique conditions on the enemy as possible, thus making it harder to cleanse the real damage. However you might want to swap to things like sigil of blood if you are having trouble surviving.
The Negatives
Ofcourse every build has it’s weak side. This one also has:
- Very Heavy CC: You have 2 short stun breaks at your disposal, however getting really heavy CC could be a problem since you don’t have any stab.
- Boon Stripping in combination with heavy conditions: Ofcourse you are not using Cleansing ire. Thus you rely alot on Resistance. This being stripped can result in death much quicker.
- Mobility: Like the MaceBow Warrior you have very few mobility.
I hope you guys give this a go and I would love to hear some feedback!
Greetings, Fvux
(edited by The V.8759)
I dont mind the traps etc at all. I do have to admin, the blocks sometimes make my blood pressure rise a bit tho :P
Try to check metabattle.com. Theres a descent build on there. I personally tend to run with toolkit for an extra block, burst and cc. Works really well.
what’s your setup?
rifle?p/p?hammer?
healing turret? or gyro?
3 toolkit skills?
elite skill?
what amulet?sorry for al this, it’s just I checked metabuild.com, but the builds does not feel optimized
The build in metabattle is optimized and easily the best build for soloq, but if it doesnt suit your needs you can try to switch something.
The build is only optimized for solo que. It’s pretty dumb there is no mention of Inversion Enzyme or toolkit.
@Op: I was talking about the metabuild. Thats what I run, but then with toolkit. I also tend to swap to demolishers amulet if the enemy has a tanky setup and we lack some dps
Try to check metabattle.com. Theres a descent build on there. I personally tend to run with toolkit for an extra block, burst and cc. Works really well.
It should just detonate on enemy contact and transfer all damage to the detonation. Increase range of the blast to compensate for no longer passing through groups to 360.
Same effect. Easier to use.
That would be horrible against fighting ranger, mesmer and minionmancer tho >.>
I seriously enjoy these creation video’s alot. I personally am not talented at all in drawing (the opposite rather), but I enjoy watching it so much! Great work!
I mostly only make build and roaming video’s, but I was in the mood for some music video. I hope you can appreciate it
https://www.youtube.com/watch?v=VaTgOGTN82I&feature=youtu.be
From a PvP perspective :
I dont see a good reason to change it (besides animation with 2 finishers looking odd). Hammer doesnt need any damage buffs as scrappers can already put out huge sustain damage in comparison to their defenses. The fact that you are locked in an animation is a good thing IMO. You want to leap that waterfield? The enemy has a nice timing and can burst you in your leaps, its a concideration that is healthy.
But again, I cant talk for a PvE perspective
I like this idea, it has a lot of good things :
- Less generic than just another race (in terms of seperating from other MMO’s)
- More Options to expand story after a dragon has been killed.
- Gives more looks (difference between Tengu and Undead Charr, human etc.)
Alot of skills suffer a similar wall problem. Think about throw wrench (it doesnt return if it hits a wall). So yes; all of these should be fixed.
One suggestion I would personally love even more for Flame Blast would be to give it a ground targeted marker just like with Lightning Orb (Tempest)
The globs of dark matter have stacked up quite alot in my bank by now, and since I don’t plan to make more ascended (got enough sets and I can always change the attributes in the MF), I destroy them quite often. Now could we get a way to make these even the slightest of useful then like bloodstone dust:
- An item like Mawdrey
- Salvage them for luck or something
-?
Deflecting shot in general has trouble aiming up ledges with it’s ground targeting. Whenever someone is plateauing the Dragonhunter on higher ground, the Heavy Light cannot hit. This can be exploited in certain maps. Example: plateau side nodes in Legacy.
Ultimately this trait change has rendered exploitable ways of defending vs. Heavy Light to those who are wise enough to abuse the problem vs. the Dragonhunter.
Good point, I guess you are right with that. Thanks!
have you complainers actually tried to LAND a deflecting shot in the middle of a skirmish against someone that knows how to strafe?
First of all, read my post good. I am not complaining. Am I annoyed by it? Yes. But I am purposely making this post to see what your toughts on it are, mayby chaning my mind.
And yes, I play DH on occasion, and it’s pretty easy to land it when an enemy is blocking.
Please keep your post constructive and give actual feedback on the trait.
it was a nerf
Theoraticly yes, its “cooldown” went from 8 to 10s . However now it’s an on command unblockable interrupt. Previously it was only “controllable” in the beginning of the match, knowing it was off cooldown.
It’s a buff
I don’t even see many DH’s running with longbow anymore. Not to mention deflecting shot has a pretty obvious and slow projectile that you can either dodge or strafe away from.
Imagine using a block. You dodging then would be just as useless as letting it hit you. The skill has a 1/4s cast time, almost instantly. You can’t just strafe that far unless you are 900+ range away.
Skills like Magnet (which is unblockable pull) actually need a long cast time and have a much higher cooldown. Same goes for basilisk venom etc.
Note: This topic is not about traps and all that complaining stuff
Recently ArenaNet made a change to the trait heavy light. Previously it would proc a knockback within a ranged threshold. Now it became:
Deflecting Shot knocks back enemies on each hit. Gain stability when knocking back, blowing out, or pulling an enemy.
With this, dragonhunters got an unblockable knockback and blind on a 10 seconds cooldown (AoE like). I know previously they could also, but the cooldown could have been procced before thus not knocking back unblockable.
Now personally I am pretty annoyed by this and seems a little overtuned IMO. However I do not want to start a rage about it, and rather hear you opinions about, in a constructive way.
Hmm… No1 knows for sure then. The priority aside, would it be possible to interrupt with a dazing/damaging skill against stab (When stripping it). → You use your attack → sigil procs → daze procs
Or is it in other order?
Any1 who can help me?
Does anyone know the priority of boon stripping with this sigil? I remember vaguely that it was randomized but not sure.
Also I am trying out this sigil on interrupt warrior. When I attack with an attack that dazes, will the boon strip occur before the hit or after the hit? This could be of significance when you strip stability.
Thanks for the answer Donari!
I should have tought of that, sounds like a logical explanation indeed
Gaile,
I am asking the following question just out of curiosity :
Can’t things like this be taken to Court to shut down the site? Fighting it at the source sounds like the most efficiënt option.
(I’m assuming it’s not easily done, otherwise it would have happend, but I’m just wondering how that works)
@ Pride.1734
I updated a few things you mentioned.
On Short Fuse: Does it really bite with Shrapnel? Or does Shrapnel compliment it?
On Siege Rounds: I’ve been thinking, and this trait could synergize well with Thermobaric detonation. Thus it should be swapped somewhere. Any suggestions?
@ Santenal.1054
I felt like Alchemical Tinctures should have been split up, since not every build uses elixirs. In my opinion you need to select certain traits in order to spec in a skill type, not a whole traitline. Also with the change to shield protection should be more available. Next to that, when you choose the new trait you could go for elixir H which can give Protection.
Hey guys!
I have been working on my idea of how to balance the core engineer traits. I finished writing it, however there is one thing missing: Your feedback. There are probably things I missed, or you completely disaggree with. Therefore I would like to hear your opinion on how the core traits should be.
Link to the spreadsheet:
https://docs.google.com/spreadsheets/d/11DXJZdc14cXL-I3TR5OiDGnbPyOQ3BKEVGnUlkkWxo0/edit?usp=sharing
Greetings, Fvux.
Updates:
Update 1
- Glass cannon updates to “no clue” status
- Recharge reduction on explosives shaved down to 15%
- Aim Assisted Rocket updated to “no clue” status
(edited by The V.8759)
Overall I really like the map. As pointed out earlier by other posters, the sides should be more equal when it comes to the ammount of obstructions.
Oh and please fix one more little thing:
When you walk out of the blue base towards mid, through the cave, you have this large rock on the right side. On there are a few palm trees. One of these palm trees is floating, you can stand under it.
I have this problem which is making me really mad sometimes…
-Takes a deep breath to not rage-
I use a skill that cleanses 3 conditions. Why on earth does it clean a few seconds of cripple, a bit bleeding and vuln, but not freaking 21 stacks of bleeding?
Things like this happen so often, it is a main reason for death (mainly against condi warriors etc)
One suggestion comes to my mind:
Add more condition removals to skills, however split those many condi removals in debilitating, damaging and movement-impairing condition removals (just like with med kit)
Anyway that just comes from the top of my mind, probably better suggestions out there.
Or don’t you think this is a problem?
- Alchemy: Check
- Inventions: Check
- Hammer: No
Seems okay, viable in the lower tiers, not hard matchups. When you get higher I guess you will start facing problems.