Showing Posts For Valar Morghulis.7049:
So guards, thieves and eles get less dodge and wars get 80% more than them?
Good point…
So make endurance regen and total scale off of Healing Power.
Healing Power is equal for all classes, right?
Change the way “Dodge/Endurance” works.
1.GREATLY reduce the amount of endurance and the regen.
2.Make endurance regen increase with Healing Power.
3.Make total endurance increase with Vitality
*just a thought…
Need moar BOMBS!
j/k nice build will have to try it out, thanks for posting oh and awesome intro song lol
I wish they would remove PvE from map completion, I mean how challenging is it anyway? It’s just time consuming… Map completion should be fully centered around WvW. Also, as a full WvW player, I am already required to play the PvE game style enough as it is….
You net shot, big O’ bomb, jump shot, glue bomb then bombombombombombombomb and when you get good you can do that to 5 thieves at a time since they like to travel in packs now and all get in one nice little red ring of stealthed corpses!
Pretty much same thing you do to the stupid NPC skelks…
Its true that condition builds beat power builds but that’s beside the point. Our kits do not fully take advantage of power stats, especially in mid/long ranges.
well thanks for the giggle. you must know some really bad rifle engineers.
This is my rifle. There are many like it, but this one is mine!
Unless they make some major changes to pistol, it will never compare to Engineer rifle. I do not know of any weapon in the game (with their current abilities) that I would prefer over my Engineer Rifle.
The most overlooked & unappreciated weapon in GW2
I find myself sometimes trying to run power, and while it can be successful, I feel that it just pales in comparison to condition builds. Especially where survive-ability is concerned. I think one of the main reasons for this is that to do really good damage power builds have to utilize more stats than condition damage, which leaves condition damage to have better toughness and overall survive-ability.
Needless to say I really want to play power, but I just seem to do so much better when running conditions.
You need to experiment some more. Power/Bomb builds, if done right, can be one of the top “survivability” specs in the game. You can also get the highest AE and Single target DPS from power builds.
I think you are just better at condi builds, probably because you are more familiar with them. The Engineer in GW2 is extremely flexible and your style of play can change drastically from a few spec changes. It’s why I love my Engineer, I don’t need a warrior/thief/elementalist/ranger/guardian all I need to do is swap out my gear and retrain my traits…
How bout’s fixing turrets?
Here is my suggestions: (rough numbers/stats for understanding not fully set for balance and would be tweaked accordingly).
TLDR = Change all turrets to be PBAE with no overcharge/loss of tool belt.
To solve some of the issues with Turrets change them to all use PBAE (point blank area effect) abilities that do not require any targeting akin to Animist’s shrooms from DAoC.
All turrets would get an increase in Vitality, Toughness, Condition Duration and Power or Condition Damage from the Engineer’s stats (% of stat is given to turret for better synergy and diversity of builds).
All turrets would have a 1/2sec deploy time (as currently). 40sec cool down after destroyed, detonated or 5min timer expires and a 10sec cool down after being picked up.
All turrets would lose their overcharge abilities, tool belt abilities would remain when turrets are deployed.
ALL turrets would be 500 or 600 radius on their PBAEs (possibly upgraded in traits or when Tool kit is equipped).
I. Rocket Turret changed to Gas Turret (low hp/ac):
—Pulse every 5sec
—Applies (1)Torment & (1)Poison 5sec duration
+Tool belt skill Gas Rocket:
++30sec CD, 1,500 range, 240 radius, 500 damage, 3 stacks torment/poison 5sec.
II. Thumper Turret (Medium hp/ac):
—Pulse every 15sec
—Blast damage 2,000
—Blast Finisher
—Knockdown 1sec
+Tool belt skill Rumble:
++40sec CD, 240 radius, 1,000 damage, 1sec stability/stun break, blast finisher.
III. Flame Turret (Medium hp/ac):
—Pulse every 10sec
—Applies Fire 5sec duration
—Applies Reveal 4sec duration (not effected by condition duration and unblock-able).
+Tool belt skill Smoke Screen:
++15sec CD, 300 radius, Blind 5sec duration
IV. Net Turret changed to Gravitational Turret (High hp/ac):
—Pulse every 7sec
—Applies Immobilize & Weakness 2.5sec duration
+Tool belt skill Localized Gravitational Field:
++20sec CD, 1,500 range, Immobilize 4sec duration
V. Rifle Turret changed to Shrapnel Turret (Low hp/ace):
—Pulse every 3sec
—200 damage
—applies (2) bleed 2sec duration
+Tool belt skill Belt Shot:
++5sec CD, 1,000 range, 200 damage
Just some thoughts
Lemme know whatcha guys/gals think?
Heck even cripple makes sense. So if these are ALL fitting, you come to the question of which is most fitting for a power weapon?
I really hope that the devs will at some point try to blur the lines between “power” and “condi” weapon. Because I hate the concept, weapons are easy enough to differentiate in target specialization as is.
I agree, but with engineer only having 2 weapons atm, you can’t/shouldn’t blur (dilute) them.
It should be fire damage… fire is the “power spec” condition…
Rifle is NOT used in condition specs, it is for power builds and in the 2nd trait line for the precision.
On that note: That line should be precision/crit dam, leaving power/cond dam (bombs & nades using both) and tool belt recharge/cond duration.
(edited by Valar Morghulis.7049)
I am going with Knight’s… BUT I’m the only engineer in GW2 that likes this profession more than any other while also hating their condition and static discharge specs :p
I saw Revengineer a long time ago, loved that name.
A guildie of mine has a cute lil asura engineer named Blamethrower, she constantly blame’s ppl around her for things in /say.
We lost our keep in WvW EB one day and 10 or so of us were standing outside our portal keep watching the enemy zerg taunt us from our keep and Blamethrower says, “welp you fellas really screwed the pooch on this one…” I don’t think I have ever laughed so hard.
(edited by Valar Morghulis.7049)
Your build has the same Protection internal CD issues I pointed on OP’s. Rifle offers less Blast Finishers than P/S and no Block / Stun, which is crucial to survive through some choke points and during vigor downtimes. Rifle causes auto CC, which could be used to proc Protection Injection, but I see it as highly situational. Also, I don’t see why not go 20 into Alchemy and get Backpack Regenerator, it’s 200 HP per second that has a 100% uptime and stacks with your Healing Turret and Elixir Gun toolbet Regeneration.
One thing I disagree is that our fields are short. The tool belt one is and can be quickly blasted once. But you can definitely get 4-5 blasts out of the Healing Turret Cleansing Mist, just have to time it properly (Place both turrets -> Big Ol Bomb -> Overcharge both -> F1 -> F4 -> double tap #4 [here comes the tricky part that is better executed with a Mine or Rocket Boots] switch to Elixir Gun and cast Acid Bomb).
Last, maybe consider losing the 2 blast finishers from the Thumper Turret to pick Elixir B for the Toss effect. It can be used whenever your group’s Guardian SYG is on CD so your party could be looking at 10-12 seconds of stability uptime.
Just my 2 cents!
I really like shield and have tried to use it many times, but the pistol part you have to take always drives me back to rifle. The #1 on rifle is a very nice auto that pierces and hits hard when in a power build. The #2 is a very low cd immobilize great for escaping/closing. The #3 does a lot of dmg when up close. #4 I use a lot as a knock back/knock off ledges, nice dps, interrupt and I use it for the knock back on me adding protection and getting me out of a bad area. #5 is one of my favorite skills in the game, I use it to escape in WvW sooo much. There are many places you can leave an entire zerg behind you. It is also a leap finisher, very nice in fire fields if taking a lot of damage. But my main use would have to be as a closer/final in burst dps chain, the 2 blasts it does add up to major damage and only using the 2nd blast landing on a low hp invader trying to get away is a lot of fun.
If only we had a mace or something to go with shield… lol
I get backpack regen when I’m not with my friends, I love it and would have it in this build if I could. I chose to get the 15pt tools ability for added group support, but can and do switch back to backpack regen often.
I get 5 blasts on HT pretty consistently, but other group members have a harder time using our fields, at least my group mates :p
I like your idea of elixir B and I’ll have to try that out. It will be hard to give up the easy blasts from thumper tho lol
There should be more, “when using a kit” and “when using a gadget” and less “when using flamethrower” IMO. Build diversity and all that…
Okay, I’m toying with a similar idea and would like to hear opinions on the following…
Instead of the 10, 0, 30, 30, 0 build, I’m running 20, 0, 25, 25, 0
I’m giving up the health regen and bombs that heal allies for reserve mines and short fuse (and a bit more power). Would love to hear opinions.
Also, what do people think of the A.E.D heal? I’ll be testing it tonight during our Friday, Drunk sPvP night with our guild, but it looks okay on paper.
Also, by having at least 25 in Alchemy, shouldn’t you equip Elixir C to get the boon benefit (this build needs all the dmg you can milk out of it)?
For sPvP, I use 4 nightmare runes and 2 earth runes. As for the Amulet/Jewel combo, I’m a little less clear… any suggestions? I’m currently using Rabid with Settler’s jewel.
Thanks in advance for any comments.
Some (few) like the new A.E.D. heal. I was really looking forward to it, but I’m not a fan at the moment.
As others have stated in other threads….
1. There is only one gadget trait (20% reduction in recharge) and it is a must have.
2. The delay (1sec I believe) in cast time means it gets interupted A LOT in WvW and you die trying to get the big heal. (maybe toss B then A.E.D. but I hat having a utility just for making my heal work….)
3. There is no condition cleanse so you need another utility for that or go HgH.
4. The utility has no form of heal or cleanse.
5. The utility is waaaay too short range and (for me in WvW) misses a lot if just a smudge of skill delay and/or lag.
6. Even when the utility works the 1sec is mostly useful as an interrupt, not long enough to help your DPS or aid in getting away.
What they should change…
1. Add to an existing trait:
– Using a Gadget grants Stability (2-4sec) or Aegis
1b. Remove the “cast time” from it.
1c. Keep the small heal self only but make the big heal a large radius group heal (This keeps the issues that A.E.D. currently has, but makes the reward more worth the risk for some builds).
2. Change the utility so that it stuns for a few sec and knocks back/down (as a real A.E.D. would do lol).
2b. Change the utility so that it has at least a 600 range.
2c. Redo the utility entirely so that it cleanses, regens, adds protection, adds stability or heals (not really in-line with an A.E.D.
2d. Redo the utility so that it is a long recast, short range (100) ability that instantly revives a downed ally (very much in-line with A.E.D.).
All that said, it does seem very nice for SD builds, but that is about it, IMO.
(edited by Valar Morghulis.7049)
This is my Front Line Healer spec
It uses Rifle for more control and still has more blast finishers, pistol is not as useful as it is a power build. You also get the new heal spell and new tool belt heals at 25% health. Hard to land all blasts in our short water fields, but awesome with a Ranger or Elementalist around. Also good for might stacking with blasts in fire and runes. My friends always want me in this build…
Explosive Powder, Enhance Performance, Power Showes, Elite Supplies, Deadly Mixture, Potent Elixirs, Packaged Stimulents, Power Wrench, Leg Mods.
Explosive Powder:
-Improves explosions from grenades by 10%
-Improves explosions from bombs by 15%
-Improves explosions from gadgets and turrets by 20%
Enhance Performance:
-Gain might (3stacks,15sec) when you use a heal skill.
-Gain retaliation for 5sec when you use a heal skill.
Power Shoes: (merged with leg mods)
-Gain 25% movement speed in combat.
-Cripple, immobilize and chill duration’s are reduced by 33%.
Elite Supplies: (improve elite abilities and this will be better).
Deadly Mixture:
-Deal 15% more damage with Flamethrower and Elixir Gun.
-FT and EG have a 15% chance to proc torment for 5sec, 20sec cool down.
Potent Elixirs:
-Increase elixir duration’s by 20%.
-Gain Aegis when consuming an elixir (20sec cool down)
Packaged Stimulants:
-Can be thrown and 25% more effective.
-Gain 2sec of protection when equipping med kit (10sec cool down)
Power Wrench:
-Reduce recharge on tool kit skills by 20%.
-Nearby turrets are healed when tool kit equipped.
Leg Mods:
-Gain stability when near Healing turret.
Those changes sound very interesting and I would love to try turrets again under your patch notes
Some ideas I had, think I posted some of them on here before.
1. Turrets gain a % of the player’s stats (power, toughness, precision, etc.), maybe a trait to increase the % (I believe, currently, that only player condition dmg is calculated for turrets?).
2. Give a turret, thumper maybe, a passive effect that it casts aegis in a large AE every 10sec or so, but only itself and other turrets, of the same player, receive it. This would make clumping your turrets together helpful and reduce some of the AE dps they take. _Maybe every turret has this ability but only when X amount, from same player, are in close proximity to each other (only one aegis at a time though). That way a solo turret doesn’t benefit but if you drop 3 or so they gain some protection for an AE just wiping all of them out. It probably wouldn’t help much, but think about that new dungeon in the laser room… all turrets are completely pointless… _
3. Just add to a trait the passive ability of reducing AE damage turrets take by 75% or so.
4. Change Tool Kit “repair” so that you repair turrets in an AE around you while you have Tool Kit equiped. Maybe, when you have Tool Kit equipped it also reduces dmg to turrets or just AE dmg. That way it’s more of an active thing you have to do, with your wrench, pry bar or gear in your hand… can’t just sit back and shoot ppl letting turrets take the dmg.
5. Change it so that you drop 2 turrets at once from a utility ability and change the utility abilities to something like:
Utility Skill #1. Long Range Turrets:
Tool Belt: Belt Rocket: Range=1,200; DPS= High; Condition= Knock Down (1s); Radius= Single Target; Recast= 40s.
…..1) Rocket Turret: Range= 1,000; DPS= Low; Condition= Knock Down (1s); Radius= Single Target; Rate of Fire= 12s; Activation= Motion (like the new condition, but it only attacks what it sees and is moving).
…..2) Mortar Turret: Range= 1,200; DPS= Medium; Condition= 0; Radius= 240; Rate of Fire= 8s; Activation= Motion.
Utility Skill #2. Medium Range Turrets:
Tool Belt: Electrified Net: Range: 600; DPS= Medium; Condition= Immobilize (2s); Radius= Single Target; Recast= 20s.
…..1) Rifle Turret: Range= 800; DPS= High; Condition= 0; Radius= Single Target; Rate of Fire= 2s; Activation= Motion.
…..2) Net Turret: Range= 600; DPS= 0; Condition= Immobilize (2s); Radius= Single Target; Rate of Fire= 10s; Activation= Motion.
Utility Skill #3. Short Range Turrets.
_Tool Belt: Turret Portal: Drop an entrance portal that allies can “use”. Ability changes to “Turret Exit Portal”: Drop an exit portal that allies will appear at after “using” the entrance portal. Unlike Mesmer portals this is 1way only.
…..1) Thumper Turret: Range= Point Blank; DPS= Medium; Condition= Cripple (4sec); Boon= Turret Aegis; Radius= 400; Rate of Fire= 12s; Activation= Constant (Goes off ever 12s regardless of what is happening).
…..2) Flame Turret: Range= Point Blank; DPS= Very High; Condition= Fire (2sec); Radius= 240; Rate of Fire= 4s; Activation= Constant.
Anywho… I’m babbling now, just some thoughts… Let me know what you think
Thought new match-ups was supposed to happen 10 minutes ago?
Hhmm I want KR in my build now, but doesn’t speedy kits screw up any planned KR? I don’t know if I could give up speedy kits….
Depends on preference I guess, I kept dbl tapping it too fast and going on to next, missing it. I can roll my fingers in this pattern at the right times for the gcd to come back up.
I stealth and invis out of work all the time! I used a portal the other day to get my neighbor to the top of a jumping puzzle I found in the parking lot of an abandoned K-Mart…
You are right… THROWING TURRETS IS NOT POSSIBLE AND NEEDS TO BE REMOVED!
I don’t think it’s fair that our names are soo big :p
Darkhaven
NORTHERN SHIVERPEAKS BLABLABLA SEE ME BEHIND TREE INVADER
lol.
Never tried it, but I get 5 (rare: 6) blasts off and I use Rifle instead of P/S.
Order of splosions (not placements):
1. Detonate Healing Turret
2. Rumble
3. Thumper Turret Overcharge
4. Thumper Turret Detonate
5. Big Ole Bomb (placed first)
6. Rocket Boots (screaming ROCKET MAN! when you get all 6!).
OR… I use Mine instead of Thumper (in WvW) and get 5 blasts (same as above except Detonate Mine instead of Thumpers and throw in a Supply Drop) 1 leap (Rifle #5).
Same thing is also good for stealth from Bombs #4 (smoke bomb) or Might stacking from Bombs #2 (fire bomb).
I can’t get Supply Crate off on the first scenario to get 7 blasts, so I save it for HT’s utility water field or (easier) Detonate Mine in it, Mine also comes back up fast.
Necro has the worst downed abilities IMO, but we are a close 2nd.
The #1 isn’t bad except that in situations where there are a lot of ppl it never hits who you want it too. I was hoping the new weakness would make it better, but I see no difference so far.
The #2 is usually just a slight delay to a stomp (when they don’t use quickness, stability, stealth, etc.) same as rangers and others. I have put it too good use in group situations though, where I can pull an escaping person back into the fray and try for a kill revive or pull an enemy off a wall or siege to help my group. In PvE I’ll pull the low hp mob to me so that group members hopefully target it and I can get a kill revive. (The VAST majority of the time though… I am useless when downed for myself or team)>
The #3 is really nice. It’s an AoE knock-back like the Guardians, but with big dmg numbers. The problem… it’s on #3… and there-fore you can rarely if ever actually use it. Most have a “heal” or “defense” type ability here and we get a second interrupt if they aren’t using stability, quickness, shrink, invulnerable, etc. There have been a few times I was able to use it near a ledge and get a kill revive from someone falling to their death, but it is sooo extremely rare to ever live long enough to see it up (I usually die spamming #3 just a split second before it’s up).
My suggestions:
#1: Pierce or very small radius AE explosion.
#2: It would be nice if it “pierced” to your target and/or hit people even if they were stealth/invisible.
#3: Drops a turret on top of you that does AE heal or regen that effects allies and not the engineer. The turret has to be destroyed before Engineer takes dmg or gets /stomped. It would have crappy hit points (like most turrets lol), but when it dies it does the AoE knock-back.
My 2 cents… :p
I wish I could have been in these forums more this week, but I did get into WvW as much as I could and had a blast (bomb engie pun!).
I have been in match-ups against DH before and they are always stand up, very skilled and very organized WvW’ers. I always get an “aahh crap” feeling when I see [abyss] followed right behind with a deep desire to test myself against them, though I’m usually solo and it ends badly lol.
This was the first match-up I remember being in with IoJ (the first couple months after release I was PvEing and running around blindly in WvW). You guys presented yourselves very well and I had many awesome 1v1-3s with some of your skilled players. I also seem to always end up with IoJ players in gw2lfg.com dungeon groups, not sure if these guys also WvW, but I have always had great dealings with your server.
It’s such a good time with servers like DH, IoJ and GoM and sooo polar opposites compared to the SFs and HoDs of the game…
Thanks for a great match-up DH and IoJ and good luck next week (unless you are matched with us again, of course).
1. Add more weapons to the list of 3 that Engineers can use. (Hammers, etc.)
2. Add the ability for Engineers to have “Weapon Swap” like other professions.
3. Add the caveat that when an Engineer has a “Kit” in one of his/her utility slots they lose the ability “Weapon Swap”.
TADA!
I too want to like shields. I can never stray far from my Rifle though…
“This is my rifle, there are many like it but this one is mine….”
Also, thanks for feedback. This was fun. I wanted to help the bad traits/builds without just making Engineers god-like. Hard to do coming from a player that loves his Engineer harhar!
Ugh, have to reply to each one.
Explosions.
1. That’s what the trait does currently. Someone mentioned having a EG Elixir Bomb drop; I like that idea.
I didn’t realize it was explosion dmg, also I was increasing dmg = to bomb.
2. Too much. 15% is decent right now for a 10 point skill, as three grenades can each proc a bleed. 20% would be the maximum I can see this going.
Forgot to add the 2s cool down.
3. Why?
4. No. I like my 1500 range and I think everyone here does as well. Would rather see it travel faster if I’m loosing my range.
I like the vuln stacking and range of nades too, was trying to be fair and not all “buffy”. I know this world isn’t “realistic” but it is still odd that I can throw a nade farther than I can shoot a mortar or shoot a rifle…
5. Could work. I don’t like the smoke bomb to begin with.
Me either, but it’s really disappointing at 60s. This would give a decent defensive field to ppl that spec high in power and don’t use nades.
Firearms.
1. How much vulnerability? I would go for 5-8 stacks.
2. Pistol damage by itself is horrendous. It’s a condition weapon and wouldn’t help that much.
Both are debatable, they are just lacking at current and no reason for auto attack from pistol not to be effected by this.
3. I can agree to the 33% chance, but the cooldown is silly. You miss 1 attack every 20 seconds.
I went back and forth on that one. 10s CD should be fine.
Inventions.
1. It does already.
I wasn’t sure, all the tests I did showed it not gaining, but it has been a few months… It seemed to be fixed at 3s regardless.
2. Eh.
Seemed stupid to have an explosive offensive trigger from falling in the inventions (tough/HP) line. Thought a HT fit better.
3. Reduced by 90% is best. The standard in most MMOs for stationary pets.
I agree, but can start at 75%. ANet likes to “putt up and in”.
4. Agreed
5. No. Would make the turrets even more fragile than they already are.
They buff themselves with Protection (33% reduced damage) and Fury (20% crit chance) this would make them harder to kill and hit harder, there counter is boon strip/theft.
6. Make it 10 seconds, and no healing the turrets.
Since it isn’t a passive condi removal i upped it to 5s and I was trying to make it a decision for turret builds, more HP for turrets or more dmg with final trait.
Alchemy.
1. Would rather just up the conversion rate. 10% seems nice.
2. No, no, no. Elementalist have a similar trait, http://wiki.guildwars2.com/wiki/Bountiful_Power. 5% would be far too powerful.
The numbers on both can be tweaked, reason was to change from 1% per boon to per unique boon to reward “boony” engineers
3. Okay, I can deal with this. Also make it effect ranged attacks.
4. Okay.
5. 20% health is far too low. Going to be hard to make use of it if you’re about to die.
It’s a last ditch get away or buy time for heal to repop type of ability. If fighting a condi heavy class this would be a tide turner, if running it would stop all condi dmg and most controls. Obviously it would do next to nothing against zerker/pwr builds.
Tools. 1. Fair enough.
2. ^
3. I personally would not mind a turret, but Flame Turret doesn’t come to mind.
Since it also ups dmg I was going with a close range dmg theme (hitting the person trying to stomp you).
4. Eh. I don’t like it. But I don’t hate it.
Requires more commitment to get constant 33% speed, and eases the button mashing a bit
5. Would rather go with cooldown reduction as it’s the only weapon set in the game that doesn’t come with a cooldown reduction trait.
Could do that as well, they are rather fast already tho.
6. The cripple is almost necessary with this trait. We have zero gap closers (Except Magnet) unless you think turning around and using a stun breaker counts as a gap closer.
Depends on your setup, I have plenty of gap closers and never had this current trait.
7. Very nice idea.
8. Wow, very nice idea.
9. Eh. Don’t like it, don’t hate it.
10. Don’t like this idea. Turrets are horrible and should feel bad.
Was trying to make turrets unhorrible
This is straight turret bunker build stuff…
Ok, I’ll take a crack at it… (Just quick “best guesses” here, so be gentle)
Explosions:
1. Acidic Elixirs – elixers now cause explosion damage when thrown (damage equal to bomb).
2. Shrapnel – Explosions have 33% chance to bleed, up from 15%
3. Steel Packed Powder – Internal Cool Down of 2 seconds added.
4. Grenadier – You now throw 2 extra grenades (4 total), but no longer have increased range.
5. Auto-Defense Bomb Dispenser – Cool down reduced to 15s down from 60s.
Firearms
1. Knee Shot – Cripple and apply vulnerability for 5s when you immobilize.
2. Rifle Mod – Changed to “Gun Mod” now includes pistols.
3. Go for the Eyes – Now applies to ALL critical hits. reduced to 33% chance and CD increased to 20s.
Inventions
1. Protective Shield – Now gains duration from +boon and +protection gear, traits, etc.
2. Explosive Descent – Changed to Inventive Descent, now you create a healing turret instead of grenade barrage.
3. Metal Plating – Reduce AE damage to turrets by 75%.
4. Elite Supplies – Mortar range increased from 1500 range to 2200 range (I know, I know only trait changes! bla, mortar sucks :p ).
5. Autotool Installation – Turrets self buff with Protection and Fury (these buffs can be stolen).
6. Elixir-Infused Bombs – Bomb explosions heal allies, remove 1 condition (5s cool down) and repair turrets.
7. Rifled Turret Barrels – Damage increase upped to 30% from 15%.
Alchemy
1. Transmute – 5% chance to convert incoming conditions into boons for each unique boon player has.
2. Energy Conversion Matrix – Deal 5% extra damage for each unique boon player has.
3. Acidic Coating – Proc chance up to 50% from 20%.
4. Backpack Regenerator – Now benefits from Healing Power.
5. Automated Response – Now cures all conditions at 20% health and immune to conditions under 20% health.
Tools
1. Enduring Damage – Moved to the 5 point spot.
2. Adrenaline Pump – Moved to the 25 point spot. Endurance restored upped to 25% from 10%.
3. Always Prepared – Now drops flame turret and increases downed damage by 50% up from 25%.
4. Speedy Kits – Moved up to “Master” tier VII. Swiftness duration upped to 10s from 5s and CD upped to 10s from 5s.
5. Packaged Stimulants – Moved down to “Adept” tier VI. Now increases effectiveness of health packs by 20% in addition too being able to be thrown.
6. Power Wrench – Tool kit skills recharge 20% faster. Gadgets used while Tool Kit equipped are 20% more effective (20% more damage and/or 20% longer boon/condition).
7. Scope – Gain Fury for 5s every 5s when no Kit is equipped (begins after 10s of no Kit).
8. Leg Mods – Move 25% faster and gain 3s of stability every 10s while using an unarmed Kit.
9. Armor Mod – Gain 3s of protection every 10s when no Kit is equipped.
10. Adrenal Implant – Gain 20% endurance regeneration per turret placed (max 100%). Build turrets faster (reduce cool down by 20%).
EDIT: This would make SD the powerhouse build…. :/ not intended. Maybe add…
11. Static Discharge – Each turret discharges a bolt of lightning whenever you use a tool belt skill (5s cool down).
If you have many turrets out this could be very nice, but destroys the current SD builds.
(edited by Valar Morghulis.7049)
Engi is on the defensive vs a good thief with 20 in shadow arts, shadow protector and shadows embrace can always outlast an engineer.
D/P is pretty good when you need to reset the fight and try again, the hardest thief for me to kill are the semi defensive, stealthy type. Running away whenever they want with invis + condi removal and regen kitten es me off sometimes :/
This is true, the really well played theives that can stealth off and come back full health over and over and over are annoying. If I can lock them down long enough I can get them but if they only come back when full health then I usually just leave. Most thieves assume that when I am 1/2 health they can attack when they are 3/4 health and that is when they get locked down and deaded! 
They also like to stealth off and come back with friends… this is annoying…
Tricky part is how do most people build. You can strap anything on an engineer. Nowadays your best matchup might be against the said ‘overpowered’ HGH*409 P/P Grenades when using Sword/Dagger, can’t live if you continually rip the boons that actually sustain him but you’ll have to be fast.
….snipped for size….
Now, you’ve noticed that all that information won’t give you the keys on how to slaughter all the engineers until the last, none of these two classes got an ‘I win’ button against eachother and the outcome is measured on who’s the most in control of the situation.
I love that my build does not fit any of these. I kill thieves with ease. I love the “jumpyjumpy” thieves 2222222222 I let my self get low to draw them in and then eats them
ohya… nope not telling what I do or how to counter it :p
It’s what I love about the Engineer, I can build it sooo many ways. Then a trip to the skill trainer and guild merchant erm bank! and I’m a completely different monster. I don’t know of any other profession that can change this dramatically.
DISCLAIMER: Only have Engineer, Necromancer and Guardian to 80 and lack extensive playing knowledge of Mesmer and Warrior.
(edited by Valar Morghulis.7049)
I usually drop it and immediately hit the OC. Then wait a sec or two for the water jets and then splode it and possibly another blast/leap finisher. I think I am having issues with it when I have lag, it’s not registering the OC fast enough and making me wait for another full cycle (HT usually dead by then). Getting faster interwebs soonish so hopefully that cures it.
All the info helped me to narrow down when/why it was failing. Thanks a lot!
Side note erm question.. Does your water field always work on your Healing Turret? Mine seems 50/50 if HT makes a water field or not, maybe I’m doing something wrong tho :p
They recently (or semi recently) changed the way healing turret works. Now, it only does a water field when it “activates.” Meaning, when you see it start twirling, splode it for extra healing.
Someone who plays engi more may correct me a bit, since I havent played it a whole lot as of late!
Ya, I know about the changes ( I miss the old version). Sometimes I wait and wait and it never does the twirl/water jet thing and if sploded no combo heal. Was just curious if it is a bug that it doesn’t always work or if I need to figure out how I’m kitten it. Thanks for response tho.
SF never fought GoM, we switched places with them when we moved down to T8. Then when we got back to T7, SF moved up to T6 at the same time.
To be fair, GoM has grown (both in numbers and coordination) since all this happened, and my current understanding is that SF has collapsed some.
aye, I miss the old NSP-GoM-HoD fights pre GoM mass infusion of WvWers
I also miss Sororita-3465 playing his Engineer! HIGHLANDER RULES!
Hey all, normally don’t post but figured I’d share a new small man vid – me and a few other SPCA (with an appearance by Dravul) had alot of fun early Sunday morning.
http://www.youtube.com/watch?v=gpsBks7qXzw
Nice vid.
Side note erm question.. Does your water field always work on your Healing Turret? Mine seems 50/50 if HT makes a water field or not, maybe I’m doing something wrong tho :p
@work…
Is this skill broken or only broken with a trait?
I love my Mines and always have it up on my bar, this will be very disappointing if they broke something that was working fine for me :/
To some people looks are more important than stat differences. You don’t get to say what is optional for people. Playing the game and going beyond lv10 is also optional — you don’t need to be lv80 as you can still play without issue pre-10.
I love how some morons seem to despise consumers for voicing their opinions aboout consumption.
You can’t get the dungeon armors pre 10…. You have to level up, get a group and complete said dungeon many times…
You want cool fluffy hat? Level up and get gold and use it to try and get said fluffy hat…
Consumers voicing opinions = AWESOME!
Consumers voicing incorrect information = Despise from those that know the truth.
I guess only time will tell, unless things change, obviously we have different opinions and tolerances to things.
But i’m not the only player that disagrees with these business practices.. Also the whole end of this game is about “Fluff” so when the whole end game becomes a cash grab how long do you think players will pay for fluff with nothing else to look forward too..
We do have different opinions… I could not care less about fluff and I love the “end game” in GW2… I only WvW and do the monthly content they add and it fills up my 20-30 hours a week in-game very fast.
I like the game a lot for what it is and what I do in it. The gem store fluff means nothing to me. Now if they add Ascended Armor to the game and you can ONLY get it by paying cash… then we can start this conversation back up and I’ll be fully on your side…
UPDATE: Nope, the tentacle back piece is replaced by the kits.
I was thinking that my kits were just bigger than my back slot item and that is why I couldn’t see them, but it completely removes your back slot and then adds the look of whatever kit you equip.
Most are smarter than I and probably already knew this, but wanted to clarify if for anyone else :p
This is also a “bump” to get Anet to do something about this
Possible solutions:
1. When back slot item is “checked” it trumps any/all kits (not sure how this would work for FT or EG, would you still have the gun but not the pack or would your hands be empty or holding your rifle/pistol).
2. Make kits and back slot items show on your character at the same time (this currently happens when you equip or “check” a back slot item while in a kit).
-This can look really odd, but it is better than what currently happens.
3. Shrink the size of kits and allow #2. This seems the simplest “fix” and would only be a problem for very small or oddly placed (flower) back slot items.
4. Turn off the look of the packs for nades, bombs and wrench and leave hands empty/wrench only or add a bomb/nade in hand instead of standard weapon. This would not correct the look for FT and EG, but they have more of a reason for needing the packs. (Also could do this and #2 and #3…)
5. Best idea, but most complex is to have MANY different skins for each kit and let player choose. That, or make it so that each visible back piece in game morphs differently with each kit to give a new look.
-EXAMPLE: Flamethrower with the new tentacle back slot item would make flaming tentacles swirling around. Tool Kit with new tentacle back slot item would have robotic tentacles with tools on the ends of them. (I know, I know, never going to happen, but an engi can dream can’t he?)
Anyone know if the new backpack covers them up? The tentacle one…
(edited by Valar Morghulis.7049)
Ya, our downed are the worst :/
I love that our #2 actually helps people to get to us for stomp and if you use it to interrupt stomp it misses a good deal of the time and even when it works #2 or #3 won’t come back up in time to interrupt again, so it (very slightly) delays the inevitable…
Our #3 makes me yell at the screen :/ It NEVER has enough time and I cry a little when on my Guardian and do the exact same thing with no delay….
Actually people like you crack me up, the rapidly coming to uninstal is right, we have been here for 9 months and very little has been added freely, nothing lately has been added that’s worth a kitten its all either temporary or pay to get anything…
I have to 100% disagree.. I believe more has been added to this game then any MMO I have ever played (in same time frame) and with no subscription…
I don’t know of any “content” that was added that is “pay to get” only fluff and most you can get in multiple methods. All you can get from gold and/or cash.
You believe what they have added is not good, that is your opinion and not debatable. I would not play a game that was full of content I did not enjoy, but I love what they have done in GW2 since release, so I’m sticking around.
Adding temporary content… I love it, makes me feel like it’s more of a changing world and not the standard static MMO that looks the exact same for 5-10 years. I can go into EQ right now and do the same quests I did in 1999, kill the same mobs, get the same loot…
You laugh but the games populations are feeling the strain of all this RNG and cash shop, with nothing being actively added more players like that guy will leave, and less are buying the game these days, do the math smart guy..
Show me the math and I will gladly “do” it… I’m not that smart, but I do know that math requires numbers right?
I care, i don’t care about these weapons, i care about where this game is heading, just because you cannot see the bigger picture, doesn’t mean we all cannot..
Where did you get your crystal ball? My “opinion” is that this game is awesome and getting bigger and better, but I have no facts to prove that…
We get very little content and the cash shop money grabs keep coming, how long do you think players will tolerate that? i give it a year maybe 6 months and we’ll see some bad news if this junk continues to roll out…
Again… I feel the content added is WAY beyond what my $69 purchased, I even feel guilty sometimes lol Opinions are like…. well you know the rest…
It becomes a problem when nothing is added to the game except for cash shop RNG boxes. There have been no new skins added to the game with the exception of Fractal related items that were not somehow related to RNG AND the gem store.
So yes, when all new skins are added to the game and require you to spend gems to have a chance to getting one, it’s a problem. You know, in a game that basically revolves around skins as a form of progression since there’s no “versicle progression”.
Remember when the game came out there were 0 skins through RNG and a crap load through crafting/loot/dungeon tokens. You want a cool looking out fit? have to group up and do a 5 man over and over to get it.
Question: What if you don’t like grouping up in a 5 man?
Standard Answer: “It’s an MMO bro! Go play a solo RPG!”
Question: What if you don’t like RNG?
Answer: “It’s an MMO bro! They ALL have RNG…”
Like I asked earlier, do you guys/gals want all loot to be standardized? All mobs of said level/difficulty to drop the exact same thing? All crafting mats to drop the same (no more lil RNG bags)?
I like RNG in an MMO, it helps create the “living world” image. I kill this karka, I could get nothing, I could get a skin… I think there should be more RNG… The game would be really boring to know exactly what I’m getting on every kill…. IMHO…
Are you getting payed to make these kind of posts ?
I guess disagreeing with you means I’m “on the take”?
Trust me we get that your a casual guy probably playing this game 2 hours a week it’s OK BRO we dont judge.
Sounds a bit “judgey” to me. The ole “guess at what type gamer you are then slander that type” is still in play? At any rate… you are incorrect, but any can check that via my handle in-game…
But please try to be atleast more convincing when comparing those things. Ingame SKILL vs RNG+LUCK+CASH if it gets too confusing I will kindly explain it to you via PM.
What? We still talking about fluff items here? Cosmetic stuff?
Introducing a new tier of items on a monthly basis which is achievable only on RNG and cash terms is an awfull setting and that’s the end of it no matter how you spin it.
Did they introduce a new tier? I thought they added fluff/cosmetic items?
The RNG debate is very old. I don’ t know of any MMOs that don’t use it tho… I remember camping the Ancient Cyclops in EQ to get my Jboots… lol I thought the beef here was that you could participate in the RNG via loot, gold or cash?
Should all RNG be removed? Every mob drops same coin/item/materials? I guess I just disagree… the game feels more alive for me when there are chances of getting rare/cool loot and I feel there isn’t enough RNG (bosses in dungeons should have rare chance to drop cool skins).
Remember before release how everyone was all happy that GW2 would have stuff that would be sold as novelty, and nothing would be pay to win?
Well look now, there are people complaining for the sake of complaining because they can’t get their novelty stuff for free or for cheap.
No, consumers are attempting to make their voices heard because in a game where it’s all about the cosmetics for the majority of the player base people are being asked to gamble for a chance at cosmetic items rather than being allowed to straight-up buy them.
What’s the alternative? You can offer the cosmetics as a straight purchase, but then everyone has them and they’re completely worthless. You can maybe make them expensive, but then everyone complains about the up-front cost.
How does making them purchasable devalue them in any way? Does it devalue my experience that gasp! other people run dungeons and have the same armor and weapons I do? Or that someone else had the gall to join the Order/Vigil/Priory and put together an armor set with some clever use of transmute stones with those, too?
(Answer: No, not one bit.)
Obviously, making them RNG makes people covet them more tho…
I don’t even know what the kitten things look like, but the more whining I read the more I want them lol…
Are some of you people for real ? Adding new game content and skins every patch with no chance on receiving set items which should require SKILL not hard cash + RNG + stupid luck ? So what if it’s just a skin with no stats ? It’s still new content atleast WoW had t2 items from arenas which no carebear mofo could achieve by spending hundreds of dollars. This game is truly dying.
1% of COSMETIC content can be purchased?!?!?! With gold, cash or loot, you say?!?!?! ZOMG WOW IS BETTER!
They should just add content once a year like other MONTHLY SUBSCRIPTION games lol
No, consumers are attempting to make their voices heard because in a game where it’s all about the cosmetics for the majority of the player base people are being asked to gamble for a chance at cosmetic items rather than being allowed to straight-up buy them.
Make your voice heard all day! But they are not asking you to gamble, they are giving anyone who wants, a chance to win a cosmetic item. A lucky few will win these, via loot or otherwise. There are A LOT of other cosmetic options out there… I like a game that has some things that are special and you don’t see a bazzilion people running around with it 1 hour after patch…. That’s probably just me tho…