I am interested in this subject. Which is the superior roamer, Eles or Rangers? I am fine with either playstyle, but I am not interested in anyone speaking without experience in both…
Also, if you have some AoE available, use it. Turrets are very fragile against AoEs.
Won’t be hard to hit them either, what with those huge hit-boxes! xP
Well you run with a rifle. Use the kit-swap Jumpshot bug. It’ll make Jumpshot act like as 1200range charge. And then you wont have the land delay at the end, landing is instant so you can keep running.
Its even better then RTL, you can jump gaps and such that only an Engineer can. Using that bug.Its your best bet tbh.
INB4 Nerf. /15 Charrs
Technically it would be a fix, because Jump Shot works totally unlike normal. But this is an oooold bug, its been around since, well, i’d say launch even. Its been reported many times aswell, infact i learned about it on this forum.
Its tied into a general bug that happens when swapping out of anything really, not just kits. For instance on my necro, in the same way, i put Marks right underneath myself without ground targetting.
So its a general weaponswap bug that affects all professions. Jump Shot just happens to be an exceptional case where this bug is actually beneficial. So it would be a little more complex then just fixing Jump Shot.
I agree. To me the funniest part is how when you use it, it feels so intentional. The animation looks great, the timing is great, the distance is great.
What if this rifle bug…. ….is how it was meant to be???
Not really. When you look at some of the sort of control that is available to other classes with elites, the only unique thing about Supply Crate is how quickly it effects the fight. Other than that, if you just break the immobilize and move somewhere else, then it really goes back to the same fight. 6k healing usually doesn’t happen, as they are all so spread out. The dumbest thing you can do in this situation is stay near this “fortress”. Just move, it is one of the only non-movable elites in the game.
Thanks for your inputs! I know I was not really all too clear. I do run an HGH build, and in my opinion @Edyrin you should seriously try a rifle in WvW solo. The net helps, but to me the overcharged shot sets up for combos that will have you winning big time, very fast.
Solo Roamers need to be able to outrun and choose fights. Yes, I have perma-swiftness, but what we lack is a way to really make up a distance, or create one. I agree @Halcyon, that picking your fights is key, but you don’t get to pick your fights if all you have is swiftness. You see what is coming at you, and you can try to start running, or you can try to chase them. You have such limited choice in your battles without a way to move between options.
Also @All people telling me to just WP, that is extremely unpractical. I am in an area in WvW to take small points, but also because our zerg needs information to make the best choices. Teleporting all the way back across the map at the first sign of danger is simply a few silver away from killing yourself.
Also, yes I get that we can slow down other people, but all those things you guys mentioned are very dodge-able, and even if they hit I am now in combat so I can forget about running away, unless I manage to hit everybody chasing me.
In the end, I am just frustrated at how almost incredibly complete yet terribly incomplete we are. Such a small issue, but because of it my guild leader doesn’t want to see engineers away from the zerg. If we had just ONE really solid, low cooldown leap finisher (that made up ground), then we would be one of the top roamers around. Instead, our potential is wasted and we become one of the many.
It is a very sad story…
:(
No, that’s not the point. The point is being able to move quickly, not the quickest. Also, everyone knows thieves are good, got any other ideas?
Anybody else getting tired of Engineers roaming in WvW, solo or not? With the lack of a way to go faster than swiftness, my ability to be effective solo is feeling pretty low. If I want to try and take some numbers out of a zerg, I can only begin to hope to catch some low leveled necro who can’t keep up with the zerg.
I am a boss in 1v1, 1v2, 1v3 situations. Grenades and Rifle means I stay in control, and never really am afraid of loosing. Haven’t lost a good 1v1 in a month. Thing is, I die because I can’t out-run a zerg. Most I can do is run exactly as fast as one.
I really love Engineers, but I want to be able to Solo Roam most of all, and even if I am very good at fighting, I hate falling apart at the simplest things: Running.
So tell me, what can I do, or please recommend 3 classes for me to reroll to please! I won’t be leaving, but I might have to use my Engineer less…
Wow, thanks for all the responses! These answers… vary, to say the least. However, I am feeling pretty confident about investing time into a Ranger. To me, the whole 15 seconds thing is important because on Tier 1, that is probably the most time you will have alone before someone or something else comes along.
I see that Rangers are powerful, but not OP. They have decent spec diversity, and can be good running solo. Pets might be annoying, but obviously don’t hold people back all too much.
Thanks for the responses! I can’t wait to see how my ranger comes about, and what he will be like once he gets all the way there!
How is LB for tagging? I would be switching out my SB for LB while in a zerg, then switch back to SB while solo.
What about killing people in less than 15 seconds? Can Rangers do it? I get the whole class/builds, but for the majority could we?
Also, what are the main classes that rangers are helpless against? How serious of a hindrance is the pet AI? I heard its bad, but does it render you useless?
I have a fully geared 80 Engineer who I play in WvW. He is powerful and effective, but grenades and the lack of ANY reliable gap-closers is really getting annoying, and I think it is time to start a new class. I don’t like light-armored classes or guardians, so I am really considering rangers for WvW.
I love soloing and running in small groups. I have never really understood “Zerg-Support” builds, because I am honestly just fighting for me, but I love to be able to get bags when I do join my guild in Zergs. I love Greatsword, and Longbow. I watched _"xsorus"_’ Melee Beastmaster video, and while interesting, I would really love to be able to kill people faster than that, and maybe have some ranged mixed in.
So there are some things I need to know about Rangers. Can they kill people within 15 seconds, without a completely unreasonable lack of survivability? Is GS/LB Viable? Can you make bags drop in zergs like the best of them? How is Solo/Smallgroup Roaming WvW?
Thankyou for your time, I will carefully consider all responses.
“Like a pro” Pshh…
Someone just doesn’t know their way around a rifle. At least my engineer does!
(Leave animation as is please!)
I am sorry, but I don’t know why you are naming this build… This is just [HGH Grenades P/S]… you really haven’t created anything new, besides picking worse runes in my opinion. I would roll with Hollbrak/ Fire / Strength for the might duration, which is really where your power is coming from. Why would you go 30 points down alchemy if you weren’t going to try and maximize that? To me, that’s just silly.
Also, if you are going to put so much effort into this, you really should have put together a video. If you took this or your “Non-HGH” version into WvW, this would be a joke. Not enough damage to really hurt, not enough survivability to prevent yourself from getting killed before you can react.
It is a theorycrafted suggestion, but please don’t expect us to take you seriously if you don’t even have the armor or runes yet. I encourage you to keep trying; however, you just skipped ahead like eight steps before you post something and try to name your own build.
Glad you are switching to rifle. Overcharged Shot > Net Shot > Supply Crate, and then (you really should have grenades instead of Rocket Boots), Grenade Barage. That’s how I deal with them, and I honestly worry the least of any class when I see a thief coming.
Wow, thanks all of you. I have learned a lot, and I think I need to keep my definition of success more flexible. My dream was to be able to seige down a wall and allow our zerg to sweep in and cap a quick victory, through our long-term work. However, now I see that I accomplished a good bit in what I did along the way. I have received some awesome advice, and realized I have a lot to learn.
One more thing though. I still kinda have this dream of trebbing or catapulting down a Keep or Garison wall for our team (If very unlikely, just multiple Towers). Any advice? How would you guys go about taking down a wall with a team of 5? (Yes we have 5) Would that mean taking a tower, or are there good spots that five people could defend against a reasonable number (Not talking about defending a zerg, but being able to protect our siege against 10 or so), outside of a keep?
Thanks again for all you guys have taught me!
The balance you’re looking for is probably found around tier 5 or 6. If you transfer, enjoy the action there, then find your server starting to climb the ladder, be prepared to transfer down again. In other words, you loyalty becomes to the tier rather than to the server.
Thank you! Any suggestions for an awesome server with a great attitude on tier 5 currently? I don’t want to join the “Snob” server with all the /laughers…
In any tier, the long term efforts of any size team can still be rendered pointless by a small team.
Most likely, you didn’t have to deal with that zerg early because they were dealing with the BG zerg.
Sometimes, if a server is dead set on defending just their corner, they will break off from what they are doing to crush any hope of taking anything in the corner of the map, regardless of how small or big the group attacking is.
At some point, the servers in the lower tiers are going to be stacked because they’ll end up with so many people wanting to do small team stuff, they’ll end up with so many transfers that they’ll end up having to zerg to deal with the other servers zerg since they also got transfers looking for small team combat but when map chat says garrison 15+ so they’ll send a force large enought to deal with that, then the other server decides to attack with a larger force and we will repeat.
I suppose, but there is a difference between a zerg that 5 people can defend from and one where that many people would just get destroyed. So the question remains: At what tier could five people have held off an enemy’s zerg? This could depend even on the power of arrow carts, but where do five people on arrow carts begin to cause zergs to take caution?
I wouldn’t get too on arrow carts at the monent, they are going to be adjusted, has been state and is in testing. Not sure what will be adjusted.
It also depends upon the opponent.
I don’t blink at arrow carts that much. My character is a tank and still doesn’t take much damage from them. If you are defending against a tanky zerg, they won’t blink as much. Once they see they can’t get your arrow carts and fail at a ram, they can then range with cats or trebs. Then you have to deal with that and it all depends upon how your small team is able to handle a large team or zerg.
I am totally ok with the other team building cats or trebs to range down the gate or walls. That would be awesome, and totally fair. I just hated that they could run up and bang on our gate for about sixty seconds, drop a flame ram, then charge in like it was nothing. I want either gates to be stronger, or for there to be away to force the enemy to try a non mindless approach.
In any tier, the long term efforts of any size team can still be rendered pointless by a small team.
Most likely, you didn’t have to deal with that zerg early because they were dealing with the BG zerg.
Sometimes, if a server is dead set on defending just their corner, they will break off from what they are doing to crush any hope of taking anything in the corner of the map, regardless of how small or big the group attacking is.
At some point, the servers in the lower tiers are going to be stacked because they’ll end up with so many people wanting to do small team stuff, they’ll end up with so many transfers that they’ll end up having to zerg to deal with the other servers zerg since they also got transfers looking for small team combat but when map chat says garrison 15+ so they’ll send a force large enought to deal with that, then the other server decides to attack with a larger force and we will repeat.
I suppose, but there is a difference between a zerg that 5 people can defend from and one where that many people would just get destroyed. So the question remains: At what tier could five people have held off an enemy’s zerg? This could depend even on the power of arrow carts, but where do five people on arrow carts begin to cause zergs to take caution?
Hello! I am on the BlackGate (Beastgate) Server, currently tier 1 in North America, and I have become a huge fan of small-team roaming. A few weeks back in our Borderlands, a commander, the only one at that time, was leading a fairly large zerg. He was attempting to take the SoR controlled garrison, while JQ controlled both towers on either side. He would lead the zerg along the cliff, running right past the JQ towers, then would get surrounded by both armies, and all the people in his zerg slaughtered. I would repeatedly try to tell him that I could see from my vantage point that JQ was stacking and preparing to follow and trap him, but he would never listen. It was at this point that I truly knew that, no matter if I it was the only way to “do” tier 1 WvW, I was not going to follow a commander I did not know and trust.
Since then, I have been roaming and trying to contribute in any small-goals as possible. The other day, a team of mine was able to take a non-reinforced keep while the enemy was distracted. We were all so happy, and we immediately started to do whatever we could to make it better. We took surrounding camps, escorted dolyaks, reinforced the walls, built defenses, until after about an hour of work we had safely secured the keep enough to begin trebbing an enemy fort. I put down the treb, and we put all our supply into it, then ran got some more.
We were on our way back to the keep, when an enemy zerg spotted us. We got inside and started to fire our arrow carts on the enemy, but it wasn’t enough. I subbed in for my friends on the arrow carts as they each went to finish the treb, in an attempt to at least hold back the zerg. The enemy now had surrounded us, and we had to retreat off the arrow carts on the walls just to survive. The gates were falling fast. I begged for support from one of our zergs but they were too far.
The gates fell, and the enemies swarmed in. We all ran or died, and the treb fell: 98 percent completed
I was so sad, and frustrated. How was it fair that an enemy zerg could just destroy everything I had worked on for the past hour and a half? I wouldn’t have minded if our enemy had made a ballista and shot down the treb from a distance, because they would have planned and at least done something for it. I have run in so many zergs to know that all anybody in their zerg cared about was that they tagged me, and got in the circle on time.
So at what tier does my group begin to matter? When does WvW not become like a huge open plain, where towers are like sand castles and all that really matters is how many people you have?
Thank you for reading, and I would love to see your answers and responces.
tl;dr: In tier 1, the long term efforts of a small team are quickly rendered pointless by a very short-term, unplanned effort of a zerg. Q: At what tier does the work of a small group begin to benefit a team for a prolonged period of time?
in wvw is the fact we are (the) king(s?) of roaming.
Hmmm… My Engineer would have some words with you… but then again, so would a lot of people. I would not call thieves the kings of effective roaming, it’s hard for you guys to take 3 solid hits, not to mention that stealth means you can’t hold a point. If you are talking pwning n00bs, well lots of people can do that, and I would certainly not call thieves the best.
(edited by Welswift.9813)
If they are going to change the animation, why not make it epic? What if it moved to the target area while spewing fire from your boots for a similar burn condition effect as the toolbelt skill? Eh? Now that would get slotted really quick.
I somehow think (or hope?) those traps are more of a anti-zerg weapon and not your personal anti-thief win button.
Also if thieves will be able to drop them down in stealth on key locations it will make us more useful.
It really depends on the implementation and it can add another dimension to WvW if done well.
I definitely agree it depends on its implementation. I think it should cost supply, and become a sort of trade-off. Is it worth the supply for this? Imagine the possibilities though! We could start burning away at supply just by dropping a Shadow Refuge, and tempting people to come lay a stealth trap! Or better, camp out in stealth and drop a supply trap, stealing enemy supply and running off to build siege! Yes I agree we suffer the most from these, but we also stand to gain the most if we respond correctly!
Commander asks for supply count: “0” “0” “2” “0” Commander, “Where did all our god kitten supply go?”Looks back, and sees a trail of stealth traps and a couple of enemy thieves off to the side. “Mother Kitteners!!!”
Viable build diversity shrinks every patch, currently at an all time low.
I would have to agree. Viable builds {In WvW} Consist of a version of HGH or a version of SD, and they seem to be aiming at HGH for now atleast.
skill ls def bad for a thief bc u die quick no matter what build you run :/.
I see… hmm… that’s unfortunate. So there is really no way to be able to barrel through some damage? What I am picturing is a hearty thief, and you’re saying that’s never gonna happen, you’ll die really quickly regardless of what you’re gear/spec is?
That’s not really true. See, the majority of the thief community will run something like
X/30/either 0 or 30/maybe 10 or so/10-15
It took me a while, but I made my own build which I have yet to see pop up anywhere else on the nets, that throws out this semi-outdated concept and throws points into a build that, I think, is extremely consistent throughout, resulting in decent damage while also being near-unkillable, if you want it to be. I understand how this might be a major misconception that most thieves have, but I think that it’s time for the meta to be changed.
I would be happy to be a part of this movement
1. Yes, mostly because of #2.
2. Yes, there are. These builds happen to be my speciality; I run (almost exclusively) 0/0/X/X/X, and, as opposed to what Trav says, I don’t run condi damage at all. Never liked it, never will. If you want to take a look at my build and try it out a bit, feel free to PM me about it.
3. PvE is very possible for thieves. Stealth is a very good defense for us here, given that mobs don’t attack you while you’re in stealth. The SB is also a wonderful weapon for this game mode. Your guildy may have been referring to thieves there, but the problem is that not every thief is a D/D 25/30/0/0/15 glass cannon, which- I agree- are very strategically and tactically weak overall. Again, you’re going to want to invest in a tanky build, if you’re planning on going into higher-level PvP, WvW, and PvE, so a tanky thief would be a very good choice for you. Also, given their wonderful regeneration properties, stealthing, and mobility, they can bring a lot to any party. Will they absorb as much as a guardian that goes full tank? Probably not, but they can insert themselves in and out of battle much more easily than any guard, can move around like crazy, stealth allies, etc- all very useful things to have.
4. This is a bit more of a difficult question for me to answer. However, I would suggest a sword build for leveling, mostly because sword builds have automatic condition cleansing and stun break, good AoE melee damage, cripple and weakness, and a bunch of other good stuff. Most likely, I’d choose S/P, try to get 15 Trickery as quickly as possible, and then spend points into Acro and CS.
Also, @Trav: trust me, that’s only the thief meta- to die quickly. You’re missing out on a whole world of builds for thieves.
Wow! Thanks for all of this. I will definitely be messaging you sometime soon! It seems to me that what you play is exactly what I had in mind.
skill ls def bad for a thief bc u die quick no matter what build you run :/.
I see… hmm… that’s unfortunate. So there is really no way to be able to barrel through some damage? What I am picturing is a hearty thief, and you’re saying that’s never gonna happen, you’ll die really quickly regardless of what you’re gear/spec is?
Hello! I have been an Engineer since release, and have really enjoyed it. However, I think that a thief might serve more of my current interests. My Engineer is great at being a part of a huge zerg in WvW, but I am really attracted to the more solo play style of a thief. Also, I would like to have a backup profession in case A-Net really screws over Engineers sometimes. So, my questions.
1.) If I can sometimes have some pretty bad skill lag in WvW (being on tier 1 BeastGate), would this devastate my ability to play a thief" As an engineer, I usually have enough health to at least survive a little lag, would this be possible on a thief? This leads into question 2:
2.) Are tanky builds available to thieves, in both sPvP and WvW? I remember a long time ago someone who was talking about a caltrop-based build that focused on doing enough damage to kill people through bleeds, but having a lot of health and survivability, along with a little stealth. Is this sort of thing still possible? To me, this would create the coolest experience ever, having the mobility of Steal and access to stealth, while still being able to take and deal some hits.
3.) Is PvE not a real option to thieves? I remember asking a guildy who was into really high fractals levels what he looked for in a group and he said, “someone who is not a class cannon, who can take a lot of damage.” All I could think of was … so basically anything but a thief. Is this what it is like? I don’t want to PvE with a class that would require me to play at absolutely highest percent just to be able survive a dungeon. (Not talking high level fractals, but lower)
4.) Alright, so if I am going to be a thief, how on earth to I get there? What builds are best to level with? I don’t mind a unique experience, but what is the most painless way there is to level a thief?
Thank you for reading this, and I will really consider all of your suggestions.
No, nope, no-thanks, not happening. I like rifle the way it is. If you want to add some other weapon or something that will not at all change the rifle I have right now, including the hip-shot animation, go for it.
Otherwise, do not touch it. It is just fine, creative, and distinct the way it is.
Okay, so about grenades being borring or disconnecting you from the battle:
Yes they put some space between you and the zerg, but this is often a good thing. You will only benefit from moving closer in range anyways (less projectile distance), so you don’t HAVE to be disconnected. The way you should use grenades should involve hitting the most packed areas, then when you see a downed enemy start pounding them until you have a sparkling bag at your feet.
This is a lot of fun, especially once you see the damage you do with 25 stacks of might from HGH.
Yeah except when you are in the top 3 tiers of servers in WvW, its ALL zerg.
I agree but disagree. Yeah there are a lot more zergs, but on Blackgate (#1 woot woot), we have strike teams that go put pressure on supply points or misdirect an enemy by flipping flags far away from our main armies.
So no, its not all zergs, and we can still have an awesome small-group role.
And also, if you read my post, I was talking grenades. Why on earth would you be using FT in WvW?
We are still awesome in zergs.
STEALTH
endless, endless stealth.
Yeah, nerf this Engineer! His conditions are so powerful, it retaliated my retaliation!, and he didn’t even take and damage! Then it snowballed back and forth so many times that it wiped out my entire zerg!
Then another time, he inflicted me with poison conditions so powerful, that after I left the map I died at the forge in LA!
That sucks. I wanted to play it when I leveld my engi :/
Yeah, it was fun. However, don’t feel too bad, we have some sturdy but powerful bomb builds that give a very similar feeling. Tell you what, ain’t nothin better than leading your group into an enemy zerg, dropping the Big ’ol Bomb, using elixir s to escape (after its planted), then watching your enemies take a flying lesson. Bags galor.
I must be the only engineer that likes the rugged/wasteland look and don’t want to see fluffy packs….
These yankess don’t know what we’re about son. Soon they’ll be tryin’ a take our grenades from us too. (spits) Well, they can take them…
…from my charred dead hands.
Good builds do get posted here every so often. look up Tankcat build. The creator included a good video of how to play it.
This does not work anymore. Both Confusion and Retaliation reduced to 50 percent, so you would be completely useless. You have to bring at least a little damage to be able to put opponents on edge. Otherwise they can just 100 percent focus on damaging you, which is not good for survivability.
@OP, I honestly think we are an incredible class in WvW. Do you have any idea how effective grenades are? And don’t you dare bring in “oh retaliation kills oh god”. Retaliation does literally nothing anymore. If you actually are concerned about retaliation, then you only dream about WvW.
I’ve gone back to tankcat. But I’ve also relegated my duties to being a meat shield for other professions, so…
Really huh? Well, for me, if I am going to be a meat shield, I at least want to be able to secure a kill. With only 1/2 the confusion damage than we had before (which wasn’t that much to begin with) not to mention 1/2 retaliation, you really bring nothing to the table but about 2200 Health.
I just can’t seem myself enjoying that at all.
Wow, thanks for your helpfulness!
Also, get used to dying in 2 seconds during zerg battles.
Hmmm… maybe not then. I might look into trying a grenade kit based build. I would think of rifle+grenade kit… maybe Elixir U and B?
Anybody tried this/ have a build. Yeah its pretty generic, but it might work!
So yeah… I was running a PVT-geared rifle bomber, mainly relying on concussion bomb and prybar to kill people with confusion damage. Well, now that doesn’t work. Neither does TankCat, my favorite alternative.
I really dislike HGH builds, so what is the current SD build that will probably be best after this patch, all things considered?
Also, if anyone else has any other awesome builds involving bombs or grenades or rifles, share it!
I honestly think you are under-estimating ANet’s ability to find OP builds people are using. If the build is not known, noobs report it as a hack. Then, ANet might investigate (not because its a hack but to see whether it is OP), then inform the actual balance people at a board meeting.
When would you like to find out about a really OP build? (We don’t have any right now that are above fair but anyways…) 1) You could either find out a few weeks or even a month before it gets patched, allowing you to join in and really enjoy it or you could 2) Find out about the really awesome build when it gets nerfed in the patch notes.
Your choice, but let the community enjoy it, its really not a secret anyways!
I honestly LOVE supply crate, and it is possibly my favorite elite in the game (besides warrior signet, but that’s more like an extra utility).
Here is why: The moment you use the skill, it turns the tide of battle instantly. Use ability, crate falls. Boom, 1 second stun with your opponents interrupted. Then, net shot and other turrets start firing, you get healed by packages and healing turret. You then turn and re-enter the fight, with your turrets there to help you.
I like to run with Elixir X sometimes, but yeah, I agree, the application of both effects are different in every way. With Jugg, you can single out a target and start beating on them. With tornado, you just move towards people slowly and try to just interrupt them.
Finally, as a lot of people have said, I will gladly bring my Mortar if I could literally pick up, and bring my Mortar, like a solo fiery great-sword.
Okay yeah, if they nerf Static Discharge’s first target damage (I don’t care that much if they nerf the bounce), I would begin to seriously consider class mismanagement as something I have against this game. Other people might have already, but I haven’t… yet. My play levels will go down, and I will probably fade out of this game.
Static Discharge is not, by any means, deserving to be nerfed. It requires skill, it lacks durability, and it is basically comparable in every way to a warrior’s kill-shot, at a more limited range.
I don’t care so much about HGH, but Static Discharge is innocent. Don’t touch it.
Seeing as I am a turret eng I wouldn’t mind if they took out elixirs and gave them to a alchemist class, I’d love to see how that classes other mechanics would play out seems like a cool idea
Two years later, on the Alchemist subforum… Wow, these devs really have no idea where they are going with our class. I feel like our class was just, Thrown together at the last moment. Like seriously, where do they think they’re going?
-Exerpt from: “A-Nets goal for the Alchemist Class, Hint: There isn’t one.”
Hey Drakeco! I really love this Condition Bomb build, but I have a small problem… my rifle.
You see, I really love my rifle. I often have a slight lag, so his net shot really helps give me the control I need to make my pry-bar happen, in a way that glue shot just can’t. (With my occasional lag, glue shot just can’t cut it). I also really love the rifle’s integration with Throw Elixir S, able to make the most of stability with an Overcharged Shot that I suddenly remember to brace myself for and not get KDed, allowing me to have even more control! (I guess I’m a control freak)
I can clearly see how useful Static Shot is to you, but do you think that a rifle with this build would work? Would the sacrifices be too much? Also, if I currently have mostly PTV gear (Balthazar Karma Gear), what runes/signet would you suggest I use?
Thanks for reading and all you have already done to make this build awesome!
I really don’t see why you would need two complete sources of swiftness. Stick with one or the other, but I think you will be switching in and out of Tool Kit enough so that Speedy Kits is all you need.
Also, how many times do you have people running RIGHT behind you? For me, that only happens if someone is attacking me from range. Either way, when I need a KD, it’s not when I have people running right behind me. I have toolkit 2 for that.
Sorry but… no thanks. I am okay with not always having turrets I need to stay by. I do not want the “OPness” of my class to be determined by something that would only be useful until I ran out of range, which I can often do.
The current system allows builds like HGH and Rifle builds that don’t even have to touch turrets. This would force everyone to use them, and to sacrifice for them aswell. I think that them adding the toolbelt for Engineers is enough.
Also, the weapon skills… I don’t want to have to work any harder to get the mediocre results we already get.
I think that Power Shoes, Speedy Kits, and Leg Mods are all mutually exclusive. I think you are looking for more of a tanky-control-bomb build. I would try moving your inventions points into Explosives, and switch out Slick Shoes for Bomb kit. You still get Big ’ol Bomb, which arguably knocks down more people anyways, for a much shorter cooldown.
Darkhaven now closed. Is it open anywhere else in North America?
Umm… Sorry but no thanks. You voiced your opinion, so I will voice mine. One of the big reasons I play an Engineer almost exclusively is because there is much less pressure to get a legendary.
(While talking about adding ascended gear)
“We didn’t have something above that exotic level that you put in a lot of time and earn it, but you don’t have to put in your whole life to earn it like a legendary weapon. (Colin Johanson, Arenanet Developer)
I played the Engineer because I did not want to feel like I needed to put in my whole life to earn something.
That is my completely honest opinion.
You guys are awesome. Almost every single video I see of other classes soloing in WvW, you guys are either:
A.) Cut-out to not make the player look bad
B.) Lose by some marginally small, down state to down state fight against an incredibly well geared character or
C.) Get double-teamed or further overwhelmed.
Ever feel unsure about playing an Engineer? Just watch how the true Engineers role.
Thank you, and may your gloves stay charred.