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Warrior rifle actually got nerfed, not buff.

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

Guildwars 2 is the ONLY game when you can shoot an arrows farther than a bullet lol, hence Bow 1500, Rifle 1200.

That’s nothing, Watch how far I can chuck these Grenades!

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Warrior rifle actually got nerfed, not buff.

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

Engineer Player, but I have played everything.

I Feel that Warriors Rifle in general could honestly use some love.

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Rapid Fire

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

I’d be fine with just a noticeable Rapid Fire “Skill Tell/Animation.” (Like what was done for the Warriors Pin Down Long Bow Skill.)

Just to make recognizing one Log Bow skill from the other Long Bow skills a little easier. Or possible.

I also feel it would be very reasonable to implement the same kind of “Skill Tell/Animation” for Point Blank Shot as well. This skill can dramatically change the pace of a fight, It would only be fair to open up a mild bit of counter play.

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Flamethrower rocks now!

in Engineer

Posted by: Wolf.5816

Wolf.5816

Actually, you can effectively monopolize on this “tracking bug” by essentially attacking in two completely different area’s.

You just need to select a target, and fire. Then while the Stream of flames is chasing after your target steer the center of the camera onto another target while holding down the mouse.

If done properly it is possible to strike your target with flames as well as striking whatever is in the center of your screen with an additional, invisible cone of flames.

This is particularly devastating when fighting Mesmers as well as thief’s. As you are effectively doubling your cleave.

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Skyhammer

in PvP

Posted by: Wolf.5816

Wolf.5816

I Personally enjoy this map, Ive had just so many good fights on the corner points.

Sumo wrestling fellow Engineers off the level while we exchange Knockbacks and pulls.

Stealth pulls, chain fears, knock backs are all fun and challenging to counter play and I don’t get frustrated from failed attempts because at the end of the day, I know that I have acess to every trick they have. Although, 70% of the time I die it’s from me accidentally running off the level or my Rocket Boots that kills me… At least I didn’t give my enemies any satisfaction.

Its better to work with Skyhammer than against it.

This map is one of the best ways to learn the importance of dodge rolls.

I understand the number of players who are intimidated by this maps mechanics, as it is easily the most unique map structure that exists and is the only map that requires a completely different state of mind to monopolize out of the available PvP maps. This can feel very frustrating and unforgiving when accustomed to the safety of the other exsisting maps that require very little terrain awareness and provide little to no punishment for lack of awareness.

My advice to excel? Play some Smash Brothers.

That makes me laugh.
Learn to dodge? Meaning you have to heart-read 1 2 3 and predict an invisible pull that’s out of nowhere lol.
Forcing you to run those one-trick pony spec to win calls skill?
Fearing everyone down in hammer room and use hammer to dominate the whole area, so skillful? How come treb doesn’t has that big of an impact if I know how to dodge it every 3 seconds when I hear it?

Do you know why Anet can’t put Skyhammer in TPVP? Because this map is completely worthless and imbalance. They know it yet they do nothing. They want to drive the last of PVP community away and try to get more brainless PVErs (that’s why they go all the way to revamp the level system which NO-ONE EVER REQUEST) to spend on their overpriced Gem Store.

Feisty arnt we?

And some data for you:

-I never optimize my build regardless of the matchup or Map choice. (How would I truly test the potential of my builds?)
-Yes, you must learn to “heart-read 1 2 3” skills so that you can dodge them for This is Guild Wars 2 PvP. Map selection is irrelevant profession/skill mechanics are identacle regardless of map choice.
-Believe it or not, There is counter play to all of the most hated methods for Skyhammer knock outs. Most of which are as easy as proper positioning, and by simply assuming there’s always a player with a pull or Knock back lurking around the corner waiting to take advantage of your ignorance. You will be able to read them much more clearly with more practice.
Invisible Pull: If you hear the Skyhammer Tile Panels crack, prepare to dodge roll or avoid the Incoming pull. If they pull you without stepping on the glass, you will have enough time to Break Stun and dodge roll off the Tile with enough time for a nice counter attack.
-The hammer room is a prime example of positioning. Most players sprint towards the foe arming the Hammer, only to be knocked through one of the adjacent tiles. Instead, work with Skyhammer, assaulting the foe from afar with the Entrance gate at your back. When you need some breathing room back step through the gate giving you complete freedom of disengage/engage where the foe wielding the Hammer can only nervously guess when you are going to re engage him with his pants down.

I’m not saying it’s the best map, it’s just something different and for those that think Skyhammer requires no skill, you should watch two high skilled players duke it out over a point applying everything mentioned above, seamlessly. It’s almost as entertaining as playing.

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Skyhammer

in PvP

Posted by: Wolf.5816

Wolf.5816

I Personally enjoy this map, Ive had just so many good fights on the corner points.

Sumo wrestling fellow Engineers off the level while we exchange Knockbacks and pulls.

Stealth pulls, chain fears, knock backs are all fun and challenging to counter play and I don’t get frustrated from failed attempts because at the end of the day, I know that I have acess to every trick they have. Although, 70% of the time I die it’s from me accidentally running off the level or my Rocket Boots that kills me… At least I didn’t give my enemies any satisfaction.

Its better to work with Skyhammer than against it.

This map is one of the best ways to learn the importance of dodge rolls.

I understand the number of players who are intimidated by this maps mechanics, as it is easily the most unique map structure that exists and is the only map that requires a completely different state of mind to monopolize out of the available PvP maps. This can feel very frustrating and unforgiving when accustomed to the safety of the other exsisting maps that require very little terrain awareness and provide little to no punishment for lack of awareness.

My advice to excel? Play some Smash Brothers.

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Why can't Rangers use 2 of the same pet?

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

You could always play with the Hyena! In addition to the laughing, it also creates a copy of itself! Take this with Runes if the Ogre to proc a Rock Dog as well! Now get the Elite that summons a Mist Fire Wolf. Yeah that’s it.

You’ll be a regular Cesar Millan in no time.

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[PvX] Improving the Inventions line

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Posted by: Wolf.5816

Wolf.5816

A variety of points in here.

This isn’t much help to the latest topic but it’s quick and topical to the Origional Posts.

>What if the Invention trait Energized Armor functioned differently. Instead of granting Power by a Percentage of your toughness it instead:

Energized Armor : Each time you lose control of your character you will recieve a Energized Armor visual Buff stacking up to three times. On the third and Final Stack you will detonate knocking back and damaging nearby foes. (Essentially functioning as a Big ole’ Bomb detonation but from your source.)

This effect does not break stuns, or prevent their effect from happening. This effect would of course also persist in down state.

Granted this is a passive effect, giving it three Charges before activating with no internal cool down and that are visible to all players creates, not only a way for the Engineer to monopolize on this Trait, but also (and more importantly) creates counter play for opponents.

>Alternatively, might be interesting to change the Invention Trait Stabilized Armor into something a bit more interresting if not just different. Perhaps if:

Stabilized Armor : The first time you lose control of your character you will instead be inflicted with Daze for the incapacitations duration. You will also Cure Immobilize. Internal Cool Down: 40.

I feel this is now a more unique trait (not saying that the current Stabilized Armor trait did not work well for what it is used for, I just feel this would make a reasonable trait in roaming builds as well as bunkers. Giving Engineers essentially a “Poor Mans Stun Break” as it would exchange your first Incoming Crowd Control Effect and exchange it for a Daze, letting the Engineer remain on his feet. This coupled with the Immobilize removal and relatively short Internal Cool Down would, I feel, make for dynamic survivibility as apposed to “X% less damage” not to mention being on theme! (if your wearing a reinforced helmet and get hit with a baseball bat you will still get Shell shocked even though there is no permanent damage.)

>And why I still have some time, might be interresting to completely shake up the Invention Trait Reincforced Shield. Not saying cool down reductions are not a god send, particularly when dealing with the Shields heavy cool downs. But I think we could do better. What if:

Reinforced Shield : In addition to reducing your Shield’s Cool Downs, Your shield now deals damage and you will gain a 10% damage bonus for each Shield skill on Cool Down.

This to me, would be very interresting as it would make taking a shield open up the possibility of introducing pressure with this weapon set. Yes, reducing the Shield Cooldowns and then giving a buff while your Skills are on cool down seems like it would work against itself, but I strongly feel that this traits plays in line with the Engineers theme. As players will now have to compromise the powerful situational Utility the Shield Skills Provide with essentially blowing them both in favor for a 20% stronger burst.

Yes this maximum damage bonus of 20% seems almost out of place on a shield, as shields are usually rarely seen outside of Condition builds as well as Bunker Builds, with the odd occasion of Might Stacking or other various utility builds. But I feel 20% damage boost over any kind of added condition damage will hybridize other Engineer builds all together instead of adding more power to the already powerful condition bunker builds.

If nothing else it would make talking a shield feasible in more aggressive builds that could use the shield and pistol to do debilitate or lock down fors and once both shield skills have been used, swapping to a more potent Kit to truly utilize the temporary 20% damage bonus before your shield skills refresh and your damage bonus fades.

Anyways, back to work.

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New elites : with passives

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

I honestly just want access to a new Weapon Set. I legitimately don’t want any new Ultimates.

And before you think that you have it rough with your weapon options or that professions have plenty of Weapon options currently, Just know that I play Engineer.

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What would make a good new weapon?

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Posted by: Wolf.5816

Wolf.5816

Kits
-Portal Gun Kit

This +1000.

I was originally thinking of a Gadget called Portable Asura Gate. It could be thrown similar to the Throw Mine Utility skill.

Portable Asura Gate: Toss a beacon that will teleport you to its location after a short delay, Stunning nearby targets for 1 seconds when your warp. Removes Cripple, Chill, and Immobilize.
-1/2 second cast time.
-Cool down: 35
-Skill activation Delay: 4 seconds.
-Stun Breaker
-Stun for 2 seconds.
-Attack Range: 120

Tool Belt Ability: Displacement Field: Surge your Portable Asuran Gate creating field around you that will reflect projectiles and Teleport the attacker to a random location Dazing them for 1/2 second.
-1/2 second cast time.
-Field Duration: 2 seconds
-Teleportation Range: 900
-Daze 1/2 second
-Cool down: 40 seconds.

But I’d love to see this Concept spread into a Kit. There could be so many innovative moves. Perhaps:

Portal Gun Kit concept skills:
(1) Warp Missile: Fires a immensely volatile energy missile that lingers slowly in the air. Greatly Damaging foes who are foolish enough to be struck by them. Successful damage Will also reduce the cool down for the *Gatewave*cast time by 3%.
-Cast time: 1/2
-Projectile delay: 3 second
-Projectile life span:20 seconds.
-Damage:260
-Range: 1,000
-Combo finished :100%
(2) Gatewave: Emits a wave of dimensional energy freezing enemy projectiles caught in its blast while speeding up friendly projectiles. In addition this skill will Triple the speed and damage done from your Warp Missiles.
-Cast time: 1/2
-Range: 500
-Damage: 180
-Cool down: 17 seconds

(3) Rift Bomb: Releases a small Rift that floats in place and pulses continuously damaging foes every second who come too close while increasing the Duration of Cripple, Chill, and Immobilizing effects on enemies by 10% per hit.
-cast time: 1/2
-Damage: 650
-Rift Duration: 9 seconds.
-Damage Radius:115
————-> Chain Skill Duel Rift Bombs: Release two more immobile Rifts nearby you.
-Cast time: 1/2
-Rift Duration: 9 seconds.
-Damage Radius:115
-Cool Down: 35 seconds

(4) Dimension Dissolver: Fire a potent bolt attempting to create a Deminsion between your foe immobilizing and swapping locations with them. If the opponent has Stability or Protection it will instead remove it.
-Cast time: 0
-Damage: 160
-Range: 900
-Immobilize duration: 2 seconds.
-Cool Down: 20 Seconds

(5) Portal Pulse: Channel a powerful electromagnetic energy from your Portal Gun opening personal gates for yourself and nearby allies that when stunned, will teleport them to safety. (This ability creates an Area of Effect around you and when an ally or yourself is afflicted with a Crowd Controlling effect they will be teleported to a nearby location instantly)
-Channel time: 3 seconds
-Teleportation range: 600
-Area of Effect: 450
-Combo Field: Lightning _
_-Cool down: 30 seconds.

Tool Belt Ability: Telefront: Stun yourself for 2 seconds removing 2 conditions every second while gravitating all existing Rift Bombs to your location.
-Cast time: 0
-Cool Down: 30 seconds

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(edited by Wolf.5816)

Turret Cooldown idea

in Engineer

Posted by: Wolf.5816

Wolf.5816

I appreciate the links as I haven’t actually played Guild Wars 1 sadly. Although, I have reviewed some of their skills/mechanics for inspiration.

I just feel that committing down a trait line should have more weight. Not particularly with build strength but build diversity.

There are just so many skills/mechanics in this game that aren’t being used to their full potential if they are even being used at all. There are just so many ways to breath life into this game, granted it takes time and effort This game has been out for a solid two years and its spine has developed and hardened. The mechanics that we enjoy are concreted for the most part, that being said I feel the next direction to take precedence is:

Instead of focusing on making certain builds stronger/weaker why not focus on making them different. Arena Net has complete creative freedom over their game. Granted I’m sure there are many hoops to jump through, I feel all that’s needed is a shift in perspective.

Why not give a trait to Elementalists that let’s water combo fields remove burning From allies who enter it?

Or a trait that gives Thief’s Steal Mechanic the ability to take their targets #5 skill of their currently equipped weapon. Taking this trait could make it to where you can only store the steal for a minimal period (5 seconds) and should tac on a longer Cooldown. preventing abuse. But making steal function differently for the Thief’s who chose to mix up their gameplay.

Or something that allows the Mesmers The ability to disguise themselves to appear like an ally to the opposing team for a short duration?

Or an ability for a Necromancer to raise a downed enemy as a Computer Controlled Zombie Minion that fights for you for X seconds. After the duration they would resume downstate and regain control of their character.

Or a way for Rangers to assume control over their pet, manually using its skills/abilities, but while assuming this form you take a large percentage of the damage for your pet.

Or perhaps just giving every profession a new weapon would work instead…

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What would make a good new weapon?

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Posted by: Wolf.5816

Wolf.5816

Trust me you don’t want to get me started on my imaginary Engineer additions… There’s simply not enough space on this website.

But like you said, not a lot of incentive for fellow creators to put their schematics out on the field.. As far as I know there hasn’t been very much (any?) input by a developer towards someone’s weapon/Kit/skill concepts.

We can’t help but dream.

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Because there is no reason to not

in Engineer

Posted by: Wolf.5816

Wolf.5816

I know it’s difficult to understand these concepts by their undescript explanations but let me explain a little better.

My intent with the Lobotomy skill (and in fact the whole Surgical Kit) was first off to give it a noteworthy amount of power scaling, pulling it out of its perceived condition dominance.

Next I wanted to create a kind of internal synergy that can be seen across most Kits/Weapons but I wanted this one to be unique. My making Lobotomy not only deal decent power damage I wanted it to focus around a different play style. Since this skill applies 2 conditions your target doesn’t have out of the entire pool of 12 the concept here is to essentially load the opponent with the least devastating conditions so that you can tip the scales towards the ideal conditions.

As we know, condition blanketing is one of the Engineers specialty and Lobotomize plays right into that. So imagine if I put on cripple, chill, confusion, blind, bleeding, vulnerability, poison and weakness. A feat that may seem daunting, but is reflectively feasible to pull off under certain situations. Now imagine Lobotomizing someone.

That would essentially mean that the next two conditions to be applies would have to be either Immobilize, Torment, Weakness or Fear. That’s essentially a 50/50 for some really powerful conditions granted that example was certainly loaded but you begin to see the power of lobotomy.

In my mind anyways.. Which is quite bored.

I really appreciate the read.

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Because there is no reason to not

in Engineer

Posted by: Wolf.5816

Wolf.5816

As a tldr: I’m bored, and this is another Kit Theory.

Surgical Kit

Arm your self with a Surgical Kit to support allies and debilitate foes.

•1) Bone Saw : (two part chain skill) Cut at foes for X damage. Dealing bonus damage to Stunned Foes.
-(2nd part chain skill) Amputate: Saw at foes inflicting X damage. In addition inflict 1/2 second Immobilize to foes who are stunned.

•2) Syringe Sprint : Sprint at foes with a medicated syringe dealing X damage and applying Poison and Chill. After 4 seconds the foe will be Stunned for 1 second. If you are interrupted during “Syringe Sprint” you will be inflicted with Poison and Chill instead.

•3) Lobotomize : Deal X damage to a foe at close range and inflict 2 random conditions that they are currently not suffering from.

•4)Tactical Transfusion : (two part skill chain) Collect and store blood from targets at close range for X seconds. Removing up to 3 boons and inflicting Bleed. When used on an ally you will store their Current Boons and grant them Vigor.

-(2nd skill chain): Tactical Infusion : Infuse your self with the enhanced blood applying the 3 boons you have taken in addition you will also cure Poison.

•5) Hallucinogenic Compound :Lob a hand full of chemical vials at short range that explode into a volatile mist that Breaks Stuns for allies every second they stay within the Mist. The Mist persists for 3 seconds. In addition The Mist will inflict Confusion to foes each second they remain in the Mist. Foes who remain within the Mist will be Feared for 1 second as the Mist Dissipates.

Tool Belt Ability

Battle Stimulant : Inject yourself with a Battle Stim that Breaks stuns and grants you Fury Swiftness and Quickness for 3 seconds. After 3 seconds, you will suffer from Weakness and _Cripple_for 3 seconds.

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It's time for Turret traits to be reworked.

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Posted by: Wolf.5816

Wolf.5816

This thread is practically bloated with creativity. I like it.

I’m glad the principle behind my concept was understood, and in retrospect I see I forgot to add to Turret Grid that all turret damage is reduced to players by 25%.

This way, the damage reduction could be mitigated by taking the existing trait Rifled Turrets to only a 10% damage reduction and a heavy trait investment in a more intended (defensive) trait line. If the particular player wished to truly optimize their long lasting turrets.

The idea here is trying to make the players who want to maintain turrets have to sacrifice the raw damage/sustain turrets currently bring at the base line. (Not that their current damage is legendary) but they shouldn’t be any near as potent if given the ability to survive and act more as support totems. Someone who plays turrets this way should feel a great loss when losing one of their Turrets.

As apposed to the Disposable Turret Engineer who would use their turrets more for sudden utility and temporary pressure.

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Turret Cooldown idea

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Posted by: Wolf.5816

Wolf.5816

My dream:

The trait Deployable Turrets has been changed. You can now equip turrets as Environmental Weapons and use them manually.

• I can walk up to my Rifle Turret.
• Press (A different Key than F to pick it up because there is too much clutter that involves The F Key) and literally pick up my Rifle Turret in my arms.
• Picking Up my Rifle Turret replaces my Weapon Skills with 2 new Skills:
1)Fire Turret: Manually Fires your Currently equipped Turret.
2)Throw Turret: Toss your currently equipped Turret.
• Your Overcharge/Detonate skills remain in their respective locations and can be used at any time.
• While holding Your turret your Fire Turret skill will have a slightly reduced rate of fire. Allowing you to manually fire your turret at a increased rate in exchange of loosing your weapon skills.
•Overcharging your Turret while it is held, will allow you to manually fire your particular Turrets Overcharge at your target with reduced rate of fire. The Ammo (or number of shots) will remain the same.
•Stowing Your Weapon or Swapping To a Kit will cause you to drop the Turret immediately where you stand.
•While Carrying a Turret, it cannot be damaged.

Can you imagine this mechanic in general? Would be good stuff. Now imagine taking the trait Accelerant Packed Turrets and picking up your Healing Turret, holding it over your head and sprinting at some poor bloke, detonating it on him like some kind of crazed Bomberman. Who needs condition removal, or reliable stability!

Completely Amazing and innovative Turret Gameplay. Now that would shake up the meta…… ;P

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(edited by Wolf.5816)

Blindness and Kits

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Posted by: Wolf.5816

Wolf.5816

It is, essentially but so is Big Ole Bomb, and if you blind the Engineer immediately before the Big Ole Bomb Detonates it will miss.

A better example would be an Elementalist using Meteor Storm. Even though, technically Meteor Storm is one skill it has multiple attack within that one skill which can each individually miss by blinding Elementalist before one of the attacks strikes you.

This happens because certain moves count as an attack from yours source. These type of attacks regardless of what form they take will all: Activate Proc’s, Reveal you if stealthed, or miss when you are blinded.

The latter of this example would be skills like Box of Nails that is an AOE but does not reveal you since it deals no power damage, proc mechanics, and cannot be blinded even though activated by you once active it is not considered your source. Yet it still repeatedly strikes foes with bleed and cripple.

This coming patch, will bring some change to a similar mechanic: the Flamethrower Kits Napalm. Which used to function similar to Box of Nails will now hit physically in addition to routinely applying Burn. This means it will help purge Blind from the Engineer, and allow him to proc more mechanics on hit. It will also however now reveal the Engineer if stealthed…

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(edited by Wolf.5816)

how to monetize sPvP effieciently?

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Posted by: Wolf.5816

Wolf.5816

Include Black Lion Weapon Tickets in a PvP related reward.

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Feature: Favorite Reward Track(s)

in PvP

Posted by: Wolf.5816

Wolf.5816

Once your Rank 80 and continue to gain Rank Points to Rank 81 only to revert back to 80. This seems to take mildly longer to achieve than to complete any Reward Track and could be a great way to implement an Epic Chest that could reward you apon over leveling at max rank.

This chest could be a “Epic Skin Chest” of sorts that once opened would reward you with a single, random non-legendary skin that you do not possess.

It’s well known that randomly gaining skins would upset most people but this way, I feel, the chest would be more exciting/rewarding to players who in all likely hood (considering they have enough rank points to effectively reach Rank 81) have already obtained a large variety of the existing skins and simply wish to receive something new and immediately useful.

Making it random would also prolong this experience and ultimately add incentive to play those extra hand full of games for the opportunity to obtain something new.

The weapon skins gained from this chest would of course only be a Skin and provide no stats what so ever.

If this is viewed as “too much” than it could be possible to simply replace the “Epic Skin Chest” with a single Black Lion Weapon Claim Ticket. So essentially you would have to achieve Rank 81 from rank 80 10 times to receive a single new weapon skin. A little much in my opinion but would warrant playing more to obtain as well as being infinitely more rewarding than a Karma Booster.

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Feature: Favorite Reward Track(s)

in PvP

Posted by: Wolf.5816

Wolf.5816

I’d like an option to exchange all the PvE Weapons/PvE Armor/PvE Sigils/PvE Runes/PvE Chests/PvE Boosters/ and all the PvE Crafting materials I get from playing PvP into Gems, Black Lion Weapon Claim Tickets or atleast Black Lion Chest Keys. This way I will have the chance of getting a interested Skin.

Being Rank 80 for so long.. I already unlocked most of the the armor skins before they even removed Glory and I don’t PvE. These mounds apon mounds of PvE stuff is crazy.

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Your impale nerf made no sense for pvp

in PvP

Posted by: Wolf.5816

Wolf.5816

I would trade it for necro staff #4.

Wait till you compare Necromancers Dark Pact with Warriors Pin Down.

It’s these little things that make you laugh till you cry.

Don’t stop there, you could compare signet of spite to the warrior condi utility… oh wait there’s not one.

You can’t compare class skills in a vacuum. It’s just not that simple.

u mean the shorter CD full condi cleanse signet , or the regular broken immunity stance?
Oh, u mean offensive? well u get stupid pressure just from weapons, so you can take 3x defensive utiltys necs need 1-2x offensive just to win a 1v1
Youre right, u realy shouldnt compare stuff

My point exactly.

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Blindness and Kits

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Posted by: Wolf.5816

Wolf.5816

If your asking how realistically could a grenade attack miss, that’s a question I simply cannot answer.

All I can say is its best not to think of things like Shield Blocking a Blowtortch, getting blinded with a Big ole’ Bomb or having Chill Proc from a Flamethrower.

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Blindness and Kits

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Posted by: Wolf.5816

Wolf.5816

A “single” grenade attack is actually several individual attacks in one. There for when blinded it will only cause one of the individual attacks to miss out of the several which will still strike their target.

For example:

-You are Blinded and Throw a Frag Grenade
-You arc three separate projectiles at your target.
-When the attack lands one of the projectiles is blinded and will then read as “miss” consuming the blind condition from you. while the remaining two projectiles will strike their target.

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New elites : with passives

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

It’s okay!

because when that day comes they are going to give Engineers a 4th utility slot where the alternative Weapon Slot is. We are also going to get an addition Tool Belt slot for whatever specific Main Hand Weapon we have equipped. We’ll also get a new Kit that is a Chainsaw!

-takes a few moments to inhale-

And they will redesign the Turret Pick Up Mechanic so that you can now literally equip your Turrets like an Enviromental Weapon" and carry them around in your arms like Bomberman and throw them!

Yup yup yup! That’s what’s gunna happen. Yes sir.

(is In denial)

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(edited by Wolf.5816)

Your impale nerf made no sense for pvp

in PvP

Posted by: Wolf.5816

Wolf.5816

I would trade it for necro staff #4.

Wait till you compare Necromancers Dark Pact with Warriors Pin Down.

It’s these little things that make you laugh till you cry.

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3rd Line Chemo

in PvP

Posted by: Wolf.5816

Wolf.5816

“Nothing but Net Turret!"

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Does retaliation scare anyone?

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

I’m not afraid of Retaliation, and I enjoy playing glass builds. (sPvP)

It’s just as the old saying goes… “I’m okay with having 1 health as long as my opponent has 0.”

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What is the purpose of Rifle and Pistol/s?

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Posted by: Wolf.5816

Wolf.5816

Main Hand Pistol: Condition Blanket weapon, designed simply to cover foes with a multitude of mild conditions. Generally suffers from Poor power damage and lack of Survivability/combo utility but has an Overall faster rate of fire across the 3 skills making it ideal for proc mechanics. In comparison to Rifle.

Rifle: Control/utility weapon that scales excellently with power, Provides a reliable combo finisher,condition based control and hard CC. As well as soft CC removal and mild mobility.
Can Generally suffer from low sustain but brings a high potential burst.

Off Hand Shield: Complete utility weapon. Trades damage and reliability(through lengthy cooldowns) for potent utility. Excellent in condition attrition/bunker builds increasing your survivability providing Projectile reflection, hard CC and long range Dazes not to mention the Combo: Blast Finisher. However the Long cool downs make this weapon act more like additional utility skills, and can feel unforgiving when poorly executing the skills.

Off Hand Pistol: High Risk High reward condition based weapon that provides potent Burn pressure at close range that cleaves targets and synergies well with Main Hand Pistols blanketing conditions keeping the Burn from the possibility of immediate removal. Also provides a mild Immobilize and soft CC that can help land the more crucial skills. Even with the access to Unblockable soft CC, this weapon has very little utility and with unforgiving cooldowns this weapon can offer little to no survivability when in a bind.

Ideally, The Engineers dominant strategy with their Weapons is to lead their opponent into situations you can monopolize on. Usually These Weapons stagger on their own, these weapons truly begin to shine when used in tandem with the proper Tool Belt skills and/or Kit Skills. Leading your enemy into a Heal so you can Poison Dart Volley. Or Throwing Shield behind you, at would be assailants buying you enough time for proper positioning ect.

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(edited by Wolf.5816)

It's time for Turret traits to be reworked.

in Engineer

Posted by: Wolf.5816

Wolf.5816

I always wanted there to be two different grandmaster traits that summarize the two different types of turret play.

-One trait could encourage maintaining turrets. Letting their functionality revolve around high Turret Life spans and player support at the cost of damage. This trait would generally be take in PvE as this trait would allow turrets to survive in PvE longer and grant boons or skills that are defensive in nature.

-Another trait would encourage using disposable Turrets that are designed for Quick Skirmishes that favor control/pressure with shorter cooldowns at the cost of the turrets life and any defensive mechanics. These turrets would be deployed quickly for special purposes.

Ideally these traits would give each turret two different functions. However these traits need to work against each other so that they would be unappealing to take together.

Perhaps something like:
Turret Grid: Your Turrets now link with other turrets you control dividing damage they receive amongst other active turrets. In addition Overcharging Turrets also grants nearby allies Aegis. However All Turret cool downs are increased by 20%.

Disposable Turrets: Your Turrets Overcharge is reduced by 20%. In addition when a Turret is destroyed it reduces the cool down of all (stowed) turrets by 20%. However Overcharging Turrets now costs 45% of the turrets health.

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'Wardrobe' for skills and traits

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

A solid legitimate quality of life feature. I would love to see this one day and it could definitely warrant the cost of some gems or what have you.

But this feature would be excellent in any form it would take.

So would other quality of life features, like:
-Bank of the Mist’s
-An option to relocate/remove the "Tournament Que " message from the repeatedly appearing Message in the center of your screen Indicating you may now Join your Tournament.
-An option to show the after match statistics in a smaller and transparent format in the corner of the screen at the end of each game. Allowing you the option to continue to play uninterrupted after the game has ended while still being able to see the final score/progress.

But more importantly :P
-An Audio effect when striking a friendly Turret with Tool Kits healing auto attacks. Preferably only sounding when the turret is actually being repaired.

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Annoying Stuff About Engis (By an Engi)

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Posted by: Wolf.5816

Wolf.5816

It is my opinion that Healing Turret is fine as it is currently as a heal.

It functions very poorly as a Turret, however.

I see the argument here but it’s currently not practical to compare one profession to another in any measure. Or we will be spending the next year waiting for the other Content Patch to hit while we discuss the differences between the Warriors Pin Down skill and the Necromancers Dark Pact.

The heals that currently function. (That is to say, that are the dominant strategy) should be left relatively untouched until the other less used heals are brought up since most of the core perceived balance revolves around these Heal type skills.

Although It is fun to discuss about comparing other professions to one another. Like what if Fragmentation Shot applied Confusion like a Mesmers Scepter applies Torment….. I personally would prefer a singular new weapon for each profession. I don’t care if it is a brand new weapon type, or just an existing weapon that every profession now has access too provided that it is new, and shakes up the game.

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(edited by Wolf.5816)

What would make a good new weapon?

in Engineer

Posted by: Wolf.5816

Wolf.5816

Oh man, I didn’t know a Crossbow could be on the table.

+1 for Crossbow.

And definitely let it be One handed so it could be duel wielded/main hand/off handed.

To be honest I wouldn’t care if they just gave every profession the ability to equip a rock as a new weapon. I’m just desperate for new weapon skills to mix this game up!

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What would make a good new weapon?

in Engineer

Posted by: Wolf.5816

Wolf.5816

Kits
-Chainsaw Kit
-Demolition Kit
-Portal Gun Kit

+Weapons +
-Dagger
-Rifle Off Hand
-Shield Main Hand

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Annoying Stuff About Engis (By an Engi)

in Engineer

Posted by: Wolf.5816

Wolf.5816

I pretty much have to disagree with everything.

Except:

Yes Grenade Kit is still one of the stronger Kits, and yes passive Procs are toxic to this game.
And that Packaged Stimulant & Elixir H could use a buff/attention.

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Engineers turrents

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

Cleave turrets and CC Engineer and use proper positioning.

Condition flooding the Engineer can be incredibly effective aswell.

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What is your favorite skill in the game?

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

A thought provoking query, but there’s only one skill..that takes me back…

Magnet Pull Oh the times we have had.

I just can’t help being attracted to you.

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Pre-match MOBA-like build restrictions.

in PvP

Posted by: Wolf.5816

Wolf.5816

I always had the dream that there would simply be rewards (skin/titles/ect) for playing bizarre builds. Incentivizing those who wish to branch out or experiment with their specific profession.

For example:
•Playing X complete games as an Engineer in SPvP while having the Bomb Kit, Throw Mine, and Rocket Boots Utility Skills equipped Will award you with the Demolition Expert Title.
•Or playing X complete games as an Engineer in SPvP while having all Gadget type skills will award you with the Gadget Savant title.

As well as encouraging/rewarding styles of play. For Example:
•Revive X players with Toss Elixir R.
•Curing X conditions from Allies with Fumigate
•Remove X boons from enemies with Throw Mine & Mine Field
•Successfully land a Net Shot from a distance greater than 1000 X times.
•Immobilize X enemies using Glue Shot, Glue Bomb and Glue Trail from Elixir Guns Kit Refinement.

Each type of accolade could award the player with anything from Crafting Material to Titles and Exclusive skins. There could also be several more prestigious titles that can only be earned after gaining most/all of the previous ones making them increasingly difficult to complete but far more rewarding.

These types of achievements/PvP type quests would inadvertently promote build diversity and breath fresh air into the game while opening up the opportunity for replay ability and in my opinion, a more rewarding experience.

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Request for Stability

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Posted by: Wolf.5816

Wolf.5816

In my opinion, Having permanent stability is a little much for any profession. Making Juggernaut grant 2 Stacks of Defiance (when all stacks are lost this trait has a 30 second internal cooldown) only while wielding the flamethrower. Seems like a step in the right direction at least.

Or Perhaps if it simply reduced the effect duration of CC effects on you by X amount while wielding a Flamethrower. Making CC possible to allow counter play yet reducing the time you remain incapacitated.

And yet Another issue to address is the Odd 200 toughness.

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PvP Rewards!

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Posted by: Wolf.5816

Wolf.5816

I could definitely get behind this.

+1

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Automated Response

in Engineer

Posted by: Wolf.5816

Wolf.5816

I must agree that a change should be made to this trait to make it more active.

But I’d much rather see them Rework Kit Refinement. Making it less unruly and to have it make sense in the flow if battle.

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Last 4 professions in Friday's Skill Bar?

in Profession Balance

Posted by: Wolf.5816

Wolf.5816

Here an example for you to think about:

If you destroy an ant nest, the remaining ants will build a new one.

Think about it.

Not if you do it right, there should be no ants left then.

If you are doing something, do it right, just an example for you to think about.

Here an example for you to think about:

If you destroy an ant nest, the remaining ants will build a new one.

Think about it.

Depends how you destroy it. Collapse it? Yeah, new one will be built. Flood it with molten aluminum? Not so much.

I say we take off and nuke the entire site from orbit. It’s the only way to be sure.

Too messy, and far to expensive. Kill the Queen and the rest will follow.

Strike the head of the snake.

Blot out the sun.

No body walks away.

Hail Zeon!

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Getting the Engie out of the Explosive line

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Posted by: Wolf.5816

Wolf.5816

I must say, I like the idea of your proposed Armor Mod trait.

I know I’m not alone when I say that conversion are not a very innovative design. I personally would like to see traits with more effects and build defining mechanics over simple numbers and X more damage under X circumstances traits.

At any rate, I’m just going to continue my theory crafting.

Perhaps a trait like:

Hard Wired Gadgets: Activating a Gadget reduces your Rifle, Pistol and Shield cool downs by X%.

^This would make taking more Gadgets provide excellent synergistic properties to your weapon alone. Giving you more opportunities to use your weapons skills more effectively and if timed properly. Incentivizing a relationship with your weapon and your Utility skills over kits, particularly if the proper X% cool down reduction was found, to make taking one or two gadgets not as effective as 3 or 4. Discouraging Kit based builds.

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(edited by Wolf.5816)

a little question on pvp

in Engineer

Posted by: Wolf.5816

Wolf.5816

Lich Form is a potent Ultimate, particularly in the hands of Power Based Necromancers as it cleaves opponents struck making it nearly impossible to come to the aid of a fallen ally as it’s cleave will inevitably reduce you to Downstate aswell.

This coupled with the various trait/sigil/rune Procs can devastate those unaware when a Necro takes this form.

But all is not lost!

Engineers, have some decent ways to come out ahead of this seemingly one sided battle depending on your specific Build:

•First of all, this form lasts for 30 seconds. When soloing a Necro in this form if in open ground and ill equipped it is best to flee and regroup.
•The Lich Form will grant the Necromancer Stability. Usually lacking any other boon this makes removal of this boon a breeze. If you have a means to strip boons Lich form is one of the easiest to strip opening the Lich up for a CC train. (Mine Field/Throw Mine make excellent boon removers)
•If useing a shield you can comically reflect several of their projectiles back at them doing fantastic damage and making them hesitate in spamming.
•Most importantly, cover. When seeing a Necromancer take this Form immidiately scan for cover/line of sight to hide behind. The Lich Forms movement speed is sluggish at best making it very easy to kite giving you the oppertunity to pepper the Lich with conditions from the safety of obstacles. This can be the safest way to maintain pressure, made even more effective by moves like (Flame Jet, Blow Tortch, Blunderbuss, Fumigate ect) as these moves can hit foes through walls.
•Keep your distance! Although the Lich Form comes equipped with several bizarre skills most Necros will forgo these for the sheer damage of their Deathly Claws projectile. The projectile packs a wallop but can be dodged as well as avoided by “Juking” the projectile. Made easier by distance you simply strafe hard in a direction and then quickly alternate directions as the projectiles are enroute. Granted this is a more advanced technique with much more risk/reward it will allow you to keep up pressure while negating the Necromancers Ultimate.
•Keep in mind while in Lich Form the Necromancer loses access to all their Utility Skills and most importantly his Heal. Taking advantage of this can usually allow you to pressure he Necromancer out of Lich Form early, so that they may heal.
•Immobilize can work well if you are quick on your feet, as the Immobilize condition prevents foes from pivoting and the Necromancer cannot fire its projectiles at you while you stay behind the Lich!

These are just some words of advice I hope they assist you in your fellow Lich Reapings.

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Bunker Down Improvement

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Posted by: Wolf.5816

Wolf.5816

If this trait is to stay as Grandmaster Trait it would be nice if it did something more integral.

Perhaps if Bunker Down:

-Removed Boons
-Inflicted a 0.5 second Daze
-Removed Stability
-Did increased damage
-Deployed multiple Mines
-Had a larger Detonation Range, and would detonate instantly if spawned onto a hostile target
-When triggered, grants the Engineer Protection
-Functionality changed to when you are CC’ed you deploy the Gadget Utility Skill equivalent to Land Mine at your feet. (With X second cool down)

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The Moa's are too strong in PvP

in PvP

Posted by: Wolf.5816

Wolf.5816

My only complaint is the fact you cannot jump in Moa Form. That factor alone has killed me more times than any of the other penalties for being a Moa.

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Downed state: we are the worste

in Necromancer

Posted by: Wolf.5816

Wolf.5816

As far as I knew Engineer has always had the undisputed worse downed state of all professions.

Only their Downstate actually has the ability to assist your opponents in stomping you.

Even the Mesmers downed state can buy time due to its random placement. Even if you juke them into going invisible while you channel the stomp. Their Assassin Phantasm also does an obscene amount of burst and can drop any glass cannon build with relative ease.

I don’t really see the argument here as Necromancer is one of the best, particularly if you down an opponent around the same time you go down. Unless your fighting a Ranger you will likely win through sustain alone. Not to mention the fear, though highly telegraphed has no travel time and cannot be interfered/intercepted by obstacles/pets or players.

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What went wrong with gw2 pvp?

in PvP

Posted by: Wolf.5816

Wolf.5816

It’s important to mention that since there has only ever been Conquest type game modes in PvP. The past 2 years of skill/profession balancing has been from a conquest view point, meaning there will be some seriouse issues when the new game mode(s) is implemented.

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Elixir Gun Questions

in Engineer

Posted by: Wolf.5816

Wolf.5816

Ah, back in the day when Kit Refinement was a thing. I wish they would redesign that trait to make it more fun, and to have an effect that feels more organic.

Alternatively, I wish they would take a long look at some traits that would allow Engineers to function without Kits altogether.

But yes, there are several tool tip/title discrepancies in this game, the Elixir Gun as well as traits like Stabilized Armor that doesn’t proc when you inflict a self knockdown through Overcharged Shot.

But they are slowly making progress towards fixing these flaws.

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Engineer not viable in high level pvp?

in Engineer

Posted by: Wolf.5816

Wolf.5816

Engineer has a learning curve indeed, but I can personaly promise you that Engineer is very effective in all sPvP environments.

Perhaps a link/summary of your negative experiences with your build might shed some light on the specifics of your PvP woes.

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Transmute trait

in Engineer

Posted by: Wolf.5816

Wolf.5816

Most curious, as Transmute does not make you immune to anything. It converts a single incoming condition into its boon opposite.

I have spent extensive time with this trait as well, and I am not familiar with this “bug”. I’m not saying you didn’t see what you have seen but there are many many mechanics in GW2 that happens passively/automatically/randomly and without any animation or significant tell particularly in PvP.

Perhaps it was under a specific circumstance that you could create for testing purposes?

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