Iv not played in over a month, Iv been waiting on this patch with the rumored turret buffs to bring me back in. I should have known better.
I dislike kits, personally I dont see kits as being engineer in theme. most should be on a solider class, medkit, grenades and bombs, The only one that fits on an engineer is the toolkit and maybe the flamethrower but I’m really iffy about it.
There not as out of place as magic potions mind you, seeing as the engineer class is kinda based off Charr tech and they are pretty militarily minded.
If anything should take place of the toolbet as our class mechanic it would be turrets.
But as it stands the toolbelt is vital for using turrets, without the ability to self destruct it would hurt the deploy turret trait quite a bit and cause even more problems with mobility.
You all are focusing on science. We are talking about magic here. Magic follows different rules. If your going based on science, then sure lightning would be moved to fire, but then ice would belong in earth as its a solid. Magma would go into water as its a liquid. Dust storm skills would be moved to air. and shockwave skills would be removed because it doesnt fall into any as its a force and not a state of being.
Also, kitten wind, rename air to lightning and remove all wind/air crap. Lightning is the best element!
Theres been 101 different suggestions on ways to improve turrets so they can be used in rapid battles. Maybe one day anet will choose one.
pick up a rifle and get power focused gear.
build complete.
Seriously. Make your own build, its not that hard. I wouldnt even considered what I use a “build” seeing as I’m constantly changing out utilities and traits depending on my situation.
If you dont know how I’ll teach you;
1. Choose the type of stats you want.
2. Choose the weapon that seems to focus on the stats you have chosen.
3. Choose utilities that you think you might find useful with the chosen stats and weapon.
4. Choose traits that support the stats, weapon, and utilities you have chosen.
5. If you run into problems go back to step 3.
ya… im not going to read all these posts…
The Toolbelt is indeed our “class mechanic”, just like the necro’s is Death Shroud and the Guardian’s Virtues.
But each class does have, for a lack of a better phrase, class sub-mechanics. Such as Thief’s Stealth and Ranger’s Spirits. Some classes share class sub-mechanics, such as Ranger and Thief share Traps, and the Warrior and Guardian share Shouts. A Lot of classes have access to signets.
The weapon kits are just class sub-mechanics, as are turrets and gadgets. I would agree that weapon kits aren’t our main class mechanic, but the toolbelt isnt exactly all that impressive so people shift to what is unique to the engineer and is impressive and focus on that.
Instead oc complaining about weapon kits, you should be upset that the engineer relays on magic potions instead of devices for most of his utility skills.
Explosions are stupid. An Engineer is about creation, not destruction.
Im here for the turrets.
TeamFortress2, Global Agenda, Tabula Rasa, Payday2, Warhammer online, even back in Perfect Dark with the laptop gun. Doesnt matter the game I always play the guy with the turrets.
I know if you transmute the skin to a new item, you lose the ability to to pick stats.
But I have no idea what happens if you transmute a new skin onto the legendary.
Its plausible that it retains the ability to pick stats.
If the transmutation splitter item returns both items, the risk of testing this is not so bad. But I dont know how it works.
I agree with everyone else. The engineer has several layers of abilities thanks to kits and tool belt skills. Like the elem, but unlike the elem our skill sequence can constantly be changing.
An elem with a staff will always know they can press F2 then 5 for the healing rain, that will never change unless they swap weapon, All there skills become muscle memory.
But the engineer cant relay on muscle memory. If we have toolkit in slot 7 and get use to pressing 7 then 5 for the pull then switch toolkit to slot 8 and put bombs in slot 7 we plant a bomb when we want to pull.
Then theres the other utilities like gadgets and turrets, we dont have any passive skills like several other classes so we cant just put on a sigil and ignore our utilities. The closest we have are the turrets, but that still requires more attention than sigils
And the connected toolbelt skills that, much like the utilities, often serve a very particular purpose that have little to no effect when used at the wrong time.
So in the end we have a lot of buttons we need be mindful of and that need pressed in the right order and at the right time in quick succession. Rapid button pressing class, sure, but not a button masher.
I would list the button mashing classes as so:
Most→ Warrior, Thief, Guard, Necro, Ranger, Mesmer, Elem, Engi<-Least
If it was in a chart the warrior, thief, guard and necro would all be clumped close together, then mesmer would be farther from them, elem farther from mesmer, and engineer way over there. but thats my opinion of each class.
Despite the low level of the OP every point made is valid. Alot of our abilities have problems, some thats been around since launch. Our turrets are crap both in stats and functionality, our elixirs are full of RNG (tho some of thats being changed next month). Only one gadget is ever used and thats Rocket boots, and thats only because it was changed to not be as stupid as the others.
I know theres always going to be fanboys that are blind to the problems of the class or the game it self, just as there is always going to be people who wont be happy until there class is the OP FotM class.
You just have to ignore the extremists at both ends only focus on what the people in the middle have to say, because they are the ones most likely telling the truth.
I read it as; If you get launched, say by the guardian’s hammer skill, you can quickly use a stun breaker, such as your goggles to stop being launched back.
Another example would be when you use your rifle’s skill Overcharge shot that knocks you back as well as the enemy, you can use a stunbreaker skill, again your utility goggles, to not be knocked back.
I dont think this has any thing to do with rocket boots getting a stun break.
wonder when they’ll manage to fix that…
I would be asking IF they will fix it, not when.
Indeed. The way they went about designing kits clearly isnt working out.
I use to see engis use that as a rifle skin alot (skin named Azure Railgun). not so much any more.
I use the Spectral Wave Modulator, but I sometimes see Super Hyperbeam Alpha.
Ummmm, we DO have a weapon that we actually hit opponents with…been using MH dagger since release, and I’m fairly certain that I’ve hit something with it.
Once. Maybe twice.
More to the topic, I’m liking the idea of dual pistols more and more. Particularly if they’re cast in a direct-damage CC sense with GTAoEs. I just don’t want a repeat of Engi’s pistols, and the Thief pistols aren’t a good model for a new pistol set…
I was thinking this too, All these posts about how we dont stab or hit any one, but dagger skill1 is stabby-stabby. Our Spear also has several physical hits.
I would like a class with good dual pistol skills for a change. My money is on the mesmer or ranger getting some good dual pistol skills.
no balance changes until october? really?
kitten that -.- immah play warrior
I was disappointed in this patch as well. Luckly I have several other games I can play for the next month while I wait on another patch that will no doubt also disappoint.
Charrs the best race, despite all the problems they have.
If you use a rifle your coat flies up like your Marilyn Monroe. And the hobo-bags look extra stupid on charr because of the hunched over stance the charr have.
But like I said, best race despite all the problems.
Just, what ever you pick dont pick human.
Yup, everyone uses HGH and grenades. I dont so I dont know the details of what goes into maxing HGH builds. But its a standard build.
That vulnerability instead of bleed is great change imo.
To clarify things, its 1 stack of vulnerability that lasts 8 second per shot and the rate of fire for rifle turret overcharge is 1 per second over a period of 10 seconds. That averages out to an increase in physical damage by 3.6% for a span 15 seconds from activation of overcharge to the end of vulnerability duration. Whereas the current rifle turret does 1 stack of bleed that lasts 3 seconds per shot, which adds up to around 1800 damage for non-condition build or 2700 damage for condition build by end of the overcharge.
In order to benefit from the changes, you would have to have a damage output of above 200k a minute.
Thank you, Yes. Exactly this.
I find this change is much like the ranger’s rapid fire that also adds one vulnerability per shot. and despite it being a rapid attack the short duration and slow application of it makes it worthless to me.
Skills like our goggles that apply 10 instantly, that is useful. But you spread the application over a few seconds and its crap.
A rifle is just a hollowed out staff. If you’re an enchanter you could imbue your ammo and fire magic bullets. Kinda like a modern day Spellsword.
Iv always connected the High Priest performing human sacrifices using a ceremonial dagger as the origin of mages using daggers.
Edit: Rangers have several “nature magic” utility skills such as spirits and the great sword kinda counts as nature magic. And the Entangle elite is pure nature magic.
It wouldn’t be a stretch to give them a staff to fully embrace the nature magic. imo at least.
(edited by XelNigma.6315)
Read in a condescending voice: "Its cute you think any thing in the class forum matters to the devs. "
But really, it doesnt.
And yes Leuca, I would love for the attunement system to be scrapped so I can focus on using lighting attacks as my main damage instead of having to always use fire. I hate fire spells, so kitten generic.
I find the majority of the weapon skills to be fluff. Each weapon set only has 3-4 good skills among the 20 it has access to. Often requiring me to cast 3 spells to do what 1 on other class would do. Air and water really got the short straw when it comes to usefulness be it damage or support.
All imo, of course. =þ
The devs fear if they buff the turrets engis will deploy them and kill all easily.
So to allow for stat improvement we need to balance the scale with some down sides.
A while back I seen a suggestion to change turrets to function much like mantras.
You have a long channel time to gain a single charge, this charge can be behind the scenes, we have no need to see it. Once you have it you can deploy your turret quick and easy like now.
But thats not all, the turret’s cooldowns need to be normalized like the ranger’s spirits where. With the same cooldowns each turret will have the same “worth”. I think somewhere in the 50sec cooldown range would be enough. maybe lower.
“Ouch a rifle turret with a 50sec cooldown, these seem like some major nerfs.” -You
Ah but the best part that ties it all together and even solves the “mobility” issue of turrets while still allowing them to be strong when stationary has yet to come.
Picking up a turret right now refunds a mere 25% of the cooldown, often not worth the effort, especially if you use deployable turrets trait.
So instead when you pick up a turret you get the charge back, but the turret saves the HP it had when it was picked up. So picking up a near death turret means your going to deploy a near death turret. Time for the tool kit’s repair to shine! That or the auto-repair trait or simply detonate it and wait on the cooldown.
This way turrets can be moved from PvE fight to fight and be used in each And the repair function of the toolkit finally has a purpose
These are just mechanical changes to allow for improved stats. Theoretically if these changes were to happen(and thats a long shot at best) without significant stat improvement on the turrets it would be one major nerf.
Alternatively if being able to save the turrets HP when picking it up isnt an option just return the “charge” and make it a 20sec cooldown so people can still travel in PvE with turrets but won’t be able to pick them up and redeploy in combat for a free full heal.
I think the elixirs should be replaced with gadgets and the like. Engineers focus on tech, not magic potions.
This turret is a great idea all on its own, I freakin love it. Then Kite said we already have an magic potion that creates a wall. This would be the perfect replacement.
The toolbelt skill could create a wall rather than a dome. minus the RNG the magic potion has.
Im fond of the celestial armor. But thats just me. The rifle deals its damage from power, so ignore condition if all your looking for is damage. But its a close ranged weapon, some defence wouldnt hurt. I know alot of people say zerker on every thing. I prefer the balanced approach.
The healing turret: Once you deploy it you have to overcharge it to produce a water field. watch the white ring. if its a normal pulse that just applies regeneration its a small white ring, if its an overcharge that has a waterfield it will be a much taller and wider ring. once you see that detonate it, and any other blast finishers you have. If your quick enough you can cause the healing turrets first pulse to be an overcharged. thats how you see engis place and denote it almost immediately.
I would like to point out that the blast finisher from detonating turrets originates from you, not the turret. So you have to be in the water field your turret can be any where.
I dont play like most people, as in I refuse to use grenades or elixirs. Despite cutting off some of my classes most powerful utilities I have little problem in PvE, Dungeons or WvW. I’ll use an elixir if the situation pretty much requires it. But for my normal build I avoid them. This is just a personal preference, not a recommendation that you do the same.
As for survival I relay on my Celestial armor and my various knockbacks and immobilizes So, to stop from getting downed I make sure they cant hit me. On that note I dont find blind useful at all. players attack so quickly having them miss 1 auto-attack isnt going to amount to much. Or cause one of the ranger’s Rapid fire shots to miss while all the others still hit. If blind caused an entire ability to miss it might be a different story.
In WvW, I recommend you take the tool kit, it as a few useful tricks you will find useful And the auto-attack hits really hard, So if you got them in your face, might as well beat them with a wrench for a little while before going back to the rifle for blunderbuss and overcharged shot.
I find grenades too, standard. Unbefitting of an engineer. Changing it to a grenade launcher type kit would be more fitting and stop every one asking why the engineer can throw grenades farther than you can shoot a rifle.
With that change the arc can be reduced and the projectile speed can be increased. So much so that skill1 could be changed to an auto attack.
Wishful thinking?
If you’re in it for the most damage you can do, Its a power weapon kit. Tho I find it much more effective to have a balanced stat ratio by throwing in some celestial.
@Brew Pinch: The only issue flamethrower is that skill 1’s flame graphic doesn’t follow its aoe cone. Which did throw me off for the longest time. But once you know that the aoe cone follows the camera (while holding right-click) and ignore the flame graphic, you will never miss a target again.
One day they will probably “fix” this by messing it up, but at least the graphic and aoe cone will be in sync.
I don’t like that the rifle turret is losing the bleed for vulnerability. I’m a power build and I find vulnerability worthless.
The bleeds would deal way more damage than vulnerability can.
I dont use bomb/grenade kits and I dont use elixirs, BAM 90% of the changes dont affect me. But the buff to turret HP and AI is nice, like game changer nice. I’m going to be eagerly testing out there survivability once this hits.
I still think turrets need a lot of buffs in way of traits and the cooldowns need normalized and picking up turrets need to be worth it, but this is a good start.
I would like to see it replaced with Gear Suit!
Where engineers not wizards we dont need magic potions. But a robotic suit, thats right up our alley.
My wolves are Witherfang, My spiders are Webby or Mr Tickles, Lizards are Vilebreath, Jellyfish are Toejam, Armored fish is Earl. And IF i could get the black Moa I would name it Boshi
Other than thoes names I just wing it.
-Replace all the magic potions with gadgets or a new “type” of skill.
-Give the mech suit as an elite. The name I liked was Gear Suit, tho I forget who came up with it. Use the model of the “pilotless suit thingy” at the skill point near the Skritt King. (as far as I know its the only place the model is used)
-Replace grenade kit with a Launcher kit, this way it can have faster projectiles and it would make sense that it has 1500 range. Think more Rock-It launcher from fallout rather than the Rocket Launcher from real life. Can keep the 2-3 projectiles on attack.
Skill 1 has auto-attack and can work in one of two ways.
First, its project is much like the explosive round of pistol skill1, but it also has the random fire angle of pistol skill 2. So direct shots that explode in the air around the target
The second method would be much like the way the skill works now, only instead of being ground targeted the center point of the aoe is on the target, causing the grenades to land around said target.
The first method is more reliable, the second is more fitting to the weapon, but depending on the arch and how fast the projectiles are sped up, the second method might not be that useful at long range as is the issue now. Hopefully with a reduced arc and increase of speed it will be usable at a distance.
-Change the mortar to function as an auto-turret. with overcharge being the cluster shot skill. Also make a new model for the auto-mortar.
-As suggested before, a mode switch button where the weapon swap button should be so we can use the rifle as a rifle. And maybe have not-so-stupid skills on the pistol. Still unequips any kit you’re using.
-Change healing turret once again, remove the instant heal on deploy, Give it a minor heal with each pulse. Turrets are meant to be deployed to be useful, not deployed> overcharged>detonated.
-While not exactly a new ability, change the turret pickup reduction to be a drastic change to the cooldown. like 75% off of the cooldown. Part of this change is to make all turrets have the same cooldown. Something like 40 seconds or maybe more. But the stats of each turret will need to be changed to match the cooldown. The goal would be to make the turrets useful when out, but costly if destroyed encouraging you to pick them up after combat rather than detonating and moving on. And if you’re fighting an engineer with turrets, making it well worth the time to destroy them.
Now you got my hopes up, not only for this but the potential that other parts of the turrets will be looked at. Dang you! I’m going to be so disappointed when this falls through.
The upcoming balance patch will allegedly have them targeting the user’s target, which should be handy. Some of them will still miss often if they don’t improve projectile speeds (particularly Rocket and Net), but they’ll at least be more controlled.
Where did you get this info? I for one would be blown away if such a thing was true.
Not to mention, he’s wielding King Adelbern’s sword. I’m going to steal it…someday.
Actually, he’s wielding Rurik’s sword.
“He wields Sohothin, the sword previously owned by Prince Rurik.”
http://wiki.guildwars2.com/wiki/Rytlock_BrimstoneOopsies, that’s right. Still, a nasty Charr shouldn’t have a sword like that.
Edit: I’d like to know how he got that sword in the first place. The last time we see it in GW1 was during Hell’s Precipice, the last Mission for Prophecies in GW1 on the Ring of Fire Island chain. Did the PC’s snag it? Glint magically teleported it or something? Otherwise, it should of been destroyed ( I can assume that’s what would happen ) when the volcano erupted. At the very least, buried under ash, dirt, rocks etc.
I think Logan mentions he looted it from a ruin in ascalon. So… it somehow made its way there.
I imagine after the eruption a cave was formed that housed the sword in the back sticking handle out of a stone where some brave adventurer went on a quest to get it for some one.
after 8 seconds the only conditions left on you are going to be poison, all the burns, bleeds, confusions, chills, ect would have run their course.
I would be perfectly ok with Defibrillator replacing an Elixir. Infact I would be really happy if all elixirs were replaced. ENGINEERS DONT NEED MAGIC POTIONS!
Out of all the awful suggestions iv seen, these 2 are among the best, in usefulness, creativity and fits with the class and gamestyle.
I use the flamethrower in PvE content, places where theres alot of enemys.
The damage on the auto-attack isnt that impressive on a 1v1 setting, but its got a huge aoe cone. Something everyone keeps overlooking. The main appeal however is skill2. this thing hurts. Best if you let the orb hit the enemy then explode it.
I stay in FT most of the combat, but I do drop to rifle to use Blunderbuss, overcharge and jumpshot, then right back to FT.
Its definatly a power kit in the manner that I use it. With high crit and the 50%chance to apply vulnerability on it, your auto-attack can be useful for softening up the enemy between flame blasts.
I do apply burning and bleeding alot with it due to traits and the skills themselves, but Its not my main focus.
I dont PvP, so I dont know how it would work in that setting.
I just want to point out theres already a mechanic that lets you change the location of a turret without having to destroy it and wait on the unnecessarily long cooldown.
Walk over to it and Press F (or whatever your interact button is).
But sadly I think they goofed up when coding this, It only shaves off 25% of the cooldown. I think it was meant to reduce it TO 25% of the cooldown.
Of course I don’t really think that. That would be giving anet too much credit.
Infact, if they did exactly this, people would probably stop suggesting ways to increase mobility of turrets. Between all the “put wheels on them” and “teleport them” and “pick them up as bundles” its getting repetitive up in here.
Just improve the mechanic thats already in place to do this job.
Iv only glanced over the weapon skins, so far only the pistols look good, and thats by comparison with other pistol skins.
I’m in the prossess of getting full celest.
I think for the best balance in my play style I could have only gotten celest on my jacket, plants and my rifle then used the others to focus on power, con, and prec and been “stronger” than I am now with almost full celest.
The stats are strongly based on your playstle. Not just your build. If you can manage to not go down with poor vit/tough then sure use zerker.
If your like me and have a zerker thief friend that you have to babyset all the time. then maybe try something more tanky.
On the opposite side of the fence, I made a Charr for the following reasons.
- I prefer beast races
- Their backstory was interesting
- Their current civilization is steampunk
- They have a very unique culture
- DEM VOICES
And dont forget that they almost wiped out the human race. If only they could have this game would be much better.
Charr = Best Race
I played Champions Online for a long time, In that MMO, your account name was part of the character name. but in game you simply seen the character name (unless you changed your options to view entire names).
So I could have a character named “John Gunsmith” for example. And some one else could also have a character named “John Gunsmith” and we could team up and play together on the same server.
Because my characters full name was “John Gunsmith@XelNigma” where as the other guys name was “John Gunsmith@RandomGuy123”.
After going from that, it just seems weird I have to come up with off the wall sounding names that look more like I just threw random letters together to get a character name. Even worse when that name is already taken. I’m like really? Some one has the name “Kagurmngash”?
Which do you want to hear?
“Yes, the necro is powerful and fun to play.”
-or-
“No, the necro is weak and boring to play.”
It only does acceptable damage if you stack might and wear full zerker armor.
So you find acceptable damage unacceptable?
I’m just messing with you. I know what you mean, its just if you take the meaning of the words you’re using it means something else.
ad·e·quate, adjective
1. satisfactory or acceptable in quality or quantity.
Am I the only person who thinks its a problem that Flamethrower manages to do satisfactory damage if you stack might and wear full zerker armor?
Am I the only person who thinks its a problem that Flamethrower manages to do acceptable damage if you stack might and wear full zerker armor?
Sorry, I couldn’t resist.
People in magum say ping all the time when they mean link.
Tho saying ping for the red pulse on the minimap isnt accurate either. Its more of a blip.
But just like how people use the word literally wrong or use ironic when they mean coincident, I’ve learned to correct them in my head and move on.
Edit: Holding Ctrl then clicking on an item will say it in your chat, dont know why this needs to be a thing. Holding shift links it in your chat bar allowing you to add to it. Much better.
One way to avoid the auto-post of pressing the wrong button when trying to split stacks is to know that you only have to hold the button when dropping the stack, not when picking it up. So pick it up then hold the button you think it is and drop it.
The correct button is alt.
(edited by XelNigma.6315)
There isnt any code to generate a random number that will determine if it hits or misses.
So it doesnt count as a RNG (Random Number Generator).
It misses and bugs because of other factors, often environmental.
I cant believe this has to be explained.
I like the Ricochet and Winter’s Bite is alright. Its Splitblade that feels way out of place. Personally I would like to see that skill replaced. Even if the bleeds was removed making it a purely power weapon like skill 1 and 3 it would still be a melee attack unlike skill 1 and 3.
This game has enough spread shot attacks, and tbh they all suck.
I think theres only one attack thats like the Warrior’s Impale. Where they throw the weapon and it sticks in the target. Maybe have Axe skill 2 do that.
Something like;
Nature’s Embrace, Throw an enchanted axe at the target, once it hits them vines grow from it and squeeze the target. Applying constant damage, or you can press the skill again to have the axe erupt in an aoe.
Same, really annoying when I try to make a post.
I have to agree the torch is the most fitting, I’m confused as to why it wasnt already a necro weapon.
I’m going to have to say Rifle. If you think about it, it is just a hollowed out staff. =þ
Well ok, It doesn’t fit at all, but if we get creative with the skills it might fit in well enough. The skills need to be minion focused that in addition to dealing damage needs to apply regen, protection and might to minions in some way.
Do you really want them to increase the amount of HP regen gives?
Do you really want them to take away cleave on melee attacks?
Do you want them to change all enemys into vets ,and vets to champs, and champs to legendarys?
Do you really want them to give magic users a mana bar that they have to drink mana potions to replenish?
See, I can ask random question that have nothing to do with the topic too.
Iv just filed it in “Anet doesnt have a clue wtf they are doing”. Its a pretty big file.
I agree, the lack of mobility in combat should grant them improved stats.
Once out of combat then mobility is an issue. Luckly theres already a system for that, the ability to pick-up turrets. Sadly this only grants a very minor cooldown reduction.
If you want your turrets to survive any amount of time you need to deploy them far away (flame and thumper are sol), often making it faster to just self-destruct them than to run over and pick them up.
Assuming the turrets had all there bugs fixed and the only thing left to work on was properly balancing them. I would be alright with all the turrets having a standard cooldown around the length of the rocket turret. So long as the stats of each turret was powerful enough that they could survive a battle and when picking up the turret would grant a cooldown of 10-20 seconds.
To avoid abuse perhaps grant the 10-20 sec cooldown only when picking up turrets when out of combat and a much higher one while in combat. So, something like a 60sec cooldown on the rifle turret if it does or self-destructs, 20sec if picked up out of combat, and 40sec if picked up in-combat.
The healing turret would need to be redesigned again to grant direct healing pulses instead of applying regen on its normal cycle to compensate for the lack of instant healing when being deployed. The point of all turrets should be that the longer they are deployed the more potential good they are doing. Not to be deployed, over charged then self destructed for a burst effect.
The healing turret’s toolbelt skill may need to be changed to grant the engi instant heal, seeing as the turret loses it.
Once the turrets are in a good place, then we can start working on better traits and whether or not the toolkit being able to repair turrets is necessary or a waste of stats that could be removed to grant more damage to the kit.
Of course, these kind of things would need to be tried out on a test server to get the numbers and minor effects just right. Things that look good on paper dont always work out ingame.