Showing Posts For ZoGoNDragoN.4873:

omg plz nerf grenade kit

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Just think about how Grenade Kit is super powerful in underwater. Should I say more?

playstyle where does engineer fall

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Currently playing as kinda Pyromaniac Alchemist (lol). Very fun. Not that strong, but I am hoping bug fixes.

omg plz nerf grenade kit

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

I don’t agree with you.

Poison Dart Volley is not broken....mostly

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

I don’t see any reason why Poison Dart Volley should miss occasionaly.

PermaSprint

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

I sometimes use Flamethrower Kit for similar purpose.

The random nature of Elixirs

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

As far as I know, in underwater you don’t aim Elixir. When you press F1, the Elixir bottle will float upward. When you press F1 again, it detonates.

What are we doing wrong?

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Majority of Engineer players don’t blame Engineer for poor performance or poor design issue. We just want bugless (or less-bugged) character to play with. A-net should know that Engineer’s bug list is longer than the combined bug list of all the other classes.

Any possibility of grenade auto attack?

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Then how about just make #1 skill like underwater counterparts?

Any possibility of grenade auto attack?

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

My suggestion:

1. Don’t change #2~#5 skills.
2. If you turn on #1 skill autoattack, then it is changed like its underwater counterpart (a projectile to single target with some splash damage)
3. If you turn off #1 skill autoattack, then it is working like current version.

Engineer condition damage vs other classes.

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

My favorite condition damage build is P+P, Flamethrower, and Elixirs. Firearm 30, Alchemy 30. It is definitely fun build, but not that strong. Hope A-net fix Engineer’s ultra crucial bugs soon.

Does anyone succesfully use turrets in sPVP/tPVP?

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

If a person ignores all your Turrets (like combination of Healing, Net, Rifle, Rocket), then Turrets can do their work pretty well. However, what if that person kills all your Turrets before he chases you? Warrior or Thief can burst a Turret in 2 sec or faster (no kidding). Your Turret’s deploy CD is 30~60 sec, so you are amazingly vulnerable until next utility Turret is up. Compared to that, you can only deal damage to that enemy like 6~8 sec. Think about it. Can you deal enough damage to Thief or Warrior or anyone else with only your weapon skills? I don’t think so……

The point is, if Turret’s HP and defense buffed then we can get pretty good amount of 10~15sec of free damage dealing time. Then enemies will think about going after your Turrets, and Turrets will have some deterent power for defense. For now, Turret’s defense is just a joke.

Engineer rifle spells and warrior rifle spells seem to be backwards.

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Basic range a little bit longer, Blunderbuss a little bit farther, Overcharge shot self knockdown reduced or removed, Jump shot cast motion a little faster. Then I’m content.

A neat little trick for Rifle Engis.

in Engineer

Posted by: ZoGoNDragoN.4873

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Precious break stun ability lost….

engineer downed state abilites need a rework

in Engineer

Posted by: ZoGoNDragoN.4873

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And of course #3 skill SHOULD NOT DAMAGE Engineer himself. We don’t want a suicide skill when we down.

engineer downed state abilites need a rework

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Yeah. Rework is not needed I think, but #3 skill should have lower CD. In 1v1 situation, 99% of time you cannot even use #3 skill.

Does anyone succesfully use turrets in sPVP/tPVP?

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

By using Turrets, we sacrifice mobility and hope to get some survivality and firepower. However, in the current Turrets rate of fire / damage / health combined, getting Turrets is amazingly weak. Turrets need following fixes :

1. Rocket Turret’s CD is absurdly long. Around 60Sec. Totally unviable in current sPvP system.
2. Net Turret’s rate of fire is too low. 1 shot in 10 Sec? Really?
3. Manually picking Turrets up should give more than 25% CD bonus. How about 40~50%? Considering there is no Turret deploy CD reduction trait, it is valid suggestion I think. However, Healing Turret can be abused by this, so you should find a way to prevent that.
4. All Turrets are too weak even after investing 30 points in Invention trait tree. Turrets should have more HP and defense.
5. Almost all Turret Toolbelt Skills have too long CDs and too negligible effects. Considering the fact that if we deploy Turrets then we cannot use its Toolbelt Skills, Turret Toolbelt Skills need some up-tune.
6. Thumper Turret’s range is pathetic. I tried using it in sPvP and WvW, but both attempt miserably failed. Give it more range, otherwise it should have some kind of multi target CC(like slow).
7. In PvE situation, Turrets have ultra-high priority in aggro table. By applying this system in PvP might help Engineers. For example, how about annoying Mesmer’s illusions and Ranger’s Pet attacking Turrets instead of Engineer himself? Even for short duration. Think about this. It would help Engineer’s survival a little.

Rocket boots

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Incendiary ammo is so bugged right now.

What do you mean? I never noticed any problems with that so far.

As far as I know, pistol Explosion Shot (#1) skill uses all 3 charges of Incendiary Ammo in one shot.

Pistol/pistol and glue shot

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Glue Shot is not bad, but its unacceptably slow firing motion and projectile speed should be fixed. If that is fixed, then I would be content at Glue Shot.

Supply crate combo finisher bugged?

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Supply Drop has maybe 1~1.5sec casting time, so your Regen Mist would not be there maybe. Big Ol’ Bomb is bugged.

Rifle/Flamethrower Burst Build

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Yeah Elixir H is kinda inferior compared to MedKit or Healing Turret. To make things balanced, maybe Elixir H should be changed to giving all 3 buffs at the same time.

Pistol and Shield, what do people think of it?

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

P+P has Glue Shot and Blowtorch. Although Blowtorch is bugged right now(it only hits 3 targets), it is very strong dmg and burning skill. Glue shot is very good for kiting and catching multiple enemies in the range of Flamethrower. I use P+P setting when I use condition dmg setting and Flamethrower Kit.

P+S has reflection, knockback, stun, and daze. All of these are good for survivality and utility, however, shield skills have a little long CDs. Maybe 40sec and 30sec? I forgot the exact number. Reducing 5~10 secs of shield skills CDs would be very thankful ANET!

Grenade Kit: Can we toss one during the 'bored' phase?

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Yeah Grenade Kit should have autoattack (just make first greande skill like it’s underwater counterpart lol is it that hard Anet?)

Engineer Builds and Combo Fields

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Big Ol’ Bomb is bugged.

My personal favorite combo is Regen Mist from Healing Turret (Water Field) + Magnetic Inversion (Blast Finish).

Switched from Engineer to Warrior and...

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

@XelNigma : Engineers should get general buffs / tune ups / polishes because kits except Flamethrower Kit are so hard to use. Even Grenade kit does not have autoattack option (and you know all kits essentially have no autoattack because of the memoryless bug), pressing 11111111 and presing 1 click 1 click 1 click 1 click while moving left strafe or right strafe is very time demanding. And tool belt skills are generally quite negligible or having absurd long CDs.

Rework Elixir Random Effects aka "66% chance to frustrate a player"

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Posted by: ZoGoNDragoN.4873

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@Casia : Sorry I meant Toss Elixir S. lol

Mortar Range

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Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Mortar should have better range, better projectile speed, and better damage. Even after all of this buffs, I would choose Supply Drop for “0 mobility AND dead zone” for current Mortar. Using Mortar in 1v1 ~ 3v3 situation is a suicide, and even more than 4v4 situation (like in WvW), it is weaker than Grenade Kit. What the hell. Mortar needs immediate and decisive buff.

something abuseable for people who use med kit...

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Still it needs more dmg to be effective

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Also Toss Elixir R has two completely different effects (both are good but I want to choose), and Elixir X is near useless compared to Supply Drop.

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

I just want to give my teammates Swiftness at the start of sPVP alright? No other buff is needed. Of course I want Toss Elixir B to give all 4 buffs as tooltip says. However if that is not possible, then not (1 of 4 random lol) , just (Swiftness) alright?

Does anyone else not like the toolbelt?

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Tool belt concept itself is very intriguing and funny. However, most of tool belt skills have too long CD (Incendiary ammo, napalm grenade. 1min… really?) or have too negligible effect (Elixir B toss… I wanted to give my companies Swiftness, but no! It’s completely random). Aside of this problem, I am content at tool belt concept. Of course if A-net patches mountains of bugs of Engineer.

Engineer bugs compilation

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

+1

Kit swapping should retain auto-attack setting.

And this too. Pressing 111111111 while moving left or right is heavily streesful…. No other classes are doing this. Also, Grenade Kit’s 1st ability should be able to be set as auto-attack. Just throw it on target. Not that hard, A-net!!

Engineer bugs compilation

in Engineer

Posted by: ZoGoNDragoN.4873

ZoGoNDragoN.4873

Leaving aside of all the other bugs, “weapon dmg and sigil not affecting while using kits” bug is SERIOUS because your attack value is like 1200 of your power + 1000 of your weapon dmg + some condition dmg…. Therefore we Engineers are heavily penalized in sPVP and WvW and PVE by 40~50% of dmg when you are using kits… This absurd bug should be fixed immediately……