While I like the idea of giving content creators links to buy the game which supports them, I think it is kind of limiting as to who it targets. Given that probably 99% of people who view videos made by streamers like WoodenPotatoes, Bog Otter, or AuroraPeachy already have the game, only the 1% of viewers who either stumble upon their streams or are referred there by their friends would be able to support them by buying the game.
I think giving those creators a code which players can enter upon checkout at the gem store when purchasing their gems which does the same thing would be a good addition, as now players watching those steams who already have the game would be able to support their favorite content creators.
I know patreon does the same thing, but it gives those who don’t do patreon a chance to support their favorite content creators.
Because Engineer is fun. Why else?
A key ring, and making blood rubies, petrified wood, jade shards, winterberries (and any other upcoming map currencies) mats, like crystalline ore. Also, tokens like stolen exalted research notes and chak eggs being currencies would be nice.
Have you considered AMD’s new Ryzen line? They deliver about the same performance as an i7 but cost way less.
I think decreasing the duration of the sigil of Paralyzation to 25% or even 20%, but having it affect daze as well would make it more useful.
Or a sigil where you gain bonus damage after being inflicted with a condition would help fight Condi spam.
A few inventory suggestions:
-A “Borderlands”-style “mark as junk” option. Selecting this option would allow items to be sold instantly when clicking the “sell junk” button. Junk items would have this “flag” on by default, but can be removed.
-A “disable special properties” for inventory bags. Checking this box would turn any special bags (invisible, ones which don’t move when sorted) into regular ones. This would be nice because of times i’d be selling loot, only to find out when I’m in the middle of the jungle that my invisible bags are full of loot which overflowed into there.
They actually listen to WP, so there’s hope here.
Also, it would be worthwile to think about retiring the build-section and just linking to metabattle. The mechanics-section (and everything about the class in general) is super useful, especially for new engineer-players, but the builds tend to outdate quite fast.
Metabattle is good, but it doesn’t have very specific engineer roaming tips. In fact, there’s only one WvW build for engineer, and it’s a zerging build. The Handbook was originally written to give engineers a guide for roaming. In fact, I still have, and sometimes play, my static discharge build which got me into WvW roaming in the first place.
I have found a copy of the Engineer Handbook on the Wayback machine.
It’s better than nothing, though it’s somewhat outdated, some of the tips are still useful.
https://web.archive.org/web/20161203074726/http://www.sheriffsauer.com/
Theoretically, yes. Practically, no. The max character count in a post in 5000, and the average length of a section as I’ve typed it is ~17k. As it was, I needed 10 posts.
I have messaged Sauer using his forum handle, asking his permission to continue his work.
If/When I hear from Sauer, I will officially begin working to update it.
Originally, I was going to host my update to Sheriff Sauer’s Engineer Handbook on this thread, but I couldn’t fit what I needed to say in the 5k characters/post.
People want wvw ascended vendors for some reason beyond me. It already has the best/cheapest ascended armor/weapon acquire method atm. If it does come it will just be the same as the spvp version which will still require 500 crafting.
Why there’s an ascended PvP vendor is beyond me. You can’t even use ascended gear in PvP.
How is does WvW have the best/cheapest ascended gear acquisition method? None of the reward tracks drop ascended gear.
I think capping Condi stacks in WvW (and PvP, though I never play it, so I don’t know \how much of an issue it is. ) to 25 would be nice, though also lowering the damage coefficients on conditions would be a solution, too.
Here’s a fair Nerf for Epidemic:
-Reduce range to 800, effect radius to 300
-Increase cast time
-Cap number of condis to 5, and transferred duration to 10 seconds.
-Cannot target siege, pets, or minions.
-Cannot transfer fear or taunt.tldr = Remove Epidemic.
Did I mention it’s still unblockable?
Here’s a fair Nerf for Epidemic:
-Reduce range to 800, effect radius to 300
-Increase cast time
-Cap number of condis to 5, and transferred duration to 10 seconds.
-Cannot target siege, pets, or minions.
-Cannot transfer fear or taunt.
A solution to dealing with selling lots of stuff considered “junk” would be to have a Borderlands-style “mark as junk” option. Anything marked as junk would be sold when the “sell junk” button is pressed.
Solution: Commander tags are bought with Karma, Badges of Honor, and the most recent living world season currency (which right now is unbound magic).
Protection should be a 33% reduction to both direct damage, and condition damage. This would stack additively with effects which decrease incoming condition damage, like Scrapper’s Adaptive Armor. Terror would be considered direct damage for the purposes of calculating damage. The Tempest trait which increases protection’s effectiveness would only increase the direct damage portion of protection
Resistance should be a 33% reduction to condition “effectiveness”, reducing the non-damaging component of conditions such as cripple’s movement speed penalty, poison’s reduced healing, and chill’s cool down and movement speed penalty. Would stack additively with effects like thief’s Hard to Catch, and Rev’s Dwarven Battle Training.
Immobilize, fear, and taunt should be considered strictly control effects; unaffected by expertise, and cancelled by stun breaks.
Tried using the AED once. Was interesting, however hard to time when to use it effectively (especially in WvW/PvP)
Yeah it’s hard to use it in PvP/WvW because players will see the effect, and hold off for a few seconds, wasting a heal.
I noticed this while playing on my static discharge engineer, that sometimes static discharge will bounce off of objects. In this case I was in wvw, and it often bounced off of supply depots, synthesizers, and first aid kits. Same thing with static shot. I haven’t tested anything else, because I don’t really have any other classes leveled.
Yeah nothing about it has anything to do with 5(6) seconds. Not sure why you’d slot it anyways, since if you’re using elixirs you’re probably going into alchemy, which has a free Condi clear with all elixirs, and if you’ve got that many condis on you where it’ll be useful, you’re probably going to die anyways.
They should rebalance it to be somewhat like the rev’s infuse light, where for 5 seconds (6 with HGH), all incoming condis are converted to boons. And leave the tool belt skill the same. But, that will never happen, just like med kit will always be useless.
No. Resistance is FINE.
Anet SHOULD REWORK epidemic and stat Dire/Trailblazer’s.
They make the same damage then zerk build….. and if u play zerk, u dont have 2000+ toughness with 24k hp.You must be realistic.
Epidemic rework: Cap number of conditions to 5, number of targets to 3., make it blockable, reduce range to 900, limit duration of transferred condis to 10 seconds
Have protection reduce direct damage and damage component of conditions by 33%. Resistance reduces non-damage components of conditions by 33%.
Immobilize, taunt, fear, and blind are considered control effects and can be removed by stun breaks or resisted by stability. Their durations aren’t affected by anything which affects general condition duration, but traits which proc or modify duration based on them still work (necromancer’s terror still deals damage with fear, thief’s hard to catch still converts immob to cripple, etc.). This brings them more in line with their effects on defiance bars.
I like the reward tracks. They give good loot, and they make WvW a viable game type, but there’s one map which has been left out. Dragon’s stand. It’s impossible for someone who doesn’t do a whole lot of PvE to get crystalline ore, since none of the reward tracks (WvW or PvP) drop it. This is especially useful because in the little pve I’ve done, I’ve only found one DS map which is organized enough to even get to the Blighting Towers, much less finish the entire meta. The vast majority of the ones I come into are a bunch of people just standing by the vendor at base camp, or people just randomly strewn about the map.
There should be a dragon’s stand reward track, or at least add crystalline ore and other loot from DS into the heart of Maguuma track.
Not really related, but another idea for a reward track would be one which drops ascended gear, mats, and wvw infusions.
Engi kind of has a no-cd weapon swap via kits. Stowing a kit (default `) places the kit you were using on a really short (1s I believe) cd, but another kit can be equipped right away. (Eg. If I’m in elixir gun, I can stow it via `, then immediately equip bomb kit)
I previously proposed a similar idea to remove weapon swap cd. The weapon swap cd seems arbitrary and GW2 has way too many cooldown-regulated combat functions already.
However, in removing the cooldown, I think we should model FPS games. Weapon swap should have a small cast time. In a FPS game, it’s not called a ‘cast-time’ but rather it’s the animation of pulling out a second weapon, during which you cannot fire.
I propose a 1/2 second cast time on weapon swap and no cooldown. Warrior’s fast hands could reduce the cast time to 1/4 second and Rune of the Warrior could still reduce cast time by 20%.
Because it would have a short cast time, we would no longer be able to swap weapons while stunned. I think this is okay. You could alternatively add the very short cd like engineer has while kit swapping, but I think the short cast time is a better solution. The cast time retains a cost (primarily that, for the next 0.5 seconds, you cannot perform any other action) which an instant weapon swap with brief cool down does not. Weapon swap should still have a cost, I think it would just be better if the cost were a cast time rather than an arbitrary cooldown.
Rip Engi DPS.
Also, Implementing a cast time for weapons swaps would render skills which use the weapon swap mechanic to break stun (empty vessel on rev, foot in the grave on Nero come to mind) useless. Also, it would make it impossible for necros to leave shroud while stunned.
This mostly focuses on medic gyro and purge gryo, but there’s a few tweaks for the others.
First: Medic Gyro and Purge Gyro. Merge the two. Reduce gryo heath and healing by 50%, and remove one condition every three seconds, but make it AoE for up to 3 targets. This would bring the primary function somewhat closer to the healing turret. For the toolbelt skill, it turns into a mobile light field with pulse healing, kind of like EG #5.
For the shredder gryo, reduce it to one whirl finisher a second, but the whirl would be directed towards the engineer, or nearest ally, when in a field with beneficial effects, or the engineer’s target if in an offensive field.
For the blast gyro, the tag does less damage, and moves slower. Turn the launch into a knock back.
For the sneak gryo, remove the cast time for the toolbelt, and make it the stun break instead of the blast gryo’s toolbelt.
Bulwark gyro: AoE pulses 2s of protection every 3 seconds (unaffected by the engineer’s boon duration bonuses.)
Function Gyro: Recharge is 30s, revives 15% faster than normal. Also, had a unique finisher animation.
And for final Salvo, it modifies the on death effects for the gyros, each one having a different effect. For the newly merged medic gyro, it’s an AoE heal and 3s water field. For the blast gyro, it’s ab AoE launch and a blast finisher. For the shredder gyro, AoE bleeds and for the sneak gyro, it explodes into a dark field, causing pulsing blinds. For bulwark gyro, 3s of AoE aegis.
I run celestial scrapper right now, but I’m thinking about going back to my (technically wolfineer’s) static discharge build. The nerfs to scrapper were just too much. I just don’t have the same level of burst as I did before this latest nerf.
The engineer handbook (http://www.sheriffsauer.com) is a great place to start.
Here comes a massive woodenpotatoes video.
http://wiki.guildwars2.com/wiki/Xunlai_Electrum_Ingot
Looks like they might have had plans to, but cut it.
I like the reward tracks, but I’d like to see a track which gave ascended materials, such as mats and WvW infusions (because they’re ridiculously expensive.)
I’d also like to see the gifts we use for legendary weapons at the end of the dungeon tracks if we’ve run through the story.
Other than that, awesome job with the reward tracks.
Here’s what I use and I’ve been having fun with,making a few changes depending on the situation. I swap out bulwark gyro for elixir S between camps, or toolkit when I need to get away from an incoming zerg. I’ll change out the Knights armor for celestial as I get the mats for it.
As for food, mango or peach pies, or roasted lotus root since those sentries love to stun you. For the utility slot, I have a tin of fruitcake. Same as a sharpening stone, but boosts karma Instead of experience.
Okay this “problem” has waaay bigger roots than most people assume… Let take a look:
Healing turret is a very reliable healing skill. It does everything a person needs: water field, low cooldown, removing conditions and allied healing. It is the core that is sustaining us. All the other healing skills can’t help us as much:
- AED: Huge cooldown and unrealiable.
- Med Kit: Med kit skills are increadibly clunky
- Elixir H: longer cast time, random boon and only 1 condition removed.
- Medic gyro: Dies easily, no condition removed.Due to the fact that we have to work in kits in our builds to be effective, we lose a slot to important defensive skills. If we use gyro we will have a lack of condition clear.
Conclusion: I understand why they ‘nerfed’ healing turret. However they should have helped the other healing skills too. We’ve been stuck with healing turret for so long.
Here are some short suggestions for those who like:
- AED: Instant skill, to make it reactive (or maybe 1/4s). Also rework the Gadgeteer trait in order for it to be a bit better.
- Elixir H: Remove the random nature of the boons. Apply 6s of protection always.
- Throw Elixir H: Minor heal (1k?) on impact. + current effect.
- Medic Gyro: Don’t let it stop to ‘cast’ it’s healing effect. Increased survivability.
- Med kit: Tons of suggestion out here on the forum. Most easy ones? Make the skills ‘AoE Pylons’
With the healing turret nerf, now bandage self seems a bit more viable to me. (Elixir H is my default when running an elixir build.) It’s a pretty solid heal on a low cooldown., it’s great for proc’ ing sigil and other effects which require a healing. So you could rely on sigils which cleanse/convert conditions on heal.
I think it could be that the daze counts as coming from the gyro, not you.
I should point out that overcharged shot cures immobilized, cripple and chill. That and rocket jump are good for disengaging.
Still, it’s probably a good idea to avoid mesmers. Daredevils are a big problem, though. But, I’m pretty sure that’s not just engineer. I’ve seen daredevils one shot pretty much everyone. The only class which I’ve seen able to go one one one with a daredevil is a tempest.
Eh what? Daredevils are increadibly easy and soft targets for roaming scrappers, they have zero chance chance of winning unless they are incredibly good and perfect at permastealth bursting. Chronos are often much trickier targets due to blocks and crap. In my experience Tempest are only a real threat on a specific tanky healer build but that’s gonna be a 5+ minute slugfest with a decent scrapper probably ending up on top anyway.
The problem I have is them coming out of nowhere and hitting me with 30k crits. It’s insane.
Sure they can be nasty if you dont counter quickly, but if they hit you for 30K on the 2500 toughness build with bulwark slotted then you are obviously doing something wrong.
I do not really see the build you posted as suitable for roaming, to me that is more like a zerg frontliner. 2500 toughness is obviously doing zero good or you wouldnt be complaining about zerker damage and the hammer is a mediocre roaming weapon choice, way too easily kited by other roamer builds. Grab double pistols, change alchemy to firearms and convert about 1K toughness to condi damage and you might have a build could start taking on dd/thief roamers cause melee power tanks aint ever gonna beat them reliably.
The problem I’ve been having with condition builds is they just don’t stack up fast enough, and I’ve run into a lot of reapers with plague signet.
0.25s longer cast time … ITS USELESS, LEAVE THE BURNING SHIP!!!
It’s balance, and it’s ok. They should do more changes like that, so that more counterplay overall is created.
… oh yea and split pvp and pve already kitten it.
That extra 0.25s makes a huge difference. A skill with a 0.5 cast time can’t be interrupted. A skill with a 0.75s cast time can. That can make a big difference.
Still, it’s probably a good idea to avoid mesmers. Daredevils are a big problem, though. But, I’m pretty sure that’s not just engineer. I’ve seen daredevils one shot pretty much everyone. The only class which I’ve seen able to go one one one with a daredevil is a tempest.
Eh what? Daredevils are increadibly easy and soft targets for roaming scrappers, they have zero chance chance of winning unless they are incredibly good and perfect at permastealth bursting. Chronos are often much trickier targets due to blocks and crap. In my experience Tempest are only a real threat on a specific tanky healer build but that’s gonna be a 5+ minute slugfest with a decent scrapper probably ending up on top anyway.
The problem I have is them coming out of nowhere and hitting me with 30k crits. It’s insane.
I’m guessing that you were a minion mancer? TC won’t go up against any group unless they outnumber them at least 2:1.
Still, it’s probably a good idea to avoid mesmers. Daredevils are a big problem, though. But, I’m pretty sure that’s not just engineer. I’ve seen daredevils one shot pretty much everyone. The only class which I’ve seen able to go one one one with a daredevil is a tempest.
ANet is giving everyone who buys the game plus HoT a free level 80 boost. Since the HoT will be folded into each expansion after this, that means all new players who buy the game+expansion from now on will get the free level 80 boost. This will allow them to jump right into the expansion if they desire or play on the old maps, as they please. So setting up a series of expansion leveling maps is made unnecessary by this item.
Where does that leave alts?
I am always in favor of new maps. Best to keep them in the same level increments as the rest, if sub-80’s were added.
I just don’t see an advantage to adding sub-80 maps though. There are already plenty and if you buy an expansion in Anet’s model, you get all previous content.
I wouldn’t mind some permanent evolution in existing maps, such as additional bosses (Ashford, as already mentioned) or event chains or whatever.
Just because they get the previous content doesn’t mean that new players want to play it. I’ve run into people who used boosters and crafting to get to level 80, then ran through core tyria maps, disregarding that content, to get to the new maps. With sub-80 maps, they can jump into the new content right away, then go back and get core tyria (and HoT) later.
I don’t know about anyone else but I want NEW maps for my expansion. Not reworked old maps.
I’m not proposing reworking old maps. I’m just throwing the idea that the next expac has low level zones so that new players don’t have to wait until level 80 to get to the new cobtent. There’s plenty of space to put those new maps adjacent to starting cities.
so, what about the next set of levels after level 15 at the end of the starter zone. Are they going to leave the expansion and go to core Tyria to finish leveling or level to 80 in the starter map?
No, have a whole set of maps. If there’s 4 like in HoT, have a 1-20, a 20-40, 40-60, and 60-80. Given how aggressive xp gain is, they should have no problem out-leveling an area. If they’re a different race, there’s Asuran gates in LA and the other racial cities to get to the capital city to get to the new maps.
I don’t know about anyone else but I want NEW maps for my expansion. Not reworked old maps.
I’m not proposing reworking old maps. I’m just throwing the idea that the next expac has low level zones so that new players don’t have to wait until level 80 to get to the new cobtent. There’s plenty of space to put those new maps adjacent to starting cities.
Edit: although, plains of ashford does need a rework. It’s the only starter zone without a world boss. Woodenpotatoes has mentioned that in several of his videos.
(edited by archmagus.7249)
With this latest update, I’ve been finding it difficult to roam. We just don’t have the survivability needed for roaming anymore.
That being said, this is the build I use for roaming, though i might be going back to static discharge engineer.
I like the idea of the mats (Milling basin I made the mistake of buying a whole stack at once), and the keyring. But, the Silverwastes shovels wouldn’t be a good idea, since they’re consumables (though including the ability to stow them for a refund on the item would be nice)
Why not start the next expac just outside a racial city as a level 1-15 zone, then work your way up to 80? Of course we got level scaling to handle the existing players.
Next GW2 Expac: Guild wars 2: Fallout Tyria