Engineer while kinda fun to play lacks in almost every department, if you enjoy playing the weak under dog go for it if not steer clear..
It needs a lot of work and fixes…to be a viable class..
Be wary of Dungeons people actively exclude and kick engineers just heads up..
I do not understand these blanket statements that are limited in truth or fact, or just flat out wrong.
We do not lack in control.
We do not lack in ranged AoE damage with grenades
We do not lack in close range AoE with bombs.
We do not lack in combo fields in the least.
We do not lack in blast finishers.
We do not lack in mobility with 100% swiftness.
We do not lack in blocks.
We do not lack in invulnerability.
We are in the top 75% of so many things and claim the profession is lacking. The thing is, you guys like to claim they have issues, yet you never specify. How is it lacking exactly?
I doubt it is elixir related, but that it has a cork in the top so the black power stays in the container.
[IMG]http://i84.photobucket.com/albums/k11/Marlboroman5450/bomb_fuse-1.jpg[/IMG]
You cna go from 0-80 crafting. The Anet team designed crafting so that 0-400 crafting nets you just at 10 levels.
I dunno, but if you didn’t find it on the TP, you searched incorrectly. All of the orr karma venders have head pieces, and so do all of the dungeon vendors.
I have no idea what you could be doing to miss them.
They are both equally effective, but in different way, in my opinion. Link or list the type of build you want to use ant that would decide what will work the best.
If your so sure it is not opinion based, and boils down to numbers, then why are you asking us? The formulas to determine the damage from each set of gear are easily available.
The traits you like and the kits/utilities you may want to use. will benefit from one set better then another, depending on what you want.
Preferable for what?
All 3 are very functional, but your asking an illogically objective and opinion based question.
You did the date wrong :P
Date looks fine to me.
It says August of 2002
I was thinking of making a engineer today but unsure how good they are. Are they broken for example or are they good?
Not any more broken then any other profession. They are good.
You can pour all your stats in healing and never double the heal from it. You can pour those same stats into Power and quadruple the damage. (bit of an exaggeration)
“Elegence” ? that is just silly. If any one wants the profession to be “elegant” they need to stop lobbying to change the profession and play James Bond games. He is elegant, in a tuxedo and fun gadgets. Though, last I checked, Anet very literally advertises and describes our profession as……
“Masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades.”
Mayhem, explosives, and hazardous, in no logical way screams “elegant” to anyone. If you want elegance, ask for a tuxedo in the cash shop.
The rest of us want to play with how it had been themed, designed and intended, …………..with hazardous mayhem.
There is not reason they cannot make the grenade #1 skill to target. I have made threads on this in beta and on release, myself.
It would bring it in line with elementalist, mesmer, and necromancer staff skills. Those 3 professions staff skills are extremely comparative to what grenades skills do for us.
Based on those 3 profession staff skills, it is a very reasonable request.
No thanks. I like kits, and I really enjoy the way most of the toolbelt skills perform. If players want the class defining kits and class defining F skills different, they need to play a different class.
It is much more reasonable for the few the dislike them to play a different profession, then it is for those few to have it changed to hurt the rest of us.
Perhaps send in a bug report on it, and see what they reply with.
No thinks. I prefer they invest anyone who could be working on guild halls, to work on real issues.
I have the entire world and WvW maps to hang out with my guilds. If I want an exclusive hang out, I will play the little rascals video game and hang out at the she man women haters guild hall.
Remove waypoint cost from every single zone, not just cities.
The huge problem with waypoint cost is that it taxes exploring instead of grinding. Which is wrong with Guild Wars 2.
You lost me right here, when you “claim” that visiting a point you have already previously visited, taxes exploring. If your exploring, you do not have a way point. You explore to get one.
For example, Flamethrower has an aoe knockback + 4 other abilities versus Personal Battering Ram, single-target knockback with knockdown but nothing else.
This is a balance nightmare, and not once has a dev acknowledged this or explained how they design this to work.
One does literally zero damage. The other Does damage. Although I agree that does not justify the difference in recast timers in the least. But you cannot go around claiming their is nothing different about a pure damage less knock back , and a knock back that does solid damage.
And yes, although once again you make untrue claims, but the devs have indeed acknowledged it. Just because you go around claiming they have never done so does not delete the post that already exist. Your like a chile who acts as if they cover their own eyes, that whatever they do not with to see, no longer exist. They are not posting on any other class forums more then this one. But they do discuss this with those of use that point out specific imbalances in the “suggestion” sub forums.
What do you expect them to explain to you when it comes to how things are designed to work? Do they need to explain to you how every profession is designed to work? They give us tools in the form of skills and traits with a theme. It is the players job to use the tools.
PBR is one of the skills that I agree has way too long of a recast, regardless of its damage, when compared to other knock backs and blow backs. Warriors “kick” is a knock back. Although it is a knock back of lesser distance and a lower damage coefficient, I feel it doesn’t even come close to justifying the 25s difference in recast timers. Just because I feel a balance adjustment is needed here, does not mean I will pretend the devs have never posted on these things, because they have.
(edited by coglin.1496)
Are you afraid what we’re saying is true which usually leads to someone booting the engineer out of the dungeon group? hmm?
Weird, in my experience they only boot badly played engineers. If your being booted from dungeons, perhaps it is not solely based on the profession.
1 – Accept that Rifle works like a Shotgun and is more effective when used like a shotgun. We are already blessed to be given 1,000 range for Hip Shot and Net shot is a very good support skill. Engineers are perfectly fine when fighting CQC (100~700 range) and that’s the very description Anet gave for engineers.
Except that it doesn’t work like a shot gun. # 1 skill is not shotgun like at all. #2 is not shotgun like in the least. #4 is the same effect as warriors #5 skill, does that make warrior rifle a shot gun? #5 Jump shot is not any more shot gun then rifle.
We have 2 closer ranged skills and 1 is precisely like the warriors close range skill.
(edited by coglin.1496)
how reliable is it to remove conditions from yourself?
- skill and just swapping to it with kit refinement are both 100% to remove a condition, both on a 10s recast timer.
grenades and bombs suck without traits.
Bombs do not suck in the least un traited. In fact, since day 1 it has been considered been considered one of the top AoE options to level in PvE. As well, the trait to extend bombs explosion radius is a tier one trait. You can solo ten mobs with bombs.
- I love it when a poster claims there’s nothing wrong with the engineer class and that we’re all just “perceiving” that it’s not on par or as elegant as the other class designs, notably our sister adventurer classes.
This coming from the poster who just said if your not mashing the same two button, that your playing the rifle wrong. If you think that is how you use the rifle, then You really havn’t played an engineer.
(edited by coglin.1496)
thieves and warriors don’t seem to complain and they never get nerfed
Post when you have a warrior and thief to 80. Because you like to talk about things that you are clueless about. I can link you to 20 threads from each profession you named, created in the last 7 days about them complaining.
Warrior has been nerfed 10 times more then engineers even came close too. Mostly because they were just that OP on release. They have had damage reduced over and over, had negative effects added to their skills, so on and so forth. You like to talk about a lot of things you very clearly know nothing about.
lot of that sounds extremely OP and unreasonable. Alot of it we already have and even though every time you compare us in a generalization to warriors, rangers, thief’s, and make illogical comparisons to professions in other games, we explain to you that we have them.
You ask to be faster from gadgets. We have a gadget designed for that, called super speed. It is great for for running down enemies or escaping them.
My guild always jokes when we are running around in WvW that I am “backfiring” as I swap it in and out for swiftness.
Yeah. Its kind of been discussed a hundred times over a hundred threads. It needs some type of small heal or condition removal or something along the lines of a healing or support them.
This one really does make you scratch your head, doesn’t it?
Yeah, you actually very literally said we can’t, as a matter of fact
.You do not need ranged at all to kill players. But I do agree that when compared to those professions, our AoE benefits are not in balance with them. Perhaps up comming “case by case” AoE adjustments will help line that out a bit.
must ve confused engineer with thief, However engineers cant contribute other than by killing roaming players as our Only ranged AoE is the grenades wich have terribly small radius compared to others’s ranged attacks when attempting to capture keeps or what not.
I love when poster falsely claim the engineer cannot do things that the rest of the community does on their engineers every day.
I think you have an excellent build now OP. Elixir builds are very solid. It may benefit you to mix 3 rune sets to max boon duration to further their benefit. If you are comfortable with an elixir bbuild, I would stick with it.
P/s……slick shoes, mine, pbr, pick and of those with p/s and you have a ton of control.
Or you could make a b.u.s. build and have a lot of utility and still not use kits, or a combination of the two.
Kind of illogical to make all bombs blast finishers when some of them are field creators. As a profession we very literally already have the most blast finishers available to us, then any other profession. So I think if we want to request a change to benefit or improve the profession, asking for more of what we already have the most of does nothing to benefit us.
I think the biggest weakness with this build, is that we have no solid functioning utilities or weapons skills that have chill, to support it. It seems we get alot more value to use sigils and runes to work with effects our existing skill can already create, rather then having those sigils and runes work on an entirely desperate effect on their own.
I do not think they can make turrets scale with our stats any more then necro pets. I read a lot about making turrets mobile here too. That wouldn’t do much for us either. The mobility serves no better purpose for necro pets. I think the best thing they can do for turrets to give them value is to make their tool belt function on a really low recast, to give the turrets value when slotted as a utility skill, even if we do not have the turrets out at the time.
When is a 60 man zerg not “stupid”? All they do is create area server load and graphics card issue for themselves. Some of us use that against them.
No I am not missing any point
http://gw2skills.net/editor/?fcAQJAqelIqqb3zSiF27IyoCfWoH439pWfeIXpFEC;TYAqZMzImxOjbG5MA
This is a very functional WvW or even PvE build. Feel free to count the fields it produces.
There is also a consensus that kits have 2 skills per kit that are of equivalent function to 2 utilities from other professions. As for your complaining assessment of grenades, there are two many skilled players whose experience differes from your claims, Not to mention the hundreds of videos posted on the forums here for months displaying evidence opposing your generic blanket statements.
You seem to have difficulty learning and comprehending the simple fact, that just because you struggle with something, does not mean the rest of us do.
My favorite part is how you claim “. Your obviously fighting bad players.” Which is weird, because We were first in WvW last week, so it would be difficult for me to find a better class of players then #2 and #3 ranked servers. while some of my sPvP were against players listed in the rankings.
If you feel I am playing bad players, sent me a wisper in game, and we can get on a PvP server together, We bring friends and ask them to stay in the spawn point. That way me and you go one on one, so you can guarantee I am no longer playing bad players. At least I assume your claiming your better then the rest right? By claiming them as bad players.
I used jump shot to get in, used smoke bomb immediately to negate incoming damage. Moved forward and used glue shot, then hit concussive bomb, fire bomb, then BoB, and ran around a but spamming bomb and dodging. Once the eles started spamming meteor shower every where, then I used my disengagement tactics.
putting things on engineer jealous view:
Eles have 4 (“KITS”) plus utilities
Yet there F-keys do nothing but arm their equivalents of kits, as you put it. While my utility choices give me 4 skills there, each having the usefulness and value of a elementalist utility skill, except as an engineer we get 4. They only get 3.
So Lemme go first:
When you face a huge enemy zerg in wvw …
jump shot cancel to the zerg—-> Big O Bomb—-> smoke bomb —> gear shield --> rocket boots out —->utility goggle break stun —-> elixir gun acid bomb —-> Disconnect
I mentioned this in a thread where we were discussing escapes and battle disengagement. It has been months, but I have posted videos of this before. I had a video of me, two other engineers, a hammer warrior, and a hammer guardian, rushing around the center of a 60 man zerg sending them flying every where.
Not sure what you add in goggles though. I use EG #4 first, Rifle #4 second, then rocket boots to get out. Gives me about 1600 distance in around 1 second.
As far as what it accomplishes. Well when 5 people can basically stop 60. I can give you a list of how that is beneficial to your side.
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So coglin, can you explain how we have the most again since you just got proven wrong? And even if you were correct (which I don’t see alot of) , all of your “reliable” fields and whatnot come from kits? So our class is refined to wasting utility slots for these ? Wonderful. Especially since elementalists and other classes can make them without wasting utilities. Oh, and only skilled players use bombs? This is a joke. Read up on the class, bud. Bombs are useful in ONE situation: tank build. Hardly even then. Basically, you have to drop the fields with bombs then somehow make use of them after how long you’ve already wasted dropping them?
I got proven wrong? So I post how we very factually have access to creating more fields, and you claim I am wrong because “YOU” feel they are not reliable? Sorry, But I do nor feel using a bomb kit or grenade kit as losing an ability.
Now your going to go on and claim bombs are only useful in one situation? You tell me to read up on the class? I use bombs every day. Unlike yourself, I do not need to read about the profession to post about it. Unlike yourself, I know it from doing it.
Twist it, turn it, and make stuff up about it all you like my friend, we have the most fields avaliable to us. We have the most blast finishers variable to us. I am sorryh if the facts upset you, but claiming they ar enot reliable does not change the fact that we have access to them.
If you feel our kits are waste of utility slots, feel free not to use them.
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Depends on how you want to play, but Pow/Prec benefit the FT miles more then Conditions. Since you mention the FT I used it as an example.
I use the elixir gun in most of my builds. I use it for condition removal from kit refinement and elixir X, as well I use the #4 skill as an exiting tool, and I use #2 to catch foes trying to run.
If you ask me, any kits becomes supportish, the second you add the EG to it.
Right now I am playing with this build. Knights gear in every slot. Elixir R refiling the endurance is so handy. When you dodge 4 times in a row, you cover ground while taking no damage.
http://gw2skills.net/editor/?fcEQFAUl0pqb3zShF17IxoCfO0D8ff1+5hcbbaB;TkAqZMzImxOjbG5MDCORMpA
“When it comes to
1 v 2,3,4, the engineer has the advantage over the thief.”I’m not even sure how to respond to this. A thief generally has way more escapes, while bursting harder, than an engineer.
My point exactly. The engineer kills them, at least I do. The thief can burst one down, then stealth and run away.
Engineers dominate thiefs when it comes to AoE damage was my point
I might have to try out that Death’s Anthem theory. Also, Jeffery’s statement says a loot drop from a rare boss, he does not specify wether or not it is from looting the corpse or from looting a chest, the statement could be interpreted either way.
According to Linsey Murdock, items designer at Arenanet, the Final Rest drops from a “LARGE boss chest” and cannot be crafted.
No.
Also, If your going to claim this as a poll, you need to keep up with the count in the Op or were you just trolling when you made the thread?
Bank em. You never know when a change may come along in your profession that may make them useful one day if they rework some skills or traits.
I do swap to FT often to sweep a keep after we take it to make sure any stealth/culling exploiters are not hiding anywhere.
Or that our Bombs have the only reliable fire/smoke field? Who uses a bomb kit these days? Never see it.
Alot of engineers I see, and I see them used all over in WvW. Do you have any actual logical to support what your getting at here?
Skilled groups thrive on using combos, so I guess the answer to who uses bombs for combo fields could be skilled players.
We have the least amount of reliable combo fields in the game,
Mmmkkaaayy.
Ice field, shows up 100% of the time I cast the ability to create it.
Fire field shows up 100% of the time I drop fire bomb
Light field shows up 100% of the time I drop super elixir
poison fields pops 100% of the time that I drop poison grenade
Smoke field shows ip 100% of the time I drop smoke bomb
Water field shows up 100% of the time that I pop healing turret
That is 6 fields that we get 100% of the time we use the skill that causes them. One and only one has a 33% chance to occur and that is not among the 6 previously mentioned.
Thieves get 5
Mesmers get 2
Necros get 4
Warriors get 1
Rangers get 5
Guardians get 2
Elementalist get 5
We also have access to all finishers. The most blast finisher, and second most projectile finishers. So please stop trying to pretend we are weak in the combo area when we are clearly one of the best professions at utilizing combos.
Perhaps you should invest some time learning about the professions comb fields and finishers before you attempt to tell us how they work
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@coglin.1496
Do I have to send a ticket? I thought the team was keeping track of bug-lists on forums so I didn’t need to send a ticket… =S never had to send one… could anybody else try send it? I wouldn’t know where to start.
/bug in game and fill it out. Even if they do see it here, /bug sends a report directly to the proper people.
Technically it also comes with an entire weapon set and tool belt skill. Admittedly though, the duration of 4s feels crazy low.
I feel all of our bleeds are too low of a duration. I thinks that is also the general consensus.
And here’re the problems with the Engineer being built around Kits:
1. It makes us too similar to the Elementalist, except we have to use Utility slots for our Kits.
2. They’re freakin’ Utility skills, so it’s entirely possible to just never use them, in favor of using Elixirs, Gadgets, or Turrets.
3. We’re penalized, at least in our ability to deal damage, based on the ‘versatility’ a specific set of our Utility skills offers us (despite, of course, the “King of Versatility” not having this penalty, besides the whole optional nature of Kits).
And here is the problem with your assessment.
1. I do not feel it makes us too similar to ele’s at all. Sure we may use a utility slot, but we get an actual skill of value on the F-keys, they do not. Bomb kit for example, I feel BoB with the AoE knock back and great damage is the equivalent of several utility skills out there.
2. I am not sure where you are even going with the second point
3. Penalized? I do not see how our mechanics penalize us, because they do not. What penalizes us, is how Anet gauges benefits and value. Such as, with Explosive shot, in a crowd, we spread out hearty damage. The issue is, they compensate that by keeping the damage coefficient low, and they cut the original bleeds in half. It doesn’t make it a penalized skill, it makes it a skill that excels in crowds and suffers single target.
Imagine how deadly condi engineer would be if box of nails was as good as thieves caltrops.
In my dreams. But as far as a cripple utility, we can drop ours every 5 seconds. Whats the Caltrops recast, 30s?