Showing Posts For commanderrab.5139:
Had a bit of a dance party on IoJ infront of the LA bank.
That’s pretty much the spec I use for pve and wvw. Great for roaming and being a nuisance ikittenerg, but never done sPvP stuff so don’t know how it would hold up there.
And now with having exotic pistols, attack is dropping 60 when equipping kits. Hmm…
Checking again now and I was mistaken, attack only goes up by 59 for me when equipping any kit. I’ve read in a bunch of other threads that it’s going down for people when they equip kits so I don’t know. Maybe because I’m not built for power and am running around with rare pistols instead of exotics. Didn’t have a reason to get exotic ones until now with the weapon stats carrying over.
That’s a sexy 7k thwack.
Was running around outside the entrance to Arah earlier today, didn’t notice much of a change beyond burns and bleed ticking for more and a few more crits hitting. Running a p/p prec/tough/cond grenadier based condition on crit setup currently, so for actual power I wouldn’t see much of a difference anyways. Crit chance only went up from 50 to 55 percent when using kits with the adding of the weapon stats, so not a huge change for me and what I was doing.
I did however notice a stat changing by about 200ish in the equipment/stats screen when I was toggling kits on and off. I think it was attack, but not entirely sure. Will have to check when I wake up later.
I think a two handed hammer would be a great short range weapon idea. Simple two or three hit small aoe swing on #1 with a reasonable cripple or vulnerability condition on the last hit. #2 as a single target pure damage hit, no condition effect on it as it would make it really similar to the prybar we already have on the tool kit. Other skills being something like a whirl finisher knockback, maybe a hammer throw ground targeted thing stunning or causing confusion, and then something I like to think of as fortification. Not sure how it would be shown graphically in game, but it’d grant 5 or so seconds protection and stability to self at the cost of movement speed. Would probably slow you down the amount of being chilled. Would work great with bomb and tool kits, and whatever that trait is that gives you increased crit chance while standing still (if that even works). I dunno. I’m stupid tired right now and I’m really not sure if any of that stuff made sense.
You title the thread about not having skills, and then complain about a lack of signets… Because we have plenty of skills. Kits, gadgets, and elixirs. Which sortof all make sense for a completely non magic using class. Why then give it magic in the form of signets? If you want to play like all the other classes, just go play another class. The profession will be better off.
I would love to represent the guild on IoJ. Sign me up.
That is the rogue set it seems. The one I had in the picture was labeled as “Tarff leather coat” was a level 10 karma purchase, and I had another one in the same style at level 80 that as I look at it now is indeed the Rogue coat. kittenand kitten
Also forgot to get a shot of the Outlaw set mentioned earlier in the thread. I ran around in that full set (minus the half skull mask) from mid 60s up until I hit 80 and could go after the karma exotics. That’s not a bad looking set, it’s just again, not super engineery. More of a “old west” look to it, and the skulls on it… eh.
The noble coat looks pretty good and incredibly steampunky on your male tree. Assuming it looks pretty much the same on the rest of the human shaped models. The female noble coat doesn’t look that great. It’s a little too fancy and thematically isn;t something that someone working with explosives and chemicals and stuff would wear. Way too much exposed skin. I personally haven’t liked most of the chest pieces for the medium armor. Most of them don’t feel very engineery. Only exceptions really being the crafted (probably?) Leather armor set and the exotic Karma coat.
Some of the styles I had on hand for reference:
1. Pirate
2. Noble
3. Crafted Leather set
4. Seeker
5. Item description says “Stalwart’s Jerkin” think I got it as a story mission reward, might also be karma gear.
6. Low level karma or lvl80 rare “Jacket”
7. Karma exotic
And since I forgot it in the big pic the last one is listed as “Mending Jacket” and that one I know was a story mission reward. Probably from retaking Claw island, or somewhere around there in the story.
I’m trying to figure out when people are going to realize that slotting a kit doesn’t take away a skill… it gives you 5 skills (6 with Kit Refinement) and with near instantaneous kit swapping and next to no cool down on swapping you can swap back and forth between sets of skills like a mofo.
I found more I love about my engineer, just to repeat what everybody else is saying, it’s just a funass class to play. I knew that before, but I didn’t figure out how much until I started leveling a guardian. I only got to 10 the day I spent on it, but it was just so boring…. even after getting to 7 and unlocking weapon swap… hit all the powers, swap weapons, hit all the powers, kittening wait 10 seconds, repeat. I’m assuming any other class besides ele is pretty damned similar.
Jumpshotting into a group, switching to elixir gun for 2 super elixirs, toolkit for 2 box of nails, motherfoi’ng pry bar, all the bombs in the bomb kit, then elixir gun 4 to GTFO. Heal. Repeat. It makes me happy.
I don’t PvP, so maybe I’m missing the issues here because of it, and only been playing since the last free weekend so I don’t know what things used to be like. L63 engi running corruption rifle, tool kit/bomb kit/elixir gun, starting heal, kit refinement and whatever it is that give explosions the chance to bleed (shrapnel?). Since the last patch I have seen nothing but an increase in both my survivability and ability to put down single targets and groups in PvE. This is almost as whiny as the people demanding engineers need the ability to swap weapons.