Why is grenadier underwater so overnerfed and worse than a speargun?
in Engineer
Posted by: dlechestnut.3954
in Engineer
Posted by: dlechestnut.3954
I take on 2, 3, 4+ mobs under water with grenades and have no trouble mowing through them. Sometimes I’ll drop some bombs if critters get too close, but I’ve soloed champions under water in Orr with grenades post-nerf.
They were WAY overpowered before and work fine for me now.
Can we have a -1 button on the forums too?
Yes, we’d all like to see stats and sigils applied to kits, but I don’t think they need to stop work on ALL other issues until that one item is resolved.
Setup and worked the first time.
Would be nice to be able to “whitelist” my PC so I don’t have to put in the code every time when logging in from home. Did I miss something on this or is it not there?
Two words:
Cultural Armor.
I do. In fact, I use the Superior Sigil of Bloodlust specifically.
This is probably a little late, but I hadn’t really had time to sit down and play since the patch went in on Monday — that is, until today.
What a difference that change made. Perhaps I’ve overstating it, but it really does feel like a breath of fresh air. I’ve been going back to kits that I never like playing before. I liked the elixir gun before, but it’s so much more fun now. I’ve even been using the tool kit when soloing in PvE; good bleeds, nice confusion hit, and the sounds make me chuckle.
Once sigils apply to kits, I’ll never play my alts again.
This forum needs a down-vote option.
in Engineer
Posted by: dlechestnut.3954
Prayers have been answered.
I see a number of posts where people talk about grenades as not being very useful in their current state or being difficult. Personally, I love the grenades since I picked them as my first skill back when I was a wee little engineer (Of course, I’m Asuran so I’m still a wee little engineer, but you know what I mean). I understand that some people will never like grenades and I’m fine with that, but I wanted to offer some tips and techniques that I’ve developed during my play.
Build
Everything here is pretty obvious and should surprise no one. If I’m working with a group, I don’t need the Thumper to tank for me, so I’ll switch it out with the Elixir Gun for the additional heal, condition removal, and extra conditions. The last slot skill is really the least important.
Mostly I wanted to offer suggestions concerning technique and usage. I’ve seen people who are displeased with the aiming of grenades and I wonder if they have the fast-cast ground targeting turned on. I know many people like it, but I’ve found that it makes grenades harder to use. I stick to the skill button, aim the target, left-click to fire. It also confirms range and that I’m not inadvertently aiming at a hill in the distance. It also lets you queue up skills in advance.
If you have fast-cast on, try grenades again with it off — at least for a few hours.
Now let’s say that I’m running around in PvE and I see a champion fight off in the distance. As I come running up to the fight, I’ve already got Poison Grenades (5) queued up. I’m aiming for the champion’s feet and I’m just waiting for the target area to turn green. I launch that to get the DoT on him and to set up the combo field for the ranged attacks.
After that, I can run around the perimeter of the battle, launching grenades as soon as the cool-down ends. I can see the whole battle so I can drop my healing turret where it’ll do the most good, I can drop in a supply crate if things are going badly, and I’m available to rez if necessary.
If I’m soloing PvE, it goes like this: See a target, queue up Freeze Grenades (4), and fire. Before they’ve hit the ground, I’m launching 5-3-2-1-F2 to poison, bleed, blind, and damage. The freeze has already slowed them down and since I can see the target area, I just lead them slightly. Remember the cliche: “Close only counts in horseshoes and hand grenades.” You only have to get close.
Once they start closing the distance, you have bombs, the BoB to knock them back, rifle shots to knock-back and freeze, and there are always more grenades that you can rain down.
Joining in a WvW battle is a lot like a PvE boss battle from a strategy point of view. WvW is also the reason to pick up a bunch of condition damage gear. You’ve already got duration from the Explosives trait and players use a lot more condition removal than MOBs do. Condition Damage will help in WvW and balance out your PvE.
Again, I try to stay in the back because I’m a lot more squikittenhan the tanky engineer builds, but I’m doing AoE and making them worry about conditions as well as supporting my team. Grenades also work a treat while standing on walls.
I hope some people find this useful. If you’ve given up on grenades, maybe this will convince you to have another go. If not, I won’t take it personally. I’ll be watching your back and lobbing explosives over your head.
in Account & Technical Support
Posted by: dlechestnut.3954
If you type “What is my ip” into Google, it will tell you what you current IP address is.
That way you can easily confirm that the address on the email is the one you’re currently using.
As someone on reddit pointed out: Why do people still play Elder Scroll games over and over? Because it’s fun and entertaining. No new gear, no new stats — just a huge game with lots of side-quests and stuff to do. Heck, there isn’t that much difference from one game to the next, but people still can’t get enough.
It’s a lot like GW2, but for some reason there’s no “end game” and nothing to do in a huge MMO, but there’s no end to what you can do in Skyrim or Oblivion. It’s a strange thing that I don’t understand.
I have to resist the battle cry when charging into WvW.
No, not “SPOOOOOOOONNN!!!!”
The lesser known “Not in the face! Not in the face!”
I didn’t see this clipping issue posted, so sorry if this is a dupicate:
The shield on my Asura engineer needs to rotate 90 degrees on the Y axis so that it is no longer cutting the poor, little guy in two:
Currently working with an explosives expert
http://www.guildhead.com/skill-calc#MMMzM9MzoaNlMMxNlMx0GG0ckqMRms
When soloing, the strategy is essentially to soften them up and put on a few conditions with the grenades (in this order: 4-5-3-2-1-F2). Switch back to pistol which will let you combo some more poison. When they get close, shield-4 and BoB will knock them back for a few more shots and/or kite with the bombs.
Heals mostly come from the two belt utilities. Obviously, you can swap out the turret for Elixir H, but I generally leave the turret up for when I come across a group. Supply drop helps in a panic because you get the healing kit.
When you meet up with a group, you just stay in the back, lobbing grenades. I’ll also switch to the Elixir Gun to buff allies speed, toss in some bleeds, and the always-welcome condition removal/regen from EG-5.
(of course, I can never decide on traits, so they’ve already changed. The skills and weapon are pretty consistent, although I sometimes switch to Rifle in WvW for the range and CC)
(edited by dlechestnut.3954)
I only started noticing this after installing the latest Nvidia driver.
I have no idea if that’s relevant, but I thought I’d let you know.
I’m getting the alarm as well.
I end up muting the speakers until I can exit GW2 and restart. It seems to happen where there’s a lot of action on the screen — lots of players v one champion.
Hope that helps.
My only major suggestion would be to change the auto-target/auto-attack so that it stops aggroing “yellow” MOBs. There’s nothing like kiting a few MOBs and suddenly bringing a couple of innocent bystanders into the fight inadvertently.
If it were up to me, I would make so one had to explicitly select a Yellow MOB in order to attack it. No, it’s not a game-breaker, but if you were bored and looking for something to change…. 
Two – Grenades and Elixir Gun.
Grenades give conditions and combos even with two, not to mention the fact that after you use the freeze grenades to slow them down you can hit 3-2-1-F2 in quick succession. Yes, don’t forget about the extra round of grenades you get from F2.
They’ve been a constant in my skill set since I got them and they’re worth using.
I would like to see sigils/stats from the weapon work with the kits though.
This. I’d never use my rifle if sigils worked on my kits.
When I first saw the turrets, I thought of the Ritualist’s spirits in GW1. The biggest difference is that the Rt Spirit Spammer could summon the spirits and move them along with you. Turrets, not so much.
Some way of moving the turrets along with you would be a great help — that or, as suggested, decrease the cooldown so they’re more easily portable.
This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.
Fantastic. This will make a world of difference.
I run an engineer almost exclusively using kits. Grenades, Elixir Gun, Flame thrower — although I’ve been swapping out the FT for turrets or gadgets to experiment.
Ahh… the grenade kit. Grenades right down the line: 5-4-3-2-1-F2. Especially if you happen across a DE or there are other players around. Get that poison out and watch the combos pile up.
Then the elixir gun? Cripple, bleed, poison, vulnerability, bonus dodge w/ acid pool. Then I lob in a remove conditions/regen for the melee troops.
The Flame thrower I use the least, honestly. If someone gets in too close, blind and blow-back. I do agree that it should auto-correct for differences in altitude. I don’t have to look up to hit with my rifle. Same with the flame thrower.
We all agree that auto-fire on the 1 skill really should be there. Ok, not for the grenades or bombs, but every “gun” should have it by default. Yes, we all know how to set it to auto-fire, but that’s a pain when you’re in a protracted battle and you’re cycling through kits.
Bottom line: specing for conditions and using those kits seems to work fine for me.
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