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Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

If someone wants to take over the maintenance of this thread, send me a PM and I can send you the bug list in the format that I have already created. You’ll have to create a new thread and then report it so it can be stickied, though.

I’m pretty through with the game for now.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

I haven’t played in 2 weeks. I will get around to updating the post at some point. See this thread for why it doesn’t matter.

Packaged Stimulants bug

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Posted by: gkaare.8576

gkaare.8576

I’m not sure if I should be happy that a bug is getting fixed or disappointed that the only way we can get simple bug fix for something that we knew about since August is by posting about it in the wrong forum.

Judging by Tyler’s time stamps, it looks like it was literally a 5 minute fix.

Again, thank you for the fix, Tyler. I recognize that every bug reported isn’t always a bug and that they may not all be simple fixes, but this is comical (and probably indicative of some other problems).

Packaged Stimulants bug

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Posted by: gkaare.8576

gkaare.8576

Thanks, Tyler. Can you go ahead and hit all of these, too?

https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1/first

Thanks.

Balance Pistol Damage?

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Posted by: gkaare.8576

gkaare.8576

This is a very delicate matter. I do think Pistol damage should increase but only by a very, very tiny amount. It’s a condi weapon that scales better with Power at the moment and that’s not so great.

That said, I do NOT want Explosive Shot to be where it was in the betas. The best Engineer builds did nothing but auto attack and use Elixirs because of how much damage Explosive Shot did.

This was very boring for the Engineer and more difficult than it should be to counter by players fighting the Engineer.

_Drop Antidote_ stealth nerf?

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gkaare.8576

Antidote removed ALL conditions AFTER LAUNCH. This was not changed in some BWE. I used it generously on my tropes through Orr to remove the tons of conditions mobs applied.
And then it was stealthnerfed.

This stealthnerf however has happed months ago. And ive made a bugreport, and ive also posted about it in the thread of engineer bugs.

No. You did not. You’re just dead wrong.

Here’s a video of Teldo using Med Kit right after BWE 2 during a stress test BEFORE LAUNCH. He uses Drop Antidote to remove a stack of Bleeding at about 81s in.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Description Error section
I thought about moving all description errors to another section of the list but I realized there is actually know way for me to determine what is a description error and what is a skill malfunction.

  • Is Explosive shot supposed to apply Bleeding to all nearby foes or did the skill get changed a long time ago without the description changing.
  • Is Explosive Shot supposed to function with traits that affect explosions? The skills says explode in its description twice.
  • What boons is Toss Elixir H supposed to give? The ones it gives now or the ones in the description?

I don’t work for ArenaNet and I can’t possibly know their intentions so I will leave the list as it is for now.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Is anyone else having problems with the tool belt skill “unload”, it comes from the hidden pistol racial skill for the charr. When i use the ability it shows my charr pointing 2 pistols too the sky shooting air.

If there is a bug here, it would be a Charr bug. Not specific to the Engineer profession.

I just re-read this. You’re right, it is an Engineer bug because, as you specifically mentioned, Hidden Pistols is a Tool Belt skill so only Engineers can use it. I’ll add it as a graphical error.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Net shot/Magnet Pull/FT when used still give ‘obstructed’ when there’s nothing obstructing it. As well as the various other bugs from page 1-4 that haven’t been addressed yet. Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…

I’ve been contemplating adding these bugs for a long time. So many of our skills are skill shots and, while completely frustrating, they function this way because of the game engine and not because of an Engineer specific bug. The thing that causes these skills to get obstructed is the same thing that causes Flame Jet to miss and Static Discharge to shoot into the ground instead of our targets.

I suspect at some point, these engine “bugs” (if they’re even really bugs) will get fixed and the class will be nerfed to compensate for it.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Engineer Bugs
-blowing up turrets immediately after deploying them will sometimes cause the traited “Accelerant-packed turret” to not knock nearby foes back.

I couldn’t reproduce this in PvE or PvP. Could you tell me the exact steps that you use to reproduce this?

Explosive Descent causes the Kit Refinement ability of the Grenade Kit to go on cooldown. I have not tested whether the reverse is true.

This is intended, unfortunately.

Superspeed (toolbelt skill from slick shoes) says double speed for 5 seconds but it is only 33% like swiftness which makes this skill completely useless since we have perma swiftness anyways.
https://forum-en.gw2archive.eu/forum/professions/engineer/Superspeed-bug

I read through the thread you linked and it looks like someone explained the skill there. Movement speed is capped at 33% when out of combat. Things like Super Speed and Rune of Speed only give their full movement speed increases when in combat.

(edited by gkaare.8576)

_Drop Antidote_ stealth nerf?

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Posted by: gkaare.8576

gkaare.8576

this change happened in the december patch at the same time that they changed abilities like warhorn for warriors to only remove one cond instead of all. this was at the same time they limited aoe effects to 5 players/foes.

but ya, not a stealth nerf, just an annoying one.

That’s not accurate.

I can promise your unwarranted paranoia is doing the engineering class no good. It has only removed one condition since launch, I promise. During the first or second BWE it removed 3 conditions, but since then it has been only 1.

This guy knows what’s up.

_Drop Antidote_ stealth nerf?

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Posted by: gkaare.8576

gkaare.8576

This did not get recently stealth nerfed. It’s been the way it is now since BWE 2.

That catalog of stealth nerfs linked by JohnDied is full of misinformation.

Engineer burst

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Posted by: gkaare.8576

gkaare.8576

Your screenshots show damage that occurred in the same minute, not the same second. It also shows 3 Grenade Barrages. A single Engi can only do 2 at a time.

Engineer Bugs Compilation

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gkaare.8576

gkaare I experienced the condition duration/elixir gun weakness bug again in another CoF run. It’s happening rather consistently for me. I understand how it may be difficult to reproduce (I think it may just be happening in dungeons), so I’m going to FRAPS and edit a video for youtube to help.

Hey again! Been testing this a lot over the past couple of days and I still do not see it. I know there is a bug with Rifled Barrels and Fireforged Trigger when used together. You also will not see any additional ticks from conditions if you don’t get a full second of duration added to the condition.

Since condition duration doesn’t come in increments smaller than 1%, if you want an additional tick of damage from a condition you need the following amount of condition duration:

  • 1s condition requires 100% condition duration
  • 2s condition requires 50% condition duration
  • 3s condition requires 34% condition duration
  • 4s condition requires 25% condition duration
  • 5s condition requires 20% condition duration
  • 6s condition requires 17% condition duration
  • 7s condition requires 15% condition duration
  • 8s condition requires 13% condition duration

Engineer Bugs Compilation

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gkaare.8576

Bomb Kit + rifle Jump Shot:

Fire Bomb + Jump Shot = Fire Aura with the forward leap, but after I move or DON’T move, it seemingly clips me back to my original spot. However, it seems to be working fine with the fire field from Napalm (Flamethrower). After further tries, the issue appears to vanish.

Smoke Bomb + Jump Shot = Stealth with forward leap, but if I don’t move, it seems to clip me back to my original spot. After further tries it seems that this issue disappears.

I sure hope it doesn’t decide to bug out on me in WvW.

This seems to be directly related to the movement component of Jump Shot. You can get rubber-banded even without performing a combo. I haven’t figured out exactly what causes it or how to reproduce it with 100% consistency.

However, it is reproducible without much time. Some people have suggested it has more to do with where you land (specifically on an enemy) than anything else but I occasionally experience the issue even when I have no target or nearby enemies.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Alchemy

  • Fast-Acting Elixirs does not work with all Tool Belt Elixirs in sPvP and Elixir Gun’s Acid Bomb and Super Elixir (both marked as Elixirs). It DOES work with Tool Belt Elixirs in PvE/WvW (It only reduces the recharge of Tool Belt Elixirs by 10% and does not affect Toss Elixir R).

How old is this note? I just started an engineer with the intent of using the elixir build and none of my tool belt recharges are being reduced in PvE, even by 10%. (nor Elixir Gun)

I just tested this one again.

  • It does not reduce the recharge of any Tool Belt Elixirs in sPvP.
  • It does not reduce the recharge of any Elixir Gun skills in PvE/WvW or sPvP even though they are labeled with the special text, ‘Elixir.’
  • It does reduce the recharge of Tool Belt Elixirs in PvE/WvW but only by 10%. The only exception to this is Toss Elixir R which has an incorrect recharge to begin with.

My wording of the bug is pretty crappy so I changed it to be a bit more clear.

Grenade Kit Auto-Targeting

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Posted by: gkaare.8576

gkaare.8576

I really hope that Grenades, even #1, never, ever use auto-targeting. I actually don’t like using them very much, but I do use them. If they did not use ground targeting they would just be awful. In PvP, they would be, without exaggeration, completely unusable.

As far the second part of your suggestion, I’m all for giving players more options! Unfortunately, I think an option like that is outside the realm of possibility for the foreseeable future.

State of the Game #3: My take on it

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gkaare.8576

- The devs were unaware of Elementalists being really good, borderline “OP”

I sort of was afk at this part, but I heard JP and JS were not really aware that Elementalists were THIS good. That concerns me because almost everyone who pvps in the mists knows that Eles are exceptional.

The Jons were making a joke when they acted like they didn’t know Ele was very strong. :P

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

@gkaare.8576

I was specifically speaking about the reflection bubble, not the blowout hitbox, the bubble is definitely different depending on character height/size/race which mean, in big fights, less projectiles reflected for smaller races (like asuras), which is obviously a bug.

I understand what you’re referring to and I do not believe it is different. Every character model has the same sized hit-box and the area covered that reflects projectiles is also the same for each character model. The duration of the reflection is also the same for every character model. How would there be more or less reflected projectiles for differing races considering that the size of the hit-box has nothing to do with what is reflected? If you had a video or screenshots that proves your assessment, I would certainly be receptive to it.

@Mnemesis.8257 and @LouWolfskin.3492

Bombs and grenades are considered “Explosions”, everything else isn’t, even thought somewhere in the tooltip says “explode” or “explosive” smtg… ok? It’s been like this since… always… how comes people haven’t noticed it yet? oO

You seem to be missing the point. Yes, these skills have always functioned like this but that doesn’t change that the description is misleading or inaccurate. Things that are clear to veteran Engineers aren’t as easy to discern for new players or people just trying out the class.

What are the trendy Engi builds for PvE?

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gkaare.8576

I run 30/10/0/20/10

http://intothemists.com/calc/?build=-V70;2Z-Vg0u5VQFx0;9;4T9-J916A5;319-5;0L;5sV2DsV2D5BL

I think double Pistol for 2 Sigils is very good, too. But I’ve always had a Rifle and I find that I am very often able to safely Blunderbuss + Jump Shot on every Jump Shot recharge (nice damage) so I see no urgent need to swap to 2 Pistols.

This build is very boring but Grenades are still the best damage we have. You will be pressing 1 a lot with this build.

You’ll be full glass but with Elixir S and Elixir R, you’ll have a ton of survival. You’ll also have a lot of condi removal for yourself and your allies (great in pugs where people often seem to disregard their own condi removal).

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

I can’t test this in game at the moment, but something might be going on with Super Elixir:
https://forum-en.gw2archive.eu/forum/professions/engineer/Super-Elixir-Issue

I tested it out in game. I noticed there is a description error where it says the Pulse Heal is 1,400 base but it is actually 140. The healing is the way it’s intended to be. It’s not good, but the impact heal was never (not even when it was bugged and healing for too much) healing for thousands.

I don’t think anyone has mentioned this but tossing an Elixir H in underwater does NOT remove a condition when the Cleaning Formula 409 is placed as a trait. Using this utility skill on land activates the cleaning 409 though.

Tested this. I tested every tossed Elixir and this only happens with Toss Elixir H. Thanks for reporting!

Magnetic shield’s reflection bubble has different size depending on height/race

tested… with my asura and a human female… took quite a while to find another engineer, non asuran (I’m asura so…) which uses shields.

It IS different, bigger=bigger reflection bubble, once again charrs got the upper hand.

HA! I knew a charr would never fit in an asuran bubble.

Graphic is bigger. Knockback radius is the same.

Dunno if this was mentioned before but I noticed today that Speedy Gadgets does not affect the cooldowns of the toolbelt skills when a gadget is equipped.

The cooldown on my goggles was 32 while the analyze ability was still 40. weird.

Why would you think Speedy Gadgets would work with Tool Belt skills? This is working as intended.

Is anyone else having problems with the tool belt skill “unload”, it comes from the hidden pistol racial skill for the charr. When i use the ability it shows my charr pointing 2 pistols too the sky shooting air.

If there is a bug here, it would be a Charr bug. Not specific to the Engineer profession.

Explosives Adept Trait-
Incendiary Powder-33% chance to burn for 2 seconds on critical hits.

even with condi duration
+30% from Traits
+20% from armor

it still registers as 2 sec flat

I’m actually seeing the increase. I was only able to test this in PvP. Remember, if you’re seeing 2s, that means it’s longer than 2s. If it was actually 2s, it would instantly change to 1s when you apply the Burning. This is because where there is 1.99-1.00 seconds remaining, it shows 1s on the condition.

Packaged Stimulants’ Throw Stimulant cannot be picked up if you already have Swiftness.

Also cant be picked up when u have fury already and the trait.
Also the duration of the fury and swiftness is 15 second. (10 second without trait)
So you can have perma fury and swiftness from tossing them after the current ones expires.
Although i perfer to preload them and pick them all up at once. (without the trait)

Boon icon for drop stimulant is also gone when you get the trait.

This is almost in the list. I updated my post to match your findings. Thank you!

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Hello :O

I’ve been very sick and then my entire office moved to a different state. Basically, I’ve been really busy. I plan to go through all of these posts and update the main post and wiki in the next day or two.

After that, I want to redo my post and the wiki a bit to separate actual malfunctioning skills (bugs) from things with poor descriptions (not technically bugs). Look for that, too!

Thanks for being patient with me!

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Patch 1/28/2013

Fixed

  • Speedy Kits works with Throw Mine.
  • All Incendiary Ammo bugs are fixed.
  • Reinforced Shield works properly now.
  • Double Heal with Deployable Turrets is fixed because the F1 ability has been corrected.
  • Hair Trigger works with all Pistol and Rifle skills.
    • Still does not work properly with Harpoon Gun.
  • Regeneration from Healing Turret now heals for the correct amount.

New

  • Elixir X’s Tornado puts a big white circle around the player to indicate the range of the skill. Canceling Tornado does not remove the white circle and it actually makes it larger. The white circle will disappear after a short duration.

Is this a bug?
My Attack attribute decreases when I swap to a kit. If I have a shield, my Defense attribute decreases.

(edited by gkaare.8576)

Five Gauge's 100nade Guide.

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gkaare.8576

I was trying different builds based on 100nade build concept. I realized tool trait does not reduce any toolbelt skill recharge rate. Is this a new bug, I did not see it in bug compilation thread. I remember this working just a few days ago

It actually is in the compilation thread! And as Five Gauge said, it doesn’t show the reduced recharge but it does actually reduce the recharge.

Also keep in mind that the Tools trait line doesn’t reduce the recharge of skills, it increases the recharge rate. So do not expect a 30% recharge reduction if you put 30 points into Tools.

Slow heal skill that is easy to interrupt.

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gkaare.8576

Am getting more and more annoyed with F1 heal skill on Heal kit same with the other heal but then on 6, it can fail to easy, you can’t shoot you can’t dodge you dare not even change direction you run until it have gone true the animation and then ofc if the enemy fear you or something it fails and it feels like Guard/Warriors heal is not even close to fail as often. Have not tested any other class. Have no problem that it takes 2sec to get the heal but it should be so easy to interrupt.

That hid and other skills can be stopped is fine but heal should be so easy to stop especially when it feels like Engineers heal is the worst heal of all classes, thief and Mesmer they get back 80% hp when they use their heal and we get back 20%.

You exaggerate so many things that it makes it really difficult to listen to this as a valid complaint.

Engineer Bugs Compilation

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gkaare.8576

Slick Shoes toolbelt skill does not double movement speed.It seems identical to swiftness @ 33%.

It actually is double speed. If you have Swiftness and then use Super Speed you should notice it. Also, in combat it is definitely noticeable. Just remember that your speed decreases by 25% when in combat.

Elixir Gun cannot be dropped with the Swap Weapon key while in the air due to Acid Bomb. It must be dropped with the replacement skill for Elixir Gun.

No kit or bundle can be dropped in the air by hitting weapon swap, you actually have to use the kit again. I did notice that if you try to drop Elixir Gun during Acid Bomb, it cancels the animation. But if you re-use the kit, it doesn’t cancel the animation and puts you back to your regular weapon.

So the bug is that weapon swapping during the Acid Bomb animation cancels it, correct?

Minor update for major bug. People had mentioned this to me before but I didn’t understand until today. Sorry about the delay.

New stuff is bolded:

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt), doesn’t show the modified recharge on any Tool Belt skill descriptions, and doesn’t reduce the recharge of all other Tool Belt skills by the proper amount.
    • 30 points in Tools reduces recharge times by ~23% (Should be 30%)
    • 20 points in Tools reduces recharge times by ~16% (Should be 20%)
    • 10 points in Tools reduces recharge times by ~8-9% (Should be 10%)

This is not a bug. It increases the recharge rate, not reduce the recharge time.
1/1.3 = .77, or 23% less time.
1/1.2 = .83, or 17% less time.
1/1.1 = .91, or 9% less time.

I am dense. That makes perfect sense now. Thank you for catching that for me!

(edited by gkaare.8576)

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Minor update for major bug. People had mentioned this to me before but I didn’t understand until today. Sorry about the delay.

New stuff is bolded:

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt), doesn’t show the modified recharge on any Tool Belt skill descriptions, and doesn’t reduce the recharge of all other Tool Belt skills by the proper amount.
    • 30 points in Tools reduces recharge times by ~23% (Should be 30%)
    • 20 points in Tools reduces recharge times by ~16% (Should be 20%)
    • 10 points in Tools reduces recharge times by ~8-9% (Should be 10%)

Five Gauge's 100nade Guide.

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gkaare.8576

A couple weeks ago I ran into you in a free tourney.

I was running a variation of the build and when you noticed, you said something in map chat about it. I thought you were giving me crap about my build but then you ended up hitting me with the Grenade combo while I wasn’t paying enough attention to my surroundings (you opened with Magnet).

I had never been happier getting killed in sPvP.

Since you’ve done many tournaments with this build, I wanted to ask you something. Do you think the higher burst from Static Discharge is better than putting points into Firearms for Rifle Mod (more sustained damage).

Static Discharge seems to make classes that are already easy for me to fight even easier or it makes no difference (Thief). But the classes that are hard to fight don’t appear to become any easier. Could you tell me about some of your experiences and more difficult match-ups? Well-played Guardians and Elementalists, in particular, seem to give me the most trouble.

Engineer Bugs Compilation

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gkaare.8576

So far from what I seen in these posts and playing one… Engineers need a total overhaul on their skills.

If by overhaul, you mean complete redesign, I completely disagree. The class needs a lot of bug fixes. It also could use some help with weak traits/skills but the foundation for the class is in a wonderful and unique spot.

I’m perfectly content with the design, just not the buggy implementation.

Look at this numbers. Totaly insane :V

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gkaare.8576

Atlest Aoe will be fixed..
Anyway 14k to a warrior xD wtf? Did the theif had like 20 might or something.
Your screen is definetly something that shoudn’t happen.

Well, just have a lok at my screenshot I’m a Warrior, why am I, as one of the “tankiest” classes of the game, taking that much damage?

Is this pic recent? I thought 15k backstabs weren’t possible anymore. I know they use to be the norm , but then they nerfed the sig so it does 15% for 5 attacks instead of 50% for 1.

I’m not defending Thief burst, but let’s be real here. This screenshot came from a Warrior and he probably died during Frenzy.

Again, I’m not defending Thieves but exaggerating does not help an argument that they need to be nerfed.

10 Seconds of IMMUNE to Damage

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gkaare.8576

If you were in WvW and the message said ‘Immune,’ then it was either at his spawn or he was abusing a bugged area. There are several well known areas where you can get the Determined buff in WvW that are outside of the spawn.

sPvP Engi Video - Requested

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gkaare.8576

I made this video to just show that the engineer isn’t an underpowered class like people think, and I think I backed that idea up with this.

If you really want to show people that their opinions are wrong about PvP and Engineer, I would suggest running this build in paid tournaments and making a video showing your results. Free tournaments would probably be fine, too.

sPvP Engi Video - Requested

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gkaare.8576

I take criticism fine… There’s a difference in people being kitten and giving helpful criticism. You sir, are being a kitten therefore I don’t care about you or what you have to say or what you think you know. kthx <3

I’m sorry. The first line in my previous post probably came off as condescending and rude and you must have stopped reading there. Please go ahead and read the rest of my post and I will edit out the first line.

sPvP Engi Video - Requested

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gkaare.8576

This is a really poor demonstration of how to play Engineer.

Firstly, you say that you didn’t lose to any of the people you fought against in the video. That’s great, and I’m not going to argue that those players (or you) are bad or good because it’s irrelevant. However, it seems like you’re ignoring the fact that the build has huge weaknesses and even trying to hide them (your opening comments about ‘kids’ on the forums being too negative suggests that this was intentional and that you just want to argue for the sake of argument).

Secondly, the quality of your video is fine, but you recorded it with very low FPS which makes it incredibly difficult to follow and therefore not useful for trying to teach people how to play. Imagine you were taking a test in school, but the instructor only instructed you using material from every other chapter of a text book; you’d be missing some very important information.

Finally, if you’re not willing to accept criticism, just don’t share your videos or comments.

(edited by gkaare.8576)

Revamped PvE/PvP Roamer Build

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gkaare.8576

Your right, and I have played this build longer than 15 minutes now. I’ve PvP’d for about 3 hours so far and it still stood it’s ground. Largely unkillable by warriors and guardians via stun locks and kiting, mesmers are easy because they can’t handle conditions, the only main class I really have a problem with is…. Well… None.. This build is very good PvP and PvE. With all the people saying Engi is the most UP class in the game and then using this build, I can say for a fact that isn’t true. Try it out!

You should make a video and show us!

2 all Spvp Engi players =)

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gkaare.8576

I really doubt this will get nerfed. Takes longer to setup than Mesmer or Thief burst. Longer recharge than Mesmer burst. Longer and easier-to-see visual cues. And lastly, arguably inferior survival tools compared to other classes.

Where did you get this build from, by the way? I thought I was being all crafty running it about a week ago and now I see people using it everywhere. :<

My variations look like these (copy and paste):
http://intothemists.com/calc/?build=-V70;2sPFw0m5VQFx0;9;4TJ-9946A18;20;03;0L;5G3G3G30D5BH
http://intothemists.com/calc/?build=-V70;2sPFw0m5VQFx0;9;4TJ;0J46A18;535-L;5G3G3G30D5Bq
http://intothemists.com/calc/?build=-V70;2sPFw0m5cQFx0;9;4TJ;0J46A18;535-L;5G3G3G30D5Bd

(edited by gkaare.8576)

I'm back, I think?

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gkaare.8576

Grenades are still the highest damage at the moment.

Revamped PvE/PvP Roamer Build

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gkaare.8576

-ALSO- For all you PvP players… I used this build in PvP for about 15 minutes and in sPvP I rocked a warrior, elementalist, and ranger with ease.

I appreciate your effort, but testing a build for 15 minutes and killing 3 people doesn’t say anything for the viability of this build for PvP.

Engineer Bugs Compilation

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gkaare.8576

Yea Light Field + physical projectile finisher removes conditions from the targets it passes through. So you have to get in the path of the physical projectile.

What I found is that you can remove conditions from yourself by using a Light Field and a physical projectile; the physical projectile does not have to pass through you. Eviator tried to tell me about it a month ago and I couldn’t reproduce it. I am now able to reproduce it consistently.

Immune to all Conditions at low hp

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gkaare.8576

Automated Response doesn’t kick in until you take damage that puts you at or below 25% health. So if 25% of your health is 5k HP and you have a Burn that’s ticking for 700, you could be at 4301 HP before you see yourself become immune to new applied conditions.

Self-Regulating Defenses, on the other hand, doesn’t kick in until about 20% instead of 25%.

After the patch/nerf , traited kits

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Posted by: gkaare.8576

gkaare.8576

Which is the strongest traited kit ? Bomb or grenade ?

Above poster is incorrect. Grenade Kit with traits is our highest damage at the moment.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

gkaare I experienced the condition duration/elixir gun weakness bug again in another CoF run. It’s happening rather consistently for me. I understand how it may be difficult to reproduce (I think it may just be happening in dungeons), so I’m going to FRAPS and edit a video for youtube to help.

Looking forward to this video, by the way. I’m going to test this some more today.

Firing a projectile through the combo field does not remove a condition from you. It removes a condition from an ally that your projectile hits.

I FRAPS’d a video that says otherwise, though it’s 2 months old. In PvE I got a spider to apply a long poison, set down Super Elixir, then got inside it, then fired my 20% projectile through it. It took a few tries to get the condition removed before it expired, but it did work.

However I get the sense it doesn’t work as it should. On average 20% of the time it should remove the condition on the first shot. It never did, and most of the time it took more than 5 shots. Even with a 100% projectile (e.g. Rifle Turret’s toolbelt skill), the condition removal was inconsistent.

I tested the crap out of this and I found that you are absolutely correct. Even with a 100% projectile finisher, it doesn’t always remove a condition, though. I thought maybe distance from my target had something to do with it but that doesn’t appear to be the case either.

I was always under the impression that it wasn’t supposed to remove conditions from you so I wonder what the intention is.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Not really sure if I found a bug here… and not sure its a bug with the Engineer or another profession (or their abilities respectively. Thiefs Steal comes to mind.):

In WvW combat, it sometimes happens that, when I try to swap from a kit to my main weapon, I end up in Medkit (when it is selected to be my heal skill on the toolbar), and need several seconds until I can swap out of it again.
It is hard to tell because of the heat of the combat, but it could also be that I am able to swap into my previously equiped kit but not to my main weapon.

Pretty vague, sorry.
And could also be a problem with my mouse.

Just posting this in case somebody else experienced this problem; also posting because of this report:
https://forum-en.gw2archive.eu/forum/professions/engineer/Grenade-Kit-automatic-weapon-swap

It sounds like 2 separate issues. Med Kit is bugged right now and you can never swap out of it by pressing Med Kit. You have to either drop the bundle (` key) or swap to another kit.

As for that other guy’s post, I have never seen anything like that happen in my 600 hours of playing Engineer. I wish he could try to duplicate the issue. =/

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Okay. Updated the list. Here’s what is new:

General

  • Swapping to a kit while gathering causes the item you’re gathering to become ruined regardless of the gathering tool you use.
  • While operating any siege weaponry, if you change a kit on your utility bar, you will be locked into the siege weapon. No utilities will work and the only way to disengage from the siege weapon is to be knocked back/pushed by an enemy or by using Overcharged Shot.

Gadgets

  • Throw Mine will disappear if not detonated after about 60 seconds. Its outline also disappears. Detonate remains on the Engineer’s skill bar and does nothing when activated. The skill goes on full recharge when this happens.

Elite Skills

  • Supply Crate does not work with Runes that proc when you use an Elite skill (e.g.Superior Rune of the Monk or Superior Rune of Lyssa).
  • If you have Med Kit equipped when you use Elixir X, a floating Med Kit backpack will appear where you are standing but only if Elixir X gives you Tornado.

Traits

  • Deadly Mixture does not display increased damage on descriptions. It does increase the damage, however.

There are some things that I did not add to the list but they are in the discussion/talk page on the wiki.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Today is the start of my first really open weekend. I’ve got 10 new bugs to test as well as some other reports. People have also been removing things from the wiki which I will need to verify as well. I’m shooting for a big update by Saturday afternoon.

Thank you for all the reports!

How fast can you kill the heavy golem?

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Posted by: gkaare.8576

gkaare.8576

Nope not Ele unless built pure GC which in most cases isn’t practical to play with.

My thoughts for a realistic build would be…

  1. Backstab Thief
  2. 100b Frenzy Warrior
  3. Shatter Mesmer
  4. Scepter/Dagger Ele or Guardian Burst build
  5. Ranger
  6. Engineer / Necro

Although #4 and #5 are build dependent, don’t really know much about Necro and Engi burst though.

Actually if you play a glasscanon Engineer with Rifle and Toolkit you do it in under 2 seconds aswell.. don’t know exactly what long – but I can test it out!

It’s kind of a gimmicky build, but not designed for killing Heavy Golems. It’s pretty good in hot-join sPvP and WvW.

http://intothemists.com/calc/?build=-V70;2sPFw0m5VQFx0;9;4TJ;0J46A58;553-L;5s3G3G3G35Bo

Catalog of Stealth Nerfs

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Posted by: gkaare.8576

gkaare.8576

Holy misinformation!

First, the Forceful Explosions bug decreases the radius of the explosion from the Bomb dropped by Kit Refinement and Evasive Powder Keg ONLY. It works fine with all other bombs in PvE/WvW and sPvP.

Secondly, Incendiary Powder has had a hidden cooldown since at least BWE2 (or maybe it was BWE3) but it wasn’t always in the description of the trait.

(edited by gkaare.8576)

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Hello everyone. I’ve been really busy lately between work and actually playing the game. I’ll try to get through the new stuff in the thread this week.

Glass cannon rifle engineer guide by Hiba

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Posted by: gkaare.8576

gkaare.8576

what kind of armors / runes / sigils / etc does this build use?

You can copy and paste the above links to see the gear choices.

Hiba uses Berserker’s with 6 Divinity Runes and Sigil of Fire on Rifle.

I use Berserker’s with 5 Scholar Runes and 1 Divinity. Sigil of Fire on Rifle. You may want to go with Hiba’s setup, though.

Glass cannon rifle engineer guide by Hiba

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Posted by: gkaare.8576

gkaare.8576

Bump for a great build. I play a couple variations out of tPvP and I’m probably going to make some changes to mine after seeing yours. I know this is your thread, Hiba, but I’m going to share my main variation, anyway!

http://intothemists.com/calc/?build=-V70;2sPFw0m5VQFx0;9;4TJ-9946A58;20;05;0L;5s3G3G3G35BD

Been playing with Shrapnel instead of Incendiary Powder. I like Sitting Duck in Firearms. I also love Self-Regulating Defenses in Alchemy when playing as glass. Sometimes I’ll do 20 points in Tools instead of 10 in Alchemy or drop Tool Kit for Slick Shoes. T2 trait in Tools will either be Speedy Gadgets or Static Discharge. I play it very similarly to how you described above.