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Lets see your engineers!

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Posted by: judgement.9782

judgement.9782

Bask in my engi’s looks. I glow orange too.

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Coping Terrible Balances(Hammer WvW)

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Posted by: judgement.9782

judgement.9782

maybe it’s because i’ve been playing engineer for so long that i’ve found workarounds to all of these problems, or maybe it’s my build/gear stat combinations. (sorry not sharing)
for me hammer was a dream come true on release, it gave me everything i had to work for when i was running a similar rifle build (same build/gear stats, yeah i like it that much.)
if you Really want a different perspective, hop onto a reaper and try to do similar things with it that you would on a scrapper engineer.
my one gripe is that engineer still has poor access to stability outside of slotting very sub-par skills.

So without telling us your gear because I don’t care what your stats are I’ll use my own always do and Tweak them to make it work how I want. But how do you get around having only one CC for Tactics and how are you holding an enemy still long enough to guarantee hits? How are you keeping sustained damage on an enemy? I’m refering to good players that know not to stand still and take the hits. Also how would me playing reaper in scrapper play style mean anything? They are two separate classes of course reaper wouldn’t have quite the mobility or stealth but they still deal a lot more damage can pop shroud ten times in a fight. But even with that low mobility still with a reaper just moving in combat they can negate a majority of scrapper hits.

Coping Terrible Balances(Hammer WvW)

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Posted by: judgement.9782

judgement.9782

Yes I am talking about roaming with scrapper hammer and the inability to actually land damage on enemy’s and the loss of any tactics with having just one Stun. Other Threads mentioned our other available CC but I want to know viable options. Like batter ram or slick shoes are not. I have changed things around but increasing damage doesn’t help when them walking in a fight they can avoid 90% of it.

However, even in a zerg now they don’t seem too viable to me with that many less stuns to interrupt enemy rezzing downs. But for Zerg Scrapper inst to terrible but personally I still feel they arent worth it to run over say any other same line class because other classes will have more support damage and survival. Engi is a very selfish class in term buffs/debuffs(and even fewer viable skills). The only real benefit I see is the vuln maybe elixir s to finish off enemys and function gyro in a zerg but even then other classes can do that better. The current Engi meta front line is very weak in all aspects.
Toolkit does very low damage or support just a pull and block the block, Elixer s just self invuln with an invisibility which isn’t that amazing in a zerg setting. Then the gyro reflect is great but the gyro itself is junk in those settings it will insta die. The turret is more group oriented but even then you drop it theres good chance it could be instantly killed before you can get its secondary use off and explode. Especially now with this HoT meta of stupidly high damage and tons of cc. Then either running the sneak or mortar both bad options. Sneak seems like a waste now when it doesn’t cc and all it does it grant stealth to only 5 ppl if you were roaming it is good. Mortar is very low damage and condi it doesn’t bring much to the table except a water field which again isn’t something that will win a fight or any other class cant do better in.

Engineer + Hammer (Lack of animation)

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Posted by: judgement.9782

judgement.9782

From what I heard the Animation for the nades with Predator was actually removed and now it is applied to Barrage when you have the leg pistol HOPE.

Coping Terrible Balances(Hammer WvW)

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Posted by: judgement.9782

judgement.9782

Hi mate,

i know what you are talking about, i am facing the exact same here.
Also trying to find a build that works in 1v1 but i guess the only useable thing atm would be a condition build.

If anyone out there has a working 1v1 hammer build it would be nice to see it in action.

Before this I had ran a custom build I made depending on the enemies I could do up to like 1v8 and usually I be in 1v2/3 and I could win because of my overall build and skill. I was tankier so my damage was lower but now groups I cant kill anyone because the mediocre damage(I have tried other more Offensive Stats) and being unable to land hits even now the 1v1 are usually terrible cant land enough damage. Though hammer sucks now its still a more viable option I feel for survival and viability than condi. Condi for engi is pretty much all fire damage and even when doing 1v1 fights is a very hard fight anything including a 1v2 will nearly mean you lose most fights. Being very under-powered like all the other engi stuff compared to HoT’s introduced meta. Since this update I’ve pretty much stopped playing I pretty much only did WvW. I just cant do anything and I don’t want to play one of these cheese classes just so i can do well. I mean anet has just been kittenting on engi since gw2 release and then to pile on it the way combat is since HoT came out its just not fun there’s no skill or tactic required in fights. Now with engi being useless for almost everything but probably PvP i think they have been good for it since hot.

(edited by judgement.9782)

Is Engineer Ever Getting More Kits?

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Posted by: judgement.9782

judgement.9782

Personally I wish they’d remove the kits Before HoT these kits were viable and essential part of game play but since then the combat was ruined. Our kits are soo under powered and more of a liability in most situations than an advantage. I would like to see kits removed and new skills replacing them if you look at the PvE rotation for condi its one skill out of 5 kits. If they don’t remove kits they need a total overhaul to come even close to the combat HoT unfortunately introduced

Flamethrower 5 - Smoke Vent

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Posted by: judgement.9782

judgement.9782

When I run the FT for a condi build my main use if the F2 skill however the 4 skills is ok if they are stupid enough to stand in that small aoe area. Also the 3 push back comes in handy and now it will apply fire if they already have it. Also the skill 5 smoke is very close however I usually change to ft when stunned and use the smoke yo help negate that damage. also I think it was mentioned earlier in a PvP/WvW situation it can be used in place of stab for a downed player blinding them to finish off.

Expert Examination obsolete

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Posted by: judgement.9782

judgement.9782

Let’s be smart here guys. Ask yourselves;

What is Thunderclap?

What does Thunderclap + Rocket Charge do?

What does Shredder Gyro toolbelt: Spare Capacitor skill do?

I mean seriously, did you forget that there were other skills and other ways that a Scrapper could apply daze?

Seriously do you play Scrapper at all? Because if so you should know those skills are both not worth using and very weak for the little benefits you gain. Thunderclap is the only Stun but because of its longer CD and cast time its not a very reliable Stun for timing it for heals interrupts.

purity of purpose

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Posted by: judgement.9782

judgement.9782

If they wanted purity of purpose. They should remove the damage from rocket boots, make the initial leap a leap finisher, the landing a blast finisher, and increase the base distance to 1200. Then after that increase the duration of the burning from the toolbelt skill and also give it a 1 second smoke field. That would make Rocket Boots useful.
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They are really just screwing engineer over at every turn. It’s PvP meta was upper mid tier, a perfect location and they decided to nerf things. WTF is wrong with Anet when it concerns this class. They overbuff it and then they nerf it to hell.

Purity of purpose my kitten . Unless you intended that the purpose is to be completely useless.

I think what annoys me the most is the way they decide to nerf Engineer actually. Instead of nerfing certain numbers that may simply give the class a comparative advantage or disadvantage, they nerf features which totally destroy the synergy the class between its skills. They destroy the fun things about the class.

the fact that they removed dazes but left Impact savant a trait for dazes untouched proves they had no clue pn what they were doing, why is having access to 3 1 second dazes via gyro op , but CC warriors,druids,necros, mesmers are perfectly fine?

this is favoritism, mesmer specifically revolves around spamming that one thing that got engineer nerfed

Also those short CC were not even close to being over powered. But with classes like Mes and others that can perma cc or just have a few CC available they also have crazy high damage with paired with those CC. Where as us engi our damage is very mediocre. So we NEEDED that cc to stand a chance these other classes can just perma CC and burst down enemys. We now have only one stun to try and do anything compared to every other class having a few options.

Coping Terrible Balances(Hammer WvW)

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Posted by: judgement.9782

judgement.9782

So I have been trying to find a way to deal with the total kitten balances Anet keeps handing out. The previous few updates kept pushing us behind other classes in all aspects survival/damage/support.But I was able to change stats, traits skills as much as us engis can and still be a little useful. But this last one really ruined any chance of actually making sure I can land some hits and win fights. Its always been hard landing hits with hammer because any class just moving in combat can avoid a majority of your damage just by moving. Without them using any skills to negate or block it.
Before we had higher damage which made up for all the attacks missing then it got nerfed and we had survival to try and outlast their damage that also got nerfed hard. So lastly I was using the gyro’s cc by timing my self-destructs and attempt to cc the enemy at least guarantee some hits did land or interrupt their heals. Which this skill was never op or not in Anets “vision” (They added Impact Savant to traits for a reason not just to help this one CC we are left with). But this last update removed that having been left with only one CC to try and interrupt heals/skills and actually force a player to stand still for a very short time so at least some hits land. This isnt a issue for PvP because of the game play they are forced to either stand close to you or lose the match.

How are you other scrappers coping/adapting with this change?
I cant find anything to help. Even classes with low mobility can just walk in a fight and avoid my hits. Having only one cc I would need to either lose more damage by not using it till they heal and hope they have no stab or skills to negate it which most have a few. Then for classes such as mes, thief, druid or perhaps some other builds that have high mobility the fights are a joke. They just run around while I’m unable to land any hits.
I tried using the Blast Tag Gyro still its very slow to reach target and knocks them away so kinda helps them avoid hammer
I also tried the Slick Shoes really long CD for a short CC which requires they stand behind you.
I have tried running gear With more offence but that just leads to me having a lot less survival and still not landing attacks.
I have been running Elixir Gun for the only condi removal. Also for at least some ranged damage but its damage is very low with the ranged and skill 4 which does good damage requires they stand on it.

(edited by judgement.9782)

Patch Frustration - 4 year Engi main

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judgement.9782

So…this update nerfed my Bunker Busting build I created during the PvP season of bunker builds. I still have never seen any builds that came close to mine (I love non meta and original). The amount of CC’s made my build a counter to bunkers. When they nerfed bunker builds and DPS came back, I fared well vs those as well. Then came the changes to Sneak Gyro and gyros now had a cast time. I went with it as the build was still feasible vs bunker and vs dps (crap vs condis tho, but thanks to the stun on blowing up gyros, I could usually cc them down long enough without getting condi bombed) Then a change lightning clap and the #2. Less CC but still barely managed vs condi classes. Now there is no stun on the gyros, my survivability on a build I have created is nerfed hard. Its no secret that condis are 80%+ of engi’s weakness (ive also played condi builds so I know this from years of experience). I understand that now my build (and those that utilized the stuns on gyros) that relied on skill to avoid condi bombs, now are weaker to it.

I don’t usually rant, but this one hit me really hard (4 gyros and an elixir) as I PvP with this.

Time to go back to the thoerycrafting board and make another nerfable build.

*I also copied/pasted this from another thread

/endrant

I feel ya I tirelessly worked on a custom made build tweaking changing stats traits unlike any others in WvW. I still had a hard time against these meta hot builds but it worked now we are reduced to having only one stun/cc with no others viable. In WvW its a joke now attempting to counter anyone. we are now unable to interupt heavy hitting or healing skills with only one kitten stun while other classes run around with enough to perma stun and the crazy high damage to insta drop people. Now even with classes just walking in combat make landing hits hard and classes with high mobility or warrior with perma stab its impossible to land a stun to hold them still to apply damage.

Post Your Build Thread

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Posted by: judgement.9782

judgement.9782

Having played engi since release they had never been a class that was played by many and never getting the class buffs that were needed. Usually a very weak class compared to others. Finally we got scrapper engi which was on par with the other HoT metas but constantly we are being nerfed into the ground while other OP classes gain even more buffs. At this point just delete your engi and re roll warrior or necro that’s now the ultimate engi build.

Patch Frustration - 4 year Engi main

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Posted by: judgement.9782

judgement.9782

Same I’ve mained an Engi always loved the idea yet Anet never seems to come close to their potential in the world of gw2 combat. Then here when we had scrapper and were on par with other classes damage and sustain wise we get nerfed into the ground while other classes that are very op keep getting more buffs. Every time i fight I really feel like i need a new game.

purity of purpose

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Posted by: judgement.9782

judgement.9782

What does this even mean?

I really would like an explanation cos this sounds like artschool level of presentation.

If you cant word the reasoning better than this what makes you sure of this change?

Basically, not all gyros should be able to interrupt. If you wish to interrupt, you should use the things that are built to do that. They don’t want just any gyro to fill that role.

Please don’t take this as me defending them. I’m just explaining things in case you truly don’t understand.

See anet sees it as this yet they don’t allow us more options that are viable to apply these stuns or cc now with this change. Now we have a whole one stun how the hell does that even make me want to run the scrapper line. trait that increases duration great it increases the one kitten stun we now posses… really anet? Also this skill was neither over powered or too good for situations yet some classes thief/mes can perma stun you and because they have such stupidly high damage can insta kill.

(edited by judgement.9782)

Why the KITTEN would you nerf Gear Shield????

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judgement.9782

Wow, what an unwarranted nerf. The only one that made my jaw drop. Wtf is up with all the Engi sustain nerfs? Hardly anyone plays Engi anymore since the last 2 nerfs, I hardly do myself now. We were kinda forced into mele with hammer, and now take most of the sustain away. Did warrior sustain get nerfed? Should have put some work into Rifle instead so it’s up to par with HoT weapons. Oh well, I don’t really like to complain about things I can’t change, rather I don’t like to waste my time, so I’ll let the other champion the cause.

Edited to remove smiley

Its so pathetic to see how few of us engis there are in WvW even before this and previous nerf that really screwed us. At that point engi was a viable contender in the HoT meta on par with damage and sustain with others. Now every “balance” more kitten nerfs that make us more and more worthless. while these Op warior/condi necro and such get even more buffs. I have 2tough 3k armor and its a joke the hits I take from classes and then in return when I attack when I manage to hit the enemy I deal 1/4 the damage of every other class. I could go more offensive gear but with the terrible traits and skills you drop too fast. I have been changing my class to fit these kittenty nerfs but at this point just doesn’t seem worth it to waste my time. I love the engi class and have mained since the start but our weak state is too op for them it seems.

(edited by judgement.9782)

Skewed "balances" based on PvP

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Posted by: judgement.9782

judgement.9782

Yup it takes hard tactics to stack a server and train down your lessor number enemy servers. Yup much skill involve. Until Anet nerf the "outnumber your enemy servers, then press F1 to win and laugh overpowered playstyle. Nope WvW takes no skill at all.

Though uneven fights are very common many fights are with even numbers on both sides. This isn’t every fight and something to be fixed to make numbers even. They attempted a fix for this with merges. With that said having a group that knows what their doing and working together you can take out even twice your numbers with skill, tactics and teamwork. So thats invalid except for those specific fights that are 10v50 where its just a faceroll.

(edited by judgement.9782)

Skewed "balances" based on PvP

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Posted by: judgement.9782

judgement.9782

Yea sorry its pretty long but I hate that every time we get an update me as Engi gets screwed over and I become even less viable compared to other classes which are OP and buffed each update.
Yes some were need these druid running zerk and still healing that much. The boon share issue but there is much more that needs nerfed. But many changes cept the major were probably still based on the PvP not WvW. As a scrapper things like the very weak and semi useful stun on explosion gets nerfed to almost useless now but yet a warrior gets even more buffs. And every other patch has been based on this skewed balance. The previous patch really hurt scrapper even less survival and a lot less damage because in PvP it was op but in open world combat it isn’t.

(edited by judgement.9782)

Skewed "balances" based on PvP

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Posted by: judgement.9782

judgement.9782

So every time one of these balances come out I don’t understand why Anet keeps on using the skewed balance updates based on pvp. I WvW 90% of my play time and every time they “balance” its throws things off so much for some classes and leaves op ones untouched. I run scrapper have mained engi since release and love the class. But since Hot meta of too much cc/burst viable builds aren’t very common for every class especially unique ones. Making using the hammer a near necessity and then seeing another nerf while other classes gain buffs when already too strong. These updates being based on PvP a game type in which you generally stand on a circle and hold it a majority of the time. So all of their balances become very skewed when applied to other game types.
Let me also explain why I enjoy WvW so much. Unlike other game types you need to be ready for anything you can’t just expect every fight every enemy to be the same. Fighting conditions and enemy builds change so you need a build that will let you live in a 1vX but also that you can do enough damage in a 1v1 to finish the enemy off. You need a good party composition when running you can’t just add three of the same class and always win though the current meta does seem very broken in this regard. You need to think out your party member’s classes, builds and ability’s to work together to face anything. It takes tactics whether it be in a fight or taking over objectives. From a zerg to zerg fight down to a 1v1 tactics play a huge role in determining who will win the fight. Watching as your group of 10 people takes down a group of 20+ you see just how much it comes into play. Lastly it takes personal skill PvP also does however in WvW you are free to move around and use the whole area as your battlefield.
This last patch for Scrapper Example the gyro In order to improve purity of purpose, we have removed the daze functionality from the Gyro utility type for scrapper. I’ve seen some say that this was because it more effective to explode them than their active use. Isn’t this issue something Anet should focus on then making the active WORTH using not removing something was merely an extra ability to the gyro.
In WvW classes that move around even just while in combat and especially ones that have lots of mobility it’s hard to land your hammer attacks. Making it hard for Engi who are forced with hammer to be right on top of players. Hammer 1-5 consist of the only real damage we have. With that said I also run elixir gun for the condi removal and some damage. But again the hits from elixir are terribly low damage and the 4 leap that does decent damage requires them to stand on it. Thunderclap which takes 3/4 second cast does 0 damage on its initial hit -previous nerf. Unless they stand still it’s very easy for enemy to miss (yes even casting ahead it misses easily with that ¾ cast) and allowing them to avoid all damage from pretty easily. This extra very short stun helped hold the enemy still for a short time if they happened to be in it and allow you to land hits. Again these gyros move very slowly and generally can’t keep up with you for precise explosions (hitting the enemy) unless they are standing on top of you not moving.
But because in PvP when an enemy is FORCED to stand on top of you to prevent capture it skews the actual effectiveness of skills. In turn they must eat all that damage which allows you to land even more explosions and damage hits making it OP. However, in WvW unless the enemy is stupid enough to just stand still this is NEVER the case. Just one example of the many where because of the difference in combat we get yet another non op and normal skill totally nerfed. This applies to many classes and skills on both ends of the spectrum making them too weak or too strong. These skills when in an open combat situation become even weaker due to the PvP combat standard.
Personally I’d like to see instead of breaking WvW by forcing these skewed “balances” Anet should take the time and actually balance combat for WvW separately or at least take the time to do some basic balances on skills and ability’s that are over powered in WvW.

Issue Reports: Heart of Thorns [Merged]

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Posted by: judgement.9782

judgement.9782

I’ve been working toward unlocking the asc Engi hammer from the scrapper collection i have one item left was hoping to get the item tomorrow, but when i checked the ach it seems that some items(invis Mushroom/Machined hammer) which are part of a few other collections were not added(shroom was put in war torch no others) and im not sure what the collection is where the hammer showed.