Showing Posts For mecra.5780:
So the trait ability is +25% movement in combat. (I never knew this.) Does that stack with Runes of the Traveler’s +25% movement so that you have +50% in combat?
I would swap out mortar for an elite turret any day. If it fired on it’s own, it might be interesting.
On the simple basis that they could get you out of a knockdown, and that jumping backwards is just as useful as forwards if you know when to retreat.
Honestly, why don’t these have anti-knockback anymore? Stop shoving red hot pokers up engineers gear end.
Pardon my French, but “Eff No”. New RB SO much better than old.
Box of Nails would be the best place for Torment.
The problem with removing the self CC is that you basically have battering ram on a rifle now. So if you remove that component, you need to alter it further to make it more unique compared to br. (Which I’m ok with as I also hate the self cc)
I find it terribly balanced in that slot myself. Sure it works if used in a massive chain of abilities, runes, and traits, but the thing itself isn’t that good. The mechanics behind it don’t agree with me. -shrug- It’s difficult to use when you actually need the components it gives. I would rather it be faster by doing those things to yourself, and then use a trait to give it to others. Dropping an antidote and have to run over it is cumbersome and not well designed. Same thing with the actual medkit. It can definitely be altered to be more effective and using a trait, more utility-usable.
Skills shouldn’t be unchanged simply because you can make them good with a huge amount of building towards that.
I didn’t say to make it go away. I said it’s meh. If you took the same skill and put different abilities in it, like you indicated later, it would be much better.
I find the Medkit very, very meh. Only reason I take it is the faster self heal vs elixir. But if I want to support my bros, healing turret.
ANET should count the clicks that people actually do on every skill just to see how useless some of the engie’s things really are.
Torment won’t fix dual pistol. A redesign of engie fixes dual pistol.
I just want turrets to be awesome. They were the main reason I chose Engie and I have been disappointed since I started.
Bomb kit is boring. Grenade kit hurts the fingers. FT kit is actually good. EG is kind of weird but ok.
I wish that SD always targeted your target no matter if your ability was targeted or aoe.
But most of all, MAKE TURRETS AWESOME! Get rid of the dumb wrench throw turret repair. You can’t repair bits and pieces when your turret gets one-shotted. Turrets are stationary thus they should be a LOT harder to kill than other summonables. Although I wouldn’t mind a clockwork knight or doggy to follow me around… HINT HINT ANET!
Also, dump the mortar and give us an elite turret.
Hey guys. So question on traits and runes.
When they say, +5 or +10% damage, what does that mean in regards to weapons, power, abilities, etc?
Does the % damage affect your overall Attack value? Or is it calc’ed before Power is included?
The celestial is because I wanted to see what kind of stats it got. Sure there’s the always present Berserker or Berserker/Valk or Berserker/Knights gear. But celestial is interesting so I wanted to see how it plays out.
I’m not sure what you mean by 5% toolbelt vs 20% CD reduction for FT. Enduring is 10% extra damage across the board. 20% means you need perfect rotation of FT uses to maximize it. 10% damage across the board is always on as long as I have full Endurance, even for my SD abilities. Thus I don’t miss out as much if I forget or can’t activate my FT abilities.
The equipment can vary obviously.
This is my FT/SD build. It is quirky but seems to work. Feel free to swap rifle out for pistol, but you’ll lose the extra rune. Pretty much a build based around FT crits.
(edited by mecra.5780)
Question on HQH… does the Might it grants stay if you have a FT equipped or do the stacks drop off after the time?
Basically, a pistol and shield FT SD PvE build that has decent crit and weapon swap to gain Endurance.
I don’t do PvP much, if at all. I could also use rifle if needed. The Toolkit provides some utility and a good toolbelt SD initator, and Rocket Boots puts the enemy on Fire, kicks off SD, and provides a good get-a-way mechanism. Obviously the target isn’t on fire all the time which is a slight problem, but there’s always the ammo ability and supply drop.
Anyway, comments?
Turrets need a lot of work to be viable. Wasting 30 points in their tree is simply wasting 30 points.
Reason for the question is the ability to have two on-hit effects, or the like with a pistol / shield combo instead of just one on the rifle.
If you run the former, what effects do you run on your pistol and shield?
I agree with the OP. The polish of the concept of the game just isn’t there yet. Like being unable to sort items in the TP by what you can actually use?
Kinda feels like ANET is too busy doing new content instead of taking a step back and fixing existing. That being said, some people don’t care about polish, but I’m not one of those people.
Grenades take Traits to be good. You can try a Static Defense build which is pretty DPS bursty.
I couldn’t do grenades due to the amount of clicking needed. Bombs really shined for some early levels for me.
Is because we have the Tool Kit to repair them?
If so, I would rather prefer that repairing to go away and just give the Turrets more base HP. They simply don’t do enough damage to warrant playing TF2 Engie with them.
My apologies, it seems that the build I linked above doesn’t go to what I was thinking
These are how I’m going to experiment with my traits.
-edit- I didn’t have the FT skill in there. :P
(edited by mecra.5780)
I hear that. Turrets should actually have a large amount of HP since they arne’t mobile like other pets.
Is FT competitive for PvE at 80? Or should I more consider a SD build?
Thanks for the info. So much more reason then for Berserker gear…
Is it level based and thus static or does it change depending on weapon held or stat?
I’m trying to determine if I can just go straight FT for PvE/WvW or if Rifle SD is just simply that much better depending on gear. (like, FT will never go up but Rifle SD can because of better gear.)
I’m also toying with a rather unconventional FT SD trait build:
http://gw2skills.net/editor/?fcAQFAUl0pyUH5y3F17IxYGkW0gZU/7KSh+bMA-TkAg1CoIQShkDJDSSnsOdCB
0 / 25 / 0 / 20 / 25
Granted the build is more PvE than WvW.
(edited by mecra.5780)
Frankly, being a new person to the game, I find the polish of the game almost comically newbie. Turrets don’t work, the TP can’t sort by class or armor type, NPC audio has no distance altering, and world bosses as simply stand in one place and shoot till dead. Being and Engie makes the first point especially annoying since “Turrets” is the REASON I went Engie in the first place.
Should have went Necro if I wanted pet diversity.
Oh well, time to chalk up Engie to being like Star Was Galaxy Commando which was a working class probbaly 6-7 months after release. :/ But that was Sony.
Sorry, the title just typed itself.
Question, once I have to go grenades for various non-PVE content, what’s the best way to ensure proper grenade throwage? Do you bind right and left mouse keys to enhance throwing and use that options toggle to just throw the nade where your cursor is? Using your keyboard hand would seem to hinder your good ability to move so I would figure you would use the mouse to throw the nade.
My fingers are already rebelling at the potential clicking that I’m going to have to do to make grenades work. :/
It’s odd… feels confused… I honestly don’t have anything good to say about it as I can’t put my finger on what it’s good at aside from grenades.
I’m not at 80 yet but I’ve been using PBR, Rifle Turret, and Rocket Boots. All pretty low cooldowns but do require some in-your-face movement. Its obviously a double damage setup, damage from the toolbet and damage from the lightning. Helps immensely with PvE for me at least since you have some good control and escape mechanisms.
I ran turrets until I found the static discharge build. No comparison as far as which is better.
Turrets are all bugged and die way too quickly to be of any use. I wanted to be a turret engie and was sorely disappointed in their design. Much like the other kits, the turrets lack refinement.
I actually agree. The kits really don’t make a lot of sense. How can the rifle weapon NOT have a snipe ability? Instead it has rocket jump??? Yeah, I agree that the kits really don’t make a lot of coherent sense. I really wish you could auto-attack with Grenades via lock on and can throw bombs a short distance.
But I agree in the end. They don’t feel well designed.
Hey guys! I’m relatively new to GW2 and after reading about all the turret garbage, what is a good PvE build? FT? Bombs? I’m leery of grenades due to the persistent need to click. Right now I’m level 23 and I’ve been getting thrown around a lot with my turret build. So I’ll need to change that.