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Why are engineers just so bad?

in Engineer

Posted by: onzo.6987

onzo.6987

Engineers are good at condition removal and CC. On a scale of 1-5 (5 being the best), I would personally rate Engineers this way…

CC: 5
Buffs: 4
Condition Damage: 2
Mobility: 5
Condition Removal: 5
Defense: 3
1v1 Short Duration: 3
1v1 Long Duration: 4
Group Short Duration: 4
Group Long Duration: 5
Point Defense: 5
Point Offense: 2
Burst Damage: 2
Sustained Damage: 3
Defensive Cooldowns; Control: 4
Defensive Cooldowns; Mitigation: 1
Offensive Cooldowns; Control: 5
Offensive Cooldowns; Burst: 1

TL;DR
Engineers are very good until your opponent acquires Stability. Your advantage is long duration fights; attrition and Point Defense.

Blast finishers: incorrect tool-tip or skill bug?

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Posted by: onzo.6987

onzo.6987

I believe this is a bug. I have yet to trigger a blast finisher with my Big ’Ol Bomb, either.

Engineer Pistol.

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Posted by: onzo.6987

onzo.6987

Pistols are inferior to the rifle, certainly. A 0/30/0/10/30 build with Berserker Amulet gets 4.5k crits with Blunderbuss; which is similar to the linked video with no charge time like Kill Shot has.

Rifle also gets 2 great CC’s without having to weapon switch like that warrior is doing. Yes, Warrior ranged damage is better than our AOE condition pistols. That’s to be expected. I will say that Warrior damage does seem a little high at times – considering they have the highest base hitpoints (tied with Necros) and the highest base armor (tied with Guardians).

However, rather than trying to measure crits of one class against another, you should probably be thinking big picture. The Engineer does lack as a whole in the damage department. However, we make up for that with sneaky-good utility and a host of crowd control abilities. I’d venture to say Engineers are the best CC class in the game.

I don’t want to hurt Engineers by asking for too much. If you want to receive, you have to give – and I don’t want to give up CC.

Discuss this OP build

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Posted by: onzo.6987

onzo.6987

I’m not sure why you’re getting so many negative responses. This is a very clever build; and generally, this guy is giving you good tips on how to use your own combo fields to your advantage. If anything, I’d say the mine field+healing turret toolbelt combo is the most enlightening.

Being that each aoe healing combo is ~1300 healing, a 5 mine combo heal is a group 6500 heal. That’s the best group healing possible in this game as far as I know.

Kudos to you on this build. People hate to give credit to people for some reason, but this is really a smart build.

In general, I probably wouldn’t use this build in PVP strictly because I don’t like the sustained DPS of the build/reliance on several cool downs. However, this is a brilliant PVE spec (with a few adjustments).

My opinion: Engineer: The Good, The Bad, The Ugly

in Engineer

Posted by: onzo.6987

onzo.6987

Bombs do less dmg then nades eh? You’re doing it wrong. I personally love the bomb kit, in fact a combination of grenades, Bombs, rifles can be crippling.

Math doesn’t stop working because I’m “doing it wrong”. Grenades are superior to bombs without question. I love the bomb kit, too. It’s just a very poor option right now.

My opinion: Engineer: The Good, The Bad, The Ugly

in Engineer

Posted by: onzo.6987

onzo.6987

Don’t get me wrong, I like the toolkit. I just think that, in it’s current state, it’s not worth equipping (minus the toolbelt skill which is very powerful). With some improved cast times and a passive toughness boost, it could be a competitive kit.

My opinion: Engineer: The Good, The Bad, The Ugly

in Engineer

Posted by: onzo.6987

onzo.6987

Med kits burst heal is only on a 20 second cool downs.

for it to heal (since you said triple) 3.6k HP and have a 30 second cool down for people to pick them up would be plain dumb.

First, to the guy above… HGH is a 30 point trait in the alchemy tree that makes all elixirs grant a 20 second stack of might.

As to the quoted… My suggestion would be a net healing INCREASE and would place a white circle under the med kits so people can more easily identify that it’s friendly. The ability cool down would not be affected. Players would just get a debuff that essentially says… you can’t pick up another kit for 30 seconds. This gives you the ability to heal 3 people for 3.6k every 30 seconds. Plus your normal heal. As it stands right now, med kits are really only useful to heal yourself while you run away from a fight.

My opinion: Engineer: The Good, The Bad, The Ugly

in Engineer

Posted by: onzo.6987

onzo.6987

Scoring System: 0-5. Each are worth one point: Fun, Creative, Effective, Functional, Useful.

Flame Thrower - 3
Some flawed functionality with evading, missing, and obstructed mobs. Not useful when compared to other options for both AOE and single target damage. The #2 skill requires perfect distance, the #1 severely limits mobility, #3 is crazily short-ranged.
FIX ME: Allow #2 to be detonate-able (like many under-water skills). Make #1 a chain attack that increases the intensity of the flame/damage the longer you’re able to channel it. Reduce the cool down on #5.

Elixir Gun - 3
Similar to the flame thrower, it has some functionality issues with the frontal cone attack (#3). This is not an effective weapon due mainly to the loss of stats while using a kit.
FIX ME: Fix #3 attack so it stops getting evade and obstruction messages.

Tool Kit - 1
This kit gets one point for being creative.If anything, this is the kit that should reward toughness for equipping it, not the Flamethrower. The risk associated with going into melee far outweighs any potential rewards. #1 is good, until the third swing, when you telegraph your attack for what feels like an eternity before you swing. #2 casts too slowly to be efficient. #5 is far too slow to be reliable.
FIX ME: Apply a toughness buff to this kit that brings you in line (or slightly below) warrior and guardian level armor. Reduce casting times for #2 and #5. Until then, this kit will not be used.

Elixirs - 4
Elixirs are very strong. The main complaint that I have is the level of effectiveness.
FIX ME: Being that only one of the Thrown Elixir effects is extremely powerful (Elixir R), the effectiveness of the elixirs would be greatly improved by larger areas of effect. Unless you’re in a coordinated group, you will have a hard time hitting more than one target with a thrown elixir. What does this mean? It means you’re really just going to throw the elixir on yourself for that one additional buff; which is not the general intent.

Pistols - 4
Pistols are very nice weapons in AOE situations. Since the bleed duration reduction, pistols are very weak for single target encounters.
FIX ME: Being that only targets that are hit directly with a pistol bullet acquire the bleed affect (not counting any proc’d effects), I think upping the bleed duration isn’t an outrageous request.

Rifle - 5
No complaints. I like the rifle as it is.

Grenade Kit - 4
This is the best kit without question. The damage is very strong. You can stack vulnerability for your group very quickly. You get a combo field. You get great debuffs.
FIX ME: Tossing grenades is extremely clunky. Even if you enable quick ground targets, it just feels poorly implemented. To be fair to ArenaNet, I love the game, and I love their effort. The grenade tossing mechanic is very slow and unnatural feeling. They could probably stand to have their damage reduced a little bit.

Bomb Kit - 2
One point for fun. One point for creativity. That’s it.
FIX ME: The default AOE radius on bombs makes them obsolete unless you spec into them. So, by nature, they’re unusable. Please increase the default radius. Also, being that a Grenadier gets three explosions per toss, they’re doing 1) more damage 2) more conditions 3) staying alive from range. Bombs need some serious love; in the form of damage increases, AOE increases and/or fuse and placement rate reductions.

Turrets - 3
Fun, Creative, Useful. I love turrets. I just can’t love them all the time. This feature is a huge draw to the Engineer class. It’s also a huge draw-back. We have several traits and several utility slots and one healing slot dedicated to these. However, they force you to stay in one spot. If you rely on them, their cool downs WILL kill you if you need to relocate.
FIX ME: Rather than reducing the cool down of a turret by a set amount when picking it up, instead reduce the cool down of your next turret by the duration your turret has been deployed upon picking it up. For example, if I place a Rocket Turret while defending a point in SPvP, if I run to pick it up when I leave, reduce the cool down according to the duration I kept it out. This solves two problems: one, it increases mobility; two, it gives enemies an incentive to destroy your turrets. Also, it would be beneficial if there was a trait that helped reduce cool downs like every other utility in this game!

Med Kit - 3
My favorite idea for a kit. It’s a useful kit for... yourself. There’s almost no way to effectively help your teammates with it. Especially in the heat of battle.
FIX ME: Triple the healing of the individual kit drops. Then, give each player an internal cool down for picking up packs. For example, you can only pick up one med pack every 30 seconds. Give the med packs a white circle underneath them so they can be identified the same way other friendly ground targets are.

Gadgets - 5
Gadgets are in a good place.