Been running a rabid sword+warhor/shield (rifle in inventory), 30 arms, 30 defense, 10 tactics. Dogged march, leg specialist, shield specialist, embrace pain, deep cuts…why do warriors have so many great traits? Coming from a necro it is like a candy store of goodness.
Shout healing is good group support? Did they delete Elementalists and Guardians this patch as well?
So in soldier’s gear you would be getting a lil over a thousand health per shout? Sounds terrible.
-The self knockdown removed from rocket boots.
-Gadget cooldowns lowered a bit.
-Slick shoes toolbelt skill changed to leap, where the engi would slide like 1000+ units forward, like a boss.
-Speedy kits changed to grant 5s swiftness every 5 seconds while in any kit. Then a bug along with this that prevents swiftness from Speedy Kits to gain bonus boon duration from runes/traits.
What I expect? In addition to what was mentioned in SoTG, few bug fixes and probably couple small nerfs.
WvW Roaming with Mesmer
Summary of the 29 March patch:
Who benefited significantly?
- Elixir/condition (giver’s weapons now work and RNG on elixirs reduced)
Who lost out significantly:
- 100nades (build removed)
- KR multi-kit builds (major reduction to survivability)
Buffs that have had little impact:
- Turrets
What’s happened: Elixir users are happy; 100nades users no longer exist; the few turret users liked it but their numbers haven’t increased significantly; major migration from other Eng builds to Elixir based ones.
Overall the patch turned Engs into an elixir based condition class with a common play style. If that’s what you like, the patch was great. If not, other Eng builds can be made to work, but you’ll have to work very hard to achieve that as the popular but only marginally effective KR based builds were heavily nerfed.
Hi!
I´m r40 engi (spvp) I know how to play and I really think enginers is a strong class I would even go as far as Overpowered. But engis really lack a role in WvW…and here is why:
Engis is a Midrange combatclass that relie on Conditions and CC to win the fights.
In WvW single target CC dont matter and engis dont have the natural sustain to be in midfight using thier original 1-5 or bombkit. The WvW meta is about big groups of players zerging from one point to another.
So the only option left for enginers are longrange dmg…the best and only viable build is one involving Grenadekit…BUT its not viable vs Good group of enemies and here is WHY!
Retaliation…I run full rabid gear HgH elixer and nadekit. Each time I throw ONE autoattack with grenade or use a grenadekit skill I throw 3 grenades…each grenade hits 5 x3 ppl gets a total of 15 targets effected by dmg…
A good “Zerg” buffs up berfore goin in…giving AOE retaliation to everyone…So ea time I use a grenadekit skill I take 15 retaliation dmg….thats 3-4k dmg I take in retaliation for ONE attack…its simply makes the only viable enginer build useless……… After you casted 2-4-5 you lost 50% of your hp and the enemie havent even reached you yet. If you use your Grenade barrage 8 grenades x 5 targets for ea grenade that is 40 retaliation dmg thats 8-12k dmg in retaliation from that one skill that …thats half your health in one attack…fun?
I´m not a gamedesigner but I can see the problem here…Can you??
Suggestions…set a max cap of retaliation dmg for ea attack.
Count a grenade attack as one attack giving 5 retaliation dmg instead of 15 (this means you need to fix so grenades goes through bodys so the only deals dmg when they touch the ground meaning you cant bodyblock a grenade and blocking 3 grenades without dmging the ones next to you (even if you block the dmg other around you take splash dmg).
I still have hope in you arena net even if I really wanted to quit the game after you removed 8 teams tourneys giving ous 2 hotjoin pubgames and none tourney matchmaking to speak of
I know my spelling is poor but I dont care aslong as the messege get through =)
Since the day the music died.. no.. Bloody Tuesday.. no… Armageddonit… no…
We really need to name that patch day!
But since the 26th of hellvenber! .. no. But since the patch, I have learned that Kit Refinement was just holding me back. A massive limiter on my characters potential.
Without Kit Refinement I have become a better player in EVERY way.
I can do much more damage when attuned to fire. When I attune to earth, I give my group protection, weaken, roots, bleeds, reflection. When I attune to air, I can give group swiftness (twice), and a lightning combo field (who else can do that?)
…and get this. Instead of a measly super elixir when switching to elixir gun, when I switch to water, I heal myself, give myself regeneration, give myself regenerate health (it’s like a second regeneration) and I cure a condition!!! All from pressing one button!
…and check this out, if I dodge roll I heal myself again, and cure another condition!!!
And when I cast my #1 water skill, I heal the melee guys for like 3-4 times more than I could do with those healing bombs.. gawd. how lame was that? I can do this from range!
…and I have these things called signets. Every time I cast a spell, one of them heals me! And I don’t even have to deploy it, or worry about range, this thing just goes with me where ever I go. …and I have another one, and every ten seconds, it cures a condition!
Ha-hahah… things are just so much better now. I’m like a new man!!!
Playing the engineer “as intended” is simply not viable.
what does this means :
Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.
I think that’s what our label should read.
Elementalist – King of Versatility
Warrior – King of Survivability
Engineer – King of self CC
I love lighthearted threads like this that poke fun at flaws without becoming qq-fests or dev-bashing threads.
Don’t forget to balance the powerful RNG effects with hidden cooldowns.
Elixer Z, new utility.
- Chance to instakill your target.
- Chance to instakill yourself.
- Chance to get swiftness.
Am I doing it right?
So tonight I was in wvw and I ran into another engineer with the flameseeker prophecies. THERE CAN ONLY BE ONE. So I killed him. Other then that I am glad to see someone else is as mad as me.
They created the problem when they smoked too much pot than decided to make the Kit Refinement Trait.
The Good
Toolkit – Box o Nails – Perfect. What a perfectly balance KR effect.
The Bad
Bomb Kit – A single bomb – So a rehash of the dodge trait.
Med Kit – Small Explosion – ??? Is this a placeholder?
The Ugly
Grenade Kit – Barrage – Really!? the KR effect is the kits most powerful skill?
Elixir Gun – Super Elixir – Once gain Really!?
They screwed the pooch and the Engineer that owns the pooch when they came up with this lopsided trait in the first place. Everyone had to expect it to get the ax at some point. The reason they didnt was because they also thought that certain other professions that have an even easier “1click burst” would also get the ax, and when they didnt, it was safe to assume that Engineers were safe.
Why would you eliminate 1 professions burst combo without eliminating other professions that can do the same thing? They mention that it is because of the 10 point Trait, but really Engineer Traits are much more important than other professions because we have only one weapon.
(edited by CriSPeH.8512)
They’ve been promising “Engineers Changes” for 6 months, since Beta. Most of the changes have been nerfs.
Don’t get excited or hold your breath. Until you read the patch notes they are just blowing smoke.
I share this sentiment. The opening post on this thread made me think we’ll get good things this next patch, then my mind changed when I saw the stream.
These were my impressions on the stream:
~The devs didn’t seem to wan’t to talk about the engineer
~The devs didn’t want to discuss the viability of any engineer builds
~The devs didn’t discuss anything regarding the weaknesses of the engineer profession
~The devs felt that they needed to take time to defend their changes to the profession (nerfs)
~The devs want engineers to be about turrets but they wont just go ahead and buff them, they wan’t to dance around the issue for a few more patches
~The devs made it clear that they will eliminate the 100nades build
This seems to be a problem that’s becoming more and more frequently mentioned. Accidentally picking up banners, banner stealing, etc. I cannot express enough rage when I see someone pinch my banner to give themselves swiftness as they go back for more supply.
Solution: Lockdown banners. No one but the warrior who summoned it should have the option to pick it up.
I can’t go and move an engineer’s turret, I can’t move sylvari seed constructs, why can they move my banner? It is a tool that is placed on the battlefield to achieve optimum coverage, for other people to have the ability to run off with it is nothing short of absurd.
Skye Eterna ~ Mesmer | Arya Slade ~ Charrdian | Kiera Thine ~ Ranger
Oceanic ~ [LOD] [Noob]
Roll guardian, pretty much
Roll a Guardian.
Warriors don’t have the fancy self-healing abilities, nor Aegis or Protection that a Guardian has.
Do you even lift, bro?
dont expect much, its just a short vid with some fights I had this morning.
So, I changed some stuff around:
Prybar is just too good right now, 5 stacks of confusion for 5 whole seconds is insane and it still crits for 2k+ with direct damage, I honestly don’t know what the devs were thinking here.
I dropped C, slotted toolkit, dropped potent elixirs, traited into 409.
To make up for the lost elixir, I swapped sigil of earth for sigil of strength.
Thanks Amadeus, Siofra, Kardiamond, Amiable, Lavzz and Raquel for their respective ideas, opinions and whatnot.
I’ll make a full movie soon..!
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
(edited by Maskaganda.2043)
not necesarily double blast but yeah it does have a damage on impact wich is why it seems to explode twice i think.
No OP is right, it seems bugged out. If you check the combat log, it will show damage from passing through an enemy, and then it will show two more entries for flame blast upon detonating. It hits twice, and right now, the FT is very strong because of this bug.
Sadly it will be fixed soon I’m sure, and the FT will be back to being weak again.
FT was great fun to mess around with. Unfortunately the person making the weak changes to FT clearly didn’t understand what the food changes mean, certainly in a WvW setting.
I agree Penguin. Closing gaps is what we really need but I maintain we need a faster running speed on par with the rest. We don’t do as much damage as Anet would make us out to have.Medum armor, medum health, average damage, low speed – is pretty much how it boils down . Unless Anet would like to enlighten us in how to actually get the best out this build, so far I have seen nothing yet. I think even they would be pushed to find one if they were honest.
Speedy kits give you infinite 33% movement speed.
Gear Shield + Elixir S + dodging + the Vigor trait gives you a crap ton of invulnerability/evade/block.
We have a lot of options for toughness.
100nades can hit for 20k instantly and grenades themselves can hit for about 3k each easily.
Honestly, I don’t think there’s anything we need besides more variety. 100nades is a fantastic build and super fun, but I want to use a flamethrower. I can’t if it’s crap.
Message me any time in game.
Just over 1,200 games on my engi so i know a lot about them.
Is the engineer dead? No
Is it still the weakest class? Yes
A lot of keyboard work/effort for the smallest gains of all the classes.
Warrior – Teined
Guardian – Nomoreroomformyname
Just over 1,200 games on my engi so i know a lot about them.
Is the engineer dead? No
Is it still the weakest class? Yes
A lot of keyboard work/effort for the smallest gains of all the classes.
This.
I love my engineer, but it is in spite of the class not because of it.
FT is now much less viable in WvW.
Meaningful medium range in GW2 combat is as much a dev fantasy as engineers are versatile is a dev fantasy.
UNfotrunately the FT changes are an equal fantasy, that might work in a few setting like on dummies, but FT changes are nothing compared to how dangerous it is when you get many retaliation and confusion/proc confusion and have to go into close range with a FT.
FT just isn’t viable with the lifesteal food changes anymore.
We have been waiting since beta 1 for the rushed, unfinished, last class to finally get some polish. Instead we keep getting the few workable areas either toned down or eliminated. The changes we get appear to lack vision, focus and consistency and directly contradict the stated dev aims and class vision.
It’s clear our devs have no clue what the hell to do with engineer. Kit Refinement was the only trait that actively supported their engineer is versatile fantasy, the other traits also stat and power/cond layouts actively prevent versatility. Yet KR has been given a hammer-nerf to the testes destroying all multi kit builds and ensuring the only reliable condition/cc defence is an elixir build.
Engineer has far less viable builds now than at release. Engineer still has a 20 page buglist and a 40 page QoL list. Engineer still has no real compensation for lacking weapon swap (& sigil swap!) everyone has Fkey mechanics. Elixirs are still rubbish compared to shouts. Turrets are still laughable. Gadgets are still very unfinished, and barely supported by traits. Engineer still has no working gap ability (jump shot animation = fail).
Just what the hell is the devs intention for this class, and why do we keep going in the opposite direction from their started aims?
The minor kit changes don’t save FT. The lack of omnom defence against retaliation and confusion+proced confusion, make it extremely risky to use.
1% for each type
Haha, oh wow… why all the long faces guys? Thanks for calling me a troll when I said that ANet has no clear design idea for the class and when I said that no real issues with the class will be fixed. Said so in february 2012 (“Mancaptain but it’s just a beta, they will fix it before release”). See, even Teldo sees how we have been nerfed down to a single damage build, rampager spec grenade builds.
Have you ever wondered about this:
Warrior:
Axe: 100% power damage 0% condition damage
GS: 100% power damage 0% condition damage
Sword: mostly condition damage
Hammer: power damage+disruption
Mace: defensive abilities + disruption
Longbow: mostly condition damage
etc…
Engineer:
Rifle: mostly power damage
Every single other kit/weapon: nearly 50/50 split between power and condition damage
How the hell am supposed to gear up for engineer (except maybe rampager)? No matter what gear you pick you won’t max the weapon’s damage.
And look at ANet pushing engineer ever further down this line. Flamethrower used to be mostly power weapon. Then they added burning on autoattack. They added burn extend on Airblast. This is on top of burning inflicting toolbelt skill and a wall that inflicts 0 damage and 1 sec burning (i.e. a lot more 100% condition damage 0% power damage functionality).
So if you wanna go zerker gear to get the damage up on autoattack, you lose most damage on your #4 and on #3 (extend burn) and on last #1 tick and on toolbelt skill.
Or you can go carrion/rabid gear and lose majority of damage from #1 and #2.
So whatever gear but rampager (which has no defensive stats) you take, you make parts of the kit completely ineffective.
Remember how toolkit had prybar that launched opponents? It used to be pure power kit. Now ANet put tons of condition damage on it through prybar. Bomb kit, another kit evenly split between power and condition damage. Elixir gun is another one.
It’s like they are intentionally making engineer impossible to gear for. Now when using carrion, rabid, zerker gear every kit I pick up has 2-3 powerful abilities and 3-2 crappy ones because I don’t have either power or CD that they need.
The most pressing issue: when are they gonna fix the huge pile of dung that is pistol autoattack? We get like 2 weapons and one of these has quite possibly the worst autoattack in the game.
P.S. Notice how longbow warrior got another blast finisher. So now, if you trait it, on longbow warrior out of 5 skills there are 3 100% projectile finishers and 2 blast finishers.
(edited by ManCaptain.3154)
“+10% when hitting a burning target”
Using auto attack alone, you only get two hits off before burning ends, which translates to a 2% dmg boost. Auto is still crap cept’ for crit procing
Detonate napalm was nice, I actually hit people with it now, would be welcome if they add detonate on contact with enviroment still…
The change to air burst is odd, not sure why it isn’t a plain 2s of burning.
Super Elixer buff, appreciated.
Kit Refinement…. Not much of a big deal, but its a little annoying I lose out on one condi removal and AoE burn, unsure of the point of GCD as everyone else is, punishes multi-kit when it wasn’t even close to OP to begin with.
Buff or Nerf?
FT: Minor buff, AA is still obsolete.
EG: Good buff, not much but all healing is appreciated, makes healing power a little tempting.
KR: Akward nerf, unsure of if the GCD + ICD is intended or if only one CD is supposed to exist
All in all, Anet really needs to take time to explain patch reasoning like in GW1, but have a decent staff do this please, everyone remember class philosophy blog? Please no more hybrid tax BullSkritt.