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New Stats

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Adamantium.3682

According to the wiki, yes each stat is 15 points = 1%.

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New Stats

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Adamantium.3682

Just following this up with a little bit of spreadsheet work. According to the wiki, for quad stat spreads the main stat is 85% of triple stat mains, and the minors are 66%.

Since I don’t believe you can get these in trinkets (could be wrong) I decided to try and figure out how it compares if you kept Berserker trinkets but changed armor and weapon stats to one of the new ones. So far I’ve done Commander’s and Crusader’s, if there’s any discussion here we could look at all of them.

My early reaction is that I actually like Crusader’s except for that darn Healing Power wasting a slot. If that was Concentration instead that would be my choice. Commander’s giving +22% boon duration before you even consider traits or runes is pretty nice as well, but it doesn’t seem as strong otherwise.

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Action Camera - Toss Elixir

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Posted by: Adamantium.3682

Adamantium.3682

Look down. Whether you have “snap ground target to selection” or whatever it’s called this will still throw it at your feet.

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New Stats

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Posted by: Adamantium.3682

Adamantium.3682

I wanted to start a little discussion on the new stat distributions and how they apply to Engineer and Scrapper builds.

Source on wiki

Commander’s looks like it could be a good option for power builds that want to be a little tougher and not lose all their damage (I especially like the boon duration) while Viper’s seems like it could be good for condi builds due to the extra duration. I really want to like Crusader’s but Healing Power is just so bad.

Without being able to plug this all into gw2skills.net yet it remains to be seen if splitting up the main stat into two smaller pieces is detrimental or worth it. While we wait to see how it all adds up I do think there are some new combinations that look intriguing for Engineers and Scrappers.

[TNO] Gizmo Gigawatt (Engineer)
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Teach Me About Scrapper

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Posted by: Adamantium.3682

Adamantium.3682

I appreciate the nature of the OP.

Scrapper is a very brawler-centric sustain spec. Expect any Scrapper you come across to have the ability to outlast you with their evades, blocks, and reflects (if using hammer). The traits are all pretty defensive as well.

Scrapper’s main weakness is range. This can be helped with the right kit(s) but not having a gun certainly limits range capabilities.

My best advice is to kite and maintain poison to slow down the sustain. If you can spike them down they won’t have time to let sustain kick in, though that’s very difficult to do through blocks and evades.

Generic Engi weaknesses persist for the most part. Drop condis (especially poison) and CC on them.

[TNO] Gizmo Gigawatt (Engineer)
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Orbital Strike

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Posted by: Adamantium.3682

Adamantium.3682

I don’t like it.

However if this is what we have to suffer for the greater good of being able to see enemies on combat I am completely okay with it.

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cant get sinister scrapper to work

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Posted by: Adamantium.3682

Adamantium.3682

Just curious, why do you think this should work well?

I have not tried it but I get the opposite feeling. You’re probably not killing stuff fast enough because hammer is not putting out enough condi damage, so you’re taking too much damage is my guess.

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Engineer Bugs (Updated & Consolidated)

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Posted by: Adamantium.3682

Adamantium.3682

Reactive Lenses seems to be fixed

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Healing gyro still cannot keep up.

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Posted by: Adamantium.3682

Adamantium.3682

It honestly seems worse than BWE3. Irenio said that he wanted to make this much better so I’m not worried that it’s something he’s just ignoring, it’s just that whatever they did didn’t work.

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Function Gyro

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Posted by: Adamantium.3682

Adamantium.3682

I can’t believe how cute that little floating gyro is. It’s so much better than a buff icon to watch for.

Both are equally hard to see when it’s hectic IMO, but this one stands out a little more because it’s in a unique location. I haven’t tried it with the Svanir/Chieftan buffs or in Temple but it looks like it’s a little closer to you than those are.

Plus it’s adorable.

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New Engi icon

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Posted by: Adamantium.3682

Adamantium.3682

Still a bomb.

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High Direct Damage Scrapper

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Adamantium.3682

If it is a team situation in PvE like fractals like you said, odds are you don’t have toughness as a stat on your armor. If you do… change your armor out already. in a solo situation, you’re not going to have stability up all the time as an engineer unless you time all your evades and use throw elixir b. Even then, it’s only a 5 second might. i can see it being used in a power or maybe cele build, but i like the other 2 traits more in different situations.

It’s still 100 power at baseline Toughness.

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High Direct Damage Scrapper

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Posted by: Adamantium.3682

Adamantium.3682

Why is everyone putting mass momentum in their builds? With scrapper’s ability to daze/stun using expert examination is much better for solo or group play. Adds weakness and vuln with no icd. hammer 5 > 3 will grant 20 stacks itself with a ton of weakness for a lot of added defense. When in a group, your warrior or guard will be granting team might, so your ability to stack it yourself is overboard and selfish.

They’re comparable, but if you’re going to compare a team situation for one you have to do it for the other. In this circumstance, both Vuln and Might will be capped. Now it becomes a comparison of Weakness spam vs more power from your toughness. Since the concern in most fractals is to avoid attacks altogether rather than tank them, the Weakness seems to not offer as much as the extra power from MM.

If we’re not talking about a group situation, I still think they’re comparable. I like both, to me Mass Momentum gets the edge because Might persists between fights and Vuln does not and also the boost in power.

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Scrapper PVE 10/23

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Posted by: Adamantium.3682

Adamantium.3682

No need to reinvent the wheel here, guys. Sinister engineer will still be tops, and you need to run good (not “fun”) builds to be effective in raids. In a month or so after the raid wing has been completed by a good percentage of organized guilds, maybe we can start messing around with Scrapper DPS, but I think you guys do yourself a disservice to even consider it right now.

It’s not optimal and it won’t be meta, but it’s hardly a disservice. It’s a new spec, the first one in 3 years. Of course people are going to use it on day 1 even if it’s not as good. This thread is about finding the best way to use it, not finding the best way to Engineer.

My boon spam comment was based on the interpretation of this being a generic open world PVE thread. It’s not a raid thread. In which case you’re not counting optimal group setups, buffs from other professions, etc. You’re not getting Fury from a Revenant, and there’s no Warrior to cap your might.

It sounds like you want to optimize things (and I do too) but I just don’t think that’s the context of this thread. Rifle Zerk will still be highest direct damage, Sinister P/P will still be highest condi. None of that is relevant to this thread.

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Upcoming Global Change to Player Minions

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Posted by: Adamantium.3682

Adamantium.3682

Link to dev post:

https://forum-en.gw2archive.eu/forum/game/hot/Upcoming-Global-Change-to-Player-Minions

Hey all,

As some of you may have seen in raids during the last BWE, we were trying out something new with player minions. Basically, in that final BWE, player minions did not take damage from boss attacks. We thought that made minion-based professions feel so much better in combat, but that change did expose some problems such as minions being able to withstand a damaging attack indefinitely.

We wanted minions to not die left and right, but we did want them to have some attrition instead of being completely immune to attacks. This problem is mainly prevalent in PvE as we have huge attacks all over the place that are meant to be dodged by players but unfortunately for minions, they can’t dodge.

After reviewing BWE results, we wanted to create a better system to accomplish this as a global change for minions. To do that, we made it so that unless a minion is specifically targeted by a creature, they will be dealt drastically reduced damage and condition duration from attacks. Currently, this is set to 95% reduction as we feel like it’s a good starting place, but we’ll continue to monitor and adjust it. This means if your minion gains agro from a creature it will still take full damage, but if there is area effect damage hitting your minion, instead of usually killing it instantly, it will slowly attrition it down.

We felt like minions were in a good place for PvP so we didn’t want to change them there for now. Thus, the interaction between players and minions in PvP combat will remain the same.

The change is for all player minions, this includes things like engineer turrets and ranger spirits as well. This will be in for HoT Launch in a few days.

Pretty good news, this must be what Irenio was hinting at with the game-wide changes that would be helping out the gyros.

Not dying to AOE instantly is a big plus for AI in PVE. I would like to see this expanded to PvP/WvW with a much lower reduction (50% or so) but I understand the need to see how this works first.

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(edited by Adamantium.3682)

No more broken fingers when spamming nades!

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Posted by: Adamantium.3682

Adamantium.3682

Con is that in pvp you won’t be able to kite and throw grenades behind you. :|

It looked like you could do this, just use the ‘S’ key to run “backwards” and you can still ground target behind your character. This is what it looked like in Joel’s stream anyways. Guess we’ll know soon.

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scrapper stunbreak yet?

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Posted by: Adamantium.3682

Adamantium.3682

I’ll never use Blast Gyro for the stunbreak, but I’m glad it’s not on Bulwark. The toolbelt is not an ability I want gated behind a stunbreak, I’d rather use it when there are projectiles and not waste it on a stun.

It may have made sense on the gyro itself since it reduces damage which is likely what you want to do after you get stunned.

Uh, you are going to have to explain your reasoning here.

You do not need to be stunned to use a stunbreak.

I understand the confusion, let me try to clarify.

To me if you have a skill that does two really important things they conflict with each other. If you use Defense Field for projectile reflecting, you don’t have it available as a stun break. If you use it for a stun break you don’t have it for projectile reflecting.

Okay, this is what I originally thought you meant.

And I disagree with that outlook.

That sort of design is something we need to encourage more of. Not only does it allow for some really nice compression, it forces the player to make the type of snap, value-based decisions that define active play.

Elixir S is a great example of this. It is an escape, a stunbreak, and a safe revive/stomp all in one.

I can understand that point of view, and I don’t entirely disagree with it. I’m not really sure how to describe the difference, but with Elixir S you’re deciding if you want to use it proactively (stomp, escape) or reactively (stun break). I’m okay with that. If Defense Shield granted both a reflect bubble and was a stunbreak, both uses would be reactive. That is the problem to me.

I’m also fine with Utility Goggles, I believe that is another example of the decision making you’re talking about. Reactive stunbreak or proactive damage boost. I agree that is meaningful decision making.

Maybe the best way to say it is that I think a choice between a reactive use of a skill or a proactive use of a skill is good meaningful decision making. If both options are reactive, I don’t think that’s good and they end up conflicting with each other.

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scrapper stunbreak yet?

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Posted by: Adamantium.3682

Adamantium.3682

I’ll never use Blast Gyro for the stunbreak, but I’m glad it’s not on Bulwark. The toolbelt is not an ability I want gated behind a stunbreak, I’d rather use it when there are projectiles and not waste it on a stun.

It may have made sense on the gyro itself since it reduces damage which is likely what you want to do after you get stunned.

Uh, you are going to have to explain your reasoning here.

You do not need to be stunned to use a stunbreak.

I understand the confusion, let me try to clarify.

To me if you have a skill that does two really important things they conflict with each other. If you use Defense Field for projectile reflecting, you don’t have it available as a stun break. If you use it for a stun break you don’t have it for projectile reflecting.

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Post BWE3 Scrapper Changes

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Posted by: Adamantium.3682

Adamantium.3682

To be fair, the “reward” of keeping it alive longer is being able to use the effects longer.

my point is that its not a reward right now, its detrimental. it can easily be made to be rewarding.

the same is true of healing turret, except its even more exaggerated. if the overcharge cd was cut in 1/2 to about 8 secs, it would be “just as” rewarding to leave it out and keep it alive, because you would gain condi clearing and water fields while not really losing hps. with its numbers as it is, it is unquestionable that the best course of action of the 3 choices is to never leave it out and to choose between exploding and picking up asap depending on the fight.

I agree with you, I just don’t think it’s fair to say there’s no reward for keeping it alive. I’ve been guilty of saying that as well, but I don’t think it’s true. The issue is that the seconds you’re losing on the cooldown are not being countered by the usefulness of the gyro itself. That’s a gyro problem, not a problem of the mechanic of when the cooldown starts. I can’t think of another skill in the game where the cooldown starts as soon as you use it. Cooldowns don’t start when you use the skill, even if it has a duration. It’s not really unfair that gyros work the same as every other skill when you think about it that way.

Either way you look at it, it’s pretty clearly been buffed. I would have preferred the cooldown on placement, but this compromise seems fair to me. The cooldowns seem fair at any duration the gyro remains alive when compared to how it was for a few days there.

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(edited by Adamantium.3682)

scrapper stunbreak yet?

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Posted by: Adamantium.3682

Adamantium.3682

I’ll never use Blast Gyro for the stunbreak, but I’m glad it’s not on Bulwark. The toolbelt is not an ability I want gated behind a stunbreak, I’d rather use it when there are projectiles and not waste it on a stun.

It may have made sense on the gyro itself since it reduces damage which is likely what you want to do after you get stunned.

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Post BWE3 Scrapper Changes

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Posted by: Adamantium.3682

Adamantium.3682

To be fair, the “reward” of keeping it alive longer is being able to use the effects longer.

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New game needing advice/guide for engineer

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Posted by: Adamantium.3682

Adamantium.3682

The first comment is wrong, race does matter. It’s not a super-mega big deal though. Their racial utility skills have their own unique toolbar skill. Some are useful, most are awful.

For example, Sylvari gain Vine Shield which is very powerful.

I wouldn’t let it decide your race though, you’ll be looking at your character for quite a while so best to pick something you like.

You can view all the racial utility toolbelt skills here

I do not like to give new players the impression that race is useful in the long run.

Making any non-aesthetic decisions when it come to race can have rather unfortunate consequences.

I agree. You’ll never use a racial skill in a serious build, but each race has their useful skills for very niche situations. Norns for movement, Asuras for projectile management, Sylvari for AOE, Charr works okay with damage builds, and human… meh I don’t know.

Choose whatever you like the look/lore of as you’ll be staring at it for a long time.

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Scrapper PVE 10/23

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Posted by: Adamantium.3682

Adamantium.3682

I don’t think Scrapper goes well with Explosives/Firearms. I wasn’t able to make a build that did decent damage using that in BWE3. If those of you thinking that is your build are going purely on theorycrafting and didn’t get to use it, don’t be disappointed if it doesn’t turn out as good as you think it might.

The best that I found was Firearms/Alchemy with Scrapper. It’s weird because obviously Explosives is a DPS line and Alchemy is not, but Alchemy definitely added more to damage for me.

The only thing you really lose out taking Scrapper over Tools is the 10% damage buff with full endurance and Takedown Round. It works just fine with Explosives and Firearms, because nothing in Tools really synergizes with them either.

That said, unless you plan on tanking, I don’t think you should take Scrapper.

I agree, you’re not going to out damage the current meta for power Engi. Which makes sense, because Scrapper is not a damage spec.

I’m responding in the context of the thread, which to me seems like it’s asking how to get the most damage out of the Scrapper. From my experience in BWE3 replacing Explosives with Alchemy gave me a lot more damage due to the boon spam. It was counterintuitive, but it worked and I remember some other people commenting that they found the same.

I see some Firearms/Explosives/Scrapper builds being posted that may be theorycrafted to be the best DPS for Scrapper (just replace Tools with Scrapper right?) but it doesn’t seem to play out that way. If those posting the builds did not have the chance to try them they may want to try another option when they see that build doesn’t do very much damage. This was just my experience that seemed to be corroborated by some other people during BWE3.

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Scrapper PVE 10/23

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Posted by: Adamantium.3682

Adamantium.3682

I don’t think Scrapper goes well with Explosives/Firearms. I wasn’t able to make a build that did decent damage using that in BWE3. If those of you thinking that is your build are going purely on theorycrafting and didn’t get to use it, don’t be disappointed if it doesn’t turn out as good as you think it might.

The best that I found was Firearms/Alchemy with Scrapper. It’s weird because obviously Explosives is a DPS line and Alchemy is not, but Alchemy definitely added more to damage for me.

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Post BWE3 Scrapper Changes

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Posted by: Adamantium.3682

Adamantium.3682

I strongly disagree here, it sounds like you don’t know that everything you listed also applies to Slick Shoes (except AOE). The only thing Blast Gyro toolbelt has going for it is the AOE, which is pretty small anyways.

Compared to Slick Shoes toolbelt, the Blast Gyro toolbelt is…

  • longer cooldown
  • shorter Superspeed duration
  • attached to a much worse utility

Blast Gyro <<< Throw Mine (a case could even be made for PBR), and now the toolbelt <<< Slick Shoes. I’m struggling to find any reason why someone would objectively want to use this skill.

Sry, it seems like I wasn’t able to show my point. The thing I mean is, the toolbelt skill of slick shoes and blast gyro are doing the exact same thing, they are stun breaking super speed sources. The only difference is that bypass coating is aoe and super speed has less CD and 2s longer duration (like you already pointed out).

So, it just doesn’t feel like a new skill to me. It is an existing skill with tweaked numbers. To improve bypass coating, I would like to see something else added to it and give the stun break to another skill.

One idea for bypass coating: maybe allies which got the effect could be immune to movement impairing conditions for the duration

Oh and btw: the explosion of blast gyro should be unblockable too, not just the tagging dart part.

Let’s make it remove a boon as well to complete the copy of Throw Mine (Throw Mine is also unblockable).

I don’t really want to get into it in this thread, and it’s been said before, but I just think Blast Gyro is a bad skill. Not undertuned, I don’t think buffing any numbers on it would help. It is bad. It is an inferior copy of other skills we have.

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Post BWE3 Scrapper Changes

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Posted by: Adamantium.3682

Adamantium.3682

Can I make a guess? Was it related to Alacrity? Without looking into the exact uptimes of each gyro under that short-lived change, I’m guessing with enough uptime of Alacrity a Scrapper may have been able to have two of the same gyro up at some point?

Having two would be physically impossible regardless of the cooldowns, since the utility slot is flipped over to the gyro’s self-destruct skill as long as the first gyro is alive. Only way to summon a new one is to blow the first one.

Still entirely possible Alacrity is part of the cause of the reversion back to “on death cooldown” though. Avoiding 100% uptime could definitely be a concern even without doubling up.

Who knows what would happen though if the Gyro was off cooldown while it still existed. For all we know the self destruct skill could switch back.

Well, now with bypass coating being a stun break, it is better in all aspects than super speed of the slick shoes. It gives superspeed, is a stun break and it is aoe. I would prefer to give the stunbreak to another gyro, like bulwark….

I strongly disagree here, it sounds like you don’t know that everything you listed also applies to Slick Shoes (except AOE). The only thing Blast Gyro toolbelt has going for it is the AOE, which is pretty small anyways.

Compared to Slick Shoes toolbelt, the Blast Gyro toolbelt is…

  • longer cooldown
  • shorter Superspeed duration
  • attached to a much worse utility

Blast Gyro <<< Throw Mine (a case could even be made for PBR), and now the toolbelt <<< Slick Shoes. I’m struggling to find any reason why someone would objectively want to use this skill.

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Post BWE3 Scrapper Changes

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Posted by: Adamantium.3682

Adamantium.3682

Bummer that the gyro stun break is stuck on the worst and most replaceable gyro. I guess the idea was the make everything about the Blast Gyro a copy of other skills? Now the Superspeed buff is a stun break (yet longer CD and shorter duration). Disappointing.

I appreciate the communication about the cooldown change, I know these things can happen when announcements are made ahead of time and I respect that. I’m not mad that it had to change, and the cooldowns you have listed seem pretty fair. I still believe MG will fall into the HT trap now of just blowing it up immediately, but I suppose that can’t be helped. I fully believe you guys know more about designing a game than I do so I’m sure you had a good reason for it!

Can I make a guess? Was it related to Alacrity? Without looking into the exact uptimes of each gyro under that short-lived change, I’m guessing with enough uptime of Alacrity a Scrapper may have been able to have two of the same gyro up at some point?

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Engi rage in pvp from opponents.

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Posted by: Adamantium.3682

Adamantium.3682

There is way too much vitriol in your posts for anyone to have a meaningful conversation with you.

I would like to hear the opinion on this from an established high level PvP player like Chaith. That would be a valuable persoective I think. I have my own ideas but it would be nice to hear from someone who has been there.

Hi, I dunno if there is any meaningful discussion to be had ITT, lol.

I’ll just be over here with my 10 foot pole, keeping to myself

You may be right, but you use Elixir S so I don’t trust you.

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Post BWE3 Scrapper Changes

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Posted by: Adamantium.3682

Adamantium.3682

Any word on Superspeed stacking?

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Engi rage in pvp from opponents.

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Posted by: Adamantium.3682

Adamantium.3682

There is way too much vitriol in your posts for anyone to have a meaningful conversation with you.

I would like to hear the opinion on this from an established high level PvP player like Chaith. That would be a valuable persoective I think. I have my own ideas but it would be nice to hear from someone who has been there.

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Engi rage in pvp from opponents.

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Posted by: Adamantium.3682

Adamantium.3682

I’ll ignore the part where you put things in quotes that never said, and try to change the point you were making that I initially responded to.

I must have missed the time when Engis were carrying teams and those with the most Engis always won. That’s because it’s never happened.

It honestly sounds to me like you enjoy Engi and you don’t like that other people you deem noobs can be good at what you’ve spent a lot of time being good at. Seems petty.

Maybe you should get some more experience on other professions because your view is not very objective. They all have something you can complain about, but in the end it’s pretty balanced overall.

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Engi rage in pvp from opponents.

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Posted by: Adamantium.3682

Adamantium.3682


Elixir S and Gear Shield need to be removed from the game.

I think I’ve seen it all…

You aren’t “outplaying” anyone. You aren’t even playing the game. You’re playing the waiting game.

If you exclusively play Engi why does this post sound so much like a case of “mad cuz bad”?

I would say regardless of profession most good PvP players play the waiting game. Wait for an opening. Wait for opponent to burn cleanses. Wait for them to use cooldowns. Wait to use dodges for dangerous attacks. Wait to cleanse the right conditions. And yes, stall and use defensive skills while you wait for your heal to come back up. This is pretty typical of high level PvP.

If you just run in Leeroy Jenkins style it might work in hot join or low tier games but I feel that to be really good in PvP you’re supposed to play a patient waiting game.

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(edited by Adamantium.3682)

Medic Gyro vs. Healing Turret

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Posted by: Adamantium.3682

Adamantium.3682

Now that the cooldown isn’t FOREVER I think the MG will be usable. Certainly makes a case for a second best heal (which isn’t hard to do compared to the other options).

HT is clearly superior, mostly for the condition removal. That’s a pretty huge point in its favor. Aside from that big advantage for the HT, the HG does have a lot going for it.

  • HT is better HPS in the long term, but PvP is usually not about the long term. HG will offer more healing between 3-15s after using it and when you’re trying to stay alive that’s usually what you care about most.
  • Both have a handy CC when destroyed that is used for little more than an interrupt (HG at a slightly longer range). HT gets the blast finisher which is a pretty big advantage in versatility, but HG could trait Final Salvo. Combined with Rapid Regeneration this is very good sustain that HT can’t compete with, plus if using hammer (which there’s a good chance you are if you have HG) there’s a lot more CC with that lightning field.
  • HG is instant cast. I feel this is being extremely underrated. You can get CC’d and killed before you can even use the superior HT. HG may not be as good of a skill overall but you’ll never be stun locked out of it which counts for something.
  • HT toolbelt is not even in the same league as HG toolbelt. This is the only place to me where HG has the clear advantage, but it’s a big one.

Just to be clear I’m not trying to reinvent the wheel here. HT is still better overall for a few key reasons and that doesn’t look like it’s going to change any time soon. I just think that HG actually does have a lot going for it. Unfortunately (from a build diversity point of view) what the HT has over the HG is so important that HG’s advantages don’t really outweigh what HT brings. Still, it is far from the worst gyro and I think it has its place.

Where I really think it fits best is with Alchemy. Scrapper and Alchemy seem to go well together for many reasons, not the least of which being Alchemy can take care of a lot of the condi removal you would miss out on by using HG over HT.

[TNO] Gizmo Gigawatt (Engineer)
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Post BWE3 Scrapper Changes

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

And please please just tell me the blast gyro doesn’t miss anymore AND can crit :P

It already doesn’t miss and can crit.

Look for yourself.

[TNO] Gizmo Gigawatt (Engineer)
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Does condi engi even work anymore?

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

good suggestions all around, im seeing alot of you guys agree on gadgeteer being swapped for kinetic battery, do any of you use it avidly enough that you got a set rotation on procing it without error? I sometimes get it right and absolutely ruin peoples day, Then there’s times I don’t even realize it proc’d and i miss the CD.

I am not a big WvW’er, but I feel I can answer this from the perspective of sPvP and it would translate pretty well.

Kinetic Battery is an incredible trait when you play with it and not against it. It’s always up at the beginning of a fight, so right there you should dodge the first attack you see and use a very powerful toolbelt skill for free (like Incendiary Ammo). It’s hard to time after the first one, but it’s just something you have to keep an eye out for. Once you play with it a lot you sort of get an internal timer going for it in your mind.

Double Toss Elixir S, Incendiary Ammo (this one really hurts), stun breaks (Super Speed/Healing Mist), Moa, Med Pack Drop, the list goes on for ways this trait can really turn the tide of battle in your favor.

It’s a decent enough when you use it if you happen to see it work, but it is worthy of its Grandmaster slot when you really work with it and plan to use it.

If you’re using Gadgeteer that means you’re using gadgets and that’s already putting you behind the 8-ball. The only way I would even consider using Gadgeteer is with Reactive Lenses as an adept trait (for the Might when it procs) and my build had weak toolbelt skills that didn’t really matter if I used with KB, and I don’t need the endurance regen from Adrenal Implant.

[TNO] Gizmo Gigawatt (Engineer)
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(edited by Adamantium.3682)

Post BWE3 Scrapper Changes

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

So what if the target has a 25 stack of vulnerability when hammer hits it it causes a backlash or charge blast that stuns in an area of effect. Or something of that nature.
If you have 25 stacks of might and hit with an attack that would add more Maybe it gives an aoe quickness effect. This would give more impact for having max stacks. It could eat some stacks and have a cool down But that is just a thought on this.

I like this. I’m not sure it works well on an auto attack chain that you can’t really time well when you see the target with max Vuln stacks, or you have max Might, but this sort of idea on a skill is pretty neat.

[TNO] Gizmo Gigawatt (Engineer)
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Does condi engi even work anymore?

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Expert theorycrafter?….

Condi Engi is amazing, it’s pretty well documented. Link your build if you would like suggestions.

[TNO] Gizmo Gigawatt (Engineer)
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Post BWE3 Scrapper Changes

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Thanks for the update Irenio!

  • I’m quite happy with the changes to hammer. I agree that it is overall a solid weapon but the changes you make bring it in line with what I feel should be expected from a 2H weapon. I didn’t think any sort of flat damage increase was necessary, and I’m glad to see we get an effective increase with the auto attack aftercast fixes. QOL changes to both Rocket Leap and Shock Shield are very appreciated.
  • I’m interested in what the “systemic” change is that will make gyros more survivable. I interpret this to mean something that is not changing specifically for gyros but across the whole game? This is intriguing. Of course making them faster and better at sticking to us will do a lot for the couple gyros that I find useful for something. I still very much do not like Blast/Shredder/Purge gyros, each has reasons to me why I would never use it over another option. I hope the functionality of these are being looked at, if not for HOT launch then in the not too distant future afterwards.
  • Thanks for the function gyro changes, and for the acknowledgement that it may need more work after HOT launches. This acknowledgement must not have been easy after all the work that has already gone into it, and I appreciate that you are willing to make further changes and potential rework. I’m still not a fan of a 20s cooldown, but I understand that balance needs to be done in small slices not large chops and I’m glad this was something you agree needs to be looked at. No word of the stomp duration though, is this intended to be twice as long as a normal player stomp? I sure hope not, takes a ton of usability out of what is already a very limiting mechanic.
  • Gyro cooldown start on summon!! This was a huge change to me, thank you for making it. I firmly believe this was the first and most important step gyros needed to even consider being competitive. Other changes could be made with their mechanics and survivability but the best option would have still almost always been to destroy them after getting their immediate effects to use them faster. Great change here.
  • Impact Savant change was a needed one, I’m glad you agree. I still believe the minor traits as a whole are very underwhelming and the major minor is still very niche. I’m eager to see what other trait changes you have made for HOT launch!

Thanks again for the communication.

[TNO] Gizmo Gigawatt (Engineer)
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Medkit analysis and suggestions

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

They should also replace the lame throw stimulat trait in alchemy with a new grandmaster that makes the Medkit really great, like a Druid great.

2. Make the stimulant supplies activate on equipping medkit (pressing button 6). ICD 10 s would still mean that you could benefit from it once every 10 seconds and get only 50% uptime of fury and this would mean swapping to medkit once every 10 secs and swapping back again (2 seconds spent on that alone)

You should know that you can use the switch weapons hotkey to instantly swap out of a kit and back to your weapons, bypassing the kits CD (I hope they just delete that stupid CD one day, one less hotkey to worry about). This has additional uses, like swapping out of Elixir Gun mid air after using Elixir Bomb, bypassing the leap and staying immobile if done right. Also quick triggering of on-swap sigils.

Keep in mind what would happen if you clicked a button twice with no cooldown. That would be incredibly annoying.

As you describe there’s already a button to press to instantly drop a kit, I don’t see why we have to change the kit swap button to do the same.

[TNO] Gizmo Gigawatt (Engineer)
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[Scrapper] - Raid Worthy Hammer Builds?

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

I agree with Phineas in this thread. I don’t think the “arrogant” adjective is necessary, but I do think a lot of people are in for a rude awakening with respect to raids. It’s not the content where you “just play what you like because it’s fun”. You owe it to the rest of your raid group to wear full ascended, use the best build for the situation, and play your best.

As for Scrapper builds that specifically use the hammer, the first boss we have seen doesn’t really need it especially since there’s such a need for high condition damage if you’re going as an Engineer you’re likely filling that role. However if there is a need for high direct damage while still being tanky, especially if there’s a boss that has a very important breakbar you have to break, I think a hammer wielding Scrapper would do very well there. With all the active defense you can get on hammer you could likely afford to go more heavy on the damage with your stats. This is all speculation of course.

[TNO] Gizmo Gigawatt (Engineer)
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Stow weapon and kits does not work

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Okay, sheathing is different than stowing. I understand if there’s some sort of language barrier there, it was quite surprising that someone would want to make stowing/swapping kits cancel skills.

I have never really thought about this before. I don’t really see a reason why not, except that there are likely no animations for sheathing kits and I can’t imagine that is of any priority. Would be nice though.

[TNO] Gizmo Gigawatt (Engineer)
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[Suggestion] Elixier X

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

So instead of as kill we might instantly leave 50% of the time we should have a skill that essentially kills us and loses the fight?

Should rename this post title to [Massive Unwarranted Nerf] Elixir X

[TNO] Gizmo Gigawatt (Engineer)
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Stow weapon and kits does not work

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

No thanks. There’s another button that does what you’re looking for. Don’t change what the rest of the Engineers have gotten used to because it’s not your preference.

I can’t overstate how much this would destroy skill rotations. I’m assuming anyone who has been playing Engineer for awhile will use stow and swap kit buttons while skills are channeling so they can queue up another skill from another kit. Asking to remove that functionality is asinine.

[TNO] Gizmo Gigawatt (Engineer)
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4th utility skill?

in Revenant

Posted by: Adamantium.3682

Adamantium.3682

And by less to choose from of course he means none to choose from

OP it’s been a concern of some people since day 1 of the Revenant. At this point most either don’t think it’s a problem or have learned to just deal with it since it’s not happening (in the forseeable future).

[TNO] Gizmo Gigawatt (Engineer)
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[Video] HGH SD Engineer PvP Montage

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Also, great use of the overcharged-shot + e-gun stun break… you not only get the followup burst, but I noticed that you usually manage to get your camera pointed the right way so the (broken) static discharge from the toolbelt hits too.

Yes, I really wish they would fix that too, but well done working around the issue!

Good call, he does a great job of that throughout the video.

Although despite the buggy nature of the skill queue lag when you use Static Discharge since the 6/23 patch, it hits your target much more reliably even when using non targeted toolbelt skills.

[TNO] Gizmo Gigawatt (Engineer)
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[Video] HGH SD Engineer PvP Montage

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Great video, I thoroughly enjoyed it!

[TNO] Gizmo Gigawatt (Engineer)
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Raid Healing Role: Healing Turret vs Med Kit?

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Is… is this serious?

[TNO] Gizmo Gigawatt (Engineer)
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What gear do I need the most?

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Can anyone point me in the direction to a sinister engineer build? For raiding and fractals.

It’s more like the build only because there’s not much you can change on it. If you change any of the utilities out you lose a lot of damage and it starts to become much worse than a power build. It’s sometimes necessary to change something for a certain fight, but just be aware that your damage will tank.

http://gw2skills.net/editor/?vdAQJAqalUUhSsYtWwPLQ7FLpFFYJuiHw3GGANw4PmGlBA-ThhHAB5q+zuK/o9BAAwJAoW9AQpEkUAwssC-e

A couple of the traits could be different, but this is the main idea.

[TNO] Gizmo Gigawatt (Engineer)
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What gear do I need the most?

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

There are pros and cons to both Berserker and Sinister, but if you’re looking for the top damage those are the two best options.

Beyond the first boss we don’t really know what you’ll want for the raid. What we do know of the Vale Guardian is it needs some condi damage, so Sinister Engis are desired as they are the best condi damage build right now. A tank is helpful for Vale Guardian just to keep him locked onto someone, and a Rabid Engi does that pretty well without really sacrificing much damage.

Being the first and easiest boss I wouldn’t be surprised if your Sinister/Berserker gear gets you killed in later raid wings, but for now those cover pretty much everything PvE.

You can change stats if you really have a change of heart later. I would just go with ascended gear for whichever your play style fits best with.

[TNO] Gizmo Gigawatt (Engineer)
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kinda want weapon swap

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

That’s a pretty cool idea actually.

[TNO] Gizmo Gigawatt (Engineer)
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