Jade Quarry
Jade Quarry
This is why we can’t have nice things.
I hope you enjoyed it before it gets nerfed because “kittens” like you can’t help themselves from exploiting with it. Yes, getting into another team’s spawn is exploiting. I’m sure Anet would be happy to tell you themselves if you asked.
Jade Quarry
Let’s be clear about Shield #5. I absolutely love the shield, and I love how it used to work. But it was broken. No other channeling skill in the game also allows you to continue on with other skills. It did not get nerfed, it got fixed.
Then consider the other way it was changed. It now blocks both melee and ranged attacks for the full duration. It won’t discharge after a melee hits you a split second after you use the skill, making it so you can’t throw it where you wanted to. This is a huge buff to the skill.
I have moved on to rifle for the time being, but not at all because of this skill. Because gadgets which I’ve always liked (but haven’t been able to really use) are much better now. Shield #5 is still very good.
Jade Quarry
I have experience with SD but not so much in WvW. It seems like a build that might be tweaked to suit you though. Using rifle to still shoot from longer range, and allowing the SD to bounce around doing your small AOE damage for you. Throw a Sigil of Flame maybe as well.
Jade Quarry
Yes they can. I have recently moved to a big damage, mostly Berserker build but by grabbing Armor Mods I find that the Aegis saves my butt pretty often. Nice to see “block” come up on my screen instead of my downed skills!
In fact it’s probably better in PvE than PvP or WvW because NPCs attack much slower than players do. Blocking 1 player attack will surely help, but they’re likely to have another one hitting you within a second. NPCs have set attack durations, making one attack every second or two so you get more use out of blocking one.
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I didn’t use Elixir R that often, but when I did it was to use the stun break, with the rez being a nice perk (since it’s over time it doesn’t work that often anyways, should just be instant).
This skill is just plain terrible now, I can’t see myself slotting it even if I do need the rez.
Jade Quarry
Yes we could always do this.
Jade Quarry
I am against 100% Berserker gear kind of in principle, but with the new love gadgets and rifle got I decided to make a SD build. I use mostly Berserkers with a couple Valkyrie, 1 Soldier, and 1 Celestial. Compared to full Berserkers I lose about 5% crit chance, a couple percent crit damage, and 50ish power, so not a real difference compared to full Berserker in terms of damage. I gain nearly 2500 health and about 150 toughness, a pretty big difference to full Berserker.
SD build is pretty fun with this! Lots of quick damage, big crits, and even a bit of survive ability depending on your trait/utility choices.
Jade Quarry
I hope those of you abusing the new Rocket Boots to spawn camp in the EB jump puzzle enjoyed it. It better have been worth getting it nerfed for the rest of us who don’t want to be kittens.
This is why we can’t have nice things.
Jade Quarry
(edited by Adamantium.3682)
Chaos Axe! Even though my profession doesn’t wield an axe…
Hmm… oh! Chaos rifles!
Jade Quarry
I’m sorry that you have 700 hours logged and not 100g. I would ask (1) what you are doing in that time and (2) how much have you spent already? If you are unable to get 100g in 700 hours I would argue that you don’t really want it that badly. Not every piece of armor or weapons can be (or should be) available to every player. It’s not elitism, it’s just about some being willing to put in the time for something and some are not.
I believe the cultural armor is very reasonable. It’s the “legendary” form of armor at the moment, and not even a tenth of the cost.
Jade Quarry
I love that we can use the appearance of any item and put the stats we want onto it. It’s a great way to customize our character. However, this system does have its limitations. I think we really need a way to swap appearances.
I have a Molten Jetpack appearance on an infused fractal back piece. I decided to go with a build that doesn’t use those stats anymore, but it would be quite stupid to use a transmutation crystal with the Jetpack because I would lose the infused back piece stats, along with the 250 ectos it took to get it. I still want my Jetpack, but short of buying another one I can’t get the stats I want on it! It would be great to swap the stats of my Jetpack with another item, so I can keep the infused ascended stats I worked for, but use the Jetpack in another build. Keep both items used instead of melding them into one.
Make it a new item in the store (I’d buy it!), a MF recipe that takes 5 transmutation crystals, 10 transmutation stones, and some skill point items or something. Anything that allows us to not only steal appearances from other items, but swap them entirely would be awesome!
Jade Quarry
I just don’t like that it is a Grandmaster trait. To me, that says it’s build defining. This is clearly not, and to me it seems more like a first draft of something that could be worthy of that slot. I would be praising Anet if they introduced this in the Adept tier, there it would be cool.
Jade Quarry
Okay, some of you have made good points.
I think my problem is that it fights for a spot with rifle mod in builds that I’m thinking of. Sitting Duck is basically a given at this point with rifle, and so is Hair Trigger to make it even better. Maybe this is the flaw in my plan, but I really like these two traits for anything rifle based.
So now I’m left with the choice of rifle mods, 10% damage always, or this new Modified Ammo for +10% damage sometimes. In groups when it really matters I guess you’re likely to get more than 5 conditions pretty easily, but I don’t think it’s permanent especially since most bosses cleanse a lot.
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I love a lot of the work done for Engineers in this patch, but I just don’t get this trait. As others have said it doesn’t make sense. Pistol builds have tons of conditions but don’t use +% damage increases, and rifle builds don’t put out a lot of conditions so this isn’t that helpful for those. Grandmaster trait? Really?
It’s great my Coated Bullets and Juggernaut are now Master traits but it seems like they’ve been replaced by pretty bad traits for Grandmaster tier. A 33% burn duration and a 4-8% damage bonus on rifle? Maybe 10% in groups. … Why?
Jade Quarry
(edited by Adamantium.3682)
I think there are more good builds now (not unique to Engineer either) which is great for the game.
Turret builds are better, gadgets are better, elixirs are still awesome obviously. Looks like it’s getting really close to just play what you like and you’ll likely be just as competitive as everyone else. Closer.
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For when you’re really in a hurry, Super Speed + Rocket Boots gets you where you need to be.
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Okay so it’s not just me! I also need this little Skritt to appear again so I can finish the achievement.
Jade Quarry
Keep in mind a couple of things that always seems to get left out in these comparisons.
Namely, it’s not an honest comparison to consider a build fully geared out for grenades to compare that damage to a build with 0 condition damage or duration. Not to mention the fact that getting the Grenadier trait is going to give you a +30% burn duration, giving you 5 ticks not 4. This means you would have to do 32,800 damage every 10 seconds (really 8 if you count the dodging) to keep up with Incendiary Powder even at a ridiculous 0 condition damage (I was under the impression most Grenadiers use Rampagers gear for the most damage… upping the burn damage considerably).
Comparing to a build with 1700 condition damage (and let’s assume the +30% duration) each proc of burning is doing 753, for a total of 3,765. This would require you to do over 75k damage every 8 seconds. Yikes!
Also, it’s misleading to assume every grenade is hitting the maximum number of targets. Even in WvW, there are lots of blocks, you’re blind, invulnerables, dodges, etc to make grenades miss. They are very easily telegraphed, I doubt anyone is hitting every grenade for 2-3 attacks in a row.
I don’t think Empowering Adrenaline is better in power builds because it requires you to not have full adrenaline. This means you are using up dps time dodging. You would have to dodge twice every 10 seconds to assure adrenaline is never full.
I don’t mean to tear anything apart here. It made me stop and think, and I appreciate the out-of-the-box thinking. I don’t know that I could do 32,800 direct damage in 8 seconds. I also don’t build for power, so maybe those who do and are more used to the playstyle could. I would be very hesitant of wasting dodges in a build that could do this much damage, because it’s likely that build is also very squishy (I would definitely not waste dodges on a Zerker!).
Jade Quarry
(edited by Adamantium.3682)
Same here, I seem to miss when servers open, just realized this forum. Planning to pick up a few pieces of gear from grenth that I’m making for another build (yeah yeah some is the same as baltha stats, but I prefer the grenth style).
I don’t want to clog up this thread, but all temple vendor gear looks the same.
I am also refreshing this page constantly for a Grenth server. Not up on JQ atm, will update if it is.
Jade Quarry
This is interesting, a lot of new Engineers seem to really latch onto the Flamethrower as their “weapon of choice” I used it a lot while leveling up, but haven’t gotten hooked on it at level 80. Then again I haven’t tried it with full Zerker gear since they changed Flame Blast!
Jade Quarry
The water field does persist for the full 3 (or 5, whatever it is) seconds even after the turret detonates, so even if you drop + overcharge + detonate all as soon as possible you and your allies can still throw blast finishers for healing.
Jade Quarry
Yikes, simmer down. I didn’t bash anything. I’m genuinely wondering why, if other professions are so much more appealing, does the OP not just play them? No sarcasm or veiled insults there. If the answer is something like “I enjoy the armor Engineer can wear” or “the skills are so much more fun” or “because explosions” those are great answers, I simply want to know what keeps so many people here — not just the OP — “stuck” on a profession they don’t find all that good.
I am most attracted to the Engineer so I play it. If I was in the position that the OP is in and other professions seemed so much better to me I would just play them instead of suffering with an inferiority complex, so I am honestly confused what would keep someone playing an Engineer if they think other professions are better.
Jade Quarry
I personally would leave the healing turret out if it healed 300ish every pulse instead of the regen, I even wouldn’t mind the turret being made out of paper if it worked like this.
Don’t encourage them! I also like the idea of a real heal tick to encourage us to leave it out, but it is not okay to remain made out of paper because you will never get use out of it. It could remove all conditions and pulse a 10k heal, it doesn’t matter if it’s dead instantly.
Jade Quarry
I’ll never understand these threads that want the Engineer to be just like another profession. Play that profession instead?
Jade Quarry
I am also baffled. The result being the opposite of what they wanted doesn’t really make sense. I try not to get all cynical about Engineer development but between this and the Scope thing it’s hard to imagine they really have anyone over there playing one full time.
Jade Quarry
(edited by Adamantium.3682)
on top of that the condi damage is not equal across the board. a bleed is a bleed imo they need to address this. a burst damage thief should not be doing more bleed damage per tick then an all condi built engineer on any plane of existence. It’s ridiculous.
I disagree, this makes it so much easier for them to balance. Not only that but then you go down the road of “why does that class do more bleed than mine!?” and such. It’s much better being normalized.
Wouldn’t a burst damage Thief be built for power, crit, and crit damage? How are they doing more bleed damage than an Engi with 1400+ condition damage? I am not familiar with how to build a Thief, but burst damage builds usually go with berserker type gear.
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I am somewhat close to getting Flameseeker Prophecies, I would definitely appreciate this! Making all my kits have a pulsing glowy effect like the pages on the shield and that would be awesome.
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I don’t feel safe with my grenades in a backpack anyway
Lol, I like this.
I would love if we could get rid of the hobo sacks. I want to see my jetpack all the time!
Jade Quarry
I disagree and believe there to be a significant trade off, depending on your spec. For instance… I ran a bunker-like bomb build. I used H turret by summoning then instantly destroying netting me a 5,700 & 1,320 heal within 1 sec. Now it is split between 3 heals with a forced pause of 2-3 seconds. This means you can no longer use it on the run and in my case it sucks for normal play.
EXAMPLE: Fighting in arrow cart range. Previously I would get a 7k heal… now I get a 2.7k heal as H turret is destroyed. Also, in PvE fighting in AEs because you know bombs have short range…
I completely agree. I was using a similar build for high level fractals. Now, I can’t even figure out how to properly apply the water field. Maybe you can help.
I drop turret, immediately press the heal skill again. A few things can happen:
1. Some random mist appears.
2. The turret starts to spray water in a circle.
3. The turret does nothing for a few seconds, then starts to spray water in a circle.I have no idea what is the “water” field, and no idea when to detonate the turret, and no idea why there seems to be a delay in spraying water sometimes but not others. There seems to be no consistency, no rhyme or reason to it, sometimes the water spray never comes. Sometimes I’m looking for the water spray, never find it, detonate the turret anyway and it randomly does the area heal.
No idea what is going on.
I’m not sure how to tell you what exactly you’re doing wrong, but you should see an area of effect for the water field now, even if the turret gets destroyed. It will have the little heart/puzzle piece animation around the edge of the circle while the field is active.
With practice (I don’t even really notice it anymore) you can still get the same healing on yourself, and more for the group. In fact I commonly get 2-3+ blast finishers in if I time my BOB right, getting me easily 3k more healing than I could with the old turret. It was possible with the old turret, sure, but not at all likely unless by dumb luck. This field is more forgiving and allows for even more healing. It is an extra button press which I can see being annoying, but with practice it is better than before.
Monadproxy has good specific tips on how to get it to work if you’re having trouble.
Jade Quarry
I’m not against hybrid builds, I have a fun Soldier build using P/S, but in this particular build I don’t see the point of not using Rifle. Long conditions are great and all, but your Rifle auto attacks alone are going to be hitting for more than any of your bleed stacks I would think.
What are your bleeds hitting for?
Jade Quarry
It’s a much better field now because it persists even after you detonate the turret. That, and you can actually see when it works now which is a huge upgrade because where your group never knew there was a field before, now everyone can throw in their finishers because it’s visible. It might fire a fraction of a second later than the old one, but it lasts longer, is easy to see, and even works if the turret is gone (as long as it fired firsts of course).
There really was no heal nerf. Half was moved to Cleansing Burst, not removed all together. Plus it is AOE now, a pretty solid buff IMO.
Listen, if they ever do get this turret to a point where we don’t want to just detonate it immediately it may be a nerf, but until then the Healing Turret was buffed.
Jade Quarry
What is nice is that as long as the Cleansing Burst fires and you get the water field, it is no longer dependent on the turret. You don’t have to be careful of the order you blow things up in, as long as the water field is there blowing up the turret won’t remove it.
Jade Quarry
Oh and please read the bug forum it has been recorded that the tool-tip to Cleaning Burst was incorrect, prior to this patch. (hint: it’s on the first page)
I know it was incorrect, I’m not the one that uses the wiki as proof something was working right.
Sorry that wasn’t aimed directly at you, but it just goes to show how lousy the upkeep is on that wiki. At least the forums was updated 2 months in comparison to who-knows-when the wiki was.
Gotcha, didn’t mean to come off as trying to prove myself about it. This thread has riled me up a bit.
Jade Quarry
Oh and please read the bug forum it has been recorded that the tool-tip to Cleaning Burst was incorrect, prior to this patch. (hint: it’s on the first page)
I know it was incorrect, I’m not the one that uses the wiki as proof something was working right.
Jade Quarry
I agree. I love my Engineer and have no trouble in any type of content with him. I have been playing MMOs long enough to know to adapt to patches rather than dwell on what could have been. Play the patch, don’t let the patch play you.
Keep on fighting the good fight!
Jade Quarry
I think the 50% reduction was a bug/balance fix, because it stacks, not increases duration, where regeneration was supposed to increase duration per application, not stack.
If you are talking about overall Healing Turret healing output, there was no change to our overall healing output using the Healing Turret (in fact an increase considering the additional AOE healing). There is a small reduction in uptime on Regeneration which is negligible to most people because Regeneration is easy to find in a group.
If you are talking about the boon Regeneration being reduced, this is incorrect. To be clear Regeneration is a boon that behaves the same way no matter where it came from. It always stacks in duration, the Healing Turret was never different in this respect. In terms of Regeneration, this update did nothing but change the duration and application frequency of Regeneration from the Healing Turret. It did not change the way Regeneration behaves, it still heals the same set amount whether it came from a Healing Turret, Regenerating Mist, or a Necro mark. (adjusted slightly for healing power, but it is the same boon it always was).
Other buffs that apply a regeneration that do stack with the boon named Regeneration are few and far between, and usually are identified (Ele in Water attunement, Engi Backpack Regenerator, etc).
Jade Quarry
(edited by Adamantium.3682)
I agree with you google, and I think you’re a brave man posting a positive thread on the Engi forums. Kudos!
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Sentences on the wiki do not always reflect functionality in-game. If you do not agree with this we have nothing left to discuss.
The new Healing Turret is good. Learn to love it, not complain about what used to be.
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Cleansing Burst tooltip always said it cures all conditions.
And Scopes tooltip says it gives 10% crit chance when you stand still.
It has always removed 2 condition from the 1800+ hrs I have played on my Engineer.I don’t know WHO to believe. One of you is either lying or don’t know what you’re talking about.
I don’t believe they contradict each other. Chaba is simply saying that the Healing Turret tooltip said it cured all conditions, but Nick is saying tooltips don’t always reflect functionality, as evidenced by the Scope trait we all know to be bunked. It says one thing and does another (“another” being nothing lol…).
You’re right though, we can never prove how it used to work and the only provable fact here is that it doesn’t matter. You can complain about how it used to be or adapt and learn how to use the change to your advantage.
Jade Quarry
Dude… strawman much? I’m saying that tooltip was wrong, and nearly anyone who used the Healing Turret could confirm this. You clearly lean on the wiki for information more than actually playing the game, as evidenced by your claims of the “Regeneration nerf” as well as this incorrect Healing Turret tooltip.
Jade Quarry
You have also been told in this thread and many others (by other people besides me) that it has always cured 2 conditions. I don’t care what the tooltip says, people who played the Engineer and used the Healing Turret know how it worked.
I really don’t know if you’re just trying to troll us now, but quoting the wiki as proof of anything is a red flag to me. Play the game and you’ll know what the skills do without the wiki.
Jade Quarry
Regeneration has not changed. The Wiki shows the total amount, which will of course be less because the duration is less. I’m starting to doubt if you’ve even logged into the game to try it, even though you hassled me for just “going with the numbers” it looks like all you’ve done is glanced at the wiki before making sweeping conclusions about the Regeneration boon being changed. I’ve tried to explain nicely that this is simply not true. I (and it looks like others) have logged into the game and seen that the Regeneration boon has not changed. You’ve been spreading this misinformation on many threads now, and it’s extremely detrimental to people who don’t have time to do the research themselves. You’re doing the profession and anyone who comes to these threads a disservice by continuing to spread this.
My goodness, and we wonder why the Engineer is misunderstood.
Jade Quarry
If by “passive heal” you mean regeneration, no they did not remove this. Please do some honest research before you post things like this, a lot of people (for whatever reason) will read things like this and think it’s true.
On top of that, the Supply Crate doesn’t even give you the Healing Turret self heal that you would get from deploying it, so I don’t know how that change affects the Supply Crate in any way.
Opinions are one thing and whether or not I agree with yours everyone has a right to post one. However when it comes to things like this please fact check, because many people don’t have time to when they read things like this and they walk away thinking these things have changed when they haven’t.
EDIT: I used Supply Crate a few times just to be sure of this as silly as it sounds, and no it does not give you any heal from the turret besides Regeneration. Oddly enough though, the Med Packs it drops heal me for more than my Med Kit Packs. From Supply Crate I’m getting exactly 10x a tick of Regeneration from a Med Pack, 1380. From my Med Kit I’m getting 1060 from each Med Pack. Weird!
Jade Quarry
(edited by Adamantium.3682)
I honestly don’t know what to tell you, but I just logged in to make sure I wasn’t feeding you misinformation without checking it. My regeneration is the same as it always was. 138 health per tick.
The duration is shorter if you pick it up but that doesn’t even bother me since there’s just so many sources of regen you should have it permanently in a group. It sounds like you are unaffected by that change anyways if you’re leaving it out so I really don’t know why you’re seeing the regeneration heal for less. Are you in a level 80 zone? Are you poisoned? Do you have enough health lost to let it tick a few times without healing you to full? Do you have the exact same healing power (which shouldn’t really make that big of a difference anyways)?
Jade Quarry
??? Our conversation started from you replying to a post of mine explicitly stating it is better leaving the turret out now compared to what it was. Overall it is better to drop & detonate still, which I also agreed was not the intended outcome, but if you still prefer to leave it out it is also better in that respect purely from the huge Cleansing Wave buff.
Here it is if you missed it:
I’m confused by this. The Regen healing did not change, it just won’t stack unless you keep the turret out. You can use cleansing burst if you leave it out more often as well compared to someone who detonates Healing Turret every 20s. Only slightly more, but still. This update helped BOTH kinds of turret users, but the “problem” is that it’s even better than ever to just blow it up each time you use it.
That doesn’t mean it’s bad to leave it out, it’s better both ways, it’s just overall more beneficial to blow it up for most people.
You argue that the Healing Turret is worse. This is not true, whether you are evaluating it just by leaving it out or dropping and detonating. Both are improved, but most people prefer to drop and detonate (probably because the turret is going to die in a couple seconds anyways… THAT’S what they need to fix).
Jade Quarry
(edited by Adamantium.3682)
Yeah Adamantium, they lowered the regen and the healing for everything. Every healing aspect the turret had was lowered, they just lowered the time for cleansing burst. By lowering the regen, it promotes players picking up their turret after they use cleansing burst. That’s why they should make the regen back to the way it was or close to it.
I see no patch notes of lowering the potency of regeneration across the board, and mine is still ticking at what it always did (~130).
Cleansing burst always removed conditions, it just did not say it in the text. Actually it use to remove all conditions, now it only removes two conditions. Also if you want to remove conditions use Elixir C. People who are liking the healing turret for the condition removal did not know that cleansing burst use to remove all conditions.
It always removed 2 conditions.
Jade Quarry
So the people who think this is a buff do not realize that they got nerfed even worse.
Pretty much sums up most of these QQ forums doesn’t it? If you don’t think the sky is falling you don’t know what you’re talking about!
I’ve already seen this break down but let’s try it again…
It is not healing less considering that before you could choose to either detonate it in water field for ~1k healing or use Cleansing Burst for ~1k healing. That was added onto your 5k self heal from dropping the turret. 5k self + 1k AOE = 6k total. If you chose to use Cleansing Wave instead you get to remove 2 conditions but this was only once per minute. You cannot add both the old Cleansing Wave and a water field burst because it did not work that way.
Now you get 2.5k from dropping it. Cleansing Burst (which you will always use now) adds another 2.5k but in AOE as well as 2 condition removal. Already better than before, but wait there’s more! The water field is still intact, giving another 1k AOE when you detonate it (oh and this water field persists after detonation allowing more time for other blast finishers). 2.5k self + 2.5k AOE + 1k AOE = 6k total, better effectively because you are giving more healing to everyone else. You get both the Cleansing Wave and the burst now. Add in the greatly reduced cooldown on the water field + regen from tool belt and it’s not even close.
Jade Quarry
I agree how the base heal is, and how the cleansing burst is, but it would be more balanced if they had the regen how it was before the update, or close to it. This update made the engineer’s healing turret’s regen a lot lower. I understand the direction the developers are going with it, but it is still not fixing the problem. If they fixed the regen on the healing turret, more people would keep their healing turret out. I understand some engineers do not use their healing turret’s regen for team support, but the ones that do, this cripples them. And Karl even says that he would want the turret as a team support, and to have it out for the team.
I’m confused by this. The Regen healing did not change, it just won’t stack unless you keep the turret out. You can use cleansing burst if you leave it out more often as well compared to someone who detonates Healing Turret every 20s. Only slightly more, but still. This update helped BOTH kinds of turret users, but the “problem” is that it’s even better than ever to just blow it up each time you use it.
That doesn’t mean it’s bad to leave it out, it’s better both ways, it’s just overall more beneficial to blow it up for most people.
Jade Quarry
I don’t have much faith in Karl based on his remarks in the “245 days” thread that is now closed. He did the exact opposite of what he wanted to with this change.
That’s good for us because the turret is better now than it was, but it was clearly not the intention.
I think it should just heal for ~1k every time it pulses, and make it pulse about every 5 seconds while it is out. Then it would be more beneficial to leave it out. Overcharge can stay the same or bump the cooldown up and give it stability too. I would rather it stay how it is now, but since it’s pretty clear it’s not done being fiddled with this isn’t a direction I would be upset to see the Healing Turret go.
Jade Quarry