Even without boosting my Vitality, I have more HP than the Guardian I often run with – and not by a little, either, even though they have more Vitality than I do. So, while it could be something to do with Vitality, it doesn’t make a ton of sense.
I find the aggro both hilarious and frustrating – hilarious when it’s just silly that I, the Engineer, am being chased by every hostile in the encounter, get priority attention from bosses, etcetera, but the Guardian running with me can go an entire battle with a Champion Ice Wurm without getting aggro (or at least directly attacked) a single time while I run around the thing in circles, and frustrating when I’m being pursued by dungeon (henceforth: shorthand for ludicrous HP and high damage) mobs that can half-kill me with a single attack, causing me to die way more often than makes any sense.
It’s been enough of an irritation that I’ve begun gearing around it – I know they’ll target me, so I carry all Toughness gear. When I get a set of Exotic armor, I’ll probably rune it toward Vitality, or even more Toughness.
I’ve more or less stopped playing (haven’t logged in for about a week and a half, so far) due to A) dungeons are, last I checked, incredibly un-fun, unrewarding (oh boy! a hat! or some tokens I’ll need tons of to buy a hat!) exercises in frustration due to weird aggro mechanics, HP bloat, and floods of enemies,
crafting gets to be similarly unrewarding, compared to the effort/time investment into it, about the time you start working on a Tier 6 set (Orichalcum and Ancient Wood being randomly located really doesn’t help, nor does the sudden jump in materials required), and C) the lack of bugfixes to traits (Engineer traits mostly involving turrets) that only function 30-50% of the way, after a month or two, is incredibly disappointing.
So, dunno if the game’s dying or not, but I’m usually not alone in my reasons for doing things; if it is, maybe some of these things are involved.
Idea that might make the Engineer’s turrets even more Engineer-y: Somebody mentioned giving turrets their own stats. Could create a whole other crazy situation by making turrets customizable – like, different barrels (to change damage, range, rate of fire and accuracy), ammunition/fuel (same as barrels, pretty much, but with secondary effects), plating (armor), power source (health and/or cooldown) etcetera, with their own traits; each Engineer’s turrets would be different, even if they’d still fall into the same categories. Perhaps balance turret power against cooldowns (and make cooldowns slightly affected by level, like -.2% per level or something), so one Engineer could have weak turrets, but place them almost constantly, while another Engineer could have superturrets that might have cooldowns on the order of some Elites. Maybe, on the note of Elites, just give the Engineer one Custom Turret as an Elite.
Never going to happen, of course. Fun to think about, though. At least, for me.
Yeah, they changed the spawn rates of the things. As they also take over, at random, Elder Wood and Mithril Ore nodes, I found a grand total of…I think three Orichalcum nodes and two Ancient Wood nodes in several hours of combing Frostgorge Sound (the plan being to comb through each 70+ area in turn until I found enough of them). I ended up just selling all the miscellaneous junk, Mithril and Elder Wood I found until I had just enough to pay for the last few things I needed, having bought Ectoplasm, Armored Scales and a lot of Orichalcum Ore in the days previous.
And again with the “Oh, you’re just lazy.” Man, is it so unusual that I’d like to maybe not have to farm/search for days (unless I get lucky) to make one piece of armor? To not have to spend two to three gold on each piece of equipment? I must’ve picked the one MMO with the most psychotically industrious playerbase to get into.
I’d like a Grenade Launcher-type deal, maybe like a weaker version of the Grenade kit, or maybe sort of…I dunno. Maybe have it have, like, 1 is the basic attack, of course, with some Bleed damage, then 2 is a flare, so it blinds and confuses/stuns in a small AoE, 3 is a smoke/poison gas bomb, 4 is a grappling hook that drags light enemies to you and you to heavier enemies while also letting you target the ground somehow, and 5 is, uh, maybe a rapid-fire burst of 1 or something? It’d at least make a little more sense for holding at the hip than a rifle.
I just rationalize it as “These guys do so much trigonometry in the middle of combat, they can calculate the trajectory of their shots with enough precision they don’t really need to aim. The scope just lets them range-find more accurately.”
So far, my experience with dungeons has been less than pleasant, which is, in part, why I’m even trying to craft this stuff – I seem to be an aggromagnet, to the point where the rest of the party even comments on how weird it is that everything goes after me. Combined with the zigzagging, sometimes extreme, sometimes lackadaisical, difficulty of some of the dungeons, I don’t think I’ll be even attempting them until at least a couple bugs get fixed and the dungeons get re-tuned.
Haven’t tried WvW, but will at some point. Never noticed Karma vendors with Exotic stuff, except maybe the Tier 3 Cultural Armor people.
Just because I don’t want to drop several gold, or spend several days, on making a single piece of armor or a single weapon doesn’t mean I want it with no effort.
It just means that I don’t want to spend days, or gold, working on -one piece of gear.- It doesn’t matter that I might never have to upgrade, it just feels like a waste of time to spend the few hours a day I have to play before I go to work trying to get crafting materials together to make something…and have nothing, not even a single piece of gear (unless I’ve had an unusually lucky day with drops/been especially industrious about hunting out every little thing I can find to make money) to show for it by the time I go.
But, you know. Go ahead and keep being better-than-thou prats, putting words into my fingertips about how I wish I could make the gear with no effort, if you insist on doing so.
To those that didn’t decide to take the “Oh, look at the lazy plebe” route: Thanks for the suggestions about Ectoplasm and Forge conversion – I’ll definitely make use of those while making the armor, now that I finally got the crap together to make the rifle. I have crap luck (with an almost full set of Magic Find gear, no less), so it took me until about twenty minutes ago to get the rifle stuff. At least Leather’s cheaper.
(edited by Anymras.5729)
I’ve used the Bomb Kit fewer times than I have fingers. Big Ol’ Bomb getting a buff doesn’t do anything for people who don’t use it, and the combo finisher being added to one ability does absolutely nothing for any of the various traits that do not function properly, or anyone who does not use Big Ol’ Bomb or lay down combo fields for people who do.
Not a whole lot of people run nothing but turrets, either, as far as I know, so you’re in good (crazy) company.
Engineer can be crazy versatile if you know what you’re doing. I’ll list a few ways:
1: Kits: Medkit + 3 Utility Kits = 29 skills available in any battle (5 Weapon skills, 20 alt-weapon skills from Kits, 4 Toolbelt).
2: Turrets: Though bugged, a turret engineer can generate two useful combo fields – Light and Smoke. Via Detonate Turret, they can self-combo the turrets with themselves, allowing the use of, say, healing turrets as heal grenades. Then there’s the effects of the turrets themselves.
3: Gadgets: Rocket boots, utility goggles, landmines, oil-slick boots, personal battering rams – almost all of them have to do with controlling position, though the goggles instead just let you hit one enemy really hard.
4: Elixirs: As (stupidly) randomized their effects are, they can do some crazy things. Would be better if they were predictable, but hey, drop an Elixir R on yourself when you’re about to go down and you’ll see that some of them have their uses.
5: Blend: This is probably what you’re supposed to do, and affords some pretty hilarious specialized builds. For example, a single Engineer can whip out up to six different healing effects at a time with almost no effort – Healing Turret (and its Toolbelt skill, though never at the same time, and the Detonate Turret’s AoE Heal effect), Elixir Gun’s Super Elixir (and Elixir Gun’s Toolbelt skill, and Kit Refinement Super Elixir)…with the use of two slots: Healing and one Utility, with minimal spending of trait points. To be unstunnable, put on some Utility Goggles, Rocket Boots, and a sack of Elixir R – apparently, you can even Goggles out of the Boot knockdown, and then you’d still have Elixir R waiting (and throwable if you needed it). For condition removal, it’s all about Elixir C, the Healing Turret, and the Elixir Gun – maybe with that Cleaning Solution 409 trait on top of it, though at that point it’s just silly.
tl;dr: Yeah, the Engineer’s pretty versatile. You just have to specialize in nonspecialization, learn what your various tools are capable of, and then employ them properly. This is likely why Kits are so popular.
For those interested: Just tested whether turrets are affected by Condition Duration and Condition Damage traitlines, by resetting my traits, testing the turrets on lowbie enemies and then maxing the trait I was testing the effectiveness of.
Nope. Not a single point of difference, or second of duration.
I hate how kits are getting all the dev attention, even when it comes to bugfixing.
I also dislike Elixirs, because they’re almost all bound by trade-offs and randomness – you can’t even party heal consistently with them, except for Elixir R – and what isn’t bound by trade-offs and randomness seems to be bound by “Wouldn’t this be funny?”
Same thing with the Rocket Boots – even the Rifle’s Overcharge at least has you get up a moment later, not two seconds. If I wanted to play Tony Stark while in the initial stages of building his repulsor-flight boots, well, I’d go find an Iron Man game and slam into walls like an idiot instead, and they probably wouldn’t even give you the option of slapstick smacking yourself off things into the floor.
There’s not even much synergy between the different sets of things, like you might expect there to be to promote the Jack of All Trades playstyle – not even an Elixir Mixer gadget to lower the cooldown on your Elixirs, or a Turret Fabricator to do a similar effect for your turrets, or a Turret Relocator for, well, relocating the things. Elixirs and Turrets are a bit harder to figure out a synergetic use for, but I’m sure it could be done.
Of course, they’d probably end up increasing the cooldowns or autodetonating or something, considering the amount of bugs already afflicting the turrets.
Could they at least get the traits working properly? Nobody can really say which classes need boosting until the traits work right.
I like turrets.
ya we get it, anet wants engineers to be demo men.
but really, could they maybe start working on fixing non grenade/bomb kit stuff?
I really want to be able to deploy my turrets among other turret related changes/fixes.
They’ve fixed something about the grenades, mines or bombs just about every patch – what about the Turrets, where one of the main traits only works properly on one of the five turrets available and removes the toolbelt skill on the only other one it halfway functions with? Where the failsafe for when they get blown up doesn’t trigger the traits of the very tree said failsafe is gained from? Where they don’t gain anything from player stats, instead being about as tough as tissue paper, able to be one-shotted by basically anything after level 15, while dealing low-to-mediocre damage at higher levels?
I haven’t seen a single patch in any way, shape or form to the Turrets, except for the Mortar, which now gains a whopping 100 range on top of its 1400, putting it, properly traited, on-par with…the Grenade Kit. If the Grenade Kit wouldn’t let you move – especially problematic with the amount of aggro Engineers get (or at least me).
I keep trying to have patience, but this is starting to get stupid. Glad Dishonored’s coming out – it’ll be nice to have something new to play where I’m not disappointed by every patch focusing on one aspect of the class while mostly ignoring the others.
That’s exactly what I said when I noticed that, to make a single Exotic weapon, you need five Orichalcum-Plated Dowels, on top of five Globs of Ectoplasm and five of whatever supermaterial, and then there’s whatever you’re actually making’s parts.
This is ridiculous. If the weapon produced by gathering eighteen Orichalcum Ingots, thirteen Ancient Wood Planks, five Globs of Ectoplasm and five Armored Scales isn’t equally ridiculous, I will finally understand people’s “Crafting sucks” viewpoint. At this particular instant, I’m fairly certain that nothing is going to quite make up for having to spend either days farming Orichalcum, Ancient Wood and Ectoplasm, or days burning through zones to make money to buy the kitten things.
I don’t know whether they’re by design or a mistake, but I hope they make them work.
Kits, I ’unno. I never use ’em. I use turrets. Lots of turrets.
My turrets go down when something looks at them too hard, deal embarrassing damage, have long cooldowns and, on top of all that, have buggy traits and inaccurate tooltips. I don’t even want full scaling like a player does, but anything, any kind of improvement would be nice, even if it’s 10% of the player’s bonuses or something.
What's the best build and skill to fast aoe tag dynamic events on this class?
in Engineer
Posted by: Anymras.5729
Rifle’s default attack also Pierces. Rifle + High Precision + Superior Sigil of Fire = Occasional AoEs somewhere along your line of fire, centered on enemy struck.
This is also one time when turrets might come in handy – particularly Rocket, Rifle and Flame.
"We have recently taken action against a player you reported"-mails
in Suggestions
Posted by: Anymras.5729
It’d also maybe get people to realize that no, there aren’t just a few bots, and that while ANet might do a whole lot about it, that doesn’t mean it’s going to make a readily visible dent in the bot population – there’s just so many, and unless they find a way to completely remove the originator or inconvenience them enough to render botting unprofitable, there’s always going to be more.
But kitten am I tired of “nice to see Anet doesn’t care” and “they’re digging themselves a grave, just like Blizzard did” in mapchat whenever somebody brings up bots.
Allegedly, it’s supposed to be sort of specific to each mob – certain things will set particular types of creature off more than others, etcetera. Or, that’s what I’ve heard; I’ve yet to see it demonstrated, aside from whatever it is that I’m doing that apparently checks all the boxes in their ‘does that guy need to die?’ list. Party members were actually going “That’s kind of weird and unnerving, that whole bum-rushing you thing the gang does.”
I’d rather get, like, an Armor kit or something – at least one less crap than the Asura powersuit.
The Engineer’s Blunderbuss, or Blowtorch abilities also have a distance-based damage scheme. Having a more accurate means of rangefinding than “It’s red, I need to get closer” would be very nice indeed. It’d also be nice if the red bar thing was accurate; in the short time that I played a Necromancer, I noticed that the Life Siphon ability would be Out of Range even when the red bar wasn’t there, and that I (while playing an Engineer) could club things with my Toolkit wrench at farther range than it said.
That’s pretty much my entire suggestion: Scaling for Turrets.
Currently, Engineer turrets are completely (as far as I’m aware; I’ve only tested Power interaction, not Healing Power or Condition Damage) dependent on level – and scale poorly because of this, ending up as gimmicky little things that may as well be made of origami filled with an impact explosive.
Now, obviously, can’t have all the turrets gaining boosts equal to the player from their stats (then you’ve got a potential two healing turrets, two rifle turrets, two flame turrets, one net, one thumper and one rocket, all with high power…and suddenly the Engineer never needs another ally, which is not the intent of this) – but maybe, like, a 10/1 ratio, where every ten points of (let’s say) Power possessed by the player would give the turret one point of Power, and from there work it out as if it was a normal character or something? I haven’t familiarized myself with, or even tried to decipher, the equations used to scale things, but I think that’s about the best I’m going to get the idea across.
So, please: At some point, it would be really pretty nice if A ) Deployable Turrets would work properly (no, I’m not shutting up about that until it’s fixed – the miscellaneous tooltip stupidity is also irritating, but it’s relatively minor) and B ) Turrets would scale.
I don’t even use kits, as using a kit would mean I had one less turret I could place. Things have also decided that I absolutely had to die when I was doing nothing involving my turrets, except perhaps using the toolbelt skills in short skirmishes. The Guardian I often run with was even getting a little frustrated with the attention I got.
Then again, there was…precisely one situation wherein I was not immediately targeted for elimination by every enemy in the room, with my turrets actually managing to kitten them off instead – until, of course, I take a step forward to use Blunderbuss. Then, suddenly, all three enemies (Kohler, his Ascalonian Monk and Ranger cohorts in Explore Mode of the Ascalonian Catacombs) suddenly remember this one time I ran into the hospital and slapped their mom in the face when they were born. And that one time my group beat the hell out of Caudecus’ Manor (still not entirely sure how it got so easy, from being nigh-impossible) and I didn’t die a single time, things absolutely hated the Thief.
In short, I’m completely baffled as to how everything decides I need to die.
So far, I’ve noticed one thing: Enemies will completely ignore melee enemies if there’s ranged characters in the field, whether that ranged character is an engineer, ranger or thief; this is probably so you can’t just tell somebody to tank and then peck the enemy to death from a safe distance. Not so bad for most classes, which at least have some type of melee weapon, but for Engineers, that’s a Utility slot you sacrifice for a wrench to hit things with.
Sometimes I hate the profanity filter on these forums; all I can imagine now is a horde of kittens chasing my asura.
Try not to get too distracted by that mental image to help try to figure out why it is that the aggro is so extreme (though I’m not sure if it’s just me).
Accelerant-Packed Turrets has actually saved me a few times, particularly because of the knockback aspect even functioning when detonating the turrets.
On the other hand, I’ve often felt that Deployable Turrets was a waste, since it only works 30% of the way outside of an area or two of PvP.
I run, as probably everybody who looks at any of the various threads I post in knows, a straight turret build – as far as I’ve seen, one of the specializations considered sub-par.
With that in mind, I have one question: Why does everything hate me so much? In parties, solo, wandering rendezvous-es, if I’m on the battlefield, everything, or at least every boss, turns its attention to me. I’ve kited Harathi Overlords through gangs of warriors, kept the attention of Bandit Chief Foremen (in and out of suit) despite the gang of other people beating on them, been mistaken for a charr by Ascalonian Ghosts (who simultaneously seem to have mistaken the charr in the party for a human, so little did they attend him).
In and out of dungeons, my heels are hounded by the hateful horde of -every kitten monster I see.-
My question is: Why? Anybody know? ‘cause this is by turns hilarious and frustrating, depending entirely on whether victory is earned by my being, apparently, the GW2 equivalent of a mad clown in the brightest of garb charging across the no-man’s land between trenches in WW2.
I think the turrets should scale. To my knowledge, they don’t scale in the least – they should, but they don’t.
I tested whether the Rifle and Flamethrower turrets scaled – while wearing a full set of +Power, Precision and Magic-Find armor, the Rifle dealt 38 per shot, Flamethrower dealt 15 (52 Burn on each tick). Naked? Same numbers.
As a straight Turret Engineer who spends most of his time gaining the aggro of every single thing he comes across and running around in circles whittling it down, I would dearly love to see my turrets gain some kind of bonus. If I’m going to get the hatred of everything I meet, at least let me be able to earn it properly.
Even Kits, the favored ‘this thing is too weak fix it please’ of the forum, get bonuses for player abilities.
I run a straight Turret build. Traits are as follows:
Explosives 20 (Accelerant-Packed Turrets)
Inventions 30 (Metal-Plated, Autotool Installation/Elite Supplies, Rifled Turret Barrels)
Tools 10 (Deployable Turrets)
Which turrets I use depends on the situation, except for Healing and Rocket – as the only two currently Deployable turrets, I use those almost all the time. Autotool Installation is also useful only if you’re trying to hold a point, while Elite Supplies is better if you’re trying to stay more mobile.
Typically, I use pistols, though I intend to switch to rifles – +300 Power isn’t very useful for pistols, after all.
I’ve got an Engineer up to just about 80, and I’m still not bored with the class.
Of course, being a Turret Engineer, I’m not going to get bored looking at the same old crazy-looking backpack of weirdness for forty levels – instead, I’m going to get disappointed every patch, when they leave the buggy traits buggy (one works precisely 30% of the way outside of a particular bit of PvP, it’s hard to tell if another works properly because the tooltips don’t work and turret behavior is unchanged, and as far as I know, turret explosions don’t trigger Explosives traits), and frown when my turrets get obliterated because they don’t scale to anything but my level.
I wish I could equip a secondary weapon – even if the secondary weapon was just one of my Weapon kits. Then I might actually use kits to begin with, instead of going “Well, I can either get a lackluster ability to repair my turrets and do some other melee stuff, various types of long-range attack when my current methods work just fine, or I can just get another turret…Yeah, I’ll take the turret.” So, y’know. I kinda like this idea. It reminds me of one I had, but mine was probably overcomplicated.
I don’t know a whole lot about how kits work, being a Turret Engineer (I don’t even use the Toolkit, as its ability to repair turrets is about as useful as using chewing gum in place of solders, and I’d rather have the extra turret), but I’m pretty sure kits scale with your level and stats – something I just confirmed for myself by equipping a kit with my gear on and with my gear off.
Turrets scale only with your level, ignoring any stats from gear or traits, as far as I’m aware (already checked whether the tooltip just wasn’t showing it – it really doesn’t matter if you’re in your boxers or fully geared). Wish they scaled.
The amusing thing about all this is imagining people’s reactions after the fight.
Not to the massive amount of grenades that flew during the battle, though – to the endless spamming of grenades until the person using them realizes that they’re going to continuously autocast to wherever their mouse cursor is, and that to fix that they need to turn off autocasting of their ground-targeted skill.
Turrets and Dungeons: Is there some way to make Turrets tougher?
in Engineer
Posted by: Anymras.5729
Looked up a couple things, apparently flame turrets don’t get Condition damage bonuses. Also stupid.
Do Clones/Phantasms get damage bonuses from the player’s stats? I see one person saying they do, one person saying they don’t – at least, I think that’s what they’re saying. I do know, from my brief experiences playing a Mesmer, that they can create Clones with their basic attacks and use their destruction to create various effects – only to make more a moment later. Never got around to making Phantasms, so I have no idea.
Starfleck: Equipping and unequipping my gear definitely didn’t change the tooltip (didn’t even trigger a refresh-flip) – of course, considering how stupid the tooltips are about a whole lot of things, it’s difficult to tell. I’ll find some training dummies and see if it does anything at all.
Edit: Tested it against Skelks in Shaman’s Rookery (was farming low-level materials anyway, figured I might as well check). With me completely naked, my Rifle Turret dealt 38 points of damage per shot and my Flame Turret dealt 15 points of damage on initial contact. Dressed to the nines, same numbers.
(edited by Anymras.5729)
I’m actually a Turret Engineer who only very rarely uses non-turret skills. Even my Elite is Supply Crate. Works better than you might think, especially with some of the shorter-cooldown turrets.
That said, mobility would be pretty handy, yeah. I’ve occasionally wondered about a possible weird version that involves having the turrets have two modes, one that lets them attack and the other that lets them move. Out of your suggestions, A is the one I like best – it’s at least the least complicated.
Survivability would also be awesome. Any kind of improvement there would be great.
I’d like to see their stuff linked in some way to the deployer’s stats, too – right now, there’s not a single thing that makes running around the edges of battlefields, naked, unarmed, and placing turrets a bad idea besides, well, the whole ‘if somebody realizes that the naked guy is the turret-master, he’s going to die as soon as they look too hard at him.’
Turrets and Dungeons: Is there some way to make Turrets tougher?
in Engineer
Posted by: Anymras.5729
Stats on turrets might not help a ton, but it’d at least do something – it’s pretty silly that an Asura in his boxers with no weapons equipped has exactly the same turrets, if all traits are the same, as Gearbox The Mighty, Grand Kerfoffle of the Turretmeister’s Guild in his +Awesome Power gear. Seriously, there’s not even a Power link. It’s silly. Especially considering how awkward the Engineer’s relationship with equipment is to begin with – refer to any of the threads about how kits don’t work right for elucidation on that.
Not lumping the turrets together works okay if you actually have enough room to place them far enough apart, etcetera. Not sure what ‘deploy them discreetly’ means, but I sure don’t go running up on things and dropping them on their toes. Supply Crate randomizes the turret placement, but it lets you have potentially twice the turrets out at a time (incredibly handy)…until something AoEs them down because they only scale to level.
(edited by Anymras.5729)
Turrets and Dungeons: Is there some way to make Turrets tougher?
in Engineer
Posted by: Anymras.5729
Deployable Turrets doesn’t work properly (but I do use the hell out of it), and yeah, the Toolkit’s pretty useless for healing them. I run a straight turret engineer, so them being, seemingly, entirely separate from my stats is…a bit of a pain.
Turrets and Dungeons: Is there some way to make Turrets tougher?
in Engineer
Posted by: Anymras.5729
While playing through Twilight Arbor, I noticed something – something I’d noticed in Caudecus Manor, but attributed to zergrushing enemies. What did I notice? Why, that I could drop all seven turrets I have available (thanks to four slotted turrets and a supply crate), and watch a single mook mob destroy every single one of them in a single AoE attack. At least, I’m pretty sure it was one attack – it was a Nightmare Hound using some kind of howl or something, which doesn’t have a whole lot of animation to it, so it might have been a couple using them at once.
Anyway, point is – is there a way to make Turrets tougher? I have Metal-Plated and Autotool Installation, and had them while going through the dungeon, but I might as well have not bothered for as much of a benefit as they gave. Admittedly, Autotool Installation does only work once every ten seconds, so it’s basically useless if you have to keep moving anyway, but still.
On a side-note, it’d be really nice if turrets were affected by their user’s stats instead of just their level. At least, I get the impression they’re only affected by level; I know I’ve seen it stated in a few threads that Healing Turret doesn’t scale with Healing Power, but that’s seemingly the only one people have noticed a lack of difference with.
Clarification: Not saying “Have our stats all affect the turrets in full,” but it’d be pretty nice for our stats to carry over to our turrets a little.
(edited by Anymras.5729)
Glad I’m not the only one taking issue with Deployable Turrets still being broken. It currently, if I’m calculating it right, works at about 25% of capacity, and considering the combo fields a Turret Engineer can set up – some of their turrets even self-combo-ing via detonation – getting the trait fixed could turn Turret Engineer into something you see on the lists of ‘viable’ builds.
Combos with fire bomb and smoke bomb changed after 1 Oct. patch?
in Engineer
Posted by: Anymras.5729
If -placing- a bomb creates a blast finisher, then you may be placing the bomb a little more forcefully than is wise. Logic dictates that it’s supposed to only trigger on detonation.
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Anymras.5729
I kinda wish the Engineer’s rifle would be more long-range. Of course, I also wish the Overcharge was replaced by Rifle Butt, because I hate knocking myself over. Other than that, whatever, except for, y’know. Rifle should be a better long-range choice than a pistol.
I’d like to see maybe a couple shotgun-type weapons, one for pistol-style combat and one for rifle; pistol-style ones would use trick shells, maybe, to inflict various conditions – 1 could be a Blunderbuss-like attack (lower damage due to short cooldown due to being main attack), 2 could be an incendiary shell, 3 could be a frost shell, and so on, maybe. Rifle-style ones could be more focused on control of positions, like the Rifle currently is, except more canted toward keeping the enemy away than the crazy mobility of the current Rifle.
Then again, I’d also like to see a Grenade Launcher-type weapon, that would be similar to the Grenade Kit, if the Grenade Kit would only shoot one grenade at a time, and wasn’t a ground-targeted AoE – otherwise it’d just be a bit broken, instead of a weaker version of the Grenade Kit that you don’t have to use the Utility Slot for. This one might be a terrible idea.
I don’t use kits because I use turrets. At least kits are getting fixes.
I agree with the ‘too buggy to talk balance yet’ people. I’m still kittened by Deployable Turrets working half-way – I don’t even use kits, but the inaccurate tooltips and buggy traits make it impossible to really figure anything out.
Profession bundle weapons (engineer kits, elementalist conjure skills, warrior banners) can now save their autoattack status.
in Engineer
Posted by: Anymras.5729
Before I started using the Supply Crate, I actually found Elixir X to be pretty awesome. I got Gold contribution for chugging it and hurling myself at Kol’s knees, it’s a great help with fast melee enemies who blitz past my turrets, and it’s also magnificent for breaking up crowds, at least for a moment – more, if you turn into a tornado.
Auto-attack is nice, I guess. I mean, it’s a bit disappointing that they look at all our buggy traits and slap autoattack on kits – maybe I just don’t really get the point of it, as I don’t use kits. I guess a .5 second button-click combo to set the thing can add up if you use a lot of them.
Engineer kits are currently, for those who don’t know, treated like bundles; my suggestion is to treat them more like alternate weapons, and include a way to swap to and from them, like any other class. Now, I’m a bit tired, so it might take me a while to really, clearly get to my point, but here goes nothing.
No, I’m not saying “Give us kits we can equip as weapons.” I’m saying “Give us a weapon slot we can use our kits to modify.” Give Engineers a Kit slot that functions almost identically to the alternate weapon slots of every class but Engineer and Elementalist, except that it can be modified by Utility Kits and can have a Kit ‘equipped’ into it for easy access without sacrificing a utility skill slot – or gaining a Toolbelt skill.
This’d let your Turret Engineer types (like myself, for example) place all the turrets they could manage, without sacrificing any for the ability to repair them, by equipping the Toolkit to the Kit slot, and probably open up a whole new bundle (pun unintended) of possible tactics for the Engineer – I know it would actually get me to use a kit besides Underwater Grenade Kit.
Thoughts? I tried posting this in the Suggestions thing, but it pretty much got buried. I still like the idea, though, and would like to know whether it sounds like a good one or if it’s just me.