Hammer skill 3 has 2 issues:
- Aftercasts between the leaps make you slower than intended / worthless for gaining or closing gaps. Please fix
- The evade is shorter than the 3 leaps’ combined animation-time, leaving us very vulnerable roughly halfways into the skill, since we’re still locked in its animation.
how about this as 6th bonus:
+100 toughness / Gyros blast-finish fields upon destruction
or this:
+100 toughness / gyro-cd’s get reduced by 20%
or this:
+100 toughness / gyros buff protection when activated
or this:
+100 toughness / damage dealt gets increased by 10% while a gyro is active
or this:
+100 toughness / damage taken gets reduced by 7% while a gyro is out
or this:
+100 toughness / condi-damage gets reduced by 20% while a gyro is out
there are so many options for a unique buff, and I’ve not even listed half of what I could come up with. Please A-net, pick one and give us a unique runeset
Big “thank you” for ensuring a fast patch.
I was concerned that the launch would turn into a fiasco because of the low dl-speed & connection fails from past patches, but everything went smooth & fast so far
I’m fine with it, even tho a rather mechaniced icon would have served us better, like the quarter-gear that is already the class-symbol for this subforum.
WvW frontlining
Raid tanking
Fractal 50+ tanking
Open world PvE (including story) on mobile power-builds
PvP bunkering / stunlocking
I’m sure it will be quite easy to throw some hammer base builds together for these scenarios
(and mai trin was still targeting the furthest away guy with her teleport-shot)
just wanted to say: this is a programmed behavior. something is wrong if she prefers you over someone farther away, regardless of stat spread or class. and its prolly the only interesting aggro mechanic in the game… others are random, “random”, or a simple sum of something like toughness + vicinity.
I know that she will never teleport onto the tank right in front of her, but she still comes back reliably onto me, if I run my toughness gear, regardless if I’m standing on the other side of the room, doing nothing, or not.
Engineer main
214. Gonna scrap yer right from ze start
I just run s/d builds for open PvE.
THe mortar gives me all the aoe-tagging ability that I need, and if HT is on cd, gearshield is more than enough protection between dodges.
Still, just recently I started to train myself as tank (as preparation for HoT raiding), and it was amazing to see how much the AI is actually jumping your kitten if you have the highest toughness values in the area.
Especially in fractals it was quite awesome to have mai trin constantly chasing me, while i was eating up her condis & turning her away from the squishies that jumped her back. Even on lvl 50 I could very easily face-tank her in horiks lightning fields, and the fact that he preffered me as his shooting target made it so much more convenient as well.
While there is no real aggro system in the game (and mai trin was still targeting the furthest away guy with her teleport-shot), tanking is very much possible in a coordinated group by just having one stacking toughness, and even with core engi it works quite well.
Can’t wait to tank more often with scrapper
guess what, our next specialization is called forge, gets the torch & will use various traps (mines) as utility-skill. I guess, this time it will be balanced even more around the FT use…
I’m sure they will recycle the leftovers from scrapper at some point.
after 3 years?
So you played like 3 months in total?
I mean, I don’t want to sound rude, but there was so much change for the class & the game so far that it would easily exceed the post-limit. Not to mention the upcoming expansion in 2 days.
How about you read up on the current state of the game yourself. The HoT website might be a good start-out for this.
Nope, I definitively don’t want another button.
playing this class is already like playinga piano, and I’m not 12-fingered, nor plan to become it
so what is the ele one?
A cloud?
A droplet?
A flame?
To this day, I have no idea
…
..
.
._.
@zaced.7948 Also Id change that Full Zerker gear into something with alittle more defence if your planning on raiding. As a frontline Melle engi, enjoy getting flattened in close fights
Yupp, you can switch your trinkets easily to knight, while still staying on 100% crit-chance. And since fractals get a boost in difficulty, you maybe want to consider it there as well.
For now I just know dungeons & fractal lvl 50. And there full zerk works so far.
Full zerk version:
http://gw2skills.net/editor/?vdAQFASlUUh2tYJWw6KQ7FLvFF9uH8HPYHGip13DOhBAA-TlRBABXt/o8DPdA5dBAA4BAQp6PmpEMAwBwv/GAO/8zP/8z73f/93f/tUARM0C-w
(edited by Arantheal.7396)
i don’t get what all those elixirs are for in a group environment. i assume we’re talking about a coordinated group playing together. i get it, you want to stack might but that’s something the ps warrior will do anyway.
B i get since eles usually don’t stack fury anymore but the rest i think is useless. also the elite is useless in pve. take the kit for blind fields, condis for ma and the two blasts (switch to gyro for skipping, obviously only if they make it work). also eg for ab and nades because nades (vuln, condis and barrage). you don’t need all the elixirs. 3 blasts for prestacking is enough. warrior should have some with banners, ele one on staff and that should be enough for 24 might as you go into the fight. ps warrior will do the rest. however, with nades your group will have an easier time keeping max vuln up. 12 from the nade rota and then you can channel the block. since 5 sec is somehow short it’s good to have a bit more. ab is too powerful to leave it out of any dps rota -> eg is a must. exchange B for U if projectile hate is needed.
in the end i’d rather play it like that: http://gw2skills.net/editor/?vdAQFASlUUh2tYJWw6KQ7FLQIFde+nFK428NnwXAENTDA-T1BBABYp8DgHAg5XAg80BU0+DVq+zZKBDAcA87vBgzP/8zP/8+93f/93fLFwoCjA-w
Err, you maybe want to look over your gear again.
you are on 72% crit chance per default. add on this the extra 20% from firearms you’re on 92%. if you then even proc noscope, you’re on 112% crit-chance. Add on top of this a warri banner & you end up with 123%…
maybe you want to cut back a bit on precission & spend the stats elsewhere.
turning pack into scholar or or the oil into sharpenng stones…
Currently your build is sub-optimal.
edit, found a bunch more of pointless stuff:
- fixed your sigils, since on kill effects are pointless. often you don’t even reach 25 stacks by the end of a fractal / dungeon, and raids are more about single bosses as well. Additionally, after the first wipe your sigil becomes virtually pointless. Picked force & night instead. If the raids turn out to be on daytime, pick sigil of air, peril or strength instead.
- fixed your precission spam. You now have reasonable food & runes. You base-precision is at 49% + 20% from firearms and +20% from fury. this leaves you at 89% percent. Add on top of this a warri banner & you cap exactly at 100%. subsequently, your dps is way higher now
- fixed your traits. The nade-trait is pointless, since it just adds QoL. a stacked boss will eat all your nades, regardless how big their impact radius or speed is. Picked glass-cannon instead since it synergizes with scholar runes & actually increases your dps. Also picked shrapnel. You did not have good access to cripple in your build before (only elixir F), so now you spam it more often, giving you a 2% bonus from modified ammunition. Also the additional bleed ensures that you have the 10% crit chance from firearms up to all times.
Here you go, your dps scrapper works now.
(edited by Arantheal.7396)
Jupp, and therefore many of us want it to be changed.
I myself made a suggestion to put 10sec swap cd’s on each kit, give streamlined kits the option to reduce it to 5sec, and allow us to weapon swap as well. Mechanized deployment then would finally get is secondary effect (weapon-swap cd reduction to 5sec) as well
This would have been accompanied by a buff to most kits / weapons & some utilities in order to make them viable in and around themselves, coming closer to the concept of ele-attunements. This would allow no-kit builds to become a lot more viable, especially since they still have the option to weapon-swap, get pure kit builds away from their spaminess & more towards proper swap-cycles & therefore open up our balancing decissions for new elite-specializations.
We would still have the potential of running around with 40 skills, but the broken aspect of having access to them to all times would be gone, and therefore allow a way more reasonable balance around this fact…
Irenio, traditionally WvW shared the same rule set as PvE, and zerging is also where minions suffer the most. Can you please at least consider a test-weekend or the likes to see how 95% reduced dmg on minions by indirect attacks influences WvW?
go human.
norn have sluggish running animations (even tho all characters in gw2 have exactly the same movement speed) and they are terribad for jumping-puzzles, especially since many ledges are smaller than their feet^^
both trigger at the same time, regardless if the the cc is successful or not.
The outcome of running the smokebomb together with juggernaut is quite hilarious.
Not only prevents the stability on me the first cc to come trough, further attempts of stun-locking are simply nullified by the blindspam I put out as automatic response^^
Also, if I’ve seen it correctly, blast gyro is a launch, so unlike shield #4, throw mine or flamethrower #3, it can actually be used to move people in downstate, clearing points off of them and/or interrupting rezes.
Having this lauch is one of the reasons that sold rifle for the old cele rifle-build. the cc on p/s did simply not cut it. Now that we have blast-gyro, we can safely pick the hammer, p/p or p/s & still have our powerful cc-capabilities.
Now let me ask one more question. Someone told me to wait till after HoT comes out to try to learn to play because so much is going to change…any thoughts?
bullkitten.
nothing will change for the class in terms of leveling experience, since our new elite-specialization – the scrapper – can’t be used if you’re not lvl 80 & even then builds upon what you’ve learned about the base-class.
Also, the scrapper only adds tank/cc options. If you want to go full out on dps or condi builds, you’ll still prefer the base-class above the elite spec.
throw Elixir R does not pulse condi-clears anymore, it just clears 1 condition on impact.
…clears 1 condition per second…
only on impact
nice, another entry for our bug-list.
I used to run it against the first boss in SE p3, tough that’s ages ago…
Ok, so you’re argument that we have “no profession mechanic” in PvE is flat out wrong and it’s pretty clear that it’s just a poor use of rhetoric to veil your real grudge, which is that you don’t like a mechanic that focuses on reviving players.
So don’t b.s. Just say that you don’t like the focus on reviving and skip the lies.
We already have a utility that rezzes players, throw elixir R. It does so on up to 5 allies, clears 1 condition per second, is a lightfield (so even more condi clears), can not be damaged, has a 1.2k range, rezzes faster than the function-gyro & even rezz ourselves if thrown right before we go down. Together with HgH & tools it can be used every 70 seconds, clears a additional condi and grants might+vigor on impact. If kinetic battery is equipped as elite trait, it can be used every 40sec, or twice in short succession every 70 seconds.
We already can rezz players way more efficiently than scrapper if we want to.
So unless stomping suddenly becomes extremely important in the HoT PvE side of things, OP is right: we don’t have a “unique, gameplay-redesigning” class-mechanic for our elite spec.
Since the f-gyro performs inferior to our existing utilities & comes with nothing but 5 mightstacks + superspeed on successful stomp/revive to make an argument for itself, a-net failed to meet their design goal for 1/3rd of the game.So IF I want to revive allies frequently, I pick elixir R, tyvm.
So?
What exactly are you replying to?
Because everything you just posted has nothing to do with what I said.
Nothing you posted makes any point towards showing that F-Gyro has no mechanic for PvE.
So?
What exactly are you replying to?
Because everything you just posted has nothing to do with what I said.
Nothing you posted makes any point towards showing that F-Gyro has a mechanic for PvE.
if you have final salvo as trait, this is the decisions you can make to use it:
1.) I can summon it, get a spike heal for myself & then blow it up to get superspeed & a lightning field. I can do this frequently every 20sec
2.) I can summon it and let it stay out. It will heal me & my allies, increasing my group-support. After it ends eventually, we all get a lightning field & pulsing superspeed. I only need to wait 20 seconds until I can continue healing my group.
3.) I can summon it for myself & keep it out. It will heal me & my other gyros, increasing their uptime, and then still give me a lighting field & superspeed at the end. It will continue healing my gyros after 20sec, which – if i time it right – also matches their cd.
None of the above options are a huge impact on its raw healing, allowing it to perform reliably in various situations, regardless how it is handled. The fact that blowing it up pre-emptively does not come along with a huge pnishment allows for viable & smart use of its on-death effects.
Dunno what salt you had today, but a universally useful skill, reliably fulfilling its role in various situation, sounds like good design for me.
+1
Always irked me when spaming mossman with s/d -.-
Sorry to be the bringer of bad news, but it seems natural lag is your biggest enemy then :/
With high pings it’s very likely that your HT is already dead for the Server when your client still tells you otherwise…
And since there is no fix for bad connections but to change your location (or pay for expensive routing trough private networks), you’ll need to deal with it :/
You’re not supposed to 1v3 in PvP…
But also in 1v2 oO
Do you have a aussi connection, like really high ping? I tend to run extremely squishy builds & I’m still waiting to this day for HT to fail on me, and even tho you’re supposed to get away from a 1v3, never had it fail on me there as well…
I mean, I even get it off very easily in the middle of 3ways in sm, which can be up to 40v40v40 or more in the lordroom…
I think thats the point. They dont what that we have perma pets or pets that do something useful. For example look at the turrets they were nice before the patch still a few thing fixable but still useful and skills you could put inside your bar now they are death skills no one wants them.
The first changed changings would have meant that you coudl have mostly all gyros up all the time so that you had useful followers (expect the worst KI I have ever seen).
Seems to me they took the easy why on the rechanging instead of putting brainpower on this problem.And like Irenio CalmonHuang said in the changing note that they dont have time to rework the mehcnaic before the release.
Dunno what you’ve read somewhere, but to no times any gyro was supposed to be out permanently.
They always had a uptime much shorter than their cd’s. the initial problem was that they had really high cd’s, often twice or 3 times as much as their uptime.
Sneak gyro f.e. had a 30sec uptime & a 30sec cd, leaving it with a 50/50 up/downtime.
After the first fix, all gyro cd’s started on summon, so a bullwark gyro with a 35second cd & a 15sec utime would have a effective downtime of 20sec, IF he lived for the full duration. If it got destroyed earlier, its cd would increase, in the worst case up to 35 seconds – again.
So now, after the 2nd fix, it has a fixed 20sec cd, regardless how soon or late it gets destroyed, but it will still self-destruct after 15 seconds, like it always did.
Too long,I don’t understand:
Fix 1: cd’s start on summon, effectively cutting down the cd of most gyros by 33% / if they survive for full duration, even by 50%
Fix 2: cd’s are back to start on death, but cut by 50% for most gyros
Final Effect, compared to pre-fix 1:
way shorter cd’s for all gyros, and a way more predictable cd if you blow them up / more frequent procs of the final salvo trait, since you now can summon & blow up a gyro every 20sec, compared to the old 35-45sec.
It’s just so disappointing … they made a GREAT decision… and then they poop all over it again… T_T
You do realize that this is a improvement, right?
After the first fix, when their cd’s were changed to start on summon, you’d need to wait 35seconds to summon f.e. bullwark again, and only get down to around 20sec downtime IF he survived the full duration. If he died right after summon, you’d have needed to wait 35 seconds until you could summon it again…
Now you only have to wait 20sec to summon it again, regardless when it dies, and if it lives for the full duration, you STILL just have the 20sec downtime…
CD-wise this is a great buff for all gyros, even the sneak gyro. It was on a 45sec cd, meaning that it had a potential downtime of 45sec if it died right after summon, now it’s on a 20sec cd, regardless how later or soon it dies.
For all gyros, this is a great deal of added reliability.
Thx Irenio
human male engi here.
When leveling, there isn’t much you can do wrong.
First, convenience is key. For leveling I recommend power builds since power gear is really easy & cheap to come by (merchants in the capital cities that sell white gear… goes easy on your purse). and for powerbuilds you want to run rifle, so buy one at the weapon-merchant. Just a small tipp: gear-merchants update their inventory every 5 levels, so check back & update your outdated junk frequently.
Since I’ve leveld my engineer ages ago, I have no idea in which order you currently unlock your skills with hero points, so I just give you the goals in each lne to unlock, for the easiest leveling expirience:
Sirst, sink a couple of points into kits, until you either unlock bombs or the flamethrower. Since we don’t have access to a roper weaponswap, compared to other classes, we need kits to get access to additional weapon-skills. if you slot a kit as your utility, you can activate it, so it replaces your weaponskills completely, until you swap out of it again. The more kits you slot, the more skills you have at your disposal, and late game it becomes very important to cycle trough your kits regularly, so better start early in PvE with it. Tipp: if you invest enough points to unlock grenades, you can already start to train with this hard-to-aim kit, since it becomes one of your best dps-sources in late-game. Still, for quick leveling I recommend to stay with bombs and/or flamethrower. With bombs you just can pull your enemies & kill them while running in circles, and with flamethrower #1 + #2 you can spray pretty much everything to death. if your target proves to be bit more sturdy, smack it with rifle #3 & #5. Usually that silences everything in the first 30-40 levels
After having unlocked your first reasonable kit, you probably start to wander into areas with a tad more difficult opponents, so you want to have a reasonable heal. I have no idea what the current default healing skill for new engis is, but unless it is healing turret, you want to spend hero points in the turrets line until you can unlock it.
The turret itself is a lame piece of scrap that serves no real purpose, but with a bit of immagination & button-spam, it turns into our heal-powerhouse, star of all our healing skills even in late game, and even compared to the healing options of all other classes.
You have to spam the following skills real quick to get a load of effects:
Healing turret → Cleansing burst → Detonate healing turret → blast or leap finisher of your choice.
what is a blast-finisher? For example your 2nd skill in the flamethrower kit. But why should you use it now? Because you’ve just put down a waterfield, and if you use a blast-finisher inside a waterfield, you press out additional heal for your allies. And if you just do a leap finisher (like rifle #5), you get roughly the same amount of healing from waterfields, but just for yourself
So, if you mange to do this combo in less than a second, you get the following:
- a really high load of healing for yourself
- a medium sized load of healing for your friends in a 480 radius
- you cleaned 2 conditions in a 480 radius
- you stacked enough time of the “regeneration”-boon on you and your friends to almost cover you until it is up the next time
- you’ve put down a waterfield that stays for a short duration & can be finished by you or other players for additional healing
This is how you turn a useless piece of scrap into one of the best support skills in the game, neatly packed in just a 20sec cd
So now that you know how to kill your enemies & how to heal yourself & your friends, you want to get to places, which is why we look into movement speed now.
I recommend to spend points into the tools line, so you can unlock the trait “streamlined kits” as soon as possible. Basically it gives you 20 seconds of swiftness if you swap into a kit, on a 20sec cd… so perma-swiftness for doing nothing but pressing your kit-swap from time to time. And since it comes with addditional effects for each kit that you swap into, this trait gives you a nice boost to combat options early in the game.
from here on everything is up to your liking.
But to give you some soft-goals:
- Investing many points into firearms will naturally boost your crit-chance & give you the juggernaut trait eventually, a trait that makes you immune to cc & increases both your power & condi dps while wielding the flamethrower. Feels like a unstoppable menace of hurt & fire^^
- investing points into gadgets will give you rocketboots eventually, a neat way of traveling the maps faster.
- investing points into explosives will give you nice enhancements for your bombs & grenades, as well as general dmg-modifiers, to burst down innocent ambient creatures before they can eat your soul (and there is a achievement for hitting them with 300k damage in a sngle hit. have fun trying it out)
Ofc there is many more useful stuff to discover, and leveling up to 80 gives you more than enough points to unlock all of them, so don’t hesitate to play around with them & try different things out.
You can change your build to all times for free, so there is really nothing holding you back from trying things that may look silly at first.
Have fun & check back here when you’re 80, then we can look into actual meta-builds & advanced Tactics
Ok, so you’re argument that we have “no profession mechanic” in PvE is flat out wrong and it’s pretty clear that it’s just a poor use of rhetoric to veil your real grudge, which is that you don’t like a mechanic that focuses on reviving players.
So don’t b.s. Just say that you don’t like the focus on reviving and skip the lies.
We already have a utility that rezzes players, throw elixir R. It does so on up to 5 allies, clears 1 condition per second, is a lightfield (so even more condi clears), can not be damaged, has a 1.2k range, rezzes faster than the function-gyro & even rezz ourselves if thrown right before we go down. Together with HgH & tools it can be used every 70 seconds, clears a additional condi and grants might+vigor on impact. If kinetic battery is equipped as elite trait, it can be used every 40sec, or twice in short succession every 70 seconds.
We already can rezz players way more efficiently than scrapper if we want to.
So unless stomping suddenly becomes extremely important in the HoT PvE side of things, OP is right: we don’t have a “unique, gameplay-redesigning” class-mechanic for our elite spec.
Since the f-gyro performs inferior to our existing utilities & comes with nothing but 5 mightstacks + superspeed on successful stomp/revive to make an argument for itself, a-net failed to meet their design goal for 1/3rd of the game.
So IF I want to revive allies frequently, I pick elixir R, tyvm.
My “whims”. Hah.
The whole design of the class right now is nothing else but a failure.
This is the only class that can’t even use “on swap” sigils by default. Because we have no swap, by default.
Kits and weapons have to be balanced over full-kits build, and the other utilities can’t even stand a comparison with kits for the most part. The only ones that get used are the ones that can do something that kit cannot – like slick shoes. And they even get whined upon because of their strength.A class that has by default the lowest amount of skills, and yet can have one of the highest ones as well…and yet should be balanced for both of these cases. How can you expect that to work well?
And now we’ve even got elite specializations…that can’t even work properly with how the class is designed. Of course, classes weren’t being designed thinking about elite specializations to begin with.
New weapons and utilities? Useless, they all have to be balanced over kits, thus suffering the same issues.
They can’t even give some decent new mechanic – we already have a ton of F buttons used, and the toolbelt can’t just be replaced with some other mechanic given that some utilities depend on the toolbelt to work (like turrets). So we get leftovers like the function gyro.And people even want to think everything is well with the class…
Um…… Swap sigils proc on kits.
Kits are your weapon swap. Equipping a single kit gives you 19 skills equipping 5 gives you 35.
Engie is all about customization, you decide how many skills you need to be effective 15 or 35.
Sorry kenti, but you got some of his points wrong:
We don’t have a default weapon swap, so we are forced to equip at least 1 kit in order to use these, which shoehorns our build-process right from the start into kits.
additionally our utilities have mutiple design flaws, making no-kit builds hardly viable at all. Turrets are squishy, immobile scrap that only scale with healing&condi power, which makes them absolutely useless unless manhandled as better bombs, the same fate that seems to await gyros.
All our utilities are balanced against the fact that we CAN have up to 40 skills (don’t forget the extra-effects from streamlined kits).
All our mainhand weapons are balanced around the fact that we CAN have up to 40 skills.
Kits themselves are balanced around the fact that we can have up to 40 skills.
The more kits we swap out for other utilities, like elixir S or slickshoes, the bigger issues we get with keeping up pressure on our targets, since all our hard hitting skills are on rather long cd’s, spread over multiple kits.
And since kits also come with a multitude of survival skills, we are virtually forced into equipping as much kits as possible so we can keep up our common gameplay of cycling trough one kit after another, spamming & comboing our burst.
The issue is, kit cycling is not our class-mechanic.
Atunement cycling is the class-mechanic of elementalists. They don’t need a weaponswap since their class comes with 4 weaponsets to all times PER DEFAULT.
But we have to give up one utility after another in order to achieve a gameplay that is borderline viable compared to other classes. This means we are on a equal footing to other classes IF WE RUN NOTHING BUT KITS. As soon as we start to switch out kits for other utilities, our potential dps, cc, & survivability goes down the sink since we’ve switched potentially 7 skills out for 2, which usually are stunbreak skills on high cd’s…
And we already can see this bad class-design to hurt the scrapper, which AA hits like a wet noodle, has a completely unwhelming class-mechanic compared to what other classes got, and comes with what is the SECOND batch of squishy AI for our class already…
You know, it would be OP when played together with kits, otherwise…
+1
give me weaponswap as class-mechanic
It does not need to be necessarily build in with scrapper, but would be nice to have in a future specialization,
…or as core-class mechanic:
Our cd trait for the toolbelt is still just half-baked since all other classes received additional effects to these traits, so how about we change mechanized deployment & streamlined kits into this:
mechanized deployment:
- reduce TB cd by 15%
- allow weaponswap to a offhand weaponset IF no kit is equiped / 10sec weaponswap cd.
streamlined kits:
[additional effects]
- gain swiftness for 20sec when weapon-swapping
- reduce weaponswap cd to 5sec
Oh look, kits are suddenly not our shoehorned, unofficial class-mechanic anymore…
Ofc they are still ridiculously good, but no-kit builds are at least more viable in themselves, especially when combined with scrapper.
(edited by Arantheal.7396)
For PvE even a scrapper still uses nades and needs the vuln and dmg on explosions. And noone with a sane mind will abandon the by far best damage modifier: modified ammunition.
Unless your goal is supporter or tank in raids
•_•
(edited by Arantheal.7396)
My take on healer / tank
Pay attention to the protection uptime
http://gw2skills.net/editor/?vdAQJAqencoCtbhFpCWXB0ehFDjiuxf8KPMAGn9SMdChNA-TxxGABA8AAwTJYunAgI1DUy+DJq+TlK/IFgz6tA-e
“Pure” tank
While toughness is almost maxed out ( >4k with adaptive armor), it comes with 100% crit chance (after warri banner + ferocity), and 3.7k power. If ranger spotter is in the raid group, you can switch out even more gear for cavalier. And if raids turn out to be in night time, obviously switch over to sigil of night instead of bloodlust.
While it doesn’t heal as much passively as the former build, it’s still capable of spike heals with hammer leaps & blast finishers
http://gw2skills.net/editor/?vdAQFASncoC1ahtbBGpC0ehl7iie1j9ZHsBjwAQ8g+hQE-TBSBABQqEkLlf8pDwT1VwUliFeAA8s/AAXAASBcxQL-e
In general I think it’s reasonable to take gyros with us into fractals/raids. From what I’ve read it seems the raid-boss AI is mostly disregarding minion-AI, and the AoE-hate doesn’t seem so bad. And since their cd’s are now down to 20sec flat, regardless when they got destroyed, the are way more reliable now.
Dunno how good the fixes to their movement turn out, but lets hope for the best.
Sinister all the way
While it’s a overkill for open world, in dungeons you can get some really high burning dps from it.
Both rifle & p/p work with it, and if you switch out your 3rd utility for grenades you’re coming decently close to what is currently our highest dps build.
in PvP:
As soon as I see stability running out on my target.
If it’s tornado, I wait for 1 tick to kick the target off the point & immediately switch out of it again, to continue with whatever my build is supposed to do in that situation.
If I get he jugg, I just complete one rotation & switch out as well. everything is better than the melee auto, unless my stuff is already on cd and I need to cleave or stomp.
Jugg can be useful for running away, as well.
In WvW:
Pop it right on the first push after my initial dps rota is down. If tornado, I stick on my commander & provide frequent knockbacks + dmg/blind or more cc.
If jugg, I start to harass the enemy blobb & prevent them from healing up / empowering again by cc-spam. usually the elixir S trait aborts this automatically for me, which I then use to get out of perform a stomp if possible.
If my commander has special plans & wants me to save it, he usually says this before the first push.
Edit, also the moa is useful for all kinds of situations. More than I’m willing to count down right now^^
(edited by Arantheal.7396)
it looks exactly the same as on heavy armor, or – if it ever gets introduced – on light armor.
Equiping the juggernaut changes the texture of your armor to have max reflection-values, giving them the quicksilver look, still your dyes can influence the base-color of the quicksilver slightly.
It overrides glowing effects, letting it appear as solid material (like magitech’s power-lines), but does not touch any animated texture (like the elixir vials on the mad-scientist outfit, they still glow in the dark), or particle effects (radiant gloves appear as solid silver, but their white particle effects are still active)
The hammer auto also had the typical juggernaut effect (spilling quicksilver everywhere on each swing), but #2 to #5 had no special animation.
The juggernaut does not change the texture of your backpack & its armor effect completely disappears if you swap into a kit.
No thanks, I actually like turrets and prefer Anet just fixes them. And I have no desire for Gyros to be invulnerable. Gyros just need some adjusting and they will be pretty great to use.
Except the whole feedback thread tells you otherwise…
There was a datamined option that would force your AoE’s to automatically snap under your enemies position.
But that would be horrible for mortar on long range (slow projectile speed).
Also, as always with datamined stuff, no guarantee that it ever makes it into the live version of the client.
I think celestial is always a good option for engi, you’re literally prepared for any situation. As long as you’re doing a good mix of condition and raw damage, it’s god decent dps with a lot of survivability.
apart from the fact that skills scale horribly with healing power & condition-dmg below 700 got reworked to s*ck hard….
I rather run a stat mix that mkes a huge bow around these, unless I run condi builds.
In this case either full sinister or rabid/dire mix.
Copy-pasted from the feedback thread.
I’d like to report a “bug”
Skill: Rocket Charge.
The skill description states that this skill is a “combo finisher: leap”
Now, the combo effect you get for using Rocket Charge in a combo field, is a leap effect,However, the way the combo is activated is like a “combo finisher: blast”
This means that you need to land directly inside the combofield after executing your leap, in order to get a combo effect.Ususally leap combos work in a way that you can either leap into, out of or through a combofield to create the combo effect. The only way to get the combo effect of Rocket Charge is to land inside the combo field with every leap. (so jumping out or through a field wont activate the effect)
It would be great if Rocket Charge got adjusted so it works more like regular leap finishers, or change it to a Blast finisher (which I’d prefer anyways)
- skrill
I prefer valkyrie armor & a 50/50 mix of knight + zerker trinkets for frontlining (theory-crafted after I tried out the scrapper / my current frontliner goes valkyrie armor + knight trinkets).
for roaming i go full sinister
for dungeons i go full zerker
for fractals i go full sinister
For raids I either go with my Frontline mix or with sinister, I guess.
There is no counterplay to banners, who buff the group just as spirits do & they can even be picked up & replaced.
I don’t see a reason why gyros have to have counterplay in the first place.
I already posted how to rebalance them around their invulnerability & the reason why a vast myority of us requires them to be invulnerable is because they will be useless in 2/3 gamemodes otherwise & massively underperform in the 3rd.
Even if they bring them in line with turrets former, tanky state, they would become merely viable in PvP & still pop everywhere else instantly. There is something people forget about turreteer: Even on their peak, turrets were still garbage in Dungeons/Fractals & WvW.
Welp, since we already had all this hate about gyros & basically commonly agree that we want them invulnerable & locked to the engineers position, I see less & less reasons why we need additional AI to put on the ground.
I mean, having moving gyros & stationary turrets in one class, both being squishy & completely non-viabe in any game-mode isn’t fun, isn’kitten
So I want to change turrets into “attachments”.
Basically attachments are combat-armor extensions that serve offensive purposes. All attachments have really low cd’s and basically act as weapon-skill addition. They replace turrets completely, since we now carry their essentials around
Rifle attachment:
A shoulder-mounted gun-barrel
shoots 3 projectiles withing 0.5 seconds on 1.2k range. each projectile is causing 2 stacks vulnerability / 5sec cd
TB: minigun
shoots 10 faster, but lighter projectiles withing 1 second. each is causing 1 stack of vulnerability. / 30sec cd
Flamer attachment:
A wrist-mounted, high-pressure flamethrower.
releases a single jet of fire that inflicts 2 stacks of burn & blind for 4 seconds on 600 range. 7sec cd
TB: Oil leak
releases a small fire-field (180 diameter) under the engineer. Periodically ticks burn stacks & damage / 20sec cd
Thumper attachment:
A leg-mounted jackhammer.
releases a close-quarters shockwave that damages / cripples for 3 seconds & dazes for 1 sec. 7sec cd
TB: Big Rumble
Stunbreaks, knockbacks enemies, blast-finishes & deals medium damage / 40sec cd
Net-gun attachment:
Mounted on the other shoulder, a net-gun.
Shoots a net that immobilizes the target for 3sec & dazes for 1sec. 10sec cd
TB: High pressure net
Shoots the net with too high pressure, knock backing the target for a huge range / 20sec cd
Rocket-Attachment:
Back-mounted rocket-barrel
Fires a homing rocket that flies towards the enemy & applies heavy damage / blind for 4 sec on the target / 10sec cd
TB: Locked launch.
Hold a rocket in the barrel to propel the engineer towards the target / burns out in the target area & releases a smoke-field. Ground-targeted, will not fly you up on walls
/ 25sec cd
Heal___
Heal attachment:
Arm-mounted tissue regenerators
Heal for 2k / removes a condition / 5sec cd
TB: Overdrive
Activates a passive regenerator that heals 800 per second for 10 sec & spends vigor for 10sec / 40sec cd
Elite___
Shock attachment:
Chest-mounted Capacitor
Releases a shockwave that stuns targets for 1sec in 600 range & deals heavy damage / 30sec cd
TB: Overdrive
Continuously strike targets with lightning to deal medium dmg if they come in 240 range / lasts 20 sec / 120sec cd
Discuss
WOW! Good job at stalking me [dancingmonkey.4902]. FYI and just for you(don’t tell anyone shhh…). I am gonna play revenant when the expansion comes and i couldn’t care less about ele. Okay. I didn’t know that other classes have broken invuln skills compared to mist form cause I thought that every invuln skills are just for survivability but apparently that’s not the case.
Edit. I would personally make the concept of invuln skill different as you can see when you go stalk me more.
He is not stalking you at all, he just clicked on your name & searched your recent posts.
Everyone can do that, and your trolling here is one of the reasons why forum members are able to do so.
Now go back into your troll-cave, you obviously got a bumburn from all this ****posting.
Geez, now that you make me look at it, they sure need to nerf mist form.
kek
/15 charrs did kek as well…
As a revenant i got constantly owned by Slick Shoes and no way to avoid it. Also i noticed that scrapper can do insane damage with it while the target is knocked down in the center of red circle circle not able to dodge cause the knockdown happens mid dodge and it even happens sometimes when you don’t even move.
The only way to avoid well placed Slick Shoes is to use stability and if you are out of stability you have to eat every burst from the engi.
Yepp, that’s what the utility is supposed to do.
If you engage a engi in close quarters without having stab or heavy cc’s ready, you deserve what’s coming for ya.
Don’t get salty over being outplayed.