Showing Posts For Are.1326:

Rune of Lyssa

in Engineer

Posted by: Are.1326

Are.1326

Forget about the 6th bonus, Lyssa runes gives you a random boon for 10 sec on a 10 sec cooldown when using a heal. Now that quickness is a boon and resistance exists, this might be realy strong (perma quickness/resistance/protection if lucky with healing kit.

Superior Rune of the Centaur can also be a nice alternativ to Speedy kits (if you don’t want to go into tools) when combined with healing kit and Robo legs (80% reduced cripple durration and your perma super swifthnes is also given to your allies).

Then there is the runes of the citadel, if the 6th set bonus bomb have the blast finisher effect from the new explosive grandmaster trait, that is an extra blastfinisher every 15 sec (at best), will be quite hard to control tho.

(edited by Are.1326)

Elixier X style suggestion

in Engineer

Posted by: Are.1326

Are.1326

I’d say Elexir X should transform us into some kinda slime creature or give us slime properties and boons (also pulsing stability) while letting us continue using our weapon/utility skills.

Toss elexir X should transform our enemies into slimes (that can’t do much) or give allies the slime transformation bonuses noted above.

Anyone Excited for Specialization Changes

in Engineer

Posted by: Are.1326

Are.1326

I wanna see if Rocket belt thingy procs static discharge, an extra discharge shoot every 10 sec sounds great, just hope it aims properly.

Suggestion : Gadget Trait TBD

in Engineer

Posted by: Are.1326

Are.1326

The problem with designing a gadget trait is how diffrent all the gadget skills are. Some are self buffs, some mobility, one is a ground target and another is a single target. Their cooldown also varies from 18 sec to 45 sec.

Your concept works extreamly well with Throw mine (double activation, explosion , blast finishers, short cooldown). But it does not fit the remaining gadgets, sure they wont make them worst, but why are you looking for blast finishers and AoE dmg when activating a stundbreaker or rocketjump. How often would you activate the skill for it’s intended function and care about the dmg/blast finisher?

The Gadget trait needs to be something that you want with ALL your gadgets or seperated into diffrent function/upgrades for each gadget(kinda like the current boon one, just more interesting).

[SUGGESTION] for Tools "TBD" Trait

in Engineer

Posted by: Are.1326

Are.1326

Oh my glob this^^
But shouldn’t they just reduce the CD of a utility in general? Or even Toolbelt skills?and Would it include healing skills? It would have to exclude kits (Obviously!!).
The system could use RNG to determine which of your utilities gets effected by this .
Personally I’d rather have a trait that reduced 1s with no cooldown over a 10s reduction with 10-12s cooldown.
Very awesome Idea

No cooldown could lead to some broken flamethrower crit builds. 10 hits in 2 sec, if they all crit that is 10 sec off your utilities some of your utility skills will become brokenly over powered (perma slickshoes for example).

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Are.1326

Are.1326

Let me be the first to say: It is finaly done. The longest thread, the biggest issue… We will be seen as more then hobos.

Error code: 42:0:9001:4409

in Account & Technical Support

Posted by: Are.1326

Are.1326

Location: Norway
ISP: NetxGenTel
World: Aurora Glade

Cmd output: http://i.imgur.com/Fh3zaKu.png

Liadri, the Concealing Dark - Builds?

in Engineer

Posted by: Are.1326

Are.1326

I ran healing turret + bomb kit+ tool kit + elexir S + Supply crate. with rabid exotic armor, givers pistol/shield, and rabid/dire acended trinkets. My traits was 4,0,0,4,6 with explosive radius, burn on crit, vigor on swiftness, backpack regenerator, speedy kits, toolkit cooldown reduction and 50% endurance regen.

Managed to get the 8 light achivement on my third try by constantly applying Burn and confusion from bomb kit and bleed from tool kit while I kited and pulled her shadows to the whril holes with magnet. and destroyed the orbs with pistol/throw wrench.

I chose Elexir S for the stealth and invulerability. getting yourself a few sec with stealth to rethink or repossision yourself helps a lot.

The "Truly Ascended" Gear Proposal

in Guild Wars 2 Discussion

Posted by: Are.1326

Are.1326

I’d love to have the ability to swap armor stats on my acended gear, as it stands now I have 5 armor sets and 3 trinket sets for my main and 2x 20 slot backpacks to hold them. It feels like a huge waste of space and one set even have to stay in my bank.

For the method of unlocking new stat combinations… I love it! It adds more horizontal progression and increese the value of exp/skillpoints as a currentcy.

However, just buying a new combinations for skillpoints sounds a little bit dull, maybe making skillpoints a part of a recipie for a consumable item that adds another a specific stat to your stat list.

A replacement for Turrets?

in Engineer

Posted by: Are.1326

Are.1326

Maybe replacing the overcharge mechanic with a toggle skill that toggles mobility and stationary mode. More dmg/faster attacks while stationary, turrets follow you and move out of AoEs while in mobility mode.

The Deployable Turrets trait could turn the stationary part of your toggle skill into a ground targeting skill that sends your turret to a location and then plants intself there.

Winter Blunderland - Dec 26

in In-game Events

Posted by: Are.1326

Are.1326

Engi Laru: 13
May Zommoros, djinn of RNG, bless my number.

Warning Buoy!

in Guild Wars 2 Discussion

Posted by: Are.1326

Are.1326

With our equipment ready and target set, we set off for Lion’s Arch. We very quickly learnt that LA was on high alert due to another Scarlet threat and decided that it was probably best to avoid using the Asura Gates due to a very high level of security and the news that they weren’t letting many people in or out of the city. So another ship was hired and we set sail, this time avoiding the rock we sought to locate a few days earlier.

With no recent word of Captain Storyteller, we decided to begin our search in some of the local bars. After all .. where do all honest sailors like to go when they make port? No one seemed to know anything of the Captains whereabouts but we very quickly learned that the sea-bookah had be killed and that Scarlet was behind it. We learned how that posing as a friend, she had struck down the sea-booker forcing her to fall off the bridge and into the water. The locals pointed us to the large high bridge known as “The Gangplank” which joined the vigil fort to the Lion’s Court. and it was here that we decided to go looking for clues, after all .. we could still study a body.

We finally found the spot where she fell. A great silence and sadness swept over us, for all our hard work and research had lead up to this point. We were going to be the first ones to discover and study a real live mermaid. There would have been parties on the streets in Rata Sum when we returned with her. Nothing gets Asuras more excited than discovering a brand new species! We pictured this scene time and time again with so much excitement. We just never pictured it with her dead.

To be honest we didn’t know quite what to expect as we dove down into the gloomy waters of LA. Half of us expected to see the poor dead mermaid lying there unconsciously on the sandy seabed, and half of us expected to see nothing but the boney remains of whatever parts of her the fish didn’t want to eat.

However, what we found was something none of us expected. For once in our lives .. We were lost. Every clue, every piece of high tech equipment, every slither of evidence pointed to this very spot… But where was she? Not only was there no sign of the body, there was nothing at all .. Not a single scale from her tail or one silky strand of her hair. The calm sandy Seabed was completely untouched.

Where was she?!?!…

Laru

Attachments:

Engineer, what can be changed:

in Engineer

Posted by: Are.1326

Are.1326

Pistol 1# is something I’d love to see some buffs for. As it is now, I can’t really use it as a core of a build.
There are a bunch of changes they could do with it to buff it in diffrent fields:

  • Pure dmg buff – Would make it more viable to pure dmg builds, but condition pistol would stay where it is.
  • Reduce after cast – This would buff both types of dmg and make it feel better to use.
  • Make it 100% chance for combo finisher – Like the warrior longbow, this would buff condition builds by granting us some interesting ways to apply conditions. It would also work well with our kits or the flame turret.
  • Increese conditions/condition duration – pure buff to condition pistols.
  • Make the explotion count as explotions – This change would let us trait in interesting ways to buff out pistol setup.

That is all I can think of at the moment. I’m not saying that all of this should be done, I’d be happy with just one of the concepts above.

Warning Buoy!

in Guild Wars 2 Discussion

Posted by: Are.1326

Are.1326

So after confirming that the Bookah-Fish was in fact an entirely new species. We began designing and developing tools that we could use to assist us in capturing such a creature, un-harmed.

First we decided to modify the weight and dimensions of a very simple Charr net rifle (child’s play). The results of testing were promising … But a slight tweak to reduce the powerful recoil of the gun may be necessary.

Then we developed a freeze gun with the intention of painlessly preserving the creature in ice until we could get it back to our lab in Rata Sum. Unfortunately this had some … “Unexpected” side effects when used on our test golems. Possibly a bad reaction between the sub-zero operating temperatures of the gun and the Central Independent-Electrostatic-Stabilizing-Unit in the golem? Hmmm .. Yes, we’ll go with that.

As well as these pieces of equipment, we’re also focusing attention on several portal, stealth and transportation devices. We expect to be well equipped to tackle any situation we may face once we depart on this mission.

Now for the next step on our agenda, to locate and contact the captain known as Storyteller. Even though the rock gave us breakthrough information, we have so far been unable come up with any reliable method to directly trace the mermaids whereabouts. We are assuming that this Captain will be much easier to find than the sea-bookah, and hopefully he can provide us valuable information we need on tracking her whereabouts.

~Laru

Attachments:

Warning Buoy!

in Guild Wars 2 Discussion

Posted by: Are.1326

Are.1326

After hours of research, assembly and testing, our krewe and I finished our brand new Plasmatonic-Submersible-Marine-Power-Suits (P.S.M.P.S) this morning.

Still, we needed to locate the rock, and the only clue we have is that many ships have crashed into it on the way into Lions arch’s harbor. This however was all the information we needed. We hired a ship to sail from the ports of Rata sum to LA’s harbor. By sending the ship into LA, we solved any potential transport problem as well as locating the exact position of the rock. We even confirmed that the rumors were true, at least the rock and sinking parts.

After activating our Plasmatonic-Submersible-Marine-Power-Suits we began our underwater search. We scraped the rock using Photo-Plasmic-Residue-&-DNA-Scanners and took the samples back to our lab in Rata Sum for analysis. With a few hours of study and testing, we were amazed at what we found … mainly that it was going to take a whole lot more than a few hours to entirely study these samples and gather all data!

We can however confirm this ..
We Asura have categorized the DNA of every known living organism in the mists. This however, is something different! Our krewe will continue to study the samples but for now, this is enough evidence to begin preparations for a pursue and capture mission.

As we speak, we are now in the process of developing non-lethal tools and weaponry that will aid in the tracking and capture of the evil man-eating sea-bookah!

Attachments:

(edited by Are.1326)

Warning Buoy!

in Guild Wars 2 Discussion

Posted by: Are.1326

Are.1326

Greetings and salutations,
I am Laru of the Asuran College of Dynamics. It has recently come to my attention, while coincidentally loitering around Rata Sums prison area, that Pacemaker Chief Gliptr had gotten a hold of some sort of half fish, half bookah.
Knowing how thick headed Gliptr is with such opportunities, I knew he had dropped the subject and gone back to his usual sub-productive work.

As any half-minded Asuran would, I decided to jump at the opportunity of a chance for knowledge and recognition. I therefore contacted my colleagues and formed a crew with the strict propose of capturing and studying this new kind of sea creature. We have few details on the subject as of yet, but from what we do know, it appears that all her actions are to the intentions of luring in and eating innocent sailors. Chances are that she is not even sentient, and does everything on instinct.
The simple minds of other major races tend to overlook the obvious.

We decided to begin our search at the very start of the sea-bookahs discovery. The rock on which she was first sighted. If everything goes according to plan, our specially designed waterproof hazmat suits should be completed and ready for deployment to said rock before the end of the week. My colleague, crewmate and expert of the four elements, Skepp Emberstone, is expecting to find clues of her origins there. With his expertise on water and rocks, and our specially designed suits, no leads will be ignored.

Expect to hear more from us shortly…

Laru

Attachments:

Pistol/Shield HGH (zerker PvE Build write-up)

in Engineer

Posted by: Are.1326

Are.1326

I run a similar build, but instead of HGH I go for Static discharge. Thats 10/30/0/0/30.
even without might, my basic attacks crit for 1200 dmg, and with coated bullet, they can hit 5 enemies 5 times each (if I round them up in a nice stack).

The Blind and confusion from Pistol 3# ,poision from pistol 2#, bleed from pistol 1#, bleed from crit trait, burn from crit trait and vul from Analyze all help me stack up some nice extra dmg from Modified Ammunition and Firearms’s 25 trait. As far as I know, that affects Static Discharge’s dmg.

Initiating with Pistol basic attack applies bleed (and maybe burn) and boost my dmg by 7%- 9%. Before the shoot lands, I fire Analyze for additional 10% dmg as well as a static discharge shoot.

I que Static Shot up right after my initial Explosive Shot to boost my Modified Ammunition dmg by another 4%. And fire Surprise Shot whenever it is off cooldown (7.75 sec with no cast animation)

After Static Shot, I use Throw Wrench for a third static discharge, and then turn over to Pistol volley if the enemy is near, or fire some more Explosive shots if they are at a distance. If the enemy have a clear line behind them will Throw Wrench return for another hit.

Flamethrower Solo-Farming viable?

in Engineer

Posted by: Are.1326

Are.1326

I got Static Discharge and Pistol + coated bullets for frarming. Basic attacks gets pierce and AoE, and Static Discharge bounce. You’ll hit everything and wont have to ground target your grenades all the time or aim your flamethrower.

Karma hoarding - wanted warning about change

in Guild Wars 2 Discussion

Posted by: Are.1326

Are.1326

And I get to know this after I wasted a few stacks of karma jugs… yay :’(

What does a lack of dragons mean for magic?

in Lore

Posted by: Are.1326

Are.1326

All I have to say is, the bloodstone held all the magic not corrupted by Elder Dragons at a time similar to now.

This made me wonder, maybe the Elder Dragons turn magic into it’s pure form instead of corrupting it? The Elder Dragons all represent an element of magic: Earth, Water, Ice, Fire, Undead and Chaos (probably), and they awaken to turn all the corrupted magic (corrupted by living creatures combining and missusing it) back to it’s pure form.

They do this by taking the magic into them self where it turn back and over time flows back out into the world.

The Elder Dragons themself could also be the corrupted magic taking shape (like an elemental), it would explain why they are so kitten mad. If this is the case then we can’t really kill them, just put them down for a while before they take shape again.

Queen's Gauntlet Lore

in Lore

Posted by: Are.1326

Are.1326

just having them hanging around in a lobby area with a line or two of dialogue would be cool enough for me. i don’t think every single being in the game needs a whole backstory to them.

True. In fact, the only character I find interesting is Liadri, she apear to be a quite powerfull mesmer (like some other high ranking humans) and have the potential to get some interesting lore.

Queen's Gauntlet Lore

in Lore

Posted by: Are.1326

Are.1326

I don’t think we kill them (story wise), they are more liekly teleported out as soon we down them. Tho this wont explain how some of them can be in multiple arenas at the same time.

Also it would be cool to see them apear outside of the queens gauntles, maybe fighting with us in future living story part, or give them a shortstory in the blog.

Make Utility Goggle shots unblockable

in Engineer

Posted by: Are.1326

Are.1326

Utility goggles are quite strong as they are, but more utility like unblockable or vision on stealthed enemies would be welcome.

New Engineer Weapon Options

in Engineer

Posted by: Are.1326

Are.1326

Marks are Necromancers class mechanic? And you can’t access Auras on Elemental Utility slots. I don’t even know where you were trying to go with these examples.

Marks is not the necromancers class mechanic, that is my point, a mechanic dosn’t need to be a class mechanic to be on weapons. And Elementalists sigils can grant Fire Aura if you trait for it.

I don’t think it’s fair to say that our turret mechanic can’t be on weapons just because it’s not considered to be our class mechanic. Arena net should instead consider the following points:

1. Is it fun to play with?
2. Is it interesting to play against?
3. Is it balanced and unexploitable?
4. Does it fit the class’s theme and overall design goal?

They should not restric their avaibile mechanics just because it’s used on the other side of our healthbar.

New Engineer Weapon Options

in Engineer

Posted by: Are.1326

Are.1326

Take out Number 5 and we have a deal. Only Mesmers and Rangers are able to use weapon skills that augment clones/pets because that’s an integral part of the profession. Turrets are not.

Yet Necromancers have access to marks on both elite and staff, Elementalist can access Auras on weapon skills and utilities.

I don’t think “turrets are not our class mechanic” is a good reason to not have one avaibile as weapon skill. It’s not like Engineers keep some kinda seperations for class mechanic, weapons and utilities, our class mechanic is our utilities, our weapons too.

Why pistol more popular than rifle.

in Engineer

Posted by: Are.1326

Are.1326

Personaly, I don’t use the rifle, even in Static Dicharge builds, because of it’s slow animations and clunky concept.
Pistol feels more fun to fire, it’s an explotion, it’s green goo, it’s lightning!
And the rifle is… a singel bullet fired at a slow attackspeed, thats no fun, it feels boring and looks even worst.
The rifles skills are kinda strange too, only reason I own one is for the rocketjump when I’m trying to go out of maps, but I’d never use it or the overcharged shoot in combat.

New Engineer Weapon Options

in Engineer

Posted by: Are.1326

Are.1326

My dream weapon at the moment is a quick power based Shortbow. Also Electricity themed.

Shortbow:
1. Quickly fire an Electrified arrow at your enemy (fast attackspeed, scale well with power)
2. Fire an overcharged arrow toword your target, dazing enemies in a line (ground target, long cast time but you are mobile while casting)(Create a liniar static field from you to your targeted area)
3. Overcharge your bow, granting yourself fury.
4. Fire a net at target area, imobilizing enemies within for 2 sec. reactivate to drag all imobilized enemies withing to you.
5. Place a turret that can take tons of dmg and shock enemies that hits it, dealing dmg. (a turret designed for cover)

The idea is to have a weapon that works well with turrets or non-kit builds.
the 4 ability lets us control our enemies locations so turrets can get some dmg in there, and the 5 ability scale with turret traits (at least the defencive ones) and can be used to protect both turrets and the player.

(edited by Are.1326)

Power pistol builds with no kits?

in Engineer

Posted by: Are.1326

Are.1326

It is quite powerfull if you use Coated Bullets and fire into a cluster of enemies, top it off with Static Discharge and you can burst down any players with minions or allies around them.

How to fix Underwater combat.

in Suggestions

Posted by: Are.1326

Are.1326

I don’t think it’s any secret how unpopular underwater combat is, and I think one of the main reasons is how your build dosn’t work there. RPGs like this is all about building your character with both look and abilities and then taking on the challanges the world posseses with it. But underwater cuts out half of your skills, replaces your weapons and replace your helmet. And for what?

I belive Arenanet have two problems that force them to make Underwater combat diffrent from surface combat:
1. Logic, because flamethrowers underwater dosn’t make much sence.
2. Ground targeting skills, a third direction makes it difficuls to work.

I’m not going to talk much about the first problem as I don’t think Logic should be prioritised over gameplay. Logic should serve the narrative, and the narrative should serve the gameplay, if you constrain or limit the gameplay functionalities in order to have more logic in your fantasy game then you are doing something wrong.

Also the logic fails in most cases anyway, you don’t die if you remove your breathing mask. And NPCs can place flameturrets underwater, but I can’t…. There are many more examples on how the logic fails underwater.

So now for the meat:
How to make ground targeting skills work underwater

Basically, while you have your ground targeting currsor (assuming fast cast is off), a grid will apear just under your character going into the horrizon.
Tilting the camera also tilts the grid, so by tilting your camera to look down, the grid will also tilt downward. You already tilt your camera to look at enemies anyway, so why not use that control to aim ground target skills?

Here is a simple concept screenshoot showing how the grid could possibly look:
!http://i.imgur.com/JtJOpjE.jpg!

This might or might not work well, but I do encourage Arenanet to make a prototype and then see if it have the potetial to become a viable ground target mecanic for underwater combat.

Back to logic

If they still belive they need to apply logic underwater then at least make skills that function the same as their surface counterpart, but look diffrently and have a more underwater theme to them:

Flamethrowers flamejet ability could spit hot boiling oil instead of flames, Flameblast could be an underwater mine. Use your imagination, but keep the skills mecanic similar so any surface build that players use hours to design, gear up and practice with works in every aspect of the game. Players will be a lot more encuraged to fight big underwater fights if they are able to use the build they are so conected with.

The old underwater weapons

But wait, if surface weapons start working underwater… what happens to the 3 existing underwater weapons? Many people have invested a lot of gold on their underwater weapons and some even have legendary versions of them!

Well this is a great opportunity to bring new weapons to all the classes, a lot of people have asked for polearms so this would solve that. Also, all the underwater weapons have tons of skins so they wont have to do much work in the modeling department.

And how amazing would it not be to run around on the surface with a harpoon gun?

Leaked Notes / BS or Not?

in Engineer

Posted by: Are.1326

Are.1326

The 2% additional dmg for every condition on enemies is HUGE, there are 12 diffrent conditions in the game (including torment) and 10 of them are on most of the time when fighting legendary bosses. Thats 20%-24% extra dmg when using pistol/rifle. Also 5% from the minor trait if the enemy have bleed, 10% more dmg to rifle trait, 10% for having full edurance etc etc. Static discharge is getting really powerfull with this update.

They also reduce the recharge on Analyze, the toolbelt skill for SD’s stundbreake and increesed the dmg from Rifle turrets toolbelt by 33% so theres a small dmg buff there as well.

I’ve been playing around with a SD variant with Pistol/shield instead of rifle recently, and the multiplication of hits pistol deals with coated bullets and it’s explosive passive when hitting a cluster of enemies is quite powerfull. I can’t wait to try it out with the additional dmg for every condition and increased SD effectivnes.

Freezing Cold Engie (PvE/WvW)

in Engineer

Posted by: Are.1326

Are.1326

I had a similar build that could put out chill permanently on a target.
By using Chill on crit and 10% chill duration sigils. 3x 20%+ chill duration sets of runes. and 30 points in explosives for grenadier will you get 100% chill durration. Also take cooldown reduction for grenades and bombs so you can use your chill grenades more.

The chill grenades deliver 3x 2 sec chills that stacks to 6 sec in total plus the 100% chill durration inscreese that to 12 sec. The chill grenades are on a 16 sec cooldown so you only need to proc the sigil (grants 4 sec chill with the 100% chill durration) once (it have a 10 sec cooldown= durring the 12 sec your chill grenades are active. In most cases will the chill grenades themself proc this sigil, but if they don’t, just keep spamming the other grenades.

So with food can you get additional 40% condition durration, remember that all condition durration stacks at 100% so if you are going to use this then replace two of your runesets that grants 20% chill durration (40% in total). You can replace it with other condition durration sets or maybe more runes that grant chill. Since your chill will last 100% longer, other conditions will last 70% longer would I recommend two sets of additional bleed durration so bleeds end up on 100% too (they have a base durration of 12 sec from your 2# skill and traited explosives.

3 changes you want to see the most on engie

in Engineer

Posted by: Are.1326

Are.1326

Why this? The class mechanic is kitten cool, compared to my Mesmer.
I mean, I love my Mesmer, but the actual shatter mechanic is a mess in it’s implementation, while the extra healing and the three extra utility skills are a lot of fun to play with, and make for rather frantic gameplay.

I don’t say we should remove our current toolbelt skills, just add a little extra with character. The toolbelt skill have no personality or interesting game mechanics, it’s just a few extra skills tossed in last minute.

My idea is simply to add a little gear next to our F4 ability that counts how many engines you have created, every few sec it makes another up to a cap and we can use one or more for diffrent skills instead of cooldowns. Kinda like the thiefs initiative in fact.

Grenade Kit QOL improvement

in Engineer

Posted by: Are.1326

Are.1326

Such as? Please point me to this kit that can do nearly as much damage as a fully speced Grenade kit…

(bonus points if it’s 1500 ranged)

Thats the point, instead of dumbing down the grenade kit so it fits everyone, Arenanet should buff the other kits so they can be used too.

Grenade Kit QOL improvement

in Engineer

Posted by: Are.1326

Are.1326

^They don’t have to make the auto-attack mandatory, just allow some players who don’t like smashing buttons all the time to use it. Your sum-up is rather selfish.

Then they would have to add an own option in the settings for one class’s one untility bundle’s one skill… it’s too specific to be in the setings menu.

But maybe instead they could make it so CTRL clicking the skill (used now to turn auto attack “on” or “off” on weapons with targets) change if it works as ground target, follow a target or autoattack towards a target. Aka 3 options instead of 2 (or 0 as with the grenade kit in its current state).
This would however requier big changes in the code and I don’t think this will ever get that far up on Arena nets “to do” list.

Grenade Kit QOL improvement

in Engineer

Posted by: Are.1326

Are.1326

This would be a huge nerf for experienced grenade users:

1. You can no longer use the 1# skill to hit stealthed enemies. The other grenade skills only explodes when they hit the ground, but our 1# skill also explodes when they hit enemies. If we lose the ability to cast this where we want without a target will we lose our best counter towards stealthed enemies.

2. We’ll lose that little edge that makes grenades the longest range 1# skill in the game. Currently will the grenades go 1500 units when trated plus damaging out the radius of the explotions. I often use this to reach distant enemies, when they are just outside 1500 range.

3. Enemies will be able to just run away from our grenades when far away. You might think the grenades will be homing like some elementalist skills, but considering that you can run away from rangers shoot and that they are faster will I asume it will be even easier to avoid them.

4. We can no longer deny areas from other players in WvW. I often spam grenades in one spot even when no enemies are there in order to force them away from it. Sutch a spot might be a downed ally, or a keepdoor.

You might not agree with my points, but I know they are some sides of this chance that would make grenades less enjoyable to use for me.

The engineer don’t need to dumb down the interesting weapons we have, it needs the uninteresting weapons to be more powerfull or usefull for players who don’t want skillshoot based gameplay. I think the reason so many want grenades 1# skill to be targetable with autocast is because grenades are so much more effective than the other kits/weapons/builds.

3 changes you want to see the most on engie

in Engineer

Posted by: Are.1326

Are.1326

1. Turrets having their cooldown start when you drop them so we can get them ready for next mob when roaming in PvE, the way it is now force me to wait 30 sec for every mob.

2. Make rifle, pistol and bombs FUN, like faster… or at least not the long fire animations. Bombs with mobile heat-seeking AI would also work.

3. Give us a proper class mecanic, example: a passive that creates an engine every 5-10 sec to a cap. The engines are used instead of cooldowns for skills sutch as turrets, mine or other machine like creations.

Smoke + Blast Area Stealth Combo Rotation

in Engineer

Posted by: Are.1326

Are.1326

Maybe you can swap bomb kit for thumper turret and use flame turrets smoke field for the combo field, thumper turret should have a blast finisher on the utility skill before you drop it, one when you overcharge it and one when you explode it.

Keep it mind that this wont work if the flame turret isn’t near some enemies.

PvP Bug! Eles and nades/thrown elixirs

in Engineer

Posted by: Are.1326

Are.1326

I got this bug today as well, happened when casting grenades at elementalists with the armor of earth effects.

Trait swap

in Suggestions

Posted by: Are.1326

Are.1326

The method for trait/build swapping suggestion I’m the most in favor of is an equipable traitbook (you already buy them anyway), and your current trait setup is bound to the traitbook. So if you want to swap traits completly while not throwing away your old trait setup could you just buy another trait book and equip it instead, your old traits will be bound to the trait book you just unequiped and you can equip it again when you want to go back.

Armor and Weapon skins and stuff

in Engineer

Posted by: Are.1326

Are.1326

Predator dosn’t fit engineers anyway, try the charrzoka instead I have it on my engineers and the silly size is amazing.

Charge based turrets suggestion.

in Engineer

Posted by: Are.1326

Are.1326

So I was thinking of ways to solve some of the design flaws with turrets: their lack of mobility and usefullnes when you only run 1 or 2 turrets. And one Idea that came to mind was letting every turret utility skill spawn multiple turrets until a cap. So let me take you through the design progress:

First lets put the overcharge abilities aside, right now we just spam them whenever they are off cooldown anyway. We might look at ways to implement them passivly later, since some of them are quite usefull (see flameturrets smoke filed).

Next lets replace the overcharge ability to place another turret, for my example will I use the rifle turret.

Now lets set some variables:

  • Rifle turret deplyment cap: 2 // players can only place 2 rifle turrets out at any given time
  • Rifle turret construction time: 20 sec // you will passivly prepear another turret every 20 sec
  • Rifle turret stock cap: 2 // you can only have 2 rifle turrets prepeard at any given time

As you can see have I added a construction timer, basicly whenever you have les turrets stocked than the Rifle turret stock cap will you get a 20 sec construction boon that will increese your rifle turret stock by 1. Only 1 rifle turret can be constructed at any given time.

This info can be shown with boons: 1 boon (stacks to the Rifle turret stock cap) shows how many turrets you can place out.
Another boon (does not stack) will show that you are currently constructing a rifle turret at the end of its durration. By the time it is done will it start over if your Rifle turret stock cap is not reached.

Placing a rifle turret will consume one stack of your Rifle turret stack boon and self destruckt your oldest turret if you already have 2 rifle turrets out (the Rifle turret deplyment cap)

While you are constructing a rifle turret and have no rifle turrets in stock will the utility skill show your current construction time.

The toolbelt skill can stay the same, except that detonate will explode all your Rifle turrets instead of only 1. There is also the options to replace the boring toolbelt skills you have while not having any turrets out with a “quickly construct rifle turret” skill that is a charge.

This system opens up for some interesting traits, think a +1 to your stock limit or reduced construction time. The turret deployment limit should not be traitable tho since it would be to powerfull compeard to untraited turrets, however it might be diffrent depending on the type of turret.

A charge system can also be applied to other skills, like mines, traps, spirits, banners, minions etc. It creates some interesting mechanincs and dosn’t force you to go all out with that type of skills and thus sacrificing important utility sutch as condition or stund removers.

Level cap increase past 80? Y/N

in Community Creations

Posted by: Are.1326

Are.1326

I want more trait points to play with, but leveling up dosn’t look like the way to go.

Flamethrower change in January patch

in Engineer

Posted by: Are.1326

Are.1326

There is still a problem hitting objects, even when you aim at it point blank will it just keep missing.

Flamethrowers in February

in Engineer

Posted by: Are.1326

Are.1326

The burn durration trait is really not that effective since flamethrower burn is only 1 sec and will only tick 1 time even with 20% extra durration unless you apply another burn before it runs out.
You can use the flamethrower toolbelt skill to do that but it is on a waaaay to long cooldown. This is why I’d add 10 points in Explosives for burn on crit and forget about the 20% extra burn durration (cooldown reduction is more usefull here).

Also the 5% thoughness into power trait is kinda bad. To get 100 power will you need 2000 toughness, and building that much grants you little defence for every point.

Yes I know toughness scale better with healing skills than vitality, but it have no defence against conditions, and you need that if you only have 1 condition remover.

Flamethrowers in February

in Engineer

Posted by: Are.1326

Are.1326

For flametrhower would I build Hybrid dmg,
take 10,30,0,30,0 with Burn on crit in the first line.
Vulnrability on crit, flamethrower recharge and might while having flamethrower in the Firearm line
Then take Elexir recharge rate, elexirs remove conditions, and 15% dmg boost for flamethrower.

For runes use runes that grant boon durration (or might durration).
Utilities should be Flamethrower + Elexir B and Elexir R. Healing skill should be Elexir H.

Try getting at least 30% crit rate (boosted to 50% with fury from elexir B ). This way your’ll crit a lot every time you attack, apply your on-crit conditions sutch as bleed (5 points in Firearms), Burn (flamethrowe’s burn alone is to short), and Vulnrability.

For weapons most of them works, but I would recomend Pistol + shield since the shield grants lots of utility when used right. 2 weapons also lets you use 2 sigils instead of 1 on the rifle. For that I’d take Superior sigil of Earth for the added condition dmg (you deal lots of crits so it will proc often)

Now the enemy should bleed, burn and be vulnrable all the time while you attack them and that will grant you additional 5% dmg from 25 points in firearm, if you use Superiour runes of Strength will you also get 5% dmg from having might on.

Remember that your toolbelt elexir skills and elexir utility skills remove conditions, this means you have 6 condition removes on short cooldown (we traited for that ).

P.S: Stay away from water.

Vote! We need a complete Rehaul.

in Engineer

Posted by: Are.1326

Are.1326

Before GW2 beta started did I expect Engineers strong side to be turrets, at the moment is that probably the most useless and broken part of our class. Instead of making the kits the F abillities like someone suggested (would be to similar to Ele) would I prefear to see Turrets getting that spot and a huge buff/fix.

In one case could we have one turret that we place/explode with F1, and F2, 3 & 4 could be abillities from existing turrets. Kinda similar to the ranger (would be funny if we could find diffrent turret designs around the world too).

Another case could we have multiple turrets out at the same time, kinda similar to what we currently have (But they need to be fixed!).

Also please make it so picking up turrets reset their cooldown, as things are now will I end up hitting F to search or revive only to remove my turrets by misstake. >.<

-Are