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Power or Condi?

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Go power for PvE and Conditions for pvp/wvw.

Lowest ranked server should get free upgrades

in WvW

Posted by: AsmallChicken.9634

AsmallChicken.9634

Second ranked server should get half cost upgrades and the highest ranked server should get the full upgrade costs.

With these lopsided bad matchups the highest ranked server usually only has to pay once for the upgrades in the whole match while the bottom 2 servers are scrambling and paying large amounts of gold every day. Using the proposed method should help alleviate the burden that being a bad matchup brings to the lower ranked servers.

FT leveling build?

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

They’ll say “go nade or go home”, going nade makes u roll alts…

Going Nades for lvling is really really bad until you get the Grandmaster trait at lvl 60.

Engineer DPS, returning player

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

A berserker engineer using Grenade or Bomb kit (traited of course) actually is one of the higher pve dps classes in the game. Adding in Static Discharge will increase your dps even further (works best if theres more than one target as Static Discharge will bounce between mobs a few times). Of course they are outshone by Warriors by a lot, but that is because Wars are op in pve.

Anyone test to see if the new Scope works?

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Just curious since the old Scope was broken for so long because the script looked fine.

Leveling in WvW

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

General WvW is really inefficient for lvling unless you’re rolling in a karma train taking undefended objectives really fast. However there is a really fast lvling method in WvW that involves doing PVE.

Ideally what you want is a group of 5-8 people. You want one of those people to be on a lvl 80 Berserker build (Warrior generally works best). You then go to the least populated Borderland map. You want all of your players to have an XP booster or an XP bonfire and equip swiftness and movement skills. The idea is to make circles around the outer edge of the map and in the lake and kill all the pve mobs you can find (do the quaggan nodes/skritt/centaurs/and veteran event mobs too). The lvl 80 char will be doing all of the killing while the others will be tagging the mobs. Generally you want to avoid getting into fights and taking objectives unless its an undefended camp or sentry. Depending on how fast and proficient you work, you can get up to 10+ lvls an hour. I would not recommend this method though if there is heavy fighting going on in the map though.

Flame Jet still broken... Really?

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Posted by: AsmallChicken.9634

AsmallChicken.9634

I don’t see why certain people are being so kitten the OP. He has an issue with the skill he would like to be addressed. There are others that agree with him so there is at least some merit at looking into the issue. True there are ways on the user end to mitigate said issue. Nonetheless the OP is looking at ways to help improve in his eyes the performance of the skill in question. You might not agree with his issue, so just state it and move on instead of attacking him as a player.

In the end this is just a suggestion to devs to fix a perceived problem. It is ultimately up to the the devs whether to ignore or go along with the suggestion. I mean at worst the devs will do nothing and carry on, but at best the devs could improve the way the skill works which benefits everyone so it is worth a shot. Attacking a poster over their suggestion on the matter surely isn’t productive pretty borderline trollish.

Can't choose about condition or power build.

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Posted by: AsmallChicken.9634

AsmallChicken.9634

In zerg v zerg fights in wvw conditions arn’t that great as you’ll be fighting alot of Warriors and Guardians running full runes of Melandru with Lemongrass soup.

Condition duration and elixir gun.

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

You should be aware that a lot of the meta now involves running Warriors and Guardians with a full set of Melandru runes with Lemongrass soup. This will cut your condition duration down considerably.

Why the Maguuma hate

in WvW

Posted by: AsmallChicken.9634

AsmallChicken.9634

We at least don’t have it as bad as SoS. We are losing a ton of rating points right now so theoretically we have less chance of being paired with higher tier servers. SoS meanwhile has managed to gain a ton of rating points while losing badly to even higher ranked opponents. This means that they have a very high chance of facing those higher tiered servers again.

Engineer Trait Bloat

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

I feel they have certain traits in the wrong places like the 50% endurance regen definitely should not be a grand master trait it should be one of those tiny 5 point traits easily.

Really? I consider a flat +50% endurance regen passive one of the stronger traits in the game. Definitely one of the most GM-suited ones.

The trait does not stack and is overwritten by vigor. Engineers also have easy access to perma-vigor. So the trait is garbo especially as a GM trait.

What we have learned from the new matchups

in WvW

Posted by: AsmallChicken.9634

AsmallChicken.9634

The higher ranked server usually always wins, sometimes beating both servers combined.

T1 population and coverage>>>>>>>>>>>T2>>>>>>>>>>>T3, etc.

The most competitive matches occured between the #9, 10, and 11 ranked servers (shocking right?).

Now was it really necessary to give several servers horrendous match ups just to confirm what everyone knew in the first place?

SBI getting crushed

in WvW

Posted by: AsmallChicken.9634

AsmallChicken.9634

Gaining Rating points.

This means that next time they have a higher chance of facing even harder opponents. System clearly working gaiz.

Ultima Glue Bomb

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Was anyone seriously thinking that this wouldn’t be isnta hotfixed?

This is the Engineer class we’re talking about where anything remotely useful is insta nerfed while bugs from beta are still broken.

Fix Scope or remove it

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

New patch still nothing.

Engineer Patch Notes 5/28/2013

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

No fix to Scope = fail.

05/17 T3: Maguuma/Kaineng/Yak's Bend

in Match-ups

Posted by: AsmallChicken.9634

AsmallChicken.9634

I was on the arrow cart you are complaining about. You can hit all those arrow carts you placed when you have the radius upgrade. No zoom hacks required.

Fix Scope or remove it

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Healing Skill Chart

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

You should also take into account that putting points into Tools reduces Med Kit F1 heal cd. So at 30 in tools, Med Kit should see a 30% increase in overall healing.

5/3 T3 Kaineng/Maguuma/Yak's Bend

in WvW

Posted by: AsmallChicken.9634

AsmallChicken.9634

I wonder what happened to Mag. Reset for the past few months usually was our strongest time, now its our worst?

Engineer Turrets Traits Broken

in PvP

Posted by: AsmallChicken.9634

AsmallChicken.9634

Broken trait you say?

Well if its anything like how they deal with the Scope trait, they’ll say that the script looks fine 8 months later with no concrete indication they’ll fix it.

Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

I know what Anets response will be like:
“We looked at the script and it seemed fine”.
Locks Thread

Scope has always and will always work

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Posted by: AsmallChicken.9634

AsmallChicken.9634

I’m sure they do test… just not using Scope. Never really seen any builds with it.

I’m sure we’d see people using the trait if it actually works. For full berserker builds, you’d see something like a 20%+ increase in dps whenever you stand still.

I mean what other traits would you use when you already have SD and Speedy Kits? Certainly not our GM traits.

Scope has always and will always work

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

I wasn’t paying attention to the exact statistics when using Aim for the Weak with 89% crit chance (99% when the trait activates) as I was just looking to see if Scope would push me up to 100% (which it didn’t).

When I bumped my crit to 90%, Aim for the Weak and shooting at a <50% golem a couple hundred times, I definitely got all crits. So I can safely say Aim for the Weak is working as intended. Scope is however not.

(edited by AsmallChicken.9634)

Scope has always and will always work

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

From the tests I just ran it appears to be working but is poorly worded.

What you’re saying in geek terms is that you think this trait is applying the bonus in a multiplicative fashion instead of an additive fashion. That is certainly possible given the ambiguity of the wording. Before I’m willing to fully accept the possibility, which would imply that all testing of Scope function must be done at high critical strike change levels. I’d like to know what other traits exist in the game that are multiplicative. As far as I know, none are.

Scope dosn’t work even if it was multiplicative. As noted before I got my crit chance up to 89% chance which would give me ~98% crit chance if Scope worked multiplicative. I then had the trait Aim for the Weak which gives 10% crit if the target is below 50% health. If Scope truly worked in any fashion, I should have above 100% crit chance against a target if it is below 50% health. However I was still getting no crits on a Golem when he was below 50% (I only started keeping track when the golem was under 25% to be extra sure it was truly under 50%).

(edited by AsmallChicken.9634)

Scope has always and will always work

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

From the tests I just ran it appears to be working but is poorly worded.

It doesn’t ADD 10% to your crit chance.

Fury: 20% critical hit chance INCREASE. Stacks in duration.

Scope: GAIN 10% [more] critical hit chance while standing still.

My test was run without fury at a crit chance of 50%. After activating scope in traits and standing still and running 10 tests of 100 attacks each my average came out to be 54%. Assuming there is a margin of error for RNG, this would be accurate.

If I have fury(i did not) and it applies before the boon you would have ~75% with fury. If it applies after the boon you would have about ~77%. 2% difference is to small to test for due the the margin of error created by RNG.

People have gotten their crit rate to 91% without scope. They put on Scope and regardless of how it is worded you would expect a 100% crit rate. But nope there still is a significant no crit chance.

91% without scope and WITH fury. I stated that my test was run without it. That would result in 71% crit chance. Assuming scope applies before fury that would put you at a 98.1% crit chance. Please take the entirety of the post into consideration before responding.

EDIT: Math error.

71% + 7.1% = 78.1%
78.1% + 20% = 98.1%

The fire arms minor trait target the weak would put you over 100% crit when the targets under 50% if scope worked even with the way you think it works.

I just tested it and I was still getting non crits when the target was under 50% health with 89% crit rate. Scope does not work period.

Edit: Do you have 25 points in Firearms? Maybe thats why you are seeing higher numbers than expected since you gain 10% crit when the mobs at half health.

(edited by AsmallChicken.9634)

Scope has always and will always work

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

From the tests I just ran it appears to be working but is poorly worded.

It doesn’t ADD 10% to your crit chance.

Fury: 20% critical hit chance INCREASE. Stacks in duration.

Scope: GAIN 10% [more] critical hit chance while standing still.

My test was run without fury at a crit chance of 50%. After activating scope in traits and standing still and running 10 tests of 100 attacks each my average came out to be 54%. Assuming there is a margin of error for RNG, this would be accurate.

If I have fury(i did not) and it applies before the boon you would have ~75% with fury. If it applies after the boon you would have about ~77%. 2% difference is to small to test for due the the margin of error created by RNG.

People have gotten their crit rate to 91% without scope. They put on Scope and regardless of how it is worded you would expect a 100% crit rate. But nope there still is a significant no crit chance.

Warrior GM trait jealousy

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Posted by: AsmallChicken.9634

AsmallChicken.9634

If that were the case, we would be knee-deep in new traits.

I think ANet has to look at their data logs for use, the bug thread, and make the decision to fix our broken traits first, then add some new ones.

Lol they won’t fix our broken traits as they don’t even know about them. They just found out today that our Scope trait was not working.

https://forum-en.gw2archive.eu/forum/pvp/pvp/245-days/first#post1931815

Fix Scope or remove it

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

So new update, the Scope topic in the Spvp forum got locked. Obviously they never tested if Scope was working as they only looked at the script (what happened to Q/A guys?).

They also said they’re looking to improve Scope as they say it sucked. I’ll take it, but still how would we have known if it sucks in the first place if it never even worked.

Devs hate this class, period

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

I wouldn’t say hate, but they are making me wonder that they don’t test the Engi.

Take this thread as proof https://forum-en.gw2archive.eu/forum/pvp/pvp/245-days/first#post1931815.

Scope has always and will always work

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Now we know why Scope has never been fixed.

The devs obviously don’t test out the Engi. All it takes is to go to the Mists and hit a golem a few hundred times. But nope, apparently we’re doing their job for them.

(edited by AsmallChicken.9634)

245 days

in PvP

Posted by: AsmallChicken.9634

AsmallChicken.9634

Ok I just did another test to be extra double sure.

Out of 2000 shots fired using base crit, i got 84 crits. That is a 4.15% chance to crit. We should be getting closer to 14% if scope actually works as advertised.

I’m sorry, but you guys arn’t helping the perception that the devs don’t care about Engineers. We have been reporting this non functioning trait since beta and all it takes is a simple test to show it. Instead you tell us that it is working even though our testing has been showing otherwise for months.

Fix Scope or remove it

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

I can’t believe Karl is saying its working. All it takes is a simple test in the the mists with no crit gear and base 4 crit to see if it works.

When I did it and shot a golem 200 times, I only got 10 crits. No way this trait is working.

(edited by AsmallChicken.9634)

245 days

in PvP

Posted by: AsmallChicken.9634

AsmallChicken.9634

I just tested in the mists with Scope with only base crit chance of 4 and standing still.

Out of 200 hits I got 10 crits. There is no way the trait is working with such a large sample size and such high deviation.

(edited by AsmallChicken.9634)

Fix Scope or remove it

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

So new patch and still no Scope fix.

They did say next patch will be for bug fixes though. Still really bad that it hasn’t been fixed for this long.

New Healing Turret

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

The new Healing Turret is terrible in large scale WvW fights as the skill lag will ensure that you will never be able to get off your overcharge burst (if the turret isn’t melted instantly in the first place).

They should combine Adrenal and Armor Mods

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Sure they can. And our overall damage will be decreased by 30% to compensate it as usual.

That will happen 2 patches down the road. For the first patch we will actually receive a 30% increase in damage because they botched the coding and don’t really Q/A the engi at all.

They should combine Adrenal and Armor Mods

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Since Warriors are having two of their bad GM traits combined and getting a new trait (the boon hate one), the devs should merge our top two worst GM traits and give us something new too.

Heck I’d take the boon hate trait as our new GM trait too, but in order to make us different it’ll probably be something different. As long as its good and not adrenal mod/armor mod level I’ll be happy.

Adrenalin Implant vs Natural Vigor

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Posted by: AsmallChicken.9634

AsmallChicken.9634

Adrenal implant, stacks with vigor.

Natural vigor, no stacky with vigor.

Whoah, are you sure? Because I was pretty sure it didn’t. Now I want to go test it.

It does not stack.

From my testing a couple months ago, there was at least a marginal increase in endurance regen.

Just tested

W/o Adrenal Mods but with vigor : 5 sec to regen from one dodge
W Adrenal Mods and vigor: 5 sec regen
W/o Adrenal Mods and no vigor: 10 sec
W Adrenal Mods and no vigor: 7.5 sec

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Adrenal implant, stacks with vigor.

Natural vigor, no stacky with vigor.

Whoah, are you sure? Because I was pretty sure it didn’t. Now I want to go test it.

It does not stack.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Stop giving devs excuses for giving us garbage GM traits. If anything they should do what they will do for Warriors next patch and combine the Adrednal Implant trait with Armor Mods. Then they can add something else that would be worthy of the slot.

Oh no... SOTG

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Another thing I thought about, Supply Crate Healing Turret is going to kick kitten

Oh no... SOTG

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Another big effect for us is that in WvW confusion will do half damage now, in line with Spvp.

Oh no... SOTG

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

What I found funny was that the dev pretty much said “we want to create new builds for the engineer such as turrets, but turrets suck so…yea”.

Its that time of month again

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

Patch is about to come out, time to predict what the Engineer patch notes will be.
Here’s mine:

Engineer:
Drinking elixers with HGH will only grant one stack of might
Cleansing formula 409 now has a 20 sec internal cooldown
Static Discharge now has a 20 sec internal cooldown
Rifle Turret Damage is increased by 10%

Bugs:
Scope still not fixed
Due to botched implementation drinking elixers with HGH now grants 3 stacks of might. Thrown elixers grant 0 stacks of might.

(edited by AsmallChicken.9634)

Stop sharing OP builds already

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

.

If they nerf HGH they would have to sprinkle a lot of other buffs in there.

Patch Notes:
HGH nerfed.
Rifle turret damage has been increased by 10%.

There’s your buff arn’t you thankful?

Flamethrower Pull

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Posted by: AsmallChicken.9634

AsmallChicken.9634

I miss the old flamethrower with the old Juggernaut.

Grenadier not the only great PvE build

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Posted by: AsmallChicken.9634

AsmallChicken.9634

I don’t think people are saying that you should only use grenades especially in PVE. Pve after all is easy and is especially a great place to test new builds and use builds that you find fun even if its not particularly optimal. It is only a game after all.

However what people are saying is that from a pure mathematical and min-max perspective (and only for straight damage) grenades are your best option both direct and condition damage wise. There’s really no arguing around that (ok bomb may edge out nades by a bit, its been a while since i’ve seen the math but they are pretty hard to use and a bit clunky). Nonetheless that doesn’t mean you should use nades if you don’t want to. But if you want to be as efficient as you can (in dealing damage that is), nades are your best choice.

Do our elites need rework?

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Posted by: AsmallChicken.9634

AsmallChicken.9634

I’d rather not our elites change because using Anet logic, Supply Crate will be nerfed to be more in line with our other elites.

I was just told there would be an HGH nerf?

in Engineer

Posted by: AsmallChicken.9634

AsmallChicken.9634

I talked to Hammon in game who is a dev and he said HGH is getting nerfed. Gadgets are not being worked on at the moment and basically nothing else lol.

If it does get nerfed there’d be no one else to blame but the engineer community. I’ve been asking guildies throughout this month (in a guild of about ~150) and no one thinks engineers are overpowered. Most (nearly all) haven’t even heard of HgH. There’s actually only three engineers in our guild (myself included) and we all just run whatever we feel like playing around with. No cookie cutter builds.

Nah, other professions are raising a huge storm over this build too. Just look over at the SPVP forums where you’ll get glimpses of where balance is heading.