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What can we do against condition builds?

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Posted by: Ayestes.1273

Ayestes.1273

I think 409 is fine the way it is, the other condi removal options though could use a two/three wipe instead. I completely agree that our choice beyond 409 is really lacking.

With 409 though I would argue even though it’s only a single condi removed and it can’t be instant, it’s one of the best condi removal options in the game. Seriously, few classes have ~7-9 single condi wipes available to them. It’s really, really good.

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Bomb kit speculations

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Posted by: Ayestes.1273

Ayestes.1273

Even in paids people stand in Bombs all the time. They often do so to keep the control point. Evading/Blocking during it though, that’s a whole different issue altogether. It is correct though that any ranged opponent or melee with previous Bomb experience won’t stand in the Bomb cooldowns.

Of course, in hotjoin and WvW… there is a lot of Bomb fun to be had. No one seems to avoid them at all.

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Bomb kit speculations

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Posted by: Ayestes.1273

Ayestes.1273

Yeah it affects condi builds differently then it affects power builds. Even then though, I think the Bomb kit needs better damage diversification for Power builds. The auto shouldn’t be the strongest option. Elixir Infused Bombs is a trait that I also think should simply be powered up and given a cooldown, so you it doesn’t feel like it forces you into always bombs. I’d still support a Shrapnel Bomb with a high direct dmg ratio in this case, but as I said before it’s something I doubt many people like as an idea. I kinda think only a select few of our kits should even have no cooldown #1 skills.

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sPvP Class Tier List: - Updated 6/30

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Posted by: Ayestes.1273

Ayestes.1273

Class balance is of course relative, since the typical burst damage Thief cannot deal with a Bunker Guardian alone. Enter the Condi-Burst Engi, Trap Ranger, or Condi Necro though, and that Guardian drops in under 20 seconds.

I see nothing troll about that list mursie, it’s simply your opinion. There is nothing wrong with an opinion as long as you discuss it, the problem is too many people are offended by another opinion on these forums. Taken from what I know as the Thief PoV, it makes sense as well. I am curious how the Condi Thief would work out against a Bunker Guardian though, but this is something I have no experience with.

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thief in water

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Posted by: Ayestes.1273

Ayestes.1273

I’ve actually never seen a Ranger use the above land version while the pet was dead. If they can use it while the pet is dead on land, that needs to be fixed too. More importantly, any bugs with the skill should be fixed. It should work 100% of the time, unless the pet is controlled or killed.

This is a Thief topic though, so I think this is getting a bit off track. I’m not sure what to do for suggestions on Thief. I imagine removing part of the evade duration would cripple the skill.

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rune for might stacking HGH?

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Posted by: Ayestes.1273

Ayestes.1273

If you have 30 points in Explosives, I’d strongly recommend just running condition duration increases instead of Might duration increases. You will get more damage out of it that way, then you would with the extra Might sustain. Just running 6/6 Nightmare runes would bring you to +50% condi-duration.

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So what now ? :S

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Posted by: Ayestes.1273

Ayestes.1273

Basic concept of doing high damage as an Engi in a Dungeon environment is swapping kits, a lot. Run through each damage cooldown as best as you can. It requires a very active style of play and you will spend very little of it auto-attacking.

If the rest of the group isn’t using conditions, then a Condi build running 30/10/0/30/0 with Bomb Kit, Grenade Kit, and Shrapnel is actually extremely effective. The damage contrary to what most people would seem to tell you is right next to the Greatsword Warrior. The only problem is, it requires no one else to be using conditions. You will maintain 25 stacks of bleeding and burning nearly the entire time.

Otherwise, you should stick to a direct damage variant. Contrary to what seems to be commonly believed, Grenade Kit autos are not the highest damage fallback option we have. Tool Kit autos are actually higher damage, but you must finish the chain. Bomb autos are also higher damage then grenade autos if you are in melee. Even then, the way to do direct damage is to swap through multiple kits at once. When I run direct damage it consists of running through the Rifle, Grenade, and Tool Kit damage cooldowns most often. I’ve seen Elixir Gun’s Acid Bomb also be used as well. There is a lot less grenade auto’ing then the forums would lead you to believe, but obviously it reigns supreme in terms of ranged AoE damage. You will spend most of the time swapping through kits and mentally managing cooldowns.

There are also a bunch of support variants that many people run, but I’ll be the first to admit I have no experience with them. I most often run with my condi-build, because there are hardly ever any other condi-builds in dungeons now. Make sure you adjust your trait selections and utilities to the fights at hand. Basically, you have to do a lot more work to achieve optimal output for damage, but it can be done.

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(edited by Ayestes.1273)

So... What else?

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Posted by: Ayestes.1273

Ayestes.1273

Condi-Burst seems to always be flying under the radar and yet has been played by Powerr, Hiba, and Teldo to great effect in tPvP. I’ve been running a similar build as my main since pretty much launch, and after dropping the Bomb Kit while picking up Geomancy it’s been even more effective.

http://intothemists.com/calc/?build=-VRR;0B-Z-Vg0u5FQFx0;9;4T9-T-49A5;319A;1a-1;11-hoHAhoHA2ZJ

It’s run with Rampager Amulet sometimes as well for an ounce more of damage at the cost of a decent chunk of survival. The overall build performs a lot of condi-dmg, and can shred many bunkers through their condi-removal by simply overloading it. Can even handle Bunker Ele’s and Empathic Bond, even if those are a bit over the top in terms of removal.

Basic idea is to run in with pistol cooldowns and land a close Blowtorch, swap to Grenade Kit for Geomancy, and then point blank land three Shrapnel Grenades. It puts out 2k to 3k direct damage in just those two_globals_, while applying 1.5k damage per second of pressure, and if left uncleansed would be greater then 20k damage. That doesn’t even count the Poison, Confusion, and multitude of other things you are doing. Severely underestimated, and with a Rabid Amulet and Elixir S it actually has decent survival.

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New Bomb Kit skill - Explosive Charge

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Posted by: Ayestes.1273

Ayestes.1273

Glue Shot isn’t really that great either, at least in my opinion. The only reason it’s even usable is because we can land a 1s immobilize more often due to the ground targeting.

I think a gap closer idea is interesting in the Bomb set. I really like the idea. I would also like to see them simply buff Glue though, so I’m somewhat conflicted.

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thief in water

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Posted by: Ayestes.1273

Ayestes.1273

I actually mentioned both the Thief and Ranger in the post I talked about underwater Rangers. I think it’s silly to have both situations underwater. Things that feel like constant evasion for over a minute or situations where someone regenerates more health while drowning compared to what most build can output for damage are silly.

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Lower all SPvP servers to 5v5

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Posted by: Ayestes.1273

Ayestes.1273

There is plenty of reason to keep 8v8. During the majority of the match you have people leaving and joining the game constantly, as well as a few afk’ers before they drop from the match. It’s very rarely if ever an actual 8v8.

5v5 would be fantastic in a solo queue system with leaving penalties and a rating system that gives you incentive to win however.

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Bomb kit speculations

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Posted by: Ayestes.1273

Ayestes.1273

I used the Bomb Kit as part of my main build since launch. I always felt it was missing something, but I didn’t think it was that terribly much. It works great in solo PvE and in hotjoin sPvP when people don’t move out of the bombs, but beyond that it has a lot of trouble against anything that isn’t just mindless melee. I thought switching it just to being unblockable would be good enough.

Now however, I don’t even think that would be enough of a boost to validate picking them up. I dropped them about a month ago now, and haven’t missed them at all. I can maintain Burning uptime in PvP combat just fine, which means the only thing I’m missing is Smoke Bomb and Concussive Bomb. Both of which just suffer from being terribly inaccurate. These would be okay being inaccurate, but they force a trait to even become reasonable accurate. Effectively by dropping Bombs I’ve lost very little and gained a trait slot.

Now it has a purpose in PvE, because it’s guaranteed to be accurate. Even without the AoE trait you can use it with the Shrapnel trait and it works pretty well and maxing the Bleed cap and maintaining constant Burn. But it is still lacking in other situations, and the only two bombs worth even a little damage in that incredibly optimal situation is Concussive (Confusion in PvE is still meh though) and Incendiary (because it provides Shrapnel bleed ticks potentially). Smoke is great against trash, but it’s trash. Glue is nearly worthless, because it’s worse then Glue Shot and Glue Shot isn’t even that great.

Honestly, I think the AoE Bomb trait should be innate and Bombs should always be unblockable. I think that is an excellent start to making the kit more viable. I also think Glue in general needs to be buffed so that it lasts 5 seconds and the Immobilize and Cripple durations need to be a base of 2s. Incendiary Bomb needs a 5s duration as well, and really now that I play without it I think Smoke Bomb was overnerfed, but I’m not sure what to do with it. The most controversial idea I have for Bomb Kit would probably be to make it so the auto-attack Bomb was no longer auto, and rather was a 10s cooldown Bomb named Shrapnel Bomb that sprinkled out a x3 Bleed to whomever it hit. Would it be overkill to do all of it? Probably, so I think one step at a time with the innate increased AoE radius and making them unblockable is a good start.

Basically, I love the Bomb Kit. I’ve always thought it was a little weak, but now that I play without it I don’t miss it at all. It needs some serious changes outside Solo PvE and niche uses in Dungeon PvE.

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Why do ppl hate the Engineer?!

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Posted by: Ayestes.1273

Ayestes.1273

There are a lot of legitimate complaints in this thread, but I think they are being overshadowed by the sheer amount of illegitimate complaints. I usually dislike being so severe and combative in forum discussion, but this is getting a little ridiculous.

First and foremost, we do deal damage. We have in my opinion the best condi-dmg in the game. No we can’t stack bleeds higher then some other classes (and yet, given the right build in PvE we can max the bleed cap anyway), but we are the only class that comes loaded with all four damaging conditions and can use them reliably. We have the best condi-burst in the game as well. When it comes to direct damage, are we on top? No, but we are a whole lot closer then people seem to think. Warriors beat everyone in PvE damage, and given the right build we are actually rather close to what they can do. 100 Nades is plenty competitive, and although overshadowed by a Thief in my opinion it brings a plethora of differing things and is a lot closer in competitiveness then seems to be played out here.

We have a lot of decent builds. Are they all competitive? No, but this is similar problem for all classes. Heck all classes need a major gunk cleaning. The Engineer is in the same boat as many. There is obviously stuff that needs to be cleaned up, buffed, and/or changed in some fashion. We don’t need a major overhaul.

Many of you have cited very good reasons people hate on the Engineer. However when it comes to damage, it’s merely perception and not actuality. 100 Nades, Condi-Burst, and many other variants are competitive in sPvP. In WvW food can give us an even greater advantage. Solo PvE we are probably the strongest period, because we can solo mobs without Defiant without a problem and we have one of best capabilities in tagging mobs in zerg PvE. In Dungeons we aren’t the best, but the amount of exaggeration when it comes out of it is excessive. It’s not all Warriors, or even Mesmers and Guardians, it usually comes down to players and gear. I can get through CoF path one speedruns with negligible differences in speed (mere seconds).

Why do people hate the Engineer? It’s perception. The perception that we are weak when we aren’t nearly as weak as people seem to think. We have some legitimate issues, but most of those issues are being overshadowed slightly by something else which is a problem many of the classes have. It’s not nearly as bad as this thread seems to proclaim.

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How isn't Rangers drowning state OP?

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Posted by: Ayestes.1273

Ayestes.1273

Does it work differently on land? I’ve never had a Ranger seem to endlessly heal on land, and I don’t often stomp. Interesting if it’s actually not a bug, but still ridiculous regardless.

Without going glass cannon, you simply will not have the DPS to kill a Ranger in the current state underwater. As far as I’m concerned as well, the ability to self-rez yourself with the Pet is one of the better #3 downed abilities. I don’t see how it’s useless if it no longer functions when the pet is dead, but that’s probably because I don’t play a Ranger.

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List of my TPvP engi builds

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Posted by: Ayestes.1273

Ayestes.1273

Concerning that third build, I’ve found that Geomancy will actually output more damage then Battle. Although without Battle you will no longer see 150+ bleed ticks. This of course means you have to run in and intentionally trigger Geomancy though. Just Blowtorch, Geomancy, and Shrapnel Grenade alone puts out incredible pressure on top of the still okay direct damage. If it was uncleansed IIRC it’d do over 20k damage.

Other then that, that last build is pretty much exactly what I run now, and it’s vicious. I couldn’t be happier with how it plays.

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Rampager or Carrion?

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Posted by: Ayestes.1273

Ayestes.1273

Best answer is to mix all three, and them three being Rabid, Rampager, and Carrion. You might want to favor the Precision sets though if you use either Incendiary Powder or Sigil of Earth though. Without any crit traits or sigils then you should focus on Carrion. I personally prefer a mix of primarily Rabid using the crit traits, at least right now.

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How exactly do I play an engineer (PvE)?

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Posted by: Ayestes.1273

Ayestes.1273

It increases the bomb radius for all bomb skills except the traited dodge roll bomb. In that case, it’s bugged because it seems to reduce that explosion to near zero radius.

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How isn't Rangers drowning state OP?

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Posted by: Ayestes.1273

Ayestes.1273

There seems to be some confusion here.

I’ve had many instances where the pet is dead and the Ranger is regenerating health extremely rapidly underwater. It is impossible to CC a Pet that is dead.

This is a bug that needs to be fixed. I’d have no problem with it if the Pet was alive and able to be stopped through either damage or control.

Honestly the only things that upset me underwater are Thieves and drowning Rangers, simply because they take forever to kill. This is coming from an Engineer underwater, which is frankly overpowered underwater.

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Balance Pistol Damage?

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Posted by: Ayestes.1273

Ayestes.1273

Yeah that might be a bit much, in the build I’m running Explosive Shot would change from about 400 condition damage to nearly 2000 condition damage. A 7s base bleed is extremely high, and a Warrior’s Rifle shouldn’t be used as a comparison here since the rest of their Rifle options lack condition damage.

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Balancing

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Posted by: Ayestes.1273

Ayestes.1273

Remember we need to be looking at damage per second, not damage per ability activation. The damage is a whole lot closer then most people realize.

I mean, even in CoF speed groups I’ve convinced people to let me run as my Engi and people don’t notice the difference in speed at all, if there is even one to begin with. Oh yeah, and I usually do it with Condi’s as well as long as there is no other primary condi-class. I’d even do more damage if the Warriors didn’t proc bleed on their crits, because I actually get very close to the bleed cap with Rare Veggie Pizza on. The only problem the condi build has is if anyone else is using up the Condi Damage slots then both of their damage goes to crap.

Even direct damage Engis tend to merely grenade #1 spam, which pales in comparison to even Tool Kit spam. Not to mention, Engi’s need to swap between Rifle, Tool Kit, and Grenades to maintain their damage. Adding in another kit (like Elixir Gun) works very well on top of that. We can do 95% of the damage a Warrior can, if not more.

The only problem is our damage rotations are extremely complicated and involve tons of kit swapping to be optimal. It minimizes any auto-attacking we do, which compared to many other professions is rather unique.

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How exactly do I play an engineer (PvE)?

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Posted by: Ayestes.1273

Ayestes.1273

PvE survival against anything that lacks Defiant as an Engineer doens’t take too much to get good at. Constantly apply the blinds and move around the enemies in circles. Drop Chill and Glue on them and just circle them until they all die.

This of course assumes Bomb/Nade/Pistols, but again after trying nearly everything for the first 50 or so levels I stuck with that long ago and it was a breeze. Orr is still a breeze and the only things you have to worry about taking much if any damage at all from are Champions that have Defiant.

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Unique Snowflake Syndrome

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Posted by: Ayestes.1273

Ayestes.1273

Haha, I can’t say I do it myself though. I tend to pick on Thieves, Warriors, and Mesmers first and foremost. I tend to undervalue opposing Engineers, and for whatever reason that tends to be right.

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Need shopping advice...

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Posted by: Ayestes.1273

Ayestes.1273

1200 Condi-Dmg gets bleed damage over 100. I think Poison is double, but I’m not sure without looking. Vitality for the Engineer starts at around 15k health when it’s at our base which I think is 916, and then for every 1 point of Vitality after that you get 10 health. A lot of people say you should have about a 1 Armor to 10 Health ratio, but that’s pretty subjective. I like to have a little more Armor then that ratio suggests, just because Supply Kit, Regen, and the standard heal can make a lot of regen time. Not to mention when you know what to dodge, you last longer and the longer you last the better Armor is.

Generally though, until you get your own feel as long as you have that 33% crit and 1200 condi-dmg I think you should be fine. Even then, I only barely have 1200 condi-dmg and I’m riding on some Ascended gear, so I wouldn’t even consider that too important when you can run around with a Corruption Sigil, eating up some food, and have Might stacks.

All of this stuff can be found on the gw2 wiki which I linked, just search it. It has all the specific formulas and is a fantastic resource. It’s hosted by ANet so it’s not likely to vanish anytime soon.

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Unique Snowflake Syndrome

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Posted by: Ayestes.1273

Ayestes.1273

I have noticed an unusual rise in being picked as the prime target. Might be confirmation bias though.

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Balance Pistol Damage?

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Posted by: Ayestes.1273

Ayestes.1273

Even buffed with an HGH build the damage is extremely meager on Explosive Shot. I mean the bleed has a base of two seconds. A mere two, which even if it manages to tick three times in a high condi-dmg build it’s going to be only 400 damage. It’s better then nothing, especially considering it can often trigger our procs, but it’s easily the worst auto-attack in the game by a fair margin.

It’s not explosive shot that makes the build strong anyway. Mask’s Pistol and Pots build is strong because of the procs, Burning, and the elixir utilities. He basically has an answer to most build’s offensive techniques whether it’s conditions or burst built into his utilities. He’s also just a whole lot better at the game then most, which is especially important in WvW. Minimizing the use of Explosive Shot is key in most situations for optimizing DPS. I mean, throwing yourself a single Might stack is often better then actually shooting and in most cases applying damage is much better then stacking boons when it comes to DPS optimization.

I know it’s not a popular sentiment, but I really think they should simply change it so the bleed is 4s base duration in exchange for removing the AoE part. Call it Shrapnel Shot and let Coated Bullets give back the AoE explosion. When I’m figuring out ways to output maximum DPS, I shouldn’t be so severely punished for having to rely on auto-attacking.

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AOE vs single target dmg: Design Principle #1

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Ayestes.1273

This is something I think the devs already talked about addressing. When the vast majority of your ideal single target damage also happens to be AoE there presents a problem.

When it’s wide, frequent, and/or long-range it only adds to the problem. It all needs to be toned down a bit, hopefully without breaking any single target damage styles. Close-range is probably the only exception, but it shouldn’t be a complete exception. Close-range should have some splash, whether it remains as high as currently is, is something I’m not personally sure of yet.

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(edited by Ayestes.1273)

sPvP Class Tier List: - Updated 6/30

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Posted by: Ayestes.1273

Ayestes.1273

As a Condi-Burst Engi:

1) Ele
2) Ranger
3) Thief
4) Engineer
5) Guardian
6) Mesmer
7) Necro
8) Warrior

This includes my general weakness to Empathic Bond and particular Thief builds though. Without that Rangers and Thieves would drop significantly. Same could be said for Ele’s without such strong sustain.

In general though, except for maybe Warriors this game is a a lot more balanced then most think.

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Premades should not be allowed into frees

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Posted by: Ayestes.1273

Ayestes.1273

isn’t this what hotjoin is?

I think the main thing hotjoin lacks for a lot of people is structure. Not only structured matches where people cannot join and leave as they please, but a competitive structure to win such as rating.

Personally I have no problem with the join and leave as you please part, and would have no problem with hotjoin remaining as it is. For the competitive structure, designing it with rating would do better in a solo queue system as it stands currently.

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Premades should not be allowed into frees

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Ayestes.1273

I think it’s great as advice to point out that you can find your own team and do the same thing, but I do not think that is justification to leave the system that way.

There are many people who simply cannot find teams whether it be because of their own time, their social situations, or simply because they think they are significantly better or worse then whomever they have access. Not to mention, there are going to be times that you play the game and your team is not around.

Giving people something reliably competitive to do with ease is one of best solutions I’ve ever seen. Things like the League of Legends solo queue have introduced a phenomenal method of giving people an answer to this problem. Right now you have people who don’t like hotjoin, don’t like the fairness of frees, and lack the tickets or team to play in paids. At least when I’m among my peers guildmates, this makes up a significant portion of whom I talk to.

It’ll take time to get there, but I really think the final solution is to simply have a solo queue and a team queue. With tickets only being used to qualify for QP and amping out the rewards. Artificial restraints on allowing someone to be competitive for whatever the reason be it needing a team or tickets are things that only serve to damper the sPvP population.

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x4 Afflicted & x2 Lyssa = Win!

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Posted by: Ayestes.1273

Ayestes.1273

It’s important to note that as of right now, Nightmare is +20% condition duration instead of +10%. Whether or not that is intended or a tool tip error is unclear.

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Need shopping advice...

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Posted by: Ayestes.1273

Ayestes.1273

The Orr temples can supply you with Rabid attribute gear for a P/P gear. That’s the best place to spend karma if you want condi-dmg gear.

AC Dungeon runs can get you Rampager gear, and any Dungeon in general can get you other variants if you so desire them. Carrion can come in the crafted variety if you want to burn gold, but you mentioned you don’t have much of it.

This link can help with any other questions:
http://wiki.guildwars2.com/wiki/Equipment_acquisition_by_stats

In terms of stats in general the three I listed Rabid, Rampager, and Carrion will all work wonderfully in combination. If you are going to use Incendiary Powder or Earth Sigil in your build you should make sure you have at least 33% crit though. Rampager is maximum damage output, Carrion is damage diversification, and Rabid is pure condi-dmg. As I said though, if you just mix a bunch together it should be more then fine especially with a huge Rabid base from the Karma.

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(edited by Ayestes.1273)

How do I beat thief that stealths w/ hs+bp?

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Posted by: Ayestes.1273

Ayestes.1273

It’s as Mask said, catching one with Supply Crate is pretty much an instant Thief death. Beyond that, you need to AoE the ground and make sure you land attacks whenever you can actually see them. It really depends on your build for specifics, but in my experience using a condi build even if they take the stealth condi-removal trait is more effective then running a power variant.

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x4 Afflicted & x2 Lyssa = Win!

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Posted by: Ayestes.1273

Ayestes.1273

The condition duration stuff is very interesting, I definitely need to test this out further. I still think they should just give us partial ticks and be done with it though. Especially when it comes to our Burning damage it gets clipped entirely too easily.

As to pushing bleed duration, in this case I honestly don’t see it working so well. You only have Explosive Shot and the Earth Sigil for sources of bleed damage, which compared to the Burn damage is a small chunk of what you can output. You are probably better off with just taking Nightmare runes or something and getting more condi-dmg.

Then again, I don’t have a DPS simulator in front of me so I could be very well wrong in this assertion.

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Why do ppl hate the Engineer?!

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Posted by: Ayestes.1273

Ayestes.1273

When coupled alongside blunderbuss, jump shot, prybar, and acid bomb, the engineer’s proximity sustain becomes absurdly high. I encourage you to go try a 4 kit setup (medkit, grenade kit, elixir gun, tool kit) with berserker gear in a 30/10/0/0/30 setup.

This in particular is something I see very few people down as a concept. PvE as an Engineer is basically entirley about swapping kits like a madman and using the right cooldowns minimizing the use of anything that lacks a cooldown.

Our condi variants of it would also be competitive too in Dungeon PvE, if the condition caps weren’t so unfavorable.

In fact, a lot of the perceived extreme Warrior damage is an exaggeration. They do have a lot of damage in Dungeon PvE, but it isn’t nearly as high as most people seem to believe. You are not at a liability if you take other classes as less then a 5% damage difference in exchange for often different utilities isn’t going to slow anyone down. About the only thing that is apparent to me, is that Warrior Dungeon PvE is extremely easy.

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Elementalist Balance

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Ayestes.1273

There are certain builds that the Ele needs toned down, probably in the sustain departments. It’s not unreasonable to do this while simultaneously opening up the rest of the builds to part of that sustain though.

I myself have no problem with Ele’s having their defensive options in sustain, I think it’s just a little too extreme when played specifically for that purpose. Especially since it’s mostly AoE.

Easily though, any class should have 5 to 6 viable builds. The Ele is far too pigeonholed into the water and arcane lines for survival as it stands. They need to have some of that survival untraited.

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Premades should not be allowed into frees

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Ayestes.1273

I really think the system with tickets needs to be reworked. I mean eventually, what I think would work best are simply two differing queues which would be a Solo Queue and Team Queue. Tickets at that point would simply serve to amp up the rewards given out and allow you to qualify for QP.

Tickets need to be optional, and eventually Solo Queue needs to be it’s own thing without any chance of a Team being in it. You should never restrict people from competitive play, and you should make the Solo variation competitive and fun.

Virydia – Hearld
Tirydia – Scrapper

Do you use grenades in your condition build?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Sigil of earth will proc from other damaging moves you use regardless and the same goes for Incendiary Powder. Technically using grenade autos would probably be better damage in a condition damage build since it’s far more likely to proc regularly. Alone, Explosive Shot reaches maybe 4 stacks of bleeds with +50% duration on it becuase it has a horribly long recovery animation. The bleed damage in this case is lucky to reach 400 damage, and that’d be with very high condition damage.

You are better off using pretty much anything other then Explosive Shot for damage even in a build revolving around pure condition damage. When it’s loaded with on-crit procs the damage output isn’t so bad and it’s obvious you will have to use it when everything else is on cooldown, but as it stands you are far better off using damage cooldowns on other kits when you can instead.

It’s always a tradeoff though, and right now I"m speaking on a pure damage dealing standpoint with conditions.

Virydia – Hearld
Tirydia – Scrapper

Do you use grenades in your condition build?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Essentialy you want to be using Explosive Shot as little as possible. In terms of optimizing your damage, one of the easiest ways to increase condition damage output is simply giving yourself more cooldowns to use so you do not use it.

Shrapnel Grenades are pretty good at that and Poison Grenades are good at giving the Poison in an AoE. It really depends on how much you want that extra damage output. In PvE it’s going to matter, in PvP the utility slots can have other uses. In PvE though, conditions have problems applying damage in many situations.

Virydia – Hearld
Tirydia – Scrapper

Why do ppl hate the Engineer?!

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

The sigils I’ve been using on my dual pistols have never been halved in anyway shape or form. I’ve used Earth, Geomancy, Battle, Corruption, and I’m sure many other kinds as well.

Virydia – Hearld
Tirydia – Scrapper

does precision apply to flamethrower?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Conditions in general are bad in groups, but in particular the burn on crit option is very strong for us.

Virydia – Hearld
Tirydia – Scrapper

Why do ppl hate the Engineer?!

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

There is some truth to it, but it’s wildly exaggerated by how much.

Virydia – Hearld
Tirydia – Scrapper

The future is now

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Half the reason I can stand using Elixirs is because:

  • Each elixir cleanses a condition.
  • Each elixir grants guaranteed Might.
  • Elixir B has no RNG.
  • Elixir H always heals.

Regarding the thrown Elixirs in particular for S, H, and B (the ones I use) I hate the base skills. Especially when it comes to Elixir S I never get stealth when I want stealth and I never get Stability when I want Stability. Thrown Elixir H and B aren’t worth the cast time in combat without traits, and even with traits it’s questionable if they are worth the cast time.

I can understand having some RNG in the game, but it needs to be mild. I honestly don’t see why Thrown Elixir S given the cooldown would be too strong if it applied both Stealth and Stability. When it comes to thrown Elixir H I think it should apply guaranteed Regen and then one of the other two boons randomly, while thrown Elixir B should apply guaranteed Swiftness (hey I can buff my group with Swiftness now) and randomly one of the other three.

Of course, there is a lot of other gunk that needs to be cleaned up in the Engi. The big areas of importance to me are a general gunk cleaning, turret scaling, kit viability, and elixir rng.

Virydia – Hearld
Tirydia – Scrapper

does precision apply to flamethrower?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Good point, clarity is good there. In regards to condi-dmg though, there are sources of condi-dmg that can be brought about by a critical hit. So increasing Precision does increase your condi-dmg, but the actual condi-dmg will not crit.

Virydia – Hearld
Tirydia – Scrapper

New Combo Field - Oil Field

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

That’s true, Lightning is Ele only.

Virydia – Hearld
Tirydia – Scrapper

does precision apply to flamethrower?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Yes it does. It applies to anything with direct dmg.

Virydia – Hearld
Tirydia – Scrapper

New Combo Field - Oil Field

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

I don’t think it’s necessarily intended as that class having that field intentionally, rather these class fields are put in thematically with whatever skills seem appropriate. After that they balanced things out and took a look where things were. It doesn’t really seem like it was a class thing, but then that’s an opinion argument and no one is correct in that assertion.

An Oil Field sounds cool though, at least to me. I think those Finishers might be a little too strong though.

Virydia – Hearld
Tirydia – Scrapper

New Combo Field - Oil Field

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

There aren’t really class fields, we have access to all of those except Dark. Dark is also one that a Thief can carry. Not that more fields wouldn’t be cool, it’s just the rationale is off.

Virydia – Hearld
Tirydia – Scrapper

How the DEV'S design Engineeer

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

I don’t think it was their design intent to make us good bunkers when they weren’t even entirely sure what roles would shape out in PvP. They’ve already said they want each profession to have 5-6 competitive builds as well, and I imagine they aren’t all Bunker variants now.

At the moment, we are excellent node neutralizers but not necessarily Bunkers. Turrets are more like an anomaly of not working out so well, I don’t see it as an class mechanic that is forced on us.

Virydia – Hearld
Tirydia – Scrapper

Anyone bought the Engineer gear box yet?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

I figured Ascended gear would be the first priority.

Virydia – Hearld
Tirydia – Scrapper

MIGHT: sigil of battle vs sigil of corruption

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

If you die alot, I’d say sigil of earth and sigil of battle.

These don’t work together very well. When any sigil is on a cooldown, any other sigil with a cooldown will not function. That means when you trigger the Sigil of Battle then the Sigil of Earth will not function for 9s. It also means when you trigger Sigil of Earth then the Sigil of Battle will not function for 2s, which could very well be when you swapped.

That’s not true. That only applies to the same type of sigil, you cannot use 2 swap sigils etc.

I tested it again, 3 days ago. Unless it has changed since then this is the way it works. I get into a lot of arguments on stream chats over this and make sure to reconfirm it pretty often. They changed this way back in the beta and it kitten me off. Now I’m reasonable and think it’s balanced, but really needs to be more clearly presented in the game.

Virydia – Hearld
Tirydia – Scrapper