Showing Posts For Bargaw.4832:
I’m asking about full exotic armor + rubies/sholar in dungeons / wvw.
I’m just curious. I’ve heard it’s around 7k per use from cluster bombs and 2.5k from autoattacks (all crits), is it true?
It’s versatile because you can mix and match the different abilities more easily. I can place down a big ol bomb, healing turret, then fire bomb, and then swap to pistol shield, and get 3x blast finishers from bomb explosion, turret explosion, and magnetic inversion for 9 stacks of might on the group, plus the bit of regeneration from while the turret was up.
Grats you just sacrificed good few seconds of dpsing, heal and probably knocked target away from all aoes for few stacks of might. Besides, detonate turret most of the time uses water combo instead of fire or it doesnt apply regen in area, so you are getting 6stacks of might or no bonus heal.
I can use confusion bomb, then pistol #3 for more confusion and blind so I can take a confused hit for free, then back to smoke bomb for 4 more seconds of free confused hits.
Mesmers can maintain more stacks confusion on target, while you rely on target to be standing in your bombs. Unless you are talking about pve, where confusion is useless.
I can put down a super elixir field and then use elixir bombs to heal everyone in melee range while doing still doing damage.
You can after spending 30points into useless tree and I wouldn’t call it “damage”.
Besides, guardians can just pick up mace and Battle presence and they will deal more dmg, heal more, block attacks and have bonus options from offhand, like extra regen/blind, even more blocks for survivability or aoe heal + protection.
A lot of skills are buggy and/or underwhelming, but the ability for a variety of creative skill combinations is there. At no point do I feel like I am using skills simply because they are off cooldown, like I do with most other classes. That is versatility.
Most of toolbelt skills(all?) that engineers bring to dungeons simply give boons or deal damage. I think only exception is toss elixir R, because it simply has no to very little effect otherwise – those skills are exception, like drink elixir c (but no toss elixir c as it gives 1 buff always, so it’s always worth to throw it every cooldown)
I think anet has to learn that every class is versatile, even more than engineer and there’s no point in cutting engi dmg in half to compensate that.
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come back when you level up engineer to 80, where rifle takes 20+s to kill a mob
If you think that warrior has to spec heavily into something then you gonna have bad time
spoiler: warrior is actually one of the most versatile professions
People keep calling engineer versatile because he has no cooldown on kit swaping.
Personally I think that engineer lacks this ‘omph’ that other professions have. Most of engineer skills don’t have clear purpose or have random elements or are simply worse copies of other profession skills. It feels like Im punching every possible button, without general thinking, because noone of engineer skills really requires waiting for use.
Example: tossing elixirs / elixir B, those skills are just mashed every cooldown to maximize efficiency, but they bring NOTHING to gameplay and are annoying to use.
Imho the tradeoff for having kits+toolbelt kit is way too big to have dmg cut in half or more and losing second weapon set.
Even with kits+toolbelt engineer doesn’t really have more utility than other professions.
Example: Ordinary S/P+SB thief with hide in shadows, shadow refuge
more single target dmg, interrupts, very strong blinds, huge aoe dmg + aoe weakness, very good survivability with SB 3rd skill, heal clears all dots, instant aggro drop for teammates+heal
and then thief can spec into things like shared venoms, steal giving buffs, giving regen to stealthed allies…
what engineer can spec into to get that ‘superior support and versality he has?’ bombs healing on explosion with broken trait that reduces bomb radius? or go dps juggernaut + flamethrower doing less dmg than NPCs while offering broken 2nd skill, single stack of blind or fire condition or only mediocore skill pushback (that is rarely used in dungeons because it annoys more than help)
Engineers are in really bad spot right now, people refuse to admit it, because they think they are doing fine in dungeons, while in fact all you need in dungeons is tanky gear, heal skill + ability to dodge, fights take longer, but are impossible to fail because bosses have no enrage/regen.
(edited by Bargaw.4832)
Hey, at least we have that 25% ms bonus while in combat!
Shortbow thief with any spec has more dmg/support/survivability than engineer in dungeons.
I hate the fact that engineer pays huge dps loss for being ‘most versatile profession’, but even if engi specs full dps sacrificing every possible support option, he still gets about half dps of a warrior and survivability of exposed ballsack.
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static discharge glass cannon build is the best burst build ive played out of the 5 geared 80’s i have…imo better then thief/war/mes
using goggles/battering ram/wrench with it
tip: use goggles right after overcharged shot and it breaks the self kb instantly
not even. My engineer is my full exotic power, crit and crit damage character…warrior is not even full glass cannon and he crits with a rifle a LOT harder than engineer with a explosive, firearms, tool build. I am using goggles, battering ram and wrench and I dont hit anywhere NEAR what a rifle, axe, GS warrior does….and my mesmer who is a toughness vit gear and build can do more damage and last a lot longer and brings a lot more utility to the group.
Your warrior might crit harder, but then has almost nothing in the way of defence like an engineer.
Your rifle warrior lines up kill shot, last minute I have the choice of reflecting it back in his/her face, simply blocking it with shield #5, or Tool Kit #4. Warriors catch me off guard, sure they tear me up, but mostly they don’t.
You have 20k+ hp, higher armor and you can swap weapon to greatsword for example and use those amazing mobility skills to run away from pretty much any bad situation. You also have easy access to swiftness.
Engineer has no mobility skills besides boons. Rifle 5th skills could be considered mobility skill if it didn’t locked player in place for 1s.
It’s same for magnet pull. Targets need to stand at edge and you need to be a little bit away from wall. I wish SW worked more like spectral grasp, SG actually knocks target to your direction, so it’s easier to pull target from the ledge.
Did you mean modnir punisher? You can buy this skin for 500karma at http://www.gw2db.com/npcs/300936-forward-scout-greta
It looks nice, but it’s just mace;/
(edited by Bargaw.4832)
Yea, anet just need to add priorities.
AH+staff skills would mean full hp every 20s. Symbols already pop my health back to full when I’m low hp and let zerg pass thru my speed symbol from staff.
I’ve been tinkering with new builds in new fractals dungeons ankittenep going back to this build every-time.
http://www.gw2build.com/builds/simulator.php#1.3.12.7.0.18.25.34.0.34.53.65.66.67.77.5.5.21.0.0.0.0.0.0.185.186.191.197.203.206.212.0.0.0.0.30.30.10
The amount of healing this build is enough to outheal every boss in fractals and can pretty much tank any trash without even using heal(for example dredge spawns before destructible doors).
My gear isn’t perfect, it’s mostly masterwork with power/prec/mf with about 30% crit total, but I find myself pretty much immortal in dungeons. Whenever I need heal I can pop staff 4th skill and get 6k+heal (five party members getting 12 stacks, thats 60 stacks of might and AH heals for ~70 per stack) or pop all virtues for 8k+ heal, then I still have 3k burst heal from shouts. All of this on top of getting constant 300+ heals from empowering might and there’s still normal heal.
Comparing to immortal guardian build I saw on one of the websites, this one feels like a breeze without sacrificing any dps, even gaining dps from teammates that receive 5+ to 12+stacks of might and bursts of 12 stacks from staff. I was struggling with other builds and had to back off and wait for heal quite often, with this build I just pop 2nd skill on GS and get 1/3 of hp back.
lol, using 2skills = bursting people np, while they cant really retaliate
as elementalist there’s nothing more annoying than getting hit for more than half of hp with single hit
it hits for 6k+ and 2k autoattacks
I’d say that karma rewards in areas OTHER than orr are too small. I want to be able to hang out anywhere I want instead having to do high-level areas.
I wish guardians were able to use their spirit weapons like normal weapons…
It’s not grenade kit that should be nerfed, it’s other weapons that should be buffed. Grenades are super long, aoe source of damage so other weapons should do more damage than they, but it’s the opposite atm.
Tbh if you built an engi for burst and you only got 7k damage…you did something wrong. Grenade Barrage alone, for me, typically does 3-4k with modest power+crit gear with some toughness/vit thrown in (since you toss 6 nades, a few are bound to crit). Combine this with even an untraited rifle with decent power + crit, and you should easily be able to burst over 10k. And that’s just using one toolbelt skill + weapon skills + decent gear.
By Engi burst I mean his burst using Rifle.
If class has one viable weapon/build for anything, this mean that class is broken. You should not consider class balanced, because it has one viable build. It would be like putting hydras/ultralisks and some other units hp to 1 and still say that zerg is balanced because of ling+infestor is available.
Grenade kit has insane dps, because of grandmaster trait that adds extra grenade.
It deals almost 3times more dmg than rifle. ~500×3 vs ~640, but I think there’s separate thread for that.
Also, grenades don’t work in sPVP.
Yea, engi has kits, but then Warrior has meele weapons, like GS…
..holy kitten! That damage!
Is there something I’m missing or warrior is seriously OP/engineer is UP?
I’ve playing both characters with Rifles and warrior looks like is doing 2 to 3 times more damage than Engineer on long range.
As engi my ENTIRE burst deal up to 7k damage with 20(16)s CD (Jump Shot) and is rather HARD to perform, while as warrior I did up to 9k dmg with single skill EASILY, every 10(8)s at SAFE range.
Besides, autoattack on warrior’s rifle is so much better, similar damage, but warrior start with 200 more range, 4s bleed and the trait that gives piercing shots is conveniently packed with 20% CD reduction…
I can’t even say that engineer compensates that lack of damage by utility, because warrior seems to have kinda same amount of utility, not including extra 5k hp and some armor. For example “Fear Me!”, Insta rezz banner are REALLY powerful + rifle has bonus knockback that isn’t part of the combo and (if traited) 1s immobilize+cripple+fury boon on single 10s CD cooldown (and it looks like ordinary shot, it doesn’t shoot slow bigass net saying “dodge me”).
Well, condition engineer rely more on having perma burning rather than bleed, with flamethrower toolbelt skill it’s really easy to keep long duration burn on target (and engi got easy access to all 3 damaging conditions).
In PvE when you use healing kit, you don’t get “drop kit” skill on original keybind(like in pvp), instead you keep you healing kit skill, forcing you to use “`” to drop kit instead of pressing “6” again. Other kits work same as in pvp.
I wouldn’t mind if scepter’s 2nd ability did more damage…
Since there’s no suggestion forum. I want to begin:
1) Autoattack on KITS to be saved between swapping kits/weapons.
2) Engi weapons/flamethrower damage is subpar compared to grenades/other classes.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
4) Elixir X remake (maybe make it transform player into super hero with lasers and stuff)
5) Random effects way too unreliable, esp. Elixir U toolbelt skill. Make them cycle between effects or smth.
6) Custom backpacks/kit weapons
7) Bazooka kit/weapon with proper animations (held on an arm, http://i622.photobucket.com/albums/tt301/Lore_Naga/Wallpapers/Charrzooka.jpg)
Well, Toolkit works pretty much like a hammer.
There’s always room for more weapons in the expansion. So who knows?
I wish elixir X just turned player to mundo/singed.
This really bothers me. Grenades do so much and have ridiculous range. They seem to to outclass “basic weapons” in almost every situation.
I’m not saying grenades are OP, but they seem to outclass any other engi kit/weapon.