yea.. sadly its wasted potential for the kit.. even if you specially trait and equip to squeeze as much damage out of it as possible. This thing needs some serios buff what it prolly never will get…really a shame if you think about it
Ele has great sustain and can really turn the tide of a fight, they also provide great support on mid. Engie provides great pressure across multiple opponents and provides better team utility. Ele is an easier pick because an Engie needs more babysitting due to immobilize wrecking Engineers. They are both effective, but Ele is easier to get away with at the moment.
more babysitting huh… might sound a bit rude.. but do you play engi yourself? I am by all means NOT a pro…average at best and even i can sorta see the…lets say BS dripping from that claim of yours. And btw.. if immobilise is an issue for you.. there is a nice trait in the inventions traitline available for 10 points called cloaking device that turns you instantly invisible for 5 seconds when you are immobilised..just sayin. Thats not enough? How about you use the overcharged shot of the rifle.. which cures you from that oh so dreadfull immobilise and also from cripple and chill WHILE giving the enemie a knockback that sends em flying quite far or atleast interrupts. How about rocket boots? Do the same just send you forward. Still not enough? How about the healing turret that cleans conditions like this pretty easily? Not enough? Might wanna try the e-gun #5 what also keeps that dreadfull immobilise away. Or wanna be EXTRA save? Take a sip of elixir-c and convert all your condies to random boons. And there is a nice trait in the alchemy line for 15 points called transmute that gives you 100% chance to convert an incoming condition all 15 seconds to a boon without you even needing to think about it what pretty much removes the first immobilise anyways. Heck i use that one to “cheat” so often in situations where 2 buttons need to be pressed and it immobilises you when you push the first (think asura fractal center console). Seriosly.. get real.. i mean yea eles do more damage without a doubt and are great supporters, fun to have arround and beasts in battle, im not kittenting on the class at all cause they are great and i respect eles a lot… but immobilise, thats all you got? I dunno what build you run but if you fear that condition so badly.. you might wanna change it a little bit.
You can hold 9 stacks of might out of combat. In combat I sit at about 15-20 stacks of might with a Sigil of Battle thrown in.
orly? Gotta take a look on myself then cause that sounds pretty nasty actually.
well you can hold yourself at 9 stacks of might permanently but thats about it
i hope they add some new good looking armors.. i run since tower of nightmares with my magitech armor and not gonna lie.. it sorta gets boring to look at
http://1.bp.blogspot.com/_9Q9chtZ4gPw/S768F63FaXI/AAAAAAAAARA/MKyjnEkBFIA/s1600/stc_2_1.jpg
something like this would be the kittens… but thats just my opinion
a musket with a scope? NTY
http://i269.photobucket.com/albums/jj66/adethzone/Warzone/SniperCrowbar.jpg
>_>… shall i go on?
that makes even less sense than the musket
that is the beauty of it my friend… embrace the nonsence..
Nah jokes aside, obviosly the scope doesnt fit but the musket in it self would make a pretty nice legendary id say
http://1.bp.blogspot.com/_9Q9chtZ4gPw/S768F63FaXI/AAAAAAAAARA/MKyjnEkBFIA/s1600/stc_2_1.jpg
something like this would be the kittens… but thats just my opinion
a musket with a scope? NTY
http://i269.photobucket.com/albums/jj66/adethzone/Warzone/SniperCrowbar.jpg
>_>… shall i go on?
http://1.bp.blogspot.com/_9Q9chtZ4gPw/S768F63FaXI/AAAAAAAAARA/MKyjnEkBFIA/s1600/stc_2_1.jpg
something like this would be the kittens… but thats just my opinion
know the norn fractal with its dark kitten forest and its ice storm source thingy that literally blinds your (actual not condition wise meant) sight? I just hope the new area got some feeling like this. A sandstorm rolling in and you got no clue where the hell anything (thats not a few feet away from you) is… that would be more then amazing and bring a new level to fighting enemies. Imagine you fight a mob or something and the sandstorm makes you go like “oh kitten where the kitten are they?!”
shhh thats a secret. Dont let the thiefes know that >_<
your day will come… i already got my hammer skin prepared aswell.
Seems you gonna die as a sad hobosack wearer then… the day they do something nice like this is the day i drink a whole bottle of the cheapest and most poignant cider vinegar i can find, record it, load it to youtube and post it on the forums… have my word for that.
I’m going to quote you on this and send you a PM in game if it ever happens.
Honestly the thing in this thread that bothers me the most is the copy and paste Elxir X skill, I’d rather have unique and interesting skills than fancy visuals. If I wanted fancy visuals I won’t be playing a medium class! >:(
yea quote me on it… i stick to that
Best: Real time fights where you dont just watch animations play out, actual dodging and need for skill in combat rather then targeting an enemie and pushing a set up macro for a combo and watch pummeling till the enemie drops dead (or you). A reason to work together for a goal, vastly different races with fleshed out lore and design, obviosly a lot of love in the map, no P2W or P2P cept you count boosters or other convenient items like indestructable gathering tools p2w what i personally dont do cause you can get boosts from banners and tools from almost every vendor , devs who really REALLY want to make this work and do their best to make it happen.
Worst: the lack of class specific armor designs aswell the lack in quality for non human race armors, the massive amounts of clipping (and floating backpieces and shoulders if you play charr as i do) in said armors, the rather small skill set per class, beeing unable to assign skills to the weapon you use, the “dps is all that counts” mentality what reduces “accepted” builds for each class to far too few (for my taste), (in my opinion) not enough different weapon types alltogether in the game and for certain classes, hobosack issue (check engi forum.. ya will see what i mean), some minor balancing issues that will be prolly worked out anyways soon.
I sometimes feel like engi is trashcan of other classes for example look at Elixir X its just copy paste skills of other classes and we have much more of that. I think it will be same with legendary kits it will have super low priority if even any.
well in a way engi is the “trashcan” of the other classes but that shouldnt mean we cant have nice visuals. I might prolly never bother to make a legendary (cause really not a single one of them is my personal taste) but heh.. i do feel for those who wanna show off their legendaries
yea.. and thats about it for “legendary kits”…
Seems you gonna die as a sad hobosack wearer then… the day they do something nice like this is the day i drink a whole bottle of the cheapest and most poignant cider vinegar i can find, record it, load it to youtube and post it on the forums… have my word for that.
I wouldnt call the flamer outlandish as an “alchemy weapon” its afterall a weapon that fires stuff created by alchemy…or could be created by and also refined but an alchemist to make it more lethal dps wise or just burn hotter (if you need an rp reason) It synergises pretty good together with the e-gun aswell it is cause most traits that affect the flamer also affect the e-gun in some way, shape or form. Deadly mixture should be buffed though and make the flamer´s fuel mixture actually deadly.. by adding burn to all its flame jet ticks (for like 1 sec or half a sec atleast) and weakness to its napalm bomb explosion, maybe also a way stronger damage to its fire field or right away replacing it with a small aoe cyrcle that does the same like the strip.
Though i wouldnt be dissapointed to have something like a “mega mixture” grandmaster trait that advances deadly mixture to higher levels like 25% extra damage, longer range for flame jet and longer duration of the condi dealt by FT and EG but cant be stacked with deadly mixture to keep the evil OP away.
Edit: Forgot to put the “%” lol
(edited by Basaltface.2786)
a “Grenade Kit” skill that gives you a bunch of grenades AND a ridiculous backpack everyone hates.
Lemme correct ya.. it gives you no visible handheld grenades and AND a ridiculous backpack…twice the salt in the wound
See a-net? Even people who usually dont post in forums that much come to this topic to show their CLEAR distaste towards these darn sacks. If i would be in your spot id go like:
“Hey guys… seems we gotta do something about that, it sorta kittenes of a lot of people. You over there, do some coding and fix that obviosly existing code that hides your backpiece when you equip a kit till you use a skill of the kit and reverse it so that the kit gets hidden when a backpiece is visible and worn. Alright? Good. Now lets make our engineers a bit more happy and pretty cause we love the class”
(like was stated often by you…)
What also would be nice is that the juggernaut trait gives you a perma flame jet that can be turned off and on by using #1. Maybe add a small “nerf” to the movement speed like (30- 50% or so) while the jet is active to compensate That way you can put pressure on the enemie easily and flamer engineers would be a real menace for anything that needs to go close to attack.
You also could use power shoes and elixir b. Using that to keep up and works usually great.
All the flamer needs is more DPS. It got a very effective pushback, it got a fire aoe that sucks cause its a strip but hey its a 10s fire combo field so whatever and it got a blind aoe that also works if you are stunned or faceplant arround atm. Do the maths how live saving that can be (and was many times for me in PVE before i was forced to use bombs cause people where not pleased that i didnt went full dps).
You cant ask for more then DPS and maybe more burns cause its a flamethrower afterall…
(edited by Basaltface.2786)
Let’s get our hayforks and torches, it is time for revolution!
It seems you actually managed to do what i try since a long time now. Thanks a lot for sharing that build and vid.. gonna try that right away. Deam man.. seems you just showed me the light back to my beloved flamer in the right way.
New weapons? Anet probably would give Engi something like that:
….yea.. i sorta can see it but still wtf did i just watch XD
im happy with how the engi is now, I just feel we need either some melee options via mace/hammer/sword possibly or give us a chainsaw kit
If you think into that direction….
…then have all my YES
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
I used to run flamer with runes of strength, full zerk armor, juggernaut, fireforged trigger, incindary powder and deadly mixture for a long long time (before i went pvp and got my kitten wrecked) and compared to bombs or nades it still sucks if you want to use it as your offensive kit. It just doesnt put enough pressure on the enemie with the flame jet to actually matter. Also the toolbelt ability is garbage.. i mean next 3 attacks apply burn? Why dont a napalm bomb toss like the flamer turret does? Lets take the closest to the flame jet as comparison… the ele fire breath. That actually hurts and you want to avoid it while the flame jet is just a slight tickle that does not really do much to the enemie. Well it got an amazing blowback, a fire field that can find its uses and a blind aoe that saved my kitten many many times in pve and this stuff is amazing though if the flamer would do a little more damage on flame jet and maybe a burn at the flamer 2 if you hit the enemie with the explosion it easily could bring doomsday and be an alternative to bombs id gladly pull out anytime again.
Flamethrower need some serious buffage.
Also, backpack regen should be upped.
ya really think backpack regen needs a buff? Im running it since god knows when for all modes and it does its job pretty nice. You just mustnt see it as a way to be invincible..just a little something to keep you alive a bit longer rather then some serios perma epic regen. Though.. a “mega backpack regenerator” grandmaster trait would be something neat..not gonna argue that point
Incind Powder could use some tweaking, I’m not a huge fan of strong passive play. As it is now though, it’s strong enough where a condi spec should deff take it but it’s not impossible to deal with. The issue with it is more just a general issue with condi vs condi clease availability.
Buffing flamethrower is dangerous. The iconic attack of the flamethrower, the auto attack, is very consistant and would need some serious creativity to balance effectively without making it stupidly easy to play for pvp/pve. I agree we need more DPS on the FT kit, but as it is now it’s probably my favorite kit just because I can certainly work it into builds and it’s a lot of fun and useful already.
I’d suggest a damage ramp up based on landing the auto-attack’s final tick. All I can really think of, that way it’s like Warrior’s axe auto attack at least, but gets strong after each final flame jet tick.
It’s very difficult to balance a lot of the single kits we have, most of the problems can stem from the auto-attack it self and how effective it is. Flamethrower in particular has an iconic auto attack skill, but buffing it to be as strong as we want it would be devastating to balance as Engi was never made to stay in a single kit.
Well i see your point here clearly, though i guess if you make a grandmaster trait… lets name it “pryomaniac” for the moment and focus that arround “changes” to the flamethrower like the juggernaut already does :
- Replaces the auto attack with a constant fire jet (can be turned off and on at will)
- While fire jet is active movement speed is reduced 50% (or right away walking speed)
- If fire jet is in use too long it starts applying burn stacks cause of overheat
- After 10 burn stacks (doesnt matter from where) FT “explodes” with high damage to the engineer+ 3-5s knockdown and burn and insta cooldown on all skills cept the auto attack.
There you got a rather dangerous trait that is a double edged sword and that would for sure make fun to see in battle. Just imagine an engineer slowly closing in with his (now seriosly dangerous) flamethrower´s fire jet. Also would “force” you to switch back and forth between kits like usual to remove the burn stacks with the e-gun or toss some glue bomb or magnet or use your net shot on the rifle to keep the enemie in your flame jet range.. cause yea you cant just run after them anymore that way. (cept you switch the kit)
No buffs? i sorta.. kinda disagree. No buffs anymore to the “good things” like bombs, nades and stuff like e-gun, also none to the traits.. BUT some serios buffs to the flamer´s damage for example would be something that would open a lot more crazy builds. I do belive it got a sort of sneaky “buff” that i noticed in pure accident in a “kitten that kitten” dungeon story run with some guildies where we just messed arround with traits and random builds at every “weave” of enemies to find potential new ways to fight. It seems to sorta stun smaller enemie types that usually come in swarms like small spiders for a very brief moment and even pushing them back for a few inches. I cant tell if that was there before though… but yea flamer kit should be buffed cause its a pretty amazing kit that could have so much potential as a a short range “cleave\aoe” kit. Like one idea would be to add a permanent flame jet to the juggernaut trait that reduces your movement speed while active.. like you push ft 1 and the flame jet stays active till you deactivate it again with ft1 but you can only move with walking speed while you flame the enemie. All few seconds you apply burn to the enemie and if you keep the jet on too long you also get burn stacks cause the weapon overheats or something and atleast a quarter or even half of its current damage added to its damage. Thats really all that comes to my mind that contradicts your views OP. As for the rest.. yes no more buffs at all are needed (in my humble opinion)
Wouldnt you know it, they did mention the Hobosacks in the last Ready up.
As a joke.
So they are aware. Now, if i dont see the slightest effort to deal with this seemingly ridiculously minor issue, i think im gonna flip a table.
line up…
(from my personal experience)
Engineer´s kryptonite is clearly the lack of condi removal and stability\stunbreakers what can make it extremely difficult to fight necromancers and mesmers cause necros just love to overload you with conditions so much that you really struggle hard to get them off again while they easily can stack more on you, well its their “job” to do that but a little bit more condi cleaning would be nice to have. As for mesmers.. they got access to quite a lot of stun abilities and they easily can keep you in place to overwhelm you with their clones without giving you much room to counter cause you are stunned and only got one breaker, sure mesmer is all about controll but jesus…i had encounters where i wasnt even able to do anything cept throwing junk on the floor before the finisher. The only stunbreaker comes from the e-gun toolbelt ability and the only stability comes from the elixir-b toolbelt ability. Also the engineer´s flamethrower´s flame jet damage is really a cruel joke, specially for that close range you need to be to the enemie to even damage them, even with the juggernaut and deadly mixture trait the flamer is really sad to look at. Please buff dat thing and make it as epic as it should be.
The lack of a melee weapon is another “personal issue” i got with the engineer. The way i see the engineer is that this class is meant to be medium to short range what shows alone with the pistol and rifle skills (the short ranged ones are MUCH more effective and especially the rifle handles like a shotgun anyways), the reach of the flamethrower, the toolkit, and the bomb kit. The exception would be grenades but even they are better the closer you are to the enemie cause of the slow travel time what makes them pretty easy to avoid for the enemie.
Well alltogether engineer is in a good place like you said.. but yea it would be nice if the stunbreaker returns to elixir-r atleast, a bit more flamer power to make it a viable kit, a melee weapon or two (hammer, main hand mace) and while you are at it also something about the ugly hobosack issue that is since i think about 1 and a half year on the engineer´s forum page one with 63729 views and 814 replies (at the moment i write this) cause that could be also counted as kryptonite.. cause it ruins the visuals for many…MANY players.
The flamer and e-gun already look stupid cause where is the tube for the liquids that get shot by these weapons?
There.. look at a flamethrower
http://hellinahandbasket.net/wp-content/uploads/2013/09/vintage-wwii-flamethrower.jpg
See the hose? Where is the hose from our flamers to the backpiece? Or where is the E-gun´s hose to its backpiece? We dont got that stuff so there is no need for an ugly pack and period.
They’re wireless.
XD That made my day
As an engineer who plays other classes, I can tell quite a bit about your engineer by watching the hobosack changes (especially as you run around with speedy kits). The sacks can be very useful BEFORE a fight but hardly as useful thereafter. You can see what the engineer is kitting and the animations are pretty obvious too.
But think about the problems you create visually with the OP’s suggestion.
The flamethrower would look just silly without a pack.
E-gun would be the same. Where is that elixir coming from?Bombs and Grenades could ditch the sack. As for “tells”, you might just need to have the engineer hold a bomb in both hands when using the bomb kit (like holding a siege blueprint) and have a grenade in each hand while in the grenade kit. Tool kit already has the wrench.
The key problem is you can’t customize the sack skins. I wish there was a panel where you could pick between say 5 kit skins (each “nominally” tied to a race). That would be the ideal answer.
The flamer and e-gun already look stupid cause where is the tube for the liquids that get shot by these weapons?
There.. look at a flamethrower
http://hellinahandbasket.net/wp-content/uploads/2013/09/vintage-wwii-flamethrower.jpg
See the hose? Where is the hose from our flamers to the backpiece? Or where is the E-gun´s hose to its backpiece? We dont got that stuff so there is no need for an ugly pack and period.
alone to fix it that they dont clip with your backpiece while equipped would already handle most issues… just “auto hide” em when you got a (visible) backpiece eqipped and done… i mean it works the other way arround too afterall (till you use a kit skill). If you have a backpiece just equip a kit and look what happens.. the backpiece is gone and the kit backpack is there…well till you use a skill of it then you got a clipping galore. So seriosly.. that cant be THAT hard to fix and “reverse” it. Got a backpiece on, no kit visible. Got none on, kit visible.. and done. Im slowly getting desperate, impatient and actually really really mad here. Why cant something like this be fixed? Im sure (if i would be a coder of the dev team) i would\could sacrifice a few minutes of my lunch break\spare time to just fix that with a few lines of program code that are clearly already there… all engies can see that. And dont come with the “the backpack tells the enemie what kit you use” bs. Even i as (almost) full time engi cant tell what flys in my face if i fight another engi till it flys in my face (cept its a flamer or e-gun or “normal” weapons)
Seriosly a-net.. really no offence and i love you guys, i love the hard work you put into the game and all the nice things you do.. but this slowly gets embarrassing dont cha think?
The healing turret… man. I dont know why you give that poor thing so much kitten. Its probably the most helpfull turret you can have (as non turret engineer). Since the patch it got a smaller hitbox and if you trait it right you got a shield bubble with it and\or vigor. I invested not really much into anything turret related and i still need to ask myself HOW i managed to play without it. If set up aoe regen, aoe condi clean, aoe healing AND as neat little bonus another aoe regen from the toolbelt ability and its all practically in your heal skill slot (if you use it). Seriosly… this thing is a mighty fine healer. Needless to say that you can also nuke it while you are stunned or knocked on the floor. And if you trait some explosives you can even literally use it to nuke the enemie while healing yourself. If you use the turret to its fullest potential its cooldown is fair aswell. I mean come on what more do you want?
No one is saying the skill is bad. Like you said, it’s arguably the best all-around healing skill engineers have.
It is, however, in my opinion, one of the most poorly designed skills in the game. It is healing “turret”, yet the optimal way to use it is to not treat it like a turret. Letting is sit out there and spin its regen around, “skillfully” timing the overcharge when needed, and making it something worth defending all sound nice on paper, but none of those are the proper way to use the skill. You set it out, use the overcharge immediately, then either pick it up or pop it in the water field. If you use it like it was actually designed to be used, you can seriously compromise your ability to heal yourself and your allies.
The other turrets generally have incentive to be left out. They’ll deal damage, CC the opponent, or give you other types of combo fields. But the healing turret has no true incentive to leave deployed. It’s perhaps a better option if you’re using experimental turrets since it can give party vigor. But even then, you are sacrificing healing potential.
It’s also extremely confusing to new players. I’ve seen various people while leveling who drop the turret before engaging a pack of mobs, and then kiting them back towards the turret so the thing can keep apply its regen. They’re doing exactly what the skill is telling them to do, but they don’t realize that it’s simply more optimal to use it as a simple burst heal skill instead of leaving it out and potentially having it broken by some mob.
In fact, I believe I remember there being a discussion on the State of the Game steam with Jonathan Sharp about the changes they made to the healing turret that made it into its current form. It was all about how the new turret would work great as a persistent source of healing that you would want to have deployed while besieging a tower, and how the health of the turret is possibly a bit to low, and how about enemies would possibly want to prioritize the turret in order to remove the group healing source, and so forth… Well, none of that ever came into play at all. It’s because the optimal way to use the turret is to not use it as a turret. That’s why I call it a glorified water bomb.
So yeah, good heal skill, poor design. If they want to make it be worthwhile as an actual turret, they’d have to change how it works. However, I think people would actually dislike that since it might make the healing “turret” an overall less effective healing skill… although maybe if a few of the other ones were buffed a bit *COUGH*A.E.D.COUGH, then it wouldn’t be such a bad thing.
Yea i see your point but actually i find myself “preparing” the turret if i expect an in coming horde… like for example AC dungeon. Since the patch ya cant stack anymore for the spider queen hence why i really just put the turret a little bit away from the queen and leave it standing, fight in its field and if the spider queen immobilises me (or anybody of my group) i just “overheat” it and done is the condi issue. I really dont use any traits to improve turrets cause besides the healer i dont really bother with them… BUT i do need to say that the healer can handle quite some abuse and can be left alone for a while without any issues. In fact it only happened ONCE in the 3 runs i did today that the queen actually decided to bother with the turret… cant say the same for the small ones but they couldnt even take half of its health down before we where done. The only times i really hate to leave the healer standing somewhere is at bosses or enemies with very strong attacks (like for example the asura fractal ogre and fire shaman). These guys will certainly destroy it when you dont want them to do it. Well to come to a point.. yea healer turret is a water bomb at many situations but put some trust into the little fellar.. he can deal with a lot
The healing turret… man. I dont know why you give that poor thing so much kitten. Its probably the most helpfull turret you can have (as non turret engineer). Since the patch it got a smaller hitbox and if you trait it right you got a shield bubble with it and\or vigor. I invested not really much into anything turret related and i still need to ask myself HOW i managed to play without it. If set up aoe regen, aoe condi clean, aoe healing AND as neat little bonus another aoe regen from the toolbelt ability and its all practically in your heal skill slot (if you use it). Seriosly… this thing is a mighty fine healer. Needless to say that you can also nuke it while you are stunned or knocked on the floor. And if you trait some explosives you can even literally use it to nuke the enemie while healing yourself. If you use the turret to its fullest potential its cooldown is fair aswell. I mean come on what more do you want?
>_>… cause you already can do that with any other class…
What? Have 20 weapon skills or use utility slots on extra weapon slots?
Interesting.See, the stuff just isn’t comparable. Elementalist stances are not weapon slots. Kits are not weapon slots.
The point that Elementalists are range-limited in combat is an interesting one, but I would say that it’s no different from say, a Mesmer equipping Sword/Sword / Sword/Torch. Ok, actually the Ele wins in that case. Let’s rather compare Scepter on Ele to Scepter/Pistol / Sword/Torch on Mesmer. Both cap at 900 range.
Now ofc, the Mesmer could equip a GS or Staff in either weapon set. The Ele could equip a Staff in their weapon loadout. That works without loss of generality, for either class.
So that’s… not really a sensible argument. And if we’re at out-of-combat QoL improvements, then it makes no sense to not add this for all classes, as it’s functionally fully different from the in-combat weapon swapping some classes do.
What i meant is that you can swap your weapon occ anytime you want. Eles and engies can do that too…BUT you guys can do it with a simple button press while ele and engies need to open the inventory, equip the weapon(s), close the inventory and keep moving on. A simple occ weapon set swap button makes it just a little bit “faster” and “controlled” to do that thing, nothing more.. nothing less. Is not different like that you cant in combat switch your skills like you want or equip a different weapon from your inventory either regardless of what class you play. Seriosly.. whats the harm on applying the same mechanic like at skill swaps to weapon swaps for classes who can only use one weapon set to battle anyways? Still doesnt change the fact that eles and engies will only come with one weapon set to battle so or so. And lets say if you fight an ele or an engi in pvp, they notice that their current weapon set doesnt work proper against you, get killed or manage to escape and go occ… whats stopping them in swapping their weapons from their inventory or change their skills in the spawn point or a silent corner? Nothing at all.. and neither does it stop you. Its not a privilege, just a way to make it more user friendly for these classes…cause not everybody uses kits or stuff like summon weapons in their builds. And other classes come with two weapon sets into battle and can swap anytime they want (if the cooldown is down of course). I dont see any battle advances in this at all.. cause afterall i just could keep my inventory open and swap kitten before i enter battle and you couldnt do anything against that…cept bringing me into battle what then again would make weapon swap impossible anyways again. So yea.. actually nobody looses here if you think about it.
Why can’t Warriors/Rangers/Guardians/Necromancer/Mesmers/Thieves get a out of combat weapon slot too? Why should engineers and Elementalist be the special snowflake?
>_>… cause you already can do that with any other class…
All things engineers need (in my humble opinion) is a fix to the kit backpack issues (the hobosack topic is prove enough for that) , some serios buffs to the flamethrower to make it an effective short range weapon kit rather then a joke, a little bit more condi removal, one or two melee weapon options and the ability to select the toolbelt abilities independent from the skills. Dunno if the last opinion i got could be considered op, but it would allow a lot more creative builds for sure.
well i just beat her, and after i realised that her attacks all got a predictable pattern it was pretty easy.
thats the build i used.. worked after 3rd try (the 2 fails came from beeing stupid)
In phase 1 i more or less just memorised where the vortex pops up and where the aoe lands… and before anything i popped the orb. Then just normal kiting the first minion into the vortex , toss the crystal and then run right over to the next vortex but take care the aoe should by now land directly on the vortex.. you should use your time to heal if you are stupid like i am and cant dodge the projectiles she throws at you. If the aoe is gone go right behind the vortex.. and one illusion should come straight from the front, let it pop , take the crystal and MOVE away.. cause by now you should have one to the left and one from behind aswell. Run past her and toss the crystal.. then over to the next vortex. From there on you should have 3 minions on your kitten , try to kite 2 into the vortex and grab the crystal. If you are low on health you might wanna use the turret heal before you toss it at her to be ready for her whip.. its not really pleasant to get hit by it cause of the cripple, the whip damage itself isnt all that bad. Well.. phase 2 starts then..and from there on its kiting in cyrcles.. drop bombs like there is no tomorrow and move together with the aoe. Use elixir s if an unexpected orb drags you into the aoe and elixir c to get rid of the cripple if needed and you should be fine
Im sure they do understand… but do they care? Sure not. It wouldnt even be so bad if you wouldnt have the kits clipping together with the backpiece. I noticed that if you got a backpiece on and equip a kit it replaces the backpiece.. but as soon as you use an ability of it the backpiece pops up again and clips together with the kit. Seriosly… just remove the darn kits and add somewhere a merchant that sells the standard kit backpacks as skin, maybe even the darn skill book trader right away.. so if you really want to have that on your back all the time.. you can
Well what i really can suggest to try is the queens gauntlet while its open. Get yourself a bucket of the tickets and then go in and fight the guys. Compared to the other content (atm) these guys kick you so hard into the balls till they are swollen like melons if you cant dodge roll, know how to use your kits and other stuff and dont use the right traits. But the good thing is, you get insta rezed there by an NPC, a blacksmith is a few steps away, you fight harder and harder guys, the arena is yours and yours alone for the battle and the enemie delivers more then a champ.(in my opinion atleast)
…and someone shouldn’t be able to just grind some tokens and buy them. Granted, it IS 1600 tokens, but still….
Try and play the game for yourself instead of “against” others’ cosmetics and I imagine you’ll be much happier.
As you said, those who are picking up skins this time around are working hard, too. That doesn’t make them any less legit.
exactly.. i worked my kitten off to get the slickpack i missed in towers of nightmares, now my engi looks as i always wanted her to look.. how does that affect you in any way shape or form? If its your ego that got a little rust stain it wont rob me from my sleep tonight.. just sayin
Yea the best way to “understand” the class is to play arround with the skills, kits, traits and weapons, see what they do in action and combine skills. Like one of the things i learned to love is my rifle´s “net shot to keep the enemie in place\jump shot a little bit before it.. but still in the aoe radius\blunderbuss right in the face\overcharged shot to send em flying” combo. Hits like a truck.. tell ya XD
Experience comes with the time, just enjoy your game and experiment till you find what works best for you… or look up some vids how the pros do it or look up builds that work for a lot of people and salvage what you need from them. Rest comes natural over time. I had the fortune to level up with friends that all picked different classes for their mains.. so we had a lot of fun trying stuff with the combo fields and blast finishers and how they can affect the group or just a different class with that you work together. Just take it easy and play along
Well.. now that i got a slickpack (what was my dream to have since i started playing and saw it on other ppl, thanks btw a-net for making my kittening day with this ) it russles my jimmies to levels beyond space and time that i have to deal with this darn kitten clipping. Seriosly.. a-net please get your kitten together and fix that, it cant be that hard to add atleast a godforsaken toggle button… come on now
Well.. so far at every dungeon run or fractals or whatever i really never got kitten like this.. and i run a build that does moderate damage, clearly not even close to what engis can push out. I just felt to invest into survival (regens, heals, revive, condi removal buffs) can get a group out of a lot more kitten then straight up DPSing. In fact i recently did a test with a guildie of mine (who plays a mesmer..dont ask me for any builds, not really familiar enough with that class to go into detail), we basically went into the crucible of eternity and did the story without any other party members. He did the DPS, i kept him alive and guess what.. we pulled through the entire dungeon with 1 death for the both of us (at the golem command room… got a bit too crowded there, needed to cheat with fire ele powder lol). Its prolly nothing to brag about but still, it showed me that beeing epic dps machine is equally usefull to walking first aid kit that can hit creatures into the face if needed. I would say as much as big white numbers are nice.. to be supportive and spam green numbers and combo fields rather then white ones brought me far in the game. Well.. sure i will prolly never win a 1 vs 1 in pvp with my engi.. but then again i dont care about that.. for this i got other chars.
Sure.. maybe not everbody (if not all other ppl) will agree with this or see the value of it.. but my motto is: “You cant fight if you are dead” lol
The only bitter pills i got personally with guild wars 2 is the lack of armor\weapon designs (specially stuff that looks like its made for a specific class is lacking a lot), the ability to colour weapons to match the armor, the lack in care for anything but human armors (seriosly.. it sadens you if you play charr or asura and just look at the difference in care of the armor models, specially in light and medium armor) , the lackluster personal story end with zhaitan and some certain smaller skill issues\balancing on most classes what reduces the “effective” builds for each class to far too few what makes harder pve content and pvp content really not so pleasant if you play with groups (for me atleast). As for story content and map design and LS… i really cant complain, each zone got a different taste to it and if you look what the npcs do and listen\read what they say you clearly feel that each zone was designed with love and care. Well scarlet wasnt really liked by everybody but then again you cant please everybody, i personally enjoyed the twisted machines and alliances she pulled together, made for some really enjoyable battles (specially the battle of LA). Season 2 is obviosly about a dragon.. so they easily can redeem the kitten up with zhaitan and set up a menace that actually delivers. Thats my 2 cents to that. Lets see how season 2 goes, who knows… maybe they get us all by surprise lol
Engineers are fine so long as you don’t camp flamethrower. Use your grenades, bombs, mines, riffle 3 & 5 and you will be doing great. Heck when pre stacking might you can use shield offhand for the might and switch to riffle before running in.
Or you dare to step out of the stereotype meta and support your group with green.. rather white numbers and dont care to be uber dps to prove a point.. that you could better prove with other classes. I dare to use a flamer as my main “weapon” in dungeons. Without a doubt the flamer is inferior to bombs or nades dps and condi wise, never gonna argue that point. But it is an aoe weapon and if you trait right and tinker a little arround you got an easy time with it in pve, i use the flamer since i play engi.. and i started out with this class. I get laughed at so many times when i pull out my flamer.. or e-gun in a dungeon, but at the end im the one who laughs inside if im the last one standing and heal\rez my group.. or plain and simple keep em alive while they dps while i apply some conditions with the e-gun, blind em with the flamer, lay down a fire field or spawn healing\regen stuff till the cows come home. While my skills cool down i use flamer 1 and 2 (and flamer 2 can pack a punch if you detonate the fire ball right after it went through the enemie. Sure.. dps wise my build might suck, but what good are dps if you cant do em in the first place.
Here.. thats the build i use for dungeons.. as for “solo non dungeon\fractal” stuff i switch the elixir-r with elixir-b.feel free to laugh and ridicule if it makes you feel better.
Your build is really bad even for a flamethrower build. Lemme help you out a little bit, because as it is now… yes I’d laugth about u too:
1) Cleaning Formula 409 and Fast-Acting Elixiers is not working for Elixir Gun skills! So don’t use them only to buff Elixir R… that’s a waste.
2) why Power-Shoes if you can choose Speedy Kits? Power-shoes are just the weaker version. Don’t go for power shoes if you won’t go for 6 points in inventions.
3) Sigil: why +20% burning? it doesn’t give u any extra tick. And your FT#1 is weak anyway. Go for Sigil of Battle. It is a must-have in PvE.
4) why platinum doubloons? If you rly need boon duration pick a rune with it. Anyway next point:
5) your rune is just bad. It doesn’t fit with your build. You don’t go for condition damage.
6) why do u mix your gear? Go for celestial gear if you want to be alrounder… you’ll get much more surviveability, much more damage and just a little little less healing (not if you take a healing rune…).
7)- 1000) … Sorry I am tired.
1) i am aware of that and since i dont stand still at such a short range that the flamer got i use elixir-r to refill my dodge rolls and\or clean off a condition. The faster elixir-r recharges the better (for me) cause i really dont wanna miss out on the elixir-r toss to revive allies and that way the potion serves 2 purposes
2) forgot to change the power shoes trait (that i usually use to go arround faster) to energized armor. Mistake on my side lol
3) yea i see whatcha mean, surely a better choice, gonna fix that later, thanks for the tip
4) I like to keep boons as long as possible on me what leads to 5…
5) yea.. not gonna argue that there are better rune sets, but there is sadly only one im
aware off that boosts the power of kits and other stuff i can pick up to fight (like summoned weapons) and adds some decent thoughness at the same time. And like i said earlier.. i not gonna argue a second about the lack of dps i got. Well i gonna run some tests later and see if i can deal with your suggestion there.
6) i mix my gear cause that way i sorta\kinda fill out the gaps where i personally feel stuff is lacking.
7) I use 90% of my skills to support my team and the flamer keeps me just far enough away from a devastating melee attack but not out of the range of the team to benefit from my ALL heals and regens i drop constantly. And to save somebody with an air blast, dropping the flamer, shooting a net with the rifle at the enemie or blasting the enemie even further away with rifle 4 and then deploy meanwhile a healing turret and blasting it to area heal or if a team mate(s) is\are downed tossing elixir r and taking sure they get up again…or whatever is needed.