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This is so annoying, It is because you damage the enemy when you do the combo.
I wanted to use smoke bomb + big ol bomb combo to escape in combat, but it would never work because big ol bomb would hit ennemies and get me revealed.
To me, this is just due to lack of testing. We already know it’s intended for the finisher itself is not to cause revealed.
Exhibit 1) Heartseeker through blinding powder – when you land the leap damage, your stealth is not broken.
This sounds more like one for the bug category, to me.
Honestly I don’t think that anyone who plays an engi in SPvP effectively will ever describe the class as karl did. No offense to karl, but holy kitten that is a bad description of the class.
There’s 3 VIABLE spec “types” in my eyes that the engi has:
Condi nades (possibly mangled by boon hate buffs)
Power hundred nades (rifle without hundred nades is subpar, possible mangled by kit refinement nerfs)
Bunker (possibly mangled by kit refinement nerfs).Why did you take your Power HGH nades off of the table? I’ve always thought it was a pretty strong build, even if there is a lot of dependence on landing grenades. Why do you feel it is now subpar – it hasn’t been changed, really.
I’ve played a good amount of both. Power HGH is great, amazing and borderline OP even, but why not be able to play the same playstyle and be able to one shot someone at any moment at the same time? In a tools hundred nades build with elixir C I can see the same amount of damage on nades/rifle as HGH power with only a bit less survivability (not the strong point of powe builds, by the way) while not having to deal with might stacks and being able to one shot people.
Hundred nades is probably the best burst in the entire game, too. I personally think it deserves a whack with the nerf bat. To compare it to any other power build is difficult at the moment, because it’s by far the best and running without it is kinda dumb.
You are definitely right in your assumptions about power Engineers. HGH Power grenades might be a little better than you give credit for, though, compared to 100nade. I’ve been trying your build a little bit lately, and I think it’s borderline OP / awesome as well. There are multiple ways to devastate an enemy team or be effective in turning battles around other than getting good gibs.
Sacrificing on demand condition removal x6 (12/minute) and maybe 20% sustained damage is a high price to pay for that extra grenade barrage. I will miss the defensive 100nade playstyle that suited me so well, but let’s just say I’m not heartbroken.
To me, it’s really troubling that the pool of highly competitive power builds is .. shallow.
Fingers crossed for better power gadgets/turrets/kits.
If you have a target selected they shoot at them, otherwise they spray off into the sky or ground.
It will, but it won’t aim.
So it’s the same as other targeted toolbelt skills – those usually don’t require the target to be still, though.
@Chaith
Yeah I know there are better static discharge build around, I was just experiencing double static discharge.
Plant all three turret.
immob ennemy in your turret.
explode turret and shoot 6 bolt of static discharge.
That’s actually genius. Will your turret detonation fire a discharge at your target? Or just fizzle out on the ground.
Anywya I was bored this week end and tried a 3 turret static discharge build.
Not that bad, actually better then expected.
But once your turret are on cooldown, you are pretty much death.
I didn’t have any kits except med kit. I didn’t have any CC breaker. I had one condition removal.
I felt really naked.
Edit: I didn’t realize you said ‘all turret’ static discharge build, haha. That’s definitely what I would a #yolo build.
Rifle Turret, Utility Goggles & Toolkit, perhaps? You’ll get 3 ranged static discharge procs, and the toolkit so you can magnet -> pry bar -> overcharge shot -> unload discharge. Not to mention the block for added survivability.
I’m not saying static discharge builds are competitive, they’re really not. But if you’re tenacious enough you might find them close to viable. The naked feeling won’t really go away, though
(edited by Chaith.8256)
Honestly I don’t think that anyone who plays an engi in SPvP effectively will ever describe the class as karl did. No offense to karl, but holy kitten that is a bad description of the class.
There’s 3 VIABLE spec “types” in my eyes that the engi has:
Condi nades (possibly mangled by boon hate buffs)
Power hundred nades (rifle without hundred nades is subpar, possible mangled by kit refinement nerfs)
Bunker (possibly mangled by kit refinement nerfs).
Why did you take your Power HGH nades off of the table? I’ve always thought it was a pretty strong build, even if there is a lot of dependence on landing grenades. Why do you feel it is now subpar – it hasn’t been changed, really.
Oh look!! The build of the Engis that keep dying to my turrets!! Well thank god the “apex predator” build can’t take out the build using “broken utilities”.
This is where I remind you that you are running a condition based, low hp, low/no condition removal build. And you’re saying that it out-duels a high condition removal build with higher condition output (might stacks, geomancy sigil, & shrapnel grenade) & effective health (30pts in alchemy). If you win any duel vs. an HGH condi-nade engi, it’s because the player skill gap. I think some non-circumstantial, controlled testing is in order.
An please tell me where I said “turret builds are amazing for team fights and that what I want from my build!” Oh look, I didn’t, that’s because I use them to secure an area, I fight 1v1s up to 3v3s (normally 1v1s or 2v1s).
So when a teamfight happens on that area that you secured, you go to the back and bury your head in the sand along with your turrets, and repeatedly tell yourself that ‘this is not happening.’ lol. We’ve already established that you can’t roam or disengage.
You don’t consider this an issue, but I’m just throwing this out there – there are builds that can perform in teamfights and have even better 1v1, 2v1, 1v2 capabilities. Try broadening your horizons. Mobility and roaming potential does matter, even if you dismiss it because ’it’s not the goal of the build.’
Drop a turret in a short range infront of you instead of having to jump/walk over to where you want to put it is bad? No…but its also probably the lamest.
In what situation does this help you? This trait is rarer when it helps you vs when it doesnt help you. In most scenerios there isn;t an area to put the turret you couldnt have just reached by running over to or jumping up to. And the only turrets you dont want near the fight are rifle/rocket…meaning most turrets dont benefit at all from this trait. If anything its the lamest trait for turrets as it doesnt help them function better and is slimmest in its usefullness….even less useful than blowing them up for ae nuke/knockback.
Let me explain my (tPvP) position.
I’ve came to the conclusion that the only way I can justify turrets in my builds if I overcome the survivability problem, and they have 100% uptime. I also need to have spare traits for defensive options and either improvements to my mainhand weapon or 1 kit.
Metal plating trait, and self repairing traits try to overcome the survivability problem but ultimately don’t come close to succeeding, yet they eat 20 trait points in an unimpressive trait line. The best way I’ve found to overcome the survivability & uptime problem is anchoring turrets to the wall, out of reach – turrets such as net turrets, rifle, and most importantly rocket. There are walls/structures everywhere, all you need is any vertical surface – don’t underestimate this trait. I can easily solve the survivability and uptime problems with 1 low investment trait, and still have room in the build to trait a grenade kit, or defensive options. I feel turrets should supplement builds, not define them – even so, when their damage isn’t there, you are quite sub-par.
Unfortunately, you are correct in pointing out that this strategy doesn’t apply to close range turrets such as thumper, or flame. I feel thumper and flame turrets aren’t justifiable in any build in their current state. I’d be happy if that was not the case, though. Many professions have more than a few sub-par utilities.
3. Other than deployable turrets, the other 4 turret traits are completely useless.
They’re hardly completely useless.
Guy, you are defending the use of traits that heal 10% hp every 10 seconds to turrets, and 30% damage reduction to turrets? In the same breath that you refer to them as expendable knockback sources (yes, you’re more correct in that assumption.)
On one side of the coin, there is no point to investing your character into saving your flame and rifle turrets that you place on point from shatters, churning earth, whirlwind, etc. Accept they will die unless it’s a rifle/rocket turret at range via deployable turrets. These traits just aren’t balanced properly, and they sorely need a rework.
On the other side of the coin, when thumper/rifle/flame/net turrets are used as knockback fodder, I just have to ask you… do you enjoy not having any kits/abilities to use during combat and generally doing 50% of your damage potential after your turrets pass away? Was the knockback worth it?
And I don’t “force them off the point” I kill them and throw their body(s) off my point, I’m not a bunker by any means, I run with rabid gear and take advantage of turrets getting my condi damage.
Okay, here is the actual build you want. It will make you kill enemies in teamfights and skirmishes much faster, give you 12 condition removals per minute, with 6 on demand, has no ‘downtime’ and is completely mobile.
http://gw2skills.net/editor/?fcAQJAqalspSXnvSiF17ICoC5loHPGlNZfewWpFEC;ToAAzCqo+y8l4L7XuvkfN8YuA
While I have total faith that Engineers have the tools to make turrets ‘viable’ in extreme niche scenarios where as a non-bunker you won’t have to… roam. But the cold, hard, facts are that there are apex predator Engi builds that exist, leaving turret builds being sometimes viable but NEVER optimal under any circumstances.
Turrets should be optimal for point control / niche point guarding scenarios, and they’re not optimal for anything. That’s the frustration I, and most Engineers who aren’t surprised turrets are in line for buffs feel.
I’m capable of completely shutting down a point from anything less than 3 people charging it because of my turrets…
So what kind of superpowers are your turrets giving you? I feel like I’ve been ripped off, then. My rifle and rocket turrets aren’t forcing anyone to fight off points through their damage, my flame turret does redundant burning, and my thumper turret is easily ignored. Admittedly, my net turret is a monster for ensuring kills.
So, why are they buffing them? Thoughts?
1. Because fortunately Anet doesn’t suffer from delusions of grandeur regarding your own turret abilities, haha.
2. They are in no way, shape, or form better than elixirs or even kits in any teamfight, skirmish, or any imaginable scenario besides hiding behind a rock while your turrets plink.
3. Other than deployable turrets, the other 4 turret traits are completely useless.
So from the SOTG interview, they’re going to push ahead with the aoe nerf.
The sky is not falling. There will not be nerfs to every single multi-hitting ability in the game, ain’t no dev got time fo’ that. There are many more pressing issues that they investing their programming/coding hours into, I’m sure.
How can you say with a straight face ‘THEY ARE GOING TO GO AHEAD, GUYS’ How would you know this? They didn’t give any slight indication any AOE changes were ready to go live on SOTG. Stahp.
Please god, no. It hits hard enough, but what I feel would be cool is if they converted some direct damage into a small damage over time component. That ‘darned if you do, darned if you don’t’ playstyle I think confusion needs a bit more, since there’s so much variance in the damage inflicted. Confusion really is ‘feast or famine’, which is what makes it impossible to build around it alone.
Lol this is golden! The sotg 3 is hilarious.
Hi you doin’ Johns?
“We can’t tell you that right now.”
John, where has all the population gone?
“We have more people now than ever!”
Then why is no-one playing?
“We can’t answer that right now. Over to you now, how is EU?”
“Miaow, miaow, miaow”
“And now – to you, how’s NA meta?”
“Well, no-one can beat us, no-one should try. No-one exploits harder so …. you all will die.”
Any last thoughts John?
“We can’t answer that right now.”
Any last thoughts, EU?
“Miaow, miaow, miaow.”
Chill is a broken mechanic. It’s inherently flawed since it overlaps with abilities like Cripple, and to a lesser extent Immobolize.
No idea why in this game we need 3 methods to slow a player.
I don’t think your reasoning is solid here. 3 methods? It’s about the frequency and uptime, which is pretty balanced – though I would like to see a little more chill/cripple on melee weapons.
IMO I think the inherently flawed mechanic is that stacking AoE condi cleansing, or being a class with easier access to condi cures on a short CD mean you can avoid being slowed at all.. freeeeedom. Classes with less available condi cleansing (or the player enjoys not being pidgeonholed into one build) get sh!et on by slows.
While I feel slows and condi removal are in a pretty balanced spot, I would like to see these two things more baseline, and standard to allow creative freedom in builds!
Played this some more last night and starting the get the hang of it – it’s pretty fun. I noticed sometimes kits are not switching when I press the hot key … haven’t figured out why yet. Also, is it just me or is getting the magnet skill to land very difficult? It misses or otherwise doesn’t work (haven’t figured out why yet – obviously sometimes it gets evanded) yet. Lastly, you really need to be right on top of the guy for the kit refinement barrage to do any damage huh?
Also, found a pretty cool video of a guy running this build in wvw:
That’s a pretty well done video, makes me have the feels to run it in WvW.
+1
BTW: Video complete guide is now up, thanks to Neglekt/Zodian @tvEsportsGaming on YouTube.
Thank you, Neglekt for facilitating and editing this, big ups!
@eXPro, no, I still run my power build as the kit refinement changes only affect FT and EG kit refinement effects in the live build.
I’m going to snip this and put it in my full guide, if that’s OK, Neglekt.
Hello, Engineer community.
The first and foremost thing I would like to say in response to the patch of February 26th is to not despair, or lament over what you perceive as the loss of kit refinement.
While at the current time, I do not understand the direction that Arenanet has envisioned for the kit refinement trait – I’ll explain why.
“Kit Refinement: This trait now has an internal cooldown of 10 seconds globally for Flamethrower, Elixir Gun, Grenade Kit, and Tool Kit.”
In the current live build, only Elixir Gun and Flamethrower kits induce the documented 10 second global. Every kit refinement proc respects ie, won’t activate, when the cooldown is induced, even Medkit.
Now what this means for Engineers is that a price is being paid for using any other kits along with FT or EG. Why?
Rationalization #1: This change could be put in place to bring multi-kit builds that include the FT and EG in line after the buffs.
Rationalization #2: This change could be put in place to limit the condi cleansing potential of using EG and FT together (both kit refinements cure 1 condition).
Rationalization #3: This change could be put in place to provide an incentive to take only ONE kit (if those kits were EG or FT.)
Rationalization #4: This change is totally unintended! Changes to come to either the live build, or a revision of the patch notes.
I feel the Engineer community as a whole would very much interested in some insight to the direction this trait is taking, and when corrections to either the documentation or the live build will happen, if at all. Developer clarification would be greatly appreciated.
-Five Gauge Chaith
I kinda wish there was a big glowy animation for Transmute so I knew it was actually doing something. I never notice it personally, but that’s the perception for ya.
I notice it whenever I get hit by an ability that puts up a certain amount of bleed, and this bleed stack ability was reduced by 1.
IE: a big churning only putting 7 bleeds up. It seems every stack is rolled against the 8%.
Sorry for derail, haha.
Seriously, there’s no internal CD on this thing?
I immob this engi 2-3 times in a row and each time he stealth. Put a 10-20 sec CD on this please.
This is the worst stealth in the game! The stealth only lasts as long as the immob does. In a tPvP setting where people understand how cloaking device works, it’s only going to help your survivability if you get immob’d from long range and they are trying to hit a targetable ability.
Between classes with AOE abilties and melee skills (does anyone not fit this category?), you are still getting hammered into the ground while you’re exactly where you went stealth – engis are not fooling anyone.
Giving up 3-4 seconds of protection on crit trait for this is a hard sell, heh. PvE trait is balanced for PvE.
@Phaneo
I personaly mostly focus on WvW, and I’m using his built with all berserker stuff. I think I have 2 soldier part, feet and gauntlet.
Had no issue with my survivality. Maybe sometime with the random DD thief that can one shot you, but in WvW I trade vigor traits for elixir S at 25%hp to counter this. And once you survived their burst, they are dead thief.
You have a lot of defensive cooldown in this build, so you’ll appear to be tankier then you really are.
I am taking a small interest in WvW now – your setup sounds pretty promising! I’ll have to take a few weeks to get properly geared (I dont wvw or pve much, haha) I’ll likely post an updated build in the future designed for WvW.
Man each time I watch a video like this, and I see a player spam the same skills over and over, I remember why I’m playing an Engineer. kitten it must be boring to only auto attack!
You should watch two sword thieves fight. nonstop teleporting over a node is hilarious :P
Should I really watch that? :P
Watching two sword thieves lock into an eternal teleporting battle is nothing too new or exciting, unless you haven’t watched any Dragonball as a kid. Then I’d check it out.
(edited by Chaith.8256)
Been running around with almost similar build. I’m havin a “blast” for sure (pun intended). What kind of armor and accessories would you suggest with this build?
I don’t play WvW, or PVE to an extent. lol. My 1038 hours on engi has been solely sPvP / tPvP. I’d imagine that you want berserker everything.
That is a big downside to the ‘easy access’ philosophy Arenanet has towards sPvP. It’s slightly annoying, but hardly gamebreaking because hotjoin heroics are all about the glory pts. As long as the teams are balanced, the glory is rolling in, the ‘win’ is pretty inconsequential.
I’ll give you that it is annoying, though.
Not sure if topic = duels, or topic = thief and mesmer rant.
Wait until you see how much fun it is to 1v1 triple cantrip eles, any good engineer, and trap rangers – my warrior friend. Thieves and Mesmers will just be another worry.
If we’re talking about adding a ‘duel’ option on portrait in the mists only, hell-to-the-yeah. That’s just going to bring people into the mists – WvW players, an occasional PvE player and sPvP players galore.
Structured 1v1 game content though, please god no.
Explaining this to people that don’t play the game: “OH well you see my character really doesn’t look like this.. because I mostly play in this separate area.. uh * observes puzzled look on friend’s face * so yeah.”
@pwain
If you have a hard time with the combo itself, go into the myst and practice on the golems.
I’m not a really precise type of guy, so I had issue with the combo early on (still missing too much for my taste).
So I went in the myst and kept using it on golem. Each time I wait for a paid tpvp, I go and practice it on the golems.
Overall the practic really helped me a lot for the timing and the precision. Especially since I’m using fast cast ground target and it can be harder to land that way.
Now I’m so used to throw it that I don’t even have to think, it’s automatic.
Thank you. The problem is more that I am strong as long I dominate the fight. But I am weak if I have to react.
For example against a thief. If they start from stealth or with stealing I am lost. Press my Elixir S but they already did some damage to me and I can’t counter it.
Same for warrior. One mistake or Elixir S not up. I got root and 100blades and I am done.
The net miss a lot of times is also a problem for me.
About being bursted :
It can be hard to recover, but I usually do the following again theif and warrior 100b:
Elixir S if stunned
Switch to heal kit while under elixir S effect, heal for 2-3k. Switch to toolkit as soon as elixir S is finishing. Use gear shield.
Switching to toolkit will proc nails on the ground, slowing your ennemy, can be useful to make some space. Bad thief will also initiative dump everything on the shield.
When gear shield is finish, ether turn around and overcharge shot them, or use cancel jump shot to create even more space.
Another option after the gear shield. Thief/Warrior that chass low hp enemy tend to be overconfident. They get lazy.
So if they are close behind you, roll back. You should be behind them. Net shot, and combo them.
You just turned the fight in your favor, and maybe you killed them.
I use this a lot, people really get sloppy when they think they already won. Especially heartseeker thief who dump all their intiative right away.
Netshot is hard to land, but since I listenent to five gauge and started using it in close range, it’s a lot better. You can’t use it a 900 range, most people will dodge it. And be patient, I don’t use it right away because people expect it, and have full endurance to roll.
Net shot probably the most horrendous pathing projectile in the game, I recommend net shotting from sub-300 range almost exclusively.
I tried to make sure it was correct, but of course there could’ve been mistakes in the screenshot.
If I remove all duplicates, I get 15738 damage on a target with 3200+ armor – instantly (at least to me).
I think my character runs with aprox 15100 hp.Edit: I play a ranger!
I’ll explain the accurate breakdown of the engineer’s instant burst you are struggling to get right, haha. (I’ve removed the duplicates of 482, 1034, 501, and 505.
This leaves the log including 16 grenades and 1 static discharge to a total of 17 hits. This is both realistic and accurate – a burst of 13,738. Please edit your post.
@Durzilla, The fall dmg trait & kit refine are confirmed in the live build to share a cooldown. Only 2 barrages are possible.
This damage is a culmination of 1) Kit Refinement active trait, a grenade barrage, and a static discharge trait- 3 sources, two of which are traited. Most of the things you are claiming like “They may as well bury this game” are just out of ignorance. I say this because this is just another power burst that you don’t understand YET how to avoid.
As a ranger when you get net shotted and the engineer walks inside you, you are going to either do one of 4 things to avoid it – Shortbow3, sword 2, sword 3, or lightning reflexes. If the engineer pulls you with magnet, dodge it. If you fail to dodge it, then you can rely on your ‘shared anguish’ traits, or ‘hide in plain sight’ to make him bursting you impossible.
I hate to be the one to tell you this, but.. l2p issue if you don’t use your tools! Best of luck next time you face a glass cannon engi.
I thought it was 14 Grenades, since the Kit Refinement trait doesn’t appear to be affected by Grenadier.
This is the problem, here. It seems to be widely accepted that grenadier does not boost kit refinement barrages. Grenadier does affect the amount of grenades thrown by kit refinement. Try it for yourself! It’s 6 without, and 8 with – both with grenade barrage, and.. kit refinement grenade barrage. They really have great synergy.
I’m glad you guys brought this up.
I’m filing a bug report on this, since if this is an intended game mechanic, they may as well bury this game. I though thieves had insane burst, but they don’t even compare to this.
Hi OGDeadHead,
The screenshot you posted includes 19-20 hits of grenade barrage (depending on if you double counted one). This is at least two different occasions of you taking grenade barrage(s), or two different engineers barraging you. (Or you’ve simply exaggerated the damage for effect.)
In terms of sacrifice vs. gains, risk vs. reward, Engineer burst is balanced vs. other power burst builds. Sure, in the current incarnation of the game – burst abilities are quite potent, this is obvious. But let me explain exactly why the risk of sucking, and the sacrifices of a glass cannon engineer makes it so this kind of damage is justified.
I’ll start by explaining what it’s like to double grenade barrage someone. Have you ever watched anyone play those silly ‘Dance Dance Revolution’ games where every move is judged as a ‘PERFECT, GREAT, GOOD’ score based on how close the user input lined up with the mark? Maybe 40% of the time am I landing “PERFECT” 16/16 grenades when executing this combo. That’s a pretty low success rate! Maybe 30% of the time I’m landing 14/16 grenades. That’s a ‘GREAT’ score. The other 30%? This is the percentage where your net shot flies off into the horizon, your magnet sends your target teleporting around everywhere, and muscle memory lobs 16 grenades where your target used to stand. This is as ‘FAIL’ score. You are now up kitten creek without a paddle. Or disengage abilities.
Basically, your Engi burst damage output is actively rated on your positioning, focus, and how badly you want to bathe your target in their own blood. There is no ‘pressez les buttons’ from 900 range and shatter combo / steal combo for your guaranteed damage. (All these scenarios are assuming you did not combo into a dodge or defensive CD.) It’s like backstab only did max damage when you were perfectly 180’ degrees behind your enemy, and face-stabbing an enemy did nothing.
Toss in the scarcity of invisibility / movement skills / condi clearing – you still need to churn out the gibs every minute for your team to win matches.
With great power comes great responsibility, haha.
-5G
I wonder, did you try your first build, by replacing Speedy kit with Kit refinement? I really wonder how a 25 might stack “100nade combo” could hit for!
That’s something that we discussed yesterday, actually. A 100nade combo with fury up and 25 stacks of might with the kit refinement tweak hits about 15% harder per grenade crit on a 100nade combo – compared to the 5Gauge variant.
Sounds all well and good, but there are some drawbacks. No static discharge, or fire sigil blasting on your target – things I feel are pretty noticeable. The damage is definitely comparable.
Now the major drawback is how using a sigil of battle with one kit (grenade) messes with your kit refinement. There are ways to micro-manage / sidestep this mechanic, but it’s just really kitten annoying, I’ll say at least.
@Choops
I hear you on this man, funnyest thing ever.
The thing about 100nade roaming is, I don’t see this build fighting 3-4 opponent at the same time like a good mesmer/DDElem/Thief can do. I have some issue fighting more then 2 oponent at the same time.
I think we are more a hit and run build type. I go in invis, burst one down, finish him with elixir s, then run away. Rince and repeat, and like Choops said, try to bait them in chasing you, just to turn back and destroy them.
Zerg usually don’t communicate too well, you can kill slower player or overextended player.
I thought I was alone abusive that, I’m happy to learn I’m not.
Yeah, same here. If you’re hoping to come out on top of a 2v1, you better hope they’re both melee and one of them isn’t a thief lol. I try to soften people up with my rifle until they get right around half health, basically right before they are going to heal. After that hopefully the ’nade combo is enough to drop them and Elixir S stomp FTW.
To succeed in a 2v1, you basically need to down the first enemy in the first 5 seconds of an encounter. Focus on controlling the dangerous power burst (thief, war) if applicable. Occasionally the other enemy will commit to ressing his teammate and you can nearly body beat both of them into the ground. If you manage to get a down with your grenade barrage still un-used – if they try to res, it’s like an auto-win.
Except for these rare occasions, it’s best to just Rifle Jump away from any 2v1 situation much like an 100b warrior would.
I personally have not found a rare crit for Greatsword, Scepter, or Sword. (Or any underwater weapons.)
There are a lot of unique sounding (and plain looking) items in some of these categories that make it seem like it could be a paid sliver crit. No such luck for me, though.
Thanks man, will try this tonight.
I’m not using my elixir S toolbelt as an offensive weapon yet, I will try to do that!
An 100nade engi with stealth or stability is amongst the scariest things to go up against in this game atm, and no matter the RNG it still makes your combo much more likely to land. It’s really amazing, tbh.
@Chaith
Yeah that’s my only issue with it, they have a split second to react.
I love to use Magnetic pull + combo, because 90% of people don’t have the time to react.
While when you stun people without stability, they have 2 second of stun to think about whats coming next. If they have a CC breaker or damage mitigation, they will get ready to use it as soon as they see you coming.
So you have to bait them in using it before, but it’s hard with some class.
I will try from the random of Elixir S toolbelt. I don’t have the reflex to use it yet, but I will try tonight.
By the way, do you have some tips to fight Shatter mesmer with this build?
My hardest class to fight are prolly DD Elem and Shatter Mesmer glass cannon. Elem DD it’s a really hard fight, but I think they are a hard fight for everyone.
Shatter mesmer with a lot of defensive cooldown are just so hard for me. I fought one mesmer that I just couldn’t win. He was outplaying me so bad, and it’s the only class that outplayed me like that.
The issue is I can’t pin them down. They are the only class if I’m not mistaken to have a simili CC breaker on a weapon skill (staff #2?). They also have many escape move.
Another issue is their illusion/phantasm come in between use and block my shot. Overcharged shot blocked = ouch.
There combo also come back faster if I dodge the first one. So If we both miss, I will have to outplay him.
Any tips would be cool
Shatter mesmers are always going to be a hard fight. Your goal should be to bait their distortion, and then persevere until you finally land a netshot. If they run ‘blink’ you have to account for that – save your magnet for that moment then combo directly when he lands. Just keep the pressure up with overcharge shot, wrench, and lots of hip shot. Don’t dump your overcharge shot into a clone, that’s definitely a timing thing.
Your best way to beat any class 1v1 is to stealth in and immob→ 1shot from stealth, but obviously that’s not often possible.
What?
I’m never actually tried to combo people after using overcharged shot.
I use Overcharge to bait them in using CC breaker/Defensive CC, then I ether pull/net shot/ Slick shoe stun to combo them.
How do you do it? Magnet Pull + Overcharge shot + ??, Can you just walk to them and combo?
Thanks!
Yep!
Toss stability up before, and you can 100nade them before they even get up from the knockdown. (triple trap rangers with no stunbreak, auto-lose.)
If you dont have stability, throw your wrench and net before they can recover, then walk up and combo. They will have a turn to react though.
Teldo adopted the build and has a few vids of it in his stream so u can check it out there and see how it does in pvp…..
Lil Shoota
http://www.twitch.tv/teldoo/b/364997764
At 7:00, he explains his build, where he got it from, and why he uses it. Hiba (NA) has the most polished HGH burst condi setup – there are a few improvements you can capitalize on immediately, most of it is minor though.
Explosives: 10% explosion damage is kinda ‘meh’ compared to reduced CD on grenades, or enhanced performance for more might. The percentage of your damage that comes from explosions (shrapnel, chill grenade) is too minor to justify.
Firearms: Knee shot for another cripple on your glue shot, vs hair trigger. Since your glue shot is your only immobilize that would benefit, that makes this trait a bit weak. Trait for hair trigger, and get 20% more glue shots in the first place! Not to mention 20% more poison darts, static shots, and blowtorch.
Runes: Nightmare runes for condi engies are just straight up better – buffing burning, and confusion in addition to bleed, poison, cripple, immob, you name it.
Sigils: You need to make sure you get 3 ticks of burning on your ‘incendiary powder’ trait. You can achieve this either by 4 nightmare, 2 lyssa, or 6 nightmare, and sigil of smouldering (burn incr).
Geomancy > earth in many circumstances, but it depends on playstyle, so that’s not really gimping yourself.
@Chaith
Man If you think it’s buggy in tPvP, never try it in WvW.
I swear I get a random effect each time I cast it.
1. Send the enemy flying in the air
2. Pull the enemy half way.
3. Doesn’t pull at all.
4. Pull it to the side
5. Pull it behind you.
6. Pull it half way, then it’s lag and he appear behind you.
7. Pull it to your feet.So annoying.
A good way to get around how badly magnet executes is to overcharge shot after your magnet (slip in a pry bar perhaps, too). This overcharged shot will hit them even if they are sailing through the clouds, then you can continue to combo.
Yeah, I feel naked when I unslot Elixir S.
Net turret isnt worth being one shotted by warrior/thief ect.
I have had the same experience. Additionally, I feel like setting up a burst is practically as easy with toolkit (magnet) as with a net turret, anyways. Not to mention all the defensive abilities (nails, block) – you cant easily replace that utility either.
Until choosing turrets won’t make you defenseless as all hell, I won’t be putting them on my bar, even if they’re dropping sexy immobilizes.
I find magnet easier unless they have stability up, because it brings them right to ur feet.
Magnet is super buggy – I wish it was this simple if they don’t have stability up, heh. Magnet is great, though. Vs some enemies it’s the perfect setup.
http://intothemists.com/calc/?build=-VRR;2sPVv0f6cQFx0;9;49T-J94;0475;116-5;0KZ;4dZm9fRk07Fw
This build I run eats eles. But I haven’t had 3 engis run it all at once so who knows.
(Made a mistake in it, use healing turret instead of medkit)
Not to be a downer, or a huge critic – but I can assure you that there are many ways for you to get more out of this build.
Kit refinement over speedy kits – with EG, you’re getting a condi removal and heal every 20s on swap, and a condi removal when you swap to FT as well, aoe burn, too.
To get the constant speed from losing speedy kits, you can sacrifice a small 30% to bleed and get 6/6 centaur, for perma swiftness by using medkit. Or use infused precision in firearms.
Also, traiting a 12s reduction for Elixir S alone, when you could get protection injection, perma vigor, or Elixir S @ 25%? Dat kitten crazy.
I don’t know why, but when I’m not at home, I can’t watch your video.
I get
“Sorry, this broadcast is no longer available on justin.tv. Check out the channel!”
I’m pretty new on twitch, you guys know whats the deal?
Sorry, Kar. Twitch.tv is frustrating at times, I’m aware, lol. I have no fix for you – links are live for me.
UPDATE: New 100nade highlights in Paids: If there is no audio, back-forward page until it comes in properly. It might take between 1-5 times reloading page. (GG TWITCH.TV)
http://www.twitch.tv/chaithh/c/1905449 (This video is a vision of what a ‘good day’ looks like in the world of an 100nade engi.)
http://www.twitch.tv/chaithh/c/1905589 (This video is a good tutorial of how to play home node defender on those rare occasions.)
Warning, these next three highlights showcase extreme immaturity (mostly mine) – I hope the comedy is appreciated.
http://www.twitch.tv/chaithh/c/1906081
@Casia
I use it all the time in WvW, and it’s as strong as sPvP. When in a zerg, you use your 1500 grenade to carpet fire the place. From time to time, you pull someone with toolkit and combo him.
When roaming, you fight like sPvP.
I’d say you have a pretty solid handle on the playstyle. Power grenades & poison field is an amazing (if not top 3) way to punish ressers from 1000-1500 range – it’s definitely a great tool.
Yea I do that on my engi lol its fun. I love doing it to mesmers and thiefs when they stealth, pop magnet pull, blow them up :P But still, 1 stun break or stability skill ruins that.
Breakstuns don’t really save you in the least, unless you’re trying to combo out of supply crate or ovecharged shot. They should already be netted so, they shouldn’t escape. You have to compensate for blocks and immunities, mostly. Dat mist form, distortion, shield blocks, elixir S, shelter, renewed focus.. etc and etc.
Ridiculous passive condi cleanse or condi cleanse otherwise can ruin the second you need your immob to stick.
You can check my setup if you like, via my twitch stream links. In my sig.
How is this build OP? I mean seriously, grenade barrage does same damage as any other classes big hitting skills except rangers ( because they are weak ). Kill shot hits for 13k-30k, mesmer blows his clones up for the same damage, necros have skills that do 9k damage in seconds, thieves have backstab + steal, seriously this build isnt op. Its super gimmicky and easy to avoid, hard to land, and reliant on crits.
Super easy to avoid sometimes. That depends!
Sometimes it’s impossible not to get the D delivered to your face. Take this poor thief for example:
http://www.twitch.tv/chaithh/c/1897273
(You will like this clip.)
Yeah, I feel naked when I unslot Elixir S.
Net turret isnt worth being one shotted by warrior/thief ect.
I have had the same experience. Additionally, I feel like setting up a burst is practically as easy with toolkit (magnet) as with a net turret, anyways. Not to mention all the defensive abilities (nails, block) – you cant easily replace that utility either.
Until choosing turrets won’t make you defenseless as all hell, I won’t be putting them on my bar, even if they’re dropping sexy immobilizes.
All very great points, well said.
I am of the similar opinion that:
#1, It needs to be much harder (impossible) to spawn camp both exits by sitting on the stairs to the uppermost level.
#2, communing with buffs needs to be interrupted by all damage, and teleports/invulns re-looked at when used in conjunction with communing.
Hi all ! I’ve been searching for a tank engineer that uses elixirs ( because I loooove alchemy and potions ). As I didn’t find any build for that type of gameplay, I decided to make on of my own ! Please tell me if it’s good or not. Here’s the link :
http://www.guildhead.com/skill-calc#mcMzM9Mz0MoRgmMoRgm0axx0ozksMRq
P.S: You need to know that I don’t hit really hard ( in fact my damage is extremely low ), but i’ve got a bit of condition damage and a lot of toughness and vitality. As I lack in condition damage from my trait points, all my equipments will be focused on that particular point.
Cleaning Formula 409 will give you a LOT of bang for your buck if you’re intent on being an alchemist. 20% elixir duration used to be quite powerful, because it somehow compounded to be a lot more than it is. At the moment, it’s adding 2 seconds to elixir B and 1 second to elixir S, ETC. I find it hard to justify compared to all the alchemy goodness.
shouldnt be too hard: Magnet pull,weapon switch,Net Shot(unless you have the net turret net shot on toolbelt), swap to grenades and while at it hit the tool belt skill for max damage.
Net turret would be a welcome ability, but it’s that, or having no stunbreak/stealth/stability, or having no block/magnet/nails. Pick!
Hello, GW2 Engineer (sPvP) community.
im wvw. hated it.
This tends to happen. It’s made with zero consideration for WvW in mind. Don’t you need that little thing that reduces fall damage by 50% as well? Best of luck.
‘battleground’ and ‘class’
Burrrrn him!
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