Showing Posts For CptCosmic.3156:

Rifle sPVP build

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Try this build:

Rifle, Med kit, Tool kit, Utility Goggles, Rifle Turret, Supply Crate

30 in firearms for:
Longer range, Shorter Cooldown, 10% damage

30 tools for:
static discharge, power wrench, adrenal implant

10 in explosives for:
incendiary powder

Go for the sigil of the air

Go for berserker amulet.

Go for rune of divinity

And you have extreme burst. Your rotation is: overcharged shot>throw wrench>analyze>surprise bullet>hip shot

All of this, is done in a few seconds, as analyze and surprise bullet have no cast time and can be done on the move. This leads to extreme burst from the static discharge, and from potential ‘sigil of air’ crits, and will likely lead to very high crits, which then lead to bleeding from sharpshooter, burning from incendiary powder and cripple from the throw wrench.

I’ve had a lot of fun with this build. It is a genuine glass cannon build though, but it feels like it has the cannon. Bursting a weak elementalist down in a few seconds is a really good feeling.

the burst of the build is good but not as good as you make it sound, especially not if you compare it to other profession. this build is squishy, the combo is hard to land and easier to dodge then the burst combos of a warrior. a succesful dodge and some thoughness and the combo is not even scary.

Its not easy to dodge.

Land overcharged shot, which has no obvious tell, and you are guarnteed to land the others unless your opponent blows a stun breaker, and then, your cooldowns will recharge faster than his will so you can always try again.

The damage is really high.

Warrior burst is good, but more obvious. Bulls charge needs to complete the entire animation before it knocks you down, so, that means if he is doing it from far away, you have time to see him and dodge, and if he is doing it from close, you see him stay next to you for a second, when you can dodge.

your theorycraft does not hold in real fights and against proper builds

1. you start with overcharged shot and neglect your highest damage close range abilities.

2. I have almost 2k thoughness, your combo will not even take 50% hp of me and if I use a stun break I can just dodge most of it.

3. after your combo you have no way do deal damage any more except hip shot for the next seconds. I have a tanky condition build and stack 10 stacks of bleeds and a long lasting burn on you that do 3k dps on their own.

what are you gonna do now with no damage any more and no condition removal?

(edited by CptCosmic.3156)

Rifle sPVP build

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Try this build:

Rifle, Med kit, Tool kit, Utility Goggles, Rifle Turret, Supply Crate

30 in firearms for:
Longer range, Shorter Cooldown, 10% damage

30 tools for:
static discharge, power wrench, adrenal implant

10 in explosives for:
incendiary powder

Go for the sigil of the air

Go for berserker amulet.

Go for rune of divinity

And you have extreme burst. Your rotation is: overcharged shot>throw wrench>analyze>surprise bullet>hip shot

All of this, is done in a few seconds, as analyze and surprise bullet have no cast time and can be done on the move. This leads to extreme burst from the static discharge, and from potential ‘sigil of air’ crits, and will likely lead to very high crits, which then lead to bleeding from sharpshooter, burning from incendiary powder and cripple from the throw wrench.

I’ve had a lot of fun with this build. It is a genuine glass cannon build though, but it feels like it has the cannon. Bursting a weak elementalist down in a few seconds is a really good feeling.

the burst of the build is good but not as good as you make it sound, especially not if you compare what other professions can do. this build is squishy, the combo is hard to land and easier to dodge than the burst combos of a warrior. a succesful dodge and some thoughness and the combo is not scary any more.

Your Juggernaut only stacks might to 5 ... I can do better

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

the build sounds nice on paper and I already tried it out and believe me, it is not that good.

you can get way more might stacks with HGH Pistol Elixir Build and a single Sigil of Strength. not only that, the pistol does not lose weapon stats like all the kits, does not suffer from targeting issues like the flamethrower, can be used at range, still offers you AOE damage with coated bullets and most importantly do not force you into close range.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

there is only 1 issue with condition removal and it is your lack of player skill, thats all. play thief then you will see what lack of condition removal means.

Not sure if serious. Hide in Shadows, the skill you start with, that’s a healing skill slot, removes bleeding, poison and burning AND it puts you in stealth AND heals you… on a 30 second cooldown.

I’d take that over a turret that has a mystery ticker and an elixir with a 40 second cooldown that takes a skill slot.

apples and oranges. it removes all those things but oh wait you are crippled/chilled/immobilized, have 10 or more stacks of vulnerability and other nasty stuff on you like confusion. what does your hide in shadow help you here? players are not npcs that stop attacking when you are in stealth, a player will still hit you by AOE or shooting in your direction. beside that, it is situational at most or would you waste your healing skill cooldown while you are almost full health just because I stacked some conditions on you at the beginning of the fight? I guess not.

the most effective form of condition removals are either burst all at once or steady one by one. engineer has both. also I dont have any issues with the healing turret condition removal even it is not instant.

(edited by CptCosmic.3156)

What's the point/purpose of the bomb kit?

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

imho grenades are better. it is not really hard to point the cursor over yourself when someone is in melee range or when you are kiting. just dont turn with they keyboard and you will be fine.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Reporting you for your language and baiting, its very obvious.

And to say that healing turret is good condition removal is laughable. Have you used it? You have no control of when it triggers, the way overcharging works, is it only activates the first time the turret activates AFTER you press it. So you don’t have control of when it happens, or access to information as to if its off cooldown, so all you are left with is guesswork and luck. You cannot time it, and that makes it weak. Plus, its a 60s cooldown in a limited area, its not strong at all.

And Elixir C, without traits, is not strong enough honestly. Its toolbelt skill is both bugged out, and weak, and the elixir on its own is not good enough to be reliable.

1. I have not used a single bad word.
2. pointing out the truth is not baiting
3. elixir C weak? removing all conditions with a single button press is weak? what do you want then? 5sec cooldown remove all conditions?

there is only 1 issue with condition removal and it is your lack of player skill, thats all. play thief then you will see what lack of condition removal means.

Elixir C is weak. It has a 1s cast time, and a long cooldown. The random boons you get are extremely negligible, and its toolbelt skill is very weak and bugged out.

It alone does not give you condition removal that is reliable. It gives you one burst, on a long cooldown with a buggy and weak toolbelt.

all condition removals are limited by high cooldowns and elixir C is one of the strongest condition removals that exists. whats your point? 1s cast time to cripple the damage of one of the most popular builds is bad? you moan about one of the best on demand condition removal…

(edited by CptCosmic.3156)

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Reporting you for your language and baiting, its very obvious.

And to say that healing turret is good condition removal is laughable. Have you used it? You have no control of when it triggers, the way overcharging works, is it only activates the first time the turret activates AFTER you press it. So you don’t have control of when it happens, or access to information as to if its off cooldown, so all you are left with is guesswork and luck. You cannot time it, and that makes it weak. Plus, its a 60s cooldown in a limited area, its not strong at all.

And Elixir C, without traits, is not strong enough honestly. Its toolbelt skill is both bugged out, and weak, and the elixir on its own is not good enough to be reliable.

1. I have not used a single bad word.
2. pointing out the truth is not baiting
3. elixir C weak? removing all conditions with a single button press is weak? what do you want then? 5sec cooldown remove all conditions?

there is only 1 issue with condition removal and it is your lack of player skill, thats all. play thief then you will see what lack of condition removal means.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

I am noob and dont know how to use condition removal properly

so you are butthurt over 12 second cooldown reduction and cause you cant spam condition removal? one hint: you use it when the stack is high.

but I guess you will not get it.

What are you even talking about? Stack is high? Stack of what? What am I supposed to remove it with? With elixirs, then that is a problem.

With med kit? Don’t make me laugh.
With healing turret? Even funnier.

Tell me, what do you expect me to remove conditions with, yes, its very obvious to remove them to remove them at their highest, no need to act so condescending, but that isn’t the problem.

If you read the point of the thread, you’ll see that the problem is that elixirs are the only options. Which means elixir builds are the only options. Which is pigeonholing you into a single build, which isn’t fun and I don’t like it.

oh noes to remove conditions you have to slot condition removal! just like every other profession?! THE SKY IS FALLING!

and to use healing turret in combination with elixir C does not require you to spend a single point into alchemy… your point is null and void.

Elixir R is not condition removal, it is stun removal on self only. Not really the point of that build.

I carry an elixir gun in my specs to deal with conditions because of fumigate and light fields, i use grenades otherwise. Only thing worth speccing into for elixir gun is reduced CD, and thats in firearms which comes with crit chance and condition damage which is yummy for my glass cannon.

I actually like the elixir gun, and see some application in its light field, but fumigate doesn’t help yourself. But the problem is, I use a rifle and to use elixir gun is pretty silly.

Elixir gun works with the pistol specs, not with rifle.

too hard to wait till the stack is high and then remove everything at once with a single button press with elixir C? well I have bad news for you: this game is not for you.

Man you are wearing my report button out.

Let me say it again, elixir C is an elixir, and as an elixir, it requires an elixir build to ever be worth slotting. Forcing condition removal only into elixir builds is pigeonholing.

report me for what? your trolling or you lack of insight? please enlighten me why using healing turret and elixir C is suddenly an “elixir” build and requires me to spend points into alchemy.

(edited by CptCosmic.3156)

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Elixir R is not condition removal, it is stun removal on self only. Not really the point of that build.

I carry an elixir gun in my specs to deal with conditions because of fumigate and light fields, i use grenades otherwise. Only thing worth speccing into for elixir gun is reduced CD, and thats in firearms which comes with crit chance and condition damage which is yummy for my glass cannon.

I actually like the elixir gun, and see some application in its light field, but fumigate doesn’t help yourself. But the problem is, I use a rifle and to use elixir gun is pretty silly.

Elixir gun works with the pistol specs, not with rifle.

too hard to wait till the stack is high and then remove everything at once with a single button press with elixir C? well I have bad news for you: this game is not for you.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

I don’t want to get infractions here, but do you know the point of this thread? Do you know how to read upwards and the OP?

Do you know what pigeonholed means? I suggest you look it up, and apply it to the context of the thread and the engineer.

As I’ve said, healing turret and med kit do not offer any reliable or strong condition removal. The only thing that does, is elixirs, and that is provided you trait for them. That is pigeonholing you into one build.

No one is saying that we don’t have condition removal, that is a silly strawman you have erected. People are saying its too pigeonholed.

obviously you have no clue what you are talking about and you repeat the same nonsense again. none of the above options require you to spend a single trait point. engineers are as limited as other professions by cooldowns and builds, deal with it. you are obviously butthurt and dont know when to use the condition removal. builds with clearing formula are to be played different to builds without. you dont spam your condition removals when you have limited removal, you wait till the stack is high and then remove it => voila you turned 2k dps into 500 dps. engineer has issues but removing conditions is not one of them.

(edited by CptCosmic.3156)

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

stuff

again just for you: healing turret, med kit, elixir gun, elixir C, toss elixir C, toss elixir R, rocket boots heal cripple+immobilization. yeah the options to remove conditions are truly limited haha

every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.

that´s not true! Other classes have choice between condition removal by traits and utilitys/signets..so they don´t have to focus on condition removal by means of the build if they want decent condition remove

healing turret, med kit, elixir gun, elixir C, toss elixir C, toss elixir R, rocket boots heal cripple+immobilization. yeah engineers have low amount of condition removal … oh wait!

Healing turret is on a 60s cooldown and you don’t control when it spins.
Med kit is 1 single condition on a 15s cooldown, and you don’t use weapon abilities.

And listing elixirs isn’t exactly proving anyone wrong, its proving that you are pigeon holed into elixirs if you want condition removal.

You have to both trait for, and slot elixirs.

wrong, all those options do not require to spend a single trait point and you forget that the condition removals of other professions have high cooldowns as well and will be used once per fight most of the time.

(edited by CptCosmic.3156)

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.

that´s not true! Other classes have choice between condition removal by traits and utilitys/signets..so they don´t have to focus on condition removal by means of the build if they want decent condition remove

healing turret, med kit, elixir gun, elixir C, toss elixir C, toss elixir R, rocket boots heal cripple+immobilization. yeah engineers have low amount of condition removal … oh wait!

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.

sPvP Roaming Build -- Rifle Bolt

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Thanks for copying this build from the guy streaming on Twitch for everyone to see!

this build is not news since beta actually and was dropped by the most players cause it is too unreliable (as you have to land your full combo properly) and is too squishy. good timed dodges and someone with toughness in his gear makes this build useless (or any CC to keep you from landing your combo properly)

its a pubstomp build. everytime I see such a build I just drop some conditions on him, use my “I cant die” or “you cant catch me” abilities and watch him die by 2k dps from conditions he cannot remove with his build.

(edited by CptCosmic.3156)

Kits need to retain benefits from weapon stats/sigils!

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

My main is an elementalist and I am trying out engineer as an alt.
I really couldn’t believe how sloppy the profession was compared to the ele.
Elementalist can use weapon swapping sigils, elementalist get their weapon stats no matter what attunement they are in. They are designed a lot more thoughtfully.
Now that the insults are out of the way.

Engineer kits should have their own stats.
For example bomb kit should have +toughness, +precision
Elixir gun get +healing, + boon duration
You get the idea.

And weapon swap sigils should work on at least swapping back to the weapon from a kit. That one only makes sense and honestly is the least the game could do for the players.

there is a difference between elem and engi.
engi kits count as bundles and using a kit counts as “equipping”. kits have their own values (and to compensate the loss of stats have higher base values then the weapons you could wield at your level) and engi actually equips the kit as his new item in the main hand.

elem does not equip a bundle when he changes his attunement (he actually holds the same weapon as before) neither does he the attunements bring their own stats with them.

the only thing that should work are sigils and this is a confirmed bug which was not fixed since the beta which is really sad. I will use the flamethrower the moment they fix it (with sigils of strength => say hello to perma 25 might stacks)

How to kill Mesmers with p/p condition build

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

there is not much you can place in your last slot, either more damage or CC, everything else would be a waste. you are already deep into alchemy thus you could take elixir U to initiate a fight (but dont use it if you dont get get first hit, the debuffs might kill you) to stack alot of bleeds on the target.

Suggestion: Please remove RNG from Engineer

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

as already point out in many threads: RNG does not belong in a pvp game and they should all work like toss elixir C: one consistent and one random effect.

if the effects were stronger thus actually had an impact even if you would get a less desirable effect then RNG would be not such a big problem but a randomly picked from 3 minor buffs was a really bad design decision on the devs part. just take elixir H, it is not only the worst heal of the engineer but the toolbelt skill toss elixir H is also almost useless unless you go deep into alchemy traits.

(edited by CptCosmic.3156)

So much hate.... Why?

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

problem is, only a few combinations work and the rest is bugged, thats why so many complain. those bugs exist since beta and many pointed them out but the devs were to lazy to fix it.

My opinion: Underpowered Engineer - It is realy bad at pvp and pve

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

pointless “engineer” is fine posts without evidence from fanboys. reality is that only a few combinations work decently but not as good as similar builds on other classes and the rest of the builds use either buggy abilities and traits thus does not really work.

dont get me wrong, I like the engineer but implying that he is fine is simple wrong or should I point you to the giant engineer bug list in the bug forum?

(edited by CptCosmic.3156)

Do "Swap to this weapon" sigils work on Engineer?

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Engineer kits count as “Bundles” not “Weapons”. there is a rune set gives +5% damage while holding a bundle.

sPvP Roaming Build -- Rifle Bolt

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

works until you meet someone that can dodge properly and incorporates escapes & thoughness into his build, then you burst does not kill him fast enough and you are squishy as hell with this build.

(edited by CptCosmic.3156)

How to kill Mesmers with p/p condition build

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

just a hint:
1. at some point stacking condition damage is less efficient than increasing condition duration.
2. sigils share cooldown thus it is best to have 1 passive sigil (like bonus duration on a condition) and 1 proccing sigil.

example build:
explosives 10 – Incendiary Powder
firearms 30 – Rifled Barrels, Napalm Specialist, Coated Bullets.
Alchemy 30 – Fast Acting Elixirs, Cleaning Formula, HGH

now for runes you take 2x Afflicted, 2x Krait, 2x Lyssa.
Sigils 1x Smoldering, 1x of your choice
that is a total
bleeding duration: 40% runes + 10 % from explosive points = +50%
burning duration: 10% from runes + 10 % from sigil + 10 from explosive points + 20% napalm specialist = +50%

result: 3s bleed vom explosive shot, 3s burn from Incendiary Powder, 9 second burn from blowtorch if you hit at close range. just a note: the 9s burn from blowtorch will deal 6k damage in those 9 seconds with the rabid amulet and jewel.

Feel forced to use grenades. PVE.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

grenades are overrated. to be clear my pistol/pistol condition build can easily stack so many conditions in a few seconds with elixir U so that I will make you cry for the amount of health you will lose per second. if I manage to get close or if some super cool thief thinks he is a melee pro, well I got a surprise for you: my blowtorch deals 6k burn damage over 9 seconds when I hit you in melee range

(edited by CptCosmic.3156)

PvP bunker build

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

I’m getting a bad link for what you posted

then just copy the link manually? =D

Flame on!

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

flamethrower will be epic when they solve targeting and sigils not affecting kits issue. imagine sigil of strength and high crit chance => enjoy perma 25 might stacks every fight.

(edited by CptCosmic.3156)

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

They want the engineer to be somewhat unpredictable so that all parties (the engineer himself and his allies) have to react to the effects.

the devs should also look it from another point of view. most of the random effects are too weak to be considered changing and unpredictable when you get something you did not wanted in the first place that actually does not help you in any form in the current situation. all you can do in such a moment is accept your fate and die when you dont get the effect you really need. if the effects were alot more powerful then it would be different.

lets take toss elixir U. no one would complain if it would place a randomly generated big AOE circle field like frost (that deals damage and chills), fire (that deals damage and burns) or any other cool and meaningful effect but currently it is a gamble if you get something that could influence the fight at all.

(edited by CptCosmic.3156)

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

ah internet argument, i think you are nearing to the point of calling me names.

obvious flamebait and you make yourself just look stupid.

you see i’m not flame baiting, in internet argument, people usually say something like “everyone can see that you don’t have a point” then after that they will start calling people names. i think that it is just funny how you can represent everyone all of the sudden.

honestly if you don’t or nobody understand what i am trying to say, it is actually fine.

I am sorry that you dont grasp the context of “everyone can see it”. it is just a nice description for something that is OBVIOUS.

also there is nothing to undersand, cause as I have already pointed out, your post contains alot of nonsense =D

PvP bunker build

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

I would go for this build if you are looking for a build that can keep fighting on a point:

http://gw2skills.net/editor/en/?fcAQJAqelspyXnuSeF1LJRIF43wgKUfRPyPln8nCsF;TgAAzCpoay0koJbTumkNB

it has the durability you want but also the damage to attrit someone down by yourself.

(edited by CptCosmic.3156)

idea for Trait "juggernaut"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Why was it even nerfed? The previous Juggernaut was awesome, stability with FT but 30% (or more?) slower movement speed. I totally loved it, great to rezz/finish in sPVP without being interrupted.

it was removed because they could not fix the bugs or did not wanted to make the effort to fix it, e.g. you could steal the stability with some skills.

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Unfortunately I have read a post-beta interview where one of the developers plainly said that the randomness is not going away, because they think it adds more depth to the class : how are you gonna react to the random effect you get?

Bollocks, if you ask me.

yeah this is a pretty bad design decision. the toss elixirs could have a fixed short lasting benefit and one random long lasting which would be a much better solution while still have that random factor that the developer wishes to keep. RNG has no real place in a game where a big part is pvp.

(edited by CptCosmic.3156)

Weapons not affecting kits, is this intended?

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

And what if i have 56 Vitality on both weapon and i switch? Right 1000 HP Lost and when i have 56 Toughness on the weapons? right i get more Burst.

I have 2 PvP Weapons with defensive stats and this is really a reason why i not use any kit besides the medkit but i always weaker when i use my medkit.

it is your decision what stats you have on your weapons. the same will happen with any other class that switches weapons when one of your weapon sets have defensive stats. this is a common knowledge to not have defensive stats in your weapons.

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

if you get the traits for the elixirs to give might / remove conditions then they become predictable to some extend – but at that point they basically all do the same.
The traits should improve the skills not define them.

pretty much agree. it is like having a toolbelt skill that does almost nothing till you get atleast a master trait.

toolbelt are good compensation for kits

you still dont get it and repeat your post again just with longer sentences and explanations. not even that but with nonsense thrown into it.

1. kits and the weapon skills you get from them have nothing to do with toolbelt skills or with elixirs. kits have their own toolbelt skills. yes kits and our toolbelt skills are meant to compensate the lack of weapon switch but having an effect that you dont need in 66% of the cases is for sure not intended when the toolbelt skills are meant to be a form of compensation. I dont know what you want, but you are just talking nonsense.

2. guardian virtues are not random, you know exactly what you get and can decide when you get it. you dont have to trait for it to have the desired effect. your argument is null and void cause it does not even apply to this case.

ah internet argument, i think you are nearing to the point of calling me names.

obvious flamebait and you make yourself just look stupid.

(edited by CptCosmic.3156)

toss elixir b broken ?

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

Then your tests are stupid, seeing as how I can toss it on myself right now and gain only one of the buffs. This is sad to me seeing as how it worked as the tooltip stated in the BWE early on. I even built my entire setup around it keeping my boons up 24/7 in pvp and now I can’t because of the tooltip being wrong. It always gives ONE buff out of the list, if you’re getting some other buff from it other than the one its from traits or something else nearby.

Sorry but then you have no idea how it works. Come to Ruins of Surmia Heart of he Mists and i will gladly show you it works the way i described it. Just because you have no idea about someting doesn’t make my tests “stupid”. Your comment on the other hand was stupid.

Read again my post and maybe you will grasp it. It can give you 2 times the same buff.

yeah everyone is wrong except you =D cool story bro

Weapons not affecting kits, is this intended?

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

the kits have their own damage values that scale with your level thus I think this is intended.

flamethrower with sigil of strength would be really tasty, perma 25 might stack

(edited by CptCosmic.3156)

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

i think i have clearly said that elixirs might have been intended to those who spend points in alchemy trait line.

traits like cleaning formula 409 and HGH is an improvement to your elixirs. it’s up to you by the way if you choose to not take traits that improve elixirs and still use elixirs. btw getting 30 alchemy improves your elixirs.

elixir H can give you a more mobile condition remover. if use on yourself, it can give 2 stacks of 20 seconds might and can add up to additional +3% damage.

“toolbelt skills to compensate him for the lack of weapon options”
kits occupy skill slots for changing kits, elixirs occupy skill slots for what? for the skill itself.

repeating always the same over and over and writing what certain abilites do without any context does not make your “argument” valid -.- according to you toss elixirs are fine because I can trait for them to make them useful? so when I want to use them properly I have to wait till atleast lvl 40 for the master trait? you write something about the elixir utility skills when the thread is about the toss elixir TOOLBELT skills random effect and elixir X elite skill. your last sentence is a good indication and everyone can see that you have not really read anything and have no real point, you just post for the sake of posting something. btw toolbelt skills have nothing to do with with weapon or bundle skills your receive from kits.

(edited by CptCosmic.3156)

[Video] Elixir Gun PvP Build Guide

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

may I give you some suggestions how you could improve this build even more (in the damage department)?

at some point stacking more condition damage is less efficient then getting condition duration. if you use 2 runes that would give you +15% bleed duration, your bleed from the elixir gun will last 5secs instead of 4 (10% from explosive tree + 15% => +25%) giving you another tick of damage for each bleed you apply. the next goal would be to increase the duration of the burn from the explosive tree to 3secs. for this just take napalm specialist in firearms and fill the last 4 slots of your runes with burn duration runes. burn is the strongest damage dealing condition thus it makes sense to increase the duration by another second.

My opinion: Turrets - So Much Potential - yet so broken!

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

The biggest hurdle that ANet needs to deal with on turrets: They are separate and independent form of damage (essentially, an infinite dot so long as it isn’t destroyed) that allows the engineer to run around and do damage on his own.

Turrets count as a Damage Over Time. They are independent damage that the Engineer can apply without having to maintain it. That’s why they have a longer than normal rate of fire.

They are also indiscriminate of targetting. The Engineer cannot control who the turrets target. They will apply this DOT damage to anyone that they feel. That’s why they have an ability that the engineer can trigger to make them more potent.

Engineers shouldn’t count on turrets to be their sole form of damage. They aren’t the TF2 Engineers. They have a MUCH broader choice of abilities than that class, and can switch between kits and weapons.

You have several ways to make turrets more powerful.

You can trait into them to make them more durable, regen their health, become more powerful, deployable, and can also increase your wrench skill so that it heals them more.

Turrets can use a little boost, but the problem that ANet has to consider is all of the above characteristics. If you boost their damage or rate of fire too much, then you can imbalance a turret-using engineer. You could reduce the CD on a turret’s special ability, but you have to make sure that increasing the special ability doesn’t imbalance the damage rate (in PvP and PvE, I expect a Turret to have at most 1 or 2 chances to use their CD ability).

Turret drop CDs are perfect IMO. Also, if you pick up the turret before it dies, then you drop about 1/4 the CD timer off of them.

TL,DR: Turrets are good, but could be better. Very little better, because they are an independent source of damage.

all this is right but they are just painful to use. engineer needs an option to make the turrets attack your target over something else. they have too many downsides and I would rather eat an elixir B & U and do the additional damage by myself.

(edited by CptCosmic.3156)

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

elixirs can cure condition and give 20 secs might with traits, making toss useful even with it’s random effects.

you said that you need to take alchemy traits for those but maybe it was intended that elixirs are for those who spends points on alchemy trait line.

elixir H for example is weak compare to other healing skill like you said, but it benefits from alchemy traits, making it a very good choice for alchemy builds.

you can go deep into alchemy and take not a even single trait that improve elixirs. you will never take the elixirs for their effects but the ability of the trait that allows us to remove conditions. abilites should be useful even without traits or do you know any other ability from other classes that work like that?

and BTW elixir H is still inferior then both of the other healing skills even when you go deep into alchemy tree. why? 1. the other options have higher health gain 2. lower cooldown without having to trait for it (not to mention that bandage self can be traited for 15s cooldown and healing turret has a 15s cooldown when you use it properly) 3. because the other 2 options already have the ability to remove conditions.

some alchemy traits are also buggy and dont work correctly but that is not the point. the point is that the engineer is designed around his utility skills that also provide toolbelt skills to compensate him for the lack of weapon options BUT the toolbelt skills of the elixirs are only gimmick when you dont go deep into alchemy and specific traits and random effects are pointless for a game with PVP. furthermore the elixir H and X are inferior to other options you have even if you go deep into alchemy.

(edited by CptCosmic.3156)

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

in my opinion the random effects of toss elixir abilities and elixir X should be reworked. random effects is a no go in pvp and is mostly gimmick for pve. basically all the elixirs with random effects have a chance to frustrate the player in situations where you need certain effects but get something else not to mention that you will never take most of the elixirs if you do not go deep into alchemy tree to make them reliable via condition removal or might application. elixir H is also the by far the weakest healing skill of an engineer thus it actually deserves a change to the toss ability.

the toss elixir C is the best example how all the toss abilities should look like: it removes one condition and gives you a random boon. in short it has one useful effect that is always the same and one random effect. this could be done for all random elixir abilities, e.g. toss elixir H could give regeneration for 4 seconds and some other random effect for 10 seconds.

elixir X also deserves a change. it is subpar to the supply crate, not to mention that only power builds profit from the transformation and condition builds are left out. I would follow the same rule as above: one effect that is always the same and something random.

this change would have two major effects:
1. you add some reliability to them which is great for competitive play
2. people could also use some of them without going deep into alchemy traits.

My opinion: Turrets - So Much Potential - yet so broken!

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

cooldowns when you pick them up are too long and there is no way to control them. it sucks alot when they start to shot in random directions or something you do not want them to attack.

Engineer PvP Discussion/Q&A

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

It’s just that i have a feeling in a couple months everyone and their mother will be using their condi removal stuff and won’t work well. It happened with DOT based builds in GW1 as well.

it wont affect the engineer that much because his condition applications have low cooldowns and short durations anyway.

List of QoL improvements for engineer.

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

imho the random toss elixir abilities and elixir X should be reworked. random effects is a no go in pvp. imho the the toss elixir C is the best example how all the toss abilities should look like: it removes one condition and gives you a random boon => it has one useful effect that is always the same and one random boon. this could be done for all toss elixir abilites, e.g. toss elixir H could give regeneration for 4 seconds and one random boon.

Player teleporting / attacking from an extremely long range / botting

in Players Helping Players

Posted by: CptCosmic.3156

CptCosmic.3156

wow that looks longer then 1200 range which is the max range anyone in the game can get. i suggest report them for hacking.

not true, the engineer for example can (with a trait) toss grenades beyond 1200 range.

Vulnerability not increasing condition damage

in Bugs: Game, Forum, Website

Posted by: CptCosmic.3156

CptCosmic.3156

anyway either the description of the vulnerability is wrong or the condition does not work properly, it is a bug either way.

stuff

there actually are items that decrease damage of conditions by alot.
1. we have runes that remove conditions on a critical hit
2. we have runes that lower that lower conditions duration. you actually need only 1% of reduction because the damage ticks on every full second only.

btw, you lean out of the window too much by saying it is balanced. removing conditions by abilities is easy, removing high damage crits on the other hand is not possible. stacking thoughness has limits and it is not unusual to get hit by between 3-5k crits from abilities in someones burst rotation even with high toughness. please also dont say “you can dodge it” cause you can dodge abilities that apply conditions too.

It is intended, it does the same damage to every target regardless of armor values

your point is? the discussion is not about armor and vulnerability has nothing do to with it.

(edited by CptCosmic.3156)

Engineer bugs compilation

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

another bug: automated response is supposed to make you invulnerable to conditions but conditions arleady applied to you will still proceed to do damage on you.

Vulnerability not increasing condition damage

in Bugs: Game, Forum, Website

Posted by: CptCosmic.3156

CptCosmic.3156

all this “conditions are too strong anyway” talk by welps building glass cannon without condition removal is amusing. a vitality power build with some condition removal will beat a condition build everytime. condition builds are a counter to all those high damage low vit builds alot of players are running. also I am pretty sure the change to vulnerability was made to make vulnerability to affect conditions thus you are not entirely crippled if one of your big stacks (that takes time to build up) is suddenly removed otherwise the nerfed condition application for several classe that was done in the past would make no sense at all.

if you want to moan about condition damage then moan about the condition damage of monsters, especially boss monsters which was not touched at all.

Engineer bugs compilation

in Engineer

Posted by: CptCosmic.3156

CptCosmic.3156

I have new one: traits that are supposed to work with explosions do not work with abilities that “explode” like pistol “explosive shot” or flamethrower “flame blast”

Engineer Bugs

in Bugs: Game, Forum, Website

Posted by: CptCosmic.3156

CptCosmic.3156

beside everything mentioned:
-boon duration from “potent elixir” trait and points in alchemy do not increase the duration of some elixirs (elixir U & S)
-“fast-acting elixirs” trait has not effect on alot of abilities labeled as “elixir” (all the toss elixir abilities and the two from the elixir gun, so either add this in the description or remove the “elixir” label)
-“flame jet” ability from flame thrower has alot of targeting and tracking issues. most of the time it will miss alot of hits on uneven surfaces. the flamethrower is pretty pointless if you add the fact that it only applies the burn from the ability on the last hit as it will deal low amounts of damage due to it.

(edited by CptCosmic.3156)