This has been around 4ever.
Yes you could call it an exploit but unless you are using it to get to places you aren’t supposed to I wouldn’t worry.
Seeing how hard it is to actually pull off and you can’t really judge exactly where you will land, it isn’t a very practical trick.
I personally think it shows that at one point the Jump Shot on Rifle was going to be much more like the Jump on the Charzooka that you can pickup during Jormag. Which means it would of had a longer distance and no delay at the end but at some point the changed it so it would only go as far as your Rifle range and they did this by basically making you hit a brick wall in midair.
And that is how our Jump shot skill came to be the annoying easy to dodge skill it is 2day.
@Kamahl
You sound like a d!ck.
@OP
I’d love for at least one of our mechanics to have passive effects, whether its Turrets, Gadgets or Kits I really think having some passive support would help our profession.
And just a suggestion for Bomb Kit.
-Placing a bomb grants 1 sec of swiftness
That would be awesome.
Speed Shoes Bomberman!
(edited by CriSPeH.8512)
Imo the downed mechanic has no buisness in any PvP setting the way it is now.
In sPvP and WvW the downed mechanic should really only be the heal skill for every profession so if you get downed in a teamfight you have a chance to get rezzed.
Otherwise the whole downed system is just a whole load of cheap stupidness. Why is it that some professions can seem to hit me harder with their downed attack then I can hit them with my autoattack!? I am forced to use CDs on someone that I have already beat.
Why is it that some professions have a gauranteed way to distract ppl for another 10 seconds or so. In sPvP you can really see the complete unbalance of classes like Mesmer and Ele who you can get downed but then they can use their downed skills to disract you while teammates capture points. Whereas if you are an Engineer and you get downed you can only hope to prolong your life as long as it takes someone to do the spike animation twice.
The Downed mechanic either needs to stay in PvE only or it should be changed in PvP so that all professions have EQUAL skills.
My suggestion would be everyone only gets 2 downed skills.
-1 skill being a single target interrupt.
– 2 skill being heal self.
(edited by CriSPeH.8512)
For example, you wear Utility goggles, you have perma-fury and immunity to blind forever as long as you have Utility goggles in your utility slot.
How could anyone call permafury and blindimmunity balanced on top of free 10% dmg??? thats ridiculously OP.
think —> write
He did state it was an example.
think —> write
And since when is an skill free? Our TB skill applies vulnerability which can be removed and/or negated.
Permafury and Blind immunity would be pretty powerful but I wouldn’t call it ridiculously OP, other professions have ways of increasing there Crit chance, we have scope which doesn’t even work.
So to give up a utility slot, which is also our option for secondary weapons and to lose the stunbreaker side of utility goggles I think permafury and blind immunity would be a fair trade.
+1
I really like the idea and theme of our Gadgets but they seem very tacked on.
Passive boons or buffs would be nice.
I am starting to really learn alot of the locations and conditions in WvW where you can pull someone and they will go flying straight up into the air. Works just baout everytime in certain areas around steps or small drops.
So my favorite combo is trying to Overcharged Shot or PBR them right before they land.
If you jump right after activating either skill you will do the skill in the air which if the timing is right looks pretty hilarious and they seem to get a little more air time.
Kinda pointless but very fun.
not sure how to delete a thread lol
You don’t have delete your thread for a single mistake.
You made alot of good points and the changes to FT sounded as good as anyone else’s suggestions.
I think the best point you made was the the FT is far from a completetly useless Kit and in PVE (where I am ALWAYS frighting mulitple mobs because I am and Engineer and its is easy) the FT can be a pretty fun thing to toy around with.
PPL will always complain because FT is a weaker damage dealing kit than Nades and Bombs and the utility of FT doesnt quite make up for it.
This is all true.
And it is also true for every other profession, there is always a “worst” weapon or skill and there is always those few ppl who still use it because WTH its fun.
You can either worry about perfecting every aspect of a game or you can just play the G0D kitten thing!
If I remember right Backdraft didn’t pull enemies all the way too you, it just pulled them a little bit towards you.
Seemed like it was more like a little burning tug.
But then again I can’t really remember seeing or using too many kits in beta, I was still under the impression that Turrets were gonna be Engineer’s bread and butter.
Either way I would rather have Backdraft than Smoke Vent.
Given the mid-range dmg FT has Smoke Vent either needs to be a smoke field or a stun breaker.
Cmon guys you had to all see this one coming.
This was nothing more than a bug that most ppl just happened to like.
You can still spam your Heal key and get the same effect.
I noted in another post too that if you switch to FT or EG in the air it will now activate the ICD but it will not produce the Kit Refinement effect.
So do not try and bypass KR by jumping when it comes to FT and EG.
^Wow so yeah this patch is just all f#$%@d up.
Only FT and EG proc the ICD.
You still can’t switch out of kits in the air using the weapon swap key.
If you jump and switch to FT or EG while in the air it will trigger the ICD without giving the KR effect. So if they DO fix it so all labeled kits trigger the ICD then switching kits in the air will waste your trait
hmm now that I have got into the game and tested it I am kinda scared.
The nerf doesn’t even work right. FT and EG are the only KR effects that trigger the ICD. So you can still TK Pull + Barrage/Barrage and really use and KR effect one after another as long as you use EG or FT last.
Adding an ICD to a single trait effect doesn’t seem like too complicated a task and yet they have completely botched it.
I am kinda worried that at the last minute some Thief playing Dev crybaby tried to rush in a nerf to stop from getting his face moneyshot on by my nade explosion.
The only “100nade” rotation that this affects is the switch to TK and immediatly pull than barrage+barrage.
You can still do every other CC barrage+barrage rotation.
If you jump while switching to TK it wont use KR so that is a technique you can use, which can also be helpful because ppl are less likely to notice you pulling them if you are jumping around.
Its also strange that this seems to be the only KR aspect that ppl complain about.
I throw the Barrage+Barrage burst all the time and its almost never right after I pull someone since that is when they are most likely to pop their stun breaker.
What I think sux more is now I don’t have 2 instant Condition removers with FT and EG!
I don’t think this as big a nerf as some ppl are making it out to be, imo the 30% nade nerg was worse. But I also don’t really see the point of the nerf either.
Hey Anet maybe you should fix the useless or redundant KR skills like medkit and bombkit before you mess with CDs.
Then again maybe thats just what they are planning to do and the ICD is just a pre-emptive balance to the soon to be coming new KR skills………huh…………huh…………………..it could happen.
Heh heh look at everyone having a hissy.
I had to read the FT patch a few times to make sure I was understanding it correctly because to me it looks like the made a change to the kit that came directly out of player feedback. Sure it took some time but I think one of the first 5 suggestions for the Engineer ever was to make Flame Blast able to detonate in the air. AND knocking ppl back extends your burning now, Conditon Damage HURRAY.
How awesome.
Super Elixir is back to its orginal sweetness.
How awesome.
Elixir U is fixed to 5 secs so now you can combo it with Elixir S and have quickness the entire time you are tiny and even a second after.
Pretty awesome.
Prybar is better for confusion although I still think it needs to hit multiple targets like Warrior weapons.
Not as awesome.
Kit Refinement, hmmm the one everyone is kitten about. Yes the whole Pull-standontopof-Barrage Barrage burst needs a little more thought now but to me I see this as a possible preparation for a kit buff.
They seem to be slowly trying to improve and change our kits and how they exactly function. They aren’t changing any core Engineer mechanics it just so happens that some of the changes have messed with the unconventional builds ppl have come up with.
So no this was not an awesome change and I could very well be wrong about anything counterbalancing this in the future but even still the KR nerf isn’t that bad in my eyes.
I am most dissapointed that there was again no reworking or balancing of our main weapons especially the pistols.
maybe next time
Omnonberry Pie
Do not have FT equiped
Use Elixir U and use Elixir S
Switch to FT and Spam #1
At the end use knockback and smoke
back up and wait to do it again.
(having you kit equipped when Elixir S kicks in will make it take longer to re-equip the kit and by using Elixir U then S you wont suffer the negatives of haste)
The more Engineers the more that can cycle doing this and its pretty annoying.
But not much more than that.
Wont get many bags you’ll just be annoying.
@ManCaptain – I love how you stated your guild has no personal skill. You are the best troll ever. I would say the people with no personal skill are the ones who need to spec full GC so they can try to instaburst unsuspecting ppl down.
@Kardiamond – I agree it was much more fun to roam around in smaller groups to find little battles, but it also sucks roaming around and getting caught by 30 ppl.
I wasn’t judging anyones build or saying that PVT is the only way to go. I was just trying to point out that in my experience when I started running with a large Raid grp (and they do alot more than stand and spam) I found switching out for some PVT gear really helped me stay alive when charging though siege and AoE. Since you are attacking ppl as a group you don’t NEED to do as much damage to them so the loss of crit isn’t noticed.
If you are caught alone or in a smaller grp you will be at a disadvantage but if you are good enough you will still do alright it will just take longer.
I don’t think there is anything wrong with his build and if you are only going to be roaming around in WvW or in small grps than PVT Gear probally isn’t the way to go.
In the top tiers of WvW Zerg fighting is how things get captured, during peak hours its rare to run into small grps of ppl when roaming around so whether you like it or not ZERG vs ZERG fighting is where all the action is in WvW.
And when you have 30v30 along with lag and culling the strategies good zergs use to stay alive is to move as a grp and yes spam while moving as a grp. If it is an even match you can spend a good amount of time circling and dodging and in the end the ones with better survivability will be the ones reviving everyone who spent more on damage.
To be clear if you are specifically going to stay away from zerg fighting then the carry over sPvP builds all work great.
If you are going to run as a zerg than PVT.
Anyone who thinks the Engineer downed skills are among the best I just can’t take seriously.
We have a single target interupt that can itself be interupt by just about everything, even a pet standing in front of a ranger.
I think in all the time I have played WvW I have only been able to use 3# maybe 4-5 times and NEVER has it done anything more knock a few ppl back right before I die.
Most the time I get to the point where I click it but die during its cast time, RLY?? Anet?? a cast time for a skill you will almost never get too????
If you go down and someone starts to stomp and you pull them and they fall down, they will still have more than enough time to stomp you again before #3 is ready.
So basically Engineers are the profession that once you get them down you just have to spam your spike button and you will get them, no other thought or strategy is needed.
You don’t have to wait for them to stealth or teleport or get up and run, you dont have to keep constant damage and avoid fear so they can’t rez, you dont have to speed stomp or interupt a pet from rezzing, you don’t have to stabilize to avoid an aoe knockback so they can’t self rez and when and Engineer is for sure going down they have no last minute fight untill my last breath last ditch effort they can use.
So we have a pitiful dmg skill that chills (way to throw in another chill option anet!)
We have a copy of a thief skill which is a copy of a Mortal Kombat skill (way to get more mileage out of that one anet!)
We have an AoE knockback which is basically same as another professions #2 downed skill which we hardly ever get to use. (I mean how much of the Engineer did you guts actually have finished before you decide to just roll with them anet???)
Sorry but for a stupid mechanic that shouldn’t even be a part of the PvP aspect of the game, the Engineers basically have the crap-pi-est part of a Sheat Sundae! Which is no sugar cone, just the Sheat.
The worst part is that Anet decided to add this FPS mechanic to an RPG game and yet they left out all the improvements and tweaks those FPS games made to the same mechanic.
Most FPS games that have medics i.e. Healing dead or downed ppl will still reward ppl for getting those enemies TOO the dead or downed state. In GW2 you only get rewarded for finishing ppl off.
This makes the downed state mechanics THAT much more important, ppl will constantly suicide themselves trying to finish someone off because they want to earn the credit they deserve for basically beating them.
So this makes the classes with crappy downed state skills a bigger kill priority. I almost always get focused as an Engineer and we are Thieves favorite gank food because if a Thief gets you down you are getting spiked.
So imo Anet added a bad mechanic that doesnt fit within this genre and then they made it even worse by having the different downed skill horribly imbalanced.
I mean come on if you down an Ele anywhere near a door that Ele will get away almost 100% of the time. That seems like a fair thing for the AOE nuke profession to have right? No risk for jumping down and bombing attackers because their downed skill.
I hate the RNG on our profession and don’t think it is at fair that every profession isn’t hit with this “skill”(<- according to Devs) producing mechanic.
That being said I have almost left Supply Crate behind in WvW, I will usually equip it if I am running around solo or in a small grp because thats where it excels is in smaller fights.
IF you are in a zerg Elixir X can be pretty awesome and fun.
Wanna feel like you contributed to wiping a zerg!?
charge in a hope for the Tornado, then just move and dodge around and watch the enemies get distracted and go flying while your zerg mops them up.
Automatic Elixir S trait works great with Tornado because if you DO get CC and focused the trait will kick in and cancel your tornado so you can get away.
The Brute form is very underrated imo too.
I think ppl expect it be more damage dealing or something but everytime I get Brute I just think “Time for Support!”
Even if you are being focused you can stomp and rez at least 3 ppl during your Brute form. The skills are okay and can be used to harrass ppl but once again they are much better when used as support to interupt stomps or kick ppl off of siege.
For PVE I use Golems.
Id say since other professions also have invincibility options that allow them to still attack while using it that having to re-equip a kit to get a single skill off is perfectly fair and imo Elixir S shouldn’t hide your kit skills in the first place.
We barely have any damage dealing kit skills that are instant so even being able to attack during the whole 3 seconds of tinyness will more than likely only net you 2 “free” attacks at the most.
Move ability 3 to 2, with 2’s timer.
Make supply drop the new 3.
^ I like this.
Supply Crate would never happen.
Maybe Emergency Supply drop:
Randomly drop a single turret that is Overcharged
That is prolly more something Anet would go for.
RNG = Better players.
If you are in WvW running in a zerg than PVT gear is invalueable.
Have you ever been running with a good zerg where the commander actually has everyone run through as a grp staying in a nice big beehive taking down everyone around you, but then you are dead on the ground waiting to get revived by the survivors?
Thats because you are specc’d for sPvP.
You do no damage when you are dead on the ground and you will NEVER out damage your zerg.
In a zerg you just need to stay alive and try to contribute and all that extra crit% and dmg wont really matter when you are taking things down as a large team.
So tankier builds are always better for WvW unless you are just hoping to run into 1-2 ppl all the time.
tl;dr – PVT gear keeps you alive so you can keeping tagging enemies and get more loot bags.
This kitten talking is just the lame immature gamer that every game and class suffers from.
I can say that I will focus Engineers alot in WvW but its more in the same way that I will focus Rangers and Necros because they are the easiest targets for me. If you can get a Ranger/Engie/Necro downed you are almost gauranteed to stomp them on the first try because they have no definate interupt (ie Mesmer/Ele/Thief.) Its also usually always easier to fight your same profession because you have a much better idea of exactly what they are gonna do.
I noticed in WvW that I will get focused first ALOT in smaller battles by most other players and it is also very rare that someone will run into me and decide to turn away because I could be trouble, even uplvl’d players. I am sure it is a suprise when I open my can on them but the general idea seems to be that Engies are one of the easier pickings in PvP.
I see Anet’s response to RNG as nothing more than an excuse trying to justify a bad design decision. If they truly thought RNG brings as much strategy and skill as they claim they would have put RNG into more professions or would have stated that
“We believe in RNG and think it is fair and for the future are looking for ways to bring RNG into other aspects and professions in the game.”
I think the reality is that RNG is just another consequence of having a last minute profession that didn’t have as much practical development and testing as the other staple professions.
The Engineer and Mesmer are the most unique classes in GW2 and it is obvious that the Mesmer received much more attention than the Engineer did.
Lets just hope that eventually the spotlight will shift to Anets greatest sleeper achievement, The Engineer.
The thing that bothers me most about this is that one of the tatics the Devs state the Engineer can excel at (chasing with FT pull) was one of the first (and imo biggest) nerfs to the profession.
Later the FT was (imo) nerfed again when Juggernaught was changed.
It just seems like because they threw together a profession at the last minute and now they don’t really know how to balance it. They seem too afraid to give us and advantage because it could be seen as OP and they give us unnecessarily strong nerfs because of how things look on paper.
I can only hope that at some point a greater focus will be put on the Engineer to make it a more appealing profession to use.
Pipedream sidenote; To pull a group out of their Zerg just past your BoB laying ontop of your flamewall and watch them fly through the air in flames to their awaiting death!
ahhhh what a great combo that would be!
Still other classes have ways to move faster than 133% with ride the lightning, rush from guardian, swoop from ranger and there are many more, also teleports.
So I am sure they could make something that you can actually run faster with superspeed. Even if they make it a rush where you can only run in one direction but you can escape. That would be alot better than 133% speed.
^Agree with your point.
Super Speed from Slick Shoes is supposed to be our in combat gap closer/opener, Jump Shot really only works as a closer with ppl who are CC’d and everyother distance skill we have either sends you backwards and/or knock you down, so the only way to use them as movement skills is to About Face right before and after which is just ridiculous to have to do.
So like most of our “staple” “balance” “every profession needs them” skills our Gap Closer is pretty lackluster compared to other professions, pretty sure Thieves and HS spam just as fast across an area as we can super run.
It is still a nice skill paired with slick shoes but it seems because it is a TB “xtra” skill it is nerfed. I would rather they switch them and Slick Shoes can be the TB and Super Speed can be the utility but have it changed so it is actual super speed over a larger area, something similar to when you get Brute with Elixir X and use the charge skill or the charge in Keg toss. Even having it GTAoE so it would be more like Sprint to this spot or like Warrior Whirlwind.
Static Discharge works differently with different skills. If it is a targeted attack skill like Ram head or Suprise Shot then the lightning will track the enemy that you have targeted.
If using GTAoE skills like Thrown Elixir or Grenade Barrage the lightning will go towards the center if the AoE.
If using other (buff) self target skills like Healing Mist or Incendiary ammo the lighitning will tend to shoot straight out where you have the camera aimed.
Sometimes it works differently but either way the Targetted Attack type skills will net you reliable damage with Static Discharge while all the others are kindof a toss up if the lightning will hit or just go into the ground.
LOL a Flamethrower to chase ppl down! Those were the days!
Shouldn’t more professions have RNG then if that is what separates good players from bad players?
There is a threshold to the RNG they want in the game and I guess that threshold is the last minute profession that wasn’t in the original profession lineup.
Okay lets go ahead an make this engineer profession.
Grendades, Rifles, Turrets, check, check, check.
What about the rest?
Just pick some skills and skins from the other 7 and mix them up somehow.
How?
iono just get some random stuff and make it work.
OK make random stuff got it.
tl;dr – It seems to me the devs intial goal was to make the Engineer a high skill cap profession but when all the elite players started dominating everyone when they reached that skill cap the Engie gets watered down. So the average players have it even worse and the Elite players have to work that much harder or roll Ele.
(edited by CriSPeH.8512)
Run away.
Because if you don’t, he will and waste everyone’s time.
Everyone has given good suggestions but this one is probally the best.
The only way to beat him is to go GC and try to land a CC + Barrage or SD burst, this will leave you very vunerable though.
Otherwise if the Thief is good enough to save their cooldowns so they can always stealth+regen when they need to then their isn’t much you can do( sounds like this Thief was since it went on so long). Spamming AoE will only work if you get lucky so its not reliable.
If its in WvW just leave, the Thief isn’t killing anyone either same as most perma-stealth harassment type Thieves.
If its in Spvp just keep him busy till someone else arrives.
If you are in a group the best help an Engineer can give is CC for the stronger AoE hitters.
Grants Double Speed while in combat which is faster than just swiftness.
while out of combat Super Speed is the same as swiftness.
The advantage of the skill is when it is used in combat because you will be able to get away/gain on other players with just swiftness.
There is a vid a page back or so called Diving into Zergs or something.
It is a Tough/Vit build that focuses on harrassment and survival.
Like Tankcat it does require a gear focus for defense but like all builds you can always switch out a few pieces to better compliment your own playstyle.
Since you are gonna to be running Duo you prolly wont have to focus as much on survival and can trade a few pieces for offensive stuff.
If you are going to be mostly kiting and harassing while your thief friend burns everyone down I would recommend Toolkit and Bombkit with Kit Refinement, you can keep constant nails on the ground and if you run P/S you will have 2 blocks to use.
With Elixir R and Bombkit (smoke bomb + BoB) your should never have a problem rezzing your Thief or yourself in case you get downed.
Mostly it depends on what the Thief is gonna be doing.
If it is a D/D gank Thief than go tanky.
If it is a perma Stealth P/P harrassment Thief, then maybe go 100Nades or SD and you can burn ppl down while the Thief plays peek-a-boo.
While in Combat you will run at double speed, which is slightly faster than just swiftness.
While out of Combat you will run at the same speed as ppl with swiftness.
The TB skill is most beneficial while you are in combat, especially if you are trying to escape because it will allow you to outrun your attackers even if they have swiftness.
I would like Gadgets to have passives, whether they are just static stats or passives that interact with Kits and/or Turrets somehow.
PBR is an awesome Gadget but it needs its CD lowered.
Slick Shoes is pretty good but could use some work on its animation and sometimes it seems like it doesn’t work.
Goggles are a solid gadget but I also agree that 1) There needs to be a hard counter to stealth 2) UG should be our hard counter.
I have rarely used mine, it is awesome for knocking ppl off walls and cliffs though.
FYI – The Slick Shoes TB skill will make you run faster than just swiftness while you are in combat but out of combat the speed will be the same. I noticed this awhile back running the Karma train in Orr I could outrun everyone around me while we were still in combat but as soon as we popped out I slowed down to everyone elses speed.
1. Speedy Kits – I have a real problem with letting this one go, I have tried to have builds without it but its hard to ween yourself off permaswiftness at all times.
2. Self-Regulating Defenses – I got bored with Supply Crate awhile back and my Asura Golems attack rabbits over actual enemies, so I started using Elixir X for the fun of it and it can really be a blast for harassing zergs and when you get the Tornado and happen to get focused SRD will kick in and cancel the Tornado so you can make a tiny escape.
3. Kit Refinement – This is the Engineers Joker card when used right it allows complete domination of enemies. Just KR and Toolkit is what allows me to solo Champs without taking a hit.
Great video!
Looks like a very fun build.
I would recommend trying Elixir X out, thats my tool for zerg harrassment right now. If you get the brute you can stomp/rez even if you are focused or use the dash skill to gain alot of ground because it will still work even if targets are out of range, the Tornado can be awesome depending on where you use it, if you are lucky you can knock some ppl off cliffs and with Elixir S at 20% traitif you get focused it will kick in and cancel the tornado and allow you to get away.
So not gonna see big numbers but its still pretty fun.
P.S. If you really want ppl to mistake you for a Thief/Ele then you should prolly take off your gigantic Engineer Backpack
When using Kit Refinement it can be tricky to keep track of when the swap effect is on CD.
If you jump and change your kit you will not activate Kit Refinement.
So if you want to ensure you don’t waste your KR Barrage(or any KR effect), jump and switch kits in the air.
Speedy Kits will still activate when swapping in the air.
-#1 skill – Changed so you have to remain still while attacking and you would sweep the jet from side to side. This would come with a Dmg increase to make up for loss of movement.
The worst idea ever. The only thing making flamethrower so useful is dealing constant damage while moving around a bunch of enemies. Even old juggernaut wasn’t be rooting, just crippling. The only rooting weapon is now mortar, but it has huge range and damage in comparition to flamethrower
I would say when it comes to keeping constant damage on groups of enemies FT actually fails when compared to Grenades or Bombkit.
I know its a pretty far fetched idea but for me personally I would rather be rooted but deal huge amounts of damage with my Flamethrower than deal mediocre damage while running around and causing miss miss miss over and over.
imo
-#1 skill – Changed so you have to remain still while attacking and you would sweep the jet from side to side. This would come with a Dmg increase to make up for loss of movement.
-#2 skill – Changed so that the blast explodes when it hits the enemy you are targetting, if it collides with another enemy first it triggers a small AoE blast before traveling through them, this would also lessen the damage of the final blast. This adds strategy to target selection when using it.
-#3 skill – (pipe dream) I would rather this skill go back to the way it was at first, instead of knocking ppl back it pulls enemies in.
-#5 skill – smoke field would be nice but the fact that you can use this skill at any time is pretty usefull.
To me the FT is very underwhelming as a damage tool, I use it more for the utility and might stacking in PVE and in WvW I switch to it so I can shoot through gates.
I personally would rather FT #1 work more like a channeled skill that you have to remain stationary while its going.
More like a Flamethrower sweep attack, you would plant your feet and sweep from side to side. This would have to come with a large increase to FT damage to make up for the loss of movement but I think it would help separate the FT kit from the other damage kits like Nades and Bombs while also making the FT something to be a little more afraid of when you see a sweeping jet of flames.
Right now its hard to give up the other kits for FT, unless you just want to mess around.
I really like the idea of Rocket Boots being changed to a directional skill.
We are lacking in gap closers/openers and we already have 2 other skills that move you backwards.
Acid Bomb on EG works fine as a backward escape and it fits the kit perfectly because it is not really an assault kit.
Jumpshot on Rifle is gimped with the hangtime delay to it doesn’t really work to close/open ground unless the target is immobile and even then its would be faster to just run.
At the very least the knockdown needs to be taken off of Rocket Boots because the pros don’t justify the con of getting knocked on your face.
What I’m telling you is, there’s not POINT to making a CC based build that is a knockoff of a burst build, just go CC. If your burst or damage doesn’t matter, then it doesn’t matter. If it does, go full burst. There is NO half-burst build in the game that’s as good as a full burst, and burst specs in general in WvW are bad. So why are you running a hybrid? To me, if you are running WvW to CC enemies, I would go full CC with survivability, since the point is to pull the enemy into your GROUP. If you want to solo other solo enemies? Full burst is better. That’s my point.
Thats the point of a hybrid builds though. You try to find the line between the two extremes. Yes you could go full burst or full CC but then you are totally limited when you need the other.
But going full burst and running around with a 1940s pitching machine can get boring after awhile.
If you are having fun and still getting the job done then the build is working.
You are all fools.
He just explained how he pulls enemies out of their zerg, CC’s them and then knocks them down with another possible knockdown on the way all while applying cripple and vulnerability. This means the enemy will either have to burn their escape or get burned down by your zerg. No matter what kind of damage you are doing that control alone makes you useful to your group.An Engie wont buff or heal you well but they can make it very easy for you to get kills.
First of all, thanks for calling us all fools.
Secondly, if that’s all this build does, explain to me how it’s any different than ANY build that has Toolkit for magnet pull + a couple of CC utilities, if that’s what it brings to the group, why bother with half-hearted burst? Why not go full CC?
If you want to throw in the whole cripple and vulnerability thing, I can throw in a couple other dozen builds that can apply that as well, since we’re getting sassy about it.
Sorry. No harm meant by fools.
And I was more just crudely pointing out that the usefullness of the Engineer comes in many different ways and almost all of them don’t really rely on huge burst damage.
No auto-attack for grenades, they are ground targetted and should stay that way.
Yes to making Skill #1 a channeled skill so you just have to hold the key down but still aim your GTAoE.
You are all fools.
He just explained how he pulls enemies out of their zerg, CC’s them and then knocks them down with another possible knockdown on the way all while applying cripple and vulnerability. This means the enemy will either have to burn their escape or get burned down by your zerg. No matter what kind of damage you are doing that control alone makes you useful to your group.
An Engie wont buff or heal you well but they can make it very easy for you to get kills.
My favorite is when you pull someone when there is a little ledge or obstrucion on the ground in front of you and they go flying straight up into the air.
Then its just a matter of awesome timing and you can use PBR or Overcharged Shot to punt them before they land.
^ +1
Yeah Ele’s have more than just fire they need to change their icon……..to a big yellow chicken!
^ Thats what I am thinking.
Ground-Targeting would work exactly the way it does now, just instead of mashing your Skill #1 button you just have to hold it down.
Attack Speed and Movement would remain the same.
I would be completely satisfied if the switched Grenade skill #1 to be a channeled skill that just kept spamming while you have the button pressed down. It would still be GTAoE, it would just eliminate the need to button mash to keep sustained grenade lobbing.
Imo this would also slightly justify the 30% Dmg nerf the skill received because it would be less diffcult and less annoying to actually use the skill, if only by a small amount.
I would be happy with them making it so dyes apply to the kits packs, even if they just carry over the dyes on our chestpiece.
I would be most happy with some kind of option to have kit themes skins that you could apply to kits to change their appearance.
I don’t think we should be able to hide our kit any more than you should be able to hide your weapon. If the kits clip into your character I understand how that sucks, I feel the same about not being able to see my pistols or rifle on my Asura. But its not really that big of a deal.