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sigil of luck => 25 stacks weap swap?

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Posted by: CriSPeH.8512

CriSPeH.8512

Yes. It remains.
I, like most ppl I’m sure, even have a desinated weapon for getting stacks.
Then switch to weapons with more offensive on-crit procs or static buffs.

v – It’s not a bug, if the stacks went away when you switched weapons than all the other professions would lose their 25 stacks each time they weapon swapped.

(edited by CriSPeH.8512)

Healing Turret destruct combos?

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Posted by: CriSPeH.8512

CriSPeH.8512

Healing Turret + Thumper Turret = 4 blast finishers
Really we have so many blast finishers it wouldn’t be hard to lay down any 4 rather quickly.

So i saw some videos of D/D eles today...

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Posted by: CriSPeH.8512

CriSPeH.8512

Yes the FoTM D/D Ele.
They can ride the lightning into a zerg, do nothing, then flash back out and run.
Previously the FoTM was the twirly-twirly Thief, who could stealth into a zerg, start doing their ice dancer impression, then re-stealth and run away.

New FoTM Engineer build:
Use Flameturret Overcharge to stealth Jumpshot into a zerg, plant BoB & drink Elixir X and distract everyone around you, wait for Self-Regulating Defenses to kick in, use bombkit smoke bomb and Rocket Boots to stealth jump back out of the Zerg.

Ya now we can be as annoying and mostly useless as the other more popular professions.

Engineer Rework Suggestion - Ammo Mod

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Posted by: CriSPeH.8512

CriSPeH.8512

I like this idea but only if it worked for our weapons.
Since we are limited to Pistol and Rifle as our weapons. ( Shield isnt exactly a weapon )
I think having some type of equipable ammo mod would be awesome, it would be something that is Engineer specific and can be collected like Ranger pets. If it was made so that Engineers have a new slot where the usual secondary weapon slot would be that you could equip an ammo mod into would be nice.
Anything to give our few weapons more options would be awesome.

Engineers: Only for Elite players?

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Posted by: CriSPeH.8512

CriSPeH.8512

Why does every thread turn into a big fight?
Just let ppl state their opinions.

I think everyone can agree on 2 things:

-1) Things like Turrets and their lackluster traits, along with having a utility slot taken up by a kit which have no stunbreakers can sort of pidgeon hole new players into certain builds. Also with our current Trait system you are sometimes forced to put alot of points into certain trees so that you can effectively use a single kit. The most popular builds for the Engineer are the perfect example of why the profession takes a little more effort to get good results. Most of them rely on secondary mechcanics, are very situational and have to be adapted to each situation. You can’t just set a 3 button macro and get free kills like GW2 Rogues can. Lastly the pro/con mechanic of Engineers can be a big turnoff to alot of players, its not just the RNG of Elixirs but the self stun of things like Overcharged Shot & Rocket Boots and the clunkyness of Jump Shot. I am not trying to argue about whether or not the stuns are warranted, but put simply put most ppl don’t like downsides to their skills. ( I bet Thiefs wouldn’t be as popular if their movement speed was drastically reduced when they stealthed or if a D/D Ele fell on their face after they ride the lightning, Or if Thiefs and Warriors both took 2secs to throw up after spinning around in circles)

-2) Despite all of these things Engineers are an excellent profession and the most unique that GW2 has to offer. Time and time again ppl have shown that with a little creativity you can pull some stuff out of the Engineer bag that you never knew was their. Its a profession that once you wrap your head around the strange mechanics you can find alot of niches to be very effective. Engineers can be one of the hardest professions to face in PvP because you don’t really know what they are gonna do. If an Engy is harrassing you with a FT you could say “look at the newb” and go in for an easy kill only to find out he was just baiting you with what you thought was a bugged kit and now you are lying there dead from the nade burst and flame blast he threw in your face.

TLDR: Like every profession Engineer could always use some bugfix luvin and a ride on the balance swing but they are still an awesome profession for average+ gamers. So if you usually start up games and choose Normal or higher difficulty right off the bat then Engineer is right for you. If you always choose Easy you might want try one of the MMO staple classes.

Something to be done about down skil

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Posted by: CriSPeH.8512

CriSPeH.8512

The problem I have with our downed skills is Engineers are basically a free stomp to anyone who can apply stealth or stability. So if another Engineer downs you Elixir S will gaurantee they stomp you.

Our #2 skill doesnt fit with the Engineer at all, a magnetic pull would at least have gone along with the profession.

I am not really that fond of the whole downed state thing in PvP and mostly its because it is completely unbalanced. If certain profession get gauranteed interupts like Ele/Thief/Mesmer then every profession should also get one. If any of those professions get downed it is basically useless to try and stomp them right away, even speed stomping, you know that the Ele will be able to get up and run away (even into a door with is total BS) the Thief will stealth and teleport same as the Mesmer. It doesnt always save them from getting spiked or finished off but even still they all have a gauranteed chance to avoid the first round of stomping. This needs to also apply to all the other professions.

I think an AoE pull would be a nice idea and not at all OP since it can still be avoided by stealth/stability.

Or something like a backpack mine that blasts your body a good distance away, that would be funny.

Or even turning the #3 into more of a suicide bomb that you can activate right away then after 5 second countdown its causes and even bigger explosion then it does now but also kills you. Then we at least have a little flavor and it would make us somthing to be feared when we are downed rather then the profession everyone runs to so they can get a free easy spike.

Help me add more might to p/p/elixir?

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Posted by: CriSPeH.8512

CriSPeH.8512

This is only for PvE.
Well if you try and use the FT by itself it can be pretty mundane.
I sometimes run a FT-Thumper build with healing turret and either Elixir B or maybe even another Turret or Rocket Boots.
For might stacking with FT its a matter of building up your juggernaut might then using the Fire Wall and blastfinishers to stack up the rest.
The Thumper alone has 3 blast finishers so pair that with detonating the healing turret and using either another turret for detonate or rocket boots for a final blast finisher and to get some distance.

The advantage of might stacking this way is you are also doing damage as you stack so it can be a fun game to see how many mobs you can take down at the same time.
Just lay down your turrets in a line, light them on fire and blow them all to hell.

How to skip and run through group of enemies

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Posted by: CriSPeH.8512

CriSPeH.8512

The best trick to remember is that Static Shield works even while using other skills.
When you activate the shield pay attention to the Transparant Aegis Shield effect that comes up, you can use other skills and things while Static Shield is up however it will cancel the block animation and skill duration bar but the Aegis will still be there.

So Static Shield then switch to Toolkit and prepare to use block.
Static Shield and use box o’ nails.
Static Shield then use toss Elixir S to ensure you dont get rooted right before possibly stealthing.
If you are about to die Static Shield and drop Toss Elixir R to res yourself.

A Shield, Toolkit, Elixir S, Elixir R and Medkit along with kit refinement for dropping box of nails back 2 back and you will be able to run through anything.

Also if there are alot of heavy mobs and you are lucky enough to be Asura the elite golems are pretty beefy, so sending them to their death can be a nice distraction.

Problem with Thieves in WvW.

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Well even though you said you dont want a specific skill to counter them Self Regulating Defenses (Elixir S at 25%) and/or Elixir S itself is a thief saver.

Most of the time what happens to me is a Thief invisi bursts me, my SRD kicks in then I drop Barrage and while tiny switch to Grenade kit with Kit Refinement (100nade burst) then just follow up with frost and poison and that will probally be enough to down the GC Thief. When I am running SD build SRD still saves me but I most likely wont be able to kill the thief just make them run away.

Perma Stealth P/P Thieves are much more challenging mostly because they are played by better players. With the current culling problem with stealth there isnt much you can do to catch a fleeing Thief.

I personally think their needs to be a hard counter to stealth, either a skill that will reveal stealth or something that will prevent it for a short time. Just randomly AoEing everywhere is not a proper counter to a profession mechanic.

Is 100nades TOO powerful? Discuss.

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Posted by: CriSPeH.8512

CriSPeH.8512

The 100nade burst actually fits the Engineer perfectly.
Think about it, just like most of our skills with RNG and skills that can work differently everytime you use them.
Like if a zerg is attacking hills by way of the west cliff and they are trying to lay down a catapult you can drink Elixir X and either:
-1) Get the Tornado and knock the zerg off the cliff to thier death where you will then become the ultimate hero defender of the hills and everyone will cheer at your greatness.
or
-2) Get the Brute and maybe knock 1 person off the cliff with stomp before you get focused and killed like the nuisance you are.

The 100nade burst has the potential to burn down an enemy within a few seconds and leave them wondering WTF just happened to me. However since it is AoE and not single target focused you also have to potential to do abysmal damage and be left standing right next to the enemy.

You couldn’t ask for a more (anet) Engineery burst rotation.

Dead in 3 seconds....

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Posted by: CriSPeH.8512

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I think he is just exaggerated a bit because he doesn’t know better. It looks like it is 3s or less. What really occurs OP, is that sometimes rendering is an issue. If you go invisible for 3 seconds, you can often act or make 2-4 attacks before you render back into view on another players screen. Effectively doubling your invis rate and giving you free shots.

That is why you see so many thiefs in WvW. Because weak players and johnny come lately’s us this to exploit it against you, because they generally lack the skill to kill you in a battle with another profession.

You gotta watch out for culling, as thief and zerg abuse it.

I don’t use it in sPvP, but in WvW I use the Elixir S at 25% hp trait, since with culling you can die before even seeing the thief.

this is how sound advice here. Self regulating defense is superb as a safety mechanism. I love to use it with cloaking device, as well.

^This.
If I see a thief and know hes coming I can almost always avoid their burst because you always know what they are gonna do.
Stealth and within 1-2 sec (depending on how far away they were) they will step to you and hit their macro key.
So if you see a Thief and he starts running toward you be ready to use a block or dodge.

The problem is when you don’t see the Thief at all which is nothing more than getting ganked, the same way you got ganked by rogues. If you are not a Tank with high armor then you are a prime target for gank thieves. The rendering issue isnt as helpful to gank thieves as it is to P/P permastealth thieves, gank thieves blow all their DPS within a few seconds so if you can avoid it they are easy pickings, or at least they would be if they didn’t have such easy escapes. Thieves are just an easy button class for ppl who want to try and rack up kills. If you can learn to avoid their cheapness they will have nothing left but to run away.

SRD trait is almost a WvW must. It will save you from gank thieves and WHEN you get tired of using the half decent supply crate you can mess around with Elixir X and try and knock ppl off cliffs. The best part is if you have SRD then you can actually escape after everyone focuses your twister self because it will cancel the form and allow you to run.

does Glue Shot not work currently?

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Posted by: CriSPeH.8512

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^ sums it up very nice.
You are right if you hit someone with the Aoe it will immobilize them, if they walk into the glue it will only cripple them.

Most of the time, for some reason, ppl will dodge out of the glue so you don’t get much crippling power with the skill alone but it does go very nicely with the Vuln/Cripple on immobilize traits, then just always aim to hit ppl with the glue.

Post Jan 28th kit builds status

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Posted by: CriSPeH.8512

CriSPeH.8512

Yeah a better ground covering skill would be nice.

And just because Turrets are so lackluster, my suggestion is

Teleport Turret

Would work alot like the Mesmer portal. The TB skill would be somekind of beacon you can place and when you place the Turret it would portal ppl around it to the beacon every few seconds or something. It would be more effective than the Mesmer portal but has the downside of the turret being able to be destroyed. Maybe the overcharge could even be an area stealth to trick ppl into thinking you portalled.
(heh Portal fake foos)

Not a fast move like ride the lightning but it would awesome for everyone to start typing “Sweep for Mesmers AND Engies” after you take a base.

Is 100nades TOO powerful? Discuss.

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Posted by: CriSPeH.8512

CriSPeH.8512

The most important point I think ppl are missing about the 100nade burst is that you have to be inside the enemy player model.
This isn’t just a term meaning you a have to just be close to the enemy but for the Kit Refinement barrage to work effectivly you actually have to be right on top of the person, which in itself can be a challenge.
Even netting someone isnt a gaurantee since they will most likely have a stun breaker or even use a block while they are immobile, this is just a natural reaction to losing control, you go defensive.

So yes landing both barrages on a single person (meaning pets and others not soaking it up) will be a very high burst but doing so is not nearly as easy as the bursts other professions can put out without as many conditions.

Duo w/ Warrior

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Posted by: CriSPeH.8512

CriSPeH.8512

The Engineer can be great at support.
Just don’t think of support so much as buffing and healing but as keeping mobs under control and corralled together so the Warrior can beat them down.
Since you will be playing with a Warrior there is no reason to try and out dps them you will kill things together much quicker and easier if you focus yourself around kiting and crippling mobs while applying conditions and some buffs.

Just having Elixir Gun and Healing Turret is all you really need for support the rest should go to Aoe mob control.

Engis in the 28th of Jan Patch

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Posted by: CriSPeH.8512

CriSPeH.8512

Nice patch Anet, Thank you
I think everyone that understands the patch correctly will agree that, if anything, it was an improvement.

Now make Kit Refinement work while you are in the air so I can barrage ppl in mid-flight.

Is 100nades TOO powerful? Discuss.

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Posted by: CriSPeH.8512

CriSPeH.8512

I really cannot see why ppl are calling for a nerf.
There is nothing about the 100nade build that is OP.
A few claim that nobody should have access to such a high burst but I think they are forgetting the fact that Engineers using the build are
-1) A medium armoured profession
-2) Most likly specced GC
-3) Using our longest range option in melee range.
-4) With 2 kits you only have 1 spot for a stun breaker

Also don’t overlook the fact that any class that is spec’d to deliver 90% of their damage within a few seconds can also easily have 90% of their damage negated by a single block or dodge. It is like someone else posted once ppl catch on to the burst rotation it will be easy to counter.

Just like now when you see that thief just trolling around out in the open waiting for you to get close and as soon as you do they will run towards you, well if you are smart enough to hit block or dodge then you will most likely ruin their entire gimpy burst rotation. The big difference is the Thief can just stealth and run away after they fail easily whereas if you fail with your barrage burst you will be wide open for attack and will have to burn all your blocks, dodges & tiny potion to get away.

Is 100nades TOO powerful? Discuss.

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Posted by: CriSPeH.8512

CriSPeH.8512

They won’t nerf Grenades anymore and the OP is just crying.
To “insta-kill” with the 100nades build you would have to be full spec GC.
You are also not ever really insta killing someone unless they are just standing still.
They have to be CC’d and not use a Stunbreak or anykind of counter.
You are also completely visible and wide open.
YES if you get hit with the full burst you will get decimated but the same can be said for most GC bursts on other professions.

A thief can kill you while they are still graphically stealthed and nothing happens, an Engineer puts on his Captain Obvious backpack and tries to burst you by standing ontop of your player model so he gets nerfed!?

Ya I doubt it.

noob engineer for WvW

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Posted by: CriSPeH.8512

CriSPeH.8512

The best thing to do with the Engineer is just try out some of the builds to find the one you have the most fun with.
Despite what ppl say Engineers dont have a MAX type build or and Easy button build like Warriors/Thieves.

All of our effective WvW builds require a good amount of skill to use and even though the now popular 100nade build has an awesome quick burst it will also leave you a little vulnerable so you have to be smart about when to fight.

Untill you find what you really like the best WvW tool Engineers have is the Toolkit.
So start by focusing all your builds around that.
Pulling enemies out of groups or off walls or back when they try to run can be very useful. Most often in zerg battles if you pull someone out of their zerg and into yours they will get focused and killed.
Also good use of the block from Toolkit is essential to save yourself.

Don’t listen to the forum cries too much, I am constantly respeccing and switching my builds and entire playstyle from Rifle SD, P/P Pots or P/S FT Tank and each build is a blast to play.

My engineer is in his 30s.

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Posted by: CriSPeH.8512

CriSPeH.8512

Engineers are fun as hell.
Keep playing, try all the different builds to find the ones you like.
It will be worth it.

PPL mostly complain because the Engineer is one of the hardest professions to be an elitist at because of the high skill cap and generally lower dps. But the profession is far from broken or bad.

Really the Engineer is probally the most unique and entertaining class in the game which is why ppl are overly upset at all the bugs. When you have something awesome you want it to be as awesome as it can be.

elite skills

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Posted by: CriSPeH.8512

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I use the Asuran Golems alot in PvE.

But for the Engineer Elites:

Mortar – I have only used a few times and I don’t really find it useful at all, or at least not as useful other things I could be doing instead of just sitting on in it. To me it is a lame completely situational skill that you would never use in smaller grp fights or 1v1.

Supply Crate – Is the best skill we have and when used right it can be pretty devastating or it will at least allow an escape. I usually drop it in the first part of a fight rather than save it. This way you can collect the meds packs while doing damage and maybe lure them into the turrets. Most of the time in PvP though ppl will just move a little bit away from it and basically void your elite all together. Also if you drop it on a thief (half decent one anyways) they will quietly thank you for the free stealths they just recieved.

Elixir X – I just started using this alot in WvW, I don’t care for the RNG on any skills but if you want to just have some fun and not be to critical about how good you do than Elixir X is worth a try.
It basically boils down to 2 things:
-If you want to stomp enemies while underfire or rez allies then the Brute form is pretty nice, you will have tons of HP and an take alot of hits so when a zerg goes down from rushing into siege you can hope for this and get a few stomps in. It can also be usefull to use the dash attack to rush into a grp then stomp to send them flying. You wont get alot of DPS but you can harass nicely.
-The tornado is good for one thing. When you are fighting around cliffs or on a bridge you can hope to get tornado and with any luck you can wipe a zerg all by yourself. It is rare that I have gotten lucky enough to have all the pieces fall in order but the few times they have it was awesome. I can claim at least 10+ kills with one tornado by knocking a zerg off the cliff at hills.

So imo all RNG needs to be changed but in the meantime if you get bored of Supply Crate, roll the dice with Elixir X it can be a blast.

Turret Deploy/Pickup Changes

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Posted by: CriSPeH.8512

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+1 This is an excellent idea to make turrets more effective and valueable.

What you Never Knew about Static Shield

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Good thread.

This makes SS very good for ranged fights.

Doesn’t the block ability of Static Shield drop when it discharges?

When you are hit by melee the skill discharges.
So against a melee target it serves more as a single interupt.
A nice combo to go along with this trick is FT #5 since it is another skill that can be activated at any time.
So if you want to res someone use SS then right when it ends use FT #5.

I figured this out a while ago by accident and honostly thought everyone knew about it. It can be tricky to notice because using another skill will exit the block animation and reset the casting duration bar. But you can still tell you have the shield because of the black Aegis looking effect.

Turret question

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Posted by: CriSPeH.8512

CriSPeH.8512

The best use of Turrets I have found in Pve is to use the Thumper Turret and the Healing Turret along with the Flamethrower and maybe Elixir Gun.

Using the Flame Wall from FT and Super Elixir from EG will create combo fields.
Placing and detonating turrets in combo fields will activate blast finishers.
The Thumper Turret has 3 blast finishers all by itself
-1) The Thumper Toolbelt skill
-2) The Thumper Overcharge skill
-3) Detonate the turret.
So with the Healing Turret and also the Shield skill #4 you will have 5 blast finishers at your disposal.

You can use the Flame Wall combo field to stack might or if there is range you can use the Super Elixir combo field and stack retaliation.
Learning to effectively use combo fields will really up your game and in Pve it is what will allow you to kite and kill large mob groups or solo champs.

1/18/13 CD/FA/DB

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Nice fights DB!
I was getting sick of fighting FA and IoJ and now IoFA!
Seems like everyother person is a D/D ele or perma stealth rogue.

DB has some nice smaller grps that will actually fight till they die stead of run after getting hit twice.

Turret question

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Posted by: CriSPeH.8512

CriSPeH.8512

You cannot move turrets.
You cannot aim turrets.
You can pick up the turret or detonate the turret to put it on CD.
Turrets can be okay if used correctly but more than likely you will be a little dissapointed in them.

Try the Thumper Turret and Flame Turret for early levels they are pretty fun and if you put the thumper next to the flame turret and use the overcharges us can stealth yourself.

Hey engineers

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Because as an Engineer everytime I stomp someone I am completely justified when I dance on their face!

Turrets as Kits Skill Suggestion Thread

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I’ve always thought Turrets would be better if they were more like the pet mechanic. So you can only have one but we would have many more different types and they wouldn’t take up a utility slot.

Basically through some sort of questing Engineers could obtain Turret Schematics and you can have 1 Schematic equipped at a time. We would be limited to only having a single Turret but there would of course be many more different turret options available, like Rapid firing and Slow Firing Rifle Turrets, Frost Turrets, Cloaking Turrets Elixir Turrets. etc

To me Turrets are the most Engineery thing about Engineers and yet they are one of the least used skills we have, specially in PvP.This would be making it so you can have a more specialized turret to fit whatever build you are running rather than having to completely spec for a lackluster turret loadout.

Brothers and Sisters brace yourselves.

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How do know this is going to happen? I tried googling this but nothing but guesting news came up.

They are talking about something that was said in a Twitch live stream.
I didn’t hear it but it seems like its more they were talking about adding diminishing returns on AOE.

Brothers and Sisters brace yourselves.

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As long as they don’t nerf lightning discharge…. I’ll keep roflpwning people in WvW ^-^

LOL well not to put a rock in your diaper but I have a feeling if they fix it so SD works the same way with all TB skills (as in not firing into the grnd with certain ones & firing instantly on all) then there is prolly gonna be some nerfage when the P/P Elixir builds starting spanking everyone with their added direct damage.

(edited by CriSPeH.8512)

Elixirs and the RNG factor

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Maybe so, I just keep shooting and 1/3 of the time I have a dead enemy when it finally breaks, the other 2/3 is mostly because less are stupid enough to only stealth at low health I guess. Not to mention when I stealth either with traits or throwing elixir s, or smoke bomb combo, I keep being shot by direct damage, not aoe.
In any case, its a kittenty mechanic, probably compounded upon by culling.

Well if you are gonna act like Charlize Theron in Prometheus and try and run away from collapsing spaceship by running in a straight line along the direction it is falling instead of just to the side then……..

Elixirs and the RNG factor

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Yes Elixir S tooltip specifically states it is a PvP skill only.
It is only meant for stomping.
It should never be used in PvE where getting Stability instead of Stealth can mean certain death.
In fact if I am not mistaken ALL our Elixirs are meant for PvP since the RNG is what gives us an advantage and is what seriously confuses our enemies. Ever toss and elixir and all of a sudden your opponant stops in pure shock as they try and figure out if you got the OP RNG boon or just some other one.

How bad is your engineer?

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My Engi is so bad he tried to make a Gatling-Gun turret and ended up with a 1940s pitching machine.

Thief Mechanics

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Thief players seem to underestimate how valuable it is to be able to drop everyone targeting you. Even if you spam “target nearest/last” you have the chance of targeting other mobs or ppl. That is why stealth is always a crutch and is needed by bad players so they can do good.

That being said Thieves themselves can’t be blamed because of culling and since it is just part of their class mechanic they aren’t exploiting in anyway.

Anet just stated today they are working on the culling issue. when it is fixed Thieves will be much easier to deal with by general players because they can no longer get 1-2 skills off while they are still totally invisible.

Right now GW2 Rogues are just doing what they are best known for, Ganking noobs.

(edited by CriSPeH.8512)

Feedback and opinion on Skills

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CriSPeH.8512

Except the game is nothing like chess now is it? That’s the problem with analogies, you can adapt them to your rethoric without much effort. I’m sure if you needed to stomp pieces in chess stability or stealth would come very handy regardless of which one you got.

Chess is the perfect game of balance, so any game that wants to be competitive and fair wants to be like chess. Each profession has there own set of equal skills so the playing field is fair, its up to the player and how they use those skills to determine who wins. And no if you are a Rook diagonal to your opponent then no amount of stealth or stability will help you stomp their piece. See analogies do work if you understand them.

If I down a guardian and I want to stomp him I need stability to do it stealth won’t work, so I just wasted a CD on RNG.

(edited by CriSPeH.8512)

Feedback and opinion on Skills

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CriSPeH.8512

Sure, if I had the same choices with same durations we have atm but on demand instead of random it would be much better. It would also be insanely op.

So right now when you get lucky and get the boon you want with an Elixir you are insanely OP?

I don’t see any Elixir effect we have that makes us OP at all. I think the theorycrafting was done on Anet’s side. You can’t justify the RNG because if fully traited Elixirs give might and condition removal. You really can’t justify any skill being weaker or penalized because if fully traited its okay, that just makes the skill mediocre to everyone else who doesnt go fully into Alchemy.

imo the RNG needs to be replaced with a different, more strategic mechanic.

I also feel like given other professions ability to quickly cover ground so easily that our Jump Shot and/or Rocket Boots skills need to be rethought and made to work more smoothly.
Static Discharge needs to be made to so it fires the same no matter which type of skill you are using.
Overall I think most of Engineer skills are excellent and we are probally one of the most balanced professions in the game. The real work needs to be done in the Trait tree.

Feedback and opinion on Skills

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Posted by: CriSPeH.8512

CriSPeH.8512

It’s the annoyingness of it. If this skill ONLY gave stability, I’d be okay with the fact that it probably won’t get me out of battle. At least I know what it will do. That’s really it. Good skills are skills that have consistent and useful effects. The reason Toss Elixir S is passable is because it has the second part of that statement. It’s useful, not consistent.

Like I said, it is consistent for downing opponents and reviving friendlies. It’s also consistent when you fight heavy cc classes. You can also trait all tosses to give you might and cleanse conditions.
Then you have that other part when you blew all your cooldowns and just want to escape before dieing and use toss S as a last effort. That’s not the primary function of the skill, not the way I see it.

Elixir tosses work fine, especially in a full alchemy build, I think most of you complaining haven’t tried to play an alchemy build or are just theorycrafting and don’t get it how it actually works in the field. It doesn’t matter if it’s random as long as it stacks with stuff you already have and is traited for hgh/409.

The only problem I see with them is their small radius which makes very very hard to share boons with allies in any situation other than dungeon pve.

Yeah I am sure you are the ONLY Engineer who has ever tried an Elixir build, which is why you know more about them then everyone else.
I am fine with your opinion that the RNG effect of Elixirs seems good to you and gratz on finding ways to have fun with them.
But don’t insult other ppl by claiming they aren’t experienced enough to have their own opposite opinion.

RNG is just like the chess reference someone else used.
Think if you want to take an opponent’s piece but everytime you move your piece will randomly be a Rook/Pawn/Knight. You cannot plan a strategy at all, one piece you will have to be in the same row, the other diagonal and the last like that L piece from Tetris. So whether you take the piece or not will be entirely luck.

Feedback and opinion on Skills

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

This is a Thread for ppls opinion on skills.
So just give YOUR opinion and let other ppl give THEIR opinion.
There is no reason to argue over who’s OPINION is more right.

imo.
RNG isn’t fair and it isn’t strategic and just adds more frustration to an already frustrating profession.
To me RNG is another penalty our profession receives.
Just how Rocket Boots and Overcharge self stun to…keep the skills balanced I am guessing!?
So the Toss Elixir effects must be so good that they require a penalty of being random.

Feedback and opinion on Skills

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Also our Downed skills are just horrible.
In WvW us and Rangers will usually receive the focus in smaller groups and the reason is we are a gauranteed finish unless we get revived by a teammate.

It is completely unbalanced and unfair that some professions get a gauranteed interupt while we a gauranteed finish.

Our #2 downed skill needs to be removed, since it is lame and is also just a rehash of a thieves skill.

We should get an area pull.
This would go perfectly with our area knockback.
It would make it so ppl will actually have to use stealth/stability/invu to down us like we have to use on everyone else.

Feedback and opinion on Skills

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

If you play alot in WvW where ppl will run away as much as they will stand and fight you will see how clunky our ground covering skills really are.

Ele, Theif, Mesmer and War all have much faster ground covering skills that dont penalize them like our Jump Shot and Rocket Boots do.

Jump Shot and RB need there skills to work the same as the EG #4 or the eviromental Charrzooka you can get at Jormag.

I guess if you look at it a certain way you could say the Engineer is one of the most balanced professions since it seems we have the most downsides to all of our skills and abilities.

Jumpshot and RB do damage but also self stun to counter these effects.
Weapons do less damage to counter the versatility of kits.
Kits must be toned down to receive the benefits of the gear you work so hard to get.
Elixirs have RNG to counter the benefits of their effects.
To bring damage kits up to par with most weapons they must be fully traited.
Just to name a few…..

Maybe one day we will stop being penalized OR maybe one day there will be some downside to stealthing or riding the lighting all over the place.

Some suggestions about turrets

in Suggestions

Posted by: CriSPeH.8512

CriSPeH.8512

I almost always run with the Thumper turret in Pve.
It is awesome for blast finishers since it can do 3 quickly all by itself so it pairs very well FT and EG.

But the traits are just dismal and uninspiring,
if added health still can’t prevent them from all being 1-shotted by weak-med AoE than what is the point.
Deployable turrets doesnt even work and really we should be able to deploy turrets this way untraited. You should be able to deploy a turret onto an enemie’s head and stun them.
Accelerant packed turrets should also be how turrets work untraited. If a turret gets destroyed than it should explode, if you detonate a turret is should knockback.
The traits really need to be redesigned so you can enhance turrets to more than one use. So stationary but more powerful or mobile but used as more of a DPS/utility burst.

Elexir S Crazy camera BUG

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Posted by: CriSPeH.8512

CriSPeH.8512

This started for me after the halloween event when they briefly (& accidently) made it so you could zoom out ALOT farther which was awesome for throwing nades.

Once they fixed this camera glitch they also broke my Elixir S. So now when I use it I have to deal with a rubberbanding wonky camera that even seems to make you run slower.

Feedback and opinion on Skills

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

First thing, I think I read twice about having to stand still while using Magnet Pull from Toolkit. ? Why are you standing still ? You can move while pulling ppl which makes this skill one of the best skills we have. It is great for pulling runners and even if you are pulling a person off a wall I would suggests strafing while doing it so its harder for them to tell. The one downside to the Pull is the obvious graphic effect that it does which makes it easy to dodge if you pay attention.

Toolkit is overall a solid kit.
I think the #1 needs to be revamped to attack faster and #3 Prybar should be made to hit multible targets in front of you.

Elixirs NEED the RNG taken away, its not fair or competitive at all to have random effects, especially when those effects have such different attributes.
I think the effects being affected by your current Health is an excellent idea and really adds alot of strategy to using Elixirs effectively.

Turrets are by far the most disappointing aspect of the Engineer I think for everyone.
You can find uses for them sure but overall their weakness and lame skills really hold them back from being anything more than a gimmick.

I think Gadgets need a little something else to make them a viable alternative in non-SD builds. Most of them aren’t bad skills but they should come with a passive effect either constant or while on CD.

But MOST of all the current bugs and glitches with skills needs to be fixed.
Things like Flamethrower and Rocket Boots which fail a good amount of time and our Traits really need some quality control.

Thrown Elixirs and Static Discharge

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Posted by: CriSPeH.8512

CriSPeH.8512

SD should target your target, and jump from there… always.
And if no target: pick nearest enemy and jump from that one instead.

I really can not understand the reasoning behind letting the lightning ‘act’ like the spell that procs it.
Totally uncalled for.

My guess would be they didn’t intend for it to be that way but its more a consequence of lazy implementation. Like instead of adding a separate Lightning atk they just tacked on an extra effect to skills.

Some suggestions about turrets

in Suggestions

Posted by: CriSPeH.8512

CriSPeH.8512

I think it pathetic that our stationary turrets go down quicker than a mobile illusion.
A weak AoE spell can basically negate our entire Supply Crate drop basically just turning it into a few med packs on the ground.

I think turrets need to have something like 10-15 health but can only be hit for 1-2 damage. With their current weak damage this would at least keep them useful because you could rely on them to stay up for longer than 3 secs and would encourage enemies to actually want to focus Turrets rather than just shrug them off.

Thrown Elixirs and Static Discharge

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Yes any skill that targets an enemy, like Rocket Kit or Ram Head, and the SD lock on to that target and it will even follow them if they strafe.

IF you do not have an enemy targeted and use those types of skills then if will fly in the direction you camera is facing.

Any other TB skill like Thrown Elixirs, or even Med kit TB will just shoot it out randomly and it will most likely just go into the ground.

It basically makes it so a hybrid Elixir/SD build will not work, which really sucks.
But Static Discharge is probally the one thing that really makes gadgets worth playing with.

Famous Quotes for the Engineer.

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Posted by: CriSPeH.8512

CriSPeH.8512

My Engineer pulls out his Flamethrower

“Say hello to my little friend!”

miss miss miss miss

Wait…..lemme…just move a little to…..the left….okay

“And I will strike down upon thee..”

miss miss miss miss

Sonofa…..okay Flame Blast time!

“You ever dance with the devil in da pale moon light?”

Obstructed

Ahh **** off.

Ditch Gadgets for New Kits

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Posted by: CriSPeH.8512

CriSPeH.8512

Since our Weapons are weak because we have kits,
and since every buff we receive will also come with a nerf to keep kits from being “OP”
It seems to me like the intention of Engineers is to always use a kit.
The best alternative is Elixirs.

So I think we should ditch all our Gadgets for new kits and Elixirs.

Melee
Rocket Pack Kit

Skill #1 – Rocket Punch
~ Rocket Knee
~ Rocket Uppercut

Skill #2 – Rocket Kick
~( Current RB TB skill but with increased range)

Skill #3 – Rocket Slam
~( Jet up into the Air then come jet-slamming back down damaging foes and AoE knockback)

Skill #4 – Burn Exhaust
~( Create a Smoke Field )

Skill #5 – Rocket Boots
~ ( Current Rocket Boots skill )

TB- Rocket Dash
~( Dash a short distance and Daze foes for 1 sec, Stun Breaker, small GTAoE)

iono it would need balance of course but I think it would be a fun as hell melee option.
imo Engineers should just embrace kits and ask for more.

Maybe take Slick Shoes, PBR, and Goggles, put them in a Gadget kit (aka Data kit)
along with a few other fun toys, Dare I say the mighty Pinchers of Peril!

A new Elixir would be nice too

Quick Fix to balance us out

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Right now the profession is a huge pidgeon hole.
Our weapons are intentionally weaker to compensate for our versatility of switching kits on a 1 sec CD.
This basically forces you to take a Kit with you at all times to counter your weak weapons.

Now yes there are some very good “players” out there that can fair very well with a no-kit Elixir setup but the downside is you have to have a very narrow build and stacking Might is almost required to gain enough attack damage to actually finish ppl off.

Some kind of refinement to Engineer function is really needed, whether it be something like the OP idea or some change to make non-kit setups more appealing.

Famous Quotes for the Engineer.

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

“Anet, just killed a man, threw some nades right at his head
They all crit’d, now he’s dead.
Anet, the game had just begun
But now you’ve gone and nerfed it all away.”
~Queen (of versatility)