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And again kicked from my own solo run...

in Fractals, Dungeons & Raids

Posted by: Depths.4051

Depths.4051

Well, no matter what you think about dungeon selling:
Allowing players to harass other players by kicking them/scamming them is inadequate.

I don’t see whats wrong with selling dungeons as long is the price is reasonable (max 5g for a 3g path).
There is no reason to force ppl playing dungeons they don’t like because they need the tokens for the bifrost etc.
There is no reason to force ppl playing in groups if they don’t like to do so.

I don’t know why ppl always wanna force others to play a game the way they think it should be played. Its my choice if i want to play Arah Solo. Being rewarded adequately is also my choice.

ATM i get kicked every 3rd attempt to give Arah away.

Being “rewarded adequately” beyond what the game offers is also your own risk. If it were your own little personal achievement for soloing, that’s fine, but don’t expect people to sympathize when you’re ruining a reward system. People don’t like dungeon sellers because anyone can have dungeon armor and weapons if they pay a dungeon seller.
This is my personal opinion, but you understand why what you’re doing might rub someone the wrong way. I’m more relaxed about it since dungeons hold very little difficulty anymore, so the rewards don’t mean as much, but I still don’t exactly support it.

looking for best map completion build

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Posted by: Depths.4051

Depths.4051

take this
http://gw2skills.net/editor/?fdAQFAUlUUpWr9ZxvLseRCbBNqxAyJcBRuxh8xGEAA-ThRDgAMXAgkHAoEsX537+j6Pg6AAM/RIgRLAA-e
faceroll through every map while lighting stuff up, YAY.

-Perfect for mass-extinct of mobs with FT.
-Perfect for kiting champs with bombkit.
-Cheap and easy to build.
-Lots of satisfying explosions and flames.

Map completion is more about ignoring mobs than killing them o-o

Engineer FT/grenades build

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Posted by: Depths.4051

Depths.4051

For pve you can really have any build you want. Honestly its a good zerker build. I might consider changing traits based on the situation. If you’re not using FT a lot in dungeons, where you’ll probably be using grenades mostly, you will probably want to invest more into crit chance or crit damage. I’d also definitely not advise using sigil of air, since it only hits one target, where sigil of fire hits a little less, bits does aoe, hitting more targets, or sigil of battle for more might.

looking for best map completion build

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Posted by: Depths.4051

Depths.4051

Well, guess if you’re looking for a good distance over time, theres obviously speedy kits for perm swiftness, equip any kit and put slick shoes and Rocket boots in the remaining two. Rocket boots traveling distance is effected by speed buffs, so using slick shoes toolbelt skill which increases speed by 100% instead of 33% increases the distance launched. Maybe use toolkit as your kit, so you can block attacks from random monsters.

Criticize my pyro

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Posted by: Depths.4051

Depths.4051

Lol that’d be nice, but no. 1 second burn after the last hit. Seems silly considering its a friggen flame thrower Lol.

SUGGESTION : Changing Automated Response To ~

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Posted by: Depths.4051

Depths.4051

For a Condi resistant build I don’t think the original trait is bad, seems more of a pvp trait if you were looking for something to help you counter a necro. It was pretty broken before, I kicked 2 Necro’s butts by maintaining my hp at the 25% for that 100% Condi duration reduction… then they came back for revenge after switching to a power build lol. 50% Condi duration reduction at 33% hp is pretty decent if you have other Condi duration decreases. This trait would probably save you if you got bursted by a Necro. The trait is more useful than removing 1 more Condi. If you’re applying the trait with the expectation that the trait alone will hard counter conditions, then I don’t think that’s realistic.

(edited by Depths.4051)

FT face-rolling build

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Posted by: Depths.4051

Depths.4051

Infused precision has an internal cool down of 5 seconds, same with invigorating speed, so there is a need to time cooldowns. You may get a little more vigor, but 100% up time is unlikely. I personally prefer sigil of battle over sigil of strength if we are talking wvw. In pve you always have something to hit, so you can get a lot of stacks easily, in wvw however, you’ll not always be able to hit your enemy either due to dodges, or range. Sigil of battle has a perfect cool down of 9 seconds, which is pretty much the same time needed for swapping to use speedy kits. On hit stacking isn’t as self reliant as on swap stacking, and when versing… say a thief, you’re not going to be hitting them very often over the course of the battle.
I also realize that rifle is a power weapon, and is a weaker choice, but you’re build having its main weapon being FT, which is close range, requires you have some crowd control to stop people from running. Exploit weakness also has a 15 second cool down, so even if its a good trait, its not that much cc. P/p could work with its glue shot, but its relatively easy to avoid and it has a 30 second cooldown. I’d still suggest you use net turret and replace goggles for your main cc.

(edited by Depths.4051)

Professions per Dungeon

in Fractals, Dungeons & Raids

Posted by: Depths.4051

Depths.4051

AC -> Engineer
CM -> Engineer
TA -> Engineer
SF -> Engineer
CoF -> Engineer
HotW -> Engineer
CoE -> Engineer
Arah -> Engineer

I might be a bit biased.

Nah, you just made them all… vulnerable.

Ba dum tss

Also I agree with the engineer for everything comment o-o

FT face-rolling build

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Posted by: Depths.4051

Depths.4051

You have 50% chance of swiftness on hit and speedy kits, which seems like a bit of a waste. Considering you have runes that make for longer might stacks, why not place a sigil for stacking might on weapon swaps to capitalize on that? Since your main weapon is FT, which is a close combat weapon, perhaps some immobilize could be added? Even with goggles equipped to find a thief, catching them is another story when they really want to run. Perhaps rifle for its net shot or net turret?

Ready up 23

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Posted by: Depths.4051

Depths.4051

Magnetic Shield now being able to used while moving was really not needed. I don’t understand why they felt the need to change this. Seeing some cooldown reduction on the Slick Shoes is good but it’s not enough, it’s still not worth using.

Have had too many situations where I wished I could move with shield #4 in combat to agree with you. One of the most annoying instances I can remember where I wished I could, was when a ranger was spamming me with arrows, I popped shield #4, but since his pet was coming towards me, all the shots were being reflected into his meat shield pet and I couldn’t move to change the trajectory lol. Any added mobility in skills is always a big bonus if you ask me.

Supply crate makes you turret

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Posted by: Depths.4051

Depths.4051

I will agree its a strong ult skill, but I don’t believe it makes you a turret engineer. If your a turret engineer, you’ll likely have invested in traits that benefit turrets, as well as get toolbelt skills from the slotted turrets. You get none of those if you’re a different build, like static discharge or HGH.
I’ll admit that against something like a good thief, I’ll need to rely on my ult somewhat, since a slippery zero thief can be a serious pain if you don’t pin them down.
If the only reason they win is because of the ult, then just buy time till the ult wears off or range them. If you can’t escape the ult, then they are either a good engineer that waits for the right opportunities or you need to brush up more.

How do you interpret the term "exp" from LFG?

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Posted by: Depths.4051

Depths.4051

Exp = Experienced

Typically advertised by groups that aren’t welcome to ppl that are new to dungeons. If you join one, they don’t want to explain the path and will likely kick you since they want to do the run quickly.

What heal skill do u use in wvw?

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Depths.4051

AED is at least a viable option now that it Condi cleanses on heal, but ya turret is the absolute best heal available to engineers.

Press the heal skill twice when you activate turret heal for immediate healing field, then press f1 to pop the turret in the field for a water field combo finisher.

What would you do with 1000g ? ? ?

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Posted by: Depths.4051

Depths.4051

Buy the scarlet rifle and see if I had enough left over to buy an inanimate object transformation potion lol.

engis !!!! help meeeeeeeeee !!!! xD

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Posted by: Depths.4051

Depths.4051

I feel bad for the OP, guys made them delete their post. Should be more gentle with the new engis.

Mortar kit

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Posted by: Depths.4051

Depths.4051

Another one of these. >.<

Please guys, before opening a new thread, just do a google search for existing threads on the subject.

If we looked at it from that perspective, there’d be almost no new threads ever. After all “Simpsons did it”, south park joke :p

Still, changes to the elite would be nice…

Bring back instance owner

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Posted by: Depths.4051

Depths.4051

No instance owner is the best thing to ever happen to dungeons, I’m sorry but I 100% disagree with OP. If your in a long and difficult dungeon, and the the pug leader who opened has to leave, the dungeons over. Even if the opener doesn’t leave party and disconnects the instance eventually times out and people are forced to leave. The new system is a god send in my opinion and I hope it never reverts.

There are no long and difficult dungeons in this game. Even Arah p4 can be done without skipping/exploiting in a hour or less.

If you don’t pug, or get a good group while pugging that’s certainly the case. I usually pug with nice people who don’t take dungeon runs too seriously. I avoid parties that ask for zerk gear only, not because I’m not skilled enough for it, but because its all down to a formula. The dungeon goes fast, the ppl aren’t as friendly, and its repetitive. Helping a less experienced group is more fun, although certainly not efficient. The problem comes when the opener is either not as patient, or underestimated the length of the dungeon. An inexperienced aether group can take ages. Ive even had to leave during an instance I opened, I left my PC on, but even so 4 manning a dungeon they aren’t familiar with would be difficult, and they disbanded.

I simply do not agree OP, if you pug there simply is no guarantee the opener is as committed as you unless you open yourself. Ive had too many bad experiences with the previous system in this regard and fail to see your reason as adequate for even wanting it reverted.

1 year since the last dungeon..

in Fractals, Dungeons & Raids

Posted by: Depths.4051

Depths.4051

A new dungeon would be nice, but would take a lot of their resources to do it, id prefer they used what they already have and make hardcore versions of the current dungeons. A couple new powerful attacks, more hp… maybe little more damage, they already do some decent damage though Lol… And telegraphs, cause telegraphs are awesome o-o throw in a small texture change to the current weapon and armor for hardcore version rewards. Bam, lots of new challenging content, uses less company resources, and players can show off and brag about the hardcore mode armor after braving the content.

Meh, even a title to show off might be fine, as long as the gold is better than normal, id do those over the normal version.

(edited by Depths.4051)

Bring back instance owner

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Posted by: Depths.4051

Depths.4051

No instance owner is the best thing to ever happen to dungeons, I’m sorry but I 100% disagree with OP. If your in a long and difficult dungeon, and the the pug leader who opened has to leave, the dungeons over. Even if the opener doesn’t leave party and disconnects the instance eventually times out and people are forced to leave. The new system is a god send in my opinion and I hope it never reverts.

Mortar kit

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Posted by: Depths.4051

Depths.4051

The mortar skills are more about area control and utility than damage, I can’t see myself using skill #1 even if it was turned into a kit. The mortar skills are actually relatively op when you look at them. Caltrops stacks 12 second bleeds and cripples, ice mortar giving you a 10 second ice field that you can combo finish on for frost aura, the heal is wimpy but they can’t give us too much heal anyways, that’d just be broken, and barrage is just ridiculous with its knockback and damage. All these skills have a large aoe… too large really, if it was a kit we’d have way too much advantage. The skills are strong enough that if they were changed to a kit I can imagine them getting Nerf’d hard, but in exchange for mobility, its more than a fair price. If it was mobile, with Nerf’d skills, I can imagine it actually being an elite I might choose over supply drop.

Mortar is not an elite you can use when playing solo, and only occasionally useful even in teams… (personally have not touched the elite in forever even tho I only play my engi)… its just not useful when your completely immobilized and forced to stay in one spot to even use it.

(edited by Depths.4051)

Please help with Healing Engi Build

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Posted by: Depths.4051

Depths.4051

Cleric gear is my tank set for my engineer, it gives you survivability and support. I run monk runes on this set, since it gives 10% increase in heals, meaning it can bypass healing power formula and increase something like bomb heal based on it’s actual heal. Couple monk runes with sigil of benevolence, adding another 12.5% increase, and your heals do 22.5% more. My bomb heals do around 400-450 on my party, and less to myself since that bonus doesn’t apply to healing yourself. I make up for this by using backpack Regenerator. I use a sigil of water for my other weapon, so that I can add to the healing I’m doing to my party and myself.

Cleric isn’t really a build for doing a lot of damage, it can really do the bear minimum even when you invest 10% more damage for bombs trait, but that doesn’t mean it’s useless, since I find the need for my cleric build in dungeon runs all the time to support my party.

A good example is fighting Sparky and slick, if your party is struggling with the oil splats, you can keep yourself and them alive by being a support healer, I even tank the boss in that dungeon using this build.

I use pistol and shield (since, you can use the shield as a blast finisher for healing fields). I run bombs (obviously xD), toolkit (I like the gear shield, in case you face tank something, or a lot of things lol), and elixir gun (for the Condi cleanse and heal).

Now that you can change your builds inside dungeons, I’d suggest keeping the cleric gear for a tank/support build, and zerk as your damage build, and swap them out whenever a situation comes up where you think it’d be better, which is what I do

Mortar needs to be deleted?

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Posted by: Depths.4051

Depths.4051

The skills on mortar are actually pretty good, to the point if it were a kit they’d be relatively overpowered. If they Nerf’d the skills a bit, it’d still be a pretty viable kit. The way it is now though, it’s true it’s only a novelty skill.

Today's patch notes

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Posted by: Depths.4051

Depths.4051

Woot, wont have to worry about destroying items anymore when swapping kits always had to worry about that when doing arah.

#OccupySAB2014

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Posted by: Depths.4051

Depths.4051

I must agree, at least put it in the game as permanent content. If it was in party finder I think it would well used content.

Might stacking without HGH

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Posted by: Depths.4051

Depths.4051

Nomad might be a lost cause, since my cleric build is probably as tanky as I’ll ever need. I wanted to get it since its new, but would be more hassle than its worth by the looks of it. What if i switched the build over to celestial?

(edited by Depths.4051)

Might stacking without HGH

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Posted by: Depths.4051

Depths.4051

I don’t think there’s a way for engineer to indefinitely keep 25 might on an entire group, and even if there is you’ll have to sacrifice such a large amount of your own personal damage and utility to achieve such a result.

As for that build. It’s terrible for dungeons. Nomads bad, renewal sigil is bad, trait setup is poor (eg. why 25% speed boost from power shoes when you can get a 33% boost instead?), no steel packed powder, utilities are poor (eg. why flame turret for a measly 19 seconds of 3 might when you can pick elixir gun and have 35+ seconds of 3 might with extra useful skills and on a much shorter cooldown. Won’t be relying on a turret either.)
Overall, bad for group, but its ok if you enjoy running this solo (anything is).

because 100 toughness is more useful than 100 ferocity when you have no crit. A passive 25% is good enough. Flame turret because, you pop the turret and get both the finisher and the extra 3 might for the party, but is definitely situational. Steel packed powder would either take away a speed boost trait, or boon duration. Your probably right about renewal, I thought I’d try and capitalize on the heal stat, but 700 heal on 9 seconds isn’t great and could be used for a more beneficial sigil. 95% of 20 is 19, so its 39 seconds flat. Switching from the heal sigil to power stacking sigil is probably a better option for dungeoning since you’re not getting downed any time soon anyways, possbily toughness for wvw for troll tankiness.

(edited by Depths.4051)

Might stacking without HGH

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Depths.4051

I thought about that and was shagrin to replace my elixir gun but its true, thats probably the best way. That 3 stacks it provides will last half the time of the other stacks though. You highly advise it because it might slow down the party? I keep several armor sets on me all the time, so it’ll just be an addition to the sets I already have. Zerk, Soldier, Cleric, Rabid, and working on nomad. I swap them out depending on dungeons, situations, or just cause I want to lol.

(edited by Depths.4051)

Might stacking without HGH

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Posted by: Depths.4051

Depths.4051

So, I was thinking of what to do with my nomad armor I made, and kinda thought I’d like to stack might for group or solo play. I can reliably stack 21 might from combo finishers with this build, so with the extra might duration you’ve got ~40 seconds of might for you and your party, on a 50 second cooldown on the combo (thumper turret). You also get a small amount of might from being hit, and 3 from swapping every 9 seconds, so you can keep yourself at 25 stacks at least. Is there a way to keep a party at 25 stacks of might with engineer and is this build worth the effort in getting the runes of strength and the sigils, considering all are quite expensive?

http://gw2skills.net/editor/?fdAQJAqelUUpqqVWxPLseNSbBNqwI6rMlY/5FU0AA-TxCEABsp+zaKNMVJoSKDSZ/B10TskSs0MBRg5HJeAAAcCAIFwXjBA-e

(edited by Depths.4051)

Blast Finisher

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Posted by: Depths.4051

Depths.4051

awesome, some much needed stuff on its way. Now if they could change hobos sacks all would be well o-o

Blast Finisher

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Posted by: Depths.4051

Depths.4051

If you need low cd blast finishers throw mine, rocket boots, and later flamethrower kit are your best options. In fact the change to flamethrower kit will give a blast finisher on a potentially lower cd than your fire field bomb.

Otherwise if its self might you are looking for the trait enhanced performance will give 3 might when you place your healing turret, sigil of battle will give might swapping to kits in battle, and certain runes give might or other boons in an area on heal as well.

I don’t know what your talking about with flamethrower blast finishers, since it has none. It has a fire field that lasts 10 seconds, but has a 30 second cooldown, compared to fire bomb which has a 10 second cooldown and lasts for 3 seconds. The passive generation of might on flamethrower would be nice for him, but I can’t recommend flamethrower to anyone tbh. Have yet to find a wvw engineer that uses flamethrower, that wasn’t easy to kill.

Hungry Engineer eating Items

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Depths.4051

^ pretty much in a nut shell

Hungry Engineer eating Items

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Posted by: Depths.4051

Depths.4051

I’m not actually sure if this is an issue that is a problem with all classes, but I’ve come across this many many times when doing arah dungeons. I exclusively play engineer, so I know it is a repeatable glitch on this class at the very least.

When I’m doing arah dungeons, theres usually an item that needs to be picked up like reflect crystals, or the orb that drops after the ooze in path 1. The reason I’m making this post is actually because I screwed myself in path 1 just now, by eating the orb that drops after defeating the first ooze boss and actually had to abandon the dungeon since it was now impossible to complete.

The glitch is activated when holding an item and then changing a slotted skill. I do this often when in arah, so I’ve mostly eaten reflection crystals by accident. for instance, I had bomb kit in my slot 9 that i used to combo finish some invis in order to pick up the ooze orb after the ooze boss. once I had the orb and was on my way, I swapped the bomb kit out for slick shoes, so I could use toolbelt to run with the orb. Unfortunately, doing that action made the orb I was holding vanish, strangely enough I was still spawning oozes despite having no orb and the jotun did not accept my now vanished orb.

[Work in Progress] Minegineer

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Posted by: Depths.4051

Depths.4051

(2 for mine, one for e gun, one for HT, one for BOB)

Mine tool belt skill doesn’t count as a finisher at all anymore. Only one for mines.

Blast Finisher

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Posted by: Depths.4051

Depths.4051

I think your problem is more with the 1/2 second cast time on the turret deployment, because it sounds like your interrupting the cast. Some skills have a cast time you have to be aware of, like try using box of nails on tool kit… has a 3/4 of a second cast and trust me, you feel that cast. Unfortunately this may be something you have to work around and get the timing on.

Blast Finisher

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Depths.4051

ok lemme ask another question, is there a way to overcharge ur healing turret and stack might while keeping fire bomb and turret (healing n rifle) cooldown in sync? (like every other fire bomb i detonate healing n rifle turret for might) ?

cooldown for rifle turret and healing turret is the same at 20 seconds, as long as you pop them at the same time (cooldown starts when you pop them) you shouldn’t have any problems with synchronizing them. Firebomb is a 10 second cooldown so as long as you only use it for the combo, it shouldn’t be your bottleneck.

(edited by Depths.4051)

Blast Finisher

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Posted by: Depths.4051

Depths.4051

personally I don’t do a ton of stacking in combat, if you wanted to do a passive buff of might at 6 stacks, you could get 100% boon duration, add experimental turrets trait, and plop a fire turret down wherever. As long as your in its field you’ll get 6 stacks of might regardless of combo finishers.

If you’re going to be applying boons to yourself and others, you might want to consider boon duration gear set and food buffs. If you get 100% increased duration (which is the cap btw, you can’t get over 100%) then your might stacks will last 40 seconds instead of 20.

throw on about 13 platinum dubloons onto your character (52% duration), max traits in vitality (30% duration), and add on the chocolate omnomberry cream (+20% duration), and your at 102% duration increase (even if it would say 102% the game will passively stop it at 100% regardless).

(edited by Depths.4051)

Need help with my build

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Posted by: Depths.4051

Depths.4051

Personally I wouldn’t recommend using zerk… or a flamethrower in wvw tho. Just my personal opinion.

Need help with my build

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Posted by: Depths.4051

Depths.4051

Considering you have a flame thrower, which has a very spammy #1 skill, you might want to try “sigil of strength” since you’re going to be doing 10x every 2 and 1/2 seconds, you’re gonna have tons of chances to proc a stack of might. the sigil has a cooldown of 1 second, so i imagine if your spamming the 1 skill, you’ll cap at around 8 stacks of might passively using this sigil realistically. For your second sigil, I’d think sigil of accuracy would probably be best, since you’re a zerk build. Since your crits are gonna be what deal the most damage, you’re gonna want as high a crit rate as you can get.

(edited by Depths.4051)

[Work in Progress] Minegineer

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Depths.4051

Its a nice build, but idk if I’d call it a strong build. I can see it being very weak against a tanky archer, and you can’t create mines without mine skill with thieves, so if they can skirt your main mines they can still down you easily. Against warriors and guardians I can see it being a little more useful. Id be interested in this build if it was more condi oriented, since condi is king in wvw. if you have the mines and add on the 15% chance of bleed on explosions, could certainly make for some nasty conditions. Thieves have a harder time with conditions, since you can’t run away from a 14 second bleed. Throw in bombs for more aoe, and I’d like to see em try to get close lol.

Another Rune Slot

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Depths.4051

With this April update, its easier than ever to play and experiment with builds now that traits are refundable almost anywhere. I’d love to try out a ton of the new runes as well, but it can be quite costly or take up lots of invent space if you bring in another set of armor to accommodate the new runes. So my suggestion is that a second slot for runes be opened on any piece of armor that can be swapped to at certain times. Ultimately I’d love it if runes were merely unlockable like the new armors, or in pvp, but that would change the price of runes drastically, which wouldn’t sit well with a lot of ppl who make and sell them I’m sure.

If a second slot was to be introduced, I think it should be that they can be swapped at certain npc’s, like an armor repair npc. If it was freely swappable out of combat, I imagine it could be used as a wvw battle strategy when I’m trying to have as little impact as possible on things.

My goal is more or less to be able to try out a lot of the new runes, and put them to use in pve without the need of several armor sets. For instance, in arah, I have need of a condition duration armor set, so that I can immobilize the tar boss, and for lupi, I’d like to try runes of mercy to help with a reviving ppl quickly.

Tell me what you guys think.

Help with a new build

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Posted by: Depths.4051

Depths.4051

Seems like a good choice, giving up 10% crit chance for 100 vitality though. What traits are you using in vit?

Mortar as a Gadget?

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Posted by: Depths.4051

Depths.4051

i’d rather see mortar as a kit that functioned similar to guardian tomes.

^

Would love be able to run around placing the turret down as I pleased. It’s a terrible ult as it is atm xD even if it got protection as a gadget it’d still be horrible.

Help with a new build

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Posted by: Depths.4051

Depths.4051

The new grandmaster trait in tools kinda benefits static discharge build the most xD What it does is it gives you boons wehn you use a gadget. So if you used utility goggles you get 5 stacks of might to help with your burst on top of the fury it adds. A.E.D. heal gives retaliation, which is fitting and would certainly help give some damage back as they try and burst the last of your hp. Just check it out lol, here’s the link.

http://wiki.guildwars2.com/wiki/Gadgeteer

I haven't played in a very long time...

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Depths.4051

depends, engineers are generally jacks of all trades. we’ve been able to fill any and every role, not always as good as specialized classes, but to a certain extent.
The standard for any PvE dungeon has been to use Berserker gear, which is power, precision, and critical damage. In the coming update, they’re throwing out critical damage, and implementing something called ferocity. Not entirely sure what this is going to do to this build, but generally people are expecting it to be a nerf. This could possibly open more builds to the PvE scene.
I’m going to be honest, I’d only suggest flamethrower if you are relatively new, because it isn’t going to do a lot of damage, but it’s an easy to use weapon with good utility. As said in the above juggernaut trait will give you 200 added toughness and several stacks of might while holding flamethrower. It’s solid.
In the coming update, they’re updating a lot of things. Runes is one of them, so I could suggest runes for you now, but there could be better ones to use come April 15th. There are going to be some new grandmaster traits to watch out for as well. A new one for each trait line.

List of new traits here:
http://wiki.guildwars2.com/wiki/User:Dr_ishmael/Feature_pack/XIII

For power, theres “XIII Explosives – Synaptic Overload”, which gives you quickness for 3 seconds when you knockback an enemy, like with skill #3 on flamethrower… it has a 20 second cd so personally I would not suggest this one…
Precision “XIII Firearms – Bunker Down”, this places a landmine that lasts for 10 seconds when you land a critical hit. A 2 second cd so max amount of mines is 4-5 at any time. A very nice trait, but I would personally take the modified ammunition trait over this, but that is purely my own taste.
Toughness “XIII Inventions – Fortified Turrets”, this is an absolutely amazing trait that I will personally be investing in just because its friggen amazing lol. This gives you a 4 second reflection field around your turret when you place it. This includes healing, supply drop, and any other turrets you might use. You could potentially get 20 seconds of reflection if you used nothing but turrets xD rather situational, so use the trait at your discretion.
Vitality “XIII Alchemy – Experimental Turrets”, another very nice trait for turrets. This new trait will give your turrets buffs that can be given to anyone in the turrets radius. This could do very well as a support trait line, if you wanted to support your party or yourself. Some of these buffs do not last very long, so I would suggest using boon duration runes and foods to double the duration of your boons.
Critical Damage “Ferocity” “XIII Tools – Gadgeteer”, tbh I’m not sure how I feel about this trait. It could potentially be useful to you if you were to use nothing but gadgets, but I can only see it being a useful trait on a static discharge build. This one gives you certain boons for using a said gadget. Nice, but adrenal implants which gives a passive 50% stamina regen, seems a better choice to me…

Your’re going to be able to change your traits whenever you want, so you can try all of these traits out, in a dungeon, out when exploring, in wvw, all but pvp.

(edited by Depths.4051)

I want to thank every positive engineer

in Engineer

Posted by: Depths.4051

Depths.4051

Engi’s do all those things, making us useful in a dungeon, but we just cant do them nearly as effectively as the classes I just mentioned, making us not AS useful. An engi is basically a “jack of all trades, master of none.” And with the way dungeons are right now, groups need masters, not jacks.

I see no reason why there can’t be parties of “masters of none”, there just generally aren’t enough engineers around that you find yourself with a full party of engineers. Personally I don’t run dungeons “just to get them done”, I run them for fun, and would welcome a party of engineers running different builds to suit the parties needs. With the on the fly trait change coming we’ll have parties adapting to the dungeons as they need to as well which will definitely help with running specific jobs for specific parts of dungeons with engineers being the most versatile in job this’ll be ideal ^^

Please tell me these aren't the new traits

in Engineer

Posted by: Depths.4051

Depths.4051

I love everything they’ve done with turrets, I can totally see situations I’d wanna use those in for support and general defense. Same goes for the firearms mines, which would be awesome for pvp and wvw. The explosives trait is awesome, but ya 20 seconds cd is pushing it for simply getting up faster =x definitely could get you out of sticky situations though. The only one that has me skeptical is the tools traits, since I rarely have more than 1 gadget on my skills bar. On the static discharge build it could be very interesting though if using the A.E.D. heal.

(edited by Depths.4051)

I want to thank every positive engineer

in Engineer

Posted by: Depths.4051

Depths.4051

I don’t know what other traits are coming to us aside from the reflection shield on turrets trait, but that already has me super excited. Just with that one trait, I’ll be a much better support in fights with lupicos. If I want to go rev someone with lupi throwing projectiles everywhere, I can just plop a handy turret down and rev without any worries ^^ I’m rlly looking forward to playing with my engi’s build come april!

1 suggestion for the armor skins

in Battle for Lion’s Arch - Aftermath

Posted by: Depths.4051

Depths.4051

if only we could Dye the blue parts

^ this

Also, I dont mind that the face is made glossy, but it’s both static and not even your own characters face. Your character loses their identity as soon as they where the helmet. It’s a shame too since the helmet itself is epic. The whole set has an unearthly god like feel to it. totally putting this on an ascended set lol… minus the helmet. Now if only I had the “A god walking among mortal men” title to complete it lol.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Depths.4051

Depths.4051

I can’t believe how shallow you all are.

Out of all the problems for the Engineer, which impact that game on a technical standpoint heavily, all of you are more concerned over a backpack than something with meat on it’s bones?

Why is this thread over 500 responses with 40k views but every other thread barely squeaks over 50 of the same problems combined?

If you really think your game has been ruined because you can’t see your “fluffy candy butt” and not because of core game mechanics, I got a line for you.

“You can’t see the forest or the trees”. I’d say “forest for the trees” but that would be giving you all to much credit on critical thinking skills.

Did I mention this entire game is supposed to be based on horizontal/vanity/skins progression? Oh, that’s right – I did.

Quit being so petty complaining about silly matters such as game mechanics and get on board with the things that matter most in THIS game. ;-)

You do know this thread is 11 months old and it is still getting fresh posts? The hobo sacks might fit your characters motif, but not all of ours. Like the user above said, we can want both, and this issue has been wanting change for a very, very long time.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Depths.4051

Depths.4051

Honestly, I don’t mind the fact we need a pack of some kind to store the tools, but couldn’t it at least be a satchel or something? I agree with the idea to toggle the huge monstrosity off if we can’t get it changed. Make it a gem store item, w.e needs to be done to change this Dx