I noticed this thread was almost hitting the second page.
Not on my watch.
Maybe we should also post en masse on the “communicating with you” thread.
Many classes also suffer from having only one good elite, or none at all in some cases.
This truly is something that needs to be worked on, and I feel you. Supply crate never leaves my bar, though I wish for the day when I can use another elite to break the monotony.
For the most part, I believe in you guys.
But when I see something like the hobosack problem, I get frustrated. Over a year, and nothing for something that engineers really want changed.
This matter of whether there are 0 turret engineers in high level play is difficult to solve, but if you were to rather ask “how many professional tournament players use turret builds”, then the matter could be partially settled by looking at how many engineers played turret builds in the latest tournament, and how successful they were.
In most of the matches I saw, they were either P/S rabid 2Kit, or rifle celestial 2Kit, but I didn’t see all of the matches. I thought I saw one turret build, but I can’t remember if they were successful.
As for the actual question, I prefer stabilized armor. Stun breaks are not something the engineer has easy access to all the time (granted, we have it easier than necromancers). Having the longer-duration defense when CC’d is a little more useful to me.
Guys, I have trouble seeing which attunement elementalists are in; their elemental wristbands are too hard to see. I think Anet needs to add a large backpack to elementalists which showcases what element they are attuned to. They can remove the buff icon, then.
:D
Maybe I should suggest this on the profession balance forum.
I still think we need to do more to get devs to fix this ASAP.
Like mass reporting it as a bug or something.
For PvP, I’m considering trying something like this:
http://gw2skills.net/editor/?fdAQFAUlUUpWrlcx+KseRCbBNqxAyJcBRuxh8xIGAA-TJhAwAXuAA62fAwDAQcZAA
Hobosacks still not fixed. Welp.
All great ideas here. I just want to get my runes out, so even if they yield nothing else after salvaging, I would be fine.
From the perspective of a non engineer:
Nobody ever looks at the backpacks to see what kit/if the engineer is using a kit. That would take forever, and all the backpacks look basically the same anyway. You just see the skills they use, the same as you do for almost any other class.
Yep. Non-engineers have been saying this for a while. Yet Anet doesn’t seem to see this…
I was really hoping that the feature pack would announce the end of hobosacks, too…
Well, we’ve been asking for a well over a year…
I believe that strength runes are better for S/D, since they get the minor trait that gives might on dodge.
For my D/P WvW thief, I use rune of the pack. Allows me to get a lot of swiftness for running about, and I don’t have to deal with the lackluster stat gain of traveler’s.
As an engineer you have to make sure not to get hit by their steal or cloak and dagger. Since our condition removal is on the poorer end, you need to make sure he can’t confuse you or stack bleeds. But then again, that is the same advice for all classes…
Elixir gun and either grenade and bomb spam is the only thing you can do, but the fight will inevitably take a while, since dire armor is one of the tankiest armor sets (even on a the flimsy thief). It’s best to try to run away. It seems that p/d thieves have lower chase potential than other types. You can drop bombs as you run to deter chasing.
For the price of that, it’s cheaper to rebuy the runes.
I mean the gear that you buy with badges of honor.
If its not possible, can I know why?
It’d be really helpful for some of us.
Thanks.
Wouldn’t a lot of people who really hated skyhammer now queue alone in team arena, as various threads suggest?
It seems to be like a lot of the veteran pvp players in solo arena would indeed like skyhammer, otherwise they would have switched to team arena a while ago like most of us.
In WvW zergs, retaliation is an extremely common boon.
My favourites are the ones that call me a noob for using my elite, while they use theirs.
You can taste the salt.
Race: Asura
Size: Any
Gender: Any (tested on female)
Outfit: Ceremonial Plated Armor
Description: the back piece and weapons end up floating far away from the actual armor. Furthermore, weapons and back pieces are TILTED slightly less than 45 degrees clockwise with this armor.
Even the engineer hobosack (please let us hide the hobosack) floats significantly far from the body and is tilted slighlty less than 45 degrees clockwise.
I just thought I would bring this to your attention, and I hope it is fixed soon.
Engineers have a minor trait in alchemy called transmute, where it periodically (and instantly) converts an incoming condition into a boon. If you hit them with an immobilize, it will get converted to swiftness instantly.
It could also affect fear, as it turns fear into stability instantly if you haven’t proc’d it with other conditions yet.
The cooldown on transmute is 15 seconds.
Release the flamethrowers!
They have to. This thread is huge, and its always at the top of the first page.
I bet if Anet announced the removal of hobosacks, almost every engineer would stop complaining about SAB and rejoice.
I’d like to point something out right now. Look at their answers in the recent interview. No SAB, no FoV increase option, no first-person viewcam, no answer to precursor crafting.
None of this is coming anytime soon, and the entire userbase has been asking about (some of) these almost since launch.
In light of this, hobosacks are clearly not coming any time soon. We should make a bigger effort to spread awareness beyond this thread.
(edited by Eastcorn.5901)
Engineers are excellent at tagging enemies in zergs, but not all that useful overall.
For backline engineers, elementalists and necromancers are superior.
For frontline engineers, warriors and guardians are superior.
For overall utility, mesmers are wanted more for veil and portal.
For peripheral duty, thieves are more wanted.
But, nonetheless, this site has some zerging builds that you could try out.
This isn’t a military-grade rifle/shotgun holding technique or anything, but I think the the way they hold the rifle could be changed to something like this:
http://frankbaumer.com/Heartland%20Pictures/More_Pics/PGO_shotgun_technique_3.JPG
But there is apparently a close-quarters-combat technique (used by some countries, not all obviously) for holding rifles that is a little different from the standard technique (which Warriors use), though I am having difficulty finding images of it.
(edited by Eastcorn.5901)
The strongest comment
Looks nice, but I’d much rather be able to show my backpieces.
Excellent work nonetheless.
None that we know of. I just want to mark the 1000th reply as the saddest milestone.
49 more replies after this one!
We represent the smallest portion of active players. So screw us, right?
I agree that rifle needs some work. The current iteration is good, but one of the main reason we are required to use kits (or turrets…) is that our weapon skills are insufficient on their own (and also that the other utilities are not nearly as good). And changes to make the rifle more high-tech is welcome by me. Engineer rifle, turrets and hobosacks act and/or look so low tech it is not even funny.
I enjoy the mobility of jump shot though. I don’t think I can let go of that. And the 6 second stealth is VERY strong, almost seems overpowered with the other buffs you mentioned. However, I really like the change to #4, and changing the animations to better suit the vast majority of rifle skins…especially the precursor and legendary.
Basically almost never lose to a necro I can count on one hand the amount of necro that have actually been able to beat me on my engi
this guys attitude was very bad but he was one of the best necro I vs so far
soloq
Necro: “Can’t do anything without your elite huh?”
>Proceeds to kill necro without supply crate
That necro got outplayed so so hard.
4 and 3/4 second CD if you traited for fireforged trigger.
Looks like a design oversight to me. Engineer is full of these, since they were a rushed class at launch. If it is a design oversight, don’t expect it to get fixed very soon.
I’ve leveled engineer to 80 twice. DesertRose pretty much has the optimal leveling path right there, at least for damage. No other options become comparable until you are level 80, and unlock the grandmaster traits.
If you want more survivability, then go for flamethrower with elixir gun. First two trait points go into tools for speedy kits, then you go down firearms for fireforged trigger and juggernaut. You’ll deal less damage, though.
Practice using healing turret as your main heal. To get the most out of it, drop it, overcharge it, then pick it up again as fast as possible. Default keybindings means that this action goes like this: 6 → 6 → F. Or burst it for a greater heal, by doing this: 6 → 6 → F1. If you pick it up, then you have one of the strongest heals in the game on a 15 second cooldown, which also removes 2 conditions.
For a minute, think about all the cheese builds people run for other professions.
Now in light of that, what do you have to apologize for? In terms of the larger picture, you’ve done nothing that players of other professions haven’t done already. You found an easy to use build that absolutely stomps uncoordinated and/or poor players.
Furthermore, tool kit and bomb kit hobosacks look the same. If you can’t see the difference between flamethrower and elixir gun without looking at the hobosack, then you need to pay more attention. Grenades are the only issue, but come on, grenades have their own unique animations and you can easily discern what it is. Asura engineer hobosacks are far too small to tell what they’re using from the front as well.
The simplest solution is to make a buff icon when a kit is equipped. Similar to what elementalists have.
Keeping this thread at the top of the engineer forums is all we can do, unfortunately. Unless you spam this forum with new topics on the hobosack, but that would probably get you banned.
I have to mention this (as many others have): It’s been one year now. This is one of the most highly requested changes from engineers. It’s been on page 1 almost the entire time. Seriously, what is going on?
(edited by Eastcorn.5901)
This has got to be one of the longest running front-page threads of any forum sub-section.
Yet we are no closer to learning if this issue will be fixed since the last dev post.
Every 15 ferocity = 1% crit damage from the wiki. So overall, 150 ferocity is about 10% extra crit damage.
Overall, definitely more significant than empowered adrenaline, since it is a group buff.
Empowered Adrenaline (adept explosives trait) is rather useless, no one in the right mindset would use it. Also, Engineers need a little push in PvE to be on-par with other speed run classes. So, I saw someone suggest this on reddit:
Empowered Adrenaline – Gives a +150 Ferocity buff to allies when in combat.
Rangers have Spotter (150 Precision), and that makes them really really good for speed runs (along side frost spirit).
Warriors have Empower Allies (150 Power), and that makes them really really good for speed runs (alongside banners and decent damage).
I think with further changes (such as bug fixes to bunker down), this will put engineers in a good spot for PvE.
Engineers are very reactive. They’re also the hardest class in the game to play alongside Elementalist (in PvP). It might take some time to reach their skill floor.
Here is a great set of videos to help you out:
https://www.youtube.com/playlist?list=PLvY4mp-cgWVrul-1ytOSlqQjA4yU5Mo25
Teldo is one of the best engineer plays out there, if not THE best.
So, what do engineer players think needs to be done to mortar to make it a more attractive option.
It stands out to me as a skill that was designed for large WvW fights, or shelling a point in PvP.
The latter is never going to happen. PvP requires too much mobility for rooting yourself in place (in an area that is NOT the capture point) long enough to make use of the skills. And the opportunity cost is too high. An AoE stun from supply crate is simply more versatile and destructive to enemy teams.
In WvW, fights aren’t static enough to make use of it due to its 1,400 range (1,500 when traited with elite supplies). Even then, grenades will deal more damage in this scenario, at greater (or the same) range. You’ll find a nice spot, root yourself, then the enemy zerg moves out of range, or starts coming too close. You now have to leave your mortar, whether to pursue the enemy or run away.
Personally, I think that mortar needs two changes for sure:
1) Increase the range. Something engineers have been asking for a lot. The thing is, I don’t know to what. Would 2000 range be over-powered? It IS a mortar, and the shots have a travel time…
2) The INTERRUPTABLE ability to reposition. In my view, when you place a mortar, you should be able to pick it up instantly and move to where you want to go. To place it, there should be a cast time of 1.5 seconds. This is to prevent engineers from using it as an insta-stability “get-out-of-incoming-CC” tool when a warrior 700 range away is about to earthshaker you, since you have perma-stability when you man the mortar. It would be really OP if it wasn’t interruptable, and the mortar shouldn’t really have any positive points in a close-quarters fight. Picking it up should be like picking up any bundle. You lose all of your weapon skills, and only have a 1 ability which grants swiftness to you for 10 seconds.
Maybe a damage increase on mortar 1 would help, but I’m not too sure.
On another note, I did find a nice use for it. I was helping a friend with the personal story mission where you take back claw island. I set the mortar down, and would man it every time the dragon at the end would use his fearing shout, or if the zombie fish things tried to suck me in. It’s pretty convenient, because 8s on a fear with zero follow-up kind of makes for a boring fight.
So what do you guys think, especially for PvP/WvW? You probably know already that mortar isn’t useful at all in PvE, and never will be in this meta, but suggestions from PvEcentric engineers would be cool.
With the knock back from your turrets, flamethrower and BoB, as well as the bomb kit’s blind and immobilize, I don’t see why this wouldn’t be able to bunker a point for a decent amount of time. Your weakness is conditions so far. You’ve already mentioned that taking the elixir gun would mean a lost smoke field from flame turret. Personally, I would sacrifice the smoke field for the benefits of EG. Also, what about switching to pistol/shield for more bunker potential? You gain a blind, heal reduction from poison, knockback/reflect and a block/daze. Your primary damage dealer is the flamethrower anyway. Since you already know that FT damage is lower than other setups, might as well increase your ability to control the field.
Warriors – A pain in the kitten in PvP, but I don’t find them that bad in WvW. They have lots of sustain, yes. But because of the wide-open nature of WvW compared to PvP where you need to sit on a point, Warriors in WvW need to use slightly different tactics. Using Hambow would just get you killed. As soon as a Warrior switches to bow, I drop my kits and reflect.
Guardians – This is the one class that has never known what its like to be UP. However, they’re not OP. In PvP, if the guardian is alone on a point I tend to just overrun them with conditions from afar until I see an opportunity to knock them back. If they have a friend and it becomes 2v1, then it is best for me to run. Even a mediocre guardian is nothing to scoff at. In a gametype based around holding small plots of land, its only natural that the super tanky controller class will be strong. I tend not to see many that roam in WvW. Mostly for the reason as to why they’re so good in PvP. They’re great at defending and for control in zergs, but when roaming they don’t have AMAZING mobility and sticking potential.
Thieves – Most thieves have a canned skill rotation that can be easily predicted. In PvP, an engineer can easily go toe-to-toe with any thief build, with the exception of an HGH grenadier vs a s/d thief. In WvW, you can’t escape a thief unless you blast your smoke fields. Just fight them. When they’re losing they’ll just stealth away and reset the fight. Keep calm and continue on your merry way. If they come back, fight them again. It’s good practice for when you meet a decent thief. Perpexity thieves are something to watch out for, though.
Rangers – While we CAN 1v1 these guys in PvP, I wouldn’t recommend it if they’re the meta spirit build. If they aren’t, then go get em champ. In WvW they’re strong roamers, but so are we. Golden rule in WvW: if they’re coming at you with a bow, you have the advantage. Otherwise, its equal ground.
Engineers – they’ll hook u in a gabba m8, i swer on me mum
Elementalists – Stone skin eles are really annoying. S/D eles bring a decent amount of damage, D/D eles have more sustain and CC. In PvP and WvW they’re not much of a threat. The upcoming balance patch will buff their sustain, however. So be wary then. Roaming eles were once uncatchable, unkillable demons.
Necromancers – Our hard counter. Only if they’re condition. In PvP, pack condition removal and range them down with ’nades. In WvW, try to run away. They have the lowest mobility in the game. Abuse that. MM builds are just bleh.
Mesmers – In WvW, if its a PU mesmer, just run. They can’t catch you. And you running away will make them feel unwanted and unloved. They’ll eventually succumb to the loneliness and depression as they realize that their only friends are their clones and phantasms. We’re on equal grounds with every other mesmer build.
Basically, in my opinion:
In PvP we’re disadvantaged vs Necromancers and Warriors, and have the advantage over thieves, eles and sometimes guardians. Equal with everything else.
In WvW we’re disadvantaged vs Necromancers, and whether we are advantaged or equal to other classes depends on their build. I.E. we’re advantaged vs power rangers, but equal vs regen condition rangers.
Are engineers a great choice in PvP? Yes, yes and yes. We’re amazing.
Are engineer a great choice for WvW roaming? Yes x 10^100. We’re even better here than we are at PvP.
Are engineers a great choice for WvW zerging? We’re okay. We offer sustained ranged damage, CC and healing bombs. We’re weak to retaliation, which limits the builds we can use. This is an area Anet needs to work on.
(edited by Eastcorn.5901)
One change to thieves I’d like: dodging, blocking, reflecting or going invulnerable and making a thief’s stealth attack fail should still reveal the thief if the attack connects with the blocking character.
In sPvP I used my took kit to block a predictable thief’s backstab. All I see is “blockblockblockblock” until the thief’s stealth duration runs out. What is that? That’s like how when warriors miss with their burst skill, they keep the adrenaline. This principle applies to engineer and mesmer stealth as well.
Despite me saying that, in PvP thieves aren’t truly in the best place they could be. I think by increasing the risks associated with being a thief (making thieves reveal themselves if they fail a stealth attack is one example), Anet can start looking at better ways to buff thief.
And if heartseeker spam is a problem, why not just make it so that using heartseeker costs 6 initiative instead of 3, but refunds initiative upon downing or killing an enemy?
From the perspective of someone who is not a mesmer. I play engineer.
When I see a mesmer roaming in WvW, and it’s a PU mes I automatically think “aww, a PU mesmer”, and rocket boot away to safety. My only gripe with PU mesmer is something that is true for all stealth. I can’t aggressively counter it. I just block, reflect and dodge and counter it passively.
I’d like a skill that lets me inflict revealed before they stealth, like what rangers have. Give all classes a way to inflict revealed on skills THAT ARE NOT WIDELY USED ALREADY that require a clicked target to work (that way you need to inflict revealed BEFORE they stealth). Which means don’t add it to an engineer’s grenade kit, kitten .
Unfortunately, some of the skills that would best reflect the type of ability that would reveal stealth (engineer’s analyze, warrior’s on my mark, thief scorpion wire) are, like, instant cast. Skills that reveal should be interruptable, because designing a counter to something should have its own counter. Although Ranger’s sic em does not have a cast time. Oddly enough. Also, at the moment guardians have no single-target ability that is niche that can be fit with this, unless they put it on a spirit weapon (HAHAHA no).
Also, I have a question. After reading some of these posts here, apparently some people run PU mesmers in sPvP. I’ve encountered only one so far (most mesmers I encounter use the shatter and old phantasm builds). It was quite easy to deal with as the typical rabid condi bunker engineer. They’d never hold the point that long because they kept stealthing. Even if I die I could just come back and recap. Is PU mesmer actually good in sPvP?