Showing Posts For Eremus.4506:

Flamethrower is still not worth the slot

in Engineer

Posted by: Eremus.4506

Eremus.4506

Sorry, but when I tested it yesterday

http://gw2skills.net/editor/?fcAQJAqalspyanuShF17IBoHAuu3V0jH34J/pAbB

with a lot of berserker stuff also some rabid, 2 rampager pistols (+5% crit, air) (i know, not very straight )
and it was simply great. FT2 was perfectly usable. And it felt faster than grenades which i was running for a long time now.
Damage wise for me this is comparable to grenades and much softer to use than bombs.

Feb 26 - Engineer Patch Notes discussion

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Posted by: Eremus.4506

Eremus.4506

Hey all, sry for all the kit refinement users ;(

BUT

The flamethrower is so bloodykitten#8230; ing better right now. I’m sold! Perhaps I_m too tired right now but the last minutes in the lost shore were incredible!

Thank you, thank you for changing FT2 the way so many guys here suggested it! Have to resist to make a threat out of it

GN8 guys

edit grammar

PLEASE fix the grenade kit

in Engineer

Posted by: Eremus.4506

Eremus.4506

I think what really needs to be done here is something that was said before:

1 – Make 1 an auto-targeting and auto-attacking skill.
2 – Increase the travel time of the grenades through the air (NOT the speed you throw them at)
3 – Decrease the damage of the auto-attacking skill (If it doesn’t miss often) by about 10% or so.

THIS would simply be a penalty for engineers who know how to hit nearly all of their grenades. I understand you would like to have G1 auto-attacking and for beginners your quote could work much better. Sometimes I’m also sometimes tired of the spammy style, esp. if I’m far away and melee isn’t an option. But I’m def. don’t like a damage reduction because the skillfloor gets lowered.

TL;DR

1+2 I can live with, 3 no
rather no change before 3

Balance Pistol Damage?

in Engineer

Posted by: Eremus.4506

Eremus.4506

I wouldn’t mind if P1 would apply more bleeds and would be our nr 1 condition weapon. But since they stated in this design philosophy that non-kit weapons should have less damage I’m affraid they will not give us another great aoe weapon.

Oh and Maskaganda, I can only watch the two roaming videos (2 & 4) but the rest ist blocked from youtube cause they can’t find an agreement with the gema. If somebody knows how i can watch the videos on youtube I would very much appreciate it.

Balance Pistol Damage?

in Engineer

Posted by: Eremus.4506

Eremus.4506

I also think the pistol1 could use some help. While I understand that some people like power or condition only weapons I do like the combination of both and this also gives us more build variations (but balance wise it could turn out to be worse than pure weaponsets).

One way could be to change the P1 to single target only but let it always hit twice (or with a 20 point trait in FA ?).
Yes, I know this would change the playstyle of the pistol only users so this would be a hard and difficult change BUT we have so much aoe right now so this could be a good single target addition.
Again, this is just a suggestion so it could be to harsh. Discuss

Oh on a side note: Maskaganda, I would love to see all your vids but half of them are blocked here since youtube and GEMA have a license war on media stuff. Is there a way you could upload them with other music or no music at all? (Sad, I know because I enjoyed the music in the video I could watch.) Thanks!

is it me are engi's in a rough spot right now

in Engineer

Posted by: Eremus.4506

Eremus.4506

Hope this helps, esp. since you don’t want to use kits:

https://forum-en.gw2archive.eu/forum/professions/engineer/Maskaganda-s-Second-WvW-vid

The Engineer and its gameplay - Your Feedback

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Posted by: Eremus.4506

Eremus.4506

You sound a little negative And if i remember it correctly we had this threat some weeks ago but if it helps here goes:

In terms of pure gameplay the engineer is by far my favorite profession.

Imo the biggest question is: Do we need a single target weapon kit? Since rifle and pistol provide a lot of utility (at every time w/o cd) the kits seem to be the “competitive damage option”.
But if AOE is supposed to be lowered all classes with a single target weapon will use them for the specific situation. But we only have AOE heavy kits which already are the best single target option (grenades etc.). I would like such an option but this would include a lot of work and rebalancing. And this would make it pretty much mandatory

The more specific thing that bugs me the most is the flamethrower 2 just because it works bad against everything melee I have aggro-ed. If the FT3 would have a small snare or FT2 would have a faster cast/flight time … Making it explode on hit would solve it, but would also lower the skill cap.
The FT just seems to have this bad reputation because 1 missed so often and 2 just was not applicable. But I didn’t have the time what this recent patch did to the FT.

Last but not least turrets, even when not instantly destroyed are not fun for me to manage. Perhaps it’s because of the CD not starting directly after turret deployment but I relly don’t feel flexible with them. Could also not be my style of gameplay.

Oh and edit:

HGH with an elixir heavy build works but is really no fun, drinking AND throwing them all the time (and just for 1 stack) so perhaps this could receive a CD and then apply more stacks at once ( I don’t know 10-15 sec CD(for the reciever) but 6 stacks? just a feeling without calculations ) this would also make other skills but elixirs not such a big punishment

(edited by Eremus.4506)

Engis in the 28th of Jan Patch

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Posted by: Eremus.4506

Eremus.4506

YAY for the ‘stats on kits thing’ and to the guys complaining:

Come on, of course they have to know first about how the new dmg with weapon stats will be before they nerf/buff it. Let’s hope for the best

And no aoe nerf right now, could be worse!

Cheers.

While we wait, How are you doing?

in Engineer

Posted by: Eremus.4506

Eremus.4506

Sadly, my guild quit weeks ago and since I’m not in the mood to lvl a third char to max I don’t play anymore.
Torchlight 2 is disappointing for me ( I don’t think games without talent respec options are up to date), which is also sad bc the gameplay seems promising.
So, basically I cruise through inferno mp1 or try to improve my c++ skills

cheers guys

To developers: What we pay for versatility

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Posted by: Eremus.4506

Eremus.4506

A truely versatile engineer, making use of that benefit of instant kit swapping, uses at least 2 kits.
Sometimes even 3.

You can’t trait for that, you always lose.

That’s the pice we ALREADY pay for being versatile: we can’t specify deep into one purpose if using 2 or 3 kits…

What are the most effective and popular engineer builds?
Are that the most versatile ones?
No: it’s the most specified and least versatile builds that are the most popular.

To do great damage as engineer, you need to sacrifice all versatility.

Grenadier build, being our only realy great ranged option.
Everything else is less good at range. Well, nothing even has the same range… a flaw by design to start with.

- Rifle precision-power build.
Hard hitting but not versatile by a long shot.

- Juggernaut FT build sacrificing everything just to make the flamethrower better than ‘decent’.

- Tankcat build focusing all on survival with confusion or pure power, not doing much beyond surviving and meleeing.

- P/P condition does just that: run around and apply conditions.

All these examples of builds are like what other professions do, without them paying any price.
And most of the time it are weaker copies of other professions builds to start with.

I want the dev’s to show me versatile engineers builds that deserve damage nerfs. There aren’t any.
Basically they let us pay a price for having acces to different NON-VERSATILE builds that do good damage.
But they argue we have some builds that are versatile by themselves and still would have potential OP damage.
This is a major difference!

Engineers have been paying the price for versatility by design.
We don’t deserve to have our mediocre damage nerfed for it as well.

note: I run with 2 or 3 kits normally.
I’m bloody versatile… but I’m also bloody weak in terms of raw damage just because I can’t trait for 3 kits to work to their full potential.
When the devs say my damage could be a potential OP issue, I can’t do anything but laugh at that statement.

I found a lot of my thoughts here in your post. While I used the FT for the last few days it hurts me to choose between condition remove, and FTdmg+HGH. Of course trait choises should always hurt but if the trait choise hurts we don’t seem to need a overall dmg reduction, too. And here is our versality.
If they say ’Main Hand Weapons" does that mean just pistol and rifle? Because FT dmg seems just to be good in special situations… you know the story.

Same for grenades:
I know they had impressive dmg but hitting a FAST mob could also cause a lot of grenades to miss. So isn’t this a good trade/balance? Supreme dmg for a much harder to hit weapon compared to ‘target-locking’ attack? And at all My tests grenades were now significantly weaker.

Ruinmaker

in Bugs: Game, Forum, Website

Posted by: Eremus.4506

Eremus.4506

Thanks for the quick answers guys, if so I guess it will be applied to the engi kits too but doesn’t show it, right?

Ruinmaker

in Bugs: Game, Forum, Website

Posted by: Eremus.4506

Eremus.4506

Ok, my Ruinmaker I bought a few minutes ago, doesn’t apply it’s sigil (5% crit). I found this:

https://forum-en.gw2archive.eu/forum/support/bugs/Superior-Sigils-of-Accuracy-not-working

And it’s 3 month old! Can please somebody tell me how to tix this? Will a new sigil fix this?
I spend A LOT of my money on it BECAUSE it already has the sigil I want!!!

And if a dev reads this and knows it can’t be fixed for MY weapon please tell me this. Right now it’s like I don’t have a sigil

Thanks

Mighty Prybar

in Engineer

Posted by: Eremus.4506

Eremus.4506

Hmm, why faster gadgets? I can’t find a gadget you actually use like this http://wiki.guildwars2.com/wiki/Gadget

Am I missing something here?

FT+Sigils>Grenades????

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Posted by: Eremus.4506

Eremus.4506

I also made some tests in the mist yesterday and IF FT2 hits perfect in juggernaut etc. it was as good as grenades in explo spec. It felt more dependend on crit luck which golem goes down faster and in the end feels pretty similar to me :/

Problem for me is more how often you can get this ‘perfect’ hits I hope they will look into this in the next patch.

Scaling is another story and i just have only one armor set so i leave this to someone who can do better tests.

Just my impression.

Constructive FT feedback

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Posted by: Eremus.4506

Eremus.4506

I’m also interested in an answer for this. Until this last patch I ran grenades too and for me it feels like a kit to stay in for more than one or two skills. The toolkit is something i use just for a short time but perhaps that’s just me.
Like i said, if i take three triats ONLY for the FT ( like spec. grenades) it seems fair to use it more frequently than just for its utility or a single burst ( on plain ground ) but again, who knows how the devs think about it.

And thanks for all the posts

The Engineer Love Thread

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Posted by: Eremus.4506

Eremus.4506

Since it’s war in the forum I’ll try to support this

I LOVE no CD on kits.
Makes the flow much better without being stuck in a weapon i just needed for 1 skill.

OH and getting this perfect timing with FT2 in a big mob grp. And yes I also rolled engi a while ago because FT is just awesome. And having sigils for it is a good thing.

Cheers

Constructive FT feedback

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Posted by: Eremus.4506

Eremus.4506

Hey Rhodeo,
yes, I too aim with the ‘invisible cone’ and in normal DE it’s all good. But if I strafe right for example the mob i aggroed follows me (and he’s my target) and is now at 9 o’clock i can hit him with gun or pistol and keep running at normal speed ( since the shots ‘aim’).
This works for FT2 but is pretty hard but FT1 still attacks the cone your looking at ( 12 o’clock) so the FT is by default bad in such situations.
If this is intended by development ok, but I think if I spec for Jug. FT dmg, FT recharge or longer burns… such a common situation should be covered. I mean these are a lot of traits so you would def. not be OP since your dmg right now is also not skyrocketing

If FT2 would be reliable in this situation, than perhaps I’m ok with less or no FT1 hits but both are a problem in my eyes. Grenades have a better solution here.

Constructive FT feedback

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Posted by: Eremus.4506

Eremus.4506

Im sure these things all are flying around here but I thought maybe we could turn it into a good discussion from which the devs could also benefit ( and we on the long run).

So here are my thoughts after this day with the new changes on the FT:
- the DMG is equal to grenades IF FT2 hits right
- the things that cause it to not hit are
a) blocked path
b) hit the ground after target loss
c) 90% of the time a following mob on me ( big ones who could 2-shot you)

- a) and b) are a problem but you could argue that this is (partially) a skill cap BUT c) is my biggest concern:
with my playstyle I cant strafe and kit a mob while hiting with FT2 AND since the FT1 goes straight forward it’s impossible to hit more than 10% of it while moving at full speed and strafing.

- this is all mechanic wise. the total DMG output is something else (and if you have good numbers /tests please bring it on) I definitely would love a dmg buff but even more important:

Please work on the mechanics, so that it can be used while running, on mobs in melee, and on a not flat world. I understand that making it just explode on the target would take away the skill cap. A solution could be the " press to fire, second press to explode" (idea from the forum), but since i get toughness with the mastertrait it seems strange not to be able to use it against such mobs.

If you have good ideas, comments, or tipps, please knock yourself out.

edit for grammar

(edited by Eremus.4506)

The Necro and its gameplay - Your feedback

in Necromancer

Posted by: Eremus.4506

Eremus.4506

Ok, keep in mind necro was my first class at 80, now my engi reached 80 and I feel far more comfortable with it so it might just be a case of necro is not my class. Here goes…

1. I could just make one build work for me that I enjoyed (pve) in terms of eviciency and that was scepter/dagger + axe/focus. Here DS is the incoming DMG sucker, at WoW + DS4. I’d say this build makes sense but since i need BiP and of course epidemic my space left for tools is limited.
2. Power and DS (especially with the axe) was the reason i leveled the necro but as soon as I tried to do more DMG with DS then one bolt to finish a mob (even this takes so long) it doesn’t really work.
3. In terms of feeling there are two points I like much more when playing my engi:
a) I have far more tools (control, heal, support…) but this is perhaps more a class design question.
b) I just realize this is the most important point for me:

With the necro I’m really afraid ALL the time to switch weapons away from scepter/dagger because even if the utility of the staff, the burst of axe2 or dagger1 would be good it sucks to be locked for 3-5 more sec. to the weaponset wich offers more or less 1-2 good abilities while I loose all my bleeding stacks. SAme reason I couldn’t make these weapons work for me.
I’m pretty sure I would enjoy my necro much more if I had no CD on wepon swap ( yes, would be too much) or more in terms of balance a shorter CD of weapons swap, and/or DS, even without the trait.

An idea for DS improvement would be to implement more effects just for the first 1,2 or 3 LB (perhaps in a non power traitline). If the the first two would apply 2 bleeds or burns each (just made that up) you would not have the feeling (as a condimancer) that DS’s LB is just too weak. Still could work with the normal CD on DS.

OK, just some thoughts from a ‘felt’ kind of point.

Cheers.

Generell questions about kits, sigils.

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Posted by: Eremus.4506

Eremus.4506

Thanks Jon for this update and of course yay for the sigils and stats (in the future)! Now I really can’t wait for the next balance patch. FT2 would be my next suggestion for some little tweeks

Cheers!

The Engineer in the lvl10+ Fractal World

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Posted by: Eremus.4506

Eremus.4506

@ UserNameDeluxe:
wouldn’t the II or III in explo be a better alternative since your CSC seems low in that build? is the fury you get enough?
or is the burn still better? I didn’t do the math so even with crit it would be great to know. Thanks.

(edited by Eremus.4506)

Nades or Go Home Now?

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Posted by: Eremus.4506

Eremus.4506

Yesterday I tried some combinations in the mist and the biggest thing i thought was, if the piercing trait from p/p do this at every range it would be an very good alternative. And right now it’s at least in the bug list here in the forums.

Of course p/p works right now but compared to the +1 grenade trait it feels totally fine to have the pirce at all ranges. And if I were ANET I also would not change a bit with pistols if i’m planning change/fix the pierce trait. This would awesome.

Also I really do not enjoy the grenades. In terms of fun p/p + FT is more what i like.

Staff & Axe Are NOT Main Weapons

in Necromancer

Posted by: Eremus.4506

Eremus.4506

I thought about making a threat about a discussion of our weapons, maybe even more now.
Without claiming to be “right” for me, pve,

http://gw2skills.net/editor/?fQUQRArY3djMat7pbWaM8JCoHvHXOL6BxMWyoK4OA

with all rampager gear, the ‘most’ used weapon is the scepter. If bleeds are spread and #2, #5 are on cd i have two options:

axe or DS.

If i use the focus #4 → axe #2 with the might from BiP the dmg is good to have

BUT: now i am stuck with the axe until the switching cd is ready again, so i can spam the unliked #1 or can change into DS for 2-3 LBs( or WOB + DS#4).

Long example short: For me the axe is more like a NOT-main weapon.

2nd BUT: if you switch between… DS, axe and say dagger i can see the axe can be used more often than the dagger, esp. if you can’t sit in one place without moving.

I’m pretty sure for every weapon are some good uses, as a main or a more off/utility weapon, so i would like to hear more ’rotations you guys use

cheers.

Newbie player; Necro leveling suggestions?

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Posted by: Eremus.4506

Eremus.4506

Hey, I’m also lvling since a few weeks (lvl 69) right now, no crafting at all.

I like conditions like this: http://gw2skills.net/editor/?fQEQJArIjMat7pbW6IgoHEbcyA
and put the rest in spite.

The 2nd weapons could be axe+warhorn/focus or staff (right now better for me, since more utility).

gear: condition and prec, later condition, precision, power

A single target could take a litte bit longer(compared to dagger build) but if you dot one and spread the scepterdots and BiP+dagger4 with epidemic it takes nearly the same time for 3-6 targets.
After epidemic switch to staff (2,3,4) or use Well of Suffering+DS4
————————————————————————————————————————————-

I also feel MM is super strong but at that moment my pets pulled a hole camp and wiped me and 2 other guys i decided that i don’t want to rely only on pets without control.
—————————————————————————————————————————————
I would love to use a power build axe/focus -> dagger/dagger (or switched offhands) but i’m not tough enough to tank mobs and i get knocked down in dungeons far too often in near melee range + less AOE. If someone has good hits how you survive/dd with such a build I’ll be happy
--————————————————————————————————————————————-
oh and if you change your mind with your playstyle, i’ll suggest to update your complete gear after 5-6 lvl (or sooner, but i’m not rich) including your runes, sigils and at that point you’re free to change your traits as well and try out something else since you’ll buy new stuff anyways.

(edited by Eremus.4506)