Playing the engineer “as intended” is simply not viable.
Playing the engineer “as intended” is simply not viable.
Happens to me too.. I think it’s that the thing being built, is done, or that you ran out of supply, and even though your toon has stood up, on the server side you’re still pounding away.
Jumping and dodging don’t seem to break you free from it either, you just gotta wait it out.
Playing the engineer “as intended” is simply not viable.
I’m thinking 90% chance of nerfing. I’m pretty sure that every engineer build that has become popular has been nerfed.
The devs want the base to play a variety of builds, and the only way they know how to do that is through nerfs. If something becomes too popular they nerf it.
The problem with that, is that, eventually nothing is worth playing. If you take that practice to it’s most extreme, you end up with the engineer.
Playing the engineer “as intended” is simply not viable.
I’ve gotten three of these in the last week or so in WvW, and I didn’t seem to get anything, or at least nothing popped up as loot on the right side of the screen.
It’s always in the middle of total chaos of a zerg v zerg moment that these things drop, so I never seem to have a chance to open my inventory to see if I looted something that I didn’t have before…
Playing the engineer “as intended” is simply not viable.
This class is dead. There are one or two builds that kinda work for very specific things, but the player base doesn’t care.
The devs think kit refinement was too strong. I think kit refinement was the only thing keeping a lousy class playable.
As a tier-one skill, KR was too powerful? Who gives a kitten? What kind of logic is that?
...and if you want to talk about a first tier skill being too powerful, who in their right kittening mind doesn’t take speedy kits?
Playing the engineer “as intended” is simply not viable.
Lots to think about…. thanks for the tips Danicco, that’s a lot to take in, and has changed my thinking about the class quite a bit.
Playing the engineer “as intended” is simply not viable.
First off, the great healing that everyone speaks of, where is it?
Guardian healing skills are fairly standard stuff. Altruistic healing is amazing in PVE, but in PVP, not so much. The third strike of the hammer is easy to dodge in pvp, so protection isn’t exactly easy to keep up.
…and guardians are easily the slowest class. Taking up two weapon slots just for a speed boost is annoying to say the least. Plus, the staff is kinda lousy.
Using Retreat pigeon-toes us as well…. I wish we had an elite for speed like warriors do.
I know a lot of people hate the scepter, I kinda like it, but the builds available are pretty lousy. You basically give up all of your tanky-survivability for not-so-great damage.
Longsword is kinda weird. Mace does ok damage. I dunno I must be missing something here, ’cause all I can get to work is the greatsword.
I know I’ve really gotta get the most out of bunkering, because once ya commit to a fight, it’s not like a guardian can escape.
Playing the engineer “as intended” is simply not viable.
Why do people always want to turn flamethrower into a condition weapon?
Playing the engineer “as intended” is simply not viable.
I aim with my mouse, and mush the key I have nades bound to, but honestly in an active mid/melee range fight, anything but nades is a better option.
Think of grenades as an attack you forfeit escape and survival tools for, in order to do max damage at max range.
Try landing your first hit with #2 grenades, and then switching to rifle/elixir gun to finish them off.
Playing the engineer “as intended” is simply not viable.
Don’t be too impressed with those carts, the LOS and range that they have is greatly reduced.
Playing the engineer “as intended” is simply not viable.
My necro has been kicked from more fractal groups than I have done.
Even on my guardian, I did not have a good time in there. To make matters worse the people that do fractals have done them so many times, they have no patience for new people trying to learn them.
My advice, forget fractals.
Gear in this game is easy to come by, and fractal gear isn’t all that impressive, if can even be considered an upgrade.
You can now get just about every exotic stat combo in the game from Karma and WvW , and dungeons are challenging enough for most folks.
…but yeah, grouping is about damage, healing, tanking, and mitigation, and the necro is defiantly a B-team player.
Playing the engineer “as intended” is simply not viable.
^ a lot of us rolled every class, so those census things don’t mean much to me.
Some bot might see my engineer in LA and think that I actually play that class, when in reality I’m just crafting something for my thief to wear, alt farming super adventure box, or checking to see if Jormag is up.
Playing the engineer “as intended” is simply not viable.
Can we have a compromise and just have a few skills, maybe one per class, that can hit unlimited targets?
The necro’s poison/chill mark, guardian staff 3, warrior’s longbow burst skill, ranger’s longbow #5, mage’s whatever, mesmer’s whatever, thieves are lame… no one playes engineers…
That would help break up the zerg balls without overdoing it.
Playing the engineer “as intended” is simply not viable.
Engineer.
I was starting to love my engineer, but this last patch killed the class for me.
Absolutely killed it.
Even for COF P1&2 I’d be tempted to kick an engineer from my group, even if it was a guildy. They just bring nothing to the party. The Kit Refinement nerf was that devastating.
In WvW I can only pray that they are spamming confusion, but honestly, since the last patch I think I’ve seen one, maybe two, in WvW, none in groups.
I basically forget that they even exist until someone posts a thread like this.
Playing the engineer “as intended” is simply not viable.
OP’s video is much better with Lido Schuffle
Playing the engineer “as intended” is simply not viable.
Necros are on a good place. I think they need more group healing, or support, or something….
Condition-mancers still can’t a weapons rack, which is just plain stupid, but who needs a way to kill siege weapons when we got super adventure box!
All-in-all, a decent class for pve and wvw, not so much for dungeons.
Playing the engineer “as intended” is simply not viable.
Hmm.. I play a tanky ranger. Run, die, or phone a friend.
If you’re a power necro, I’ll just kite you. If you’re a condition necro, I’ll just root you and burn you down.
For all the griping they do, you’d never know that rangers are one of the best 1 on 1 classes in the game, but they are.
Playing the engineer “as intended” is simply not viable.
As I fall into the 35-40 demo, allow me to speak for my brethren that think super adventure box is the most kitten thing I have ever seen in my life.
This is supposed to be a game of epic world vs world pvp.. instead we get hello kitty adventure island.
Character balance needs work, the engineer class is crud, WvW is about as interesting as a game of leap frog.. or watching people jog... and we already have a pointless mini-game; it’s called S-pvp.
My father taught me that you don’t start a new project you finish the last one.
Anet never finishes anything they start, and the fact that our "expansion’s worth of content" is super adventure box, makes me want to stab babies with a coat hanger.
If you need me, I’ll be watching Game of Thrones. I can’t take any more of this kids stuff.
Playing the engineer “as intended” is simply not viable.
Full clerics gear.. maybe a bit of soldiers…
0-20-0-0-30… put the last 20 where ever you see fit. Get the 20 point pet heal on crit, and the 30 point regen.
You and your pet will be very tanky.
Playing the engineer “as intended” is simply not viable.
Well… my thinking is that necromancers are the only class without access to a self heal like regenerate health.
Part of that is due to the fact that dagger and axe users get tons of healing from their rapid attacks, but condition/staff users are left out in the cold.
And the apothecary set, which seems made for condition necromancers is mostly useless, since we have so few heals.
Playing the engineer “as intended” is simply not viable.
hmmm.. I would never do it but it is done....
Full PTV or Clerics gear, and frequent use of plague and DS can really drive people nuts
Personally, I may consider a full apothecary set up, and a condition build. Our self healing from range isn’t very impressive, but our crit damage with rabids is nearly worthless, so yeah.
But with my necro, my hit and run playstyle makes me a bunker no matter what I’m wearing.
Playing the engineer “as intended” is simply not viable.
OK.. my math could be way off, but....
With 5 points in spite 5% duration, that’s enough, with the 20% bleed duration and 33% scepter bleed duration traits, to get across a threshold for getting those extra ticks for scepter and mark of blood.
I forget the actual math on it all...
so I go 5-30-25-10-0
It works for me, I could be wrong.
Playing the engineer “as intended” is simply not viable.
Mark of Blood “Inscribe a mark that bleeds foes when they trigger it, and grants regeneration to allies.(5 seconds)”
On one hand, I like the regen triggering at the place where the mark was triggered. As it’s just about the only support a necro offers a group (healing tanks)
On the other hand, a condition necromancer casting at range gets nothing out of it.
So I propose changing the Death Shiver trait “Apply vulnerability for 10 seconds every 3 seconds to nearby enemies while in Death Shroud.”
(does anyone use this?)
to…
“When Mark of Blood is triggered, allies near you receive 5 seconds of regeneration”
or “When Mark of Blood is triggered, allies near you receive 5 seconds of regenerate health”
or “Heal nearby allies when Mark of Blood is triggered”
This change would also give quite a bit of help with keeping minions alive.
And… an even simpler change would be to increase the range in which allies need to be in order to receive the heal.
Playing the engineer “as intended” is simply not viable.
it only worked on conditions added after you were already at 25%.. so conditions added at 26% would still be ticking away.
it was a lousy skill since kit refinement was on a 10 second cooldown, and by switching to elixirgun you auto-casted super elixir and still had your normal super elixir on a 20 second cooldown.
I never really paid much attention, but I’m pretty sure, super elixir removed all conditions on impact.
So who needed Automated Response, when you had a condition wipe on a 10 second cooldown?
..and now engineers are so bad, I wouldn’t worry about them.
Watch out for confusion… that’s about all they have.
Playing the engineer “as intended” is simply not viable.
Since the day the music died.. no.. Bloody Tuesday.. no… Armageddonit… no…
We really need to name that patch day!
But since the 26th of hellvenber! .. no. But since the patch, I have learned that Kit Refinement was just holding me back. A massive limiter on my characters potential.
Without Kit Refinement I have become a better player in EVERY way.
I can do much more damage when attuned to fire. When I attune to earth, I give my group protection, weaken, roots, bleeds, reflection. When I attune to air, I can give group swiftness (twice), and a lightning combo field (who else can do that?)
…and get this. Instead of a measly super elixir when switching to elixir gun, when I switch to water, I heal myself, give myself regeneration, give myself regenerate health (it’s like a second regeneration) and I cure a condition!!! All from pressing one button!
…and check this out, if I dodge roll I heal myself again, and cure another condition!!!
And when I cast my #1 water skill, I heal the melee guys for like 3-4 times more than I could do with those healing bombs.. gawd. how lame was that? I can do this from range!
…and I have these things called signets. Every time I cast a spell, one of them heals me! And I don’t even have to deploy it, or worry about range, this thing just goes with me where ever I go. …and I have another one, and every ten seconds, it cures a condition!
Ha-hahah… things are just so much better now. I’m like a new man!!!
Playing the engineer “as intended” is simply not viable.
You can still use it to shoot through doors in wvw.
Other than that? No. The rifle is better in every way.
Playing the engineer “as intended” is simply not viable.
Did you see the “buffs” engineers got?
Keep your head down and pray every night that we never receive that kind of attention.
Playing the engineer “as intended” is simply not viable.
I used bombs a few times in dungeons, but eventually just went guardian.
It wasn’t too bad. I didn’t have the protection buff hammer guards get, my self healing was way behind warriors and guards, but as a support/off tank it was more than viable.
but without kit refinement/elixir gun it’s just one more spec that they ruined.
Hammer guard plays almost the same way if that’s your playstyle.
Playing the engineer “as intended” is simply not viable.
I think it has more to do with saving on bandwidth and lag than anything.
They say they don’t want one ele holding up a zerg, they even talked about nerfing AOE even more…
Kinda makes you wonder what game they’re playing.
Playing the engineer “as intended” is simply not viable.
I played my ele all day today…. it’s sad that the devs think engineers are some kind of sister class to the elementalist.
My damage is the same, burst is better. Condition removal is better than elixirgun/KR was. My healing is better. My speed is better. My healing turret never dies, and follows me everywhere I go
I miss my engineer, (the way it used to be) it was more my style, but everything as an elementalist is just plain better.
Playing the engineer “as intended” is simply not viable.
Full rabid and rabid crests is quite viable
I run 5-30-25-10-0 That gives me enough duration to get extra ticks for scepter and mark of blood, but someone said that only matters on the first cast.. i dunno.
I can never decide between the 15 point heal on attack or the 5% of toughness goes to power….
It works just fine if you play hit and run with your staff. 1 on 1 use your scepter.
Most of the time you will do pretty well, but if you run into a high condition removal class just run. Ele’s will tear you up, if they target you. Thieves used to be my worst nightmare, but now I eat ’em for lunch. Engineers lost most of their condition removal, so their a bit of a joke.
Use plague for running away, or if you want to go down fighting.
DS is worthless. I only use it to jump off cliffs.
Use pets to kill siege or objects.
Playing the engineer “as intended” is simply not viable.
I need to L2P? you need to learn that just because something looks good, doesn’t mean that it is.
Sure epidemic looks cool on boss fights when you light up adds that die in seconds with 20 stacks of bleeds and what not, but is that really helping the raid all that much?
90% of the time, they would just burn down any adds without even noticing. So the fact that you played a little bit of kill stealing isn’t really all that impressive unless you are the one watching the bleed ticks fly.
If this patch has taught us anything it’s that WvW raiding parties are HUGE. Landing 4-8 bleeds on 5 guys is meaningless if you have to get close to do it, and trust me people run in and out all day long, if you want to use epidemic on the guy that just stepped on your mark of blood, you are gonna have to chase him as he runs back to his raid.
It’s not worth it.
Sure culling made it look good when you could only really see your raid and the first 5-10 of theirs, but that’s all changed now, and it’s clear to see just how painfully mediocre epidemic really is.
Playing the engineer “as intended” is simply not viable.
A player that knew how to stand in the lightfield, and use it, used to survive….
…now, not so much.
Playing the engineer “as intended” is simply not viable.
The “The TANKCAT build. Prybar some faces!” thread has been locked….. has a line drawn through it….
That pretty much says it all.
Playing the engineer “as intended” is simply not viable.
Why am I now a bush?
/LOL
Playing the engineer “as intended” is simply not viable.
I have never been kicked out of a group for being engie, or for pulling out the ft, or for any reason. I have never experienced this engism you all keep pointing too.
An engineer only really brought one thing to a group for support; Super Elixir.
Having a 24/7 light field that removed conditions was reason enough to bring an engineer, and I had argued in favor of bringing an engineer over a thief or necro many many times…..
…but now, personally, I’d kick you from my groups.
If I want tanking, I get guardians and warriors
If i want damage I get warriors
If I want healing support I get guardians, banner warriors and ele’s
If I want DPS and survival support I get thieves and rangers
but there is no situation.. none.. not a one… where I think to myself “boy, wish we had an engineer”
Playing the engineer “as intended” is simply not viable.
I could care less about 100nades
Flamethrower, elixir gun, bombs, toolkit…. without the healing from kit refinement, I don’t see how any of them are viable.
Playing the engineer “as intended” is simply not viable.
I still can’t believe this only hits 4-5 targets.
Maybe I’ve just been in situations where I’m only fighting small groups, or imagined that I only had a few people that were in range…
…but when I think back to all the times I got killed trying to land epidemic on a raid….
What an absolutely horrid skill.
Playing the engineer “as intended” is simply not viable.
good lord… all this time I had no idea I was so worthless in WvW
I apologize to my server, and will never take my necro in there again.
As it was most days the only thing i really felt I did of value was spread conditions to the arrow cart guys hiding out of range on the wall… now that’s over too
Playing the engineer “as intended” is simply not viable.
Kit refinement is dead, and so is the engineer class as far as I’m concerned.
The Kit Refinement/Super Elixir spamming made most engineer specs viable, without it the class is just plain bad.
And now that there isn’t a reason to want kit refinement.. they double the cooldown duration…
Playing the engineer “as intended” is simply not viable.
I can’t imagine that it only ever worked on 4 targets…
Playing the engineer “as intended” is simply not viable.
Anyone else notice that it only spreads to 4 targets now?
I’m playing with it in the mists, at first I thought it was limited to 5, but as I look closer it seems that your target counts as one of the 5, but it’s not like the stacks or durations on your main target are increased or anything...
so.. it only affects 4 targets other than your main target and requires line of sight....
WORTHLESS!!!
Playing the engineer “as intended” is simply not viable.
sounds like a flushing toilet…
all we wanted was the sound turned down…
this patch fails on every level
Playing the engineer “as intended” is simply not viable.
There are some great looking trident and spear skins in this game, and no one gets to see them with the whole underwater thing.
On the other hand, the staff skins leave me wanting.
So… how about letting trident skins and staff be interchangeable?
Playing the engineer “as intended” is simply not viable.
So I was just testing different #1 attacks for different toons…
I was surprised to see just how lousy longbow is for rangers. Rapidfire might look cool, but it’s garbage.
Warrior’s longbow is horrid, but their aoe can make up for it.
Guardians are rather laughable with their scepters.
Even mages have issued if people move around a lot.
…and then there was the necro.
-Shortbow ranger was the best averaging 11-12 seconds to kill a golem. Longbow was around 16.
-Fireball Mage was around 17 seconds, but if you stand in their fire you won’t last long. So it’s not bad.
-Engineer rifle was around 16 seconds.
-Warrior longbow was around 17 seconds, and without adrenaline…. ugh I think it was 24…
-guardians needed 22 seconds with scepter, but smite can bring that down to 11.
-necro staff #1, in a condition build, took 44 seconds to kill a golem on average.
Using two marks of blood and a chilblains took it down to 22….
So yeah… I can see us not killing as quickly, since we are conditions, and the rest were direct damage, but then again, it was the heavy golem, and we are supposed to bypass armor…. ugh..
- staff isn’t even really worth casting….. maybe if they added a bleed to it…
And engineers elixirgun could use some love too
Playing the engineer “as intended” is simply not viable.
If you don’t like the dragons, go do something else.
Scripted fights are scripted…. once you’ve seen the movie, it stops being original.
If you want an extremely difficult challenge, that will leave you with a huge sense of accomplishment … go kill a thief, before they nerf stealth.
Playing the engineer “as intended” is simply not viable.
Another reason to leave the sylvari areas is that they are quite a bit harder.
Krait were tough enough before, with some events basically impossible to do.. like kill the krait witch that is attacking the froggy village…
Since my character’s sylvari youth the krait have been buffed… I shudder to think about what their events could be like now.
Humans have it much easier. Norn too, and if you check out guildwarstemple.com you can do the Frozen Maw event for easy exp and money.
http://wiki.guildwars2.com/wiki/The_Frozen_Maw
http://wiki.guildwars2.com/wiki/Hunter's_Lake
Playing the engineer “as intended” is simply not viable.
I’ve leveled ele, warrior, necro, ranger, guard, and engineer to 80
Of those classes the engineer is in the best shape, if you ask me. When people complain, I dunno what they’re smoking.
Turrets could be a little better. Tweeks is all. The #1 skill on elixir gun needs some love…. but that’s about it for my complaints.
…they said they are fixin’ kit refinement. As long as they don’t mess with my elixir gun healing field rotation. I’ll be a happy camper.
The resent boost to FT and Wrench were spot on.
I’m really happy with the class. Lots of viable builds. Love it!
Playing the engineer “as intended” is simply not viable.
Oh look at the drama I stirred up….
I was running down the road.. sword/warhorn for speed, and leaps, as I was trying to get back to the guy that just killed my ele, longbow on switch, I’m pretty sure I have no source of frenzy…. I have no source of quickness
I can only assume that I found the thief I was looking for.
I took a few hits from pistol shots (3 maybe 4)… no doubt I could have had 10-20 stacks of vulnerability, as I am bad at using shake it off and had just spec’d out of shrug it off.
I had 3200+ total armor, with the +200 if I’m rooted or slowed.. whatever….
So he stealths, and I’m left running in circles swinging my sword, and then blammo.. dead… and stomped in stealth for good measure.
I didn’t care enough to study the combat log, I just looked for a sec, said “wtf” to myself, and logged off. I didn’t come here to demand a nerf to thief damage, but yeah, maybe the OP is on to something, ‘cause that’s crazy damage, and IMO my warrior has pretty high armor.
I do think thieves are completely broken. If a high armor class loses to conditions, all is well in the world, but if a high armor class loses to glass cannons doing direct damage.. then wtf is the point of armor?
…but hey, I’m not crying that the damage needs a nerf, I think stealth needs the nerf. ‘Cause stealth is what lets people do these absurd glass cannon spec’s with no downside.
And stomping in stealth is a load of kittens.
Playing the engineer “as intended” is simply not viable.
(edited by Ezeriel.9574)
This has nothing to do with a warrior, and everything to do with it being my highest armored class sucking down the biggest crit I’ve ever seen.
Odds are it was backstab, could have been mug… whatever… I don’t care.
When my toughest armored bunker dies in 3 seconds, what’s the point of playing the game?
Playing the engineer “as intended” is simply not viable.