Giver’s weapons/armor and sigil of corruption are broken too.
Bonus goes away, not only a tooltip error. Swapping does not fix this, u must go out of combat and re-equip weapons/armor again.
This bug should be highest priority imo: some bugs are just annoying once per weak – this bug I feel every 5 minutes in wvw/spvp.
All u can do solo with other classes can be done also with engineer + much more. I never tried other bosses solo in arah apart from lupicus. But that one was preaty easy.
It’s the same bug like giver’s weapons after down mode:
Sigil of corruption does not work anymore after down mode. Re-equip your weapons should help, but this a very annoying bug imo!
This is still bugged and very annoying! Especially for engineer who use “Toss Elixir R” for self rezzing. Please make this more priority to fix – I’m already thinking about not using giver’s weapons anymore.
Omg mimimi. I like it very much.
U can die in the new dungon? Nice to know.
Overcharge is a great party heal: 2520 + explosion finisher 1320 each. Great!
Engineer is a very different class but also a very useful and strong class. HGH is maybe the best build in the hole game atm.
Now all kitten engis will die against warris because of 12% more dmg from warri. Anyway- I am not a kitten engi so I don’t care.
berserker: power – precision – crit damage
rampager: power – precision – condition damage
rabbit: precision – toughness – condition damage
Well it’s stronger now because of ascended gear. If u ask me about viable in pve – grenades are the best choice in pve no matter if some FT/EG fanboys say anything else. U can go berserker or rampager/rabbit on grenades. Berserker deals around 4k DPS (compare: GS Warri deals 4,5-5,5k DPS) while rampager goes up to 6k DPS. But rampager overwrites alot conditions and their dmg from teammates…
That’s Static Discharge.
@Rezzet: sorry it’s a l2p problem. Maybe in 2 months u will understand.
Imo they should bring some serious/awesome shotgun skins or change the animation.
Thing about grenades is that they hit harder than rifle, matches its range (1200-1500 depending on traits), and is circular AOE rather than pierce. This means that it is the hardest hitting long range attack we have.
It’s the hardest hitting range attack in the hole game – that’s why I will never understand why ele is meta of aoe dmg. Engi totally outdamages any other range class.
It’s true that engi is more op then mesmer but mesmer is the only counter to engi.
Also 25 stacks vulnerability and 20 stacks bleed are not possible in usual cases without condition duration. Even with that: in wvw u must try hard to get those stacks. Just be a bit more realistic and berserker dps ends up at below 4k – while rampager does 6k dps. cheers.
258% critdmg – gg.
Anyway health gives u more surviveability in the first 30-40 seconds.
If u go power/conditionDmg in pve/wvw with 100% duration your damage goes up to 5000+ dps. That’s more than a GS warri does. You are able to run 1 vs 5 in WvW or defending tower 1 vs 20. That’s close to OP. But for sPvP it’s fine balanced.
The difference between might stacking ele and HGH engi is: ele deals no dmg compared to HGH build.
No other class beats engineer in condition dmg and utility conditions – close to Op playing HGH Grenadier.
On the other hand engineer has nice burst combos and rifle can hit really hard for a range weapon.
Most negative posts are writen from ppl who don’t know to play or just play not long enougth: engineer has for sure the highest training curve in the hole game.
Anyway, engineer is also a really fast played class: if u like pressing buttons or if u like long skill combos, engineer is your choice!
Elixier H gives u 2 chances for protection. Protection is one of the most overpowerd things in the hole game: if u got 2500 armor (usual value for engineer imo) protection means +1250 additional armor – very strong! Butyes, this doesn’t help against burning. But counter to conditions is primary vitality not healing.
Bombs have: Burning. Nice let’s build a guardian too with condition damage – lol
Edit: what i wanted to say: don’t even think about condition dmg if u can’t do mass confusion, or 15+ bleed stacks + poison or/and burning. So, no condition damage on bomb builds imo.
With the same condition damage as in pve? I saw burning ticking with 1000+ in pve but never saw this in spvp.
Hi RuBarBZ, wait me, I need 30 sheets of paper to calculate the dps for those Builds – wait, this is to long. Means calculation dps for one Build and different equipment is hard enought – comparing two builds with different options of equipment and operation areas is like a 8 week simulation project.
I don’t agree.
Still too much crying from too much ppl with no idea – nothing changed.
So, are u opening a thread about facts to be a fan boy finally? We don’t need to discuss if u want geomancy as best sigill. I don’t need to prove it to you that battle seems as the best/strongest sigil for most situations. I know it for myself and I see u don’t want it to be the best.
Even if I calculate battle with worst case it’s not much behind geomancy and still not melee. Calculation best case would show Sigil of Battle far ahead.
Cheers.
10 stacks of bleed (worst case) with +210 conditions dmg = 10×10,5 = 105
poison + 210 condition dmg =21
burning (half of the time = x 0,5) = 26,25
confusion ( with 2 triggers in 10 sec = x0,2) = 6,3
= 158,55 dmg per second (worst case, only conditions).
Additional u got about14% more direct dmg in pve build and about 19% in pvp build. Don’t underestimate this. SoB is only about 600-700 dmg behind geomancy (also AoE, so 600-700 per enemie) in conditions but u also deal more direct damage and i am sure u will be able to do 4k-5k direct dmg in 10 sec to compensate this advantage from geomancy (in true case u deal even with full condition build about 6k-8k+ direct dmg in 10 seconds)
Also remember geomancy is melee.
Sigil of battle gives u 6 stacks of might easy on average. U must count it as 6 if u try to compare. LEt’s say u got 10 stacks a bleed up (which is easy with grenades, it can easily go up to 15-20) and posion all time (easy too) and half time burning + half time confusion:
Then you do about +180 Condition dmg per second x9 (comparing to cd equal to cd of geomancy) = +1620 AoE.
So 1620 is less then 2100 AoE (Geomancy) but: let’s say u got 1500 Power which is an usual value for condition-PvE build then 6 stacks of might mean 14% more direct dmg. Don’t underestimate this.
For PvP an usual condtion build has about 1100 Power —> 6 stacks of might = 19% more direct dmg.
Remember: this was worst case calculating: u can easily stack more then 10 stacks bleed, u can stack more then 6 stacks might (up to 9 for half time) and values were rounded down by me.
So Sigil of Battle > others for me.
I use Sigil of battle for obvious reason?!
This Thread is about turrets, isn’t it? Why we discuss about KR? Intersting point btw to use it instead of stun breaker…
Anet cares alot about engineer. And this class is much more flexible then others. Try out other classes and u will see u’ll be stucked in one build again – much more then with engineer where u have dozends of viable builds.
Living under a rock?
I don’t understand. Pls explain.
I could be playing a different game, but isn’t anet currently trying to killing every build except HGH? you know.. trying to get us to play 1 build
Or maybe u are just got stucked into one build. Engineer has great diversity – I switch my builds alot and so far I have about 5 Builds I can play in any part of the game.
And any time I switch to another class I always feel like I have no options.
(edited by Forestnator.6298)
Anet cares alot about engineer. And this class is much more flexible then others. Try out other classes and u will see u’ll be stucked in one build again – much more then with engineer where u have dozends of viable builds.
Living under a rock?
I don’t understand. Pls explain.
Anet should….
(1) let KR only proc in combat (like warriors 70 power bonus for example)
(2) change global CD to kit based CD
(3) reduce the CD dramasticly
(4) change effect to “on next attack with this kit”
….
just my ideas about KR.
Anet cares alot about engineer. And this class is much more flexible then others. Try out other classes and u will see u’ll be stucked in one build again – much more then with engineer where u have dozends of viable builds.
Good bye – play one of those other easy classes. See u soon dying against my engineer.
Grenades do awesome direct damage and awesome condition damage. So, stacking might is the most powerful way to play them imo.
I totally agree with Phineas:
(1) most engineers missunderstand the class. It’s a mid range skirmisher as anet told us: we have lots of melee skills which hit hard and our usual movement should be from close combat to range combat – back to close combat and again range… and so on.
Compared to a typical range class which just move in circles or pitch cicrles this is an important difference.
(2) grenadier wins zerg vs zerg with this aoe conditions. This is just not famous because ppl are not sure what the engi is made for. But yes, even in close numbers, grenade engineers win zerg vs zerg. And this needs a counter and retaliation is one. And the only one.
(3) finally it’s definitly a L2P Problem: why no just stack vitality up to 25k+ health to counter retaliation? Why not say to you and your friends: hey let’s use boon-removing sigil? Why not asking your friend the necro for aoe boon remove? Srsly – I got about 20k kills in wvw and have no problem with retaliation in high tier match ups but yes, I noticed retaliation.
(edited by Forestnator.6298)
Apart from the fact healing sucks on engineer (= u are right), I always feel like a mid range skirmisher class playing my engineer: You got melee skill AND range skills, so your typical movement is: moving from range to melee, from melee to range and again from range to melee, …
We are not tanky enougth to stay in melee, but we are tanky enougth to do this movement-rotation. That’s one important fact about engineers which many many engineers can’t handle or don’t even know.
Compared to a full range class is: they move in circles or pitch circles around their opponent – we don’t.
If u’ll start the desired movement u start feeling like a mid range skirmisher. And in addition u start to be a good engineer.
(edited by Forestnator.6298)
Grenades. Give a kitten on retaliation – use Protection, ask your necro friend to remove boons, stack health up to 25k+. Easy.
Especially for PvP I feel really overpowerd with this perfect hybrid class. It’s not like u can everything but nothing good. It’s like u can everything. Without big penalty. Long time I played only WvW (about 15k kills, mainly not in zergs) but I started tPvP (soloing) and so far I got about 80% win ratio with engineer.
Weak? I would say they got overbuffed and soon will be dominating meta once ppl find it out.
Good luck with that. “**** engineers” is something I have never, ever heard in teamspeak.
I think the basic problem is “jack of all trades, not overly good at any of them”, which makes it harder to create good engineer builds and really easy to create a lot of bad builds which lack focus (since we, as a class, lack focus). A lot of our core stuff (like turrets) are lackluster. Our base weapons are pretty lackluster as well, and not really made up for with the kits, most of which are also lackluster.
I would be awfully surprised to see engineers dominating under the current patch.
In a game without trinity – a game where trying to fit in one role results weakness – in this game: the jack of all trades is king.
Every class feels forced into using xy for good dmg amount. Get used to it – engi and dps means grenades. Nothing special compared to other classes.
Interesting build but imo regeneration is not worth it and withit bad rune choice. But that’s my personal opinion!
This may help u maybe.
He is drunk? QQ