(edited by Forestnator.6298)
Kim Jong Yolo`?
A serious PvP build without grenades or bombs is not possible.
www. youtube.com
Best place to find builds imo.
I finished my full ascended celestial gear today. Totally worth it for my grenade+bombs spec. For Speed Runs like CoF or CoE or other organisated dungons I switch on my warrior. Not because I could not do it with (zerker) engineer, but because zerker engineer with SC spec is so boring to me. So I really see no reason to go for ascended zerker gear for my engineer. He is a perfect choice for fractals, wvw and living story with its celestial gear.
Indeed a very intransparent and unintelligible system. There is no indicator for shared CD and most CDs are additional hidden… this system needs a remake imo.
Welcome back!
I’d like to see a full (ascended) celestial grenade + bomb roamer.
ahh ok . thats hard to test. THX
No it’s not. Swap kit for sigil of battle. Can you reach any bleed the next 9 sec after? I can’t.
They don’t work as far as I know and as far as wiki page is right too. They share CD. If you swap kit for might stacks, this sigl goes on CD for 9 sec and withit the other one too. If you get bleed on crit, both sigils go on CD for 2 sec.
http://gw2skills.net/editor/?fcAQJAqalIqicHxSfF17ICoC1noH5nl5Yfe8WsFEC-ToAAzCuImRNjbGzMyZszMqYKC
I run this build now. I have automated response to make it harder for necros/ranger/warrior or mesmer to kill me. The damage is ok and I have perma vigor during fight.
With the healing turret I have only 0.5sec swiftness gap if I roam around.
Check your sigils again; two sigils with cooldown don’t work together.
Well … the thing is that you have a lot of capabilities with the use of your elixirs. So about anything you do with your conditions will be stronger. Might gives bonus to power and condition damage.
To make sure: Even if tooltips of some EG skils show up “Elixir” – they do not profite from Elixir traits. Anyway, I don’t see good stacking of conditions with EG and Pistols. Max 10 stacks of bleed single target imo. Grenades do much better stacking conditions.
My opinion on this: You stack might for more damage, but where are your damage skills without grenades/bombs?
I can’t talk for PvP or WvW, but PvE I see no reason to go celestial at the moment. Sure you can make use of condition damage too, but … Why should I waste much power, a bit precision for … well … condition damage?
The additional damage with the condition damage surely won’t outdamage the adiitional damage from the missing power and precision, that’s the point.
There are different kinds of PvE. Some people run dungons all day. You are right. Zerker. nothing else. Other people like me are fed by dungons already and focus more on fractals (especially high level). For those people, celestial is maybe best in slot. Condition Damage is not wasted on high healthy enemie groups.
maul: Damage: 434 (x1.5)
blunderbuss: 618 (x1.6)
Not regarding the bleeds on blunderbuss … where do u see more damage? :-o
A few questions.
Since when does what a single individual or very very small group of high ranked PvP players encompass the community, as you are suggesting?
Why are you limiting everything to PvP?
I see no where in the title or the OP that is restricting this conversation to PvP. Why do you jump to exclude all the PvE and WvW players here?
I am preatty sure you are breakfast to me.
Are you suggesting your going to eat me?
This my friend, is a PvP discussion. Ostrichegg – the OP – is a high rank pvp mate which you can’t know because I never saw you in PvP. Also his build is a PvP build as you can see it is geared with PvP gear.
Are you suggesting inventions tree line for PvE? No seriously not. For WvW? Zerging yes; Roaming no or only up to AMR if you want to be a good roamer.
(edited by Forestnator.6298)
….
I couldn’t have said it any better.
But: sadly in spvp the values are to low to take this on spvp gear.
the inventions tree is poopy
Protective shield, stabilizing armor, and cloaking device are 3 traits that expand your survivability a great deal. Automated medical response can really be a life saver. Reinforced shield isn’t great, but it is good. As well, Elixir infused bombs is integral and build defining for many players builds. Personally I feel you have to be crazy to believe that it is, as you so intelligently put it, “poopy”.
Coglin always palliates bad things for engineer. Indeed over all engineer is in a good place and no one has to naysay anything. But there are definitly things not in their final state for engineer. So it is the inventions tree line. There is one single good trait there: Automated Medical Response. And this is not even a major trait. All other traits are not worth picking compared to other trait lines.
“because of crazy overscaling "
can you explain what you mean by this a little better. I don’t understand.
If you compare PvE celestial with PvP celestial you’ll see PvE celestial is much closer to zerker gear according the direct damage then the pvp version. Additional it is also much closer to the PTV defensive stats then the pvp version is.
Celestial in PvP is not that good and only viable for some very few builds while Celestial in PvE scales very well.
I also run celestial in wvw. It is king imo for roaming because of crazy overscaling compared to spvp celestial. Also a viable solution for zerg vs zerg.
Because it does much more damage?
Its not much but in the dec 10 patch we are supposed to be getting this.
Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.That’s a nerf imo.
What ppl learn in maths? Let’s regard the first 15 sec of a fight after the point you receive the first condition:
New version: converts immidiatly the first condition. Converts the seond condition after 15 sec. So we got 2 condition removes in first 15 sec.
Old verson: 8% of converting. To get 2 convertions in the first 15 sec you need to receive 25! conditions in 15 seconds. Are you really sure about your oppinion? If you really receive 25 conditions in 15 sec – yes then it is a nerf not regarding the disadvantages of RNG.
Seriously, with a little bit of thinking and a little bit of clue, no one can say this is a nerf.
if they gave us engi’s shock aura wed have more cc’s then the war ham build
Which is no problem, isn’kitten
I think they try to move the engineer more and more in a “comeback”-position. This new healing skill will work well with much 25% health traits and allows awesome comebacks after nearly dead.
Also for dungons engineer could be a kind of guy who triggers high damage for the team.
Anyway, the kit damage should not be the same for exotic and for ascendend/legendary weapons.
Engis in downstate is one of the most helpless classes so if you can get him down, its a free kill.
Better not kill this class xy because that down state is so OP? Cmon that’s definitly not a reason.
Screenshot or did not happen.
Engineers weak spots:
- CC
- immobilise
- slow downs
- posion
- blind
- confusion
Engineers strengths:
- CC
- immobilise
- slow downs
- posion
- blind
- confusion
We counter ourself very hard.
and Runes with +30% confusion duration
AFAIK still not works. I mean confusion duration from perplexity runes.
Skill description never shows specific boon/condition duration. Are you sure?
Toolkit’s Prybar – 5 stacks @ 5seconds, 15s CD
Bombkit’s Concussion Bomb- 5 stacks @ 5seconds, 18s CD
Pistol’s #3 – 2 stacks @ 2seconds per hit (bounce 4 times, requires 2+ enemies to bounce), 15s CDPerplexity runes – 5 stacks @10 seconds on interrupt, 8s CD
Plus: if he played grenades probably 30 points in explosives (= + 30% duration) and Runes with +30% confusion duration + food with +40%. Ends up at 100% confusion duration.
Anyway, don’t focus to much on confusion. Engineer can easily stack confusion while dealing alot of other damage.
I dunno about that, I swear I recall the tool tip pointing out that it was a 4s bleed as well. Because they made a few different changes too it. First change was to remove bleeding from the explosion. Which sparked a lot of debate as a nerf. Then 2-3 betas later they cut the skill from 4s down to 2s all together.
You may well be right, it was a long time ago.
Additional they increased the cast time from 1/4 to 1/2…
So over all:
– 1/4s to 1/2s cast time
– removing bleed from explosion damage
- 4s bleed to 2s bleed.
Nerf to KF is a joke compared to this. If I ever have to explain what ‘nerfed to dead’ means to my children I’ll just say: look at pistol#1. Nougth said.
League of Legends is p2w because skins are also not for free. Lol.
’I really like this one:
Tons of CC, tons of CC, good dots, party stabi, second healing burst at 25%,…
Did anyone kick you from the party because u don’t have gem shop armor? No.
Aberrant is right. Actually you can delete #1 from your skillbar. Because using pistol#1 should never never never happen.
Technically bomb does better damage than grenades, even traited
I was about to make the same post.I have been tying to point out this misnomer in the engineer community for some time now, but have received much resistance.
Bombs do have low burst damage while the #1 is the strongest autoattack for engineers. But according to the low burst you still need to cominbe bombs with grenades or static discharge.
Stealth cap is 15 sec.
Those 20 points in Inventions are totally wasted. And pick backpack-regenerator instead of protection injection.
Do you know the one thread where trolls get ignored? This is it.
?? You are troll it seems to me..
Anyway, why not 5 points less in Firearms and 5 points more in Tools. 20% recharge on pistol 3 seems a bit wasted for a trait.
In oktober 2012 all grenade skills where nerfed by 10-15% for PvP only.
In november 2012 grenade #1 was nerfed by 40% and the recent changes for PvP also found their way into PvE/WvW (for no reasons tupid Anet, I am still mad)
If you play around a trait that may explain why you have problems. The rest of us are wise enough not to “assume” we are supposed to “spam” bombs simply because we have a trait that allows them to heal.
To suggest this trait focus’s you to do nothing but play to the trait isn’t something most players do. so you point, is well, pointless.
What is the point in your post? Most people build around bombs only if they focus on healing bombs. And I am preaty sure the spam only bombs. Anyway, if you don’t why wasting 30 points if you can outplay yourself by just placing super-elixir? If you are wise enough…
Sure it works, it worked well before, and it works better now. Not sure what you read into the previous post that suggested it didn’t, but it does.
No it’s just a kitten trait… it focus you to spam bombs while effective gameplay is about combining skills between kits. And even if you follow the bad gameplay and just spam bombs it is weak. You can just replace your healing bombs by super-elixir from EG with the same result – wihout 30 wasted points in the weakest trait line.
(edited by Forestnator.6298)
In my opinion its just a bad trait for grand master.
Please read what I worte: the actual meta is healing turret+ grenades + bombs+ EG. You see bombs? Bombs, yes = blast finisher = Fire field = burning.
Yes, and?
That still doesn’t explain your argument that a GK/BK/EG build offers more blast finishers. In my mind it’s exactly the same contributions, except with Runes of Altruism and 20 Alchemy, mine last longer. If you’re really that concerned with maximizing your Might stacking, you shouldn’t run the Grenade Kit at all and just go with the Bomb Kit, Elixir Gun, and Rocket Boots/Throw Mine similar to the other build I run (which is also in my signature).
You miss out on a few stacks of Vulnerability, but it’s a worthy exchange. But the OP wasn’t looking for that type of build, so I didn’t intend to post it here until you started breathing down my neck about Grenade Kit doing better (lol) “support.”
Range is no argument. If you play grenades and bombs u simply use grenades on close range or middle range.
I’d say range is an argument, because Fumigate is at 450 range while Grenade Kit users will many times put themselves at 1500. You can argue that using the Bomb Kit will put you close to mobs at times, but that’s not where you spend the majority of your time unless you feel like dodging a lot and making Enduring Damage worthless.
Troll or not I try to explain. The build you posted is without healing turret, right? so 1 blast finisher less. Additional, using rocket boots as a blast finisher for might seems really wasted for me and also worse to handle for boss fights. I also did not tell grenades have better support, I reffered on a full build. Anyway, I would also prefer blind and chill for offensive support then FT which gives… nothing if you use bomb kit. The hidden secret about runes of altruismus which seems like can only be used with FT and not with grenades was not on my radar, sorry.
I am not sure if u ever played grenades, but if you play with bombs u will never spend much time in range because bomb#1 is you strongest autoattack. Maybe with bad playstyle but sorry again I didn’t have this on my radar again.
Remember I just answered to your post, not to OP post. And I do still have the opinion: FT/EG provides not more support then grenades + bombs + EG – especially if you take medikit instead of healing turret (which makes no sense if you talk about support, lol).
But better support? How better support compared to Healing turret + grenades + bombs + EG?
Your build gives:
- less vulnerability
- less slow down
- less party heal
- less blast finisher (means less aoe might and less aoe heal)
- less damage
- less blindIt gives more:
- nothing.
…?
What do you mean, “less Blast finishers?”
The Flamethrower doesn’t have a blast finisher, but neither does the Grenade Kit. All things being equal, they offer the same contribution. The FT actually has a Fire field of its own, so ideally it offers more “support” on that end than the Grenade Kit does; FT Engineers also take 20 Alchemy for Deadly Mixture, so their Might boons lasts longer.
This build actually contributes more Might thanks to Altruism, and simultaneously gives everyone group Fury.
But ultimately, it comes down to the fact that FT Engineers simply use their Elixir Gun more often. Fireforged Trigger is not commonly taken with GK builds, and even if it was they’re often not within range of allies to properly utilize Fumigate for condition removal.
Also not sure what you mean about less party heals. I put the Med Kit in my ITM guide, but I use both it and the Healing Turret—which I explicitly said, if you had actually bothered to read it.
Please read what I worte: the actual meta is healing turret+ grenades + bombs+ EG. You see bombs? Bombs, yes = blast finisher = Fire field = burning.
Range is no argument. If you play grenades and bombs u simply use grenades on close range or middle range.
I’d recommend trying out the current FT/EG combo setup. Less damage, but better support.
But better support? How better support compared to Healing turret + grenades + bombs + EG?
Your build gives:
- less vulnerability
- less slow down
- less party heal
- less blast finisher (means less aoe might and less aoe heal)
- less damage
- less blind
It gives more:
- nothing.
No bombs, no grenades? No Sir. No option.
um…. Flamethrower works great on the Fractal Grawl Boss!
No. Because 10 ticks count as 1 decrease for shield.
They actually did bump kits damage by 5% at first. Then they decided it was a bug and then lowered it back.
So pretty much they don’t want us to have nice things.
I think they removed this because this 5% also were added in PvP. But anyway, they could give this more attention!
People like this may me laugh, rather than accept their class might have a few problems, they defend every single point to the death.
In the end, they’re the reason why this class doesn’t get buffed.
It’s sad because it would benefit them in the end.
In my opinion engineer is by far the most balanced class. I would not recommend to buff/nerf engineer. I would recommend to rebalance other classes.
Anyway, I really think fractals are where engineers shine and I would not even trade my engineer for my guardian in high level fractals. It just fits perfect.
Engineer does have some problems with speed runs. But let’s just compare engi and ele. While ele is a good choice in speed runs, engineer isn’t. But regarding those two classes, engineer is all over the top except the elite (firey greatsword) and lightning hammer.
Speed runs are all somehow like: skip- skip- boss- skip – skip- boss-…. And therefor the firey greatsword and the hammer are a very good choice. But engineer can’t bring anything like this on the table.
I said already don’t feed the troll but trainee moderator deleted the post.
Hi,
I play a lot of P/S engineer and very often I see that my double tapping the #4 skill does not trigger the blast finisher.
Does this happen to you guys as well or am I going nuts?
The stealth from #4 bomb rarely goes off, heal from water fields only has a 75% trigger rate.
This is from solo roaming and not in zergs where others can trigger the fields.V.
shield blast (u need to press skill 4 for 2 time in a short period) + smoke bomb (only 2 sec on smoke field) = area stealt
fire bomb (fire field for 3 sec) + blast finisher = area might
water field combo (4 sec) + blast = area heal (nearby ally and not u)
just press fast as u can to trigger the combo skill
So wrong in any way lol.
a) smoke bomb = 4 sec of smoke field
b)water field from healing turret immidiatly disappear if you blow up.
c) area heal does also heal yourself