All stats in gw2 are linear. Regarding linearity in percentage, every stat will go into saturation by increasing it. So if 1000 healing power are worth it, then 300 are all the more.
The question you should ask is not if so less HP is worth it, but if HP at all is worth it.
And the answer is difficult. HP is not worth it if….
… u do speed runs
… u love CoF or CoE or other dungons which are used to get done in speed runs by PUGS
… if you do no damage because of healing build /equipment
… if you don’t have multiple sources of group healing
In my opinion, engineer is one of the best – if not the best – party healer. But I would never go for healing equipment except celestial gear which ensure you also good damage and surviveability for agressive acting with bombs.
I think engis shine in fractals to bring this on the table. Fractals are also a kind of dungon.
I didn’t say buff their damage, I said buff them.
Whether its lower cooldowns, or higher damage, or whatever, the other kits aren’t on par. You’re going a bit off track.
Yes but why nerf grenades and bombs? If actually no 3 kit-kombination is strong enougth to catch up to other classes, thenno ki-kombination will after buffing FT, EG, TK. As long as they or not on top of grenades /bombs. And they never should be on top.
The point is, even if we run grenades + bombs in one build we are close behind other classes. Now, if you nerf those kits and buff others to bring them all on a similar level; no kit kombination can even come close to other classes.
Another point is: why should FT be similar strong then grenades and bombs? FT is so easy to play. No skill shots, no delay like bombs. It would be really unbalanced to bringt FT on the same level. It is fine as it is actually: grenades and bombs are “hard” to play and give back the most reward.
Sure it is a problem that FT for example is weak. But the have to fix this in another way, not damage wise. Giving back stability on the FT trait would be a solution. Or any other specific usefulness.
Remember this thread was made even before healing turret buff. And all those other buffs. It makes no sence to refer on this old posts.
OP is FT fanboy and sad about other engis who tell him he sucks.
If the premise of this thread is that bombs/nades are OP I’m just going to have to disagree. Play some other professions and you’ll see bombs/nades are really where we should be just to be equal.
Obviously you didn’t read what I proposed very well.
Because you wrote kitten, totally kitten. I hope Anet totally ignores this thread. Only because you are one of this FT fanboys…
IP move is totally fine. We do not have any choice actually for the first 10 points. IP or go home. Balance is also about decision: similar strong traits in each category to choose.
HGH Grenadier with berserker also hits very hard.
If you have to decide between ranger and engi, everyone here will tell you to pick engi.
Explosive Powder, Enhance Performance, Power Showes, Elite Supplies, Deadly Mixture, Potent Elixirs, Packaged Stimulents, Power Wrench, Leg Mods.
Explosive Powder:
-Improves explosions from grenades by 10%
-Improves explosions from bombs by 15%
-Improves explosions from gadgets and turrets by 20%Enhance Performance:
-Gain might (3stacks,15sec) when you use a heal skill.
-Gain retaliation for 5sec when you use a heal skill.Power Shoes: (merged with leg mods)
-Gain 25% movement speed in combat.
-Cripple, immobilize and chill duration’s are reduced by 33%.Elite Supplies: (improve elite abilities and this will be better).
Deadly Mixture:
-Deal 15% more damage with Flamethrower and Elixir Gun.
-FT and EG have a 15% chance to proc torment for 5sec, 20sec cool down.Potent Elixirs:
-Increase elixir duration’s by 20%.
-Gain Aegis when consuming an elixir (20sec cool down)Packaged Stimulants:
-Can be thrown and 25% more effective.
-Gain 2sec of protection when equipping med kit (10sec cool down)Power Wrench:
-Reduce recharge on tool kit skills by 20%.
-Nearby turrets are healed when tool kit equipped.Leg Mods:
-Gain stability when near Healing turret.
I love this one.
Dumb as a bag of hammers
Says a guy who doesn’t play grenades….. made my day.
Speedy Kits = perma speed boost. Get used to press some keys.
HGH grenadier with dire is one of the most powerful builds imo. It is nearly unkillable and still hurts so much.
Elixir infused bombs… this trait is one of the most overrated and one of the weakest grandmaster traits. It is not worth to go for it. Better run 30/10/0/20/10 or 30/10/15/015 for support builds.
No meta for engineer good Sir.
There is no meta for engi. Because it is the most balanced class actually. Every other class do have 1-3 “OP” builds compared to their other build options. But engineer is not that limited actually.
Weapon skills: 1-5
Profession Skills: mouse2 + 1/2/3/4
Heal Skill: q
Utilities: e, mouse2+e, r, mouse2+r
Elite: x
Dodge: mouse1
Movement: W, A, S, D
If you pick up: no.
If you blow up: yes.
1 Second. Time for one short blast finisher like double tab shield #2, rocket boots, EG#4
Edit: Sorry thought about F1 skill.
For cleansing burst: Healing turret does have fire rate of 3,5 seconds. If you overcharge cleaning burst will “fire” with ne next cycle. Means between 0 and 3,5 seconds. That’s why usualy people place, overcharge and pick up/detonate all at once. If you overcharge right after placing you get a controlled overcharge immidiatly.
(edited by Forestnator.6298)
well elixir infused bomb work for bomb kit
why hgh don’t work with elixir gun
and hgh description say “ALL” elixir, now i dont count 1 to 3 elixir gun skills but skill 4 and 5 got on description the word “elixir” and same to tool belt elixir gun skill
i count this for elixir skillsWait… WHAT!? Elixer Infused Bomb works with HGH? Did I totally misinterpret that, or have I been missing out?
Totally misinterpreted Sir. No idea how.
Always try to slow down enemies before bursting/pressuring them down. EG#2 helps alot, also grenade#4 or bomb#5 (but last one is obviously melee, try to combine with magnet).
If you try out grenades instead of bombs, think about going double pistols. Grenades work well with p/p.
Because. Ask Anet.
My thrown elixirs got a glow with Acidic Elixirs. Check it out again it’s not that visable as grenades glow is. But there is a glow and also a sound last time I checked.
U can also give throw elixirs give a predator effect by traiting them.
This is the best pve build i’ve come up with, it tags like a boss and does lots off sustained damage as you will have very high might all off the time.
it works very well in both dungeons and open world pve.
I play very similar after 3000+ hours evolution on my engineer:
I use full-Celestial because bombs + grenades profits very well from the offensive stats while vitality/thoughness allows agressive playstyle with bombs and healing power pushs AoE heals very well. I also use precises sights over fireforged trigger. But ofc I do have much more crit chance with my gear.
How? FT #1? Never.
I just wonder where your bombs or grenades are. Do you really want to deal damage with an utility kit? Or is damage not your task? Why do you stack might then? Curious…
I did but only because I was bored. It is not worth it.
Making the light field to heal same, but faster, that would be a nice reasonable boost idd. But not the waterfield.
This.
I do not agree. It removes a condition but it does not give regeneration. It gives you an altogether different benefit of a health tic outside of regeneration. In my experience, thematically, every other water field in the game either gives the boon regeneration, or gives a single heal, or a one time heal+regeneration. To my knowledge, super elixir is the only heal in the game that does a condition removal, a single heal, then is followed up with a heal tick that is not the boon regeneration.
So why does it “make sense” that it should be a water field? Are you basing this on some assumed common theme? I have difficulty understanding why so many posters associate a field that heals and removes a boon, with a water field. Now I could understand associating fields that offer regeneration with a water field, but super elixir does not create regeneration.
Because engi has tons of explo finisher (it seems like u don’t use them for some reason) which give us reatliation in a light field. And this is totally kitten because no one needs 3 seconds of retaliation. A water field would give AoE-healing with an explo finisher. But this is not the problem, the problem is: light field destroys any combofield+finisher for this 10 seconds. No fire bomb + explo finisher for AoE-might. No healing turret + explo finisher for AoE healing. No poison grenade + explo finisher for AoE weakness. It’s just an annoying field vor explo finishers which blocks everything for 10 seconds.
(edited by Forestnator.6298)
Don’t use pistol #1 ever and all will be fine.
I use this build for supporting:
Regarding all heals, this build gives you:
243 (0,075*HP) selfheal per sec on average
27,8 ( 0,003*HP) single target heal per sec on average (Elite)
551,4 (+0,205*HP) multi target heal per sec on average (AoE-Heals)
All values by using skills optimal.
I can’t recommend elixir infused bombs. This trait is broken weak for a grandmaster trait. You should not go for it, even if you try to support.
Anyway, not according on what build you are using, let’s talk about gear. As you can see, the values in marks (xx*HP) show you how this kind of heal profits from your healing equipment. For example if you do have 500 healing power (HP) your multi target heal increases from 551,4 (102,5) up to 653,9 per second.
If you do have 1200 HP: 0,205*1200 = +246. Means 551,4 246 = 797,4 per second at all.
As you can see, doesn’t really matter what build you are using, healing power is not that great. With a full healing power set you do not even increase your healing by 50% but you neuter yourself in any other functionality. That’s why I recommend celestial gear for support builds. It gives you about 500 HP but you still deal very fair sustain direct and condition damage beeing tanky enougth for any content through the additional vita and toughness.
Don’t forget: blind, slow down (chill, cripple, immobilise) and vulnerability is also a great way to support your party. My build allows 3 sources of blindness with fairly short cooldown and also multiple slow-down skills and a lot of vulnerability.
Min-Maxing does not work well in this game because everything follows the law of saturation. Maxing out the damage in pve is also not effective, you lose so much for the last 20% but on the other hand, most content does only need damage.
(edited by Forestnator.6298)
Celestial?
To add: I really love the idea of FT. It’s so stylish. But sadly it is that bad currently. FT is just an utility kit at the moment with #2 for burst, #3 for knockback, #4 for bad form of fire field and #5 for blindness while stunned/stamping/etc. .Maybe a future change to the FT will change this. Up to this: the bomb kit also do have much style! And it hurts!
Let me explain why people always tell, use bombs and/or grenades: Engineer has more skills available then any other class by the kits. The balancing of the class is a bit different to other classes: Engineer auto-attacks are very weak / low average, excluding bomb kit where #1 is the strongest skill on the kit and also the strongest auto-attack over all. It’s not a class mechanic but a class balancing point that you can’t kill anything with your autoattacks not regarding the annomalie bombkit. Even grenade #1 was nerfed hard so it is not really worth to spam anymore.
So, your dream of using flamethrower is very stylisch. But using FT as a permanent weapon is also very very weak. It is not viable to boil this down.
If you really want to use FT as a permanent weapon, make sure
a) that your team deals a lot of damage, because you won’t
b) that your team knows that they are playing as 4,5 people instead of 5 but you do have a lot of fun.
c) that you always do have a group because killing mobs with FT#1 is not fun doesn’t matter how cool it looks.
Good luck good Sir.
If we’re talking single target DPS, the ranger can match a theif’s and is far superior to an engi.
Hahahahahahaha. Ranger? DPS? Are you sure? My ranger is full zerker and I still need 40+ seconds for veteran undead giant in orr while my celestial engineer needs below 30 seconds. Yes, my celestial engi beats my zerker ranger in dps by far.
If it takes you that long to kill a veteran on zerker anything, you need to un-install the game, maybe tetris suits you?
a) I never use buff food for dps test
b) if you show me up below 30 sec with celestial gear we can talk again, if not then c)
c) I don’t talk with noobs
Very impressive. I just wonder how long it takes without elite. But never the less: impressive. How vialbe is it in dungons/fractals?
If we’re talking single target DPS, the ranger can match a theif’s and is far superior to an engi.
Hahahahahahaha. Ranger? DPS? Are you sure? My ranger is full zerker and I still need 40+ seconds for veteran undead giant in orr while my celestial engineer needs below 30 seconds. Yes, my celestial engi beats my zerker ranger in dps by far.
In general mesmer really is stronger underwater. That being said engineer feels good under water but not OP. Every class can run from us lol. There is not real point going down the list end of story is any competent player is going to get away. You know what lets go down the list.
Harpoon gun
- Mediocre damage.
- great skill only in melee range though. Suffers hte same issue as grenades at range wide spread and slow moving.
- Great for controlling players. However, it movres you away fro mthe target so if it misses the pull you just created more of a gap (can be good in running but sually is not).
- Great skill. fast moving works in both types of builds.
- great defensively but offensively is generally lack luster. the projectile is slow moving and unless the players swims into it on their own it can be made useless just by having your opponent pay attention.
that not evne getting into the kits, but admittedly besides nades (spread too wide, projectiles too slow on auto attack) the rest of the kits are “ok” under water but not OP.
This and this are nearly OP underwater. Siren’s Call in a condi build is nearly OP and we do not have much to counter it.
I definitly agree with some points of you. Every class can run from us lol. <— Yes!
Harpoon gun is not OP indeed. It is a strong weapon not regarding autoattack (as always for engineers) but also very counterable while mesmers trident#1 is hard avoid. This bounces make it easy to hit for mesmer. But to compare engineer u must go into kits.
Grenades are strong in melee /mid range. Nothing new, on land grenades are also mid /close range where they excel. EG autoattack is strong as already said in this thread. Bombs profit from the third dimension as aoe used to under water. Also EG#4 and #5 do. Turrets are more useful underwater because they don’t melt in random AoE so much (third dimension again). Not advising to use turrets now lol but supply crate is already a good elite on land. Underwater it gives us a rocket turret instead of flameturret which is an improvement in my opinion.
I will make it real simple unless you run a might stacking build it will never be worth using celestial gear. You will end up gimping your direct damage and condi damage all at the same time. If you want to use a hybrid spec I highly suggest using a rifle. Pistol simply will not gain much from the extra power and crit damage but rifle will. Additionally you will need to look into your crit damage percentages. Celestial optimizes one stat crit damage. Your power will still be low just like your condi damage. Most builds will not gain much from going celestial hybrid and you might want to look into going straight hybrid.
I don’t agree with this. Everything in this game follows the law of saturation. People are used to go straight into one role. This is wrong in GW2 and Anet always tells us. Celestial deals about 25%-30% less damage then a full zerker build. But your condition damage is buffed on the other hand plus your defensive stats.
People who drive their class into one role lose much potential because the last 20-30% efficiency of this role are so costly. This game has no roles. This class, engineer, is a perfect hybrid class which profits from all stats. How can celestial be weak if more stats of one kind are going straight into saturation? If celesetial gives u more stats at all?
I run celestial as long as it is available in pve. I also run it in pvp with a similar rifle CC build like Five Gauge uses. And I feel definitly viable with this.
We are 13 months after release. Many ppl play all classes now. I also play mesmer. It’s just funny sometimtes what people tell about their main classes. For example a ranger tried to explain me that ranger is so strong underwater. He also plays engineer and ranger is superior to engi underwater. No comment…
I do also find mesmer in a very strong position underwater. Siren’s call is strong indeed but :
a) it’s an autoattack – engineer got the weakest autoattacks for sure, but even with other classes autoattack is not enougth to kill anyone. How can it be OP then?
b) it has aftercast. At real you it every 0.8 seconds means 2,5 autoattacks in 2 seconds until the first bleeding disapears. Means 2,5 bleedings on average per attacker. Grenades with 15% chance on explosions give you a chance of 45% at all for a 12 (+ at least 30% condition duration minimum) second bleeding. Combined with grenades #2 and the other options to stack up bleeding engineer does more then mesmer.
I was called fanboy in another thread where some engineers cried about how weak harppon gun is. This just showed me up how weak a big part of the community plays. I am not afraid about a nerf because most engineers will need years or will never get behind how strong engineer is underwater. Au contraier they tell you they avoid underwater combat because they feel so weak.
The fact that immediatly a guy shows up and tells us mesmer is more op confirms this. Mesmer is strong underwater but sucks hard compared with engi.
Almost all the ones posted in the Build thread are outdated.
I suck at theorycrafting. I posted a build here last night and it got torn to shreds. I’m sick of my Engineer feeling useless and every time I try to build something, I just end up wasting money and then everybody tells me what I was doing is stupid and flawed.
So I’m done. I’m done trying to make my class work for me. All my ideas suck and it’s apparently impossible for me to come up with anything that’s good.
All I want is to be helpful in PvE. Control/support/whatever. I want to be a helpful member in a dungeon.
Give me a build. I don’t care what it uses as long as it works.
Basicly your build wasn’t bad. I just pointed out what you can improve but u act like a girl. As you can see from the answers above there is no meta for engineer. And some builds posted here are definitly more improveable then yours. For Equinox’s builds I can name much more improvements than I can for your build in the other thread. Just don’t take it personal. If you share your build u must accept if someone does not agree with it.
Avoid ranger at all costs. It’s the only profession with a broken class mechanic non-PvP. They’ll help a bit with the upcoming HP increase to pets, but that won’t solve all of the OTHER problems.
Engineers are great and versatile, if you don’t mind the buggy, malfunctioning skills here and there. And carpal tunnels.
I haven’t played a thief, so I don’t know what to say, other than the fact it has a high skill floor (one of the squishiest professions).I agree that the ranger pet is broken, but other than that ranger can be extremely usefull.
How? Explofinisher? Kombo fields? Support? Vulnerability? Condition remove? Just how?
You clearly haven’t played a ranger.
I do but I am not happy with my ranger.
Avoid ranger at all costs. It’s the only profession with a broken class mechanic non-PvP. They’ll help a bit with the upcoming HP increase to pets, but that won’t solve all of the OTHER problems.
Engineers are great and versatile, if you don’t mind the buggy, malfunctioning skills here and there. And carpal tunnels.
I haven’t played a thief, so I don’t know what to say, other than the fact it has a high skill floor (one of the squishiest professions).I agree that the ranger pet is broken, but other than that ranger can be extremely usefull.
How? Explofinisher? Kombo fields? Support? Vulnerability? Condition remove? Just how?
Why you post a build and ask for critique if you can’t handle it. Engineer has so many good options for a build and there is simply no meta for engineer. But never the less there also a lot things which can go wrong with engineer builds. I just said what you should change and I also said why. There is no reason to react rude now.
I get your point. But tell me which of my suggestions restrict your idea of CC. Cripple on toolkit#1? You are not going to use bombs so much but you are going melee for tk#1. What is the point of completly concentrate on your CC-role even if some parts of it are not effective? It’s a game without roles. You can build high CC and damage and surviveability. That’s how good builds work.
You just disagree with yourself. On the one hand you don’t want to go into melee with bombs, on the other hand you like cripple on tk#1.
On the one hand you are not looking for damage and on the other hand you count on 1,5 vulnerability-trait.
On the one hand your build is full Cc but on the other hand you block this all with your elite – no sense.
On the one hand you are going full Cc doesn’t matter how stupid but on the other hand you use tool kit. Elixir gun gives you cripple with range, condition remove against immobilise and stun breaker. Flamerthrower gives you AoE-knockback. Grenades give you chill. Thumper turret gives you AoE-knockback, 3 explofinisher for your healing turret you should use and stun breaker and cripple.
I don’t understand Sir.