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[PvE] High-Crit High-Control WiP Build

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Forestnator.6298

High crit doesn’t matter for incendiary powder because of it’s CD. You won’t see any difference with 40% crit chance instead of 60%.

Let me say some words about Precise Sights: With an average attack frequence of 1,2 hits per seconds (which is already a flattering value for your build) you will reach 1,5 vulnerability in average with your 60% crit chance. Not even worth to notice this. If you run with 40% critchance, it will be about 1 vulnerability on average. No difference at all. Precise Sights is for high attack speed skills. Like flamethrower #1 (no, pls don’t use it), grenades or bombs with pulse (bom #2, #4 and #5) but u already said you are not going to use bombs so much. Anyway, this trait is wasted on your build.

3. Medkit because it has more personal healing power. This is not a support build, its a control build.

Medikit makes you very vulnerabel for immobilise which is one of the most kill factors for engineer apart from stuns. Btw you don’t run with stun breaker- engineer is a monster of CC but is also very vulnerable against CC. Healing turret is not just only a support skill. It is a very strong self heal skill giving you 2 condition removes every 15 seconds. Also you got 2 additional explo finisher not counting your elite and the healing turret blow up. Plus Jump shot can be used as an additional heal. Overal the self heal is not less then medikit and it takes not so much time to use it. Plus medikit is just so horrible against immobilise.

4. Elixir X because it has controllable CC. Supply Crate gives a lot but it’s not what I wanted to focus on with this build.

Elixir X also blocks your other CC skills. SC doesn’t.

5. I don’t need vuln on explosions because I won’t be using the bomb kit all that often. I’d rather have Hair Trigger to keep my rifle rotations super-quick than vuln on bombs which I won’t be using other than a get-in-get out scenario.

You should use your bombs as much as possible. Or where do you want to let your damage come from? Rifle? Seriously no.

6. 20 in tools is to get the Smack (1) of the tool kit to inflict cripple. That’s a big deal for a 1 ability.

Using Tool kit #1? Serious? No thanks Sir. Apart from your CC you must look for your damage too and also for your surviveability.

[PvE] High-Crit High-Control WiP Build

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Forestnator.6298

I don’t like it,

Why crit if power would be much stronger. Why rune of Lyssa if you don’t even profit from those 10%? Go further with a full crit set instead. Why medikit if healing turret is your choice with this amount of explofinisers. Why elixir X if supply crate is another CC, no RNG, Netturret,…

Why not 25 points into arms not choosing precise sights but put 25 points into explosives for vulnerability caused by explosions? And I am preaty sure 10 points in alchemy with perma vigor is more useful then 20 pints into tools.

Engineers in WvW, all insights are welcome.

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Forestnator.6298

http://gw2skills.net/editor/?fcAQJAqelIq6Zn1SZF1LJx4DdO8B7L6h+tsj/UQuA-jkCBIjBkcAkABInrIaslYFRjVZDT9iIq2uDwaO1W0KaxAUE-w

My zerg-Build. Works awesome imo. Healskill and toolbelt skills recharge at 25% and additional i get stability at 20% health (runes). Plus tons of explofinisher for my water/fire-field and tons of AoE CC.

Oh come on, seriously???

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Forestnator.6298

Turrets are not designed to stand long. Place turret, overcharge, detonate. That’s how it is meant to be. No tower defense in gw2.

Condition grenades: Rabid or Rampager gear?

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Precision gets more useful if you have much power. Rampager fits perfect with might stacks for sure.

Tequatl The Sunless - Engineers Role?

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Forestnator.6298

Because u can’t crit anyway, mortar gets its use here: Damage counts multiple times – its like permanent ice bow. Check it out.

(edited by Forestnator.6298)

Help with Runes of Noble

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Forestnator.6298

Dire for WvW imo but rabid for sure in PvE. But just my opinion.

Automated Response

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Forestnator.6298

-Healing turret overcharge removes 2 conditions
-Medikit #4 removes one condition
- Cleansing Formula 409 removes one Condition by using elixirs
- Elixir C
-Elixir Gun #5 removes one Conditions by impact (not in tooltips but still true)
- Physical projectil finisher + light field remove conditions from allies near target (300 range): for example throwing wrench (toolbelt tool kit) + EG#5

Grenades too good relatively

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I have to say, I come close to 3k hours engineer now and I use exactly the same kits: Grenades + Bombs + EG. Combined with Healing turret and p/s this is just the most viable spec for PvE, WvW and PVP imo.

Flamethrower sucks?? Look at this!

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Forestnator.6298

The point is, every autoattack on engineer sucks hard. Not including bombs as we all know. But the old dream of switching on the FT and spinning around with FT#1 is still just bad also with your build and this amazing might stacking (which is preaty usual lol).

FT is a nice utility kit with FT#2 as a great burst skill. But stop autoattack with engineer if you aren’t on bomb kit. Maybe EG#1 ist worth it in some situations on a boss for weakness. Rifle #1 is okay if you have to reorientate. Granade #1 is close to suck since the total nerf of 55% trough october-december nerfs 2012.

Good engi: doesn’t use auto attacks.
Bad engi: uses auto attacks.

Period.

[WvW] DireBurner 9000

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Burning is king in small size fights. And multiple sources of burning allow him to fight against multiple enemies.

Legendary as a sign of unskilled player?

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Forestnator.6298

FotM (no pugs allowed)

Stopped reading here. I own 2 Legendarys and I finished all fractal levels from 0 to 65 with pugs. No Teamspeak, no rumble, no skype, no VoIP. Just random Pugs. And I am preaty sure there are more ppl who can tell you the same /similar thing.

I got 17 precursors at the mystic forge (with about 44k rare items into the toilet – yes I am great in maths.). I did never farm cof – I don’t even own a stack of those tockens. My legendarys are legendary and no result of big grind.

Engineer Rifle WVW Roaming ( video

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a) superior black chat screen really annoys me.
b) always post build anywhere.

Alleged leaked patch notes. 10/15

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I don’t like that the rifle turret is losing the bleed for vulnerability. I’m a power build and I find vulnerability worthless.
The bleeds would deal way more damage than vulnerability can.

I dont use bomb/grenade kits and I dont use elixirs, BAM 90% of the changes dont affect me. But the buff to turret HP and AI is nice, like game changer nice. I’m going to be eagerly testing out there survivability once this hits.
I still think turrets need a lot of buffs in way of traits and the cooldowns need normalized and picking up turrets need to be worth it, but this is a good start.

Ehm, vulnerability worthless in a power build? You don’t play bombs/grenades so you don’t have good vulnerability stacks at the moment. The new rifle turret would give you up to 8 stacks of vulnerability which means 8% more damage for you and your turret. Wtf is wrong with saying the bleed is more worth? Are u drunk? O does your power build deal no damage that 8% must be less? The vulnerability is much much much much much much more worth then this kittenty bleed. Omg that’s the reason why engineer is totally ignored by the main community. Some ppl are just…. just … kitten.

(edited by Forestnator.6298)

5 times Poison..burning...blind...

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Forestnator.6298

As I already posted in the other thread:

All duration stacking boons(Aegis, Fury, protection, Regeneration, Retaliation, Swiftness, and Vigor) and conditions(Blind, Burning, Chilled, Cripple, immobilze(now stacks duration), and Poison) now stack to a maximum of 5 times.

This is simply a zerg nerf. Retaliation and weakness already worked like this: maximum of 5 stacks in duration and then no more stacks before one stack expired. That does not mean the boon must expired completly. It is just one duration which have to expire before a new one can stack up in duration.

I always wondered why zergs stacked retaliation since this works already on this boon. Frozen armor is much better – but commanders seem to not know engineers.

"leaked" patchnotes

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Forestnator.6298

All duration stacking boons(Aegis, Fury, protection, Regeneration, Retaliation, Swiftness, and Vigor) and conditions(Blind, Burning, Chilled, Cripple, immobilze(now stacks duration), and Poison) now stack to a maximum of 5 times.

This is simply a zerg nerf. Retaliation and weakness already worked like this: maximum of 5 stacks in duration and then no more stacks before one stack expired. That does not mean the boon must expired completly. It is just one duration which have to expire before a new one can stack up in duration.

I always wondered why zergs stacked retaliation since this works already on this boon. Frozen armor is much better – but commanders seem to not know engineers.

[PvE] Dungeon Speedrun Zerk Build

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Forestnator.6298

hgh in the alchemy tree, juggernaut in the firearms tree, sigil of strength, sigil of battle, runes of altruism

Wow no. Not in this Build.

a) from other players
b) fire bomb gives a fire field. Use explo finisherin there for AoE – Might. You got 3 explo finisher excluding elite.

Elixirs - What if

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Remove HGH trait and replace it with a new trait which grants the effect also to your nearby allies.

NERF Fort Engineer Video

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Forestnator.6298

I love the idea but why don’t use strong builds?

Something interesting:

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Forestnator.6298

According to my formula:

1) (751(min)/918(max)+916)/Armor *251 * 916/916 = 191 (191 according to your measurements) —> 2191 – 2410 Armor

2) (812(min)/992(max)+916)/Armor *251 * 916/916 = 207 —> 2095 – 2314 Armor

3) (873(min)/1067(max)+916)/Armor *251 * 916/916 =222 —> 2023 – 2242 Armor

4) (986(min)/1205(max)+916)/Armor *251 * 916/916 =251 —> 1905 – 2121Armor

So either your measurements are incorrect or the numbers or the formula.

What Blood Red Arachnid seems not to understand is – as the armor of course should stay the same – that this only proves that either the formula or the measurements are not correct?

*What I don´t understand: isn´t this an argument against your formula? *

Also weapon strength seems to have not more or even less weight in your formula than additional power which contradicts statements concerning ascended weapons/the short-time boost to kits.

Besides that I´m with Brew Pinch (and Phineas´ logic clearly has some flaws).

Yes it is against my formula. I have to recheck everything soon. I just do not have enougth time atm. I am sure there is no skill coefficient.

Something interesting:

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Forestnator.6298

You’re changing armor values for each measurement to fit your assumption. That is a big no-no in science. Armor values are constant across all measurements: the only thing that I changed was weapon attack strength.

Here’s an example where your formula doesn’t work as well: assume doubled power:

(1205 + 1832) / 2121 × 251 × 1832/916=

3037 / 2121 × 251 × 2 = 718

And everyone knows 718 is not double 251. So it is your formula that doesn’t give a realistic result.

You did not understand anything. I did not choose numbers for values, I solved for armor in every case since this is the a faktor which have to be the same for all cases.

Also I did not say damage is doubled with additional 916 power. I said all tool tip values are double with additional 916 power. Go ingame and check it. There is no logic behind a skill coefficient if ingame tool tips are rational reproduceable with the same rules for every skill.

(edited by Forestnator.6298)

Something interesting:

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Forestnator.6298

I’m back! I did some naked runs (no sigils, weapons, traits, armor, trinkets) and used the following weapons:

Dire Krytan Rifle (751-918) 834.5
Dire Krytan Rifle of Earth (812 – 992) 902
Apothecary Krait Shooter (873-1067) 970
Apothecary’s Pearl Blunderbuss( 986-1205) 1095.5

Going from Fine, to Masterwork, to Rare, to Exotic Rifle. And when equipped, I received the following damages for Hip Shot:

191
207
222
251

I am missing some numbers here. Skill basic value of hip shot is 251 (at 916 base power).
According to my formula:

1) (751(min)/918(max)+916)/Armor *251 * 916/916 = 191 (191 according to your measurements) —> 2191 – 2410 Armor

2) (812(min)/992(max)+916)/Armor *251 * 916/916 = 207 —> 2095 – 2314 Armor

3) (873(min)/1067(max)+916)/Armor *251 * 916/916 =222 —> 2023 – 2242 Armor

4) (986(min)/1205(max)+916)/Armor *251 * 916/916 =251 —> 1905 – 2121Armor

So either your measurements are incorrect or the numbers or the formula. What I always wonder is: no mather what skill you are reagarding, 916 additional power always double the tool tipp value for every skill. This value multiplied with Attackvalue/Armor always gave me back right numbers in my measurements. The wiki formula doesn’t. Pls show me an example with wiki numbers.

Something interesting:

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Forestnator.6298

Tool tips numbers assume (1) you’re literally not critting at all and (2) that you’re attacking an enemy with 2600 Armor

Source?

All damage in the game is calculated with this formula.

Damage = Weapon strength * Power * Skill coefficient / Armor

or
Damage = Utility strength * Power * Skill coefficient / Armor

I am studying engineering maths in germany which is known by it’s qualtitiy in engineering. I always wonder where this formula is from.

I have another formula, which is independent from irational skill coefficients:

((Weaopnstrength + Power)/Armor) * Basic_Skill_damage * Power/916

While basic Skill damage is the basic damage of any skill at 916 power. And Basic_skill_damage * power/916 is indeed the visual value shown in the tool tips. Weaopnstrength + Power is your Attack value shown in the hero panel.

This formula works. The usual formula on wiki… I don’t know who created this one but he had not that much knowledge about systems and measurements. That’s why he needed this “skill coefficient” which have to correct his wrong formula.

Greetings, prove me wrong.

Well, previous testing has shown damage to scale linearly with power. Your formula is not linear with respect to power, so either you’re wrong or all previous tests are.

I know which way I suspect it is

Previous testing needs a “skill coefficient”. You can correct any wrong formula with a coefficient. No mather if it is linear or not – everything can be linear for close intervalls.

Just put some realistic numbers in the wiki formula – I never got a realistic result.

Eng's current place in Dungeons/Fractals/etc?

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What do you guys think of 30/15/0/0/25 with beserker gear? Is that the highest dps possible? Not worried about survivability at all, just want to maximise dps.

Yes it is.

Something interesting:

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Forestnator.6298

Tool tips numbers assume (1) you’re literally not critting at all and (2) that you’re attacking an enemy with 2600 Armor

Source?

All damage in the game is calculated with this formula.

Damage = Weapon strength * Power * Skill coefficient / Armor

or
Damage = Utility strength * Power * Skill coefficient / Armor

I am studying engineering maths in germany which is known by it’s qualtitiy in engineering. I always wonder where this formula is from.

I have another formula, which is independent from irational skill coefficients:

((Weaopnstrength + Power)/Armor) * Basic_Skill_damage * Power/916

While basic Skill damage is the basic damage of any skill at 916 power. And Basic_skill_damage * power/916 is indeed the visual value shown in the tool tips. Weaopnstrength + Power is your Attack value shown in the hero panel.

This formula works. The usual formula on wiki… I don’t know who created this one but he had not that much knowledge about systems and measurements. That’s why he needed this “skill coefficient” which have to correct his wrong formula.

Greetings, prove me wrong.

Dire Engineer, which runes?

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I don’t see any reason for rabid on engineer. 30% for bleed on crit? u will get 1-2 bleeds from this. Nothing. Burn on crit is 100%. You can proc this with passive Elixir B and low crit chance. If You play HGH, you got active Elixir B too. If you dont’ use Sigill of Intelligence: 100% crit after weapon switch. Vulnerability on crit? It’s easy to stack with grenades.

Tank Heal Bomb, tips on build

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Elixir infused bombs is the most overrated grandmaster trait. It is definitly useless. Use Healing turret + explo finisher if u like heal.
Dirame posted some interesting build:

https://forum-en.gw2archive.eu/forum/professions/engineer/Guide-PvX-You-want-heals-I-got-heals/first#post2715981

This is much much more worth then healing bombs.

Stabilizing Engineers

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Thumper turret toolbelt skill missing.
.

Eng's current place in Dungeons/Fractals/etc?

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+Healing turret!

Kit Damage decreased on prepatch value

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Maybe they are waiting on ascended armour to bump it up to its best potential seeing as there isn’t really any concrete evidence to say that bundles were dropped back to the original state, a friend of mine did say that power was the main factor for damage output rather then weapon damage it’s self so it’s safe to assume that the damage was only dropped 2.5% and will be upgraded to it’s full potential when we have the other half our armour worth of ascended gear

Your friend is wrong. Weapon damage goes twice into the damage while power only goes once into it.

Power Shoes & or Rune of the Traveller

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Usual speed out of combat: 300. — 25%: 375 — 33%: 400 — super speed: 420

Usual speed in combat: 210. — 25%: 263 — 33%: 300 — super speed: 420

Super speed indeed doubles your movement in combat. But it seems like 420 is speed cap value. So outfight there is simply no big difference to swiftness.

Kit Damage decreased on prepatch value

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Forestnator.6298

Hello devs, hello fellow engineers,

what happened last 24 hours? A big patch changed the fact exotics are the highest tier of stats. Ascendend weapons are now, you all know this.

The day the patch released (yesterday) kit damage was increases from 969 to 1017. This is exactly 5%. 5% which all ascendend/legendarys weapons are above exotics now.
I was very suprised to see this change of the kit damage. Anet really thought about engineers! Great!

Until this "hotfix last night:

Fixed an unintended damage increase that caused engineer kits, elementalist conjures, and warrior banners to deal more damage than intended.

So, devs wanna tell us, an increase of 5%, which is exactly the value ascendend / legendary weapons are above exotics now is not intendend for kits?!

This means: Kits still are at exotic state – I own 2 legendarys and my Kit value is again 969.

I am angry. Very angry. Not because Anet “hotfixed” this. I am angry because of the missing statement. Why was it unintendend? Simple maths let it seem very logical, very rational. Why was it changed back?! How will it be in future? Will there ever be a reason to get ascendend / legendary weapons for kit engineer? At the moment I do better spend money into infusions with +5 stats. If this is the final state, then it is a huge disadvantage compared to other classes. And if it is not the final state, what is the final state? So many questions, no answer….

(edited by Forestnator.6298)

Problems with Engineers and Legendaries 2

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“But hey, engineers can get flame and frost dyes as prestige objects.” – must anet think.

Problems with Engineers and Legendaries 2

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I see no reason to get any ascendend/legendary weapon on engineer because of this stupid “hotfix”. Translation of the hotfix: All classes damage gets buffed excluding engineer because we don’t like him.

Hey finally kits are buf...emh....

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Oh. Well if it was 50 base damage on the kit, that’s quite a bit more than what the weapons get, I think?

Might explain why it was reverted, it was genuinely buggy then.

What did u do in maths at school? Kit damage was increased by 48 which was exactly 5%. Every ascended weapon has 5% more damage then exotic.

Hey finally kits are buf...emh....

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50 basic damage was very very noticeable.

Hybrid Rifle Builds and... stuff

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Terrible build because its hybrid. Thank you for posting though.

Never read such a terrible post. It’s a game without roles. Hybrids excel. Go play and get some practise little boy.

this build….. so bad words cannot describe, first of all why take 3 kits`? why bombkit,elixirgun and wrench?? just why? how are you going to manage survival and dps with your ufocus so spread out? taking so many kits is not worth it.. stick to one kit and the rest turrets (rifle,net turret or rocket turret).

this build is -99999/10

3 Kits is very usual. And it is worth it. Turrets? Really? Imo you are just also a bad engineer. Go get some practise.

*Build* Bunker Bomber

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Elixir Infused Bombs is one of the weakest grandmaster traits. Don’t use it. Use Healing turrets water field + explo finisher (thumper turret gives 3 explo finisher) if you really like healing.

Just linking you Dirames build:

https://forum-en.gw2archive.eu/forum/professions/engineer/Guide-PvX-You-want-heals-I-got-heals/first#post2715981

It is much better then yours. For any content. Try it.

[Guide/PvX] You want heals? I got heals.

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I played this build now the hole day and it is awesome! Thanks bro.

The reason why I don’t use Incendiary powder is because I don’t have crit chance at all. It would be a waste for me to use it. The best I can do is make people stand in the fire for more than a few seconds.

This sigil could solve your crits:
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Intelligence

But imo there is no need for Incendiary powder. There is enougth burn in this build.

For 5% crit chance? Not worth it.

What 5%? The sky is blue. That just doesn’t add up.

Should Engineer move away from Crit-procs?

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Incendiary Powder + Superior Sigil of Intelligence (100% crit after weapon swap) works awesome. You are able to controll Incendiary Powder with this very good. And no other crit chance needed…

Ascended Weapons and kits

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So I just wanted to say that playing my Engineer today, I noticed that my Attack value didn’t change swapping between my pistol and my kits.

The Attack value remained the same—3,106—when swapping between my Pistol/Shield and the Flamethrower. Considering that “Attack” is adding your Power and maximum Weapon Strength together, and that kits originally had 969 Strength to the Pistol’s 1,029 … this number shouldn’t stay the same. There was a difference when equipping the rifle or an offhand pistol, though.

Thoughts?

Did u do this in pvp? Because there is no difference. But PvE still like every day.

New Dire stats - What do you think?

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I main thief, play necro, engi and mesmer as alts, and i think this new stat combo will be mmore powerfull on necro condi builds, not on engies.

Reason? Engineer does not need crit chance least of all.

[Guide/PvX] You want heals? I got heals.

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I played this build now the hole day and it is awesome! Thanks bro.

The reason why I don’t use Incendiary powder is because I don’t have crit chance at all. It would be a waste for me to use it. The best I can do is make people stand in the fire for more than a few seconds.

This sigil could solve your crits:
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Intelligence

But imo there is no need for Incendiary powder. There is enougth burn in this build.

What should I run in dungeons?

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Forestnator.6298

The engineer is good at at killing trash with the bomb kit/other AoE, but how do we go about dealing with the health sponges that are bosses? I feel pretty useless when I just stand in a corner of the room chucking grenades… makes me feel like I should have rolled a better ranged DPS class.

There is no better range dps then grenades – your equipment maybe sucks.

Our conditions are pretty much useless.

Vulnerability? 15 stacks + AoE?

We can’t stack bleeds,

20 stacks + AoE Bleeding? wtf?

our CC is impaired by Defiant

For other classes too!

and blind only works 10% of the time.

Do you always play against Dredges? Otherwise it works nearly always!

Confusion is useless as well, since bosses don’t spam skills,

Wrong, just know when to stack confusion. Nearly every boss has phases where he spamms a lot of skills in a second. You can hurt very hart with confusion with knowledge

How can I feel useful as a dungeoneering engineer?

Best range dps, vulnerability, healing turret, elixir gun, slow downs plus high survivability.

And for speed runs, best dps over all.

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/92649/Bomb.jpg

Let me ask you one simple question: how much hours of play time with engineer? You seem preaty new to engineer to me. Don’t kittening judge about a komplex class if you have no clue. Thanks.

Retaliation is a real handicap to our class

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Most of engineers CC is melee range or close range. And I am not sure what server rank you are playing but in zerg vs zerg every commander calles for stability. And guild vs guild is not better.

I don’t say engineer is bad. But there is a reason why top guilds do not use engineers in gvg. Because he is a weak spot.

Retaliation is a real handicap to our class

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OP is right. Engineer is in a very bad place atm for guild vs guild or zerg vs zerg. It’s not because engineer could not have any use – but for the current meta, engineers are a weak spot in your team.

Theory crafted a Perplexity, 3x Turret, Bomb Kit (for BoB). Used it in Zerg, worked great. As far as I can tell, Confusion damage doesn’t come back to you on retal.

3x turret in zerg? Are we playing the same game? BoB against stability? What’s so great with it? Also our most occasions for interrupts are close range or melee range – mesmer can stack confusion with much more ease.

Deployable turrets + Accelerant Packed Turrets + 6xPerplexity

The build I made had 7 AoE interupts. If you need me to explain how OP that is, you need to work on your theory crafting.

Oh, and I promise you, I can put 20 stacks of confusion on someone in my current build (not the turret build) way faster than a Mesmer.

GG stability in any zerg. And more stability in guild vs guild… Yes I know how perplexity works. But tell me your non-melee interupts excluding magnet and elite. You throw mine? And still mesmer is faster because he can use perplexity too!

Retaliation is a real handicap to our class

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Posted by: Forestnator.6298

Forestnator.6298

OP is right. Engineer is in a very bad place atm for guild vs guild or zerg vs zerg. It’s not because engineer could not have any use – but for the current meta, engineers are a weak spot in your team.

Theory crafted a Perplexity, 3x Turret, Bomb Kit (for BoB). Used it in Zerg, worked great. As far as I can tell, Confusion damage doesn’t come back to you on retal.

3x turret in zerg? Are we playing the same game? BoB against stability? What’s so great with it? Also our most occasions for interrupts are close range or melee range – mesmer can stack confusion with much more ease.

HGH/Elixir builds today

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Posted by: Forestnator.6298

Forestnator.6298

HGH is still very strong. The only problem is the lack of usefull stun breaker right now and the new meta: Necros rule the battlefield with such ease, my 2 years old little brother just random pressed some buttons with necro and killed someone. In other words: forget any OP build/class so far: necro is just superior to any of them – easy as hell to dominate everyone. Excluding warriors with the new berserker stance. And back to the lack of stun breaker… which we do need against warriors.

Nekros + boons = …
Warriros + perma stun + no stun breaker= …

Ascended Weapons and kits

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Posted by: Forestnator.6298

Forestnator.6298

Rifle is more viable for PvE imo. #3 and #5 are so much burst compared to pistol skills. Swapping out of kits on CD necessary ofc. Also celestial works much more awesome with rifle then with pistols.

Retaliation is a real handicap to our class

in Engineer

Posted by: Forestnator.6298

Forestnator.6298

OP is right. Engineer is in a very bad place atm for guild vs guild or zerg vs zerg. It’s not because engineer could not have any use – but for the current meta, engineers are a weak spot in your team.