hold on maybe I’m confused. I thought most negative condition duration combined with the attacker’s +cond duration, meaning if you have +25% hitting someone with -25% then it would cancel each other out basically.
I always thought AR simply worked differently and had a misleading tooltip, since no amount of +duration will apply a condi to an engi with AR on.
I am probably wrong but if that actually is correct then the new 50% should combine now with +duration of the attacker, making this a huge nerf not just 50%.
If someone is using the condi duration food and you dont have melandru runes you only get pretty much a 10% condition reduction in duration and who doesn’t use the +40% condi duration food with a condi build?
Why does every player that fights engineers always say oh you can counter this by using the reflect on your shield blah blah NOT EVERY ENGINEER USES A SHIELD OR CONDI SPAM! sheesh if anything nerf AR more and buff are power builds just give us are hammer already so we can cc people to death
Hammer trains run Soldiers gear usually
and of all the classes you want to remove burning from, you want to take it away from the one that actually has a flamethrower?
yeah, so they would have to make a choice about using it. I rarely see any condition Engineer using it – why? because of all the other conditions on the other kits and with the Burning on Crit makes up for it.
So, remove the Burning trait. Leave the Flamethrower and make them actually have to give up something to get access to the strongest (damage wise) condition.
My reason for removing it from Necromancer and Engineer is that they don’t need it. I guess you could say the same about Staff Mesmer, though they do have a rather big amount of access to conditions as well.
yeah i like this idea remove our burning trait and give flamethrower burning on every hit to balance it out what you think guys?
Absolutely Not Arena.net !!
It’s an Entrapment by this class to make their mobilities and bursts more OP than it is. Ride the lightning already output Super Extreme Op burst than it should be. Reversing this lock-down would be a suicide to your vision for class balance.
They are already in The Holy Trinity, why make them more?
Instead, Elementalist are Overly OverPowered and are in serious need to be Nerfed/Balanced more.
You gave them Invincibility (Diamond Skin), what more?
More God Mode Burst; Ride The Lightning?
Other class buffs beside Warrior and you, doesn’t make them Overly Overpowered.
take a look at this thread with video and tell me how ‘weak’ Ride the lightning is ?
take a look at this thread with video and tell me how ‘underpowered’ Elementalists are ?
and
Lol diamond skin is awful. Also the video doesn’t show anything other than an organized guild rolling over awful pug zergs in wvw that happens every day on every class.
YEAH bring back old engi grenade damage!
Yeah ill take two grenade kits on my engi to
You haven’t faced good thieves, bunker engies, hambow warriors, and condition necro’s yet then if a ’’CC’’ mesmer already breaks your mood. Anyway, seems like you lack stunbreakers. Any class can stunlock anyone without stunbreakers.
Something totally off topic, but mesmer CC is pretty poor designed. But yeah, so are the ‘’interrupt/lockdown’’ traits for mesmer. Guess they compensate.
The problem is your listing the certain build of a class instead of the class itself it shouldnt have to be bunker this or hambow that it should just be you haven’t faced a good Engi,warrior,guard..etc. Each play style should be able to stay on par with the others I dont like having to force myself to play a build I dont like just because its effective vs one class or vs multiple classes it feels like we are at the point if you dont roll these specific builds your gimping yourself.
Welcome to Build Wars 2, I hope you enjoy your gametime in this resort as the noobs take over with easy 2 play builds and smash those who try hard with non-meta builds.
a dang shame
You haven’t faced good thieves, bunker engies, hambow warriors, and condition necro’s yet then if a ’’CC’’ mesmer already breaks your mood. Anyway, seems like you lack stunbreakers. Any class can stunlock anyone without stunbreakers.
Something totally off topic, but mesmer CC is pretty poor designed. But yeah, so are the ‘’interrupt/lockdown’’ traits for mesmer. Guess they compensate.
The problem is your listing the certain build of a class instead of the class itself it shouldnt have to be bunker this or hambow that it should just be you haven’t faced a good Engi,warrior,guard..etc. Each play style should be able to stay on par with the others I dont like having to force myself to play a build I dont like just because its effective vs one class or vs multiple classes it feels like we are at the point if you dont roll these specific builds your gimping yourself.
I agree that you cant really compare the two traits. However; The gadgeteer still feels a bit weak for a grandmaster trait. I think it would be interesting if the corresponding toolbelt skills also got an upgrade. For example:
1. AED gives condi removal on main and 5 second weakness on Static Shock
2. PBR gives fury and LPBR knocksback
3. Rocket boots gives vigor and Rocket kick dazes for 1 sec
4. Slick shoes gives regen and super speed gives knockdown on enemies in the way
5. Throw mine gives aegis and mine field creates an aoe blind
6. Utility goggles gets might and analyze gets vulnerability and 3 stacks of 100% crit
I think anet should have merged the 20% reduction in gadget cd and gadgeteer and open a new master trait for the tools trait line such as a toolbelt ability or something to give gadgets a passive effect that way while your gadgets are not being used you actually benefit slightly with constant passive buffs and the mix of gadgeteer making your gadgets on use feel like you really are gaining something with the on use effect for those desperate moments heck i could get used to a trait something like
Q.U.I.C (Quantum Universal Ingenious Charger) Idk something funny
50% chance on critical to reduce the cooldown of your toolbelt abilities by 1 sec 2 sec cd or something
(edited by Frightlight.3796)
Well yeah i understand that im actually all for hammers atm the current weapons are just really stale and uninteresting for now
why not change the way the rifle works to a shotgun style auto attack and change up blunderbuss with a new ability like high explosive round that has a 300 blast range so it still works a bit like blunderbuss aoe then change the net turret to chainshot and give it a small damage portion added to it ?
What i like the stun on my engi keeps my Protection injection up so i take 33% less damage why not just make it a daze instead of a stun ? 1 sec daze or something that way you can react after? Oh to add cant they just rework the complete evade and make it grant protection for 3 sec? so if you dont hit them with the skill at least if your attacked during the time you wont take as much
Hammer is obvious i have already crafted my ascended one for my engi when the day comes and may start crafting the Juggernaut as well but aside from that Power fist kit that gives your arms some kind of powerfist skin and instead of a hobo sack a exo skeleton and give it gap closers and blast finishers yeah that would be cool ..Oh and to add a Minigun elite kit to replace that crappy mortar with just one auto attack that sprays rounds at like a 1000 range or less i could work with but grants vigor protection and regen while its active
You know what they could do is just make ferocity precision/crit damage because you need both anyway why not? makes it fair since condi classes can stack dire gear and have full damage output without sacrificing survival. If anet did this we could use power/ferocity/toughness or vitality gear and still get our dps output without have to sacrifice a survival stat.
I really had hoped they would have added a trait in tools that reduced the gadget and toolbelt cd such as
50% chance on crit to reduce the cd of toolbelt or gadgets (not sure if both would be op)
by 1 sec with a 1 sec cd
Bunker down could be fantastic for PvE. An extra 2.5k damage every couple seconds would certainly outweigh the conditional bonus from Modified Ammo. Would synergize well with bombs, not much with anything else.
mix it with perplexity runes since its the mine it should have the knock back and be able interrupt
All those engi traits are just useless crap…
gadgeteer mixed with the mine on trait isnt really that bad if its really the same mine it will knock back foes meaning if you position yourself right you keep people off you even when your stunned use surprise shot if it crits dropps mine and knocks them off ya
They could be finally introducing a gadget trait that will have a heavy impact on using them in battle and/or maby doing something with grenade hangtime? I would actually like to see a firearms trait for rifle that allows the removal of pierce and makes the shots bounce to be honest.
Rifle auto is fine. If you’re looking for endorsements to change auto attacks, you could start literally anywhere besides rifle and Bomb Kit and I would probably agree with you.
i can see pistol getting a huge overhaul and flamethrower yes it would just be nice to see our rifle actually sync with the rest of the abilities
I can see how that sucks but engineer is usually in close so it could only really be an advantage at least how i see it making the auto attack a cleave would be pretty useful
Any one else think the auto on rifle needs a change? I had a thought on it about maby making it the reverse of rangers longbow.
This is kinda an example
1200 range 500 damage or so
600 range 600
300 and under 700 with ae cleave maby?
maby at least make it more so like a shot gun but still a tad bit of ranged or maby just reduce the range to 900 and increase the damage a bit with this example?
I am just gonna not worry about it and wait till 2015 for hammers or something that would solve the rifle problem.
Imo the class absolutely lacks stability for melée-combat.
Maybe with an evade- and gap-closing weapon-skill though . .
Most Engineer builds are already used in melee combat, and most groups stack on nearly every boss fight.
Aside from those who insist on standing at 1500 range as they lob grenades, if we had Hammers most Engineers wouldn’t really be any closer to combat than they already are.
Well i understand your point of view, but some of us would like to see what melee is like with a weapon thats specifically designed for it. I mean it wouldn’t hurt for them to add them in you always have the option to not use it all, but us other players may actually enjoy the option.
Engineer- Minigun kit
Equips a Gatling gun granting stability and protection and vigor for 15 sec
- Lead storm – 10 hits pierces 2sec cast inflicts vulnerablity
- High explosive rounds-5 shots 2 sec channel high damage each explosion inflicts burning and dazes targets
- Toxic cartridges- 5 shots 2 sec channel low damage inflicts poison,chill,bleeding,confusion to enemies hit
idk something
well of course but this was just kinda a preview for human/sylvari style was going for a steampunk theme
So as I have noticed a lack of style or class specific sets I decided to start this thread for ideas anet may look upon. Here is a very simple fast set up of part of a tier set I would like to create. The work isn’t very detailed so bare with me, but I feel it gives off the medium armor engineer style. Please feel free to comment/post your own ideas for armor pieces or feel free to add to mine happy brainstorming!
ps. These are only pants sadly
I think weapons are limited because given the kits and the double-skills from the tool belt, the class is quite complex enough to a newcomer already.
It is very much comparable to an Elementalist in that, with their 20 weapon skills. Again, intimidating class to a newcomer as is, and again, weapon selection was kept low to compensate.
Gotta remember kits are not our class mechanic plenty of people dont even like to play with kits giving us another weapon option or a choice between weapon skill sets we currently can use would open up plenty of good kitless builds i would think i would also think this change would go to every other class as well
- ? : Launch back into the air firing from both pistols players hit by the explosive rounds are inflicted with burning for 1 sec radius of explosions 180 1 sec cast range 900 cd 25 sec
just ideas guys feel free to hate or like i think something like this gives us an option between power weapon skills and condi for the pistol while opening tons of new buildsI dub thee, ‘Bullet Time.’
I think this would be a really could name and as for my post I feel like every weapon set should have the ability to used for burst,condi play dual pistols would be kinda cool i think even if the range wasnt so great
http://gw2skills.net/editor/?fcAQFAUlIq6ZX8STF17IxoHkuzZGkC7mXRKyv+B-jwBBEEAEFI5mFRjtKqIasKkYaXER1WzFRrGA-e
My current build plenty of protection traits health pool control and burst with a massive condi cleanse for pvp just use the same runes sigils traits and zerker amulet works pretty well
I would love to see different weapon skill swaps between main hand weapons for all classes as for engineer why not give us two different set of skills a long range weapon skill set and a close range.
Close range weapon skill set
- shot gun style auto attack small aoe cleave damage at 200 or less 900 damage above 200-400 750 (just examples)Applies vulnerability 4 sec
- Grapeshot: 600 range 400 damage 3 sec of cripple 1 sec of weakness cd 12 sec
#3Blunderbuss: same as always - Grinder(no idea for name): range 400 fire a hail of shrapnel rounds #of attacks 5 damage 1900 cd 20 sec
- keep jumpshot: easy into combat and range ability
just some ideas on that long range set ill post later when i think of ideas as for other weapons hammer is a must imo
Ideas for a pistol style dualist kinda theme
- increase the damage of normal pistol by 25% no explosion nothing special just damage range 900
- Lead farmer: Fire multiple shot into your foe (animation will be both pistols if dual wielding them) #of attacks 6 damage 800 or so cast time 1 sec maby longer idk range 900 cd 10 sec
- Bullseye: damage 950 under or at 50% 1150 applies vulnerability 5 stacks for 4 sec cast time 1 ½ sec cd 15 sec
secondary pistol abilities - Russian roulette: damage 400 applies a 2 stacks of a random condition (bleeding,torment,confusion) and grants you 2 random boons (protection,vigor,swiftness,regeneration) cd 20 sec 3/4 cast time range 900
- ? : Launch back into the air firing from both pistols players hit by the explosive rounds are inflicted with burning for 1 sec radius of explosions 180 1 sec cast range 900 cd 25 sec
just ideas guys feel free to hate or like i think something like this gives us an option between power weapon skills and condi for the pistol while opening tons of new builds
(edited by Frightlight.3796)
I have been trying to think of some traits to improve gadgets and make them worth taking
Grandmaster traits
Emergency power supply: Gadgets now have 2 charges before they go on cd
Carefully calculated Precision: Critical hits have a 50% chance of reducing the cd of toolbelt skills by 1 sec with a 1 sec cd or so
Master traits
Anti ballistics plating: Activates at 50% health all melee and ranged attacks cause daze for 1 sec on your attack lasts 3 sec
Grind your gears: Gadgets now have an additional effect
Pbr: Immobilizes the target for 2 sec at the end of the launch
Goggles: Removes 3 conditions on activation
Mine: coats the ground in shrapnel that cripples foes for 4 sec and inflicts 5 stacks of vulnerability 8sec 240 r
Slick shoes: Slide forward 600 units increases the duration of slick shoes by 2 sec
Rocket boots: Activating them creates a Fire field and now adds landing damage to this gadget
All i got in my head at the moment
if they did i think they would need to pay you gold per item removed 20g per ring 40g per neck 40g per earring 150g per back item 200g a weapon i think that would be fair if so im freaking rich and i could just buy another legendary
Why not change how toughness works to a flat base of damage reduction and equal condition damage decrease or change it to condition duration decrease so 30% damage reduction with toughness would be also 30% damage reduction from conditions or they could just bring in another stat like willpower that counters condi damage?
and surprise shot could use another 33% or 50% buff anet
To be honest as a roaming static discharge engineer if i get the drop on someone they are dead in seconds
30/20/0/10/10 works fine p/p or p/s healing turret/nades/bombkit/elixer s i think i got that right stealth one and supply crate or elixer x on top of downed teamates to keep enemies off stats could be tough/prec/condi
And to add rifles have the highest base damage of two handers atm it could just be how our weapons scale with power
Rifle#1 isnt really that bad its decent compared to pistol and it does have built in pierce that most classes have to trait for but yes the rifle #1 does not flow to well with the rest of the ablities
If i remember correctly our class was built on mid range control not only that we bring a ton of buffs to people around us and our condi pressure is pretty up there with grenades or even p/p can get a heap of condis off on some poor guy that could not dodge the glue shot
working as intended ?
Exactly what the title says. I have come across multiple people hacking in EB these last few days and it is really kind of lame to say the least. I guess anet wont do anything about it huh? GG anet great job
I am actually using a condi bomb stealth build with perplexity runes atm working pretty great really throws thiefs off
I had fun at least killing off the unskilled bg and sos players sadly I haven’t had any decent people to fight
Well like it or not but engineers will have hammers before any other weapon now I wont say how I know because I don’t want to get in trouble or the person who told me to get caught. Anyway hammers are first so deal with it.
Hammer would match better than the other weapons at the moment unless you wanted a mace, but then you would just be carrying pretty much toolkit. If we do get hammers you don’t have to use them at all you can stick with rifles and pistol, shield like you are right now. A lot of a people right now would like having hammers as options at least give us a chance in melee rather than trying to mix a ranged weapon with mostly melee abilities.