It’s okay. I already stopped playing Engineer for the vastly superior Guardian. I just feel bad for our Elementalist friends.
Dungeons are pretty unpopular right now due to the lack of an in-game LFG function, lackluster rewards and an overabundance of difficulty. So the solution is making them more tedious by forcing players that are fighting bosses that do extremely unnessissary amounts of damage and have absurd pools of health stop to resurrect players in a movement-based game? ANet is going to catch utter hell for this decision and quite frankly they deserve it if they think this is a good idea.
At the character creation screen, we’re all the way to the right. What a travesty that Engineer can’t be front and center.
We can’t let ourselves be treated this way – who will stand with me?!
I’m aware that this is a bit tl;dr, so skip it or bare with it if you don’t mind helping me.
After months of using a pretty run-of-the-mill AH Shout build using Hammers and Scepter/Torch, lately I’ve been experimenting with Consecration skills, notably Wall of Reflection, Hallowed Ground and Purging Flames. The Fire fields are great for Might stacking and the skills themselves are very versatile for both PvE or PvP (though mostly going to be using this in PvE) but I still feel unwilling to let go of Shouts simply because I’m used to them and because Stand Your Ground is probably the best stun breaker in the game.
Arguments for and against the skills:
• SYG versus Hallowed Ground: SYG is a stun breaker that makes you immune to stuns and non-condition control for five seconds on a 24 second cooldown and also applies stability to anybody within 600 range (though this seems to be longer while in groups, haven’t tested that though). It’s pretty freaking good. AH Healing when entire group is affected: 720. Hallowed Ground is not a stun breaker but the Stability last for twice as long and applies the Stability constantly for better synergy with AH. It does not grant Retaliation but in PvE Retaliation is negligible. It does however require a group that is standing together to be fully effective and has a much longer cooldown. AH Healing when entire group is affected: theorized ~5000 (not entirely tested but about 1,000 per person).
•Hold the Line/Retreat versus Wall of Reflection: Hold the Line and Retreat are Shouts I switch out based on what sort of fight I’m going into. Both provide Boons that I like to stave off spike damage (33% less damage from Protection or one attack blocked with Aegis makes a huge difference) while the other Boon is just for more survival and better AH healing. AH Healing when entire group is affected: 720. Wall of Reflection can be used in a variety of situation to cut off almost all incoming damage providing the Wall works correctly and the entire group is behind it as well as punishes the attacker with their own attacks (much better than Retaliation) and PvE monsters will not stop attacking because I raised the Wall. It has a slightly longer cooldown than Hold the Line and a much shorter cooldown than Retreat. AH Healing when entire group is affected: 0 (no Boons).
•Purging Flames versus Save Yourselves: This one is for helping out my allies. Save Yourselves is an excellent skill for both helping your allies and spiking your offense and defense. It also works well with my Superior Runes of Lyssa/Renewed Focus as I can trigger Save Yourselves right before the Invulnerability period ends to absorb all of my group conditions only to immediately purge them with my Elite. Likewise, Purging Flames gets rid of Conditions on my allies but purges them rather than transferring them to me. It also produces a Fire field that burns foes that enter it and that is useful for Combo Finishers. It’s on a shorter cooldown than Save Yourselves but requires my allies to be grouped around me and does not grant me 8 Boons for 10 seconds. AH Healing when entire group is affected: 0 (no Boons).
So I’m at a place where I need to make a decision:
• Remove 10 from Honor and add 10 to Virtue. This would result in a loss of 100 Vitality and 100 Healing and I don’t feel like 10% faster Virtue recharges and 10% longer boons makes up for the lose of 1000 health. Replace Superior Aura trait with Master of Consecrations. Replace Hold the Line/Retreat, Stand Your Ground, and Save Yourselves with Wall of Reflection, Hallowed Ground, and Purging Flames. It also creates the issue of not being able to use both Empowering Might and Two-Handed Mastery.
• Remove 10 from Radiance and add 10 to Virtue. This would result in a loss of 100 Precision and Condition damage meaning 5~% less critical chance and about 25 less damage on my Burns per second (negligible) which would hurt AH on my regular skills. Replace Signet Mastery trait with Master of Consecrations. Replaced Superior Aura with either Writ of Exaltation or Resolute Healer. Again, replace Hold the Line/Retreat, Stand Your Ground, and Save Yourselves with Wall of Reflection, Hallowed Ground, and Purging Flames. This is where I’m somewhat leaning because with a Superior Sigil of Accuracy and Food/Tools my Critical chance is still over 50%.
• Other solutions: This is why I’m asking here. Does anybody have a better solution for me? Do you see flaws with my theories or something I’m missing entirely?
(edited by GoZero.9708)
I’d appreciate this. Having four level 80s and two World Completions, it feels pretty lame knowing that if I had waiting until this had come along I would have been far more rewarded.
Mounts as he said, were awesome to collect in WoW and would be even more awesome in GW2.
Except they would be entirely unnecessary. Rather than hoping that ANet introduces something that makes your ego look bigger by showing off your awesome mounts, I suggest you hope that they introduce more PvE, WvW and PvP content so that the end-game will focus more on the game part.
I would love the idea of mounts in game. Not because of the speed boost, I could care less. I enjoy the aesthetic value of mounts. In WoW, I had like 50 I could pick from (granted, I only ever used 1-2 but you get the idea). I think mounts would add another collectible and something else to strive for in the game. I don’t think it needs to have any gameplay value to make it valuable in the game (if that makes sense).
Fashion Wars 2. We already have tons of end-game devoted to Legendaries. Having a super rainbow Moa in the mix would do nothing but look bad for somebody looking for an MMO with a good end-game.
Completely unnecessary. The world is already designed with on-foot travel in mind. If this was Lord of the Rings Online with no mounts I’d have a different opinion but instead of adding fluff like mounts, I’d much rather see actual content that’s worth something.
Soon™
Im looking forward to update about legendaries nuthing more
Why would they change legendaries? that will only lead to trouble, apart from making new ones or making alternate ways of getting stuff like the precursors
Straight up making them easier would not make them legendary, silly. People would complain.
scavenger hunt
The Scavenger Hunt will likely not make Legendaries too much easier to obtain. It’s just being done because so many players are being screwed by RNG to the point that they’re holding on to the 3 other Gifts for months because they can’t get their Precursor. I wouldn’t be surprised if the Precursor Scavenger Hunts are exactly the same as the way you assemble the Legendary Gifts now.
Also the mention of “Guild missions” sounds incredibly appealing.
Does it? Because all I’m hearing there is “Raid”.
Your mail is fun. Start deleting some mails in your inbox from the bottom and you should receive your missing messages.
i know you would have been down a ring but did you try to use a fine transmutation stone to move the infusion from the first ring to the second?
That’s not possible. The Fine Transmutation Stone does not accept the Ascended Rings into either of the two slots.
I for one am on board with making Ascended Rings salvageable. If not for Globs of Ectoplasm then Vials/Globs/Shards of Crystallized Mist Essence. It would make upgrading my rings that are not Infused a hell of a lot easier. Not to mention it would quiet some of the people screaming about the grind involved with Ascended gear.
I’m not an Asuran or Charr Engineer and I think that relying on Charr technology in the same way we rely on Asuran technology at the moment is equally meaningless. The Engineer set should be something reflecting the Engineer and not a specific race.
Banning people for exploiting path breaking and AI problems in dungeons is a terrible idea. Completely ignoring factors like peer pressure and group mentality, imagine going through a dungeon only to find out that your group intends to cheap the final boss through some glitch. Would you a) leave and gain nothing for your time b) try to do the boss legitimately only to find yourself scorned and possibly kicked for it or c) go along with the group and exploit the boss? You’d go with C unless you were dead-set on proving on much higher you are than everyone else. So then you’re faced with ArenaNet’s sudden new policy for punishing people for exploiting. In the end, you lose no matter what you do.
Not to mention, imagine how many players have exploited a dungeon or two, either as part of a group or instigated it. If all of those people were suddenly punished for doing so, the game would be pretty empty on the end-game. Entire guilds would vanish overnight and WvW would fall into chaos.
And no, asking ahead of time if people intend to exploit isn’t a viable solution.
In my opinion, this is ArenaNet’s problem and they should never punish their players for doing it. I can’t expect them to release a dungeon completely free of exploits and player mentality usually dictates that if an easier and quicker can be practiced in completing something, that way will be used. I understood the Snowflake ban but a ban based on dungeon exploiting would be like a ban on somebody camping Obsidian Sanctuary’s Coliseum. If ArenaNet wants to do something about this, it’s fixing their dungeons quickly and effeciently so that the amount of time exploiters can abuse the problem is cut down dramatically. At the moment, they seem afraid to release more than one major patch a month and it’s slowing changes to the game to a standstill. I hate to compare GW2 to this, but even RuneScape adds something to the game weekly rather than waiting a full month to make any significant changes.
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It’s a gear grind. Buy your Exotic amulet and accessories after testing the stats with Masterwork stat equivalents. I’d only do it once you’re comfortable with your build. Use Ascended rings instead of Exotic rings. There’s not much more to it.
I’m just wondering when you get armor/weapons in fotm its account bound? this make no sense to me. is it because some of them are different stats than the armor you get elsewhere? i could understand if it was just trinkets but its all 80 exotic account bound. out of one i salvaged i got 1x thick leather section(8copper).
Because ArenaNet actually wants people to work for their Ascended gear instead of just flashing it on the TP and suddenly everyone with an economical advantage has one. In the same manner, I’m rather disappointed that they made Legendaries available for trade on the TP. Takes away the spirit when that holy grail of items can be bought because you likely manipulated the market or something and made out like a thief.
That said, I’d like to know if the duplicate Ascended rings in my bank are going to ever serve any purpose aside from taking up a bank slot.
This falls into the RNG business: Silver Doubloons. I’ll be honest: Yes this is a rant. Yes I’m ill-content. Yes I’m trying to make the Gift of the Juggernaut. Yes I’m complaining about the steep price of these suckers that I require 250 of. Yes I’m upset that instead of something like 250 Cured Hardened Leather Squares I have to bother with these things. Yes I know people trying to make the Incinerator have it worse. But my issue isn’t that. I can’t expect all the Gifts to be the same. What I should expect though is that when ArenaNet forces something like the Trading Post, they would have the ability to look at trends and notice price manipulation and oh boy are the Silver Doubloons manipulated. They’re hard to get, requiring either looting the various chest dotted around the map or flushing countless Pebbles down the Mystic Forge for a chance at a few (in my experience 500 pebbles and 125 crafts makes about 3 Silver Doubloons ultimately resulting in a loss) and very important for the Juggernaut. That means that there is a rather limited flow of them in the Trading Post and as a result they can be inflated to absurd degrees by somebody buying many of them up all at once. I understand supply and demand and all that. My question is why does that stand out? Why does the Silver Doubloon mysteriously not have that 2 Copper to Silver conversation that 2 Silver to Gold and 2 Gold to Platinum has? Is it because they’re supposed to be hard to get because they’re involved with a Legendary? Then why are cheap as heck Cured Hardened Leather Squares so cheaply available when half the Legendaries use them at some point? Is it simply a developer oversight? You think somebody would take notice by now.
I have about 200 of them and working my way to the other 50, but as a result of this I now have much less money to buy 50 more Icy Runestones and the phenomenally expensive Colossus (which given my luck with the Mystic Forge I’m not even going to attempt to craft).
Has anybody else spotted such oddities in making your Legendary weapon? Aside from the pricing of Charged and Onyx Lodestones and the out-of-left-field requirement of 250 Unidentified Dyes for the Gift of Color and the 5 Box o’ Funs for the Gift of Entertainment, do things like this happen anywhere else?
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2. Do not allow use of ascended items in Wvw.
Why should I be inconvenienced because you can’t be bothered to do Fractals of the Mist?
Mouse 3: 1 skill (very useful as Grenade Engineer)
Mouse 4: Next target
Mouse 5: Last target
Tab: Nearest target
Shift+1: Heal
Shift+2: Utility 1
Shift+3: Utility 2
Shift+4: Utility 3
Shift+5: Elite
X: Rear-view mirror
Z: Target Target
Ctrl+Z: Call Target
C: Dodge
The sky-like details on the blade and the guards are way too similar to be coincidence. Probably a rip-off.
Yak’s Bend doesn’t seem to have much effort in their WvW scene and relied on Maguuma being bad and Ehmry Bay being ganked.
Ehmry Bay gets double-teamed by everybody.
Dragonbrand just outnumbers everybody and won’t stop camping the Jumping Puzzles.
Sure is a great tier.
ANet is aware of the issue. Try looking at one of the biggest topic in Bugs.
https://forum-en.gw2archive.eu/forum/support/bugs/Annoying-Sound-Bug/
Engineer. Recently, the Engineer has lost a lot of damage in order to compensate for their ability to use Sigils with Kits. Before that, the Engineer is general has seen the biggest change in terms of direction and design since Beta. That’s probably why many people consider the Engineer to be stuck in limbo as far as usefulness is concerned.
I have 200 Ectos for doing the Mystic Clover but thanks to the glorious graces of Orr, I haven’t been able to get Obsidian Shards in a few weeks.
As it happens, the Temple opened up not long after posting this.
(edited by GoZero.9708)
So I have my Gift of Mastery and half of my Legendary-specific gift but the thing I’m lost on is the Gift of Fortune. Getting 500~ ectos is understandable but how the hell do I collect 250 of every T6 mat without buying huge chunks of them? Even with MF gear drop rates on the mats are lousy as hell and 30 minutes will often show only 3-4 mats as a reward.
I never play WvW on Engineer. I just feel like I’d make myself more valuable by using my Guardian. It’s just as versatile if I know what I’m going into. Hell, yesterday I was running Obsidian Sanctuary and had 3 guys knockdown camping a certain spot. So what did I do? Swiftness, Aegis, and Stability to their doorstep. What did I do then? I whopped their butts. I could have never done something like that on my Engineer. The only thing I feel like I can do on Engineer that helps more than me is spam Vulnerability on Grenade Kit on door defense.
In sPvP I play a careful SD Rifle build. 0/30/0/10/30. I try to pair with someone who can distract like a Mesmer or Guardian while I lay down the hurt from a safer place.
A few test I like to do when making an sPvP build:
1. Warrior and Thief quickness proofing: Usually in the form of Gear Shield (Thief) and Overcharged Shot (Warrior)
2. Be able to 1v1 both the Chieftan and Svanir in a fair amount of time
3. Have some superior speed advantage for running between points (not much issue thanks to Speedy Kits)
With my build I can survive pressure even without toughness because of Gear Shield, Empowering Vigor and good control.
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From what I can tell it happens when an enemy in front of you proceeds to moves behind you at a certain sweet spot in the activation time of the skill. And yes, it’s a very frustrating bug, especially in sPvP when a good Blunderbuss or Overcharged Shot can mean the difference between winning and losing.
I’ve occasionally seen it with the Warrior’s Rifle skills but not nearly as often as Engineer gets it. I feel like if I even try to use Blunderbuss or Overcharged Shot at something that’s moving in melee range it’s just going to fail. This sort of completely sucks because of how Blunderbuss works and Overcharged Shot’s short range.
Guardians are worth their weight in gold in this game. I don’t know why people say Warrior is the best class because a good Guardian can beat out any Warrior six ways to Sunday in PvE or PvP.
As far as a class that meshes well with Engineer, I’d have to go with Necromancer. They have a variety of conditions that Engineers can’t bring to the table and we have crowd control that they have a harder time with. We work well together with either using Pistols (for high bleeds) or Rifles (pure damage complimented by tons of condition damage).
grenade and rifle turret are there for tool belt skills. grenade kit can prolly change but i like the short recharge with the rifle turret belt skill cuz it has the SD bolt on it for great dmg
Static Discharge doesn’t mesh with being tanky. It requires high critical damage and precision to be effective but you’ll be sacrificing one or the other to add to your Toughness or Vitality. In addition neither Utility Skill is practical with being tanky. Grenades are purely ranged offensive and Rifle Turret is worthless. Surprise Shot is weak without a good amount of Berserker gear and Grenade Barrage alone isn’t worth Grenade Kit. You say you want to be tanky and use the Tool Kit as much as possible, but if you think you’re going to get good damage out of doing that I have some bad news for you: It’s not going to happen. Roll a Guardian and use the Mace if that’s what you want. Right now we’re either good at damage through high precision, high critical damage SD/Rifle builds or good at support by combining the Grenade Kit’s suppressive vulnerability potential with something healing like the Elixir Gun and something like Elixir R for dodging and revives. We don’t make good tanks because our Traits for taking damage are terribad and we have no niche that lets us mitigate damage effectively like a Guardian, Mesmer or Thief has. The Tool Kit can be worked into either for its Cripples, Blocks, Pulls and Confusion.
No. Only things that can be affected by condition removal count.
Please remember to copy and paste the link into the URL since GW2 has that archaic “you-are-now-leaving-the-site-Mr.-Blind” feature.
You also REALLY need to include things like your Accessory, Jewel, Runes, and Sigil before I can give you my fair opinion. I know it’s PvE and the Accessories and Jewel listed don’t matter, but you could take the time to post your stats on the board. I can’t correctly critique your build when I have no idea with the stats and runes you’re going for.
Until then, I’ll give my pointers.
Skills:
Rifle Turret: Amazing in that it’s only useful for Surprise Shot’s Static Discharge synergy. I do recommend throwing it down after using a Surprise Shot round purely for the sake of the turret getting off a shot or two and then detonating it at close-range so the Detonation triggers an addition Discharge (though it’s like the Bandage Self Discharge, very inaccurate and has no range).
Tool Kit: One of the best kits we have. No problem here.
Grenade Kit: Grenade Barrage does great damage but if you’re using it to synergize with Static Discharge I can’t help but say that thanks to how Static Discharge hits when using ground-targeted skills, half the time you may just completely miss the bolt and waste the effort. If I were you I’d use roll with Elixir R instead of Grenade Kit. It’s a powerful stunbreaker that refills your endurance so immediately after breaking the stun you can roll away. With 30 in Tools it also offers Toss Elixir R at 90 seconds which can save a group from wiping if you use it wisely (keep in mind that it can just as well be used on yourself if you throw it a moment before going down). You lose the 3rd Static Discharge and the powerful Grenade Barrage but honestly if you’re going for a tanky build having a survival crutch is far better.
Traits:
In my opinion, Inventions has some of the most horrible Traits of any skill line in the game. It’s maybe worth the Toughness but I still find it very pointless to trait but if you’re determined…
Stabilizing Armor: Effectively increases toughness by about 150 when you have 2500 Toughness and only when your endurance is full. I don’t find it very useful. I’d sooner use Energized Armor for that extra bit of offense that you’ll be lacking due to not traiting in Explosives or Firearms.
Power Shoes: You’d be better off switching between your Med Kit and Tool Kit constantly to retain Swiftness rather than depending on Power Shoes. If you desire to be tanking, then why do you want to move around so much? But then again, Inventions has such terrible Traits that there’s really no better alternative besides Reinforced Shield.
I don’t think you’re Traiting in Alchemy correctly. I’ll just say that.
Replace Acidic Coating with Invigorating Speed. If you’re good at keeping Speedy Kit Swiftness up, its permanent vigor = much more dodging = much less damage dealt. That’s that.
Backpack Regenerator is so… eh. It only heals a flat 125hp/sec and that’s so meh when you have health pools that exceeds 20,000. It would require 8 seconds to recover 1000 hp and 160 to recover 20,000. It’s just not all that great. I’d prefer Injection Protection for 3 seconds of Protection (33% less damage) whenever you get disabled or the crutch Self-Regulating Defense so when you hit 25% health, you become invulnerable and can use the Med Kit to hit 2-3k health.
Your Tools are fine. Though I suspect your low crit rate won’t benefit the +30% critical damage.
(edited by GoZero.9708)
I think all Flamethrower needs is a more solid way to inflict burning and a bit of rethinking. Flame Jet and Napalm inflict burning but… it’s not much as you’d expect from a FLAMETHROWER. Guardians have more solid ways of inflicting burning than our Flamethrower! Napalm’s one second burn requires whatever you’re burning to STAND STILL in the excessively tiny rectangle (as a note, it’s the only field that’s shaped like that that requires the target to stand still in it). Flame Jet has about half its damage in the final hit BUT due to the Flamethrower’s infamous inaccuracy the last hit is never guaranteed to hit which results in you losing half your damage. I think a better way would be to have Flame Jet have an internal counter that would inflict burning with every 5 hits (meaning twice per full blast). It would increase the damage by a decent amount (I think enough to save the Flamethrower from the subpar damage bin) and missing that as-of-now extremely important last hit would be far less punishing. With Napalm it could be shaped and act far more like the Elementalist’s Ring of Fire than the current field and it would be so much more effective. Also complaints about Flame Blast being very mediocre for our 2 skill (where as most weapons get that as their spike skill, Flame Burst isn’t any better than Flame Jet, it just has more range) and Vent Smoke being nearly useless (blind isn’t that great if it’s not repeatable in a consistent fashion AKA not once at melee range every 20 seconds). So we have Flamethrower’s most useful for… Air Blast?
How about that, Flamethrower Engineer is just like the Pyro.
If Engineer’s Wrench auto-attack acts just like the Warrior’s Mace, then it’s in line with the Mace.
I really haven’t paid attention to the other melee weapon combos, but it seems like the warrior’s mace has the same activation time and delivers the same damage. Only difference is that you can stack 6 seconds of vulnerability x 2 with the first two strikes. It’s not much, but you can stack 6 of them (or more) if you keep attacking.
I’d rather have this attack than the Warrior’s 3-strike combo.
Indeed, all the maces along with the Engineer Wrench have the same animations and execution timing. Warriors and Guardians who use the Mace have to deal with the same 1 second pause for the third hit. They all have a hit and a half in damage but the Engineer lacks compensation for last hit. The Warrior inflicts 5 seconds of Weakness and the Guardian does a small AoE heal but the Engineer just gets a big hit (less than Warrior though). Even more odd is the first and second hits inflict vulnerability but the third doesn’t… I find it very peculiar.
(edited by GoZero.9708)
Team up with a hammer guardian with “stand your ground!” and watch people crumple to your excessive control.
The self knockback isn’t bad though since you can use it to maintain spacing and avoid things.
Not to mention its self-stun doesn’t last nearly as long as the Rocket Boots and sets up a good Jump Shot or Grenade Barrage.
I like the Roaring Flamethrower but sadly it would be for naught unless it was combined with the existing Juggernaut trait. Even with your buffs, the Flamethrower is still not competing with the Rifle damage-wise and losing Juggernaut when focusing on Flamethrower for the sake of more diverse attacks would be very painful.
The Elixir Gun would be fine if ANet wised up and let the previous “bug” with Super Elixir return so that the healing can actually mitigate the huge damage that end-game sends your way (both in PvP and dungeons). I have a hard time thinking the utility on the 2-4 skills can be improved without making it too strong. Fumigate’s condition remover makes it extremely useful in the hands on an Engineer who knows how to spray it around right and Elixir F and Acid Bomb are already pretty good at what they do. Doubling what Elixir F can do and adding a Stun to Tranquilizer Dart so that your enemy is stunned 10% of the time seems more than a bit overboard. With Thwack I can see because it takes a full second to pull off, it’s at melee-range, and at the end of a combo. Tranquilizer Dart however is none of these things.
And as usual, nobody has any idea what to do with Bombs.
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Yea we are too OP for stability
Ironically, it’s also our bane.
It’s a completely useless trait.
One of too many.
Not reliably, anyway. Elixir S can be tossed for Stability or Stealth, but . . . Well, it’s an RNG.
Hardly anything like Stand Your Ground, Armor of Earth or Dagger Storm.
Too bad Engineer can’t stability.
I rarely use grenades but took them out today in fractals to kill the jellyfish and his zerg of minions. I hovered my mouse on skill 1 to see how much damage it does and well…it was a pathetic 160ish damage per grenade. To put it in perspective my exotic harpoongun was doing 450 on auto attack. just to do the same kind of damage I would have to trait into grenades..which seems pretty sad. And even though I get the argument that grenades are meant to be used on multi targets, the harpoon gun does it good, if not better, with its mines and timed explosives and what not.
Point is they need a buff now.
Right now the strength in Grenades is using Grenadier to proc three times a hit. To call being able to stack 25 vulnerability on anything but bosses with Steel-Packed Explosives, Precise Sights and the Superior Sigil of Fraility in a few seconds easy would be an exaggeration. It is, however, mind-numbingly boring and repetitive (80% of your combat is fought by mashing 1 and occasionally 2 through 5) compared to SD or other Kit builds and the benefit is to your teammates hitting 25% harder since 600 damage main skill attacks in GW2 end-game is just above negligible. It’s really something you should go for if you want to capitalize on being support rather than offensive.
I only use grenade kit for grenade barrage and use the rest on a downed opponent so he does not get rezzed
I don’t even bother using it in PvP. Far too inaccurate against intelligent players.
I rarely use grenades but took them out today in fractals to kill the jellyfish and his zerg of minions. I hovered my mouse on skill 1 to see how much damage it does and well…it was a pathetic 160ish damage per grenade. To put it in perspective my exotic harpoongun was doing 450 on auto attack. just to do the same kind of damage I would have to trait into grenades..which seems pretty sad. And even though I get the argument that grenades are meant to be used on multi targets, the harpoon gun does it good, if not better, with its mines and timed explosives and what not.
Point is they need a buff now.
Right now the strength in Grenades is using Grenadier to proc three times a hit. To call being able to stack 25 vulnerability on anything but bosses with Steel-Packed Explosives, Precise Sights and the Superior Sigil of Fraility in a few seconds easy would be an exaggeration. It is, however, mind-numbingly boring and repetitive (80% of your combat is fought by mashing 1 and occasionally 2 through 5) compared to SD or other Kit builds and the benefit is to your teammates hitting 25% harder since 600 damage main skill attacks in GW2 end-game is just above negligible. It’s really something you should go for if you want to capitalize on being support rather than offensive.
Grenades are still the best DPS we can bring to dungeon. Don’t be fooled.
Incorrect, that honor now falls to Static Discharge Rifle when dealing with bosses.
Engineers aren’t too great at combo fields. We have Light from Super Elixir and Toss Elixir R and very short ones from the Bomb Kit. Likewise, we seem to lack the amount of Finishers that other classes seem to have in their main weapon skills, particularly the Blast finishers that maximize on combos (a Sc/D Elemental in comparison has up to 4 blast finishers to abuse with Ring of Fire for 9-12 stacks of Might).
Sadly it has a 10-second internal cooldown.
As far as i can see your “main weapon” is the grenade kit, right? In that case you should go 30 into explosives so you can get the Grenadier trait, plus i dont think that the Scope trait is really useful.
All in all this is no build for me, but i hope you’ll enjoy it
That trait is overrated and not neccesary.
And scope is a underrated trait which I think is pretty kitten good for when you burst / when you are rezz bombing and corpse bombingGrenadier adds 50% more damage to your grenades, 50% more condition duration and damage, 50% more vuln. and 25% more range. And adds another chance to proc stuff. Its massive.
Last time i checked, Scope was still bugged and doesnt do anything.
You’re not seeing the sarcasm here.
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Not meaning to jack the thread, but I’ve been wanting to get WC on my Engineer but I’m not going to do it with my current Grenades/EG build because just doing dungeons gives me carpel tunnel syndrome. Imagine what the whole world will give me.
I’ll just run Rares and Orbs for this but what do you guys think will work for completing the world? I was thinking my 0/30/0/10/30 PvP SD build with some extra toughness and vitality thrown in would be fine.
Strike that, my current equipment fitted the build just fine.
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Drink Elixir V, becoming immune to all spelling and grammatical errors for one post.
Toss Elixir V, creating one random word at target location.
::Tosses Elixir V::
Gained word “Velocirapture”
(Effect: all good dinosaurs go to Heaven)=D
January XX patch: "The only words that “Throw Elixir V” can generate now is “Magnetgeneer” (all nearby attacks hit the Engineer who threw the elixir, friendly-fire included), “Weaksauce” (reduces all outgoing damage from the Engineer by 50%), and “Elementality” (automatically upgrades your Engineer professional to Elementalist). To compensate Gear Shield and Pry Bar are removed from the Tool Kit and replaced with Hilt Bash and Counterattack from the Ranger’s Greatsword set."
Right now, Engineers are in limbo when it comes to dungeons. We lost our biggest, safest source of steady damage when the Grenades got nerfed. Sure we might be able to dominate using CC and stack Weakness and Vulnerability but all that is almost worthless against bosses. A Profession that does negligible damage but applies stacks of Vulnerability instead isn’t going to find much to do in boss fights considering our 12-15 stacks at best could easily be replaced by someone who just does 15%-20% more damage instead. Top that with our “support” is severely limited in range, consistency, and potency. The “fix” that was applied to the Elixir Gun made Super Elixir incapable of keeping up with damage that dungeons spit out; the only way that Thrown Elixirs can be useful is to have everybody stack for some measly 10 second buff; and like always Turrets lack the range, toughness, and power to be worth anything in dungeons. Med Kit can help someone hurt with the three Drop Bandages skills but most of the time when you drop them for somebody they either ignore them or you’re unable to drop it on them because people are almost always moving in dungeons. Flamethrowers and Bomb Kits aren’t able to keep us alive when we lack the survival mechanics that Thieves or Mesmers have and also the armor and skill bulk that Warriors and especially Guardians have. When in dungeons, the best job I feel I can do is revive 1-2 people with Toss Elixir R or pressure giant groups of mobs like in Ascalonian Catacombs Path 2 or the Dredge Fractal. I feel more than useless in boss fights and it’s pretty lame considering I play the silly game because of PvE.
Combo Fields are kind of valuable in dungeons when you have a coordinated team that will listen to you when you say get inside the field. Elementalist can easily stack 20 seconds of 15-25 stacks of Might when everybody dives into a Ring of Fire and starts spamming Blast Finishers but the fields provided from the Bomb Kit are painfully short and nothing the Super Elixir’s Light Field provides is worthwhile (Retaliation is a PvP buff, not very useful in PvE) except for the Projectile finishers (removes 1 condition maybe once or twice a person).
(edited by GoZero.9708)
Are the golems really any good compared to Supply Crate?
How about a Supply Crate that sends the three Asuran Elite Golems instead of Turrets?
The developer who decided we’re versatile either doesn’t understand what versatility is or just didn’t care when it came to the Engineer.
As any class, throw a target on a Mesmer you’re fighting. That target will stay on the main body and if you lose track of him or her you can just press T to find them. Mesmers thrive on thinking the people they’re fighting will lose them and use that. They’ll panic and mess up if you stay on them and continuously put pressure on them. Like Thieves, many of them do not carry much to counter conditions so I find that using Immobilizes, Cripples, Freezes and stuns will throw them out so out of whack that they can’t recover (just watch out for Arcane Thievery if you’re doing this).
As an Engineer we’re in a better position than say Warriors, Thieves and Guardians when it comes to punishing Mesmers. Not only do we have good crowd control but also good range capabilities and AoE (something that the illusions hate).
This is just a recommendation out of my opinion, but in PvP always carry the traited Toolkit unless your build has no room for it. Gear Shield is the best block skill in the game, Magnet is very hard to dodge, Box of Nails is a local AoE cripple, and Prybar is a very good confusion inducer.