Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
First they came for our time, now they have come for the money. If they implement this we will see their revenue base drop quite a bit.
My guess is that you are actually only ticking burns for 3 seconds vs 4. Are you using rare veggie pizza? Only way to reach 100% duration is through food, runes, and 30 in explosives.
Tbh, the highest DPS builds are Berserker, 100% Condition Duration (if not constantly removed), then Rampagers (mix) in that order.
In my opinion the 100% duration build is not for the faint up heart, but very rewarding. Note that condition duration is the equivalent of crit DMG for condition builds. If you burn a target for 1000 damage a tick for 2 ticks that’s great, but ticking for 730 for 4 ticks is better.
(edited by Goloith.6349)
I personally think that each legendary should gave a quest line of its own. That would be legendary. Can there be over lap between weapons? Sure. Give us something that people can do other than spam the top all day, everyday.
If it takes 3+ months to get the legendary so be it. Just give us something that’s not RNG.
I think weapons/kits should be able to swapable in combat, but I do think that these should not have a toolbelt skill. If we even have to have a 5 seconds cooldown for just other weapons (not kits) I’m all for it……some of us don’t want any of the toolbelt skills anyways.
Personally I think kits need to to either specialize in either direct damage or condition damage. They want us to use these so called “Kits” as our weapons and our weapons as an accessory. Personally I like using the Wrench Kit, why not make the auto attack apply bleeds or every third attack apply a burning effect.
Personally I use the worst FOTM purchasable bags. I put my swapped out gear in the last slots and when I swap gear or compact and my gear isn’t all spread out. Give it a try, its an ok fix.
No, Goloith. You’ve got enough as it is. You don’t need more weapon sets. This was playtested, and we know what would happen if engineers had weapon slots.
Ya I do, we’d actually see people creating Engineers instead of leaving them for Guardians, Warriors, Mesmer, & Thieves (till they’re nerfed)
You must be pretty bad if you’re getting face rolled by an Engineer to whine about this. The Elementalist has how many skills at it’s disposal without losing a slot. The more kits we want we have to give up our slots. For many of us that only run 1 or no kits this is a real problem. Even if it meant having the weapon swap cooldown for weapons (not kits) in the weapon swap is reasonable. Even if it meant not having the the toolbelt skill it would be worth it.
The profession isn’t bad, don’t get me wrong, but it is unfinished and this would help towards finishing it.
Also it’s pretty obvious the Engineers want this, this is the most recent post (of the hundreds):
https://forum-en.gw2archive.eu/forum/professions/engineer/The-engineer-s-dependency-on-slot-skills/first#post1505915
In all honesty the engineer needs to have its weapon swap slot available for other weapons or kits and usable in combat. We are already giving up damage for versatility, why are we now giving up utility for it? One more utility would really complete the profession.
Hi guys/gals,
I was wondering if it would be possible to solve the problem with a max of 25 stacks of bleed by allowing any excess bleeds to do full/instant condition damage to the target. That way ANET doesn’t have to change the 25 stack limit. Even if it mean that the condition damage had to be treated as direct damage it’s better than nothing.
Also as far as burns and poisons go, there are many times were professions like the Engineers pistol skill (blowtorch) has a multiplier like x3 to extend the duration out. Why can’t they just triple the condition damage taken over the allotted time? Seriously has anyone ever used a blowtorch? The closer it get’s to something, the more intense it is, so should blowtorch and skills like it that have mulipliers
lately i feel like the Cleansing formulat 409 and the med kit ’s #4 should be changed so they removed 2-3 conditions per elixir and 1 per tool kit elixir. as i stands i feel its worthless when fighting condition builds wich can stack up to 4 conditions at a time over and over.
I’m not going to lie bud, but I have no idea why you’re not running elixir C if you traiting that far into alchemy. If you’re going for HGH elixir C has a pretty short cooldown so it should be on the skill bar just for the might stacking.
Again I’d need to know what your build is to make a better judgement. Personally have you thought about going medkit if your having issues with condition damage?
Again I run elixir C and I never feel like I’m suffering to conditions and that’s in a T/Pr/C build.
The engineer is as lot of fun, but when you look at other classes like the warrior, guardian, and mesmer you can see that the Engineer isn’t bad, but rather unfinished. Another problem is that we are left playing the piano compared to the other classes on key presses……and I’m talking about the above classes, not thief spamming #2 repeatedly.
The order is:
Swap to bomb kit
Healing turret
Rifle Turret
Thumper turret
Big old bomb
Skill 2 Fire AoE from bomb kit.
Detonate turrets
Thumpers tool belt
Also if your in a zerg and the leader calls boon spike elementalists fire fields are up most of the time anyway
Check this out and compare to desktops.
http://www.notebookcheck.net/Mobile-Graphics-Cards-Benchmark-List.844.0.html
Hey guys when taking a look at the engineer its hard think that a kit that is melee range has no quick way to the target…..especially when heavy armor professions have whirl charges.
So my idea: Explosive charge.
The Engineer would charge in and drop a line of bombs all the way to the target and a big bomb at the end to send targets flying. This would replace glue bomb.
Let’s be honest when there are better immobilizes like glue shot and net shot do we really need another?
Discuss :-)
Bomb kit needs a blocking/charge ability really bad. I think if they added this charge that it would lay bombs all in a line kinda like those mine detonators in the military.
Tbh I’d use exactly what your using. The only other thing you could do is go 4 runes of altruism and 2 water or monk. Personally that Fury is kinda nice.
Bumping so people can give it a try.
I would suggest to the OP to look for some posts by Mask using p/p & pots Also I think gear wise your best bet is to go rampagers for its versatility. In my opinion a great entry into the WvW would be 20/20/00/30/00 with HP, B, & C elixirs with toolkit for the gear shield, pry bar, & magnet pull. Might get away with 409 and replace elixir c
(edited by Goloith.6349)
Swap and on crit share a cool down, so its one or the other. Best sigils are either weapon swap or on crit and stacking either power/prec/condition
To my knowledge boon duration is currently broke on giver’s. The condition duration is still broke on the weapons.
This is annoying as hell. There is no reason one thief can hold 10 people from capping a supply camp. My problem isn’t surviving them, its killing them. If culling is seriously that big of issue disable it. It is such an easy option to kitten off one class vs the others
Personally I think they really need turrets to attack the target the engineer is attacking. Also reducing damage from AoE needs to be done. Personally the boon spiking engineer build I just posted fills the role.
Depends on what you do. In my opinion toughness is always going to be better because it takes less heals to get back to 100% health. So personally I’d go with Rabid/Vatlaaws
Rampagers is really good gear if your not quite sure which build to roll. It has a lot of flexibility and probably will give you the best results if your running in a zerg.
Personally I’ve been doing the 100% condition duration Engineer and it rocks, but the skill cap is even higher and you do better solo or with another person vs running with the zerg.
That’s what I thought.
Ya that would please both sides of the isle.
+1 for attack speed increase on #1 and personally I think damage builds would prefer that explosive shots aoe cause bleed because with the 25 point trait in Firearms they are now doing 5% damage increase to a bunch of people.
(edited by Goloith.6349)
These stats work with a necro who will have the train that gives a 66% chance to apply a bleed on crit. It’s perfect actually. More chance to crit which means greater chance to apply additional bleeds which do more damage from the condition damage. I guess it depends on your class.
Well actually… That doesn’t even come close to what power builds get out of it, because condition builds lack something comparable to the crit damage stat.
That trait for example is 66% chance to proc, which only works if you actually crit, for 1 whole second of bleed. Given your average attack rate, that is almost unnoticable.
Power builds on the other hand, can get over 100% bonus damage of any given attack if they crit, no strings attached…
Yes we do actually, its called condition duration. You can currently stack 100% duration on bleed, burn, & poison. Once Giver’s weapon stats work all conditions will have 100% applied. This is the highest total condition damage you can do, but its intensity is not as strong.
Seriously guys/gals, if ANET really wanted to have a player driven economy they would be utilizing crafting materials from all tiers for legendaries to obtain them. Think about EVE’s Titans, not many people have them, but it requires a ton of Titanium (low end material) to build one. ANET wants people in low end zones, there’s your answer.
Ya I would say underestimated. We’re so rare people are forgetting our skills.
Nice pic man. Ya I’m pretty much a WvW kinda guy so don’t get me wrong grenades have their usefulness, but with P/P will out condition blunderbus pretty heavily in the long run.
I just find grenades to hard for hit and runs and solo one vs. several.
I just hope the buff pistol condition stacks so we benefit from having a great WvW weapon.
Hi guys/gals I wanted to take the time to tell you about the “Boon Spiking Engineer”
So what does the build comprise of?
Gear
-First off, the armor/weapons layout needs to be either Knights or Soldiers. Soldiers in my opinion would be better just for the extra tank.
>Runes: (4) Superior Runes of Altruism for the might & 15% boon duration (2) Superior Runes of the Water for the 15% boon duration
-Weapons: P/S of with Superior Sigil of Restoration/Battle (your going to be swapping ALOT)
Now here’s the fun part! Turrets blast finishing for 3 stacks of might a blast with 5 blast finishers for 18 stacks of might and 21 stacks for you personally (unless the zerg steals your boon stacks, it happens in large groups……that’s ok anyways, that’s what we want.
Your utilities are:
-Healing Turret (gives 6 stacks of might with talents/rune of altruism)
-Rifle Turret (really quick cooldown)
-Thumper Turret (has a longer cooldown, but the pushback & blast is really nice in WvW zerg vs zerg
-BOMB KIT BABY!!!!!! (The tooltip creates a blast finisher as well) Also the #2 allows burning aoe to to blast finish for your might stacks.
Now for the skills, this can really be changed depending on your play style, but I like a little bit of tank. Currently I’m running 10/00/20/30/10.
Talent Points selections are:
Explosives: III
Inventions: VI & VII
Alchemy: I, IV, XII
Tools: VI
Results:
18 Stacks of might generated for the party/zerg by yourself on offensive boon spikes and can really stack AoE healing/retaliation on defensive stacks. After the boon spiking your off charging into the zerg bombing away and when your blast finishers are ready detonating them in the zerg for boons and damage. In all honesty I’ve never seen so many bags of loot and badges I’ve gotten through all this boon spiking & bombing. Also in all honesty conditions really haven’t been a problem either so don’t fret about not having condition removal.
Like to give a special thanks to Mask for giving me the idea from his Boon Duration
build (https://forum-en.gw2archive.eu/forum/professions/engineer/New-build-new-wvw-movie/first#post1482621), really gave me some ideas for helping the zerg out.
Enjoy!
(edited by Goloith.6349)
Pistol conditions don’t kill fast enough when you solo, so we add power.
Pistol conditions (bleeds, poison) have a stack cap and will cause you to do less damage when others are stacking the same conditions you do. So we add power.
This is not a problem with pistols but with the way the game handles conditions.
Your conditions will not stack enough to make a difference against high HP mobs.
Consider activation time and projectile travel time when calculating condition duration, plus duration vs. intensity.
I play P/P the most and like the skills, but to me, the condi dmg is just gravy.
Pistols need to have a certain percentage of base damage added.
Having access to kits should have nothing to do with pistol base damage.
There are so many fricken ways to play a power build and you’d rather ruin the only and I mean the only weapon(s) that condition builds really have. The Power/Prec/Crit dmg builds already are OP compared to that of conditions and now your asking to buff them. Are you nuts? That’s why we need to stack 2 bleeds instead of one on #1 pistol. Then they need the AoE from #1 pistol inflict AoE bleed as well. ANET already knows they need to raise the condition stacking intensity, but for the sake of WvW 25 stacks of bleed is not going to readily happen. So when you have flamethrower, grenades, rifle, and even pistols (by mistake) already being overpowered (compared to condition) you’d beg for one more option to really lay down Direct DPS.
What do Pure condition builds have huh?
Just P/P.
You guys have completely forgotten the identity of the pistol/pistol. THEY ARE CONDITION WEAPONS for the Engineer. There is no better choice to apply condition damage then with this setup so why change it? Why are people trying to destroy the identity of this weapon. If it needs a buff they need to increase the amount of bleeds to 2 stacks and call it good. Then it will have the almost instant damage that the other weapons have.
Not exactly sure what this is all about, to my knowledge 50% or 51% will give you another second of bleed once applied and that 100% or 101% will give you a 4 second bleed (I can confirm this). What I do know is that the tooltip on skills are indeed misleading when you increase duration. For example my burn says 3 3/4 seconds when indeed it ticks 4 times over 4 seconds.
Just thought I’d post some really great info regarding the WvW Condition Engineer:
Good read on condition stacking:
http://wiki.guildwars2.com/wiki/Effect_stacking
As many know, I’ve been a real advocate for the Condition Duration side of things and there is a lot of give or take here when it comes to WvW.
100% Condition Duration Builds:
For those that really want to pursue and get the most out of a 100% condition duration engineer your going to be rolling P/P. The tactics that are going to be suited best for you is hit supply camps, taking out dolyaks (hehe they can’t remove conditions well by themselves), and 1 vs 1 or several.
50% Condition Duration/Damage Builds:
These are basically in the middle ground between the 100% duration role and the condition damage roles. Basically the best of both worlds. The problem is that you’re probably still going to need veggie pizza or runes to hit 50% duration so some tough decisions nee to be made. Are you going to do as much total condition damage as the 100%? No.
Condition Damage Builds:
These builds are great for zergs. They lack the total condition damage because they are not using condition duration, but their burns will be better for taking down targets when condition duration isn’t really necessary. This also opens them up to a lot more choices of runes and food. Personally I’ve seen the food that heals on crit and it’s pretty nice especially if there is a lot of arrow carts.
The Boon Duration Builds:
As we’ve recently seen Mask unveil the boon duration and it’s adding another dynamic for engineers to do damage through the use of boons. This is really similar to the 100% condition duration build, but with boons. It also shares in with the Condition Damage builds because it doesn’t really modify the duration, but greatly enhances the amount of condition damage per second. Personally I think this build would work great ikittenerg as well. It would be interesting if that 90% boon duration apply if somone gives you a boon, I don’t think it does though. A support engineer w/ 90% boon duration detonating turrets for might or effects would be pretty cool ikittenerg to.
Now in honesty each and every build here is capable of rolling solo and we’ve seen the videos, it’s just taking a look at how well they could work in WvW in different situations.
Hope this helps everyone.
(edited by Goloith.6349)
P/P needs more condition damage and absolutely not another ounce of direct damage. The weapons/kits for the engineer are already a bunch of jumbled damage and has no specialization.
I would say that the secondary effect (the AoE) from pistol #1 needs to cause a bleed. That would greatly increase the effectiveness of Pistols. Secondly, the need to make it so the pistol gives two stacks of bleed vs. one, even if it means sacrificing the damage that it has.
For those that complain that the P/P direct damage is low doesn’t understand that the weapon was never really meant to scale as well with direct damage……it has condition damage written all over it in big black ink.
My suggestion is to remove the bleed off Rifle skills for more direct damage.
Like the topic says, please fix Giver’s Boon/Condition Duration stats. Right now the Hero panel with show that the stats are being applied, but when used the condition duration is not working. Heard the boon duration isn’t working as well.
ALSO can we please have the Runes with all Condition Duration count on the hero panel, right now they are not registering, but they are working.
Thanks.
Guys if you are going condition duration builds you need:
Run the build 30/30/00/10/00
2x Superior runes of Lyssa
2x Superior Runes of the Mad King
2x Superior Runes of the Afflicted (for the bleed)
+Napalm Specialists for the 20% burn duration
+Superior Sigil of Venom (equip this once you have your 25 stacks of corruption(condition))
This will give you 3/4 skills with P/P with 4 ticks. Confusion is just shy at 90% condition duration.
Once they fix Giver’s weapons hitting +100% duration for all conditions will be easy.
Edit: If it so happens (I’ll test at 100% duration tonight) that you have to beat 50% or 100% duration one could swap out superior runes of the afflicted for a lower tier of mad king or lyssas to get 106% which I know for sure will cause 4 ticks.
Then you’d run the build 20/20/00/30/00
(edited by Goloith.6349)
……still we have 3 of 4 damage skills that would do just as much damage without the talent point. So +5 stacks of might, plus another heal vs. poison shot hits another target…. lol
Hey Mask, awesome video man! Since I know you really like survivability, I was wondering if you’d actually be better off dropping 5 points out of Firearms for 5 points in inventions to get another heal when you need it and another +5 stacks of might :-)
Looks great man!
that would cripple the build greatly for 1vs several fights as the firearms grandmaster is what makes pistol shots pierce
Tbh unless you facing a zerg piercing shots is crap. Your #1 Pistol skill is AOE, #2 Poison piercing really isn’t that great either because the skill doesn’t always hit in a straight line (currently it doesn’t even do a fan attack), #3 is AOE already, #4 is blowtorch which goes through targets already. Also did you ask the enemy to stack in straight line for you?
So no, it’s pretty worthless compared to getting another heal and +5 stacks of might in a 1 vs several.
In a zerg vs zerg, yes its nice.
Hey Mask, awesome video man! Since I know you really like survivability, I was wondering if you’d actually be better off dropping 5 points out of Firearms for 5 points in inventions to get another heal when you need it and another +5 stacks of might :-)
Looks great man!
It’s pretty sad that there are people out there that obtained their precurser to RNG, yet when it comes to the rest of the player base wanting to work for a legendary they have to give up their life to do so.
I think six months is reasonable…..anything more it would be cheaper to get a second job and just buy it off the trading post.
The people that pay the bills is the average person, not somebody that got lucky with multiple precursor drops, sold them, and then proceeded to bully his way on the TP to get richer. I don’t blame the rich, but at least give the rest of the people a chance at an item that is reasonable.
To the OP, there is plenty of gold sink, but the problem is that there is not enough low-end material sinks. It’s obvious that there is plenty of high-end material sinks with exotic/ascended/legendary, but no not enough low end to make the economy work for the other 90% of the player base that is not a TP god.
So this would be my suggestion:
1.) Remove the ability to repair from an NPC
2.) Convert all repair canisters to repair kits.
3.) Make Repair Kits craft-able by all professions except Chief (they already have great consumables) and make the kits crafted by each profession the same, don’t make it so that only Armorsmith’s kits can repair armor. – People are already short on space the way it is.
4.) Make these kits craft-able with lower tier materials. DO NOT include teir 6 materials, there is already an incredible amount of demand and will only feed the TP gods.
This will allow the average person to make some if they put the effort in. Right now those who have the big pockets can basically bar new entries to the trading post.
Don’t get me wrong, the rich will probably get richer, but so will the average person.
looks like ppl are still not getting how condition duration truly works.
read this.
in short we as engineers benefit from duration more so then other professions due to the easy to apply p/p condition (not a lot of ramp up time short cd ect).
you will get your extra tick from our 2s condition.
you start to see a real benefit at 25%, and imo after some testing i`d say stopping at 65% and going for condition damage works the best for min max(in real game play not just on theory).
so you don`t really need to be only at 50% or 100% to benefit like ppl implying and pizza is the way to go for sure in most p/p condition builds.
Lol you are so lost my friend, condition rounding still affects Engineers and like it or not but stopping at 65% is only going to give you a 3 second bleed, vs a 100% at 4 seconds.
It’s either you stop at 50% duration and stack condition damage or 100% duration there is no in between…..
I bet he’s testing out how powerful condition duration really is.
Just think when they fix Giver’s weapon stat’s the potential that P/P will have. Think about having easily 100% condition duration and 13+ stacks of might….going to be pretty sick.
I tested that before, I’m too much of a a wuss to drop cloaking device for those 10% from explosives. I have no doubt condition duration is powerful, I do have a necro :p my problem comes with it’s usefulness against perma condition removal classes/builds as I’ve said before.
edit: I didn’t mean to hijack the thread, sorry about that.
Hey man it’s all about how you play. There’s going to be a lot of room once they fix Giver’s Weapons to play around with stuff.
+1 one for the magnet pull. Whenever I think a theif is going to run away I get out my wrench kit and start magnet pull followed by prybar, blowtorch, and glue shot. Remember just because they stealth while your magnet pulling doesn’t mean it failed, their still invisible but in front of you so kick their kitten
I love my Engineer but I’ll have to agree on the lacking part , what engineers need is at least a speed buff to both chase your opponent or run away from them in PvP , they are a bit slow .
My dear friend, Engineers are smarter than that. Instead of running after our foes, we use Wrench Kit and magnet pull them to us, then we Prybar them in the face with a quick Blowtorch to the toosh. :-)
Charr for sure. If your running Power/Prec/Crit damage builds Hidden Pistols is a must for it’s toolbelt skill……looking at an easy 7-8k+ damage skill.
I bet he’s testing out how powerful condition duration really is.
Just think when they fix Giver’s weapon stat’s the potential that P/P will have. Think about having easily 100% condition duration and 13+ stacks of might….going to be pretty sick.
Yeah, Maskaganda has found a nice build plus gear setup, and he even didn’t need a name for it.
It should be noted that the 40% from the pizza doesn’t result in an additional tick. You need 50% to get an additional tick.
In my opinion the engineer is pretty good at quickly reapplying conditions once opponents remove them, so condition duration shouldn’t really be an issue we should worry about (for WvW that is) and I advise against using the pizza.
Other foods, depending on your spec, are more effective.
Yes and getting 50% tick is pretty easy to reach with the rare veggie pizza. That only requires pizza + 10 points into power/duration traitline.
The highest Condition Damage you can currently get in the game is with Rare Veggie Pizza. This is a 100% condition duration build and it can only be achieved through Rabid/Vatlaaws gear. I use this with my P/P build. Once they fix Giver’s weapon (currently the stats are not being applied), getting 50% duration is going to be easy as pizza. It’s also going to make 100% duration for all of the P/P skills possible, right now only Bleed, Poison, Burn can only benefit from the 100% duration, Confusion is just 10% shy.
So:
P/P = Vatlaaws with for 100% duration using runes/napalm specialist & wrenchkit
Grenade = Rampagers (also the best armor if your switching around from P/P to Grenades and don’t want to buy a ton of gear)
Rifle = Berserkers
(edited by Goloith.6349)
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