Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
Engineer really has a high skill cap, that’s for sure. What Engineers need is kits that have some type of specialization. For example, Grenades do all condition damage except #1 which in all kits is the most used skill. They either need to make #2 do a burn and the #1 do a bleed, then the kit has finally specialized in condition damage. If the crit damage people complain, give them a kit that actually is worth a darn like a Sniper Kit. Again Wrench kit does a lot of condition damage, make it condition based, Vulnerability is worthless.
Maybe I’m biased towards conditions because they are so unloved in this game, but that’s just me lol
It depends on your build, personally I find using the Wrench Kit for both condition and crit damage builds really nice in WvW. However, if a personal wanted to I could see them going completely kitless by swapping Wrench Kit out with elixir S. The Charr Racial toolbelt skill is just too darn powerful to give up when going crit damage though….it hits for about 7-8k.
Omg, had to skip a few books. The simplest way to fix crit damage is to revert the base crit damage from 150% to just 100%. If people want to go berserker built let them have it.
The problem with crit builds is that they get that 50% damage buff so key for criting. Remove that and you fix the gear.
Not going to lie, I honestly think we’re going extinct. I never see engineers anymore and when I WvW there are so many people that must have forgotten how to counter us because I see them make stupid mistakes.
For the love up Pete don’t let us be forgotten…..
Personally, I think Engineers need more specialization with its weapons and kits. We need our P/P #1 needs to stack 2 bleeds at the expense of raw damage, poison dart needs to shoot in a fan-close up stacks 5 durations, far away multi target.
Wrench kit needs to go more way of the condition build. I’d suggest the #1 skill stack bleeds and on the third heavy hit do a burn.Does that mean that grenades and flamethrower need to go raw damage? Sure.
Actually no, they don’t need to remove the sorry excuse for damage the pistol already does. It’s gimped enough but they do need to increase it’s speed so it’s not as slow as the rifle and they do need to revamp the way they do the bleeds because our condi damage shouldn’t take backstage to someone elses.
Half the abilities we use should absolutely cause burn without traiting (because physics demands that these things burn) but they don’t.
The one trait we do have doesn’t happen like it should and has been stealth nerfed (yep, that 3 second thing was added later during the time when we didn’t get a patch note one about anything).
Poison darts needs to actually shoot in a row much like the shots from the rifle on the warrior but cause an aoe cloud like the spit from one of those grubs.
Causing the pistol to do 2 stacks of bleed vs. its current stat would be a buff. Engineers need the intensity of stacking bleeds. I understand that pistols actually scale well with damage, but if your actually going damage Rifle is so much better…so much more control.
I’m just lost you guys have completely forgotten about precision. You get DPS from procing conditions and you get an easy 50% crit damage boost just for criting. That 50% crit damage = ~400+ power if not a hell of a lot more. Remember, that 50% is calculated after your tooltip damage is calculated.
You can see how your power dwindles
Tooltip damage = (average weapon damage) * Power * (skill-specific coefficient) / (level-based Armor value)
(edited by Goloith.6349)
Personally, I think Engineers need more specialization with its weapons and kits. We need our P/P #1 needs to stack 2 bleeds at the expense of raw damage, poison dart needs to shoot in a fan-close up stacks 5 durations, far away multi target.
Wrench kit needs to go more way of the condition build. I’d suggest the #1 skill stack bleeds and on the third heavy hit do a burn.
Does that mean that grenades and flamethrower need to go raw damage? Sure.
Pretty much napalm specialist is good for only 100% condition duration builds. Hitting 50% duration is easy with veggie pizza.
And yes condition duration builds need some love. The new hero panel does not calculate runes that extend duration and Givers gear is broken.
Once Givers gear is fixed all I can say is the 100% duration builds are going to blow away every other condition builds more than they already do.
Honestly, I don’t see how a class that has some great proc on crit talents would go anything without precision. Maybe a healing Engy, but too much DPS is lost without that precision.
I’d take condition 4 engineers and necros in a party.
Everyone stacks up, one engie drops burning, they all drop healing turret and detonate right before the go into battle for 12+ might and have the necrosis spread epidemic. If things gets too hot, the party turns around, Necrosis drops spectral wall, engies drop turrets and detonate for extended retaliation. All the while they are dropping glue shot and nails.
Just think if the entire party went 100% condition duration, p/p with wrench kit for the shield, pry bar and magnet pull. You could constantly cc people to death. Dare I say death from above? Nope the drunken Charr pilot just dropped 4 supply crates in row.
(edited by Goloith.6349)
If you die alot, I’d say sigil of earth and sigil of battle.
These don’t work together very well. When any sigil is on a cooldown, any other sigil with a cooldown will not function. That means when you trigger the Sigil of Battle then the Sigil of Earth will not function for 9s. It also means when you trigger Sigil of Earth then the Sigil of Battle will not function for 2s, which could very well be when you swapped.
He is right, sorry not sure how I dropped the ball like that. Battle and earth share a cool down.
Sigil of Battle is not going to give you 25 stacks of might, at most only 6 stacks of might with +30% boon duration.
Still 6×35 = 210 condition damage
Tbh if you are condition damage there is no debate at all on “sigil of battle vs sigil of corruption”, you could use both if your P/P and you should really only be running Sigil of Battle or the power stacking sigil if your non-condition damage built.
Personally if you’re going to run conditions it depends on how well you can live/get away. I actually run sigil of corruption and sigil of earth for an extra 120+ dps from the bleed.
EDITED
removed lol
(edited by Goloith.6349)
I think it would be pretty cool if they took each PvE map and put it into the rotation for WvW I think that would be cool and exciting.
So for example the 3 borderlands map would be a different PvE map and the “eternal battlegrounds” map would be a race city being battled over.
This would greatly cut down on the development time for creating new WvW maps.
Does this mean I want WvW invading PvE areas? No, just have a different instances.
Anyways that’s my two copper.
Does sigil of force increase condition damage? If it doesn’t I suppose the sigil of accuracy is the way to go (after you got your 25 stacks of condition or precision)
One of the biggest proponates to the mixed build such as Rampagers is that Crit damage by default is 150% base, vs condition duration is 100% (base) so yes Rampagers is mighty fine indeed, but when you take a total look at it you will see that either pure Power/Prec/Crit builds will be the highest DPS, then 100% Condition Duration (w/ Vatlaaws [Prec/Cond/Toughness]), then Rampagers with increase 50% duration and with the increased 50% from crit damage.
Until they turn base crit damage to 100% from 150% the non-condition engineer reigns supreme.
BUT, with Vatlaaws:
+100% condition duration with more condition damage than Rampagers (without runes)
&
+50% Crit Damage with less power from Rampagers
&
You gain some toughness and let’s be honest, toughness is pretty sexy for getting nice and close and Blowtorching and Prybaring someone in the face.
What Mask fails to mention is that burn & bleed duration is on crit proc also. They can only remove so much condition because it keeps piling on. Yes its a risk, but Tbh I’m see much more people running toughness in WvW and PvP so conditions are the way to go.
Alright so I tested my setup, I’m at 100% duration, with build 30/30/00/10/00 with the following stats with P/P:
Bleed 4s: 122 per tick = 488 damage per stack of Bleed (or when triggered by crit)
Burn 4s: 734 per tick = 2936 damage every 4 seconds (or when triggered by crit)
Burn 4s x3: 734×3 = 8808 damage over 12 seconds
Poison: 3s: ~250 per tick, but only 3 seconds long because Giver’s stats are broken atm
Confusion: 3s: Still only does 2 stacks at 716 , but the confusion effect is only 3 seconds long because Giver’s stats are broken atm
So I would say that the only gains made in damage is from going with non-100% duration is going to be from Poision and confusion since there is only two stacks of confusion that can be applied and both confusion and poision cap out at 50% because Giver’s stat’s are not being applied.
Add in that I am not even running HGH build that’s pretty sick. Once they fix Giver’s gear you will see every skill with a 4s duration and with 11-15 stacks of might verses 2-3 stacks of might from going 20/20/00/30/00
Personally condition tick is really important, but the more important thing with condition is Condition Duration.
If you’re doing 800+ burn ticks, that’s cool, but if your ticking another 4 times for 650 damage (2600 damage) your much better off.
I’ll try and give some numbers when I get a chance of an Engineer at 100% Bleed Duration and 100% Burn Duration
:-)
My personal opinion is that they need to give the existing kits a true identity and not a hodge podge of condition and damage.
I could see a Sniper kit filling in the role for damage builds and turn grenade kit into a condition kit. I like to see grenades #1 apply 2x bleed #2 burn and adjust the damage down to compensate for the 2x bleed.
This damage builds get a great kit and so do condition. Both would have equal range too.
Makes sense man.
What would be interesting is if Ruby Orbs would actually be much better than Adventure Runes with since your going Berserker style. Remember those Ruby Orbs increase precision so it might make up a little condition damage with the increased proc rate. I’m not going to do the math because I dont have the time, but if you want to check the damage difference go for it.
How many badges do we get from doing each WvW Jumping Puzzles?
Personally I think if you want some tankiness you’re much better with toughness vs. vitality. (couldn’t remember if Carrion has toughness lol).
Why? Engineers are really good at applying conditions and removing them. There is 409 talent point and elixir C.
Depends which way you want to go on damage and tank:
If you are going power route, go Knights
If you are going Condition route, go Vatlaaws
If you want a mix and be glass cannon go Rampagers
For the love of god just give us 1-2 currencies. Also allow karma to be account bound so people actually have an incentive to play an alt.
What Engineers are dying for is actually to have Weapons/kits with an identity. Right now our kits are a mix-mash of power & condition skills. Take Grenades for example, why is every skill condition but the auto attack……Or why Pistol/Pistol can scale as pretty well with Power/Prec/Crit Damage builds when it should clearly be a Condition damage weapon.
Part of being versatile is being able to swap between very diverse, but specialized kits/weapons.
Personally I would love to see Wrench Kit swap it’s #1 for bleed instead of invul and that would make it good enough to be condition built and make grenades just power heavy and change shrapnal to invul and poison to daze.
Kinda dumb that they do this. Sorry to hear man.
Personally I feel Rifle with Berserker gear is the best. For those that don’t know, the Charr Racial toolbelt skill kicks out about 7-8k repeatedly.
There is no other weapon that the engineer possess with an incredible amount of control and Alpha damage.
Can pair with Wrench kit to smack people around which is nice too.
Still going to put my weight behind the Rifle. It offers very comparable damage damage and it is really the “Alpha” damage that hurts people. It’s one of the reason two-handers in WoW were far superior than two 1-handers because the enemy had a hard time adjusting to large chunks of life being taken away verses a steady stream by two 1-handers.
Also the Rifle just provides a ton of CC that is so darn strong.
I do want Rocket Boots to be better, but I think that if they removed the knockdown it would be good enough. The only reason I would carry this skill is really for the close range kick burn and then jump back.
I think that maybe if they changed the kick to inflict like 5-10 stacks of bleed it would be much more effective. Why? If we’re that close already we are going to Blowtorch the enemy so that super long burn is going to probably get removed.
Bad idea man. You are losing so much condition damage.
You cannot crank out anymore DPS out of a condition build than with this equipment.
You need to be rolling:
6 Vatlaaw’s Peices for the Condition/Prec/Toughness(this is much better in WvW & Fractals than vitality)
2x Lyssa
2x Mad King
2x Afflicated
-Use Napalm Spec for the 20% duration on burn
Stat allocation is 30/30/00/10/00 (once they fix Giver’s Weapons – 20/20/00/30/00)
-Add in Sigil of Earth & Sigil of Corruption
-Add Maintance oil and Rare Veggie Pizza
=
105% Bleed Duration (100% is max with rounding)
110% Burn Duration (100% is max with Rounding)
90% for Confusion & Poison (only 50% will be applied) [will be 100% once they fix Giver’s Weapons]
You are looking at double bleed time, double burn time, and 50% increase in time for confusion/poison.
Important
The skill tool-tips will lie to you. What you need to do is take auto-target off and test 1 stack of bleed on a target to see the duration and the amount of damage per second. Repeat this for burn duration, but remember if your chance to burn on crit procs, you’ll see a 16 second burn instead of the 12 second burn. lol
Why is this better than Rampagers? Because Rampagers doesn’t have optimal condition damage and that’s the thing you want to prolong.
So
100% Duration on more condition
50% Damage increase from base Crit damage on less power
vs.
50% Duration on less condition
50% Damage increase on more power from base Crit Damage
Enjoy :-)
Oh god no! Terrible Terrible idea. They just need to turn slick shoes into something useful. What they need to do is make it so it doesn’t knock you down.
Right now the Charr racial is better than this skill. P.S. for the Berserker Engineers out there, the toolbelt skill for the Charr Racial does about 7-8k damage so it’s a must if Power/Prec/Crit built.
Depends on the situation. If you are constantly switching between kits this is nice.
Personally I use Sigil of Corruption because I play mostly in WvW. 250 condition damage is awesfully nice for my 100% condition duration build
Also the max might you can stack is 6 (20 seconds of might/9 sec cooldown)with this sigil. This sigil also shares a cool-down with your “proc-on-crit” sigils. I really like sigil of earth so I had to give this awesome sigil of battle up.
First things first I use P/P with wrench for pull and block.
Actually I roll vatlaaw’s with 100% condition duration and I can strongly say that I’m kicking out more dps than my Ramagers. Your better off with Rampagers at 50% duration, but with 100% no.
So 50% go Rampagers, 100% go Vatlaaws.
Lol I’ve never ever seen a person speak well until now. You my friend have not the grass on the greener side.
Lanny I’m usually running a build that is kitless with P/P, but one could change to Elixir in PvE or Wrench kit in WvW. Ya I just re-read your post. Your talking about 50% condition duration so you have a bit more flexibility for other options than power/condition duration talent points.
Makes sense to me now. lol
Giver’s armor and weapons boon/condition duration is broken atm. Anet is yet to fix this.
Too long, didn’t read — Don’t stack precision to the detriment of other stats.
So it’s difficult for Engis to stack enough crit damage to make crit% really shine. At 0 crit damage it takes 2 points of crit% to add 1% of damage. (Thought experiment. You have 100% crit for 1.5 times damage so your 100% crit is worth 50% more damage.) At a crit damage of 50 each point of crit% is 1% more damage. (Same experiment but 2 times damage.) It’s 21 points of precision for 1% crit. With 1500 power (pretty high) and pistols you need 25 points of of power to add 1% more damage. (Admittedly our direct damage is nothing to write home about to start but that’s the math.)
My build is carrion/chrys trinkets, 1xcarrion pistol, 1xknight pistol, rabid (hotw set) coat and legs, carrion helm, knight shoulder, gloves, boots, masterwork carrion backpack. I have roughly 1530 power, 1550 precision (34%), 2330 armor, 21,870 hp, and 1260 condition damage. Traits are 0/30/10/30/0. Adventurers runes, earth and corruption sigils. WIth food and tuning crystals there’s both more power and condition damage.
I’m not saying use this setup but it’s one you can start with and adjust to see if the numbers change the way you’d like. http://gw2buildcraft.com/calculator/engineer/ is a nice PvE calculator. Taking the first paragraph into account for how crit% and crit damage work you can play around with it and see where you are happy with the numbers it generates. Then go try it out. Rares are close enough to exotics but won’t break the bank that you can try out just about any idea and see if it fits your style.
@goloith – I think you are giving up a bit too much to get 100% bleed/burn. With Rare Veggie pizza and a build like 10/25/5/30/0 (I play p/p. For grenade/bomb you will want more Explosives) you can get 50% duration and use a Runes set that compliments your main stats. Adventurer for example gives 183 condition damage (plus some power and a 50% endurance boost when you heal).
I wouldn’t ever run with 10/25/5/30/0. That’s pointless. 30/30/00/10/00 or 20/20/30 once they actually apply Giver’s 10% condition duration. The build with my rune set is literally the most condition damage you can get in the game so no, no stat is wasted.
However, like the above mention you do risk alot since condition damage can easily be removed and damage is mostly just condition damage.
Tbh I’m a little curious about this as well. Currently I’m running around with condition duration runes to get 100% bleed and burn, but I’m wondering if I really need all that crit since condition duration isn’t based on crit, but condition damage. I’m wondering if prec/condition/toughness is the way to go. Only really gaining 15% mitigation, but it might be worth it.
What about condition dmg? I am generally more interested in the dmg because of removal by all the classes.
Is there a sweet spot between the two?
No there is not sweet spot, until ANET implements condition duration armor (stand alone from runes) to fill this void. Raw damage in the form of Power/Prec/Crit Dmg from Berserkers gear/Divinity Runes(or cheap rubys) will always be better damage.
Tbh I would love to see ANET remove the 1% boon duration per armor on Giver’s gear and replace it with 5% condition duration, but the bigger problem is that Giver’s armor/weapons Boon/Condition duration is broke (stats do not work).
Right now I am rolling Rampagers except weapons (lol they’re Givers) and I’m cranking out 8K burns, about 4-6k bleeds with many stacks, but that’s pretty sad compared to that if Berserker style Rifle Engineer pushing out 20k pretty easily in the same time.
Jump Shot 8K, Blunderbus 5-6k, Auto-Attack 2.5k, & Char Racial 8K
……darn more like 24-26K.
Pretty much condition damage is a protest in disgust to ANET lol…..
Yep! You want this:
2x Lyssa +10% duration
2x Mad King +10% duration
2x Afflicated +15 duration to Bleed
Naplam Spec +20 Duration to Burn
Rare Veggie Pizza +40 duration
Achieving 100% duration for both burn and bleed is possible. My explosive and my blow torch duration has doubled. I’m seeing over 400 damage bleeds on my pistol #1 and 8K+ burns on my blowtorch. My build is 30/30/00/10/00
What you need to do is buy condition duration food like rare veggie pizza, put 30 points into explosives for the duration boost, equip the burn duration talent point, buy runes that increase condition duration by 10% and then in the last two armor pieces put runes in that increase bleed duration by 15%.
You will effectively have a bleed and burn that is now 100% which effectively doubles damage.
HOWEVER, your explosive shot bleed will not say 4s, but 3 1/2, it’s lying to you. So what I would do is disable auto-attack and shoot the target once, you’ll see that it is actually ticking for 4 times instead of 3. Same thing goes for blowtorch, you will see it tick twice as much as before.
The only problem is that when you go P/P your poison and confusion duration is just shy of 100% so it will still only tick for the 50% level.
Once they fixed the Givers gear (weapons) so the condition duration actually is applied I could see people rolling 20/20/00/30/00 and stacking 11+ stacks of might and having double condition duration on all skills. I could see condition builds being just as viable as Berserker builds for damage.
(edited by Goloith.6349)
Lol, first warrior complaint in ages. If there is a complaint its underwater.
Dailies should stay the same until complete. So for example if I accomplish 75% of the daily, I should be able to complete that daily the next day and at least get 1 laurel even if it means I don’t get a new daily that day after I complete the old one. This should be the same for monthlies as well.
People should be rewarded for participating in these dailies/monthlies even if they can’t always finish in one day/month. Do I think they should get the same amount of laurels as the people that finish the same day or that month?…..of course not, but something is better than nothing.
Personally I have had no problem keeping up, but I see many friends that are struggling with this.
Bloodlust hands down. With the Sigil of Perception at 25 stack of perception (+250) your only going to see an 8% crit chance increase.
The reason why bloodlust is so much better is because the Power is maximized 100% of the time whether you are crit built or not.
250 / 21 = 11.9, with berserker stats that’s a ~12-13% damage increase, more if you’re an axe warrior with the 10% crit damage trait or somesuch. Having a full stack of bloodlust for most weapons usually results in an 10-11% damage increase (from normal full-berserker setup).
If that’s really that big of bonus and tying in the engineers ability to proc abilities off this crit maybe your right the perception stacking is better. kitten there goes 7g haha. I will have to do more math on this. Thanks.
(edited by Goloith.6349)
They need to make p/p damage more condition based. So increase condition, lower damage.
More condition based? How so? Every weapons skill except for Glue Shot is extremely condition based.
Yes they are, but the condition damage needs to be much higher. People running p/p are rolling condition damage to begin with (unless for just sigils). If this means giving up damage for condition damage that’s fine.
The pistol #1 already does half the damage of rifle. A better option would be to take the aoe away and replace it with another two seconds of bleed.
I’d be down for that if they fixed Poison dart to act like a fan-attack for AOE at max range and a single target when up close like Blowtorch.
Bloodlust hands down. With the Sigil of Perception at 25 stack of perception (+250) your only going to see an 12% crit chance increase. (edited, forgot it was 21, not 31 per %)
The reason why bloodlust is so much better is because the Power is maximized 100% of the time whether you are crit built or not.
(edited by Goloith.6349)
I honestly like the P/P with HGH for might stacking.
Alright just tested it out, Giver’s weapon’s condition duration is not work at all still. This surprisingly makes me feel a lot better, can actually go HGH with the engineer once this is fixed.
Just to update, Giver’s condition duration is still not working.
Tbh, I think this is still true. I’ve been trying to get a condition based engineer. I should hit 100 duration with everything to increase my durations from 2 to 4, but its stuck on 3 1/2.
I know condition duration runes are not registering on the hero panel, but they are working.
Nothing is wrong with the toughness or healing, its the worthless boon duration. 1% is just not enough.
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