Are you tired of struggling with your Engineer and their myriad abilities?
in Engineer
Posted by: Haette.2701
I actually have this exact build at the moment. I didn’t intend to, I was just screwing around to see how high I could stack my might by using Juggernaut, and then changed the major traits to this.
They’d have to be really nice for me to give up my only loadout slot, but the idea’s not bad. A poison cloud and whirl finisher would be especially nice to have.
That said, if they could make weapons that grant stats to kits, they may as well just fix the ones we already have.
Ability delay - 'Wai' or just Arenanet showing off their ability to code?
in Warrior
Posted by: Haette.2701
I think it’s just that a lot of attacks have -barely- enough cast time to get in the way. So you have to wait for your last autoattack to finish, and then start the cast, and then let the attack fire, and by that time the target’s dodged or moved to your side or you had to dodge and broke the whole chain somewhere. It’s especially bad with blocks because half the time you just get whacked in the face while your last autoattack continues, and then raise your shield/sword afterwards and sit there like a lump.
It’s improved a lot since the betas, that’s for sure. Not sure if that was optimization on their part or a targeted change though.
I don’t mind, those skills are already really good. However, I’d really appreciate it if Rocket Boots cleared CC -before- it fired, because trying to break anything but stun with it only makes things worse. You wind up going nowhere, and just replace your slow/root with a stun.
Overall, the thief is the only other class that comes close for me. Elementalist is some wicked fun too (especially double-dagger) and guardian has its moments (although it gets old a little quicker).
All the on 25% heath traits don’t actually proc at 25% health but at 25% vitality I believe (i.e. elixir s will proc at 2.5k health or so when I have 18k health and about 10k vitality).
This often does not leave enough time to make good use of it exspecially for the toolbelt (bandage self) recharges.
Those traits seem to require getting hit while already below that threshold. The first minor Inventions trait makes it clear that it works that way but the other ones don’t, which is a problem no matter which way is intended.
I’m not much for pvp so I can’t comment there, but the elixir gun is my go-to weapon in dungeons. If I change up my main weapon based on the pull I can basically point at any enemy I want and make it useless indefinitely, and my party never ever has to worry about conditions. It even puts out noticeable damage with acid bomb since stuff there is stupid enough to stand in it.
My build hovers around 10/20/20/10/0 with the last 10 kind of floating around depending on my mood. Bonus range and CDR are a must, and Invigorating Speed meshes really well with Elixir F. The 10 in power is mostly so I have the option of bigger bombs, but Incendiary Powder is always nice to have.
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The only thing it needs is the same weapon stats fix all our kits need, plus some bugfixes like 1’s race-based particle size and 2 shooting into the ground. It’s odd that it doesn’t actually burn much, but then again our rifle is our melee weapon. We’re an odd class. It’s amazing for on-crit procs.
Of course, I also wouldn’t complain about remote-detonated fireballs or getting the old “sticky” napalm wall back. Blasting people back and forth through it to stack the burn brought the whole package together.
Automated Medical Response recharges Bandage Self, plus all five of the skills in the kit itself. I’m not sure if it works while the kit is stowed, but if you have it out you’ll get a whole extra set of bandage packs and antidote/stims.
+1 to auto-stowing grenades. Very odd.
I thought the Coated Bullets thing was a feature, not a bug. It explodes whenever it hits something, being able to double-up on explosions seems like half the point of the trait.
As an engineer main, I cannot disagree.
Still, once in a while it’s fun to yell real loud and smash crap with a big hammer.
I see you mentioned the Healing Turret self-combo, just thought I’d point out that the Flame Turret can pull that trick too. The only catch is that an enemy has to be nearby before it’ll deploy the smoke cloud, but that tends to be the best time for mass stealth anyway.
The tool pack / monocle are only for looks, they have nothing at all to do with how the character plays. I’ve got the tool pack and I’ve sampled every build under the sun.
Rocket boots work on immobilize because they also remove the CC conditions. Try doing that with something that only breaks stuns, like Elixir R. It won’t work.
But yeah, there’s tons of things that will get you out of a net, and a burst build becomes useless if you dodge or reflect during the burst itself, so much of it will miss in that short time. I’d like to see him try that with a couple stacks of confusion, he’d turn himself into a fabulous purple mist in seconds.
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They should make kits “atunements” with the base cd equal to that of the current kit swap delay.
…you want to trade 38 of our skills in order to copy the class mechanic of another class, only less so and with a faster swap?
Um, no thanks.
…The hell did you read that? Nobody ever said anything about trading away our skills.
Kits are currently bundles. The elementalist’s attunements, mechanically, have the exact same benefits as bundles, but without all the bugs and lost stats. It wouldn’t look or sound like an attunement, it would just work like one, which is to say it would work -correctly-.
Are you in combat? It only works in combat.
It’s free AoE CC from an adept trait, and one of only two good “impact” effects, and you want it buffed? If anything, every other “fall” trait except the theif’s needs a buff. If you want something that affects more of the fight, there’s plenty of other traits that can do that.
Yes I too have seen this, if a player is not “fallen” but is “downed” they get back up, however if they have “fallen” meaning they are dead it doesn’t revive them. If this is it’s nature then it needs to be rewritten with proper wording.
It says it “revives” allies, everything that revives people only works on -downed- players. Defeated people get to WP or wait for the slow revive.
This issue has existed since the beta. It’s not a bug so much as a design flaw.
it’s neither, they said they where gonna make it remember your setting… but aparently it’s hard to do so
Its not hard, its impossible.
The issue is that kits are bundles, and the issue described, is an issue with bundles.
So, they have to change what kits are, or change all bundles. In either case, kits won’t be the same. Its not a simple ‘patch it in’, its in fact, a rather huge hole that they have dug themselves in.
It’s not hard or impossible at all. If their code is at all decent it’s a mere 1-4 lines of code, or god forbid those few lines copypasted to each bundle that they want to fix. The only reasons it could be taking so long are 1) there’s some SERIOUS kitten in the game that makes the servers burn down if bundles auto-AA on pickup, or 2) they don’t care.
EDIT: ahahaha, the filter catches der*. I love you guys <3
Knee Shot is already awesome, it just needs fixed so it works with all our nets. I actually think you aren’t giving any of the crippling traits enough credit.
Acidic Elixirs and Acidic Coating are terrible. The first would be useful if they caused burning or blindness or something (acid in the eyes!). I usually throw elixirs to help the guys with melee on them, so a blind would be a huge help. Acidic Coating is just god-awful.
Packaged Stimulants and Power Wrench belong in the Inventions line, maybe swap them with Stabilized Armor and Elite Supplies. Tools is just a mess in general, it’s got a couple cool things like the Adrenaline traits but it just has so little focus otherwise.
Also, a trait that reduces turret cooldowns would be very nice.
Here though, I can’t tell the different between the Sons of Svanir and the Charr. The GS guys both spin at me and thats it. The imps and spiders all seem the same too. There are a few mobs that do feel like they stand out; the Risen, Dredge, and Pirates in particular, but other than that I miss wondering what I was going up against and how I can adjust myself or my heroes properly.
Yeah, it doesn’t happen in-world as much, but I go through five or six loadouts per dungeon run on my engineer depending on how the boss fight works. That adaptive feeling is there, not everywhere but it’s there.
Mount mentality
“Oh look a downed player, nvm If I’ll ress him, I’ve to waste 3 sec to remount. So I just leave him there”This is exactly what will happen, Period.
Waypoint mentality: “What downed players?”
Out of sight out of mind, eh?
Also, complaining that they’d be a vanity item is NOT an argument in a game where we have transmutation stones just so we can play dress-up without tanking our stats.
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Er, it’s sortof a battle arena where you test your wits against each other. Call of duty can be best described towards it if your not home with the common Defense of the ancients concept. Where you have them to prevent your base/hero w.e. from falling. WIth 3 different playfields that you have to defend. Tier1,Tier2,Tier3.
…
Moba and Dota somehow merged together. It’s the same, but not exactly the same. So it’s confusing, like me. 0.o
…
Edit: Bloodline champions, SuperMNC and well like i said Call of duty. Are Arena based games. So fit the role of the MOBAs.
See, this is why MOBA is akitten name. League of Legends and everything else descended from AoS/DotA are a very specific formula, which “MOBA” doesn’t explain AT ALL. There’s obviously a problem when your name describes Bloodline Champions and Call of Duty better than your own game.
Just goes to show that you can’t balance a million-HP zone boss under a small-scale debuff system. Veterans and higher should have per-player debuffs, the current system is clearly designed around the little guys, aka players, aka PvP, where it works fine.
I’d prefer per-player dots over removed stack caps, because it also allows burn-focused builds to do their damage. 25 stacks of bleeding is plenty for one person, if you’re somehow -maintaining- that much by yourself I feel like that probably needs fixed anyway.
I’d like to see more “big” and complex events/event chains, like on the scale of the Claw of Jormag but a little more ordered than “BAD STUFF IN THIS GENERAL AREA.” With a little tweaking that whole chain would have made a nice mission or two. Done well, they’d feel about the same as missions without getting into the whole “instancing breaks up the world” thing.
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The second part to this system is that once a player reaches the level cap of that zone, they no longer gain experience in that zone and have to move to a zone meant for their next 5 or 10 levels to gain experience again.
So instead of arbitrarily limiting the player, you want to… arbitrarily limit the player.
Absolute genius.
Another problem would be how mounts will literally shrink the world… Previously massive, epic zones will become quick “Press your Autorun and Steer”
You can traverse several hundred miles in an instant using waypoints and warp gates, all that land in between may as well not even be there.
Not just kits, ALL bundles and transformations do that, and it’s annoying as kitten. The only case where I’d rather not have auto-AA is on the ele’s conjures where autoattacking burns through ammo.
I don’t know about you guys, but my glue gun doesn’t shoot bullets that well
Would be fun, but the problem is that an AoS and an MMO use -completely- different leveling, skill-learning, and gear systems. I can see them doing an almost minigame-ish version though, like GW1’s boxing. Something like a stacking “level” buff and a class-based skill bar that you can upgrade as you gain those “levels.”
Flamethrower has smaller range even than it’s animation, sad to see people drowned in fire and taking 0 damage
This is a huge problem on my Charr, but I’ve also seen Asuran engineers hitting stuff with it even though the animation was stopping several feet short. It’s a problem with particle effects scaling to your character’s size, stuff like this need to be normalized so that doesn’t happen.
Oh god I miss Backdraft, and the napalm wall that actually hurt if you ran through it instead of only when you stand in it.
I read somewhere that you can do this every time it “ticks” the regen, but I havent tested it yet so can’t confirm.
That’s right. Every time it ticks it makes a water field for about a second, detonate it as soon as you hear the cranking sound if you want to do it that way.
BTW the flame turret can combo with its own smoke field this way, fun trick to pull
I have to CTRL+RMB my autoattack every time I switch to a kit. Saving the setting between uses would be a godsend.
Everyone with a transform or bundle weapon would also benefit from this, like eles and norn.
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Yeah, it’s incredibly irritating when turrets focus on dead objects or non-aggro’d enemies. The first seems like a legit AI flaw, but the second just means you have to be careful where you drop them when red-names are around.
Their fragility and tendency to pull aggro is annoying, yeah, and “healing” them is a sick joke. Rifle turret does jack for damage. Mortar is still crappy, a 200-range buff did nothing to help it. Like, double the range or so and it’ll actually feel “elite.” The healing turret isn’t bad, but it’s strongest when you place and pick it up repeatedly, which seems to me like it defeats the purpose of a turret in the first place.
They have their moments though, a Thumper/w Metal Plating makes a great tank for a Coated Bullets or Juggernaut build, and AoE knockback is always going to be good. The net turret piles a huge amount of CC onto a fight and would be pretty stupid if it wasn’t fragile. The burning turrets put out somewhat respectable damage since their burns actually scale with your stats, and they provide some handy CC on top of that.
I haven’t played much necro, but I can tell you that the Engineer’s biggest draw seems to be its insane amount of CC. I’ve never been excited about my damage output or survivability, but I can still solo champions and melee bosses because I can kite them for days.
So, if you like that kind of thing…
I believe the “detonate” skills no longer work with Adrenaline Pump because they used to be exploitable for infinite endurance. Even now that would allow one toolbelt slot to be used for two endurance boosts, which probably isn’t intended.
The rest of these I can confirm.
It looks like the toughness scales with your effective level. I just tried it in Timberline Falls and Wayfarer Foothills and the bonus ranged from +10 to +135 depending on my downscaled level.
Lich Forms auto-attack is disabled by default. Very annoying to have to enable it during a fight.
This is a problem with all alternate forms and bundle weapons. Engineers hate it even more than you do.
EDIT: If this gets fixed, please take ammo-based weapons like conjures into consideration. Autoattacking blows through charges really fast and may not be the best idea.
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Part of the problem is that you lose your weapon’s stats while you have a kit out. No stats or sigils really starts to sting later on.
I’ve only done the first two dungeons and preferred the difficulty level of the Catacombs (I was actually disappointed at how quickly and easily we blew through Caudecus’s Manor), but some things do deserve a look over.
I’ve had party members claim that Kohler never did a “charge-up” animation, which I can’t confirm directly but I have had my own spell effects disappear before, so it sounds reasonable.
Ranged enemies hit just as hard as melee, which shows in a couple spots packed full of ranged trash that gibs your party one by one with no real warning.
I have no idea how enemies pick their current target (or if this is intended behavior), but it’s kinda frustrating to see someone get downed by a boss, have four people run up and unload CC and try to pull their attention, and STILL fail to peel the boss away from running back and mauling that downed person to death.
I rocket-boot’d myself through the lakebed wall in northwest Fireheart Rise, while fighting the giant ice wurm. We couldn’t hit each other through the wall, but my turret and some nearby skelks eventually killed it and let me waypoint out. I couldn’t rocket myself back out or repeat it all though.