Showing Posts For Ironwill.5389:

I feel the Engineer is useless in WvW

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

I’ll add a few nice ones to the mix:
Supply runner (speedy kits makes it easy)
You can flame throw through keep doors (good for offence or defence)
Grenade kit can target the tops of keep walls (takes practice)
Supply crate can be placed on top of buildings (way too much fun to watch a group on top of a building scatter)
Magnet can pull people of walls (sometimes)
elixir gun used to proc the retaliation aura (not so effective now)
I’ve soloed a supply camp by pulling guards slowly and netting one down when they turn to run back… It’s slow and I still die (the last time I did it I died to conditions after killing the last guard… Was funny to watch it turn over while I was back at starting point)
Underwater with grenades is awesome (I literally made two thieves run away crying)
Cliff, net overcharged shot…(or shield skill)
thumper turret on the jumping puzzle….(again not as much fun with 5min turret life)

Against a Zerg? Yes we are better than moot loot… I’ve had my comp freeze up while the server tries to decide which skills killed me first (seriously let me dodge roll at least once anet!)
I haven’t tried in a while but our #2 downed skill (normally it is #2…) used to pull people off towers too

If you want to stay in a Zerg you are going to need speedy kits and maybe a flamethrower for group fire fields. But you will be targeted first (we are sweet sweet treasure). Elixir gun and healing turret can help you get a group through a tough area, but I find my offence and personal survivability sorely kitten that way.

If anyone has a way to outrun/get away from a Zerg I’d love to know… Even with speedy kits if I’m caught outside alone it becomes a feeding frenzy to bag me first ..(even gear shields fails me, and I’m guessing elixir s is now horrible for Zerg avoidance which was the only thing I found that let me open any space)

(edited by Ironwill.5389)

Eng not gettin attention-no1 plays?

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

I think we are the perverbial “hot potato” class. Given how simple tweaks to the engineer’s skills render all of the turret traits useless; you have to wonder how snarly the code is… (I.e now for laughs i shall comment my code in pig Latin, engineer traits all have -dilbert in the constants and all functions start by passing global variables to the dogbert() function (which always returns null)

Turrets - The Buff 'A-Net" Wants us to HAVE!

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

LETS GIVE THEM SOMETHING TO TALK ABOUT!

Hey there!

I played this game from launch to a few months after that – absolutely loved the concept and gameplay of the Engineer, but after hitting the level cap it quickly became apparent that Engineers were seriously lacking compared to other classes – it took flawless performance with an engineer just to get on level playing ground with an ‘average’ player of most other classes.

To be completely honest, when I started playing GW2, I looked at the Engineer and drooled with excitement. The thought of using TURRETS! Oh my…. GAWD!

Not too far into the game, I had realized that the thing I thought of Instantly when I thought of Engineer fell, needless to say, short, from what I planned on expecting from a game that was amazing in its early form.

The Build below could be ridiculously stupid, assuming A-Net finally wanted us to use the Turrets they so “Desperately” want us to use, and gave them a buff. I’m not asking for a class wide morph, nor a huge class wide buff. Just the Turrets. And even then, the Talents regarding the Turrets.

http://www.guildhead.com/skill-calc#mcMzM9Mz0omxLMmmxLM0xx0aVkqcabV

Scratch that. I’m not asking. I’m telling. Turrets need a buff if you want us to seriously use them.

Lets refer to the Rangers Pet vs Necromancer Minions vs Turret Throughput.
Turret Stats:
http://wiki.guildwars2.com/wiki/Turret#Health

Ranger Pets:
http://wiki.guildwars2.com/wiki/Pet

Necromancer Minions:
http://wiki.guildwars2.com/wiki/Minion

The draw back to this is that a ranger has it’s damage split between the pet and the ranger where as I do not believe this is the case of the engineer. I would defiantly not want this as an engineer. And as a result the ranger gets less bonus from stats on gear as the stats do not translate to the rangers pet.

have you even used turrets before ? if so you should know turrets do NOT have critical hit chance and their damage is fixed and mediocre highest being rocket turret for around 800ish and 1000+ burn with the long burning if it isnt cleansed turrets are also immobile and have slow rate of fire and the massive cooldowns are just plain stupid oh yes lets look at our Elite turret the Mortar … grenades far outranges outdamages and outperfoms applying conditions rendering it useless

now ranger pets highly agile even a trait boosting 30% speed passively pets can be buffed pets have crit chance and some can hit for u p to 7k damage pets can also be heal remotedly whereas turrets you gotta whack em with your tool kit pets ALWAYS attack your target unless you ask it not to you can swap pets on the go Without sacrificing utility skills with a simpe 15s swap

so lets see total pet Pros:
Boons
Mobility
Short cooldown swap
has 4 attacks
Crits
doesnt take utility slots
does everything you could do with 3 turrets except for Burning (oh nvm theres burning pets )
has an elite thats actually effective for both player and pet : Rampage as One
has a trait buffing 30% damage

as for turrets:
none

specially for the fact the adept and grandmaster turret traits broke and arent doing anything at the moment .

No I have not, and don’t get me wrong I am in no way saying that turrets are great, or good or anything. How ever what I am saying is their are builds out their where you do not have to use a turret and your damage is %100 you unlike a ranger who has to use a pet and has their damage reduced because they have to have the pet. Wish for many things how ever do not wish for it to be like the ranger and their pet.

Pretty sure our main damage is the suck because of the so called “versatility tax” so we’ve already traded our damage for the ability to swap in kits without a 10 second weapon swap. Of course if you use turrets that’s kind of a lose-lose unless you want to use a kit (sucky damage/sucky pet).
I thought Anet wants us to think of turrets as defensive signets as opposed to pets however… It might be cool if they had a passive when not deployed, or more cool effects on death or deployed (if I wanted knock back I’d have brought a mine) Tonnes of ways to enhance them, maybe just not the need/budget/goodwill/time to develop and test them.

Turrets - The Buff 'A-Net" Wants us to HAVE!

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

I just finished flame and frost dungeon with a healing turret; yeah pretty much the only use for it in that fight was to drop it and pop it. The only use for the net turret I had was to use the net turret tool belt to keep zerker off of people’s backs or pop enrage off of fire. I’ve often wished there was a force field trait to soak up the aoe. That would give turrets the real boost they need.

Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

Wasn’t the point of all the work done on turrets to make them more effective? Seems a shame to have all of that hard work ruined by poor QA coverage. I hope they fix this soon; it’s a pain in the butt to use them now without the little regen they get to keep them alive (can’t push mobs away and root them to let turret heal) I suppose I could use toolkit auto-attack to repair them( ah hahahaha that’s funny)

Current bug thread

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

Just to clarify: auto tool installation does work on the elite turrets; just not the other ones. I haven’t checked the other traits, to confirm if they work on supply drop as well. Maybe someone got the type of turrets wrong in the script ;p

Autotool Installation bugged

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

Submitted bug report; but can someone else confirm that it only works on the Elite Skill turrets?

Scope has always and will always work

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

Yeah I was shocked a dev would put his foot into it so badly….

The problem is a lot of clever people figure out new and interesting ways to make the class work; if the class was non viable and nobody played it; then that would be a significant reduction in workload for Anet (not to say Engie is getting, or has ever gotten, its fair share of attention to begin with..it hit the factory floor in pieces and was pushed out of the door with duct tape and bandages holding it together)

I just remember the previous SOTG where after waving 2 pages of crib notes in front of the camera, the sum of the discussions were: “Turrets are your defensive tools” and “some people like the AFK play style of turrets” (anyone else notice that they blow up now after 5 minutes, despite people liking that style? ummm ya… sure…..) and let’s not forget the gem of “26K damage” “100 nades build (/rolleyes)”. (not that I disagree with it being overpowered, just not how they thought it was..)
The fact of the matter is they simply don’t have time or desire to get a clue on the class or how it works. How else can you explain a photoshopped image being argued as the main reason for nerfing kit refinement and such a sloppy fix to it? Or the fact that they actually think scope has been working all this time?

This is why popular builds are getting hit; instead of playing the class they are using these forums as crib sheets to do their jobs for them, and still failing at doing the job well (sort of like the SOTG… 2 pages of ideas put into 5 minutes of stoopidity )
Someone at Anet has to care about the class, somewhere in that building… I just don’t think they are in a position where they can do anything about it.

Devs hate this class, period

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

I will have to agree that there has been some definite/focused attempts to curtail/restrict public/popular engineer trait/skill combinations.
So yes, if I were to criticize Anet, there’s some definite anti-cookie cutter hate for the class.
But I can’t be surprised; this was the same group whose brilliant solution for the lack of toolbelt skills for racials was to make the norn engineer suck eggs (literally, check them out…)
I should have taken the hint and played a mesmer.
At least they’re getting better nerfing us into the ground more subtly (I call this concept the “burff” where they pretend to buff you, but really it’s just a disguised nerf).

spinning cogwheel shield or i quit?

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

I’d be content with the gear shield being out permanently when u use the toolkit instead of broadcasting to the world ‘hey look I’m using my cool down now’ maybe that’s asking a lot. But it would look cool. Seriously though the shield skins are pretty boring.

Your thoughts on an all Engineer Guild name!!

in Engineer

Posted by: Ironwill.5389

Ironwill.5389

Turrets Syndrome …

T.T