It was a spike & anti-healer measure. We don’t have healers, and their only PvP format is conquest, which is more about area control / denial than coordinating spikes over ventrilo. Sure, you could argue that having a 5 warrior team get their adrenaline up and timing their eviscerates on the same target could work, but we have the downed system, dodge rolling, and various other mechanisms that make such shenanigans no longer exist.
Or to put it another way – GW1 and GW2 have nothing in common bar names and lore.
Sorry for off-topic but I might have finally this question answered since you’re content designer. Are you going to organize any scavanger hunt in next two months? People are waiting for it and I think everyone would like to get at least piece of information.
Even if they were, they can’t breathe a word about it. It would drastically affect the precursor market with a single confirmation.
the real question is, if it work. would people really use it ? I think that’s why is not on anet’s priority list.
Yes. Emphatically, yes. 10% more crit chance is a pretty big buff for a trait if the tradeoff is being in one place (which typically for speed runs, you are – right at the boss’s face). The other options are thrown medkits, 20% toolkit reduction + cripple (which is actually really good, but what about when we don’t run toolkit?), and 10% speed buff with a few kits, which isn’t too terrible, but.. most of us would never run it when speedy kits is in the same trait line.
Rifle, because the mainhand pistol is so god-awful in PvE (bar traited farming), and the offhand shield, while amazing, can’t compare to blunderbuss and jump shot for offensive purposes, let alone net shot being a root with incredibly high overall uptime (2.5 second duration, 8s cooldown, melee bosses are drastically easier~).
If you don’t know the fights and can’t dodge, you’re gonna have a bad time.
I haven’t FotM’d but once since last patch, but it’s the same crap different day. CC AoE mobs while pulling, whittle them down before they get close, burst them if they do (engineer versatility + stupid ranged damage ftw). Anyone actually complaining about berserker gear though is a bit ignorant. I’d understand if it weren’t a skill issue, but a gear one – but it’s not. With proper playing, everyone should be running full berserkers (although I feel 12k health classes like guardian should squeeze in some vitality somewhere, until they’re at the 15k range). If you’ve played Monster Hunter, an analogous example of skilled berserker gear in FotM would be using felyne heroics against Deviljho.
tl;dr – OP is backwards.
The supply isn’t the issue, it’s the demand. And partly the cost of crystalline dust, since combining anything as of late has gotten stupidly expensive. 250 for infinite light, 350 for mjolnir, 100 for Sunrise, 100 for Dwayna’s Wings, etcetera. If someone’s willing to pay more than you, tough turkey, l2makedosh. Go run CoE speed clears – less than 1 hour to do all 3 routes with a solid group, several chests involved.
Minor necro, but it’s a bit more compacted than that in PvE. While you’re also doing double damage, you’re getting more procs for vulnerability on crit, and more vulnerability from things like grenade engineers, effectively capping it out for your double damage duration and hitting full vulnerability stacks, whereas outside of quickness you might be hitting anywhere from 12-18 stacks at most (at least not without 2 grenade engineers to make this trivial).
I’ve been doing plenty of high end fractals for a bit. I run rifle, medkit, grenade kit, elixir gun, and flamethrower. Last patch’s removal of dual super elixirs was a bit of a heavy nerf, but it’s simply encouraged me to play a tad more cautiously. I run full berserker gear, and if I end up in the dredge fractal, I swap out flamethrower for Elixir U or somesuch, as the toss is a bit of a lifesaver. 30/10/0/0/30. You don’t just deal damage, you put out some rather heavy utility through long, repeated chills of freeze grenade, repeated roots to the point of obnoxiousness via net shot on an 8 second cooldown, and an interrupt on demand for non-boss mobs through overcharged, etcetera. I also swap out for bomb kit on the hand seals, for obvious reasons.
Very interesting build, I might level up my elementalist now past 40. Intriguing to see the potential playstyle changes that could result in such hefty damage output.
I’d like to note though that your ‘highest PVE damage’ isn’t considering a lot of options from other classes bar mesmer. Engineer juggling their kits can be completely pants-on-head stupid damage, although it got kicked slightly last patch (dealing 22k damage with Flame Blast in CoE? Golly!), and.. well, sadly a warrior facerolling with greatsword against a wall can be more stupid. But regardless of my nitpicking, I’m interested to level out my ele and abuse the plethora of +damage traits. I actually abandoned my 80 necro for that reason – I can’t compete with my engineer or warrior for damage, due to the lack of said traits, and conditions are better done by an engineer for PvE.
I’m willing to bet you have it in an invisible bag.
Dailies / monthlies shouldn’t count. Some achievements take a significant amount of time and effort to acquire ,and are a measly 5 points, whereas cranking out your daily (not to mention the optional dailies, almost doubling your points per day – and the plethora of extra points from optional monthlies now) far exceeds that. Sure, in theory you’d reward the no-lifer who not only does every daily ever, but also ends up getting every legendary and WvW achievement – and you’d be rewarding them with the #1 slot. However, why not reward the people who don’t focus on cranking out every pvp and pve daily, and instead focus on the actual achievements?
Really doesn’t help that for one month, every daily was 25 points. Good lord.
I think I may have cheated though. After dispatching the Vet I realised I was near the waters edge. I jumped in then pulled the thief in with me with the harpoon.
Engi + Underwater nades = bits of Thief. :P
He could have eaten some burst, there’s a thief skill that’s debatably spammable that makes them evade all attacks for the duration, like blurred frenzy.
One of the few times I actually like pistols – when you’re at 1050 range getting double hits in WvW. Not a safe range though, compared to the 1500 you can get with grenades – but there is a definite satisfaction in hitting twice in an AoE with each shot.
I’m not overly fond of HGH period for WvW, but I do find grenades a must. The 1500 range, coupled with the strong damage on what you’re hitting, makes it an incredibly potent siege / large scale battle weapon. Rather than waste my utility slots on elixirs for the sake of buffs, I run tool kit and elixir S (It’s a panic button, not for buffing), alongside medkit (more heals in the short term, and more swiftness/fury). Tool Kit is pretty outstanding, between magnet and prybar and gear shield, as well as a traited throw wrench (100% physical projectile finisher, don’t forget that – twice). However, as a primary means of damage output, to be honest you might as well go with rifle. Net shot helps secure kills, and the 1200 range on a traited rifle is pretty useful. This is assuming you really hate grenades, of course – I use rifle to supplement my grenade kit. I’m suggesting you use it say, in conjunction with static discharge to help stay alive during massive battles, and keep your distance. You’ll be just really thin on AoE.
0%, because they buffed HGH several months back to what it is now. If 25 might were broke, warrior GS would’ve been nerfed forever ago. If you mean sPvP, it’s one of the few things engineer can manage, so it might happen.
I wholeheartedly agree. Confusion being what it is in WvW is a bit stupid, and several skills & traits (and a class or two) are complete garbage in PvE, all of it culminates to them either being lazy with design choices, or reluctant to confuse more casual players (who, by the way, probably won’t ever touch sPvP anyway bar the fast travel to LA).
There’s been suggestions of them simply adding new effects to kits. They’d only have to look at 3 different legendaries (and they might just neglect the Flameseeker Prophecies altogether for this), and adding things as subtle as different colored explosions, new sound effects, or new models for abilities would be great. I have a friend with two incinerators, and I’ve seen how the abilities in every attunement are changed (I don’t notice any offhand differences though, but mainhand is notably different except for earth).
Smartcasting and a lot of experience microing with Starcraft. Already have to juggle to output the insane damage I manage, cycling between rifle, elixir gun, grenade kit, and either toolkit if I need a block for that boss / dungeon run, or flamethrower if I have no cares.
You can still defend incredibly well. 3 things:
Bomb kit, throw mine, flamethrower.
You can’t get very close under a heavy siege for bomb kit – but that’s not what you need. Typically, open with air blast – run in, drop big ol’ bomb (take the larger blast radius trait, please, and after that detonates, use throw mine. You might have to self detonate it, but the point of all this is still there – you’re trolling the living crap out of them and keeping them off their rams. Flamethrower works great, but as others have said, retaliation utterly slaughters you. But you can still do some fairly decent damage, but you’ll have to back off every now and then to heal up.
You don’t need to be Grenades to be effective in PvE, hell, I’d like to see you with these grenades when facing the Ascalonian Captain as example. A well built P/P set is fine, you can even add a range traited Elixir Gun on top of it, the new Giver weapons scale ridiculously well with all the condition damage we can deal. Berserker Rifle is welcome too, especially for the Dredge fractals.
Net shot ? Freeze grenade? Not sure why grenades are hard on a boss who’s heavily stationary. I’m going to abstain from breaking it down why grenades > everything for engineer ranged DPS – there’s several other threads where it has been done. I’ll leave it to you to do some research or self testing if you continue to believe otherwise.
The difference between a good engineer and a bad one is miles apart. I usually hold my tongue in PvE if I see pistols, as long as they’re staying in grenades – but if we’re having trouble at the grawl fractal, and they’re using a flamethrower still, you can guarantee I’m gonna tell them how to play.
Surprised no one else has mentioned this yet. There’s an easier way to do that jump in the hidden waterfall cave. Rather than trying the max distance jump that you describe, try jumping straight to the ledge you want to access from the second waterspout. It’s a much easier jump to make!
I was about to spout this off actually, the only hard jump to land in the entire SAB is the one with 3 baubles in the air in zone 1. I didn’t remember having to do a dodge jump in the secret room of zone 1, and this was why.
Also, about the frog tongue – it’s INCREDIBLY forecasted, and easy as kitten to dodge. There’s no excuse to not dodge it. If I see him start flapping his tongue, and I don’t have a jewel to throw? Go to the left / middle lily pad, wait for him to start the attack, and dodge to the right. Boom, avoided, easy as that.
Grenade kit for ranged damage output. Retaliation exists, deal with it – it’s a hard counter to engineers in WvW, not a lot of options except to manage yourself and make sure you’re attacking at 1500 range, where only silly rangers and siege weapons can hope to hit you.
Toolkit for two things – one, it’s your ‘OH ****’ button with gear shield. Two, it’s your GET OVER HERE insta-gib button with magnet, which you then follow up with net shot, grenade barrage, overcharged shot, etc – point is, easy kills in large scale battles.
Elixir S, for another ‘OH ****’ button. You can never have enough of these.
If you’re defending on a keep, swap out elixir S for either elixir gun (super elixir, acid bomb), or flamethrower (fwoosh fwoosh fwoosh through doors works great as long as they don’t have retaliation, and air blast does too – if they have retaliation, back off and grab throw mine and retrait for larger mines & bombs, helps a LOT).
It’s probably a higher chance with higher level guild events. I got a miniature siege golem (green) from the guild rush yesterday, so I’d expect even higher chances of such things at guild puzzle/mission levels.
If they have a rifle, don’t get close. Between net shot, blunderbuss, overcharged shot, and jump shot (read: EVERY FRIGGIN’ SKILL), a smart engineer can completely annihilate you. I’ll avoid a pistol versus rifle debate, as much as I’d like to start one, but rifle users are much more volatile up close – overcharged shot induces two seconds of opportunity for him and his teammates to utterly wreck you, and it hurts even more if the first thing you see are three blue-white grenades arcing through the air at your knocked-out kitten. After that, you’ll be chilled for 7.5 seconds, and he’s going to keep throwing every grenade in the world on top of you while you struggle with it, and then likely kill you.
It also hurts that there’s no tell for overcharged – aside from ‘the engineer is close, oh god what do I do’. Blunderbuss has a 0.5 second cast time with a slight animation, overcharged is about 0.2 seconds that just fires off. And on top of all this, he has a 2-2.5 second root on an 8/10 second cooldown. It’s fortunately easy to avoid at longer ranges, but you should still keep an eye out – it has a blatant animation, and decent travel time, but up close, it’ll just cement your doom if you don’t have some way to stun or block.
So, my guild Asynjur did a guild rush after the monthly reset (is it intentional for rewards to reset upon new monthly achievements? Not my point, but anyway – ), and this bad boy dropped:
So I guess it confirms that anything from the guild rewards list can drop, at least for things higher up than bounties. All I’ve seen drop for bounties are ascended accessories. Yes, those are 16 commendations – just to prove I’m not in some super duper guild with two million influence to spare at patch day, and just rushed everything with the only limit being merits.
snip detailing why grenades are better
Second. At least for PvE, no comparison. Don’t need pizza or giver’s weapons or any silly stuff to keep up 25 bleed, poison, burn, and vuln (you don’t see poison in the screenshot because then that would kill the target before I can hit 25 stacks). Frees up 2 utility slots to be whatever you want, good alternative to juggling builds, but it falls prey to the ‘you have to watch out for your party’s conditions’ issue.
It’ll round to the closest multiplicand of 0.25, so it’d round to 2.75 – but it would only tick twice, so effectively a two second burn. You’d only need about a 45% or so increase to make it reach 3 seconds, as it would then round up to 3 seconds, and you’d get 3 ticks. Easy way to test it is to put 20 points into firearms, take 20% longer burns trait, then adjust points into explosions while taking 30% chance of a 2 second burn trait, until you find a value that produces 3 ticks of damage instead of only 2.
I’m tired of posting about bugs and issues with the class, and they continue to either go ignored, or aren’t touched since launch. Scope, kit refinement nerf (primarily double super elixir was our only viable method of group healing, aside from healing turret + detonate – and now we only have one, killing our group healing by about 45% – 10% of it was the regeneration from healing mist), and the simple unviability of flamethrower, gadgets, or turrets. Turrets went from ‘wtf r u doin’ to ‘I hope you’re just testing that’.
To be fair, the icon on picking up the jewel is a major hint. MAJOR hint.
For the ignorant, take a look at GW1 on April Fools’ Day (in the later stages of its life):
We got a terminator-esque mission, a helicopter, A.R.E.N.A.N.E.T. commandos from the future, and all the fun things therein, along with tongue-in-cheek patch notes.
I’d expect no less for GW2, and it was delivered – and I’m loving this immensely. Put Josh Foreman in charge of everything, because everything he’s done (that I’m aware of) has been pure gold. Screw work scheduling, just make him work nonstop but give him other people’s payrolls. Given balance seems to be rolling dice on what to ‘fix’, and people are having more fun with rather unrewarding (but incredibly fun!) PvE content than anything that’s been done to WvW… this speaks leagues about who’s working on what.
Use flamethrower to test scope, works around ~10x faster. And yeah, scope still doesn’t work.
Didn’t realize this kind of player was plaguing GW2.
To quote one of the better works – “Some people without brains do an awful lot of talking”
Kamhal, that’s assuming every grenade hits and it requires tons of micro managing – Even in PVE you might miss since mobs might chase people who have to move to not die, and in PvP you’d have better luck stepdancing on the back of an icebear wearing a spacesuit on mars while riding Zeus’ lighting bolts while playing pong with Hercules than connecting even half your nades.
He said PvE and dungeons. Most bosses are 1) generally low on actual movement for most of the fight, and if they aren’t – that’s what freeze grenade is for, and 2) I’ve done every bit of content, and in almost every situation I’m standing point blank so I can juggle my other abilities (I’m not condition grenades, more of a kitmaster setup), the only bosses you generally have difficulty landing everything on are ones in higher fractal of the mists, as they hit too hard to comfortably stand close to.
Grenades are our best kit. Damage up to 1.5k per Grenade and we can throw 3-8 grenades at once.
With Shrapnel+Sharshooter is extra bleeding possible. So heavy conditions = grenades
This, you can maintain 25 bleed stacks, permaburn, permapoison, and high vuln, just by facerolling grenades. Without pizza. Makes other options (condition-damage wise) for every class look pretty stupid to be honest by direct comparison. This is with 2 sigils admittedly – one for 10% longer bleeds, and another for earth. Given other players passive bleeds, I’d probably give up the earth sigil for sigil of battle or somesuch – swap to prybar for some confusion stacks and bomb kit for a few more! Unlike the ideal power engineer build (grenades/EG/FT), the ideal condition build only needs grenades, anything else can be chosen at will.
A much better comparison would have been Jump Shot. It doesn’t go quite as far, but it also deals far more damage. No class has anything quite like RTL (I suppose double shadow shot is a much closer comparison, but again – no damage).
You take flamethrower for 1 main reason – more damage. You swap to it, double tap 2 at point blank, or launch it at the sweet spot range and then swap anyway and resume your regular damage methods. You also gain access to a 10 second fire field, and a instantaneous point blank AoE blind that you can use between grenade tosses or whatnot.
Turrets do almost zilch damage. The only decent one damage-wise is also the one on a 60 second cooldown. Our worst by a significant margin is thumper turret – the overcharge doesn’t do much more damage, the auto attacks are god-awful damage (I tested it in bloodtide coast, it can’t even solo a marsh drake), and the toolbelt is equally bad (Wow 90 seconds for a blast finisher? Man **** big ol’ bomb). Net Turret’s not in a bad spot right now, given it has a 4s immobilize on a 10 second cooldown, along with a useable toolbelt skill and a nasty overcharge.
I’m gonna agree with the OP on the main point here, no reason to take people dedicated to support / tanking when better players can go full glass, do the content in half the time, and come out unscathed.
You know what it takes to become a good support? Not cleric stats or suddenly devoting yourself trait-wise to helping others, but simply slotting a few good utility skills. Engineers can bring elixir gun and kit refinement for double super elixirs, on top of blinds via flashbang and smoke vent. Guardian has wall of reflection, F3, “Retreat!”, empowering might, etcetera – entirely capable of going full glass cannon (although some vitality isn’t bad, given the low base health pool) and being very survivable thanks to permavigor and aegis spam. Warrior can bring a banner and FGJ, but their support is somewhat limited to that without going 30 deep into tactics. Necros and rangers are in a bad spot right now, given they don’t really excel at any damage department while also bringing good support (hopefully spirits have their icd lowered or somesuch to be brought on par, or necros get.. any good support option that isn’t HAY GUIZ I USED WELL OF BLOOD). Mesmers have [insert skill here] to help with, and a sword/x mesmer can do very solid damage in the process while essentially getting another dodge on their 2. I’m sure you see where I’m going with this.
tl;dr – DPS + smart play is the best style, support + tanky play is the safe, but unlearned style. Only time I might argue otherwise are things like the dredge fractal at higher levels (where you get one-shotted), where blind is unreliable and your only bet is to DPS them from a safe distance.
Edit: Deleting all that, don’t wanna scare you with a wall of text.
Try out different kits, hopefully you’ll realize why which ones are bad and which ones are good. While levelling, I highly encourage bomb kit up until 60 – the smoke field and the heavy hitting, fast damage from the auto attack do wonders.
Contact me in game and I can explain a world to you though. But again, I’m afraid I might intimidate you out of the class’ potential.
Depends. Do you wanna do the most damage possible (or perhaps sacrifice a small portion of damage in favor of more blinds/cc/etc), or do you want something relaxed and easy?
‘Cause there’s a skill floor, and a skill ceiling on engineer, and the moment people start spouting pistol/pistol with HGH, that’s around the skill cabinets. If they talk about berserker kit juggling with acid bomb / grenades / flame blast / rifle skills, that’s when you start having to watch your head for the nails sticking through the skill ceiling.
The only thing that irritates me is ‘a 10 point trait shouldn’t be that defining’.
But grandmaster traits like retaliation for 5 seconds out of 25 should be? What about static discharge, given that it can change how players view toolbelt skills? I thought it was just part of the engineer style of things.
Distinguished Circle of Logic on my engineer. Utility infusion slot is way too good to pass up, and you can put the offensive/defensive ones in there anyway at one point or another with extra mats if you reeeeally wanted to (idk why you would for +5 power/precision/whatever). However, right now I’m afraid to buy a gilded infusion in case they allow us to infuse our amulets. Just saving up for the minipets now.
It’s far more likely engineer will get a mace or hammer, if they do add new weapon options. The mace would be nice, as it would give us a good weapon to go with shield (no pistol is not good, deal w/ it), and the hammer would be.. totally awesome.
You are assuming power grenades vs power bombs if i`m correct?
I`d never play a purely power focused nade build. If you go nades you want max bleed procs of crits + high crit dmg% – rampager power prec condi seems reasonable maybe with a few pieces for crit % and lots of points in our crit % tree as that tree scales better than the other ones in terms of damage.
Condition damage doesn’t scale very well compared to power/precision/crit damage. The difference between 30 crit damage (30 tools) and 110 crit damage (30 tools + ascended gear) is about a 25% increase in damage, assuming 45% crit rate, and that value only gets higher with more critical chance. Not to mention the raw damage you lose going from rubies to bleed runes.
@Kand: I’m simply debating swapping bomb for grenade kit in that whole rotation. Grenades would be more convenient for me (I have the mental cooldowns all timed, I run CDR for the rifle namely so I can use net shot, blunderbuss, and jump shot more often), and Acid Bomb is right around 1 second activation time (it feels like the self-disable is shorter if you cancel it, but marginally). I’ve done some testing in the past few hours with bomb over grenades, and it’s throwing me a little out of whack (I’m used to doing ~4 attacks with grenades, then swapping back to flamethrower for flame blast, then back to grenades for shrapnel, etcetera, but bomb kit attacks slightly faster, so 5 attacks seems more appropriate, but it’s throwing me off!), but the extra 3 stacks of might from BoB into Napalm’s field is putting me up to 15-18, between 3-6 from might-on-heal, 6 from blasts (9 if I counted supply crate, which I won’t), and another 6 from sigil of battle. It’s.. let’s just say I’ve done a ton of min/maxing DPS-wise across all my professions, and I love my engineer for his current flexibility and damage – and this is making me consider mixing it up a little. Even if the difference is marginal, it’s still there. I’m an engineering grad, optimization is my life!
Edit: Forgot to mention that, with this change, grenadier goes out → 10% more explosion damage comes in. Maybe take shrapnel out for larger radii, but any boss I make the change for would be probably sitting still.
(edited by Kamahl.3621)
If you are stacking on a boss in PVE and trying to maximize DPS, you should be using bomb #1 and #2, BoB, and Rifle #3 and #5. Every attack you do, excepting Bomb #2, will have a coefficient higher than 1. Bomb #2 is used for stacking vulnerability and fire field combos.
I’ve always been curious about this, as I debate swapping out grenades for bomb kit on bosses where melee is safe (Alpha, for example). I wouldn’t need grenadier, could spec for 10% more explosion damage and 3 might on heal, and.. anyway, I’m not sure the damage difference between BoB and bomb autos (I would never use the 2 in my current setup, given bosses burn constantly anyway due to a single guardian and incendiary ammo) and grenade 2, 4, and barrage (one more damaging skill, and barrage really brings the pain, not to mention avoiding scattering non-defiant mobs, which is.. really trolly) is that considerable! I’m often rotating to flamethrower to double tap 2, maybe drop 4, and then elixir gun to push 4 then ~ on top of the napalm, then hump over to rifle and do what has already been mentioned. Was wondering what your thoughts were on the differential? Acid Bomb and Flame Blast have very heavy power scaling.
tl;dr Is there a real difference between grenades and bombs when rotating other kits heavily?
(edited by Kamahl.3621)
One problem with your point 2, blinding and poison grenades do less damage than auto attack, and the poison dot usually won’t make up for it in this sort of build. Shrap and Frost grenades do put out more damage though, so tossing those into rotation is generally a good plan.
Last note on this subject, why do we care if we can outdps warrior’s greatsword? Axe warriors already do it.
I didn’t say to use blind and poison, I said 4 damaging abilities. Shrapnel, Freeze, Barrage, and auto. And axe only outdamages based on auto attack versus auto attack + hundred blades (or axe/mace with 5, 4, 2, and auto attack). And this is an incredibly small difference while packing 2 sigils. Whirlwind attack fills that void hastily to bursting.
I’ve a warrior and engy at 80, and I can say this: On one hand, yes, engineer can outdamage a HB warrior if and only if 2 things occur:
1) The mob is not against a wall. Whirlwind Attack puts out a lot of damage if they are, and gives several might stacks in the process.
2) You can’t just auto attack with engineer. Flame Blast, Acid Bomb, Blunderbuss, and Jump Shot all seriously ramp up your total damage output when juggling, in addition to the 4 damaging grenade abilities. Use them, and you’ll exceed a warrior using only HB and auto attack.
It’s also worth noting that warrior has more traits improving their damage output. More crit chance and more base damage increase from full adrenaline, more greatsword damage, and more damage while bleeding, will exceed 10% more damage with full endurance and 10% more from explosives (or 3 stacks of might on heal, which is what I prefer). This might change if Anet ever bothers to fix Scope, however. 10% crit chance while chilling will seriously close the gap trait-wise.