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Tpvp Turret Engineer (videos)

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Posted by: Kimbald.2697

Kimbald.2697

Tyler, just some of my own feedback on turrets, I made these suggestions pre-patch, but I think they are still relevant. Also, i am not sure if fairtex or the other turrret engies saw these before the scroll gobbled up my ideas, so i apologize for reposting:

each turret should be a kit of its own.

5 = pack up/set up
4 = overcharge

2 – 3 ought to be extra skills, like drop bandage on a short cooldown or drop bandages on a long cool down for healing turret, or caltrops and an oil slick for net turret (small durations medium cooldowns, or whatever, within a small radius (like, 240) around the turret.

1 = attack my target (allows you to select targets manually and still change targets yourself)

Turrets should gain buffs from skills and elixirs like anything else.
Turrets should do enough dmg to make the opponent target the turret.
Turrets should be strong enough to survive sustained dmg for short periods.
Turrets should be able to be healed through sustained dmg for long periods.

This way we could swap between turret control and weapons/kits easily. and the turrets themselves still have their current abilities as their “auto attack”

Let’s say you have a net turret and a healing turret down, and you are fighting at the edge of their range, while your ally is in between them, you could swap to your net turret kit to spread some caltrops to slow your ally’s foe, then switch to healing turret and drop bandages for them in a matter of seconds while still engaging your own foe.

edit: re: cooldowns; our blast finisher buffing powers are great, we still want those. turret cd ought to be conditional, based on how it was destroyed.

picked up = 15 seconds
foe destroyed = 30 seconds
self destruct = 45 second.

The Autotool installation trait is where the 20% reduc in CD should be, giving 12, 24, 36 respectively.

Addendum: You could even adjust KR to have swap effects for the kits, and then move up KR to a 30 pt trait and move that useless adrenal implant down to the 10 level since the Vigor trait in the Alchemy tree is already 100% end regen and thus 100% better than our 30pt Tools trait.

edit 2: also, my current turret build
http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.22.0.0.0.80.95.86.84.102.5.3.48.228.0.0.241.248.251.258.0.0.276.277.0.0.0.0.10.30.10.20.0

if each turret is a kit on it’s own, you lose all abilities when putting them down?
That turns them into full kits, and completely destroys the concept of turrets being seperate units.

The extra control on each turret might be rather nice, but in the end you only control one at the time.
And what’s worse: you can’t do anything except control your turret at that time.

I like kits, even if some improvements might be needed still.
But I don’t want turrets to be kits too.

I like them for being independant units that have seperate UI from what I am doing.
Not that I wouldn’t want them a tad smarter and stronger… but still independant of my own 1-5 skills at least.

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Tpvp Turret Engineer (videos)

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Posted by: Kimbald.2697

Kimbald.2697

On the topic of turrets: their targeting needs work, and they’re still rather squishy.
I love the damage rocket turret does, it hits the hardest of all turrets, but if that one shot is wasted on a pet or something… it’s frustrating.

At first it was very frustrating to see my turrets target the wrong thing. I’ve started to appreciate it to some extent because from watching some of my clips you can see where it has saved me. Plus, its not like a shot is totally wasted if it hits the ranger pet. they are annoying.

You’ll also notice that clones will attack my turrets instead of me at times. and they do squat for damage. If there was a way to make them target your target on command…

the poor UI can be usefull and actually save you by targeting the pet or clone, but the thing is that it’s random…
You can’t rely on it.

my suggestion, to be more reliable:
1. my target
2. if no target, player attacking me
3. if no target, and no player attacking me: npc attacking me
4. if none of the above: do nothing, keep still, just look pretty and turrety and be still.

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Tpvp Turret Engineer (videos)

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Posted by: Kimbald.2697

Kimbald.2697

This Thread is about turrets, isn’t it? Why we discuss about KR? Intersting point btw to use it instead of stun breaker…

it’s been the poor man’s stunbreaker of multi-kit engineers for a long time.
At least it has been mine

The cooldown hinders that for me though, I swap too often so waste the proc by the time I get stunned.

On the topic of turrets: their targeting needs work, and they’re still rather squishy.
I love the damage rocket turret does, it hits the hardest of all turrets, but if that one shot is wasted on a pet or something… it’s frustrating.

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Your Kit Refinement build?

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Posted by: Kimbald.2697

Kimbald.2697

yesterday I tried a build with just Tool Kit as kit… so I thought ‘hey: Kit refinement!’.

Than I realised: you idiot, just take speedy kits and run forever instead of 2 seconds each 20 seconds…

Thanks for all the input so far. Not giving up on KR yet

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First Engin..how viable is...

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Posted by: Kimbald.2697

Kimbald.2697

simple version:

for many easy leveling mobs, get something like bombs or grenades.

But when you meet a veteran, or one of the many ‘bosses’ champions or not, the ones that kill you with one blow… hit them with the elixir gun!

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Are untraited grenades viable for a CD build

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Posted by: Kimbald.2697

Kimbald.2697

Untraited grenades aren’t that awful, and you really only lose 33% effectiveness (2 grenades is 66% of 3 grenades…)

However, as others said, they’re probably not worth the slot untraited unless you just really need to be able to throw something at a wall. The huge advantage of grenades as a condition weapon is that every grenade inflicts vulnerability with steel-packed powder, so the damaging conditions are harder to remove.

this also means you need to go 25 points in Explosives line, or no vulnerability at all.
That little talent just before grenadier is also rahter important in a grenade build.

So going 25 points, but not 30…?

The difference between 20 points or 25/30 in Explosives is much more than 33% I fear.
That vulnerability helps every other damage dealer on that target as well. Multiple targets in the case of grenades.

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Full Precision Engineer?

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Posted by: Kimbald.2697

Kimbald.2697

if you go full crit with a power based rifle… consider Static Discharge trait, it’s pretty good in that.

Several versions of a SD (static discharge) build in different topics.
best put it in the search bar, or check the sticky with all the builds.

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Looking for Strats Engy v. Mesmer

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Posted by: Kimbald.2697

Kimbald.2697

there is a long post with several video’s that gets renaimed every time a new video is added.
As it happens, Amadeus just added a Mesmer ‘how to’ video.

It’s on first page, now called: shattering the mesmer.

The video is on the last page of it all (thief one there too)

Check them out, they’re really helpfull.

https://forum-en.gw2archive.eu/forum/professions/engineer/Drakeco-s-Videos-How-to-Shatter-mesmer-up/page/3#post1771982

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Are untraited grenades viable for a CD build

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Posted by: Kimbald.2697

Kimbald.2697

untraited grenades in WvW?

perhaps to aoe the walls a bit, mostly to scare them away.
But for real damage and fighting? I don’t think so.
My opinion is that you are gimping yourself with them.

Coated bullets could be an idea for your build: the piercing pistol shots aren’t the same ranged aoe as grenades, but they still are good.

Try it of course, don’t take my word for it.
But my answer: no, I don’t consider untraited grenades worth using.
I could be wrong here. Actually: I hope I’m wrong… No kit should be only usable when spending a grandmaster trait on it.

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First Engin..how viable is...

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Posted by: Kimbald.2697

Kimbald.2697

It might be a bit weak at 80 in anything but a support build, or coupled wih the flamethrower… but for leveling the Elixir Gun is actually pretty versatile.

It’s not ‘needed’ at all, but if you like it: use it, it will help you in a lot of situations.

skill #1 auto-attack hits a bit too slow, but never underestimate weakness on bosses and champions and veterans… they hit a lot less hard suddenly.

skill #2 will bounce back to you as well, so it’s worth using every fight.
Pve mobs don’t avoid it, most players avoid it pretty easy since it flies slow.

The #3 skill does next to nothing and is the weakest of the lot.
Use it on healing mobs (pistol #2 is better)
or use it when other players are in melee range of the mob and are getting conditions for example.
If alone and the mob has not listed that it self-heals… don’t bother, just keep using #1.

Skill #5 removes a stack of one type of conditions when you use it, aside the heal, so that’s a good one if you need it.

Skill #4 is the most underrated one. It actually does very good damage. The only isue is that enemies move out of it son.
But seeing how many pve mobs are casters who stay put: use it when you’re on them, they will suffer.
It’s a great excape in general.

Last tip: if you use only this kit, you can consider the Kit refinement trait: it will proc a small immobilize field every 20 seconds (on swapping to the kit so do swap out sometimes…)
Combine this with the #4 damage field and you’ll have a great escape against melee mobs!

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Asuran Engineer--disadvantage?

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Posted by: Kimbald.2697

Kimbald.2697

As for as Elixir S goes… I sometimes don’t have the camera problem at all and I made the smallest asura possible. Granted she has a big head o.o

But yeah. sometimes it doesnt do it at all. Maybe its just me

could that be when you look straight down on your character?
because that’s the best way to use elixir S as Asura: the camera staggers less if looking straight down, at least you can do something.

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Your thoughts on an all Engineer Guild name!!

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Posted by: Kimbald.2697

Kimbald.2697

[BROKE] ‘Repair is on the way’

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Lost in possibilities

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Posted by: Kimbald.2697

Kimbald.2697

in dungeons you could swap bombs for grenades if you feel melee range is hurting too much. But grenades aren’t that strong before you reach the grenadier trait. Still, they work just like bombs… but from further away.

Do you crit enough to make incendiary power worth it?
If using bombs, you could swap to the bomb-range trait in the same spot.

Another nice combo open to you is:
- vigor on swiftness
- swiftness on using a kit

gives you a lot more dodges and mobility, in or outside of dungeons.

You could get the med kit instead of the elixir H, it’s a very nice package for solo healing an selfbuffing.

Once you open up more traits and get better stats, you can start looking at elixir builds, condition versus power and all of that.
For now: keep it practical, things will die no matter what you throw at them… your main concern is: you should NOT die

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Grumpy Engineers?

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Posted by: Kimbald.2697

Kimbald.2697

^ I understand but… I am in no way wearing rose colored glasses. I realize our class is hated by the devs, and i’ve said it on numerous occasions. Im just saying its really bring everyone down. the more you say life sucks, the more someone else will start thinking well gee, maybe my life does suck. and so on. I’m just tired of hearing the same thing being said over and over again. Every post is the same kitten thing. Let’s switch it up a bit. I’ll be posting something fun shortly in a week maybe maybe that’ll cheer people up.

my way of handling that is making topics where I aks people how exactly they cope with such or such change.
Trying to find out what works and what not.
I do complain at times, but I always try to keep things constructive… and civil.
‘Learn to disagree in style’ is probably my motto for these forums

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Grumpy Engineers?

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Posted by: Kimbald.2697

Kimbald.2697

don’t take my posts too serious in this thread by the way.
It’s a fun little topic, and everything I write I am doing with a smile.

My points of view are sincere, but it’s not like I want to have an argument over them.

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Grumpy Engineers?

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Kimbald.2697

I find it just as frustrating seeing the same people claiming everything is fine and fine, no matter what the complaints are…
Both extremes ruin the forum atmosphere to be honest.
I have difficulty taking someone serious in a discussion when they are wearing colored glasses all the time.
When people tend to disregard the complaints too easily, they push their opponents further into their negativity.
Both sides are very responsible for drawing out more biased views out of each other.
Not jus the negative people, the non-critical overly positive people as well…

This only refers to the forums of course, a place where I like to see healthy discussions from both sides.

In game I see little reason to be grumpy towards other players.
It’s not like the forum atmosphere is relevant there, no dev is listening, no feedback is needed (positive or negative).
Just play and have fun.

And about that flamethrower #1: it touches upon an issue you and others might have with grumpy engineers.
If you can’t even decide on the forums what is good gameplay or not, you should maybe ALL stop telling others how to play.
It’s not like there is a consensus anyhow!

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Your Kit Refinement build?

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Posted by: Kimbald.2697

Kimbald.2697

@Dirame @Nilix
Wanting some clarity on your posts.

  • Are you using the new KR in your normal builds/play?
  • Or do your posts refer to experiments you did with the new KR but you don’t actually use it in regular play?
    Thanks.

very relevant question, something I often wonder when reading posts of defenders of the new KR changes.
Do they actually use it, or do they just come up with some builds here or there that are fun experiments.

I still like the ideas mentioned, but indeed wondering if it goes beyond ‘this could work if I didn’t pick a better build’.

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Grumpy Engineers?

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Posted by: Kimbald.2697

Kimbald.2697

Since when did Grumpy Engineer thread turn into “Our class has so many problems and blaarg blarg blarg” thread

I was just stating you’re grumpy! You crazy people

you start a post that is rather one-sided about engineers being grumpy, in a general way.
Than you also wonder why they are grumpy, which we all assume was the intention of the post.
This is a discussion forum after all, not your diary…

As expected people start listing reasons why engineers would be grumpy.
Did you really think those posts wouldn’t list ‘engineer issues’ as the most dominant reason?

You asked for it, to be honest.

And this is cming from the one who replied he isn’t even grumpy. But I did say I was very critical here on the forums.
So there you have it

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Asuran Engineer--disadvantage?

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Posted by: Kimbald.2697

Kimbald.2697

By the way: in pvp the small size has an advantage too.
It is much harder readin the animations on an Asura than on a bigger opponent.
So it’s a bit harder to react to them.
Not impossible, just a bit harder.

Small advantage, but it really should be mentioned as well.

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(edited by Kimbald.2697)

Asuran Engineer--disadvantage?

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Posted by: Kimbald.2697

Kimbald.2697

I’m not saying Asura is not fun, or certainly not that it’s not worth a try.
I love my Asura.

But the camera issues are real, and the worst one is that elixir S bug.
Of course we can learn to deal with it, but the fact remains it’s an Asura only issue. And a terribly annoying one at that.
I personally stopped using elixir S altogether, since most of those 3 seconds were lost on the camera seizure anyhow, I almost never got anything done at all.

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Asuran Engineer--disadvantage?

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Posted by: Kimbald.2697

Kimbald.2697

elixir S is a serious issue as Asura, it’s terribly annoying.

Also related to the camera issues, like some targeting for ‘ground placed’ abilities.

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Your Kit Refinement build?

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Posted by: Kimbald.2697

Kimbald.2697

EG/BK was interesting.
Forceful Explosives, Short Fuse
Sitting Duck,
Stabilized Armor, Power Shoes
Protection Injection
Kit Refinement
It’s mainly melee range kiting around your opponents with the Bomb Kit and utilizing the Glue Trail from EG to immobilize your opponent and stacking 25 vulnerability within a matter of seconds. Swap to EG, use Elixir F, swap to Bomb and dance around their body as 15-25 stacks of vuln apply themselves. Nicely used with Rifle or Double Pistol for more immobilize, although I prefer Rifle due to its reliance on Power and ability to be used as a gap closer.
EG, Elixir F, Bomb, 4, 3, 2, 5, 1, EG, Big Ol’ Bomb, Acid Bomb, Jump Cancel, Rifle, (Big Ol’ Bomb usually explodes here), Jump Shot, Net Shot Mind you, this is just between the two kits. I haven’t solidified what I’d like for a third skill but that’s totally up to you. Elixir S, U, Slick Shoes, Net Turret, Rocket Turret, have all worked out for me.

quite interesting.
Never combined just EG with bombs before unless healing. And certainly not for vuln stacking.
Thanks for that, could be fun to try.

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Boon hate and engineers

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Posted by: Kimbald.2697

Kimbald.2697

I’d like a the Rifles Hip Shot to have this effect. Or at least to increased damage to immobilized foes.

please not tied to a single weapon, a single kit, a single elixir… make it usable for all engineer builds please.

Immobilized could be an idea, but not just for the rifle than.
And don’t forget it would have to be balanced around rifle cooldown which is very short on immobilize… leading to a weak version of whatever boon hate it would be.

By the way: if boons are considered too strong, than why introduce yet another effect instead of just reducing boons in effectiveness?
Or would that be too simple?

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(edited by Kimbald.2697)

RIP Kit Refinement

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Posted by: Kimbald.2697

Kimbald.2697

what I don’t get in this whole discussion is this:

in what multi-kit build is the kit refinement trait actually worth more than it’s alternative traits now?
Either by not spending 10 points in Tools, or by taking another trait in Tools.
I don’t believe the new Kit refinement is ever the better talent to take. Those 10 points always seem better spent on something else.
It can be gimmicky fun, but it never seems the better talent to take.

So how is this talent considered not broken than? By being a funny proc you can’t rely on?
I’m missing it’s use in a serious build.
In a one kit build it can be usefull, but in a multi-kit build, which is the core of this discussion after all…
What multi-kit build has 10 points to spend on this if it wants to be competetive to other builds?

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(edited by Kimbald.2697)

Grawl Shaman Bubble and Weapon Kits

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Posted by: Kimbald.2697

Kimbald.2697

FT full attack is only taking 1 stack (or 2 maybe) of the shield away.

so they can do it for this boss, but not for retaliation?
Odd… verry odd.

Other than this cynical question, I wouldn’t know what the best way is, sorry.

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List of my TPvP engi builds

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Posted by: Kimbald.2697

Kimbald.2697

yea it’s bugged. I always wondered it myself. Try it out in the mists. I just tested it today on other players as well, it still works

is it bugged, or do they simply round it of which would be the logical mathematical thing to do?

Has there ever been an official comment on this?
Or are there other timers that make us believe it is one or the other?

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Grumpy Engineers?

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Posted by: Kimbald.2697

Kimbald.2697

I’m usually very critical here on the forums, because it’s the place to be critical… It’s a form of feedback after all.
It’s what the dev’s have as player feedback, so i see no point in being overly joyfull when things need to b pointed out.

That said, anyone who came across me (Wiggely Wombat) in game, will know that I’m always cheerfull there.
Very often a tad sharp in my humor, or simply not funny at all because my jokes fail here or there
But in general I’m a happy little engineer, and I must say: most engineers I’ve come across seemed pretty good spirited too.

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Your Kit Refinement build?

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Posted by: Kimbald.2697

Kimbald.2697

cool.
Nice to hear.

The Bomb Kit proc is one of those that seem really fun.

But I’m a bit surprised you find the tool kit proc that usefull.
You feel like it makes a difference, compared to taking speedy kits for example?

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Your Kit Refinement build?

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Kimbald.2697

Not interested in the old versus the new, other posts cover that extensively.
Just want to see if you use the new Kit refinement, and in what build.

I’m really curious if anyone can fit in to work in a multi-kit build, or if they rather take another trait instead on that spot.

And if you use it in a single-kit build, which one you use it with.

I find the speed on Tool kit a bit too short to be worth the trait, even though I use tool kit all the time.
If i use med kit as well, it’s a bit bordersome keeping track of that 20 sec cooldown.
So even if I use these 2 kits all the time almost, I haven’t bothered with Kit refinement anymore.

Hence my inquiery: do you use it, and with what kit(s)?

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Drakeco's Videos -New Roaming Video up!

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Posted by: Kimbald.2697

Kimbald.2697

Well he press skills like a mad man when he got Confusion on him, and then procced to whine about it afterwards! So I’m quite sure you will ineed win with your new build bahaha

But he also sounds like the kind of player who is loking for challenges and to improve himself… I doubt he’ll keep mashing abilities next time

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Tip o' the Day

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Posted by: Kimbald.2697

Kimbald.2697

Pistol users: When being attacked by a Ranger, target their pet with Static Shot as your opener. The pet’s charge/pounce will miss and the Ranger will be hit by all bounces and unable to evade by dodge rolling.

good one

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'Accelerant-packed turrets' baseline?

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Posted by: Kimbald.2697

Kimbald.2697

From a PvP perspective I’d have to say that Deplayable Turrets is already the perhaps most powerful turret-trait there is, especially for being only 10pts, so it really doesn’t need anything. ;-)

It makes a world of difference in PvP if you place your turret at your feet, or 1000+ units away where you’re forcing your enemy to break off to kill the turret.

I agree that most of the other turret traits could use some further boosts, but DT is fine as it is. Especially the Auto-Tool Installation needs to have it’s frequency doubled, then it might be remotely worthwhile.

it’ not so much that the trait needs work, it’s that we need to free up room in the turret traits.
That one is the most likely place, that’s all.
And it’s something all turrets could have without being odd or OP

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Boonhate Engineer

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Posted by: Kimbald.2697

Kimbald.2697

nThe only bad thing is points in tool trait line doesn’t seem to affect the toolbelt cooldown of mine field.

think the patch finally fixed that.

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Boonhate Engineer

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Posted by: Kimbald.2697

Kimbald.2697

First of: applause for trying something totally different for a change.

The build isn’t all together yet, but it could be fun (gimmicky but fun).

If you focus on the mine, you should at least have 20% shorter cooldown on gadgets.
14.5 sec cd on mine is awesome!

Lots of dodges, great cc, and Tool kit hits hard on power.
Seems decent in survivability.

I’m pretty curious how this works out.
Can’t put my finger on it but I have a feeling it’s not a well rounded build yet.

Either way: fun is THE factor in a game, so good going on that one

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The New Meta for WvW

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Kimbald.2697

And versatile means ‘some support, decent survivability, decent but not strongest dps, etc…’

This is precisely what the FT/EG build is. Try it some time.

been doing that since I levelled my engineer.
I have always been a multi-kit engineer up untill this patch where i started testing turrets.

FT/EG lost a lot of it’s potential with the kit refinement change. This was the other place where it was borderline OP, the first being 100nades of course.
But they shouldn’t have nerfed it so hard for multi-kit builds. That cooldown is brutal.

FT/EG is probably the most versatile engineer combo I have come across in a build, I fully agree there.
But is it really that strong?
Compared to the more single purpose builds?

Still, of all my tests, it is probably my favourite WvW build.
But no group ever needs me for it, our raids always wanted other profesions to do the same better…

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The New Meta for WvW

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Kimbald.2697

it’s a bit different, but not very much different Phineas.
1 or 2 elixirs, p/p and conditions…

It’s of course very nice that you adapt things to your playstyle, and I would never say you do it wrong.
But in the end I’m still waiting for a really different engineer build.

And versatile means ‘some support, decent survivability, decent but not strongest dps, etc…’
Not the fact that you change your build or traits or utilities between fights

My test build of today is a 2 turret – tool kit -med kit build, p/s
20/10/20/0/20 of all the weird things I could come up with…
It’s fun, that’s one important factor at least. It’s decent in locking your opponent down.
But it’s not as strong as the builds used here, nor is it real supportive, and I’m not sure yet how well you survive with it.

For big fights it’s crap, because of turrets… and tool kit being more single target anyhow.
Turrets need work for WvW, they really aren’t all that more usefull in big fights yet.
And the traits… the traits are scattered all over!

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(edited by Kimbald.2697)

Engy forum so quiet, many left?

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Kimbald.2697

I don’t like extremes: we are not broken and we are not fixed.

The question was why the forums are more quiet now, and the state of the engineer will be part of that, despite some saying they are fine no matter what…

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The New Meta for WvW

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Posted by: Kimbald.2697

Kimbald.2697

Let me give an example: since the patch very skilled engineers have been testing turret builds.
So have I, but I don’t consider myself among those very skilled… just saying that I been testing too.

But seeing how easy turrets still die, and how they completely randomly and kittenedly pick targets, it is almost impossible to find a build that could be called a WvW build.

A solo roamer build, sure!
But in larger fights? Forget it.

Gadget build?
Is there even such a thing that isn’t meant to be a joke?

Multi-kit build?
Some, but any as decent as the builds mentioned in this thread? Unlikely.

And any VERSATILE build at all?
Never seen one. Even less now with the Super elixir nerf of kit refinement.

So that’s where my remarks are coming from.
For me the ‘meta’ is narrowing down for engineers, instead of expanding a bit.
If anything it has shifted from mostly grenades to p/p condition as base.

So I’m not trying to be an kitten here, just expressing my honest opinion.

Wiggely, wobbely and other wombaty wabbity creatures…

The New Meta for WvW

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Posted by: Kimbald.2697

Kimbald.2697

I don’t know why people insist that HGH is a requirement.

I like using my elixirs when I need them, not when I need Might. Lately I’ve preferred just wielding Sigil of Strength if I need Might.

I’m talking about the builds most discussed here: most use HGH, most use conditions (a few power based HGH), almost all use elixirs except maybe SD.

These builds are very very simular, and mostly neglect the other things engineers are supposed to use in thier builds.

So for me it seems that the new meta for engineers are these builds, and all the others are novelty playthings not to be taken seriously.

I’m not knocking the mentioned builds at all, just saying I feel like I’m very limited in my choices these days.

Wiggely, wobbely and other wombaty wabbity creatures…

The New Meta for WvW

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Posted by: Kimbald.2697

Kimbald.2697

Aside the doom and gloom thinking of my above post, I would like to add this:

I find it nearly impossible to come up with a build even half as viable as the whole condition HGH thing.
Static discharge is a close second, but it’s squishy wich is never my style.

The builds you guys are testing are not only very strong damage, they also have decent survivability with the elixirs and their traits.

I can not find another department of the engineer (gadgets, turrets, kits) that has the same well designed traits and utility as the elixirs have.
Where before it was ‘grenades or go home’ it now seems HGH or go home…

Every day I try out turret builds, multi-kit builds, gadgets usage… and it all just feels gimicky and weak compared to the builds linked here.

I never felt as ‘un-versatile’ as an engineer since I started playing

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The New Meta for WvW

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Posted by: Kimbald.2697

Kimbald.2697

This all sounds so powerfull, I fear a nerf incoming for HGH condition builds…
Either the duration stacking, or HGH itself, or something else related to it will get some hits.

Not trying to be negative by the way, just trying to be realistic.
The complaints will start coming, and the last dev statements showed me that this is where they get their incentives from to nerf something.
In that one interview they almost admitted to nerfing 100nades because of ‘hear-say’. (that 24 k number was a very situational almost ideal optimal circumstances kind of number… not something 100naders saw all day. Yet a dev pulled it out as a real argument, bit frightening)

And if I see what you all are doing in both WvW as spvp with the condition stacking, I think a storm of complaints is swelling just outside of our coasts…

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Which skills to pick up while leveling?

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Posted by: Kimbald.2697

Kimbald.2697

if only picking a few first:

turrets: net turret: low cooldown, saves your life. Scaling doesn’t matter since it’s an immobilize, not a damage thing.

kits: tool kit to be honest. Very diverse, but mostly a personal favourite.
But bombs do everything, and do it rather easy in normal questing.
Big ole bomb is great fun.

Healing skill: med kit as healing is rather nice.

Gadgets: perhaps rocket boots because it’s not only an escape, but the toolbelt ‘rocket kick’ is a great damage-small aoe ability on a low cooldown.

Other options, but those would be my first pickings.

Traits: speedy kits

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(edited by Kimbald.2697)

Suggestion - same turret in multiple slots

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Posted by: Kimbald.2697

Kimbald.2697

The 5 min timer by itself is silly, but the real pain is that it triggers the FULL cooldown of your turret. And that isn’t right.

It should trigger some minor cd of 5 seconds or so, just so we can put them down again. This would solve the abuse by leaving them for auto-farming, but still won’t hurt the engineer.

The current solution, as many engineer ‘solutions’, is poorly thought through and shows how little experience these guys have on their engineers.

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FT and retaliation boon

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Posted by: Kimbald.2697

Kimbald.2697

I wouldn’t reduce it’s speed, I would let it count as one attack. So the whole FT #1 is one or max 2 attacks as far as retal goes.
This is how it compares to melee weapons.

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Suggestion - same turret in multiple slots

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Posted by: Kimbald.2697

Kimbald.2697

Turrets are still too weak.
Turrets are still far too stupid.
Turrets often have too long cooldowns, even after the patch.
Turret traits are all over the place, and too weak in general.

I agree with all of these concerns.
But letting us equip multiple of the same turrets is not the solution for me.
Solving these issues directly is a better way. The solutions can mostly be simple.

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Drakeco's Videos -New Roaming Video up!

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Posted by: Kimbald.2697

Kimbald.2697

How to: Theif

Here we go guys! Giving it my first try explianing how I battle the sneaky sneaky Theif! GIve it a look, and see if it can help you out, and be more then welcome to give back feedback about what works, and what ain’t working! I’m not sure what my next video is gonna be, cause I got a lof of stuff in the works atm. so time will telL!!

@Fifty you are mroe then welcome! I have tested all my old builds, and all of the are quite potent still, either stronger then before, or the same, so plenty of meat to play with there!

very informative.
Those are the kind of video’s I was talking about indeed.
basic for some, but superb for learning engineers.

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FT and retaliation boon

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Posted by: Kimbald.2697

Kimbald.2697

I do think that FT should be counted as a melee weapon not a range attack that reflect back to us.

FT range is so short that it might as well be as the same as a great-sword length.

and also allow the flame to tick per sec for 3 sec not one.

makes a lot of sense.
people go to lenghts to compare the Flamethrower to Grenades for retaliation, but in the end it should be compared to melee weapons of other professions… not a 1500 max ranged weapon.

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Rune of the Engineer: Discuss!

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Posted by: Kimbald.2697

Kimbald.2697

to be honest: it’s a big oversight that any ability ‘increasing damage of x’ be it turret or kit, is only effecting it’s naked (power) damage.

These effects should work like might and increase BOTH power and condition damage.

The 15% trait on FT and EG is a great example: it only increases EG power damage… one of the signature condition auto-skills we have, even more so than pistols #1…

Fix this and the runes suddenly make sense

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How come Magnet isn't instant?

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Posted by: Kimbald.2697

Kimbald.2697

Throw wrench while pulling works too, a very underestimated combo. Also because it changes the animation to a throw, and you cripple them while they run from your pull already (if traited Power wrench).

Are you sure about this? I’ve been testing it in the Mists and Throw Wrench and Magnet seem to only ever work one after the other, and not during. I’ve tried many times and have been unable to use the tool belt skill Throw Wrench while channeling the Magnet skill, or vice versa. how are you using the two concurrently?

will test again before I confirm this, don’t want to spread false info.

But yesterday (and other days in WvW) I could start pulling, than throw wrench and still pull the target. And it got hit by the wrench in the process.

I hope this wasn’t just lag, so further tests are indeed needed.

edit: testing in the Mists, so without lag interfering.
I can pull and than throw wrench during the animation.
The pull will continue and take effect, but the throw wrench will only hit the instant the dummy is pulled at my feet.
Still: the animation is changed from pull to throwing (which is the visual ‘trick’) and both go of. So the pull animation stops and changes, even though the pull goes through.
In WvW the throw often was visable during the pulling itself, which was probably lag on the visuals of my enemy.

edit 2: and now I can’t get the animations to mix anymore
Seriously starting to think it’s either my pc, or server lag playing tricks on my visuals.
Have been combining them often, but only since this thread I actually checked what the animations were doing. Before I just hit both and they both worked… too busy to look at my own animations.
_

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(edited by Kimbald.2697)

Trait Idea: Quick-response Turrets

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Posted by: Kimbald.2697

Kimbald.2697

The Instant Overcharge Activation, in my belief, shouldn’t reset the RoF of a turret, rather being a separate entity if we use this.

Indeed.
Just let each overcharge be a seperate effect.

For the net turret: if it stuns, than it’s ok that the immobilize is on a different timer…

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