Fine, we will fire rabbits an other small animals with our 1 skill which, due to the weight I our ammo, would cause us to be more mid-long range, and just think of how awesome it’d be to fire a small, angry animal at your enemies from long range, and after the initial hit the small animal begins to attack them?
Our #3 skill could be called “Explosive” rounds, and the next 10 animals fired from our gun will be strapped with explosives an upon triggering the skill again they’d all blow up launching and inflicting vulnerability to everyone hit.
The #2 skill we’d fire a watermelon or “critter food” at the target causing all the fluffy animals we’ve fired from our gun to swarm onto that target wanting blood, and as such they’d cause bleeding on each of their attacks until the critter food wears off.
The #4 skill would be the gillie suit and the #5 would be the reflect.
EDIT: for obvious reasons all the animals fired have experimental rabies from animal testing and would randomly inflict chill, weakness, poison, and confusion, there’d be a max of 10 if them walking around and they’d die in 2 hits (ie each time they take damage it deals 50% of their health)lol, who doesn’t want rabbits as ammo. I certainly do.
@ Kyon I understand that we are supposed to be a mid to close range class but it is fun to entertain the notion that we could flow between all ranges, which as Penguin pointed out could = versatility.
I still don’t understand why you people are trying to make it as if I said that a Sniper Kit is impossible for us when I clearly did not say anything like that. I merely disagreed with Entropy about how he said we are currently clearly snipers with our rifle. All I did was state that we are no snipers in our current form followed by my points on why we are not. So please, don’t start putting versatility into discussion as I’m fully aware how versatile we are.
He’s the guy fixing the tanks, not the hero -_-.
You wish, engies are the commando guys running with shotguns, grenades and mines and flamethrowers
Plus Iron Legion engineers were the ones who advanced technology enough to invent the rifles in tyria, it only makes sense that engineers would also be the ones to create sniper rifles
Well said, sir. CLEARLY we’re the sniper class. Warriors with their sub-par intelligence and meat-head impatience would never spend hours analyzing wind patterns and bullet drop diagrams. PUH-lease. Silly bookah…
Clearly we are not. Anet defined us a class that thrives in CQC/Mid-range battles. Notice how our “Rifle” skills work best when in close range much like a shotgun? Or how our Rifle only has 1,000 range(1,200 when traited)? Or how the only Kit that goes beyond our default 1,000 range is the grenade Kit? Or how we’re the only ranged class that is able to equip shields? We were originally designed to be a Heavy Class character since we’re usually fighting in the 100~1,000 range unless you go for grenades.
B-b-but we are Versatile! lol (I cant say that word without laughing)
Devs have never mentioned anything about us being originally a heavy classEven though I agree that we are mostly for mid range, we are versatile enough to have a few long range skills at 1200+ for a sniper kit to be believable. Grenades, traited rifles,mortar, some of out turrets, traited elixir gun, supply crate, heck even magnet is at 1200
I don’t even know how versatility was brought up in the conversation. I was merely stating that there is no way in our current form that we are to be considered snipers, unless you consider throwing grenades at 1,500 range “sniping”.
As one of the ONLY two classes who can use rifles you really think there’s “no way we are to be considered snipers”? I “snipe” as best I can with my rifle in WvW all the time. We are clearly gun users / tech users who support groups, often at range. What is more snipery than that?
So your playstyle is just standing at 1,200 range and spamming auto-attack?
If the opposition is protected by AOE chokes or a foe is running, sure. With Incendiary Ammo added in there for a little spice.
There’s no need to argue with one’s playstyle when he/she plays it best so good luck with yours.
He’s the guy fixing the tanks, not the hero -_-.
You wish, engies are the commando guys running with shotguns, grenades and mines and flamethrowers
Plus Iron Legion engineers were the ones who advanced technology enough to invent the rifles in tyria, it only makes sense that engineers would also be the ones to create sniper rifles
Well said, sir. CLEARLY we’re the sniper class. Warriors with their sub-par intelligence and meat-head impatience would never spend hours analyzing wind patterns and bullet drop diagrams. PUH-lease. Silly bookah…
Clearly we are not. Anet defined us a class that thrives in CQC/Mid-range battles. Notice how our “Rifle” skills work best when in close range much like a shotgun? Or how our Rifle only has 1,000 range(1,200 when traited)? Or how the only Kit that goes beyond our default 1,000 range is the grenade Kit? Or how we’re the only ranged class that is able to equip shields? We were originally designed to be a Heavy Class character since we’re usually fighting in the 100~1,000 range unless you go for grenades.
B-b-but we are Versatile! lol (I cant say that word without laughing)
Devs have never mentioned anything about us being originally a heavy classEven though I agree that we are mostly for mid range, we are versatile enough to have a few long range skills at 1200+ for a sniper kit to be believable. Grenades, traited rifles,mortar, some of out turrets, traited elixir gun, supply crate, heck even magnet is at 1200
I don’t even know how versatility was brought up in the conversation. I was merely stating that there is no way in our current form that we are to be considered snipers, unless you consider throwing grenades at 1,500 range “sniping”.
As one of the ONLY two classes who can use rifles you really think there’s “no way we are to be considered snipers”? I “snipe” as best I can with my rifle in WvW all the time. We are clearly gun users / tech users who support groups, often at range. What is more snipery than that?
So your playstyle is just standing at 1,200 range and spamming auto-attack?
@Penguin
I know engineers are versatile, I don’t even remember saying that sniper kit is impossible for us. I clearly stated that there is no way in our current form that we are snipers unless you consider throwing grenades @1500 range “sniping”
(edited by Kyon.9735)
He’s the guy fixing the tanks, not the hero -_-.
You wish, engies are the commando guys running with shotguns, grenades and mines and flamethrowers
Plus Iron Legion engineers were the ones who advanced technology enough to invent the rifles in tyria, it only makes sense that engineers would also be the ones to create sniper rifles
Well said, sir. CLEARLY we’re the sniper class. Warriors with their sub-par intelligence and meat-head impatience would never spend hours analyzing wind patterns and bullet drop diagrams. PUH-lease. Silly bookah…
Clearly we are not. Anet defined us a class that thrives in CQC/Mid-range battles. Notice how our “Rifle” skills work best when in close range much like a shotgun? Or how our Rifle only has 1,000 range(1,200 when traited)? Or how the only Kit that goes beyond our default 1,000 range is the grenade Kit? Or how we’re the only ranged class that is able to equip shields? We were originally designed to be a Heavy Class character since we’re usually fighting in the 100~1,000 range unless you go for grenades.
B-b-but we are Versatile! lol (I cant say that word without laughing)
Devs have never mentioned anything about us being originally a heavy classEven though I agree that we are mostly for mid range, we are versatile enough to have a few long range skills at 1200+ for a sniper kit to be believable. Grenades, traited rifles,mortar, some of out turrets, traited elixir gun, supply crate, heck even magnet is at 1200
I don’t even know how versatility was brought up in the conversation. I was merely stating that there is no way in our current form that we are to be considered snipers, unless you consider throwing grenades at 1,500 range “sniping”.
As for engineers being a heavy class, try looking into some trivias from Anet.
He’s the guy fixing the tanks, not the hero -_-.
You wish, engies are the commando guys running with shotguns, grenades and mines and flamethrowers
Plus Iron Legion engineers were the ones who advanced technology enough to invent the rifles in tyria, it only makes sense that engineers would also be the ones to create sniper rifles
Well said, sir. CLEARLY we’re the sniper class. Warriors with their sub-par intelligence and meat-head impatience would never spend hours analyzing wind patterns and bullet drop diagrams. PUH-lease. Silly bookah…
Clearly we are not. Anet defined us a class that thrives in CQC/Mid-range battles. Notice how our “Rifle” skills work best when in close range much like a shotgun? Or how our Rifle only has 1,000 range(1,200 when traited)? Or how the only Kit that goes beyond our default 1,000 range is the grenade Kit? Or how we’re the only ranged class that is able to equip shields? We were originally designed to be a Heavy Class character since we’re usually fighting in the 100~1,000 range unless you go for grenades.
It would be a good idea to remove the self knockdown and be able to choose which direction to blast off to. We don’t really have a real gap closer and this might work out.
Bromi,
I’m assuming you mean Surprise Shot by “7s Discharge.”
I don’t take Surprise Shot as I feel you are wasting a slot on a turret you barely use. Also, LPBR has a cripple in addition to doing nearly double the damage of surprise shot.I never said you don’t bring much to the party, I said you don’t bring combo fields to the party. Plenty of builds help out the party in other ways. I am saying you help out the group with your multiple CC options.
I don’t have a reply for aydenunited. You’re basically saying go back to glass cannon static discharge, which I played for months and felt was way too squishy. I’ve been running this for a few weeks now with a lot of success in T1 WvW.
You can literally run just about anything and claim success in WvW, there’s too much gear discrepancy.
In PvP, there is not. And running a “kind of” burst build is not a viable option in tPvP, maybe in pick up play sPvP.
Also, rifle turret compares because of the SD from igniting a rifle turret + the fact that it’s not interruptable on any discharge, and it’s on an 8 second CD in most SD builds.
Why would it not be viable in tPvP when you’re tanky enough to handle things by yourself, you have enough CCs, and you deal decent damage?
As a team player, I’d rather take a Stun Breaker w/ 10 stacks of vulnerability toolbelt, a knockback w/ cripple toolbelt, and toolkit w/ a toolkit w/ throw wrench toolbelt which does decent damage(can hit twice) than a Rifle turret which’s only use is 2 static discharges.
So… no stomp? What is use?
Also, static discharge withoug 7s discharge? Way to go..
And in the party.. you said yourself you don’t bring much to party (comparing to what other builds of engi could).
So you think the only way to play a SD build is by having Net Turret in your utility Skill?
Useless to the Party?
PVT Gears with zerker orbs. Tanky enough to handle bursts when CC’ed. Can hold his own ground in 1v2 situation.
Net Shot – Immobilize
Overcharged Shot – Knockback
PBR – Knockback
LPBR – Cripple
Magnet Pull – Pull
Analyze – 10 stacks of vulnerability
Supply Drop – 2 Seconds Stun + Supportive Turrets
Nope, I don’t find him that useless. You can run that build all day long in sPvP/tPvP/PvE/WvW.
TL;DR – No, he’s not useless as you claim.
Edit: @OP
I also run a similar build, if the situation calls(like in WvW), sometimes it might be better to go 0/20/10/10/30. In your current setup, Toughness>Vitality since you have enough HP from your PVT gears. Get toughness trait that gives you protection when critted, will save you a lot from bursts. 20 second cooldown.
(edited by Kyon.9735)
Try using Healing Turret. Drop it and pick it up immediately. Heals you for about 5k + Regen Boon and cools down faster.
You can actually click your hotkey for Grenade kit while in the middle of unloading your Grenade Barrage to make them explode at the same time. Roughly 1~2 seconds and 16 instant explosions.
trying to find him again so i can fraps it hopefully.
Dude he’s not hacking or cheating so getting a video won’t make any changes… You just got bursted by a glass cannon 100nades engineer. Trick on surviving this is actually the same as surviving a 100blades warrior. It’s 1 dodge/stunbreak away. If an engineer magnets you or fires a net shot then gets near you, pop your stunbreaker/dodge as soon as possible.
I’m not necessarily saying yet that he is cheating, thats why i wanted to fraps it first to show people and elaborate why it “literally” was over 20 nades in an instant.
A guildy showed me the build and we went sPvP (its different in wvw obv, but to get a view of how it looked like) and yeh the build he used on his engi looked similar to how the guy killed me. But even with the quickness pot that he used, it still took him 2-3 seconds to drop every single nade. But his auto attack “grenade” didnt drop 16 like the guy in the screenshot did.The guy that killed me did it in an instant. IDK if thats how it supposed to be with specific traits or perhaps lag (even though it happened twice) thats why i wanted to fraps it and drop it here.
edit: couldnt find him anymore though, thinking about it, it might have been a macro program that spams his keys for him.
Ok, he only needed 3 clicks to unload 16 grenades(Grenade Barrage) which would take 1~2 seconds. Another 1 second and 2 more clicks for dropping 1 set of grenades which totals to 19.
Let’s assume his Toolbelt button for Grenade Barrage is F2.
1 – Press F2, AoE target pops up.
2 – Click on Ground (you).
3 – Press Hotkey for Grenade Kit.
That combo alone unloads 16 grenades(Grenade Barrage). No macro needed. And BTW using a Macro is cheating in GW2 that’s why I thought you were accusing him of cheating.
Now let’s clarify it. Those 20 grenades you were telling from the log are from Grenade Barrage or Grenades? The log does not show it in seconds.
Note: Applying Elixir U makes it all possible to drop more than 20 grenades including grenade barrage in 3~4 seconds.
(edited by Kyon.9735)
trying to find him again so i can fraps it hopefully.
Dude he’s not hacking or cheating so getting a video won’t make any changes… You just got bursted by a glass cannon 100nades engineer. Trick on surviving this is actually the same as surviving a 100blades warrior. It’s 1 dodge/stunbreak away. If an engineer magnets you or fires a net shot then gets near you, pop your stunbreaker/dodge as soon as possible.
It’d be pretty wrong to ask to be exactly like elementalists but just better (lack of cooldown and sudden change in skill range) imo, but I’d surely find myself more comfortable if I was able to completely edit the skillbar’s layout and UI (even the numbered slot for easier access to kits at times), however after this much time playing the engineer I don’t think it’s a problem.
I’d be fine with a cooldown on kits so long as you could spec to reduce it.
The real issue is that Anet wouldn’t want 2 professions to have very similar playstyles.
It doesn’t work “very well” with the flamethrower didn’t you check last patch notes? it got nerfed.
•Life-stealing food buffs based on critical hits no longer affect gadgets.
Yes by gadgets they mean bundles thus kits
Missed that note. Haven’t tested it yet after latest patch, but aren’t Rocket Shoes, Utility Goggles, Land Mine, Slick Shoes considered to be Gadgets while FT, ’Nades, Tool Kit, Bomb Kit are considered Kits?
Edit: Can someone please confirm in-game since I’m not at home now
(edited by Kyon.9735)
This is our highest DPS with the longest range when traited 30 into explosives. Basically you can go full berserker in WvW and stand 1,500 range from your targets and throw your grenades and get easy kills. Be sure not to let any enemies get close to you or let AoE attacks rain on you though. Very useful for area denials and choke points too.
On the other hand, you can also go for a mix of Offensive/Defensive armors and trinkets so you can be like a mini-Tank/Truck. Burst skills won’t kill you yet you can still hit like a truck. I’m happy with my current build now which allows me to choose between 100~1,500 range.
(edited by Kyon.9735)
Pretty much all turrets except thumper and flame. I mostly play PvP and WvW now though so you can still probably find a good setting in PvE.
Are you afraid what we’re saying is true which usually leads to someone booting the engineer out of the dungeon group? hmm?
Weird, in my experience they only boot badly played engineers. If your being booted from dungeons, perhaps it is not solely based on the profession.
1 – Accept that Rifle works like a Shotgun and is more effective when used like a shotgun. We are already blessed to be given 1,000 range for Hip Shot and Net shot is a very good support skill. Engineers are perfectly fine when fighting CQC (100~700 range) and that’s the very description Anet gave for engineers.
Except that it doesn’t work like a shot gun. # 1 skill is not shotgun like at all. #2 is not shotgun like in the least. #4 is the same effect as warriors #5 skill, does that make warrior rifle a shot gun? #5 Jump shot is not any more shot gun then rifle.
We have 2 closer ranged skills and 1 is precisely like the warriors close range skill.
Without Rifled Barrels
Hip Shot – 1,000 distance
Net Shot – 1,000 distance
Blunderbuss – 400 distance, deals most damage and bleeding stacks when used in 100 distance
Overcharged Shot – 400 distance
Jump Shot – 700 distance, 120 radius.
We all know we’ll get the best output when fighting in 100~700 range. I think a warrior’s rifle defines a “Rifle”. Though I agree that 1, 2, and 5 are in no way of a shotgun at all. I compared it to a shotgun since it works better is close range.
Engineer is a CQC class and our “rifle” works as a shotgun. It works perfectly fine.
OP – if you haven’t been mashing 2 buttons over and over, then you really haven’t played the grenade kit recently or the rifle.
- I love it when a poster claims there’s nothing wrong with the engineer class and that we’re all just “perceiving” that it’s not on par or as elegant as the other class designs, notably our sister adventurer classes.
I’m confused about the point you’re making. Are you saying that the Engineer is too simple? And then are you ending it with saying a ranger is more elegant than an engineer? Really?
The weapons certainly are a little simple in some cases and a little too complex in others.
Okay yes I was a little confusing. Rifle is a terrible setup, they should have never had a netshot in the setup we needed a multishot ability like the longbow and the warrior rifle. Second, all anyone has to do is compare the minor traits in the dps lines of all three adventurer classes to see how rangers and thieves have an elegance which means their dps abilities work together in harmony over multiple abilities and builds as well as multiple weapon types. That’s what I meant by elegance. Clear it up for everyone?
@ Coglin
Explain how someone who claims everything is working perfectly on this class can spend so much time in the forums trying to thwart us “evildoers” from getting the devs to realize just how this class if filled with holes in it’s design. If it were working perfectly why hang out all day in the forums go prove us all wrong, go finish the dungeons on the monthly in a pug group, or are you afraid what we’re saying is true which usually leads to someone booting the engineer out of the dungeon group? hmm?
1 – Accept that Rifle works like a Shotgun and is more effective when used like a shotgun. We are already blessed to be given 1,000 range for Hip Shot and Net shot is a very good support skill. Engineers are perfectly fine when fighting CQC (100~700 range) and that’s the very description Anet gave for engineers.
2 – You find playing an engineer simple because you stay in your rifle and grenade kit. Try juggling between different kits and learn playing with combo fields.
3 – Engineer is broken, but not as broken as many people claim that we are. We are hated and avoided in dungeons because people like you made a generalization that engineers are completely broken which became a “fact” for those people who are playing other classes. You will find people who love to have engineers in their parties because they know what the class can do.
4 – I’m not claiming that the engineer class is perfectly fine, what I’m trying to say is that it’s not as broken as people claim it to be. You should be happy that there are people like OP who realized that the engineer class is not as broken as people claim it to be. There are many people who claim that the class is broken even though they’ve never played an engineer simply because simple minded engineers themselves claim that we are broken to boot. We need more people like him to remove the status quo.
@Tigirius
Grenade and bomb are among our strongest kit at the moment, especially grenade. I doubt we need any kind of buff to them.
And we already have a perma 33% speed boost, and other option in alchemist to have a good amount of swiftness.
@Hurt
We currently have one of the best burst in the game. If I go 100% burst, without elixir S for defence, I can do a massive combo burst for around 20k damage.
The 100 nade build is a good burst as any other burst.
If there could be a buff, it would be with mines. Nobodies use them, and their damage is a bit lack luster. The toolbelt grenade spread randomly and they have a long casting time. If we could put more then 1 mine at a time, it would be really cool.
Might be a bit OP tho ahah!
While I agree that we have a great burst from 100nades, the build is very conditional and is not effective in most situations. Grenades don’t need a remake but rather our explosive traits does. Someone suggested about making Grenadier a Master Trait and reduce the number of grenades by 1 but make it have 50% more damage. We really shouldn’t be sacrificing 30 trait points just to make 1 kit effective.
As for Land Mines, I completely agree with you that it’s underpowered. I think they should add a cripple and maybe 3 stacks of bleeding effect to it. Also, they should make its knock back somewhat like a weaker BoB. As of now, the only use I have for it is it being a blast finisher and having a weak knock back.
I know you guys love to talk about things to do that can fix the game. But sometimes I enjoy the idea of being overpowered. It’s empowering.
This is a really terrible idea but I was wondering just how terrible it would get.
What if they took out the Grandmaster Trait Auto Dispenser Smoke Bomb and swapped it with something saying “Explosions are Blast Finishers” Let’s call it Explosive Impact. Now all the bombs, grenades, dodge roll bombs, 25%HP mines, and the rest are all giving you combo finishers.What would you do?
Having ALL of them as blast finishers is impossible.
2 dodge rolls will easily result into either 6 stacks of might, 2 AoE heals, 4 seconds of invinsibility, etc. We can’t even start talking about grenades and Bombs as we can spam them endlessly. Having a permanent 25 stacks of might/permanent stealth/massive AoE healing calls for OP.
But if you give probably give it something like a 9 second cool down or something, it’s would be pretty good. Though I’m not sure about 9 seconds cool down myself, remember that blast finishers give you 3 stacks of might for 20 seconds. You’ll end up with permanent 3~6 stacks of might just by dodge rolling.
But I love your idea though, not many people use Combo Fields and Finishers
Just give our Tool Kit a knockback from Thwack or Prybar and we should be fine.
That would probably be pretty useless on Tool Kit. Thwack can cripple with the power wrench trait which will let you escape. For prybar I imagine, especially if you trait power wrench, knockback would most often do more harm than good.
Besides the kits with the knockbacks are flamethrower and bomb kit for big ’ol bomb.
Don’t you think it’s pretty bad that you generalize that all people trait Power Wrench?
This is exactly the problem most engineers have – they stick to the bandwagon and stop thinking outside the box. While most people don’t, you understand that turrets can be used in other ways. Then that’s how you use them.
Everybody knows that turrets are clanky and goes down in 1 AoE. Then why do these guys keep on dropping turrets on areas that can easily be targeted by the enemy? If turrets were designed that way, doesn’t it mean that they were not actually meant to tank(at least for now)? So stop forcing them to tank the enemy AoE’s then.
A good placed Net/Rocket Turret will not be noticed by people most of the time. I’ve underwent a lot of games where I bunkered 1 node and only used 1 net/rocket turret on the course of the game because people were to busy to even look for it. A rocket turret’s overcharge will cool down in 20 seconds and knock back enemies. It also has a good up time for burning. A net turret can be overcharged to make it fire 2 consecutive net shots, even better when you trait for sitting duck.
A Rifle turret’s DPS sucks when just dropped on the ground but synergies pretty well with Static Discharge. When traited 30 tools, Surprise Shot can be used every 8 seconds and cools down for 20 seconds when blasted. This can be useful w/ bomb kit as well. Fire bomb cools down in 10 seconds, detonated Rifle Turret cools down in 20 seconds, 3x stacks of might gained from Blast finishers last for 20 seconds. If you can use this to your advantage, you have pretty much a permanent 3 stacks of might uptime.
As for Thumper and Flame Turret, it’s pretty hard to use them since they’re pretty much melee. These 2 turrets are the only ones I barely use.
TL;DR – if turrets suck at tanking/dishing out DPS when dropped, then don’t make them tank and don’t drop them for the sole purpose of DPS. If you find turrets ineffective when used like this, then simply don’t.
Just give our Tool Kit a knockback from Thwack or Prybar and we should be fine.
@topic
I’ll only add some things that has not been discussed as much as FT/damage/etc.
Rifle
- Make Overcharged Shot a Blast Finisher.
Tool Kit
- Add a knockback effect to Thwack or Prybar.
- Fix Magnet issues.
- Add more stacks of bleeding to Box of Nails.
Grenade Kit
- Add Ice Field to Ice Grenades. Most engineers have probably never even used the Ice Field from mortar because it’s too much of a hassle. Dropping an elite skill just for a combo field that is.
- Add Lightning Field to Flash Grenades. Only elementalists have access to this Combo Field. Share the love!
Landmine
- Make its knockback like Big ’Ol Bomb.
- Higher damage
- Fix/change its toolbelt skill.
Slick Shoes
- Larger radius
Turrets
- Scale with Hero stats
- Lower cooldown
Others:
- Give engineers a real access to stability, not a 50% chance from a toolbelt skill.
- More steam punk armors.
- More “Rifle” skins that look like shotguns.
Could use a little more elaboration.
Healing turret is fastest and decent heal and nice combo/mist effect. That’s fine.
Others:
U want net turret for control? Take wrench, u get shield + confusion + 2 control skills. Can be traited for 3 control skills.
U want flame turret for flame? Take bomb kit, u get many controls adding to same flame on button 2.
U want rocket/rifle for damage? Take whatever, it will outstand them. The only use for rifle is of course static discharge spam, which is obviously contradicts its use like turret.
U want thumper? Bomb kit, again. Better traited, same effect.
As I’ve said earlier, you’ll definitely find turrets useless if you only use them for the sole purpose of dropping them in the ground. Try using them with other skills and utilities so make synergies.
(edited by Kyon.9735)
I want to use my quaggan backpack while I’m using my kits!
Exactly! I really wanna buy that Quaggan Backpack but I can’t put it on my engineer because I mostly use kits.
This may sound ignorant but you’re probably not using your turrets right.
You can use turrets in many different ways. They are not meant to be just dropped in a single place.
- Damage/Healing
- Blast Finishers
- Distraction/SupportI use occasionally add Healing, Net, or Rifle Turret on my utility skills. I use 2 turrets occasionally on tPvP games and not be a liability to my team.
Sure, you can utilize turrets in interesting, unexpected ways with their blast finishers and perhaps for certain overcharges. But you can’t use them the way turrets are SUPPOSED to work, as area denial. They simply don’t function for that, no matter how you place them. Area denial is the reason many people want to use turrets, in any game, but the turrets of Guild Wars 2 are the greatest disappointment the game has to offer in that regard.
I usually run with Healing Turret + Net/Rifle Turret. Sometimes I go with all 3 when I play with combo fields and blast finishers.
All except healing one are useless.
Could use a little more elaboration.
I run with healing turret as my main heal. Otherwise, sometimes I’ll drop a rocket turret for Teq since I have to be a little close for comfort to hit him with my FT.
I always thought Turrets don’t attack dragons? I never saw mine at least.
Below is a conversation with another engineer from another thread called Berserker Engineer. You can literally pop 5~6 Blast Finishers in 3~4 seconds. You can do way more than 4-key combos.
P.S. Sorry I’m too lazy to edit and remove the unnecessary parts. Was actually trying to, but quote tags were too confusing
The only way I would see a Zerker Engi work is if you run dungeons with a coordinated team. But then again….whats the point of running a zerker Engi when a Zerker Ele, Zerker Ranger, Zerker Guardian, Zerker Warrior, and Zerker Thief will do SO MUCH more damage than you while surviving better than you??
Sorry, but honestly I see no point. Engis are a full support class while dealing some decent dmg. A good support Engi can be so helpful in higher level fractals.
I disagree. You can easily run AC and CoF paths 1 and 2 on a Zerker build even with a pug group. Also you can stack some 9~12 AoE might and massive AoE heal on a zerker build while dishing out massive damage too. Engineers can offer that much to the table while playing a Zerker build. You probably need to play with engineer skills more. I can’t see how you concluded that an engineer is a full support class when we can do OMFG bursts while supporting at the same time.
And surviving on a zerker build does not depend on whatever class you play but rather on how good you are at dodging.
I would love for you to prove me wrong. So far my Engi is sitting there all pretty gathering dust.
Can i get a video of you playing a dungeon please? I have seen some WvW videos and the most impressive i saw was the tankat video. Amazing player, but felt that he could have done even better with another class.
Ofc Im not just asking for a video for proof, im also asking for a video so i can take a look at your play style. Obviously my play style with the Engi is no good…..
Could you also please link me your fav build for PvE and high level fractals please. I think its time to dust off the dust from my Engi. Putting your armor, sigils, etc would also be extremely nice.
Thanks
Help me save time.
CoF Paths 1 + 2 and AC are the easiest dungeons in the game. All attacks from the bosses here are relatively easy to dodge. There are probably no arguments here.
How can you stack 9~12 might or do AoE massive healing or get 8+ seconds of AoE Stealth while in Zerker Build?
Learn to use Combo Fields and Combo Finishers.
Big ’Ol Bomb(1) + Detonate Healing Turret(2) + Detonate Rifle Turret(3) + Land Mine(4) + Supply Crate(5) are all blast finishers that compliment each other and can sustain good DPS.
- Fire Field from Fire Bomb or Napalm will give you 15 stacks of Might
- Water Field from Regenerating Mist will give you 5 AoE heals
- Smoke Field from Smoke Bomb will give you around 10 secs AoE stealth.This can be applied mostly on PvE scenarios since monsters move less than players.
More Tips:
You want to immobilize your target for more than 8 seconds along with 20~25 stacks of vulnerability?
- Get 10 Firearms and trait for Sitting Duck which gives (5) Vulnerability per Immobilize.
- Fire Net Shot(5) from your rifle or a Glue Shot from your P/P
- Fire Net Wall(5) from your Toolbelt Skill.
- Drop your Net Turret and Overcharge it. It will shoot 2 consecutive nets which gives another (10) stacks of Vulnerability. If it’s in PvE, make sure your taget has Aggro on you
- If you have a bomb kit with you, you can drop a Glue Bomb as well for another (5) stacks of vulnerability. That’s (25) stacks already.
- You can still get Utility Goggles and use Analyze for another (10) stacks and that’s a total of 35 stacks of vulnerability along with a very long immobilize.Using Net Shot, Net Wall, dropping Net Turret and overcharging it should take you about 3~4 seconds.
I’m not an elite engineer but I know how to play my cards well. This class has gone through a kittenhole but I stuck with it and learned to be resourceful to cover up for the class’ shortcomings. I found it inappropriate when you said engineer is a Full Support Class without even making a good argument. Yes, this class is broken at most but we’re starting to get good fixes from Anet. Hopefully good things will come.
(edited by Kyon.9735)
This may sound ignorant but you’re probably not using your turrets right.
You can use turrets in many different ways. They are not meant to be just dropped in a single place.
- Damage/Healing
- Blast Finishers
- Distraction/Support
I use occasionally add Healing, Net, or Rifle Turret on my utility skills. I use 2 turrets occasionally on tPvP games and not be a liability to my team.
Should probably just divide it into 2 kinds.
Peole who wait for things to happen and people who make things happen.
If you look at it closely, those “elite” engineers who thrive are those who have come to accept the shortcomings of the class and think outside of the box. While people were whining about how the engineer class was broken, people like Nisha the Medikat, Teldo, and FiveGauge have created very popular builds. While those builds are not perfect, they were able to make engineers viable when others used to say engineers can’t do anything with its current state. They did not wait for fixes to happen but rather they used what was offered in the table.
We’ve both been through what kind of hell and raging happened in the Engineer section after the major nerf to grenades. Most people are upset and the forums was out of control already yet Anet did not even give us a single reply. Come on, we just went under a major nerf so we deserve at least a single reply to show us that they’re listening. Then without any sign or clues, all of a sudden our Kits now scale with our weapons and turrets now scale with conditions. We were buffed out of nowhere.
Nah, we knew weapon stats would be added to kits, they had mentioned it along time ago on our forums. Sometime on November I think.
And there have been many outcries, the best we got from it was a mod posting he would be passing along player feedback to devs.
Yes they mentioned it, they never actually said when. Then after a major nerf, no form of communication was made and everybody was raging and disappointed and the forums was filled with rants. If they just let us know that they are working on it, I doubt the engineer forums would have been filled with rants like that. But past is past, at least now we’re sure they’re working in the shadows.
Anet is too busy to spend time to even give us a single reply. At least we got a “buff” last patch so we can say that we’re not completely forgotten. Let’s just hope they start fixing the patch by patch.
Go read the other profession forums. Rangers are the only profession that has had a dev post/reply since the last time we had one. So please give up on this blow hard, straw man argument that they are for some magic reason, particularly ignoring the engineers while implying they are not ignoring the other professions.
First of all, I’m all done complaining about Anet and stuff regarding engineer nerfs etc and moved on with it. What I actually meant by they’re too busy to even give a reply is exactly what happened this latest patch.
We’ve both been through what kind of hell and raging happened in the Engineer section after the major nerf to grenades. Most people are upset and the forums was out of control already yet Anet did not even give us a single reply. Come on, we just went under a major nerf so we deserve at least a single reply to show us that they’re listening. Then without any sign or clues, all of a sudden our Kits now scale with our weapons and turrets now scale with conditions. We were buffed out of nowhere.
In short, what I’m trying to say is that they should at least tell us that they’re already doing something about the engineer class so people won’t rage and go QQ in the forums. Now we know they are definitely doing something so they don’t have to keep quiet about it so people won’t assume they’re ignoring us.
Workweek just started. Will try to get a pvp footage on weekend or so if I ever get the time. There are lots of Engineer Videos on Youtube, just as coglin said, you just need to search. Try filtering them so you get the latest uploaded videos so you won’t have to search through 5 month+ old outdated videos.
(edited by Kyon.9735)
Figured it out last night. Wish there was some way to SEE the water field. How do I get swiftness?
There will be a while circle that will pop up for a second after you drop Healing Turret/Regenerating Mist. Detonate your Turret and blast finishers you have in that split second that it appears.
I don’t know if it’s bugged or not but I wish our Water Fields would not disappear within a mere second.
- Smoke Field from Fire Bomb will give you around 10 secs AoE stealth.
That would be smoke bomb. But we know that is what you meant.
Anyway, yeah I stack invisibility alot when running WvW. I drop fire bomb use it to stack AoE might alot as well.
Get used to having to detail explanations such as you did here. the engineer boards are going to be over flowing with posters claiming the engineer cannot do things that you seem to do with it every day, because they lack the understanding of simple details such as what you had to explain here.
Edited now. Thanks.
@coglin
I completely agree that we need a good access to stability, not from a skill which randomly gives us stability or stealth. I play bunker engineer and I hate how Hammer Guardians smash me out of nodes. I just recently started playing sPvP again and just started playing tPvP (was lvl 11 before I stopped months ago and now lvl 15) .
Usually I find myself as the lone engineer. Some times there are 2 or 3 of us and most of them are 100nades build but I am yet to see an engineer who can pull it off properly and consistently.
The only way I would see a Zerker Engi work is if you run dungeons with a coordinated team. But then again….whats the point of running a zerker Engi when a Zerker Ele, Zerker Ranger, Zerker Guardian, Zerker Warrior, and Zerker Thief will do SO MUCH more damage than you while surviving better than you??
Sorry, but honestly I see no point. Engis are a full support class while dealing some decent dmg. A good support Engi can be so helpful in higher level fractals.
I disagree. You can easily run AC and CoF paths 1 and 2 on a Zerker build even with a pug group. Also you can stack some 9~12 AoE might and massive AoE heal on a zerker build while dishing out massive damage too. Engineers can offer that much to the table while playing a Zerker build. You probably need to play with engineer skills more. I can’t see how you concluded that an engineer is a full support class when we can do OMFG bursts while supporting at the same time.
And surviving on a zerker build does not depend on whatever class you play but rather on how good you are at dodging.
I would love for you to prove me wrong. So far my Engi is sitting there all pretty gathering dust.
Can i get a video of you playing a dungeon please? I have seen some WvW videos and the most impressive i saw was the tankat video. Amazing player, but felt that he could have done even better with another class.
Ofc Im not just asking for a video for proof, im also asking for a video so i can take a look at your play style. Obviously my play style with the Engi is no good…..
Could you also please link me your fav build for PvE and high level fractals please. I think its time to dust off the dust from my Engi. Putting your armor, sigils, etc would also be extremely nice.
Thanks
Help me save time.
CoF Paths 1 + 2 and AC are the easiest dungeons in the game. All attacks from the bosses here are relatively easy to dodge. There are probably no arguments here.
How can you stack 9~12 might or do AoE massive healing or get 8+ seconds of AoE Stealth while in Zerker Build?
Learn to use Combo Fields and Combo Finishers.
Big ’Ol Bomb(1) + Detonate Healing Turret(2) + Detonate Rifle Turret(3) + Land Mine(4) + Supply Crate(5) are all blast finishers that compliment each other and can sustain good DPS.
- Fire Field from Fire Bomb or Napalm will give you 15 stacks of Might
- Water Field from Regenerating Mist will give you 5 AoE heals
- Smoke Field from Smoke Bomb will give you around 10 secs AoE stealth.
This can be applied mostly on PvE scenarios since monsters move less than players.
More Tips:
You want to immobilize your target for more than 8 seconds along with 20~25 stacks of vulnerability?
- Get 10 Firearms and trait for Sitting Duck which gives (5) Vulnerability per Immobilize.
- Fire Net Shot(5) from your rifle or a Glue Shot from your P/P
- Fire Net Wall(5) from your Toolbelt Skill.
- Drop your Net Turret and Overcharge it. It will shoot 2 consecutive nets which gives another (10) stacks of Vulnerability. If it’s in PvE, make sure your taget has Aggro on you
- If you have a bomb kit with you, you can drop a Glue Bomb as well for another (5) stacks of vulnerability. That’s (25) stacks already.
- You can still get Utility Goggles and use Analyze for another (10) stacks and that’s a total of 35 stacks of vulnerability along with a very long immobilize.
Using Net Shot, Net Wall, dropping Net Turret and overcharging it should take you about 3~4 seconds.
I’m not an elite engineer but I know how to play my cards well. This class has gone through a kittenhole but I stuck with it and learned to be resourceful to cover up for the class’ shortcomings. I found it inappropriate when you said engineer is a Full Support Class without even making a good argument. Yes, this class is broken at most but we’re starting to get good fixes from Anet. Hopefully good things will come.
(edited by Kyon.9735)
“Elixir infused bombs for additional healing.”
Their healing is really lowI heal for a few 100 every part of a seccond with this, high healing skill and the ultra fast casting makes it the ultimate frontline healing skill for tanky engineers, and in spvp spam in the box, and you can kekittenemies occupied, sadly this build has no stunbreaker, but combined with stunbreakers it makes solo capture point defense a breeze.
You should get Protective Shield and Protection Injection if you’re playing bunker w/o stun breakers. These should be good replacements for not having stunbreakers.
I’m not a fan of Elixir infused bombs as well. Most of the time after dropping Fire, Concussion, Smoke, and Glue bomb I switch out of bomb kit and go to Rifle or Elixir Gun.
The only way I would see a Zerker Engi work is if you run dungeons with a coordinated team. But then again….whats the point of running a zerker Engi when a Zerker Ele, Zerker Ranger, Zerker Guardian, Zerker Warrior, and Zerker Thief will do SO MUCH more damage than you while surviving better than you??
Sorry, but honestly I see no point. Engis are a full support class while dealing some decent dmg. A good support Engi can be so helpful in higher level fractals.
I disagree. You can easily run AC and CoF paths 1 and 2 on a Zerker build even with a pug group. Also you can stack some 9~12 AoE might and massive AoE heal on a zerker build while dishing out massive damage too. Engineers can offer that much to the table while playing a Zerker build. You probably need to play with engineer skills more. I can’t see how you concluded that an engineer is a full support class when we can do OMFG bursts while supporting at the same time.
And surviving on a zerker build does not depend on whatever class you play but rather on how good you are at dodging.
1. Nope and toughness is highly overrated.
2. Don’t get hit.
Toughness is overrated in a sense that thinking adding 100 alone toughness will make a difference. However, having 1600+ toughness does make a difference.
Grenade kit has the most long-term damage compared to any other kit. This doesn’t mean you can’t run other kits – they slaughtered the grenade auto, but now it hits almost as hard as it did back in october through careful sigil usage.
I don’t think so !!
The strongest kit is bomb not grenade ( even when traited )
I got both + mine. http://tinyurl.com/ap5uwkp
I use grenade till I reach the melee range then switch to bomb.
Against melee zergs ( even 10000 foes ) , bomb is the best kit specially with speedy kits and power shoes traits .
After checking your build, I’m not sure how you escape when things go wrong after diving into the enemy zerg. But I agree, if you’re looking at raw damage Bomb Kit is stronger than Grenade kit.
Is vulnerability that important? I mean, it makes someone take %1 more damage. I would think that unless you can stack fifteen in a few attacks (like with grenades) your time would be better spent with something else.
Remember, there will be times that you’re not the only one attacking your target so 5% vulnerability is effective. And oh yes, I can stack 20 Vulnerability with a rifle and net turret alone, 30 with Utility Goggles.
@Topic
In PvE I go for Sitting Duck, Hair Trigger, and Rifle mod especially in dungeons. In PvP/WvW when I trait 30 into Firearms I go for (Sitting Duck/Knee Shot), Hair Trigger, and Rifle Mod. I don’t use Rifled Barrels because I’ve come to accept that our weapon is a shotgun which works better when in short range. I’m careful enough to get close to the enemy, deal massive damage with Blunderbuss and Jump Shot, then escape if needed. I’d rather do that than stay out of enemy’s range and spam auto attack.
(edited by Kyon.9735)
we are underrepresented because we are OP and there is no fun in killing stuff to fast, so that`s why others pick professions that are UP.
/sarcasm
If you try going back to topics created a month ago, you’ll realize that people had enough complaining. Anet is too busy to spend time to even give us a single reply. At least we got a “buff” last patch so we can say that we’re not completely forgotten. Let’s just hope they start fixing the patch by patch.
guardian and rangers#2 are both AoE rupt, eles mist form, mesmers, and theifs might as well be considered too.
O yeah, guard #2 is that knockback bubble and #3 is Heal. Thanks.
I kinda would like to see Grapple become an AoE where you grab 5 nearby victims and rip them over to you… granted that may make it -too- strong at supporting your allies, i know in sPvP and PvE i’ve never had an issue with our downed skills, in WvW, well i’m underleveled so my opinion there would just be all sorts of screwed up.
I think all interrupt #2 downed skills are single target? Someone correct me if I’m wrong.
Well, I don’t like cloacking device… I mean, is useful only if the guy attacking you doesn’t know about that trait.
If he knows, he knows that, if an engineer turns invisible, he is also immobilized. I never got fooled by that.
I’d use leg mods instead, if it stacks with swiftness.
While you are correct, it isn’t unusual in sPvP/tPvP to get knocked downed/knocked back while immobilized especially in node group fights. Your enemy know you’re immobilized but after a knock back, he’s not sure anymore where you landed. Saved my engineer a lot of times in WvW as well. Like you said, most people here don’t know how this trait works on engineers. Combat shoes is good too, but I’ll be mostly running in circles when traited bunker. Works wonders in WvW as well.
it might be, but depends where you’ll use it. In pve – no denying, it’s very strong, when fighting a boss you might get some really high bursts.
In pvp / WvW – you would get stomped hardcore with that build. No survivability what so ever, landing granades on a moving target with such a low travel speed – hit rate ~30-45%, , and bombing requires you to go melee (gl with that with no surviv).
Elixir-infused -bombs – don’t go for that trait, because it sucks, in pvp nobody uses inventions trait line, because it’s pretty much useless. Also i dont like your runes / sigils. Not a viable pvp build, you’d be one shotted mostly.
Inventions trait line is useless?
I, for one, sometimes go 20/30 deep on Inventions Trait line on tPvP. Heck, even on sPvP when I want to go bunker.
Cloaking Device, Protective Shield, and Reinforced Shield. Not sure how you can call these useless. Added with that toughness and healing power, which now scales w/ healing turret, I dunno what made you say that.
Making the grapple a ram would be worse. The grapple already interrupts, and the explosion is what’s supposed to be the knockback component.
You combo the grapple with the explosion. A ram would do no such thing and you’d have no way to guarantee you blow anything up.
Just making the trap faster would be perfect.
The thing is even if they reduce the cool down of Booby Trap it won’t always sync with Grapple. There will be times when you can sync them together, but there will be times when you can’t. If they can make it that those 2 skills will always sync together, which is impossible, then yes I’d go for grapple as well.