Showing Posts For Kyon.9735:

Grenades

in Engineer

Posted by: Kyon.9735

Kyon.9735

Most important thing ArenaNet should do is to remove the Grenadier trait (3 grenades instead of 2), then buff damage 50% and increase the radius to compensate. That way Grenade kit would be usable with requiring a 30 point trait.

No other class is forced to go 30 points down a line just to use one of their weapons.

Given how much ranged damage it gives the engineer, I’m completely fine with it. Even after the nerf, this recent buff has really put grenades back up there.

Yeah, talk about traiting 30 points in Firearms to get a broken buff for Flame Thrower Kit.

Something to be done about down skil

in Engineer

Posted by: Kyon.9735

Kyon.9735

How about changing #2 to a Surprise Battering Ram which knockbacks 1 target. Then lower Booby Trap’s cooldown a bit.

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

Teldo doesn’t win 1 vs 1 because it’s not is job.

I don’t think he “can’t” win them, but he don’t have too. He is a support AoE dps. Losing his time in a 1on1 wouldn’t help his team.

Truth is, many people go bunker in Tourneys. Most of the time you’ll see bunker engies over 100nades engies because 100nades is not very effective against good players playing bunkers.

100nades is very easy to counter – don’t let your enemy get close to you so he can’t burst his grenade barrage x2. After a magnet pull, quickly use a stun breaker/dodge roll(if he’s slow) to avoid it.

Problem with Thieves in WvW.

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Posted by: Kyon.9735

Kyon.9735

Probably depends on your Build and your situation.

If you encountered a thief head-on and he used stealth in front of you, most of the time he’ll go straight to you in around 3 seconds. Take your time and get your gear shield ready.

If he’s roaming w/ perma invisibility, all you can do is trust your instincts. I always have my finger ready for popping an elixir S. I usually react as soon as I see my health drop w/ considerable damage.

Berserker Engineer

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Posted by: Kyon.9735

Kyon.9735

Wait, in that screen I see auto attack deals around 1k damage.

However, thanks for the reply, I will try and see how it feels (best part of tool kit auto attack is that you can make it worth in a bunker build… it’s harder to do that with a rifle)

Sorry, damage was below 1000 because it wasn’t critting. I only have 4x% crit chance on sPvP. When it hits on critical, it goes for 2k+ on Auto-attack 1 and 2 and over 4k on 3.

Engineer 'Back' pack

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Posted by: Kyon.9735

Kyon.9735

ANet actually replied on this one months ago. I can’t find its link but I’m pretty sure they said it’d be impossible because it will be unfair to enemy players in sPvP or WvW if they don’t see what kind of kit we are using. Seeing what kits engineers are using can help them make strategies and right decisions when fighting against us.

In a sense, they have a point but if you think of it in a more general way, most people don’t even care about our kits. They’re like “Oh, an engineer! FOOOOOOOOD!”

But yes, I’d like to have the option of hiding our backpacks too if possible.

Berserker Engineer

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Posted by: Kyon.9735

Kyon.9735

Full Berserker Set w/ 6 pcs Divinity Runes in sPvP using 30/10/0/0/30 traits for damage testing. Auto Attack hits aroud 2k and 3rd chain goes for more than 4k.

Damage is good enough, but I be we can do better damage on Rifle w/ a zerker set. I’d use it on PvE though for its Vulnerability Stacking.

Edit:
Smack only does 9xx damage because it was not critting. It does 2k+ on Smack and Whack and over 4k on Thwack. Thwack is only slightly weaker than Pry Bar.

Attachments:

(edited by Kyon.9735)

Berserker Engineer

in Engineer

Posted by: Kyon.9735

Kyon.9735

I see that you get pretty good damage with the toolkit, mind sharing your build(traits, sigils and stuff)

That was done on 10/30/0/0/30 build against CoF p1 Slave Driver on Full Berserker set with Ruby Jewels. Haven’t tried it on 30/10/0/0/30 build yet.

Berserker Engineer

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Posted by: Kyon.9735

Kyon.9735

Hey guys my Engi is currently using Knight gear(power,precision,toughness) and I was thinking of getting a full set of berserker gear. My question is what build benefits the most from a zerker gear? are traited grenadiers still good after the 30% reduction on skill 1 compared to GS Warriors and stuff? Asking for a PvE/Fractals build.

Max damage I ever had on nades #1 w/ Berserker set was 1.5k in CoF p1 final boss. Grenade Barrage can hit up to 10k depending on might and vulnerability stacks.

Static Discharge Build – Simplest effective build you can get. Just make sure your Toolbelt skills hit your target.

100nades – More complicated. Great burst, but you’re very squishy and minimal defense as well.

100nades traits on Bomb Kit – I use this for PvE especially in CoF. your bombs can easily hit from 4k~7k depending on might and vulnerability stacks. Be sure to dodge or you’ll be down most of the time.

Tool Kit – Yeah, the tool kit. It hits harder than GS warriors (but slight longer on 3rd chain) now. But it’s very effective especially when you’re on Time Warp.

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(edited by Kyon.9735)

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

I believe I just said something about the boss skill Defiant. It says it protects the target from Crowd Control Skills yet those skills which are considered as Soft CC does not remove a stack from it.

And?

Daze doesn’t effect defiant either, and it is both considered a CC ability in the wiki page you linked and in official dev post. Again you think you know what CC means but you keep defining it incorrectly and inaccurately.

Defiant only removes “some” crowd control effect, not all. This is as defined by your eternally factual wiki. So I am unclear how it supports your arguement

Sorry, this is the first time I’ve heard that Daze does not remove a stack of defiant. I’ve always used Rifle as a main weapon in Dungeons. I guess we can wait for someone who can prove it.

But if you choose to end this discussion about CC now, I’ll just put my stand on 100nades. Maybe you can do so as well.

+ Good Burst Damage output
+ Good amount CCs accessible
+ Access to AoE Poison, Blind, and Chill through grenade kit

- You are in Glass Build. Expect to be squished to death the moment you drop your guard.
- Minimal Condition Removal and Stun Breakers.
- You have to use Grenade Barrage in Melee to get max damage.
- Your chain skills are AoE and can be dodged easily.

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

Now, where did we even get the idea of breaking down CC into Hard and Soft?
Players came to GW2 from many different games which has a Crowd Control System as well. In other games, CC means any skill that would hinder an enemy’s movement for a period of time but you have the ability to use skills to remove those effects, that would include cripple, immobilize, and chilled. Now in other games, CC means completely disabling your target without any counters, which includes stun and daze. Crowd Control Skills in GW2 are comparably shorter than most other games but have less cool down as well. Those things you called Soft CCs are easily removable by condition removal while those skills defined as Hard CCs can only be removed by Stun Breakers which have generally long cool down.

In EQ which is a large game, CC is defined as any skill that prevents a enemy from demonstrating aggression to you. Your arguement about what CC means in most games, I wager is an assumption and an inaccurate one at that.

As well, I can very literally go into the wiki right this instant and change the definition of CC and divide it into two categories.

This would in turn, apparently make it fact. As you use wiki as a fact based source. Otherwise, all you have done is demonstrate what the individual that made the wiki post, opinion is of CC. I am still awaiting you to produce the slightest evidence of what Arenanet officially defines as CC. It is one thing to post a straw man arguement. But good lord man, you making a straw man army here.

I said CC’s definition in general to most games, but clearly I did not mention any game so I don’t see a reason for you to bash me over 1 game which has a different definition for CC. Since it’s too vague, I’ll have to apologize for using other games to define CC so let’s just stick to Guild Wars 2 CC.

I believe I just said something about the boss skill Defiant. It says it protects the target from Crowd Control Skills yet those skills which are considered as Soft CC does not remove a stack from it.

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

- You only have 1 condition removal which comes from Med Kit. It only removes 1 condition. It requires you to walk over it for it to be used, so it’s useless when you are immobilized.

Not with “packages stimulant”. You get to put them right on top of you and absorb them.

Sorry, what you said is true. But not all people, including me, would sacrifice a trait skill for Packaged Stimulant especially if you’re going glass. I’d rather get Power Wrench in addition to Speedy Kits and Static Discharge. But that just goes to a player’s preference in playing.

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

First of all, what are Crowd Control Skills?

http://wiki.guildwars2.com/wiki/Crowd_control

So going by that, you have:

Rifle – Overcharged Shot
Bomb Kit – Big ’Ol Bomb
Supply Crate – Stun effect from Drop

Based on the wiki you now have 2 kits and 3 CCs. You still have 1 slot which will give you one more CC which only sums up to 4 no matter what you do.

How cute. I always love how so naive and innocent this younger generation is to misunderstand what a wiki is, to a point that they confuse it with something as fact based as an encyclopedia. Knowledgeable individuals will tell you time and time again that the wiki is riddled with inaccuracies, misinformation, and in some cases, information that is not even close.

Let me assist in educating you my friend.

CC skills are skills that control enemies actions. People like to call cripple for example, soft crowd control. While they like to call disabling skills as hard CC. Here is an inaccuracy for example. You linked a page to Crowd control, yet the definition there list “stability” as the protection against CC effects. While still the list of crowd control effects listed on the stability page are more then what was on the page you listed.

Thus by your own reference of referring to the wiki as “fact” as you claimed, you yourself are incorrect.

Wiki – (as defined by marriam-webster) Is a site that allows visitors to make contributions, changes, or corrections. If you think that is what should be used as a reliable source of “fact”, you are crippling your sorely mistaken my friend.

By the way, kind of sternly hypocritical to to make fool claims like

Dude runs with a 30/30/30/30/30 build

Then cry wolf when sarcasm is used right back at you.

I stand corrected by using a Wiki to show you a table for Crowd Control Effects but it doesn’t remove the fact that Anet defined CC to be those listed in the table which does not include your soft CC.

Now, where did we even get the idea of breaking down CC into Hard and Soft?
Players came to GW2 from many different games which has a Crowd Control System as well. In other games, CC means any skill that would hinder an enemy’s movement for a period of time but you have the ability to use skills to remove those effects, that would include cripple, immobilize, and chilled. Now in other games, CC means completely disabling your target without any counters, which includes stun and daze. Crowd Control Skills in GW2 are comparably shorter than most other games but have less cool down as well. Those things you called Soft CCs are easily removable by condition removal while those skills defined as Hard CCs can only be removed by Stun Breakers which have generally long cool down.

Now, players are confused as what to refer to CC, so they simply made a breakdown themselves and made as Hard and Soft CC. But why is it that these so-called Soft CC does not remove a stack from the Boss Skill Defiant? Because this so called Soft CCs is just a term made by players which became generally accepted but does not count as a CC in the game’s system.

TL;DR – Soft CCs is just a term made by players which became generally accepted but does not count as a CC in the game’s system. Boss Skill Defiant is a good proof. Since you now want to use facts, we should stay by the game’s system so no, you still only have 4 CCs in that build.

If you still want to continue the argument of this build being OP w/ CC, then take a look at this build itself.

- You only have 1 condition removal which comes from Med Kit. It only removes 1 condition. It requires you to walk over it for it to be used, so it’s useless when you are immobilized.
- You only have 1 more slot for a Stun Breaker/Condition removal skill.

In short, you have just as few stun breakers/condition removers as your target. Bear in mind that you’re also in a glass build so it’s your disadvantage if you get CCed either way.

(edited by Kyon.9735)

Is 100nades TOO powerful? Discuss.

in Engineer

Posted by: Kyon.9735

Kyon.9735

@kyon
Where did he had 5 cc abilities that were utility skills? Rifle has 2 alone. Bomb kit gives immobilize with glue bomb and aoe knock back with Bob. That’s 4 with only counting 1 utility skill. Add in the aoe stun from supply crate, and that 5. Slow from freeze grenade is 6. Any number of 3rd utilities will give a 7th skill. 8 if you make it tool kit with a crippling wrench and box of nails, of personal battering ram and cripple from LPBR. So yeah clearly he is exaggerating by using just 5 CCS in as build.

First of all, what are Crowd Control Skills?

http://wiki.guildwars2.com/wiki/Crowd_control

So going by that, you have:

Rifle – Overcharged Shot
Bomb Kit – Big ’Ol Bomb
Supply Crate – Stun effect from Drop

Based on what you said, you now have 2 kits and 3 CCs. You still have 1 slot which will give you one more CC which only sums up to 4 no matter what you do.

So yeah clearly he is exaggerating by using just 5 CCS in as build.

Please, before using sarcasm against others, make sure what you are saying/proving are correct. People are asking OP how he gets 18k~20k burst and still have 5 CCs.
You said the OP is your friend, so I understand your mild hostility. Yet, what we need are facts.

(edited by Kyon.9735)

Is 100nades TOO powerful? Discuss.

in Engineer

Posted by: Kyon.9735

Kyon.9735

@Kyon

I respect Warlox because I know he is a good engineer player and have been for a long time.

But the way he says it make it sound better then it’s really is.

I still think it should be toned down, in favor of upping other build.

What I’m trying to say is give us more facts than theories and stories. I really think that his claim of doing 18k~20k burst easily is very much of an exaggeration as you can’t just do it against anyone. If doing that large damage really is possible, then you have to chain all your skills properly which is not easy because different reasons like your enemy dodging your CC’s(which can be easily dodged), hitting your AoE’s, chaining your skills properly, and of course, the player skill of your target and his build/traits. I doubt you can deal that damage against a bunker guardian.

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

I already posted it before,

I think 100 nade should be toned done.

But :

Not before we have another good build usable in tournament.

Not before Elem DD are the king of versitality without drawback.

Not before thief can also insta gib people and have th best mobility (thanks short bow) in spvp.

Not before guardian bunker get tunned down.

Not before Mesmer elite and portal get changed so it’s not a prerequist anymore.

I don’t want to find my engineer refused in sPvP team again, so at least if you nerf it, balance other build!

Also, I personally don’t hit for 18-20k on mycomboe? How do you do that? And how do you play high level without CC breaker? Do you use this build in tournament?

This question are not meant to be offensive, just for me information. I run Five Gauge build in spvp and I don’t remember hitting for 20k.

Dude runs w/ 30/30/30/30/30 build and 5 utility slots in which he can put his CC skills, which he says he has 5, and still have slots for Grenade Kit and Tool Kit.

I believe what OP is saying is just pure exaggeration. You are chaining AoE skills and your CCs are very easy to dodge. You only have 1 defensive Skill which is elixir S and you don’t have any access to Stability and Protection. At least show us a something that proves you can hit for 18k~20k on sPvP. Remember, not all people run Glass builds so that’s why I think you’re over exaggerating when you stated it’s easy to deal that large damage in less than a second.

Is 100nades TOO powerful? Discuss.

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Posted by: Kyon.9735

Kyon.9735

Are you refering to the d/d one-shot build as being pure theory?

Anyway, for fun and giggles.

Nerf 100nade yo!

At least 1/5 of his target’s HP was damaged by Arcane skills… and 13k Crit against a light armored target is not that hard on Ele when traited glass especially when target is another glass.

In short, that’s not a one-shot kill as you claim and that build is pretty similar to 100nades, pure offense, minimal defense.

Engis in the 28th of Jan Patch

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Posted by: Kyon.9735

Kyon.9735

I’m pretty sure my Tool Kit Auto Attack got buffed, Tool Kit auto attacking is now viable in PvE.

Yes, the Tool Kit Auto Attack does definitely more damage now.
Before the patch the damage of the first two hits of its #1 were definitely a bit below rifle´s #1 (tested it often enough)
Now the damage is higher than rifle´s #1

But I dont know how other kits are doing. I think nades now do a bit more damage, too, but I haven´t used them often enough. So I can´t reliably tell.

Loving it so far.

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Weapons stats

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Posted by: Kyon.9735

Kyon.9735

Tool Kit #1 got buffed. It actually deals decent damage now and that 1 second Cast Time for Thwack is really now worth the wait.

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Is 100nades TOO powerful? Discuss.

in Engineer

Posted by: Kyon.9735

Kyon.9735

100nades allows a burst that, imo, no class should have.

No offense meant but, seriously? You think that a build that thrives when traited glass is OP? Please play more GW2 because you obviously haven’t seen enough for you to say 100nades is OP.

Don’t you think there are a lot of other bursts that should be toned down before ANet have the rights to nerf this build?

Engis in the 28th of Jan Patch

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Posted by: Kyon.9735

Kyon.9735

I’m pretty sure my Tool Kit Auto Attack got buffed, Tool Kit auto attacking is now viable in PvE. Not really sure if FT was buffed, can’t compare since I have not used FT for a very long time.

Is 100nades TOO powerful? Discuss.

in Engineer

Posted by: Kyon.9735

Kyon.9735

I am honestly not trolling, I genuinely believe this build is too powerful compared to other classes and should be scaled down somehow. Yes of course thief is also OP, also many other builds, but this build in particular is different from the rest. With a thieves’ typical BS combo, you generally have at least a second to react. If you can stunbreak/dodge then the thief is rendered useless until his intiative has regenerated. The thing I find “overpowered” in the 100nades build is the extreme amount of CC they contain to make sure that they can INSTANTLY kill you. No, you don’t have a second to react, it will kill you 100% of the time instantly if you can’t dodge the cc. So just dodge it, right? Well, the engineer has about 5, yes 5!, CCs in their arsenal to make sure you don’t move. Last time I checked, most people don’t bring 5 stunbreakers.

tl;dr
100nades>BS combo because 100nades is fail-proof.

so, you’re an engineer who has 30/30/30/30/30 traits with 5 utility skills? SMH.

Engis in the 28th of Jan Patch

in Engineer

Posted by: Kyon.9735

Kyon.9735

Well, comparing the damage listed for kits over at gw2skills.net and the damage listed in-game, kit damage is roughly doubled. Prybar is gonna hurt so good now. Tankcat may actually tanksplat now.

Tanksplat? I love the sound of that. Maybe we’ll get a viable Melee build. I can’t wait to test out Bomb Kit as well.

how are engineers in wvw? I want to roll one.

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Posted by: Kyon.9735

Kyon.9735

For damage or soloing? Not so much. Don’t expect to run around and be able to solo duel roamers.

I find the engineer is zerg support.

Toolkit; Magnet. Range 1200, every 25 seconds (20 traited) you can pull somebody from the enemy zerg, a runner, or if they are on the edge of a wall, and have your guys unload on them. That’s almost role enough. I don’t really get kills so much as abundant assist credit for pulling and disabling targets.

I build a bunker + cripple duration build on my engineer to really trip up the enemy. If the enemy can’t go anywhere, they’re as good as dead, and it isn’t too bad for escaping either.

Power Wrench trait + Superior Sigil of Hobbling (Trades at vendor price) + Pizza stacks cripples for years.

Don’t let the other classes know.

Also there’s grenades if you trait for them. Those are always decent for WvW.

Edit: No matter what you think about engineers in WvW, know that at least we’re better than hunters, HA!

Engineers are great solo players/duelers when traited Glass + Static Discharge.

Kit tricks! Post yours here.

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Posted by: Kyon.9735

Kyon.9735

Combo Fields and Combo Finishers. I, for one, is a great fan of combo fields.

Might Stacking – Healing Turret, Rifle Turret, Big ’Ol Bomb, Fire Bomb, Land Mine, Detonate Healing and Rifle Turret, Magnetic Inversion, Supply Crate nets you 18 stacks of might for 20 seconds. Very useful in dungeons when fighting bosses.

Massive AoE Healing – Healing Turret, Rifle Turret, Big ’Ol Bomb, Land Mine, Detonate Healing and Rifle Turret, Magnetic Inversion, Supply Crate nets you around 7k+ AoE healing. Just have to get your timing right since Water Field vanishes in a second. Getting your Supply Crate drop in time for a blast finisher is quite tricky as well. You might have to choose between Magnetic Inversion and Land Mine.

Super Stealth – Healing Turret, Rifle Turret, Big ’Ol Bomb, Smoke Bomb, Land Mine, Detonate Healing and Rifle Turret, Magnetic Inversion, Supply Crate(optional) gives you 10~12 seconds of Stealth. I think 1 blast finisher gives you around 2 seconds stealth.

The fun thing is you can do this in 4~6 seconds when you’ve mastered the cycle. Also, all skills used have 30 secs and less cool down.

Canceling Jump Shot Animation + Super Jump – Switch to Any Kit. Example, switch to Tool Kit and press #5 then quickly cancel by switching back to rifle and pressing #5 (Make sure Kit’s #5 is not on cool down or else it won’t work). This will cancel a split second of Jump Shot’s initial animation and will move you yards forward. Pretty useful when escaping.

Shield Blocking + Anything – Switch to Tool Kit, use Gear Shield and switch to any other tool kit/back to weapon kit by pressing Tool Kit’s hotkey, not the “`” button. Doing this won’t remove your Gear Shield but lets you do other things.

(edited by Kyon.9735)

Switching Characters for XP

in Fractals, Dungeons & Raids

Posted by: Kyon.9735

Kyon.9735

You’ll only get around 70% of your exp bar no matter what level you are for completing a dungeon though.

CoF P1 Elitism, gold farmers and efficiency.

in Fractals, Dungeons & Raids

Posted by: Kyon.9735

Kyon.9735

People are becoming rude because of CoF Path 1 farming. My engineer always gets kicked after people see that I’m an engineer. The other day, I got a record breaking 6 consecutive kicks for not being a Warrior/Mesmer. 3 out of 6 times, I got something like “Engineers are kitten/Crap/useless” lines from them.

It’s quite true though that having a party full or warriors and mesmers are more effective than a bunch of random classes pugged together.

Aika Online did a good job of making balancing in dungeons. Like in most MMOs, warriors are usually OP in PVE. What the devs did in Aika Online was to make a bonus buff to a party if there are no reoccurring classes in the Party. In example, having a party of 1 Warrior, 1 Guardian, 1 Engineer, 1 Necro, and 1 Mesmer will give a bonus 15% Gold, MF, Exp, and Karma for the whole dungeon run. Of course, CoF p1 still needs to be reworked since I think people will still choose to have speed runs with the “elite” classes instead of doing this.

How about skipping level 1-30?

in Guild Wars 2 Discussion

Posted by: Kyon.9735

Kyon.9735

Level to 10, craft Cooking and Artificer to 400. Instant level 30. Won’t take much gold either since these are the 2 cheapest professions.

OR you could craft to 21 and go spam Kessex Hills Chain Quests.

how are engineers in wvw? I want to roll one.

in Engineer

Posted by: Kyon.9735

Kyon.9735

Anything you can do, others can do better. But still, playing underdog is fun. Not for most people though. And I think most engineers are already tired of playing underdogs.

Last time you felt like an Engineer?

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Posted by: Kyon.9735

Kyon.9735

4 warriors can get 12 aoe stacks of might+8 from sigil of rage+some might from GS. Not to mention that aoe quickness from mesmer beats all that might hands down.

Seriously, might stacking is so common in game, you can’t really say it is an advantage. Especially if you need to spend billion seconds to setup combos, while other classes don’t even have a GCD on might abilities and can use them while doing damage.

Let’s see.

Big ‘Ol Bomb, Fire Bomb, Rifle Turret, Healing Turret, Land Mine, Detonate Rifle and Healing Turret, Magnetic Inversion, Supply Crate. Should take you about 3~5 seconds if you’re used to the sequence. Plus all of them are below 30 seconds cooldown aside from Supply Crate.

But I strongly agree with you, Might stacking is so easy that using combo fields to stack them becomes irrelevant. That’s why I hope ANet would do something to make combo fields and finishers be more relevant. I’ve posted this on another thread, I think it might make people want to use combo fields and finishers.

Engineers as masters of Combo Fields. Yes, I believe that engineers are very well the Masters of Combo Fields. We are the only class able to dish out 6 combo fields and have enough combo finishers to use them well. Yet, combo fields feel a little underutilized in Guild Wars 2, given that this is one of the unique features of the combat system.

Engineers can easily give out 12~15 stacks of might w/ all our blast finishers. We can also do 7k+ AoE heal with water combo field + blast finishers. Yet why is nobody doing it? Simply because the Combo Field feature is overpowered by the basic hack-and-slash and skill-to-kill combos. Let’s face it, although there are people who use combo fields, majority of players would go “Oh, there’s a whatever-it-is-combo-field-circle on the ground! I’ll still use whatever skill I have!”

ANet need to add some goodies so that people won’t ignore Combo Fields. Combo Fields and Finishers are great features but is too underpowered for people to value it. How about this, aside from giving out 3 stacks of might for Fire Field + Blast Finisher, how about dealing damage and some minor burning for your next attack as well? Here’s a rough draft.

Fire Field
Blast Finisher – 3x Might, Bonus Damage, Next attack deals Minor Burning damage(2s).
Leap Finisher – Fire Armor, Bonus Damage, leave a small area for 3 secs which inflicts burn(2s) if people step On it.
Projectile Finisher – Burning, Bonus Damage.
Whirl Finisher – Burning Bolts. Bonus Damage. Nothing much to change.

Water Field
Blast Finisher – Area Heal, Bonus Damage, 30% chance to Heal on your next 3 attacks.
Leap Finisher – Healing, Bonus Damage. Leave an area which heals 140 per pulse for 3 seconds. Area Heal stacks in duration.
Projectile Finisher – Regeneration, Minor Damage.
Whirl Finisher – Healing Bolts, Minor Damage.

Poison Field
Blast Finisher – Area Weakness, Bonus Damage, 30% chance to poison(3s) on your next attack.
Leap Finisher – Weakness(5 secs), Bonus Damage.
Projectile Finisher – Poison, Bonus Damage.
Whirl Finisher – Poison Bolts, Bonus Damage.

Light Field
Blast Finisher – Area Retaliation, Bonus Damage, Protection(2s).
Leap Finisher – Retaliation, Bonus Damage. Leave an area(4s) which grants protection. Does not stack in duration.
Projectile Finisher – Remove Condition, Bonus Damage.
Whirl Finisher – Cleansing Bolts, Bonus Damage.

Lightning – Note: I believe Engineers should get access to this Combo Field as well. As of now, only elementalists can.
Blast Finisher – Area Swiftness, Bonus Damage, 3x Area Vulnerability(4s).
Leap Finisher – Dazing Strike, Bonus Damage, 3x Vulnerability(4s).
Projectile Finisher – Vulnerability, Bonus Damage.
Whirl Finisher – Brutal Bolts, Bonus Damage.

These are just examples of what Anet can do to these Combo Fields and Finishers. I think a lot more people will value Combo Fields and actually plan on how to use their skills effectively, not just unleash their skills as soon as it finishes cooldown.

(edited by Kyon.9735)

Dyes - Please make them account bound.

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Posted by: Kyon.9735

Kyon.9735

I have around 25 rare dyes stuck on my engineer. 10 in my elementalist. I want to use my Celestial dye on my Warrior as well but I can’t see myself spending 16G for a 3rd Celesitial Dye

elite skills

in Engineer

Posted by: Kyon.9735

Kyon.9735

Supply Crate Good as it is.

Mortar Increase range to 1,800. Increase recharge of Rocket skill to 60. Make the rocket skill fire one large bomb, instead of five small ones. Have it knockback foes. Remove line of sight requirement. Increase recharge to 180 seconds.

Elixir X Change functionality to: Gain 10 stacks of malice and might for 20 seconds. Lower Recharge to 90

Add new Elite Gadget:

Thrusters Recharge 90 seconds. Activation 0. For 10 seconds, you move twice as fast and ignore all slowing effects. Gain stability for 10 seconds. Breaks Stun.

Add new Elite Kit:

Create Rocket Kit Allows you to switch in and out rocket kit for 25 seconds. 180 recharge.

RPG 500 damage. Causes burning (200).

Rocket Jump Launch yourself into the air. 1,500 range. (Like Jump Shot, only it allows you to go up). Recharge 20.

Multi-Shot Fire five rockets at your foe. (damage(x5) 2,000)

Explosion Fire a rocket at your foe that knocks them back.

Napalm Shot Fire a rocket that burns foes at target location for 5 seconds (damage on impact: 500) (damage on tick from burning: 500). Duration 10 seconds. Creates a fire field.

Blast Fire an explosive shot at target location. (Blast Finisher). 20 second recharge.

RPG kit won’t happen, but I can dream.

I like Thrusters, Rocket Kit, and Multi-Shot. How about we add a Lightning Field to Thrusters, make Rocket Kit and Multi-Shot Blast Finishers?

How I Would Fix the Engineer

in Engineer

Posted by: Kyon.9735

Kyon.9735

I believe I read somewhere that ANet said that Engineer is a class comfortable in Mid-range and close quarters combat. They should first make a clarification that an engineer’s weapon is not a Rifle but rather a Shotgun. ANet needs to clarify that engineer is a CQC/Mid-ranged class so people stop comparing out Attack range to a warrior’s rifle.

Rifle. I like the “Rifle” skills we currently have, but they need some buffing. I like how you “fixed” the skills especially on Overcharged shot. We need that CC, not the damage. So having it make lower damage while making it a cone AoE CC w/o self knockback is the way to go. But I believe we should limit it to only hitting 3 targets at a time or else its gonna be OP. I think they should fix Jump Shot’s animation and damage though.

Turrets. Yeah I like your idea of picking them up then gaining some other skills. Though I still believe they should get lower a cool down and scale with your current level.

Engineer as a CQC class. What is Close Quarters Combat? It’s a type of warfare where units engage at a very short range, 30 meters to hand-to-hand combat. We have the Flame Thrower Kit, Bomb Kit, and Tool Kit for that. But both the FT kit and Tool Kit are underpowered. I believe I don’t have to explain how FT is broken. Tool Kit though, has some great skills yet they still lack something. Toolkit #1’s animation is very slow and does little damage. Remember, we are a CQC class and we need something reliable for us to go melee. Tool Kit auto attack needs some buffing. #2 needs a higher stack of bleed. #3, 4, and 5 are good enough for me. Though they can fix Magnet Pull a little.

Engineers as masters of Combo Fields. Yes, I believe that engineers are very well the Masters of Combo Fields. We are the only class able to dish out 6 combo fields and have enough combo finishers to use them well. Yet, combo fields feel a little underutilized in Guild Wars 2, given that this is one of the unique features of the combat system.

Engineers can easily give out 12~15 stacks of might w/ all our blast finishers. We can also do 7k+ AoE heal with water combo field + blast finishers. Yet why is nobody doing it? Simply because the Combo Field feature is overpowered by the basic hack-and-slash and skill-to-kill combos. Let’s face it, although there are people who use combo fields, majority of players would go “Oh, there’s a whatever-it-is-combo-field-circle on the ground! I’ll still use whatever skill I have!”

ANet need to add some goodies so that people won’t ignore Combo Fields. Combo Fields and Finishers are great features but is too underpowered for people to value it. How about this, aside from giving out 3 stacks of might for Fire Field + Blast Finisher, how about dealing damage and some minor burning for your next attack as well? Here’s a rough draft.

Fire Field
Blast Finisher – 3x Might, Bonus Damage, Next attack deals Minor Burning damage(2s).
Leap Finisher – Fire Armor, Bonus Damage, leave a small area for 3 secs which inflicts burn(2s) if people step On it.
Projectile Finisher – Burning, Bonus Damage.
Whirl Finisher – Burning Bolts. Bonus Damage. Nothing much to change.

Water Field
Blast Finisher – Area Heal, Bonus Damage, 30% chance to Heal on your next 3 attacks.
Leap Finisher – Healing, Bonus Damage. Leave an area which heals 140 per pulse for 3 seconds. Area Heal stacks in duration.
Projectile Finisher – Regeneration, Minor Damage.
Whirl Finisher – Healing Bolts, Minor Damage.

Poison Field
Blast Finisher – Area Weakness, Bonus Damage, 30% chance to poison(3s) on your next attack.
Leap Finisher – Weakness(5 secs), Bonus Damage.
Projectile Finisher – Poison, Bonus Damage.
Whirl Finisher – Poison Bolts, Bonus Damage.

Light Field
Blast Finisher – Area Retaliation, Bonus Damage, Protection(2s).
Leap Finisher – Retaliation, Bonus Damage. Leave an area(4s) which grants protection. Does not stack in duration.
Projectile Finisher – Remove Condition, Bonus Damage.
Whirl Finisher – Cleansing Bolts, Bonus Damage.

Lightning – Note: I believe Engineers should get access to this Combo Field as well. As of now, only elementalists can.
Blast Finisher – Area Swiftness, Bonus Damage, 3x Area Vulnerability(4s).
Leap Finisher – Dazing Strike, Bonus Damage, 3x Vulnerability(4s).
Projectile Finisher – Vulnerability, Bonus Damage.
Whirl Finisher – Brutal Bolts, Bonus Damage.

These are just examples of what Anet can do to these Combo Fields and Finishers. I think a lot more people will value Combo Fields and actually plan on how to use their skills effectively, not just unleash their skills as soon as it finishes cooldown.

Last time you felt like an Engineer?

in Engineer

Posted by: Kyon.9735

Kyon.9735

The last time i felt like an engineer was when I discovered how to use combo fields effectively with the use of different kits and turrets. Making 12~15 stacks of might in an instant was really fun and helpful to the team. So is having 10 seconds of invisibility. Sadly, nobody ever cares about combo fields. People are like “Oooh, there’s a circle on the ground. I’ll still use whatever skill is available”. It’s like people treat combo fields just as a bonus and not a real part of the game.

Seriously, I hope they can add something to combo fields so it would be used more often. Maybe they can reinvent the engineer by doing that. Engineers, the master of combo fields.

How many skills do you end up using just to set those combos up? Don’t remember much about those like 12 stacks of might and what not but it just doesn’t seem like the combos are worth the skills being set on cd

We have 2 fire fields(Napalm from FT and Fire bomb) and TONS of blast finishers for stacking Might. At least 5 skills w/ blast finishers are on CD of 20~30 seconds. I can even do something like 8k+ AoE healing w/ water field and blast finishers. Only thing I hate about water field is that it only appears for a second before it vanishes.

It’s totally worth it especially on dungeons when fighting against bosses. People dislike having Engineers in CoF parties since we’re “useless” according to those bandwagon warriors and mesmers. Though I now found a steady party who’d take me in for my combo fields. I stack 12~15 might or heal for 8k+ in bosses while dealing decent damage w/ my bombs. The good thing about Combo Fields is that you don’t really need to spec your traits to get them.

On another note, I think Engineers deserve to get a Lightning Field. Apparently only Elementalists have access to them.

In case people don’t know, Supply Crate is also a Blast Finisher.

(edited by Kyon.9735)

Step right up! Place your bets!

in Engineer

Posted by: Kyon.9735

Kyon.9735

No nerf will be done next patch. They actually forgot that we exist. Though they’ll nerf us in Feb/March for forgetting to nerf us this January

Last time you felt like an Engineer?

in Engineer

Posted by: Kyon.9735

Kyon.9735

The last time i felt like an engineer was when I discovered how to use combo fields effectively with the use of different kits and turrets. Making 12~15 stacks of might in an instant was really fun and helpful to the team. So is having 10 seconds of invisibility. Sadly, nobody ever cares about combo fields. People are like “Oooh, there’s a circle on the ground. I’ll still use whatever skill is available”. It’s like people treat combo fields just as a bonus and not a real part of the game.

Seriously, I hope they can add something to combo fields so it would be used more often. Maybe they can reinvent the engineer by doing that. Engineers, the master of combo fields.

Engineer high burst pvp build

in Engineer

Posted by: Kyon.9735

Kyon.9735

Grats on resurrecting a 2-month old thread

I think the issue here is not as simple that Warriors do better DPS than Engineers in Rifle but rather a tanky melee character can do better DPS than a natural ranged character using a ranged weapon.

Sure, I’d also take an engineer w/ rifle over a warrior w/ rifle any day but the issue here is class balancing. If you thrive in melee yet you also have an option to thrive in ranged, there’s something wrong with class balancing.

IMO they should buff engineer Kits and Rifle skills. I like the engineer rifle skill right now but a little damage buff would help. Maybe fix Jump Shot’s animation and air time as well. Most importantly they should change the weapon name into Shotguns and not rifle, as it is a shotgun which should be used for mid~close ranged combat. I don’t even use Rifle Barrels because you need to be close to your target to deal maximum damage and to make hitting jump shot easier.

[Video Request] CoF Path 1 Speed run

in Warrior

Posted by: Kyon.9735

Kyon.9735

Good day everyone, I’d like to request a video of CoF p1 speed run w/ full DPS gear if anybody has the time to make one. I searched Youtube but I can’t find a good one and most videos are 4 months old and outdated.

I just wanted to see how good warriors are to be able to cause all that class discrimination in dungeon parties. Thanks in advance.

Cheers!

Livestream 1/18 Engineer is fine?

in Engineer

Posted by: Kyon.9735

Kyon.9735

Colin and the entire dev team are idots. I hope they can read this:

Since the epic grenade nerf, not a single dev cared to check on us. Not a single comment, reply, or update was given on what they are planning with the class. The forums was filled with rants for weeks, but not a single word from those great devs.

Now Colin comes out of nowhere and says that his engineer is still awesome? He claims that they watch all 8 professions, yet only warriors are getting consistent buffs while elementalists and engineers suffer the same fate of only having one or two decent builds because other weapon sets are either bugged or are just really weak? This guy is a hypocrite – a big one. I hope he can read this so it can knock some sense in his mind.

You say you guys look at all 8 professions yet you turned a blind eye on engineers. What a great team.

It may sound like just ranting but this is entirely true. We only wished for some sort of communication. We just needed to know what they were planning with the class. But there was nothing at all and this guy pops out and tells engineers are fine. SMH

Oh, you're an Ele? go away.

in Elementalist

Posted by: Kyon.9735

Kyon.9735

Not sure if necros and engineers are really weak or just falsely advertised. Engineer SD rifle build is the the fastest burst build in the game (yes, faster than thieves) and skills have very short cool down as well. While they are very squishy to be really viable in PvP scenarios, they should be thriving in dungeons where DPS is important like CoF. A constant and instant 10~15 stacks of vulnerability and fast burst should be enough to entice other players.

As for necros, we all know they do good against p1 final boss. People are just making a trend of bandwagon all warrior/mesmer parties.

Oh, you're an Ele? go away.

in Elementalist

Posted by: Kyon.9735

Kyon.9735

Engineers have seen worse.

Eles usually get problems finding parties in high level dungeons and fractals. I personally like D/D bunkers especially in CoF since they do decent DPS while giving out boons and heals.

I hate how those elite warriors and mesmers are making a trend for bandwagon dungeon parties. Anet should do what Aika Online did, the party gets bonus exp and drop rate if they have different classes for the dungeon party.

Guards get all the credit

in Elementalist

Posted by: Kyon.9735

Kyon.9735

I’d take a D/D bunker ele over a guardian anytime at CoF. All those boons + healing plus decent DPS.

Tip for starting Engineers

in Engineer

Posted by: Kyon.9735

Kyon.9735

First things first, you shouldn’t compare an engineer’s DPS to a Warrior’s DPS. We can burst for 25k~30k+ in PvE though. I have no idea what you bought with all that gold as well.

Second, you’re right that you can 1-combo almost anything and that includes bunker eles. All you need is timing. I find it easy fighting a bunker ele because I play one too and I know how they rotate their skills. Just make sure all your skills hit and you should be fine. If they don’t you should take your gear shield out and start running away and make another plan.

But yes, I don’t feel any threat when I run into an enemy engineer in WvW and meeting them in the field is quite rare as well.

Magic find on Engineer, some help.

in Engineer

Posted by: Kyon.9735

Kyon.9735

Sparks spawn away from each other, right? I tried farming there and was more successful w/ a SD Burst build. Your damage will be lower since you were MF sigil/runes/jewels, there’s nothing you can do about that.

Dungeon Engi: A fun vs effectiveness tradeoff

in Engineer

Posted by: Kyon.9735

Kyon.9735

I’ve been running the generic SD glass build in CoF 1 speed runs and it’s quite effective. There are even some people who were surprised to see how much engineers could be of help. A constant 5 stacks Vulnerability and additional another 10 stacks from Goggles Toolbelt really help because they are instant. There was also a time when the whole group was downed and I was left alone to kill the final boss w/ 15% HP left which I did easily because engineers can easily burst 25k~30k w/ a good setup.

I’m all in for grenades 1 auto-cast. Bleed + Vulnerability really helps a lot.

They are buffing Side-Kicks!

in Engineer

Posted by: Kyon.9735

Kyon.9735

Maybe engineers will take up a pet slot instead of a group slot for fractals?

We may even see people who want engineers in CoF speed runs.

LF1M Warrior/Mesmer with Engineer pets.

"Static Discharge" nerfed?

in Engineer

Posted by: Kyon.9735

Kyon.9735

1st: I think the devs are checking the DoT AoEs to be nerfed, so dumb warriors stop complaining they die at gates (WvW), either way they might be thinking of nerfing it just in WvW.

2nd: Static discharge is not AoE IMO, because there’s no field, no circle, it’s simply a projectile that ricochets.

3rd: if they ARE actually going to nerf it, then they MUST fix it first, because there’s like 5 skills that make it work correctly: the rifle turret’s toolbelt, throw wrench, net shot from net turret, the utility goggles’ toolbelt and the ram… and none of these is actually USEFUL by itself, it NEEDS the static discharge to actually be viable, any other skill (especially throws) WILL result into firing the ground so… first FIX then I’ll accept a nerf.

ANet devs are those dumb warriors. Buffing the already OP Warriors because they die on gates. Who knows, that could be the same reason why they nerfed grenades.

Anet Dev playing Warrior: Crap that, there’s too many red circles in the gate because of those Grenade Engineers! Let’s decrease their population even more!

Necromaners and lfg

in Fractals, Dungeons & Raids

Posted by: Kyon.9735

Kyon.9735

I know how you feel, I’m an engineer. People are making it a bandwagon of having 3 or 4 warriors and 1 or 2 mesmers so they could finish a dungeon in 8 minutes or less and being a casual gamer, I don’t see a point of choosing classes to party with when you can finish the same dungeon w/ mixed classes in 10~12 minutes. Is that 2~4 minutes enough to discriminate other classes in dungeon parties?

I’ve personally done CoF 1 in less than 7 minutes with a random group of 2 warriors, 1 thief, 1 guardian and me(engineer) multiple times. Another random group of necro, warrior, guardian, elementalist, and me(engineer) finished CoF 1 in 10 minutes. And I’ll say it’s more fun having mixed classes instead of having a group of pure warriors and mesmers.

Engineers(least played class) and Necros(2nd least played class) usually have a hard time joining Fractals and CoF spam because we are not advertised as much as warriors and mesmers. Everybody is aware that 100 Blades is the real deal and a GS warrior burst can go up to 35k + give constant stacks of vulnerability. They need mesmers for portal + Time Warp. But what do they know about engineers and necros? I for one, can burst up to 25k~30k in like 4s and give a constant 5~15 stacks of vulnerability while also stacking bleed and confusion but nobody knows.

Only an engineer...

in Engineer

Posted by: Kyon.9735

Kyon.9735

Only an engineer would get nerfed for being the least played class.

Elementalists being given portals?

in Elementalist

Posted by: Kyon.9735

Kyon.9735

Would be great. Especially if you want to spam CoF1 with your ele, would be very helpful in the fire boulders area.