Showing Posts For LegoTechnic.5910:

To developers: What we pay for versatility

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

You know if one of the focuses for engineer design is to buff their party members, then they need to seriously look at how exactly we do that. If elixirs are equipped we lob them for embarrassingly random buffs into a tiny AoE spread that during a fight a party member will often dodge or move out of, and if turrets are equipped we have to deliberately explode them early in a combo-field with the party members nearby. While it’s quite doable to equip Flamethrower, drop a napalm near your buddies, drop a turret in it and then pop it to give everyone 3 stacks of might, it’s not only a little convoluted but a complete waste of what the turret is itself. It largely says something about them when turrets are best used as sacrificial explosions rather than actual turrets, but at least they have that extra utility (my heal-support build runs EG and turrets, and I like to pop them in ele or other party fields).

Honestly buffing others just seems really clunky as an engineer, and I wonder if our blast finishers and lobbed random elixirs is really considered one of our class strengths?

Anet Engineer Comparison/Questions

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Actually it makes perfect sense when you consider the target to be a training dummy. I mean ele’s have cooldown on their AoE and thieves have initiative costs, whereas grenades are eternally spammable. On a stationary target that’s just steady and impressive DPS!

…What do you mean mobs move? What does that have to do with math on paper, especially as it concerns the other examples, too? Who cares about the actual performance versus the potential that could possibly be squeezed out?

Incidentally be glad they still allow you to toss grenades behind you while running. Probably the best use in small-scale PvP is to throw them at your feet behind you as if they were bombs.

How come fireball has a cooldown? it’s skill 1 in staff fire attunement and it has splash damage with auto-aim.

…That was me misidentifying which skill “fireball” was. >_>;

Anet Engineer Comparison/Questions

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Actually it makes perfect sense when you consider the target to be a training dummy. I mean ele’s have cooldown on their AoE and thieves have initiative costs, whereas grenades are eternally spammable. On a stationary target that’s just steady and impressive DPS!

…What do you mean mobs move? What does that have to do with math on paper, especially as it concerns the other examples, too? Who cares about the actual performance versus the potential that could possibly be squeezed out?

Incidentally be glad they still allow you to toss grenades behind you while running. Probably the best use in small-scale PvP is to throw them at your feet behind you as if they were bombs.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Juggernaut gives a few stacks of continuous might, right? How much does it affect FT damage?

I don’t really want to buy new exotic gear, but I’m suspecting my berserker pieces are going to have to go (which is annoying). Also WTF am I supposed to do with my rifle? If I’m using any kit I’m obviously going to want two sigils…

Edit: Actually I think I know the answer to the last one. When stats transfer to kits, likely only the primary weapon’s will, which gives you the choice of double stats with rifle, or 2 sigls. That’s probably not a bad choice.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Compare:

Engineer• The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

Against

Ele• We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

I was expecting blind/poison to at least hit like shrapnel (freeze has extra radius, so I always expected that to hit a little softer). I hope you’re mistaken about the coeffs, Casia.

Playing grenades on some fights is stupidly hard, but I’ve done it anyway because it has also been kind of hectic and fun. For instance Alpha in CoE explore is a crazy difficult fight to use grenades on because everyone is literally all over the place, and swapping between them and a rifle was really engaging. Even so I’ll be testing performance with the regular group between a Flamethrower and a grenade build, and if the results end up close I’ll probably be dropping nades simply because they’re just so much more work.

I do want to test them out in WvWvW though. That bit about them doing the same in PvP and PvE has me intrigued.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Get over it.

I’ve been on a lot of MMO forums before but some of the Arenanet supporters are downright delusional. In this patch they buffed:

1. thieves
2. mesmers and
3. D/D Elemantalists

They buffed the three most overpowered classes in the game and nerfed Engineers. Was there a single post on the forums complaining about OP engineers? I defy you to find a single one. This is total clownshoes, and Anet needs to be called out on it.

Just to say it, mesmer portal got nerfed. It now has a hard limit of 20 players, after which it disappears, and they may further adjust the limit later.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

calm down people, what if the sigil effects apply to each grenade being thrown? then 30% is perfectly reasonable..

Sigils with proc effects have internal cooldowns so they can’t fire more than once every two seconds or so meaning multi-hit grenades gain no benefit other than ease of application, similar to how they eat up all three incendiary ammo charges but only cause a single burn.

Sigils with passive effects like force’s +5% damage are unaffected, but then… that’s just +5% damage.

On the other hand, since weapon stats still have no bearing whatsoever on your kits you can feel free to use a pistol/shield or pistol/pistol to maybe stack up to two sigils. That could be a little nicer, assuming the offhand weapon’s still apply. Would kind of suck for rifle users, though. If both weapon sigils apply, then every kit engineer out there will probably want to dual-wield for now.

Also did you notice most weapons get a holiday skin in the notes, but not rifle? At least there will be Christmas pistols. :-x

(edited by LegoTechnic.5910)

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Out of curiosity, because I honestly wasn’t aware, but…

“•Grenade kit damage is now equal in PvP and PvE.”

What was the difference between PvP and PvE grenade damage?

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

So nerf the only kit they buts eng on par with other classes…..makes sense.

Yeah, it does make sense:

Cause they plan to make kits scale with weapon damage too – Confirmed by a red post

Cmon, keep up, people! You’re all so behind the curve.

No, this would be valid had they decreased the damage after making stats effects kits, not well before such a change occurred. Doing it the way you’re insinuating is downright silly.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Well, if you ever wanted to try a support-build engineer, now is your chance.

Maybe I’ll hold off on that rifle legendary after all.

Grenade damage reduced 30%

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

With grenades I felt competitive in groups. On fights where the target wasn’t crazy mobile they were fantastic!

Now I think I’m just going to use a flamethrower with a sigil of earth. Hurts my finger less, and will probably deal equivalently lame damage to new grenades. Screw the effort, I’m going auto-attack!

>_>;

What Can We Learn From This WvW Video?

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

I never thought of teleporting during the churning earth channel…

I will have to try that on my ele alt.

Merge EU+US WvW servers to prevent burnout

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

In terms of addiction what you are thinking about with MMOs is called a “process addiction”. This is the same type of addiction as compulsive gambling, and isn’t unique to just games; there are people who are addicted to things like shopping, eating, or even just basic internet use in a similar manner. In regards to money it is much less devastating to be addicted to something like an MMO, but potentially more demanding of one’s time which can take away from more productive pursuits.

The only really surefire way to deal with a process addiction is self-discipline, and if you feel you may be playing a game “too hard, and too much” then please force yourself away for a week or so and see what that does for you. It may not help if you just fall onto another video game (as it’s likely GW2 isn’t the focus of your addiction but gaming in general), or if you replace it with another (even if that other is suddenly your work), but it often helps to be able to step back and look around after a few days off.

Engineers should be able to fix siege!

in Suggestions

Posted by: LegoTechnic.5910

LegoTechnic.5910

And forgive me for saying so, but I would prefer the choice to serve with my rifle rather than at home with my hammer without any social condemnation associated with it.

Regardless of how you like to play Wv3, you should not want change that causes you to be pigeonholed into a specific role.

Single Target DPS?

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

All I can say is that when sigils effect kits I am speccing for flamethrower and kitten the math. My sick burns will be so long and hot that they shall melt the forums and scorch the sun!

Tankcat for PVE?

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

It’s not as much fun in PvE simply because mobs often attack slowly or sporadically which limits confusion and retribution damage (which is where a lot of the juicy damage of the build comes from), and it’s fairly poorly built for any dungeon bosses you may want to range down.

Although converting tankcat to something using the bomb kit is actually not a bad idea.

Engineers should be able to fix siege!

in Suggestions

Posted by: LegoTechnic.5910

LegoTechnic.5910

This depends. For instance, do you want engineers to repair siege with Tool Kit’s wrench like it repairs turrets (whack whack whack FIXED)? If so plant a treb near the spawning zone and get a bunch of engineers to stand in the invulnerability section to beat it just as immortal as the players. Also expect your role in something like a golem siege to be attacking the golems rather than anything else, especially after they’re finished and waypointed, and just imagining how long it would probably take to fix a golem’s HP gives me a headache.

Do you want engineers to be able to repair siege using supplies? If so expect commanders and squad leaders to constantly ask you to make siege repair runs. In fact you might as well assume it to be expected of you, and if low-health siege is destroyed don’t be surprised if you see “why weren’t any engineers repairing it?!” in map chat. Making siege-build runs is already kind of tedious, and you’re just asking to do it more.

Ferguson's Crossing / Kaineng / Devona (7-12)

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

Sorry if I wasn’t as specific as you need, was saying the fight in fergs, to take garrison was long, 2 hours I was there. The point I was making was that it wasn’t 1 big zerg, hitting 1 gate. And also later in my comment I did point out people targeting DR with every little thing, and this is a prime example of what your are doing. I never said you weren’t coordinated taking our fully upgraded garrison, that is putting words in people’s mouths, I wasn’t there for that, so how could I comment on it?

I was referring to your coordination during that event. And, yes, you did have enough people to attack everywhere while we focused on Hills, the one place we knew we could keep, and still be able to rush through Garrison in about 3 minutes. You may have done so smartly (though whether or not it was on purpose, who knows), but against larger numbers it isn’t such a viable strategy, since they could actually fight you in the lord’s room, not to mention in more than one borderlands. And don’t cry about being picked on when I point out your fallacies.

Look at this. Squeezing anything but disdain and backhanded compliments is next to impossible on this forum, so I say don’t even bother anymore. People are going to drivel things like “though whether or not it was on purpose, who knows” as if being snarky was clever, and ramble off about how their side is always right and your side “needs work”.

Even many of the posts giving props and shoutouts tend to have a defensive excuse covering a loss that’s often disparaging to the other side (it wasn’t our fault, you just cheesed us). It’s great when it’s in jest, but a lot of the time people post like they mean it, and I’m left wondering what kind of game people are actually playing here.

Kit equip animation bug?

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Sometimes the kit backpacks don’t even show up at all. It’s been like this for months, and likely won’t change as it does not affect gameplay (minor cosmetic snafus are low priority).

Community's Voice: Engineer

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

I would rather they just buff kits. Even in regards to hammer if I want to melee I can just grab the tool kit, so maybe buff the auto-attack to not kind of suck and then we’re in buisness.

And while dual-shields sounds hilarious and awesome, it won’t happen simply because there is only one back to store them when out of combat, and the game isn’t going to allow you to stack their graphics.

Also I can’t for the life of me see the need for a torch when off-hand pistol already has a burning attack. I mean what thematically would the torch do? We’re not going to get a mesmer-style smoke-blind/invis from it.

Ferguson's Crossing / Kaineng / Devona (7-12)

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

@Darxio: I’m not sure an advertisement like that is going to attract new people. It actually sounds unfriendly and intimidating… >_>;

Other Asuras' Popular Opinion on the Inquest

in Asura

Posted by: LegoTechnic.5910

LegoTechnic.5910

Honestly I think it’s because the Inquest are just fabulously wealthy. I mean most Asura have everything in the Asura starter zones and on occasion you’ll see a lab or a platform out in the wilds, but the Inquest? They have a COBRA sea-lab straight out of G.I.Joe in Mt. Maelstrom. I would join them just for the chance to enter that thing…

That being said, they’re largely the equivalent of the Norn Sons of Svanir, who are not seen as evil but rather misguided, and are accused of corrupting nature for their own ends. Even so they are allowed in Hoelbrak where they have their own little area for NPCs so long as they don’t prove themselves to be a threat to the rest of Norn society. The Inquest is largely seen the same way in Asura society, as most seem to believe them as unethical but not actively out to ruin the world.

And this is largely how all races view their “opposition elements”. Humans see separtists as foolish people stuck in the past, and many heart missions stem from talking the less indoctrinated into less racist viewpoints. Charr renegades are largely the same, with the Flame Legion acting very similar to the Sons of Svanir. The Nightmare Court is probably the only group of player races really considered wholly evil (as it’s believed once fallen to nightmare you can never return), but then the Sylvari still have less ostracized groups like the Soundless (who aren’t antagonists).

Elixer C or S

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Depends on the situation. If you need the condition removal then Elixir C is your bud, but otherwise Elixir S will save your life. By and large, S is probably the more powerful option. In dungeons I’ll typically run Elixir S, whatever kit I’m using for the build, and then either Elixir R or Elixir C depending on whether or not I need condition removals (R is really just for the ranged res).

Your build also plays a part. If you have condition removal talents and/or the “immune to conditions under 25% life” traits then Elixir C becomes markedly less valuable for the slot. Even so if I know there’s going to be poison splashed around everywhere I’ll still make sure C is there somewhere.

Funny video about a broken class

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

If you can’t beat ‘em, then roll your own thief. You may still be unable to beat them, but it’s typically more fun to be part of the problem than the solution.

What’s that? I got the moral wrong? No, for this instance I believe I got it exactly right!

Is it an exploit if..

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

Technically no siege can be dropped in an invulnerable zone, but yes if it’s dropped RIGHT NEXT to a zone then a player can be invulnerable while operating it. You can still destroy the siege, just not harm the player using it, which is indeed kind of cheap.

Honestly they should probably extend the “no siege” zone a bit beyond the invulnerability zone if possible, but unless they do you can consider it fair game.

Enough!!!

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

I am almost positive I know what is being said.

“I fought a ranger, when he started Rapid Fire before I was invisible it continued to hit me very hard even after I went invisible.”

Rapid fire is a single skill. When it lands, it lands.

So unless you use evade, it will not stop hitting you when invisible.

I actually like rapid fire. It is a perfect indication for when to use my “reflect projectile” ability if I’m using a shield.

As an engineer, I will say that a long-range 1v1 glass cannon duel between a grenadier and a ranger comes out pretty even. I will also say that ranger pets are really annoying when trying to select targets, and their AoE has a huge kitten range.

But am I ever afraid of a ranger? No, not really. In fact I will purposefully go at them as a glass cannon because I know if they out-damage me (and they can out-damage me if they’re evasive), then I know I can still get away before they down me. Still, 1500 range battles can be fun.

Of course the flip side of this is the ranger can just as easily escape from me, assuming they aren’t asleep at the keyboard. c’est la vie.

"Alt-F4 is guerilla tactics"

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

It is faster to be killed than to Alt+F4 and have to relog into the game then rejoin Wv3. If your purpose is to rush a siege or whatever, you’d still do a more efficient job of it by respawning normally. All you’re doing with Alt+F4 is adding steps to your res and giving you the opportunity to admire the loading screens a little more while smugly smirking to yourself over the amount of consternation you imagine must have been inspired in your would-be killers. Except in my experience no one really cares. You may give them pause for a few seconds, but they’re still playing the game, and you are quickly forgotten or dismissed no matter how many times you do it. But in the end you’re the one sufferring from the action the most, which is generally how passive-aggressive responses turn out.

From a practical standpoint the action is not worth it, as the loot chance in bags in no way offsets the extra actions wasted on what is essentially petty and misguided revenge.

WvWvZombie

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

So… Basically you want PvP in Cursed Shores?

Ferguson's Crossing / Kaineng / Devona (7-12)

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

Siad.3608

They run around in one massive zerg, so hitting 2 things at once really confuses them.

What confuses me about statements like these is that they appear on the same page only a few posts below a video that proves it isn’t completely true. Yes, occasionally a commander will call and rally almost everyone on the map, and they will roll around crushing objectives in the most demoralizing manner possible (to the opposition), but by and large there is almost always a small group active somewhere, as well as any number of scouts and watchers trying to keep an eye on locations. I know for a fact that I’ve seen GASM run a successful small and independent group to take and defend the north of EB while other commanders pushed the zerg against Kaineng in the south, largely because I tagged along with them. I have also seen others do the same, and there is quite often a small group running karma trains in enemy bl’s when the mood strikes. Additionally unless the zerg is supplying for a big hit, there is usually only 4-5 people retaking supply camps as needed unless they’re overly defended (and sometimes those cave camps can be terribly fortified).

And it’s not like this is unique to DR. I have run across small groups of LARP, NoQQ, and KAIN (and others) doing precision hits on towers or holding a supply camp with siege and chokepoints, but by and large when I see FC being active on a map it is as part of a massive zerg, or at best the vanguard before the rest of the force arrives en masse. Kain is largely no different, and I’ve seen them number-push into the southeast EB keep many times over the past few weeks. The rolling zerg is strong, and kid all you like everyone uses it. Sometimes it’s done better than others, as I remember a particular FC zerg that included a group of about five that would routinely group stealth and run fairly successful flanking maneuvers from the other side to disrupt the DR raid, but a zerg with benefits is still a zergtastic experience.

I have roamed alone, and I have run across members of FC and Kain doing the same, often either headed to the same skillpoint area, jumping puzzle, or PvE camp, and occasionally headed off somewhere else entirely. Sometimes this leads to a fight and sometimes it doesn’t, often it leads to 3v1 in some respect (if we’re both alone we almost always pass each other by). I have also seen small groups of five taking a supply camp and called in backup to stop them (because I have no illusions about my abilities and skill here), just as I have been a member of a small group of 5 running around and taking supply camps (and occasionally towers, which happens more often than you’d think). So talk your smack and post your fun, but keep in mind that the Wv3 playerbase fluctuates wildly throughout the day and what you may assume is the truth based on a narrow window of encounters likely is just that—a tunneled view of a wider forest.

Are my only pvp options full bunker or burst?

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Copy and paste the link in the browser bar. The forums don’t allow direct linking when they’re long like that.

Don’t worry, I made the same mistake before. We all do until someone tells us otherwise.

Name your favorite commander.

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

Commander name: Kaalia of the Vast
Commander prime time: Turn 4+
Server: EDH
What makes this commander your favorite?: She summons angels, demons, and dragons. That’s cool.
Guild: Unaffiliated (she’s not from Ravnica)

JQ is at it again

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

I think the issue here is because it’s that particular spot. All along the ledge area up there players get the determined buff but nowhere off the ledge do they recieve it except for that one tiny little mound where they are in the picture. And seeing as players cannot climb back up the ledge once they jump down into the camp, it’s likely the spot they’re using is a possible oversight on arenanet’s part, or an unintended area for players to stand or the buff to effect.

That being said the simple response is to back up. They can do nothing to the camp from there, and were they up on the cliff they would still have the determined buff and be perfectly able to snipe you at their leisure given your proximity. Yes, it seems a little biased for the two southern side camps to be so close to determined areas, but this is intentional. Even the home server has its own northern camp just outside of its determined area.

Why people think portals are overpowered

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

How about we get rid of all legit tactics, remove all camps, siege weapons, towers and keeps and make it a 100v100 deathmatch on each map!

If that were an available mode I swear to you now I would play it for at least an entire day!

…No guarantees past that.

Grenade/Elixirs Engineer for PvE/WvWvW

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

If you are going for a direct damage build with primarily Berserker armors then your build is fine. As was said earlier I would also probably dump the 50% chance of vulnerability on crit trait for something else because your grenades are already applying it in spades with steel-packed powder, but that’s up to you. Certainly there will be times when you will be switching to the rifle regardless, even if it’s just for a quick #3->4 followed by a net for good measure.

With a primarily direct damage build Runes of Scholar are largely one of your best options if not your actual best, especially if you’re aiming for glass cannon options. A set of 6 Superior Runes of Scholar should ideally give you the greatest direct damage benefit while over 90% life, while 5 Scholar and one Divinity would be best while under 90% life (I use the latter for DPS set).

Swapping some berserker gear out for knight pieces is fine if you want more surviveability, which is up for you to decide. If you want glass cannon go all berserker, or you can have exclusively knight jewelry, or maybe some knight gloves. You may also look at valkyrie gear (pow, vit, crit dmg) to mix in some vitality. This is largely up to you.

I’ve made multiple sets out of mishmashed dungeon/crafted gear which I mix-and-match due to the preference of the time, though admittedly it’s a terror on bag space. Still, sometimes even the dodgiest zerker can stand to wear some toughness gloves, or the most durable bunker some crit (though your build is obviously intended towards cannon), and this all boils down to how you want to play. You must find the balance needed for survival with experience.

(edited by LegoTechnic.5910)

Engineer Bugs Compilation

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

I am unsure if this is a bug but I will list it for the community to decide.

Using Elixir S if you have a kit equipped will automatically unequip your kit (which may be a bug of just a minor annoyance), but you can re-equip the kit while shrunk and it will appear active when you return to full size. However re-equipping a kit and then using certain abilities while small will inadvertantly trigger their cooldown without the abilities going off, which seems kind of off. For example drink an elixir S, equip “tool kit” while small, then press 4 for gear shield. When you appear large your gear shield will be on cooldown (and obviously won’t have been active).

Why people think portals are overpowered

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

Engineer mortar is a 1200 range piece of garbage that takes about as much damage as a mesmer illusion. It deals no siege damage beyond basic attack strength to gates (nothing to walls), and is 300 range less than traited grenades. Its best use is its number 5 which is a large spread AoE that causes knockback but has a considerably lengthy cooldown (30 seconds), and this is admittedly a really cool thing to use when it’s available. However its damage is mediocre, so an engineer is almost always better off using grenades even if not traited for them simply due to their faster speed (mortar is slow) and the free mobility (mortar is stationary). However dropping a mortar for something like a Guardian or Mesmer to use is not necessarily a bad idea in certain situations.

There is technically a trait that is supposed to buff Engineer elite skills and increase the mortar’s range to 1500 (Elite Supplies), but the trait currently doesn’t do this. This is a known/reported bug that hasn’t been addressed yet.

A better use of engineer talent is actually taking a trait that makes turrets positional (spawn with green circle targetting instead of being dropped on location), which allows an engineer to place a rocket or whatever turret on top of a wall/cliff where it can shoot an otherwise inaccessible siege device. This can be great, but very few engineers take this trait unless it’s specifically to do just this, so you don’t see it very often (also turrets aren’t very durable and their targetting is completely uncontrollable).

And just as an aside, the reason elementalists protecting from trebs is so rare is because it takes a coordinated group of about three to five in order to achieve full coverage due to swirling wind’s cooldown (6 second duration, 30 second cooldown). That’s not the easiest thing to coordinate, especially since they may be otherwise preoccupied depending on the location. For defending a treb in an inaccessible location from another treb, then yes it’s certainly a very powerful ability (which has ilicited complaints on this very board), but defending a regular siege target like a wall from a treb requires them to be near the impact point (swirling winds has a radius of only 400), which means if the ele is standing atop a wall then the treb just has to adjust to the lower part of the wall instead. And if the elementalist is at the lower part of the wall they are likely also having to deal with any attackers milling about waiting for the wall to fall.

(edited by LegoTechnic.5910)

Ferguson's Crossing / Kaineng / Devona (7-12)

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

I think the flaw in my understanding of nomenclature was pointed out this week when someone requested help at “Kain Keep” and I promptly headed southeast (which proved to be a poor choice of actions). I hope I’m not the only one to do something silly like that. >_>;

Condition-based Pistol Engineer

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

If your going condition build pistols are your weapon of choice, but don’t write off kits. They aren’t necessary but even so they can be very handy as simple supplementaries. Even if you don’t spec your traits for them, grenades can easily apply additional bleed (#2) and poison (#5), as well as non-damaging chill and blind, with shrapnel grenade (bleed) being on an especially fast cooldown. Switching to the kit and tossing a few then swapping back is never a terrible idea if it’s not too much of a distraction. Alternatively the bomb kit can be used to give you burns and extra confusion if it better fits your purpose.

Kits aren’t going to be necessary, but if they’re available you lose nothing by making use of them.

In regards to pistol/pistol and pistol/shield, I recommend gearing for both. I like to swap between them depending on the situation, as I find the shield extremely useful against areas full of things like Dredge, and also sigil’d it so that it gives me a 60% chance to remove conditions on a crit, so I might switch to it in areas like Orr where there’s lots of poison application and fast-moving melee/shooters to block. Otherwise I use dual pistols for the glue and free application of burning.

Should enginer split into 2 class

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

Honestly if you were going to split the engineer class, you would probably be best splitting it into an “engineer” and an “alchemist”.

Grenade/Elixirs Engineer for PvE/WvWvW

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

When setting the green circle, especially on the move, note that over short distances if something is between you and your target the grenades will hit the closer object instead. Therefore it is usually not only better but often preferred to aim your circle a little beyond the target because it narrows the spread, especially if up close or circle strafing. Also don’t click your mouse to throw the grenades, but press the appropriate # key a second time (so press 1 to target and 1 again to throw). Your keyboard will hate you but it’s the only way to stay sane with the kit.

Grenade/Elixirs Engineer for PvE/WvWvW

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

First of all your link doesn’t work for me.

Individual grenade numbers won’t be large, but with the grenadier trait that 600 will actually be closer to 1800, and your barrage skill much more than that. Typically for grenadiers barrage is for a big burst of spike (though the spread dilutes at far range), and otherwise continuous lobbing gives high sustained DPS. Additionally with traits every grenade applies a stack of vulnerability debuff, so even at your DPS best you’re still bringing amazing party utility.

Runes depend on what you’re building for.

A post in support of mesmer portals.

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

My opinion is that mesmer portals are fine. It’s the being able to res mesmer corpses through gates and wall-jump style exploits that I believe need to be fixed.

Mesmers who can legitimately hide are awesome and deserve their kudos.

It is time for server merges...

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

Just to say it, but I am typically against any action that would “FORCE” a player to do anything in a game that they didn’t want to do other than the standard “perform X action for X reward” template.

Engineers down state..horrible

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

I wonder what the logic is behind our not being able to use the grapple line for anything else. I mean we’re obviously carrying it around with us, so why is the only time it’s useable when our butts are plastered to the ground?

List of things WVW needs so it wont be boring

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

minefields
and the sharks should have rockets

Also lasers. Big ones.

Please RESET Borderland locations!

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

I’ve always wondered how things would end up if location was cyclical instead of based on placing. But then I guess the current situation motivates map completionists to join in if they want their goal.

11/30 FC / Kain / DR

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

The responses to my complaint were completely justified. My post was vitriolic, and the responses would naturally be as well. It’d have been better form to respond sooner, but… Who likes to admit they were wrong?

I certainly don’t! It’s embarrassing!

11/30 FC / Kain / DR

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

I like this guy. sense of humor and has this strange ability to step outside his circle of influence and continue to see objectively. Your Logic is going to make a lot of people who only are able to see in extremes get upset.

Just thought I’d point out that this man with the “ability to step outside his circle of influence and continue to see objectively” is also the same guy who, back on page 7, couldn’t tell the difference between someone using position hacks and a thief using shortbow teleport.

I’ve only had the game for three weeks, so cut me a little slack maybe? I do apologize for the comment as what I was actually experiencing at the time was pointed out to be the render bug (which frustrated the hell out of me), and it was my first time actually seeing it (or… not seeing it). I am also aware now that it is beyond a player’s control, and an issue with the game itself.

So if it helps I apologize to LARP and its thieves, and you may devour the frustrated tears of my page 7 post as the delicious PvP sustenence that they are.

Edit: oh wow, it’s been 5 weeks?! Time flies…

(edited by LegoTechnic.5910)

11/30 FC / Kain / DR

in WvW

Posted by: LegoTechnic.5910

LegoTechnic.5910

While I thoroughly enjoyed your Pro Vehicle Voltron rant, I am unsure where you stand on who would win the proposed tag team match of GoLion and Devistator Vs. Dairugger and a freaking power ranger thing.

I think we know where my money rides.

Wait… Which Megazord? There’s been like… 20 of them or something? I mean if the dragonzord is involved I’m pretty sure it would devolve into a weird dance festival to repetitive flute music. Also they were supposed to be actual gods in the Japanese version (like, they literally spoke to the pilots from heaven and kitten). And Devastator was a jobber who constantly failed at everything he was told to do, so I can’t think any team he would be on would benefit from his ineptitude. Honestly I’d expect him to betray GoLion the first chance he got simply because Dairugger was more “his type”.

That said, my money is on GoLion for sole victor because it’s the only one cool enough to have appeared in a Super Robot War game, and this is the only measure that really matters.