As true as Odin’s spear flies,
There is nowhere to hide.
http://gw2.mmorpg-life.com/wp-content/uploads/2013/05/GW2_Sclerite_Rifle_2-1024x640.jpg
It isn’t a shotgun, it’s a double barreled rifle. Like a hunting rifle. Double rifles are pretty common in sports and hunting, mates.
http://en.wikipedia.org/wiki/Double_rifle
i think you give arenanet a little too much credit. because if they put that in their knowingly, they’re trolling rangers AND engineers.
Instead we have Grenade kit that can stack 25 bleeds and 25 vulnerability. On top of doing the best direct damage of all our kits/weapons. All you have to do is learn to aim.
Grenade kit is the hybrid kit but it does condition damage and direct damage better then the dedicated ones. I think that is not right.
Oh yea and 1500 range aoe.
TLDR: Pistol auto attack going back to 1/2 attack speed. It will still be inferior to Grenade Kit.
nades are kinda like confusion used to be, works well versus nubs but a good player is just going to avoid taking damage from it
that’s why you pair grenade spam with crate drop, net shot, glue shot, or overcharged shot. i use them mid-zerg. lots of dead nubs and good players alike.
thief is still one of the easiest classes to deal damage with, along with warrior. these are the most popular classes in game. i don’t see their popularity diminishing at all, for good reason a 6.7k backstab is no joke and no other class(except warrior) can put out that much damage at once as far as i can tell.
the shadow return on infiltrators strike has at least twice the range it says in the tooltip, is this a bug?
They better freaking do. It’s sad to see it hit only 2000 to 3000 damage MAX with ~116% crit damage and 3300+ attack power pretty much consistently. Usually even less. The 2-3k damage is with all hits being crits, even.
Phantasmal Berserker is currently a joke of a supposed damage skill.
sad..i’m hitting that with 3200 AP and 12% crit damage. you should be doing about 5k.
why does every class but engineer get signets
The reason why I bring up Melee weapon choices for Engineers is manifold:
- There are only 3 weapon choices for Engineer’s right now: Rifle, Pistol Shield
- Engineer has no weapon swap, so it is dependant on Kits for true versatility
Engineers as a class currently lacks the following:
- A dearth of Leap Combo Finishers, which decreases the team synergy possible running in a group
- A complete lack of Whirl Combo Finishers, which is one of the best team support Finishers in the game due to Bolt generation.
- A dearth of reliable distance closers and distance creators, given the range Engineers must fight in (Mid range). Even Ranger, the supposed “long range” class, has weapon skills and options to close or widen the distance between themselves and foes.
- A deplorable lack of weapon skills and associated traits
The fact that you would not support more weapon options for Engineers is baffling. New weapon choices open up the possibility of designers adding additional ways to play, even additional roles. Are you implying that you would rather have less options and by extension, build variety?
engineer build variety? whats that?
Waka that was both rude ans uncalled for! Eveb if you think thats true, then keep it to yourself, he didn’t ask for our opinion about his build! :-)
To the op, do you have a picture of the weapon skin, at my Phone amt, so can’t log in and would like to see the skin! Been looking for a good shotgun skin! ! :-D
can’t right now, but will asap.
Really, I’d given up bothering about weapon skins as I spend so little time using them.
haha, i don’t. i use my rifle more than anything else.
You must be using a really bad build. (Honest opinion)
(honest opinion back) i kill almost everything i run across in WvW. i have a grenade kit equipped if it will make you any less smug.
Really, I’d given up bothering about weapon skins as I spend so little time using them.
haha, i don’t. i use my rifle more than anything else.
that there’s a double barrel rifle(shotgun alert) skin from the new event? oh and the time it’ll take to get it is astronomical.
i always disliked the idea that i use 1 for shooting people and one for vomiting on people , but i do think they need to amp up the rate of fire on the pistol up right now our condition builds are a game of attrition and arnt a viable option to use without a kit especially now since they nerfed confusion, pistols just lack a form of hard fast damage in the right circumstance.
ive opted to use rifle over pistols now better range better damage and with the 100% chance to burn with sigil of earth and the 5 point firearm trait stacking conditions is just as easy and most of the time rifle 3 puts me well ahead of the bleeds i would get out of a pistol
i happen to use both engineer weapons, different situations obviously. pistols for pve, rifle for wvw. while rifle does fire faster for us than warriors, there’s no difference between thief and eng pistol fire rate(only that their bleeds are better)
perhaps as fast as the short bow on a ranger, it might make both Thief’s pistol feasible and an engineer using any pistol setup a force to be reckoned with. I mean if you turn your back on a shortbow ranger, what happens? 9 million bleed stacks, that’s what.
I’m not Impress at all at this new implementation of “Traps and Tricks Outfitter.”
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-May-14-2013
Instead of giving each non-stealth classes a permanent anti-stealth utility in dealing with stealth class they decided that “consumable anti-stealth” was ‘fair and square’.
Well it aint “fair and square”
“Traps have been added as a new purchasable consumable utility item. Two unique variants are available”.
I call that Punishment for non thief classes because this “new feature” isn’t fair and Balanced at all.
So in other word, the only way to “fight and win a stealth thief class” is to Pay a Price?.
“Traps are sold by the vendor for 15 badges and 525 karma; they will stack to 250 and are account-bound”.
This by far isn’t creative design ‘by a long shot’.
This new features states this-
‘Sorry that you’re not a stealth class but if you want to fight and win a stealth class, you must pay a price; 15 badges and 525 karma.. and if you choose not too, you will continue to be Demolished by the invisible one..’
As I stated, I’m not impressed and obviously yet again,
In addition this new "anti-Stealth trap purpose is to Punish and Cripple our mobilities in wvw. In other word, it only leaves us more Vulnerable
Totally,
Poor Design and mechanics.oh yeah I forgot this one “Traps cost 10 supply to place”.
Can you imagine the Chaos in wvw… instead of focusing on what needs to be done, we are given a Painful burden and duty to "equip this anti-stealth utility’
This not only adds more work for the Commanders but stresses and distracts their purpose in wvw.
I leave room for comments
you leave room for comments but clearly you’re a thief player. is someone upset that ArenaNet made it so you can’t just kitten around in stealth anymore? i guess they’re starting to realize the damage capabilities of their prized rogue profession.
another thing; the recent confusion nerf more or less completely got rid of the usefulness of pry bar altogether.
horrible idea. you would have to up there total defense about 75% making it just under what a warrior is.
or you could stack vitality and toughness, like everyone else trying to counter this OP broken class.
OP broken class -_-
I would like to hear your reasoning on this?
Also travlane says things just as bad as what you just said so don’t think I’m singling you out. He’s just beyond hope.
because as a bunker engineer i’m still taking 6k backstabs. just how much armor do i need to reduce damage from a thief?
horrible idea. you would have to up there total defense about 75% making it just under what a warrior is.
or you could stack vitality and toughness, like everyone else trying to counter this OP broken class.
only a PvE player finds excuses to do something other than PvE.
(see signature)
only a WvW player sees a bunker guardian as more of a threat than Zhaitan
only a WvW player understands capturing and holding SM for more than 20 minutes should be an achievement itself
one last bump. <3u
i think they look great already, a simple chain where the stud is would make me very happy
btw whats your jeweler level?(couldn’t help it sorry)thank you for the insight, I will be making necklaces and other jewelry soon, proabably after May 5th ( I am moving in a couple of days).
My jeweler level is between 350-380, somewhere around there. I can’t remember it’s been a while since I’ve jeweled on gw, I’ve just been exploring the map and doing jump puzzles for a bit.
i look forward to them being on your website
something funny about this build:
i see no ways to counter another ‘stunway’ mesmer if you are a stunway mesmer.
or a way to counter a warrior with a shield, or a thief with a pistol offhand, etc, etc.
Flame thrower is pretty much a power/damage weapon — not a condition weapon.
This is the reason why you guys can never figure out how to use the FT. IT IS VERY MUCH A CONDI WEAPON, if not more so than it is a power weapon because really, how much damage can you do with it in a power build anyway?
it’s got one condition pal. sorry. elixir gun is more of a condition weapon.
since it’s known that not many Engineer players use gadgets(at least the mine gadgets)
why not switch bomb kit to mine kit? same skills, same deployment animation, different activation. these mines would have a maximum placed duration of 20 seconds, to avoid endless minefields, and the time to ‘cast’ each skill would be increased by 50%.
the only exception to the rule of the timed placed duration, would be the toolbelt mine, ‘IED’ much bigger mine with large explosion radius(180) with knockback or blowout and would have a placed duration of the base recharge rate, 30 seconds. this would allow Engineers to set up ambushes in pvp, wvw, and pve scenarios. all mines, if not triggered, explode at the end of their placement duration. not recommending a remote detonation option, as this would be very, very overpowered.
Every class is op in some way so plz stop complaining about a class that you cant kill just because you havent got enough skill.
is Engineer OP in any way? :-\
now we all get to wonder why it isn’t a condition based weapon.
Aww, you don’t have to be so nice, GoM. We know you love us. <3
…you love us a little too much, actually. We wish you would love us a little less, it’s sort of painful.
your guild tag is noQQ. ironic…lol
i probably hadn’t noticed it because i stopped using grenades for a while. giving this a bump.
Ummmm…engineers do a lot more damage than necro and ele…….>.> and engineers attack a lot faster using bombs/grenades only thing is ele imo, has more support than engineer.
engineers have no condition spreads that are useful(elixir gun is not useful) Necromancers have possibly the best condition spreads, applications, and crowd control in the game. on that ground their damage is higher than Engineer’s. Elementalists have group support and spike AoE damage.( i guess grenade barrage counts as spike AoE damage, the grenade skills certainly don’t) i guess the problem with me posting a thread like this is i’m not counting PvE experience, and i won’t.
U must be kidding or playing engi with pistol/shield + EG…
Ele deals not that much dmg – maybe a 6. If ele is 10 in dmg, engi is 15 then and necro also 13. Just uninstall game – u have no clue.
really? because that staff aoe is ridiculous.
It appears that most of your evaluations are based on WvW fights of about 20v20 or more, which is fine. Might have wanted to state that up front, though. Yes, glass cannon staff eles are simple and effective in that situation. Just don’t be surprised if people disagree with you when they’re talking about a completely different aspect of the game.
Also, if you’re thinking of mostly 40+ WvW encounters, why are thieves ranked so high? They’re pretty good roaming gankers vs. anyone who doesn’t have a stunbreak, and their stealth sustain builds are also good in WvW. I’m not sure where the 1:10 skill:damage ratio is coming from in large-scale fights.
i’m thinking of both 1v1 scenarios, zerg fights, etc. i have no problem with most glass builds in a 1v1 scenario. i’m mainly comparing the ability of the classes to dish out damage and how they have to dish it out. the classes that don’t really need to do much to dish out damage, have been ranked low on the skill level spectrum, and oppositely on their damage capability spectrum. it is empirical fact that almost all game developers favor the holy trinity classes, even if they claim to not exist within their own games.
Hopefully these “stealth revealing fields” don’t actually pull people out of stealth, are relatively short ranged, and cost a pretty penny.
Otherwise, if they have a large range, cheap, and pull thieves out of stealth, then this is a pretty good GG we just put thieves in line with engineers and rangers.
Now we’ll have 3 broken classes!
We’ll see how this is implemented.
thief is broken? that’s about as likely as there not being any engineer or necromancer bugs. just means thieves will actually have to think instead of pressing the 2 button.
Good WvW changes since launch:
- Removed Orbs
- Removed Culling
- Removed 1 of 4 Jumping for Badges sites. Only 3 more to go…
- Reduced the number of maddening exploits. Many more remain.
Uh, keep it up?
looks like you’ll have to actually participate in EB to get your badges
That’s also what was the impetus for removing the crafting stations. The more time people spend in the maps not playing WvW, the longer the queues are.
I take it this means you will be removing Jumping Puzzles from WvW aswell… you know, people jumping around not doing WvW… Just to “earn” badges without actually having to fight or contribute. Taking up slots.
Now that would have a far greater impact of removing deadweigth players from WvW than removing crafting stations, while being a far smaller bother to your actual WvW community.
I wonder if we can even do that… :P The EB JP is coming out for the May 14th release.
Great. WvW just got more
boringfun.
good. i’m tired of there being 20 pvers in wvw taking up the queue.
*increased turret damage by 10%
*Static Discharge now has a 10 second cooldown.
…i’m running out of builds to switch to.
Troll thread. Nothing to see here guys.
you want a troll thread? go post a ‘warriors getting buffed’ in the mesmer forum.
Ummmm…engineers do a lot more damage than necro and ele…….>.> and engineers attack a lot faster using bombs/grenades only thing is ele imo, has more support than engineer.
engineers have no condition spreads that are useful(elixir gun is not useful) Necromancers have possibly the best condition spreads, applications, and crowd control in the game. on that ground their damage is higher than Engineer’s. Elementalists have group support and spike AoE damage.( i guess grenade barrage counts as spike AoE damage, the grenade skills certainly don’t) i guess the problem with me posting a thread like this is i’m not counting PvE experience, and i won’t.
(edited by Lightsbane.9012)
U must be kidding or playing engi with pistol/shield + EG…
Ele deals not that much dmg – maybe a 6. If ele is 10 in dmg, engi is 15 then and necro also 13. Just uninstall game – u have no clue.
really? because that staff aoe is ridiculous.
But yes, I agree, the current system hampers world completion, I mean, I have to get the over 95% in PvE zones which interferes with my WvW. And let me tell you..thats a much bigger number than the WvW map completion…
I don’t think that’s really the point. Players who don’t want to participate in player vs player play must play in PvP in order to complete their map. I don’t think that this is particularly fair. MMO’s can be entirely about cooperative play, a play style that this particular game caters to very well – up until this point of map completion. It’s frustrating for a completionist to earn 95% of their map completion only to find that they have to subject themselves to WvW in order to earn their map achievement.
Players who only want to participate in PvP exclusively can PvP all day with minimal or no PvE exposure, more so now than ever with additional gear being available in exchange for Badges of Honor and WvW-specific Daily Quest options.
I personally enjoy WvW for the most part, but I empathize with my friends who don’t want to participate in PvP for any number of reasons but feel the need to in order to complete their maps. I feel even more sorry for them when they find that they can’t complete their maps because of relative server strength in PvP.
can i ask why people play a game called Guild Wars and don’t participate in pvp?
Since you haven’t rolled a thief, I’m not sure what your using to judge how difficult they are to play beyond the fact you got destroyed a few times. Engis and Necros have very few reliable escapes, which makes us easy pray for skilled burst damage thieves. If that thief slips up once and doesn’t burst you down quick enough, he’ll melt after just a few grenades.
i actually have rolled a thief. sooooOooOo…
i have 3 80s. mesmer, engineer, ranger. guardian level 65, i’ve played world vs world enough to know what i’m talking about. through experience, i understand thief does an absurd amount of damage compared to engineer. this is a thread about comparing damage outputs. and relating them to the skill level required to thoroughly comprehend each class. and i’d say wvw is better for understanding classes than anything else suggested, even your own class. i understand that engineer is meant to be an in your face support class, only that’s not how most wvw engies play.
Hmm, okay. I guess I’m not sure what the meaning of the thread is.
you know how in most games theres a class difficulty next to the class type in the character creation menu? that’s what this thread is about. trying to put the skill level next to the class in order to decide how popular and how powerful each class is. and of course, ranger, warrior, thief, elementalist are the most popular and thus do the most damage.
Your “difficulty” scale is only related to damage output, as far as I can tell. Not all classes are designed to simply output damage. The Guardian, for example, is one of the best classes for surviving while supporting your zerg. Are those Thieves that are backstabbing you hard to kill? Some people like to use glass-cannon builds and destroy their enemy before their squishi-ness comes into the equation. Every class must have it’s playstyle which means no class should be identical to any other; there would be no use for more than 1 class. All the classes can achieve a similar outcome, not identical.
Most people think Thieves suck at support and survivability. Where is your difficulty scale for that aspect of play?
i’m a little too used to world vs world mechanics so…i’ll put one out.
as for survivability, i’d say engineer is actually the best at it. nearly impossible to condition me.
i have 3 80s. mesmer, engineer, ranger. guardian level 65, i’ve played world vs world enough to know what i’m talking about. through experience, i understand thief does an absurd amount of damage compared to engineer. this is a thread about comparing damage outputs. and relating them to the skill level required to thoroughly comprehend each class. and i’d say wvw is better for understanding classes than anything else suggested, even your own class. i understand that engineer is meant to be an in your face support class, only that’s not how most wvw engies play.
Hmm, okay. I guess I’m not sure what the meaning of the thread is.
you know how in most games theres a class difficulty next to the class type in the character creation menu? that’s what this thread is about. trying to put the skill level next to the class in order to decide how popular and how powerful each class is. and of course, ranger, warrior, thief, elementalist are the most popular and thus do the most damage.
not to mention mortar range still doesn’t increase with traits.
Yeah we need pistols as our condition set. Would rather see duration on glue shot increased and our poison volley buffed.
i would love to see all the darts actually hit the target. that’d be nice. how about poison pullet instead?
i’d like the developers at arenanet to try and hipfire a 10 gauge.
i’m wondering if the eng community should ask Anet to convert Engineer pistol skills to a raw damage output setting. sure, the bleeds and burns and poisons are nice, but after the confusion nerf the 3 skill is useless to a degree that i can’t even fathom. yeah the blind is nice, but i cared more about the 500 confusion tick on 2 stacks. now it’s like..150.
opinions? do you think we’d be better off ditching the 3 skill as it is now for something like thief’s unload? or perhaps something else?The confusion nerf (WvW only) was exactly 50%, so if you were getting 500 before, you’ll get exactly 250 now. If you use zero kits and only pistol skills 1-4, the nerf might have dropped your total damage over time down by 8% or so. And no, pistols should not be changed to direct damage. That would leave engineer without a condition damage weapon, which would devastate our tournament build and most of our WvW builds.
I don’t mind discussing nerfs and the confusion nerf may have been a bit heavy-handed, especially for mesmers. Let’s just be reasonable with the suggestions.
to be honest, i was half kittening a condition build so it was probably more around 400. still that isn’t a huge reduction, but it means need to stack twice as much cond damage to reach the 400 mark again. granted the other pistol skills are still good, comparing them to what 3 now does is interesting at least.
no class in guild wars 2 should have capabilities that another class does not
I appreciate your concern for the engineer profession. I don’t think I can agree with this statement, though. I would hope that every profession has capabilities that no one else has.
I’d recommend making a character of each profession and playing in sPvP for a few minutes. It gives you a good idea of what each profession can actually do and what its weaknesses are.
i have 3 80s. mesmer, engineer, ranger. guardian level 65, i’ve played world vs world enough to know what i’m talking about. through experience, i understand thief does an absurd amount of damage compared to engineer. this is a thread about comparing damage outputs. and relating them to the skill level required to thoroughly comprehend each class. and i’d say wvw is better for understanding classes than anything else suggested, even your own class. i understand that engineer is meant to be an in your face support class, only that’s not how most wvw engies play.
you clowns act like the shatter confusion build is the only mesmer build ever. ridiculous.
i’m wondering if the eng community should ask Anet to convert Engineer pistol skills to a raw damage output setting. sure, the bleeds and burns and poisons are nice, but after the confusion nerf the 3 skill is useless to a degree that i can’t even fathom. yeah the blind is nice, but i cared more about the 500 confusion tick on 2 stacks. now it’s like..150.
opinions? do you think we’d be better off ditching the 3 skill as it is now for something like thief’s unload? or perhaps something else?
1-10, basic scale.
starting with thief.
skill level: 1
damage output: 10
warrior: skill level 2, damage output 10
guardian: skill level 7, damage output 6
ranger: skill level 4, damage output: 7
elementalist: skill level 4, damage output: 10
mesmer: skill level 5, damage output 8
necromancer: skill level 9, damage output: 6
engineer: skill level 9, damage output 5
given that 2 out of the 8 professions merely have to hit “2” to deal a majority of your hp in damage, (warrior and thief) they are at the lowest end of the skill spectrum. although warriors are ‘slightly’ harder to play than thieves.
guardians, the leader of the pack, mostly a support class, has limited burst damage output, but good crowd control. ranger has the best ground aoe’s in game(bonfire) which warrior can use as a burst skill with their longbow. elementalist has the best staff damage in the game, a disturbingly high amount of crowd control, and more skills than any class in the game(that means more versatile than engineer) necromancer is probably the best annoyance i can think of in a zerg vs zerg battle, their aoe conditions are unmatched, but only have one real raw damage output weapon, daggers. engineers have a lot of sustained(albeit sub-par) damage, and 1v1ing usually very well. the jackofnotrades approach is mostly accurate,
sure some of this seems biased, but after taking so many 6k’s from thieves to the back despite having over 2800 armor, is a little strange. not to mention being in a zergfight and getting one shotted by a warrior’s snipe ability. no class in guild wars 2 should have capabilities that another class does not, and i’m pretty sure that was one of the mission statements that most of us were sold on when buying the game.(other than the obvious stuff, no thieves using scepters kthx)
rant over. love you
mesmer is ‘not as good’ as before because the only build people could come up with was illusion spec’d confusion setups. been using Gsword since i made the class, only damper has been not being able to cast zerker on things i can’t see.
New thread as something bigger is coming, this is a preview.
Charlie’s Dress
So, being a master grenade painter, I was always turning down offers by the squabbling nobility of Divinity’s Reach. I always had to tell them that I was just on vacation, not on assignment. Which of course was a lie, as I was almost always visiting Lola in her Rurikton home. Whenever I’d pay her a visit, she’d always manage to scare the Iron Legion right out of me. She never failed to make me grab hold of Ol’ Faithful and start pointing in random directions.
After a few seconds she’d always cast that annoying curtain spell and pull me down and not let me up until I gave her a “charr hug” whatever that was. She probably just means a hug from a Charr. Quirky woman.
Today I decided that I would take up an offer from one of those high nosed noblemen. It was a commission from one of the Caudecus clowns. I went on to search the city for his house, and seemingly by fate it was right next to that obnoxious automated orchestra-carnival…thing. The problem with taking offers from Caudecus minions was that I was never sure who I was doing the work for. It could be for anyone, Queen Jennah, the Imperator of the Cheese Legion(Yes, there is a Cheese Legion. I met them, they’re very good knife-throwers. Don’t ask.), or even…wait a minute. As I approached the building that I was supposed to paint, I smelled dredge.
“What’s going on here? Who’s there?” I called out to anyone that would listen.
Before long I heard the sound of a familiar voice.
“COMRADE!” It was Charlie. Fantastic.
He came out of the Divinity’s Reach Palace wearing finer clothes than the Queen herself, with a frilly hat to match.
“What in Iron’s name are you wearing?” I asked, covering my eyes.
“What? I look…good enough.. to stand…to stand before the moletariate!”
Forgetting that dredge were blind, I realized Charlie had no idea what he was wearing.
“You’re wearing a dress you blind-firing mouse!” I said with a loud laugh.
“What’s a dress?” He asked, with absolute certainty.
My face went blank. I had no idea how to reply.
“I…don’t…know. I see human girls wear them all the time and they look very pretty…but Charr women are always armored.” I made a ditch effort at explaining it, with a shake of the mane and a gentle snarl. “Maybe Lola can help! Lolaaaaaaaa!!!!”
She blinked right next to me, scaring even the ammo out of the rifle I was carrying.
“Don’t do that!” I said, growling at her, jumping nearly three feet in the air.
Lola crossed her arms and looked at Charlie.
“What’s he wearing? A dress?” She started laughing, stopping herself suddenly after remembering too, that dredge were blind.
“Lolateriate, what is a dress?” I could tell Charlie was messing around, Lola could not.
“Hehe.” I laughed, possibly the strangest way a Charr could.
Lola pondered for a moment, then raised her right index finger into the air, as if she was to say something very important.
“A dress…is something all magic-wielding users in the world of Tyria use to defend themselves in place of a shield.”
As she was saying that, a male Norn mesmer walking by wore a face that looked as though he had been defeated by a gladium.
Charlie’s resolve was restored, and he proudly flaunted his dress that resembled the backside of a Marmox.
(edited by Lightsbane.9012)
at first i didn’t really mind much of the engineer bugs. what bothered me the most is that i’m using a shotgun with medium armor and not heavy. how would heavy armor make engineer overpowered? kits need to be sent back to the drawing board. who uses anything besides grenades or bombs for damage? i don’t want to use grenades, and i don’t really want to use bombs, but HGH just gets boring
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