Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
Shout-out to the AR asura engineer from [Evil]. I always know when you’re around cause switching kits starts to really hurt me. kitten you and your [Evil] confusion!
-the [PD] engi with ’nades
Had a lot of fun flipping towers in AR bl tonight. Picture is of us super-hi-jacking IoJ’s siege on an AR tower. Not gonna lie, IoJ, I felt a twinge of guilt after the 2nd or 3rd time we stole your hard work.
Engineer here, I really dont want to hear ANY complaining that your downed state is “too weak”. We all know that’s a load of crap. Imho that is way too much damage for a downed skill. I personally think the confusion stacks are too much for a downed skill as well. (This is coming from an engi with a rng #1, a 2s cast time pull, and then an explosion to knock people away on a long kitten cooldown.) I think everyone’s downed skills should be like the engi’s or the guardians as in fairly non-lethal.
I completely agree that if damage is based on stats then health and toughness need to be as well.
Acid bomb form elixer gun has a very quick cd for a blast finisher. Mine does as well. If you’re only using the turrets for blast finishers, you should use either or both of these.
Out of curiosity, why not use the mine or the elixer gun (acid bomb) for the blast finisher instead of one of your turrets? The will both have a lower cooldown if all you’re doing is blowing them up. Also both give increased utility over just 1 turret.
(edit) does altruism give might to us too? if so, holy crap, where have you been all my life!
Can we get a score update!?
Hi engineer fellows,
I was wondering if any of you tried FT build with 2 sigils of strength?
If yes, can u share with us your experience on how good it works ?If u have any other any other suggestions on other types of sigils that are good to use with this build … as well as runes for armors.
thanks in advance
Bloodlust and fire are great, also the sigil of frailty is very solid for the FT because of the high fire rate.
For runes (if your objective is to stack might) go with 2x Strength, 2x Fire, and 2x Holbrok (or however its spelled). Each give some power and +20% might duration.
As I have said before, 100 nade will get nerfed because of this. When I did, people reported me for trolling and post was removed.
Glad to see I was right, stupidly named fad builds get nerfed first. Next up Tankcat. Mark it down, By June, tankcat will be gutted.
Not positive, but it looks like the grenade barrage from kit refinement got ninja nerfed in this patch as well. Can anyone verify this. It feels like its doing at least 30% less damage. I don’t have quantitative data, but using it on the same mobs (dolyaks & animals in wvw) feels significantly less powerful.
Out of curiousity, is there a 1-shot kill skill combo that make’s use of the elementalist’s attunement swapping trait?
Independent of that, it was easy to anticipate a nerf to 100-nades, which is really what people are mad about, don’t kid yourselves. Would any nerf not produce the outrage we are seeing on the forums? I contend YES!
You know what’s funny? The toolkit AND the grenade kit do not trigger that universal cooldown. Sooo if thats what they were trying to stop….they did the opposite.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND kit refinement skills still have their normal CD + internal one
fantastic..
Yeah, what the hell. Say, I wanted to have the grenade kit to do damage, and the elixer gun to support – cause you know…..versitility and all…..NOPE.
We have a damage tax already on those kits so we can do cool kitten, guess that wasn’t enough.
Here are some pics in GoM bl by DH spawn.. enjoy
someone was throwing roses..
and i died thanks to the good DR..
A malpractice suite if I’ve ever heard of one.
Maybe weird, but, aren’t downed skills ment to be a bit useless?
This logic only seems to apply to Engineers.
The damage of a downed Engineer is 1/2 – 1/3th of that of other professions. Giving 700 crits and taking 2.1k back…. yeah.
And nothing to really delay getting finished off. Your Grapling Line fails against stability, blinds, blocks, stealth, LoS (hiding behind a pet) and at a certain spot it also fails to pull and interupt something.
Professions are pretty much seperated into two catagories. Those who can heal while downed (Guardian, Ranger, Necro) and those who can move after downed (Thief, Ele, Mesmer, Warrior).
And Engineer is the exception to this. Who cant do either.
True story, we really got the shaft on downed abilities. We do poor damage, can’t escape, and have a relatively long cast time on our #1 stomp stopper which pulls enemies to us – because thats what every downed person wants…more people to stomp them lol
Flamethrower will never be good until they nerf the retaliation boon. It’s sad that I would be doing more damage to myself then I would be doing with the actual flamethrower.
I’m fairly confused on why ANet didn’t do a % return of damage like in GW1’s retaliation.
Idk if there’s a forum for this or not but fight club was awesome tonight
Thanks! And thanks to yourself, and everyone else, for coming!
No! No no no, NO! It can’t be over just yet! I haven’t made it back – and I only got to fight like 3 guys!
PD are definitely sneaky folk.
The only thing that I’m sour on about ninja capping is that a thief can perma invis inside a keep and that ain’t right. I sure would like to know what to do about that. Also looking forward to them forcing respawns, whenever they’ll get around to that.
I stayed dead until there until the 10s timer to be kicked for inactivity. It was a very close call. I then waited in the corner with no stealth for 15 more min waiting on a distraction.
(edit)I feel you though, the forced respawn absolutely needs to be implemented so it is much sooner than the boot timer.
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Anyone from DH have an explanation?
Putting aside that holding all of DH accountable for the actions of a few, killing people in a PvP zone is hardly bad form. And it’s hardly worth starting a pointless internet argument over.
From what I have seen all parties have been mostly very courteous over this ridiculously long matchup. The people being discourteous are definately in the minority. So… Kudos to everyone?
Killing in a PvP zone is not the issue. The issue is using a known exploit in order to take a keep that you could not take honestly. If members on your server particpated/know who capped the keep or have any knowledge of it whatsoever and you fail to report them then you are complicit.
Have to agree with Theftwind here. We had a mystery keep loss in our BL today. One minute it was red then without warning green. Had thought it might be something we overlooked, but the silence on the matter in the forums is… curious.
Reputation does matter when one hears complaints on the forums. For example, things like
http://www.reddit.com/r/Guildwars2/comments/13skqn/darkhaven_us_on_notice/
make me less sympathetic regarding jumping puzzle issues.
The mystery loss of west keep in GoM around 5 eastern was 2 [PD], one thief that evaded you guys in the inner, and me, dead on the floor who was revived. No foul play, I promise. Like others have said, I hope you don’t lump all of DH in as cheaters. We don’t condone it under any circumstances, it ruins everyone’s experience.
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Had a blast in our BL tonight. GoM, you guys are persistent as all get out, glad we could prevent you from holding our east keep for too long this time around!! 
i think the part that isn’t being calculated in is that rifle is against one target, bombs up to 5 in melee range, FT#1 has no limit sweeping through a zerg, single target dps is low but in large groups, the spread of dmg is significant, this is what i’ve been advocating.
5 foes groups up = 1211×5 because it is independently damaging each foe, so the more foes, the more dmg. a rifle would get overrun, bomb fares very well with large groups as well, but it is no secret that bomb kit (a damage kit) is stronger than ft (a support kit) at direct damage.
(support vs damage is based on how i see people using the kits, not the tooltip “device vs weapon” designations)
(ps, im glad your numbers fall close to my guestimate of 1250 dps, the ninja cast doubt on my assertions)
The 1250 dps is correct, but remember, its dps (damage per SECOND) and in 1 second, the FT hits 5 times, not once.
hmm, you may be right, perhaps my maths are off, and im just making myself feel better (i cant rule that out now that youve given me some actual feedback to chew on)
regardless of the dmg though, the real meat and potatoes of the build is the crit chance. you strike 10 times in 2 seconds, and every one of them can crit.
omnom ghosts, crit traits, battle sigil, etc, your analogy of heating up the opponent over time holds true. self justification never works on forums, but im not being a dick when i say i use the FT a lot and i dont find it substandard. though i do have issues, like lack of continuous burn on #1, and stationary missing, same issues everyone has, i do not find it weak and i do rip through zergs of foes in both pve and pvp.
sorry, (no lie) but my PC is substandard or i would twitch the day away for you all.
Absolutely, the hit rate is what makes it great. I’m afraid for the day where they put a cooldown on those food effects… (I think its coming). Oh, no worries man, I use the FT in WvW a crapload, I find it works phenomenally and I do not find it substandard either
honestly, i don’t know why everyone says things like FT is kitten dps. I am constantly drawing aggro and controlling groups of mobs in dungeons with the FT while watching 500, 1000, 1500, 2000, 2500 roll and stack through the attack (obviously im rounding, but typically i get 3-4 strikes sub 1k, 2-4 around 1200-1500, and 2-4 at +2k dmg … PER STRIKE for a total of nearly 5-6k dmg every 4 seconds … thats roughly 1250 dps which is good for a non dps build), and a bit less on targets not dead centre of the jet. It is such a powerful weapon and isn’t limited by LOS or even the 5 mob rule.. sweep that jet through a zerg and it hits EVERYTHING.
I thought that the damage from the FT that you see ticking is a sum of what you’ve done on that burst. I use the FT a ton, I love it, but I’m thinkin your maths are a bit off (unfortunately). [(edit): made this ^^ less sure because I can’t check it for myself right now]
What would be amazing is if it did exactly what you said (it makes sense, you’re heating them up then burning the s*&t out of them), or added 1 stack of vulnerability for 1-2s (idk what would be balanced) per hit. This would make the FT a helluva good support tool and would make up for the poorish dmg.
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This is a shout out to Dr. Hopp from PD. I will gun for you every time, little Asuran =P
Challenge Accepted! I look forward to seeing you on the field!
BTW, helluva good show in GoM bl at Greenbriar tower just now, great fight to all involved!
Have you looked at the runes of the guardian for a bit of extra damage? The 6th rune gives burn on block, considering how much you block, it may be something to look into.
I was just wondering:
What kind of armor does everyone like to run?
I know the effectiveness depends on builds and such, but I’m semi-interested in what everyone else seems to be running. (As I don’t want to jump into investing into a 3rd set just yet due to lack of invisible inventory space)
Currently, I am regretting my investments in Cleric’s and Explorer’s armor, as well as 2/3rds of a Triforge.
I have run power, prec, toughness armor for a long time. It is my go to armor for a balance damage build.
Kit Refinement
“Equipping a kit creates an attack or a spell.”With this trait active, equipping Med Kit with Kit Refinement results in a small PBAoE similar to bomb (but apparently only dealing ~28% damage compared to Bomb).
Am I the only one that finds the behaviour of Med Kit Refinement very odd?
All the other kits provide an effect that makes sense, yet the Med Kit effect seems very out of place. Did we soak our bandages in nitroglycerine or something??
To me it would be better if Med Kit Refinement would provide either:
- bandage heal effect similar to ‘Drop Bandage’ (12s cd)
or- remove a condition (15s cd)
Either choice doesn’t seem overpowered and much more befitting the Med Kit in terms of function when used with Kit Refinement.
What do you guys think?
A non-combat choice would make more sense, if for no other reason than to match our trait of +run speed when not holding a weapon. I can’t count the times i’ve been pulled into combat because i wasn’t paying attention and switched to it to use speedy kits and it put me into combat via the explosion on a mob.
But yeah, it would be really nice to have something medical along with the medkit. It would make it better and add more synergy – something we lack overall.
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No No No.. you didn’t say the magic word…
this was right after we took east keep in hod.. well right after DH (PD) mesmer put a port up too and died hitting the ground. Nice try though. Wish i would have taken a picture of that. But you took the keep from us anyway after you chased me almost all the way to lake. Fun Night though. Very fun.
That [PD] mesmer made it back in after we knocked down your wall then got wiped. He shall remain nameless, but he redeemed himself as he didn’t die falling the second time!
Last night was a blast, keep it up everyone!
I do want Rocket Boots to be better, but I think that if they removed the knockdown it would be good enough. The only reason I would carry this skill is really for the close range kick burn and then jump back.
I think that maybe if they changed the kick to inflict like 5-10 stacks of bleed it would be much more effective. Why? If we’re that close already we are going to Blowtorch the enemy so that super long burn is going to probably get removed.
I agree 100%. Without the knockdown, i’d use it without a doubt.
I absolutely agree with the OP’s idea. Directional control would be amazing. If Anet insists on knocking us down for the skill, launch us further than someone can run in the knockdown time. Because as of now its a single direction self CC. The only thing it has going for it is the short cooldown, blast finisher, and a bit of burn from the toolbelt, all of which are not what we need on a stun-breaker.
Also, i’d love slick shoes if the cooldown wasn’t such a killer.
(edit) I hate comparing skills across professions, but for reals, the thief has shadow step, a dual stun breaker/condition removal with a further range on only a 50sec cooldown. The OP’s suggestion would make the ability on par with elixer S, and it would still work while under stability.
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I’d use the superior sigil of energy instead of stamina, especially in WvW. It’ll allow you to go through longer fights with more dodges. I’d also stack sigil of corruption, then switch it out to add the extra 250 cond damage.
Another idea is to swap out pain inverter for the bomb kit. Have you thought about that? It’ll give you a good CC with the big ’ol bomb. Also coupled with the toolkit pull the concussion bomb has more stacks of confusion with a shorter cooldown.
Better luck next time [MAGE] GoM thieves camping the JP. I tried to bow and let ya’ll leave with dignity. Should’ve taken it!!
Man, I love this match-up, everyone is coming out guns blazing. It’s been a blast in DH bl! Keep it up guys!! Shout-out to RH, I enjoy our clashes.
To the [RH] engineer, thief, and warrior in DH boarder lands at the north supply around 5:30 eastern who fought the [PD] flamethrower engineer and ranger a few times. Hats off guys, those were some fun clashes! You kept killing my ranger buddy you kittens! ha
I’d agree, in fact, I’d go as far as to say every single kit needs some sort of finishers added to them. The flamethrower has 1 field, a blast fisher or a smoke field would be nice, the grenade kit is the same, a blast finisher, or another field would be appreciated, the elixer gun as well (has a 20% projectile finisher i believe and the light combo field), and the tool kit doesn’t have a single one (throw wrench as a projectile finisher doesn’t count). The bomb kit has a 2 fields and a blast finisher that takes a day to go off, but is still glorious.
I think each kit needs to really have some work done on the combo side of things. It would really add to this “versatility” that we’re supposed to be rockin.
Does anyone else notice that your kit’s attack is lower than the rifle’s? The power is the same, but the attack is significantly lower. When I use a pistol, however, the attack remains the same. Do kits have a base attack the same as the pistol, or is this a bug?
Any thoughts?
Just logged in. My crit chance is higher base with a kit. BOOM buff.
Just now? I heard a thump from under my desk. O.o
Yeah, my power, toughness, and crit chances are all higher corresponding to my weapon stats. Also the new hero screen is kinda coolish?
Just logged in. My crit chance is higher base with a kit. BOOM buff.
To the GoM mesmer who fought me outside Woodhaven @ the GoM bl. I bowed and walked away to let you self res. I even pulled that dolyak for you!! Why’d ya have to attack me again!? I really didn’t want to spike you.
Sincerely,
The [PD] asuran engineer
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I’m sure there are topics like this other places, but I searched and couldn’t find one.
I think an interesting addition to WvW would be individual, unique borderlands for each server. For example, based on game-lore, each borderlands would have different terrain/effects/npc’s. We would have some desert borderlands, some mountains, some jungle, and so fourth. Based on the three servers, the eternal battlegrounds could be a bit changed as well to mirror the differences in borderlands (by this I mean each borderlands will creep a little bit into EB so there is a bit of a home field advantage on each respective side there as well).
This would require quite a lot of new maps for ANet to create, both for each individual borderland as well as for the different eternal battleground possibilities.
If ANet needs a financial justification to do something like this, here’s my shot: people would change servers to get to a borderlands that they enjoy/just to see all of the interesting new environments.
If anyone has ideas for which servers should get which types of maps, post them and we can keep this discussion alive
Score Update:
HoD : 57145
DH: 55648
GoM: 55477
Good to see you and some SE back in DH! These past 2 weeks have been a ball in WvW, HoD and GoM putting up a helluva good fight.
I actually consider the flamethrower one of the best abilities. I wouldn’t even play my engineer if not for that. I use it in WvW:
- Trait for it.
- Do not target enemies. Use utilities that also do not target enemies.
- Avoid fighting on slopes (so that you don’t need to target enemies)
- Remember flamethrower #2 goes where you’re looking if you don’t have a target, so look at where you want to shoot (if you are using the standard camera angle, you will fire it into the ground and do no damage)
If you do all that I think it’s better than an elementalist for straightforward “dirty crossroads fighting”.
^^THIS is what i’ve been saying. Turn off auto-target and promote skill cast to target and kitten the FT is good. I use elixers and HGH along with might gear to maximize the effects. Your burns hurt, you have solid health, armor, damage, and crit %.
We’ve got a vocal group of downers on the forums. Yes, the class has bugs, yes, we could use some buffs in some areas. No the class does not suck.
My engineer is my main, I’ve played thief, warrior, and guardian enough to say that I enjoy my engi significantly more. The engineer is a goofy class, and I love it for that quality. I spend most of my time in WvW and I LOVE playing with my engi. I don’t die often, have 0 problem soloing supply camps without kiting.
Imo, the CC abilities of the engineer are one of the biggest strengths of the class. This goes mainly for WvW. If you use ’em right, you can really knock a group of people out of their rotation. In PvE the class is still awesome, I used bombs and the FT leveling up and had a ball.
The engineer is not for everyone, give it a shot you may be pleasantly surprised.
I use my flamethrower build for just about everything I do now, including dungeons. I don’t experience anywhere near 75% miss rate. I am way too survivable and do way too much damage using this build to put it away because of another player’s personal downfalls with the kit.
You misunderstand, I’m not basing this on my “personal experience.” It’s a confirmed bug that has nothing to do with targetting. Somebody did some tests and found out the miss rate was about 75%. Couldn’t find the exact post for that though.
From the bug list stickied in this section…
*Flamethrower’s Flame Jet and Elixir Gun’s Fumigate will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.
*Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
*Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.-EDIT- Read the whole engineer bug list. It’s four full posts long.
Ah, I gotcha, well I’d definitely say that my experiences are different from the test results in regards to the miss rate. The difference may be in the way I control the camera.
I agree 100% tho that camera angle corresponds with hit rate when you have people targeted and that elevation ruins the #1 attack. The reason I choose not to auto target on skill use is so that the cone of damage corresponds with the camera angle. This change has really helped me mitigate that miss rate.
Flame throwers have a 75% miss rate due to a bug. If you are using them in dungeons, you’re kind of a jerk. Bomb kit is much more useful. Any other kit is. The spam-ability of blast combo finishers are the only good thing (compared to other professions) engineers can bring to a dungeon team ATM.
If you don’t want to be a fifth wheel as Isslair said, don’t bring flamethrower to anything ever. I love my engineer but if I were leading a group (in any game mode) and the engineer wanted to use flamethrower I would either convince them to switch to a different kit or kick them from the group. I’m not so mean I won’t take engineers, but they have to make an effort to work around their professions bugs. That is the minimum skill level required to play them (or any profession really).
I use my flamethrower build for just about everything I do now, including dungeons. I don’t experience anywhere near 75% miss rate. I am way too survivable and do way too much damage using this build to put it away because of another player’s personal downfalls with the kit.
A suggestion for those who’re having major issues with constant misses. Turn off “target on skill” and use your camera direction to point the flames of destruction. It isn’t hard once you get used to it and it solves ALL of these “miss” issues.
Owning ’erbody’s face in WvW on my might stacking flamethrowin’ baddass of an engineer.
All I know is I’d buy some from you simply because its cheaper than the vendor. I can see where some people might get their feathers ruffled having spent tons of gold on it for the good of the server or what not. Idk, I wouldn’t worry so much, I don’t really see a problem with it.
For all they know you could be a PvE exclusive player who trys to help the server by doin the JP once in a while and selling the siege for cheap :P
I won’t lie. I play banner warrior a lot, but when I’m in PvE and running around with my alts and I see a banner dropped to me this is a giant “pick me up for perma swiftness” sign on it and I always run off with it.
Aahahahaha, epic!
On topic, it’d be great if more people used Banners properly ie. pick it up, press buff or swiftness, plant in combofield or drop.
I hope ya’ll dont mind, but in WvW when I see a banner I almost ALWAYS pick it up and use 1-2 of the buffs for the group then drop it again. Idk if this is the right thing to do (I’m an engi) but no one has yelled at me yet
Haha so you was that engi!! I was the norn Mesmer commander leading the defence.
I wanted those camps upgraded so I kept an eye on them. Only problem was, as you could tell, you wasn’t the only one after our camps haha. Meant we had a fair bit of running around to do. But good job though, every time you came back the camp had upgraded that bit more yet you still carried on fighting.
That mesmer!! Man, I would’ve put up a better fight at the south camp if you n that thief hadn’t jumped me in the middle of it! Oh well another time then :P
I saw those upgraded camps and was psyched to make you spend more!!
lol we had a few people running around, I tried to go the other direction to maybe split some of your forces! Worked for a bit, I’ll be sure to come back at some point and try to cause more havoc
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Here’s a shout out to the human d/d ele that dueled me (don’t remember the guild tag) in AR bl for like 5min outside of Redbriar tower. That was a helluva fight, I’m suuuper disappointed that you logged after I downed you, I had just bowed and was planning on letting you self res!!
Sincerely,
Dr Hoppenheimer – the DH asura engineer with the flamethrower & mad might stacks
PS: thanks to the my fellow DH guy who didn’t jump into the middle of it even when I was getting my butt kicked! Now that’s sportsmanship!
PPS: AR mad props on your response time to those supply camps. It seemed that you were there not 2 min after i finished or when I was in the middle of taking them. Great battlefield awareness
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Two things:
First – I’m fairly confident that vulnerability does effect condition damage. I’ll double check, but I’m pretty sure it does.
Second – I have been using a might stacking FT build for a while in WvW and have yet to lose a 1v1 duel. I’m most certainly not the best duelist so all I can say is the FT is working fantastically for me.
That said, the 2/3 combo obstructed nonsense is fairly annoying and I wish 5 put up a smoke field (but the lowish CD may be the reason it doesn’t and I’m ok with that). I think that if it got the 100% dmg increase it would definitely become overpowered, but that’s just my opinion.
For armor I use full soldier’s gear. Sigils I currently use are Sigil of Battle and Sigil of Restoration (if anyone knows a good offhand sigil, i’d love to know what everyone uses). Traits are 0/0/20/30/20 solo or 0/0/20/20/30 for group play. :> I hope that helped!
I personally prefer stacking sigils for my offhand. For this build you I’d do corruption simply to add to the confusion damage.
Looking forward to another fun week! Lets keep it clean!!
DB glad to have you back instead of the faceless mass that is EB
So..gues my guild doesn’t matter eh?
Hell no Actium, your guild matters just as much. I’ve run with you guys a bunch and I’m ALWAYS glad to see your commander tag on & guildies around when kitten hits the fan.
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