It’s pretty ridiculous how bugged this single trait is.
may I refer you to this thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1
its pretty ridiculous how most of our traits are bugged. It’s a very long read but if your serious about playin Engi its a must read just to make an effective build.
I used to do the same thing before they nerfed adventure runes to practice my dodging skills. So you could take sigil of energy and adventure rune to get 100% endurance, swiftness, and vigor on swapping to medkit, also go P/S and with the tool kit just block everything your not dodging. Doing a static discharge build would make sense too since you could build endurance even faster with adrenaline pump. This is all theory tho, switching to Theif you could do the same thing without totally gimping your whole build, but such is the life an Engineer
Well.
I know that my super elixir definetly boon up peopls survivals, assuming they have the smarts to save their blast skills for it.
Might is what I get from switching back and forth to my medkit – Helps the damage a lot.
You can also have crazy fury. Really, 6 runes of altruism, drop stimulants from medkit, and elixir B is all you need to have a pretty much never ending fury going in a fight.
Packing Ze Goggles would just be overkill.
But does this keep me alive? Definetly, as things die faster.
Does it keep others alive? Yeah.
Aaaand what makes 6 runes of altruism an engineer ability? While I totally agree with you they really help out my team. You could switch those runes over to almost any other profession and be way more effective.
And a Dev saying our boons keep us and others alive is so laughable its sad, the best we could do is keep a couple stacks of might and random swiftness when they need protection or random fury when they need retaliation or random stealth when they need stability. Besides isn’t that what a guardian is suppose to do? Heck even a shout warrior is way more effective at saving his team with boons than an elixer Engi.
bought 6 of these at 30s a piece a few days ago, and am really enjoying them, still playing with builds but there a few ways to abuse the heck out of em. With Sigil of battle and enhance performance you can get 9 stacks of might on demand, fury, and with speedy kits and invigorating speed swiftness and vigor all for just equiping the med kit. I haven’t tried it with a sigil of strength yet but this seems like it would synergize well with the fury.
But even after all this might stacking business, DPS is still pretty mediocre (except prybar hits like a frieght train instead of a semi truck) I’m thinking of switching up to be more condition damage oriented, but that doesn’t help my beloved tool kit much.
grenade barrage is the only thing that would come close to that kind of DPS, and only in an extreme burst build
i tried out grenades again last night in WvW and I have to admit I kinda like the change, instead of just spamming the bajesus out of 1 i just switch to it on when stuff is off cooldown. Barrage is still very powerful, but I kind of question the damage of the rest of the skills now, #1 is only usefull for vuln stacks, crit triggers and in WvW making ppl dodge or move out of the way. #3 has terrible damage now which is quite the joke, #2 and 4 have almost double the damage of the new #1 which is cool but still pretty mediocre. I agree about sigils and runes, we kinda have to build around them now instead of building around a kit/weapon combo. And I agree with might damage is actually pretty good. But what kind of crap is that! So if and Engi wants to do any sort of decent damage he has to build around giving himself 20+ stacks of might? That’s kinda what the Dev’s are telling us with the HGH buff, BUT they totally screwed that up because it doesn’t work with the thrown elixers. It makes it extremely frustrating to build your character when half the skills we get don’t work how the tooltip says they do, and the other half are extremely vauge and we’re not even sure how they were intended to work
(edited by Linc.6834)
I recently switched to p/s to get dual sigils for kits and i must say i really miss my net shot and overcharge shot and even jump shot (even tho i HATE how my charr yells during it and that i float like the princess from mario 2) and while the shield is really fun and offers a lot of survivability I’ve been wanting to try another pistol mostly for the glue shot. Cripple + flamethrower + sigil of blood + fury = fun
I have a love/hate relationship with my Engi, I keep trying to level alts, but their all so boring. There’s a lot I do love about the my Engineer tho mostly due to the high versatility and variablility of builds. I love Tool Kit, been my favorite since beta, nothing like a prybar to the their face to put a smile on my face. Also on demand swiftness is awesome, I took this a little to the extreme so now by swapping to med kit I get swiftness, vigor, fury, and 9 stacks of might! (runes of altruism + enhance performance + sigil of battle) all without elixers
I agree the dolls are RIDICULOUS. They have constant retaliation and fury up and as soon as they enter combat get 9+ stacks of might, regeneration and protection. NOT to mention they’re ranged attacks home in on you so are very hard to avoid AND they give huge stacks of confusion. Even as a condition/boonstripping necro they are insanely difficult
So I’ve been playing around with other professions because my Engineer is in a sad state and I keep seeing traits that are Stricktly better in every way to the Engineer equivalent traits. I really don’t see the reason for this, so I thought I’d ask the commuity’s help in pointing these out the Developers. Here’s what I got so far.
War – Spiked Armor and Engi – Armor Mods
Something to consider with balance is not just what skills each class has but also the armor and hp pool each class has to draw from. Ele’s have the lightest armor and the smallest hp pool in the game.
Now, I’m not too happy about the grenade change, but I don’t think one can draw comparisons based on ‘versatitlity’ of skills alone.What I think would be nice is if we could carve out our own little niche. I think explosives and knockback might be the key. Explosives aren’t all that exciting (especially in light of the current patch) but knock back can be fun as hell. I’d like to see the devs focus a bit on this aspect and help define this class little better. IE- Big Ol Bomb. What Engie doesn’t love this skill?!?
Personal Battering Ram- begs to be better.
Throw mine – in a pretty good place except the tool belt skill.
Thumper- bring down that tool belt and the overcharge cd.
Rocket boots could be designed into a kind of knockback/blowout.I think Engies are a great addition to this game, we just need a little more definition/ rounding out.
I really hate being one to qq over a game, but this is so true. Don’t get me wrong sigils for kits is awesome ( I think this should’ve been done in beta, but whatever). BUT who really thought HGH was bad to begin with? There are so many other traits and skills in such bad shape its ridiculous
not really. traits, like skill coeffs, come in after.
I’m not really talking overall balance. more direct basic weapon balance. which seems to be not balanced.
Skills and then traits can be made to counteract this of course. But is basically a bandaid then.
Look at grenades.
920 average damage.
.85s attack speed on g1. This gives us an average weapon dps of 1082.
Way lower then rifle, pistol, etc.but then yes, skill coeffs come into play. .5 per grenade. 1.5 skill coeff with just grenadier. (1 without) And as you say, +10% for that trait. (and .45 in spvp per)
Comparatively speaking.
Rifle is .65 on skill 1.
Pistol is .35 on skill 1. 2s bleed.(Thief pistol 1 is .4 and 4s bleed.)
I can understand some variation. Shortbow has a tight damage range, but the same average dps as pistols, (and all 1 hand weapons)
But looking at rifle for a moment vs pistol.
r1=.65*1288 average=837*10% trait=921 skill/weapon coeff scaling into your power
p1=.35*1120=392 skill/weapon coeff scaling into your power.
g1=1.5*1082=1623*10% trait=1785 skill/weapon coeff
Staggering no?coated bullets does offer a larger damage buff then 10% rifle trait. Effectively +100%, and often 200%, to auto attack. one rifle AA is stronger then a coated bullets double hit. But not stronger then a triple hit.
This seems as though p1 is balanced around having coated bullets. Which is really odd, and frankly a poor design choice.
Alternatively, pistol 1 is supposed to be .5s.Grenades are an outlier. no other weapon seems to have a skill coeff that is out of line, with the assumption that weapon dps is even. So weapons with high dps, almost always win.
Or in the case of shortbow on rangers, that attack speed is an outlier, making it, much like grenades for us.
Thank you Casia, every one of your posts is always concise and eye opening. I’d like to point out that while a double pistol hit with coated bullets = 1 rifle AA. The rifle AA also Pierces. I’ve noticed the same or better DPS hitting multiple mobs this way as with using grenade 1.
While I’m eagerly awaiting the patch tomorrow, I tried starting a thief, and after getting to lvl 11 and opening up my traits I started looking more closely at them and was floored by how well they’re setup. You mean I can get Precision AND Prowess in the same line, ridiculous! And my regen with class ability (stealth) is in the same line that gives me Healing Power, preposterous!
These are just 2 quick examples of how messed up engi traits really are, I’d like to go through all classes and compare but I don’t have time. So here’s my suggestion, move Backpack Regenerator to Inventions swap with Elixer-Infused Bombs, make the bombs work with 409 and HGH, you could only take one or the other so it wouldn’t be to OP
http://wiki.guildwars2.com/wiki/List_of_Level_80_Exotic_Armor
here you are my friend, there is no crafted armor for Power/Vit/Toughness but the karma armor from Orr temples is a good way to pick it up, dungeon armors also have these stats
While I eagerly away changes supposedly going in on friday, I have to say adding more weapons to engi’s is NOT what we need right now. Just take a look at this post https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1
That’s like 3+ pages of bugs, most of which have been around since beta.
I also agree with what coglin said about the utility of kits, gadgets and elixers being horrendously unbalanced. Not to mention half our traits don’t synergize at all or are just useless. The Alchemy line is the only one that seems ‘finished’ followed closely by Explosives.
http://gw2skills.net/editor/?fcAQFAUl0picnpy3F1LJxoHdm0iOUB8DSBg9roC5H;TkAA0CnoqxUjoGbNuak1MIA
quick example of a static discharge build. there are many ways of building and using one. Typically you just take >20 pts in tools and utilitys with low CD on toolbelt skills. Usually paired with tool kit cause throw wrench is awesome along with all the utility (and of course face wreckage via prybar). Also usually paired with rifle turret because suprise shot toolbelt is very low Cool down. Also you can suprise shot then throw down the turret, immediatly overcharge for some nice bleed stacks, magnet them to the turret and blow it up then hit another suprise shot for x2 dischages.
http://gw2skills.net/editor/?fcAQFAUl0picHxSTF17IyIFdGpBSReBYfewWtFEC;TkAg0CvoqxUjoGbNuak1MIA
Here’s another one that’s more glass cannonish, but oh boy can it WRECK. There was a video of some dude using it in WvW to massacre some lowbies. Basically you must stay in rifle when you use toolbelts because you lose all the stats from the rifle when you swap out (to be fixed this friday supposedly). Only switch to grenades to apply vuln or use #4 to CC. Same goes for tool kit #4 to run away or #5 to pull (you could even prybar the face if they somehow survive your grenade barrage). With a zerker setup grenade barrage hits easily for 10k+ just gotta make sure it connects so i try to throw it right at my feet or make sure their netted, chilled, crippled, or knocked down. It can be really fun, but you gotta really stay on your toes from the lack of defense.
(edited by Linc.6834)
You gotta remember the gadgets are really 2 skills with the toolbelt skills (but then again so is everything). And gadgets do have their uses. Slick shoes is really awesome as super speed is faster than swiftness, and flooring a whole zerg in WvW is SOO much fun. I agree some of the cooldowns need some work and a few bugs worked out with em (mine doesn’t get cooldown reduction) But they do have their uses. Goggles toolbelt can setup some nice bursts. Rocket boots is kinda gimmiky, but works as a panic button, and a blast finisher, and a nice long burn. I mostly use them with static discharge builds
Are you still working on this project? I’ve been thinking of building something similar, but I may just expand upon this
I agree downed state is rather lackluster or just off. But I think it can be fixed with a minor tweak to scorpion wire. Shortening the cast time and lenghthening the knockdown would go a long way. Also instead of pulling someone I think it should pull the two of us together. So it would work the same to interrupt someone stomping you but also give you some mobility, and possibly be used on an ally. That might be asking for too much tho.
My real problem is Engi’s lack of stability. I mean Elixer S is strong, but we’re really forced into that if we want to stomp at all. When they changed Juggernaut it seemed like a knee jerk reaction that came out of left field. I’d really like to see the traits worked out better
I agree with HenryAu the build your trying to use is terrible for lvl’ing. Just go with grenadier and rifle with mostly zerker gear till you hit Orr or lvl 80
I’ve been trying to put together a decent condition build as well, and I have to agree with Casia. Engi has way too many ‘on-crit’ conditions to ignore, especially one I haven’t seen you guys mention, " Incendiary Powder". Burn is THE highest damage condition, and with the precision from 30 pts in firearms will trigger quite often.
So what I’ve done is take the Flamer with Juggernaut and 30 points into alchemy to get massive amounts of might stacks, also the ‘kit refinement’ from switching to the Flamethrower is a nice AoE burn.