That’s a real shame.
I play engineer most and enjoy them, but necro was the first class I ever was interested in, and what I really loved the idea of, was the tough, daggery, melee and healing guy.
When I really look at it, too many traits are too weak and negligible.
Damage seems low whatever you do.
Most utilities seem weak and not worth slotting.
I did like the death shroud though, I like how the fear is instant cast and can be done at any time.
And the staff, while being pretty weird, is pretty great with visuals.
I mean, I could give it a shot.
Hopefully by the time I get to a higher level they get some buffs but I never know.
I’ve always been fond of making them the engineers ‘signets’, either by trait or just by buffing them.
Engineers afterall, are the only class without signets. Well, that might make sense from a lore perspective maybe, but I kind of like them.
So a 2nd tier or 3rd tier trait, or even a baseline change could work.
Sadly, the “use twice before cooldown” would be OP. Slick shoes is very strong, and two very strong launches from PBR would be too much. Mine, utility goggles and rocket boots not so much, but still, its too much just for those two.
Id prefer if it was differentiated somehow.
Make it remove certain conditions maybe?
I’m not that big on the necro, but a power necro intrigues me. How would it be build?
I see the mainhand dagger and axe as being associated with DD, and the staff to some extent.
And of course, death shroud is very big on DD.
So, perhaps a build that focuses on death shroud and something like dagger/warhorn with staff?
Maybe something like this.
http://gw2skills.net/editor/en/?fQAQJAodjMaZ7dbqbMcKipCfDqw7jUcMlR9wdw7cA;TgAA2CooqxUjoGbNuak1A
Not sure, anyone got any ideas? I’m mainly talking about PvE of course.
Try this build:
Rifle, Med kit, Tool kit, Utility Goggles, Rifle Turret, Supply Crate
30 in firearms for:
Longer range, Shorter Cooldown, 10% damage30 tools for:
static discharge, power wrench, adrenal implant10 in explosives for:
incendiary powderGo for the sigil of the air
Go for berserker amulet.
Go for rune of divinity
And you have extreme burst. Your rotation is: overcharged shot>throw wrench>analyze>surprise bullet>hip shot
All of this, is done in a few seconds, as analyze and surprise bullet have no cast time and can be done on the move. This leads to extreme burst from the static discharge, and from potential ‘sigil of air’ crits, and will likely lead to very high crits, which then lead to bleeding from sharpshooter, burning from incendiary powder and cripple from the throw wrench.
I’ve had a lot of fun with this build. It is a genuine glass cannon build though, but it feels like it has the cannon. Bursting a weak elementalist down in a few seconds is a really good feeling.
the burst of the build is good but not as good as you make it sound, especially not if you compare it to other profession. this build is squishy, the combo is hard to land and easier to dodge then the burst combos of a warrior. a succesful dodge and some thoughness and the combo is not even scary.
Its not easy to dodge.
Land overcharged shot, which has no obvious tell, and you are guarnteed to land the others unless your opponent blows a stun breaker, and then, your cooldowns will recharge faster than his will so you can always try again.
The damage is really high.
Warrior burst is good, but more obvious. Bulls charge needs to complete the entire animation before it knocks you down, so, that means if he is doing it from far away, you have time to see him and dodge, and if he is doing it from close, you see him stay next to you for a second, when you can dodge.
A fix could be making it a major trait, and buffing it up?
Make it so that its essentially, a weak version of the bone minion, no degeneration or regeneration, and allow a maximum of 3-5, with an internal cooldown on summoning them of 5-10 seconds.
The flamethrower certainly feels underpowered at early levels at least when compaired to other weapon kits, but I wouldn’t see it to be a reason to complain. It’s a fun kit! No other kit allows you to run around spitting fire all over everything nearby. I think once the bugs / glitches are tuned (flame missing a lot, no auto-attack etc.) it’ll be even more fantastic.
Also a question: Kits don’t scale with any item, right? They just have their own per-level scaling. Won’t that make engineer extremely underpowered in endgame where the only “scaling” is through better gear? Won’t that leave the engineer to fall behind on damage? Just a concern whenever I hear that things don’t scale with gear.
I believe they scale, but in a unique way.
Since they have no ‘weapon strength’, its just raw power and raw malice that affects their damage.
You can certainly see the difference in condition duration after investing in explosives, so they are affected by stats.
Try this build:
Rifle, Med kit, Tool kit, Utility Goggles, Rifle Turret, Supply Crate
30 in firearms for:
Longer range, Shorter Cooldown, 10% damage
30 tools for:
static discharge, power wrench, adrenal implant
10 in explosives for:
incendiary powder
Go for the sigil of the air
Go for berserker amulet.
Go for rune of divinity
And you have extreme burst. Your rotation is: overcharged shot>throw wrench>analyze>surprise bullet>hip shot
All of this, is done in a few seconds, as analyze and surprise bullet have no cast time and can be done on the move. This leads to extreme burst from the static discharge, and from potential ‘sigil of air’ crits, and will likely lead to very high crits, which then lead to bleeding from sharpshooter, burning from incendiary powder and cripple from the throw wrench.
I’ve had a lot of fun with this build. It is a genuine glass cannon build though, but it feels like it has the cannon. Bursting a weak elementalist down in a few seconds is a really good feeling.
'Critique' of the Engineer Profession from a PvP Perspective *Long*
in Engineer
Posted by: Lyuben.2613
Good summary.
I’d also add the RNG of elixirs and their toolbelts as a problem, but clearly not everyone sees that as a problem.
And of course, having only 1 viable PvP and PvE elite. Mortar is extreme immobility for very low reward.
Elixir X has two cast times, and the transformations themselves are underwhelming since they are RNG based and you cant plan in advance for it.
Like I said, auto-target (read!!) issue is a bug. As for your other 3 points are basically the same one repeated 3 times. So (like I also said) if you don’t like something you ask for improvements instead of calling things “broken” and what-the-fluffy-kitten-ever. Intended is not necessarily the best implemented so send your data to the suggestions and cut the whining.
How is it the same one 3 times?
They are all separate broken elements of kits. Its not one issue.
The fact that I get no stats when using a kit, is different to me not being allowed to use “on swap” sigils.
Its ground targeted cause its a grenade, no rocket launcher…
Bound skill#1 to your middle mouse with smartcast, and its easy
Just like COD
What does it being a grenade affect anything?
Grenades have a range of 1200, rifle shots have one of 1000.
I wouldn’t bring logic into this, I’d look more at mechanics and gameplay.
I mean, if it was all intended, bombs would kill you, rifle would have massive range, it would take forever to reload and so on…
I use the bomb kit mainly for the smoke bomb and the big ole bomb for CC. Apart from that, bombs aren’t too special, but special enough to warrant a slot.
Grenades are the main source of damage for me, along with the rifles burst abilities.
im playing a bomberman too
(copy paste on browser because its getting “Bad Link”)
(i specced on high health coz it’s meant to be tanky.)
but i want to try the 30 inventions/10 alchemy
anyway, i decided to play only a bomberman in PvP and im making a video capture of my fights to know where it thrives.
you guys should post your equipments and runes.
I am wondering why you are going for pistol/shield which is more condition damage orientated, with bombs and grenades, which benefit more from power.
I’d consider a rifle to be better in that build.
Currently when I want to switch from my Pistol/Shield to my Rifle (and in reverse) I have to open my bag and manually set them and it’s getting pretty annoying after doing that 1000’s of times.
My idea for a weapon switch system that wont break the balance is to have it like normal weapon switching but it gets disabled in combat. Even having a 5 second cooldown after combat ends would be amazing, all I want is to swap weapons with a single keypress.
Does anyone else think this is a good/bad idea, if you have any thoughts please reply ^^
I think a better idea, that goes along with your train of thought, is just pure different builds. So, the ability to put on a different pair of armour/traits/utilities and weapons.
Its not very helpful to swap from my power rifle build, into pistols. Pistols don’t need power, they need malice.
“Bugs”?
The only “bug” I’ve seen is the flamer missing too much when it shouldn’t and the auto-attack not being retained when you switch. I don’t know what traits people thing are broken or what combos don’t work.
All the other stuff mentioned are intended features. People don’t like them? Fine, ask for improvements. But “broken” and “not ready for release”? I am 65 now with my Engi and I have enjoyed every step of the way.
I am not a damage monster (don’t think that any class is) and I am not invincible, but I have a tool for every occasion and if you underestimate me you will hurt.
So, its intended for the auto attacks to not be remembered on kits?
For engineer to be the only class to not benefit from on swap sigils?
For kits to make you lose stats when you equip them?
For skills to be arbitrarily affected by sigils depending on whether or not you have a kit equipped?
Is that all intended? Please tell me it is.
Reporting you for your language and baiting, its very obvious.
And to say that healing turret is good condition removal is laughable. Have you used it? You have no control of when it triggers, the way overcharging works, is it only activates the first time the turret activates AFTER you press it. So you don’t have control of when it happens, or access to information as to if its off cooldown, so all you are left with is guesswork and luck. You cannot time it, and that makes it weak. Plus, its a 60s cooldown in a limited area, its not strong at all.
And Elixir C, without traits, is not strong enough honestly. Its toolbelt skill is both bugged out, and weak, and the elixir on its own is not good enough to be reliable.
1. I have not used a single bad word.
2. pointing out the truth is not baiting
3. elixir C weak? removing all conditions with a single button press is weak? what do you want then? 5sec cooldown remove all conditions?there is only 1 issue with condition removal and it is your lack of player skill, thats all. play thief then you will see what lack of condition removal means.
Elixir C is weak. It has a 1s cast time, and a long cooldown. The random boons you get are extremely negligible, and its toolbelt skill is very weak and bugged out.
It alone does not give you condition removal that is reliable. It gives you one burst, on a long cooldown with a buggy and weak toolbelt.
What do you want then? What ability would make you not feel pigeon-holed? An AOE condition removal on low cooldown in each kit and weapon set? Do you not see how that would trivialize conditions for the class?
How about giving more options?
Make antidote remove 3 conditions so its worth using.
Make the regenerating mist of the healing turret remove some conditions as well.
There are many options where you can add options that are not elixirs.
I am noob and dont know how to use condition removal properly
so you are butthurt over 12 second cooldown reduction and cause you cant spam condition removal? one hint: you use it when the stack is high.
but I guess you will not get it.
What are you even talking about? Stack is high? Stack of what? What am I supposed to remove it with? With elixirs, then that is a problem.
With med kit? Don’t make me laugh.
With healing turret? Even funnier.Tell me, what do you expect me to remove conditions with, yes, its very obvious to remove them to remove them at their highest, no need to act so condescending, but that isn’t the problem.
If you read the point of the thread, you’ll see that the problem is that elixirs are the only options. Which means elixir builds are the only options. Which is pigeonholing you into a single build, which isn’t fun and I don’t like it.
oh noes to remove conditions you have to slot condition removal! just like every other profession?! THE SKY IS FALLING!
and to use healing turret in combination with elixir C does not require you to spend a single point into alchemy… your point is null and void, just l2p please
Elixir R is not condition removal, it is stun removal on self only. Not really the point of that build.
I carry an elixir gun in my specs to deal with conditions because of fumigate and light fields, i use grenades otherwise. Only thing worth speccing into for elixir gun is reduced CD, and thats in firearms which comes with crit chance and condition damage which is yummy for my glass cannon.
I actually like the elixir gun, and see some application in its light field, but fumigate doesn’t help yourself. But the problem is, I use a rifle and to use elixir gun is pretty silly.
Elixir gun works with the pistol specs, not with rifle.
too hard to wait till the stack is high and then remove everything at once with a single button press with elixir C? well I have bad news for you: this game is not for you.
Man you are wearing my report button out.
Let me say it again, elixir C is an elixir, and as an elixir, it requires an elixir build to ever be worth slotting. Forcing condition removal only into elixir builds is pigeonholing.
report me for what? your trolling?
Reporting you for your language and baiting, its very obvious.
And to say that healing turret is good condition removal is laughable. Have you used it? You have no control of when it triggers, the way overcharging works, is it only activates the first time the turret activates AFTER you press it. So you don’t have control of when it happens, or access to information as to if its off cooldown, so all you are left with is guesswork and luck. You cannot time it, and that makes it weak. Plus, its a 60s cooldown in a limited area, its not strong at all.
And Elixir C, without traits, is not strong enough honestly. Its toolbelt skill is both bugged out, and weak, and the elixir on its own is not good enough to be reliable.
I tried a thief for a bit.
I found steal to be very forgetabble. I kept seeing on screen and kept going “man I need to use you once in a while”.
I think it suffers from being too melee orientated and requiring too many traits to work properly and to even be worth using.
I’d honestly cut its cooldown to 30s.
I’d make F2 called “Shadow Return”, which simply returns you to your original place that you stole from.
Seems simple enough.
Elixir R is not condition removal, it is stun removal on self only. Not really the point of that build.
I carry an elixir gun in my specs to deal with conditions because of fumigate and light fields, i use grenades otherwise. Only thing worth speccing into for elixir gun is reduced CD, and thats in firearms which comes with crit chance and condition damage which is yummy for my glass cannon.
I actually like the elixir gun, and see some application in its light field, but fumigate doesn’t help yourself. But the problem is, I use a rifle and to use elixir gun is pretty silly.
Elixir gun works with the pistol specs, not with rifle.
too hard to wait till the stack is high and then remove everything at once with a single button press with elixir C? well I have bad news for you: this game is not for you.
Man you are wearing my report button out.
Let me say it again, elixir C is an elixir, and as an elixir, it requires an elixir build to ever be worth slotting. Forcing condition removal only into elixir builds is pigeonholing.
I am noob and dont know how to use condition removal properly
so you are butthurt over 12 second cooldown reduction and cause you cant spam condition removal? one hint: you use it when the stack is high.
but I guess you will not get it.
What are you even talking about? Stack is high? Stack of what? What am I supposed to remove it with? With elixirs, then that is a problem.
With med kit? Don’t make me laugh.
With healing turret? Even funnier.
Tell me, what do you expect me to remove conditions with, yes, its very obvious to remove them to remove them at their highest, no need to act so condescending, but that isn’t the problem.
If you read the point of the thread, you’ll see that the problem is that elixirs are the only options. Which means elixir builds are the only options. Which is pigeonholing you into a single build, which isn’t fun and I don’t like it.
Elixir R is not condition removal, it is stun removal on self only. Not really the point of that build.
I carry an elixir gun in my specs to deal with conditions because of fumigate and light fields, i use grenades otherwise. Only thing worth speccing into for elixir gun is reduced CD, and thats in firearms which comes with crit chance and condition damage which is yummy for my glass cannon.
I actually like the elixir gun, and see some application in its light field, but fumigate doesn’t help yourself. But the problem is, I use a rifle and to use elixir gun is pretty silly.
Elixir gun works with the pistol specs, not with rifle.
I don’t want to get infractions here, but do you know the point of this thread? Do you know how to read upwards and the OP?
Do you know what pigeonholed means? I suggest you look it up, and apply it to the context of the thread and the engineer.
As I’ve said, healing turret and med kit do not offer any reliable or strong condition removal. The only thing that does, is elixirs, and that is provided you trait for them. That is pigeonholing you into one build.
No one is saying that we don’t have condition removal, that is a silly strawman you have erected. People are saying its too pigeonholed.
obviously you have no clue what you are talking about and you repeat the same nonsense again. none of the above options require you to spend a single trait point. engineers are as limited as other professions by cooldowns and builds, deal with it.
Oh but they are. Elixirs require traits to function properly, untraited elixirs without fast acting elixirs are not good enough to slot when compared to the other options, and they pretty much require, cleaning formula as well.
So all you are left with for reliable, and viable condition removal is: Elixir builds, with traited elixirs.
Saying “med kit”, does not mean its viable, or reliable. It isn’t.
Neither is the healing turret.
All that is left, is elixirs.
If all that is left is elixirs, then it is pigeonholed, which is the problem.
I like elixirs, I don’t like being forced to take an elixir build to have condition removal.
every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.
I disagree, they have more options in general.
A mesmer can take in any build, null field. Its a combo field on a short cooldown that helps your allies as well.
A thief can take shadowstep and or hide in shadows to help with his.
Guardian has traits, conscerations, meditations, his healing signet and his constant light fields.
Necromancer has his ever powerful ‘consume conditions’, that can slot into any build, and his plague signet and traits in general.
Rangers don’t have much, but their healing spring and their elite offer condition removal, and traits can too.
Warriors don’t have much either, but mending and signet of stamina are only 2 skills that work well.
Elementalists entire water attunement can be specced to remove plenty of conditions, and some utilities as well.
So, as you can see, its all about options for the other professions, they have options that don’t define the build and the playstyle.
For the engineer, in order to have it reliable, you need to trait and slot elixirs, anything else is not good enough.
Don’t have anything against elixirs, I just don’t like them being the only option for condition removal.
again just for you: healing turret, med kit, elixir gun, elixir C, toss elixir C, toss elixir R, rocket boots heal cripple+immobilization. yeah the options to remove conditions are truly limited haha
I don’t want to get infractions here, but do you know the point of this thread? Do you know how to read upwards and the OP?
Do you know what pigeonholed means? I suggest you look it up, and apply it to the context of the thread and the engineer.
As I’ve said, healing turret and med kit do not offer any reliable or strong condition removal. The only thing that does, is elixirs, and that is provided you trait for them. That is pigeonholing you into one build.
No one is saying that we don’t have condition removal, that is a silly strawman you have erected. People are saying its too pigeonholed.
wrong, I showed all options that do not require to spend a single trait point and you forget that the condition removals of other professions have high cooldowns as well and will be used once per fight most of the time.
Only a few of them are long cooldown, but the ones you listed are exactly what I am telling you: Pigeon holed. No one is arguing that engineers don’t have reliable condition removal, stop suggesting that this is the point of the thread, the point is, that it is available only in a single build.
Med kit and healing turret are not good enough.
(edited by Lyuben.2613)
every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.
that´s not true! Other classes have choice between condition removal by traits and utilitys/signets..so they don´t have to focus on condition removal by means of the build if they want decent condition remove
healing turret, med kit, elixir gun, elixir C, toss elixir C, toss elixir R, rocket boots heal cripple+immobilization. yeah engineers have low amount of condition removal … oh wait!
Healing turret is on a 60s cooldown and you don’t control when it spins.
Med kit is 1 single condition on a 15s cooldown, and you don’t use weapon abilities.
And listing elixirs isn’t exactly proving anyone wrong, its proving that you are pigeon holed into elixirs if you want condition removal.
You have to both trait for, and slot elixirs.
And removing things with the likes of rocket boots isn’t really proper condition removal, its just removing weak CC. Rocket boots won’t remove the bleed and poison and burn that is killing you.
every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.
I disagree, they have more options in general.
A mesmer can take in any build, null field. Its a combo field on a short cooldown that helps your allies as well.
A thief can take shadowstep and or hide in shadows to help with his.
Guardian has traits, conscerations, meditations, his healing signet and his constant light fields.
Necromancer has his ever powerful ‘consume conditions’, that can slot into any build, and his plague signet and traits in general.
Rangers don’t have much, but their healing spring and their elite offer condition removal, and traits can too.
Warriors don’t have much either, but mending and signet of stamina are only 2 skills that work well.
Elementalists entire water attunement can be specced to remove plenty of conditions, and some utilities as well.
So, as you can see, its all about options for the other professions, they have options that don’t define the build and the playstyle.
For the engineer, in order to have it reliable, you need to trait and slot elixirs, anything else is not good enough.
Don’t have anything against elixirs, I just don’t like them being the only option for condition removal.
I feel I should mention that comboing with smoke bomb is very rewarding, my favourite combo being rocket boots and smoke bomb, its simply a very powerful combo that should be mentioned.
Rocket boots are of course, a blast finisher, and blast+smoke= stealth. So, the amazing thing is, that while you are flying backwards, you actually have stealth on you. Combine this with the about face command, and your enemies will have no clue where you ended up, as an escape tool its simply amazing.
Not sure the best way to describe the problem. It isn’t that we CANT remove conditions, elixir builds do it very easily and with their allies in mind, but what about the majority of builds?
If you don’t go for an elixir build and go for kits, gadgets, turrets or some mix of the 3, you are left with very little.
Med kit gives you 1 condition removal, by using antidote, every 15s. Well, that MIGHT be fine but remember, you need to swap into it, which greatly reduces DPS and utility of weapons and is just 1 condition.
Healing turret cleanses conditions, every 60s… its quite a long cooldown that can’t be traited down. Not reliable at all.
So really, all you are left with is elixirs.
I’d suggest increasing the number of condition removal options for the engineer perhaps? Why not make the regenerating mist of the healing turret, also remove bleed/burn and poison?
Why not make antidote remove 3 conditions? Why not make bandages remove one condition as well? Or self bandage remove one?
I am perfectly fine with kits being our “weapon swap”, but I can’t help but notice the loss in power we incur when using one.
The stats from the exotic weapons I painstakingly crafted? The sigils I put in them? The second I pull out a kit, all that goes away.
Losing 128 power / condition damage and 180 precision whenever I whip out some grenades is certainly a penalty of note, and seeing as how we can’t add stats or sigils to our kits, I strongly believe we should retain the statistical benefits and sigil-effects from our weapons.
Agreed. But please don’t use the term “weapon swapping”.
They are neither weapons, nor does it count as swapping.
Call it “bundle dropping”.
Short fuse works fine with grenades, but not when grenadier is equipped.
Grenadier itself is also bugged out.
It changes the tooltips of grenades to an older version, with some weird looking descriptions for how the radius works, and it makes the freeze grenade, from a naturally 20s cooldown, into a 15s cooldown, which further supports the theory that with grenadier, grenades are being changed to an older version, so while short fuse might be reducing the cooldown of the newer, in game and live version, it doesn’t reduce the cooldown of the grenadier version ones.
Please fix.
no…. it would be way to op
In sPvP, ‘weapon stats’ affect kits, because all the weapon stats are condensed into the amulet, in PvE the stats are allocated among gear, which includes the weapon, so the reason the weapon isn’t included isn’t balance, otherwise you would be suggesting that engineers need to only benefit from a smaller portion of amulets when equipping a kit (which is silly frankly).
And regarding sigils, Arenanet during the beta weekends confirmed they were in the middle of BALANCING and TESTING sigils. I remember them mentioning that the flamethrower would receive buffs when the sigils are allowed to work on it, so its not a matter of ‘if’, its a matter of ‘when’. It will happen.
Trouble is, we were told it would be at launch and its taking far too long.
This has already been answered by ANet during the beta:
sigils not working on weapon kits is a bug and will be fixed. There was no ETA on this.
It was also a bug that auto attack does not work, and that was acknowledged months ago in BWE1, and promised to be fixed by launch.
I think its safe to say that we ought to keep reminding Anet of these issues.
If you failed to notice, they kinda have been occupied fixing the stability and login errors… They only just started to get enough time to focus on other things.
Yeah, they’ve had months to fix these. During these months, they did not have the login and stability issues. And they promised too.
Stop pardoning their mistakes.
Hey I made a thread with this title back in the betas. Good memories.
I agree with most of your assessments, but I might consider functional for rifle.
Blunderbuss has the same aiming issue of the flamethrower, and jump shot is probably among the clunkiest skills out there.
I disagree with your ideas, but I agree that it needs changes. Here is my idea anyhow.
Skill 1: Flame Jet- I’d add 1s burn on the start, and keep the one at the end. So, 2s of burning in its course.
Skill 2: Flame Blast- Give the option to detonate it in the air. When it detonates, it gives 3s of burning+ the direct damage.
Skill 3: Air Blast- Keep it the same.
Skill 4: Napalm- Lower cooldown to 20s, and make it give 2s of burn on stepping on it, not 1s.
Skill 5: Smoke Vent- Raise cooldown to 30s. Keep the stun breaking and instant cast element, but also make it a persistent smoke combo field, like the smoke bomb, for 3s. Raise its range to a radius of 180.I think really, my main issues are with skills 2 4 and 5.
Skill 2 currently is too hard to aim and unrewarding when it does hit.
Skill 4 is just boring. Its effectively a combo field. 1s of burn when you step on it is far too negligible.
Skill 5 is boring and hard to use. A persistent smoke applying field would be better.
So basically make all the skills more powerful. About twice as powerful in each case. I don’t think that’s what “rework” means…
Not at all.
Skill 2 has a rework.
Skill 4 is significantly changed.
Skill 5 has a rework.
I don’t understand why the whirlpool doesn’t work for you guys.
As an engineer, I use it underwater all the time…
I think its simply incompetence from Anets part. I can’t see a logical explanation.
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Lyuben.2613
rifle just needs 2 things really.
Blunderbuss needs to be 250/500/750 range imo and max dmg at 250 range ofc. IT’s stupid to have it do max dmg at range smaller than melee. Melee has 130-150. BB hits max at 100…. that’s literally standing on your enemy.
Second fix needed is #5. It needs to be faster and smoother. AoE needs to be a bit bigger, at least landing out. Right now jump in spot takes like 2-3 seconds.
Besides those, rifle is ok.
true!
Another point… For example the warrior rifle skill 3 hits from max range harder then blunderbuss from melee rangeBlunderbuss is Cone AoE and single hit. It’s a lot harder to dodge than warrior’s #3.
But then, warriors 3 counts as a combo finisher and doesn’t miss at weird angles and at camera turning.
in pvp or pve? /15chars
Whichever floats your boat dude.
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Lyuben.2613
Scepter. 1200 range.
Thats like saying grenades are a viable 1200 range.
You can HAVE it at that range, but it doesn’t mean its effective. Grenades, and scepter attacks are simply far too easy to dodge at anything greater than medium to short range.
Last update changed attunement swapping to trigger on swap sigils…
I was indeed not aware of this change. And our guild elementalist wasn’t either, lol.
I wish ANet would give us some proper update notes on stuff like that, because I could swear it hasn’t always been like that with the ele.But before we get on swap effects, I would rather at least want to finally have at least the passive ones available with kits :/
I would too.
But the issues with kits are so underlying and so fundamental, that I believe the fix to one, would fix both.
You can check my other thread called “Kits- Inferior Weapons” for my thoughts about why it is the case.
Med kit has a better uptime of fury, and swiftness when compared to elixir B.
Hmm.. never thought about the medkit. Good point. Gotta try that out.
Plus, if you have lots of points in tools, a very short cooldown heal.
I’d recommend 20-30 points in tools if you are going med kit.
Definitely 15 though, for the minor trait that recharges TB cooldowns.
We do not “swap” weapons, but we do “switch” skill sets.
Yes, “on swap” sigils are useless for us. As they are to elementalist, who, guess what, “switch” atunements.
If you are so nitpicky about my choice of words, at least present a better alternative, please.
Are you playing the same game as me? Last update changed attunement swapping to trigger on swap sigils…
Its just engineers who are shafted.
And an alternative could be “picking up” and “putting down”
Swapping appears to be something specific, and using kits, ain’t it.
Ya know I realized last night when I started trying my gren/bomb build I never really used my rifle. I only equipped it since I was starting to go precision/power gear.
Pistol/shield might be very handy for the offchance I need to just reflect some ranged damge back. Hrm. Since 90% of my time is in gren/bomb kit the utility of shield might be nice.
I was also using elixir B but that + medkit = nearly unlimited swiftness but having that last slot might be useful.
Id honestly forget elixir B.
Its not that great.
I’d consider going something like:
Med kit, bomb kit, grenade kit and utility goggles
Or.
Elixir H, bomb kit, grenade kit and elixir R/S
You will need a stun break in your build, its kind of mandatory.
Elixir B is just out-shined by the med kit.
This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.
Jon
Thank you so much for finally responding to this subject. We’ve been asking for this since the first BWE & the lack of acknowledgement was discouraging.
I hope in the future you are not scared to communicate to us if a feature is unlikely or if it is being worked on/planned to be worked on.
Actually, the number of acknowledgments was very encouraging. Every BWE, they said they know and that it would be fixed. They even promised to fix it by launch.
That’s the sad part.
When leveling, I consider elixir b a must have, because it is the only reliable source of swiftness and makes you breeze much faster from event to event.
Also: make sure to give pistol/shield some proper playtesting. Many people dramatically underrate this combination.
Med kit has a better uptime of fury, and swiftness when compared to elixir B.
Speedy kits gives you perma swiftness too.
Elixir B is meh.
Not going to happen, because that would be too similar to the elementalist.
People feel like they “waste” a utility slot when taking a kit, when in reality, we get multiple utility skills for the price of a single slot. We are the only class with no cooldown on switching, which is a big advantage.
That said, I think the kits mechanics as such are fine. The random elixirs and weak turrets are much more problematic subjects.
“Switching”
Its not switching. On swap sigils don’t count when you swap kits.
Ive noticed that underwater, bomb kit is actually better. Spamming bombs, is MUCH faster than bombs above ground.
Of course the range of grenades counts, but the sheer bomb spawning speed is something to be marveled at.
My build, that I have used for ages and ages is:
Rifle, Elixir H, Bomb kit, Grenade kit, Elixir R/C (Depending on who I face)
I have to say, the damage from bombs and grenades in a power build is amazing. I’d go for a full rifle power build as really, grenades and bombs are majority power weapons. Not condition damage weapons.
This is what I’m noticing. I just hate the way grenades require me to target every shot (not the end of the world but I found rolling around with pistols more fun personally heh.)
bombs work great for kiting melee though. :P
I assume you are stacked mostly in explosives/firearms then trait wise?
Yeah. Also went with points in alchemy for faster elixirs and condition removal on elixirs.
But main plan is to get 30 points in explosives.