Showing Posts For Lyuben.2613:

No "real" ranged weapon for Guardians

in Guardian

Posted by: Lyuben.2613

Lyuben.2613

Same issue with engineer.

Rifle is 1000 range at max, and works best at melee range.

Traited it hits 1200 but, still works best at melee range.

Pistol never reaches 1200.

Only thing that engineer has at 1200 range, is grenades but they have the same issue as the scepter, being slow and easy to avoid. And the mortar, which is just hilariously bad at everything.

Vibor Bauman- Level 80 Engineer- Gandara

Engineer leveling build?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

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.

Vibor Bauman- Level 80 Engineer- Gandara

The Scepter is boring.

in Guardian

Posted by: Lyuben.2613

Lyuben.2613

Skill 1 Chain:

Orb of Wrath- Slow moving orb
Orb of Justice- Slow moving orb, with 2s burn
Judging Strike- Instant single target damage. 2 stacks of vulnerability, for 5 seconds.

Something like this could work.

I remember when the necro scepter was reworked into something with a chain. Made it much better.

Vibor Bauman- Level 80 Engineer- Gandara

Flamethrower Rework

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

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.

Vibor Bauman- Level 80 Engineer- Gandara

little idea to improve turrets

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

This was an idea I actually had for gadgets, because they are so boring and long CD in many cases.

Rocket Boots= Condi Damage
PBR= Power Damage
Slick Shoes= 10% move speed
Utility goggles= Crit Chance

Simple. Might even make it a trait.

Vibor Bauman- Level 80 Engineer- Gandara

All Broken Traits

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

evasive powder keg – often bugs out and stops working

Are you sure its not just an issue during out of combat areas? As it only works in combat.

Vibor Bauman- Level 80 Engineer- Gandara

toss elixir b broken ?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Explosive shot no longer aoe bleeding is a change from the beta. The tooltip is wrong.

What perplexes me though, they changed the tooltip at the same time they removed the AoE bleed, yet kept the description.

That makes no sense…

Vibor Bauman- Level 80 Engineer- Gandara

Weapons not affecting kits, is this intended?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

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.

Vibor Bauman- Level 80 Engineer- Gandara

Lets see your engineers!

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Saw these threads for other professions but not engineers.

Anyway, my guy is going for an Adam Jensen style look. I’m liking it so far.

And the monocle is giving me lots of reasons to use my transmutation stones.

Attachments:

Vibor Bauman- Level 80 Engineer- Gandara

Weapons not affecting kits, is this intended?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

And what if i have 56 Vitality on both weapon and i switch? Right 1000 HP Lost and when i have 56 Toughness on the weapons? right i get more Burst.

I have 2 PvP Weapons with defensive stats and this is really a reason why i not use any kit besides the medkit but i always weaker when i use my medkit.

it is your decision what stats you have on your weapons. the same will happen with any other class that switches weapons when one of your weapon sets have defensive stats. this is a common knowledge to not have defensive stats in your weapons.

That’s silly.

Its very good sense and good logic, to focus on one of the types of stats on all your gear. It does not make sense to just have random stats on your gear, and PvP shows this.

You have a single amulet which gives you all your stats. So, lets say you use the soldiers amulet. Toughness, Vitality and Power. That is a good set of stats to have as an engineer due to the damage and survivability elements.

However, in PvP, you get your stats through one simple way: the amulet. An amulet gives the same amount of stats as a full set of armour, much like you would have in PvE.

So… if it is balanced that kits can gain stats from amulets, then it must be balanced that kits can gain stats from weapons…

Vibor Bauman- Level 80 Engineer- Gandara

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

I don’t understand why people think that you are compensated for picking a kit with a toolbelt.

You never are. Its simply a choice. Do you want ACCESS to 5 weapon skills, or do you want ACCESS to one more utility skill. Its that simple.

You do lose a utility slot, but gain 5 potential weapon skills.

Look at it this way:

4 kits= 4 toolbelts.
4 elixirs= 4 toolbelts.
4 turrets= 4 toolbelts.
1 turret, 3 gadgets= 4 toolbelts.

You always get 4 toolbelts so you aren’t ‘compensated’, you simply lose a utilty slot. Its that simple.

Vibor Bauman- Level 80 Engineer- Gandara

toss elixir b broken ?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Then your tests are stupid, seeing as how I can toss it on myself right now and gain only one of the buffs. This is sad to me seeing as how it worked as the tooltip stated in the BWE early on. I even built my entire setup around it keeping my boons up 24/7 in pvp and now I can’t because of the tooltip being wrong. It always gives ONE buff out of the list, if you’re getting some other buff from it other than the one its from traits or something else nearby.

Sorry but then you have no idea how it works. Come to Ruins of Surmia Heart of he Mists and i will gladly show you it works the way i described it. Just because you have no idea about someting doesn’t make my tests “stupid”. Your comment on the other hand was stupid.

Read again my post and maybe you will grasp it. It can give you 2 times the same buff.

yeah everyone is wrong except you =D cool story bro

EDIT:

oh lol, they patched it. Must’ve been files today.

i did report it with bug report but heh, that was fast

Or, it was never an issue?

I remember running with elixir B while just exploring zones for the swiftness, and constantly tossing elixir B on cooldown and not once did I see what you described.

I remember it working that way during the beta, but never at launch.

Are you sure you aren’t just remembering back to the beta?

Nope.

Check EDIT3

Take Potent Elixir trait, now your Toss Elixir B gives 2 boons (can give 2 times same boon, but then duration is doubled)

Then that’s an issue with a trait, not the skill itself.

I don’t see how a broken trait is relevant to a discussion of toss elixir B.

Skill is broken too because Might it gives is short and either description is messed or mechanic.

Same like increased range for rifle/elixir gun trait reduces Bleed duration on elixir gun #1 by 1 second, down from 4 to 3 or how you can use kits under effect of elixir S.

Looking for all possible bugs with engie :P

Oh yeah, I agree that its broken.

So far I’ve noticed then, on topic of bugs:

Big ole bomb is not a blast finisher at any stage of its use.
Elixir S does not benefit from fast acting elixirs (the tooltip changes, but the cooldown is still 60s)
Explosive shot suggests AoE bleeding. It does not do so.
Numerous issues with kits.
Elite supplies only affecting supply crate. (I think they just added the stuff about elixir X and mortar without actually doing anything)
Mine field does not benefit from ingenuity.
Dropping and picking up turrets ASAP, puts them on full cooldown.
Med kit does not stow when pressed again.
Turrets sometimes just randomly disappear.

And underwater, most tooltips are wrong basically but too many to list.

Vibor Bauman- Level 80 Engineer- Gandara

Grenade skill #1 needs hard target

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

I honestly think it depends on the grenade.

You need to ask yourself “what does ground targeting accomplish” and “is ground targeting necessary for the functionality of the skill”

And so, when you ask these questions, I am left with the thought that skills 1, 2 and 3 should be player targeted. With skills 4 and 5, and the toolbelt being ground targeted.

Why?

Skill 1- It does pure damage. What would making it ground targetted add? Nothing really. You toss it out so often that there is not an issue of missing. Ground targeting only accomplishes hitting your target, which can also be accomplished with player targeting.

Skill 2- Same as skill1, it is just pure damage with a bleed component. It is also on a short cooldown so again, it is not bad if you miss it. Ground targeting only accomplishes hitting your target, which can also be accomplished with player targeting.

Skill 3- Much like skill 2 and 3, its a short cooldown skill that accomplishes a simple role. Blinding your enemy. Is it necessary to ground target it? I don’t believe so, its simply a matter of hitting the enemy, ground targeting does not more accomplish this.

Skill 4- Due to the larger radius, and its component of slowing your enemy, I can infact see a reason to make it ground targeted to hit a group or to preempt a group, and it has a long cooldown to boot.

SKill 5- Due to its component of a combo field, I can absolutely see a need for ground targeting. It is a very integral part of the strength of fields.

And the toolbelt, simply because it has a long cooldown and the radius is deceptive. It hits more around the center of it, and rarely around the edges as it suggests.

Those are my thoughts anyway.

I think the usefulness of underwater shows how player targeting is useful.

Now, I’m not a keyboard turner so I might be biased, but I find that the current way of targeting is just annoying and silly.

Vibor Bauman- Level 80 Engineer- Gandara

toss elixir b broken ?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Then your tests are stupid, seeing as how I can toss it on myself right now and gain only one of the buffs. This is sad to me seeing as how it worked as the tooltip stated in the BWE early on. I even built my entire setup around it keeping my boons up 24/7 in pvp and now I can’t because of the tooltip being wrong. It always gives ONE buff out of the list, if you’re getting some other buff from it other than the one its from traits or something else nearby.

Sorry but then you have no idea how it works. Come to Ruins of Surmia Heart of he Mists and i will gladly show you it works the way i described it. Just because you have no idea about someting doesn’t make my tests “stupid”. Your comment on the other hand was stupid.

Read again my post and maybe you will grasp it. It can give you 2 times the same buff.

yeah everyone is wrong except you =D cool story bro

EDIT:

oh lol, they patched it. Must’ve been files today.

i did report it with bug report but heh, that was fast

Or, it was never an issue?

I remember running with elixir B while just exploring zones for the swiftness, and constantly tossing elixir B on cooldown and not once did I see what you described.

I remember it working that way during the beta, but never at launch.

Are you sure you aren’t just remembering back to the beta?

Nope.

Check EDIT3

Take Potent Elixir trait, now your Toss Elixir B gives 2 boons (can give 2 times same boon, but then duration is doubled)

Then that’s an issue with a trait, not the skill itself.

I don’t see how a broken trait is relevant to a discussion of toss elixir B.

Vibor Bauman- Level 80 Engineer- Gandara

PvP - Downed State

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

My issue is that a lot of classes now have AoE interrupts.

Thunderclap, that thing from the guardians and mesmers and thieves having ways to stop lots of stompers.

Engineers have a single target interrupt.

Maybe make the booby trap come on cooldown immediately?

Vibor Bauman- Level 80 Engineer- Gandara

toss elixir b broken ?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Then your tests are stupid, seeing as how I can toss it on myself right now and gain only one of the buffs. This is sad to me seeing as how it worked as the tooltip stated in the BWE early on. I even built my entire setup around it keeping my boons up 24/7 in pvp and now I can’t because of the tooltip being wrong. It always gives ONE buff out of the list, if you’re getting some other buff from it other than the one its from traits or something else nearby.

Sorry but then you have no idea how it works. Come to Ruins of Surmia Heart of he Mists and i will gladly show you it works the way i described it. Just because you have no idea about someting doesn’t make my tests “stupid”. Your comment on the other hand was stupid.

Read again my post and maybe you will grasp it. It can give you 2 times the same buff.

yeah everyone is wrong except you =D cool story bro

EDIT:

oh lol, they patched it. Must’ve been files today.

i did report it with bug report but heh, that was fast

Or, it was never an issue?

I remember running with elixir B while just exploring zones for the swiftness, and constantly tossing elixir B on cooldown and not once did I see what you described.

I remember it working that way during the beta, but never at launch.

Are you sure you aren’t just remembering back to the beta?

Vibor Bauman- Level 80 Engineer- Gandara

[Engineer] Weapon kits don't keep up with weapons.

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

it’s sad when people slot kits only for their toolbelt skills, which are way better than anything the actual kit brings.

Tool kit suffers from this sadly.

Same with rifle turret if you look at its toolbelt.

Vibor Bauman- Level 80 Engineer- Gandara

Feel forced to use grenades. PVE.

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Maybe in a rifle build.

In a pistol build, you really need power as grenades are pretty focused on power.

Vibor Bauman- Level 80 Engineer- Gandara

Inconsistent behaviour of the medikit

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Its an old bug that is still yet to be fixed. Nothing to see here sadly.

Vibor Bauman- Level 80 Engineer- Gandara

Rework Elixir Random Effects aka "66% chance to frustrate a player"

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

I agree.

Teldo had some good ideas on how to fix these that involved skill.

Vibor Bauman- Level 80 Engineer- Gandara

Kits- Inferior Weapons

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Kits really shine out as being broken.

Arenanet promised us, and acknowledged that the auto attack bug would be fixed, well since BWE1. I remember reporting it then, and that it was acknowledged then. I also recall that supposedly, sigils and kits were being looked into.

Well what has happened?

Nothing. Kits are still in the same broken state of BWE1, but they’ve just buffed their numbers. Well the numbers weren’t the issues.

Equipping a kit means you lose the stats of the weapon, Anet have been very smart not to include stats on weapons in PvP, otherwise this would mean that kits are extremely unviable in sPvP, but in PvE and in WvW its extremely noticeable and it makes no sense whatsoever.

And then the issue with sigils. And its not really only an issue of sigils working when kits are equipped, because its an issue that affects the pistol/rifle as well. Currently, no matter what you do, no matter how hard you kick and scream, you will not be able to use ‘no swap’ sigils. Because we never swap. Why? Because kits are coded in as ‘pick up’ and ‘put down’, much like a rock you find on the ground during an event. Why is this the case? It was recently changed so that swapping attunement for the elementalist counts as weapon swapping, and it has an internal cooldown, so its not possible to simply swap and swap and swap till you abuse it.

So, what is the problem with pistols and the rifle having access to a very important and large part of the sigils? The problem is sadly, either incompetence, or intended. I very well doubt its intended, as there would be no negative to allowing it, as engineers will only be able to trigger the ‘on swap’ sigils, as often as anyone else, and not more so, so it would not be unbalanced.

And finally, the issue of sigils themselves. This issue perplexes me most, why don’t sigils simply extend over to kits?

If you have time, go to the mists, put on lots of crit gear and get the sigil of air on your rifle or pistol so that on crit, you have a chance to summon electricity. Do this, and put the grenade kit in one of your slots. Now, here is where the silliness occurs.

If you toss the skill “grenade barrage”, with the rifle equipped, you can proc the sigil effect, and will likely do so due to 6 potential crits from the barrage". But if you use grenade barrage with the grenade kit equipped, it will never proc it.

Why is there such a basic and arbitrary distinction Arenanet? It makes no sense that grenade barrage works with sigils under 1 pretense, but not another. You have to make it either, or. It just makes no logical sense to do things like that. There is no balance reason why grenade should not trigger sigils, with a kit equipped, as you can so very easily just not use a kit. So why is the distinction there?

In conclusion, I really ought to say that I do understand why Arenanet are having these problems. They foolishly believed that making kits, into bundles, would work in theory. Well it might have worked while designing the game, but as elements have been added to the game, bundles have become seriously out of line with regular weapons. So, the only way I can see them fixing the problems with kits is to:

Fix all bundles.
Make kits weapons.
Make kits something unique that is not bundle, or weapon.

Either way, it won’t be easy. But please, at least fix these basic issues. I haven’t mentioned balance at all. I’m sure we’d all love to complain about how useless the smoke vent skill is in the flamethrower, or how the flamethrower has constant issues with missing.

Please, deliver on your promises, and fix the issues.

Vibor Bauman- Level 80 Engineer- Gandara