There are many ways to skin a cat, young grasshopper. And Engineers are obsessive bunch.. we skin the same cat the same way multiple times, each time watching it meow in pain.
Ultimately, Engies are supposed to weave in and out of the combat. We are at heart a support class, so are expected to run up to the think of it at opportune moments to drop items (whether this be turrets or buffs) for our friends, or to debuff the enemies.
I have no problem with this playstyle, I use bombs and grenades and rifle in my build, and use them 50% grenades, 25% bombs and 25% rifle. Its quite a fluid playstyle, plus since I have toughness gear, I’m an aggro magnet so I have to be quite confident in my swapping of kits.
I just sometimes want the comfort, to get a nice long range weapon… and sit back and let some poor warrior do all the work.
Is that so much to ask for?
I’m talking about things like weapon racks, graveling burrows, barrels and so on.
The build I use is this:
http://gw2skills.net/editor/?fQAQNAW7YjMat7pbyb8bKApCXPV47oHEbcyUKWPdA;TsAgyCuo+y8l4L7XuvkftEZIyOAA
Its got some power, but its mainly condition damage.
Staff doesn’t work too well. The marks don’t trigger.
The scepter as well, it does fairly low damage.
Seems I’m stick to staff auto attack or wasting my death shroud.
Comparing this to me direct damage, grenades engineer, is pretty painful.
My comment comes from the way that so many kits and utilities fulfill essentially the same function.
Now, individually, I find that each utility seems fine.
However, when you look at them as a whole, I see that they aren’t really that fine.
For example, nearly 100% of the engineer works best at close range.
Rifle- Melee range works best. Blunderbuss, net shot and jump shot all work best at a short range. Overcharged shot also has quite a short range.
Pistols- Might not seem it, but poison darts needs a close range to be efficient, and offhand pistol and off hand shield both work best at a close and melee range.
Tool kit- Pretty obvious. Its a melee kit exclusively.
Flamethrower- Again, its close/melee range.
Bomb kit- Dropped at feet, with an explosion radius akin to melee attacks. Yep, another melee kit.
Elixir gun- Not so much this one, but fumigate does require a melee range. Acid bomb too, but that is a gap creator too, so it works.
Grenade kit- Lets not delude ourselves here. The targeting and flight path situation means that anything above a 600 range, is pretty hard to hit.
Why does the engineer need 95% of his kits and weapons to work best at melee? I don’t see why.
Another thing I’ve noticed. Look at some stun breakers. We have 4, quite a lot for a class. Why do we need 4? Elixir S gives 3s of invuln. That’s fine. Elixir R gives two guaranteed dodges, that’s pretty much 3s of evade right there. Rocket boots creates huge distance.
I suppose that their toolbelt skills are quite different, but do we really need 4 stun breakers?
In turrets too.
Flame turret gives burning in an AoE fashion. Trouble is, rocket turret also burns in an AoE fashion, with more DD damage.
Why do we need two turrets that do AoE burning? Ideally, they should make the rocket turret do some other condition and have some other effect.
There isn’t really much reason to take a flame turret currently. If you want a smoke combo field, bomb kit is much better.
I really think that some skills need to be changed up. Not in some short term wanting, but in the long term, because, to be frank, needing 7 short range weapon options is about as needed as needing a buff on the grenade kit.
A long range option.
That’s all really.
I’ll be blunt.
Avoid turrets.
Avoid gadgets.
As good as they can be in extreme niché builds, the potential of elixirs in utility and support, is just so much better.
Same with kits. A single kit can offer a lot more than any turret or gadget.
That should be your basis for an engineer.
In terms of damage, your options are either elixir gun and pistol/shield and pistol/pistol, for conditions.
And for direct damage, go with rifle and grenade kit/flamethrower.
That’s the general tips I can give.
I got for
10
30
0
30
0
All out.
Elixirs and flamethrower and rifle.
On my FT for 75% of the time, and 25% for burst on my rifle.
Is the healing turret affected by stats? there is no mention of it here. Its strange that the trait line that supposedly focuses on turrets, give no benefit to them stat wise. think about it this way, an engineer who likes turrets will go out and improve them, thus I am partial to the suggestion that turrets be given stats like Ranger’s pets do, and also to the idea that turrets be customizable.
The initial heal yes.
The regen it gives out and the overcharge no.
The toolbelt yes.
Yeah lots.
Male Human- Mid height.
Happened to me.
Door opened though, after trying 50000 times.
Its different thinking really.
In PvE mobs aren’t that smart.
In PvP undoubtedly.
I can see a detonate being added.
Priority should be the ‘obstructed’ though. That’s just too annoying.
^Agreed.
That’s why I use 3 elixirs and cleaning formula.
Its just… easier.
I like my heal skill to be just a heal skill. Nothing fancy about it.
If kits are weapon swapping.
Then the necromancers plague, lich form and death shroud are weapon swapping.
Kits are one thing.
Weapon swapping is another.
Never.
Don’t have a weapon swap :P
The one biggest fix I want on my FT engi is give me the option to detonate skill 2 in the same manner our mines are done underwater.
It is SO frustrating to only get the full effect of this skill ONCE in most fights (when pulling) or by trying to use air blast >switch to rifle and net shot > switch back and get the ball there BEFORE net breaks. Needless to say most of the time it still passes by them to explode JUST behind them.
A simple double key (once to launch, once to detonate) would change this skill SO much that I think I could live with everything else for the time being.
I disagree.
The damage is good, and the cooldown is low.
The problem is the constant obstructions. That is the needed fix.
For the timing, the positioning and the cooldown. The damage is fine.
Vibor Bauman
Vibor was some generic cthulhu mythos God which sounded engineery.
Bauman is a tribute to Jay Bauman from Red Letter Media.
I like those guys.
Managed to snap up some pics at the end of my story.
I don’t have a problem with one.
Right now, theres only one point to a server, and its WvW.
Everything else is exactly the same, and no different to any other server.
I remember from the Beta forums that this was coming for launch.
Well, is it?
As a rifle engineer, it annoys me to no end that pistol engineers have double the sigils I do. Mind you, since engineers are the only class not allowed to use on swap sigils, its not like I’m missing out on that many.
But that is besides the point. I don’t see the logic of not allowing two handed weapons two sigils. If it is balanced for 1 handed weapons to get one each, it should be balanced for two handed weapons to get two.
Did this get scuppered?
Overcharge works, by activating on the next ‘attack’, of the turret. In this case, when it spins.
So, if you time it, it can be instant. If not, you’ll have to wait.
This is sadly a suggestion, best for the betas.
Its too much of a change, when what we can accomplish now, would be satisfactory, without needing such a huge change.
Simply making kits work like attunements would be a fix, so that they keep the stats and sigils of the main weapon.
By all means, an elementalist has no ‘staff’ skills, but instead has 4 attunements. He has no ‘default’ weapon set like the engineer. So, simply make kits work like attunements.
That’s a bit naive Zinwrath.
I don’t think you should just be able to slot anything, without traiting for it.
Everything, to be viable, ought to require proper traiting, so that the trait system has any meaning and so that you can’t just trait for yourself and the stats you need, rather than for the abilities you need.
Dragons.
I’ve been running a flamethrower build lately, and honestly, its a lot more fun than my old grenade build.
http://gw2skills.net/editor/?fcAQFAUlspyanuShF17IBoH51v3V0jH3YK/pAbB;TgAA2U0YoRQjlGHNSaGWA
Anyway, I’ve noticed in my experience to really appreciate flame blast.
When timed well, its a short cooldown high burst ability that can hit twice.
However, I’ve also noticed that it completely fails 25% of the time.
And 75% of that, is straight after using air blast.
This is absurd. One of the main synergies of air blast is to create enough distance for the flame blast. Yet it constantly fails.
I have a feeling that if flame blast was closer to a 100% success rate, then the problems of the engineer would be lessened.
On the flame jet however, I’ve not found that it misses a lot. It hits very reliably for me, so I commend arenanet on that. One thing I could potentially change is that it gives 1 second of burn, for 2 and a quarter seconds of flame jetting, as indicated by the cast time indicator. I’d maybe consider adding one second on the first hit, alongside the one second on the final one.
I however, have two other problems.
Skill 4, Napalm is pretty bad. It used to be good long ago, when it blinded. But now, if an enemy stands in it for 3 seconds, they get 3 seconds of burn. This is incredibly poor considering how it is a line, and not a radius based combo field. And of course, performing combos with it is an option, but its not like fire combo fields are rare. So ultimately, it serves only one purpose, to be a combo field.
I think this skill needs to do the following: 2 seconds of burn, minimum when walking over it, reapplied every second.
And some secondary effect. Perhaps blind, perhaps simply more damage. Like acid bomb in a way.
Finally, I have issue with smoke vent. This skill I forget exists in a lot of cases. Its so short range and the description of it is very unclear.
The truth is, you can use it when stunned, so it has use there in melee when you are being whacked on. But really, for a 5th skill on a 20s cooldown, its extremely situational.
I think that it needs a 240 radius and either smoke field for a few seconds, or for it to properly break stun. So that we actually have access to a stun break within our kits. With that. I can see it being quite a good skill. Now? Its nothing but a poor replacement for one of the best skills we used to have, backdraft. I doubt we’ll get that back, but at least give us something useful in its place.
Oh and… fix sigils like you promised! This is a proc machine! I want it to proc!
WE have bombs, I think most players consider those fairly melee as well.
The blast radius is less than melee range, test it out on the golems in the mist.
To be fair, if you’re not using bombs with forceful explosives as a trait.
You ought not to be using bombs at all.
Their radius when traited seems to be that of an untraited fire bomb, which is fairly large.
I just did a couple of steps in Orr and I recall some random sylvari chick I’d never met, dying as if it was a big deal.
And some human general I had just met dying as if it was a big deal.
Guys. Real drama doesn’t come from simply ticking off dramatic things like “important person dies to save the hero”.
Real drama comes by making you care for the character. And to care for a character you need two things, a reason to like them, and time for them to grow on you. For this reason, when Sieren the sylvari from the priori died, I gave a kitten.
When Beef Rockpunch whom I had met two minutes ago, dies… its not really important.
Oh and there was that random Shaman chick.
And that norn scout.
(edited by Lyuben.2613)
What he said was pretty clear.
Necro>Ele>Mesmer>Engi in terms of how hard they are to play.
Not balance.
Take into account this was said during a Beta Weekend Event (2nd or 3d, don’t recall). There has been a lot of twitching/nerving/adding/removing since that time.
And indeed, it says nothing about best/worst profession.
Not really.
Utilities and traits are pretty much 90% the same.
Just different balance situation. I say that list is still solid.
I’ve sometimes gotten gold/bronze/silver without even knowing it.
I was just passing by or minding my own business.
If indeed what you are doing is exploiting, then a lot of people are guilty of exploiting by complete accident and out of their control.
Arenanet would be very foolish to call it exploiting. They would alienate most people.
What he said was pretty clear.
Necro>Ele>Mesmer>Engi in terms of how hard they are to play.
Not balance.
My computer… isn’t too great. But I’ve managed to get through all my story without too many problems.
I crash in the usual times. Lots of stuff on screen, lots of particle effects. Normal times. Sometimes never in a day.
However, I’ve done this mission 6 times now, and every time I crash.
Its a simple crash to black. I’m guessing overheating or lack of memory.
What on earth is so taxing in this mission? I get to the part with the eye, just before or during the fight and I crash.
Seems like its just one NPC. I don’t get it.
Get yourself an awesome helmet to cover up your face.
Now, my face is beautiful. But its a solution…
I don’t normally like saying ‘worst’ or ‘best’.
I can’t think of anything worse… weird.
Only one I could possibly see getting one is the mesmer since the are the newest, and most annoying to play as IMO.
The problem is mainly how useless phantasms and clones are in general PvE and Events.
I mean. The dervish was redesigned. The engineer early on was redesigned. It can happen.
Its not swapping at any point.
Its bundle dropping and bundle picking up.
But never weapon swapping.
Seriously, why be anything other than Asura?
clipping on feet
Seems like the title implied that the devs were lazy and had to be changed.
Sorry about that.
One-shotted a full health Warrior as an Engineer with my riffle ^^
in Engineer
Posted by: Lyuben.2613
I’m guessing you booted them off a high place.
Grenades do more damage. Sorry.
I agree with most of those really.
I would say that I don’t like firearms as a traitline too much.
It needs to be simplified.
Since you can only ever have one pistol and one rifle, and never both, I think its reasonable to make it so that fireforged trigger, and hair trigger become much bigger traits.
So that:
Hair Trigger= 20% longer range and 20% faster cooldown for pistol and rifle
Fireforged Trigger= 20% faster cooldown for Elixir gun and 20% longer range
Napalm Specialist= 20% faster cooldown for flamethrower and 20% longer burns
This would remove one trait, which could be filled with something useful.
The reason I believe this is necessary, is precedent from other classes.
For example:
Mesmer-
50 power while wielding GS and 20% faster GS cooldown
Increases pistol range for you and your illusions 20% faster pistol cooldowns
Necromancer-
Axe Damage and Axe Recharge is reduced
Warrior-
20% faster rifle cooldownsrifle piereces
20% faster mace cooldowns+10% mace damage on weakened enemy
20% faster hammer cooldowns+ 25% hammer damage on disabled enemies
I think that in general, there are too many pistol and rifle affecting traits. They ought to be consolidated.
WoW, we got BoB fixed (thank goodness) and everyone complains?
As far as the grenades go, they sure seem quick to fix the one or two possibly OP issues we have, yet forget about all the UP or flat out broken ones.
People aren’t complaining about what they did fix.
More about what they didn’t fix.
I remember reading leaks during the betas that Izzy loved warrior and constantly buffed them.
Not surprised.
I don’t get why they fixed faster cast grenades… but not bombs.
Underwater bombs have always been much faster, akin to how much faster grenades were.
Weird.
Only relevant thing I can give you is this. From the big man himself… well hes not that big but you know the phrase.
Not sure if what he plays, but seeing what he thinks is the most challenging is interesting. I would have never guessed it.
Is there some ability in GW2 called “Low hanging Fruit” or some other reason to title this thread after the name for lynching a black man in the US south?
Uhmm. What?
I’m from the UK, I’ve never heard of this phrase being used that way.
It simply means, something that can be solved easily and quickly.
World English Dictionary
low-hanging fruit
— n
1. the fruit that grows low on a tree and is therefore easy to reach
2. a course of action that can be undertaken quickly and easily as part of a wider range of changes or solutions to a problem: first pick the low-hanging fruit
3. a suitable company to buy as a straightforward investment opportunity
Seriously… people ever kill all waves of them?
Just keep one alive and let 4 people proceed. It makes the dungeon really really easy and really short.
The most annoying things and you wish Anet to do something about it
in Engineer
Posted by: Lyuben.2613
For FT, they need to make it so you can detonate the flame blast early.
And add an extra effect. Maybe 3s burn, or a blind or something.
Makes me wonder actually about the rune of the citadel.
5% chance on hit to summon a bomb.
That is the description.
Try deciphering what on earth that could mean…
It’s the only class I can bring myself to play, so take this with a grain of salt.
I think my main gripe is the amount of ‘gotchas’ or caveats in the builds.
Flamthower #2 – do damage but only maximize at a certain range.
Rocket boots – Break immobilize but fall down.
Rifle #4 – launch enemy but fall down.
Grenades work differently in water.
Elixer U – Gain swiftness, self inflict something
I’m sure there are others.
Just seems it’s more difficult to play well than it should be.
RNG
Supply Crate is the outshines all other elites. By a wide margin.
Don’t forget about Elixir U-
It is 5s if that something is frenzy, 4s if that something is haste, 4s if that something is quickening zephyr.
You don’t even have the luxury of duration being consistent.
I use:
Rifle+Sigil of Air
Rune of Eagle
Knights Amulet
30- Incendiary Powder, Explosive powder, Grenadier
20- Hair Trigger, Rifle Mod
0
20- Fast Acting Elixirs, Cleaning formula
Its all about grenade and rifle doing lots of crits and lots of damage.
Lots of condition removal as well. They kitten me off a lot in PvP.
0
Elixir H, Grenade Kit, Elixir B, Elixir C