I swear people will complain about anything. A engineer can have 34 active skills all at once and they are still complaining they can’t switch weapons. Absolutely ridiculous.
A level 1 engineer can only have access to 5 weapon skills I’m afraid.
And active skills=/=weapon swapping.
Weapon swapping is a specific thing.
Bundle dropping/bundle picking up is not weapon swapping.
As I use 3 kits typically, I do not feel the lack of weapon swapping. Especially when kit swapping has no cooldown, unlike every other classes ‘swaps’.
Do agree main weapon stats should count towards kits, though (unless kits have some hidden innate stats I’m not aware of).
You may not feel a lack, but you have one.
Mechanically, an engineer will never weapon swap.
Kit dropping and picking up kits, does not count under existing game mechanics, wish that be the case as I may.
Yeah I remember suggesting this months ago.
I’ll say this: its simply too much to ask for.
Suggestions like this, sniper kit and others are asking for too much of a change.
Your best bet is to ask for changes within existing mechanics and existing rules. The exception to that really, was the change to the mine kit, but really, I doubt they will do any major changes, not at this stage.
The trouble as well is: which kits can go there? Weapon, or device kits? Or both?
Secondly: it creates a conflict where the toolbelt you like is vital and may conflict with other toolbelts.
My own suggestion ages ago was to remove weapon kits from the utility bar altogether, give us 3 new utilities, and make these kits a baseline mechanic of the engineer. So that every engineer had either a : tool kit, flamethrower or elixir gun.
The range of roles and ranges covered by them is quite outstanding.
But really, that is an idea that would happen if I designed the engineer, and at this stage, its not really practical.
Our best bet is simply to get kits to inherit the stats and sigils of your mainhand weapon.
Charr should have been the main enemy. Undead are boring and repetitive.
in Lore
Posted by: Lyuben.2613
Their claim to the land is no stronger, than that of a bears, to America.
So you’re saying that native Americans were just the middlemen and they deserved to be (nearly) wiped out, because the Europeans just took the land from bears?
Wat
The point is simply this: land does not belong to whomever had it first.
If Charr had it first, it does not make them right.
I don’t think anyone can solo a champion… unless its a melee one, then I can see it possible to kite them.
But veterans? Oh they are easy. I love doing solo veteran events. Feels lonely, but rewarding.
For your elite: You NEED supply crate. It saves you so many times.
As for ranged people, they do give you more trouble, but you have the jump shot to close the gap, and the grenade kit, which has a blind to help you.
And its not necessarily glass cannon. Its mixed. If you go for an elixir build, you need to go 20-30 points into alchemy, which gives you 2000-3000 HP.
For me, I use toughness, power and precision gear, “Knights”, and have 30 points in explosives, 20 in firearms, and 20 in alchemy.
Leaving me with 17k HP, and high toughness. Hardly glass cannon I would think.
Ohh you are in luck.
Engineers are great at AoE grind leveling or whatever the term is.
Your best best is essentially: an explosive, rifle elixir build. Quite a mouthful but its a very common and powerful build, which I myself used to level.
Essentially: Take a grenade and bomb kit, elixir H as your heal and another elixir. Maybe a stun breaker, maybe a conditions elixir, maybe an offensive one.
Your main idea is to use the rifle, for kiting, the net shot is amazing at that. Overcharged shot creates a lot of distance as well.
And for damage, bomb kit is best at earlier levels, using it for the smoke bomb is a must, since it is a constant smoke field, it means you can go into melee range without worrying about getting hit, a nice luxury. But your general idea is: pull a few guys, drop smoke bomb, concussion bomb, fire bomb, glue bomb (if needed to) and normal bombs.
With the grenade kit, it is more ranged, and it is mainly used, at lower levels, for simply grenade barrage, the toolbelt skill. It is essentially, the higher damage engineer ability, and it is nicely, AoE. Just like bombs and grenade. Aside from that, grenades at lower level are used mainly for the chill, the poison and the blind. Their damage is not too high yet, so stick to bombs and your rifle.
The biggest point in your PvE life though, should be at level 60, when you get grenadier. A tier 3 trait in the first tree, explosives. It catapults the power of grenades massively, to over that of bombs. You can even lose the bombs at this stage, since the grenades are so powerful on their own. Your main source of damage will be the grenade ‘auto attack’, which I say not too seriously, since it is ground targeted.
Your main stats that are sought after are: power, and crit is highly recommended. Grenades hit 3 times with grenadier, and that causes a lot of procs.
You’ll find that in dungeons for example, you are, with that build, the go to guy for huge AoE damage and for destroying structures such as burrows and other vital things.
Aside from that I should add:
Your kits are not well implemented, always remember that. It will not take into account the stats of your mainhand weapon, so if you have HP on it, you lose HP when equipping a kit.
Furthermore, because of this, it is a good idea to use toolbelt skills without a kit equipped. This isn’t a huge problem, since kits have a 1s cooldown, but it is something to get used to.
I’ve found that with the right kits, an engineer feels like a better elementalist. Higher survivability, higher damage and lower cooldowns.
Its generally a good idea to go for power and precision, the condition damage element can be big, but the direct damage element is much bigger.
Originally-
Single grenade
900 range
Trait to increase range to 1200
Trait to give 50% chance to throw 2 more grenades.
But…
Arenanet noticed that engineer has no 1200 range weapons, despite every class, except thief, having a weapon that worked at that range.
So, caving into pressure, they made it 2 grenades baseline, sped their speed up, added default 1200 range, and grenadier was created by fusing the old two traits together. RNG was also removed from grenadier.
Basically, the rifle had longer range at first, but thanks to arenanet seeing that they designed the engineer to have literally 0 1200 weapons, and his kits being majority melee range, they announced, to great horn tooting, that grenades were a revolutionary, 1200 range! Hoozah!
Sadly, mortar was left untouched, and is outclassed by a grenadier specced grenades in: damage, range, mobility and utility.
We all love our engineers, but we don’t help them like this.
We help them by constantly reminding Arenanet to fix our issues, and fix our bugs.
You think they will fix kits if everyone is all lovey dovey about the engineer? Have you seen the other forums? They are cesspools of whining, and as they say ‘the squeaky wheel gets the grease’, and they are really squeaky.
Not saying they don’t deserve help but… our issue with kits has kind of existed for months.
Did this one today. First go and managed it fine, but I noticed that no matter where I was, it seemed like his scream would get you, randomly even if dodging. I was behind him and he would get me.
I would have thought it only mattered if you were infront of him, but everyone in my group was on shotted a few times by him just screaming and getting random people.
I noticed that the howling guy was much more reliable in avoiding him.
Bug?
Did it on second try.
Its pretty easy to be honest.
Tip for melee: when you hit, move. For some reason, I noticed that if you stand still and melee, your first hit hits, but the next misses.
However, maybe I’m biased since I am a power specced grenadier engineer and I excel at taking down structures.
Engineers tend to be a class that needs precision more than others.
What with sharpshooter and incendiary powder being so accessible and powerful.
I recommend condition damage/precision and a toughness, with high points in alchemy for a vitality boost. Take some elixirs and a flamethrower or grenade kit for high procs.
Something like:
10- Incendiary Powder
30- Swiftness on Crit, 20% faster cooldown for pistols, pistols pierce
0
30- Vigor on swiftness, 20% faster elixirs, elixirs remove conditions
0
Turrets ain’t bugged.
Turrets ignoring your stats is intended.
Consequences are: weak regen.
Oh well..
Its not as perfect as you describe.
20% per pulse, but if they are getting hit hard, it won’t ever rez them.
Plus, its 1 condition per pulse.
Its a good skill, but don’t rely on it too much. Especially on thieves… keep teleporting out of it like idiots.
Attunements are, mechanically equal to weapons. And you have 4 attunements, so it is weapon swapping. Engis don’t have that.
Its a good thing the pistol and rifle work at melee and long range eh?
Joking aside, its a real shame that engineers are the only guys without weapon swapping. Maybe we’ll get it eventually, but I ain’t holding my breath.
Engineers are not underpowered really, they have viable specs.
But the problem is, they have quite a lot of fundamental flaws with their utilities, see kits and turrets.
And in PvP they are limited with the number of builds they can use.
Agreed.
For that reason I don’t use fast target.
I use normal, and double tap.
It adds double the finger pain, but allows me to be accurate.
They do.
Its a nice feature.
The elixir B surprises me sometimes, but it does remove a condition. Its a nice surprise.
Well maybe the heavy set is nice.
But the light/medium set is terrible.
Sniper= Warrior
Shotgun= Engineer
Easy enough.
I did this run a few hours ago, around the same time as you did.
Likely that means its not a global bug.
Tough luck guys, you have my heartfelt condolences
To kick requires approval. And planning.
I doubt you can be a jerk randomly. It require premeditation.
The armor looks pretty sick on an asura warrior with the right dyes. If you don’t like the armor/stats/weapons the dungeon has to offer, its your own fault for running the wrong dungeon :/ nothing more.
Is that really the attitude arenanet wanted?
‘the right dungeon’.
Ought I not to be rewarded with something useful?
L2 scroll down. My TA armor has power+prec+cond.Damage. Every dungeon gives you 3 options per armor type.
I did scroll down, but I thought that since there was so much stuff, it had a lot more combinations.
Still, there ought to be something else you can do with tokens.
Vendor them for gold? Trade them for Karma? Exchange for another type of token?
Honestly, I’m regretting running that dungeon.
The itemization of the armour is terrible.
Nothing that interests any normal build and…
precision, vitality and heal.
Seriously? You came up with that? Something with no damage stat? That is just terrible.
Furthermore.
The look of the armour is pretty bad, looks like a dress made of leaves. As an engineer, I don’t want to look like I’m a bush.
So that leaves me with: no use for stats, no use for looks. What is there left?
What a shame. I have nothing to spend it on.
What do you mean “see my post”
I was inside the bubble, my rifle attacks hit, by grenade attacks all did nothing.
Is that not bugged? Is it intended that I can’t use grenades inside the bubble?
Its because kits aren’t weapons. Kits are bundles. And bundles don’t have a remembered auto attack.
Its working as intended, till they make kits not bundles.
Actually the only reason the Kits don’t have auto attack yet is because the Devs are too busy with other things to implement it.
No, its not that. Its because kits are bundles, and bundles don’t have the auto attack option.
Its all working as intended really. Mechanically, the kits are flawless. Not a bug on them.
But, it seems that Arenanet want to change how kits work, without changing them from bundles.
Can’t have your cake and eat it too I’m afraid.
And busy? They’ve known this for months and since the first beta. And what is a beta for? Fixing and optimizing the game. You’d think they would find some time during several months to fix it, but nope. They didn’t and they broke their promise.
Theres no defending it. You just have to live with it.
The archers are bugged sorry guys…
grenades don’t work there.
If you really wanted to fix blunderbuss, I could consider a few things:
1- Make it instant cast, the cast time really can screw up targetting if you are on the move.
2- Make it have a cast time, but no damage drop off. Do the max damage and bleeds at 400 range.
Both would fix the insane bugginess really.
Its because kits aren’t weapons. Kits are bundles. And bundles don’t have a remembered auto attack.
Its working as intended, till they make kits not bundles.
My utility skills are going to be flamethrower, grenades, and a thumper turret. Does that sound good? (Might as well try to get this answered here haha
)
I’d avoid turrets honestly.
I’d go for utility goggles/rocket boots/elixir S/elixir R in place.
You have your sources of damage, you need some utility/longevity.
bombs should out damage grenades.
from a blanace stand point bombs have such major down sides they should probably be the hardest hitting weapon kit we have.
You can only place them at your feet, there timed, and give plenty of warning to player to get out of harms way before the blast.They do though.
Bombs do more damage, if grenades don’t have grenadier.
And grenadier pushing grenades above bombs isn’t a problem, because there is a huge opportunity cost in taking 30 trait points and a grandmaster trait.
Bombs don’t need many traits to be effective, grenades without grenadier do not share that luxury.
Basically grenades are good to use if you just want to go fast and do things a tad easier, but in the long run bombs are better. Seems right, because bombs are much more risky (though i am usually close range with my grenades anyway lololol)
I wouldn’t say bombs are better, I’d say they have a different niché.
But basically for damage:
Grenades with Grenadier>Bombs>Grenades Normally
Aside from damage, bombs have other uses of course. The smoke bomb is extremely useful for melee fights and when traited, it and fire bomb are HUGE combo fields. Big ole bomb is technically also, the biggest damage skill the engineer has. Techincally as it is the biggest single hit, while grenade barrage does more damage if all grenades hit, each individual grenade is weak. And… it does great CC.
I’d say bombs are more utility/PvP based, and grenades are simply more damage and /PvE based.
You can have both though. Don’t let that stop you.
Wait, you mean to tell me there are people that DONT go 30 into Splosives and use both the Grenade kit AND the Bomb kit for amazing condition damage and combo fields?
Surely you jest.
I did run that. But I sacrificed my bomb kit for elixir B, for fury and condition removal. I mean… I could run greande/bomb/elixir B… but no stun breaker. That hurts man.
So I’m going grenades/elixir B/ elixir R
Might try other things though… you never know.
bombs should out damage grenades.
from a blanace stand point bombs have such major down sides they should probably be the hardest hitting weapon kit we have.
You can only place them at your feet, there timed, and give plenty of warning to player to get out of harms way before the blast.They do though.
Bombs do more damage, if grenades don’t have grenadier.
And grenadier pushing grenades above bombs isn’t a problem, because there is a huge opportunity cost in taking 30 trait points and a grandmaster trait.
Bombs don’t need many traits to be effective, grenades without grenadier do not share that luxury.
Basically grenades are good to use if you just want to go fast and do things a tad easier, but in the long run bombs are better. Seems right, because bombs are much more risky (though i am usually close range with my grenades anyway lololol)
I wouldn’t say bombs are better, I’d say they have a different niché.
But basically for damage:
Grenades with Grenadier>Bombs>Grenades Normally
Aside from damage, bombs have other uses of course. The smoke bomb is extremely useful for melee fights and when traited, it and fire bomb are HUGE combo fields. Big ole bomb is technically also, the biggest damage skill the engineer has. Techincally as it is the biggest single hit, while grenade barrage does more damage if all grenades hit, each individual grenade is weak. And… it does great CC.
I’d say bombs are more utility/PvP based, and grenades are simply more damage and /PvE based.
You can have both though. Don’t let that stop you.
bombs should out damage grenades.
from a blanace stand point bombs have such major down sides they should probably be the hardest hitting weapon kit we have.
You can only place them at your feet, there timed, and give plenty of warning to player to get out of harms way before the blast.
They do though.
Bombs do more damage, if grenades don’t have grenadier.
And grenadier pushing grenades above bombs isn’t a problem, because there is a huge opportunity cost in taking 30 trait points and a grandmaster trait.
Bombs don’t need many traits to be effective, grenades without grenadier do not share that luxury.
Dont even bother with GW2 Guru.
They were saying that engineer was overpowered and the flamethrower was in need of a nerf and that Elementalists were in great need of a buff last time i was there.
I needed to go boil my tongue to get the taste out of my mouth
Its generally not a good idea to go on fan sites now that the official forums are up and running, Anet only reads one of them, and this site has greater numbers of people anyhow since it is official.
UP?
You having a laugh mate?
Seriously though, grenades are pretty much the highest damage a damage specced engineer can achieve (speccing into grenadier of course).
It has long range, it has vulnerability, it has a plethora of useful conditions and its 3 hits, so lots of procs.
Grenades are simply very very useful and powerful.
I really enjoy them, except for maybe spamming the number 1 ability. Not a fan of that at all.
Really though, among the ‘best damage dealing specs’ out there, grenade spec is right up there.
So, the reason people hate them is:
Don’t like targeting, and its a very valid complaint, it does hurt your fingers. And its just annoying.
Plus, people are annoyed that their kit or build doesn’t do as much damage, and they seem them as overpowered.
Really though, I think that if you invest in a grandmaster trait you ought to do that much damage. Trouble is though, other builds dont do that. So really, I think other builds should be buffed to the level of grenades, rather than grenades being nerfed into uselessness.
That could be OP, since that would give them full health.
A possible solution really, could be making them like banners of a warrior, so you and party members can carry them.
Or, simply making it a 50-75% reduction instead of 25% when blown up.
What keeps drawing you back to the engineer? What pushes you away?
in Engineer
Posted by: Lyuben.2613
Rifle skillset.
Short cooldown super CC, short cooldown net for easy kiting. I just love it.
My gripe though…
Lack of viable damage non grenade builds.
I went into this game, planning on running with FT. Guess that ain’t gonna happen soon.
Grenade kit makes underwater preferable to overland in a lot of cases.
I feel sorry for anyone who isn’t a power specced engineer.
Clearly we are the master race :P
I still feel rifle is our best option.. sadly.
Combo effects, CC, sigils actually work and I don’t waste a whole utility slot with a broken kit.
But it lacks AoE.
Grenade kit is the bomb.
Yeah..
Is this intended?
Whenever I get launched, not knocked back or knocked down, but launched, I can only stun break when I am on my face, otherwise it fails.
Causes me to burn some stun breakers and end up dead.
Is this intended?
It would make sense engineers were soldier based… majority of their kits and weapons are melee range.
@AlietteFaye Actually, it’s not “ridiculously easy”. Arenanet has posted on the forums already that they have been working to resolve the issue, but it’s proving more difficult than expected. And as I previously stated, they have bigger things to deal with before this which is a class-balance issue and not a game-playability issue. The game comes before any individual class, the way it should be.
They’re working on it, please don’t act like they’re not because you realize what needs to be done and think it should be simple. You don’t know their programming and you don’t know how their game logic works for these things and neither do I. Plus, they’ll want to test any potential fixes before release to make sure they don’t make the problem worse or make more new ones. It’s gonna be a while, just be patient please.
No point in being patient. We were all patient since BWE1.
You just have to accept it.
And I don’t fully buy the argument that its not that important.
Kits are a huge part of the engineer, and they never had the issues they discovered in the first month, during the betas. During the betas it was about balancing, about preparing and making it good. They didn’t have to deal with connectivity, bots, exploits and so on.
They’ve had plenty of time and remember, they did promise
Community Cooperation- Lets pool our minds together to think up builds for
in Engineer
Posted by: Lyuben.2613
Tool kit has problems.
Skill 1- too slow. Boring.
Skill 2- too slow, short duration.
Skill 3- Fine, high damage and some confusion.
Skill 4- Mostly fine. Bit boring. I’d prefer if they added something like “does bleeding for 5s for every melee hit”, just to differentiate it from other blocks.
Skill 5- Too short range, too long cast, suffers from pathing issues. It was once 900 range. Go back to that please.
Furthermore… power wrench as a trait is just… too mandatory.
20% cooldowns, bigger turret heals, cripple on toolbelt and auto attack.
I honestly think the turret healing component needs to not need traiting, and needs to be MUCH better.
Maybe healing 20% per hit.
Community Cooperation- Lets pool our minds together to think up builds for
in Engineer
Posted by: Lyuben.2613
I don’t see much use for elixir C.
Its outclassed by simply taking a few elixirs and cleaning formula. And its not really worth it in non elixir builds.
I don’t see that it is worth it frankly.
I actually suggested the gadgets thing could potentially be a trait ages ago.
I suggest changing the trait “always prepared”, which is yet another boring ‘on downed’ filler traits that no one uses, into something more useful, namely a gadget related trait, that makes gadgets like sigils.
I would also swap it as a grandmaster trait with adrenal implant. C’mon guys… 50% is so easy to get for other professions, lets not pretend that its worth grandmaster.
I’d go:
PBR- Power
Slick Shoes- 10% speed
Rocket Boots- Condi Damage
Goggles- Crit Chance
Mine- Toughness
Engineers do not use signets, because of 2 reasons. One explanation Anet put out on this question in beta was that engineers do not believe in magic and signets are pure magic. 2, we have elixirs in place of signets. There for we essentially have signets, only they are named elixirs.
There. You directly made the claim.
It doesn’t take a literary genius to know that
“we have elixirs in place of signet”
is not
“signets are like elixirs”
“we essentially have signets, only they are named elixirs”
You are saying that here, elixirs are the same as signets in all but name.
That is not saying “in place of signets”, that is saying “we essentially have signets, only they are named elixirs”
A is A, and A is not B. You clearly said that signets were like elixirs, in one way or another.