Death Shroud I suppose.
Ask Jon Peters. He said it.
Weapon Skills- 1-5
Toolbelt- F1-F4
Heal- Q
Utility 1-E
Utility 2-R
Utility 3-T
Elite- X
Interact-F
About Face-V
Take target- Shift T
Call target- Control T
Dodge- Middle mouse button, Z (incase I need to use something not my mouse I guess)
In general, I keep my kits as close to my fingers as possible, so on E or R, and my stun breakers as far away as possible, so I don’t accidentally use them at T.
Works quite well for me.
(edited by Lyuben.2613)
Its been that way for a bit now. Probably since BWE3?
Managed to progress.
Did it by: Killing the 3rd tower mobs first, then going back and planting the stuff at the first and second tower, and returning to the 3rd tower.
What an awful and convoluted way to get around a bug.
Bring a Guardian or a Thief (Or engineer, but its not reliable)
Use wall of reflection/smoke screen
Well done.
I agree somewhat.
I agree that the elixir and the mortar are terrible, but I feel supply crate is an amazing elite.
I can use it in so many situations. I can use it for the stun, and I also get a blast finisher, a bit of regen, likely a single net on my enemy and a single burn. Since the turrets are lackluster, but firing them off once isn’t a waste at all. Though the regen from the turret I am not so sure about…
Furthermore, the bandages! So many of them! You can save your hide so many times. If I am having trouble soloing a veteran mob in Orr.. where there are enemies with CC and aggro ranges of several miles, its often the case that you pull more than a veteran, and that saves your skin so many times.
Its a really well designed, versatile and powerful elite. Leave it as it is please.
However, you did raise good points with the others.
Mortar: Dead zone, less damage than grenades, less range than grenades, immobile and does not scale with stats.
Excuse me if I don’t think this is an elite… this feels like an under-powered utility, let alone an underpowered elite.
It has its nichés, for when an ally has no ranged weapon, but as a ranged weapon, it is terrible itself.
Elixir X: RNG, caters only to power builds and just plain lazy.
It used to be much worse, I’ll give Anet credit for buffing it, but even then, they just lowered the cooldown and removed the chance for plague, they didn’t change what makes this skill bad.
Honestly, unless the transformations are hugely buffed, as right now they are not really worth it, even if you are 100% of which one you get.
This is because in both cases, you can’t use your heal skill, your weapon skills, your utilities and toolbelts. You are left, in a way, helpless to whatever the RNG decides.
Its a poor skill basically, from a design and balance perspective.
My suggestion has always been to just make it a plain old normal buff elite.
180s cooldown, elixir traits affect it:
8s quickness
8s stability
8s fury
8s of 3 stacks of might
8s swiftness
Its the ultimate in an offensive elixir. Bit similar to elixir B, but with no toolbelt and no retaliation.
“Engineer and Elementalist are the two professions it takes most skill to be good at”
Really? I disagree.
According to Arenanet, it was: Necromancer>Elementalist>Mesmer>Engineer>Others
And I tend to agree with that. Engineers don’t have anything overtly challenging about them. All elementalists have 4 sets of weapons, but an engineer can have as few as 1, or as many as 4. No one forces you to do more than you are capable of, you do as much as you choose.
The challenge of the engineer is simply picking the right build, but gameplay isn’t inherently difficult. Its all abilities on cooldown, with no deeper mechanics.
Engineer is fine in the support department honestly. It depends on how you want to go with it.
You can go for a more mobile, freer support for example, and go for 4 thrown elixirs which give might, their normal effect and condition removal.
Or you can go deep into the rabbit hole and go massive support with something like this:
http://gw2skills.net/editor/en/?fcEQJAqel0pqb3zShF1LJxIFfO0heUYDrWQFy7nCyF;ToAg2Cro6y0loLbXuukdNmYyA
I see this as the most support I can go really.
Throwing med kit bandages.
Healing Bombs
Two Super Elixirs from elixir gun and kit refinement.
Condition removal from med kit, elixir gun and throw elixir R
Reviving allies with throw elixir R itself.
Gives you on top of that: regeneration from healing mist, CC from BoB and your shield and a stun break from R.
Real trouble is picking sigils, since you can’t use on crit as your crit is low, and you can’t use on swap since you are an engineer.
Rune is open to choice as well.
Edit: Used wrong amulet sorry.
(edited by Lyuben.2613)
Meant amulet sorry.
No they don’t.
Which for me, makes adrenal implant a pretty poor grandmaster trait.
For PvP it should do, condition removal is high, and your HP is off the charts. Toughness.. not so much.
And unless you are going for a conditions build, I don’t see shield worth it. Shield is fine… but I don’t agree much with the pistol.
2s single target bleed lol
You’re better served with a power build, unless they really buff pistol.
Firstly: You can only have 1 jewel per amulet in PvP. But aside from that, its mostly a matter of opinion. And here is mine:
You are splitting yourself up too much. Yes the FT benefits from power and condition damage, but going both? Leaves you no crit, and the FT is a crit machine. My advice?
Go for the rifle, rune of the knight/berserker and go with this build:
http://gw2skills.net/editor/en/?fcEQFAUlspyanuShF17IBoHA2v3V0jH3YK/pAbB;TsAA2Coo4xwjgHLPOek8Ms4QwUAA
Reason for changes- Power FT works really nicely, and that build has 300 condition damage from firearms so it has a reasonable mix of both. And, it has a reasonably high crit as well, so your FT can trigger bleed, burn and vulnerability.
Also changed elixir s for Elixir R, as elixir R seems better, and isn’t bugged. R gives you a stun break and two guaranteed dodges S gives you evasion for 3s, but a longer cooldown and no weapon skills during. IMO, two dodges are pretty much the same as what S offers you.
And the thrown version works nicely on so many levels.
The build also has quite good condition removal from the elixirs, so you’ll manage nicely with that.
General idea is: keep your FT on for most of the time, while using rifle for the big hits and range. Use it for the net to get to people, for the odd blunderbuss/jumpshot before going back to roasting.
Decided to go for the monocle instead of the bandana.
what armor is that?
The 500 gems cash shop medium one, forgot its name.
Monocle is the starting one I kept with my all these 80 levels.
I am really perplexed by the skill.
Early iterations of the skill had it with a huge range, and an impossibly huge z-axis.
You could go from the top of the balcony of the clock tower, to the bottom with it. It was a supreme skill for that.
Now? Short range, very slow, barely faster than running there, and slower than running with swiftness.
So, its not a mobility tool, its now a burst tool, since it does vulnerability on both hits and 2 hits>1 hit. Trouble is, it has trouble there too. Its far too clunky and unresponsive.
Are these the ones that give X when you swap to the weapon?
Yeah. Engineers are the only class not allowed to use them. Everyone else can.
Managed to get to 90% once… so its possible I guess.
But its honestly just ridiculous.
Just cosmetic.
I’d go backpack, its impossible to get otherwise in game IIRC.
I went for monocle though, I like it. Looks nice and cool.
Who QQs about engineers?
I’ve not seen this.
Only QQ I see is about cheap thief/warrior builds and that QQ isn’t warranted…
1. Fix Kits to not be bundles.
2. Buff Mortar- Much more damage, scales with stats, 2000 range
3. Redesign Elixir X- 8s quickness, 8s stability, 8s Fury, 3 stacks of might for 8s and 8s swiftness.
Pure offensive boon goodness.
180s cooldown, affected by all elixir traits.
Note: Backpack regenerator and healing turrets regen does not scale with anything.
I’d keep that in mind if you think of taking either.
As would I.
Seems to stem from the fact that engineers don’t ever weapon swap.
Not a bug. Design flaw is a better way of describing it.
Its working as intended, but the intended purpose does not meet expectations.
Decided to go for the monocle instead of the bandana.
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
So we have some consensus.
Great, speedy kits is unchanged.
Why did they feel the need to mention it in the patch notes?
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
Speedy kits always had a 5 sec cooldown though.. it’s really no different. The vigor thing is a nerf though.
Right, but my thread never mentioned the vigor. Why does everyone keep mentioning it?
Speedy kits hadkitten ICD before, they ‘added’ one now…
That’s what I’m wondering.
Why is “a 5s” a rude word?
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
But, thats literally how it was before.
I’m not talking about the change to invigorating speed, so stop bringing it up, its irrelevant. Read the thread.
I’m talking about the ‘change’ to speedy kits.
It hadkitten cooldown before, it has one now.
What changed with the trait speedy kits?
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
You’re still being unclear.
The swiftness is gained every 5s when you swap to a kit, like before.
You’re saying there was some way to exploit the global cooldown?
As I see it:
Speedy kits-
5s of swiftness on 5s ICD: BEFORE
5s of swiftness on 5s ICD: NOW
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
I did, and I don’t see any difference. What did they change with speedy kits?
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
That isn’t answering anything because speedy kits works the same way.
I get that they nerfed invigorating speed, but my issue is with speedy kits, which works in the exact same way as before.
Every 5 seconds, whenever you swap to a kit, you gain 5s of swiftness.
What changed? What did they think the changed?
I suppose I can see it being an orderly leap back, rather than self CC but the way it works is fine, just pathing issues ruining it.
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Lyuben.2613
The ‘new’ way it works, is the exact same way it worked before. Nothing was changed.
My guess is that Arenanet looked at the traits for engineer, saw speedy kits trait description and noticed no mention of an ICD, even though there was one. So they ‘fixed it’.
It makes no sense to me. It completely baffles me.
I’m stuck on my personal story, so I had no way of getting this, but thankfully a kind stranger allowed people to join in on his quest where he gets the POI.
It used to be a single target volley.
Now its cone based..
I guess that’s to make it AoE, but I just think it fails.
Matiez, no offense, but quantity of bugs is not equal to quality of them.
Engineers are very reliant on kits, not all engineers but a large heap of them, and when kit functionality is so bare bones and lacking, then I wouldn’t mind a few traits working oddly, or a skill not working exactly right.
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.As a self heal maybe, but its regeneration is the lowest of the low, and since it is of large durations, anyone in your group who has useful regeneration, won’t get theirs to tick for a long while.
Every second spent with healing turret giving regeneration, harms anyone who has useful regeneration to offer.
If you want a short cooldown heal, put 20 points in tools and use med kit for a 16s heal, or 30 points for a 14s heal.
Or even 10 points in alchemy for a 20s heal with elixir H- which has a higher base heal.
Unless I’m mistaken, the highest ticking regen should have priority and tick before the lower ones.
Tested that, and it seems no.
I used the healing turret while fighting the engineer in HoTM, and then used the elixir gun, and my ticks were still 130.
I wouldn’t go conditions builds till later on, since condition builds rely on traits and on utilities more than anything else.
I would go for the rifle, and go for power gear to do direct damage.
Plus, the grenade kit and bomb kit benefit more from power, than condition damage, so if you want to go guns and explosives, the rifle is a better bet.
Pistol is rather weak honestly.
Nope.
Nothing that affects sexplosives affects it.
Inventions traitline gives 100 healing, not 100 vitality.
But I do agree with most of them.
The duration of the vulnerability is 5s, that’s simply far too low to stack properly.
Burn duration? Your burns are already short duration. What a waste.
And put a cooldown on kits? If they did that, I’d delete my engineer immediately. One of the most powerful things about the engineer is that we can swap kits so often.
Find me a single quote that says the would put a cooldown on kits.
Nowhere has anyone said this. Nowhere.
Its simply about using the MECHANICS of weapons, but the same BALANCE of kits.
Balance=/=Mechanics.
Weapons are one thing, but balance is another. It is because of balance that they have a 10s cooldown. Arenanet can make all weapons have a 10000000 hour cooldown, or a 1s one.
Its their choice, but its still weapons.
Yes but it is our 2nd weapon. Our weapon swapping.
Howkitten do you think every other class would be if their weapon stats and sigils didn’t work with their swap?
They’d bekitten
But still doesn’t make it an engineer mechanic, its just an option really. Kits are all optional, not mandatory.
And its not weapon swapping, its bundle dropping. The reason it doesn’t have the functionality of a weapon, isn’t due to bugs, its because it isn’t a weapon. Its a bundle.
If you want a weapon, get a weapon. Bundles, ain’t weapons though. Which is a real shame.
I am disappointed too that they didn’t fix it, but I don’t think its safe to call kits the engineer mechanic.
Toolbelt is the engineers mechanic, and Arenanet have said that 0 kit builds should be as viable as kit builds.
Therefore kits=/=vital to success.
grenades are now even STRONGER under water?
what?No really what?
In fact, of all the fixes engis needed, they fixed some of grenades problems at all?
Fix=/=Buff
Fixing underwater grenades is not a buff, its how they are meant to be.
Change to invigorating speed is a nerf though.
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.
As a self heal maybe, but its regeneration is the lowest of the low, and since it is of large durations, anyone in your group who has useful regeneration, won’t get theirs to tick for a long while.
Every second spent with healing turret giving regeneration, harms anyone who has useful regeneration to offer.
If you want a short cooldown heal, put 20 points in tools and use med kit for a 16s heal, or 30 points for a 14s heal.
Or even 10 points in alchemy for a 20s heal with elixir H- which has a higher base heal.
Or the toolbelt heal from Elixir Gun. Why do people forget that one?
Because I didn’t?
Its called healing mist.
Sorry for your loss.
I’ve tried many classes during the betas, many times convinced “Hah, I finally can stop playing that silly engineer”, but as ever, I come back.
Every time I play a non engineer class, I feel like I’m missing something.
Guess we have different tastes eh :P
Hope you can eventually play engineer again.
@Lyuben I use my Elixir Gun underwater, I know it’s not the best, but I’m condition spec and it’s either that or Grenades…
Indeed, but the trouble is, grenades are so much better, and they benefit from a power spec, while the speargun, which you are forced to take, is useless to you, in half of engineer builds.
IF you have a rifle above ground, then YAY! You get to be great underwater.
If you have pistols? Not so lucky.
Simple. What the title said.
I was doing some testing after another thread mentioned regeneration, and I found one thing.
I was ticking 138, from 60 healing power.
I was ticking 290 from 1283 healing power.
But oddly… I was ticking 130 from the healing turret regardless of what I had.
And then it hit me.
I knew before that turrets don’t take into account your stats, but not to this degree…
So it seems that the healing turret puts out the absolute worst, of the worst in terms of regeneration. You might have 300 points from inventions, and 798 from the clerics amulet. That makes no difference, its the same as being naked.
So, if you want regeneration, as an engineer use the following:
Elixir H
Toss Elixir H
Healing Mist
Using the healing turret will harm: you, and your group, since its AoE. If a helpful elementalist has a more powerful regeneration, it won’t tick while the inferior healing turret works. And healing turret sets out 15 seconds of the inferior version at once, so it will stack regeneration faster than anyone with useful regeneration can.
Is this intended?
My party died at after finding the Seraph, and started looking for her medical bag, and there was no way to enter the mansion again.
Ok… what I don’t understand is how they are able to fix short fuse with grenadier… but not fix grenadier.
How are they incapable of fixing such minor bugs?
Grenadier puts freeze grenade on a shorter cooldown than it is meant to be. Why is that so hard to fix?
They choose to nerf the vigor trait, and ‘fix’ speedy kits to work exactly how it worked before, showing that they either had no clue what they were doing or there was some bad communication.
Either way, it leaves me baffled how they seem to fix random bugs to fix, nerf things and leave so much unchanged.