(edited by Monadproxy.3489)
we would have double healz… Bandage self with healing turret/ elixir h.
not balanced in anyway,(w/o some nerf that is)
this is how we get nerfed lol
i like how we were still able to down a few of them.
Depends on weather you want to be more offensive or defensive. I’d would go with 20 in alchemy for a more defensive build with Backpack regen and for offensively go with either short fuse or +10% dmg from explosive (also, forceful explosions is a must for a bomb build)
I would with either cleric’s armor. For temple armor i would get Perc/vit/heal gear
If shoulder shooting a shotgun is the proper/only way to do it then that just emphasizes my point that engineers have no proper training in how to handle a gun. Sure, they can make guns and stuff, but knowing how to make something doesn’t mean they know how to properly use it.
http://gw2skills.net/editor/?fcAQFAUlIq6ZX3ShF1LJyoCdWoHSogpWiUkfW2nCyFA-jwBBUDAZRFRjtIMsVXRr8KIqZER1KbYA-e
This is my support build. It focuses on keeping regen up at all times and provides the group with aoe healing through elixir gun and bomb kit. It also has good condition removal through elixir gun’s fumigate and healing turret overcharge. It also has some cc to help keep dangerus mobs away from the squishies and also has access to might stacking (bomb kit). You can also time all of your blast finishers to do some amazing healing with the healing turrets overcharge and toolbelt.
I personally find engineers to be as good as if not better than support eles with the recent balancing with that class. And although Guards can provide more boons, engies can do more healing.
Overall I’d recommend this build because its not a total piano build that can do well even if you get unlucky with that one mf/zerker pugs that wipes on trash.
(edited by Monadproxy.3489)
proper placement and cc can keep a turret alive. the only thing i have problems with keeping a turret alive is aoe, but in those situations I’m constantly moving so at that point i don’t care since it will be more beneficial to just detonate it.
I personally would leave the healing turret out if it healed 300ish every pulse instead of the regen, I even wouldn’t mind the turret being made out of paper if it worked like this.
some one did some data mining and found a new rifle skin that is a double barrel shot gun. so, yay for shotguns
Do you have a link/screen/ingamecode to show this. I’m quite curious what it looks like
here is a screen shot
I peronaly agree and dissagre whit the whole “Hip shoot animation arguing” you guys are having. so lets start whit what why i agree.
Yes, the Hip shoot animation looks rly stupid and in a way, akward.
No, Hip shoot looks awsome if you are Charr (my opinion).
One more thing: I whold like a rifle that looked more like a shotgun, that whold be cool considering the 3 4 and 5 skills.
That is all from me. Take care
some one did some data mining and found a new rifle skin that is a double barrel shot gun. so, yay for shotguns
the engineer’s rifle kills are actually shotgun skills, so it would make sense for them to shoot from the hip. Anet is also going to be adding more shotgun rifle skins so our weapon would be better suited for our skills. It should also be noted that the engineer doesn’t have training on weapons so it should make sense in that regard as to why the engineer doesn’t shoot properly
Turrets are currently bugged, none of the turret traits are working and the Hitboxes are immensely huge causing them to flop over and die almost instantly in any fighting scenario.
So how has this affected your SD build? Accelerated Turrets is currently working, and rifle and heal turret never stood up long last I could recall anyway. Not saying I don’t want those fixed, just not sure how that affects the build I mentioned.
It affects it in the form of : There’s better options available.
The main thing I mentioned here was the fact the hitboxes are buggy and immensely huge, causing the current trend we are seeing, Turrets Die within seconds in any type of fight.
this isn’t a factor in an sd build, since if you are trying to keep your turrets alive your doing it wrong. >.>
Engis can be extreamly useful in wvw. In zergs when ever you all stack up to stack might, engis can contribute a kitten ton of blast finishers. We also have access to many knock backs, which is amazing when you are definding hills. Jump into the zerg, drop B.O.B and run out and boom, loot everywhere.
In small groups, I run a healing tankish build so when ever we get into a fight, I’m in the middle of the enemies getting all the focus fire while the rest of my group pew pew safely. of course I’m not as tanky as a guard, but i do a kitten ton more damage then them and its a lot more fun to bunker with an engi tan a guard,
Healing turret is now a better heal for sd build, since its toolbelt cd has been reduced to 15, that’s a sd proc, and when ever you do your heal+water burst combo, that’s another sd proc. The healing turret now also cures 2 conditions every 20seconds, which is what an sd build lacks
I disagree and believe there to be a significant trade off, depending on your spec. For instance… I ran a bunker-like bomb build. I used H turret by summoning then instantly destroying netting me a 5,700 & 1,320 heal within 1 sec. Now it is split between 3 heals with a forced pause of 2-3 seconds. This means you can no longer use it on the run and in my case it sucks for normal play.
EXAMPLE: Fighting in arrow cart range. Previously I would get a 7k heal… now I get a 2.7k heal as H turret is destroyed. Also, in PvE fighting in AEs because you know bombs have short range…
I completely agree. I was using a similar build for high level fractals. Now, I can’t even figure out how to properly apply the water field. Maybe you can help.
I drop turret, immediately press the heal skill again. A few things can happen:
1. Some random mist appears.
2. The turret starts to spray water in a circle.
3. The turret does nothing for a few seconds, then starts to spray water in a circle.I have no idea what is the “water” field, and no idea when to detonate the turret, and no idea why there seems to be a delay in spraying water sometimes but not others. There seems to be no consistency, no rhyme or reason to it, sometimes the water spray never comes. Sometimes I’m looking for the water spray, never find it, detonate the turret anyway and it randomly does the area heal.
No idea what is going on.
for it to immediately drop the water field you have to immediately overcharge it, if there is a delay between dropping the turret and overcharging it the water field will be queued for the next pulse. the best time to detonate the turret is when you see a gold ring around the turret.
And a healing turret in concept is meant for group aoe healing, so this was a buff. it is now suited for support rather than a self burst heal. And after practicing with it for a bit, you can still get the full heal+ blast heal even under fire of an ac.
juggernaut allows you to have might up infinitely so it should work with the bars. The results are always based on rng so it’s hard to notice a 10% increase
some one get 91% crit chance and test, that shoud put you over 100% if it works that way
engineers can actually sustain swiftness permanently with “speedy kits” adept trait in tools. the 4-5 engis that get left behind usually don’t have this trait or are to lazy to swap kits
are we the guy or the dummy? lol
instead of 10 in inventions i would go 10 in explosives with rare pizza(when you hit 80) for 50% cond duration and focus on cond damage. and if you are going with hgh i would get might duration runes instead of cond duration/dmg runes as in the long run might will get you more damage. also, retaliation will eat you alive if you are not careful with the flamethrower.
what armor set is this person using? i know they have the citadel gloves and shoulders. what top,bottom and boots set is that?
the bottom is vigil and i think the boots are also vigil. the top is kryta armor from black lion store
stability also stops the kb and you will break imobolize.(can’t get stuned with stability)
had fun trolling at north camp knbl tonight.
love you guys!!! please stay in t2
Here is my troll bunker build for spvp.
http://gw2skills.net/editor/?fcAQFAUlIq6ZnrSfF1LJRoH4XwqFUB7KqQl/oQu0F;TMAgzCtM+A
(copy paste since forums suck with links)
with sitting duck, i can get 20+stacks on my enemy by using toolbelt net shot > net shot >net turret > overcharge > glue bomb while they are still imobo. I also drop fire bomb to cover the imob condition if they have the removal. after that i just pew pew with my rifle while they just sit there and do nothing.
if they get smart and try to kill my turret, they eat a kb with accelerant-packed turrets.
Healing turrets is nice, since it heals me twice with the water blast finisher while also blowing the enemy back.
you can also toss s for stability then overcharge shot or if you get stealth run into them and drop glue and concussion bomb before you are revealed.
(I like to be sneaky and stealth with s or blast finishers and creep up on someone on a point and drop glue followed by my net combo)
with all the cc, i have been able to cap points even when I’m 3v1.
the only downfall with this is the lack of condition removal, but you can probably switch s for c if it gives you problem.
This build seems to give thieves problems too so that’s a plus
(edited by Monadproxy.3489)
If you like the aoe, go with bomb kits. nades tend to be sub par under lv 60 since it doesn’t have access to gm trait while bombs only really need 10 in explosives for force-full explosions. with elixir u and b you can burst down a group of mobs down fast. also use the rifle for the cc if you need to get out or solo a vet/champ
I’ve never had problems with retaliation in wvw with my ft, and i zerg dive all the time. Maybe it’s because i got into the habit of hauling kitten when i hear the retaliation noise.
confusion dmg is too much tho, but if its nerfed I’ll miss my perma confusion build XD
1. we can currently out bunker heavies in medium armor, devs probably thought a cc heavy heavy class would be op.
2.original there where shotguns but devs scratched that. we got stuck with shotgun skills
3. there are armor sets that give of a demo/chemist look but that’s about it
4.idk, all i know is that the chars did it as they despise magic.
edit:
(and there are a lot of engi looking weapons, it’s just that we can’t use it >.<)
(edited by Monadproxy.3489)
soo, can we still do 100 nades with explosive decent?
We do have tools to tackle everything because the engineer didn’t try to just mimic one profession, but a little of all. We are the jack of trades, skilled in many but master of none. That is the result of my idea as to why the engineer became the engineer. Unskilled in the forms of combat available, he/shed took a little of them all and made his own.
Kits are superior to conjured weapons in every way. Engineer uses machines, and yes, they are not trained warriors, that’s the whole point. It’s flexibility vs training, the same scenario you’d get in a thief vs assassin scenario. It takes skill to have such a great seamless flexibility over so many different things, and that’s a very valuble skill in itself. A wrench can cave a skull in as well as any mace, for example.
As for you feeling Engineer fighting is awkward and subpar, I have three words for you: Learn to play. It’s jack of all trade vs specialist and the former will win if skilled since he has no real weaknesses to exploit.
I did not mean as in actual gameplay, I’m talking about the concept. Yes the engineer has skill on why he/she does, but that doesn’t change my point.
It is an awkward combat because he fight in unconventional ways. It is for that reason we are dangerous. We use things in ways not intended
And our weekness is stability.
The grenades being thrown further than a bullet makes no sense to me. I don’t think any normal person can do that=/
They are the smartest, but looking at how a lot of their skills look comical, I think that the engineer just made everything in a day then ran out into the wild.
Yes. I feel like this is a better class description that what anet posted. It explains a lot
I don’t know if this is just me, but I feel that the engineer is someone who was born with no magical abilities. They also seem to have no skill in physical skills.
I think that is shown in how the engineer handles his rifle. Who hip shoots a rifle like a shotgun? Despite all of this, he/she want to be a hero so they try their best to mimic other professions through their technology. Elixers replace magic, the gadgets give off a feel as signets. Turrets are like a poor imitation of the ranger/guardian/necro minions. Kits seem to mimic ele’s conjured weapons/attuments.
Because none of it are the actual things, the engi ends up having and awkward combat style and supar compared to the original.
I was wondering if anyone has thought something similar to this
I main engi and I can say that compared to other classes, we have the steepest learning curve. We shine in pvp because of all the cc we can offer and that most people don’t encounter engis enough to know how to counter them. In pve we can offer decent support but have to trait heavily into it and will seem to be out shined by any other class. however, we seem to have more viable builds than most classes and will find that most engies don’t use the same builds.
Engies can also be paired with any class (imo) as they have tools to help most.
I would love an invite
it is possible with the toy bag from wintersday event
why isn’t there some sort of stealth detection in any of the classes? I think that if there was there would be less problem with thieves