Bill Kilgore – [BIER] –
Bill Kilgore – [BIER] –
Flash Grenade does hit on pierce even without Grenadier
Bill Kilgore – [BIER] –
Actually the only limit to their damage is the number of targets you can stack in their path.
Bill Kilgore – [BIER] –
Also Toss Elixir B grants 5 Stabi instead of 3
It does on land but not under water.
And the tooltip shows 3 for both versions…
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
It’s impossible to really test this as long as Flash Grenade does damage while piercing targets. Just got 29 hits from a single Flash grenade throw.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Flash is max 3 per grenade, as are Shrapnel and Poison, so max 9 targets. Another undocumented nerf.
Also some new entries for the list:
Flash Shell from Mortar Kit does not trigger Steel Packed Powder event though it’s shown in the tooltip.
Throw Elixir B only grants 3 stacks of stability under water.
Cooldown reduction to Elixir skills from HGH trait does not work on the under water version of Throw Elixir (toolbelt skill) for elixirs S, C, X.
Duration of Smoke Screen is shorter than tooltip on Throw Elixir U suggests. Wall of Reflection’s duration seems about right.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Shrapnel, Flash and Poison grenades had their max. targets reduced from 5 to 3.
I don’t recall anyone from Anet ever mentioning it and it’s not in the patch notes…
Bill Kilgore – [BIER] –
…
After they bugfix Supply Crate so it actually gives three blasts instead of one on detonation, you’ll end up taking that anyway.
The nerf to Mortar #1 damage just means it won’t be used below 900 range in PvE any more. The nerf might be a few % too hard but that is not game breaking.
As for elite skill choices however…
Mortar:
2 (situationally 4) blasts on 34 (40) seconds cooldown, a blind field, a long lasting water field, synergy with explosion and elixir traits
Supply Crate:
4 (if changed, now 2) blasts on 120 seconds cooldown, a short water field and some med packs, synergy (if fixed and turrets don’t melt instantaneously) with turret traits
I know which one I’m picking.
Bill Kilgore – [BIER] –
This trait just uses a separate version of Utility Goggles’ toolbelt skill Analyze. It’s only single target, just like Sitting Duck used to work with Glue Bomb.
Bill Kilgore – [BIER] –
It reveals stealthed enemies. Useful for stealth spam thieves and mesmers.
Bill Kilgore – [BIER] –
In pve really everything works, but this is not really a Condi build. You get some bleeds from sharpshooter and some burning and poison but most of the damage is direct. Also you have 40% crit chance from traits alone. I would go for hybrid stats like Rampager or Sinister or even Celestial with Flame Legion or Strength
runes.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Try The New Juggernaut
http://dulfy.net/gw2traits#build=AgEC9AS0A7g~
High Caliber + Prot Injection can be switched for Heavy Armor Exploit + Invigorating Speed.
Skills:
FT, Elixir B or U, EG, Mortar
Weapons:
Anything works, Overcharged Shot + Stability is a nice combo though
Stats:
It’s PvE, anything will work.
Playstyle:
Stack up Might with all the Elixirs and fire field + blast finishers (easily reach 25 stacks) then go burn stuff.
Just make sure to pick up the bandages from Bunker Down and you’re golden.
P.S.: Also works nice for decapping in PvP.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
…
or set them up in a stack prior to an engagement.
…
With a 12 sec duration on them this is pretty much useless anyway.
Anet is trying to tell you something doing this. Med-Kit was NEVER meant to be a healing machine for yourself, its whole concept is about supporting your team by healing (and now: removing the condition your mate is struggling the most). It is shown really clear by our new Med-Kit AA, it is just healing our team members, not us!
I suppose that was what they intended, sadly, even completely untraited, Healing Turret removes more conditions from your group and gives more healing in a burst that what you can possibly squeeze out of MedKit even when camping it 100% of the time. And you can still help out your team with damage.
Also, it’s no longer possible to use MedKit under water, which was basically the only place it was being used by the majority of engineers before the patch.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
It works the same with skills 6 – 9, so I guess it is intentional.
Bill Kilgore – [BIER] –
Grenade Kit:
- Streamlined Kits procced Mine randomly explodes. Sometimes instantly, sometimes never, sometimes after a short delay.
Iirc minis and some friendly npcs trigger the mine. This has already been the case before the patch, but as nobody was using Kit Refinement anyway it didn’t matter.
Bill Kilgore – [BIER] –
With Grenadeer equipped, Barrage still uses the old skill version (1500 range, +1 grenade, fixed 30 sec cooldown), that may be the reason why it also has old graphics.
Bill Kilgore – [BIER] –
The condi / blind fields are also quite nice for Modified Ammo / incoming damage reduction.
Bill Kilgore – [BIER] –
…
1.) MK1 is the only AoE projectile finisher in the game. Players and enemies just need to be in the area where it goes off to receive the bonus, instead of standing right next the enemy struck by the projectile.
…
Unless a target is hit with the shell, the projectile finisher does nothing except show the “heart” symbol for a completed combo.
So I expect the recipients of the combo effect must still be standing near the target.
Bill Kilgore – [BIER] –
It’s actually 2 seconds of Super Speed (+50%) which also ignores combat slow down, cripple and chill. So not completely useless.
Bill Kilgore – [BIER] –
Test dummies in Camp Resolve.
Radius is indeed 240.
Bill Kilgore – [BIER] –
With nades, you could/can throw them on the run and even over your shoulder.
You can do the same with mortar now.
Bill Kilgore – [BIER] –
Pistol / rifle / harpoon gun / elixir gun all have their “old” untraited range.
Under water we’re now officially outranged by all other classes.
Bill Kilgore – [BIER] –
I guess there are some bugs with toolbelt cooldowns.
Base Grenade Barrage has 25 sec cd, 21.25 with Mechanized Deployment.
If you trait Grenadeer it has a fixed cd of 30 secs and no increase in blast radius.
Also it gains a 7th grenade and 1500 range…
On topic: on heal runes work with MedKit swap, on heal traits with Bandage Self. Seems fair to me. That under water fail however…
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Aaaaaaaaaaaaaand Med Kit no longer works under water … facepalm
Bill Kilgore – [BIER] –
Looks like the bomb radius is just a tooltip problem, the fire field is the same size as Super Elixir (240).
Need to find a way to test pistol / rifle range now…
Bill Kilgore – [BIER] –
Med Kit shouldn’t count as an heal skill, F1 is meant for this. And F1 shouldn’t get recharged by Kinetic Charge. I can understand why anet is doing this, because F1 of Med Kit already has a really short CD and with this trait we would be able to use our heal skill twice each 20s (no long cd for an heal skill!).
This confusion would have been avoided if the actual Med Kit gets moved to F1 and its F1 to the 6 heal skill. But they just wanted to keep it like it was. We just have to adapt to this.
Med Kit is meant as an healing support Kit and because of it’s perfect synergy with Elixir Gun it fits really well in this role. I’m glad it got reworked this way and I’m really excited to test it today. ^^
If Med Kit had worked like this from the start nobody would complain. With this nerf however they are killing most of the reasons to use it.
Before, Med Kit would be an option for all builds that went at least 3 deep into Tools (e.g. SD) as Inertial Converter would reset the heal at 25% HP. Kinetic Charge is kind of the replacement but it does not apply to Bandage Self.
You could also pile up skills 1-5 before a fight, but as they only last 12 secs now, this is gone.
You could spam skills 1-5 while running from a fight to get some extra healing, but due to the forced ground targeting you have to be lucky to aim in the direction you are running.
You could use the “on heal” trigger to get some nice effects (e.g. perma aoe speed for dolly runs in WvW), this is gone too.
What is left is a heal skill, that has nothing special left to make me pick it over Healing Turret. If you count in the regeneration, 10 removed conditions, aoe heal and possible water field blasts, even the group heal aspect of HT is much stronger than MedKits. And it lets you do other things instead of chain channeling a weak heal.
I can’t think of a single situation where MedKit would be more desirable than HT now.
Edit: just tested this in game
Kinetic Charge works with Bandage Self
On Heal traits are triggered by Bandage Self (F1) not Med Kit (6)
Altruism runes are triggered by Med Kit (6)
And throwing 2-5 in front of you while running away is almost impossible.
Still, unless #1 becomes much stronger a heal than water field blasting, I don’t see a place for MedKit in the game
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
According to yesterday’s streams Med Kit has been nerfed even further:
Switching to it no longer triggers “on heal” runes/traits and the toolbelt heal is not reset by Kinetic Charge.
Let’s hope this was just some incomplete build we saw yesterday, otherwise Med Kit is dead.
Bill Kilgore – [BIER] –
For most of PvE Siege Rounds + Kinetic Charge beats Shrapnel.
We’re looking at potentially 12 might stacks + massive burst damage vs. slowly stacking up bleeds. Only in very long boss fights Shrapnel should be better.
For WvW roaming shrapnel might be the better choice because of the cripple.
Also ppl tend to move out of incoming orbital strikes ;-)
Bill Kilgore – [BIER] –
I don’t see it as a massive nerf to nades. 1500 range was a convenience to me, not the main reason to use them. Nades are most effective at ~600 and closer anyways. The other traits seem like they will improve them even more at these ranges, the speed could even make them better up near 900.
I get that it is fun to hit things at 1500 range, and there are certain aspects of it that I will miss. I’m betting Mortar fills that role now, which I think is appropriate. I just think the 1500 range on nades is a lot more “look what I can do!” than actually meaningful. Any player actively looking at their monitor will rarely get hit by nades at that range.
As for the fields? Nades had one field that was useful in PvP modes but generally isn’t even considered that great of a field.
Just my opinions, but I’m far more pleased with the announced changes than I am disappointed in losing superfluous range on the nade kit.
The 1500 range on Grenades is the only weapon engineers have when attacking/defendig towers/keeps in WvW.
Unless Mortar attack speed and damage is buffed by at least 100% and the cooldown on #1 removed it will be useless as a replacement.
Also the merge of Speedy Kits & Kit Refinement is very annoying.
First of all Kit Refinement will be on cooldown 99% of the time when entering a fight anyway (not that it is very useful to begin with). And second, the glue trail, mine and magnet bomb have a high potential of putting you in combat, completely negating the benefits of speed.
Unless they give separate cooldowns for Kit Refinement to each kit and make it trigger only in combat this trait is pretty much useless now, and definitely not worthy of Master level.
Bill Kilgore – [BIER] –
All the turret engineers trying to defend their classes by calling others bad for not knowing how to deal with them. And asking for a reason. Here, let me tell you a reason. On one hand, you have a completely bad player with relatively no pvp skills playing a turret engineer because it’s a crutch/carry defending a point…Then on the other hand, you have a high skilled player in pvp, any profession/class that isn’t stupid like a turret engineer or shout bow….They go to said point with the turret engineer…Most likely, they’re just going to ignore that turret engineer and focus on capping the other 2 points.
Why?
Because, no matter how much the second player outclasses the turret engineer in terms of skill…It’s STILL GOING TO TAKE A FREAKING LONG TIME TO KILL SAID ENGINEER. You literally need 2-3 people to quickly kill the turret engineer which takes away from the team capping/defending the other points. Why should a build reward bad players? No. This is a well deserved nerf.
Now make no mistakes, I don’t mind 1 v 1ing a turret engineer but it just takes too long and it’s just annoying. No class should ever be this annoying.
How long does it take you to take out a bunker guardian?
Bill Kilgore – [BIER] –
btw, who uses Turrets in WvW?
Static discharge builds.
I like how you are being cheeky when you have no idea what you are talking about.
SD build isn’t a turret build. They use Rifle turret toolbelt skill, not the rifle turret.
1v1 me bruv!
On a serious note, you should also be using your rifle turret (or any turret in an SD build) for damage purposes . Detonate turret does a flat 1200 damage on instant cast and can be used in succession with Surprise Shot. If you’re using Accelerant Packed Turrets, which you probably are, it’s also an additional CC during your burst combo.
There’s a good guide here if you need more information: http://metabattle.com/wiki/Build:Engineer_-_Static_Discharge
That still is only using the turrets toolbelt skill not the actual turret.
You only use the turret skill so you can use the toolbelt twice. If we’re discussing the viability of turrets/turret builds pre/post nerf this is a very bad example.
Bill Kilgore – [BIER] –
btw, who uses Turrets in WvW?
Static discharge builds.
Nope, they use the turret toolbelt and maybe the trait for knock back on blow-up. Nobody int their right mind uses the turret in WvW or PvE. After this change even the few limited uses left in PvE (e.g. Archdiviner in cliffside fractal) will be gone. And the only viable elite skill of the engineer as well.
You say you want to bring turrets on par with other pets. If that is the case give them:
- ability to deal critical damage
- mobility or much shorter cooldowns
- boons
- heals
- damage scaling with engineer stats
Bill Kilgore – [BIER] –
Power rangers cannot be defeated!
Bill Kilgore – [BIER] –
Ever since that stupid trait patch one should never use Grenades while leveling.
The two traits that make grenades work (Steel-Packed Powder, Grenadeer) are only available @ lvl 80…
Bill Kilgore – [BIER] –
If you’re planning on only making one set of ascended armor, because the price of damask bolts makes you cry, celestial is great. It will fit various specs and is also viable in WvW.
If you’re min-maxing for PvE, Berserker (and/or Assassin) is the way to go (except for husk duty @ giant worm).
Bill Kilgore – [BIER] –
I must be missing something… Is there some rune or trait that can make ele immune to burning & burning alone?
Could be
Diamond Skin (immune to all condis when above 90% health)
or
Stone Heart (immune to crits when attuned to earth)
Bill Kilgore – [BIER] –
I usually don’t use this trait but in a quick PvE test it worked 100%.
In which game mode / trait setup are you experiencing this?
Bill Kilgore – [BIER] –
Elixir gun works vs single targets, but nothing beats grenades for AoE bleeds and bleed duration/stacking.
Bill Kilgore – [BIER] –
Fragmentation Shot does exactly what the tool tip says: “Fire a shot that bleeds the impacted target and then explodes, dealing damage to nearby enemies.”
The bleed is only applied to the targeted and any pierced enemies if Coated Bullets are used. The AoE effect is only direct damage.
However, with a high enough crit chance Sharpshooter will apply bleeds from this AoE damage.
Bill Kilgore – [BIER] –
Thanks for the work Wolfar, a nice compendium for starting engi players.
Any plans to include an underwater section?
Bill Kilgore – [BIER] –
I’ve seen this happen a few times and to me it looks like this is caused by a desync between the graphics and the actual jumping puzzle. The graphics on your computer lag behind and you are actually jumping too late. If you happen to be waiting at the top with somebody who has synced graphics it would look like they jump way too early.
A pretty sure sign for the desync I’ve found is a “freeze” in the first platform that appears right after the first stair (see screenshot). It stops its movement midair then “warps” into place.
The only solution I’ve found so far is to hope that someone “synced” is jumping with you (so you can time your jump right) or exiting and reentering the clocktower instance until you have a synced one.
Bill Kilgore – [BIER] –
Guyz are you dat lazy for real?
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Cleansing_BurstGet rekt.
+50% HP to both.
Don’t believe everything you read in tooltips. They also suggested for a long time that turret’s damage would scale with power.
Cleansing Burst (the group heal part) as of now has 0 scaling with healing power, this is also mentioned on the wiki page you linked (under Notes).
Other group heals for comparison:
Healing Spring 1.0
Healing Breeze 1.0
Blood Well 2.0
With a total heal scaling of 0.5 a cooldown of 15 or 20 seconds is more than balanced. If you are under heavy aoe pressure the turret may even blow up before you can overcharge it.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
What is this build supposed to be used for?
It has bad mobility due to no speed buffs (needed for roaming) and no stunbreaks or blocks (needed for point defense).
Bill Kilgore – [BIER] –
The new crafting UI is missing the links to subcomponents for Leatherworker and Armorsmith. Tailor works fine.
Bill Kilgore – [BIER] –
Perhaps the weapons are initially weaker, but you can make a build where they are just as effective as a bomb kit.
Really? I challenge you to post only 1 no-kit-build that is even remotely comparable to the 6/6/0/0/2 Grenade/Bomb/EG build for PvE.
There are exactly 2 builds without kits that could be called effective: P/P HGH condi and Rifle SD Zerker burst. Both are niche builds for PvP and that’s about it.
This pretty much sums it up:
However i feel that the point is not how crucial or not a kit or two is in every build, but the mere fact that arguably the most usefull utility type of the engineer class greatly undermines the point of the endgame.
All other classes get to always display their back items, no matter what spec and weapon they are using. And all of them get to show their legendary weapon when equipped with a temporary exception for summoned ele weapons.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
The only reasons to leave HT out is for the reflect if you traited Fortified Turets (pick up or blow up after shield expires, ~4 sec.) or for the Vigor if you traited Experimental Turrets. And even then you only lose 33% or 50% uptime on Vigor when picking/blowing it up.
Otherwise the only benefit you get are a few ticks of regeneration at the cost of losing the heal when placing it (the only part that scales with healing power btw), being immobile and losing a blast finisher/increasing the cooldown if it is destroyed.
The cooldown of the overcharge is almost identical to the cooldown of the turret when picked up, therefore always overcharge the HT immediately when placing it.
If you need a large burst heal, blow it up and follow up with some more blast/leap finishers – the water field stays after the turret is gone.
If you need sustained heal and condition removal pick it up – the water field disappears together with the turret.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
As the game is now, yes, grenades and/or bombs are the best damage you can get on an engineer. The flamethrower will join them once the announced changes have been implemented.
If you are not level 80 yet you can skip on grenades, as they are too weak without the grenadeer trait.
That being said, open world pve is easy enough to play any fun spec you like, so feel free to test everything to your hearts desire. If you plan to run dungeons you should get accustomed to blowing things up though.
Bill Kilgore – [BIER] –
Here’s three reasons why this is a bad idea:
- it would make a high crit rate mandatory for condi grenade builds (no more dire or carrion), thus reducing build diversity for engineers
- it would remove (most of) engineer’s vulnerability and bleed application to world bosses (no crits)
- it would make grenades by far the weakest option for engineers in PvE (heavy trait investment needed, attack range beyond ~400 units is not needed there) thus again reducing build diversity
In my opinion after the buff to FT, the kits will all have very comparable damage while serving different purposes:
FT: low cooldown cc and blast finisher
BK: best untraited damage (fits into almost any spec), combo fields, ae-permaburn
GK: vulnerability, range, conditions, heavy trait investment mandatory
Bill Kilgore – [BIER] –
You can watch the Ready Up on the Guild Wars 2 twitch channel, the Engineer changes start @ 17:30.
The volume is a bit low at the beginning.
Bill Kilgore – [BIER] –
It’s highly unlikely that any devs are looking into the issue of backpacks for engineers
are responsible for determining or creating the rewards for these content updates.
There fixed it for you
Should ANet stop making backpacks completely due to the issues that one profession has with them?
No, they should get rid of the kitten Hobosack.
Or at least add some other rewards suitable for engineers, like a runeset triggered by signets. Oh wait…
Bill Kilgore – [BIER] –