Showing Posts For Ovalkvadratcylinder.9365:

is Zerker Still viable as engineer?

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

If you’re not afraid of dieing then this is the build I use most of the time.
I don’t play anythinn else other than zerker engineer.

This build is great in small Groups and in Tower defense. Especially for some surprise kitten kicking.

http://gw2skills.net/editor/?fdAQFAUlUUpEr1WxkLseNSbBN6w00sAqN85HEgjC-TlBEwATuAAM3fU+xS9H96AA8AA2qEkUAjKMC-w

Sometimes, while roaming, I switch out rocket turret to Elixir S to get some stealth going. And also, most peopel dont like runes of scholar, but I Think they are great, they give alot of Power and ferocity. And you’d be surprised how often you’ll stay above 90% Health … unless you’re dead ofc.

Tips n tricks: Make sure they have no stun breakers left- use Overcharged shot, send off your Rocket- use net shot- Jump shot- grenade barrage. Pretty sweet combo.
Or combo with your elite.

The reason why I chose this over DS builds is bs this has more area burst which fits my play style of Tower defense/ roaming with friends.

Edit: It says in the editor that Rocket hits for 1,5k which is a lie. It will hit for 3k if youve maxed blood lust. And crit for about 7k on medium armoured classes.

I’ve had 6 crits on glass guards and warrs.

Trait: Scope requires a target?

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

Hi guys! I’ve been running a pure zerker engineer in wvw for quite some time now. Slotting Grenade Kit, Rocket Turret and Tool Kit for maximum long range burst and so I’ve slotted the Tools master tier trait: Scope.

Scope: Gain critical hit chance increase by 10% on targets farther than 600 yard or w/e they use.

So my question is,: Does anyone know if I actually need a target for this trait to work or does if affect all targets far away from me?

Ideas for engineer skill reworkk p.2

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

I thought of some more skills that I feel could need some rework. here’s my ideas =)

Mortar (elite Skill): Make the mortar Shells able to critical hit.

Reason: The mortar right now is very underused, which is very sad because I love everything about it.
It’s very usefull for tower defense but not much else, and its mostly used for tagging to get loots rather than anything usefull. So i thought that if the Shells where to critical hit, the mortar would put alot more pressure.
Also adjust the damage done accordingly.
It is stationary and dies to aoe rather quickly, so one wants to be as efficient as possible Before it goes on cooldown.

Turrets: Make the turrets critical hit.

Reason: I don’t know if the turrets are unable to crit for the same reason they aren’t affected by regen or protection or any other buffs. However, I think they would be a little better if they could crit and shared the same crit chance as the engineer.
The current damage output of the turrets is pretty low, partly because the AI hits other stuff instead of what the engineer him/herself wants to focus, and partly because the turrets has quite low damage output in general.

Elixire Gun: Make the elixire traits (for example: increased elixire duration, elixires remove conditions) work with the skills that are marked as elixires when equipping EG.

Reason: It would really help the engineer from a more supportive Point of view if he/she could remove boons/ condis with more of the skills than just Fumigate.

Flame Thrower #5: Make it pulse 5 times(Not a field).

Reason: It’s pretty simple, it’s 20 sec cooldown and only applies 1 blind, every class could use their auto attacks to remove the blind and then keep going. Then it would be a wasted skill. But if it pulses 5 times, it would give the engineer more time to react and maybe even force the foe to play defensively for a while.

Want to know something

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

It would be a really fun build if it weren’t for the fact that destroying turrets can’t crit :/ Honestly, the mortar number 5 skill is much better.

Ideas of engineer skill reworks

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

Hi guys! It’s very interesting to read your thoughts of the current state of some of the engineer skills.

When it comes to the Rocket I myself have gone full berserker and grenade kit/rocket turret to burst people down.

In WvW the rocket crits for about7k on a lvl 80 medium armour class. Which is pretty nice, however, as I mentioned the flight path takes about 4 seconds. That’s alot of time in WvW and unless, as you mentioned, it’s a wal- defense scenario where the enemies are standing still, the rocket is easily spotted and easily dodged.

Standing right on the target while deploying the rocket still takes enough time for them to Dodge away.

I mostly used it in zerg fights, where I could hit multiple targets, but other than that it’s pretty hard to use.

Sigils Engineers and Turrets

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

I dont even think turrets can crit :/

Ideas of engineer skill reworks

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

Boon ripping turrets, that’s a very nice idea. As you say engineers lack some condi cleanse, especially with three turrets.

Ideas of engineer skill reworks

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

That’s a really nice idea to be honest!

Ideas of engineer skill reworks

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

Turrets: Remove the cooldown on deploying a turret if they have been picked up.

Reasons: Turrets are static, fights are not. You will have to move around the map during a fight. Just like you can swap kits whithout a delay you should also be able to redeploy turrets without one. The cd removal should not aply to the charge ability of the turrets, nor the healing turret.
Put an internal cd on fortified/ experimental turret traits, and make the turret spawn with the amount of Health it had when picked up.
——

Flame Jet (Flamethrower #1): Either reduce the amount of attacks or remove the direct dmg.

Reasons: This is from a WvW perspective, and it’s mostly in WvW where this is a problem. The problem is that blasting attacks on a retaliated target 10x reflects a lot of damage back to you. Blast 10x an attack on 3 retaliated targets and deal even more damage back to you.
The damage reflected is often more than you can sustain while also taking damage from other sources, say, in a raid vs raid fight situation. You will make yourself have to retreat from the fight due to retaliation.
——

Rocket Turret Tool Belt skill “Rocket”: Make the rocket fly either faster or on a straight line towards the target location.

Reasons: The rocket flies way too slowly and way too high, it’s without doubt the easiest skill to dodge in this game.
—-

Rocket Turret Overcharged Skill “Explosive Rockets”: Make the rocket fly in a straight line towards its target.

Reasons: Much like the toolbelt skill. this skill is very slow too and is therefore very, very easy to dodge.

Edited

Mortar (elite Skill): Make the mortar Shells able to critical hit.

Reason: The mortar right now is very underused, which is very sad because I love everything about it.
It’s very usefull for tower defense but not much else, and its mostly used for tagging to get loots rather than anything usefull. So i thought that if the Shells where to critical hit, the mortar would put alot more pressure.
Also adjust the damage done accordingly.
It is stationary and dies to aoe rather quickly, so one wants to be as efficient as possible Before it goes on cooldown.

Turrets: Make the turrets critical hit.

Reason: I don’t know if the turrets are unable to crit for the same reason they aren’t affected by regen or protection or any other buffs. However, I think they would be a little better if they could crit and shared the same crit chance as the engineer.
The current damage output of the turrets is pretty low, partly because the AI hits other stuff instead of what the engineer him/herself wants to focus, and partly because the turrets has quite low damage output in general.

(edited by Ovalkvadratcylinder.9365)

Overcharged shot - abit too punnishing?

in Profession Balance

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

I was playing on my rifle engineer the other day and got to think of the skill “Overcharged shot”. It launches you and your foe backward. And I was thinking it might be a bit too punnishing for the engineer him/herself, in my opinion, to have to use a stun breaker in order to take full use of the knock back.

I’m not sure if it would be considered op to remove the knock back or not but as it is right now it’s risky in a fight with more than one person as it’s a free stun on myself.

Any comments on this?

Condi/turret/supportish build

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

Hi guys! I’ve been experemetning abit with the new turret traits and run them in small Groups. I found one build work really well.
As the title says its a condi based build, with both of the new turret traits equipped and accelerant-packed turrets , that’s it however, no other turret traits.

The skill editor isn’t updated yet, but in inventions and alchemy there should be;Fortified Turrets, and Experimental turrets.
I’m not quite sure whih rune I’d prefer for this, but I currently run Superior rune of Balthazar. That’s because of the icnreased burn duration and the tier4 buff: quickness when hit below 20% Health. A minor trait in inventions resets all healing skills at 25% Health. So that fits really well.
I should also mention that I dont run any ascended Equipment apart from some trinkets, so with the condi food I reach 1350 condi dmg.

http://gw2skills.net/editor/?vcAQJAqelUUpuqVVxkLseNSESRhvvIF5X/fKQXA-z0BB4iBkWAk+AIFVjNTVISJjIqWpEDA-w

Conditions "OP"?

in Necromancer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

People cry about dhuum fire but don’t realise engineers has the exact same trait in explosives.

Rocket boots movement bug

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

I would recommend you to interrupt the rocket boot jump just before you land. THat way you prob. won’t stop moving.

Fun Builds

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

I have this fun build where I go full berserker gear, wep and accesories 30/10/0/0/30 where I spec grenadier and explsoive Power.

I run with A.E.D, Elixire S, Tool Kit and Grenade Kit when I’m roaming.

The Point is to do as much damage as possible just for fun. So the combo i use starts with Throw elixire S then Magnet and Static shock and finish the combo with Grenade barrage on the enemies. If they too are glassy they will drop Health rly fast.

For Tower defence I run the exact same thing but switch elixire S for rocket turret. I have had crits for up to 10k on up lvls and up to 7k on lvl 80s with the Rocket (toolbelt skill) I have sigil of fire for extra aoe dmg.

Not that much survivability, but hey, who cares if u just wanna see the big nubmers :P