Actually none of the runes that trigger on use of an elite skill work with Supply Crate. So this not only applies to just rune of Lyssa, but also of the Mad King and Monk, as well.
For dungeons, direct-damage builds are best, so set-ups that involve power/precision/ critical damage are best, and condition duration to a lesser extent. Ignore condition damage, it’ll just hamper yourself and teammates.
As for weapons/kits, Rifle hits the hardest for a main-hand, Bombs and Grenades are also the hardest hitting kits doing more than the rifle. Tool-kit comes in as first in single target damage. Elixir Gun is great for support, but low in damage.
For utilities, elixirs are in the best position in terms of balance at the moment; they have stun breakers, condition removal, and boons, which are even better when traited. Gadgets have their niche uses; googles are nice for focusing down enemies and a source of fury, throw mine is nice for a low-cost blast finisher. Avoid turrets.
Yeah, and people have caught on – the good ones…making me use the FT different when I use it. I just pull it out for the AOE blind, AOE knockback on short CD or the number 2 (which you can aim manually and blow up for 5k+ hits in groups of people). Pretty solid considering I only have 1850ish iirc power, 76% crit dmg.
For a flame throwers/burning based build, do you wanna go condition damage or power/crit?
For burning-based build, I would avoid FT all-together just based off the nature of the auto-attack. If anything, it’d be better to not bring FT at all, use Flame Torch, Bomb kit, or hell you could even bring turrets instead. At least all of the mentioned don’t use rapid auto-attack, so they won’t kill you with retal, and still let you hit behind gates.
condition removal on a 15-20 second cooldown?
“on demand” ish water field?
purely aesthetic?
My traited healing elixir also gives me condition removed on a 20 second cooldown. It also gives me a heal that is more than twice as large with the exact same cooldown (20 seconds for traited elixir, 20 seconds for turret. 15 if I insta-pickup). It also gives me a 10 second regen compared to my turret’s 3. It also gives me, on top of all of that, another buff.
So, yea… water field with turret vs 2x bigger heal, 3x longer regen, same condition removal and an extra buff. Hard choice there…
How about using them both? The regen stacks on top of one another.
Engis weren’t hit too hard, got two nice buffs; one being the heal skill Healing Turret, which now is a lot more team-friendly.
Rangers seem to have the most buffs the patch, whether they are effective or not, I’m not sure, since I don’t play one.
What about accelerant packed turrets? I’m more interested in a aoe knockback every 20 seconds aka everytime I heal lol
this depends on the situation, but I fully agree with you myself.
I didn’t calculate it since it has nothing to do with pure healing. Except that knocked back enemies hit less hard in meleeApparently Explosive Powder works as well for turret detonation, which makes me wonder if the other explosive traits work as well and how much utility you can pack into this turret.
Would be great if forcefull explosives was ‘explosions’ and not just bomb and mines
The problem with Explosive Powder is that it is a Master Trait, so only available at 20 points in Explosives.
This is where you need Accelerant-Packed turrets, or it’s not working anyhow…
So are you really going to go 30 points in Explosives to get this 10% on the explosion? Turrets eat up enough points as it is… I personally can’t spare 10 more for a spot where I could take the smoke bomb on stun, or of course: grenadier.For theorycrafting this would lead to a 30/0/30/0/10 turret build.
Or for max damage: forget deployable turrets and get sitting duck and net turret for stacking vulnerability… 30/10/30/0/0
Well, if forceful explosives did works for turret detonate then the synergy would be perfect with accelerant-packed, which is probably better for sPvP/WvW, but with actual working mechanics that we have; the synergy between flat-damage multipliers, like explosive powder and vulnerability (also a damage multiplier), it works great with other traits that also give vulnerability.
TBH, I’m not sure if i’d bring damage utility on a heal though, seems a bit counter-productive, though it could be niche; which as Engis, we accel in.
What about accelerant packed turrets? I’m more interested in a aoe knockback every 20 seconds aka everytime I heal lol
this depends on the situation, but I fully agree with you myself.
I didn’t calculate it since it has nothing to do with pure healing. Except that knocked back enemies hit less hard in melee
Apparently Explosive Powder works as well for turret detonation, which makes me wonder if the other explosive traits work as well and how much utility you can pack into this turret.
Simple comparison over the course of 1 minute fight:
A. Deploy, leave turret out and overcharge every 15 seconds.
You get:
- 1 personal heal of deploy [2580 at zero healing]
- 4 aoe heals from overcharge every 15 seconds [2580 × 4 = 10320]
- 4 aoe cleanses of 2 conditions from overcharge every 15 seconds
- 4 regen from overcharge
- onl 1 use of the toolbelt regen because your turret is out and toolbelt is blocked by ‘detonate turret’ tooltip
- 4 water fields of 5 seconds (if not bugged)B Deploy-overcharge-detonate
You get:
- 3 personal heals from deploying every 20 seconds [2580 × 3 = 7740]
- 3 instead of 4 aoe heals from overcharging every 20 seconds only [2580 × 3 = 7740]
- 3 instead of 4 aoe cleanses of 2 conditions
- 3 aoe heals from detonating the turret in the water field [1320 × 3 = 3960]
- at least 2 uses of the toolbelt since it’s never blocked (3 uses if 20 points in Tools)
- 3 instead of 4 water fields of 5 secondsConclusion:
you and your group lose 1 aoe heal from overcharge, and 1 cleanisng of 2 conditions if you detonate each time.
But your group gains 3 aoe blast finisher heals from detonating, and at least 1 use of the toolbelt.
For your own healing you get 2 more big heals from deploying 2 more times, and of course you benefit from the group healing as well.
Everybody loses one cleansing of 2 conditions if detonated each time, that is the only clear loss.
And one less water field, which can be important depending on the group and ammount of blast finishers.
Most engineer blast finishers have cooldowns longer than 15 seconds (only mine not if traited) so it’s unlikely you would use all 4 water fields to thier full potential each 15 seconds. This entirely depends upon the fight and the group, and what blast finishers you all can spare to ‘waste’ on the heal.
Thanks for this helpful post. It seems its better to leave out for more party-wide support versus detonating for a more personal gain. I really like the clear distinction to know when and how to utilize this awesome skill!
I think the 50% reduction was a bug/balance fix, because it stacks, not increases duration, where regeneration was supposed to increase duration per application, not stack.
If you are talking about overall Healing Turret healing output, there was no change to our overall healing output using the Healing Turret (in fact an increase considering the additional AOE healing). There is a small reduction in uptime on Regeneration which is negligible to most people because Regeneration is easy to find in a group.
If you are talking about the boon Regeneration being reduced, this is incorrect. To be clear Regeneration is a boon that behaves the same way no matter where it came from. It always stacks in duration, the Healing Turret was never different in this respect. In terms of Regeneration, this update did nothing but change the duration and application frequency of Regeneration from the Healing Turret. It did not change the way Regeneration behaves, it still heals the same set amount whether it came from a Healing Turret, Regenerating Mist, or a Necro mark. (adjusted slightly for healing power, but it is the same boon it always was).
Other buffs that apply a regeneration that do stack with the boon named Regeneration are few and far between, and usually are identified (Ele in Water attunement, Engi Backpack Regenerator, etc).
this Regeneration is a boon and scales independently from the actual healing skill granting it. It is still based off Healing Power and will scale with it accordingly, which in this patch has not been changed.
Oh and please read the bug forum it has been recorded that the tool-tip to Cleaning Burst was incorrect, prior to this patch. (hint: it’s on the first page)
snip
It’s actually not more efficient, just “easier”. I’d call it efficient if they did the same thing. The Elixir gives a solid heal + RNG Boon (+2 Might if traited -1 Condition if traited), The Turret gives a similar heal + half to teammates (I still want to confirm this) – 2 conditions + Water FieldThey answer two separate questions. Elixir provides more damage, Turret provides more utility and support. Efficiency is really in the ability of the player to achieve these things constantly. That’s what the Engineer has been about from the beginning.
Constantly or consistently? The Engineer has been known for its wide use of RNG skills, which in practice is inconsistent, which in my view is inefficient; due to not achieving similar results as any other healing skill. Although, since the boons granted are of similar effect is can be assumed that the skill overall efficient.
It also depends on what the meaning of utility and support are defined as, but then again its all contextual as well as entirely situational. So I agree to disagree.
If you really want to get ahead, bind a key to make your turn around, then flip your camera and use rocket boots/overcharged shot/acid elixir, to cover some ground. xD
It was a known bug that Healing Turret’s Cleaning Burst did not cure all conditions, it was just two, just like it is now.
snip
- Healing Turret’s Cleansing Burst says it will remove all conditions on use but it only removes 2 conditions. This is a description error. Additionally, Cleansing Burst will occasionally fail to remove any conditions even when you it has definitely activated (visual cue). This only happens in PvE/WvW.
This post was edited two months ago and is stickied at the top of this forum. Please read the stickys.
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*snip
There’s only a .5 second cast time on healing turret and both the overcharge and the detonate have no cast time allowing a very rapid heal. One button doesn’t make H better.
But only using one button makes it more efficient, though having split into two parts adds some more interesting combos we can utilize and as an engi; more buttons = more versatility.
You can get perma-swiftness via the 10-point trait ‘Speedy Kits’.
an HGH elixirs build may suit your play style, which benefits from carrion/rabid armor, so you can stack vitality there.
tbh, I don’t think you should be running condition damage at all in PvE you’re much better off with a direct damage based build for a variety of reasons such as: condition users overriding each others’ damage, mobs with absurd amounts of health, not being able to damage environmental objects, etc…
All else aside, Welcome to the Engi community. ;D
Lyssa (6) still does not apply bonus to engineer elite: *Supply Crate. Or any other rune set that uses a elite skill, for that matter
It’s something we’re absolutely aware of and want to address in the future, one of my main characters is an engineer so I feel ya on this one. My poor quaggan backpack is visible like 2% of the time I play as I kit swap, never mind my weapon skins.
We’re currently focusing our engineering (programmers, not guys with net guns) resources that could work on solutions to issues like kits/skins on major systems that address issues higher priority and wider reaching like lag in large battles, LFG, custom arenas, spectator mode and so on but this issue is absolutely on our radar.
As always, please post your ideas of what you’d like to see solution wise, we love to see the fun ideas y’all come up with too!
Stay away from condition damage. If you want to use conditions, invest in duration.
Hey, I know you want acknowledgement from the devs, but from personal experience, just stop. Threads like these are exactly what prevents them from commenting in the first place, because they know when any mis-conveyed, written, or read information is usually going to result in negative feedback and used against them.
Soldier gear is fine for lower-levels since the primary stat is power, which when spec’d into can get you some big numbers, but when going higher-levels you want to be bringing at least two offensive specs in your build. You only really need one defensive spec, because by then you should know how to survive off dodging and kiting alone and having a secondary defensive stat is just going to be dead weight. Not to mention that most mobs will tear you down regardless of how much vitality, toughness, or healing power you have.
This is the damage spec I’m striving for: Just specs, no traits yet
Not to rain on your parade, but I would advise highly to stay away from a condition damage build for high-level fractals, heck, just PvE in general as well. The problem with running with condition spec is that; as you progress to higher levels the mobs gain more and more health, effectively making DoT skills less and less potent. However, if you insist on speccing into conditions, do it with condition duration rather than damage. Extending conditions like, immobilize, vulnerability, weakness, chill, poison is a lot more valuable in team-based instances.
If possible, try to go for a more direct damage type of set-up using power, precision, or even crit damage. Not only will it make the run go a lot smoother, but you’ll be contributing to the party by tearing down smaller mobs faster.
Oh and the skill to reflect projectiles is the tool-belt skill of Elixir U. It’ll either conjure up a smoke wall or wall of reflection. It’s probably the best utility skill to bring on an engi for fractals. Nothing compared to a Guardian, but it helps fill in the gaps.
This is the build I use for fractals 38+: Cleric’s Healing-bombs build
It’s worked fine for me so far, but as I progress, I see that having more damage is important so I’ll be switching to a more damage-oriented spec when I can get the gear.
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Another thing I thought about, Supply Crate Healing Turret is going to kick kitten
Burst heal > Sustained heal. But if the heal stacks, then this idea sounds pretty cool, at least for PvE. I hope the water field will last longer than the current or if it’s going to be like Ranger’s Healing Spring.
With that trait set-up it kind of looks like you want to go Static Discharge.
Supply Crate is our best elite, hell maybe even one of the best in the game, but the other two; well, those are subjective.
In most PvE situations Elixir X and Mortar are almost always useless, even counter-productive sometimes. The constant knockbacks from both flavors of Elixir X sometimes are nice to provide CC for your group against tough opponents, but more often than not, its spreading out trash mobs and making it harder for the group to progress. Mortar just suffers from the lack of immobility, this elite was definitely not designed with PvE in mind where everything dies so fast it relatively useless. Its these skills that make me wonder if there was ever an “elite-toolbelt” slot, because they could certainly use one.
The only time you would use both is in niche battles, most likely bosses, that require a special tactic of some sort. (e.g. warding off the assassins in CoF p2 and I can’t really think of a situation that makes Mortar useful)
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cookie-cutter HGH build aren’t going to cut it in PvE, condition damage is next to useless in most cases.
Personally, I run builds that center around power, precision, crit, but not exclusively ’zerker gear. I tend to default to using bombs, tool kit and sometimes FT when it comes to kits. ’Nades are nice but hit nowhere near as hard as they used to.
‘zerker bombs in PvE is absolutely great if you have the skill to stay alive, which in PvE is a hell of a lot easier due to predictability of mobs. Keep vigor up and use your blocks, you’ll be fine.
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Engi is excellent at being self-sufficient. Not only does the engi have some of the best single-target cc abilities, but also brings a myriad of other tools that make them excellent solo players.
- permanent swiftness
- turret play, with recent buffs it gives the advantage of having multiple damage sources such as the necro, mesmer, ranger
- ability to swap and equip multiple kits, which allow more adaptability across different situations
- can apply almost every boon to themselves, even if it is sometimes random, adding a great deal of survivability
- all weapons sets, including kits, have a degree of CC on them.
- kits provide excellent sources of AoE damage
- quick application of almost all the conditions in the game at their disposal
For me it would be: R Engi
@Zenguy.6421
I got a cool nerf for you that completely seems possible; here is it
- Elixir guns’s Elixir skills will now be affected by Elixir traits.
- Acidic Elixirs damage increase by 50%
“Due to the buff to elixir gun, we felt that some traits would be too strong and needed to be balance in order to work as intended and provide more utility”- Cleaning Formula 409: added 10s cd
- HGH: recuded might duration to 5s
Wow, that is entirely viable. To be honest, I actually really like the sound of it too. Are you working for Anet? ^^
Did you guys notice the picture for the advertisement of a GW2 Trial?
On it is a character with medium armor, wielding a Predator. It must be an Engi, right? I mean: what other medium-armor-wearing, rifle-wielding class uses sniper rifles? Last I checked; Engis use a Blunderbuss. >.>
I agree, but you don’t understand the mechanics of the build so it’s hard for me to agree with you in the same sense.
And everyone that copied and pasted this build and started running it around fully understands it to the same depth you do? Understanding builds is not a hard thing to do. Someone tells you their build and you run with it and use it you may use the exact same one or you may use a different variation of but the basics are the same…. Quite simply the amount of conditions and damage from this build coupled with the survivability (High vit and somewhat High toughness) coupled with all elixirs giving boons and removing conditions is what makes it so powerful… When other classes go full on damage they suffer in the way of survivability somewhere…. Admittedly you still suffer from some of the movement issues that engineers naturally have so getting out of a fight isn’t the easiest thing ever but gotta love that supply crate Stun and CC after it still helps you get out of a fight if it isn’t exactly going your way… This build does too many things at once….
I don’t mean to double-team you, but it still seems you’re not grasping the point. While what you say is correct, in terms of doing too many things at once, pulling it off is another.
Let me ask you the question: What are engineers good at? Not many people know, but long time Engi players will most likely tell you: Doing a lot of things quickly, but not very good. This build is a prime example of the mastery needed to make it as effective as you say it to be. In order to even pull off half of the results people are mentioning in this thread requires at least a player well-versed in engineer mechanics.
By well-versed I mean:
-Can effectively land skill shots via the Grenade kit, while keeping distance (or if ballsy, going point-blank)
-Ration off important elixirs for effects, rather than just spamming for might
-Firing off conditions with correct timing to quickly reapply pressure.
-Using Supply Crate to let off pressure, but not relying on it every encounter.
-Doing all of the above, in real-time, managing to press all the keys at the right moment.
An Engi that can do all of that, with split-second reactions, is not a force to be reckoned with; and is understandable why people think the build is overpowered. But it should be known that Engis require the most key-presses out of any profession (Ele has more skills, but has longer cool-downs, thus preventing access to all skills at any given time) making almost, if not every build, difficult to manage. If you believe that the result is not equal to effort, then I dare say that you do not have proper understanding of this class.
Oh, let it also be known that Ostricheggs, is an example of an excellent engi player and stands apart from most players, sitting at the top ranks of the PvP Leaderboard.
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This is what I used to run in PvE as default, good beginner build, in my opinion. It has a minimal amount of kit switching and can almost be mindlessly button-mashed.
’Zerker Rifle/SD Burst
The build is designed and revolves around Static Discharge tool-belt skill spamming along with rifle skills to achieve a hard-hitting burst. The hardest part about this build is just getting comfortable with a suitable rotation. Keep in mind, this build does not offer much in terms of utility, thus it’s quite “anti-engi”. Not much adaptability offered, but it is very flexible in terms of the utility slots, you can pretty much use any skill as long as you have a source of fury and the tool-belt skills are target-able.
I usually burst: Spam f2-f4 (I keep Analyze on f2) >> Net Shot >> Jump Shot >> Blunderbuss >> Overcharged Shot. Pretty standard, just make sure to stack as much vunerability to achieve even more deeps!
It’s something we’re absolutely aware of and want to address in the future, one of my main characters is an engineer so I feel ya on this one. My poor quaggan backpack is visible like 2% of the time I play as I kit swap, never mind my weapon skins.
We’re currently focusing our engineering (programmers, not guys with net guns) resources that could work on solutions to issues like kits/skins on major systems that address issues higher priority and wider reaching like lag in large battles, LFG, custom arenas, spectator mode and so on but this issue is absolutely on our radar.
As always, please post your ideas of what you’d like to see solution wise, we love to see the fun ideas y’all come up with too!
Thank you so much for your response! I won’t keep my hopes up, but it makes me feel a lot better that this issue is known within the office.
I agree, Engineers should be able to show off their Legendaries just like anyone else playing any other class. In a game where end-game rewards are purely cosmetic; e.g. titles, achievements, legendaries, etc. Being to show them off is extremely important. The engineer’s “Hobo-sacks” do not help the player show off their prestige in anyway, when equipping a kit; save for a few skills. Why can their be a legendary that can completely change a character’s skin (Juggernaught), but not slightly tint Engineer kit main-hands.
Remember, Engineers had weapon-swap removed because running a kit is encouraged, though certainly not forced.
Really nice study! This post makes it really apparent in which situation, which sigil should be used. I personally always for Geomancy, ‘cause I’m always in melee, but it’s nice to know that I should be going Earth for distance. ^^
Yep. They also stack with other forms of regeneration.
Wow, didn’t even think about using major runes of Lyssa for that extra 7%. The might stacking isn’t as important in the build, but the vulnerability stacking, as you said, is great, especially for a party.
Yep, here’s a build I use with tool kit as the main form of damage and it hits hard.
’Zerker’s Static Discharge Build
works for both PvE and PvP
It a build that centers around high critical damage and critical chance (precision) and using spam-able tool-belt skills to proc Static Discharge. I leave the last utility slot open for other skills such as: Rocket Boots, Personal Battering Ram, Rifle Turret, or Throw Mine (which the detonation procs two SDs). This build also has a number of direct damage modifiers such as: Rifle Mod, Sharpshooter, Enduring Damage, and Vulnerability stacking. Another feature is constant fury up keep for increased crit damage output as well as increased crit chance.
In terms of numbers, you’re going to be sitting on a 107% increased crit damage, potentially 112% with fury and about 60% crit chance. This means that the Tool-kit auto attack constantly hits for about 2.5k, 2.5k, and 4.5k on the last hit on most PvE mobs and translates similarly into PvP. Static Discharge also hits the same as an auto-attack crit at about 3.5k each, but in burst hits quite devestating. The build is completely glass-cannon so survivability can be an issue, sure you got gear shield on tool-kit, but I left 10 points available for traits to change based on what I’m going against. Most of the time, I’ll put them into Alchemy for Self-Regulating Defense and if I’m really being beat, I’ll swap my rifle for Pistol/Shield.
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There’s another thread similar to this one, but I’ll lay down my $0.02.
I love the shield, it is my weapon of choice, not only is it protecting me, but gives me control over my foes. In fractals, the shield is a personal support unit. For example, in the harpy level Magnetic shield allows me to reflect arrows and knock-back orbs and in the dredge level Throw shield is an interrupt for the ice/dredge boss healing. In dungeons, static shield allows you to preform other actions, while still blocking, such as ressing, running , or shooting, etc.
My problem lies with the pistol. AoE auto-attack does not mean it should have lower damage, sure Poison Shot Volley does a nice amount of damage, but sometimes it does not hit at far ranges. If I want to do damage though, I’ll gladly rely on my kits rather than my main weapon set, if anything the main set is more for support, ironically.
That sounds like a great idea, especially when you can’t use it in areas such as the Charr fractal, it would be a nice change. But I wouldn’t call it completely useless. The Mortar has a myriad of usefull skills, it just depends on how you use it. Use it max range and place it in the back. Personally, I lay it down, hit a couple of skills I need, then leave it and continue using my normal skills, going back when I need to.
Love the build guide, it looks great! I would change somethings for my own play-style, but it has staple properties, for a healing bomb build. ^^
Personally, I’m going for Quip. A joke weapon for a joke class, classy don’t you think?
P.s. by joke, I mean that about how the Engineer came to be (Commando + Alchemist)
Here’s what I use in Fractals +30.
Cleric’s Healing Bomb Build
I use the Bomb kit as a main form of damage dealing as well as supporting the front line. I detonate my Healing Turret within it’s own water field for AoE heal as well as using the Healing Turret tool-belt skill + Magnetic Shield for another AoE heal. Elixir R in combination with Sigil of Energy on the shield, gives you 5 dodge rolls, excellent for staying the front line and if someone dies in the back, you can toss back the tool-belt skill. Elixir U is all sorts of useful now since the patch for a reliable projectile wall-block, which is essential in certain fractals (Grawl, Harpies, Dredge, etc.).
With 1500 healing power, you’ll also be getting regen ticks going over +300, which in combination with Elixir-infused bombs, gives you a decent sustained heal. The conversion traits along with food buffs allow you to reach 2300 power, which results in bomb auto-attacking reaching ~1000 damage each hit. Elite Supplies drops a huge amount of bandages for your team as well as including a cute Rifle Turret. ^^
Personally, I also bring a back up rifle with Sigil of Life and swap bomb-kit to elixir gun, if I need to support the back-line more.
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Boon-hate is coming, but for now Throw Mine is your best friend in combating retaliation. Remember that the tool-belt skill also removes boons, as well.
In PvE, I tend to favor direct damage builds, or ones that focus on precision and critical damage, though on occasion I use a special condition damage build for support. Bomb Kit, Tool kit, and the rifle are the hardest hitting forms of damage the Engi has when it comes to power and crits, so those are my defaults when going out to PvE. I do have a condition build that specializes in vulnerability stacking, with grenades and using full rabid gear, but a lot of times I don’t use it due to having more than one condition user in my party.
I’d go with the rifle, at least in PvE. I like having better flat damage, and control at that. The pistol is more suited for PvP with it’s condition for battles of attrition, but the AoE auto-attack is nice when combined with Coated Bullets for group tagging.
In all honesty though, I rather like the Shield the most. It gives defense and control in just two skills, which come in handy in more situations than I can recall. It’s also the Engineers main form of damage mitigation (Since, Engis were originally designed as a heavy class, the shield was given in order to compensate).
As above, I do not advocate the use of Apothecary gear. It’s a nice idea, looks good on paper, but in field use; it’s subpar. Firstly, it’s way too expensive, you’ll need at least 100g to afford an entire set. Secondly, condition damage and healing power both are sub par stats that require way too much investment to be viable.
In my opinion, if you want to go healing power, go with a Cleric’s set, you can convert both Toughness and HP into regular Power resulting in better direct damage; just make sure you bring a rifle. If it’s condition damage, you’re probably better off with a rabid/carrion set according to your preferences. Just as a personal note, condition damage is almost useless in PvE, condition duration on the other hand is quite useful for conditions such as: vulnerability, poison and weakness, as well as immobilizes.
If that’s the case, then everyday has been April Fool’s, ’cause the Engineer is pretty much the Commando. ^^
I think the Engineer was a last minute mash-up of the, joke class, Commando and an Alchemist.
I agree, plus it would let us go full melee as well. A mace would also be nice to be used with the shield.
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You assume wrong. Condition damage is ALWAYS useless in PvE. Not just 5 condition damage teams. This is why necros are bad.
This.
Anet has Condition damage users screwed over big time when it comes to PvE content. Whether it’s teammates making each others damage obsolete or just outright not providing any damage at all to environmental objects, having more than one condition damage spec’d person in your team is redundant. Even when facing Bosses it’s effectiveness is reduced, sadly. I think fixing condition damage will provide a nice blanket fix for all the classes.