Red Guard
Let’s call it the “I have no idea what I’m doing with all this amazing versatility ANet gave me, but safety goggles, an Erlenmeyer flask and this coffee mug ought to be useful for something (read: build)” meme.
It just made me think how other professions look at us (after fighting us).
Red Guard
(edited by Pannonica.5378)
Something tells me Jon Peters is playing the lolstacking Flamejugger and wants us all to appreciate how versatile it is…
Step two is to get the weapon stats to apply to kits as well. We felt sigils was the more important first step because it creates build diversity. Flamethrower with sigil of air? Yes please.
Although of course, its not the king of versatility. We can’t be that versatile and not pay the price, mind you. Because:
“All magic comes with a price.”
Red Guard
(edited by Pannonica.5378)
I dont get it either. What seems to be the problem?
Click a mouse button to swap to Medkit and click another Kit-button to swap away from it.
You probably mean, you can’t just swap back to your ‘main weapon’, right?
Look at it this way, if you are running Speedy Kits, it’s super easy to keep it up with one keystroke/mouse click instead of clicking twice (missing it half of the time, cause you are too quick to click and the CD prevents you from swapping correctly, so you’re clicking twice again).
This is one of the most negligible issues Engineers have, to be honest.
Also: ‘Slow combat’ is one of the things that is good for many Engineers playstyles.
Keeps you more in control of the whole action in my experience.
Red Guard
Do you find Elixir U to be that useful? I noticed you didn’t use it that much in your video. I used to like it but I feel replacing it with a kit gives you more options and utility. Tool kit or Flamethrower kit are great alternatives.
You need to watch his video again! He uses Toss Elixir U all the time. It is one of his key abilities in my opinion.
Its crazy useful.
I hope the Etheral Field (Veil) stays in the game, as Veil is supposed to create a Light Field :P.
It is handy to have another confusion source.
That said, of course other kits are useful, but the 33% chance to get Veil (Stealth and Etheral Field+Projectile Finisher=Confusion) alone is worth it over everything else in my opinion. 33% chance to get Smoke Screen (Smoke Field+Projectile Finisher=Blindness and Blast Finisher for those who use shield=ANOTHER source of (Area)Stealth). 33% chance to get Wall of Reflection (awesome to get away from enemies+it is a Light Field so + Projectile Finisher it removes conditions from you in melee/medium range combat).
The distraction/utility you get from Toss Elixir U is really great.
On top of that you get Quickness for surprising PDV dps output.
Red Guard
(edited by Pannonica.5378)
Thank you. Much appreciated!
Red Guard
Maskaganda, at time index 12:38 in your video you start to throw elixirs underwater. F1 and F2…. How do you make the Toss Elixir effect actually hit you?
If I toss underwater, the elixir gets thrown in a straight line away from me and consequently does not hit myself.
Red Guard
Check this:
http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/
The info about bundles/engineers is outdated though.
Red Guard
There is a kitten hiding in your second link, preventing us from seeing the DPS build.
This word filter…
Seriously, in game on my german client lots of names of items are partly filtered out because the filter doesn’t discriminate between parts of words and full words… It doesn’t even factor out ANets own item names.
Red Guard
(edited by Pannonica.5378)
I’m thinking of switching up to be more condition damage oriented, but that doesn’t help my beloved tool kit much.
In fact, it does help your TK if you use it to apply Confusion (which you should).
http://wiki.guildwars2.com/wiki/Confusion
Red Guard
I’m testing your build right now and it’s pretty good. Allways underestimated coated bullets trait.
I just can’t watch your video since I’m from germany and it was restricted for us, so forgive me if I ask you something you may have shown in the video.
The onliest thing I kind of miss in your build is the permanent movementspeed increase from speedy kits. What do you generally use to not allways fall behind?
Google, “youtube unblock” and you will find sites that let you unblock youtube videos on the fly.
To the OP: I really like this build. It feels tanky and does good damage as well. Its fun.
For me the lack of perma Swiftness is kind of hard to accept though; not because of kiting… I’m usually running in a 20+ man group and even with perma Swiftness I usually fall behind. Soloing, I’m always late for objectives without perma Swiftness.
Thanks for the video and your build nonetheless! Very relaxed play style. Also, I like the first song.
Red Guard
you people forget they nerfed EVERY KIT
No they didn’t.
Show me in the patch noted where they did:
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/first
It isn’t every kit, but “some of the kits” could be every kit minus one:
“Engineer Kit Sigils.
The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.”
Red Guard
Was it this one?
https://forum-en.gw2archive.eu/forum/professions/engineer/Mighty-Prybar/1031931
This build:
http://intothemists.com/calc/?build=-V70;0B-Z;0h0l6cQFx08-FQFw0q5JU;5J-TJ;158;219A27-S;2J;0H7W3H7W36gZ
And Travail suggested this:
Looks solid. I’d change up the runes a little, at least for sPvP. Keep 2 Strength, but then have 2 Runes of Fire, and 2 Runes of Hoelbrek. The 40% extra might duration is better than the 5% extra damage, IMO (I say for sPvP, because there should be other ways to get extended might duration in the open world.) I’d also switch up the Soldier’s amulet for the Knight’s in sPvP; I’m not a huge fan of the toughness stat in PvP.
You can use your block/Elixir S to defend against burst, and toughness doesn’t do anything against conditions. I’d rather have the higher crit chance, for more devastating burst damage.
-Travail.
Red Guard
The first hit didn’t apply 5 seconds of cripple. I was just testing it. Hit once with Toolkit ability 1 and dodge away. Its just a mini cripple of 1 second or something (hard to tell).
And if Throw Wrench hits, I can’t see 5 seconds of cripple also… maybe if Throw Wrench hits twice?
Sadly BoN has a cast time, so once I hit TK2 and wanted to pull, people were out of range. Kit Refinement doesn’t really work reliably either.
Most of the time I get no BoN or really long delayed procs.
This was a patch ago. Maybe I have to test tonight. They could have silent fixed it.
Red Guard
Scratch: “and it does exactly that.”
I get mini cripple procs from Toolkit ability 1 and although a cripple from Toolkit Toolbelt Throw Wrench is applied, it is not 5 seconds.
Something is definitely wonky… either with the Tooltip, its ingame application or the update notes or, more probable, with all of them.
Red Guard
(edited by Pannonica.5378)
Well, the Power Wrench tooltip states:
“The Throw Wrench and Smack skills heal turrets twice as fast, and cripple foes for 5 seconds. Tool kit skills recharge 20% faster.”
And it does that. See linked thread below.
Althought I’m not sure if it really applies a 5 second cripple with TK ability 1. Had not enough time to test… will test tonight.
November 15th patch notes states:
“Power Wrench: This trait now applies to Gear Shield and Magnet.”
Which is vague at best.
Follow here:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1/1034255
Maybe it gets cleared up.
Red Guard
(edited by Pannonica.5378)
Gents, stop being stupid on the internet.
Write in a way other people can understand.
Write in a way that doesn’t get this thread locked.
If you are inept to do so, please use the personal messaging system of this forum.
Much appreciated.
My apologies, if this is because of english not being your native language.
No apologies though if you’re just being lazy.
Red Guard
November 15th patch notes state:
“Power Wrench: This trait now applies to Gear Shield and Magnet.”
Theres apparently some confusion about this.
The Power Wrench tooltip states:
“The Throw Wrench and Smack skills heal turrets twice as fast, and cripple foes for 5 seconds. Tool kit skills recharge 20% faster.”
which is pretty clear, and it does exactly that. (See below.)
For some people, the November 15th update notes seem to suggest that the cripple would be applied on every TK ability; specifically Pry Bar, Gear Shield and Magnet.
Just tested Power Wrench traited Pry Bar, Gear Shield and Magnet on a random npc mob and no Cripple is applied when Pry Bar is used, Gear Shield blocks or the mob gets magneted.
Now, since according to the Power Wrench tooltip everything works as intended, but the November 15th patch notes are vague, I’d like to see an official statement concerning the application of the trait Power Wrench in conjunction with Toolkits abilities 3-5.
Should Toolkits abilities 3-5 also apply Cripple, or is everything working as intended?
If working as intended, Nevember 15ths patch notes should be read as:
“Power Wrench: This trait now correctly lowers the cooldown of Gear Shield and Magnet.”
Red Guard
(edited by Pannonica.5378)
It turns Throw Wrench into a moving cripple and was changed about a month ago to work with Gear Shield and Magnet. Cripple on Gear Shield means you can get away much easier by blocking while running and cripple on Magnet allows you to stick on your enemy. Not to mention 20% cooldown reduction on all Tool Kit skills.
Power Wrench does only apply Cripple to TK skill 1 and Toolbelt Throw Wrench.
Gear Shield and Magnet do NOT apply Cripple to the target, sadly.
The reduced cooldown gets applied to TK 2-5 though.
This is consistent with the Power Wrench tooltip.
It would be great if it would work like you state though.
Red Guard
“A Question, why are elixirs RNG?”
Because of our crazy versatility. *sigh
Red Guard
Static Shield cooldown isn’t correctly reduced by Reinforced Shield (VII in in Inventions) after Throw Shield is used.
Tooltip says 32 second cooldown. In reality it is still 40 second with Reinforced Shield.Using Static Shield without Throw Shield correctly triggers the reduced cooldown of 32 seconds once Static Shield runs out.
(Magnetic Shield+Magnetic Inversion correctly triggers the reduced cooldown of 24 seconds with Reinforced Shield fyi)
This is already in the list with fewer details. :P
My apologies.
Red Guard
Static Shield cooldown isn’t correctly reduced by Reinforced Shield (VII in in Inventions) after Throw Shield is used.
Tooltip says 32 second cooldown. In reality it is still 40 second with Reinforced Shield.
Using Static Shield without Throw Shield correctly triggers the reduced cooldown of 32 seconds once Static Shield runs out.
(Magnetic Shield+Magnetic Inversion correctly triggers the reduced cooldown of 24 seconds with Reinforced Shield fyi)
Red Guard
sidenote: use different types of sigils together. dont remember the specifics but some dont work together like 2 on kill gain x sigils [forget what is the deal with on crit sigils]
ie a passive (+5%dmg or +5% crit) sigil with an on crit gain x sigil
or on kill gain x sigil with a on weapon swap gain x sigil
Some good info about that here (some is old, but most of it still holds true):
http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/
Red Guard
Yeah, I’m not asking for a specific percentage, just…where did you find that out, anyway?
From the patch notes.
Engineer Kit Sigils.
The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.
Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
Red Guard
Tweaking don’t equal nerfing dude, and I have yet to see any reports about “numbers” as you mention? Would you please stop being such a doomsayer, when the only thing as it stands in the patch notes and I have been able to see while toying around in game is what stand in the notes? It’s really typical the Engineer forums that everyone goes nut’s and yell end of the world when a nerf hit us
Engineer Kit Sigils.
The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.
Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
Oh and:
I’m actually not that hearth broken about the grenade 30% nerf, and I have allways been using them in WvsW and tbh, they were out of line.
Make that 35%:
My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..
That’s annoying. If that’s true, its a 35% decrease not 30%.
462-301 = 161
462*.35 = 161.7
Red Guard
(edited by Pannonica.5378)
Yeah it was a fix… but somehow it felt like a viable heal finally though. ^^
Like what could have been… the more meh it feels now they fixed it.
Red Guard
I’d gladly accept a patch in which they would not introduce new things (presumably buff something, and then nerfing the whole profession to balance things out), and instead fix ALL the existing bugs. Kitten, I’d gladly accept a second patch after that, in which they do nothing at all to the engineer.
Red Guard
Also note, that they have touched other kits as well (“toned down”):
Quote:
Here are some additional notes, describing some of the balance changes and why we made these changes in various aspects of the game.
General balance
Engineer Kit Sigils. The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.
Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
Red Guard
Its apparently more than 30%:
My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..
That’s annoying. If that’s true, its a 35% decrease not 30%.
462-301 = 161
462*.35 = 161.7
Red Guard
Also, after the update killing something with grenades did not add a stack of power. I still have to switch back to my pistol/shield to get the effect of the sigil.
While there is some strange inconsistency concerning stacking sigils (and probably all the other sigils as well), I actually got stacks (precision) by killing something with TK, but I didn’t get stacks, killing those skritts that appear after you blow up one of those giant presents that are dropped into the world.
Red Guard
I have experienced the same issue while testing. Also the sigil that adds plain +5% crit chance DOES NOT work in a kit for me. Whenever I equip a kit i loose the 5%, Plain useless. Good way to waste money
EDIT: the sigil activates when in combat ONLY, i bet this happens with many other sigils
And since you’re not in combat until your grenades hit, your opener attack would always be without the sigil benefit, right? And if you throw all grenade abilities, so they are all travelling in the air while not being in combat, those attacks also don’t benefit from ‘in combat activating’ sigils?
Wow, just wow… so much for burst.
Red Guard
Its apparently more than 30%:
My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..
That’s annoying. If that’s true, its a 35% decrease not 30%.
462-301 = 161
462*.35 = 161.7
Red Guard
Did they even fix short fuse which they broke in the last nerf?
No.
Drop Bear, yeah. I just quoted this because it hints at hidden nerfs to the other kits as well.
Red Guard
One day, the entire forum is claiming that grenade kit is the highest DPS kit.
Then, when Anet puts it on the same level as others, everyone says it’s horrible.Yea…I may not be ragequitting my Engi like everyone else is, but I’m done with these forums.
I think you meant the highest DPS ability in game, right?
In my opinion, there is a difference in being theoretically the highest DPS ability under ideal circumstances (!=reality) and the practical application of the skill with all the implications.
So if you reduce the theoretical DPS possibility, you hit the practical application even more so; thats what people that complain mean.
Red Guard
This stuff makes me think they don’t quite know what they’re doing with the engi -
Ele
- We see the elementalist as the king of versatility.Engineer
- The Engineer is a highly versatile class. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.Engineers, the second most versatile class (with downsides that the ele doesn’t have)!
Just needed to quote this.
I came to the conclusion Engi was just a filler because they needed another class (maybe something steampunk to fit certain recent trends eh?) and someone came up with a quick idea. Basically its a good idea, in my opinion, but the realization is half kittened and in terms of fixing or balancing, other things apparently have higher priorities than the engi.
And since it seems to be a class not played a lot, compared to other classes, there isn’t a huge lobby either.
Red Guard
Also please note this:
Quote:
Here are some additional notes, describing some of the balance changes and why we made these changes in various aspects of the game.
General balance
Engineer Kit Sigils. The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.
Engineer Grenade Kit Changes. We didn’t want to totally take away the power of this kit, but when it is able to proc sigil abilities, it becomes very strong due to its powerful AOE nature. So we’ve toned down this kit a little due to the sigils now working on engineer kits.
From here:
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
Basically that means they didn’t only touch grenade kit. gg
Red Guard
And why would you do that other than for the lulz ?
Pretty good summary of everything engi.
Red Guard
Step two is to get the weapon stats to apply to kits as well. We felt sigils was the more important first step because it creates build diversity. Flamethrower with sigil of air? Yes please.
KITTEN YEAH!
Red Guard
i love the super elixir’s heal right now. First time i feel like im a noticeable difference in a group.
Don’t worry!
Soon it will be fixed and we will be back to our meh feeling. ._.
Red Guard
Engy downed state is just embarrassingly bad. What I don’t understand is why it stays that way, month after month.
Don’t try to understand it.
Reroll, make the best of it or quit the game.
Next patch I sense more tooltip fixes and ‘bug’ fixes, read: nerfs, (that actually made some engi abilities viable) incoming.
Although I appreciate the work on the toolkit!
Give it some more love and we might have a real nice melee bundle.
Derailing, derailing… I know.
Move along.
Red Guard
Although I really appreciate Arenanet working on the WvW rendering issues, this fix made it impossible for me to play WvW the way I did before the patch.
Playing in T1 and running in a ~ 20 man zerg, most often 10-15 though.
- half of the enemy players wouldn’t appear, so you engage a fight with the wrong strategy, get massively outnumbered/flanked/cc’d and wipe.
- commander (not in my group but our zerg leader) character, commander icon and group target mark gets culled out and you can’t see where he is going, so you end up some random place on your own and get killed.
Roaming alone was ridiculous also.
Before the patch I could be sure not to be jumped by 10+ enemies because I could see and avoid them. Since the patch I get ganked out of the blue regularly. And this is definitely not a stealth ability, LoS or portals being used (different realms and different guild constellations). Its open field and before the patch I never got in situations like this.
Before the patch it was possible to get jumped by enemy forces that wanted to keep you from entering a tower by them using clever strategies/flanking, so you set up scouts to counter that, but after the patch it doesn’t matter if you watch your back, because you don’t have enough time to turn around or get off your siege anyway, because they already destroyed half of your zerg and you still can’t target them.
I’ve been running in melee range, parallel to an enemy player and tried to click him or tab target him but couldn’t and he didn’t attack me either, so I assume he had the same problem (of course I could be wrong and he was just typing in chat), or didn’t see me at all.
Also, in big ‘random people’ battles, some people depend on seeing the mass of players (move) to not get caught on their own suddenly.
Roaming without my guild, before the patch I could see the ‘swarm’ moving and could adjust accordingly, now I see people get picked off on their own, or being picked off on my own, because they/I didn’t notice the mass falling back.
Random people also gain morale out of seeing that they’re not on their own against enemies. Now if a situation looks as if almost no allies are around, people would fall back and the fight swings to the enemies advantage.
Now this encourages sitting in a keep and doing nothing (or playing a different game, or doing the dishes), which can’t be the developers intention, right?
TL; DR:
- Can’t estimate enemies numbers and adjust strategy, skill application properly anymore in any setting (solo, zerg, random)
- Can’t follow your leader because he isn’t rendered consistently, i.e. tight teamplay and application of intended game mechanics (for example regroup for boon application, combo fields, healing, portals, veils, strategic movement, distraction of the enemy) is rendered (pun intended) pointless
I’m sorry to say, but for me the fix turned the game into more of a random mess than it was before. In my opinion, massive numbers are favored now, because if you’re a 60+ people zerg it hardly matters if half of the 20 enemies in front of you do not render. But if you are 20 people and half of the 60 enemies do not render it is game breaking (numbers just pulled out of my kitten to bring the point across).
Red Guard
(edited by Pannonica.5378)
Check those two threads; there might be information you like in there:
https://forum-en.gw2archive.eu/forum/professions/engineer/Does-anyone-run-Heal-gear-and-if-so-How-much
https://forum-en.gw2archive.eu/forum/professions/engineer/Healing-Power-and-the-Engineer-mini-guide
Have fun!
Red Guard
What gear/rune-orb/accessories are you running?
He mentioned gear/runes earlier but you might want to PM him in private for more details.
Doh, my bad. Thanks for pointing that out.
Red Guard
What gear/rune-orb/accessories are you running?
Red Guard
Title says it all.
In the patch notes, you write for example:
“Updated Rune of Water to provide 10% boon duration instead of 15% in PvP.
Updated Rune of the Monk to provide 10% boon duration instead of 15% in PvP.
Updated Rune of Earth to provide 15% protection duration instead of 20%, and 3 seconds of protection instead of 4 seconds in PvP.”
or
“Grenade: This skill’s damage has been decreased by 10% in PvP only.
Shrapnel Grenade: This skill’s damage has been decreased by 15% in PvP only.
Freeze Grenade: This skill’s damage has been decreased by 10% in PvP only.
Grenade Barrage: This skill’s damage has been decreased by 10% in PvP only.”
or
“Shield of Judgment: This skill’s protection duration has been set to 3 seconds from 5 seconds in PvP only.”
etc pp.
This maybe a redundant question, but I want to be sure about this:
Does this also mean in WvW or are you talking about sPvP only?
Thank you.
Red Guard
Selfp0wned.
But nothing to be ashamed of.
Red Guard
To fix thief, you got to fix culling/rendering in general in wvw, which would be awesome.
Also then we could see (pun intended) which thief actually has skills and not only a good macro or good timing to use ingame limitations cleverly.
Red Guard
Yeah, they didn’t say “Soon”. They said “Noon”. Noon is a pretty specific time, it only occurs once a day.
Noon in the pacific, to be quite specific.
Thanks folks, I’m here all day.
Noon is a repeatable event that resets after 24 hours.
Red Guard
For math behind EGs abilities and usefulness of effects, refer to this thread:
https://forum-en.gw2archive.eu/forum/professions/engineer/Question-about-elixir-gun-build
Red Guard