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How I’m thinking now is that each team member defends their own lane and then all are ported into the same platform every couple minutes, where each platform holds up a single chain. That would fit thematically with having to defeat each boss to sever a single chain.
Yeah, I was thinking a “one lane at a time” approach. Defend for maybe two minutes, then fight the champ (wouldn’t require down-scaling because it’s already designed for 5 people). I’m also curious if we’ll see more of the marionette since it gets yanked back up into the ship after we break the 5 chains. That could change how the fractal would work if there is more to this boss.
The general consensus seems to be that people like this encounter and don’t want to see it go. The best solution I have for this is to turn it into a fractal, whether it be a standard or boss fractal. I haven’t come up with a good way to translate it to a 5-man instance but was hoping others might come up with something. Ideas?
bump
Hey! I’m Pazu, the recruitment officer for Acolytes [Aco] on Sanctum of Rall. We’re a casual, active guild in all parts of the game. We have about 180 members, many who are new to the game. We’ll help you get up to level 80 and then explore the game from there. If you’re still looking for a guild and interested, send me a mail in game (Pazu.8320) and I’ll throw you an invite. Have a good one!
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Hey Wulfheir! I’m the recruitment officer for Acolytes [Aco] on SoR. We’re a casual guild that likes to take part in all parts of the game. We have about 180 members, with around 30-50 online at peak hours. We do tons of dungeon runs, fractals at all levels (1-50), help each other with achievements and Living Story stuff, some tPvP, some small-scale WvW….. whatever people feel up to. Send me a mail in game (Pazu.8320) and I’ll throw you an invite. Have a good one!
Bump. Hope everyone had a fantastic Wintersday!
Valkyrie is fine to start, especially with all the fury you’ll have from 30 in Fire. Eventually, mix in zerker, but definitely take the time to get comfortable with an ele in melee first.
That 2000 damage is torment’s output over 6 seconds, not per second.
I recently migrated away from blasting staff. I realized that the few times it was nice to have a slightly larger aoe were not worth the loss in damage for the rest of an encounter. I also noticed since the switch that BS makes Persisting Flames buggy with Lava Font (it doesn’t get the full 2s added duration). The other advantage I found was that the smaller static field actually helps to keep mobs grouped better while still getting the advantage of the stun.
This is very different than in WvW where BS is very important.
My guess is your aggro is exactly the same, on average. The difference now is little attacks that you used to just ignore because you were tanky are not at all trivial anymore.
This is the game’s way of telling you its time to improve your damage mitigation skills. Congrats, you’re ready to go to the next level, you just have to be willing to do it.
No, you know you are targeted because the first hit of his beam is a knockdown. I never get targeted by this on my warrior.
see COE golem boss target eles with its lasers most of the time.
I’m pretty sure he aggros on players with a ranged weapon… which screws engineers as that’s the only option. I should try it with mh dagger on my ele to see if this is the case. As a guard or warrior though, I never take aggro in that fight.
I’m hoping it drops in the end chest.
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Thief version of dealing with those builds is Shadow Return (sword #2). Oh, wait…
Your infusion is not lost. Any rings that are named “Name (Infused)” will have the “infused” part turned into a separate infusion slot. This means they will have 2 slots: one only for agony infusions, the second for whatever you want. That second one is the one already present in your rings and will not lose whatever is slotted inside of it.
I like throw mine and mine field. Good damage and cc when you need it. And is it just me or does the cast time for mine field feel really long?
Anet mentioned implementing an item that can extract upgrades from items (i.e. sigils, runes, infusions). I assume it will come in this patch for this very reason.
I hope they fix the npc AI in charr fractal. Having to lure the groups of mobs and dodge backward just to get the npcs engaged is ridiculous.
It depends on what the new Mistlock Instabilities are. I’m guessing that mob health and attack power no longer increase beyond 30 (though I may be wrong about this) but instead there is some new challenge added (similar to gambits from the Queen’s Gauntlet event). I hope there’s reason to bring an alternate armor set or even a different group composition depending on the instability. That will certainly make each level of fotm fresher.
30/30/0/0/10 Grenades w/Rampager’s will do the most damage that I’ve personally tested.
It will do even more damage with the coming changes to modified ammunition on Dec. 10 >.<
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Here’s how I’m concerned these changes will affect me personally:
Engi: This is my main for PvE and WvW. I can understand the perma-vigor change. TBH, since we can now only have half uptime of vigor, I’ll probably just go 30 into Tools for Adrenal Implant now. And thanks for the Elixer-Infused Bombs change—makes investing in HP more valuable.
Guardian: Finally, Powerful Blades is brought in line with other weapon-based traits. Thank you. And the buff to Supreme Justice is a buff to my PvP build!!
Thief: I put 25 into Acrobatics for Assassin’s Reward for survivability while also getting the damage bonus from GM minor. As a PvE s/p thief, the change to sword #2 will hurt. I don’t use thief in PvP so I can’t speak to why you’re making these changes. I just hope you consider how you’re affecting PvE players when you make significant changes like this.
Ele: Thank you for making Arcane less of a requirement to trait into for the purpose of attunement cd. No thanks for now making me invest 30 in Arcane if I want Elemental Attunement AND Renewing Stamina.
I just want to stress that I hope you consider how changes affect PvE players when you make balances based on PvP.
Yeah, the thrown stimulant does not cure toxin as it claims. And I agree, after testing, that this skill is an insanely downgraded version of healing turret. I can only see me using it for Living Story Stuff… and even then I feel like a different party member should take this instead of the engineer.
Not to be too rude but I am pretty sure sigils didn’t work with kits back then.
People used to use lifesteal food (omnom pie) in wvw with ft until the icd was added.
I would say you’re trying to fit two very different builds into one. There are several FT/EG builds out there, and you’ll want to go at least x/20/x/20/x for that. A bomb-based build, especially if you are going for healing bombs, requires a bit of an investment, something like 20/x/30/x/x. I’m not sure it’s a good idea to try to combine the two. I would make two different builds with two different armor set and swap between them when you feel like it.
You also say you play only PvE. These are fine as you learn your engi. Further down the road, I’d suggest trying out some berserker or rampager builds using bombs and grenades. There are a ton of viable builds out there for engi (unlike most other classes), so give them all a shot if you can.
Surprise Shot has the Predator projectile. I also notice that my static discharge when I use Surprise Shot has a unique animation, though I do not think this is the case for any other toolbelt skill.
Bumping again >.<
……………….
Shift-click skill one for auto-cast….
I’m assuming you mean ctrl+mouse2? Except that if you look closely, there’s a small lock on the #1 skill. You cannot set grenade 1 to auto-cast. The best thing you can do is turn on fast-cast ground targeting to cut the amount of clicks in half. It takes some getting used to, but it really helps.
I like this idea. Converting enemy fields for friendly use or into a bad affect for the enemy. That would certainly make engineers valuable.
Bumping back to the front page
I don’t command, but I run in the melee train a lot as engineer. Get those PVT trinkets ASAP, ascended if you can. Protection Injection and Stabilized Armor helps. Oct 15 patch will give us reliable stability with Toss Elixer B so prepare for that awesomeness. Beware retaliation when nading. I usually start with bombs. Another thing to try is a perplexity rune setup with traited Elixer X and Throw Mine for engaging (I’ve only been playing this a short while with Dire armor). Lots of things to try out, but I’d say get the feel of your new build before stepping up to command.
Also, Healing Turret has an enormous water field (though short) so definitely use it!
It doesn’t look bad for WvW. I often run healing bombs when I’m running with the zerg. People think their crap, but their amazing for breaking down gates to help everyone soak up arrow cart damage. They also don’t interfere with water fields like Super Elixer does. I would change your build in PvE though. Move 20 or 30 of those points in Inventions to Tools and Firearms. Swap Protection Injection for Invigorating Speed if you take Speedy Kits. I run full zerker bombs and nades in PvE (usually 30 20 0 0 20 or 30 20 0 10 10).
To be fair, this new content is permanent. You’ll be able to play it as soon as you hit 80.
I noticed today that the “shield” created by Zealot’s Defense (Guardian sword #3) now appears BEHIND my character. The projectiles move forward from my body as they should but the shield appears behind me. I have no idea if this has affected the block ability of the skill, but it’s quite confusing.
- Perplexed Asuran Guardian
Bump!
………
Well, I consider rifle to be a melee weapon, as odd as that sounds. Grenades and bombs work really well in melee too. I tend to stay in melee most of the time so don’t get stuck in the notion that engineers are a range class. In fact, many engis consider the trait “Scope” (+10% crit chance at greater than 600 units range) to be complete crap because we have so few attacks greater than 600 units. We area medium range class that can do well at range (grenades) as well as in melee.
Logically blunderbuss, rifle #3, should be a blast finisher. It is currently a very situational skill…
Umm, I use blunderbuss off cooldown because it does crazy damage in melee. I’m not sure why you would consider high damage situational in a build utilizing rifle.
And to the op, jumpshot is a leap finisher with a 240 landing radius… and also does crazy damage.
Acolytes [Aco] is recruiting on Sanctum of Rall. We are a long-standing community of gamers spanning multiple chapters across several games. The GW2 chapter is a truly PvX guild supporting PvE, PvP, and WvW. We are a dedicated group of about 170 members looking to grow! If you seek a community-focused guild that exists beyond just the land of Tyria, then Acolytes might be for you. We welcome players new to the game or experienced players looking for a new home.
What we Offer:
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PM a member of our leadership team or apply on our forums for a guild invite. After you join, feel free to hop on Mumble and say hi!
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(edited by Pazu.8320)
There are very few situations outside of pvp where stacking bandages will be effective. Sure, you can drop them before the cutscene of a dungeon boss fight then swap out to HT, but that’s probably at best 5k heal party-wide. The other important advantage of HT over medkit is that medkit CANNOT cure immobilize while HT can.
Harpoon gun 2 and 4 are incredibly powerful skills, but I agree with you about the rest. #3 seems entirely meant to chain with mines and I have found no other purpose than a meaningless and unreliable interrupt. I would like more variety across all professions for underwater combat, but also more incentive to play underwater other than for dailies or for the easy fractal. I agree with you, just don’t discount those 2 powerful skills in your underwater rotations.
+1
I only fought her once before this patch, so excuse my ignorance. There were points when we would reflect my attacks though I noticed no tell.
+1. Seriously looks like I have a bad case of diarrhea when I use slick shoes. Like. Really bad. Would be kind of neat to be able to extend the duration of fire fields placed over the oil spots. Not sure how useful it would be, but would be something to test out.
Bomb-Toolkit Zerk its the best build for COE ever coz the boss are just jokes that dont move or move really slow. Alpha really hate me when I farm charged cores XD
Yup and defending the panel in the golem room with bomb aa is even easier mode than warrior axe.
Just tested this rune in the mists with a steady rifle on my engi (zero trait points spent, no pvp amulet, no sigil, just the steady weapon and runes). Here are my results (rifle auto attack):
- no 6th rune, no might: 95
- no 6th rune, with 1 stack of might: 98
- with 6th rune, with 1 stack of might: 98
Seems to do nothing… still…
Just tested this rune in the mists with a steady rifle on my engi. Auto attack crit without the 6th rune was 129 and the auto attack crit with the 6th rune while under fury was… 129. Still does not work, though I am intrigued by lunoh’s comment that the german translation says it increases crit CHANCE by 5%….. hmmm…..
The easiest path is path3, the butler path. The only really tricky part is the rocket turret room. Once you learn that, you’ll be set. Reflects are of course very nice in CM.
This thread deserves more attention. I’ve been using this build since you first posted it a week ago and it’s incredible. I used to use my warrior when our group needed more dps, but warrior is so dull to play so I was intrigued by your damage numbers. I must thank you for posting this because engi is by far my favorite class to play. Maybe general opinion will change as it has for ranger recently.
I’ll also add that I’ve been using Throw Mine sometimes in situations I don’t need gear shield. The AoE on its toolbelt skill is impressive with a reasonable cd.
(edited by Pazu.8320)
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