Showing Posts For Penguin.5197:

Elixir R

in Engineer

Posted by: Penguin.5197

Penguin.5197

The stunbreak will be missed but what sealed its fate was adding the half second cast time to it. Still it is a small price to pay for the other improved utilities to try out

Which Class most benefited from patch?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

It seems necro was clear winner but engineer also got a great patch in the form of improved utilities and movement speed and lots of traits that mitigate burst damage to the point where you can make a build without stunbreakers and still be viable. I really dont understand why many other engies cant see beyond the few small nerfs and look at all the improvements we got today.

Super Jump !

in Engineer

Posted by: Penguin.5197

Penguin.5197

This is why we can’t have nice things someone always has to go post em on forums for the inevitable nerf :/

Rocket Boots

in Engineer

Posted by: Penguin.5197

Penguin.5197

Though I just wanna point out in advance before any ele qqing starts…rocket boots is only about half distance of rtl

Gadgets are so much fun.

in Engineer

Posted by: Penguin.5197

Penguin.5197

Gadgets really are fun now, anet said they wanted to make gadgets better and they have. Ive been having so much fun with gadgets I almost forgot about the sky pirates events.

PSA-Rifled barrels Bugs rifle!

in Engineer

Posted by: Penguin.5197

Penguin.5197

Thank you guys for finding this. I have a fix ready. It will take about a day but it should be in tomorrow.

Jon

What about the rifled turret barrels and mortar? Its not increasing range anymore :/

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Modified Ammunition doesnt seem to apply to kits, only to Pistols and Rifle.

It does say with rifle or pistol under trait description

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Yep, i was discussing this in teamspeak just now (and i didn’t notice they removed the stun break fron rocket boots). Our stun breaks aren’t exactly what i would call awesome now.

Its a little sad stun break from it is gone but rocket boots now allow engies greater mobility than what was possible before

[Bug] Mortar range

in Engineer

Posted by: Penguin.5197

Penguin.5197

Well first of all thanks for all these improvements on engie! However, I noticed a small bug on mortar. Rifled turret barrels does not increase the mortars range anymore. Was this actually intended to be that way? Other than that Mortar is looking better and I’m glad it doesn’t get jammed anymore~

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Anyone knows how much the max Mortar range is with trait now? Have not tried yet.

1500..it only gets 100 from elite supplies but rifled turret barrels doesn’t increase its range anymore

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

yep, sweet.

my ft just got bunkier.

so excited.

See nakoda, sometimes you just gotta be optimistic lol

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Rocket boots is now the greatest thing ever!

To me that was the best thing out of this patch

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Patch is now in and leaked notes were right on spot:

Engineer:
Jump Shot: Increased the radius of the second attack from 120 units to 240 units.
Jump Shot: Decreased the aftercast on this skill so that other skills can chain off of it more easily.
Jump Shot: Cleaned up the movement on this skill so that it will more accurately move to the target location.
Tool Kit: Smack and Whack now each apply 2 stacks of vulnerability instead of 1 stack.
Rocket Boots: This trait now shoots the player forward and doesn’t inhibit the player. Reduced the cooldown to 20 seconds. This trait is no longer a stun breaker.
Rumble: This ability now breaks stuns. Added 1 second of stability.
Static Shield: The Static Shield buff is now removed if the player cancels this skill. The buff is no longer removed when the player blocks a melee attack. The stun duration has been reduced from 2 seconds to 1 second.
Throw Shield: Projectiles from this skill no longer passes through walls.
Blowtorch: Reduced the aftercast from .65 seconds to .4 seconds.
Fixed an issue that allowed engineers to execute back-to-back heals by using the underwater transition.
Elixir X: Reduced the cooldown to 105 seconds.
Elixir U: Reduced the cooldown to 50 seconds.
Launch Ice Mortar: Reduced the cooldown to 20 seconds.
Launch Personal Battering Ram: Reduced the recharge to 15 seconds.
Personal Battering Ram: Reduced the recharge to 25 seconds.
Analyze: Reduced the recharge to 30 seconds.
Throw Napalm: Increased the burn duration to 5 seconds.
Harpoon (Harpoon Turret—Tool Belt): Decreased the cooldown to 10 seconds. Increased the damage by 25%.
Surprise Shot (Rifle Turret—Tool Belt): Increased the damage by 33%.
Rocket (Rocket Turret—Tool Belt): Decreased the cooldown to 30 seconds.
Elixir U: This ability now functions correctly with Potent Elixirs.
Elixir R: This skill is no longer a stun breaker. Decreased the cooldown to 30 seconds.
Super Speed: This skill now breaks stuns.
Slick Shoes: The effect for this skill now actually displays.
Grenade Kit: This kit no longer destroys itself 6 minutes after being equipped.
Net Turret: Fixed an issue where spamming Net Turret would allow it to fire the electrified net three times in a row.
Alchemy
Acidic Coating: This trait now applies blind instead of poison to the target for 3 seconds, on a 10-second recharge.
Backpack Regenerator: This trait has been reworded so that it doesn’t imply that it adds the regeneration boon. This now scales with healing power from 125 to 192 (1500 healing power).
Explosives
Acidic Elixirs: This trait now removes a boon when they land, in addition to dealing damage.
Autodefense Bomb Dispenser: The internal cooldown of this trait has been reduced to 30 seconds.
Firearms
Knee Shot: This trait has been merged with Sitting Duck.
Sitting Duck: Inflicting immobilize on an enemy also cripples them for 5 seconds and applies 5 stacks of vulnerability for 8 seconds. This effect can only occur once every 5 seconds.
Fireforged Trigger: This trait has been moved to the Adept tier.
Juggernaut: This trait has been moved to the Master tier.
Coated Bullets: This trait has been moved to the Master tier.
Napalm Specialist: This trait has been moved to the Grandmaster tier. The duration of burns that the player applies has been increased by 33%.
New Grandmaster trait—Modified Ammunition: Damage is increased by 2% per condition on the target, when wielding a pistol or rifle.
Inventions
Stabilized Armor: Reduced the damage by 20% when the player is knocked down or stunned.
Elite Supplies: This trait now improves mortar range.
Tools
Always Prepared: This trait now only drops bandages when the engineer is downed (10-second cooldown). Damage while downed is increased by 25%.
Packaged Stimulants: This trait now improves the effectiveness of the thrown medkit by 25%.
Scope: Critical chance is increased by 10% when the distance to the target is greater than 600.
Leg Mods: The duration of crippled, chilled, and immobilized has been reduced by 33%.
Armor Mods: This trait will now grant aegis for 5 seconds when critically hit. This effect has a 25-second internal cooldown.
Inertial Converter: This trait now functions with the underwater versions of Toss Elixir B and Toss Elixir H.

I think this song sums up our day now
http://www.youtube.com/watch?v=WrwhfhncPfM

(edited by Penguin.5197)

Condition duration rounding

in Engineer

Posted by: Penguin.5197

Penguin.5197

If the tick has a base duration of a second you would only need +90% condition duration to double it since when it is rounded to the nearest quarter, it gets round up (because its closer to 100 than to 75). If the base condition is two seconds then 90% of 2 is 1.80% so the bonus duration gets rounded down to 1.75. So in that case you do need +100% to get another extra tick.

Brushing off the Flamethrower

in Engineer

Posted by: Penguin.5197

Penguin.5197

I really don’t see flamethrower as a damage build considering it only has two skills that do damage, and one of those skills is hybrid and the other pure power based so you’ll always miss out on damage. Now with that said, moving juggernaut down a tier just opens ft builds up for enhance performance, power shoes and the improved leg mods, so we’ll see if those changes are enough to make new builds with ft

(edited by Penguin.5197)

Please change the way engineers shoot rifle

in Engineer

Posted by: Penguin.5197

Penguin.5197

Can you even imagine how badly an engineer would clobber themselves in the face if they tried to scope-aim their Overcharged Shot? Good god.

I laughed but anyways if they only fixed the animation for hip shot when using scope greater than a set distance. If the animation doesn’t go through today wih patch changes I doubt we’ll get one anytime soon

only available in gemstore :(

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

Personally I am fine with gem armor as long as its not hidden behind rng boxes. If he armor ends up costing say 800 gems you would only have to pay only around 24g, which is still way cheaper than sentinel armor and only slightly higher than crafted boxed armor.

Do sigills work with kits?

in Engineer

Posted by: Penguin.5197

Penguin.5197

Also if you equip two weapons (p/p or p/s) then the kit inherits both sigils. Though standard dual sigil rules still apply.

Engineer questions

in Engineer

Posted by: Penguin.5197

Penguin.5197

Do engineers have “mandatory” trait investments like the Warrior (15 in Discipline) or Mesmer (5 in Illusions, 5 in Dueling)? 10 in tools traitline for speedy kits. (Perma swiftness)
What are some commonly used Engineer builds, and what trait lines are most frequently used? *Its hard to say, I see engineers with different builds all the time. Though I can say people rarely invest more than 10 in tools since the rest of the traits are usually bad for that line. *

What are some important bugs I need to know about the class? Rifle skills are unreliable: Net shot will miss on any uneven ground, blunderbuss will go on cd without firing if your opponent moves even a bit to your side and jump shot has a landing delay.
What utility skills should I prioritize spending points on? Which utility skills are considered the most versatile? Umm to start maybe pick up elixir u and grenade kit for the t1 traits
What are the roles of each of the Engineer’s kits?
Grenades: Aoe condition
Med kit: Healing and support (Though mostly used on self)
Bomb kit: Kiting/ Anti melee
Flamethrower: ???
Elixir Gun: condition dmg wep/ support
Tool kit: A little of everything

I'd like to see someone res.....

in PvP

Posted by: Penguin.5197

Penguin.5197

Good for them, I never understood why a person could res someone faster than a person trying to dps down the enemy.

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

Wait so they are up on a fan site that says “As a note these are unofficial patch notes, just simply a preview!” so that makes them official?

Press got to try the new content and has started to release their information today. Though all I have seen them cover are trait changes so far and nothing yet about skill changes.

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

Give us ONE ticket for 10 or 12 events.

in Dragon Bash

Posted by: Penguin.5197

Penguin.5197

I agree. I really hate this system and I’ll be very disappointed if the sky pirates event uses the same for weapons. I don’t want to rng to get that revolver >.< It’ll most likely be gem store so let me buy it straight up!

Knee Cap vs Sitting Duck

in Engineer

Posted by: Penguin.5197

Penguin.5197

If sitting duck gets in internal cd as a result of this then I would like to see glue bomb immobilize the way it used to before they hotfix nerfed it.

Why am I easily killed by thief in WVW?

in Engineer

Posted by: Penguin.5197

Penguin.5197

As others have said you basically need more toughness to deal with thieves. Maybe placing a mine on your feet might help you survive if you know they are coming, and I found that scatter mines can help you track them if they step on it. Plus they can do some good damage on zerker gear.

Also, running around with zerkers gear on a class that can’t stealth is really risky, you have to know what you are doing to survive.

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

Jugg as a Master trait is exceedingly overpowered.

I would disagree with that though, engies who stay in ft for long periods are free kills, if their viability was increased bymoving juggernaut to master it would only help them survive

Southsun merchants

in Players Helping Players

Posted by: Penguin.5197

Penguin.5197

Is there any site that can tell me what servers have the merchants for settler armor and weapons available?

Dropping our kits for others to use

in Engineer

Posted by: Penguin.5197

Penguin.5197

I don’t think it would be imbalanced considering there are duo classes that are more deadly as a combination than this idea.
The only class that I would benefit from it is the necro but other classes would have a rough time leaving their weapon skills for kits.

6/14 DB / Mag / FA

in Match-ups

Posted by: Penguin.5197

Penguin.5197

To the dragonbrand party composed of 3 thieves and a guardian:

It was a fun fight, and we dropped you guys so many times, but in the we couldnt land finishing blows against your downed players since as soon as that happened poof he was stealthed. Either way I look forward to downing you guys some more :P

Leaked Notes / BS or Not?

in Engineer

Posted by: Penguin.5197

Penguin.5197

I want to believe.

Rocket boots moving us forward and jump shot actually working? We would actually be able to keep up with the speedier classes!~

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

I play p/s frequently but that nerf/change to static shield is a let down considering shield already has a high cd to begin with. I’ll probably move over to p/p instead

Actually, if this is true, Static shield will be buffed.

Think about it, Static shield will no longer cancels when you block a melee attack. That will mean you can block and stun several melee opponents and still be able to throw the shield at the end for daze and damage, rather that almost always throwing the shield as soon as you can before someone hits you in melee and ends the skill.

Yeah I didn’t think about the no longer canceling part till after I wrote it and went out for a bit. I’m used to using it before chugging an elixir h but a two second block will work too.

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

I play p/s frequently but that nerf/change to static shield is a let down considering shield already has a high cd to begin with. I’ll probably move over to p/p instead

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

So we lose 2 stun breakers: Rocket Boots and Elixir R, and gain 2 stun breakers: Rumble (a turret tool belt skill of all things) and Super Speed. The latter is interesting because we have two ways to gain Super Speed: Kit Refinement gives SS on equipping the Tool Kit, and the tool belt skill for Slick Shoes is Super Speed. Did we just gain 3 stun breakers? It will be interesting to see.

All that said, I don’t think this was the right way to spread out our stun breakers.

Nah we would still have two stun breakers since kits go on cooldown when we get stunned.

Also, I laughed when I saw the notes for always prepared.

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

Happen to have a link to that reddit link? I’m very curious what the other trait stuff is.
(I don’t like the Elixir R change, I run with that all the time )

http://www.reddit.com/r/Guildwars2/comments/1gr1nh/skill_traits_patch_notesleakedunconfirmed/

Skill/Trait Updates incoming for all!

in Engineer

Posted by: Penguin.5197

Penguin.5197

Here are the “leaked” notes from reddit. Whether its true or not we’ll see..

Jump Shot: Increased the radius of the second attack from 120 to 240.
Jump Shot: Decreased the after-cast on this skill so that other skills can chain off of it more easily.
Jump Shot: Cleaned up the movement on this skill so that it will more accurately move to the target location.
Tool Kit: Smack and Whack now each apply 2 stacks of Vulnerability instead of 1 stack.
Rocket Boots: Now shoots you forward and doesn’t CC you. Cooldown reduced to 20 seconds. No longer a stun breaker.
Rumble: This ability now breaks stuns. Added 1s of stability.
Static Shield: The Static Shield buff is now removed if you cancel this skill. The buff is no longer removed if when you block a melee atttack. The stun duration has been reduced from 2s to 1s.
Throw Shield: Projectiles from this skill no longer passes through walls.
Blowtorch: Aftercast reduced from .65s to .4s.
Fix a bug that allowed Engineers to execute back to back heals by using the underwater transition.
Elixir X: Reduced Cooldown to 105 seconds.
Fire Ice Mortar cooldown reduced to 20 seconds.
Launch Personal Battering Ram: Recharge reduced to 15s.
Personal Battering Ram: Recharge reduced to 25s.
Analyze: Recharge reduced to 30s.
Throw Napalm: Increased burn duration to 5s.
Harpoon Turret Toolbelt: Decreased cooldown to 10s Increased damage by 25%.
Rifle Turret Toolbelt: Increased damage by 33%.
Rocket Turret Toolbelt: Decreased cooldown to 30s.
Elixir U: This ability now functions correctly with Potent Elixirs.
Elixir R: This skill is no longer a stun breaker.
Super Speed: This skill now breaks stuns.
Throw Junk: Reduced weakness duration to 1 second.

Edit: Forgot second half lol

Alchemy
Acidic Coating: This trait now applies blind instead of poison to the target for 3 seconds, on a 10 second recharge.
Backpack Regenerator: This trait has been reworded so that it doesn’t imply that it adds the regeneration boon.

Explosives
Acidic Elixirs: This trait now removes a boon when they land in addition to dealing damage.
Autodefense Bomb Dispenser: The internal cooldown of this trait has been reduced to 30 seconds.

Firearms
Knee Shot: This trait has been merged with Sitting Duck.
Sitting Duck: Inflicting immobilize on an enemy also cripples them for 5 seconds and applies 5 stacks of vulnerability for 8 seconds. This effect can only occur once every 5 seconds.
Fireforged Trigger: This trait has been moved to the Adept tier.
Juggernaut: This trait has been moved to the Master tier.
Coated Bullets: This trait has been moved to the Master tier.
Napalm Specialist: This trait has been moved to the Grandmaster tier. Burns that you apply are increased by 33% duration.
New grandmaster trait – Modified Ammunition: Damage is increased by 2% per condition on the target, when wielding a pistol or rifle.

Inventions
Stabilized Armor: Damage is reduced by 20% when you are knocked down or stunned.
Elite Supplies: This trait now improves Mortar range.

Tools
Always prepared: This trait now only drops bandages when the engineer is downed (10 second cooldown). Damage while downed is increased by 25%.
Packaged Stimulants: This trait now improves effectiveness of the thrown medkit by 25%.
Scope: Critical chance is increased by 10% when the distance to the target is greater than 600.
Leg Mods: Crippled, chilled, and immobilized are reduced by 33% duration.
Armor Mods: This trait will now grant aegis for 5 seconds when critically hit. This effect has a 25 second internal cooldown.
Inertial Converter: This trait now functions with the underwater versions of Toss Elixir B and Toss Elixir H.

(edited by Penguin.5197)

Problems with Engineers and Legendaries

in Engineer

Posted by: Penguin.5197

Penguin.5197

Lawl, moderators took their time moving this thread to engie forums

Revert RTL in PvE pls

in Elementalist

Posted by: Penguin.5197

Penguin.5197

Considering wvw is part of pve I doubt that will happen.

Balance changes

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

I don’t understand why thieves would get torment too. They’re already the fastest class and hard to catch as it is, no it seems you would get punished too if you try and chase after them.

Of course we don’t know how exactly the new condition is gonna work yet or how powerful it is but that is just my initial assumption.

Why engi carry a pistol worse than a thief?

in Engineer

Posted by: Penguin.5197

Penguin.5197

Though incendiary powder only hits one enemy at a time.

Why is the pistol so bad

in Thief

Posted by: Penguin.5197

Penguin.5197

Pistol bleed is short? I’ll trade your vital shot for my explosive shot any day!

Anyways it seems a little weird to compare a pistol to a rifle..they aren’t quite the same, like comparing a hammer to a gs

Trnsmute items with same stats, differnt rune

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

Make sure you are using fine transmutation stones

tips and condition removal advise please

in Engineer

Posted by: Penguin.5197

Penguin.5197

Even though it does not say, super elixir removes a condition on impact. And really alchemy traitline and elixirs just have most of our condition removal traits/skills. Outside of that I can only think of med kit and healing turret

Anet response to Race Sizes in PvP

in PvP

Posted by: Penguin.5197

Penguin.5197

Imo all they really have to do without making drastic changes is make all asura max size for asura in pvp.

Holo Dragon Wings = no love for the Engineer

in Engineer

Posted by: Penguin.5197

Penguin.5197

I really want it to dress up as a dragon for fun. You know dragon helm, dragon wings and a flamethrower but then it was like.. nope! no wings for you! :/

More Terrorists? Please stop.

in Dragon Bash

Posted by: Penguin.5197

Penguin.5197

Fighting sky pirates sounds more exciting than fighting more dragon minions to me

Moa Racing in the Streetz

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

I see one of meeps distant relatives, dweep, in there

Does Anet play the game

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

Of course they do! I see them on from time to time, here is my latest screenshot I got today!

I swear I’m not stalking >.> <.<

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Get a good look at the future weapons?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

I hope these skins are perma additions.

I was saying I would make a thief just so I could use the pistols, if they’re not to difficult to obtain.

So do I. It would be horrible if (imo) the best looking pistol in game came from a limited time rng chest :/

Why no movement buff?

in Engineer

Posted by: Penguin.5197

Penguin.5197

I would prefer power shoes to be a perma 25% uptime, this would allow more builds to be viable without relying on kits. Though Im sure some other class would complain about that idea.

Calling all FA engineers to [NERF]!

in Looking for...

Posted by: Penguin.5197

Penguin.5197

Grabbing everyone on at the time for The bounty events are always fun, the number of turrets and nades you will see boggles the mind Then a celebration afterward of course!

Plus we have veteran engineer players for those who want to learn more about the engineer class, so some join us!

Attachments: