Showing Posts For Penguin.5197:

5 Engineers in Molten Facility

in Engineer

Posted by: Penguin.5197

Penguin.5197

That was sweet!

Bonus points for having charr engies in SE armor

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Please replace the 1 skill in rifle.

in Engineer

Posted by: Penguin.5197

Penguin.5197

the engineer’s rifle kills are actually shotgun skills, so it would make sense for them to shoot from the hip. Anet is also going to be adding more shotgun rifle skins so our weapon would be better suited for our skills. It should also be noted that the engineer doesn’t have training on weapons so it should make sense in that regard as to why the engineer doesn’t shoot properly

Doesn’t have training on weapons? Where’d you get that from?
It makes little sense that the combat engineer with a firearms treeline would not have any training on weapons.

Engineer Turrets Broken as of 30th April

in Bugs: Game, Forum, Website

Posted by: Penguin.5197

Penguin.5197

and still not a peep from ANet,
The analogy made earlier is perfect, like a Ranger without pets, or a Guardian without Virtues, we are missing one of our main mechanics, and all ANet is doing is sticking its head in the sand trying to ignore it as if its going to go away eventually.

What would you like Anet to say? Yes they’re broken. They know they’re broken. They’re probably working on a fix. If Anet responded to every single thread that needed response, because someone found a bug, they would have no time to fix bugs.

Your desire for a response is not reasonable, in my opinion.

That would be nice. We have been forever posting on our forums about how our scope trait is bugged. Up until a few days ago, someone finally answered in the pvp section saying that scope was working fine. FINE. The engineers had to present a whole lot of evidence to him showing that scope wasn’t working before him finally saying they would look into it then closed the thread.
So what did we learn from this? A) It seems we have to get our problems posted in other forums to be heard and B ) Like hell we are going to wait out for months like what happened with scope, and any acknowledgement that they actually agree they don’t work would go a long way. This isn’t just one trait, its an entire build made unusable.

Please replace the 1 skill in rifle.

in Engineer

Posted by: Penguin.5197

Penguin.5197

The only reason I can think of us doing hip shot is that arenanet wanted engie’s rifle to feel different than a warrior’s rifle. And I can understand trying to make classes feel different. However, the hip shot animation is just plain stupid and no one likes it. The animation just disappoints engie users, and doesn’t help at all in making rifles appealing. Hip shots for blunderbuss animation? That makes sense. Shooting the rifle at a 1200 range? No.

P.S. I’m sure there might be one or two who like hip shot animations, bu that’s about it.

P.S. #2 Yeah at least new shotgun weps help out

(edited by Penguin.5197)

Engineer Turrets Broken as of 30th April

in Bugs: Game, Forum, Website

Posted by: Penguin.5197

Penguin.5197

Remember, You can put lipstick on a pig, but in the end its still a pig. Why fix such bad skills ASAP? They clearly need an entire re-design not a hotfix. And other classes have worse problems.

Because they almost have made turrets viable, all they need now is more hp, and maybe a few tweaks to the traits.

New Set of Skin

in Community Creations

Posted by: Penguin.5197

Penguin.5197

Hey, look! Rifle skin wasn’t left out at least!~

Cannoneer - the heavy engineer

in Engineer

Posted by: Penguin.5197

Penguin.5197

Its not about how strong this class is, its about how bad kitten you can look while fighting. So, yes, I want shoulder cannons.

Turrets bug

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’m usually okay with waiting a month for the next patch when something gets broken, but everything about turrets is in such a horrible shape right now that I’m hoping we can at least get an emergency patch.

Its not just one trait on it that is broken, its everything.

Engi is sooo OP

in Engineer

Posted by: Penguin.5197

Penguin.5197

I
After fixing all of our bug list so quickly and making turrets so awesome in WvW engineer needs some really strong nerfs to bring the engineer population down to manageable levels. Engineer is all I see everywhere and they never stop talking about how great the patches have been for them this month and how happy they are!

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Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: Penguin.5197

Penguin.5197

Penguin it is the Invention traitline that’s broken, not Firearms! XD

I think I’ll just not use any line just to be on the safe side lol

Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: Penguin.5197

Penguin.5197

Lesson of the day: Don’t use firearms treeline for the rest of the month..or longer

MF Question

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

Considering the way eles blew up recently, I was expecting a mist form one.

Latest news/info for Polymock?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

And the next 8 months.

Engineer Turrets Traits Broken

in PvP

Posted by: Penguin.5197

Penguin.5197

Well if arenanet sees a decline in turret use for this months data at least now they know why.

Juggernaut trait a boon?

in Engineer

Posted by: Penguin.5197

Penguin.5197

Yea might stacks are boons.
Probably you’ve been just getting diminishing returns from farming so much

Gear skins! let our toons be more unique!

in Suggestions

Posted by: Penguin.5197

Penguin.5197

If all they did in the June patch is only add 200 new skins over the 3 armor types I would still consider it the best patch so far.

Why stop at gloves?

in Suggestions

Posted by: Penguin.5197

Penguin.5197

I really love the gloves for the fact that they are heavy looking on medium armor (kind of like se armor) and not just another trenchcoat for my engie. I would really love to see the full set of it, would be so awesome!

re-read OP lol

gloves are able to be hid now…not talking about the gloves from the F&F achievement

lol my bad, somehow my mind skipped over the hideable part.

Why stop at gloves?

in Suggestions

Posted by: Penguin.5197

Penguin.5197

I really love the gloves for the fact that they are heavy looking on medium armor (kind of like se armor) and not just another trenchcoat for my engie. I would really love to see the full set of it, would be so awesome!

Hunters pet

in PvP

Posted by: Penguin.5197

Penguin.5197

Why do engineers skills change when they swap kits? Why do your weapon skills and cooldowns change when you swap to a different weapon?

Though kits aren’t the engie’s class mechanic.

Back on topic, That’s why pets are better left ignored. Even though that is hard too.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

I have to disagree with the suggestions involving anti stealth mechanics. Implementing such a mechanic would either be so situational its pretty much useless (unless your paranoid and believe thief demons are around every corner of LA trying to backstab you) or it would just render the thief’s main defensive ability useless.

Don’t get me wrong d/p stealth can get annoying not OP just annoying.

I don’t think it would be useless. Imagine having a fight vs a thief, when thief decides to hide to use hide in stealth or some similar skill. Now instead of waiting to see if he gets to make the first strike or if he ran off, you got an alternative option. Utility Goggles! BAM! Now you got a counter and can continue the fight instead of just letting one side control the whole fight!~

(edited by Penguin.5197)

Down state

in PvP

Posted by: Penguin.5197

Penguin.5197

I need an option to get into games that don’t have down states.
– Feelings of every engineer main

Thief - too much evade, cleanse and port?

in PvP

Posted by: Penguin.5197

Penguin.5197

Ok, well first, I think thieves are in a good spot the place they are in right now.

Second, arenanets class balance philosophy on thieves is way off. “They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game”

For the love of God whatever you do don’t counter them with conditions, they’ll pretty much cure it all with hide and shadows and be tough to kill. Best way to kill a thief is ignore whatever arenanet says and just burst them down.

Engi is sooo OP

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’m Zeebok, and I approve this topic.

I am Penguin and I approve your approval.

Scope has always and will always work

in Engineer

Posted by: Penguin.5197

Penguin.5197

I don’t think scope would be multiplicative, simply because no other trait works like that. It just wouldn’t make much sense to make scope special

Engi is sooo OP

in Engineer

Posted by: Penguin.5197

Penguin.5197

Grenades haven’t been nerfed enough and

Spoilers: Its sarcasm

sniping

in Engineer

Posted by: Penguin.5197

Penguin.5197

You must be new here, and yes they do get a long range skill called killshot. That’s probably the closest this game will ever get to sniping, unless one day they decide to add a sniper kit.

Devs hate this class, period

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’m running a pretty cool build, but I’m too nervous to discuss it…. Big Brother is listening. Maybe I shouldn’t even have posted this!!

ps, I’m only half joking.

See too late they heard, now the’re gonna nerf the healing bomb/elixir kit/healing turret build cause of you >:(

04.30.13 Patch Notes

in Engineer

Posted by: Penguin.5197

Penguin.5197

“Cleansing Burst skill:
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.”

Okay here’s the scenario:
You deploy healing turret and overcharge it for heal. Now to get a major heal again the turret has to survive on the field for 15 seconds. If it gets destroyed at round at 5 seconds or later you have to suffer the additional cooldown of 20 seconds before it gets deployed again.
Personally It seems that I might better be off just picking it up right away as usual, and just keep using regenerating mists instead of keeping the turret on the field

Edit: Considering regeneration stacks only in duration a one stack of regen or 3 stacks of regen aren’t really much of a difference

(edited by Penguin.5197)

04.30.13 Patch Notes

in Engineer

Posted by: Penguin.5197

Penguin.5197

drop -> overcharge -> detonate is still on the same timer, so, once every 20 seconds you can heal for ~6k, cleanse two conditions, and leave a 5 sec water field.

why waste energy leaving it up when regen mist is now 25 second?

I was actually thinking the same

04.30.13 Patch Notes

in Engineer

Posted by: Penguin.5197

Penguin.5197

Updated confusion and retaliation effects to do the same damage as they do in sPvP.

:<

yeah they did go trough with that silly one…

So I’m not to familiar with spvp… How much of a difference is it now? =/ Do I need to put the ol’ prybar away?

Its half

04.30.13 Patch Notes

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’m not sure if I like the change on cloaking device, but if a skill was ever complained about on forums, it will be changed. Also low health response trait now has a cd? ughh oh well.

On the bright side elixir U was buffed to better match the quickness nerf

Anet, can you fix the Supply Crate animation?

in Engineer

Posted by: Penguin.5197

Penguin.5197

+2

I keep fighting thinking my supplies dropped, but by the time I noticed they didnt actually drop its too late

Dev comment

in Engineer

Posted by: Penguin.5197

Penguin.5197

They usually post in forums more frequently right after the monthly patches when they got a small room for a break. Right now they’re still working hard

Only one of each ascended piece allowed ?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

Yeah, people have posted threads about this before. Anet should really make this part more clear to help avoid this issue for people in the future, cause if people keep posting about it then something is definitely wrong with the way it is presented.

Considering RTL nerf.

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

lmao Ill take the 40 sec cd on jump shot if the skill looses its short range and hovering delay before it hits the ground. No, you not what? Actually if you are implying jump shot is as good as rtl then I’ll gladly trade those skills any day.

Should warriors have good regen ?

in Warrior

Posted by: Penguin.5197

Penguin.5197

shout heal me around 1600-1700 whith stat on pic, if i swap on axe+shield (+180heal) shout heal 1865

But you give up a lot of damage for that healing.

Uhhh…yeah. You can’t have everything at once.

Boon Hate is brutally unfair to guardians.

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

To balance it out I vote to give guardians and engies boonless hate, where the less boons your enemy has the more damage those traits and skills deal. There now its balanced.

The underdog classes?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

January. That is the only month engie didnt receive a nerf. It’s usually frustrating to read the patch notes and know whats going to happen to your class before you even read them. However, I still enjoy my engie and I dont think I could ever main a different class.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: Penguin.5197

Penguin.5197

Adrenal implant, stacks with vigor.

Natural vigor, no stacky with vigor.

Endurance refills at 5% per sec. Cap rate is at 10%. Vigor doubles natural refill, so nothing really stacks with it.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: Penguin.5197

Penguin.5197

While were making demands make sure to equalize energy conversion matrix and the eles bountiful power. Both at grandmaster minor traits yet one is better than the other. ele and engie equality right?

Chainsaw Kit- More melee for Engineers

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’d rather see a Gatling kit _

Attachments:

Chainsaw Kit- More melee for Engineers

in Engineer

Posted by: Penguin.5197

Penguin.5197

Replace a skill with
VVVRRRRRROOOOOOOAAAAARRRRRRMMMMMM: Turn on your chainsaw to make loud noises, causing fear for 3 seconds

:D

Oh no... SOTG

in Engineer

Posted by: Penguin.5197

Penguin.5197

As a condition engi who uses rifle instead of flamethrower I much prefer the new IncPowder.

I’m guessing rampager’s armor and you rely on bleeds from firearms traitline?

RtL change doesn't make sense.

in Elementalist

Posted by: Penguin.5197

Penguin.5197

Imo the problem I saw with rtl was that it was always being used to reset the batle against slower classes when things started going south. An increase in cd means you wont be able to escape so easily now because itll still be on cd for the most part of a battle which ill say is good.

Though rtl needed nerf I do think there couldve been a better way around doing it.

Oh no... SOTG

in Engineer

Posted by: Penguin.5197

Penguin.5197

Think about it: 4 seconds of Burning every 10 seconds. Flame Jet burns for 1 second at the end of every 2.25 second channel.

Together, that’s 8 seconds of Burning every 10 seconds. It’s not permanent by itself anymore, but the help of Blowtorch, Incendiary Ammo, Air Blast, and Napalm should be more than sufficient to sustain Burning damage on targets to take advantage of Flame Jet’s 10% damage increase.

I’ve noticed everyone talking about the 4s burning but no one seem to have notice that it’s a condition. which duration can be increased, potentially keeping it 100% uptime for all you blowtorch/FT lovers :P

Yeah its the same as before except that now it puts less pressure on the enemy by making it easier to remove the burning a longer time instead of having it reapplied right away.

the Nerf hasnt happened yet...

in Engineer

Posted by: Penguin.5197

Penguin.5197

Well Jon Peters basically said be wants the grenade kit nerfed so now that they have been targeted I see grenades inevitably getting one of either two treatments in upcoming patches:

1. A second 30% damage reduction

2. The kr teatment, turning damaging grenades into more utility based skills. Probably like turning shrapnel and poison grenade into knockback and heal grenades.

Self Regulating Defense & the upcoming patch

in Engineer

Posted by: Penguin.5197

Penguin.5197

No elixir S doesn’t allow the use of tool belt at all, it just disappears. And yeah it sounds like I might have to rethink twice about srd now but we’ll see.

I was pretty excited for back banners

in Engineer

Posted by: Penguin.5197

Penguin.5197

Oh you know, me and my engie guild, we were planning on getting them and proudly displaying how awesome we are. But then it hit us. We are engies. As soon as we swap into a kit they’ll be gone.

Oh woe is us

Please tell me they won’t just disappear on equipping a kit :/

Attachments:

5 points in alchemy = 12%more inc dmg

in Engineer

Posted by: Penguin.5197

Penguin.5197

Well berserker’s power is on strength and I’m sure I heard that new skill was in discipline traitline. Either way bp is an adept trait so you certainly would be able to.

5 points in alchemy = 12%more inc dmg

in Engineer

Posted by: Penguin.5197

Penguin.5197

Pretty bad warrior trait if you ask me. Just take the trait for 12% more power when full adrenaline instead.

Why not both?