I was testing out mortar shots (Skill 1) and even though the damage increases on the tooltip with more power, the damage on the practice dummies in L.A. was always the same at 1156.
As our ignored elite, I decided to make a list of its pros and cons for this elite. Considering it has yet to be touched by patches I hope this gives it a reason to be soon (Or under best circumstances deleted ).
Pros:
- Aoe
- Permanent Stability
- Caltrops shot scales with condition power
- Aoe knock back
- Frost Field
- Able to be shared
Cons:
- Low damage
- Slow projectiles
- Skills do not scale with stats
- Requires user to be immobile
- Takes up an elite slot
- Not affected by turret traits
- Elite supplies trait bugged
- Gets jammed frequently
- Cannot critical at all
- Has minimum range requirement
- 2 Second cooldown on skill 1
- Range affected by vertical distance
- Knockbacks by harpies in fractal still push you out of the mortar (Probably all knockback sources?)
- Costs 30 skill points to unlock. -Acts as a skill point trap for beginners.-
- Unable to use skills 6-9 while on it
- Projectiles hit the ceillin inside areas with low vertical height.
- Auto “fixes” camera
- Always targeted by enemies first ( even before player )
- Low HP
- No way to defend it
- No defense vs melee
- Several View issues when placed next to an object/wall.
- Can be feared through mortar stability
(Probably true) Facts about mortar:
- No one has ever been downed by a mortar shot
- Engineers have been known to take out mortar before downed, presumably to spend the last bit of their time with stability
- Wintersday toy mortars hurt more.
- Worst elite in game beating out the Racial skill Artillery Barrage by a longshot
- Its bad design shows evidence that it was made by drunk norn engineers
(edited by Penguin.5197)
I think the conversation should be around why anet made such bad decisions when designing classes.
Why? Because every other game has some sort of stealth class cause its “cool” and arenanet wanted to jump in the bandwagon too! Forget gameplay like gw1 Assassins! Its all about invisibility now!
/end rant
I agree with op, I just sit back and let my rifle turret kill anything that looks at me funny, its almost not fair :/
Its not so much as a l2 play issue as much as an arenanet needs to learn to develo-p- issue. This was their first time adding invisibility mechanics into their game, so of course they would mess up on a few things about it, such as not adding hard counters to it. I have posted my thoughts a few times so I’m not going to post them again, plus other people like Oareo have done a good job explaining it.
Edit: Seems d e v e l o p is filtered O.o
Took a while for you guys to catch up, my ranger has been playing engineer since…well forever now
Penguin, what bag did you use for this? I can’t find any back items that aren’t bind on acquire or of non-rare type. I’d love to move one of my mad memories bags to a toon I’m still playing and give the eng pack to a my Ranger. Thanks for any input!
The only ones I can think of apart from toymakers are the white ones that come when you purchase quaggan backpacks
I really want a way to counter it. I don’t see how one game mechanism can have no hard counters for it, its just asking to be exploited. Plus imo fighting someone with stealth just isn’t fun at all if the battle is always one sided where you always have to wait till he makes his move.
Plus I really can’t see this game becoming an esport without the back and forth chess mechanism a hardcounter would bring, cause at the moment its a little one sided. Imagine if LoL didn’t have wards. Thats just how this game is right now.
Wow that looks hard to beat but I can try. Here I forced my warrior to use the most hideous color combination I could think of. He was not pleased.
Could we rename banner skill 1 to “Sweep” instead of stab while were at it. I’m so pro at cleaning the streets of Lion’s Arch with my banners. “Keeping Lion’s Arch Clean” is my moto.
I lol’ed. You know you would love to use a broom to fight. Give someone a…sweep
Its what I feel like doing every time I start looting and I pick up some random banner on the ground. T_T
I got so tired of it that last time I picked up a banner during an event I ran off 2 miles from where the event was taking place and left the banner there~
It’s something I didn’t know before.
I could only imagine how awesome it would be though if Mortar was automatic like a turret. It’d actually be useful, given it’d probably have horrible accuracy issues, but it’d be interesting to see.
Mortar can come with its very own charr attached to it and just targets whatever you are shooting at. And voilà! Instant decent elite!
First attack on scepter:
Chain:
Turret Bolt Shoot a bolt of turrets at your target.
Turret Blast Shoot a second bolt of turrets at your target.
Ether Turret: Shoot out a third bolt of turrets that confuses your target. Summon a turret that casts hip shot.
Thats right. You attack the enemy by throwing turrets at them, and at end chain just summon a turret. Why? Cause we need more ways to drop turrets thats why!
Maybe when you are blind you don’t stomp hard enough? You start to panic or something
I’ve noticed that when people want to play glass cannon, or at least dd, they prefer classes with stealth over classes who don’t have it because..well who wouldn’t. That no counter to stealth basically puts pressure on non-stealth dd classes, who would most likely die quick before they get a chance to react and lets face it, no one wants to be a free kill. This results in non stealth classes just playing bunker because if they do otherwise, they are dead.
And considering that people like to play glass cannon, many people just play mes/thief to not be at a disadvantage.
At least that’s how my theory goes.
(edited by Penguin.5197)
My own feelings also are that it shouldn’t. I mean if both sides have downed people whoevers team gets the first kill basically win. And at this point classes that can’t move basically become a big and easy target. If your ever in one of those situations you better hope you don’t have an engie on your side.
I always like to compare the engineer to our step-sister, the elementalist. King of versatility, great group support and control. That´s roughly how the elementalists class philosophy goes.
As we know the elementalist has incredible boons and can support groups like no other, do comparably good damage and has good survivability.
Somehow I can´t see a way to achieve only one of these things without a huge tradeoff. And yet it´s the engineer who has to pay the prize for versatility in damage.
Of course elementalists also use traits to push their skills but is there any attunement that you have to trait for, just to make it viable?I main an Elementalist, so I’ll chime in here.
Elementalists have incredible boons and support if they trait for it.
They also have good survivability if they trait for it.
They can also have good damage if they trait for it.Most Elementalists currently trait for survivability and support (because it also helps survival), and let gear choices take care of the damage. If you decide to trait for straight up damage you die a lot, and fast. Without all the boon spam and healing Elementalists are the glassiest of cannons, with the lowest health and lowest armor in the game. In exchange for that they get mediocre damage (for glass cannon), better than average burst, and carpal tunnel from all the attunement swapping and dodging they do.
They are designed to be versatile and flexible, but are forced to specialize in shoring up their biggest weak spot due to flawed trait tree design. Sound familiar?
I borrowed my wife’s Engineer for a bit, and was amazed at how similar it plays to an Elementalist.
Yeah considering both classes are meant to be versatile I’m not surprised they play similar. The difference only being that one sacrificed a lot of mobility for some slightly higher armor. Kind of like being armored eles I think.
I think ragnarok just read the title but anyways I have wanted that idea implemented for a long time, that would definitely make us versatile. And if you wanted more than one kit you could then have the option to sacrifice a utility slot.
When it comes to thrown Elixirs, dropping a single boon even if it wasn’t random doesn’t even feel like it would be necessarily worth the cast time. I have this issue even when it has HGH, it doesn’t feel worth it. Not only do they need to not be as random, they need more of an effect.
As it stands, I only use them out of combat or for cleansing. At least when it comes to H or B. That just doesn’t feel right. They should actually feel worth using in terms of buffing your allies, even in combat. That’s even compared to using my freetime with Explosive Shots, which are pretty bad in their own way.
Same here, I learned my lesson to stop using it in combat when I saw that by the time it had finished casting I had lost like 15% of my health to just my enemy auto attacking me, leaving me at a disadvantage. Plus when you add he rng factor and you end up getting one or two stacks of might…no..just no. A chunk of health is not worth so little
We got one quick reply on feb 26 telling us that deployable turrets was indeed fixed. Apart from that I highly doubt we’ll get a response soon. Not because they hate us (though that factors in), but just because they are busy working on more content again.
Though I would really love to be proven wrong.
Stop placing your banners where my loot bags are gonna drop. I’m always going for my badges and I end up running away with a banner like wtf am I gonna have to pole vault to my targets now
This. Can’t pick up my loot without picking up every single kitten banner a warr places >.>
Aggro grabbing skills are not going to happen in this game (No trinity).
But for the sake of discussion, I would say they should shout something better. Would people really shout “I’m the one you want!” or better yet, would people really far for it? I recommend they shout something that has already been tried and tested. Something along the lines of “Do you even lift!?”
According to this : http://gw2census.com/charts.php?pie=total÷=charprofession
It goes
Elementalist, Warrior, Guardian, Mesmer, Theif, Ranger, Necromancer, Engineer.
Although all of them are ~3% apart.
That does not seem right. It just seems to be counting every character a player has, instead of how much played per class.
Took a while for you guys to catch up, my ranger has been playing engineer since…well forever now
After reading this thread I have now been inspired to kill only the rabbits for my daily in this game, anyone know where should I begin for it?
Plus why would you want to alternatively kill another defenseless animal like spiders? They’re beneficial to the ecosystem and cute (I play with one in my lap). All rabbits ever do are eat, sleep and frolic pshhh.
New video from new member. Enjoy!
Man who in the world picks those songs lol Theyre so random but anyways a group of flamethrowers looks fun as heck!
I hope they do too, if they don’t then I want to see the gameplay developers actually come into WvW as a test to see how they fair with this class. I am sure if they did, revisions would be made quickly. Engies always should have had heavy armor, they should be built like tanks and would explain the low damage/ low speeds of this character.
I hope the devs will spread some much needed steroids to this class, if and when they do they will soon see more people becoming engies. Engies are fun to play, just really poorly matched.
It will always make me sad engies didn’t get the heavy armor they deserve :/ We got awesome tanky sounding traits like Juggernaut that just scream HEAVY!! Yet we will always be expected to run in to medium-close range with medium armor.
But anyways yeah the current engie has no idea what it wants to be, though it leans a lot toward close range fights. The engie is not a “mid range” fighter like arenanet states. There is no such thing as mid range, you are either fighting at close or long range here. Heck even the engies skills are either close or long range but not in between.
Of course movement skills should be effected by chills and cripples and things. Otherwise they are pointless and might as well be removed from the game. In fact all movement skills should be effected by chills and cripples even gasp ride the lightning. How about that?
This. Otherwise really no point of cripples and chills.
I think its decent under specific conditions. Combine it with full alchemy line and rune of earth set for 7.5 seconds of protection. Thats about 30% of protection uptime on its own, pretty useful in spvp (Where you get hit by crit almost every time), especially when combines with protection injection. You will almost always have protection uptime in battles.
Yes I know its off topic.
I’m not helping in this segue, but armor mods gives retaliation.
hah my bad I was thinking of the wrong skill.
HEY ITS BEEN A LONG DAY IN CLASS LEAVE ME ALONE >:( lol
http://wiki.guildwars2.com/wiki/Armor_Mods
I’m not sure whether or not you are making a joke about how bad the trait is, or whether the trait is so bad you actually forgot about it. It is an impressively bad trait though.
I think its decent under specific conditions. Combine it with full alchemy line and rune of earth set for 7.5 seconds of protection. Thats about 30% of protection uptime on its own, pretty useful in spvp (Where you get hit by crit almost every time), especially when combines with protection injection, you will almost always have protection uptime in battles.
Yes I know its off topic.
(edited by Penguin.5197)
I wonder if ppl know that initiative doenst effect utilties. Only your 2-5 abilities.
Well Penguin did specifically say weapons and kits, which is what most people are talking about.
@op: air blast would be fun, prybar would be the best though.
Kits take up slots 1-5 when active so theoretically it would have been affected by initiative :P
Imo, it is really hard to kill them with condition damage when their heal skill, not only heals but stealths them and cures bleeding, poison and burning.
But anyways, what Eviator said sums it up. They can run away whenever they feel like it. Unless you burst them down (Try 100nades).
Hah prybar was the one I thought of first too
Beating down someone with a prybar, I can imagine it now~
What skill would you spam first? Lets say initiative works for all main hand skills including kits.
(Initiative is for skills 1-5 only)
(edited by Penguin.5197)
Will there be a hard counter established for stealth later in the future or do game designers think it already is in a position where they want it be?
In my personal opinion, stealth in this game seems to be an exemption from the checks and balances gameplay that other games, especially esports games, seem to have.
(edited by Penguin.5197)
Many of these stomps are stoppable, but anyways whats the focus of this list again? Are you saying people have too many?
Sanctum of Rall is having the same issues.
Our players can’t get into to do dragons and the ones that can are suffering terrible lag problems. One auto attack every 4 seconds and complete skill lockout.
WvW is also extremely laggy at the moment as well. Constant hooking while traveling the maps even if no combat is near.
Except that people guesting cant join your servers wvw
I feel that way too. I need at least one kit and one stunbreaker to feel like I’m at least playing effectively. That leaves only one slot really.
In gw1, the norn would transform all the time, it was pretty much their fighting style. So why do most npcs just not do it anymore? I had almost forgotten they were a shape shifting race and not just taller versions of humans.
Our booby trap needs to happen quicker, it sucks that it still has to be setup when we are downed, and on top of that it still has a near second cast time. The few times i have survived long enough to get it off cooldown I die during the channeling of it. >.>
Or better yet completely replace it with something else.
If anything, I find the dailies to be easier now. You can probably get around 3-4 just by playing normally then just put a little effort into the last one, pick whichever you find the easiest and bam! Daily complete!
I think everyone somehow collectively decided to troll all the role players :S
Now only if they would add shoulder armor for cof medium charr armor >.>
This is something I have been thinking about lately, considering that in this game some classes are very easy to play (to the point where you just got to learn to skills, 1 and 2) while in other classes you have to keep track of your cooldowns, switch weapons/kits frequently and so on. Considering the wide range of complexity, at what point would the game be balanced? Should a class that requires more effort reward the same amount as the simpler class for the same objective or should the reward be the same?
Things to think about: If the complex class rewards more (such as in more damage, better healing etc), wouldn’t that mean that class is overall more stronger than the rest? But if it requires more to do the same amount, would it not mean that balance is skewed in favor of simpler classes?
I am interested in what the community (and devs) thinks about this, so please share your thoughts, and try not to flame.
I love the engineer class, its something I will always play and is a lot of fun. But for Anet Devs observing forums we do need better permanent run speeds to match other classes, even with added distance to rifles other classes are running out from reach ( even with a swiftness elixir)
13 seconds of swiftness against permanant run speed does not even compare. I agree we need a steath capability too. Classes are not created equally, so intead of nerfing engies who are already a weak class one to one and giving thieves and mesmers ludicrous skills, give us some decent base health, a run speed or stealth so we can make a getaway if needs be and the rest we can sort ourselves.
Our grenades also cannot go over fort walls, which if Anet devised this class to be a kite mode of play – well they really have not worked that out either. Sort this out seriously !!
What we need most is a gap closer, since we don’t have one (Doing jump shot on rifle will actually slow you down if you already got swiftness on).
Considering that our class is supposed to be slow, there already is imbalancement in that regard. Average armor, average health, average damage, low speed.
(edited by Penguin.5197)
Of course the engineer isn’t dead, they can be viable in their own right. But in the current spvp meta where you need either speed or stealth to keep up with other classes, engineers ran out of luck and got none. Which is probably why there just arent enough engies around.
I definitely hate mesmers. No matter how many clones you kill the mes always just summons 3 more >.>
Hah sounds like many rifle skills. Anyways its also been happening to me on slick shoes. If you ever want to make your own life miserable do rifle+elixir u+slick shoes.
Engineer:
Rifle: mostly power damage
Every single other kit/weapon: nearly 50/50 split between power and condition damageHow the hell am supposed to gear up for engineer (except maybe rampager)? No matter what gear you pick you won’t max the weapon’s damage.
I believe that for better or worse (Mostly worse) all our weapons were made to be hybrid. For example, why the heck are the traits for rifle under precision and condition? Because rifle is made to go as a hybrid, doing normal power damage while causing bleeding and what not from traits. As much as I hate it that way just go look at the traits.