Showing Posts For Penguin.5197:

Wouldn't solo queue ruin my MMR?

in PvP

Posted by: Penguin.5197

Penguin.5197

Just don’t worry about mmr, in reality its a bad system that does not accurately show how good or bad you actually are. Actually it would just mean if you pug or not. Lower mmr=pugs a lot and thats about it.

Underwater Combat: Turrets

in Engineer

Posted by: Penguin.5197

Penguin.5197

Hah that harpoon post was probably mine. Anyways to get the most out of combat turrets in spvp you should definitely try rifle/turret/rocket combo with high condition damage (I prefer rabid). The base attack for harpoon turret is already high but doesn’t scale with damage like the bleeding part of it does. With those three combined and a tanky build, you are pretty much undefeatable 1v1 or even 1v2 underwater. I also trait them since I try and keep that point ours, but you only need to trait if you plan on staying on that point. Otherwise stuff like turret regen isn’t useful.

Good to know.

When you say rifle/turret/rocket combo, do you mean rifle/fire/rocket, or rifle/thumper/rocket?

Woops meant rifle/net turret/rocket turret for underwater. I actually use those 3 on land too but thats just my preference

Underwater Combat: Turrets

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Posted by: Penguin.5197

Penguin.5197

Hah that harpoon post was probably mine. Anyways to get the most out of combat turrets in spvp you should definitely try rifle/turret/rocket combo with high condition damage (I prefer rabid). The base attack for harpoon turret is already high but doesn’t scale with damage like the bleeding part of it does. With those three combined and a tanky build, you are pretty much undefeatable 1v1 or even 1v2 underwater. I also trait them since I try and keep that point ours, but you only need to trait if you plan on staying on that point. Otherwise stuff like turret regen isn’t useful.

Spy Check!

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’d be amused if utility goggles let us see stealthed players.

Seems almost too…logical!

I made a post a long time ago asking for this, the replies were hilarious. People were all like “But then stealth would be worthless!”, “You wouldn’t carry a situational skill around anyways”, “Its illogical. How do you know people do not stealth through magic? How could goggles see through magic?” and stuff like that~

What this class is missing: Stability

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Posted by: Penguin.5197

Penguin.5197

Stability is NOT toughness. There is literally a boon called stability, and it is the counter to incoming CC’s.

I completely agree that the lack of stability hurts, both in PvP and dungeons. I had forgotten about the old juggernaut but you made me miss it again already. ;_;

It was honestly OP to have 100% uptime, but engie really got nothing back to compensate.

Considering that unlike other classes, engies don’t have access to any skills like stealth,fear, or stability (except with the half skills but I’m not counting those), I think it would be fair to maybe see that version of juggernaut back, even if slightly nerfed (Like grants stability every 10 seconds for 4 seconds or something)

What this class is missing: Stability

in Engineer

Posted by: Penguin.5197

Penguin.5197

We already did had it on flamethrower trait, till the nerf came as always. The engi must be so op with all his nerfs he got

I know we did that is why I linked the previous version of the juggernaut trait. We don’t need it on 100% uptime, just more options to have it. When you think about it, the engineer was probably made to be the best at something. Even though we don’t have the highest damage or movement or anything else, we were be able to keep a high rate of stability. Infinite stability with the flamethrower, infinite stability when on mortar, stability always active when using either version of elixir x. We had something going on with stability but when stab with ft was removed we lost that connection and now we only have it with elite skills.
I’m not sure whats the best way to explain what I mean but I’m trying lol

What this class is missing: Stability

in Engineer

Posted by: Penguin.5197

Penguin.5197

“They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight.” – Arenanet on engineer class philosophy

On a class that relies on boons to help them fight, isn’t it weird that we are missing one of the stronger boons? This was not always the case and we had stability like the rest of the classes in the form of the juggernaut trait (http://wiki.guildwars2.com/index.php?title=Juggernaut&oldid=313868) When it was removed, we were left with two skills that can grant stability to us, one has a 50% chance of giving it when we need it and the other one is a skill that forces us to not move, replaces our skills with skills with the strength of masterwork weapons that cannot even target nearby enemies.
I believe that stability is part of the reason this class feels like it is missing something. Here are the non elite-skills that give stability:
Guardian:
“Stand Your Ground!”
“Hallowed Ground”
Warrior:
“Balanced Stance”
“Dolyak Signet”
Ranger:
“Signet of the Wild (to your pet)”
Elementalist:
Armor of Earth
Mesmer:
Power Break
Engineer:
Toss elixir s (randomly)

So apart from necros (Who at least have fear to make up for it and can at least trait for 3 second of stab) and thieves, we suffer from having no stability skills, most likely because developers must have though our infinite stability trait would make up for it and we did not need one. Sadly though we all know what happened to it.

I believe that this class was made from the beginning to have good access to stability, but lost it during the way. So I request we get a skill or trait to be updated with stability, a class that requires mid/close range playing style really could benefit from one.

(edited by Penguin.5197)

Spy Check!

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Posted by: Penguin.5197

Penguin.5197

And I do agree that we need a hard counter to stealth. Hard counter in this game already exists (Utility goggles) so it is definitely possible to expand upon counters

Spy Check!

in Engineer

Posted by: Penguin.5197

Penguin.5197

You can turn on combat log and if number come up, keep toasting the air.

Not entirely true. I have yet to check on wvw but it does not work in spvp or pve mobs.

Fast-travel skills too OP in new PvP Map

in PvP

Posted by: Penguin.5197

Penguin.5197

Because after RTL you can lock down an ele pretty easily with immobolizers and knockbacks. Every tPvP game I’ve played that an enemy ele has ran it has lost the Orb.

Also, other classes have strong distance abilities.

I’ve been running Hammer/Sword-Warhorn, and if I have the orb I can actually Sword#2(Leap) over the bridges, go almost as far as RTL and it only has a 10sec cd not a 25.

Not to mention last night we used a Guardian (davinci) to run the orb and that felt more solid than an ele.

The only classes I feel that are at a disadvantage are Engineers and Necros since they lack gap closing mechanics.

Spirit Watch’s new mechanics will most definitely change the ‘meta’. The next step from ArenaNet are Ladder brackets visible to the public, new maps with new mechanics and have them be selected randomly per tournament.

Not even engineers are at much disadvantage here. I usually take oil slick for this map and elixir r. dodge 4 times for faster movement, use double speed toolbelt skill (which lasts five seconds) and It’ll put me a good distance from a point.

Edit: Plus oil slick knocks down people trying to chase me.

(edited by Penguin.5197)

Stability help

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Posted by: Penguin.5197

Penguin.5197

I guess originally we didn’t get that many stability skills because we had it 100% uptime on juggernaut. But when it was removed our main method of stability got it hard. So now …tossing elixir s and hoping for it is probably your best bet :/

Concerns about the revamped krait.

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

These kraits are awesome now. I’m glad they are challenging and not just another press auto attack and win. There is no point in utilities if you already know that you are going to win with spamming 1. All it takes now is for the community to relearn how actually fight back.

In my expeiance of playing 5 of the classes so far it’s only Warriors and Guardians that are feasable to just Skill 1 every fight. And even doing that is a strategy somewhat due to the fact that each strike adds a new attack/bonus. My other 3 classes do not get that so they HAVE to use their other skills. Perhaps you need to learn/experiance more classes before you go around saying everyone just uses skill 1?

Nope, even though I main engie I do play other classes. Pve in general to me is just easy, so no need to go off on me like if you know it all

Hardly went off on you as if I “know it all” kinda ironic tho how you accuse the “community” of not knowing how to fight back like you “know it all” that they don’t. My main is an Engi too so of course I know you don’t just skill 1 everything, like I said it’s not really feasable on most the other classes (unless you roll Flamethrower). This does not mean you get the right to say that those that do skill 1 fights are not playing tactically or don’t know how to fight back. Get over yourself perhaps?

I never stated I was better than the community, all I said was this challenge is welcomed and people that are complaining about them being too hard will learn to adapt. People also complained about the dredge fractal at first when it was new but the community learned it and overcame. Same thing will happen with krait and ac, which seem hard now. Maybe you are the one who should get over himself and accept there are different views on, as you call them, those “trash mobs”

Concerns about the revamped krait.

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

These kraits are awesome now. I’m glad they are challenging and not just another press auto attack and win. There is no point in utilities if you already know that you are going to win with spamming 1. All it takes now is for the community to relearn how actually fight back.

In my expeiance of playing 5 of the classes so far it’s only Warriors and Guardians that are feasable to just Skill 1 every fight. And even doing that is a strategy somewhat due to the fact that each strike adds a new attack/bonus. My other 3 classes do not get that so they HAVE to use their other skills. Perhaps you need to learn/experiance more classes before you go around saying everyone just uses skill 1?

Nope, even though I main engie I do play other classes. Pve in general to me is just easy, so no need to go off on me like if you know it all

Concerns about the revamped krait.

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

These kraits are awesome now. I’m glad they are challenging and not just another press auto attack and win. There is no point in utilities if you already know that you are going to win with spamming 1. All it takes now is for the community to relearn how actually fight back.

Is Scope Still Bugged??

in Engineer

Posted by: Penguin.5197

Penguin.5197

Considering it was not in the patch notes, its safe to say it is

My Flamethrower

in Engineer

Posted by: Penguin.5197

Penguin.5197

All I would really change is airblast from a pushback to a knockdown. Its annoying pushing someone away then running to get closer and hit them with the stream.

Rocket Boots

in Engineer

Posted by: Penguin.5197

Penguin.5197

Hah I thought op was just talking about rocket boots itself, not including the toolbelt skill.

Rocket Boots

in Engineer

Posted by: Penguin.5197

Penguin.5197

I think your 15% estimation of players is still too high. Last time I saw someone use it was in the first month gw2 came out~

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Penguin.5197

Penguin.5197

+1 from me too, I want to see it happen!

New build ideas (no flaming plz)

in Engineer

Posted by: Penguin.5197

Penguin.5197

Toolkit+flamethrower.
I want to try and pull someone, smack them with bry par then napalm blast them.
ohhhh yeaaaa~

Engineer Gadgets: Chime in!

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Posted by: Penguin.5197

Penguin.5197

I think no one talks much about gadgets because there are a few of them that are just outclassed by other skills. Take utility goggles vs elixir b for instance. Both on same cooldown, and both give fury, but elixir b also gives three extra boons. What utility goggles offers is a very situational immunity to blindness for ten seconds and a stun break. Which is too bad since stuns last between a second and two and I’m most likely to be dazed or knocked down in pvp situations.
As for battering ram, I’m sure I wrote about it yesterday, but if you want knockback there are better utilities to take instead of it with longer range, shorter cooldown, etc.
Rocket boots: It might have is used if chilled, but no one likes to watch their character cc themselves.
Throw Mine and slick shoes are pretty good, too bad slick shoes suffers from a one minute cooldown.

Day 184: Deployable Turrets Still Broken

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Posted by: Penguin.5197

Penguin.5197

I can tell you its actually fixed in this build, so I suspect that the patch notes are just missing this information. There are a number of bug fixes whose notes never got through the patch note process. We will try and get this list and update the notes, but for now this trait works in PvE so patch and enjoy!

uh jon, you missed a turret. I still can’t throw my mortar around lol

Flamethrower is still not worth the slot

in Engineer

Posted by: Penguin.5197

Penguin.5197

The only problem I have with it is that Its not useable in the spvp meta. I mean I go down FAST with all the confusion applied to me. :/ I would really appreciate it if the flame jet itself was one attack, not every single little spark it does >.< cant do crap like that

Feb 26 - Engineer Patch Notes discussion

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Posted by: Penguin.5197

Penguin.5197

I’m very happy with his patch, so many bug fixes and plenty of buffs for flamethrower, elixir and even one more for the already awesome toolkit.
I’m sorry for everyone who felt kit refinement hit their build, but can’t say I’m sad about it since I never played 100nades. Overall it was an awesome patch for me

Day 184: Deployable Turrets Still Broken

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Posted by: Penguin.5197

Penguin.5197

A red post in our engie forums, I think I’m about to cry out of joy :’) and cheers for deployable turrets!

Give Me Info on Elixir Gun

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Posted by: Penguin.5197

Penguin.5197

I have tested it out and tried to build around it on spvp. Its very low damage you won’t be killing anyone 1v1 but it makes a good team support weapon, it can clean your team of conditions, or buff them with swiftness while crippling the enemy team and giving them poison. Its heal is also decent.

battering ram

in Engineer

Posted by: Penguin.5197

Penguin.5197

The problem is Engineer utilities are extremely powerful compared to other class options, which would theoretically make up for that damage tax. Battering Ram is more equivalent to that of someone else’s utility so it’s difficult to pick up. In fact a lot of our utilities have this issue, even considering the tool belt skills that come along with it.

Battering Ram is a great skill, but you could pick up the Flamethrower for a knockback instead.

Yeah, we have so many knockbacks on much lower cd, its almost not worth taking. Airblast has a longer range and shorter cd, thumper turrets overcharge is on 30cd (you can pick it up to lower its 50cd placement by 25%), I think even throw mine can do the job just as good.
Rams toolbelt counterpart is nice though it does have that going for it.

battering ram

in Engineer

Posted by: Penguin.5197

Penguin.5197

I used it a few times but I don’t think its all that worth it, even if it is to some. To me, its just a simple effect with a short range and relatively long cooldown, but then again all gadgets seem to act like that.

Engineer self-rez

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Posted by: Penguin.5197

Penguin.5197

That’s the engie’s life for ya, coming back over and over just to get knocked downed again.

/kidding

Devs not playing their own game?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

double-pistol Warrior??
Does this mean I can finally play a double-flamethrower engie!?

you’ve been able to do that for ages, and then they added more, engis are now just katamaris made of fire

I’m not satisfied until I’m wielding one in each hand! (Then I can wear those gem store shades too while I’m at it)

The biggest problem with engineers...

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Posted by: Penguin.5197

Penguin.5197

I forgot the get a screenshot as well, but I’ve seen a necro asuran dev running around spvp as well, testing the glitchy bull poop minions. However, thats unrelated to the pve weaknesses of these classes.

Off topic but I’m sure I saw that guy running around too a few days ago. couldn’t help but to forget points just to chase him all over the place, even took a screen shot when I got him downed
Too bad I can’t use the computer where that screenshot is at the moment.

Devs not playing their own game?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

double-pistol Warrior??
Does this mean I can finally play a double-flamethrower engie!?

Throw Mine Skill...

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Posted by: Penguin.5197

Penguin.5197

The only times I have ever found a use for it was in spvp when fighting a thief one on one. Throw mine under me and use the tool kit mines as a way to help me guess were he is coming from. Once throw mine activates I just look toward the side were the toolkit mines blew off. Thats about all I ever used it for though, anti backstabbing defense.

Unfair Finishes

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Posted by: Penguin.5197

Penguin.5197

Personally I’ll rather have no downed state in this game at all its just annoying and no fun imo. Still this is better than the other alternate and I’ll rather take unfair finishes over unfair down state abilities that prolong the fight any day.

Elixir S

in Engineer

Posted by: Penguin.5197

Penguin.5197

I’ve noticed (at least in spvp) that when I’m fighting and use elixir s, my kits seem to go on a quick one second cd first. Considering you then only get to use it for like two seconds it’s probably not a big of a deal, its like one attack or two at best

@Cloaking Device

in PvP

Posted by: Penguin.5197

Penguin.5197

Even if they go invisible they are still there unable to move. Unless they use a utility to get out of it. Instead of giving it a internal cd Ill also rather have a longer duration on stealth debuff

Biggest trash talkers during pvp

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Posted by: Penguin.5197

Penguin.5197

Its usually on thieves or warriors that I see that kind of reaction. Ive noticed on other games too that their equivalent version of those classes attact them. Theres something about carrying a gs or being a wannabe assassin and having an ego. Guess they just think they have a cool character..

man what is going on with thief?

in PvP

Posted by: Penguin.5197

Penguin.5197

If you are alone they can burst you down easily. Even though I main engie I have started trying thief, and if they don’t have defensive utility, they’re screwed.
basilik venom —> steal —> backstab+haste means your dead.

I’ve never been able to kill so easily on an engineer…

Time to fix engineer downed state abilities

in Engineer

Posted by: Penguin.5197

Penguin.5197

Which reminds me: ANet, when are you going to replace the useless Always Prepared downed trait with one that might actually be useful to take.

Yes. If it won’t change for something better then I would rather just have it replaced with dropping a mortar, just to make engies deaths more brighter. Not like anyone ever picks up what engies drop anyways

So I hear we're good against Thieves...

in Engineer

Posted by: Penguin.5197

Penguin.5197

I know I have said it before but my rifle/net/rocket turret combo stops them good (Mostly thanks to knock down and immobilize) and self reg defenses will help through their burst.
There was this one time that my turrets killed the thief for me. I was playing badly and not landing any hits because my shots would go on cd without doing anything and well..somehow the burst thief fell first. Funny moments.

So why is harpoon turret > than rifle turret

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Posted by: Penguin.5197

Penguin.5197

Well that’s the probably the most logical explanation were gonna get

So why is harpoon turret > than rifle turret

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Posted by: Penguin.5197

Penguin.5197

They both are basically the same skill, and take up the same slot. Yet harpoon turret has an extra effect that rifle turret doesn’t. Its damage also increases when overcharged; from 540 to 1270, same as the rocket turret underwater. So why can’t rifle turret be that nice on land? :/

General Engineer Information

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Posted by: Penguin.5197

Penguin.5197

unless the RNG elements are overpowered to compensate for their lack of reliability, there is absolutely NO benefit to RNG skills. As it stands, anet thinks our RNG skills need to be underpowered to compensate for their ‘variety’

I agree with that. I would have thought the random chance would have actually meant we would get a stronger version of the skill. They got some of it right though, like elixir x actually lasts longer than the ele/warrior counterparts.

(edited by Penguin.5197)

Turret Rework Theory - Boons

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Posted by: Penguin.5197

Penguin.5197

I wouldn’t mind if they added boon turrets apart from what we already have. I mean, we are in definite need of stability.
But what I would like to see first is another direct damage turret, like the rifle turret and rocket turret. For the way I play, no thanks for flame and thumper, even if they have their uses..

Warriors voted weakest PVP class

in Warrior

Posted by: Penguin.5197

Penguin.5197

Well yeah of course they’ll be voted weakest. Nearly all of the warriors I have met just run 100blades. Easy to anticipate, dodge and counter when you see the warrior carrying a gs. Maybe if they dared try a different build maybe they wouldn’t be so low.

engineer turrets and pvp

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Posted by: Penguin.5197

Penguin.5197

yeah i read that one a while back i do agree with that but one thing you have to consider is that in a aoe fest your turrets will die to one tick and you would still have that full bs cooldown to lay another one very rarly can i fully use their capability.

Spread out your turrets, works for me in spvp.

Transmuting the Universal Multitool Pack?

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Posted by: Penguin.5197

Penguin.5197

Also you can now transfer over the engineer backpack to another character easier than ever since the quaggan backpack release. When you buy the quaggan backpack you also get a white backpiece. use that to transfer over to any character you desire.

What is the best part of playing an engineer?

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Posted by: Penguin.5197

Penguin.5197

Ohhh another thing that happened today that made me enjoy engies even more. I was playing around with the turrets, placed them on a high elevation but happened to be knocked down by an ele. So the ele tries to destroy my turrets but doesn’t have enough damage to destroy any of them, so she just has to keep backing off before she took too much damage LOL (Was traited for metal plating, turret regen, and rifled turret barrels) I stopped fighting just to watch her try to destroy my turrets for some time it was really entertaining

What is the best part of playing an engineer?

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Posted by: Penguin.5197

Penguin.5197

Running around in spvp with only turrets. Nothing feels better than protecting a capture point with rifle turret/net turret/rocket turret, getting attacked by a glass cannon backstab thief looking for an easy kill, yet last long enough to drop crate on them and watch them get downed by turrets.

You aren’t escaping with those rocket and net turrets around

Class balances on Feb 26 ?

in Guild Wars 2 Discussion

Posted by: Penguin.5197

Penguin.5197

In other peoples examples they are comparing classes under the assumption they are using berserkers gear so I will do use it too. I think the problem on the engie is that they do not have good mid range to long range direct damage. Yes you could just auto attack with the rifle from a distance but auto attacking gives less overall damage than combining skills together. To use other rifle skills you have to get close range but that is something you do not want to do on a medium or light armor class, especially with berserkers gear. The other engie kits dont deal that much damage at range either (Grenades may come closest to dps but no where near what a gs can do though)

I cant talk about other classes but those are my two cents on engie. They need better medium range skills because the way you currently have to play dps engie is cqc, like a warrior just except without the heavy armor or massive gs damage.