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Yeah I pick on other engies when I spvp. Not because I hate them but because I care about them. Tough love baby~
Umm..you forgot to post the link?
My engie once again, now updated with a bigger gun. Because nothing screams engie better than big big charr guns
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I have been currently playing spvp build around the similar idea, it works great in 1v1 situations, especially when you are just trying to defend a point, but it becomes really hard when faced with more than one enemy
That rabbit died so hard even the dolyak felt it
I don’t think we would get signets exactly, but it wouldn’t be a farfetched idea to implement passive effects on our gadget skill. Our gadget skills are pretty much equal in power to signets effects when you activate them anyways.
i opened an engi guild months ago and well forever alone now even more since my sis trolled me and got me into yak’s bend.
You can still join us if you want, the only thing you couldn’t do with us is wvw. But with the guild missions coming and what not, we can use all the help we can get~
dunno why i wasnt invited last time i asked but sure hit me up an invite if you want.
I send you another mail, saying your already at max guilds. I’m guessing what happened last time was you didn’t read your mail either.
Or maybe add an option to allow people to see asura with bigger character models in pvp settings. Watching an asura be the size of a normal human would help with people who have that issue, while creeping people out at the same time.
I too, dream of this. Rolling around in wvw with an engie party..each of us with gatling guns..mowing down zergs in our way…someday.
It seems like every class has some skill that passively increases their speed except engineers. If power shoes worked out of combat then it would actually be worth taking.
Agreed, why does our +25 speed buff activate only under certain conditions T_T
Engineer is not made for the current meta at all. Same with Necros. Its why they are the rarest of all classes to see in WvW for example. There goes about 4 warriors, 4 thieves, 3 guardians, 2 rangers, 2 eles and 3 mesmers for every necro and engi in WvW, fair estimate methinks.
I agree that they are definitely not for the current meta right now. I don’t always spvp but when I do, I only see mesmers and thieves for offense, and eles and guardians for defense (and sometimes warrs). I don’t think its a surprise that classes with stealth can do well in spvp for offense, and for defense, well eles and guardians currently have that covered. There really is no room for engies at the moment, nothing that really stands out.
Of course they are still usable but I feel that is how the current meta is right now.
I think the description refers to the speed you move at when in combat.
We actually have been getting plenty of these threads pop up lately, was super speeds mechanics changed recently?
Did you just compare rtl to jump shot? T_T I know it was posted some time ago but wow lol Even though j. shot isnt target only, Its so horrible as a gap closer its unfair to compare it. J.shot has a second where you just hover for no reason before you land. Maybe something similar to what jump shot suffers through could also be applied to rtl, where if nothing is hit with rtl, the ele just stops and stands there as an electric ball for a split second.
Plus to move around eles can use Glyph of Elemental Harmony, Updraft, Windborne Speed and traits like Elemental Attunement and Zephyr’s Boon
Why? do you disagree that jump shot as an escape mechanic would be infinite times better than rtl if it was target only..also see what you did there?
All that you mentioned as mobility is swiftness (which engie has in abudnace :P) apart from updraft..and no thx i need that to land 1 of my countless predictalbe 3 sec delayed skills that i have ..you know i need to do damage somehow
In short you proved my point,didnt you there ?
Jump shot doesn’t even work that well as an escape mechanic, you actually cover more distance in less time using swiftness than using jump shot to move.
Plus don’t you count swiftness as mobility?
Also, if your using rtl to move, don’t you also need that off cd when you fight, much like updraft? If its on cd when you enter battle, you might not be able to gap in close and fight properly
I need my super speed skill in fights, but since its also the only non swiftness movement I get, I got to make a choice, save it for a fight or use it to get around faster. The same choice is applied to your updraft, you may choose not to use it, but that doesn’t mean its not an option.
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The flamethrower should do the trick to, at the AoE part, you just gotta keep truning around and do the cone attack, even trow a little flame wall behind you, and try do the counting game with the blind attack! Also, when he make the AoE Shadow Reguge you cna blow him out, removing the stealth!
Also, Condition damage the way Engineer (fast) do them, works great vs Theif, don’t listen the whine, it’s very effective, just a matter of timing it, Maska and I do it just fine
The flamethrower is a good point. I have been thinking for a while, but haven’t tested it yet: If you had the combat log open, couldn’t you theoretically track an invisible thief down, simply by using the flamethrower in the general area of where they would be?
Q: “Many of the current engineer’s skills seem to lean more towards mid-line combat, whilst their close quarter skills are seemingly in abundance. How do ArenaNet envisage them being played; will a player who doesn’t regularly change kits be disadvantaged against one who does? Can they cope well against pure ranged attackers?”
A: “If you equip kits and don’t use them often then you’re definitely at a disadvantage. Their weakness against ranged opponents isn’t because they don’t have the range, it’s because they don’t have the mobility. Much of it depends on how you play the engineer.”
A2: “I see the question a lot where people ask whether an engineer can be played without kits, and if so won’t they just be weaker? And the answer is no, they will just play very differently. Kits make the profession more difficult to play and if you take advantage of that, that’s great, but it depends on the situation. If you’re trying to defend a location, there might be an event where some place is getting attacked and you brought turrets — that’s good — but a turret engineer is probably not going to be very useful in an escort. It’s the reason we let you swap out your skills out of combat.”
Q: “In recent interviews it has been said that an engineer’s elixirs have a random element. How is this being managed; how are you ensuring all random skills are worthwhile? Can the disadvantages associated with ‘randomness’ be overcome by the player? Inevitably skills without certainty are often ignored in a PVP setting…”
A: "People really hate the random element! To me, random elements are what create strategy and good players, what makes them good and what makes their strategies good, is how they react to those random situations. You don’t need everything to be a spreadsheet because when it is you are not actually making strategic decisions, you are just following a robotic set of things to do.
When something random happens as the engineer, and you get the swiftness boon because you drank Elixir B, it becomes a case of “Ok, I was just shooting around but these guys are running away from me, here I go!” and you can use your flamethrower to chase enemies down. You have to make that decision to change and how you react to the random element is part of the strategy. That separates to me what the difference is between players who are good and bad."
A2: “To address the engineer’s randomness, specifically with his elixirs, the effects aren’t taken randomly from every skill in the game. We determine what skills we want to have on each one of those skills, so you are not pulling from a completely random pool. We want to make sure you get good skills for your profession, but they are random.”
A3: “The caveat to what I’ve said is that doesn’t mean we want everything in the game to be wildly random, as there is a threshold. If you go over that the game will feel horribly broken and not fun, but there is a certain threshold where if you go under a certain amount of random, it feels like you’re not in control of your strategy. We are trying to find that in-between.”
Q: “Have ArenaNet determined what makes an engineer mine beep and light up?”
A: “I can answer that really quickly; you need to be able to see it! It’s a really small lore piece and overall we try to stick to lore as much as we can to ensure consistency, but feel free to make up your own clock-work reason as to why we have a flashing spark in there.”
Source: http://tap-repeatedly.com/2011/06/exclusive-interview-arenanets-jon-peters-and-jonathan-sharp/
I was looking back at an old interview, that has information that actually happens to stay true till this day. I took the part of what was dealing with engineers to show the thought process behind us. It is some pretty good information that engineers should be aware of, as many of our engie problems of today such as RNG are replied to here.: I have some direct question quotes and a few asked by the community in general.
Q: Was the engineer at some point considered to be a heavy class?
A: “At some stage we also talked about the engineer being a heavy armored profession, and then he became medium.”
Q: Was the engineer really the last class to be included in the game?
A: “The reason I keep referring to seven professions is because for a while we thought that was going to be the final number. The reason why we went to eight was because the engineer was not part of the final seven.”
Q: “Is it fair to say that some classes will be easy to master and some difficult, or is this assessment too simple? Was it always ArenaNet’s intention to have some classes seen as ‘easy’ and some ‘difficult?’”
A: “We said the engineer is very complex because his complexity limit is very high, but you could run an engineer with simpler utility skills and fewer kits which would make it a relatively straightforward class.”
Q: “What logic went into assigning skills to certain hands?”
A: “It’s a complex question of animation and design. For instance, we built an offhand retreat skill, in terms of animation, because we wanted it on a number of different professions, because we felt like it was going to be a powerful skill for those professions. The more powerful skills tend to be further along the bar, so we built it on off-hand, that’s why we also put the engineer’s glue shot on the same hand, as it’s a retreating skill also.”
Q: Guild Wars 2?s engineer and Warhammer Online’s are incredibly similar by their use of turrets, grenades, rifles and emphasis on pre-planning. How much were ArenaNet influenced by Mythic’s failures and successes with this class?"
A:I wouldn’t say they are a great deal, but when you build a combat engineer you expect grenades, rifles and turrets. These are a staple of the class. There are similarities, but there are a lot of engineer classes out there in different games whether or not they are ‘engineers.’ In Guild Wars 1 the ritualist is pretty much an engineer in the style of how you’re playing, but is flavoured very differently.
A2: “’d rather say that in other games, but certainly us, we were heavily influenced by real life combat engineers such as World War I, World War II, mortar firing and so on.”
Thief was just an example of a calss with high mobility and escape mechanics as the ele..
You know another class that has in good amount the above??Mesmer! :P
Also my point is that if you make rtl target only you nerf it to oblivion and this would be obvious to you if you played ele.You basically remove every escape from most eles..Its worse than doubling the cd.Not to mention that you cripple its effect as a gap closer as well since at 1200 range your enemy might position in a way a rock blocks your line or get high ground etc..so its effectively even worse at closing gaps..
No.. thx! better 1 min cd than this stupidity..Warriors rush or sword leap is not target only.Rangers sword mobility is not target only.Thiefs mobility is not target only.Engineer rifle mobility is not target only..etc etc.
Just think even d/d apart from burning speed has no other way to move fast around the map without rtl(magnetic graps requires target).Rtl doesnt change..dont get hopes up on this one friend
Did you just compare rtl to jump shot? T_T I know it was posted some time ago but wow lol Even though j. shot isnt target only, Its so horrible as a gap closer its unfair to compare it. J.shot has a second where you just hover for no reason before you land. Maybe something similar to what jump shot suffers through could also be applied to rtl, where if nothing is hit with rtl, the ele just stops and stands there as an electric ball for a split second.
Plus to move around eles can use Glyph of Elemental Harmony, Updraft, Windborne Speed and traits like Elemental Attunement and Zephyr’s Boon
You might wanna tone it down a bit. How about a grandmaster trait along the lines of pistol shots pierce. Nothing else, just that. Sounds perfect right?
Engineer Pistol attacks pierce, explode, and they do more damage AND they fire faster and can be traited to bounce, pierce and have more range.
Thief Pistols are single target only, unless you spend 20 points into condition tree to make them have a small chance to bounce. (Which is a waste of points, because its completely random and all it does is pull unintended aggro, and its only 1 bounce as well…)
What? No one was talking about engies, whatever gave you that idea lol :P
Anyways when comparing Vital shot base stats to Explosive shot, Vital shot is significantly more powerful due to its single target nature. Higher base damage plus a bleed that lasts four seconds, while explosive shot only lasts half as much at 2. They also shoot at the same rate at 1/2 a sec (Although yes both shoot somewhat slower due to their animation speeds).
Since grandmaster traits are supposed to be powerful I could see it affecting a skill like body shot but not every single weapon skill.
http://wiki.guildwars2.com/wiki/Vital_Shot
http://wiki.guildwars2.com/wiki/Explosive_Shot
You might wanna tone it down a bit. How about a grandmaster trait along the lines of pistol shots pierce. Nothing else, just that. Sounds perfect right?
In the personal story when you invade orr..there was this guy with a dog who got killed and it was supposed to be dramatic. I’m just staring at my screen thinking..okaaaay. I barely knew that guy he lasted less than a mission. Plus where was my character when he was being killed? I mean I was fighting the monster that killed him and one cutscene later I am no where to be seen. It was just a bad written death that left me more confused than anything.
I am also wondering what exactly do you mean by support. Do you mean like..using flamethrower to kill support? or buffing or healing people?
If you are having that tough on a time on a jumping puzzle, maybe you should try an engineer. Their rifles Jump Shot ability is very useful for almost any jumping puzzle
I was just about to ask for an invite when I stumbled on this:
Can you elaborate on your reason for this? The only one I can find is that it facilitates party formation (avoids confusion). But, imo, having to add NA or EU to your LFGs hardly measures up to extending the fun to the other half of the player base.I didn’t think you could join guilds across server (I have had a number of EU players message me for an invite and then say nvm when they learned it was NA). If you can join from EU to NA, then just ignore that bit and chalk it up to my ignorance of the guild system. Its not that we don’t want EU people, I just assumed that they were unable to join because of server differences.
Yes you can actually. The only problem is that you can’t really play with people across your own continent, only chat.
“They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, " I like how you used condition damage yet you can’t really kill them in this game, shows how much devs are biding by their own guidelines.
But to be back on topic, What utilities did you have equipped? Imo standing on your own mine is one of the safest ways to avoid getting backstabbed.
What I usually carry in wvw though is elixir s/net turret/a kit (Which one depends on how little I give a kitten that day) and a rifle. I find that netting them with any of my 3 nets guarantees me that I know where they are, so even if they turn invisible I can go to their location, blunderbuss, jump shot and overcharge their health to very little. Then when I know they are about to run away, and they stealth I drop a supply crate in the general direction of which way they were last running. Sometimes I down them, sometimes I don’t, but without any hard counter to stealth thats probably the best we will ever be able to do so far.
Also don’t use condition damage on thiefs, their Hide in Shadows heal skill cures burning, poison, AND bleeding. Making condition damage pretty useless against them.
Yesterday, I was doing fotm 21 and this warror kept talking crap about how hes carrying us and engies and thiefs can do no damage at all and how is hundred blades was way better.
So yeah I’ll say its because we are perceived as doing low damage (Which when compared to other classes can be true). Considering how he had a league of legends name, and was a warrior, pretty much tells me he has that “damage is everything” mentality. We get a lot of flak from people who think like that.
even a nerf to RTL distance would make a dps d/d ele worthless.
I don’t exactly agree with that. A nerf to rtl distance would mean dps eles still keep all their damage, with the only difference that it would make it that much harder to escape so easily when things went south.
Because I know that someone would probably point to thieves after I said that, thieves don’t count, they are the evil manifestation of mobility and stealth combined to make uberness, but thats for another thread. Every other class cannot escape so fast, and can be catchable if a person attempts to.
Edit: Actually maybe not even distance, just maybe how fast rtl travel is. You know its that good when a person can’t even keep up with 100% swiftness since the ele gets swiftness too and moves even further with rtl. At best maybe slightly faster than a swiftness buff
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100B is a noob slayer, that is all. Any experienced WvW player will dodge your entire combo and than just kills you.
Indeed, making a build around 1 skill is stupid imo.
Any experienced WvW Warrior will bait dodges before applying the 100B combo.
100B lands on anyone regardless of his skill, nobody has unlimited amounts of dodge and stunbreakers.
I disagree with that, I’ve seen build with a nearly endless amount of dodge built in. And even when knocked down, cc, or what not experience players will take a utility skill that will help them survive those moments.
For me, back when people just barely started using hundred blades build, I was impressed and it seemed pretty powerful getting hit by one but know that I know what they will try to do it is way easier to beat them. I can dodge and if I get immobilized, I can easily immobilize back with my net shots and if somehow you do start to manage to use hundred blades one me, an elixir s will mitigate your damage before you can do anything major.
I agree with don’t just build around one skill, most experienced people will always take a utility or even a trait to get them out of any potential disastrous situations.
I would love an invite
welcomes ^^
i opened an engi guild months ago and well forever alone now even more since my sis trolled me and got me into yak’s bend.
You can still join us if you want, the only thing you couldn’t do with us is wvw. But with the guild missions coming and what not, we can use all the help we can get~
I’d take condition 4 engineers and necros in a party.
Everyone stacks up, one engie drops burning, they all drop healing turret and detonate right before the go into battle for 12+ might and have the necrosis spread epidemic. If things gets too hot, the party turns around, Necrosis drops spectral wall, engies drop turrets and detonate for extended retaliation. All the while they are dropping glue shot and nails.
The necros made their own guild in https://forum-en.gw2archive.eu/forum/professions/necromancer/All-Necro-Guild/first#post1448167
If recruiting goes well for them, and we share the same servers, I dont see why our guilds couldnt try and work together for something like this lol :S
If you are dead set on using pistol, shield to level up then I suggest investing in the firearms trait line. It will give you critical chance plus condition damage, which a pistol (in the engineers case) relies on, plus all the pistol traits are in that line. The other trait line you might want to look into is inventions, which gives defense and healing power, great for survival. Pick up reinforced shield (Trait number 7) for the added toughness and cooldown reduction with a shield.
If you are willing to try something different, unlock the bomb kits and invest in explosives traitline for your damage. The bomb kit will pretty much do way more damage than any blue/green pistol or rifle you use while leveling up and the traits in the explosive line will help strengthen it further. Then also some points in inventions for defense. Also unlocking the grandmaster trait for inventions gives the option for Elixir-Infused Bombs, which is a trait that makes your bombs heal you as an added bonus. Great for pve imo. (Dont get grenades and bomb kits confused, bomb kit is the close range kit)
But whatever you do make sure to spend ten points in tools trait line and pick up speedy kits. Every five seconds or so keep switching into a kit to have permanent swiftness all the time, it will help with traveling a lot. The difference in speed between having it and not having it is like night and day.
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only an engineer has figured out how to make any rifle shoot in a spread
Ha, this is very awesome~! What server is your guild located in? If its in FA you can coordinate our engie guild maybe? Underdogs ftw!
Also quick warning, you gotta make the recruitments under the guild forums or a mod will come to destroy you
Lots of knockbacks and immobilizes can help against eles in 1v1. Today I took down a few of them as an engineer in wvw. I was messing around with gadget skills, and overcharge rifle, slick shoes and battering ram completely stopped them from doing any attacks on me, while the double speed and ram head tool belts that cripple made sure they couldn’t run away when they started to get low on hp. I forgot what my 3rd utility was though but the point is, sadly there aren’t enough Gadget engineers around to counter these builds. Let alone engineers at all.
(Mostly cause gadgets are overall horrible and situational)
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I think the turrets in NERF work because..it isn’t just one or two turrets places at a time. its many. Power in numbers and all that lol Plus somehow explosive turrets trait seems to help significantly
One person at Anet has said the RNG is a good thing. It’s not going to change regardless of how much of the PvP community loathes RNG.
The fate of many is in the hands of a few. Sadly I don’t trust those few to make logical decisions :/
I’d like an invite. I’m still leveling my engineer but he’s become my main on Anvil Rock.
Invite send ^^
So we’re a profession designed to bunker? That’s silly, in a game like GW2. Too much movement – there’s a reason one of the primary complaints about turrets has been about their immobility.
It’s pretty much true though. Even though all classes can fit a variety of roles, some are designed to better fit one role than others. Take thieves for example; pretty much unmatched at mobility and can get away easier than other classes due to shadowsteps, invisi and what not and have numerous traits to support their assassin style gameplay. Engineers on the other hand seemed to have been made to bunker/counter gameplay. Look at our traits, we get traits that only activate in certain kinds of situations when in danger: Cloaking Device,Acidic Coating, Self-Regulating Defenses ,Protection Injection, Reserved mines, Autodefense Bomb Dispenser, Protective Shield, Stabilized Armor, Automated Response.
And a part of our description on this site: “They can take control of an area by placing turrets”
We were definitely thought of to just bunker in and not move from an area much. The problem with that comes when fighting other classes, where if they start to loose they can and will most likely run away. Now I’m not saying that we don’t have mobility at all, since everyone knows about our perm swiftness. But there have definitely been times that even with perm swiftness on, other classes have been able to escape easily.
Lol well to put it back on topic, I have thought of a similar build too, but the thing is I can’t really try it until scope trait is fixed, which would be a big part in a build with little to no movement.
Asurans have a mech suit as an ELite.
More like a mobile coffin atm =/
Well to be fair…All mechs from any anime/game are mobile coffins. Get shot in any of them and they all blow up hard. Just look at gundam :P
The best part is the skin is already in the game
Thanks for the reply. It’ll help others who read it too to better buy and sell those dyes instead.
I was looking at the wiki what kinds of weapon and armor it has but the wiki is currently empty on its contents. So for anyone who has opened it, what type of armor and weapons were they? I would be so disappointed if all it is are more blunderbuss weapons. (I get enough of them from mf >.>)
I don’t think that question is fair, in the past couple of months there hasn’t been a single red in any forums threads. The only one floating around is a red in the rangers forums from like four months ago
The better question is.. why no communication with us at all? :/
Edit: scratch that, not even that. I remember reading they’re too busy working on the game to have time to post. Still some more communication would be nice though
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I mostly agree.
But why adding vulnerability to goggles? We got lota of serious options for stacking it. 100nades stacks 25 vulnerabilit in no time.The CD on slickshoes should be lower.
Maybe a bit more damage for mines, or an extra mine?
For diversity of course. Not everyone plays with nades.
Invites send to both of you, welcome aboard make sure to join our fb group if you can for when events happen
Love the engineer, send me an invite
I gotcha
Make sure to visit this link if asking for an invite, otherwise the mods will be on to us again https://forum-en.gw2archive.eu/forum/guilds/guilds/Fort-Engineer-NERF-is-looking-for-engineers/first#post1400969
Okay, I was under the impression that other professions were also critting for 2k or so and hitting for around 800
Huh? That sounds about average for my warrior’s bow (full berserker). And sub-average for grenades. Individual grenades crit for about 1.3-1.4k in CoE and Arah, adding up to a typical bare minimum of 2k per hit (given one nearly always crits), and a potential, rare ceiling of 4k-ish. Yeah, this is after some vuln has been applied, but it’s still true.
Even with vulnerability that sounds a little too high. unless I am missing something, Individual grenades have a based damage of 107. Even with stats applied they reach about 250 per grenade. On crits it could go to 600-ish depending on your crit damage.
Plus if vuln has been applied to a warriors target, they can also be hitting for way more than said damage.