I think the easiest most direct way to balance it out is to balance on swap sigils at 5 seconds cool down. That way even if you switch like crazy you’ll to all 4 sigils you’ll still be proccing the same number of times an ele or engie would. Think about it.
An example of a 5 second sigil would be like…sigil of battle would give 1-2 stacks of might for 10 seconds. Suppose an ele and a warrior are dueling. A warrior would at 5 seconds swap to weps and an ele would change attunement and they both gain might. At the next ten seconds the warrior would swap again for their other sigil effect on the other weapon, while an ele at the same time would just get might stacks again and so on. And if a warrior decided to put a sigil of battle on each weapon, it would still equal what an ele or engie could do.
(edited by Penguin.5197)
Are engineers gonna be still the toughest profession to play with after this patch? Im new to engi and just made one and dont wanna be a fail at dungeons or fractals.
Its actually not too hard imo. Just maybe a few more button presses but neccessarily a high skill requirement
Stick your stacking sigils on those underwater weapons people. Make em worth something!
Ye I had posted that before i found out it had a 20 icd *sighs *
I’m hoping its thatt annoying daily crafting limit that they’re gonna talk about.
I completely agree! The lack of penguins in this game is disturbing
Something tells me you also like Penguins
Posting in this thread gave me away~
/signed.
I’d suggest they could be an amphibious pet but I think they’d be useless on land. In the water they could be amazing though.
It never actually occured to me that there are no penguins in this game, but now that you point it out I cannot get over it.
In real life penguins are only found at the south pole. Maybe it’s the same in Tyria and we’ve never gotten far enough south to discover them? Yet…
not true! Also south america and africa and your local zoo!
I completely agree! The lack of penguins in this game is disturbing
I had a dream last night that we were getting a new kit on the big patch but not the one I was hoping for…it was some sort of electric or ray gun.
Hey, one can dream.
#optimistic
I didn’t want to make a new thread when we had one already so here’s one more: remove the 10% extra when someone is burning, and remove burn on last hit. Make it so any hit from flame jet burns for 1 second, but only if they aren’t burning yet
I’m looking forward to these traits as well. Hopefully we get some new suggested skills to go along with them. erhem minigun
I think you guys are missing out on the multiplicative potential here for experimental turrets and bunker down. I mean imagine a 5 engie turret party. Possible instant 15 stack of might, plus perma protection..or fury..or anything else they want for ALL OF THEM! And for bunker down sure one at a time might not look like much, but with a party of engies you can turn any place into a mine zone
I really really hope experimental turrets doesn’t work with supply crate or we can end up seeing a nerf to our favorite elite :/.
I like these new traits overall. Too bad about Explosives Synaptic Overload having a 20 sec cd, otherwise it could’ve had alot of potential.
the description said synaptic overload only works with knockbacks. overcharged shot and big ol bomb are both blowouts. it’s like that warrior skill that grants +50% crit chance on stuns. only one hammer attack actually stuns you out of the 3 ccs that the hammer actually has. the only knockbacks i can think of off the top of my head are traited turret detonations, shield 4, throw mine, and ft 3.
Woops, Was looking at the knockback list and didn’t see the (self part on) overcharge. Works on magnetic inversion and air blast though so….maybe we can get a new quickness flamethrower build out of it
Edit: If you take fireforged trigger then you can keep up quickness 25% of the time with just airblast.
(edited by Penguin.5197)
But Alchemy? Dear god, turrets already have traits in Explosives, Inventions, AND Tools. Now Alchemy too? It is now officially impossible to even have all the turret traits in your build, and that’s assuming you want to have your entire build dictated by turret traits anyway.
And furthermore that makes 3 Grandmaster traits devoted to turrets (assuming Rifled Barrels doesn’t get moved down, which I’m guessing it won’t since they didn’t mention it). C’mon, isn’t that a little excessive?
I know right..all those turret traits all over our trees, I’m actually not surprised they found a way to stick turret traits on even more trees lol
Synaptic Overload: Overcharged shot and big ol bomb with it. Assuming it has no cd, it might be worth taking even if the only knockback you have is overcharge.
Bunker Down: Seems like it can be the gm trait flamethrower needs (As of now it doesn’t have that many procs it can abuse other than the alright sharpshooter and crappy precise sights).
Fortified Turrets: I can’t say how good or bad turrets will be after all those bug fixes. We’ll just have to wait and see.
Experimental Turrets: Same as above, but more boons never hurt anyone
Gadgeteer: Finally another gadget trait that gives…even more boons? Well okay, anything to help gadget builds.
However, the ironic thing about this is that this fortified turrets trait actually incentivizes people to NOT leave the turrets deployed. Instead, you’d want to drop, pick up, and redeploy them to get the bubble as frequently as possible.
lol yup. If it does work, all our turret skills have just been replaced with bubble makers
It sounded alright at first but then I remembered who the heck targets turrets when they spawn anyways? If it doesn’t protect from aoe then it’ll still be lacking for a gm trait since that’s what they die from most.
I’ve been playing since launch, and I play all aspects of the game. We’re not common.
I will say that I have only ever once seen another lvl 80 sylvari engineer, but they might have just managed to sneak by me aside from that guy.
Must’ve been Chaba you saw. Shes the only sylvari engineer in existence.
I would play the hell out of engineer sumo! Time to make some magic anet!
It sounds like u wanna play engineer most. You should stick it with it for a while if its that interesting for you. As for having not enough damage, ill say that’s not quite true. We can have some pretty amazing damage but your not high enough level yet to fully have access to our main traits and skills for damage. Also try bombs for leveling.
Want to take away the stealth mechanics? Aight cool, lets take away guardian virtues, warrior burst skills, Ranger pets…
See what im getting at? Stealth is a class mechanic.
Its not a class mechanic. Class mechanics are those that cannot be removed and you always have no matter what build you run.
One thing I do like about ft is its low 6sec cd decently good damage. (And five second if traited, don’t fool yourself).
*resists urge to talk about how wrong rest of skills are *
I also felt that engies were missing a long range power focused weapon when I started to craft my power based ascended armor, but its such a specific niche that I don’t think others noticed :/
I play a thief and the problem that I see from most abilities being “OP” stems from the way the class is designed with initiative. The class is designed to spam one ability several times. We (thieves) generally only have one good damage dealing weapon ability and with no cool downs on our weapon skills it leads to spamming.
I can see two ways to fix the spamming problem. The first involving adding more abilities to each weapon set that deal damage. I understand that there are great utility weapon skills to be used, but when we want to deal damage it’s typically one ability being used and spammed because that’s we’ve got to use. The second idea is a little more involved and requires a lot of class restructuring. Get rid of initiative… make the class operate on cool downs like all the other classes. The only problem I see in idea #2 is that in doing so you’d have to also implement idea #1….
As for PW… maybe get rid of the evade and leave the rest alone. A thief that uses PW is rooted and therefore vulnerable. Removing the evade makes it a risk to use the skill and will provoke more thought before using it / spamming it.
The problem with initiative as it is right now is that if one skill is even a bit stronger than the rest, such as pistol whip, will lead to it being spammed as it will result in being more effective than it using a combination of other skills. And you know, no one likes being beaten by the spamming of one skill, it feels cheesy. Now, Anets philosophy with thieves is designed to be able to use the same skill multiple times, and is no way going to change now, but being able to spam a skill multiple times should only be more effective in like 20% of the time when compared to using a different combination of skills. Imo, reward thieves by who do a chain of different skills as opposed to just one skill. Like skill b has an extra effect if used after skill a and skill c has an extra damage if followed by skill c.
So for like pistol whip, you could maybe take away x from it to make it a little less effective if spammed but if used after another certain skill, it could regain x+something else.
Forget turrets let’s make some of those watchwork minions!
Instead of builds can I just say dire armor?
I put in three asura and a human got and got back a sylvari thought I couldn’t have gotten anything worse :/ grats on norn!
Yup everytime you post you replace a would be precursor with a pearl weapon. your all screwed for life now! :P
Diamon skin should affect your party within a 600 radius to enter back into power meta. Conditions would still be viable but would require a little more thought before spamming.
And it creates a new role for power builds to get that ten percent down before condi finishes em. You know you want it don’t lie :P
I. Know racial skils are supposed to be weaker than normal ones but this one could use a snall buff, its a little too weak. Super long cast time, short range and hits unreliably.
I love how there is such huge variation in decap engie that you can’t just nerf 3 skills and think its fixed. Engies will just move a different cc skill and yes we got a lot of em so you can’t just nerf em all. However you can just…make circles bigger.
Let’s not forget that they might have 25 stacks of might on them too which can explain the high damage
Haha yeah its a charr racial skill not engineers. Its pretty decent when engineers use it since it gets that toolbelt skill and the backwards evade shot is always a finisher.
I just thought Rox meant Frostbite not Braham. The image of Braham chomping down atherblades is pretty crazy/awesome
You got some Atherblade stuck in your teeth!
lol wut? That’s some crazy mental images right there
What they atleast should do is double the range of the #1 skill.
I think increasing the width of the cone so you can still hit when turning. (I get a lot of misses if I got someone targeted)
I was truly hoping for them to rework AR in order to give us less cheesy, less passive, more active/useful grand master trait.
I actually like AR as it is, as it gives me a reason to build up vitality, an otherwise pretty bad stat. If it gets reduced to 20% itll most likely be stopped being used as much by engies with 18-20k hp but still viable on higher hp.
It should really tell us which part of the achievement we have done already for future living installments. This has become most apparent to me after working on please follow me to the exit and getting stuck at 5/6, so I decide to redo all of them. I know Iv’e hit them all but after reading through the forums, it seems you don’t get credit unless on overflow so now I feel forced to hunt them down again. This wouldn’t be much of an issue if I already knew that one event that always escapes me.
I’ll remain a bit skeptical but would be awesome to have kr back
Engineer
Weapon Skills
Blunderbuss: This skill now applies 2 stacks of bleeding at the high range value and 5 stacks of bleeding at the low range value.
Jump Shot: This skill now applies 3 stacks of vulnerability with both the leap and landing effect regardless of the amount of foes hit.
More buffs for rifle? Alright not bad
Poison Dart Volley: This skill’s projectiles have been modified to more reliably hit foes.
yesss
Homing Torpedo: This skill now has a cast time of 3/4 second, down from 1 second.
Even then I’ll rather still auto attack with a kit if I have to auto attack
Poison Grenade: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
Napalm: This skill now has a 20 seconds recharge time, down from 30 seconds.
Smoke Vent: This skill now removes weakness when used.
Wut
Healing Skills
A.E.D.: This skill now has a cast time of 3/4 second, down from 1 second.
Utility Skills
Personal Battering Ram: This skill now deals an additional 20% damage if the target is affected by immobilized and will remove immobilized before launching them.
Wut #2
Launch Personal Battering Ram: This skill no longer has a cast time.
Slick Shoes: This skill now has a 40 seconds recharge time when used underwater, down from 60 seconds.
General Turret changes: All turrets have had their hitboxes modified to closer resemble their respective turret models. Turrets now self-destruct after 15 minutes once deployed, up from 5 minutes. Picking up a turret will now reduce the recharge time by 50%, up from 25%. Base recharge times have been modified to accompany this change.
Flame Turret: This turret now consistently fires every 3 seconds. This skill now has a recharge time of 30 seconds, up from 25 seconds, and a pickup recharge time of 15 seconds, down from 18.75 seconds.
Net Turret: This turret’s rate of fire has been restored to 10 seconds. This skill now applies 2 seconds of immobilized, down from 3 seconds. The overcharged version is unaffected by this change. This skill now has a recharge time of 40 seconds, up from 30 seconds, and a pickup recharge time of 20 seconds, down from 22.5 seconds.
Electrified Net: Removed the rate of fire increase skill fact from this skill’s tooltip.
Rifle Turret: This turret now consistently fires every 2 seconds and is now able to fire while rotating. This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Automatic Fire: This skill now properly affects the rifle turret. This skill now causes the turret to apply 2 stacks of vulnerability for 4 seconds per shot for the duration of the overcharge.
Harpoon Turret: This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Harpoon: This skill no longer has a cast time and now has a recharge time of 10 seconds, down from 20 seconds.
Rocket Turret: This turret now consistently fires every 4 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Explosive Rockets: This skill now has a duration of 8 seconds, up from 7 seconds.
Thumper Turret: This turret now consistently fires every 3 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Alriiight turret fixes
Healing Mist: This skill is no longer listed as an elixir skill.
Incendiary Ammo: This skill now has a recharge time of 45 seconds, down from 60 seconds. The effect applied by this skill now lasts for 30 seconds, down from 45 seconds.
Traits
Firearms VIII—Juggernaut: This trait now halves retaliation damage taken while using flame jet in addition to its current effects.
Guess I can’t complain, tho I wish it this effect was inherent with flamethrower instead of stacking more on juggernaut
Firearms X—Go for the Eyes: This trait now has a 100% chance to apply blindness on critical hit with a rifle.
Inventions VII—Reinforced Shield: This trait now increases toughness by 150 when wielding a shield.
Inventions XII—Rifled Turret Barrels: This trait now continues to function properly when a turret is overcharged.
Alchemy XII—Automated Response: This trait now starts functioning at a health threshold of 20%, down from 25%.
Sadly qqers will still cry
Tools IV—Kit Refinement: This trait now has a recharge time of 10 seconds, down from 20 seconds.
YESSSSSSS
Flamethrower—Fire Shield: This skill now applies the fire shield effect for 10 seconds, up from 4 seconds.
NICE BUFF FOR FLAMETHROWER IF ITS TRUE
Grenade Kit—Enfeebling Grenade: This skill replaces Drop Mine and throws two grenades at the target that apply 2 seconds of weakness to foes caught in the explosion.
Tools XI—Armor Mods: This trait now has a recharge time of 10 seconds, down from 15 seconds.
Its looking slightly better now, although it still needs an offensive gm
I can’t stop laughing
We voted her into office, and now will be her time to shine! We know Ellen was a dedicated and skilled Lionguard agent, and her training hasn’t simply vanished in the few months she’s been sitting in a councilor’s chair.
Lionguard training? lol The lionguard hasn’t ever been able to do anything without the help of other military groups. The best she’ll be able to do is hit a minion once then die in two hits :S
Does chill affect an engi being able to get in and out of a kit?
Same concept. I’d argue the behavior should be consistent.
It does.
To be entirely fair, the free back item at character creation thing is totally BS.
Yea giving engies a back starter item is ironic of them
Op, please go play an engie before making such horrible assumptions about us. If you did you would know our elixirs are 100% eco friendly and are made to evaporate after hitting the ground. What you said about fumigate is also a lie. Yeah it LOOKS like it has no ill effect on allies but I have seen my friendly warr sylvari turn a horrible shade of red a few hours after being sprayed by it. That can"t be good in the long run for her, so yes it hurts everyone equally.
I spend about 4 hours today in wvw really really trying to get hgh flamethrower to work and maybe its just me, but I got a killcount of zero with it (not including assists). I tried going glass cannon and bunker with it..nothing worked for me :/
As of right now its bets used as utility not as a main damage weapon.
Though its nice at destroying rams from behind walls
Indeed. So when shooting with s/d you just gotta remember to shoot while having rifle out.
Engineers don’t have a weapon toggle so that’s not an option.
Instead of on a kit.