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Is this viable? P/P w/ Rabid

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Peutrifectus.4830

I made yesterday full Sinister gear and for open pve/sw events ect its pretty amazing with HGH. Perma 25 might and highers ticks what I saw was 12k burning 8k bleeding and 3k poision. Average condi ticks were ofc bit lower and on top nice power dps. With rabid gear will be ticks simillar just power damage will be lower. Here is build:
http://intothemists.com/calc/?build=-_;4Z;09-m5gT-x0;9;4ijl;0057038156;4833;3oIExoIExX0kjxQ0;4odo8pdp8qdqd051Wc7B1;4VW-N7V-NV05NV05N;9;9;9;9-Vds5g

Because you still rotating all elixirs is survability quite high even without defensive stats

See, this is perfect in pve. I’m in the process of crafting my sinister set… But you will melt in PvP/wvw… Even with all the elixir boons. I’ve tried it with rampager. Fun but not sustainable ;-)

Gadgeteer, was that intentional?

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Well atm it’s a bit buggy…. Basically you can use a gadget twice (one of which is overcharged)… All good but AMR doesn’t work properly with this and AED.

Is this viable? P/P w/ Rabid

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Peutrifectus.4830

Trying to work out a decent build for burn damage focus, mostly for mowing down everything in PvE and staying in the thick of the fight with bunker providing sustain, AED offering a near 70% heal with a 8s safety window, and mortar providing a water field for comboing with flame blast, fire turret det, orbital strike, and rocket boots.

All Rabid (Condi, Prec, Tough)
P/P, AED, Flamethrower, Flame turret, Rocket boots, Mortar

nice but I’d always take toolkit on a pp build with no other damage mitigation… Replace flame turret with this

no stun break! Slickshoes… Nuff said. Swap for rocket boots

Inventions – AMR, Mecha, Bunker

fine

Firearms – Chem, Pinpoint, Incendiary (Juggernaut for stabilty if CC expected)

fine

Tools – Static, Takedown, Gadgeteer (lowers AED to 30s and 8s window)

static discharge needs a power orientated build. Since I use toolkit, power wrench for reduced block, bleed field, pull, confuse and take target lock over takedown round, which don’t work against moving targets… Flamethrower #1 turns this into a thief/mes melter

gadgeteer is bugged with AED AMR combo :‘( I want it to work to, until it’s fixed use kinetic charge for double incendiary ammo

Runes of Balthazar, Sigil of Smoldering, Sigil of Fire

swap fire for torment, good cover condi

Do you see anything you would change? I’m not really much of trait builder, so any advice would be super helpful and much appreciated!

Hope this helps

Grenade Barrage bug. (vid related)

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Posted by: Peutrifectus.4830

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Well I can only vouch for the 14 nade barrage. Nit noticed any piercing.

Grenade Barrage bug. (vid related)

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I only noticed the barrage bug when I tossed it on a group of 3 foes in PvP… They had retaliation…. I didn’t look to check…. I hit alot… I melted…. I checked combat log and was all like, “what the actual double f#/@?”

XD but the mortar auto was clearly more pressing XD

Abusing the new system, a build!

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Peutrifectus.4830

Teehee, I’ve been using AED + AMR… It works alot better post patch

Esp with balthazar runes…. And p/p…. AND FLAMETHROWER!…. And incendiary powder…. And sigil of smouldering…. I love burn…. I love lamp *-:-)

Oh and you might want to try magnet pull>prybar>slickshoes then drop your fire field >:)…. Then either glue shot or glue bomb…. >:)

My build;

Pistol: smouldering/Pistol: torment
Rabid amulet (rabid/dire mix for wvw)
Runes of balthazar

Firearms: chemical rounds, pinpoint precision, incendiary powder.
Inventions: automated medical response, mecha legs, bunker down.
Tools: power wrench, lock on, kinetic battery (double incendiary ammo >:))

Utilities: slickshoes, toolkit, flamethrower (bombs are fine)… Mortar or supply crate… Whatever I feel like.

(edited by Peutrifectus.4830)

WVW Engi Zerg build (post nerf)

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Peutrifectus.4830

I take it you’ve thought about runes of holbrek? Gr rea t with mecha legs and still easy to keep hight might stacks.

new pvp meta

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Peutrifectus.4830

My take on it so far;

http://intothemists.com/calc/?build=-ZRw;2cP-h0i6gT-x0;9;4jkl;0138048136;4Uo0;3CoF2CoF20e

still able to maintain 15~25 stacks of might with out really focussing on it (thanks to mortar 5, elixir gun 4, 5 & f# and a 10 second fire field).

HGH with 1 elixir? I know, I must be mad…. but it works. essentially I have 6 elixir skills that give might and most of them give aoe might to allies.

Mobilty is the drawback here although I’ve been doing fine in conquest with elixir b… in combat, heavy armour exploit tends to proc alot (often leaving combat with a minute of swiftness)… although I have been swapping to chemical round and mecha legs every now and then.

Damage is way to high

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I have to agree on this. Spent the night one-shotting and getting one-shotted… Wasn’t really fun TBH gg wp Anet… Off to play some ESO now

Connection snags... but not on my end!

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Peutrifectus.4830

Hey, I’ve not been able to go more then half a game (PvP) if I even get in one at all, all night, without loosing connection. I’ve run line tests and speed tests and my broadband and firewall/anti-V are all doing the right things.

Normally I’m quite patient with this kind of this but it’s really frustrating me now.
I just want to start a game… and finish it.7

Edit# I got 1 – at last! and game client instantly lost connestion to server just as the final score board popped.

(edited by Peutrifectus.4830)

Anyone found their build yet?

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That’s whatsit using… Managed the 4x orbital strike… With marauder ammy….

I rename this, “Orbital Bombardment!” ???? ????

So no 1200 range on Rifle?

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Hmm disappointed… Moreso with the latter. Pistol 1 was in danger of being okay.

Will Sinister Engine take over Zerker?

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Well I’ve been cuffing about on gw2skills and a full set of ascended sinister armour with rampager weapons and trinkets all with condi infusions nets about 1k condi, well over 2k power (6 in explosives) and just shy of 60% crit (pack runes). My current rampager build at least has 170% crit dmg (4 in tools)…. Guess I’ll have to wait and see how this pans out later :-?

Will Sinister Engine take over Zerker?

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Dude, I think a few of us are on the same wave length here.

I’ve just sorted myself a full rampager set (exotics only) in anticipation.

I’ve been using it in soloPvE and using Ramapger in place of celestial in PvE.
The build is glassy ergo PI over BR using 6/4/4 but being an experienced SD-Zerker mook it’s nothing I ain’t used to.

My only reservation is that anyone using 6 in explosives is going to lose a bit of power overall…. only a bit though.

Adrenal Implant and Vigor

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To follow this up, I’ve just read about the vigor nerf.
Since its dropping to 50% they may stack post patch.

Celestial engi post pach?

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I’m looking long and hard at rampager… Loooong and haaaaard ????

Adrenal Implant and Vigor

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There is a max regen gain on 100% so vigor trumps. Adrenal implant does work, I use it in a few builds but TBH, invigorating speed is too good atm. Especially since I use pack runes and infused precision… 100% vigor uptime is achievable.

No more "Rifled Barrels"?

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Baseline. Stated in the earlier livestream fir both pistol and rifle. Rejoice!

"Rifle Mod" and "Deadly Mixture"?

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well rifled barrels and piercing were stated to be baseline on pistol and rifle in the earlier live stream. Also that frag shot (pistol aa) and jump shot (rifle#5) will be blasts… with a new trait (GM i think) that makes dodge bombs blasts too >;D

Blood Injection?

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I’m missing something here!

Has there been a new peek at the upcoming changes?

I can’t seen to find anything on the forums apart from people dripping about the trait they liked being gone ????

We need more counterplay to Thief Stealth

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Any Engi’s struggling with stealthy thieves, try bomb kit. The pulsing blind and indiscriminate nature of the blast and condis works a treat.

Hobo Sacks: A Terrible Fashion Statement

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I hate hobo sacks as much as the next man…. But @13:58 the dude equips a challenge specific flamer… With no sack… The guy at 2:02 was more than likely, not an engi but morerather someone with this still equipped.

No longer able to quickly swap kits?

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I have been playing all morning and regularly swapping back with “`” to shield blast in my firefields…. no noted change.

I may do some testing though.

#EDIT# Nope… still swap back as fast as ever

(edited by Peutrifectus.4830)

Rampage and Lich Form

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are you for real?…. disenguage for 25 to 30 seconds… then melt them. If you’re trying to best them in this state…. L2P

Singled out for Destruction RIP Turrets

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Rifle barrels and deployable turrets are history too it seems…. These are the only two turret traits that interest me at all.

[Engineer] Balance Turrets

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That may go a way to explain the slap dash nature of the nerf… Why bother trying hard when someone else is…

I really hope so. Thematically, they define the Engineer in my mind.

New Turret Engineer

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Just to follow up on my testing.

I ended up playing with this by the evening;

http://gw2skills.net/editor/?fdAQJAqenUIS9VWbF2UBrXIhtgGVQCdFv4PA1G+YECAA-TJRGABA8AAyY/hiPBASVGAA

All in unranked of…

It was great! Turrets were placed in some of the weirdest places! Not in mid air, no exploits here! ;-) at times I wondered if people couldn’t see them B-)

I found APT and deployable turrets really handy for stomp denying!

And I found a really nice synergy between runes of balthazar, automated medical response and AED…

I was popping it at around 50% health on CD but when AMR procs, I get quickness so AED resets and casts really fast! Winner.

New Turret Engineer

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I haven’t really ever put too much effort into trying turrets… but I’m a sucker for an underdog!

It’s clear that the new changes have made them trickier to use ( a good thing TBH) but since the world is screaming about the s-boon they received, it kinda makes me want to make them work >:)

I’ve been theorising with this (quiet day in the office)

http://gw2skills.net/editor/?fdAQFAUlsTpzr1Ux2KseNygxMyJqJ0BkeEiqdA-TJBFwACuAA12foaZAAPAAA

The idea is to play it in a similar style to a SD eng. The stats mean you aren’t relying on the turrets dps alone. Also defensive stats aren’t too bad either. I sense a shortfall in defensive skills… ie no block but I suppose the utility could easy be traded out for elixir s.
Deployable turrets used as you guys have already been talking about.

The last two points can go in explosives for APT and extra power (also makes supply a more annoying cc field), firearms for rifle cooldowns (what I’m leaning towards) or into tools to top up to 200% crit dmg and pick up static discharge.

Think I’ll be dropping this in unranked this evening and see how it goes.

Proposed Changes for Engineer Turrets

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True, they were. If you’re only using a healing turret in a bomb kit based build, you shouldn’t have any snags really. You should be overcharging and picking it straight up or placing big ol’ bomb, deploying it, overcharge, blast it, magnetic inversion for an Uber heal.

Either way you should not be leaving it deployed ;-)

What should be done and what can be done are 2 different things…

In an ideal world, they should have a mechanic which encourages the use of single turrets with kits/weapons that synergise. Rather than spamming AI everywhere!

Ie. A trait the buffs both (rifle & rifle turret) (bomb kit & thumper turret) (flamethrower & flame turret) (missile turret &grenade kit)….. Leave the odd elixir gun and net turret combo… Tranq dart and nnet, kinda like a big game hunter? IDK.

Might not be feasible with the new trait system.

Changes to Static Discharge burst build D:

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I have a very fun SD build (not used it for a while) that has a strong focus on cc that uses neither speedykits nor invigorating spee.

It’s a conquest only kinda build, I don’t think the mobility is quite up to wvw but for point to point roaming, it’s fine.

0/4/4/0/6

Zerker,
hair trigger, rifle mod
Energizer/stabilised armour, power shoes
Static discharge, power wrench, adrenal implant

Using TK, slick shoes and personal battering ram.

Might break it out tonight… So good for cc locking and now, if someone pops a load of stab stacks… Out come the slick shoes :-D

Changes to Static Discharge burst build D:

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+1 armour mods is useful for glassy builds… Any build that skips out on invigorating speed can make great use of adrenal implant! Pish and nonsense!

Specialization hurt Engi A LOT w/ Speedy Kit

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Hopefully… since it looks like eng will be taking a hit to survivability and mobility atm with no longer being able to grab swiftness on swap and vigor on swap as easily.

I honestly can’t bring myself to agree with this bit.

Looking over the proposed options at this stage, getting vigor + swiftness on kit swap are exactly as easy to get.

any 6/4/4 build falls in line with little change…

even hybrids that used IP in explosives can still get it in firearms without the (almost) obligatory grenade kit & traits as the mortar kit will (<— read as “might”) be able to fill that role (that would be 0/6/0/6/6)…

…that is, however, if the changes to the way burning stacks makes 1 application of burn worth while. It might turn out to be a waste on it’s own yet.

TL:DR – just as easy as it’s alwats been, it just limits you to one more speshuleyezashun!

Proposed Changes for Engineer Turrets

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Take from this what you will, but they know it’s needed as much as turretnerfing;

Quote from Josh;
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.

Proposed Changes for Engineer Turrets

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Well since celestial is getting a 10% stat redux’ isn’t that a moot point?

Engineer Skills, Traits and Builds Discussion

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I don’t see the grenade changes as a nerf. The fact they could out range a RIFLE was really silly… Even for fantasy!

The changes at this stage give a huge boost not only to grenade damage, but make them easier to land when traited….

Untraited, they still look okay since now 3 grenades is standard ;-)

Impact on PVP with no stats from traits

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Someone else did the math, but even with a 10% stat nerf, making all base stats 1000 and raising amulet stats as proposed, with celestial nets a total 9% dmg creep. The power drops by 90 total, ferocity down by 4% but precision gets a boost as does condition damage…And

Before we get all, “mawr nerf dat cele”…. Other builds look to be feeling the power creep with tanks looking tankier and dps getting…. Burstier? :-D

I genuinely see this all balancing out

end ofvthe hybrid engineer?

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I do really hope so! I love hybrid damage and would be gutted if builds got horseshoed into power or condi or useless.

looking at it so far, we can stack tonnes of %dmg increases with grenades but to get a burn outside of runes requires 6 in firearms leaving only one more specialization.

This loses out on either speed outside combat, stunbreak reacharge @ 25%hp etc from tools Or vigor + ststain or protection inj’ etc…

(edited by Peutrifectus.4830)

end ofvthe hybrid engineer?

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my thought exactly… we only get around 70 power to compensate when the baselines are upped to 1000… amulets are getting more stats however with cele having them spead out, it’ll be watered dwn in the power department…

Changes to Static Discharge burst build D:

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Hmm yes, with APT as baseline and power previously obtained from said trait line being added to base and amulet leaves a notion of mawr power! No need to trait explosive… I can’t wait!

end ofvthe hybrid engineer?

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So looking at early traits, explosives are looking very power oriented except maybe bombkit 2/3 and shrapnel trait.

Whereas firearms is shifting closer to condi.

Aswell, this;

The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.

This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.

discuss…

How would mortar kit look like?

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I’d be stoked with a shoulder carried launcher for instant or fast casting skills, then anything with a long cast time, plant it into the floor as stabilisation feet deploy then BOOM >:)

RIP: Automated Medical Response

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Well it looks like it is here to stay… Just as an alchemy grand master trait… Think that’s it anyway.

[HoT] New Trait Setup

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I’m trying not to theorycraft this early but it’s practically impossible :-?

My 3 kit celestial is 6/0/0/4/4 – cele/pack – battle/accuracy, for reference

6 in explosives is there to stay, bleed+cripple chance, auto 10% dmg + dmg against vulnerable foes, APT as base, new grenadier suits my play style much more.

In short, shorter range for what looks like greater damage and kiting potential.

Now with IP in firearms it gets tricky…

I’m thinking firearms and alchemy for invigorating speed etc but I’d lose out on getting my toolbar recharge (which is where I keep my stunbreak).

The combined infused precision and vulnerability on crit has potential for stacking quicker and if these new robo boots do, indeed suplement swiftness in addition to runes of the Pack, speedy kits might not necessarily be the go to… Though I can’t see it giving swiftness out of combat :-?

If they turn out to be powershoes + Legmods +swiftness duration then they would be goldeN!

Alchemy… Little difference. Invigorating speed for vigor uptime, backpack regenerator plus automated medical respons!

TL:DR

I’d change this;

http://gw2skills.net/editor/?fdAQFAUlUUpdrlcxELseNCbBNyx0GRuxq85DEgkC-TJBBwAAeAAeuAAF3fAcZAA

Into;

!same amulet, runes, sigils!

Explosives – grenadier, dmg vs foe with vul, shrapnel
Firearms – precise sights+infused precision, robo legs, incendiary powder+napalm specialist
Alchemy – invigorating speed, backpack regenerator, automated medical response.

I would however be very tempted to take mortar elite… But supply crate has a flame turret! And speculation of an F5 ability to detonate them on demand sounds great as a CC field.

So much to think about :-D

MOAS!!

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my favourtie MOA rage so far has been angryly promising myself that one day, I will get pro-Elite with MOA XD

MOAS!!

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Sometimes I just can’t get my head around things… nothing new… just cut and paste… why the moa?

What's so good about the Elixir Gun?

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trust me… it can hit like a truck… My zerk build was critting for over 2k a pulse with 75-85% crit chance.

acid bomb away → net shot → cripple, “you aint goin nowhere!” >:D

Proposed Changes for Engineer Turrets

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I just wanna know. When the hell is this change gonna get rolled out. Sick of getting turret engis on my team with no flipping clue how to rotate. At all. Its annoying.

I’m getting sick of being accused of being a turreteer…. when I play SD/zerk XD

whatever is coming with the turret changes is looking to be a moot point compared to the full on overhaul that HoT is starting to look like tbh.

Stomping... or the lake thereof

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I tend to apply continued cleave pressure to downed foes because stomping leaves you vulnerable, can be interrupted , thieves/mes stealth off, electric mist forms blah blah…

Only classes I really stomp are necro, war, ranger , engi and sometimes guard where I start to channel the stomp whilst watching them for downed cc skills. At the right time, dodge and stomp again… But that only if I’m alone… It eats time and if you suddenly get +1ed… Well, things can get embarrassing fast B-)

Impact on PVP with no stats from traits

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They guy made it quite clear that the stat loss from the trait lines will be spread between baseline stats (upping 9XX to 1000) and the amulets… Atvthis stage in development at least.

The way I see it, I use a power based zerk build that only gains 100 power from traits because my power trait line has no traits I want… Soon I can use the traits I want with the stats I want making my burst build even burstier :-D

I can see this Working the same way with tanks builds.

Pug v Premade.

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Faced a few premades last night with pugs queuing solo and pulled more wins than losses… Premade doesn’t mean they’ve hit the win switch ;-)

I don’t think I get sore about it from playing counterstrike for so long :-D