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Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Turret being conditioned is immersion breaking. You’re breaking my immersion. This is unacceptable. A turret isn’t alive how can it be poisoned or suffer bleeding?

Contaminated lubrication system will mess up any moving machine…. That sounds right for poison.

And if you cut an oil or hydraulic line, it will bleed out until it stops working.

Even burning, I envisage the heat damaging seals/couplings or causing thermal expansion to cease moving parts…

I’ve worked with alot of complex mechanical systems and at times they can seem very anatomical ;-)

s/d build primary for wvw

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Personally, I go balls out offensive with my trait choices so I like to have knights armour with everything else berserker.

Engineer's Appeal

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Posted by: Peutrifectus.4830

Peutrifectus.4830

What makes the Engineer appealing to you?

Because IRL I am, in fact, an engineer :-D

And yeah, in WAR I was an engineer… When I play TF2…. Engineer… Borderlands… Engineer…. I just love a good spanner ;-)

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Peutrifectus.4830

Peutrifectus.4830

They’d only get merged back here in one, easy to ignore location :-P

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

My favourite suggestion so far has been to leave them as is, only have them self-destruct straight after an overcharge.

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Being a turret engi, I have to agree with what one of my friends said about this being a lazy fix. Instead of actually trying to balance it, you just straight up nerf turrets.

Not only can they get effected by critical hits and condis, there’s no way to even TRY to get rid of the condis. This is just a way to appease all of the lazy players who don’t try to find a counter to it. This will completely kill turrets, and why have something as an option if it won’t do any good. It’s just as good as taking them out of the game completely.

I kinda see where you’re coming from dude. If you view it in vacuum then yeah, it seems a bit lazy but you’ve got to give it to Them for one thing. The change is pretty much what the community has been calling for without being too heavy handed. It could have been much worse.

Most smart Engi’s put rocket or rifle turret out or cleave distance…. Where as complete mooks place them in mid air :-/

I wonder if aoe condi cleanse will affect them ie traited war shouts, cleansing burst, eg5 etc?

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

@Manuhell…. And the notion that one weapon set makes Engi’s inferior is your opinion.

Let’s be able to swap rifle to pistol shield at will… Then let’s see the forums cry :-D

cheer up bub, it might never happen

@naphack. I think it’s going to make people think a bit more about supply crate… Unless you take APT and use it as a glorified CC field. I so wish for a more gadgety elite…

(edited by Peutrifectus.4830)

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Only person using the words, “inferior class” is you bub.

Now your trying to put words in my mouth. You clearly don’t want a discussion, you want bias confirmation of your OPINION… not gonna happen bub!

(edited by Peutrifectus.4830)

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Er.. Kits…. Lots of kits…

…that are optional, not given by default, and require utility slots to be used. Even if it was so, engineer would end up paying a price – lack of a second weapon – and then paying additional prices – in utility slots – to make up for it.

Still, a full turret, gadget or elixir build has no second main weapon, but has no kit either.
Thus either the design is flawed, or the answer is wrong and something else has to make up for it. Retry.

Yeah, they’re optional… And we have 4…
That’s right F O U R f1 skills….

They’re optional, yes. You’re just not taking that option. Your choice

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Er.. Kits…. Lots of kits…

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Hmm… I just wish that toolkit was a wrench and gear shield… Massive and undeniably recognisable as toolkit..
Just without the hobo sack…. They already have the model for it from the gear shield animation… Go on Anet… I double dare you!

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

btw, who uses Turrets in WvW?

Static discharge builds.

To be fair, these proposed changes do very little to effect other builds that could have been ruined by some suggestions.

As a SD main build engi, I welcome the changes. My turrets themselves are only used as CC/healing burst.

I’d still like to see them auto destruct if the engi leaves them by a specified distance, like 1000-1500 or something

(edited by Peutrifectus.4830)

Proposed Changes for Engineer Turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Perfect changes TBH… Sometimes the nerf hammer can be too heavy. This is just right I think

Engi Zerk needs more love!

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I love my SD zerker… I’d call it my main build :-D

Can you add an animation to slick shoes?

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I’m agreed that cast time and animation are fine. If the pools of oil with red rings around them aren’t big a giveaway enough then I don’t know what is. Instant cast exists. Live with it. Counter play isn’t all about telegraphic everything. It’s also about getting hit with these things and how you react after the fact.

What should be applied is a knockdown on moving foes only. TBH though… See how often you stand still in a fight…

Allow us to Queue from outside of Hotm

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Posted by: Peutrifectus.4830

Peutrifectus.4830

+1

Love pvp and open world pve… I’m really disheartened that I can’t do one whilst I wait 5 minutes for the other :-(

Class "racism" within community

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Folks do hate us Engi’s in hotm… And yeah, it’s probably turret rage or celestial hate. You just have to glance at the pvp forums to figure that much.

Hey, last night I was playing a game, got abuse off this mesmer for not 1v1ing him… Er rotate better and you won’t get +1ed, was my reply. Anyway, they had a quitter at about 250-75 so it was our game. I found the guy and had a go (phantasm and clones everywhere!). He got me really low in the watchtower (battle of…) so I stealth disengaged healed up and came up the other staircase and burst him down…

All I typed was, “1v1” and got nothing but post match wwhisper abuse… For being an engineer… You know the stuff..

I wouldn’t mind but I don’t us turrets, not celestial… Just not a bad player

PvP ranking system

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Posted by: Peutrifectus.4830

Peutrifectus.4830

you’re right it doesn’t.

personally, I take more pride in my win/lose% than any other random numbers Anet drops next to my name

Hi Anet, I'm not a fan of the meta atm

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I think the point of this post is god kitten turret engis.

evidence of a serial offender

#keepittoONEthread

Turrets aren't fun to fight.

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Posted by: Peutrifectus.4830

Peutrifectus.4830

okay… there are at least 5… FIVE new posts on this topic a day. Keep it down, I can’t hear myself over the sound of your tears hitting the floor!

#keepittoONEthread

Nerf Turret Engi Hype

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I think it’s more important to nerf all this OP crying and l2p XD

Turret Engineers and Unintuitive Gameplay

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Posted by: Peutrifectus.4830

Peutrifectus.4830

If you have a problem with me please feel free to message me instead of making a post on forum. Thanks.

Hmm, what’s your proffession and build?

Turret Engineers and Unintuitive Gameplay

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Posted by: Peutrifectus.4830

Peutrifectus.4830

there IS counter play, you just can’t be bothered to learn it or are too unwilling to give up set damage rotations that dont work on them? about right? thought so.

@darksoverign… played a game with 3 engis’ last night, 2 of were turreteers…. won.
Played against a team with 4 mesmers too… that was wierd. It didn’t work out for them ;P

Turret Engineers and Unintuitive Gameplay

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Posted by: Peutrifectus.4830

Peutrifectus.4830

There is counter play. You just need to learn it. They have no stability and little condi cleanse. My approach is always to cc them away from the safety of their turrets will pulls and knockbbacks, cripple and imobs them whilst bursting the pants out-of them.

You don’t have to focus the turrets!

It’s a weak build but stupidly easy to pick up

Whats With The Bad Match-ups again?

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Not sure whether it was a bad match up or a premade trolling but I just came up against a team of 4 mesmers…

When I saw it, I though, “this ain’t ending well for my inge!”

My kitten hole dropped out… But we took them apart so happy ending :-)

Turret+Nade Troll build

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Posted by: Peutrifectus.4830

Peutrifectus.4830

they dont affect turret damage. There are much better runes out there.

no mobility… no endurance regen…. no defense apart from PI… might as well use celestial, rampager is trash in comparrison… thumper>rifle if you want to put your troll hat on…. if all your dmg is spewing from your turrets, go tanky… soldier/dolyak etc

or just dont play turrets and have dodges, defense, burst and fun ;D

(edited by Peutrifectus.4830)

Celestial Engineer guidance for WvW

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Search YouTube, backpack celestial engineer. Comprehensive guide that’ll sort you out. ;-)

Engi are ruining PvP! Pls Do something!

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I don’t use turrets, don’t use celestial amulet and I don’t might stack… But I’d still make you cry on the forums

Seriously though… As a main engi, I agree with the turret nerf sentiment…. I know my class well enough to dismantle them but it ruining other peoples fun :-P

I’d like to see them have a shorter life span once placed… Or be a 1 slot item… Like dwarf engi from WAR.

#saynototurrets

Engi are ruining PvP! Pls Do something!

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Posted by: Peutrifectus.4830

Peutrifectus.4830

  • Magnet pull (also unblockable, because REASONS!)

“I have a magnet”

“ah, but I have a shield!”

“m a g n e t… You know what they do right? What’s your shield made of, cheese?”

I can only defend engi soft cc, it’s what they do as a class. Dps is generally lower than most professions unless you go full celestial hybrid but that’s more of an amulet issue…

Everyone bashes overcharge shot but ignores the fact it’s a self knockback that can be a death sentence if you mess up… Magnet pull has the biggest telegraph I’ve ever seen… L2p there.

Bash turrets all you like #spits# they’re a poison mechanic in PvP.

#saynototurrets

Post Your Build Thread

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Deschain Munroe – Burst grenadier

http://gw2skills.net/editor/?fdAQFAEGptgG9bCzaEVG/8DCwRB-TJBFABCcBAqZ/hoLDAwDAAA

This build is specifically for pvp. Obvious retaliation snags renders it pants vs any zerg but with knight/zerker may be useful wvw as roamer/ havoc squad… Not used it as such though.

The pull – prybar – OC – superseded – wrench – net – barrage combo generates burst dps close to SD build albeit with higher cd than suprise shot etc but with greater defense. As always, condi spam is difficult but good use of healing turret, Oc (imobs) and mobility to land control disables on condi foes with follow up burst can make for a difficult win.

Enjoy

So, the new Stability + Slick Shoes...

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Suppose stealth engages should be telegraphed and we should have whopping great animations for on hit/crit procs too? Counterplay doesn’t have to be about blocking and dodging EVERY attack! It’s also about how you take a hit and deal with it after the fact.

Help: SD Engi vs Thiefs

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I second running knight armour/zerker rifle/zerker trinkets. Like Novuake says runes of the Pack gives more reliable dps too.

I use this 6/0/0/2/6 – SD grenadier. The bit extra defense really helps against backstab thieves.

Slick shoes help too. If the thief disables on engaging, stun break > oil slick > burst >follow up cc > burst (in an ideal world)

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Peutrifectus.4830

Peutrifectus.4830

The humble hobo sack has to be, in my opinion, the single greatest development to come from the Anet collaborative mind both stylistically and thematically. It simply beggars belief that the development involved have not received the highest, or had a higher accolade invented and bestowed upon them. When I switch kits I almost have to take a knee as I shead a tear of purest joy as I watch the small red bum-wiping rag swaying as I run for glee!

Please Anet, make it so all professions may have the honor to have their poultry, inexpensive back pieces that they have wasted worthless gems on covered with that most beautiful of skins…. Le sàck de hobbó.

The new engineer meta build for sPvP

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Yarp, I played a bomb healer for a bit with holbrek instead of legmods… Not my style though. TBH, healing turret 20/15 sec cd aoe not effected by healing power + automated medical response +toolbelt water fields… Healing done ;-)

The new engineer meta build for sPvP

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Suppose it’s functional… but meta? :/

The coefficient of healing bombs isn’t that great in 5v5 where you may only be fighting along side 2 allies. It works great in a zerg. D’you wvw alot by any chance?

Suppose if you drop invigorating speed… Take sigil of energy. Edit# just saw you have it# Dodge is too good. I use power shoes, slick shoes too, such boost :-D my endurance regeneration comes from adrenal implant and pump.

Genuinely, I would move this to a power orientated build with power bonus from your healing stat, little condi damage to speak of + burn and confuse are quite strong without condi damage anyway… Keep bombs to burn to boost FT dps FT/bomb/rifle/toolkit.

2cents

The fastest way to nerf turret engies

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Posted by: Peutrifectus.4830

Peutrifectus.4830

yes they did, they nerfed might and sigil of battle that all three builds rely on. It wasn’t nerfing to death but it did tone them down a touch.

Toss Elixir S stealth duration

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I’m mistaken, was thinking of fast acting… affecting tb cd, not PE which does affect it.;) stupid brain :-P

Toss Elixir S stealth duration

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Actually, PE doesn’t affect toolbelt CD ‘s
Only points in tools does that.
However, 6 points in is a 30% reduction so it’s possible

Do Something About Turret Engis.

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Personally I don’t like running turrets, problems for me are 1) all other heals bar turret are meh… It gets instainsta-blasted anyway and 2)elites just suck…

As an experienced engi, when I see a Turreteer, I grin malevolently and take him to pieces…

It’s not just l2p, you need the tools (traits/utilities) for the job.

Massive issue atm is the floating turret… A frankly full blown adult cat of a mechanic flaw.

FT causing burn each tick of AA

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Posted by: Peutrifectus.4830

Peutrifectus.4830

thing is dude, with the right traits and gear, that 1 sec tic every 3 sec can easy become 3 sec every 3 sec up to 5 targets AA…. that’s 5 sets of perma burn for the life of the turret (which prb wont be long).

flame legion, smouldering, napalm specialist, + duration food…

I don't normally Turreteer, but when I do...

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Posted by: Peutrifectus.4830

Peutrifectus.4830

No no no. Stop using the words Viable, tpvp and turret in the same sentence. I was just trolling nubs for flashes! BTW A new turret please nerf thread has been born on the pvp foforum… And awe! It’s a boy! :-))

I don't normally Turreteer, but when I do...

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Oh I agree VeeWee! But I have just had much fun making such angry little chappies who can’t handle it. A few quality rages

Back to my power build now

I don't normally Turreteer, but when I do...

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Posted by: Peutrifectus.4830

Peutrifectus.4830

…I trollgineer!

Consider this an unashamed admission that tonight I shall be mostly running this build in PvP…

http://gw2skills.net/editor/?fdAQJAqelUUpqqVWx2KseNCdBF6VcwXI6GmkR/pAA-TJxHABTs/wRlBA4BA87JAAA

… All night. I don’t think there have been sufficient cryturret-threads in PvP forum (no new one for at least one hour).

If I don’t get at least 1 flash out of one player per game, I’ll be sorely dissatisfied!

Fixes/Balancing Wishlist BEFORE HoT

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Reduced cooldown on, ALL GADGETS THAT AREN’T USED EVER.

Which is the majority of them.

Or you know make them stronger in general. I’d love to be a gadget engineer. That’d be fun. You know like, inspector gadget.

+1 for this.

I consider myself a gadget engi…

Do I take all gadgets? No! 2 at max to remain usable…

Do I take gadget traits? No! Because they’re pump!

As much as I’ve felt a power creep with my favourite non-meta-gadget-meta-build… daze and damage increase on PBR were nice.

I think, in terms of gadgets, I’d like to see AED reduce cast time by 1/4 sec, increse low heal by 15~20% and considerably reduce the CD ONLY IF the high heal doesn’t proc.

slick shoes; reduce puddles to 2sec duration to give foes a fighting chance to not get KD for 4-6 sec but otherwise okay.

Rocket boots; fix random roll direction at the end of animation and make that last part of the aniation an evade, ie a free dodge.

PBR; 20sec CD. other wise okay. I think a 1sec KD would have been more apt than a 1 sec daze on launch but whatever…

Goggles; TB okay, again reduced CD.

Throw-mine: why is this a gadget? it scales sooo much better with traits into explosives than tools XD

Elites… just one gadget elite please… right now, I’m so bored of crate that I’ve been using elixir X in my power build.

stupid engi turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

as an Engi who doesn’t use turrets (albeit the healing turret which gets a good blasting/picking straight up) my tactic involves;

Using my build (to save explanation) Deschain Munroe – Bionic Commando

“save dodges for missiles and pulls if he’s smart enough to use the tool kit. Then try for a pull myself, burst him down a little then pop elixir x and delete him/her. 20 sec of stability and cc is bad news for them.”

Quote from last week’s turret thread, hehe.

Main big dmg spikes and cc come from rocket turret, avoid missiles. Range it, then range him/her. If you can pull/stealth pull, do so to get him away from the turrets. Once they’re on the ropes use stability and a burst rotation to go for deletion…but time it for when they are a) low on dodges or b) have their block on CD if any.

stupid engi turrets

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Ah, the bi-monthly turret engineer cry off! This bout looks like it’s gonna be a good one! Stay tuned!

Novice Engineer Guide?

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Posted by: Peutrifectus.4830

Peutrifectus.4830

dude, just check this out

https://www.youtube.com/channel/UCAeOBtxtIQBHvIdMwWmRlQg

as well as the engineers handbook in the stickies. That should be all you need to get the ball rolling. Wolfies pretty comprehensive.

Release this headgear pls!

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Posted by: Peutrifectus.4830

Peutrifectus.4830

yeah, apart from the new helmet it’s all magitek armour.

Need help with my engineer build

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Posted by: Peutrifectus.4830

Peutrifectus.4830

You’re not far off the mark for a grenadier. Yeah supply crate should be your elite, if only for the 2 sec aoe stun (crating into a zerg makes the turrets evaporate).

For gear, you’re going to want vitality in there because you’re going to suffer from alot of retaliation using nades as primary damage. Condis also get lost / overwritten in a big fight.

I recommend valkyrie armour with knights trinkets. Lots of power, precision and critical (obviously not as much as zerker.) a little toughness so you’re not glass.

Roll with 6/0/0/6/2 in explosives, short fuse or forceful explosive traits are up to you, both work. Definitely grenadier. 1st trait… Up to you again. APTs for the knockback… Empowered adrenaline for the 5% boost ain’t bad either.

Alchemy… Vitality to deal with retaliation! Vigor is a must have in some form. Backpack regenerator again for retall. 3rd of your choice. Protection injection is good. An speedy kits to get out of dodge or keep up with the zerg…

It’s not much, but there are some ideas for you.

Fix Static Discharge

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Posted by: Peutrifectus.4830

Peutrifectus.4830

It is a real shame that it’s not been addressed yet. I play a SD engi with goggles, PBR and toolkit so it isn’t an issue but there could be so much more variety. Eg, acidic elixir SD build? Aoe boon strip, buff and discharge that has never been usable due to the traits behaviour…. It would be nice to see it standardised. I’d even be happy to even things out by accepting that dmg done by SD is directly proportional to skill cool down to prevent it getting abused by short cd abilities