A class of “low skill floor” utilities that aren’t to be used in any serious type of gameplay?
That’s not what I said.
I said that slotting your build full of nothing but elixirs with one weapon is simply too easy a build to be competitive. The higher a skill floor it has, the better a build should be. Because elixirs are very passive and don’t require a whole lot to be effective with it, it shouldn’t be as effective as kits—and should only be used as auxiliary utilities in support of kit-centric builds.
I was critting for close to 4K per attack in PvP. From 1500 range that was too strong. It was stronger than grenades and rifle. Only the bomb kit outdamaged it before the nerf.
3 elixir builds are low skill floor specs that don’t belong in the meta any more than turrets do.
Kits are the backbone of every build across the game because functionally they’re among the highest skill cap builds in the game warranting their strength.
I don’t see why anyone would use Inventions in PvE.
In PvP, free health packs and mines is better than any other GM option. If you want to play bunker/support, especially in WvW, run Medical Dispersion Field.
I haven’t done Honor of the Waves in two years.
And engi who isnt able squeze all might he need from fire bomb isnt good engi:-P
You’ve always had a pretty strong bias toward bombs, but I just don’t see why they’re worth taking these days.
High-end DPS has gone through the roof, making burst damage even more important. I just ran through a FOTM 40 and barely had time to use more than Grenade Barrage, Jump Shot, and Blunderbuss before stuff died. ArenaNet broke end-game PvE. It’s just face-roll now.
I also don’t think engineers will have a part in it. 2x Ele, War, Mes, and Guard will be optimal DPS from now on.
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Why No Scope?
Fury is pretty common and easily sustained party-wide; I don’t really see the need to trait for it, even if the alternatives aren’t that spectacular either. Flamethrower also stacks might better with a better blast finisher, and with a fire field that lasts plenty long enough to get both shots of Orbital Strike in.
Anyway, I think your third utility will probably end up just being a spammable toolbelt skill for Static Discharge, since engineers don’t really need to stack might these days.
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Flamethrower has been broken since 2013. I don’t know why people still try it.
The blast finisher is nice, and the new burning damage is cool, but the bomb kit does both of those more reliably, and with other accessible conditions. Until they change Flame Jet so that ticks 2-3 times instead of 10 and burns with each tick and not just the last one, it’s just not going to be good.
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Aha so that’s why i couldn’t get it working, well now that i know, I think mortar is practically useless to a condi build.
Which is fine, because Supply Crate has the Flame Turret.
OP: I think the most elegant solution would be to make it a blast finisher and add a cooldown to it. Projectile finishers have always been somewhat wonky to utilize compared to leaps and blasts, and to make a ground-targeted version just further illustrates the finisher’s problems.
You have always required the Grenadier trait to get the effect. It would be nice for them to fix it, but this isn’t a change.
I’m pretty unimpressed with Tools in general. Unless you run Static Discharge, it’s really not offering a whole lot over other trees.
I honestly beg to differ. Reactive lenses is a nice free stunbreak+fury giver that also is immune to blind as a small bonus.
With streamlined you can abuse superspeed+egun weaker soft CC or the confusion on mortar.
The grandmaster kinetic battery isnt a bad trait situational and adrenal can now stack with vigor OR at least replace it in light of the vigor nerf. I honestly think it is a fairly good tree. But that is me.
I’m not saying it’s a bad tree. As I said for Static Discharge it’s very good, and I could see it being very popular in PvE.
I just think coupling Explosives and Firearms does a lot more for your damage, and Inventions’ Mecha Legs is kind of too good to go without, especially when paired with Hoelbrak. Plus High Caliber paired with Fury means my Jump Shot and Blunderbuss pretty much always crit.
I’ll mess around with it more, but I just think Tools is going to get more use in PvE than PvP with me.
I’m pretty unimpressed with Tools in general. Unless you run Static Discharge, it’s really not offering a whole lot over other trees.
Burning damage got buffed.
Team support got buffed.
Rifle damage got buffed.
Why is engi in a worse place? Cele rifle is even better than it was before patch, even if some other builds have closed the gap considerably with the amulet changes.
This will be mine if there wont be any major changes:
http://intothemists.com/calc/?build=-_;4sPVg0c-gT-x0;9;4ijm;0256257056;4eN;4vhrTvhrTm-Fq3;6HbH6IbI6JbJb-o-Gs1k;5cW5PcW5P;9;9;9;9;7V5-6k
Sinister build also wait for some further testing tho
This is close to what I’ll run as well. I would take Skilled Marksman over No Scope, though. Fury is relatively easy to stack up in PvE by other classes.
It’ll still likely be Explosives+Firearms+Tools. I don’t see much changing for us trait-wise.
This game needs more unique activity-driven rewards, not less. There should be no other way to get a Tequatl’s Horde except by killing Tequatl. There should be no other way to get fractal weapons except completing fractals. And there should be no other way to getting Glorious armor except to PvP.
90% of the cosmetic stuff that comes out in this game just gets dumped on the gem store. PvP players already have so little to work for, and you want that removed.
Allowing people to obtain near every armor skin doing mind numbing content like world events and dungeons is precisely why this game is where it is competitively. Because PvE so poorly encourages actually trying, you don’t get a healthy dose of new players into PvP and WvW to accommodate this game’s egregious turnover rate.
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Just do unranked. It’s actually better these days. People are less inclined to run cheese builds.
I play ranked solo q cus it gives more xp and rewards n stuff. I dont even know what my leaderboard rank or whatever is and dont care that much. I have noticed now that I am starting to face pre made teams with myself and 4 pugs almost every match now.
The reward track/xp gained in ranked and unranked are the same.
I would never run bombs and grenades in the same build for PvP/WvW.
If you think the merged queues are keeping most of you from breaking out into super stardom you are sadly mistaken imo.
I’m not really concerned about that. I just want to have a good time when I PvP, and part of that comes down to knowing I’m playing even/fair matches.
Being put up against premades is not fun, and it’s not a design choice in the spirit of fair competition. If this is the way things are going to be here on out, I accept that, but the “odds of victory” are out of whack.
It definitely feels like there’s more people PvPing now than at launch, but I wonder if that has more to do with the lack of the Living Story than anything else. With the lapse of PvE content, a lot of once-hardcore PvE players find themselves doing more PvP than before just to stay involved (as well as PvP now helpful in getting tokens for the dungeoneer title)
Also, hey.
But when people know what they are doing they can bust you up in a heartbeat, as they absolutely should.
Mesmers strongly counter most engineer builds as it is, so saying mesmers have an easy time with turrets isn’t exactly vindicating the build’s balance or anything.
Truthfully, the best way to counter a turret engi is to simply get them away from their turrets. Stealth magnet pulls are very powerful, especially when coordinated with an Intelligence sigil burst.
Honestly, I don’t understand why they just don’t make it to where you can only have one turret on the ground at a time.
If you set down another one, your first turret blows up immediately. It would actually add a bit of skill involved in turret builds, where one could chain their effects as needed, or would push players to merely mix turrets with kits like the old-school decap build (net turret + kits).
Turrets really are in a good place as it is. The problem is just how many you can have out at once. Limit to just the thumper turret, or just the rocket turret, and turret builds become a lot more manageable and less cheesy.
premades (5man) vs premades(5 man). solo queue vs solo queue. how is it hard to implement?
look at your guild wars 1. team arena versus random arena. hard to implement?
I have a feeling they merged queues because of the lack of PvP population and to reduce queue times.
One wonders, however, if this only drives more people away from PvP…
Zero points in Alchemy is bad. You want Invigorating Speed and Backpack Generator in your build. Those two traits alone will significantly increase your survivability.
The most common condition variants in PvP is 6/2/0/4/2 with grenades and 4/2/0/4/4 with bombs.
I would also drop shield and try taking the off-hand pistol. It gives you a lot stronger condition pressure with Blowtorch, and Glue Shot is just another snare you can add to your build.
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When people lose, they always blame their team mates being bad and/or solo queue, the other team are premades and queue together.
It’s pretty easy to tell when people know what they’re doing. Conquest isn’t a particularly complicated gametype.
When your team fails to win 3v2s or does stupid stuff like leaving mid completely exposed to try and force a three cap or when a thief tries to kill a turret engi you know you’re playing with people that are still learning the ropes of the game.
You were favored in your first two matches, so you lost one point in both. The third match was even, but you got over 400 points so your ladder points didn’t change. This is working as intended, but it sounds like you think the match prediction should weigh premades more versus solo players.
Yes, that’s what I would like.
But if you guys aren’t willing to change it I just won’t solo queue anymore, at least when I’m in ranked. There are just too many variables at play when solo queuing to get above a 60% win rate without running a cheese build or being a WTS caliber player. And if losing against premades results in a loss of points, I just don’t see how any solo queuer can ever crack the top 500 without playing ten hours a day.
Food for thought: There are a lot of players in the top 500 that primarily solo-queue (myself included—at least at the moment). I don’t play anywhere near ten hours day… not even close.
I believe you. There are seven people in my guild that are currently in the top 500, with another ten within range of 10 points of the top 500, myself included. But that was a lot of progress achieved with the old point system.
Since this new system was implemented, most of them have done nothing but decay. And most of them had to grind out points despite winning the majority of their games. I have a guildie with a 58% win percentage and yet he has an 8-point differential with his wins (53 points with 61 wins). I can’t help but feel this new system will only make things harder for him.
You were favored in your first two matches, so you lost one point in both. The third match was even, but you got over 400 points so your ladder points didn’t change. This is working as intended, but it sounds like you think the match prediction should weigh premades more versus solo players.
Yes, that’s what I would like.
But if you guys aren’t willing to change it I just won’t solo queue anymore, at least when I’m in ranked. There are just too many variables at play when solo queuing to get above a 60% win rate without running a cheese build or being a WTS caliber player. And if losing against premades results in a loss of points, I just don’t see how any solo queuer can ever crack the top 500 without playing ten hours a day.
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3 losses and -2 points lost seems pretty fair to me. The current system is flawed but not because of what you just outlined.
So you think it’s fair that a full solo group loses points on a 500-450 loss vs a 4-man premade?
If conditions like these don’t merit a 0 point loss, then what does?
He’s implying the early birds got the worm.
People should lose point after a lose, *always*, the carebear approach can only make this ladder worse.
Carebear? I ask for a system that’s fair, not a system that’ll get me carried. I would prefer they just bring back solo queue and end this madness.
And if points should always be deducted for a loss, why have points in the first place?
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an engineer in Arena for some reason i don’t feel sorry for you…
At least he’s using kits.
Losing 3 matches for sure requires a thread!
As for the ladderborsd it kinda shows the mentality you have!
“Gotta farm them rankings for llama!”
It’s not just the past three matches. It’s actually been the entire season that I’ve been getting matched up frequently against premades as a solo-queuer. And now that we’re losing points against fighting premades, I think it’s important to ask here what ArenaNet’s direction is for Guild Wars 2 by removing the solo queue and then turning around and putting solo players at the disadvantage.
Is that really the right direction this game should be going?
As I said before: if this is some deceitful way of pushing people to make their own premades this would be fine, but ranked arena isn’t “team queue” and the amount of points one must compile every day to remain competitive within the top 500 requires you to pretty much solo queue.
All I’m asking for is fairer match-ups and removing the penalty for losing by 40-60 points to a premade team.
Losing in rank, can be quite frustrating I can understand, but you can’t blame
it all to the system.
So, what? I should blame myself and other teammates instead for not winning against a premade team?
As a solo-queuer, I should expect almost all of my games to be against other players that are solo-queuing. When they removed the solo queue entirely they established the exception that solo queuers who get matched up against premades and nearly win don’t lose points (and potentially gain some) upon losing. They wrote up a blog post in November fleshing all of this out, and now that exception has seemed to have been removed.
You don’t have to personally experience that to understand this game’s PvP has taken a serious step backward with such an implementation.
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I’m confused, why should they reward losing??
I am not asking them to reward losing. I am simply asking them to use a points system that is sensible for everyone, especially when I am so regularly pitted against premade teams—both partial and full.
They assured us that by merging team and solo queue together they would make certain exceptions for solo players that end up facing premades (both full and partial) through the points system and compiled “odds of victory.”
A bigger breakdown can be found here.
As you can see according to the chart provided, under no condition should a player lose any points when you manage to score 400+ points. And in the case of where your odds of victory are between 0-39%, you may potentially get 1-2 points for playing a close game. This was, as we understood it, the exception made for solo-queuers given the fact that fighting premades every 3-4 matches isn’t exactly all that desirable.
In essence, solo queuers only will lose points against premades when there is a definitive win. And yet none of my losses were definitive tonight and I ended up -2 on the evening. I am not asking to be rewarded for losing, but the MMR penalties on solo-queuers seem awfully severe if not egregiously misleading; it implicates the idea that as a solo-queuer I should be expected to win every match I play regardless of how many players on the opposing team are premade. If they insist on keeping solo queue and team queue together, this simply has to change.
As Josh Davis explains in another thread they’ve since adjusted the system from the chart above so that we “move towards a ladder algorithm where an emphasis is placed on winning games, rather than just playing games.” This within itself is fine. Remove the pity points if needed. But under no condition should a team of solo queuers lose points facing premades—especially when pushed to a 500-450 result.
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That’s not exactly an elegant solution to the problem.
I decided to take the day off from ranked PvP to do some unranked with some guildies this afternoon. No big deal. Had a good time. Got on a roll, we had some fun, people took off, and I decided to try my hand at ranked again for a bit before I logged for the day.
I started today at 40 points with a 54-52 record. I’ve kind of accepted that as a solo-queuer getting points (and wins) will be an uphill climb, but what I experienced today just sent me over the edge.
My first match was set up against a 4-man (or 2+2) premade where the rest of my team were solos. We ended up losing, but the final score was close: we ended up getting close to or over 450 points, so I figured that, given we fought a near-full premade team, that I’d still walk out of that game with a point.
My second match was set up against another 4-man (or 2+2) premade where—yet again—the rest of my team were solos. We ended up losing that game as well, but again within 100 points. I was pretty irritated that my night started with two premade teams one after another, but I accepted that given the current system I should walk away with points regardless.
My third match was a bit more even, though there was a duo-queue on the opposing team. That in some sense might have resulted in their win, but in any case it was a relatively close match and I lost my third game 500 to 400+.
I decided to call it a night after that, as I usually do when I get into a losing streak. I logged out of the game, turned on the leaderboard to make sure I got my points, and lo and behold: I didn’t gain points for those games.
In fact, I ended up losing two points on the leaderboard.
I don’t know under what conditions I am expected to be successful on this leaderboard as a solo-queuer. I am regularly pitted up against premades and when I (expectedly) lose I actually end up losing standing on the leaderboards for it.
I would accept that under certain situations it might make sense that I lose points for the third match, that losing in somewhat even conditions should result in a loss of points. But to push against two premades, getting over 400 points? That doesn’t generate anything for your leaderboard? Please explain this to me.
I don’t know if this some machiavellian way of you pushing people into creating their own premades and only doing ranked with them, but the sheer number of games one must play on a daily basis to remain competitive only pushes us to solo-queue to keep up.
I just don’t see how this system promotes skill or fair play, and for that reason I’m not participating in ranked matches any longer until this system is fixed. I want that mini llama and all, but it simply isn’t worth the frustration when it feels like I’m fighting against your matchmaking system that repeatedly throws me into the meat grinder.
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i was talking about ranged auto-attacks (i dont consider the max range of bombs (skill1=240) ranged ) that schoot automatically at the opponent (unlike nades). and with auto-attack i also mean number 1 skills (not blunderbuss enabled as auto-attack for example). I should have been more clear.
The flamethrower isn’t a ranged weapon either, but I digress.
The damage of the 3 autoattacks i was talking about is completely fine, it’s just that the way the burning of flamejet is applied is complete rubbish. waiting 2 seconds at such a close range to apply a large part of the damage with a high probability that the last tick will miss (losing burning damage).
Aside from getting a blast finisher on Flame Blast (which we’ve finally gotten), this is the most-requested change we’ve made to ArenaNet with regard to the flamethrower. Perhaps it’s in the pipeline for the expansion, but I doubt it.
Surely you can see that the flamejet was ment for balanced builds with both power and condi damage? (the calculations show it) but in reality (due to crappy burn aplication) the flamejet cant excel with the stats it was meant to excel with. Flame jet should work similar to how fumigate works, why doesnt it ? Is there some sort of problem with the burning condition that makes this impossible? the cap at 9 stacks comes to mind
It’s hard to argue that any kit isn’t meant for balanced builds with both power and condition damage when that’s kind of how the engineer is designed at its core. It’s why Celestial stats are as good as they are in WvW roaming and PvP, and it’s why Rabid builds are actually very good for soloing PvE content.
The problem with the flamethrower is that the only damage condition it has is burning, and there are so many other reliable ways to fit burning into your build without using the flamethrower at all. Compare this to the bomb kit which has confusion as well, or the grenade kit that has bleeding and poison. For both power- and condition-centric builds the flamethrower lags behind other options.
As it currently stands, the kit is really only good for swapping to Flame Blast for a little extra burst, getting a little extra CC with Air Vent, or using Smoke Vent as a safe stomp. Even despite the recent buffs the kit is very far away from being a mainstay kit.
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Your Team MMR is higher than your solo MMR since this game combines them. the resulting MMR is higher than the solo MMR would be on it’s own.
This can’t possibly be the case. The vast majority of my played matches in ranked (and unranked if that matters) come from solo queuing.
I think it is pretty simple you don’t solo que enough the MMR is matching with low MMR players your MMR is artificially high for solo.
“Artificially” high? In what sense?
It doesn’t screw high MMR players at all, they simply have to let their MMR adjust, something they refuse to do, so yea if they never solo que yes the MMR stays high and they can complain how unfair it is that they are not on top by default, Truth is MMR is not static if they soloed more and got matched with low MMR players they would lose, adjusting their MMR and leading to better matches for all. Basically high MMR players are trying to have their cake and eat it too.
I do not think for a second any high-rated players in this thread believe that their rating should be handed to them. The problem is, and has been for a while now, that the PvP system internally categorizes players and matches them based with one system and then visually represents players on the leaderboard with another.
We know that matches are made according to multiple factors: rating, rank, party size, profession, and leaderboard position. But we are not, to my knowledge, aware of how much each of these things play a factor in matchmaking nor are we aware of how much they influence their nebulous “odds of victory” condition that determines how many points are doled out (or taken away) at the end of the match to both teams.
The problem is, to me, that the system casts far too wide a net in favor of low queue times. As a mid-range PvPer, I have been put up against tournament-grade premades as a solo-queuer in one match and put up against fresh accounts in another. I had one night where I regularly queued up against Noob Engi when he was the top-ranked player on the leaderboard while I was still in the 89th percentile.
While I understand that many factors as stated above go into the matchmaking system, and perhaps my MMR and rank allow me to match-up against top-100 players somewhat regularly in spite of my leaderboard position, it seems as though so many variables are included—making match results fluctuate so wildly—in that everyone kind of just ends up playing everybody and renders the whole internal (and thereby external) system meaningless.
After playing 100 matches in this new season, it feels as though I am at a loss of where exactly I stand within the community because there’s no rhythm to the quality of players I’m paired up with (and against) nor am I ever even remotely perceptive of what my odds of victory are or what is realistically expected of me.
I’ve come away certain nights where I’ve gone 7-5 over 12 games and gotten 8 points. I’ve also come away certain nights where I’ve gone 7-5 over 12 games and only gotten 4 points. I imagine this in many respects leads back to the fact that point-margin determines my standing as explained here, but I can’t help but feel cheated by the fact that I can win the majority of my matches in a given night and still somehow feel penalized for it. Whether or not this is the system working as intended, it is very aggravating because I continue to lose points despite still competing with (and oftentimes beating) players that are far above me on the leaderboard.
I came into this season with a relatively good win percentage of 58% between ranked arena, solo queue, and team queue. I don’t consider myself a particularly lights-out player, but I do have fairly in-depth knowledge of the class I play to the point where I have written guides on it in the past. I also understand PvP as a gametype as well, having for a long time developed my sense of map awareness, what the well-traveled lanes are, what common strategies are, and when to push secondary objectives. I watch weekly tournaments on Twitch and maintain fairly rigorous attendance between Reddit, Guild Wars 2 Guru, and these forums to keep up to speed on the PvP, PvE, and WvW meta.
Regardless of where I stand in MMR, I’m a player that is invested. But it feels like I am so regularly paired up with players that aren’t, that have no idea what they’re doing, that aren’t willing to communicate, and have no business of being in ranked PvP.
I just recently played a match on Battle of Kyhlo. I called out that I was going home, but apparently 3 other people felt the need to follow me. The entire match was a complete disaster, with players improperly rushing points alone or overloading their presence to leave us back-capped. One player picked up the repair kit, ran it around aimlessly near home, and dropped it in a corner; he didn’t seem to quite understand where he was to take it or what it did, and the fact that I’m thrust into these matches—and that I lose points in the standings for it—just sours my desire to continue supporting PvP and pushing my scrublord PvE guildmates into it.
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As much as I’d love to melt peoples faces off with this, it would be broken as hell.
There is absolutely nothing broken about the flamethrower except its inability to remain competitive to other options.
flamejet is probably the best autoattack (damage wise) for a celestial engineer(theoretically).
I’m curious how you came to this conclusion when the bomb kit has by and far the most powerful auto-attack we have.
You will generate the majority of your burning damage from Incendiary Powder, not from Flame Jet, anyway, so comparing auto-attacks seems like a disservice to me.
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I’d drop Fireforged Trigger, personally. Put those two points in Tools so you get Swiftness + Vigor on kit swap. And in Alchemy I suggest running Invigorating Speed + Backpack Regenerator.
I’m also curious: why not shield recharge trait? If you’re going to invest in Inventions so deep, I can’t think of a better trait.
Also, if CC and tankiness is your aim here, I don’t think Elixir R is doing as much for your build as the Tool Kit would.
Just my two cents.
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But the community is laughably ungracious compared to what I’ve experienced in WvW.
I think this would depend on what server you play on and whether or not you’re solo-roaming. I find block-whispering/trolling pretty common in upper tier servers, even when you’ve handily won the fight.
As it stands, GW2WvW.net has its own share of vitriol. PvF might as well be a supplemental gametype over there.
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So long as team queue and solo queue remain merged, judging by win percentage seems flawed to me. There’s so many factors that can affect your win percentage, and while points are a definite increase in leaderboard accuracy, the way the game calculates intended losses vs. preventable losses seems very unclear to me.
If the game already categorizes players based on MMR, why isn’t MMR the basis for the leaderboard?
The current matchmaking handicaps are turning me into a toxic, cynical kitten when I solo queue.
For the sake of mine and my team’s sanity please stop using brand new players as a handicap to counter the presence of high MMR players. My blood pressure is reaching all time highs.
It definitely feels like a mixed bag. Some matches are amazing, where everyone is on point. And then other matches I have medi guards running far with no swiftness or thieves trying to take on turrets.
I’ve been struggling to get above a 54% win rate because it feels like when I start getting on a roll I get put up against premades or paired with daily-achievers. Losing against highly skilled players is totally all right by me, but it feels like I am regularly paired up with players that are less than adequate to those demands.
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You’re running a turret engineer build. You’re going to get trash-talked for that.
Can you promise me if I change my build or my profession, people will stop judging me?
It’s really quite simple. Ranked PvP as it is right now is full of very low skill floor builds. Power rangers just stand on a ledge and pewpew pressing 2 & 4 as needed. Necromancers just have to pop Lich Form and auto-win against most classes. A turret engineer just drops their stuff and only has to focus on rifle skills.
In a team queue environment, most of these builds would be handled quite easily because a highly skilled team with high ceiling builds will effectively stop out low skill builds like turrets. Farm them at their spawn, focus AoE, etc. etc.
But in a solo queue environment, where most players you’re matched with seem to care little for cooperating or simply believe better than you will not follow along. Your allies rarely can be relied on, and that’s why these builds are so popular in ranked arena yet are nonexistent in actual paid tournaments.
Players just have to decide for themselves if they want to contribute toward elevating the competition level of ranked PvP, or if they want to saturate arenas with crap builds. I take no offense toward the treatment of players who seek to win matches at the expense of this game’s longevity and the health of its community by running low skill floor builds.
Learn to play a better build or learn to mute people.
You’re running a turret engineer build. You’re going to get trash-talked for that.
If you’re playing regular P/D condition engi, you literally have 3~4 chances to negate the RF dm completely. You can use shield 4 when RF is coming. You can use 5 when another RF is coming. You can pop elixir S when RF coming. You can use tool kit when RF is coming. Note that if you bring tool kit, basically you can rotate the blocks and negate every single RF the ranger puts on you in their rotation.
And power ranger is normally terrible at handling conditions, so you can easily overwhelm them with conditions.
Basically you hard counter power ranger, there’s no reason for you to lose if you fight on a node.
I agree 100% (and is partially why I now solo-queue as condi versus cele) but keep in mind the OP is running rifle, not pistol.