with a backstab it is possible , it depends on the build you use. if you use a full dps oriented build, high risk high reward you can oneshot … but if you make a mistake … you are dead . I don’t think a build like that is really viable becouse with aoe you would like a lot … but if you want to make it for fun , you can do that. I can tell you for example that i tried a full elixir carrion build on engineer for fun with hgh. When i reached more than 15 might of stack (quite fast) in stealth with elixir U i could nearly oneshot people using all my pistols skin on target in few second. It is fun but it is not really viable …. i die as hell … The fact that you can oneshot does not mean that a build is really viable
I tried your build and it is quite strong. 2 question : is not better to take elixir B instead of elixir C ? how can you manage to fight a good thief or a hammer warrior ? i tried but with them it is really hard becouse i have so low control … ( i ’d think with toolkit and box of nail it coud be better ) .
i use it quite often and i find it really strong. It has a low cd and it is really handy for cripple melee people who jump on you. I find it usefull against guardian or warrior or thieves
i think it is wanted otherwise it would be too strong …. in my opinion the design is to make people using AMR+AED … it is strong also but … more risk more rewards …
i play death match on other games. I find that capturing game requires you more strategies , more synergies in builds and so on. For deathmatch the only strategy is to move correctly , to focus a target and to try to be +1 in fight as long as you can. It is fun , ok , but with capture game , you have the same requirements of deathmatch for winning a fight plus the fact that you have to control a map … it is deeper in my opinion . The fact that you can win a match “losing” fights if your opponents use the wrong rotation is quite great .
Yes. Buff engineers. Even though I main mesmer, if they don’t buff engineer every other class will have to be nerfed. Buff engineers balance the game.
I think engineer need some fix at some bug … like bomb radius or piercing of pistols … but it does not need a real buff. If they fix what is wrong i think engi now is really strong .
for spvp i prefer going rabid condi rather than celestial condi. Pistols have very low direct damage so when you take pistols with celestial you have a strong dps loss. Pistols work well with condi so with rabid you don’t feel the loss. Rabid has a strong toughness and with ARM+AED you can survive quite a lot and you can stay more "on point ". In my opinion , for playing condition among rabid , celestial and carrion , rabid is what fit better my playstile . You have also to consider that this game is a capture game , so lasting more on a point is quite important and toughness help a lot with all the damage flying now in this patch
. The best setups for me remain celestial rifle (power) or rabid p/p (condi). Celestial condi , for me is not good as the other 2
with carrion you have more direct damage and more vitality but you are way much more squishy than with rabid. With rabid and shield you arrive at 3k armour, even if i prefer pistol pistol
it can be strong with rabid amulet . Rabid now with inventions line is quite strong becouse you can have a little of healingpower …. it is really really strong for me . The old rabid p/p nades toolkit , elixir S with mortar is really viable . The only thing i had to learn is to use mortar . it is strong but you have to use it when you are not “inside the fight” … and it is also a great support weapon for your team. (flash shield for example or mortar 2 )
condition with p/p and rabid is really strong now in my opinion … you have only to change a little your mind and for example avoid alchemy and take inventions if you don’t go hgh . i find condi with firearms , tools and invention really strong and fun .. i have more fun with p/p that with celestial rifle …i prefer the p/p playstyle . What i did not love , and what i don’ t love ever now is shield … but these are my preferences
yes i went back to nades and they are strong , really strong. Having mortar for range and fields and nades togegher is really fun.
engineer now is quite strong. You have only to change your way of think. In my opinion some mechanics now are changed … for example now ,in my opinion if you take inventions the best healing skill is AED + AMR… and not healing turret and with hgh elixir H is good also … it depends and many things have changed .
I’d swap crate for mortar which benefits from hgh traits and which gives you more damage. I tried something like that but in my opinion playing without at least one kit is not easy. IF you want to stay full elixir u can also swap 1 elixir with eg ( eg has 3 elixir in one kit) … or you can take nades or toolkit for having more pressure. I played something like that a lot, with mortar and eg … it is strong but for me it is suboptimal .
No, Mortar is not garbage by far. It is only a matter of being used to it but it is a great tool. It has good damage, it can be usefull as fighing entry for far , as a support weapon … and , in my opinion with nades it is really strong .
Now , i like to play with elixir H. The reason is hgh is quite good now … and i need at least 2 elixir… so usually i take elixir H and something else
i have tried many many combinations based on rabid becouse i really love pistol pistol gameplay but i had really great problem to find one who is working. The best i could do was hgh with eg , el S el B, mortar and el h …full condi . It works but it is far from celestial rifle build . The really great problem , for me now, is that with rabid now you have a really really low vitality and no healing power … so it is really hard to arrive at the end of a fight. My impression is that now we have only celestial builds viable . And celestial eng , in my opinion can be really really strong combining inventions with alchemy for getting fury from medkit and using firearms. I think, i will not use granadeer in any case.
with cele the adamantium’s build seems quite strong becouse it has good direct damage and good condi damage (1500,1000) … but i did not find a viable condi build with rabid becouse it seemed to me too weak. The only “viable”… thing is hgh with mortar … but mortar is a little slow to land for 1 vs 1 …
IS There a viable build with rabid now ? I tried many but the only ones which i found viable were based on hgh. From my experience rabid based condi builds have a really low direct damage and i find difficult to “win a fight” in 1 vs 1 . The thing is different if you pop might with hgh . Which build seems to you viable with pistol pistol or pistol shield ?
Celestial remain strong but in my opinion cele is better with rifle . it synergies better.
bombs has too low radius now … everybody avoid them …
i have not used nades for the bug, but now, i go back using them with cele build. I have to say that nades are strong in any case . Sure, with granadeer they would land fast so they ‘d have more dps but i think that they are quite strong in any case . I tried many different setup but for now , in my opinion, setup with cele rifle , inventions ,alchemy and firearms , nades, elixir S and toolkit plus crate remain really the strongest setup . It is very effective to use crate tooltip to get fury … and i am not so sure ,that with granadeer ok ( not bugged ) it would be better to take explosive or firearm … i really don’t know… what do you think ? ( ip remain strong and burning is strong now )
i hope you fix not only that trait but also what we have not in baseline becouse in my opinion now engi is quite weak .
Nades now are without granadeer so which build to use ? it seems to me that now engi have to rely on might stacking and hgh for power and cele too. What do you think ? Any good build to suggest ..condi and celestial ? ( i hate ft )
I am trying condition build with rabid and mortar. Combining hgh from alchemy , explosive power traits from mortar and tools in my opinion you can create some good builds . i am trying something like this
http://intothemists.com/calc/?build=-ZRR;2Z-ku0l6FQ-x0;9;4ilm;0236036236;4SZ0;3H7W3H7W32C
I am not sure about sigils but it seems to me strong . Remember that you have 2 blast on mortar elite and kinetic battery , it can be quite strong but i have to get confident to it . I am not sure that celestial wil be the way. I think there will be 3 different kind of builds for engi : bunker rifle based on inventions, alchemy and explosive with soldier ( hgh with mortar even here can give good damage ) or something like that , condition based on rabid and hgh plus mortar for damage and power based on nades ( or bombs ..) with maradeur or berserker and perhaps Sd. What i see out of service now is the shield for the power of burning ( with shield you need ip ) and for the long cd … but it is a personal opinion
All these discussions about grenade-barrage are in my opinion useless. I don’t think it is a bug but it seems to me an unwanted behaviour, anet did not expect a similar effect. In any case, if it is or not a bug , it is too strong without any doubt and i am quite sure Anet will correct it. What is the difference for the players if it is a bug, or if it is something they have not forecast ? I think nothing, they will adjust it and stop. There are many other points like mesmers, which are much more difficult to fix and in a long term view , more dangerouse than a single wrong trait
yes becouse now it is more a dps oriented game …
bombs in a condi build can be strong too. I played a lot with teldo build with bomb and toolkit, ( also koroshi in wvw have a similar build ) . It is only a matter to get used to timing of bombs in my opinion
I think Barriage is bugged, it hits with 7 nades for 2 times cause of piercing. The problem , in my opinion , is that it is not the only one overpowered skill. They should fix it, ok , but they should also review the dps of many other skills in other professions
I was at work and this idea came to my mind./
Okay since you guys made spirits stationary i was thinking why not make the range of the passive bigger so that way you can use spirits to make zones (range is 1000 atm maybe 2500? ). For example you put stone spirit somewhere around mid in some place where it is hard to reach so that you know you got this protection and know that you have more survivability cause of the protection,or put sun spirit around far so that you can be more aggresive there and kinda play around it. Maybe this way they might be abit more viable as a buffer/support option for ranger and give more tactical aproach to rangers. Will post a pic of what i mean by zones with 3 spirits. If anyone have other ideas how to make spirits viable please feel free to sharepeace.
let spirits move again … but then give wheels to turrets
Its working as intended if it wasn’t they would have already fixed it by now. right?
Within 24 hours of patch release mesmer received a few nerfs with some of them being rather unwarranted with either why or how much they were reduced. However if another class has an unbalanced aspect it suddenly takes 6 months to see how things will play out….
Don’t take this as a all other classes that kill me are op post. Im all for my skills getting reduced for the sake of being somewhat balance. My anger stems from the issue that when its a mainstream profession skill that out of balance it takes an extended period of time to “figure out whats wrong” while other profession skills are immediately ground nerfed mere hours after a patch
Nice joke. They fixed many things like 2~3 years later, which they later stated it’s not working as intended.
Your argument is a joke. It just happened that Anet is ALWAYS nicer to Engi that they’d let them exploit things alittle longer than most classes, like Ranger, which is their least favourite class. They always nerf every aspect of ranger so quickly. (looking at spirit build and bm build, which neither of them are as strong as the current Engi or Mesmer or Ele)
I belive instead it was an intended behaviour , in real life nades are piearces a lot …and probably they made this thinking at pve and did not evaluate how it could be OP in pvp. This let me suppose it is not so simple to change it now for pvp only. From a pve point of view nades now are correct and if you remove them you have to give something else ( they also downed mortar ) . I am not saying it is not OP in pvp
It is not so terrible for HOT. I think Anet brought out this new traits system now so that it can be balanced and fixed for hot. It is not so simple to fix things in 0 laboratories , becouse you can not have a huge players base to test it . I would not be so pessimistic for hot, they will fix it, they are making quite well . Let them work. Things can not be changed in 1 night .
I understand your point but it is really boring that i can not make a dungeon becouse people don’t want me in his party . And what is fun , is that the only dungeons i can find in lfg for an engi is fractal > 30 … becouse people who makes higher fractal know the game better and so they know eng can have good dps too … I don’t want this behaviour for pvp , but i’d really like to have it for pve .. .
for clarify , i tried it today in pvp for the first time since patch, for the rest of the time i was using a p/p hgh condi build so i did not know it
As i said in another thread i am not so sure it is a bug. If you try it in pve now eng is viable with nades as every other class. People don’t want engi in any pve party for their suppose lack of damage. This nades behaviour let engineer have the same dps pressure in pve which many other classes already have. It could be something Anet wanted to do, but it had a side effect on pvp
and let me say , if it is a side effect of a wanted pve design, it is not so simple to change .
i main an engi and i tried nades now and they are really really strong. But i have a doubt . Are you so sure that it is a bug ? Could it be an intended behaviour (with bad side effect for pvp )? I tried it in “pve” for test and now, with this bug engineer is able to make the same pressure as other berserker meta ( ele , warr and so on ). So the fact that it give us the same thing others in pve already have let me suppose it was something they want us to have. Engineer is out of any pve meta, they don’t want you in any party group for dungeons ( look on lfg ) and perhaps this nades mofiy is intended for putting engineer on the pve train again and the pvp is only a side effect … it is only a different point of view
i like mortar really much. I want one mortar for myself and tomorrow i want to go work with it
Not really. There is a wide range of possibilities : from hgh based build to s/d or bomb based builds . I am not saying they are the best, but for spvp they are really really viable and good. For example i am having a lot of fun with this build i paste. You will say it has not damage …. try to stack up might and then, when fighting go on try to switch to mortar and see when you have > 12 stack of might or more… it is quite strong.
Also you have 2 blast ( eg and mortar toolbet ) and a lot of field. It is not the best build probably but i can ensure you it is really really viable .. and it has no nades or bombs . Before patch there was none really viable build without nades and bombs … except berserker s/d .
http://www.intothemists.com/calc/?build=-ZRR;2Z-ku0o5-Q-x0;9;4jkl;0058157136;4U-1;3CoF2CoF22x
it is for pvp , armour rabid/hoelbreak, sigil geomancy and energy
I am trying this build which works quite well. The idea is to have something without nades and bombs and to try a different gameplay . At a first seen it has no direct damage, but when the might stacks raise up it hits quite hard . The idea is to pop all your elixir , to use combo eg 5,4 and then when mights are up , to use mortar toolbet, mortar 2 and then elixir U and bombing people with mortar. On mortar you have a strong water field, a poison field and 1 blast (toolbet of mortar F5). Try it and tell me . i found it quite strong
http://www.intothemists.com/calc/?build=-ZRR;2Z-ku0o5-Q-x0;9;4jkl;0058157136;4U-1;3CoF2CoF22x
yes for me now inventions is much better than tools . Tools is only good for static discharged if you like to play berserker …
have we lost the cd reduction on pistol skills ?
I have a question . I try different builds but i saw that playing without invention or tool is quite difficult. The reason is that without one of them , you lose swiftness (25 or33% ) and in spvp it is important to move fast for arriving on points.
What do you think ? i am not happy to lose firearms or explosive but i feel alchemy as a must … and so i have to trade one of them for tool or inventions ( now perhaps i prefer inventions ) . Any hits or opinions ?
ok but it is very hard to use, is’nt it ? is it only a problem of mine ?
thermobaric detonation is really a great trait. it synergies really well with bomb , eg , mortar and healing turrets … but i find a big problem. I have many issues using it.
Sometimes it seems to me that it does not work in combat … and it is now quite difficult to use. They should set a warning so that you know when to activate a field and dodge in it. The idea is great, but i have problems using it. Any suggestion ? do you have the same problem ?
In spvp in my opinion things are changed.
Rabid has not vitality or healing power. The old rabid builds took advantages from the alchemy vitality stat . if you want to play P/P rabid now i suggest you to trade firearm with invention and take explosive , alchemy and inventions.
You lose pistol cd reduction and IP and a little damage but you gain a very big burst in sourvability becouse when you crit you can have medkit down and from them you can raise up your healing power. It is a lost in term of damage but you can really have good survability. And with invention you can also have 25% swiftness. It is not 33% but it is quite good. If from explosion you take thermobaric detonation in explosive, with healing turret f1 ( toolbet ) and dodge you have an extra healing also that is quite strong . I love to play p/p and i am using it quite a lot with success now but i feel that cele now is stronger , for the fact that you have much more vitality and healing power ( with rabid you are near 3k armour now ) For giving a number , old rabid build had 17k or 18k vitality ( 4 or 6 in alchemy ) you now have 15k … and it is a little low. P/S in my opinion is now weak with rabid becouse if you take explosive , firearms and alchemy for Incendiary powder you have low vitality and hp …you can take invention but you have no access to burning ( with pp you have with pistol 4 ) and no swiftness . P/S now is better with bombs perhaps so that you can have burning from bombs and let ip out…but in my opinion it is weaker. Now with all the healing we can have, also taking bombs and nades is really strong… letting out toolkit… but for me letting out toolkit is an hit in the hearth
(edited by PierPiero.9142)
In my opinion engineer has not been nerfed in this patch. It has been changed quite a lot but now we have a good invention traits and we can have really a lot of healing ( taking alchemy and inventions ) . Mortar is a support weapon and if you use it with the blast on dodge it can be really op in my opinion.
For engineer, i saw that now we have 5 really good lines. I am not saying that they are equals, but i find all 5 viable. Ele too is really strong and i think it has at least 4 lines really good ( i don’t love fire line but perhaps is a personal feeling )
This is what i saw after playing engi and the 2 big difference i see now . In my opinion this are the 2 huge changes that will modify the new meta .
1) Celestial engi now is better than rabid .. it improved a lot respect to rabid condi . I have played p/p rabid builds a lot before but now with rabid you have no healing power/vitality if you don’t take invention line.
For rabid , for being viable , i have to take explosive, alchemy and inventions , instead in celestial i can take explosive , firearms and alchemy becouse celestial amulet have healing power ( there is the trait which give you stimolants when crits and then from it you get healingpower with grandmaster trait). I tried both but for now i prefer with celestial explosive, inventions and alchemy in any case ( regen and healing power are quite strong for me ) . You can be really “bunker” with celestial now for the great heal you can have ( from alchemy and inventions togegher )
The fact that rabid have not got healing/vitality power is a nerf to condition builds ( personal opinion ) becouse you have to trade firearms ( incendiary powder) for inventions . Celestial can be really strong with elixirs and alchemy inventions and firearms ( i usually take toolkit, elixir B,U and mortar ) but you can trade an elixir for EG .2) invention line now is much better and , for me, now ,it is better than tools if you don’t play S/D. I loved speedy kit and i really like the 33% perma swiftness but the healing power and the regen that you can have in inventions is really strong .
(edited by PierPiero.9142)