My main is an elementalist and I am trying out engineer as an alt.
I really couldn’t believe how sloppy the profession was compared to the ele.
Elementalist can use weapon swapping sigils, elementalist get their weapon stats no matter what attunement they are in. They are designed a lot more thoughtfully.
Now that the insults are out of the way.
Engineer kits should have their own stats.
For example bomb kit should have +toughness, +precision
Elixir gun get +healing, + boon duration
You get the idea.
And weapon swap sigils should work on at least swapping back to the weapon from a kit. That one only makes sense and honestly is the least the game could do for the players.
(edited by Redfeather.6401)
It works. You just have to time it shortly after the handle starts spinning.
Place your healing turret and when the handle on top of it starts to spin, blow up the turret! It’s such a cool combo.
I believe it’s bugged. It affects only a couple of turrets.
And when you use it, you lose the toolbelt skill for healing turret.
I just want to comment on Air.
Chain Lightning has huge range. It hits targets that aren’t even close to one another. It’s jumping nature makes it too difficult to bother avoiding and I’ve never seen groups even bother. It also hits the primary target twice if there is only one other target in range.
Lightning Surge is great for stopping multiple people from trying to do a finishing move on an ally. It blinds all of them from a huge distance. You just need to get it off fast as soon as you see an ally downed and enemy players run up to finish them.
Static Field doesn’t telegraph itself. It pops around a player with no warning. If that player is being focused fired on, then every projectile adds vulnerability to them. It’s essentially a nasty trap. It’s also a good way to stack swiftness when comboing with blast finishers.
(edited by Redfeather.6401)
Rework Elixir Random Effects aka "66% chance to frustrate a player"
in Engineer
Posted by: Redfeather.6401
I agree.
Teldo had some good ideas on how to fix these that involved skill.
Teldo would have the best honest opinion. His dedication to the profession has impressed me since Beta. I actually feel better knowing he feels the same way. Thanks for that link.
As Otaur said the skill has been broken since Beta started.
So seriously, this skill isn’t going to be fixed anytime soon. Just ignore it’s existence.
Rework Elixir Random Effects aka "66% chance to frustrate a player"
in Engineer
Posted by: Redfeather.6401
I just think Engineer needs some tweaking.
Right now it feels rough around the edges.
I’ve played an elementalist to 80 and it’s so much more polished than engineer.
What on earth happened here? The design of "Straits of Devastation" is horrible.
Posted by: Redfeather.6401
I actually like the danger.
But what I don’t like is how bugged DEs can stop progression in it’s tracks.
When I first got to SoD, some DEs were bugged and a gate couldn’t be destroyed. I just had to sit there and wonder how to find a way in.
It would be nice, if at level 80, players had access to racial skill trainers and secondary profession trainers.
They could sell tomes to teach select skills. Maybe a few from each profession, and a couple from each race and sell the tomes for 10 skill points each. The tomes would be soulbound too, so they can’t be traded.
I think a lot of players will not spend 200 skill points on legendary weapons. So the increasing pool of skill points earned in the core game are probably going to be spent once a new expansion comes out in order to immediately gain any new skills that offers.
If there was a skill point sink that offered progression similar to GW1 PvE, I think it would be very attractive to people who enjoyed PvE skills and secondary professions in GW1.
This suggestion would only be for PvE. I understand that sPvP needs to be more tight in what builds are available.
Rework Elixir Random Effects aka "66% chance to frustrate a player"
in Engineer
Posted by: Redfeather.6401
Would be better if affect was conditional.
Like one affect when >50% hp and another affect when <50% hp.
Something simple that can be used strategically.
I so far hate elixirs more than any other skill type in the game because of how I like strategy.
I use staff and air is good in WvW.
Good for knocking enemy players off brides.
Good for stopping runaways.
Good for interrupting finishing moves being attempted on allies.
Good for group swiftness buffs. Windborne and Static Field + Blast.
Good for hitting multiple targets in zerg in ways they can’t predict or evade easily (auto attack).
It’s good for so much.
I’ve actually done this in game instinctively hoping it would work.
Love the suggestion, and think it’s a very skillful mechanic.
So far I am loving the engineer, except for one thing I feel is hurting it.
Too many skills doing random effects, rather than conditional effects.
The elixirs are the main source of this bane.
Please change the functionality to be conditional instead of random.
Take at look at Elementalist’s glyphs. One glyph does 4 different things but it is conditional as it depends on what attunement the ele is in when using the glyph. The same concept can be applied to Engineers and their elixirs specifically.
To everybody reading, any ideas on what conditions could change elixir effect that make them strategic?
What the Engineer (class designers) can learn from the Elementalist
in Engineer
Posted by: Redfeather.6401
I play a staff elementalist and I think the skill designer is some kind of god disguised as a person.
Been playing staff ele for over 150 hours and still finding tricky synergy between elements that I had NO IDEA even existed.
It would be nice, if at level 80, players had access to racial skill trainers and secondary profession trainers.
They could sell tomes to teach select skills. Maybe a few from each profession, and a couple from each race and sell the tomes for 10 skill points each. The tomes would be soulbound too, so they can’t be traded.
I think a lot of players will not spend 200 skill points on legendary weapons. So the increasing pool of skill points earned in the core game are probably going to be spent once a new expansion comes out in order to immediately gain any new skills that offers.
If there was a skill point sink that offered progression similar to GW1 PvE, I think it would be very attractive to people who enjoyed PvE skills and secondary professions in GW1.
This suggestion would only be for PvE. I understand that sPvP needs to be more tight in what builds are available.
(edited by Redfeather.6401)
I thought everybody loves Butters.
I imagine development has been very stressful for a lot of people. The game is wonderful and you should all be proud of your work. What you went through is appreciated by millions of players.
Time for everyone at Anet to start rotating vacation time. Take 4 weeks off each. Enjoy yourselves!
I get odd voice samples all over the place. Stuff that doesn’t make sense. At first I thought it was NPCs I couldn’t see, but it’s also player racial voices. Saying they are crippled or feeling might or things that don’t apply to my race when no other player is around.
I asked in game and other people say they are getting random voices.
It’s still broken!
Is anyone else having this issue with not receiving their digital deluxe items?
in Account & Technical Support
Posted by: Redfeather.6401
Same with me. The mistfire skill is the only elite I can’t select after upgrading to deluxe version.