you are being too selfish is all i can say
I’ve actually taken to leveling and gearing a guardian just because they are so valuable to dungeons
While I’ve never been kicked from a group for being an Engineer, I’ve had my /join requests refused several times, so maybe that was it. And of the PUGs I’ve joined for dungeoning (my guild doesn’t have enough people who enjoy high dungeon difficulty to run with the guild), I’ve got about a 40% failure rate on dungeons. Thus, based on how much easier my Guardian finds it to beat things in outdoor PvE, I’m also leveling and gearing a Guardian for the same reason.
Which is a pity, since concept-wise I find the Engineer more interesting. I just don’t seem to have the skill to play it well enough to be competitive, even in PvE.
Perhaps the groups you tried to join needed a Guardian or strong dps class?
Last I remember, when you invite yourself to a group, they cannot see your class (Unless you’re within clicking distance, if you know what I mean.)We are too much of a wild card, probably why we get the boot. Typically, when most people see the Engineer, they think you’re going to be tanky or going to be throwing grenades. Being the only Engineer in a 400+ player guild, I seem to run into this issue a lot. Educate the ones that listen; the ones that don’t listen, are bad PUGS anyway. Think of it as an easy way to avoid bad runs. On a serious note, don’t take it personally. As long as there are RPG/MMOs, you’ll have an under powered class and an overpowered class.
at least other MMOs try balance the underpowered class even if it is by giving them 1 overpowered skill or mechanic or weakening others temporarily but here we dont see that everyone gets super buffed and engies get scraps sprinkled on them .
not necesarily double blast but yeah it does have a damage on impact wich is why it seems to explode twice i think.
A: Can we change net turrets to pit trap that last for 1 min only use on ground terrain Once activated all enemies are now bleeding max 5 stack and trap in there for 10 sec. Because i want to use this for portal bomb it would be quite funny to watch zerg fall into it and be trapped for 10 sec. Has 1 min 20sec cooldown cooldown to prevent pit turret spam. If tripped go on 20 sec cd.
B: there is an armor runes call flame legion ? is that right? well it has 6 set that also increase burning enemy done by 10% with your FT 10% that 20% increase plus you can wear two sigil of damg 5% + 5% dual weild. and there is a 10% trait of endurance is full increase damg. So that like a 40% damg increase with FT and you can spec into the FT kit to give you 6 might 200 toughness and on crit to apply 3 1/4 sec of burning with 20% longer burn duration. And i also use the 75% less hp to give me Elixir B. another note is that FT can shoot thru walls so … yeah its awsome for defending against zergs that trying to break down door. or to stall time lol its funny how many badges i get
wanna know why no one uses FT to guard gates anymore because Mesmer Phantasms carry on them perma retaliation and FT hits 10 times per burst so lets see how well does your FT works Mesmer takes 0 damage you on the other hand hit a few of his allies but you took 30 Retaliation hits in the course of 2 seconds and die, yup Flamethrower sure is great.
not necesarily has to be mesmers lets assume theres guardians mixed around the zerg poof everyone has retaliation you end up killing yourself again.
rangers have the best downstate in the game just pick your dieing spots correctly as your pet can even heal you while it is dead .(i assume that will be fixed tho)
my doctor advised against me playing this class because of my high-blood pressure and the rage i experience when lick wounds fails to work.
I’d love to hear what he told you about playing the Engineer class .
dare you all to reroll to engineer since you are complaining that the ranger is so broken.
if you are getting stomped by warriors you are playing it wrong
http://gw2skills.net/editor/?fcAQFAEl0pyUX3SiVEZUBS7zj3itgQA;TMAg1CrMqA
theres a simple build static discharge build+ grenade barrage
i recommend static discharge build if lvl 40 or under probably put some points in Explosives for the burn on crit and some on Firearms for crit and condition damage
Turrets worked great for me until lvls 40-50 ish (AKA when you start getting into 1 vs 15+ mobs fights
thats just the Grenade Barrage.
I just spent 462000 karma on rabid gear, if they nerf confusion I’m gonna quit playing.
/w: what they should change is how conditions arw displayed. The bar changes so quickly that it’s really hard to see what’s going on.
What’s really funny? Things like stun, knockback, Daze, etc, literally stop you from playing almost completely for a couple seconds. Meanwhile unless someone has a seriously dedicate confusion build, it just DAMAGES you for doing stuff for a few seconds, as opposed to shutting you down completely.
And there are plenty of ways to wash off conditions. Just take one effing condition removal skill, and wash the thing off. Heck, there are a couple of skills that flat out remove multiple or all conditions, or change them to boons, or tranfer them to foes, or….
Lots of options. Just explore them.
problem with confusion is Mesmers and their infinite phantasms and clones.
honestly i ve lost my faith on the class , its pretty much the only class i play and love and got attached to so its a matter of time before im gone from the game . i ve had a total of 4 engis
i think its an Ele bug noticed this happening to me in Tournament pvp .
Flamethrowers should feel like Hellstorms from CoF get close enough and you ll regret it and fast if you dont gain distance.
so how bout updating the turret tooltips when this trait is equipped so i know they actually had their range increased, also does this trait affect Flame turret and Thumper turret as well?
Isn’t incendiary powder enough?
it would be if it wasnt for the fact FT and normal burns are somewhat weak and engi’s main burn comes from pistol dishing massive damage in just 2 seconds.
Flamethrower is useless in WvW if you are attacked by a mesmer you are insta dead since the phantasms will have perma retaliation wich means Retaliation x3 x10 hits if you hit all at same time + confusion.
Strawman argument.
1. You are setting a scene where 3 Phantasms (not Clones) are standing stationary, and clumped together. In WvW.
2. You are setting a scenario where 3 Phantasms (not Clones) won’t die within the third or fifth hit of the Flame Jet. Probably with a level 10 Engineer versus a Mesmer with Signet of Illusion, Illusionary Defender, lots of Power and Toughness and other such conditions.
and you are assuming Every engineer runs a DPS build or FT only build.
phantasms dont need a ridiculously large hp pool to deliver the massive retaliation damage either and what if the engineer has to defend a gat there will be several phatasms at the gate clumped flamethrower is a short medium range weapon wich makes it easy to get confusion too.
The juggernaut nerf was justified atleast, on demand stability with no cd.. i mean come on
, was fun as long as it lasted though..
as it stands it wouldnt be overpowered at all, bring this back :L
If that make you feel better, rangers are even worse.
It’s ok we can have meetings where we sit in circles, pat on our back and talk about how anet hates us. Free food on sundays.
no necros allowed
at least rangers can stack up dozens of bleeds by the second so rangers just need high condi builds.
Flamethrower is useless in WvW if you are attacked by a mesmer you are insta dead since the phantasms will have perma retaliation wich means Retaliation x3 x10 hits if you hit all at same time + confusion.
I think the damage it does is pretty reasonable. Wait no, the opposite.
I swear, I get more damage out of a grenade/bomb engi with cleric gear.
EDIT: Oh, and I get reliable burning with bomb kit.
I get more reliable burning with my RIFLE (property traited, of course, but still…).
FT is that sad.
then you must be doing something wrong.
FT1, Napalm, 33% Burn on crit, Air Blast (now increases burn duration by 2.5 seconds), Sigil of Fire (30% AoE burn on crit)
There are numerous ways to burn foes with the FT, if specced properly.
You for got incendiary ammo.. the biggest burn of all.
biggest burn huh sure lasts 9s but it doesnt compare to pistols’s 4k damage burn in 2s. plus its worthless when you can keep perma burn by simply traiting 10 points to power .
is the trait still doing nothing?
all i hate on charr is the massive necks specially on the skinnier body frames wich then makes the neck 2/3rds of the charr’s body
Get speedy kits traits on… elixir gun adds 2 condition removal and flame thrower 1 just by switching to the kit ( it has no casting time as well ).. engi have the most condition removals
i think the projectile finishers dont work on the player shooting but rather on those who are in the projectile’s trajectory also just because a class has the most removals doesnt necesarily mean its the most effective
for example a player with 8 1 condition removers will be outdone by a player with 3 all condition removals specially if they have less cooldowns. also the condition removals are the opposite of smart they are all like: “oh you have a 20 bleed stack here lemme remove your weakness or cripple wich has 1s left anyway” .
lately i feel like the Cleansing formulat 409 and the med kit ’s #4 should be changed so they removed 2-3 conditions per elixir and 1 per tool kit elixir. as i stands i feel its worthless when fighting condition builds wich can stack up to 4 conditions at a time over and over.
I’m not going to lie bud, but I have no idea why you’re not running elixir C if you traiting that far into alchemy. If you’re going for HGH elixir C has a pretty short cooldown so it should be on the skill bar just for the might stacking.
Again I’d need to know what your build is to make a better judgement. Personally have you thought about going medkit if your having issues with condition damage?
Again I run elixir C and I never feel like I’m suffering to conditions and that’s in a T/Pr/C build.
i never said i wasnt running Elixir C its a must have.Medkit only clears 1 condition too 409 elixirs clear 1 condition each wich seems like a lot but its not when classes are able to slap 4+ conditions at a time and start stacking them just as fast.
The problem is that with 409 you’re constantly attempting to cleanse something at the speed of application of most classes; since you’re throwing/drinking elixirs at the same speed (or slower in most cases for true condi builds) you’re gonna end up with no cleanses and just as many conditions.
At the end of the day it comes down to experience. with an HgH build we’re one of the strongest self-cleansers in the game. All ya gotta do is just line of sight or retreat out of range and cleanse a few important conditions off.
Other than that, throw elixir R up the tools tree for the reset is pretty nice cuz it cleanses 6 over the duration of just one throw (that’s 12 with 409). The med-kit and healing turret are both sub-par in their handling of condis, especially the healing turret.
This is a lot of the problem in build variety IMO. Engis can be EXTREMELY weak to condis, almost moreso than any other class in the game. 409 is our only real viable option because of HGH.
Elixir R only gives endurance refill and cleans only 1 condition at a time like all elixirs with 409 wich is whats making the trait near useless lately?
Do not use Flamethrowers to defend gates: why because if theres mesmers they ll spam Phantasms and what not wich have Permanent Retaliation wich means you’d take 3 retaliation hits per mesmer and flamethrower hits about 10 times with the auto attack.
kinda want others to post tips on this thread for the fellow engies for any situation in WvW Roaming capping camps Defending/Attacking keeps etc.
Grenades need :
an overall damage increase (except for the Barrage maybe)
faster flight time or cast/less cooldown on auto attack
and to be compatible with Explosive elixirs and gain additional 25-30% radius 50% tops(might be too high) to make them feel as an AoE weapon.
so because my post is definetly already too far away from the beginning of the thread, but i think i have to mention a point that has not been mentioned before, i’ll use the list function. cause lists are read more often :P
- I have had the same opinion as almost everybody here for a long while. but one day…
- I realized it would be a big nerf to make granades autotarget the enemy, at least if its a moving enemy.
- granades would simply miss, because they have a long travel time and their range.
still, i think something needs to be done. and i say: cut down the range by half, reduce number of granades, but tripple the damage of each granade. then you can make it auto targeting, and at the same time put some SENSE to this.
you clearly mistook grenades for Bomb kit .
The flamethrower used to have an area pull back before it was nerfed several times. I think the original idea was for engineers to completely dominate an area with turrets and weapons. Unfortunately, that proved to be too overpowered in tournament maps so those abilities were nerfed, but that left us with very few gap-closers/mobility skills.
So yes, it would be good. I’d actually rather see the old flamethrower pull come back in some way. The ability to pull people into bombs would be great—even if we had a mobility gap-closer, it’s still nearly 2 seconds from when you press a bomb ability to when it explodes.
we need all the good old skills everyone got buffed sky high so it makes no sense we get to stay nerfed. that and massive bug fix
Swap in elixir C then?
thats precisely my problem other classes slap 10-20 conditions as soon as i remove them and trust me thats extremely often as i run an elixir build and even carry the healing turret sometimes for the overcharge. 1 condition per elixir doesnt cut it when your opponent slaps 3-5 conditions almost per second.
(edited by Rezzet.3614)
lately i feel like the Cleansing formulat 409 and the med kit ’s #4 should be changed so they removed 2-3 conditions per elixir and 1 per tool kit elixir. as i stands i feel its worthless when fighting condition builds wich can stack up to 4 conditions at a time over and over.
be smart go for Boon duration runes wich will make all other boons useful as well while still giving you over 50s of might with each boon . i myself usually have 18 might’s stacked on me i could have robably 24 but i cant risk using my escape elixir recklessly .
I think Elementalist may actually be a little harder than Engineer.
With Engineer, you tend to wind up in a build where you’re using, say, your weapon and a kit, or two kits. You tend to use whatever skill makes the most sense at the time from a control/range perspective — for instance, with Rifle you use 2 to keep your enemy at range, 3 and 5 when they get close and 4 to gain distance or interrupt.
With Ele, autoattacks are pretty much terrible and you need to memorize strings of long skill rotations across multiple attunements to pull off combos. Your effectiveness can vary widely depending on whether you get it right — from “two wolves just facerolled me” to “I just wasted five ettins and a moa that wandered into range.”
you’s playing it wrong. if you focus on Auto attack use Air or fire attunement.need defense swap to earth. need cleansing and heals swap to water . cant compare somethingthat simple vs engineer’s orchestra session playstyle .
well lets assume an Engineer is downed next to a downed warrior guess who kills who and runs away like nothing happened.
the thing is for Esports to be succesful there needs to be balance this game has none between classes some just roflstomp masses licking their keyboards while others have to play an orchestra on their keyboard just to scratch one target.
(edited by Rezzet.3614)
If you are alone they can burst you down easily. Even though I main engie I have started trying thief, and if they don’t have defensive utility, they’re screwed.
basilik venom —> steal --> backstab+haste means your dead.I’ve never been able to kill so easily on an engineer…
and you never will engineer as it stands is the weakest class .
Have u played a thief for more than 5 minutes?
yup got an asura and a sylvari
1.Attack Rate vs High Damage – normally classes need high attack rate to compensate for the lack of damage that is not the case with the thiefs in this game and actually offers a huge advantage crit builds usually hit for 1.8-2.5k damage wich doesnt seem a big deal but now lets take thief’s attack speed to the formula 1.8×4=7200 damage per second or lets make it non crit 800×4=3200 damage per second as thiefs have an attack rate of 1/4
2.Initiative System- it is a bit gamebreaking having a class able to spam huge damage skills without a cooldown nor penalty.
3.the obvoius Stealth: it is a mechanic that has never worked on any other MMO before and in this game it is implemented in a much worse way.
4.the extras you mix with all these Shadowstep and teleportation assures thief kills as his target will never out run him even with swiftness and viceversa a skilled thief wont be caught because he ll simply stealth and/or teleport away from harm and reset the fight.
as for those who say thiefs can be countered yes some but why is it ok for a class to go full glass cannon and not be punished for mistakes also even if the defending player is a pure toughness healing build thiefs can apply conditions in a blink over and over thus rendering toughness useless for the player while dealing huge direct damage.
both Direct and Condition damage are superior than that of most classes.
Everyone saying we’re good against thiefs must have fought some bad ones.
I swear on my life, i thought the same thing – winning against some.
Yet then i fought some better ones, and my perspective changed.Them stalking a point while invisible, resetting fights with impunity or downing someone in 3-4 hits while boosting haste and basalik unbreakable stun.
I’d say that at maximum we’re just in the same spot every other class is, yet we can’t shrug off the damage like a warrior/guardien can ( Which is ok really, they’re supposed to be do that. It’s just easier when you can.)
pretty much what you said im undefeatable by the noob thiefs/ burst crit damage focussed players but meh those who stack 20 bleeds poisons etc while dishing out huge bursts are another story.
Mortar has a few uses in boss fights like against jormag i usualy put it down to kill the goliath and the ice spikes, and maybe WvW when defending a fort, but yeah that is about the only use it has.
Elixer X is just RNG elite steal from warr/ele/necro
and Crate is a good stun, heal, burn and immobilize, so there is only win in that :p
you dont even need elites to succeed in PVE so tell me how effective is the mortar for you on sPVP or WvW . you ll be pretty much a free kill . WvW why would you use Mortar when you get short Cooldown 1500 range grenades , other than dropping it for warriors to defend forts when they got no longbow for AoE .
Crate sadly is near useless if you drop it on several enemies as only one of them will be attacked by turrets. so its basically a 240s stun.
just delete engineers and give players some sort of compensation cuz at the rate game’s going players will just keep deleting engis and being smart going mesmer or ranger or thief .
i highly doubt there’s gonna be any super update for engineer coming on the next patch
I’ve put in more hours on my engineer than any of my other characters combined, and I think the entire problem Engineers are facing is that to be effective there are certain skills you have to use. If you look at the builds on the forums there are only a few that are viable for “real” PvP combat. We have a whole bunch of kits and skills that will make you ineffective if you try to use them. For example, I originally liked the idea of a bunker turret Engineer, but the turret’s damage and health is too low to make them effective as a build. (Yes I still use them, but mostly because I run around like a nut and try to knock people off cliffs. Not much good in sieges and open areas)
each of those builds only work against specific classes wich makes it even more pathetic. the game has become a class issue rather than a build issue
IF only mortar was kittentastic, then maybe it would be viable in tpvp in holding a point from afar… from what I’ve seen only 1 elite on engi is usefu and that is supply drop… Not really diverse is it?
and the cooldown pretty much ruins it too. as for Mortar it IS a Turret.
Nuke Kit. Because why not?
Because getting Nuke Kit would make them nerf Grenade Kit another 30%.
at least it would be a fair trade off in that case xD .
maybe Explosives’s Adept Mayor III trait should affect grenades so they where actually useful in WvW
lol hadnt seen Mr Fluffypants hanging in the cave before. Sadly a ranger brutally murdered him 10 mins later :C
Reminds me of Coca Cola lol.
(edited by Rezzet.3614)
since engi already got 2 turret elites and an elite elixir how bout adding an Elite Kit with some portable cannon or something .