Infiltrator’s Arrow seems to be kind of random in whether it takes your initiative before telling you a port is not possible or not. Major ports I checked on Foefire were still possible, will test more later. Max FoV seems really nice.
A while back we had something that put your #2 downed skill on a small (<1s) cd to begin with so that it would not be used by mistake upon being downed unexpectedly, but it seems this was removed at some point. It would be great to have this feature back. It really sucks when die in a situation where you would have been ressed/rallied if you had your #2 skill up to interrupt a non-safe stomp, but didn’t have it because you happened to be trying to use the #2 skill on your normal bar around the time you were downed.
Even autoreplying to every thread with ‘dungeon’ or ‘fractal’ in the name would get pretty spammy. You could probably do something like checking for multiple words like ‘dungeon’, ‘fractal’, ‘help’, ‘new’, ‘guide’, in thread titles/descriptions, and autoreply if over a certain number or certain combinations pop up, though. It might be nice to have a bot to post a guide to properly finding/forming groups on the lfg as well. You should probably talk to /u/Attunement about it, though.
As an Engineer main, these changes sound terrible. Teleport spots and jumping spots add another level of complexity to the game, and make otherwise basic plays and movements a lot more interesting. We’re still finding new spots like these today, over 2 years since these maps first came out. Removing them is a hands down bad idea.
After some testing, I’ve eneded up running 4/4/0/4/2 with strength runes and FT/TK/EGun. Pretty much perma ~550 damage burns, plus enough additional power to make flame blast hit hard, and intelligence sigil to turn it into a real burst. I’ve been trying out a few different sigils for the second slot, and it’s come down to either geomancy or doom. Doom procs seem to miss or get dodged more from this build than the usual nade build, though.
If you’re not playing at a particularly high tier, you could play something that does a lot of damage without much kit swapping, like a rifle SD build or a trolly elixir gun camping condi build. If your latency is really that bad though, you’re not going to survive under any serious pressure with anything less than a full bunker or decap build.
Normally in PvE, you’re running to your enemies, not the other way around, so med kits don’t really help. That said, it’s a perfectly fine idea to swap to it, drop the stimulent pack (swift/fury), then switch back to HT as you’re heading into a fight.
Terrible matches this past day and a half or so for me as well. Lots of people who didn’t know the game had a minimap, at least.
You can contest a point for a decent amount of time with 1 or 2 people focusing you, but you should move off point as soon as someone tankier gets on it if there’s pressure on you. If no one is around to relieve you, and you don’t absolutely need to hold the point longer (for win, or with stillness ticking), get the hell out. You’re fast enough to reset fights vs pretty much anyone that isn’t a thief, use that to your advantage and either reset then re-engage or move to a different fight where you can help.
You have gear shield to use when under pressure, but be careful using it vs enemy engineers, focus mesmers, rangers with entangle off cooldown, and eles/guard with static/ring/line warding skills, as they can interrupt your gear shield early with CC, turning you into a freekill. One of the best ways to lessen pressure is to detonate your healing turret to CC (multiple) melee players, then either crate or slick shoes before they get up. You can use Jump Shot into one of your two water fields for a little extra heal as well. Other than heal and block, CC is your best way to avoid pressure. You can turn fights around with a good burst, even 1v2. If there is strong ranged pressure on you, though, you will have to move off point and line of sight them. You could crate a zerker mesmer or ranger shooting you from a ledge, but it would only give you a slight reprieve. You really need to LoS and lure them down, or reset the fight.
As a cele engi, you can 1v1 pretty much anyone that isn’t heavy condi. Some high CC builds like lockdown mesmer can screw you over as well, but they’re not as common in the current meta. Some hybrid builds with good condi pressure can kill you easily as well. Things that will kill you 80+% of the time are terrormancers and condi rangers, as well as a few other annoying condi builds that aren’t seen as often. Do not attempt to 1v1 these unless absolutely necessary. Builds with high projectile hate will cause you trouble, like s/f fresh air eles and m/s wars, but you can outplay these if you haven’t used all your cooldowns.
You really shouldn’t be having much trouble with the graveling CCs; they’re relatively well telegraphed, though you do have to remember the double knockback effect the stalkers have (if you don’t have 2 dodges ready, stop or go around until the effect finishes). Skipping on s/f is relatively easy if you’re used to no mobility skills, you have a full 5s invulnerability, kitten AoE projectile block, and a 3s personal projectile reflect/3x condi remove at your disposal, and that’s just from focus. Should you really need it, you have an instant cast blind, a second blind, and 2 good CCs as well. If you have no swiftness and are feeling too lazy to swap weapons to stack it, you can swap in signet of air (which has a low cooldown active that is a stun break and blind). For harder skips, swap in lightning flash and either arcane shield or armor of earth (if stab is needed) and consider using FGS for mobility.
Staff is far superior for killing burrows and structures though, and you should definitely use it for ACs burrow rooms (and the defend detha events, but that’s another matter), regardless of what any other eles in the party are running. You can solo the p3 burrow room easily by using meteor shower and ice bow 4 correctly, once you know the burrow spawn order/times. P1 burrows are much harder but also doable solo.
Also, I’d seriously recommend arcane brilliance. Having another blast finisher that isn’t tied to a specific attunement can be really useful, especially where you need to blast stealth often.
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In the event of a tie, the team with higher total personal scores wins. If both teams have exactly the same personal score totals, the server crashes and deletes everyones accounts.
Would be really nice to have for SD engi. Corpse cleave sucks on SD when you have blunder/jump shot on cooldown. You’d think full zerk SD would have better corpse cleave than the cele meta build.
Stealth on smoke vent would ruin it for spvp. Losing a cap because you needed to blind a big hit or safe stomp an engi/war/ranger/necro/guard/rev would be terrible.
Napalm is fine where it is as well, minus the field height, because the burning and might you can combo off it are so strong. It’s quite nice on top of downed bodies as well. The uptime isn’t as high as ele fields, and the physical damage sucks (though the burning is strong with might/condi dmg), but the kit makes up for it with the low cooldowns on flame blast and air blast. It does take some forethought and combo field knowledge to make good use of the skill, but that’s not necessarily a bad thing. We are engineers, after all, complicated combos are kind of what we do.
Have you ever tried playing as an engineer vs 2+ terrormancers or other strong condi builds? Hard countering ain’t fun. You either choose to swap or choose to spend 80% of the game dead.
The only changes I would make to FT are:
- Increase blast radius on detonate flame blast
- Change flame jet from 10x hits at .225 coeff/hit to 5x hits at .45 coeff/hit
- Extend reflect portion of air blast by half a second
The kit becomes viable when flame blast can reliably double hit without hard CCing your target first, and the autoattack not killing you from retal seals the deal. When the auto stops being a liability, juggernaut can be utilized fully as well. Bigger radius on flame blast detonate means it should work a lot more often in napalm, though just raising the hitbox on napalm would have the same effect.
+1. Would be nice if this skill would hit anyone outside of point blank range.
It was Colossus Rumblus. I wanted to try a Rumblus + Howling King solo for lulz. Everything else (HT detonate, overcharged, PBR, air blast, crate) stripped defiance or interrupted as usual. None of which helped all that much anyway, as the rock summon didn’t go on cooldown and 9 times out of 10 he used it again within the next 5 seconds anyway.
I was soloing a dungeon yesterday when I came across a boss that had an attack I wanted to interrupt every time, so I swapped some traits around and changed utils to ‘nade/PBR/FT for a good ~5 CCs every 20s, only to find that LPBR’s new daze does not interrupt or remove defiance stacks, despite showing the daze icon on the boss’ status bar.
Does anyone know if the daze effect is broken in PvP/WvW as well?
Sometimes I switch to bombs for auto because my ’nade spamming finger is tired/hurting. Having more APM than any other class for dungeons sucks sometimes.
No stun break or escape. Other than that it’s perfectly fine. You spend a lot of time/CCs to land your flame blasts perfectly, but they do a lot of damage when you do. I’d consider running it if slick shoes wasn’t as OP as it is right now— as is you’re pretty much gimping yourself by not taking it.
You might want to consider taking Intelligence sigil (adds a kittenload of damage), and Pack runes over Ogre for the high fury uptime and 5% extra crit chance.
I got a 1.5g exotic out of mine
I run with a couple other people who have it, and know at least one more who is pretty close to finishing it.
I’d assume it’s fine. If you swap back to it the skill will be on cooldown; you can’t use it twice in a row like WoR/etc.
For starting out I’d recommend a dual-kit condi build. Either nade/toolkit/x or bomb/toolkit/x, with rabid amulet and pistol/shield, preferably balthazar runes. You can move on to pistol/pistol after getting a hang of the build, then cele rifle later. 6/0/0/6/2, 6/0/0/4/4, or 6/2/0/4/2 generally, though bombs can take 2 out of explosives for a bit more flexability.
Condi doesn’t play anything like cele, but it’s more forgiving and it’ll give you a chance to learn all your skills, what to dodge, what to interrupt, what builds to avoid, etc.
Engineer takes a while to learn, but it’s incredibly rewarding to do so.
Race doesn’t really matter much for PvE. A couple of the races have some interesting toolbelt skills on their racials (like the 2s block on Grasping Vines), but none of them are particularly useful in PvE, so it’s really your choice. Pick whichever race you like best.
- we can give protection, fury & swiftness using traited turret / elixir build
With heavy trait investment into bad trait lines for PvE, for only half-decent uptimes, not to mention the RNG on tossed elixirs. Not nearly worth it for what you have to give up.
Engineer ranks 3rd in DPS when played correctly. It’s kind of like a jack of all trades, and can take the place of a thief with ease most of the time, because you can cover stealth, and projectile absorption to an extent. You also bring good condition removal and heal to keep up scholar’s bonus on your party, the highest vulnerability stacking over time in the game to increase party dps, plenty of blinds, CC for repositioning and defiance burning, decent might stacking, and chill and up to perma immobilize, which can be incredibly useful for some bosses (tar, mossman, archdiviner, etc).
What you don’t bring are aegis/protection to stop bosses from killing your teammates, teleports or portals for fancy skips, area swiftness (though you can if you make a centaur rune set, kind of a pain if you ask me though), area fury, on-demand stability (toss elixir b sucks), or easy damage. Make no mistake, engi damage is top tier, but you have to work for it. Our rotations are more complicated than any other profession.
Meta build can be found here.
Soo… which devs do they send your reports to?
Spirit channeling is what makes condi rev so OP. Geomancy procs every 9s, plus 8 stacks of might from battle sigil, plus inherent rev might stacking, with aristocracy runes (what were they thinking when they put those in pvp?) is just too good. I mean, 1k burns on something other than a condi guard, really?
Dude, condi rev is so much stronger than cele rev.
Will there be a separate queue for stronghold, or will SH maps be added to the current ranked/unranked rotations? Will we be getting build templates with the SH release? Will SH and other PvP-related expansion bits be playable by those who do not purchase the expansion?
For solo counters: Hambow war, skullcrack war, staff ele, power ranger, shatter mesmer, fresh air ele, power necro, medi guard (pref scepter/focus + gs). Some longer range or very bursty condi builds can make short work of them as well, but there is some more risk involved esp. for those that have to get in close. General strategy for 1v1/2v2 is to take out rocket turret (and flame if they’re condi) first, then focus the engi, unless you’re 2v2 with a strong condi player on your side, in which case go ahead and focus the engi first.
Team fights 3v3 or larger you’ll want to focus down the turret engis one at a time. Clear any supply crates with AoE, and don’t get in close unless you have stab/stunbreaks available. Condi burst after they use healing turret. If there are multiple turret engis on a node that you need, consider taking out rocket turrets first if possible, and any squishy turrets placed near each other.
You can add my EU account (Prisoner.2419), though admittedly I’m not on it all that often, usually just getting dailies. If you see me on though, shoot me a pm.
I can confirm that Ranger runes 6th bonus is currently working with miniatures, at least in HotM.
I had a dream last night about a mesmer boss in a large room with stairs in the middle leading down to a locked exit. Periodically, swords would shoot out of the bottoms of pillars spaced evenly throughout the room (all at once), so nowhere was safe except down the stairs. She had an attack, however, which would summon 3-5 big molten ball-thingies which would roll in place (ticking high damage) at her location for a few seconds, then shoot off in a fan, doing huge damage to anyone that got hit beside a wall or in an enclosed space, like, say, a staircase. She would occasionally teleport around the room, forcing players to fight her in different locations. She also summons clones and tries to shatter them on a player.
Anyway, I think I’ve been playing too much GW2… or perhaps too little…
squishes forum bug
I like AC.
How’d you manage to get p1 working as well? Last time I tried Hodgins got stuck in the spider room and never activated his events.
You might as well go out and and play the VNs as well, because source material is best material.
Prisoner.2419, Ranked, EU, ~8:10 PM EST. Foefire. Not because it was 4v5 for 90% of the game, but because neither team seemed even remotely interested in actually playing conquest. The enemy team rushed far with 5 at start, then proceeded to break gates and die trying to kill lord, and zerged the majority of the game. The rest of my team did not seem in the least bit interested in capping points either, and spent most of the game feeding the enemy zerg.
Last I checked, bombers, as well as the two champs before Zadorojny, and zad himself, were all susceptible to blind. It’s been that way for a while I think.
There are some bosses what you can counter like you say but other what you simply cant like that instant Alpha tooth attack in CoE 1 or trash bandits in CM what hits you for 50% and then you die on 25 stacks of bleed befor you can even use turret. Another good example are devourers from that first burrow in CoF 2 where you stack behind that pillar. No matter how many you dodge or block they jumpung on you whole time while left rest of the team untouched like almost every time. I agree there are bosses with clear mecahnic but most of them you simply cant counter by mechanics no matter how good you are
Alpha’s earth attack is dodgeable. If you’re not fast enough to recognize the animation, you’ll have to predict the attack, which usually isn’t all that hard. If you’re still having trouble, run 6/6/0/2/0 with invigorating speed and infused precision.
The cutpurses in CM usually use their 12-bleed death blossom when they reach you or soon after, dodge/block it, then blind the rest of their attacks and kill. If you’re facing riflemen or bombers, start off with Toss Elixir U, focus down any bomber(s), and blind/CC any riflemen that outlast your wall.
For the devourers in CoF, chain blinds, and if you’re fast, precast toss elixir u and switch back to your regular skills before you enter combat to deal with the ranged ones. If you’re still having trouble, consider crating immediately.
I used to have this problem. For example, Sure Shot Seamus would focus me 9 times out of 10 in his shotgun phase, and several other bosses as well. I died for a bit, then got better and stopped dying. I realized you could literally sidestep every blunderbuss he does, so I started moving so that he would face away from the rest of my team and sidestepped every attack while DPSing. Other bosses have similar attacks that need to be dodged, moved out of, baited, blocked, etc, and once you learn those they’re fairly easy. Trash mobs are even easier, with blind completely negating 95% of their attacks, and CC to negate the rest, so you barely even need to know which attacks to dodge/kite/etc.
TL;DR: get good
I have one set of armor and several weapons. I don’t plan on making any more, because they’re simply not worth the grind. If ascended stuff had multiple reliable acquisition methods (dungeon tokens/relics, karma, etc), I wouldn’t really have a problem with it, but as is it just feels unnecessarily tacked on top of the base game to gate fractals and provide grind.
I have 18 characters, 16 of which are at 80. I want to provide ascended armor for most of them, but it’s simply not possible without dedicating all my time and more to activities I hate, so kitten that. And kitten whoever said we’d have best gear by reaching level 80.
NA, Ranked, Foefire, 1:30 PM CST, Sins.4782.
I don’t mind getting matched up against full premades, but I do mind when my team is so bad they think going up against a mediocre premade is an automatic loss. Please give me teammates that are at least close to my skill.
I don’t have a problem with how easy the lord is to kill with no defenders, but I do have a problem with how easy he is to kill with defenders. Heals and boons you can apply to him are small, and the usual res skills that can save players can’t be used on him due to having no downed state. A team that responds quickly and in sufficient numbers to an enemy lord rush should be able to stop it, and yet often this isn’t simply isn’t the case— there’s just too much damage getting thrown around that you have no chance to mitigate. Sometimes, boons/heals you want to provide the lord will not even apply due to prioritization issues. I suggest a buff that provides additional stats and passive regeneration to the lord for each allied player within a ~1500 radius or so.
Been getting 503’s when trying to access the TP as well, as well as its usual incredible sluggishness.
I’ll go, especially if you plan to do HotW or arah.
I’d be willing to pay another full expansion’s price for dungeons. It’d be higher if I wasn’t a poor college student. Dungeons >>> open world events/bosses.
NA, 14:32 CST (end), Khylo, Ranked, Sins.4782
Also 15:00 CST (end), Foefire, Ranked
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I ran into “Mr H” himself in a PvP match earlier. It really sucks to know nothing is being done about people who steal and destroy dungeon instances like this.