if you want more engineering “themed” racial skills then asura or iron legion charr (for purposes of your legion pals) are your best bet… other than that its just about the looks of a giant cat or a yoda wannabe
and it is worth mentioning your flamethrower visual but not effecftive range is based on your size at the moment so charr and norn get a huge flame jet visual stretching near to twice the actual range
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in the name of ignorance i say we have lots of metal for tpvp just look at it all in those turrets and gadgets
but anyway in the name of practicality there are some generic builds with nades and some slightly funnier builds that involve spamming immobilises and knockbacks
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i think most flamethrower builds revolve around the use of HGH especially for PvE… and trust me when i say swallowing that much liquid is not good for the bladder.
so the typical flamethrower would just be 20 firearms an 30 alchemy with 20 of whatever else you feel like
as you can see noone truely understands how to play engineer…
your suppose to sit in your home city crafting gadgets to sell to people and offering the services of your workshop for extort prices! naturally you will buy anything off people who come to you and wont really make alot of money.
but at least its better than the time we were nerfed into trees
the problem with grenades more revolves around the fact that they pretty much do EVERYTHING and not that anything else is specifically bad.
condition damage, debuffs, direct damage… you name it and the grenades are likely to come in handy, and they dont take time to use like certain other skills such as fumigate which doesnt even offer 100% poison uptime in comparison to the grenades 300-400% at its best.
the only downfall of the grenades is the aching finger after an intense fight
to be fair alot of its problems could be solved with a toughness boost and making it work more like the asura “ridable” golem so anyone can use it still but your actually not making yourself as vulnerable as it does at the moment.
as for its damage, i have to agree that for something that makes the user immobile and has a minimum range and not exactly a great max range based on these other 2 facts it doesnt even come close to being worthwhile.
except when the mystic forge is tossing out terrible items then you just stick a mortar down and its satisfaction kicks in
obviously hammers or other blunt objects come to mind when thinking of engineer… we even get a box of nails but nothing really to bang them in with
simple just about how some of our traits are increadibly obsure with their descriptions and can be slightly misleading example
steel-packed powder doesnt even work with half of what one would consider “explosive” take the pistols “explosive” shot for example, the rocket turret in general and the flamethrowers flame blast , this is true for some other explosive traits such as explosive powder and shrapnel and even more confusing is that Acidic elixirs DOES benefit despite not mentioning explosions or even sounding like its supposed to be explosive…
but this isnt just one thing no… consider “acid bomb” on the elixir gun, it clearly says its a bomb but doesnt work with any trait that effects bombs or explosives
then there is deadly mixture, this does not increase your condition damage so is extremely misleading for using the elixir gun
im sure there are many more examples i could use but these things can be extremely misleading when making a build steel-packed powder perhaps perhaps being the worst offender of all
For elite skills i would simply suggest changing mortar and supply crate so that Mortar could be renamed Fortify or something and spawn a usable mortar and multiple turrets to go with it but the supply crate will instead drop a set of kits and bandages and such for you and your allies to use.
however as far as the actual mortar goes it should really be alot tougher than it is… it dies instantly in pretty much any aoe and you cant even use your heal or utility skills when using it as well has having a minimum range.
it would be good on engineers too to be fair
in fact, ill trade u moment of clarity for accelerant packed pets!!!
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with something like a bomb build u use all of the celestial stats and thus its great if u your running with the bomb kit
so why does the most mobile class in the game need 1200 range again?
you already get 1500 steal range to close distance and plenty of tricks to move around and evade…. if anything it should be lowered to 750-800 to compensate for that
but if your weapon dyes how will it slay your foes?
ugh someone go test if utility goggles makes u immune to daze for some reason so we can then rule out every possibility… (tho for all we know he was actually getting blocked rather than immuned)
just keep in mind that male and female styles do infact differ more often than not, so there isnt any requirement for each armour set to even look similar.
they didnt nerf the turrets, they just defined their roles better
rifle for steady single target
flame for burn
rocket for long range AoE (toolbelt is similar to big ol bomb damage now)
thumper for tanky
net for…netting
previously the rocket turret was directly better than the flame turret at both direct damage, bleeding and even had a knockback for utility…
however the problem now is their cooldowns arent equal to one another even with their now specific roles.
and i think they can actually scale now…
use multi hit attacks… for example that type of play is near useless vs flamethrower engineer wow 1/10 hits got blocked gj
The truth is Anet has no idea what they’re doing:
- They wanted e-sports, it went down the drain
- They wanted a personalised story, there’s a thread in which many people say they abandoned their story mid way and never bothered with it again
- With Scarlet they show that their writing skills are borrowed from fanfic.net
- Ascended gear turns this into a stat-chase-for-progress game just to appease to the people that grind and farm (don’t even start that “The Manifesto doesn’t mean jack!” and “They’ve intended it from the very start just never told us about it or said it in cryptic riddles because you’re supposed to guess after the meaning of words!”)
- And all new players will get to hear is “You’ve missed this and this and this and this and this and that, but don’t worry, it wasn’t particularly interesting (for the most part)”
So where are we going? What is to become? Where are the bloody blasted dragons for Rurik’s sake? Where are the new skills we were told would be introduced?
I don’t know, I honestly don’t.
And it worries me.
but i like my new antitoxinspray that ive never used properly
it beats things being static tho… gets more interesting when you suddenly learn… “dont mess with those guys”
the ranger without the pet is like a warrior without the armour
it really depends on what he was attacked with, coz bomb based builds can also kill ppl in seconds without needing to spam utility skills all day.
basically i ask the OP was there lots of lightning or explosions or both?
for anyone interested in turrets, you should not in anyway thing of just the turret as what your taking for your utility skill, think instead of what your toolbelt offers and think of the turret as either a quick bomb or a source of additional damage as the toolbelt cools out.
the rocket turret no longer burns because it pretty much negated any reason to use the actual flame turret which is focused on burning.
interestingly turrets work extremely well with static discharge able to activate it twice for every turret you have (toolbelt skill AND manual detonation)
despite their many bugs they can still be used very effectively but im assuming anet really doesnt want to fiddle with them too much since they could become overpowered far easier than any other skill of any class.
one more thing i will say is that powerful unblockables may be something they need to explore for bosses to prevent this tactic from beating every other encounter
It’s not the players fault. It’s Anet’s fault.
Why would you not stack if it is better to stack?
You don’t see that much stacking on some of the new boss on the new TA right?
Oh and why are you using high toughness celestial build… That’s like complaining the content is so easy yet I’m a bad player that can’t dodge.
Here’s one of the recent post complaining about stacking. You get one of it every few days.
https://forum-en.gw2archive.eu/forum/game/dungeons/dungeons-skipping-strategy-etc/first#post3135772
your automatically assuming that when i WAS using that build (past tense and only to test how well it survives) that i did absoloutley no WvW at all so being a 2-shot kill not so good there.
but to make my point even better i will say that even a TURRET build can have its turrets survive stacking up sometimes… and we all know those bits of scrap metal are way too soft…
anyway while it is not exactly exploitation as opposed to just using the game mechanics a little too crafty it is something im sure alot of ppl would frown upon… even if they still go through with such a thing hypocritically… ive been through more than enough as i said am rather sick of it being abused on almost every fight
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is anyone else getting kinda sick of this… i mean im sure the developers didnt go throught the process of making all these different encounters to have well over half of them able to be conquered with the “all stack” tactic…
while im not saying make them stupidly hard i would at least like some difference in my tactics, particularly in CoE where in pretty much all 3 paths alpha can be conquered by stacking on one spot despite having all that aoe.
what i propose is some sort of mechanic that punishes them for just standing around stacking using little to no effort on almost every fight (this comes up especially in the case of guardians and warriors) its ok if theyre moving around dodging actually trying to avoid the effects properly but standing in a corner in melee range “dodging” into a wall while fully remaining INSIDE the aoe at all times is a joke, not even moving position… perhaps even a debuff that prevents you for doing this multiple times in a fixed periodwould at least help to combat no skill stand and hit… or even allow bosses to effectively dodge roll away in order to use their more lethal ranged spells.
(infact sometimes on my engineer with a high toughness celestial bomb build i dont even attempt to avoid alphas frost effect and still dont die)
someone has probably mentioned something like this before but my search came up with nothing whether i used wrong search terms or what who knows just post your opinion on zero skilling dungeons and not just for “all stack” tactic
well for the sake of arguement how about we just combine HGH and static discharge into some sort of a super build i dunno? 20 firearms 30 alchemy 20 tools?
to clarify i have
20 points in explosives with enhance performance and incendiary powder
25 points in firearms with juggernaut and fireforged trigger
and 25 points in tools with kit refinement and static discharge
ive just noticd this when making a build with the tools traitline
when traited into 25 points (25% toolbelt recharge) it is only giving me 20% despite even saying 25% in the stats.
throw napalm 30 seconds goes down to 24 (should be 22.5)
big ol bomb 30 seconds goes down to 24 (should be 22.5)
incendiary ammo 60 seconds goes down to 48 (should be 45)
this is not just an error in the skill facts it actually has these incorrect values so were being short changed somewhere
the reason i dont static discharge is simply because you can do the same thing without it…
http://www.intothemists.com/calc/?build=-V70;0B-Z;0g0o5V1kw0;9;4JJ-T-49-58;219A;1T;2R;0sV2DsV2D0Jd
a build like that pretty much makes up all that damage you gained from the lightning while also being to support allies and generally just be a pain condition ppl hate you, allies love you.
(while many say that only supply drop is worth it, elixir X is very potent in a true elixir setup)
generally being able to hurt AND do some supporting is ofc just better than doing high numbers and getting broken almost instantly.
all this being said i dont claim to be some great PVP engineer but it ofc makes sense, dead = no damage and teamplay = key
(and remember 2 dodges and your static discharge can become pretty much useless crippling the whole thing)
note: its quite a variable build so it isnt absoloute law some points can be changed for boon removal/vigor gain and such if you feel that is necessary
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i think your missing the point of the turrets, its better to choose them for their toolbelt skill and treat the actual turret as the secondary function, this way it will feel like the slot is infact more worth it since the turret can just be out for the cd of your toolbelt, the rifle turret is the only exception to this.
the thing is, those who dont want to rely on RNG already have a solution… its available on the trading post, youve already grinded a load of materals for the legendary, whats a little gold grinding?
the only problem i see with it is the mystic clovers… they can get rather annoying as there is no reliable way to obtain them
the problem with making them more “available” is that unless it takes an insane amount just to craft, the entire feeling from these items dropping will go from “YES I GOT IT” to “meh whatever” and im pretty sure they dont want that…
as ppl learned from WoW “epics without feeling are no epics at all” its alright saying i want this and that now but months or years down the line youll just feel that prcursor stuff is not really a big deal
and by your logic it sounds like your going to farm the ENTIRE legendary from scratch with no TP involved – so much as buying any of those rare crafting materials thats bloods, venoms, any of it… goes against everything youve just said.
Its meant to be funny?
wow that signature is sure ironic now
this seems like an appropriate topic so share some lion statue jokes:
Whats the average life of a lion statue?
no more than a pvper thats for sure!
the only thing i dont like about the shortbow is actually crossfire, it just takes too much of your damage away when forced to stand infront of the target (maybe if it was poison or burn i would) however i am all for it being condition/positional with the rest of its skills as that would reward you for being in the right place rather than cripple you for not being in the right place.
id prefer not to use 2 bows in the same build since it just seems a little odd to be carrying 2 around with you for some reason (not gameplaywise but you know)
and im sorry but why are some ppl saying “buff the range on shortbow” its a SHORTbow so its supposed to have alot less range than a LONGbow… why do you think its even called a shortbow apart from being smaller than a longbow. (see the short and long in the names there that might just give you a clue about their design)
although they could probably add a range stat onto range weapons also altering their effective power accordingly but id hate to be the guy designing that off the rage it might just incur
ascended what???
but seriously no i never got around to it yet but perhaps soon enough with the large burst from rifle+bomb+nade tanky build you almost feel like a thief but taking 5 times longer than those 1 second kills
we need a cow pet… how do they expect you to fight with out a having a glass of milk???
ok i used the flamethrower for a long time and can explain a few things…
first of all the animation is absoloutley huge on a charr stretching out 1000-1200 range maybe while obviously the kit doesnt come close to that in its actual range and therefore appears to “miss” when it never had a chance of hitting in the first place
secondly, the flamethrower works best when using a mix of both power and condition damage, you cant use it very efficiently when focusing on only one (the natural burn paired with bleed procs works nicely).
third, crit the weapon relies on criticals quite a bit to apply the additional bleed multiple times per flame, it also has a very powerful nuke which loves it. you may also consider adding some vulnerability crit procs into all this.
fourth the weapon is mid-close range and therefore needs a certain level of vitality/toughness or else run the risk of shattering pretty quickly.
fith, the weapon has a much larger area of effect than either grenades or bombs, and is alot more accurate while considering it can get permanent swiftness AND vigor just by firing its 1 skill meaning it is also more mobile and can mitigate alot more damage this way (suddenly the “low skill cap” doesnt seem so low in light of relying more on active dodge)
and ill just finish up by saying while the flamethrower is all round fine, it requires ALOT of different stats to be used at full efficiency. the only thing it doesnt really benefit alot from is healing but no less than alot of other builds
you seem to be lost the necro forum is 3 clicks down from engineer
have you ever considered that just making the map disable commander mark would actually make ppl spread out… theyre naturally drawn to things being easier with more ppl even if it is actualy slower…
isnt it obvious? the lion statue is just a giant charr who used a box of fun to stone and an elixir S toss to grow, unfortunatley he gotta log out sometimes!
just for the record… scope and target the weak are technically NOT RNG based as they provide a GUARANTEE that your crit will be increased… and no i do not count crit towards the “RNG procs” theme of this thread as that would mean all of 1-30 of the firearms traitline full stop would have to be discussed providing 10 points of precision each (crit chance)
anyway as far as incedary powder goes i fail to see how its “required” as a condition build can just maintain burning 100% of the time without it anyway… actually making it rather useless in some cases as opposed to required… however any cond build that doesnt use burn skills for some reason make a very powerful trait for only 10 points.
yea i think the main problem with having higher power gear is a couple of things
first of all, EVERY class will end up needing rebalanced to the new gear level leaving everyone with weaker gear… alot weaker (wow is a prime example of this)
second… EVERYTHING below the highest gear levels becomes redundant the only reasons you would wear or even have the weaker stuff is until u get the better stuff… or to destroy it in order to get enough to get the better stuff, and ofc to meld its looks into the upgrade which i may not like.
after all if we look at engineers especially, the kits will NEED to be increased to the power of ascended weapons to be even remotely worth using which ironically means you no longer need the new weapon in the first place in a more kit heavy build or else kits end up needing to be weapon based creating problems with engineers that have weaker weapons…
but thats just the start of it… if a class ends up being op at doing something in the new gear it then ends up being nerfed because of it which in turn screws up your pvp meaning pvp gear also needs to be buffed up to the new gear level to compensate.
in summary we may be seeing things getting stirred up with balance tweaks centred around the new gear
tbh that would just be stupid… shouldnt it gain a low amount of each stat to keep its overall power the same… i mean this is like saying celestial is somehow op and needs nerfed
i dont know how MF transfers into stats but even +1 to everything would at least be something
still… why is this on the engineer forums if its about a rune in general which anyone can use to such effect?
If you assumed you were going to get compensation for the MF then well that was pretty silly.
It wasnt an assumption, it was an official statement. But on the other hand official statements might be silly.
And guys please, leave requests for different stat distribution on celestials out of this topic: the OP only asked about the reroll. If you want to discuss on the fairness of the celestial stat distribution open a post or join one of the millions others.
Sorry, you are right, i just get carried away when people base their entire argument based on lies and/or misconceptions.
I will leave it at that,
Btw my offer stands, 100g if anyone can make a celestial build with higher effective stats than me mixing gear.
my main is engineer, and every stat is good for me… 100g plz
the old rocket boots were better even if they did knock you down but the fact is they allowed you to escape anything and everything…
and dont for get the being knocked down sync with traits!
err think of an engineer scepter like a tazer and a Focus like some kind of energy focus (to power your inventions)
so ofc those also make sense