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Engineer the versatile class who now has no stun breaker
Elixir S is still an incredibly good skill. Just now you can’t cheat and guard your heal skill so it doesn’t get interrupted. There’s no counterplay with that. You can still stomp. You can still block an entire team’s attack. Just make sure to use it proactively instead of reactively.
no melee
Tool kit is pure melee. Bomb kit and Flamethrower are psuedo melee. In the end, why on earth do you think not having melee is a reason a class is bad?
no protection in close combat
Actually, we literally do have protection. Protection Injection and Protective shield cause protection when you need it most: While CCed and while hit critically. Not to mention the combination of tool kit and Elixir S gives you 6 seconds of invulnerability. Mix this with one of the best heal skills in the game (Med Kit) and the ability to go invisible sometimes. This is just scratching the surface of what Engis can do protection wise.
There is no point in elixir s nerf.
There was actually. In a 1v1, you have to interrupt the enemy heal skill if you want to win. There are always certain skills that need to be interrupted. Ele and Engi had the distinct advantage to completely block you from doing this all together. In fact, Engi could do this TWICE (at 25% hp and on demand). Mix this with reduced recharge on elixirs and it’s insanity. I could hold a point from 2-3 people for an entire match with my engi bunker.
You turn tiny for 3 seconds and prepare to die now because you cant do anything ANYTHING!
Use it proactively instead of reactively. If you use it when you are at a low health, you’re using it wrong. I will agree that the trait that causes it at 25% health is a bit weak now as it can totally screw you over by allowing conditions to destroy you.
Seriously Anet you have done alot of bad decisisions for engineer but now you reached new level by completely braking this profession.
This profession is far from broken. We still have the best AoE in the game. Grenade Kit. We can still do AMAZING condition burst. We still have one of the best stomp skills in the game. There is SO much engi can do.
Youve done the worst job in gaming history.
Only the Sith deal in absolutes.
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Let’s deconstruct this troll comment.
most slow class no chardge no blink.
Infinite speed boost is fast.
kill Elixir S kill self
I’ve noticed this actually. If you have strong conditions on and the auto-Elixir S activates, you die. There’s nothing you can do about it.
defence stupid gadget.
Gadgets could use a buff. Every time you take a gadget, you have to consider that you could have taken an entire kit full of skills.
who need turels in www???
If he meant turrets, I sort of agree in that they tend to attack the wrong target and don’t do very much damage. Of course Net and Rocket turret aren’t really for that. I think that Rifle and Flame turret simply need a redesign and Healing turret needs a reason for me not to blow it’s kitten up immediately.
there is no chance for retreat in www
Infinite speed boost. Multiple AoE snares. I don’t really find this an issue.
no usable in spvp can play but realy suck
It’s one of the best sPvP classes you can take. High damage, support and great bunker bars.
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engineers can actually sustain swiftness permanently with “speedy kits” adept trait in tools. the 4-5 engis that get left behind usually don’t have this trait or are to lazy to swap kits
Alright, I see that now. Although that forces me to use kits, its not TOO bad I guess…. Though that does leave the problem of no gap closers. If I engage an enemy that decides to run, theres not much I can do about it… I know theres the magnetic pull thing, but from personal experience, its not very reliable.
If you aren’t using a kit, something is wrong.
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My reason why: Because it’s not.
CoF P1 is a farmer’s dungeon. I don’t play this game to get thing. I play real life to get things. I want difficult dungeons that are exciting and engaging. Not the same ole boring easy dungeon.
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Who are you quoting?
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https://forum-en.gw2archive.eu/forum/pvp/pvp/245-days/first#post1931815
Please read it. Apparently this skill has worked since release.
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Sigil of battle (Gain 3 stacks of main on weapon swap while in combat)
Enhance Performance gives 3 stacks of might on healing skill use.
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The Engis are here because we’re a good class. We’ve always been a good, if not overpowered class. Anyone who has said otherwise has no idea what they are talking about. 100nades? HGH grenade? Static Discharge? Now we have turrets? Heal bunkers?
Engis are and have always been one of the best classes.
Not sure if serious… Hope not…
Engineers are fun to play, people saw a lot of bulletpoints for Engineer in the march 26 update and figured “ow, so they are fixed/buffed now”. Presuming an incomming bandwagon after what happend when ANet started with such massive lists for Ele’s. Who went from a meh profession to pretty kitten good.
This didnt happen for Engineer. Not that im noticing any serious increase in Engineers, especially not in WvW. It’ll die off soon enough, its only been two weeks. Soon these rerolls reach lv80, realize they cant “l2p” to be as good as their other profession they rerolled from, and switch right back for an easier time gettig better performance.
I’m completely serious. If you can’t get engi to work that’s your own fault. It takes practice, but it can still pull some OP stuff in both PvP and PvE. Especially PvE. Even in WvW it’s underutilized because it’s completely unknown. How many engineers do you know use deployable turrets to take out ACs placed too far away? I’m sure you’ve seen Grenade engis, right? We’ve got a couple blast finishers in our utilities that don’t put anything on recharge if we’re not in combat (Big Ol Bomb and Shockwave). Mortar can smack people off of flame rams hitting a gate. Elixir S + Gear Shield + Toss Elixir S can get you past HUGE zergs attacking a gate. There are a ridiculous amount of things Engis can pull and it’s because it’s difficult that no one knows about them. Just because everyone can’t pull it off doesn’t make certain builds not OP. HGH grenade is just plain awesome. Personally, I go for crit damage Grenades rather than condition damage in PvE.
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The Engis are here because we’re a good class. We’ve always been a good, if not overpowered class. Anyone who has said otherwise has no idea what they are talking about. 100nades? HGH grenade? Static Discharge? Now we have turrets? Heal bunkers?
Engis are and have always been one of the best classes.
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Rocket Turret:
25% chance to put down a rocket turret.
25% chance to put down a rock.
50% chance to gain swiftness.
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Why just elixirs?
Flame Turret:
33% chance to put down a flame turret
33% chance to put down a flame turret that deals less damage to humans.
33% chance to gain swiftness
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If they implement an auto attack for this, it makes this require less skill, thus, it will be weakened
Just practice it. It’s powerful because it’s difficult to use. God forbid.
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I agree Penguin. Closing gaps is what we really need but I maintain we need a faster running speed on par with the rest. We don’t do as much damage as Anet would make us out to have.Medum armor, medum health, average damage, low speed – is pretty much how it boils down . Unless Anet would like to enlighten us in how to actually get the best out this build, so far I have seen nothing yet. I think even they would be pushed to find one if they were honest.
Speedy kits give you infinite 33% movement speed.
Gear Shield + Elixir S + dodging + the Vigor trait gives you a crap ton of invulnerability/evade/block.
We have a lot of options for toughness.
100nades can hit for 20k instantly and grenades themselves can hit for about 3k each easily.
Honestly, I don’t think there’s anything we need besides more variety. 100nades is a fantastic build and super fun, but I want to use a flamethrower. I can’t if it’s crap.
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As someone who tests a lot, these would be awesome:
1) The return of the master of damage. Calculates how much DPS you do. Calculates how much you do until you kneel.
2) A dummy with range rings around it (300, 600, 900, 1200, 1500) Good for learning the ranges.
3) A dummy that you cannot critical against – So you can figure out the worst case for your weapon
4) Steady rifles that have the damage as the average of the max damage weapon. The damage is really low and it’s not good for testing the average efficiency of a build.
5) Master of Bunking A golem designed to stay alive and keep you out of a point.
6) Master of Spiking A golem designed to kill you super fast.
7) Health of the golem in the name of the golem. It’d be really nice to have 3 or 4 golems with 14k, 17k, 20k, 23k and 25k health.
There’s a type of player sometimes called the “Scientist”. I love being that kinda player, but there’s not a lot of good stuff for that right now.
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Seriously. Let me walk you through this:
1) Kit refinement nerf.
If you jump while switching kits, you do not use the spell and, thus, do not waste it. This means you can still do the tool kit version of the spike. I, personally, recommend the rifle version of the spike and follow up with tool kit instead, but different situations require different spikes.
2) Stow Med kit “fix”.
When you switch to med kit, practice unequipping it immediately with the “~” key.
3) Flamethrower buff.
It’s better, but still not best. If you use it, you’re accepting weaker damage for an easier time using skills. Nothing wrong with that, but know that’s the terms and conditions of the flamethrower.
4) Super Elixir buff
No. It’s not twice as powerful. The way they wrote it is very misleading. It just scales a little better with healing power. If you are using this with grenade kit, just think about what you really need (With kit refinement spells). Generally, if you have elixir gun equipped, you should be using the Elixir Gun’s kit refinement. If you aren’t, why even keep Elixir Gun around?
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Jump while kit swapping. OMG. I really can’t stand how many people are constantly saying that this build is dead. It’s so far from dead, it’s insane. Tool Kit got buffed. If you jump while kit swapping (with kit refinement) it doesn’t waste or use the spell. USE IT.
Jesus people. Come on.
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Uhhh..
You bring in toolbelt damage for grenades, but neglect to use incendiary ammo for the flamethrower??
You bring in kit refinement damage for grenades, but fail to do the same for flamethrower??
You included damage from rifle5 for grenades, but not for flamethrower??
.. static discharge…
You see what I did there.
I think you should rerun your tests, or just fix the math..
For the toolbelt skill of flamethrower: Add 1k damage.
For flamethrower Kit Refinement: add 1.5k damage over 5 seconds.
Why on earth would you use Jump Shot with flamethrower? Jump shot is a MAJOR part of the build for 100nades. It’s not a major part of the flamethrower build.
This also ignores the fact that even if you add in Kit Refinement and the tool belt skill to the flame thrower build, Grenade kit still out performs it with Grenade barrage alone.
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Changing FT to do more burning than direct damage would destroy our dps in groups, events and pvp where other players are constantly applying burning to the enemies.
The kit is really not about damage here. It’s about the knockdowns and knock backs. Aka, holding a point.
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High Skill High Reward
1) Grenade Kit (AoE Damage and Conditions)
2) Tool Kit (Single Target Confusion + Utility skills)
3) Bomb Kit (PBAoE Damage and Conditions. Includes Confusion and fields)
4) Rifle (High Damage. Pseudo Melee)
Low Skill Medium Reward
1) Med Kit (Healing, Condition Removal, Fury and Swiftness)
2) Elixir Gun (AoE Party Heals and Condition Removal. Also Single target Weakness)
3) Pistol Pistol (Lots of conditions)
4) Pistol Shield (Some conditions, good defense)
Low Skill Low Reward
1) Flamethrower (CC and Damage)
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Key points:
Flamethrower should be about condition damage, not direct damage – Why am I spreading damage instead of flames?
Who the hell spreads Napalm in a straight line? – Napalm should be a circle.
Flamethrower should be about point defense – One skill does this okay. The other is half decent. The rest are not point defense skills.
Flame Jet – Deal damage and cause burning with each pulse.
Damage(x5) 500
Burning(1s) 400
Flame Blast – Fire a napalm ball that rolls through foes, burning them, and explodes, pushing foes them back.
Damage 300
Burning(2s) 800
Push Back 600
Recharge 15
Air Blast – Push back all nearby foes.
Pushback 600
Recharge 20
Napalm Create a ring of napalm that burns foes.
Radius 400
Fire Field
Burning (1s) 500
Smoke Vent Vent smoke from your flamethrower, blinding nearby foes.
Smoke Field 300
Blind 1s
Duration 3s
Recharge 20
Thoughts?
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What was the trait setup used in your evaluation? Did you use Juggernaut? How did you distribute your points in Alchemy and Tools? Did you use Mixed Elixirs?
And what are the raw numbers you’re comparing? What do you mean by “less damage?” Is this with Berserker’s? Is this with Rampager’s? Rubies? Or Emeralds?
What sigils? Did you use Bloodlust and Strength and stack for Power like you’re supposed to when using the Flamethrower?
How did you use it? Did you just spam Flame Jet? Or did you drop Napalm for the 10% increase when Burning?
Challenge accepted. Here’s my numbers IN GAME:
This test was done vs the Heavy Armor Golem in PvP. All damage numbers are with critical hits ONLY. It is also the average critical hit.
Flame Jet: 1.8k direct 800 condition 2.4k damage (2.5 seconds)
Flame Blast: 2.3k blast 1k trail 3.3k damage (.5 seconds at melee range)
Napalm: 700 condition 700 damage (1 second)
Max damage: 4k DPS.
Average Damage: 2.4k per 2 seconds
My set up:
Juggernaut and HGH (of course).
Elixir B H and U. Before every test I threw down and drank every elixir, giving me 17 might.
Sigil was of the Elementalist That gave me power and condition damage.
Carrion Amulet Giving power and condition damage
You mentioned in your post that Flamethrower is about power. So here’s the power version of this. This is using Scholars sigil and berzerkers amulet:
Flame Jet: 3.2k direct 500 condition 3.7k damage (2.5 seconds)
Flame Blast: 3.3k blast 1.4k trail 4.7k damage (.5 seconds at melee range)
Napalm: 500 condition 500 damage (1 second)
Max damage: 5.2k DPS
Average damage: 3.7k -4k per 2 seconds
5.2k seems like a lot; however, here are the requirements:
1) They must be inside of Napalm
2) They must be hit by the trail of flame blast
3) They must be hit by the explosion of flame blast
4) You must get a critical with both the trail and explosion of flame blast
Here’s 100nades:
Jump Shot 4.3k direct 4.3k damage
Grenade Barrage(Kit refinement) 5.3k direct 5.3k damage
Grenade Barrage(Normal) 1.2k * 8 direct 9.6k damage
Static Discharge 1k direct 1k damage
Grenade 700 * 3 direct 2.1k damage
Shrapnel Grenade 1.2k * 3 direct 3.6k damage
Freeze Grenade 1.2k * 3 direct 3.6k damage
Max damage: 20.2k damage
Average Damage: 2.1k-2.5k per second
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The reason why engineers bash the flamethrower is because we can’t depend on it to do anything better than another weapon, we consider it a waste of development time.
The reason why engineers defend the flamethrower is because it looks cool…
Great
I don’t think I could have said it better myself. You guys can close the thread now. This guy hit it on the head.
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Flamethrower isn’t suppose to compete with Grenade or Bomb kit for damage.
Its strengths lie in its consistent damage output and the Juggernaut trait that grants higher defenses and a damage boost.
It’s a bruiser’s ideal weapon.
Also – Flame Jet’s attack is focused towards where the camera is pointing, not where necessarily where your flames are going.
Flamethrower was already half-decent before these buffs. It’s a great weapon for toughness/healing builds. Now it’s perfect!
Just being able to detonate Flame Blast means our DPS goes up by like a good 10~20%.
That +10% against burning enemies and the +2 sec burning from skill3 weren’t even necessary.
But that’s just my point. They tried to make this compete with grenade kit, and it just can’t. This cannot be about damage.
Here’s all the times it could be useful:
1) Kicking people off cliffs. – It’s brilliant for that; however, so are many other options. One overcharged shot does the same thing without wasting a utility slow. Granted, this is not bad for this.
2) AoE damage It’s very mindless AoE damage, and for that it takes a huge damage hit. Grenade kit completely out preforms this both in direct and condition damage. Skill is not an argument against this.
3) Point defense it knocks people out, but it doesn’t knock them down. That means they can just immediately walk back in. On a cap point, that’s maybe a tick or so. Not terrible, but worth a utility slot? Nah.
4) Self-defense – It has a blind, but only melee range. It has a knock back, but it’s not a knockdown. It has a burn wall, but that doesn’t do very much damage. This alone will not keep you alive very well at all.
This kit is either completely useless for something, or only meh for it.
By the way, am I the only one disappoint at how bad this is at spreading burning? I really wish the damage wasn’t in the direct damage, but the burning itself.
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I tested flamethrower again. Few things:
1) It’s MUCH more intuitive – I was able to hit with everything fairly well and only the auto attack seemed weird.
2) The autoattack range still doesn’t match up with animation – My flames STILL hit, but I “miss” the target.
3) This is inferior in damage to Bomb and Grenade kit. This is a low skill and less damage version of those two kits. It really shouldn’t be a kit for people who can’t handle harder kits. Make it what it really should be: Point defense. Give skill 2 less damage and a knock back. Making this a mid range damage kit makes it inferior to other damage kits.
4) Skill 4 and 5 still feel out of place. I understand how to use them, but it feels like a stretch.
5) The 10% vs burning is too minimal. I honestly didn’t even notice it.
Overall: You still have to work way harder with this kit for less of an effect than other kits. Make it a CC kit.
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@The Gate Assassin
A bit OP? Did anyone cry about engineer switching kits to cast spells?
Sure you can do it by jumping now, but how freaking annoying it was already.
Now Multi-kit build, which weren’t even strong, are nerfed to the ground.
What does that mean?
Take a kit, stay in it, and do average damage.
@TGA you might don’t care because you didn’t use it, but it’s not the case for everyone.
Jumping swapping is prolly a bug, who say it will stay?
Like each patch, they buff an aspect of engineer, just to nerf another one.
I shouldn’t post right now, I’m not happy lol.
My main build is the 100nades engineer. I have noticed literally no difference in the way I play it. I run it with Tool kit, grenade kit and an optional (Elixir S or Elixir Gun). Just hit space before using a kit. It’s not hard. I really doubt that it’s a bug. If they change that, then complain that they destroyed the build. Otherwise, this is totally unfounded.
You’re overreacting because you’re mad.
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100nades isn’t gone. Jump in the air while switching to a kit will not have Kit Refinement skills go off. It just means you have to be a bit smart about when you use it.
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The kit refinement thing is beyond moronic, 100nades will now work like this, switch to toolkit, pull with magnet, switch to nades – oh 10 sec cooldwon, no grenade barrage…
Didn’t they state they didn’t want to break builds? One word ‘clueless’.
That’s kind of an ignorant and mean comment. If you jump in the air and switch your kit, it doesn’t activate kit refinement. Thus, jump to activate toolkit and then do the rest of the spike.
It’s an accurate comment, and no jumping up and down everytime I want to use a kit to get around their poor design decision is not the answer.
Ummm, no it’s not an accurate comment? The jumping thing is a nice way to make it more skillful. It’s a bit OP that someone with a macro can have like 4 kit’s skills go off at once. Not to mention that all of these kit refinement skills are instant cast.
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The kit refinement thing is beyond moronic, 100nades will now work like this, switch to toolkit, pull with magnet, switch to nades – oh 10 sec cooldwon, no grenade barrage…
Didn’t they state they didn’t want to break builds? One word ‘clueless’.
That’s kind of an ignorant and mean comment. If you jump in the air and switch your kit, it doesn’t activate kit refinement. Thus, jump to activate toolkit and then do the rest of the spike.
Elixir Gun Super Elixir was amazing already. This might be on the verge of OP, but I’ll wait and see. Glad to see Flame thrower is a bit more intuitive, but I kind of wish it was more about CC rather than damage. It really doesn’t make sense as a damage kit since Grenade kit is already that at 1,500 range and Bomb kit is as well at melee range. I’ll have to try it out tomorrow.
My only disappointment:
THEY STILL HAVEN’T FIXED DEPLOYABLE TURRETS!
IF YOU ARE GOING TO MAKE A COMMENT ABOUT KIT REFINEMENT, PLEASE KNOW THIS:
IF YOU JUMP IN THE AIR WHILE SWITCHING TO A KIT, YOU DO NOT ACTIVATE KIT REFINEMENT SPELLS
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(edited by The Gates Assassin.9827)
Here is the thing you need to understand about this kit:
This is not, and will never be a damage kit. If you need to do damage, do not use this kit. If you need to support your party or siege users, use this kit.
Saying this kit has terrible damage is like saying the Mona Lisa is a terrible coaster.
1) Take Kit Refinement (The Trait)
This will allow you to drop a Super Elixir at your feet every 20 seconds. This stacks with the Super Elixir in the kit itself. This means you can either have infinite healing circles or one really powerful one every 20 seconds (For 10 seconds).
2) Take a separate healing armor set
You aren’t going to use this set up constantly, or else you’re going to be kind of useless mostly. This is purely for defense. When you are going to defend something (Siege, points etc etc), switch to high healing power armor.
These are the skills I use when I do this:
-Healing Turret (If I’m healing other people. Med Kit otherwise.)
-Optional (Depends on what you need for that specific situation)
-Grenade Kit (Attack things on the walls for defense)
-Elixir Gun (Healing siegers)
As for the specific skills:
Skill 1 – This can keep up weakness on an enemy indefinitely. Don’t bother with it unless there is a specific enemy who does particularly high damage that you want to reduce. Switch to grenade kit in all other situations.
Skill 2 – Use this very rarely. It’s fairly weak.
Skill 3 – Use this if the siege users or your party is taking conditions damage. Never use this as an attack.
Skill 4 – Escape skill. Fairly good. Offensively, it’s more secondary/coincidental.
Skill 5 – This is why you use this kit. Make sure you place it in a place that either siege users or players will be.
Tricks
1) Super Elixir is a light field – Mix this with a blast finisher (detonate turret, Big Ol’ Bomb) and you can give people around you retaliation. Great for siege users.
2) Utilizing this as an escape can make your spikes even stronger and safer – Jump in with Jump shot. Explode with Grenade Barrage and Kit Refinement’s Grenade Barrage. Jump back out with Elixir Gun’s Skill 4.
3) Utilizing this escape lets you place Super Elixirs in unsafe areas safely. – Flame ram users need some healing? Jump/Run in and throw down some fields and a blast finisher and jump out with skill 4.
Hope this helps.
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(edited by The Gates Assassin.9827)
Difficulty and Challenge are two different things.
Something can be just difficult, just challenging, or both difficult and challenging.
Difficulty is about something being hard to do. Handicapping falls into this category, as do straight-up dps checks, hps checks, etc. Large boss HP pools and 1-Hit attacks are also difficult. Difficulty requires a player to just do more of what they already know how to do (Damage, Healing, Avoiding).
Challenge is about problem solving. It forces the player to adapt and play differently than they are used to. Designers implement challenge via new mechanics (in combat) and puzzles (in PvE platforming).
Right now Guild Wars 2 has an adequate amount of difficulty (large boss hp pools, attacks that must be avoided, and Agony), but lacks challenge. There are quite a few challenging puzzles, but very few challenging bosses (Subject Alpha, Lupicus, Simin, and Imbued Shaman are in the right direction).
I smell a game designer. I couldn’t agree more. Another way to put it is that most content in this game requires skill, but not logic. If you are a quick and talented player, you can beat everything in this game. However, tactics and intelligence is rarely rewarded.
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Random elements are fine…sometimes. For example, if I’m going to spike someone, I use toss elixir S first.
If I get stealth, I sneak up on them and spike. If I get stability, I overcharge shot them and then spike. Both work and the random element is actually nice.
However, if the situation calls for me to sneak up on the enemy, I don’t want stability! If I’m trying to get past a trap that KDs me, I don’t want stealth! There are some situations where I don’t care what it gives me, but there a whole host of them were it is the determining factor between failure and success.
I don’t get what they don’t see!
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The problem with this is that those backpacks are meant to signify what kit you are using to your enemies. It’d be like hiding your weapon in combat.
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What if Sniper Kit was ground targeted? For your super awesome aim, you get great damage and conditions! *Because these are ground targeted, they would have a tiny AoE to them.
Quick Shot
Deals damage and pierces.
1.5 cast time.
800 damage
1,500 range
Stunning Snipe
Deals damage and stuns.
1/2s cast time.
30s recharge time.
3000 damage.
2 second stun
1,500 range
Ground targeted skill
AoE: 50
Crippling Snipe
Deal damage and cripple your foe.
2s cast time.
15s recharge time.
1000 damage.
10 second cripple
1,500 range
Ground Targeted Skill
AoE: 50
Long Shot
Fire a bullet that has an extremely long range.
4s cast time
20s recharge time
1500 damage
2,200 range
Ground Targeted Skill
AoE: 50
Sniper’s Perch
You are immobilized for 10 seconds. Your sniper shots will always critical and cause burning for 2 seconds.
2s casting time
Burning Damage 1,000
Kit Refinement Skill
Surprise Shot from rifle turret
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Most of the kits are fine.
Grenade kit is perfect exactly where it is. High damage and utility.
Elixir Gun is mostly fine. It’s great healing, but skills 2 and 3 need some work. It isn’t clear if they are working and swiftness during a battle is slightly weak.
Tool Kit is fantastic. The auto attack could use some work, but overall it does it’s job well. Utility. It even has a really powerful strike in there for when you jump in.
Flamethrower is the worst kit we have. It only has one thing going for it: the CC. If you are switching to flamethrower for damage, you’re doing engineer wrong.
Bomb Kit is fantastic for defense and condition spreading. Nothing to change here. Fantastic kit.
Med Kit is probably the best kit. Up there with grenade kit. Fantastic healing and the ability to prepare an area by placing bandages ahead of time is super useful.
The weapons aren’t really that low of damage, so I don’t know what they are talking about. The rifle is purely for spiking. Blunderbust is huge AoE damage and so is Jump shot. Overcharged shot is just plain bad kitten One of the better defense/offense skills.
Pistol Pistol is great condition damage. The poison skill could be a bit better however. Glue shot is just friggin money.
Pistol Shield is fantastic defense.
Anyone who complains that Engineers are total kitten is a terrible Engineer. If you say that there are some terrible things in there, you’re correct. It’s far from a terrible class. Far far from it. And damage wise, you can DEFINITELY get up there with 100nades.
Study the engineer. It’s worth it.
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I saw the first one and thought of the Chronomancer they had thought up. I’d love a Time Turret xD
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I think it’s fair to have medkit drop an extra heal. They also need to fix the fact that skill one acts like an auto attack (It gets interrupted if you use another skill)
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WOW
Okay, I’m a bit tired of hearing this point on grenades so I’ll just say this once and leave it at that:
The absolute best and worst part of grenades is the fact that you ground target them
I’ve thrown grenades that have all critted and done about 8k damage with things like grenade barrage. If you mix that with a frost grenade, that’s about 11k damage RANGED. And it’s a pretty god kitten good range (1,500). That alone is really powerful. The downside has to be there for such a great utility. That downside is that they are slow and require YOU to be skillful enough to target with them well.
At the same time, ground targeting is what makes this great. I can just chuck grenades at a point and I have effectively rendered that area untouchable. This is great for capture points, WvW, Mobs in PvE…basically everywhere! There is no place where area control isn’t good.
If we make this autotargetted, we’re removing utility and creating a skill that is passively powerful instead of actively powerful. Instead of the wonderful ability to control areas from afar, we just chuck grenades. With auto attack, we don’t even need to aim.
That’s an incredibly boring skill with almost no utility. High skill requirements and utility is what makes this class interesting. Don’t kill it because you don’t have fast ground targeting turned on.
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Anet always does this, and I totally get why. They are purposely vague so that we know they are thinking about it, but there are no promises yet. If you want disappointment, try saying to engineers that they will have MASSIVE buffs and then not delivering. Then you shall know the wrath of the engineer.
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If he was a thief, he’s using a shortbow skill that lets you teleport to a targeted location.
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To me, mastery is boring. No one cares about the story where everything goes perfectly. It’s boring. I prefer worse players, as long as they’re good people and try. I did CoF Path 2 with a crappy group and it took about 25 minutes to get it right. It took a lot of work from me. I did it again with an experienced group and we did it flawlessly the first time.
Which do I prefer? The nub group all the way. The more desperate the situation the better. The harder it is to just stay alive and get people up, the better. It makes my character a hero in the dungeon, instead of just another part of the team.
I’ll take a nooby over an elite player in dungeons anyday.
tPvP is a different story.
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This title makes no sense. Why would grouping in an MMO not be fun? How are you even avoiding that? Walk around and what do you see? People. Revive them from time to time. Dailies and monthlies are trying to get you to experience different parts of the game. I personally don’t like crafting, but in the end, is it really a big deal that I missed a single daily? It’s not real money you know. It’s not like your mortgage is going to fall through if you don’t get it. Breathe.
You missed the point completely!
It isn’t about crafting, and I never said grouping wasn’t enjoyable. It is about using the short time I have to play to now arrange someone to complete the tasks with.
The system was fine as it was! And I’m also happy to have dailies rotated… they should not need any reliance on other players though, in my opinion.
But that’s just it. This is an MMO and EVERYTHING should be pushing teamwork and team play. Heros were a terrible idea in GW1 because it removed any need for experienced players to need other people. I’ll admit, I enjoyed it, but if I sucked, I know it would make the game really bad. Even jumping puzzles, a solo activity, are better with other people. If you die, you can be ressed by an ally.
In fact, team play is the best part of this game. The more it is encouraged, the better the game is.
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Skill bar. Aka, your traits, healing skill, utility skill and elite skill make up your bar. Another word is build.
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I’ve noticed that in certain discussions, certain people will call certain builds totally overpowered and some will call the same builds underpowered. There’s a fundamental flaw in that conversation. Both people have a different idea of what a balanced build should be. With that in mind, I ask everyone this: What is a balanced build? More specifically:
sPvP and tPvP
1) For a roamer bar, what is balanced? What is too much?
2) For a support bar, what is balanced? What is too much?
3) For a bunker bar, what is balanced? What is too much?
PvE
1) For a spiking bar, what is balanced? What is too much?
2) For a utility bar, what is balanced? What is too much?
3) For a support bar, what is balanced? What is too much?
In Short: What can we agree is okay for builds of these types to be able to do?
I keep hearing that 100nades is either below or above par by different people. What’s par? Is the a perfect build we can relate it to?
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This title makes no sense. Why would grouping in an MMO not be fun? How are you even avoiding that? Walk around and what do you see? People. Revive them from time to time. Dailies and monthlies are trying to get you to experience different parts of the game. I personally don’t like crafting, but in the end, is it really a big deal that I missed a single daily? It’s not real money you know. It’s not like your mortgage is going to fall through if you don’t get it. Breathe.
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Am I the only one who had to get actually good players to make this work? Took my team quite a few tries to get it right. This one actually requires that you focus and call targets. The other one was just beat kitten up or run around and die. I think there’s a clear winner here.
I liked the new encounter for the first 30% of it. Then i got bored of how long it actually is mashing tab+1 on my keyboard. This encounter was dumbed down for people to literally smash their faces on their keyboard and still complete it.
That’s a problem with the profession, not the encounter. When I did it, I had to be on my toes, throwing snares in the right place to make sure my team had enough time to kill the assassins. Mix that with throwing down AoE Healing and damage constantly. It was pretty intense.
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This isn’t just super elixir. It’s grenades too.
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Am I the only one who had to get actually good players to make this work? Took my team quite a few tries to get it right. This one actually requires that you focus and call targets. The other one was just beat kitten up or run around and die. I think there’s a clear winner here.
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THIS THIS THIS THIS THIS!!!! Could not agree more.
You cannot just jump into a high level dungeon and expect 5 glass cannons to succeed anymore! As it should be! Sure, it might be possible, but you have to adapt if it doesn’t. Aka, skill.
Ya but do you actually tried the class yourself. It is one thing to look at their skill and say they can do it too, and another to try yourself.
So, then have the other teammates do some of the other jobs for you while you roll faces. Who said that an all Warrior team was a good idea anyways?
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I just see it as something that you have to accept will occur. When you play an online game, there are going to be some kitten hats running around. If you join a random sampling of the population, there’s a chance one of those kitten hats will be in your party.
Get in a guild and have fun with people you’re familiar with. It makes the experience SO much better.
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