I honestly cant wait untill playing tempest! I will play aura master build!
Hey guys!
As someone who mains engineer for a long time now of felt like i wanted something different in pvp. I decided to go with fresh air ele and made my own build and it feels great. Its risky but the burst feels kitten satisfying. I use scepter/focus combo. However skills will be on cooldown. I will have to autoattack for at least one or two seconds, but it feels really weak. I like the flavour of lightning arc, but its too low damage. Even water which seems the best is low.
How do you guys play with this? Any tips and tricks? Or is it just weak for everyone? I personally we should be rewarded (like an additional lighting strike) upon completing the whole cast of lightning arc.
Thanks in advance! Fvux
Full turret builds are weak in pve because of earlier mentioned reasons. I would however recommend to use them in several situations:
Thumper: its toolbelt skill is a blast finisher. Use it when pre stacking might or stealth and swap it back to nades for example.
Net: very good when fighting the soggoth thing in arah p1.
Flame turret: another fire fields, also very strong in full burning builds, however I prerer rocket boots for those.
Oh btw, I think there is a high chance this trait will come back in the druid specialisation just like the aura traits came back buffed in tempest.
It makes sence since druids and sprits are practicly very close to eachother, heck in gw1 they even shared the same character model!
I am hoping on power. However I wont cry about conditions too because they both need a proper melee way imo.
If it becomes power, I hope they change the class mechanic into something that has to do with kinetic energy or something. Building it up to make certain things stronger etc.
They should make a system that if someone goes offline pre match (in the one and a half minute) that person gets kicked out and someelse who is queing gets the option to join. This would help alot.
Ofcourse this would not happen when char swapping since thats not offline
Oh boy, I would be very mad if I had to join a game with a terrible team because someone rage quit.
I am talking about pre game, please read carefully
We have no clue what the drones do. It all is speculation. What you are implying is that they get a whole skillset based on the drones. It could also be a single skill, weapon skill or heck!: trait.
I guess we have to wait to seePs, I bet that if they make it spririt like, they will make then very distinct from your spirits
Distinct?
Signets between classes are not distinct. Nor are traps. Survival and Tricks are not distinct, they have 2 basically identical skills. Ranger shouts are pet commands and necro shouts are enemy commands, but there is no distinction between warrior and guardian shouts.
There isn’t much reason to think they would make drones distinct from whatever they label them as. Personally though, I think the drones will be labeled as Minions.
They could make a system with kinetic energy for example. These skills become upkeep skills. So yes they could be better than spirits, but harder to keep up.
Just a random situation I can think off
They should make a system that if someone goes offline pre match (in the one and a half minute) that person gets kicked out and someelse who is queing gets the option to join. This would help alot.
Ofcourse this would not happen when char swapping since thats not offline
I still highly question the usefulness of “Medical Dispersion Field”. I still want “Elixir Infused Bombs” back in it’s place, however what were they thinking when they put this skill up? It is as if they left it incomplete and the other skills are just a model for what they might put up. For instance like how they put up that extra regen with “Healing Resonator”, and the healing turrets already provide regen. It just seems incomplete like it was thrown together and not fully looked over. I care about engineer too. I like the idea of getting my healing bombs back and people who haven’t used them with full cleric’s shouldn’t be trying to change my idea of getting them back. When you go full cleric’s gear and show me that the new changes work, then I may believe it, but right now both sides agree that “Medical Dispersion Field” is a horrible skill.
You are totally right in my opinion about MDF. However I think they implemented heal resonator to increase the use of a full healer build with things like med kit and elixir H that are a less reliable source of regen.
Okay just let me share my opinion about this topic:
They did a good job on the tempest imo. It is really hard to give a class that already has access to almost all the desired things you want in fights: boons, condis, dps, healing heck! Even small aoe stability.
What the most important things was for ele was to give them more build variety. Currently there is very few variation in effective builds. With the new weapons and traits I can think of much more builds that could have good use. Mainly enhancing the auras is a big thing for me since they are fun and a unique aspect of the game.
Next to that I would like to point out that elite specs are not about bringing in a huge special mechanic that wows you, but rather a different playstyle. The reason they brought in these mechanics for other classes is to keep classes distinct from eachother instead of every becoming capable of doing the same thing.
I hope this cleared some things up. I understand it if you do not like it, but thats the way the devs wanted to do it and it is healthy for the diversion that the game offers.
Greetings, Fvux.
I think this is possible. If you want to make a picture of this click on an ally near yourself. Your char will turn its head and look towards him/her. Set your camera just on front of your target.
I cant help you with a guild, but I also advice to create a advertisement in open world content in the lfg tool:" Lf balthazar"
I also quite often see temple raids in prime time (between 8 and 10 in the evening)
Hoped I helped a bit
Greetings, V.
Edit: for guild related things like recruiting or looking for, post in the forum “looking for…”. It is 2 up from the bottom.
(edited by The V.8759)
We have no clue what the drones do. It all is speculation. What you are implying is that they get a whole skillset based on the drones. It could also be a single skill, weapon skill or heck!: trait.
I guess we have to wait to see
Ps, I bet that if they make it spririt like, they will make then very distinct from your spirits
I honestly do not care much about other professions, its about engineer. I want distinction in functionallity what defines us from being engineer.
And we didnt lose backpack regen for example.
Every class is seeing changes in healing, but they cant just suddenly strip all the passive stuff. The only difference is that we were given up on a regular used trait, while others lost less used traits and got other active heal traits for it.
Anyway, this seems like an endless discussion it still just an opinion so
However it was an intersting discussion with you^^
(edited by The V.8759)
Coglin,
First of all engineer healing did become more actice since you have to place a certain skill (blast) in a certain field instead of spamming one skill.
Next to that traits got revamped, not skills mostly. So leave out skills like healing signet since heal skills are designed to heal you significantly in any build.
Next to that ArenaNet does want more active healing, and namely healing roles that heal allies. Thats why they added much benevolence to classes: outgoing healing is increased. However to make a role like this fun, they have to give it some active play. Thats why.
Dont get me wrong, I totally aggree that healing currently is way too undertuned. But just try to give it a chance as it is and look for improvements to that instead of holding onto something that is gone for a few months already. As a wise person once said " When you are looking at the past (Elixir infused bombs), you are standing with your back to the future (soothing, bunker down, MDF). "
Oh ps, med kit could use some AoE love on its skills 2 to 5
I am just going to unleash this very unpopular opinion here: I do not want to see EIB back. It is a boring and passive healing. Instead of that Idd say they would buff soothing detonation a bit(bigger healing power scaling) and change medical dispersion field. Remove cooldown, limit it to heals you have created and make or heal yourself and allies for 5% + 1% every 150 healing power you have
You are certainly welcome to your opinion. But what about the masses that liked it, used it, and want it back?
I understand you very well and I fully respect it that people want it back, however I think that it is a double sided story. From one side it was a very effective way, even better since you could keep damage up. From the other side Anet is trying to bring in more active healing. Creating blasts in a field seems like more active play since you can burst the heal for example.
I am just trying to let people look on the other side and let them see that if we buff the current traits we could come out way more effective in team situations while offering damage.
Anyway! I respect your opinion and definetly understand your side of the story
Greetings, Fvux!
Grenades did take a big hit, but it made them compete better against the other kits instead of dominating. You should not forget that grenades are still 3 explosions at once making them of high value with vuln stacking, proccing sigils more reliable and a more steady hits. With nades and 33% crit chance you can expect that one will crit on average, whilst on bomb you have to make three times more attacks making them harder too keep sustain.
Weakness is a counter to dodges. However daredevil has many ways to gain endurance. I think weakness should also reduce endurance gain from their new healing skill for example.
In the east side of lornars pass is also an event near a frozen statue of grenth (if i remember well). I expect they are like riders, who appear near places of high magic. I think they appear on places of strong of dark magic (does not have to be evil). For example I think that there was some event many years ago that could have caused that place to have high numbers of dark magic.
I am just going to unleash this very unpopular opinion here: I do not want to see EIB back. It is a boring and passive healing. Instead of that Idd say they would buff soothing detonation a bit(bigger healing power scaling) and change medical dispersion field. Remove cooldown, limit it to heals you have created and make or heal yourself and allies for 5% + 1% every 150 healing power you have
Yeah, this is the skill that seems to be unanimously seen as the trait that should be changed to bring EIB back to replace.
Why would anyone ever take Elixir Infused Bombs over Bunker Down?
If they would replace it, they should offer something new, not bring back an old trait that has already been replaced with something better.
Why? Because I am a am WvW commander who is on the front lines. I can heal in an AoE while doing damage, AoE blinding, crippling and I’m mobilizing the enemy. I found the AoE heal of 1350 to be significantly superior to a single medpack and minor damage of a single mine with a bugged trigger range.
As well, to get the heal you have to be specifically moving forward. You cannot be staffing or backpeddling. Which are both common tactical movements often made. I those cases the medpack itself often becomes totally useless.
That still doesn’t explain why you are against the concept of diversity in this matter.
Why would you take Medical Dispersion Field over Bunker down?
MDF is for Group support while bunker down is for self support and damage. Easy.
TBH every build has its weakness. In this chase your weakness are those engineers. However a sword/dagger thief could beat that engineer much more easily. Thats called balance
Shortbow please, not longbow :p
Woops, edited. But you get my point
I think they are trying to define pistol as a single target focus weapon and shortbow as aoe. However longbow is used more for utility. We need ricochet…
(edited by The V.8759)
How does throwing sand in the enemies face create a smoke field…? xD
The icd of 5 sec ruins this trait completly – lower it to a clean 10% but remove the icd and it would be a great trait imo. Right now it’s worthless.
Or “Heal other allies when you heal yourself based off your Healing Power”. Grants 5% outgoing healing + 1% every 150 HP. This is to buff builds for people using Healing Power.
Also if it doesn’t get ICD it has to be made sure it only procs from things you apply. Not for example that some1 else heals you for 5k and you share that.
I would be so happy to get a 1 handed power based weapon. So i can use shield in power builds without being forced to use condi pistol
Crimson, I have never tought of sending items as more inventory space and what you are saying is a very optional solution to this.
Indeed some of these things need quite some work to be good and effective in game, but small things like linking doesnt seem like it can harm anything if they put of in soon:)
Hey!
The mail system in my opinion too basic and could be worked out to a bigger and much more convenient system in my opinion.
Here are several suggestions:
- Outbox
One of my most important point of these suggestions. As some1 like me from the EU who has quite some contacts in USA we mainly mail to eachother because of time difference. I sometimes forget what I last sent to a certain person and can’t compose a good email because of that. Checking my mails in the outbox would be great.
- Organize options/increase capacity
It would also like to see a way to organize my emails to a certain extend. Dropping them in a folder. For example important Guild Messages and that sort of stuff. To make this effective a larger capacity of mail memory is needed.
- Multiple adresses (CC)
For people sending mail to a group of friends, guild members and others a group mail could be very usefull. There is one problem I can imagine and those are gold sellers. A solution has to be found first before this could be implemented.
- Linking
Linking items, waypoints etc should be made possible in mails. This can help in meeting places (Example: Meet at 8:00 at [….waypoint]).
Any other ideas would be very appreciated. Let’s improve mail together
Greetings, Fvux.
True,hipshot would be more fitting,but already taken by engie.
Problem is precise shot is 1/4s cast time. An aimed shot would make more sense since it is “precise”;)
If you want that kind of gameplay I strongly suggest engineer. Altho their support in a way of healling is a little bit less good than most others, the CC and debuffs are huge. Next to that you support your team through giving might and other important buffs.
Necromancer can also be a good choice giving debuffs, changing them from allies in boons and siphoning health. CC is a lack on necro.
So I have been wondering and honestly don’t know if other people have mentioned it before but when it comes down for the rifle all four skills that shoot have an aiming animation. The exception however is precise shot, which is shot from the hip.
It’s one of those really small things that grind my gears, since it is supposed to be “precise”.
Do not see this as a huge complaint or whatever I just tought it was worth the mentioning. I also understand that it could have to do with the short cast time.
I’dd say don’t flush the sigil necro with Conditions like with a Longbow F1 or a sword. They will stransfer it back to you.
Locking them down really helps alot, so use mace, shield or hammer for that.
A very strong thing to do is to damage them as much. They wont have time to regenerate life force. BURST EM DOWNNNN (Rifle really helped me here)
Hey guys.
I really like to experiment with builds and create builds around the traits a class has to offer me. However I often get stuck because the amulet I need does not exist in PvP.
So here is my idea:
*By clicking on the amulet you open the panel on the left side.
- You select how many stats you want: 3,4,5,6 or 7
- It automaticly selects how many total attribute points belong to the number of chosen attributes.
- You fill in yourself where you want the stats.
For example I need a Nomad’s amulet.
- I select 3 stats,
- For the major stats I select toughness
- For the minor stats I select Vitality and Healing Power.
I do not know ofcourse how this would affect balance. Maybe they could leave out the 5 and the 6 stats.
It would anyway help not only me, but alot of players I think. It would open up more build variety in PvP which is healthy I think.
Hey guys!
With the quite recent trait changes every character lost a potential of 30% boon duration, since stats bound to trait lines were removed. This mainly impacts places such as PvP where you do not have any gear or food to improve boon duration, only runes and several classes have a trait. But also PvE and WvW feel it since 30% is quite huge.
So assuming that you are a player that misses the boon duration: How can this be solved?
In my opinion there are several options for players here, these can either way be combined or one implemented alone, just throwing out ideas:
- Every class should at least have 1 trait that improves boon duration. (Currently 4 out of 9 classes miss them)
- Add in increased boon duration to several skills like hallowed ground on guardian has. (Think about Necromancer Well of Power for example)
- Add sigils that improve boon duration: Such as a passive bonus (15%?) or 1% on kill. Maybe even a weapon swap can be implemented.
What do you think?
Greetings, Fvux.
Indeed it’s weird. Next to that (Altho it’s known longer ofc) I am very disappointed they made skill types tied to the legend. They could easily made some Consecrations, meditations, shouts, mantra’s whatever. That would give some of them synergy with runes and does make them blend in with other classes better…
Let’s just finish our current expansion first
I never understood this mentality from a consumer’s standpoint. We’re not the devs, we’re not wasting time thinking about the future. Why end a potentially impactful discussion just because it’s looking ahead? We have nothing to finish. We’re the consumers, we have ideas and discussions about what we’re passionate for.
+1 for this reaction, I think it is healthy for us but also for the devs to keep further future ideas up at any situation.
Next to that I’dd love to see this, but they would have to give underwater combat itself a big overhaul first imo.
I honestly don’t know if people have been experiencing this for a longer time, but recently when I Overcharge shot an enemy and que up a jump shot on the enemy, it will jump shot in place as instead to the targeted location.
For my build this is currently very crucial since it relies on rifle.
Check it out please
Greetings, V
Thanks for the help guys I found myself in a steady elixir/rifle build which has some great surviveablitity.
Oh and btw ellessee, you might be using to much !signs….a dot would do the job better
Hey guys!
So I’ve been playing Engineer since launch now. I think I can safely say that I am an experienced engineer (Nothing extreme or special). Lately I have found some people which I PvP really much with and I enjoy it. I play alot of different builds and I like to experiment with builds.
However I stumbeled upon one very big problem: Condition removal. Whatever build I try I tend to die really really quick when fighting a burn guardian for example.
I know that engineer’s have very few realiable condition removal, even worse when it comes down to remove conditions several times in a short period.
So how do you guys handle with the “Condition creeping” in PvP? I could really use some tips and tricks.
Greetings, Fvux
PS, I am currently using Rune of Meladru for less duration, Healing turret as cleanse, rune of generocity and the minor trait in inventions that removes on heal.
Oh and overshield is terrible……..
Most of the time you will be blocking for 3 of the 4 second protection… So unless your allies are 240 range from you, it has no use.
It can be used in a very supportive way. For exmaple I tend to play a healer build in PvP where I do not use shield 4 for the reflect but for blast. Create water fields => Blast with Shield4 => Heal allies and give them protection. It’s a minor trait and you should not expect anything huge from minors.
No, underwater is not happening. Waste of resources from a development standpoint. Theres WAY WAY WAY more critical things devs should be working on rather than dead content.
Best case scenario is they add a world boss for underwater… but thats lol, lame. It will be zerged and you just spam autoattack and win, like all the other worldbosses.
Underwater combat… like i don’t get it honestly, what makes you buy the game for underwater combat lol….. all you literally do is stay in the water and spam your skills/cooldowns… theres no skill or strategy compared to land combat…underwater just sit in the water and just spam skills and swap weapons and continue spamming.
Theres no might stacking, no rotations of any kind, no need to properly time dodges/blinds/CC, etc etc. its as simple as you get. go underwater, target enemy, spam every skill off cooldown and wait for enemy to die. This will not change because it doesn’t deserve to be changed. Theres more important things to do for developers on the land, not try to make spongebob wars 2.
As I said it needs kweaking making more skills available underwater and bringing in more variety. It will can open up things like might stacking then and even hardcore gameplay since you won’t have any corners to stack in.
I have a very minor bug that occurs on my mesmer ony: On top on the sign of the hero panel is the [!] sign that I can unlock something with my hero points. However when I go here it says I have 100% unlocked. It disappears when I go there but comes back a few seconds later. It’s a small thing buy annoying me
This has been suggested many times and still gets a +1 from me Altho I do not say underwater combat is perfect since there has to be a solution for several things too:
- Every skills should be usable underwater, right now you are limited
- AoE skills should get a better place underwater
- Allied targeting needs to be a thing in order to help things like Throw Elixirs
- As you mentioned seperate trait lines
I love underwater fighting but it feels way too clunky atm. I would be a very very happy man if those changes hit in. But don’t expect it to be soon since this is quite big and HoT has priority
Im not much of a grenade user but aren’t you again pigeonholed into the explosives trait line (grenadier to essential) when you want to use grenades ? i vaguely remember they wanted to avoid that or something?
This is true. Grenades without grenadier suck, even though they feel kind of sucky overall since the mortar being introduced allowed them to nerf the nades range and field.
Grenadier should either do more, or just be baseline.
Also, the other big problem with explosives is shrapnel. The condi pressure from this trait is horrible, in part because bleed does too little damage in comparison to burn that does too much damage. If you don’t run mortar, you essentially have a wasted GM trait, since shrapnel and theromobaric both suck. In fact on most traitlines this is the case. In alchemy HGH is good, but with no elixirs, you don’t get much use out of the other two.
Anyway yeah, shrapnel sucks so bad, that incendiary powder should just be moved back there to replace it, and maybe a cele build can sort of come back again like it was prepatch, assuming damage reduction gets improved.
Maybe moving Shrapnel to adept, replacing Explosive Decent, and then IP to replace Shrapnel in Expl GM would be a good idea?
Maybe make velocity thing in grandier baseline, and merge granadier then with explosuive descent (Both nades) and create a new trait
Guardian can also only equip the Longbow if they take the Dragon Hunter trait-line.
Whether or not that’s a good thing is debatable, but every profession is in the same place where it has to take a specific new trait-line in order to use the new weapon.
Hmm okat then those notes are missing, but I do still think it is kind of weird that using a weapon is locked out into speccing into a trait line.
Hey guys!
So I have been reading the notes and watching the streams about the elite specialisations several times now and I can’t stop noticing one thing: In order to equip your new weapon you must use the new elite trait line as it is offer through a minor trait. The weird thing is that Dragonhunter can always equip longbow as it’s traits do not say anthing about “You can now equip longbow”. And thats good! So why is the greatsword bound to the reaper line for example?
Imagine the next scenario: I want to make a build where I go for max melee pressure so I take dagger and greatsword on my necromancer. I do need ranged so I want my Shroud to be a normal Death Shroud. BAM! Impossible. Since you have to spec into reaper traits in order to wield greatsword, but that also changes Death Shroud into Reaper Shroud.
This seems really really weird to me. It seems more logical to me that you can unlock you Elite specialisation weapon with Hero points and after that you start unlocking the traits.
Please consider changing this! I think it would open up more build variety and freedom in choosing how and what you want to play.
Greetings, Fvux.
I’d rather have the heal bombs back, they gave engi a cool new role to be able to play in some settings in game, I found it really fun to incorporate into different builds that weren’t meta just to throw people off
. And it wasn’t passive healing, you had to activate a skill which would then heal you, passive heals is what warrior’s regen signet gives which is healing without using a skill.
Okay it is not totally passive, but I do not call it very actively since there is no certain playstyle to it. Wether you play bombs with or without EIB, it still plays the same. Therefore I am a fan of Soothing Detonation buff. It is way more active and can be made potentially very strong! Can you imagine if they remove the CD from Evasive Powder Keg how that synergy would be?:D
- Alchemy
I will start my pledge here with clapping my hands. This trait line is in my opinion brilliant. It has so much to offer that I cannot miss it in any kind of build in WvW or PvP and has some really original traits.
Some of the traits here were already well known, so I am not really going to talk about these. However the newcomers are very strong too. Iron Blooded is a brilliant trait that can find a place in many builds just like Stimulant Supplier.
Ofcourse this trait line does have some downsides. To start off quickly I think that Health Insurance is not very good, but that is probably because of the state Med Kit is in: Very underused because of many reasons. To move further to other traits I come down to Inversion Enzyme. At a first look this trait seems really cool, but on another it seems not that good. This one has most synergy with Elixir Gun #3 and does not allow you to benefit from this trait at all. Only from EG#5 which is sadly only 1 condition converted.
- Tools
The Tools line is one of those other lines that rarely can be missed. This also seems to be one of the most balanced lines since it offers you utility in many forms and measures. The Vigor nerf made Adrenal Implant totally worth taking in multiple situations.
The placement in this line is however kind of confusing me. To start off it seems like Gadgeteer got even weaker after the patch. Yes before the patch you had to take 2 traits in order to get the current effect, but your Gadgets would always have additional effects as instead of the strange “after kittens”.
Also the trait Takedown Round seems very boring in my opinion. I was hoping they would get rid of these kind of traits where something not so special happens at a certain point in the fight making them aventually just flat damage boosters. Lock On is also in a weird place. It is contesting against permanent swiftness and a damage booster while this trait is only effective against targets with stealth making it very situational. I would rather have seem this being stuffed together with a trait as Reactive Lenses which is a cool trait by itself.
- Traits in general
Something I found very odd was that the Developers team told us that trait specialisations would have those kind of horizontal lines that would reflect a certain playstyle. However there is not a single specialisation where I can see this back.
Also I think that some traits are currently very underused limiting the ammount of builds the engineer can actually play and are viable. I’m hoping this is just a matter of receiving feedback from us as players and tweaking them.
- Final Verdict
The engineer specialisation had very high expectations from me and were found to be very disappointing. A lack of unique mechanics, too many unimpactful traits and the strange order of classifying traits made me realise this.
However I do have to give the team credits for stuff like Kinetic Battery and buffing HgH which did aventually open a few more builds.
The lockdown of bunker builds was a very big letdown for me and I think that Inventions is the specialisation that most desperatly needs to be looked into.
The class still functions very well with the limited ammount of viable builds it has and therefore I’d like to give the Engineer traits 6.5 out of 10. Offers limited ammounts of builds and unique mechanics, but the few builds it does offer are incredibly strong. It needs tweaks or maybe even a small overhaul on certain places, but I think I do see a bright future in that
Thank you for reading, or skipping the reading to the final verdict. Whatever you did Let me know how you feel about the traits
Greetings, Fvux