My opinion: Underpowered Engineer - It is realy bad at pvp and pve
in Engineer
Posted by: Tigger.8035
in Engineer
Posted by: Tigger.8035
Med Kit + Bomb kit + Speedy kits and Elixir fused bombs = the definition of troll
But that requires you to get 30 points into explosives and then waste a trait slot at either master or grandmaster for the AoE knock back.
Medkit you don’t have to put points into anything for the benefit. the tools trait line just gives it more percs.
the amount of time it takes you to set up healing turret and then detonate it (which requires you to stand still while setting it up) can somewhat be more dangerous than using medkit and just running.
Not to mention INERTIAL CONVERTER the burst heal resets. So you’re looking at more Heals as you approach danger zone compared to Healing turret. Not to mention traits in tools gives you a much needed speed boost to get yourself out of those situations
it’s just like Cyricus said.
Lets face it. when an engineer gets downed, he’s dead. I’ve survived more with med kit than healing turret
and detonate healing turret? Lol you don’t even have to. It dies in pretty much 1 hit anyway.
uh…. I dunno about structured PvP but Medkit + Bomb Kit + Tools trait line = You can pretty much run through everything in pve with bad gear and survive.
I do it all the time in orr when I’m farming for materials, dunno how it’ll work in sPvP
we know. and there’s also inertial converter in tools that resets it when you fall under 25 percent HP
their profession mechanic makes them the most versatile class when it comes to race
http://wiki.guildwars2.com/wiki/Tool_belt
they even jack certain skills from other professions
>hidden pistol -> volley from dual pistol thief, etc etc.
(edited by Tigger.8035)
Most powerful? Grenades
Most utility? Elixir Gun + Supply Crate
flamethrower wrecks in wvw because it’s one of the few skills who gets its full range fired through gates. I’ve killed many people with flame thrower, even without traits for it
in Engineer
Posted by: Tigger.8035
elementalists don’t have SPAMMABLE aoe damage tho. I played in arah with 3 of them last night. We were stuck at the eye’s of zhaitan part till I decided to switch over from elixir gun/ charzooka to Grenade kit and Supply Crate
and I apologize, I could of sworn you said mesmer somewhere in your post
but saying that engineer is comparatively weak to everything but necro is pretty much saying the same thing.
(edited by Tigger.8035)
warrior? You mean thief, right?
in Engineer
Posted by: Tigger.8035
Yes you have an opinion, that isn’t a fact so please stop.
there’s not that many traits people would want to use in the alchemy tree
transmute is a passive that converts conditions to boons at albeit a low, unreliable chance, but it’s still a chance
and Cleansing formula 409 makes it so every tossed elixir cures a condition, and you can also make those do damage
Old juggernaut had stability, so any knock down/movement affecting condition didn’t work
Alchemy has automated response when you fall below 25 percent HP, which pretty much makes you immune to conditions
and then there’s cloaking device.
So… Pretty much every trait line has something to combat conditions, So you don’t have to “spec” too hard if you care that much.
And super elixir on elixir gun removes every condition when I use it. I think it benefits from cleansing formula 409
(edited by Tigger.8035)
in Engineer
Posted by: Tigger.8035
pointless “engineer” is fine posts without evidence from fanboys. reality is that only a few combinations work decently but not as good as similar builds on other classes and the rest of the builds use either buggy abilities and traits thus does not really work.
dont get me wrong, I like the engineer but implying that he is fine is simple wrong or should I point you to the giant engineer bug list in the bug forum?
The builds that don’t work are the ones with the bugged traits
best believe Flamethrower 2 does a lot of damage when it actually hits something, and even moreso when spec’d
Oh i’ve already stated information about this build in previous hate threads.
It’s great having someone who actually uses the build and can testify it works
Sigils as in, a passive effect and an active effect
I’d love to see a sigil with an active that lets you combine the effects of tool belt skills or elixir’s
(Elixir B + Elixir U combo? Yessss)
What do you guys think would be some good ones?
Turret explosion damage and knock back? A reason to use turrets!
I agree with
Everything except med kit.
to get the benefits from med kit you simply walk over them. when you get the ground targetting passive for them you just throw them at peoples directions and hope they walk over them, with good aim and good prediction skills you’ll heal them
the average heal heals up to about 5-8k HP, not counting the human racial skill that heals a percentage amount.
at lvl 80 each kit is about 1.2k HP a pop, they each have an individual cool down of 12 seconds, and supply crate drops a lot of them, even more when they fix elite supplies.
That suggestion would make med kit broken….. and then I see the 30 second cool down for use?
What. No.
Med kits burst heal is only on a 20 second cool downs.
for it to heal (since you said triple) 3.6k HP and have a 30 second cool down for people to pick them up would be plain dumb.
can anyone explain to me what this does, and how much of it is noticeable? I don’t understand this stat and it doesn’t seem to be that beneficial to me when I use items that have it
as people have already stated, It’ balanced so that engineers can build defensive/supportive stats and still have moderate damage.
Tho they still need to fix the traits :/
My medkits heal for 1.2k each dunno how that’s little
Mortar’s healing radius heals for 350 HP a pulse, Dunno how that’s little as well considering the only Healing I’m getting is from traits.
and majority of the engineer traits and abilities are bugged, yes. But if you want to continue to judge a class that’s not even at the top of it’s game right now this way so be it.
It’s really good in big areas because the 5 skill is so powerful it makes dungeon mobs look like normal mobs, the AoE heal is phenomenal, and the Damage/Conditions from the other skills are great
I run a build with 30 in inventions to switch between it and supply crate. (supply crate for smaller rooms)
When they fix Elite supplies, that skill is going to be Beyond broken in WvW
How are you forced to use grenades? Do people realize there are more roles then just straight damage?
Such as?
Unfortunately, the other roles are better left for other classes. Engineer doesn’t do anything that the other classes can do better. Support, range, tank, dot, area-effect, etc.
Grenade is the engineer’s calling. Should just re-name the class “Grenadier”.
Well this proves you haven’t really studied your class
Mortar Skill 3
Med Kit
Elixir Gun 5
Elixir Gun Tool Belt Skill
Healing Turret
Throwable Elixirs
Supply Crate
Elite Supplies The Supply Crate has extra supplies, Elixir X lasts longer, and Mortar has increased range.
Elixir-Infused Bombs Bomb explosions heal allies.
Cleaning Formula 409 Throwing or consuming elixirs removes conditions from those affected.
Always Prepared Drop bandages and a flamethrower or elixir gun when downed.
Packaged Stimulants Med Kit skills can be thrown.
Getting it now? the only other class with this many support functions (and probably more) are Guardians. And even guardians don’t have as many heals as Engineer, Let alone with there hardest hitting Abilities
Learn what a support DPS is.
and screw Grenadier, rename it to War Medic
(edited by Tigger.8035)
make every engineer skill scale with his own stats
???
profit
Yea, I know that feel.
The grenades simply do the best damage with grenadier perk and it obsoletes everything else in terms of range, conditions and raw damage.It’s so good that it obsoletes Mortar and Elixir X because both of them do less dmg than grenades.
Only thing that I find capable of competing with the damage that grenades do is the piercing 1h pistol bullets, which only is good enemies are bunched together in such a way that you pierce through all of them, while they’re still in the range of the explosions they cause.
The single target damage on that spec is absolutely horrid though, where as with grenades it’s still VERY good.
obsoletes mortar? rofl no. not until it hits 7k damage aoe on mobs and on bosses
and no mortar range surpasses grenades when elite supplies gets fixed
(edited by Tigger.8035)
the tool belt skills are meant to compensate that, but those are EXTREMELY lack luster
there’s a list with every last bug in it on the site already
Uh Become the snow leopard is a racial elite skill for norn.
It changes them into a snowl eopard and swaps out their weapon skills
I do. The turrets are useless for practically everything else.
Only reason I use them because I like mortar.
(edited by Tigger.8035)
cause being a gigantic tank only to shoot tranquilizers and smack people in the face with a wrench is totally more satisfying than burning them to a crisp like your pyro from TF2
@ hidden killer
Play norn thief outside of sPvP.
Snow leopard has an abuseable skill that gives them stealth on short cool down.
You won’t need precision… just damage. watch stuff die
in Engineer
Posted by: Tigger.8035
Deployable turrets are far from the most powerful skill an engineer has and Ground targetting + Channel is about the dumbest thing ever in a game mainly about PvP
Fire attunement weapon 5, Glyph of storms, etc etc. Sure they’re aoe, but since they don’t have 2k casting range you’re going to get rolled over while casting it on someone.
and In dungeons, especially in small rooms you’re going to get knocked down quite instantly (in a cancel your channel AND killed sense)
Your conjures have to be ground targetted and channeled even tho one appears directly in your hand already. etc. etc.
Opinions are different view points by definition. You really shouldn’t expect someone to share the same view point as you.
I honestly believe elementalist is by far the most vague class in the game, doesn’t mean everyone else agrees
(edited by Tigger.8035)
auto defense net turrets arena net. Do it
who said anything about using it on the ground. and when that passive starts working Not even a longbow ranger will have the range to hit Mortar, it’s range will be higher than 1500
Healing turret is the worst of the 3 class heals available to engineers.
Range too small, Survivability too low. Elixir H’s bonuses and cool down are better for solo play where as Med kit is better for team play, especially because you can throw it, med kits are low cool down, and the burst heal benefits from the tools passive that resets all tool belt skills when you fall below 25 percent HP
(edited by Tigger.8035)
Refer to the longest list of bugs in the game
The Engineer Bug thread.
I’m far too ready tokittenWvW with Mortar’s range passive
in Engineer
Posted by: Tigger.8035
Dunno what your trying to get at, But none of the skills, I find, are really good on an elementalist besides the revive spell, Fiery Great sword, and arcane shield.
the elementalist has far too little to represent any one element, and what seems to work together stem from totally different tree’s so speccing is difficult.
Elementalists have damage, But they also have pointless ground targetting on skills and too many channels.
The “flow” for an elementalist is absolutely horrible for this reason because skills leave you seriously vulnerable, or put you too close in range, and then you have those skills which do next to nothing worthwhile for you really .
This is me playing an elementalist.
In PvE: rely on racial skills
PvP: Use staff and spam 1 with a crit build only changing attunements to get bonuses
(edited by Tigger.8035)
I think I posted the 5 immobilize chain thing somewhere….
Hate healing turret, It dies too quickly where it counts.
My biggest gripe with turrets is that they die so quickly.
The main turrets I use are rifle and rocket because they have high range.
Net turret is also pretty awesome in my opinion. It gives you the ability to chain 5 immobilizes with it’s tool belt skill, overdrive skill, Rifle 2 and Supply crate.
you can pretty much keep anyone stationary for a large chunk of time
You did? Another thing you should do is after the first net fired from turret hit its active
that’s what the overdrive skill is. Electrified net
I know :< I want my mortar to become broken tier already :[
I think I posted the 5 immobilize chain thing somewhere….
Hate healing turret, It dies too quickly where it counts.
My biggest gripe with turrets is that they die so quickly.
The main turrets I use are rifle and rocket because they have high range.
Net turret is also pretty awesome in my opinion. It gives you the ability to chain 5 immobilizes with it’s tool belt skill, overdrive skill, Rifle 2 and Supply crate.
you can pretty much keep anyone stationary for a large chunk of time
Bazooka racial skill
Turrets need to share defensive stats with the player.
I mean even the trait that boosts them gives the player toughness, yet they die too quickly
there’s a trait to throw med kits, and engineer hard in pvp? Lol no. Not at all.
You want a hard class in PvP? Try Elementalist.
the damage is there, the execution is not
Hate healing turret, It dies too quickly where it counts.
My biggest gripe with turrets is that they die so quickly.
The main turrets I use are rifle and rocket because they have high range.
Net turret is also pretty awesome in my opinion. It gives you the ability to chain 5 immobilizes with it’s tool belt skill, overdrive skill, Rifle 2 and Supply crate.
you can pretty much keep anyone stationary for a large chunk of time
Didn’t see this. Here’s mine
Guess I’ll start this.
I’m a Charr Engineer and I run the following build
Weapons
On-land: Rifle
Traits
0 Explosives
10 Fire Arms
30 Inventions
10 Alchemy
20 Tools
Skills
Med Kit
Elixir Gun
Rocket Turret
Rifle Turret
Elite: Switch between Mortar and Supply crate
Reasonings
Explosions traits do nothing for me, this build is mainly a party support/ Turret AoE build
Firearms has 10 points for the increased range for rifle, it’s really useful in WvW and even PvP because it gives rifle an 1,200 range net
Inventions is maxed for the bonuses to turret (30 percent damage reduction, 15 percent increased range and damage) and the final trait is to increase the range of mortar and the amount of items in supply crate, which I switch between.
Mortar is an AMAZING aoe skill. at my current level (lvl 77) with half decent gear, the 1 skill does 1k damage, and the 5 skill does nearly 1k damage PER shell. The aoe damage mortar has is a hue assest and often makes enemies aggro you :[
mortar has utility with AoE heal from 3 skill, and that coupled with Med kit, Elixir Gun’s 5, and Elixir Gun’s tool belt skill provide alot of sustain for both you and your party.
On the other hand Supply crate is more sustain when you need it quicker, because of healing turret and more med kits, and when you’re in those close areas where you can’t afford to stay in one spot.
Alchemy the 10 points in alchemy are for the Elixir S passive. It saves your behind greatly in most situations and has a decent cool down.
Tools The 20 points in tools are for Throwable turrets, so you don’t have to get close, and Throwable medkits for the same reason.
It is also for Inertial converter The tier 2 15 Point passive that resets your tool belt skills.
What does this mean? Your Elixir Guns regeneration passive and Med kit burst heal get reset instantly when you fall below 25 percent HP, which keeps you alive
I suffered this issue in Sorrow’s Embrace. I think it was the lava at the beginning that killed my FPS
There’s a bug at HotW’s I experienced twice yesterday. When the party is formed and the leader goes in, there is no pop up to join and we all have to enter manually.
The first 4 players to enter end up in the same instance, whereas the 5th member ends up in his own, without the other party members
Rocket Turret under water and above water share the same skill use where as every other turret used under water and above ground do not
Also Rocket turret can’t be self detonated under water for some reason.
a few mortar skills don’t have damage confirmation inside of the AoE. the missle has to hit, and the size of the missle doesn’t take up the whole AoE
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.