Just had this idea, so I’m throwing it out here:
What if sigils had multiple effects like runes, and sigils on two-handed weapons counted twice?
That is all.
If rifle had a blast finisher and two sigils, I’d never use anything else. It doesn’t, though, so pistol/shield.
Just a quick tip for underwater with EG: You can detonate the #5 orb when underwater by pressing the skill again. A quick double-tap fixes any issues of the field not being around you.
Exploding at the player should be the default behavior imo.
…how would you suggest that work? You can’t just… put the elixir back in a bottle to make it a projectile on the second keypress.
It makes it easier cause by pulling them in your position, they’re already above you and can stomp you immediatly, so you won’t even be able to actually charge your third skill.
Basically, whereas other classes’ downed skills may buy them some seconds, ours make us even more in danger.
I won’t argue that the pull isn’t bad, but it only does what you describe if you use it stupidly. It’s a pull and a stun, if you’re not using it to stop a stomp or pull someone close to use #3, then don’t use it.
I love my engi, so dont get this wrong, but who had the bright idea to give us a downed skill which makes it easier for the enemy to finish us off in PVP by shortening their way towards us?
Either the same person who gave us a PBAoE #3, or someone fixing his mistakes. The pull is stupid, but it is sort of necessary.
It amazes me that people are arguing that a skill that gives you access to five more skills is somehow a loss.
NO! leave my kits alone thank you.
…
This would not do anything to your kits except let you equip one in that unused secondary weapon slot that we don’t have a use for anyway with our current dearth of weapon choices, at least as far as I can tell.
Thanks for pointing that out, I didn’t notice it the first time I saw this thread.
In that case, this is a terrible idea and will never happen. Allowing access to kits through two different mechanics would be confusing to new players, conceptually messy, and basically just be all-around bad game design.
I don’t really think that having a long range (though it’s no longer than others in the engineer’s arenal—grenades, notably) really means it “should” be used at long range. As it is, the autoattack is good for chasing down people after you scare them with some order of net/jump/blunderbuss/overcharge. PvE is a little different, but still, the rifle is a control weapon, so having a flexible autoattack is beneficial.
I actually rather like that about a lot of our abilities; they generally work well at all ranges (blunderbuss aside). Things like being able to grenade from 1500 units, or point blank, etc. It gives us a flexibility that’s very much in-line with our style.
While we’re on the topic of hobosacks…
Welcome to the Engineer forum. The topic is always ‘hobosacks’ ;P
Why that’s stupid? I need the range for combat not jumping. Jump Shot was a utility not necessarily an attack for which we fired our rifle for. We used it for a different purpose. If this purpose is no longer what Anet wants us to use it for then I’m shelving my Engie until such time it is fixed. Anet if you’re so darn fascinated by thieves then why put such a cool and interesting class such as Engineer in a game? Obviously we aren’t well liked around the office nor in game.
I wouldn’t read anything into it. It’s a messy bug that affects multiple aspects of the skill, it’ll get fixed.
I just respecced to test, and yes, this is only with the rifled barrels trait. Someone in another thread mentioned that with rifled barrels, it seems the jump and land effects are actually reversed, which is probably the cause—therefore this would be a straight up bug.
skill 2 netshot: misses way too much.
It’s an immobilize on a ten-second cooldown, the shortest in the game. The only other (non-thief) ten-second immobilize is a channeled warrior melee skill that requires adrenaline.
skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.
Launch is a fairly rare effect, engineers having five of the available thirteen skills that cause it, and again, it’s on a fifteen second timer, the shortest in the game outside of two skills on elite transformations. Even the launch on Conjure Lightning Hammer has a longer cooldown.
Perspective is everything.
Besides, as it was, Healing Mist (and Throw Napalm) really needed to be brought up to par with some of the other kit tool belts.
Sure, y no condi removal instead? Would also go with the theme.
The elixir gun already has condition removal on super elixir, and stunbreak is basically a higher tier of condition removal, removing effects that everyday condition removal can’t (ie. stun.) I don’t see how that’s in any way non-thematic.
Might sound strange for an engi player, but I personally don’t like this change.
If the intention was to make EG more popular I’de rather like to have the Elixir F’s projectile speed and or the weakness duration on the autoattack increased so that one can stack a bit on the 2-3 shots you want to get out in between. Would have been perfectly fine for me. If there really should be a stun break on the EG it would, at least imho, fit better with Acid Bomb with an increased CD. Wouldn’t be that accessible but still more than good enough. On the toolbelt it seems a bit misplaced to me and I can already see it being removed again.
Overall I feel a bit pulled into a certain path and I usualy tend not to say yes and thx for that.
Well I’m sorry if you feel “pulled into a certain path” by a genuinely useful ability. A stun-breaker is something you want to have accessible as quickly as possible, so the toolbelt is an ideal place for it—not on a skill that’ll be on cooldown because you used it as a blast finisher.
Besides, as it was, Healing Mist (and Throw Napalm) really needed to be brought up to par with some of the other kit tool belts. Grenade Barrage and Big Ol’ Bomb are often worth taking kits for even if you have no intention of using the kit! I shudder to think if they’d nerfed those instead…
Super Speed has been tested to make you go slightly faster than standard swiftness, I believe, though not much—maybe 40-45%.
Regardless, the way super speed works, it’s likely that it actually does provide +100% movement speed, but runs into a global speed cap, which could affect the calculation of rocket boots in any number of ways.
I just used it a minute ago in the WvW Borderlands puzzle, so this definitely isn’t true. There is apparently some wonkiness with rifled barrels and Jump Shot though—do you have that trait?
There’s a bug with rifled barrels, it actually makes jump shot delay on impact as well. It’s easy to combo without the trait, but with it you cannot combo anything.
That’s the wonkiness I was talking about, yes. My point was, if there’s one instance of different behavior with the trait, there might be another, since as I said, I have confirmed the jumping capability with the untraited version.
I just used it a minute ago in the WvW Borderlands puzzle, so this definitely isn’t true. There is apparently some wonkiness with rifled barrels and Jump Shot though—do you have that trait?
I would only support this if it meant new kit skins. Otherwise, I like how having them on a utility is a different dynamic than everyone else has.
Now, a second traditional weapon set that we can only swap out of combat, that I’d like to see (and for my Elementalist too).
I think it is official http://wiki.guildwars2.com/wiki/Healing_Mist
Vent a healing mist, granting regeneration to yourself and allies.
Regeneration: 10 s (1300 health)
Radius: 240
Breaks stun
The wiki reflects the state of the game as discovered by regular users. ArenaNet has no input on the information presented there, so the wiki provides no “officialness.”
Hope it is official though.
Its only one spot. Its not like the world is covered in places characters absolutely cannot go but now can bc of this ability. Overexaggerate much?
You’re sure about that, are you? All the areas in the game, all the keeps and towers in WvW, all the jumping puzzles, there’s nowhere a little extra range will let players bypass something? That’s a pretty risky bet, and one I wouldn’t take.
It’s funny because we all know Anet will nerf engis rather than fix their maps…
Yes, obviously, because going over the entire game world and “fixing” anywhere this would allow access where players aren’t supposed to have access would be a colossal waste of time and have the exact same effect.
How ‘awesome’ would this be if it didn’t allow access that’s otherwise impossible? …not very.
As much as people hate rng, I think a fun alternative would have been adding chill, weakness, or blind (alone or any combination thereof) as possible procs from rifle and pistol attacks. Much more interesting and useful than a boring, weak, flat damage buff.
For some reason your post reminded me of the ammo mods in Mass Effect. And that, in turn, got me thinking how much I’d love a sigil with an X% chance to knock down on critical hit.
I’m willing to bet the only way they’d put knockdown on a sigil is on a 26-kills sigil, like Sigil of Sanctuary
By my estimation, if you were running grenades for dungeons before, very little has really changed.
Thanks for the responses.
Forget what Titanimite said. At the very least in PvE, Phantasms got a substantial HP buff. More so with the now finally functional (nerfed but with the increased base-HP still very powerful) Signet of Illusions.
Longer-CD as the Phantasms might be, they are quite durable. I actually found myself using the Defender in the instance earlier, without being specced for it.
Not bad at all now.
This is what I figured. Slower time to get up to speed for phantasms, basically, but it remains to be seen how much the turnover matters.
Still I have nothing to compare it to, though. Are shatter mesmers capable of respectable sustained DPS in dungeons?
My mesmer is relatively new, only being 71 as of this patch, so please pardon my ignorance.
I see a lot of doom and gloom posts saying that there’s now “no reason to use a phantasm build instead of shatter,” but are these comments strictly about PvP and WvW, or are they intended to also include PvE? I was of the impression that shatter builds are great burst, but wouldn’t really be able to sustain their DPS in a dungeon-like scenario.
Patch is now in and leaked notes were right on spot:
Actually they’re missing:
Throw Junk: Reduced weakness duration to 1 second.
So assuming it wasn’t accidentally left out of the notes, TY to the devs for realizing that nerfing the worst down state in the game wasn’t the best choice.
This. None of the sweeping weakness nerfs went through—not even the one to weakness itself. Same 50% chance it’s always been, now applies to crits too.
Hmm, i guess in that case I have to get a non-rifle gun for engi then.
Too bad anet bundle rifle/shotgun under 1 category.
In that case, make 2 categories? Shotgun and Rifles?
(Similar to daggers and 1h-sword)
Rifles are already only available to two classes. Making rifles warrior-only, and “shotguns” engineer-only would be a waste of development resources.
I was hoping for a question like this.
I used to run a full berserker armor set with ruby orbs for this exact build but after some testing with the rampager’s set I could clearly see a difference in some fights.
If you take a look at the guru link at the top of the build, that forum discusses the condition damage changes to this build very nicely, and one of those posters was kind enough to do some number crunching comparing different sets of gear.
I’ve discussed it in the build above that the important part are the stats and sigils of the weapons, not the weapons themselves. Your bread and butter will be grenade kit almost exclusively if you are using the build properly, making quick swaps for certain skills and boons from med kit. To that end, Pistol/anything is the best option for the extra stats/sigil, just don’t get rid of your rifle because it is still useful in certain situations.
One of the changes I made personally while using this build was buying a mouse with programmable side buttons making the regular swaps back and forth slightly faster and easier. Obviously, not everyone will be able to do this. Without this I would recommend binding the dodge key to a button closer to your pinky finger or possibly even click to swap kits in between grenade strikes.
I realized during the day that pistol/shield doesn’t even have blowtorch, so yeah, definitely not enough to swap to it for attacks. I’ll take a look at that stats thread, thanks.
As for keys, I have “1” on a mouse button I can hit with my index finger (2/3/4/5 on thumb), which works wonders. Heal is on Q, and 7/8/9 are on E/R/T, so swapping for might, vigor and swiftness is a quick QE for me. Dodge is on the mouse, next to my “1” key. I think it works well, personally.
I’ve been running a similar build to this just recently, but without condition damage and I still haven’t switched to pistol/shield, though I know I should. Similarly, I also haven’t made the switch to glass cannon equipment yet since the constant kit-swapping still distracts me from dodging.
Do you really feel that the condition damage adds a lot to the build? I find it hard to justify it myself, but I guess pistol might tip the scales on that once I switch. Do you use it often? I only really see myself using it for the burn—and maybe the confusion if someone ambushes me in WvW when I’m doing puzzles.
No other class has a trait which increases their base dmg value for +50%. The main killing traits give +20% dmg while enemy under 50%hp for example.
Engineers actually have the Grenadier trait, which makes the grenade kit skills toss three grenades instead of two, a 50% increase in both damage, and condition stacks applied. It also gives +25% range, increasing 1200 to 1500 range.
It’s pretty cool.
(edited by Weirwynn.2390)
And one GM of another game put it quite nicely: there are no “in advance” patchnotes written. Patchnotes are about the last part that is put together, after everything else.
Leaked Patchnotes would mean Arenanet already had patch completed – in advance.
Now I ask you: how likely is THAT? ^^ About as likely as those “patchnotes” are true ;D
I don’t trust ‘leaked’ patch notes myself, but it has been said by devs that any fix requiring text changes has an automatic two week turnaround to go through translation—so yes, this whole patch was likely all set in stone quite some time ago.
If you’re expecting a solution via new custom art assets you’ll probably be waiting a long time.
Is it really that hard to make some alternate backpiece skins for Engineer kits? They pump out like a dozen new skins every month.
That’s what I’m seeing. New skins monthly but no fix for the backpacks. Not even new visuals for the backpacks they don’t sell in the stores. Seriously folks?
I say they rework the backpacks AND the turrets to reflect the race of the engineer, that would be awesomesauce if they did that! (sortof like what happened with totems on shamans in the elephant in the room).
That would indeed be awesome… but you’re talking about more art assets than are devoted to player equipment for entire events, and regardless of opinions that the art team is “obviously not busy,” new skins for one class is simply not more important than new skins for all of them.
Even if all they did was custom packs for legendary weapons… you’d still be doubling, tripling or quadrupling the workload required to create each individual legendary weapon, all for the sake of one class.
Like I said, it would be awesome, but I’m not holding my breath.
The resources spoken of are programmers, therefore the fix spoken of would be one involving programming—that is, something like the ability to hide the engineer packs or such.
If you’re expecting a solution via new custom art assets you’ll probably be waiting a long time.
Why am I not getting experience points from killing creatures and capturing towers?
Posted by: Weirwynn.2390
It has been my experience that you don’t get kill credit for players if you only damage them after they’ve been downed. If you get credit, you should get exp. (Badges are still random though. If you want guaranteed badges, do the jumping puzzles.)
It’s not “unfinished.” Rare+ crafting mats do not have slots in the collectibles pane by design. They’re special items for special recipes, many of which you will never see a single drop of from 1-80. Having them in collectibles would A) Send the wrong message about them, B) Clutter up the collectibles pane, and C) Remove any aspect of unexpected discovery.
I definitely feel for people doing cooking though (Everyone else not so much. If you’re creating 100 dowels or filigree, you’re Doing It Wrong. The percentage of your base material types that need to be converted into these is variable and should be done on demand.)
The engineer has plenty of less difficult options. Nerfing the engineers best source of damage so it can be more accessible isn’t really something I can agree with.
All kits except the grenade kit and med kit are capable of autoattack—you just have to turn it on every time you switch to the kit with ctrl+right click. I doubt they will change the flamethrower’s autoattack in any way.
Err, sorry. It completely slipped my mind that most of my vulnerability is from Steel-Packed Powder, which doesn’t work with flamethrower. You’re most likely right about Precise Sights—my bad.
Levels 1-5ish I was using my pistol a lot. Now I feel like it’s more of a stat stick.
Note, you don’t get stats from your weapons while kits are out, so it’s really just a stick.
I can’t speak for flamethrower builds, but vulnerability from grenade builds is absolutely huge. I typically maintain 15-20 stacks at full spam, which is 15-20% more damage—great solo, even better for groups.
*spoilers* Your Order choice is more important than you think...
in Suggestions
Posted by: Weirwynn.2390
Crafted exotics are purchasable on the trading post just fine. I would consider the appearance of the armor to be the deciding factor myself, not the stats.
You want to know what changes have been made to the game.
There is a concise list of all changes made to the game in the announcements forum.
None of the information in the announcements is anything but announcements.
Ergo, you have to read them if you want to know about them.
I don’t see the problem?
As far as utilizing abilities between classes, is not a bad design if you ask me. There are several elites that are very similar or the same between classes, several classes have utilities that do the exact same thing as well.
Having the same mechanics and being the exact same skill are completely different things. There is no angle in which copying a skill is better for a player or class than creating a new skill with its own style, even if the mechanics are the same.
If some of you guys want something new, then by all means, propose it. But please, stop demanding they change something just for you, because you dislike it. It gets old, reading 10 post of folks explaining how and when they like to use certain abilities, just to see 2-3 elitist ignore it all and state, “this ability is horrible-replace it” or “this ability sucks, change it to such and such.”
It is one thing to discuss an idea or a proposal, but it really gets old seeing a select few ignoring everyone else’s and making blunt demands.
It’s all well and good to say that, but Elixer X is horrible. Even if it were effective, ripping off other classes elites is just bad design for a game where we’re supposed to feel attached to our characters.
There are already customizable armors available from the guild armorer.
They are bad.
I feel any effort in this direction should be towards improving them.
@Weirwynn – I’ve only gotten transmutation stones for city map completion, 3 per city, so that would be 15 at most. Other maps give me random stuff. Head piece I consider optional, shoulder’s not so much, so that’s maybe 3 sets of armor.
Every single map completion gives 3 transmutation stones and 1 mystic coin. This is not random. Additionally, you get two random pieces of equipment and some silver for non-city zones.
The problem is that since engineers are the only class that can use those weapons, ArenaNet would have to devote a ton of resources to make skins for one of the most underpopulated classes. It’s just not worth it to please something like 9% of their playerbase.
Maybe there could be a couple rare skins for the armed kits — Tool Kit, Flamethrower, and Elixir Gun. That would be an okay compromise.
What, you don’t think we should get 10 legendaries for the price of one? Blasphemy!
There are bots by the thousands all over the place
How hard is it to get a report, log in and watch the person for a few minutes.
Assuming “by the thousands” to mean at least 2000, “a few” to be minimally 3 and since these numbers are apparently your own observations, we’ll have to consider the 48 different servers.
48*2000×3/60=4800 man hours, divided by the number of people working on it.
Then when that’s done, they’ll need to handle the bots that logged in since then, most of which are just the same people with a new account.
We of course have no idea what he real numbers are, but whatever the they are, it’s a not-inconsiderable undertaking.
Uh, no
Just no.
If ANet can take action on a player, they might as well just ban them outright. If you’re expecting open world PvP… I have no words.
And again, the anti-farming code is to prevent farming. By everyone. Not just bots.
I can’t agree at all. Becoming so powerful that you can just ignore enemies is one of the silliest trends RPGs ever had the misfortune of ending up saddled with. I was very disappointed when I heard GW2 didn’t use GW1’s system of reaching the level cap early in the game, until I found out about the scaling system (which is still not ideal, but pretends to satisfy levelholics so I can understand)
As it is, traits and 80 gear make me feel too powerful to play with 1-30 friends, and WvW is too skewed. I think the scaling needs to be stronger.
I used to run a full berserker armor set with ruby orbs for this exact build but after some testing with the rampager’s set I could clearly see a difference in some fights.