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When are they Fixing Static Discharge?

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Posted by: Wolf.5816

Wolf.5816

I do see your perspective, However the trade off arguably, is that the Majority of Tool Belt abilities that don’t function properly with Static discharge currently have a “lengthy” animation time and as we know Static Discharge only fires after the skill animation is complete.

So the equivalent exchange here is that All the effective Static discharge skills (Rifle Turret, Utility Goggles ect.) are faster, stronger and on a shorter Cool down but provide no true survivability. Where as the Tool Belt skills that currently do not function with Static Discharge (Super Speed, Big Ol’ Bomb) would provide builds with a slower, less effective, and longer cool down Static discharge while providing more defensive abilities on activation.

Analyzing the possibilities of all the Utilities available and the result wouldn’t be overboard. Example: Sure you could run an Elixir Gun with your static discharge build, but the Tool Belt ability is a valuable stun breaker so you have to make a descision on weather to deal some sustain damage or save to break a potential stun. This example holds true to almost all of the currently “broken” or “non-functioning” Tool Belt Skills.

This why I believe making Static Discharge a fully functional trait would make it intuitive to players in addition to providing a unique play style across all builds. For example I have recently made another “odd ball” build with a very effective hybrid P/P Static Discharge while using the Flame Thrower’s Tool Belt Ability Incediary Ammo in conjunction with Rifle Turrets Surprise Shot and Utility Goggles Analyze to spread burning applications instantly and across multiple opponents. And having constructed this build the way I have, I do a mediocre ammount of power damage in conjunction with a mediocre amount of condition damage. The culmination of this is a build that is very difficult to “hard counter” in addition to a unique play style that is very challenging and very fun to play. Which in my opinion should be a primary focus in game design, but I digress!

Ultimately, I am totally in agreement that balance should always be a priority when reviewing or adjusting Skills/Traits. But this is one that just feels broken, and takes away from the Engineer Profession what would/should have been an innovative trait.

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(edited by Wolf.5816)

When are they Fixing Static Discharge?

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Posted by: Wolf.5816

Wolf.5816

It’s a well known fact that only certain Utility Skills provide Tool Belt abilities that use a target for Static Discharge to properly launch at your desired enemy. As for the other Tool Belt Skills it is impractical if not impossible to use with this trait. The cause being that without a specific few Tool Belt Skill that targets a foe you simply waste your Static Discharge by firing it directly in front of your character. This will cause, in most encounters the effect to simply fly into the ground or into the air.

I’m assuming this is not intended seeing as the designed intent is to fire a Static Shot at your target. Would it not be an easy adjustment to simply allow Static Discharge to launch at your currently targeted foe regardless of your Tool Belt Ability?

So to my point: I was wondering if there was any shared dread on this faulty mechanic or perhaps if there was any news or speculation on if/when this was going to be addressed?
A remedy would make this trait very intuitive and fun when functioning properly, and if this was the intended design for this trait I would legitimately like to know Why?

I am eagerly awaiting the new builds that will spring forward with the addition to this fix, Or any news pertaining to the subject would be grand.

-Thank you.

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Smoke Vent

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Posted by: Wolf.5816

Wolf.5816

To be completely honest, Adding a 1 second long Combo Field:Smoke wouldn’t really be that unreasonable when considering most Kits functionality. Aside from the Air Blast the Flamethrower really has no true defensive utility. The Blind is good for securing stomps and for avoiding highly telegraphed melee skills but will not protect you from a volatile situation like a Gear Shield, Acid Bomb, or Smoke Bomb/Glue bomb. Even the Freeze and Flash grenade provide better defensive utility than the FT due to its excessive range, Area of Effect and it’s ability for simultaneously applying a surprising ammount of damage and condition stacking.

For conversations sake I will say I have played a lot of Engineer. And I have 6 different ones, each with a unique build that changes frequently. I have used every utility/Heal/weapon and ultimate, as most Engineers have. As well as the Flamethrower Kit in a variety of builds. Some built towards power, some built for Condition as well as some gimmicky hybrid builds. This being said I will jump right to my point:

It would actually be a decent change providing Flamethrower with a defensive option, opening this Kit up for several Flamethrower Builds builds that were previously to easily focused or lacked any form of disengage. Without any change to the Flamethrowers overall damage This change would solidify Flamethrower Kits position as a utility Kit. Currently it is regarded as a poor hybrid between a Damage/Condition stacking Kit even with the single Blowback it offers no soft CC so you are still quite vulnerable. That’s why after some thought I think adding a 1 second Combo Field:Smoke would actually be a reasonable change to the Flamethrower Kits effectiveness without being over the top.

Without the aid of Condition removal, or soft CC this can be a risky Kit to take in competitive PvP. Not that this Kit doesnt see its use, but this would only help the viability and usefulness of this kit across all builds. This is of course, just my opinion from my experience. So essentially I would say this would be a good implement.

+1

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Option to Change Turret Pick Up button

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Posted by: Wolf.5816

Wolf.5816

Sounds Good to me, I would eagerly enjoy that change, and it would adjust and streamline the Pick Up/Interact mechanic without any on screen AI clutter.

Perhaps one day.

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What do my fellow Engis think of Tool Kit?

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Posted by: Wolf.5816

Wolf.5816

-quote-
It’s utility is great, I admit its auto attack has no functionality aside from cleaving through clones or whittling away at stealthed thief’s. But every other skill has its purpose, even if it is a mild one for example Box of Nails has decent synergy with Explosive shot when set on a point because of its poor bleed application and Explosive Shots poor bleed application you combine them and almost have a decent condition. The Box of Nails also is fantastic to lay before you Magnet Pull as well as when kiting several pesky foes/pets because this is one of the few fields in the game that has NO effect circle display. So on most terrain enemies won’t even know there’s a crippling bleeding field in front of them making it invaluable for quick escapes.
The tool belt ability, although seemingly less useful in condition heavy builds is a great way to put on Vulnerability onto foes as a means to cover up your more valuable burns and Poisons. It’s unique projectile path enables you to strike enemies who hide behind obstacles and cleave several opponents across uneven grounds, hell it’s even possible to hit enemies who have fallen into a platform completely below you as the Wrench will stay at the lowest point of its flight path dropping off ledges and striking foes beneath.
In conclusion: All in all the Tool Kit is just defensive enough to take while also added a walloping Pry Bar giving it a very moderate position in most builds as like its name suggest.. It just brings vague tools to every fight, how you utilize them in every situation is up to the Engineers. Tool Kit is easily a staple amongst many popular Hot Join/Tourney Builds where versatility is more important than raw damage increases.

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Ideas for new engineer traits

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Posted by: Wolf.5816

Wolf.5816

Hardwired Gadgets -Activating a Gadget reduces the cool down on all Rifle,Pistol and Shield skills by 10%.

Centrifugal Power Motor- Turrets now gain 1 Might every 6 seconds stacking to a maximum of 10

Hallucinogenic Rifle Rounds- Rifles Blunderbuss now applies Confusion in addition to bleeding

Barbed Wire Loaded Rifle- Rifles Net Shot now applies bleeding every second a target remains in Net Shot.

Nitroglycerin based Toxins- Pistols Poison Dart Volley now explodes when it makes contact

Limiter Reduced Revolvers- Deal an additional 2% power damage per pistol equipped for each condition on your targets.

Plasma Tortch Mod- Pistols off hand skill Blowtorch is now unblock able and deals power damage over time in addition to its burning.

Cauterizing Flames- Skills that apply Burning will now deal a single burst of damage to bleeding targets. Damage scales per bleed, removes bleed in the process.

Automatic Adrenal Stimulant- When you lose control of your character you will break the stun and gain Swiftness for 3 seconds. After 3 Seconds you will be Stunned for 1 second.

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(edited by Wolf.5816)

Engineer needs some love

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Posted by: Wolf.5816

Wolf.5816

It’s only certain parts of the Engineer that needs love. Some traits and abilities are over flowing with love, even bloated with it. But others are famished of love, like our Turrets and many gadgets. Turrets need loving too.. They don’t have arms to give you hugs or they would, isn’t it about time we (Anet) gave them a hug?

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Please nerf engineers

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Wolf.5816

The more you instigate this thread the longer it will remain active. There is no discussion here, no debate and no purpose to this post. Just let the child throw its tantrum and be done with it. For it knows nothing of the true world, and has yet to feel the sting of sweat in its eyes after a hard days work.

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Option to Change Turret Pick Up button

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Wolf.5816

Perhaps I was talking about you! Heh, -edited

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Option to Change Turret Pick Up button

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Posted by: Wolf.5816

Wolf.5816

I Often use Turrets (with the trait Accelerant-Packed Turrets) To ensure a rez by planting them on top of my fallen Comrade, then when a foe approaches to stomp I blow them back. But having the same key share a function (Rezzing and Turret Pick Up) I often accidentally pick it up instead of Rezzing as well as occasionally Stomping/Rezzing when I mean to pick up my Turret.

Basically I think it would be excellent if there was an option in the UI to change or separate what button is needed to be pressed to scoop up turrets.

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(edited by Wolf.5816)

Since when?

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Posted by: Wolf.5816

Wolf.5816

When you see a Warrior you do what we do. You run.

But all Matrix references aside, you just focus under their Name Plate for the Boons their receiving, Apply Pressure and kite saving all your longer CD (Gear Shield/Elixir S/Rocket Boots ect) defensive moves until you draw out their Stability/Berserker Stance then you pop your Defensive Skills and literally run and open a gap until they wear off. Turn around and Kill them.

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Elixir H, could it be better?

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Posted by: Wolf.5816

Wolf.5816

Just removing Swiftness from the Random Boon list to normalize the boons a bit would be enough.

Although replacing Swiftness with Vigor would be my belated Christmas wish list.

The Toss is weak as well, either lower the CD a bit or normalize the Boons.

As for the toss, my dream change would be to have toss Elixir H always grant swiftness in addition to another random boon. This would help bring Swiftness to other slower teammates allowing for more group support. While bringing this Toss Elixir H up to par with the very useful Toss Elixir B and Toss Elixir S which are arguably the 2 most useful tosses in the game.

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(edited by Wolf.5816)

What future "Kits" do you want?

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Posted by: Wolf.5816

Wolf.5816

Stim Kit A close range Kit that boasts a wide assortment of Stimulants and other versatile devices used to bolster allies and debilitate enemies.

Skill 1 (chain)
1 Puncture : Attempt to puncture an opponents armor with a Needle causing 2 Vulnerably.
2 Rupture : Attempt to Rupture an opponent causing them to bleed.
3 Viral Shot : Toss a fan of needles in front of you containing a powerful Virus that inflicts Poison for each Needle and deals bonus damage for each condition on you.

Skill 2 Drop Pain-Suppressor Stim : _Drop a Pain-Suppressor Stimulant for you or your Allies that will cause them to ignore effects from conditions for 2 seconds. Enemies that walk over the Stimulant will be Poisoned and Crippled for 4 seconds. _

Skill 3 Transfusion Stim : Attempt to inject a transfusion into your foe at Melee Range. Hitting them copies their current boons and gives them your current conditions.

Skill 4 Hallucinogenic Compound : Release a powerful Hallucinogenic Compound that deals damage and inflicts 1 stack of Confusion Every second for 3 seconds. On the final tick, foes caught in the cloud run in Fear for 1 second.

Skill5 Experimental Stim : _Inject yourself with an Experimental Stimulant granting you Quickness and Swiftness for 3 seconds, after their effect ends you will suffer from Chill and Cripple for 3 seconds.

^
Tool Belt Ability Adrenal Stim : Inject your self with a Adrenaline Stimulant that breaks stuns and grants you Fury for 4 seconds. After 4 Seconds you will be Stunned for 1 second and receive Weakness for 4 seconds.

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[BUG}Perma root from Basilisk venom

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Posted by: Wolf.5816

Wolf.5816

I am unaware of the cause, but I have been rendered immobile as well from some sort of bug. I can’t move or turn, I can attack things in front of me but even after clearing all conditions And blowing stun breakers I still cannot move. In fact the ONLY ways I’ve found to remedy this is to be moved by a source (ex:Rocket Boots or an opponents CC) or to die which usually happens as a result of this.

Doesn’t happen frequently, but I always cringe the dozen of times it has happened to me.

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Flame jet burning per hit

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Posted by: Wolf.5816

Wolf.5816

PERMA BURN IS- ….. Oh wait, that’s actually a very good idea! >looks at Anet.

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Regenerating Mist and Healing Mist

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Posted by: Wolf.5816

Wolf.5816

Elixir Gun is in a great Spot, and it’s tool belt skill Healing Mist is in a great spot.

Healing Turret is in a great spot, It’s Tool belt skill Soothing Mist could use some attention.

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Box of Nails

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Posted by: Wolf.5816

Wolf.5816

I couldn’t complain about reverting Box of Nails back to its original state. I may be speaking out of line, but I doubt any Engineer would oppose that suggestion.. Hehe

Not that this skill doesn’t have its uses, but this and the Auto attack are truly the only skills needing any attention on the Tool Kit in my opinion.

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On Elixir X

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Posted by: Wolf.5816

Wolf.5816

I got it guys, it can replace all our skills with one skill from every profession.

Skill 1-elementalists dagger 1 in fire Attunement Dragons Claw

Skill 2-Thief Sword main hand Infiltrators Strike

Skill 3- Engineers Tool Kits Pry bar

Skill 4- Rangers Axe off hand path of Scars

Skill 5- Guardians Greatsword Binding blade

Locked out of Healing Skills for its duration.

Utility Skill 1- Warriors Berserker Rage

Utility Skill 2- Mesmers Decoy

Utility Skill 3- Necromancers Corrupt Boon.

There… Haha your welcome.

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Regenerating Mist and Healing Mist

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Posted by: Wolf.5816

Wolf.5816

I feel it should be the complete opposite.

Elixir Gun Is already the whole “KIT-and caboodle”. Healing Mists untraited is an instant stun breaker that will give Regeneration to you and allies healing them over 1300 with a 40 second cooldown. Yes Healing Turrets Soothing Mist is only a 25 second cool down and has a mildly larger range but it’s Regeneration is minuscule in comparison and with a cast time. Yes Blast finishers are great and make this skill actually decent but I strongly feel it should at the very least remove 1 condition. As far as I’m concerned Elixir Gun is in a decent position, it’s the other Skills and Abilities that lack the versatility/condition removal of the Elixir Gun.

Giving Our Soothing Mist the ability to remove 1 condition would be a reasonable way to open up builds that don’t want to be forced into Elixir Gun. Not that I don’t love the Kit I’m just trying to push for more diversity through minor changes ect.

Naturally I would say, just make Soothing Mist instant as well and we can call it even but having spent a noteworthy amount of time as an Engineer this change would be…. Very powerful. But that being said, pretty much all Turret tool belt skills could use some help, they should either be re-designed to keep the engineer alive while the turrets are on CD or their mechanic should be changed to allow the skills to be usable while the turrets are active and relocate detonate.

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(edited by Wolf.5816)

The Ken Document

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Posted by: Wolf.5816

Wolf.5816

I don’t particularly like the change to the Engineers Utility Goggles tool belt skill Analyze. This is my personal opinion however and I do agree with the majority of the other changes across the board! But Analyze’s instant cast time and short cool down is what makes it so charming.

I feel Analyze should at least inflict weakness onto your target, or perhaps remove Protection from the target, and if the target doesn’t have Protection it could apply the 10 Vulnerability/Weakness.

I am an Engineer, although I have played all professions in depth just to understand them I feel I don’t have a place to speak about the others. But I don’t have any problems with Thief’s for the most part. Although a Reveal would be a powerful asset against Mesmers and Rangers as well as other Engineers I feel that Thief’s have a difficult time surviving currently and making the Reveal mechanic easily accessible to more and more professions may hurt a profession that so heavily relies on it.

That being said, Pertaining to the actual Utility skill: Utility Goggles I strongly think that if nothing else activating your Utility Skill should remove Stability from your target with a 1,200 range. This would be (I feel) and innovative change because currently 40 seconds is a steep price to pay for a simple Stun break and short Blind immunity. When options such as the Elixir Gun can bring everything the Utility Goggles can bring and about 14 other things as well. My point is that giving Utility Goggles the ability to boon hate Stability means you have an interesting and fun choice when in battle! (Ex: Do I wait for this warrior to pop stability thus using my stun breaker offensively, or break his hammers stun so he doesn’t half my health in a full stun combo OR I could gamble and wait for him to stun me again while he has stability and launch a counter attack.) This, to me is a fun mechanic that at the very least should exist in some form.

Anywho, nice list mate.

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What future "Kits" do you want?

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Posted by: Wolf.5816

Wolf.5816

Demolition Kit
A Device Kit equipped with a variety of charges and tactical explosives to help remove obstacles or level other threats that stand in the way.

Skill 1: Shield Pound- Bludgeon foes with your Blast Shield crippling them while granting you protection.

Damage:280
Radius: 120
Cripple duration: 2 second
Protection duration: 1 second
Cast time: 1/2 seconds

Skill 2: Flammable Residue- Disperse a layer of Highly combustible residue on the floor that detonates when walked over by anyone with the Burning condition, Causing Blind and Burning to nearby foes when triggered.

Flammable Residue Damage:0
Residue radius: 240
Residue Duration: 4 seconds.
Explosion Damage:450
Explosion radius: 330
Burning duration: 4 seconds
Blind duration: 2 seconds
Cast time: 1 1/2 seconds
Cool down:15 seconds

Skill 3:Sticky Charge- Manually Stick an explosive charge onto an opponent that will detonate after a delay causing Bleeding and Cripple to targets caught in the explosion.

Explosion Damage:350
range: 120
Bleed duration: 3 stacks for 3 second
Cripple Duration: 5 seconds
Cast time: 1/2 seconds
Delay: 4 seconds
Cool down:15 seconds
Combo Finisher: Blast

Skill 4:Toss TNT- Light the fuse on a stick of TNT which explodes after a short delay knocking back enemies and burns them while removing Stability. Ending the channel will toss the dynamite in front of you holding it will cause it to detonate knocking you back and inflict Burning on yourself.

Explosion Damage:467
Explosion radius: 140
Channel time: 2 seconds
Knock Back:340
Note: Removes Stability
Burn Duration: 3 seconds
Self Knock Back:250
Self Burning Duration: 3 seconds
Cool down:18 seconds

Skill 5: Extinguisher- Spray a cooling foam in a cone in front of you that Chills enemies and removes Burning from yourself and Allies every second.

Damage:0
radius: 300 Cone
Chill duration: 1 second
Channel time: 2 seconds
Hits: (5x)
Cool down:12 seconds

Tool Belt Ability: Nitroglycerin Harness- Expose stored Nitroglycerin that detonates if stunned or knocked down during its duration. If triggered Dazing and causing weakness to nearby foes and grants you brief stability.

Nitroglycerin Harness effect duration: 4 seconds
Explosion Damage:360
Explosion radius: 160
Weakness duration: 4 seconds
Cast time: 0 seconds (instant)
Daze duration:1 second
Stability Duration: 1/2 second
Cool down: 40 seconds

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Engineer not finished class

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Posted by: Wolf.5816

Wolf.5816

Sure Gadgets have gone through quite a love drought, And turrets still preform very poorly even after several updates but I love the Engineer. I have 6 Engineers and I have actually gotten to the point where I make “joke” builds using the underused/ineffective Utility skills ect just to handy cap myself so I can have even more fun pushing this profession to the limits.

Although I have a few 80’s this opinion comes exclusively from a sPvP viewpoint. I haven’t left the Mists in a year. And besides, it’s my experience as long as you are aware of the other professions mechanics you can literally just stick to the basic/standard Tourney Engineer builds and be a viable asset to any team just by stacking Might and throwing Grenades mindlessly near a Red Name, It’s pretty simple and effective really. And fun until the carpel tunnel sets in..

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5 things you'd like to see next patch.

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Posted by: Wolf.5816

Wolf.5816

1)New Utility Skills.
2)New weapons.
3)New Traits.
4)New Weapon Skins available across all modes.
5)New Utility Skills.

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Add 1v1 Dueling

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Wolf.5816

I would actually step into PvE if there was a dueling mechanic. But even with/without a search function It always appeared that there was more in favor for Dueling, most of the players who didn’t want it were only afraid of griefing.. A problem with an already discussed solution. But I’m not saying it would be the end all beat all best thing for the PvE world, it’s just my personal opinion that I would positively love a dueling mechanic. (Outside of WvW and sPvP not that there IS a mechanic in those either.)

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Why no Intoxication effect?

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Posted by: Wolf.5816

Wolf.5816

Your getting warmer. Perhaps if you came to with a Debuff “Drilled” I would allow it, but at this point I’d even take a loopy walk pattern at least something that other players could see from afar and know that “Hey.. That person has been drinking.”

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Condition Immunity Skills/Traits

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Wolf.5816

I think we should all have Damage Immunity! …..oh wait.

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6 things I learned from reading the Forums.

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Wolf.5816

I play Engineer. I love Skyhammer.

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On Elixir X

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Wolf.5816

I always liked copying other classes. Mimicking is a great tactic to use against an opponent, I wish using Elixir X just gave you a random Ultimate from the entire list. Lower Elixir X’s Cooldown and That would be fun and a balanced way to make this Ultimate more appealing than Supply Crate. Because you would have the potential to get an incredibly powerful Ultimate like Thief’s Guild or Moa Form on an engineer would be potent for sure but you also have the chance to get detrimental Ultimates as well.

I know this is not the fix any Engineer is looking for, and honestly I wouldn’t so much consider this a fix by normal standards but it would definitely make Elixir X much more fun, Without ultimately changing its mechanic.

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toolkit hate or love

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Posted by: Wolf.5816

Wolf.5816

It’s utility is great, I admit its auto attack has no functionality aside from cleaving through clones or whittling away at stealthed thief’s. But every other skill has its purpose, even if it is a mild one for example Box of Nails has decent synergy with Explosive shot when set on a point because of its poor bleed application and Explosive Shots poor bleed application you combine them and almost have a decent condition. The Box of Nails also is fantastic to lay before you Magnet Pull as well as when kiting several pesky foes/pets because this is one of the few fields in the game that has NO effect circle display. So on most terrain enemies won’t even know there’s a crippling bleeding field in front of them making it invaluable for quick escapes.

The tool belt ability, although seemingly less useful in condition heavy builds is a great way to put on Vulnerability onto foes as a means to cover up your more valuable burns and Poisons. It’s unique projectile path enables you to strike enemies who hide behind obstacles and cleave several opponents across uneven grounds, hell it’s even possible to hit enemies who have fallen into a platform completely below you as the Wrench will stay at the lowest point of its flight path dropping off ledges and striking foes beneath.

In conclusion: All in all the Tool Kit is just defensive enough to take while also added a walloping Pry Bar giving it a very moderate position in most builds as like its name suggest.. It just brings vague tools to every fight, how you utilize them in every situation is up to the Engineers. Tool Kit is easily a staple amongst many popular Hot Join/Tourney Builds where versatility is more important than raw damage increases.

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Why no Intoxication effect?

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Wolf.5816

It’s a start….

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Why no Intoxication effect?

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Wolf.5816

I wish there was some kind of effect that would happen if you consumed excess alcoholic beverages. Blurry screen, unpredictable movement, uncontrollable hiccups ect.

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Open world Duels [Merged]

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Wolf.5816

Open world PvP Dueling Please.

The pro’s far outweigh the cons and without a penalty to the losers (no durability loss, no spawn toll ect) It would be very appealing for players who are skeptical to PvP and would therefor reduce the gap between sPvP and PvE, bridging both core player bases together at their own pace.

There’s really no disputing it would be fun

People who are truly that afraid/effected by griefing really shouldn’t be playing a MMO anyways. Because it will always exist across all forms in social games. My advice: Grow some thick skin and just laugh them off.

Dueling has got to come~ and when it does, I will finally step into PvE.

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Gadget Trait Brainstorm

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Posted by: Wolf.5816

Wolf.5816

So that builds without Rocket Boots could still have readily available soft CC removal. I didn’t like to think of everyone being forced into taking Rocket Boots when they may want to try out other builds.

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(edited by Wolf.5816)

Gadget Trait Brainstorm

in Engineer

Posted by: Wolf.5816

Wolf.5816

-Static Gadgets:Activating a Gadget fires a bouncing static bolt at your current target.

-Hardwired Gadgets: Activating a Gadget reduces the current cooldowns on all Rifle, Pistol and Shield Weapon skills by 10%.

-Internal Gadget Charger: Deal 5% increased Damage while a Gadget is on Cooldown.

-Inventors ingenuity: Activating a Gadget removes all Cripple, Chill, or Immobilize.

-Limiter Removal : Activating a Gadget has a random chance to cause an explosion that knocks back nearby foes and inflicts 3 seconds of Burning.

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Can we dream about Turret buff ?

in Engineer

Posted by: Wolf.5816

Wolf.5816

I always wanted to have the ability to pick up my turret and run it into a crowd and detonating it with the trait Accelerant-Packed Turrets. You could essentially be a mad bomber, this could create pressure in a fight when you see an insane Engineer sprinting towards you holding his Healing Turret! You know you got to have a dodge roll, stability or just play the tag game. Would be super fun!

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Can we dream about Turret buff ?

in Engineer

Posted by: Wolf.5816

Wolf.5816

I don’t feel Turrets that have a reasonable range should have increased life. However Turrets that have a minimal attack range should. And the Cool Downs on all turrets should be reduced again.

Additionally, This has been mentioned before but I would completely love a rework of the pick up mechanic.

For example:
Walking near your deployed Turret and pressing the interact key would give you a 3/4 second cast where you would physically pick up and carry your turret, like an environmental object. Replacing your weapon Skills with a single skill: Fire.

This would allow you to fire your turret like an environmental weapon with a reasonable attack speed/Rate but would now be controllable. Your Tool Belt skill would remain as Detonate and your Utility Skill would remain as Overcharge Turret which, when activated would cause your shots to be Overcharged for its duration/ammo. Additionally While being held your Turret cannot be harmed.

With this change There could be a whole smorgasbord of innovative traits and combos that could be utilized! if this was implemented.

For Example:
-A trait to slowly repair the turret being held, or where 50% of damage you take is divided amongst your turret that is being held.

-Or Detonating a Turret while holding it will cause Burning to nearby enemies.

-As well as some nice synergy with the existing trait Deployable Turrets perhaps something along the lines of: When turrets are thrown they daze nearby targets for 1second where they land. Turrets can also be thrown again when picked up.

Innovative changes like these would make the game more involving as opposed to just simple number tweaking. Even though adjusting statistics is the easier approach to making Turrets more viable i feel focusing on making professions and their mechanics feel unique will lead to a much more fun/gratifying experience which I always considered To be/should be a games primary objective. This is of course, just my opinion.

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First Impressions-Engy Heal Poll

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Posted by: Wolf.5816

Wolf.5816

It doesn’t feel well designed. No condition removal, limited trait synergy. Impractical cool down. Just a poor skill made even worse by it’s far superiors alternatives.

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How do you use A.E.D?

in Engineer

Posted by: Wolf.5816

Wolf.5816

Bad skill design, impractical to take over the synergistic uses of Elixir H and the sheer versatility and condition removal of Healing Turret. Tried it many times across all my builds in sPvP hated its functionality. Won’t use. :/

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The Heart of the Mist free for all

in PvP

Posted by: Wolf.5816

Wolf.5816

Would be interesting to set your self to Hostile or Passive while out of combat. Hostile players could only engage hostile players and all players who enter the Mists are Passive by Default. Food for thought, and would certainly kill some time between Tournaments.

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Nerf coated bullets

in Engineer

Posted by: Wolf.5816

Wolf.5816

I know this is completely counter intuitive for a Pistol/Pistol build but I wish there was options to make a viable power based build/condition with all three weapon sets considering how we have such a limited amount. As well as such a large requirement to take a Kit in order to be a functional sPvP professions. I just wish we had more freedom and feel this could be done with traits like Modified Ammunition that could give a Large boost to power based damage but perhaps remove the rifle portion of the trait. As well as adding traits that would give Rifle more access to conditions for those that want it.

Like: Blunderbuss adds 5 Stacks of Confusion at minimum distance with “hallucinogenic Rounds” and “Barbed Wire nets”: Net shot now adds 2 stacks of bleeding per second. Ect..

I would just love to see/fight the strange builds, and creative techniques people would invent if they had more freedom.

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HELP!? more passive skills KILLING THE GAME

in PvP

Posted by: Wolf.5816

Wolf.5816

No one has seen the heal values or Cooldown times. No one has used them, how about we just take a few deep breaths for the next 6 days and relax. If it doesn’t work it will be changed.

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New heal skill

in Engineer

Posted by: Wolf.5816

Wolf.5816

I feel there’s a lot of confusion pertaining to this skill, this isn’t an activated Heal, it will simply heal you automatically when your health drops to 1% either via condition or attack. Essentially you -will- not be able to be stopped when it procs. That is, if this is the actual skill being granted to us on December 10th.

So consider it a watered down Warriors Healing Signet that instantly activates putting itself on Cooldown when your health reaches 1%.

As long as it is off Cooldown, you -cannot- die.

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Greatsword Guardian Build?

in Guardian

Posted by: Wolf.5816

Wolf.5816

Thank you two for the Quick Response and help, I will give it another try with with this alternative build. Thanks again!

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Greatsword Guardian Build?

in Guardian

Posted by: Wolf.5816

Wolf.5816

Was just wondering about any Greatsword Guardian builds strictly for sPvP.

Particularly curious about any synergistic Traits and/or Utilities. Meditations seem to bring a lot of utility but my experience is limited and was wondering what Current Guardians are using. For the alternative weapon it seems Mace Shield is the most Versatile to compliment the Greatsword while staff brings some utility it appears to be more of a support utility weapon. Once again just wondering what are experienced guardians finding to be more applicable when using a Greatsword.

I like to play aggressively, and detest bunkering.

Any help/tips would be greatly appreciated.

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Disappointed with roadmap. Anet please read

in PvP

Posted by: Wolf.5816

Wolf.5816

All change is met with discomfort, Personally I think they could have just said they were going to implement new healing skills for all professions and I would have been satisfied. For if these heals effects are innovative they may very well change the current PvP food chain, something I’ve been craving for a long time! There are some things I disagree with-namely I feel having to leave the Mists to get anything for PvP is counter intuitive. But all in all I think some change is good and besides.. PvP feels to me like its in the spotlight for once, and PvE is sitting back and enjoying the show. This is something else that is refreshing I just hope new traits and utilities will follow closely and then new weapons for the not to distant future.

This Game may not be in “Beta” anymore but it is and will always be changing and not just it’s living world. MMORPG’s are a different breed of game as I’m sure all of you know. By all means we should express our opinions because I learn something new about an implementation that I had never considered because of someone else’s perspective on it but there is an awful lot of negativity. But I digress! I’m just glad PvP is getting attention from the Developers and as a result it’s getting a lot of attention from very intelligent Players.

All in all, a good thing has happened there’s just a lot of things happening and it’s effecting a lot of different people in a lot of different ways. Im excited by the chaos.

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Utility Goggles concept.

in Engineer

Posted by: Wolf.5816

Wolf.5816

So what could be changed without making it op? For me, I would like a short duration of negative cc duration. I’m talking like, 3 seconds of -33% duration to immob, stun, knockdown, etc.

This would be an excellent suggestion for Slick Shoes tool belt ability, for the Super speed is great in that it is a stun breaker but this would make it an excellent competitor to the supremacy of Kits. Giving its activation multiple purposes, it could then be used to kite or to chase down runners or to break stuns and open up distance and with your suggestion now it can be a way to mitigate soft CC like cripple Chill and Immobilize. It sounds like too much at first glance but seeing as you can really only potentially monopolize one effect or the other I feel it’s would be a reasonable change when looking at the other potential utilities for example Elixir Gun which currently has all the above mentions on less of a cool down while also giving mobility, healing, condi removal, and both forms of damage.

But I digress, I still feel Utility Goggles would need to have some related effect that makes it a unique utility to chose over others. Hence my original opinion that it should remove stability from your target, but I could also see instead having your next attacks for X seconds be unblockable. Though this isn’t what I feel is particularly needed it would make for a unique and topical effect.. Although what I feel IS needed, even if maybe not particularly for Engineers is the ability to have an attack that is telegraphed but is unstoppable. By this I mean if it strikes the target in a linear fashion they will get hit, regardless of blocks, Evades, distortions ect.

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CDI Topic: Rewards in PvP

in CDI

Posted by: Wolf.5816

Wolf.5816

Also in this update, the Skills and Balance team will introduce new healing skills to the game. To acquire new skills, in both PvP and PvE, players will need to spend skill points to unlock them. Unlocking the skill unlocks it for all parts of the game. Going forward newly added skills will require skill points. Existing skills will remain unlocked for PvP.

by the way i forgot to comment on this.

sPvP characters should have all skills unlocked.

only PvE characters need to unlock skills manually.

This is my sentiments exactly. PvP needs to remain seamless, over complicating anything more will only confuse new players and deter existing ones from trying PvP. You shouldn’t have to do Anything in PvE in order to accomplish something in PvP. Period.

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New Heal Speculation? #hype

in PvP

Posted by: Wolf.5816

Wolf.5816

I was thinking for Engineers it would be some kind of Difibulator Gadget. Perhaps something along the lines of:

Heal: for X amount
Cast time:Instant
Effect:1 second self knock down, cures cripple chill and immobilize.

Tool Belt could be something along the lines of:

Cast time:1/4 second
Effect: electrical 1 second long small 60 range around yourself AOE Daze for 1 second.
Also grants 1 second of haste to allies withit the radius.
Cooldown:30 seconds

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P/P build

in Engineer

Posted by: Wolf.5816

Wolf.5816

Hah, if your talking PvP then not particularly. I have had some moderate success with a strait condition P/P with night mare runes as well as Healing turret+accelerant packed turrets and for utilities Tool Kit/Net Turret/Rocket Boots. although the success I have with this build is less from the build itself as it is just knowing Engineer mechanics.

Magnet Pull>Overcharged Net Turret>Prybar>Blowtortch>Static Shot>Detonate Net turret for knock back>Start unloading full Dart Volley.

and if your truly sassy run up and instantly detonate your healing turret to buy some time for your conditions to tick. Don’t forget about Net Turrets Tool Belt skill, although I like to use it as a fail safe considering it can be fired from any direction at your opponents making kiting seamless with Rocket Boots. The above is the award winning wombo combo I made that’s impossible to mitigate once successfully pulled. It’s a cheese Build.. But P/P is a very bad weapon choice currently as it provides almost No protection due to Glue Shot painfully slow projectile speed and lackluster effect being your only defensive option, and in this build aside from Gear Shield Hence all the CC.. Oh, and don’t get Stunned.

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Nerd Getting Beat Up By Thugs

in Engineer

Posted by: Wolf.5816

Wolf.5816

Accelerant packed turrets is going to be your answer down the Explosives trait line and a great way to shut down Thief’s. Particularly if you feel that Thief’s are that much of a problem. Simply lay the turret and stand on it, when they open detonate and don’t move simply fire your Net Shot/Glue Shot. You will swivel around and fire at their direction. Or if you have a shield you could try and glue bomb them although it will be unlikely to catch a good thief in those few seconds and may be more practical to simple gain distance. But regardless, you will have at least disoriented their burst and once a thief looses their momentum they run around like scared little rodents that they are. Knowing that most Thief’s have a 3-4 second window in stealth is your insurance and never be afraid. Most players panic at a Thief’s burst, I love Thief’s because they make gap closing easy and do all the work for me!

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