I would hold off on getting a legendary for the engi. Maybe find an alt you like then once you have them 80 and got a build you really like, get the legendary for them instead.
but if you HAVE to have one for the engi, pick the rifle, I cant tell you how much i hate the pistol skills. While the shield skills are great, it doesnt make up for how bad the main hand pistol is. SOOO much hate for them.
I found alot of skills to be poorly balanced. Usually between the elements. Like compare Impale to the other 3 elemental auto attacks of the main hand dagger, its pathetic.
I’m really not a fan of the current set up where fire is almost always the damage dealing element and water, earth, and air gets just 1 or 2 good skills and the rest are basically crap.
And I really hate the skills that are only there to add a condition, Like Blinding Flash that ONLY adds blind nothing else, not even damage. Or Frozen Burst that chills with very low damage. Yet fire gets high direct damage often coupled with a burn on most of its skills.
But what do I know, I deleted my pyromanc.. I mean elem at lvl 20 because I just hated the way the class was built.
Engineers have been asking for racial turret skins (mainly asura engis) as well as legendary skins for the kits, seeing as engis have a kit out most of the time.
These kind of things would really give more personality to the classes.
Its infinite because the code did not enforce a limit.
While you may be limited on the distance you can travel in the time allotted the game didnt care. So therefore it was infinite range.
Iv never played a human (why would you?) but the hounds only last 30 seconds.
I have played Charr and the warband summon (2 more charr) for 30 sec is pretty lame.
I assume they are for burst damage.
The sylvari hound lasts for 60sec and can tank great, it almost never dies. It also has a short 180 sec cooldown.
Its a great solo mesmer skill, I would dare say the best racial elite of them all.
If only glue shot worked like that then maybe I would consider actualing using a pistol. I wont of corse the rest of the skills are super bad, but you get my point.
I would not be surprised of none of these bug fixes actually worked.
Where going to have to go through and test each one to make sure, seeing as at least 1 has already been proven still broken, and add busted mine to the list of bugs.
I would use it more if the throw mine effect was a knockdown rather than a launch.
Why’s that? Launch is awesome!
Indeed, with Net+ throw mine you can knock the enemy in any direction you want.
reads patch notes from top to bottem WvW chests… rest is meh.
Just to clear this up, the “Lock the heavys” part is a joke to make a point.
The second part about having a class promotion week is half legit.
Anet has shown they don’t know how to balance, so expecting that to happen is a pipe dream, but they LOVE temp content. So a week long event that encourages people to play with classes they normally don’t is 100x more likely to happen. Even if its just as dumb as locking out classes from being played.
There is a clear bias for heavy classes and something needs to be done about it. Yah, we all know it already, but just waiting around hoping they will change doesnt do any thing. making topics about it, even if theres already been hundreds of other topics saying the same thing shows that the player base still wants a change to happen and that we haven’t just accepted it “being the way it is”.
Lets have some kind of event that prevents people from using heavy classes, warrior and guardian. Like some wizard put a mass sleep spell on all of them or something. Just for a week or so.
That way people will be forced to take other classes into dungeons and fractals.
And maybe, JUST MAYBE, by the end of that week everyone will see that you dont need to make your group entirely out of heavies (and the stray mesmer) to complete dungeons and fractals.
A more realistic approach would be Class Promotion week where the entire group will get a bonus for having that class in the group.
Tho I would prefer just locking the heavies for a week. =þ
I just want to point out that that the PvP kinda gives you an alternate ver of your self, and this PvP ‘you’ is level 80, with all skills unlocked and can only use PvP gear you get there.
Gear there doesnt come with stats, instead you get an amulet that has some heavy stats on it and your pick of runes. So you cant recreate your build exactly as you would in PvE/WvW.
But it does a pretty good job nonetheless.
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Until your level 80 or about to it, your build really doesnt matter. You can respec your traits at the trainer for pretty cheap, so feel free to change it up.
I jumped to the mist grabbed the 2 sigils, and tested them, and Air hits harder than Fire, but not by much.
Fire wakittenting for 500-600, and Air wakittenting for 600-700
There where just some quick tests, Fire almost alwaykitten around 550 and Air almost alwaykitten around 630.
Edit: stupid filter, the words “Always” and “Hit” isnt code for some bad word.
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The Torch is very necro fitting. I was surprised it wasn’t an option. Necros always have their lair in deep dark dungeons.
And a green flame would be my pick, if at least to separate it from the black smog of DS.
ugh, that seer set looks horrible. Most mesmers I see are Sylvari and use cultural armor.
I like the kodan armor my self with the necro mask for glowing eyes.
1. More hp/defence on turrets.
2. Change pistol 1-5 skills to not be so worthless/stupid
3. Replace elixirs with something an ENGINEER would use.
Nice post, I can easily see all these changes being added. Mainly because I think some of them are still a little too weak. Which is a good thing, you balance little steps at a time, if you take large steps you just end up overshooting the mark (which is almost always the case when nerfs come around).
Healing Turret, Still needs to be changed so having it deployed is a better option than Placing It→Overcharge→Pickup/Denote. There going to have to break down and change it from adding regen to direct healing pulses that adds regen on overcharge. That way the combination of the overcharge’s regen and the turrets pulses will be enough that you want to keep it deployed.
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Iv started playing a ranger, and iv notice that my pet will always go after the target im attacking, even if I change targets while the first is still alive, the pet will immediately change to my new target . Unless I order it to attack a target then it will stay on that target until it dies.
Our turrets should always try to do the same, attack what we are attacking unless they are unable.
Devil’s Advocate Mode: I have to assume anet tried this already and it causes problems, most likely the turrets going idle until our target comes within range even if other targets are within range.
Its really simple, The pistol offhand is complete crap (Not a fan of pistol main hand either) so that alone makes it the only option.
But the projectile relfect + aoe knockback and the block/stun + throw daze (often double daze) come one, its great.
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I wouldnt mind them changing his armor set to heavy, hes a close to mid range class any way, I mean the kittening warrior has long ranged attacks, much longer ranged (and harder hitting) than the engi and he gets heavy armor.
Dont bother with having the armor be heavy but look med, just change it to heavy armor and give us 6 transmutation crystals, we will rebuild our styled accordingly. Grenth knows the heavy armor looks 100x better than any of the med stuff any way.
Just make sure that the goggle skins get changed to heavy armor, seeing as they are one of the starting flair you get to pick from im sure they will.
The engi (being designed the way he is) not having heavy armor makes as much sense as the warrior having the best ranged skills (which he does).
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I’m all for more weapon options, tho I would much rather they redesign the rifle to be more ranged and the pistols to not be such kitten then the hammer and mace can be for the close ranged skills.
Ya know.. moving the Tool Kit to a real weapon would free up a utility allowing a pure turret build with the option to also repair them, (I assume by the time an exp comes out the turrets would have gotten a major hp/defence buff so they can actually survive long enough to use, in turn making repairing a turret have a point.) Maybe even make it so hitting a turret with the wrench reset that stupid turret duration they added.
Thinking of ways to fix anets kittenups is fun. Shame all of it is for not.
Really? Iv never noticed that. You sure thats not just some rumor that holds no bases what so ever?
The Necromancer. Rework him from the ground up, and this time Focus on the idea that that your making a NECROMANCER class.
You keep saying things like “Turrets are not pets” and “Turrets are utilities” Could you maybe explain what you think these words mean and why you think they are mutually exclusive?
Really seems like your arguing over semantics.
Iv had this issue since the Molten Weapon Factory first opened, possibly before that.
Most noticeable with the ranger’s Long bow skill “Point Blank Shot”.
The target (NPC) ikitten with Knock back and it knocks them back as it should, but the instant they stand up they appear back at the original location often attacking.
This doesnt happen everytime, but it happens often enough thakittens a problem.
Whether they can move or not does not determine if they are NPCs, its whether they are an entity or not. From there you can add tags such as structure that come with a set of rules that determines how it functions.
so the structure tag for example would make it immune to crits and having dots applied to it. Another tag might be “useable” this would be part of say the elite motor or the other siege weapons.
While NPC is usually associated with an entity that appears “alive” such as a villager or a firefly it actually covers just about anything that is an entity. For example, if there are boulders that you have to destroy to clear a cave entrance, them boulders are NPCs. Thoes resource nodes that you chop/mine/gather are NPCs.
That tower you just climbed to get that vista point, not an NPC but the vista is.
They are a utility that offer no utility? how useful.
Also a “pet” is any NPC that works for the character. be it the hunter’s pet, the necros minions, the engi’s turrets, the memser’s illusions, the elems elementals, the guardians spirit weapons or any other summon of any other skill. If it creates a NPC that is considered part of the player’s character it is a “pet”. Be the “pet’s” purpose to remove boons/conditions like the mesmer’s disenchanter or just deal damage like the engi’s rifle turret. It doesnt matter if its perma like the necro’s minions or very short lived like the guardian’s spirit weapons. So lets get that clear right now.
I have to point out that the power of a utility differs from class to class.
The utility skills on the warrior for example are mainly there for support and utility. But none are really for damage or to be the main focus of the class.
But the engineer’s utilitys are his main focus, which is pretty obvious with Kits being a staple of the class.
Its possible to make a build that focuses on your weapon skills, but every one knows a large part of the engi’s power is them using kits as there main weapon which DING DING, are utilities.
Just. Like. Turrets.
Can equiping the Great Axe replace DS with something useful and fun? because that would be great.
It would be broken if it compounded any other way, because it would essentially be a near exponential damage growth curve if it was done the implied way. The current way makes it very balanced. If you trait into it, it’s still better to shatter with 3 than with 1, of course.
Unless you have 3 out, and 2 die before they reach the target causing you to do less damage with 1 than you would have done if you simply shattered with 1 to start with.
But how often does that happen?
The mesmer did things right that others can learn from in way of “pets” and how to summon them.
Both the engi and necro must use up all of there utility slots to be a “pet” build be it minions or turrets. where as the mesmer has it as part of there weapon skills. I think there are only 2 phantom skills in the utility and neither of them focus on dealing damage, they are both utility (what utility “pets” in the utility skills?). Even the utility skills that create Clones still have the utility of stun breaks and invisibility.
It helps that the mesmer’s class mechanic is its “pets” where as both the necro and engi suffer from the devs trying to be “creative” with the class. DS is a fail, was from the start, but our ToolBelt might beable to work if its managed a little differently.
I’m not sure exactly how to do it, but we need some utilitys added to our turrets, we need stun breaks and the like.
What if:
Cooldown starts on deployment
Detonate Turret skill removed
My first thought was to replace all the turret’s toolbelt skills and have them always accessible whether the turret is deployed or not, but I know people who use that static discharge would be upset if they removed the toolbelt skill of the rifle turret: belt shot.
So instead have the utility toolbelt skill appear once the turret is deployed, after all the main point of a turret is to deploy it.
I dont hate him, and I dont think he stole the spotlight, mainly because I dont feel like there was any spotlight to be stolen. The Personal Story kinda whimpered out.
Besides he was more of an adviser than hero.
Every time someone uses the word ‘different’ just replace it with ‘worse’.
ex: Afya: "Just play it and don’t expect the same from GW1. It’s miles worse. Hope you’ll like it tho.
Jokes aside, if you want to play like a minion master(which is probably why you picked Necro to start with) you will be very disappointed. Even if you ignore any AI problems the mere fact you must give up so much utility to even have minions is a big problem. Then you have just stupid issues like your Flesh Golem elite not being able to be used underwater, therefor he instant dies when you touch water. Then your other 2 elites kill all your minions on activation pretty much punishing you for using them in the first place. And lets not forget the no OOC healing, that forces you to either go into combat with damaged minions or making you switch skills off of minions then back to be allowed to resummon them.
All in all, a VERY poorly designed class. Maybe thats not accurate. The class isnt poorly designed. Its skills, traits and class mechanic where just poorly designed.
I too came into GW2 expecting the necro to be like the GW1 necro.
I would love to see skill2 replaced with a kill shot. Maybe have it be one of them ‘hold to charge’ skills and the longer you hold the more damage it does, or give it tiers, tier 1 is just damage, tier 2 adds cripple, tier 3 add immobilize. Something like that would be neat and different.
How would everyone feel if they switched Temporal Curtain and Veil?
Not saying they should do it, just a “what if” kind of thing. How would it impact you?
I assume its “shag” thats being blocked.
Not sure how I feel about censoring in MMOs. On one hand I dont want to see people named stupid and crud things. On the other hand you cant censor live interaction so its probably best just to embrace it.
If your not old enough to be allowed to swear you probably shouldnt be chatting with strangers online, even if its in an game.
Iv not used that skill in so long, surely the pistols arnt still aiming to the sky.
I went back to engineer lately having forgot why i left it int he first place until i start using kits.. Since the first month the game was out we’ve been screaming
take away the annoying boyscout back packs plz .
Can’t take this class seriously i feel like that gadget guy from the goonies =_=/..
his name was Data and you should notice that some of your gadget powers are indeed based off his gadgets. Like Slick Shoes and the Personal Battering ram (that was originally a boxing glove just like Data’s).
The backpacks dont bother me at all, but they do bother others. And with the increase of back items such as the karka shell, jetpack and quaggan dolls. Having not only our weapon being replaced but our back as well its becoming a major problem.
Iv played a couple of sylvari characters though different story line and never have I seen anu confirmation that the fern hounds are created by the pale tree or not.
The wiki says they are but doesn’t give its source. So any one have any dialog that at least hints at it?
maybe they are just another plant creature like the oakhearts.
Also, any information on the summoned husks the nightmare has. Where are they from?
Iv never seen any one get kicked because of there class, tho I try to avoid group content as much as possible. I have had people leave because we weren’t all heavy classes, but never has anyone been kicked.
I for one dont care what your build is as long as I dont have to keep rezzing you.
Speaking of, zerker warriors are the only “class” I might consider kicking. These fks always seem to have such a high opinion of themselves then blame the group because they go down so easly.
I dont use cookie cutter builds and frankly I look down on any one that does.
the engineer should be renamed to ‘alchemist’ to live up to his true role as a silly elixir drinker
Its like they mixed an engineer, an alchemist and a demolitions expert into the same class and figured they could get by with just calling it an engineer despite 2/3 of his abilities not being engineer related at all.
I shelved my necro and only use him for crafting or if I really need dungeon tokens any other other characters have already got there dailys.
I pretty much leveled him exclusively on crafting because the necro gameplay is so bad and unfun, it was intolerable.
But things I love… Hmm…
1. I love the name Necromancer and everything it implies even if none of it was added into the game.
2. I like how the size of the skeleton hands of Grasping Dead are proportionate to the size of the targets cause you to get some really large arms reaching up, thats funny.
Thats all I got, its really hard to make a list without being sarcastic.
I disagree. I agree with the OP.
You both disagree and agree with the OP? very interesting stance.
I both agree and agree with the OP.
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Neat and creative idea. Only one game to my knowledge has ever done this and I cant remember it for the life of me. Tabula rasa maybe, or hellgate london? Bah I cant remember!!
Its nice that people are coming up with traits and stuff that arnt just +defence or -90% damage from aoe skills.
The sylvari fern hound elite is great when soloing with the mesmer. It last 60sec (which is double every other summon any other race gets) and has a short cooldown of 180. (most others are 240)
While that alone is great, stat wise its very useful. Alot of summons, both class and race, suffer for kitten poor stats that make them not even worth the casting time. But not the fern hound, its very healthy and will almost always live the entire 60sec.
After using it alot on my mesmer I tried using my warband summon on my charr engi seeing as supply drop is my only real option for a elite as an engi. Maybe because it summons 2 instead of 1 but they die rather fast, only last 30 seconds and has a long cooldown. HUGE let down.
Seeing as the mesmer has crappy elites for solo pve I strongly recommend people go sylvari. That and Take Root is a cool elite as well.
Hmm… if Mesmers where in a “real life” setting, Clones wouldn’t be tangible and only the target of your spell/magic would beable to see the clone. And because of that, that makes me thing this is a kind of metal manipulation magic, so the number of clones a person could see at a time might be affected by there mental state. The average person could be maybe see 3 at once, where as some one thats mentally strained could see more. And people who are mentally disciplined might be able to avoid seeing any at all.
Phantoms kinda have me baffled. I dont know if there attacks just trick the targets mind into thinking they were stabbed and the body reacts accordingly. Or if the phantoms are so dense with magic they actually create a blade/bullet of magic that deals real damage. And if they are dense enough to create a real blade, then others will be able to see the phantom, not just the afflicted person.
Very interesting thing to think about and come up with “rules” for.
Iv been told by several people that the plasma grenade effect has been removed.
Iv been wanted to make a hybrid build of power and con. I figure it probably the best way to get the most damage out of it. trait wise it would probably be your standard 10/30/0/20/10 power build with the major difference in stats and sigils. taking the sigil of earth on one hand and the sigil of corruption on the other. Dont know the gear combination yet, but I’ll probably shoot for somthing like ~50% crit chance with fury seeing as its easy for the engi to get with both the goggles and the medkit granting it.
The play style would only really applying poison with the pistol then using the flamethrower for the bleeds and burns. I think the rifle turrets over charge might be handy in help stacking the bleedings.
I assume such a simple build has already been tried, but I dont ever bother checking out other people’s builds so I wouldn’t know.
The best we can hope for is that a new class is introduced in an expansion that better fits what the necro should be and we all just change over to it.
I guess I fall under power. tho I focus on toughness and vit mostly. damage wise the engi isnt that great, both power or con, but we are great at outlasting and cc so I play to that. I doubt my build is very effective vs players in pvp or wvw, but I do alright in dungeons and general pve. I almost never go down even tho I use the flamethrower/rifle and alternate between them for max damage and cc.
I try to stay away from the popular builds and prefer to make my own.
I’m not all that impressed with our condition options. To be a good condition build you need to stack alot of bleeds quickly, its kinda the key point, and engis cant really do that.
Iv been thinking of respecing and getting power/pre gear for wvw, where burst damage is king and cc like knockbacks and immobilizes are about pointless at least imo.
Specifically the delay on Blurred Frenzy and Illusionary Riposte. It feels like these 2 skills dont activate until a second or 2 after I want them too. And it seems that they dont interupt my auto attack’s animation to use them.
Reason for this Topic: This has always been an issue for me. but I was wondering if others have to deal with it also or if there is a timing trick to get around it.
When I ask others in game they always say “Must be lag” tho other than the delay on these 2 skills i see no other evidence that I have lag issues. I assume it delays for others as well, they just arnt observant enough to notice.
So im asking here, where people who are far better than I could shed some light on this, and offer suggestions, other than looking into the future 2 seconds in advance to know if I need to use these abilities early.
visually there is little difference in the barrel of a shotgun and rifle (well other than size and stuff). And seeing as this new skin only as the barrel of the weapon (mechanism being organic stuff with a blinking eye) it could be seen as a shotgun or rifle. hell maybe one barrel for each This is GW after all, kitten be cray.
While side by side is the “classic” look for rifles and shotguns, modern double barrels are usually over under because its more accurate for obvious reasons. I would like to see more of that.