thats not what my tests have shown.
If I place a flame turret and have it roast a training golem then I add my own flame (pistol off-hand) I have to wait for the 2 ticks of my flame turrets burn to be over before my higher burn starts to tick. Or if I open with the pistol off-hand burn power the flame turret’s burn has to wait 6 seconds before its lower burn ticks will kickin for the last 2 seconds.
I think all buffs that stack duration works this way. I know regeneration does. With the healing turret bug its a huge problem.
Burns queue in a first come first served kind of setup.
My question is, if two people have +50% burn duration and apply 1sec burns, who gets credit for the 3rd tick?
My engineer was a charr, and the entire charr race is militarized. Every charr is a soldier. So naturally I chose Vigil.
If my engineer was an Asura I would have picked the Priory because asura’s arnt fighters, there a race of researchers.
last I checked the deploy turret trait only affects Healing and I think Rocket turret outside of sPvP, but in sPvP it works on all of them. But in both cases the healing turret’s toolbelt power get bugged and changes to the normal deploy turret.
its a pretty broken trait, which is sad because it would really help turret builds, being able to spread the turrets out quickly, and an extra boost to the thumper and net turret that need to be placed strategically. (Man do I hate when I see engineers stack all their turrets in the same spot, I just want to slap them!)
With each new patch this is the number 1 thing I hope to see fixed.
Personal Battering Ram might be an option, both its normal use of being a knockback and its toolbelt cripple could be used to annoy.
Maybe the Land Mind, it has a fast cooldown, and aoe knockback.
Depending on the situation, the mortar might be an option, it has a aoe cripple, an aoe chill and the best of all, the last skill fires several knockback shots that really spread people out.
The Bomb kit gives you acces to the big’ol bomb that has a huge aoe and knockback, the kit gives you access to confusion and immoble/cripple bombs.
Grenades have a aoe chill attack but I think thats all it has to offer really.
Toolkit has a access to a pull (very rare effect), aoe cripple, and a confusion.
I probably missed a power or two, but thats most of your options in way of skills.
I like the idea. Didnt some one once say somthing like, “Battles arnt won on the field, there won in the mind.”?
I mean that regeneration doesnt use the strongest heal first. its more of a first come first serve set up.
Yet you say Burn puts the strongest burns at the front of the line.
Iv never tested how burn works, and we all know tooltips can be misleading.
They might not work the same.
For the longest time (and some times still) I use rifle, two turrets, (rifle and rocket) with land mine. The short cooldown and knockback on the mine is great for protecting the turrets, mixed with the net and overcharged shot of the rifle, the enemy spends most of there time just trying to get to you.
It seems like regeneration queues casting.
Example
If I’m hit with a regen by some one with 0 healing (like my healing turret) then I apply my own regeneration that has a base of say 400 healing.
It seems like I have to wait for the first regeneration to wear out before my good healing will kick in. This is really noticeable when the healing turret dies because it drops its regen down to 5 health a tick. (a known bug)
The point of telling you this, is because I think burn and poison might act the same way. But iv not tested it.
another note: switching elements will trigger “weapon swap” sigils on an elementalist, but equipping a weapon kit on an engineer wont, making the engineer the only class that cant use “on weapon swap” sigils.
The Engineer’s weapon kits and the Elementalist’s elemental weapon both work like bundles and bundles replace your weapon. So any states or sigils on your weapon are nulled while you have them equipped.
People complain because they care.
As they say. “You learn more from failure than success.”
If some one doesnt feel like any thing is wrong with the game, but still want to see it imrpove, they will go to the suggestion forum.
the worst thing for a game is to listen to the fan boys that no matter what, say the game is perfect as is, Flaws, bugs, glitches and all and view any change at all bad.
LAME!!!
^fact
I know they probably wouldnt have fixed the stuff I wanted fixed but still, a patch with false hope is still better than no patch at all.
Iv tryed it, but the problems I had with it is that the healing from the toolkit is so minor it doesnt matter. Another issue is that you rarly have a need to keep your turrets alive for a long time, you place them, kill the enemys then pack them up to move to the next location.
Sure there are events that send waves of enemys, but in that case your turrets either A: dont pull enough agro to ever get hit, or B: take a few hits and die.
its not like this is TF2 where you can let your turrets tank while your behind it repairing at almost the same rate they are damaging it.
I too started a engineer for the turrets, also started a necro for the minions, both are lackluster and easly killed and not really that fun to play because of it.
@coglin, I too think people are using the word viable incorrectly. but games often use lingo that isnt 100% accurate. example would be “DPS builds” they are not actually damage per second builds, that would be people who focus on applying dots. But rather a build that focus on dealing damage over every thing else.
When some one asks if somthing is viable or not I take it to mean something like " is it even half as effective as my other options?"
And in this case I dont think turrets and toolkit is viable in the terms of you might actualy not beable to survive using it.
All the above is just my opinion on the matter, no facts where involved in the making of this post
It doesn’t really matter what others call themselves, so long as it isn’t offensive.
Why does some one being offended give them more rights than some else?
I know mmos tend to have there own rules to keep the peace that would other wise be unconstitutional.
But this way of thinking is really getting out of hand.
I think the reason they look humanish is simply for the game, it has no lore reason behind it other than that is how they are.
The moral compass of the Pale Tree is from the stone tablet Ronan placed as a tombstone on his family. That is the importance of the tree growing at this location, not the bodys underground.
People have talked about the true nature of the Sylvari are to be the 6th dragon’s minions. And there would seem to be some evidence to back that.
The Nightmare court seem to be the “true” sylvari. But they dont seem to be following a dragon, so the dragon is probably still asleep or trapped or something, and cant control its minions.
The other dragon’s have minions that look human, granted thats because several of the dragons corrupt living creatures to make its minions. yet none of them have corrupted sylvari minions, and thats probably because dragon’s cant corrupt each other’s minions.
A short story of a sad me. (its about testing skills and traits)
in Engineer
Posted by: XelNigma.6315
For a while now iv been collecting and crafting items with high healing so my healing turrets regeneration would heal enough to be worth keeping out.
And just a moment ago it dawned on me “Hey turrets dont scale on your stats, why do you think the healing turret is any different?”.
So fearfully I entered the mist, geared out on +healing stuff. The tooltip reflected a change, but I know of that trick.
After falling from a great hight i viewed how much I was healed, both nude then fully geared. Saddly both healed me the same number; 130.
130 is how much by other abilitys (that give regen) heal for when I have 0 healing. With my test gear on, they heal for 304.
*side note: the trait Backpack Regenerator, heals for 125 and also does not scale with your healing stat.
Edit: the Low Health Response System minor trait Does scale.
(edited by XelNigma.6315)
People have told me that the reason our minions dont regen is because its not our class mechanic. I’m told the ranger’s pet regains health because it is there class mechanic.
If thats true(and I dont think it is), then I say dump this worthless death shroud and make minion management out class mechanic.
People might say it would be unfair to necros that use it, but as it stands there are several necro builds that dont use Death shroud for any thing but its number 4 skill for a quick aoe hit then there out of it again.
And having a class mechanic that is basically just a second health bar means they have to balance the rest of the class to need to USE the second health bar.
In other words, make us weak so we need it.
People start necros because they want to be minion masters, if they want a class with lots of HP to take hits they have the warrior and guardian for that.
I can see how lore wise shatter doesnt really make sense.
but the class has been designed around it, its not going to change.
Just to be clear, I also dont like it, but I can see its far too integrated into the class to ever be changed.
The Engineer is a Charr based class, and the machines engineers use are of Charr design.
Several people (including my self) have posted asking for skins on our turrets and kits to reflect our race.
Side note, You can tell Charr from Human designs from the silver ornate pattern all over the object. where as Charr items look industrial or steampunk/clockwork.
I dont care for the thumper and net turrets for pve.
I can never seem to get the thumper in range of any one for it to hit them. And it doesnt pull agro on its own it would seem.
And the net turret fires far too slow for use as an every day pve turret. Tho once I found my self fighting a silver vet spider thing in a cave and the net turret from my supply drop and the one I had equiped bought me alot of needed time and control over it. I felt so elite doing that fight.
If they ever get the deployable turret trait working I think the thumper turret will be alot more useful.
And I bet the net turret will be too, for grouped pvp. being able to toss it behind incoming enemys to net some one and keep them out of the start of the fight.
The Charr has a racial elite that is the Charrzoka. its basically a rifle with a rocket launcher barrel. So it doesnt have the cool factor of an actual rocket launcher on your shoulder, but w/e. It functions like the elem’s elemental weapons where you 15 charges and a duration to use them in.
Damage wise its pretty good, probably even better than the supply drop.
I think the inquest light armor has some gears on it, tho the inquest medium armor looks like ninja gear.
There just isnt any engineer themed armor in the game.
As an asura maybe you should check out some of your cultural armor. It might not look steampunk or clockwork styled like engineer stuff is, but it still looks good.
Be happy you didnt pick Charr like I did, the Charr cultural leather armor looks tribal, and one even has a luchador mask. I think im more kitten on how stupid they look rather than how ugly they look.
You dont actually drink elixer B, that is to say there is no animation for it. You simply gain the boons that you would normaly get if you did drink an elixer B.
its worded that way just for theme sake.
I would suggest adding 10 in tools to get the trait that fires a bouncing electric bolt every time you use a toolbelt skill. (no cooldown) Its great for multi targets.
It works great with the rifle turret’s toolbelt skill seeing as it has such a short cooldown.
I find it to be clunky.
Keep in mind that the flame graphic of number 1 is a lie, the actual hit cone of the flame thrower is always where you are facing the camera. So make sure your camera is facing the target you want to burn even if your flame it self is shooting off to the side.
Your number 2 skills does minor damage unless you can get it to burst on the target where it does nice damage, saddly your only ever going to get it to happen on ranged enemys or as an opening attack on melee npcs. If you cast it too soon after doing the air burst it wont work. Not sure why.
Your air burst skill knocks targets out of range of your number1 skill and that will cancel the auto attack, so make sure you restart it after a burst.
Your napalm skills, aka wall of fire, doesnt really have any use other than making a combo field for allies.
Then lastly your number 5 skill, vent smoke or what ever its called has a short range so make sure they are up close to you, and its just applys 1 blindness then its done. Not really sure the point.
—
But despite all that crud, it is fun to burn things, and it gives a large aoe making it great for events that have swarms of enemys.
for 1v1 npc fights, I like to use nets, (rifle, net turet and/or its toolbelt) to keep the enemy in place while I roast them, also makes it posable to hit them with your number 2 power.
Last I recall the Tool trait tree that suppose to reduce tool belt cooldown doesnt work.
Not sure if thats changed or not.
engineers dont swap weapons, we gain bundles. And gaining a bundle doesnt count as swapping weapons.
I had just posted a suggestion in the suggestion section about some major changes that would add heavy downsides to turrets, that would counter-balance them getting some much needed buffs.
It was basically increasing the cooldown of the turret so if its destroyed its out for a good while, but also if its picked up you get a large amount of the cooldown back unlike now where you only get about 5 seconds. The return amount is based on the HP remaining on the turret, so quickly picking up a near death turret will still cause you to wait a long time before you can redeploy it. Yet picking up a full healthed turret would allow you to redeploy it quickly for your next fight.
—
I just did a Vigil story mission where a NPC gave me my Ghostbuster gun (charr story thing) that I had turned into a turret way back when, and used it to fight some undead.
I was able to pick it up as a bundle and carry it around and redeploy it where every I liked with no cooldowns attached.
Reminded me of the description of the Turrets on the engineer page of the site where it reads: “Engineers can pack up and move turrets at will,”
We can pack up our turrets at will, but thanks to the cooldown we cant exactly move them. its closer to the truth to say we can “Pack turrets up to slightly shorten the cooldown. Then redeploy them later.”
——
Any one ever by one of them sylvari mortar seed turrets? I know of an NPC that will sell them after you do an event with her. When you use it, you get a turret seed bundle that has 3 abilities, Plant a red seed turret, a blue seed turret and a yellow seed turret.
The Red is the normal one that sylvari get as a race skill, just fires a large spiky seed.
The Blue is suppose to fire several seeds around it at random areas, bombing the area and I think adding chill. But it only does this in a story mission where they have you use them. The description still says it does that but it acts just like the red (at least did last time I used it).
The yellow turret pulses healing. Pretty handy to have.
My point is, What if turrets where in the form of a weapon kit? It takes one utility slot, and you can deploy your rifle, flame, rocket, thumper and net turret.
You know what, never mind, thats a stupid idea, it would be so OP that all engi’s take it and they would have to nurf turrets even more.
This is somthing I thought up, just throwing it out there.
As we all know, turrets suck.
So lets s tart this suggestion with buffing the HP and Defense of turrets.
And having the damage of turrets scale with your stats.
Now lets just assume that makes them both healthy enough to survive for a while and damaging enough to use.
but wait, where is more, the real suggestion part, that above is more of just fixing what should already be done.
The real suggestion goes as follows;
Increase the cooldown of the turrets to like 60 seconds or so, but on the flip side also make it so when you pick up the turret you get an actual cooldown reduction worthy of picking them up.
Something along the lines of
100% HP returns 50 seconds.
99%-75% HP returns 40 seconds
74%-50% HP returns 30 seconds
49%-25% HP returns 20 seconds
24%-1% HP returns 10 seconds
And if its destroyed you wait the full 60 seconds.
The point for all this is so there is enough down side to the turrets to allow them to be useful and at the same time allow you to use them in every fight so long as they arnt trashed.
It would make picking them up actually worth the time.
—
maybe its a bad idea, but I think it would work.
its not the trenchcoat, trenchcoats are one of the few things that actually looks good on a charr. And I think an steam punk styled engineer like we have would have a trenchcoat to hide/store all his gadgets.
its the entire outfit of leather armor that , like you said, looks like Witch hunter/Demon hunter/Vampaire hunter/Bounty Hunter.
To me thats the kind of stuff I expect the ranger to look like.
Currently im using the same armor you have in your pics, only I have my headgear the eye piece so it has a more engineer feel to it.
If there was some armor styles that had more metal in it I think it would look more engineer-ish.
Engineers are short on stylish armor, unless they want to look like a ranger, as many of you I see went with.
Charr Engineer’s have even less options, and the charr medium cultural armor is UGLY. worst armor in the game… well maybe the light charr armor is worse.
Charr Heavy armor looks awesome tho.
@coglin; Its a complaint about them fixing ONLY grenade/bomb kits.
I have no problem with them fixing/changes grenades/bombs. But I do have a problem with them not repairing stuff that needs it more.
Like healing turrets regeneration buff only healing 5 once it is removed/destroyed.
Turrets shooting at structures that have already been destroyed instead of the hostile mobs attacking me.
The several traits that just dont work or half work.
Having kits use your weapon stats and sigils. (seeing as this affects grenades it might actually happen)
These arent even balance problems, there bugs and function problems.
we are a class about more than just tossing grenades and laying bombs. Just because these are the most used PvP kits doesnt mean thats what we are all about.
If they dont want to fix trait problems yet they could to at least focus on the game breaking bugs like healing turret’s regen only healing for 5 once its gone. or a lesser problem; turrets shooting at structures that have already been destroyed.
ya we get it, anet wants engineers to be demo men.
but really, could they maybe start working on fixing non grenade/bomb kit stuff?
I really want to beable to deploy my turrets among other turret related changes/fixes.
I love the concept of the Engineer.
I love that the Engineer has turrets.
umm… hmm… that seems to be it.
Just off the top of my head…
1. I hate how even tho im an Engineer I brew potions like an alchemist.
2. I hate how even tho im an Engineer I have access to standard military items such as grenades, mines, a mortar, and medical supplies.
3. I hate how most of the utility skills are not even engineer related.
4. I hate that the few gadgets the Engineer does have where designed by Data from The Goonies.
5. (grouped) I hate how slow turrets fire, how low hp/defense they have, now little the cooldown reduction is for picking them up, and how they don’t scale with your stats.
6. I hate how the rifles dont know if it wants to be a shotgun or a rifle.
I love it, reminds me of the Warcraft Goblin Tinkerer, Global Agenda’s Engineer Class, and to a lesser extent Static Shock’s Gear and Spider man’s Dr. Octo. I’m sure theres a whole host over other characters too.
Big fan of all of them, there is just something about having extra robotic arms.
I too picked the engi only for the turrets, If I dont use them I might as well start a rifle warrior or pistol theief, both have better weapon abilitys than the engi imo.
My general pve build that iv used most of the game while leveling had been rifle, Healing Turret, Rifle Turret, Rocket Turret, Land Mine (Think its really called Throw Mine), with supply creates as the elite most of the time. In events and such the mortar is fun to play with seeing.
Basicly you act as a fireing squad with your Rifle turret, Missle turret, using the charged shot and land mine to keep knocking them back and your net once you have them knocked back. The rocket turret also likes to knock them down.
I profer the land mine over the personal battering ram because it has about half the cooldown, an aoe knockback as well as you can use it tactically to knock ranged enemys closer to you or away from cover thats blocking one of your turrets.
Seeing as Iv only really done general pve, you can use pretty much any traits you like and get by. Tho the 30% damage reduction on turrets and turret regeneration really extends the life of turrets.
Cant tell if its funny or sad that the community is so overwhelmingly happy over such a minor change.
well its a start I guess.
maybe the next patch will have enough to pull me out of borderlands and back into actually playing guild wars instead of just stalking the forums.
I could be wrong, but I think the one you buy only comes with 1 attack. The skill one has several attacks that really blow grenade damage out of the water, at least on single target damage.
Here is a theoretical question, “If the Grenade kit was removed would the engi then be UP?”"
I think the answer is yes because every single “viable” or “good” build iv seen focuses on using grenades as the damage dealer.
Its a Charr racial elite skill that had limited charges and a timed duration, unlike the engi’s weapon kits.
I think it starts with 15 charges (much like the elem’s elemental weapons) and each attack reduces the charge by 1 even if said skill fires several rockets.
PvE is the only place you can get it because racial powers are disabled in sPvP (I consider WvW part of PvE because your character and gear is unchanged), and yes, if you defeat an enemy using it, you will gain exp for the kill just like any other time.
we have an engineer class that brews magic potions, uses standard military issue hand grenades (as a prime weapon), and a few gadgets designed by Data from the Goonies.
clearly they have no idea how to design a real engineer class. And that is why your grenades out range your rifle, that most of the time thinks its a shotgun…
They should rename the engineer. An engineer doesnt lob hand grenades, an engineer doesnt brew magic potions, an engineer doesnt make joke gadgets unless your Data from the Goonies.
Its like they had a soldier class (the weapon kits), an alchemist class (the magic elixers) and a toy maker class (the joke gadgets) and decided to just mash them all together into one and call it the engineer.
This is more a rant than a suggestion, but no one reads suggestions any way so it hardly matters.
huh… I find jump puzzles easier on my charr than the asura. Maybe its just because my charr is my main and im use to it. I freaking rage quite jump puzzles as the asura.
I still think they should add the weapon swap button to the engi, but instead of switching between weapons like other class it changes the mode of the weapon you have.
So your rifle can be toggled to rifle or shotgun mode. You are an engineer after all; tinker, tinker, tinker.
I can see it being that way for the elem, they get access to 4 weapon sets while keeping all of there utilitys, stat bonus on the weapon and the sigil on said weapon.
The engi has to give up all that to have access to more than 1 weapon set.
Iv read some where that they didnt have time to fix up the engi and necro class before launch. Maybe a big “Fix the engi” patch is on the way?
every one plays humans and norn, because of 2 main reasons.
1. the “normal” people pick humans and norn because the armor looks good on them. and they can see the weapon art styles.
2. ALOT of people are overly perverted so natrualy they pick the race that turns them on the most, being the two human looking races.
If the female charr had a more human body type, at least you would have the furrys playing female charr. Luckittenhey dont so they have to settle with humans or norn, or maybe sylvari, not sure how furrys feel about plant people tho.
So to recap, like most things it comes down to what gives people kittens, and charr just dont have any sex appeal at all.
I love when people see somthing in one game and assume that game invented the idea.
WoW players do it all the time.
And Apple user do it with there products too.
Its hard to say which classes would be UP when so many traits are broken.
I think the engi and necro have the most broken traits atm. Which I also feel are the 2 weaknest classes at the moment also.
But even still, a weak class built and played really well can seem OP when fighting some one that isnt built and playing very well.