“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Metabattle still good?
Metabattle was NEVER good, especially not for mesmers.
For general dungeons, the way to go changed slightly. It depens on how max efficient desired you are. SF/-S is still great, yet for example scepetr #3 deals more damage now than the sword aa or #2. So you can summon the phantasm, use scepter #3 and swap immediately and stay on sword until the boss dies. Depending on what allies you have, if they apply many different conditions, even a staff to open with a better damaging phantasm COULD be worth it. Yesterday I used the staff on Tom in fotm, who recived tons of iwarlock’s 18k crits.
But most important is to use mantras. Mantras for +20% dmg, you want the healing mantra and probably mantra of pain. Trait into:
Dom 233
Duel 131
Insp X13
But keep in mind, ALWAYS adapt to the situation, traiting for wardens feedback and using a focus is a bad idea when there is nothing to reflect. Just an example Swap traits and skills and weapons all the time, experiment with them, learn your class!
gl hf¨!
PvE wise the mesmer gained huge buffs. I really mean HUGE buffs. I always go fotm 50, either trio or full orga pt’s. In the past few runs I expirienced:
the result was:
Overall, we really finally gained the damage buff we deserved. We no longer deal as much damage as a ranger pet, no, we are pretty much on pair with medium dmg classes.
Mesmer is really good in PvE and fun to play too now.
Really GJ ANet!
- Mender’s Purity does not properly remove conditions in conjunction with the heal mantra.
It does, except for the last mantra charge, regardless of traited 2 or 3 charges. It’s always the last one that doesn’t work. You also won’t hear the penetrating “power cleanse sound”.
I agree that it should mention it in the tool tip, but this trait gives you an unstrippable vigor buff forever. You don’t have to use any other traits that give you vigor, so imo it’s totally fine.
But it completly invalidates the same trait lines first minor trait. Traits in a spec line should work together, not compeat.
agreed
Do you really need to trait 3 mantra charges, now that the cd is “removed” ?
GIVE THIS MAN A COOKIE!!!
I just noticed that med kit 1 hits 3 times with the healing stated. But it’s still extremly low.
I also miss those bomb heals
The problem is – as a heal engi – you need dat turret for the 2 water fields. Sure mortar helps out, but med kit has literally 0 water field support. It looks cool, but it’s still very weak :/
6th bonus actually REDUCES the daze duration by 33%. Or rather more, if I have it equipped, the daze only appears for a moment. I have 1.25 sec daze normally.
Dont know if it is intended or not but Adrenal Implant do not stack with vigor. I mean vigor now is +50% regeneration rate Adrenal Implant is +50% as well but if you get vigor with Adreanl Implant ON you’re regeneration rate is still +50% faster. NOT 100% like the old vigor version.
If it is intended i have to say that adrenal implant is not that good…most of engi build has vigor up 70% of the time…so adreanl implant become quite useless now that vigor has been nerfed.
I agree that it should mention it in the tool tip, but this trait gives you an unstrippable vigor buff forever. You don’t have to use any other traits that give you vigor, so imo it’s totally fine.
So here we are again:
nades>mortar>rifle
Same damage, but different stacks of vuln. I wish some more love for mortar. Nade #1 is just a filler, you spam #2 #4 and #5 for dps, wich is even higher than bomb #1. And Mortar #2-4 are all WEAKER than the basic attack. Either increase the basic attack damage to fit between nade and bomb or buff the damage of #2-#4
Am I correct – you say this mantra is too faceroll, yet you suggest it to become more faceroll? o.O
My prediction will be Mantras no longer cooldown in the background while they have charges remaining.
Please no…
wich is rather a bugfix since it’s never been mentioned anywhere to be intended
Requesting old bomb kit animation back.
+1
Wait a moment…. I did some math…. does it mean the AA of mortar is actually as “good” as rifle? >__>
1,47*0,72 = 1,0584 soooo …. just 5,84% better than rifle? On an elite kit? Without another damage skill on this kit? I thought our weapon sets are this weak because kits are there to compensate that. ô.o
yup, it’s slightly better than rifle aa.
but guys seriously, the aa is still about the same as the grenade aa … oh wait no it’s lower … and nade aa is medicore … hm …
I’d suggest to increase the damage of the aa at 900+ range like mesmer GS and ranger LB. This way we can use the fields in melee and still have a good LONG range weapon.
Engineer will never have an auto attack that is the best dps rotation. That’s not what the engineer is. And I’m totally glad about that.
Maybe they should increase the damage für over 900 range again, since it’s our only long range kit now.
What the…. Anet pls revert this nerf. Mortar is actually our last left high range weapon. We need something to deal damage, it don’t even have a burst skill like rangers long bow “rapid fire”. It’s whole damage comes from the AA and it really wasn’t that great.
Our damage comes from everything EXCEPT the aa …
… except for mortar … there every skill is kitten now.
You guys know that pre patch power block dmg to post patch power block dmg has been buffed by 25%? Now it’s just a “reverse”. It’s ok, since power block is still fine, aslong no further nerfs are inc.
The staff thing is sad, but let’s be honest. 5% cdr per second was indeed a bit too hard. But 2% seems oddly low again too :/ hm
I am a charr T_T …
This is so laughtable… It makes NO sense at all. Bombs deal (f.ex.) 1200 dmg, nades 900, mortart 700. That’s so low, NO ONE will use it.
I haven’t been using the mortar auto attack because i said “it doesn’t work with the 10% explosive trait, the damage is too low, but once it works, i’ll use it”. And now the nutbreaker …
I really don’t get it why. It makes no sense whatsoever. If it’s about the projectile finisher, please, make it 20% and buff teh damage again. This is just stupid, makes me angry and sad. You ruined it already again. Congratz T_T
What really bugs me is the animation of the bomb kit. You have no idea what you are doing and how far you are with your casts anymore. It’s disturbing and it looks ridiculous…
smoke bomb only pulses once every 2 sec and only 3 times, maybe same bug as mortar blind
Mesmer
Maim the Disillusioned: Reduced the torment from 2 stacks for 6 seconds to 1 stack for 6 seconds.
Aaaaand it’s gone …
It’s definitly a bug :P
I have never been so happy about a patch! We finally deal GREAT damage, unless all other classes deal like 25%-50% more damage aswell ;D
I used mop even b4 it was cool, especially since aoe patch, but now, wow, it’s amazing how a 2sec cast time skill deals 15k damage à 5 targets! And the scepeter really hits like a truck in those 2 sec now! I’m really happy the mesmer FINALLY get’s what he deserved! A bit more punch Thank you ANet! THANK YOU!
Na, it’s a mantra – it’s for the momentum, we aren’t guardians
Personally I think this is either a bug or a huge hidden buff wich I think it isn’t
Unless you go PU or need the surprise buttseks It’s finally in a good position. A huge dome of “dangerzone” with a huge CD.
I imagined a mortar like Horrik has one and not this crappy piece of wood! Also the bomb kit, WHAT THE ACTUAL!?
Sometimes I ask me if they even HAVE an art designer in the company … I’m fine with everything else, FT, EG, nades, they are all great, really! But noooooo … JUST NOOOOOOOOO MY GOOOOD T_T
So much wasted potential, ANet what the actual, YOU EVEN DREW IT YOURSELF!!!
You could even have used the birthday blaster…(
(edited by Xyonon.3987)
(for devs who already read everything: I added more to my list via edit)
(edited by Xyonon.3987)
I am not having issues with projectile finisher on mortar 1 as suggested above, I get the popup even out of combat and without target.
As I said, the popular appears, but the effect is not applied.
Now I get it, I tried further and you are right. It pops up but the effect ONLY applies if a target is hit directly with the SHELL rather than with the aoe. The projectile itself has to hit the target to activate the procced effect:
1.: shoot through field → proc projectile finisher X
2. A: hit a target directly → apply the effect
2. B: hit a target with the aoe → nothing happens
MK#1 does not appear to work as described as a projectile finisher by Grouch in a thread on the Engi forums:
Can you confirm some of the questions about how the projectile finisher will work? The livestream made a point of talking about deploying the light field and condi cleansing, but given the way projectile finishers currently work it relies on the projectile making contact with a target. Or, is Mortar Kit 1 an AoE projectile so as long as it hits a field the finisher fires?
As long as the projectile lands in the field or goes through it will give the combo pop-up – it doesn’t have to hit the target.
Can anyone confirm? I’ve tried all sorts of things on training dummies and live targets and while the combo indicator appears, no actual effect is applied to me or the enemy.
EDIT: I am still testing it, but it seems like it doesn’t work consistently at all.
EDIT2: Okay. It still needs to strike some type of enemy it would seem, not just the field itself which isn’t what Josh described in his response. Still testing.
EDIT:3: Can recreate. You MUST strike a target to trigger the effects of a projectile finisher. So, this ability appears to be bugged.
It doesn’t grant me regeneration even if I hit something o.O whut :< And YES I know there is only one target per projectile and I checked all nearby allies + did it solo too :/ It doesn’t matter if it’s the 100% finisher of the mortar or the 20% finisher of the rifle. Maybe the water field is bugged? :o Or I’m just too tired to see what I’m doing wrong Q_Q
- Grenadier Adept Trait (Explosives) adds +1 Grenade to [Grenade Barrage] Tool Belt skill and increases the range from 900 to 1500.
+ due the fact that the skill swaps back to the old one -> 30 sec cd instead of 21!
Grenade barrage cooldown is still at prepatch numbers
only if traited, since it swaps out the skill to the old one.
LIST OF BUGS
Static Discharge still bugs with the damage numbers, wich means:
- 100% damage while using a toolbelt skill that uses a casttime
- 50% damage while using an instand cast toolbelt skill (this may be a design to prevent high undodgable spike BUT 1. note it and 2. read further …)
- while performing a chainable auto attack (bomb, rifle, pistol) the 50% and 100% damage are reversed! (has always been like this but it’s definitly a bug since it makes no sense)
(when you’re on it … make it aim for what it’s selected rather than letting it aim for the groun whenever you use a none-target-toolbelt skill ;P )
Grenade Barrage has no legendary animation when untraited!!! :<
+ the thing about the traited version! (quoted post above)
Bombs still say they have a ø of 180, even though 240 has become baseline It IS 240, so it’s just a tool tip bug.
Mortar 4# explodes twice and causes the field to last either 4+4 sec (untraited) or 6+4 sec (traited). It also appears to proc it’s blind not every 1 sec (intervall 1 sec), rather 2 sec. Maybe there is a connection between those things…
Med Kit 1# is missing a sound file … maybe :o
The trait “Grenadier” makes the grenades fly sharper to the ground, making them explode b4 they arrive at the location you aimed for. It’s also impossible to aim with it in places where the ground isn’t totally flat. Make the velocity faster, but still let them fly in a curve, this is VERY important! :S
(edited by Xyonon.3987)
Minions? And then to turn a high skilled profession into a zombie spammer? Nty.
Lol, lots of irony in this statement.
Not everyone used turrets
I’d be happy already with the current runes, if only the % bonuses would affect phantasms …
" sigils
Minions? And then to turn a high skilled profession into a zombie spammer? Nty.
So noone cares about turrets anymore? Or is it just a too big wall’o’text?
from a pve point of view i have to agree that 3 time warps are >>> than 1 time warp. but pvp – there are many other options.
one step after another :P tbh i’m not that sad that have different kind of nades isntead of permanently the legy effect. I’m happy about it.
unless they give each skill an unique effect like predator + poison nades = green glow
Rocket Turret
The new rocket turret will be completly different. It will be much much MUCH harder to aim with this thing but it will have much more impact on the battle than right now. And it will be fun
Thumper Turret
The new thumper turret will be like a time bomb. The longer you won’t use it, the mighties it gets!
All turrets spawn with max stacks.
Salvage
Another problem the turret engi has is that he’s immobile. The CD’s are huge and even when you pick the turrets up, you can’t really set up new ones. Also once a turret gets destroyed, you are pretty much screwed in pvp. How to fix this?
I agree there has to be a change for turrets you want to replace or pickup. But the new toolbelts should already be the solution for destroyed turrets in pvp. So about that pick up …
Currently picking turrets up reduces the redeployment recharge by 25% while detonation will cause damage around the turret’s location and create a blast finisher combo effect at your location. The pick up CDR will be removed. In fact, the possibility to pick up a turret in first place will be removed! gasp I suggest the following rework:
Detonating a turret will refund 75% of it’s CD per 100% of its remaining HP. This means:
This will buff turret pick up for good! You can reposition your turrets more often, yet not abuse them to be set up, blown, blastfinisher, repeat! (Yea I thought about that nasty pve might stack kittenez) Yet the effect will be minimal if you want to blow up turrets who are about to die.
So everyone – if you made it until here I’m very very happy and proud. I really hope you enjoyed and support my idea about the whole turret rework. I’m just a regular player, but even if the chances are minimal, maybe if everyone likes them, they’re gonna make it ingame one day. I’d enjoy it and I’d be very happy about it.
What do you guys think about this rework? Please don’t just skip the reading for some semi good comment, It really took me hours to think about anything and I’d like to hear your hones opinions!
Thank you for reading! Your engi fellow:
- Ziggs (Ziggy) Ironeye
(edited by Xyonon.3987)
New skills, aim and ammunation
Currently we have 6 different turrets: healing turret, rifle turret, flame turret, net turret, rocket turret and thumper turret. They all have an F? toolbelt skill, if they are set up they can be blown up, they have their overcharge and they have their basic attack. I want to get rid of the basic attack the AI does and so the overcharge will be gone too. This allows me to buff the not AI attacks (old aa).
For my rework I intend to make the toolbelt skills more defensive, so you have a change to get your turrets back up or you have a chance to get away without them. For pve there might be 1-2 turrets who have strong offensive toolbelts for a decent dps holder.
Healing Turret
The new medkit awaits us and maybe it will replace the HT in pve. The HT has always been a short to go heal, set up, overcharge and then blow up or pick up immediately. I always thought this is a fail design tbh. The medkit is for the spike heals, the HT is for the good heal over time!
Rifle Turret
The new rifle turret shall become much more active and less passive run away and let the AI do your job thing
Flame Turret
The new flame turret shall become a mighty “don’t get too close to it” thing. I was inspired by the flame legion flame thrower guys :> It’s there to zone enemies, rather than just blind them. And yea I know with this rework you are unable to get stealth via turret. But I honestly think this was too strong with the whole turret setup. Just go on an read and judge in the end over all turrets together.
NetTurret
The new net turret works pretty much the same as the new rifle turret -> much more active and less passive run away and let the AI do your job thing
(edited by Xyonon.3987)
The Turret Rework
Why a turret rework & about me
Hello fellow engineers. Let’s talk about a broken ingame mechanic, sadly totally useless in PvE, until last patch totally op for PvP (AI = noob basher) and now kitten ed to be in the wastelands of engi skills, together with some gatges and elixiers …
When I started the engi a looooong time ago, I wanted to use turrets. There is nothing more “engi-like”, except for explosions (everyone loves explosions! ^.^), than turrets. This desire was an illusion though and I realized fast, they are weak and not viable in PvE at all, not even for open world, especially not exploring.
But turrets can become fun! Turrets could be skill capped and turrets could become viable in PvE too. Maybe not for every sitation in a dungeon, probably neither for speedruns, but for fotm or open world or guild missions. Dungeons are just a bit too easy for the uses for turrets so the engi stays safe. But the main reason for the balancing and rework will still be the PvP.
I wanted to make this post of a turret rework a looong time ago and even though I know almost every single tiny bitsy about the engineer, I first … yes … I had to play turret engi myself to get an idea about how it really is … my poor mother got insulted so many times Q_Q … for science!
The main changes about turrets – New skills, aim, ammunation and salvage
So let’s start with the actual rework, shall we? There are serval problems we encounter with the current turrets:
And what can we do about those major points? How do we get turrets to “work”?
Epidemic
but besides that – pve zerker necro? i think this will break his neck.
http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/
Is it just me or will the necro become even worse in pve than he was already? Like – nowdays the necro is bad, but you can accept one in your pt. But with these new traits he has even less dmg modis than the mesmer. He will be instakicked even in pugs if this is final. Poor necros, last hope is the condi cap remove
HT can’t be used offensive, I’d suggest too to make him the tanky one. In the end I look forward to let him become the best aoe heal over time heal and the medkit the burstheal skill. Let’s see what they do in HoT or if they let the medkit replace him completly
Heyhey Ziggy here
An easier alt build you say hmmm … well ofc it will be less efficient but we all started low didn’t we? Your build is pretty ok imo. But I wouldn’t use SD (static discharge) since it bugs a bit. On the other hand … with rifle turret it’s ok to use and pretty easy too. Just make sure you hold the rifle while using F4 for SD so you deal double damage. Don’t ask me why, I know why but that’s a looooong story
In the end, if you get used to the engi, try to aim for the meta build
If you are on EU server and could need some help, I’m always here, just pm me ingame and I can show you whatever you want^.^
greez
So my first impression of the chronomancer is that I love F5, I mean just look at it when I press it, it does – - -
So my first impression of the chronomancer is that I love F5, I mean just look at it when I press it, it does – - -
So my first impression of the chronomancer is that I love F5, I mean just look at it when I press it, it does – - -
So my first impression of the chronomancer is that I love F5, I mean just look at it when I press it, it does – - -
So my first impression of the chronomancer is that I love F5, I mean just look at it when I press it, it does – - -
eww … my brain hurts
Shield feels much better than rifle to me, but a pistol wouldn’t have been a no go. In the end, it won’t matter what weapon we carry, only the skills do. GS ranged weapon, maybe rifle would have been melee hahaha Just sayin, you don’t know yet exactly what the shield is used for. And I would be happy if it’s not just dmg, I’d like to be useful with utility and CC rather than pure damage like all other classes.
Pick 2 weapon CCs
Pistol / Shield / Focus / OH Sword / Greatsword
Throw in Mantra of Distraction, Signet of Domination, and/or DiversionF5 … Repeat
Make players feel like they couldn’t do a thing during the fight … and smile :-)
I suggest to start with F5
Careful – damage numbers at the traits sometimes are very wrong. Dunno what exactly the trait tooltips dont consider.
that’s about the same, just that clones aren’t really capable of doing dodge rolls, or rather it will become complicated. so just → mesmer invuln / dodge = phantasms invuln
@Bloodgruve:
It doesn’t matter what toolbelt skills you use. You can get the strong attack by either using the rifle wich reverts the rule or the grenade kit wich has no AA and will not revert the rule. So it’s just about swapping kits before using any SD skills. But I recommend to use skills with a target like rifle turret so the SD will aim aswell, otherwise you have to stay melee or face the target with your camera and hit them with an actual skillshot.
To clarify, yes, SD does highest damage with an ascended rifle + facing enemy so aa starts or is chaining while using a insta hit (rifle turret) toolbelt. When you have rifle, yet aa chain disabled, means you’re not doing an AA, then the whole thing is reverted again. I hope you get it, if not, ask again
@Casia:
Afaik kits are based on average damage of exotic weapons, so aslong as you don’t have an ascended weapon, it won’t matter if you use SD with your rifu, your wifu or your kits :> maybe I’m wrong here, never checked the power of kits so …
no they only buffed kits while using ascended gear by 5%.
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