“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Greetings and a sad hello … again …
Today I was testing the viability of condi Chrono and I noticed something fishy about Duelist’s Discipline.
In this vid you can see that the duration of Duelist’s Discipline is supposed to be 12s. However, the conditions applied never go over 9.9s wich is the duration of Sharper Images.
This means Duelist’s Discipline is actually missing 20% duration as stated in the tooltip.
I’ve also tested plenty of variations with or without food, Signet of Midnight, gear, so it’s not the case that phantasms combined with this trait wouldn’t inherit any condition duration we have. It’s simply the base duration of the trait that is shorter than stated in the tooltip.
Greez!
- Xyonon
You can also stay inside of the Gyro and not bother at all. Only the daze in the end is dangerious, everything else is total garbage …
Check this out, it also affects the Gyro as you can see in the end of the post:
While it’s easy applied as a Power Scrapper, it’s harder to apply as a Condi Scrapper. How to fix that? The answer is Shredder Gyro GASP !
The Flame turret inherits condition damage and duration from the player, yet has it’s own power stats. Apply this to the Shredder Gyro too and it will be a good pick instead of the Flame Thrower, since it’s toolbelt applies Static Overcharge.
Read the full post here:
Proposed rework: When you remove boons (not just with GS), you do bonus power damage. Make the might on all clone attacks (not just GS). Keep 20% GS CD.
When you remove boons? How do you mean that? Each time I remove a boon I get a stacking or unique modifier that grants +X% damage?
I’d prefer a version like Mind Spike: Damage against foes without boons is increased by X%. Much smoother, less complicated.
With the rest I agree, this would definitly help us, mainly looking from a PvE perspective here, where the other two options are also very horrible picks. We have no grandmaster trait in Domination in PvE, our grandmaster basicly is “Fragility”, the minor trait :|
+1
Heyhey!
If you lack money, better don’t bother with an ascended armor at all. The stat difference between a full exotic Zerker armor and a full ascended Zerker armor is +20 power, +14 Precision and +14 Ferocit, in short: +1% dmg wich is as a Mesmer ~130 dps :‘D You won’t wipe because of that :P
What is important are ascended weapons, due to the increase of not only they stats by 5%, but also the weapon damage itself, wich basicly is a 5% dps increase. Phantasms also get a damage boost when you’ve equipped an ascended (main hand) weapon.
Trinkets are important aswell, since they get (unlike armor and weapons) a 10% stat boost from exo to ascended, instead of the common 5%.
If you also play fractals, I suggest to focus your ascended armor set on that rather than on raids, means you could think about a condi set for high (50+) fotm.
But to help you with your pick of stats, runes and sigils, I need some more information:
I’m watching this thread now, so I can respond faster
Greez!
It’s the same number as in the tooltip. Activate skill X, deal Y damage, cooldown Z.
That’d be a great idea, Glass Cannon is also one of those traits who need to be adressed. I just tought it’d fit more to EE, but GC is fine too. As long as we get a party wide enhancement! xD
I really have no clue about pvp and wvw right now, but from what I’ve heared is power pretty ded and iDisenchanter has never been used. If it gets used, does this automaticly mean it’s op? Or just something… new ;/
Heya, dear Chronos!
I’m not sure how much of a “must have” trait this in pvp and wvw is, but for pve perspective it’s just … gross :<
Our profession is handycapped by not getting full buffs from Alacrity and Quickness, how ironic… It’s the same issue we already have with Runes and Sigils and their modifiers – Phantasms don’t get them and so while other professions get a neat 33-50% damage boost with perma quickness and alacrity, we just can’t.
So, how about “Time Catches Up” additionaly says:
“Alacrity you gain is copied to your phantasms:”
I’ll leave the effects of this change to your imagination, now tell me what you think about this!
Greez!
Heya!
This is what you should be aiming for. Little things to add:
The most important things you *must have are:*
Ever Chrono must have those. Weapons ascended for the 5% higher stats and weapon damage, armor is ok if it’s exotic, you’ll only be missing 14 power, 20 precision and 14 ferocity, wich equals 1% damage. Trinkets should be ascended due to their 10% higher stats compared to exotic.
If you want to optimize I suggest you get yourself:
The scepter is a very underrated weapon. Max dps is achieved by using is together with a sword in a fancy rotation. However it’s main use is for situation where you might go ranged, like Vale Guardian while moving, Gorse no updraft no invuln no break, Sabetha last phase ranged, Matthias in general (use it here – always!), Xera. It is NOT a condi weapon only. It’s aa is weaker but the sword aa, but scepter #3 makes up for this. Highest crit so far: 34k on Vale Guardian (low armor).
Bloodlust is also very underrated. Phantasms do not inherit +5% from Force, so it fast outdamages Force if you can gather a few stacks. It’s often a “first try kill” sigil, like stacking on pre-events on Sabetha or Sloth, yet it’s always the top priotity sigil for the Trio and the Escort encounter in wing 2 and 3, since it’s easily stacked, even after a failed attempt.
If you want to heavily min-max:
Due to our low dps, Air is better than Force by around ~300 dps. It’s only good for single target fights, where you won’t cleave any adds wich might proc the sigil instead of the main target. So only for Vale Guardian, depending on tactic Gorse and Matthias. Otherwise use Force. A half stacked Bloodlust is also better than Air.
Full Berserker grants you free ~200 power in combination with the Danger Time trait. If you are running 3 shield phantasms (or 2 shield phantasms + Well or Recall in a duo Chrono setup), the enemy will always be slowed and you wil always have Alacrity. The improved Alacrity trait is useless in these situations, so you have some free 30% crit chance you can invest by not going kitten.
The most efficient way to swap between kitten and Zerk while having optimal stats as kitten is by using this build:
You now only have to swap the Chest, Leggins, one Ring and the utility food.
I hope this was informative!
If you have any questions, go ahead, happy to help!
Greez!
While you are under the effect of alacrity, each 1 second, 1.33 seconds pass for each skill. This results into a 25% cdr of all skills while under the effect of perma alacrity.
25k, 250k, 42k DpS!? Holy poop you guys are horrible at math! O.o xD
Ok, here we go:
Duelist’s Discipline: 1,617 damage à 50% * 8 = 6,468
Sharper Images: 1,323 damage à 49.76% * 8 = 5,268
Phantasmal Duelist direct damage: 928 à 69.76% crit chance à 50% bonus damage = 1,252
(6,468 + 5,267 + 1,252) * 3 / 6.6s = 5,903 DpS without might and / or vulnerability.
DpS stands for “Damage per Second”, and is a completly different thing from burst damage or just “Damage”.
If you’d be able to set up 3 Phantasmal Duelists immediately, they would unload all their bullets and deal 38,961 damage, however since they have (traited with phantasmal haste) a 6.6s cooldown on this, their damage per second will be only 1/6th of this.
After 2 min you’d still have the same DpS, but you’d have dealt 708,381 damage in total.
Condi Chronos are a thing in veeery specific areas, like high level fractals, soloing hero points or under specific circumstances even an, or even, the optimal pick in raids.
I suggest you this build tough:
Depending on the situation and allies, the heal and utility skills may be better more supporty than solo dps.
Greez!
Sigh … guys the question wasn’t “what profession should I play in open world”, it was “what should I go for as Chronomancer” … the qq in this thread is real … T_T
btt:
If you are soloing I suggest to go for sword/shield + /sword mainly.
If required, a scepter or the staff are both viable options, altough the staff requires you to use Mantra of Pain.
While at it: I suggest you go for Dom/Duel/Chrono, 222, 131, 333 and run with SoE, MoP, WoC, WoA or Feedback, Gravity. For longer fights or soloing hero points, it may be a good alternative to swap duelling for illusions 122 or 123 and use or use not a scepter, change MoP to WoR, WoP or Feedback if required.
For Meta events and large scale fights, I’d go for Sw/Sh + Staff, SoE, WoR, SoI, WoA, TW. Set up 3 staff phants for a truckload of dps, then stick to the sword and spam everything you have.
greez!
In PvE Bulwark gyro also takes 100% damge trough it’s passive.
Wahoo!
I’m a pvp player currently getting into pve (and I love it so far), I just finished to craft my ascended viper gears and this post answered all my questions. I may contact you ingame for more informations on specific things
Thank you for this and your efforts !
Edit : I think you should “store” this kind of (very) detailled answers somewhere. They are almost guides but will disappear in the forum, which is sad :p
Glad to hear such a nice response! Those detailed posts are stored in my forum post history – if it takes me too long to find one, it’s probably outdated anyway so I’ll be forced to always give an up-to-date statement
- Keep Construct (1910 armor): KC has a big hitbox, so you’ll often get replaced by an op staff Ele in that case. You can be useful tough, as helper for pushing the core. Play pwoer, swap out Elixier Gun for the Tool Kit to pull it faster. You can almost skip this phase as an Engi. Since positioning is also all you need here, it’s not required to dodge at all. You can use this:
http://gw2skills.net/editor/?vdAQFAUlUUhSsYfWwkLQ7FLvFFYH+hp13DOhBw4ZcjZBA-ThRBAB4pDAgHAgZKBf4CAQp6PXt/o8jUADsMC-eIs Skilled Marksman not worth it anymore even when using Rifle?
And, what’s the difference dps wise between rifle and hammer? I always assumed that since hammer had more skills to throw on cd, it did more damage overall. What makes you pick one of the other?
The problem with Skilled Marksman is, that it only reduces the Rifle’s CDs.
Something very important: Quickness is the attack speed cap! So if you’re thinking about raid enviorments, always lower your priority of attack speed traits, they are relatively bad in general.
The attack speed increase also only works on Blunderbuss, on Jump Shot only the windup gets faster, the jump itself is attack speed / Quickness immune (movement skills in general with some exceptions like thief dagger #2 or staff #2).
So you’ll only have shorter CDs, wich is nice, yes, but more condi damage just gives you more, even as a power engi. Any damage is good damage, it doesn’t matter what kind of damage it is (we ain’t racist! >:3). Blunderbuss, Shrapnel Grenades, Fire Bomb and (if traited) Shrapnel all deal quite a lot condi damage. A power Engi still deals around 10-15% condi damage.
About Hammer vs Rifle, check out the next quote!
hammer has 50% more damage than rifle and ontop of that autos give up to 3 stacks of might adding yet more dps
as well as the probable 20% more from traitsand before you go and say that hammer is op no it is quite the opposite rifle is underpowered 30-50% weaker than all professions’s ranged power weapons except for necro’s
Let’s not get offtopic here, that may lead to confusion. We’re talking about rifle vs hammer builds at specific raid bosses like Sabetha or the Keep Construct.
The hammer skills increase your total dps way more than rifle skills do, this is true. Yet auto attacks are no argument whatsoever, since you mustn’t be using any auto attacks besides the bombs in raids! Everything else is a huge DpS loss.
I do not prefer the rifle over the hammer, but I prefer Tools over Scrapper in those two situations. The reason for that is mainly this trait:
https://wiki.guildwars2.com/wiki/Excessive_Energy
“While at full endurance you deal additional damage. Damage Damage Increase: 10%”
Also:
https://wiki.guildwars2.com/wiki/Static_Discharge
https://wiki.guildwars2.com/wiki/Takedown_Round
If you don’t have to dodge your overall dps gets boosted by 10%, wich is (combined with the other two traits mentioned) bigger than the difference between hammer and rifle.
So only use the Vanilla Power Engi against enemies you’ll never have to dodge.
My latest damage tests were like this (full buffed, 8 conditions on the enemy to not exploit https://wiki.guildwars2.com/wiki/Modified_Ammunition)
Greez!
- Ziggy
~ bump & aktualisiert!!! ~
A similiar item already existed and noone cared. The 30 min cd is also no issue. It’s a cool item and I’m definitly gonna put it on my Engi once I’ve dropped it :>
Heya!
I don’t want to insult anyone here, but those must be some weird people that told you that. o.O
- Engi is good-masterrace in dungeons, depending on the dungeon.
- For Fractals, he’s absolute masterrace, no question in that.
- For Raids, there are specific situations where Engis shine and while still being over average on every single encounter, the Ele meta is unbeatable.
Some small skill changes won’t change that, since it’s not our lack of damage, rather the lack of a group wide buff that makes us a solid pick. Check this thread out, it would immediately fix the problem Engis have nowdays:
Greez!
- Ziggythose come from my guildies and also player in map chat said that they never want to take an engineer, a ranger and a necromancer in a group if possible, engineer is still good in pvp but in pve, engineer damage output is laughable and whenever one is in our dungeon group, engineer usually die first, thats why i think some engineer skills need to be reworked or even a little buff to some specializations
No hard feelings but these people are either trolls or just new and inexpirienced players.
Engineer has the 3rd highest single target dps, the 2nd highest aoe dps and the highest condi dps in the entire game. I wouldn’t call that “laughable dps” at all… o.ô
Engineers are only very hard to play, therefore it’s just natural you see more bad ones than good ones. Yet this is not an issue of the profeesion, rather the performer.
About Rangers or rather Druids: 1 Druid is meta everywhere but dungeons. In raids you even want 2 of them, since their buffs are so amazing (not talking about the heal here!). All record runs have 2 Rangers, I don’t think that would be the case if they were so bad.
Necros are masterrace in 50+ fractals. No denying that. There are many bosses no other profession will outdamage them. In raids they are amazing under specific circumstances, especially wing 2. For dungeons they are below average.
Greez
Wahoo and heya Took me a bit longer to respond, sorry for that, here ya all go
I use to like your builds alot. Can you post a power dungon and / or fractal build? Thanks in advance
Heya!
I suggest to go with this one for dungeons and fractals up to max level ~40.
Above fotm ~40 up to 100, I highly suggest to in as a condi Engi. The mobs have too much armor now and condi will simply outdamage power in that area.
If you have any questions, go ahead!
Wahoo and hi!
Condi is only the norm for high fractals, Red Guardian and Necro heavy epidemic supporting teams in raids. If you play open world, dungeons or 2 kit + support utility engi, power is the norm. Everywhere else, power and condi are free to chose since they deal similiar damage.
So – what exactly are you looking for? An open world build? Dungeons? Fractals? Raids? Let me know and I’ll help ya out
Greez!
- ZiggyThanks for the heads up. I’m just really looking for advice on all of it really. I’ve only really done open world and dungeons so dont really know what expectations I have in game for the other spots. But really, I just wanted to make sure hammer in PVE wasnt worthless.
Sure thing
So about Dungeons and Fractals, take a look at the response above, that’s all you need to know!
For open world I suggest to go for this build:
It’ll grant you perma 25 stacks might, fury, swiftness, regeneration aswell high protection and quickness uptime. Definitly the best you could do.
Don’t use those runes in raids and dungeons tough, so it’s only viable as a 2nd armor set. You might get yourself 2 exotic power armors if you want to. You don’t need an ascended power armor anywhere, since exotic to power only gives you +20 power, +14 precision and +14 ferocity. That’s like 0% damage increase :’D Only if you are filthy rich or want ot minmax, get an ascended power armor.
In raids and dungeons use Scholar runes, in open world Leadership is the top rune, but Strength works just as fine, if you don’t want to farm Dragon Stand.
If you have trouble with some Hero Points, swap elixier U for Bulwark Gyro or anything else you might find more useful in this specific situation. For example I’ve been driven to the edge and modified this build much more survivability oriented for soloing the Mushroom Queen in TD:
About Raids, you can or rather should get yourself both, a power and a condi gear. Those are the main builds you should be using there:
Raid Bosses and picks:
So that’s it for now Phew ^^ If you got questions go ahed!
is what i use for pve, perma quickness,Fury and perma 25 stacks of might is a thing of beauty
if you have problem takin damage swap the 2nd adept trait on scrapper for protection on heal wich thanks to boon duration is 9 s and then 10 more seconds from toolbelt skill , basically 99% protection uptime unless boon strip enemies are anroundthe way you use this build is Ignoring your number 2 and 3 skills as those are slow channels that ignore quickness you actually lose DPS ontop of might stack gains from auto #4 skill is the only worthwhile using skill as its instant 5 attacks basically
can also replace mortar for elixir X as rampage+ quickness is a beast too
Heya!
I think commanders gear is a bit overkill, since you lose tons of damage with the lack of Ferocity. You already got enough boon duration with Zerker + Leadership.
Take a look at this one:
http://gw2skills.net/editor/?vdAQFASncoC1ahlXBubB0ehl7iSsg2wcg+2j9cHcBjwAA-TBSBAB4pjYhLAwVK/4f/BAeQAUcABMTJIlq/QKgAHDA-e
Consuming Elixiers buffs you, but it takes time, and in that time you could’ve attacked. So passive buffs or buffs with no cast time are the best. I highly recommend to use a FT in solo open world content.
Btw, hammer #2 is affected by quickness, only the reflect will always be 1 seond since it’s not directly bound to the damage potion of the skill, rather an aura you get. The glowing animation gets faster with quickness too. But always use Electro-whirl at all cost, it’s one of our highest dps skills!
Hammer #3 is indeed unaffected by quickness, and generally not used in max dps rotations, but those also use the bomb kit as minimal damage. Rocket Charge is only slightly weaker than the auto attack and that only when you have no quickness. Still it’s a double leap to wreck break bars or heal you up.
Cheers!
So after a bit more than 1 hour of writing I’m finally done Hope it helps you all! If you have questions just ask!
Greez!
- Ziggy
Regarding stacking vulnerability as opposed to non stacking 5% unique damage boost, the later is only more useful when you are stacking more than 20 stacks of vulnerability which also happens to be the expectation on a thing being attacked by 10 dps oriented players but not necessarily when you are fighting players. Now i will say that exchanging vulnerability for 5% damage buffs have less of an impact than that of the weakness to 5% damage reduction, one change gets you killed the other reduces a possible 15% damage increase on 5+3 combo to 5% guaranteed. And engineers already have a lot of ways to stack vulnerability anyhow to make up for that.
I see your point, you can proc that trait multiple times right away, but after the change you can’t anymore wich cripples it slightly in PvP. But as you mentioned – we are engineers and vuln shouldn’t be a problem … at all!
As for the function gyro the problem is that if we are talking about raids, if 5% more damage on an enemy is enough of a deal to suddenly make scrappers attractive- does a mechanic that only is usable when someone screws up attractive? In the dream raid team should the function gyro be deployed even once?
Oh this is a very good point! Seeing a +5% dmg modifier on the enemy by letting the FG attack the enemy also seems like a wonderful idea!
While I do feel that this would be a relatively good change, I also feel that there are some oversights that would allow this to be equally viable for PvP and WvW environments. In particular, a 10% cd reduction to AED would be proof of a synergetic combination through a (now) realistically applicable heal and a tool belt that sees no use for lack of incentive + difficult utilization. This would in turn help pave the way to more active combat for us; resembling something along these lines.
TLDR:
A good change that would definitely help pave the way for other minor “adjustments” and save us from bruiser town.
Great idea! I totally forgot about the synergy with AED! Makes it even better, thanks for pointing that out!
I feel like they should buff the AED independend of that Expert Examination. The range of Static Shock could be increased a bit, the CD from AED could be lowered from 40 to 30. There are other ultra heals of ofther professions with less CD and they don’t need the timing :P
I hate to be a killjoy but-
From a pvp/wvw perspective i much prefer the current function of the trait. The problem with 10 man dps focused content is that this might as well be 1% increased damage and it would still be yet another unique boost to throw upon the pile of stuff. But in a pvp context 5% damage increase (instead of vulnerability 5x application for both condi and power) and 5% damage decrease (instead of super strong weakness which also reduces endurance gain) makes it a bit too much of a massive nerf to a trait that is already not exactly meta material if im not mistaken.
If you want something like this why not make it a pve mechanic of the function gyro (which already lacks half of its mechanic in pve) so that you can “send your function gyro to harass the enemy, dealing minor damage and bleeds while also increasing the damage the afflicted enemy takes” (similar to the bird attack on ranger warhorn but with a gyro buzzing about and debuffing).
If you want to make scrappers more attractive in pve why dont we start with the elephant in the room (our primary mechanic) instead of making revamps affecting all modes for the sake of giving us the golden ticket for dps rac- i mean raids. People complain about nerfs in pvp affecting pve right so lets be better than arenanet and not make the same mistake.
Killjoy? Never! Every input it a good input!
That “increased damage boost thrown upon the pile of stuff” isn’t really important, but the source of it is. If it means that everyone gets 5% more damage if there is 1 Engi in your party, that’s amazing. It’s even better if it doesn’t matter how many Engis there are, so you aren’t forced to pile em up. It’s the desire for max dps that dominates PvE, that’s the reason for the change.
Now let’s see about PvP. 5% damage is equal to vuln, so that’s fine. So you say the 5% dmg decrease are too weak. So how about the unique 5% dmg debuff + weakness? That’d be the same for PvP as it is now, just that it’s like “up to 30 stacks vuln” for the target. How about that?
The idea with the function gyro is also very nice! Altough I don’t really see that big problem like most other players with it. I really like FG :< But yea, sure also an option.
Greez!
- Ziggy
Heya!
I heard quite a lot from people that Engineer is useless profession both in dungeon, fractal or even raid,
I don’t want to insult anyone here, but those must be some weird people that told you that. o.O
Some small skill changes won’t change that, since it’s not our lack of damage, rather the lack of a group wide buff that makes us a solid pick. Check this thread out, it would immediately fix the problem Engis have nowdays:
Greez!
- Ziggy
(edited by Xyonon.3987)
11/10 you should be member of the class balance team bro. I returning to game after break and I am really happy to see that somebody love engi still. Thanks ziggy
Very nice words, thank you so much I really hope ANet read this and take it into consideration for the next balance patch. I’d be SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO happy
Ya, turrets and gyros should use owners stats and also trigger owners traits, runes and sigils.
Tell the last part to a Mesmer and it’s phantasms. Force sigils? Yea you like that +2% dmg! <3
I agree – this should apply to all pets… Would be very healthy for pve content.
Whip or a Fan. That’d be it <3 Cleaving ranged weapon ftw (~600 range)
Wahoo!
If you really like the engineer as a profession, I suggest you get yourself a full ascended Viper gear for raids and fractals (if you don’t do fractals, exo armor) aswell a semi full ascended Zerker gear (armor doesn’t matter, really, forget about ascended armor unless you are filthy rich) for raids, open world and dungeons.
TL;DR: Power Engi worth it? Yes, absoultely, definitly!
Greez!
- Ziggy
I don’t think turrets are useless as a skill combined with their utility skills. Yet I agree that the turret itself is a rather weak companion…
I use Healing Turret, Rocket Turret, Flame Turret and Rifle Turret in PvE in multiple situations, they are all great! However only for their toolbelt and / or their overcharge. I’d never build one of those just to leave them there attacking. But maybe that’s not the idea of them?
In a PvE point of view: If it can’t crit, it’s weak.
Wahoo and hi!
Condi is only the norm for high fractals, Red Guardian and Necro heavy epidemic supporting teams in raids. If you play open world, dungeons or 2 kit + support utility engi, power is the norm. Everywhere else, power and condi are free to chose since they deal similiar damage.
So – what exactly are you looking for? An open world build? Dungeons? Fractals? Raids? Let me know and I’ll help ya out
Greez!
- Ziggy
Question on that though. In PvE, specifically (raid) bosses, wouldn’t that mean Static Overcharge would apply when the defiance bar is broken?
I ask because I recall there were/are issues with similar traits that activated a bonus when stunning or dazing a foe. Some of which applied only when the player inflicted the CC to break the defiance bar while others applied by striking a broken boss.
Feel free to fill me in if this is not the case with (some) traits anymore, or if it just had to do with wording. Ie: “…stunning or dazing a foe…” vs “…striking a stunned or dazed foe…”
Anyway, +1 regardless on the idea.
Heya,
Traits and skills that work “on daze” or “on stun” do still work even tough there is a defiance bar. They proc on “attempt to daze / stun”, unlike traits that work via “on interrupt”. So, just like the current Expert Examination it’ll work
Greez!
And thanks for the support!
You know, that outgoing healing also works with any other healing sources while you are on the Med Kit. You’re able to F5, mortar #5, EG #5 and then swap to the Med Kit and see those numbers heal everyone up.
The issue here is that a Druid just is better in sharing boons, while also healing. The heal of the Engi isn’t too bad. So what would help would be some steroids on skill #2-5 that get boosted by the Med Kit trait.
Another issue is that Med Blast is an auto attack and therefore has to be weak. You can perma spam it. Wouldn’t it be better if it’d have stacks? It slowly regenerates up to 10 stacks over time, but if it reached 0, you cant use it. Then remove the boon affected heal and give it a high base value.
…
They can be both good and something that helps Scrappers in raids you know…
But just throwing it out there, the entire Engineer profession isn’t unequipped for raids, especially considering some professions low dps
Yea sorry, I probably misunderstood you a bit. You meant it like “fix one of those traits for the same effect”, like when Shocking Speed would also enhance you, so all allies within 360 range of you under the effect of Super Speed have +5% outgoing damage?
Yup, agreed, maybe those traits could work with a similiar threatment.
Engi is not “unequipped” for raids, yes, in many situations he’s rather overequipped. You barely need all the utility he’s got. Sure it help to blind the unblockable Slublings, to help with our over average CC and stuff like that. But in most cases (and in well organized groups), you’d be faster with an Ele instead. There are some niches where it’s useful to have one, but you barely say “YES we have an engi!” except for VG, and even there people seem to like Necros more nowdays.
I don’t say Engi is the only one with that issue. Guard and Thief have the same problem. Guard has perma protection, wich is quite nice, but often an overkill. And thief is just an easy-to-play weaker version of an Ele, unless stealth gets some serious uses. :/
Fix Engi with this change – one fixed is one less to worry about in the future.
Only if it increases incoming condition damage too +1 for idea.
Definitly, since the original trait also did so, aswell for the viability to use it as Condi Scrapper aswell.
What do they use? Mortar?
That’s not the issue here. The problem isn’t that those traits are bad. Even if they were “good” or simply something different, aslong as the engi doesn’t have some group wide support or in my suggestion case, a unique dmg increasing debuff on the enemy, we won’t get love for raid teams. We have nothing unique to offer, but super speed, but you don’t need that. And even if – stack a few eles and they do the same :/
Thanks It’s like any other aura other professions got, like +150 power from War or +150 ferocity from Rev.
It’s perfectly fine – especially the cast time made it pretty balanced.
The Med kit is almost fine, only skill 2-5 are horribly weak. It’ll be great if they would be 300 range aoes around you, then the med kit would be perfectly fine.
Wahoo and hello everyone!
(This topic is mainly about PvE and Raids, but also keeps PvP and WvW balance in order.)
Engineers have a hard time finding a party for Raids nowdays, since we can’t bring anything unique to a party anymore. There once were Slick Shoes wich really made us a solid pick, but I agree that they were overpowered and required a fix. However we didn’t get anything in return for that wich sux :/
Under optimal conditions we are just better replaced with an Ele (except for some niche exceptions). I really dislike this, since I want every profession to be a solid pick on a wider area in Raids.
I was thinking what could be changed, so Engis become more viable again in Raids, while not breaking PvP or WvW. Then it hit me – it’s so easy and yet so powerful if ANet would change one little thing:
https://wiki.guildwars2.com/wiki/Expert_Examination
“Expert Examination: Stunning or dazing a foe applies vulnerability and weakness to them.”
This trait has so much potential! The only thing that had to change would be this:
Expert Examination
Stunning or dazing a foe applies Static Overchage for 10s to them.
Static Overchage increases incoming damage by 5% and reduces outgoing damage by 5%. Static Overcharge does not stack, only refresh it’s duration when reapplied.
With that change and an adaption to a more intereseting rotation, we would be a solid pick again for Raids. It also doesn’t support the idea to just “fill up” with engineers like we do with Eles nowdays.
While it’s easy applied as a Power Scrapper, it’s harder to apply as a Condi Scrapper. How to fix that? The answer is Shredder Gyro GASP !
The Flame turret inherits condition damage and duration from the player, yet has it’s own power stats. Apply this to the Shredder Gyro too and it will be a good pick instead of the Flame Thrower, since it’s toolbelt applies Static Overcharge.
What do you guys think about this? While I think all PvE players would greatly welcome this trait change, I’d also like to hear about PvP and WvW players if this would break the engineer in some way I didn’t think of.
Wahoo and greez!
- Ziggy
(edited by Xyonon.3987)
looks to me like that build will have pretty easy perma swiftness as long as you fight a thing once in a while.
if youre gonna be running map completions, just drop alchemy for tools or inventions so you dont have to depend on occasional combat for swiftness. any other open world play prolly includes lots of random fighting.
I understand, thanks.
What about the sigil of concentration instead of the runes?
The uptime is the problem with those. You constantly get buffs, you can’t time your boon burst like a mesmer, but it sure isn’t a bad idea either. I prefer force + leadership tough
No, I’m fine with an orbital per engi out there
With a standard PvE rotation using 3 wells and 2 shield phantasms, alacrity is permanent on all sub-group members.
If everything goes accordingly that only results into 107% alacrity for 5 allies (incl. you), so “just” enough for the ideal situation. If anyone misses a well he’s “penetrated”.
I tend to go for 3 avengers and calamity instead. Safer and just a damage shift from swordy to calamity, but aoe and better with CS.
If you are solo – Recall AND 3 avengers ofc.
(edited by Xyonon.3987)
Then I suggest you simply use the common alchemy/firearms/scrapper(yes) build but with a rifle instead of a hammer – nothing wrong with that if you prefer to use rifle. Camp FT and use rifle 2-5 for dmg boosts and utility. Rifle 4 becomes immediately really strong with juggernaut since you have stabi with FT.
You know the build?
~ weekly bump! ~
I’m confused aswell – can you be more specific what your issue is? :o
Wahoo!
There is a huge difference between using a rifle as main damage source and just carring a rifle around for it’s utility and damage spikes.
The problem is, the rifle alone isn’t really good for HoT map encounters. Besides that it’s auto attack is pretty weak aswell.
I do not suggest to use it as a main damage source, rather just for skill 2-5 and use the FT for auto attacks instead.
So before I start posting builds, what do you want? Either way I still try to do my best in terms of advice for a build!
Greez!
- Ziggy
^what Phineas said
I would like to see more team valuable support.
Shield 4 for example could be a dome that reflects, last 1s longer and REMOVE the damage from the 2nd activation so you can use it for stealth without getting revealed immediately…
Shield 5 would be amazing to have a pulsing daze field around you, however just a small one, like 180ø. You still block with your shield and daze everyone that attacks you. On 2nd activation you should pull everyone towards you, you have dazed.
Heya!
Xyonon
You find that the Leadership in you Build for general Open World is better then strength rune ?
I remember read in other post you say strength rune for solo open world !!!Or have you buy a new armor set for them ?
So you can easy change around ?
And is strength still good ?
What about scrapper runes ?
My Engineer is lvl 78, So like to know what route to pick before enter the Jungle !!!
PS: I know i can´t buy the Leadership rune for some time, As i have Zero Crystalline Ore as i am starting fresh on EU server.
I find Leadership to be the absolute top for open world, definitly. I used to go with Strength but oh boy Leadership boosts your quickness uptime to be almost permanent. Normally I use elixier U aswell, that combined with our lil’ quickness trait.
It’s also amazing how long other boons like swiftness, protection, regeneration last. Healing Mist of the Elixier gun alone is perma regen. I love it.
I just didn’t recommend them because I do not seriously want to “force” every Engi to play Dragon Stand so often so they can afford Leadership, just for open world gear. I mean I own 2 ascended power sets, one for open world and one for teamplay, so naturally I will maximize. But not everyone is as mad as me so the general option would be Strength runes I wouldn’t recommend scrapper runes tough. They seem … scrappy crappy. If you want to use your gear for teamplay aswell you may want to stick to Scholar even.
Open world:
Team content:
I can probably do it with Condi (Bombs and Elixir Gun, I hate grenades). Just need to go there first…. I haven’t explored HoT much.
EDIT: Pff, can’t do it. That thing is crazy difficult. You can’t block the poddles? The closest I came was half health I think but yea, kudos.
Yea you can’t block the aoe fields, that’s a big reason why I went for so much sustain. You can reflect / block her spikes for a damage boost tough. And you can block the little shroomies exploding on melee. However you can also just outrun / dodge them. Breaking her Defiance Bar will make things easier aswell, not only for a damage boost, but also for some time to get your CD back and endurance up again.
Wahoo!
Rifle is still max dps for PvE, but only against meatbag fights where you never have to dodge. Still that’s not because of the rifle, rather because of tools, so I agree – rifle needs love but not the rifle alone, it’s also depending on this trait and how useless it is.
~ weekly bump! ~
@Tiilimon.6094:
That’s not nearly gonna do it imo. Hammer is still way better. It does need more than just cdr, it needs a rework.
- remove the knockback on overcharged shot, replacing it by a roll back (evade instead of self CC, still removes soft CC)
- Jumpshot gains 2 blast finishers (on lunch and on land) becoming a tripple finisher skill (blast, jump, blast)
Maybe keep it a knockback, but with an evade frame. Baseline.
And for Jumpshot that’s a bit of an overkill. I’d already be happy with another evade frame here.
Or it could be like the scrap rifle in TD: 2nd activation for a jump back? :O
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