Showing Posts For archmagus.7249:

Flamethrower ia still viable?

in Engineer

Posted by: archmagus.7249

archmagus.7249

Adaptive Armor and HGH just nerfed

in Engineer

Posted by: archmagus.7249

archmagus.7249

Anet nerfing nice things I see. How likely is a sneak gyro nerf?

I think we’ve got a bigger worry about having detection pulse being Nerfed. Thieves have been complaining about that ever since it’s been revealed.

Flamethrower ia still viable?

in Engineer

Posted by: archmagus.7249

archmagus.7249

Depends what your definition of “viable” is. With scrapper, I think we’ll see a lot of people taking juggernaut/mass momentum/hgh for free might stacking

so what does everyone think of scrapper?

in Engineer

Posted by: archmagus.7249

archmagus.7249

Bulwark Gyro: Once I get it unlocked, I think it will make a great addition to my build. You get a 50% damage reduction for 15 seconds. If you apply protection to yourself and the gyro, you can become quite durable. It’s tool belt skill is really good, too. With kinetic battery, you can get a good amount of reflects

The damage reduction is actually only 4 seconds long every 3 seconds. So you don’t actually have a complete 15 seconds of damage reduction. More like 3 separate occasions of 4 seconds of damage reduction.

If i’m understanding it correctly, you should get blast of 4 seconds of damage reduction when you pop it. A second blast 7 seconds into the duration, and a third blast at 14 seconds in.

So basically 1 to 4 seconds damage reduced, 4 to 7 seconds nothing, 7 to 11 seconds damage reduced, 11 to 14 nothing, 14 to 18 seconds damage reduced.

I THINK this is the way it should work but i’m not completely sure i did the intervals right.

http://wiki.guildwars2.com/wiki/Bulwark_Gyro

The way I’m reading it from the wiki, you get watchful eye for 4 seconds every 3 seconds. Unfortunately, watchful eye doesn’t stack. Also, the gyro doesn’t go on CD until it’s destroyed.

so what does everyone think of scrapper?

in Engineer

Posted by: archmagus.7249

archmagus.7249

I haven’t had a whole lot of time with the Scrapper, but from what I’ve used in BWE3, I like it, for the most part.

Medic Gyro: Needs more heal and a Condi removal. Possibly a pulsing water field like the healing turret, too. The tool belt skill is really good, but still outclassed by the healing turret

Purge gyro: No… just no. The Condi removal is too infrequent, and poison fields are rather weak. Yeah pair it with rocket charge for some weakness, but you can slot in another gyro, like shredder gyro, and take expert examination for the weakness, and 5 stacks of vulnerability.

Blast gyro: I like it. A very hard-hitting un-blockable launch. Yeah people complain about what if you’re blinded, but that’s kind of the point of the condition, isn’kitten Even if the dart does miss, you still got a daze from the self-destruct.

Shredder gyro: Another gyro I like. Lots of whir finishers. Being the only ground targeted gyro, you could pair it with its self destruct function to essentially be a daze grenade. Plus, spare capacitor is an excellent skill

Bulwark Gyro: Once I get it unlocked, I think it will make a great addition to my build. You get a 50% damage reduction for 15 seconds. If you apply protection to yourself and the gyro, you can become quite durable. It’s tool belt skill is really good, too. With kinetic battery, you can get a good amount of reflects

Sneak Gyro: This one I can see getting a lot of play, if only for its tool belt skill. A 6 second reveal every 20s (17 if you go into tools) is the nightmare for every thief. Perms-stealth is a good thing as well, especially in dungeons.

Now the hammer: I like it. Free might stacking and vulnerability on your enemy is amazing. Also, I like having another reflect and whirl finisher on a short cool down. Rocket charge is a spectacular skill, and with thunderclap and expert examination could be used to stack a lot of vulnerability and weakness, which would devastate a lot of direct damage classes.

Traits: Overall, really good. A few standouts (in either direction): stabilization core i find rather useless. Shocking speed would be good without an ICD, since super speed doesn’t stack anyways. Because of mass momentum, we will see so many more players camping on FT1. I would also like to see rapid regeneration start off lower, and scale with healing power; also, making it only work while moving would balance it out nice. Expert examination is an excellent trait, and I will most certainly run this trait. As for the grandmasters, It’s kind of a tossup now that AA has been nerfed

Need Help With Build

in Engineer

Posted by: archmagus.7249

archmagus.7249

I don’t think it’s too bad. I use EG, Rocket Boots and Bombs along with Pistol/Pistol. Dire Armor and Trinkets. I also like the Krait Rune with EG. It’s cheap and I sometimes use Balthazar.

But, I Trait Inventions (in lieu of Explosives) for the Speed (Mecha Legs) and Bunker Down which works well with Bombs when in melee range.

Running Condi benefits from being Tough. Being able to outlast your opponent(s) while your Condi do their work.

I think I found my other problem: I was going up against a group of shatter Mesmers and terrormancers

Need Help With Build

in Engineer

Posted by: archmagus.7249

archmagus.7249

Haven’t seen a build like that for WvW. Might wanna take a look at Wolfineer and/or Metabattle to get some ideas.

It’s kind of an adaptation of my PvE build, which was a bit more burn focused and used Balthazar runes; that one pretty much revolved around keeping fire bomb and blow torch on CD at all time.

Need Help With Build

in Engineer

Posted by: archmagus.7249

archmagus.7249

Care to link your current condi build?

Oh yes I was on my phone, and didn’t have the link.

http://gw2skills.net/editor/?vdAQJAqalcThSsYfWw6KQ+FLpFF4JuiHgYItFVx3TFANAA-TBSAABYoEMgHAAEmgkWPgYK/A4EAUt6P9s/QAAEAm5Mn5MnZBAJA-e

I got an ascended sinister rifle with the same sigils. Occasionally if I need some might, or other combo fields, I’ll swap shrapnel for siege rounds, and take mortar kit instead of elixir x.

Adaptive Armor and HGH just nerfed

in Engineer

Posted by: archmagus.7249

archmagus.7249

I really dont understand why you guys are you worrying and talking so much about two useless GM traits like HGH and AA instead of beeing happy for the comeing back of our Orbital Strike’s super animation !!

https://forum-en.gw2archive.eu/forum/professions/engineer/Orbital-Strike-1/5686800

The animation doesn’t have any impact on our incoming/outgoing DPS. This Nerf does both.

Need Help With Build

in Engineer

Posted by: archmagus.7249

archmagus.7249

So, I decided to jump into wvw to get notaries for my elite spec, and it turns out that my current condi build isn’t suited well for WvW. I looked all over the place (a few YouTube videos, metabattle wiki) but couldn’t find any relevant (somewhat up to date) guides for engineer. Any of you got build which are good for WvW?

Realistically, I got just enough mats to craft a full set of exotic armor (any Stat combo except sinister and nomads), and an. Ascended rifle or two Ascended pistols. Between badges of honor, laurels, and fractal relics, I have enough to get a full set of Ascended trinkets (again, non sinister. I haven’t grinded out the living world for it yet). I have enough gold to get a full set of most runes, as long as their not too expensive.

Wall Blocking Mordrem Husk Copper

in Bugs: Game, Forum, Website

Posted by: archmagus.7249

archmagus.7249

It became painfully apparent that during the Breach in the Silverwastes that there is an invisible wall blocking the Champion Mordrem Husk. Since nobody can get to the boss to kill it, the Breach ends up failing.

Luck Sink past 300%

in Guild Wars 2 Discussion

Posted by: archmagus.7249

archmagus.7249

I got an idea which fixes this problem as well as the one with not having any kind of death penalty:

First things first; make dying actually a penalty
-remove armor repair merchants and anvil from exportable zones; keep them in your home instance, and as an upgrade for guild, halls.
-damaged/broken armor cannot be unequipped.
-damaged/broken armor cannot be salvaged
-damaged/broken armor cannot have new upgrades applied to it
-damaged armor will lose upgrade effectiveness; as more armor gets damaged, runes will be “downgraded” to the next lowest tier (Superior will have the same effectiveness as major once two of the six armor pieces are broken, major will have the same effectiveness as minor, etch)
-Further more, for ascended (and when it’s released, legendary) armor
—Damaged ascended armor loses agony resistance
—damaged legendary armor cannot have its stats changed

Now in order to repair your armor:
-Up to exotic, use essence of luck to repair your armor. For ascended and legendary pieces, you have to use globs of dark matter; you cannot repair armor with a lower tier essence of luck than the piece being repaired (ex you can’t repair exotic armor with masterwork luck)
-If you find a place of power, you can commune with that place of power to repair your armor (4 hour cool down on that)

In this system, it incentivizes you to go out and play the content, instead of just running to the anvil at the start of the dungeons, or exiting to Dessa’s lab for fractals.

Power Grenadier the only viable PVE build?

in Engineer

Posted by: archmagus.7249

archmagus.7249

You basically just mash every button that has a high number and do nothing else. That is the state of Engineer, and while it may change for Raids I doubt it will change for dungeons or fractals.

and then after a while you realize you can thread in blinds, chills/cripples, and ccs at good times and double the survival rate of your group by just thinking while you play instead of mindlessly memorizing your cds and facerolling your piano.

u always so mad bro, take a chill pill

Oh no, I understand entirely how good blinds/chills are, the problem being all you have to do is unload the endothermic/phospho shells in the mortar kit, and it accomplishes that job anyways. Chill grenades are also a given, because they deal more damage then standard grenades so are a part of your regular rotation.

But CC? You aren’t taking Supply Crate, and most of your CC is knockbacks, which is a HUGE No-No. Where is the CC coming from, pray tell?

I can’t wait to hear another one of your fantastic arguments in the vein of “U MAD DOE” /s

rifle 4, bob, air blast, magnet, mine, healing turret

knowing when to use them and when not to will make you twice as useful. you can literally do map completion, dungeoneer, and be fractal level 50 without paying attention to ccs, but you wont be farming fractals as an engi without making them easier by using those skills properly.

You can make an argument for magnet on block bosses, but the rest, as I said, are DETRIMENTS

People complain all the time about how a Ranger messed everything up when he uses his longbow knockback. People are going to despise you just as well when you use BoB, Air Blast, and Rifle 4 to interrupt the boss instead of getting someone with an actual stun to do it.

Displacing a boss out of AoE is a terrible idea. Hard stuns will always be better as lifesaving CC then knockbacks. Never use knockbacks for hard CC unless its Mai Trin and you need to get her into the lightning circle.

A few things you forgot about some of those skills:
-Rifle 4 removes cripple, chill, and immobilize
-Air blast adds a stack of burning for 4 seconds to a target with burning, and can reflect projectiles if timed properly
-Throw mine is a blast finisher, and removes a boon. Its tool belt also removes a boon, per mine.

Weapon swap making up for elite mechanic?

in Engineer

Posted by: archmagus.7249

archmagus.7249

One thing I should point out: Kits don’t have cooldowns (well, 1 second, but I don’t think anyone can press buttons that fast, and the animations couldn’t keep up with that) on stowing and equipping like other classes do for weapon swap, and ele has for attunements. If they gave us a weapon swap, they’d probably give us cooldowns on equipping kits, which would wreck our rotations.

Power Grenadier the only viable PVE build?

in Engineer

Posted by: archmagus.7249

archmagus.7249

guess I won´t be playing engi then and will stick to my thief.

I´m lvl 30 now and just hate the playstyle and don´t find it fun at all. Being basically a melee ele with a 45 second dps rotation just to keep up with other classes just isn´t for me.

I think if the engi was more like a long range sniper class I´d enjoy it a lot more.

Good luck to you guys. Engi just isn´t my thing.

Engineer is capable of the highest DPS in the game, it just takes some time to build up with the rotation. This will be critical when raids launch, where we’ll need sustained damage over the burst damage we currently see a lot of.

Power Grenadier the only viable PVE build?

in Engineer

Posted by: archmagus.7249

archmagus.7249

Nah sinister condi is better. As of right now, turrets are really squishy, and will die almost instantly. Hopefully that will change with HoT.

Rabid or Rampager for Condition Engi? (PvE)

in Engineer

Posted by: archmagus.7249

archmagus.7249

I couldn’t find Sinister at all in the trading post, nor in the crafting menu (I am at a level to craft it, so I figured Sinister wasn’t a thing anymore, huh.

Regardless, thank you for the input!

You can find the ascended recipes on the tp. The exotic recipes drop from chests and events the silverwastes. In order to make it, you’ll need charged quartz crystals (once for each piece, you charge 25 quartz crystals at a place of power once per day. I believe they’re account bound.

[PVE]FT-Scrapper build: Jugger/HGH/Adaptive

in Engineer

Posted by: archmagus.7249

archmagus.7249

Quite similar to my build. (http://gw2skills.net/editor/?vdAQFASncTBtoiVXB2aBkfhl7iie1j9ZHcBfwAQsg+hcA-TxRBABG/AAqU9Ha2fILlfnpEEgLAQe6ACAcA87vBgzP/8zP/8+93f/93fLFwFDtA-e) I opted for the blast gyro over one of the elixirs, for the super speed and the unblockable AoE launch. I took soldiers because it synergies with the sharpening stone for more power, and survivability. I opted for backpack regenerator for some more sustain.

Variants(for my build):
-You could swap out elixir B for U if you wanted projectile defense and quickness, but I prefer B for the stability in the tool belt, and lots of boons
-Obviously, if you’re running dungeons, swap the sigils and tuning crystal for the appropriate item of x-slaying
-You could opt for the plate of Orrian steak fires for extra vitality.
-If you wanted more boon duration, opt for the bountiful sharpening stone. But that comes at the cost of about 100 power.

I don`t like the vitality as a stat, cause If I can recall correctly the healing won`t scale with the healing amount. But heck everyone has its own taste
The gyro will only give those boons if you revive an ally in Pve so Im not hoping for that alot! Your build looks cool too great job mate!
My only concern is the move speed as it`ll be a slow as hell build

You’ll get periodic swiftness from HAE, and I suppose you could switch recovery matrix for shocking speed. But, it was meant to be more of a tanky build than a speed build. Hopefully in dungeons, you’ll have someone else who will be applying swiftness.

[PVE]FT-Scrapper build: Jugger/HGH/Adaptive

in Engineer

Posted by: archmagus.7249

archmagus.7249

Quite similar to my build. (http://gw2skills.net/editor/?vdAQFASncTBtoiVXB2aBkfhl7iie1j9ZHcBfwAQsg+hcA-TxRBABG/AAqU9Ha2fILlfnpEEgLAQe6ACAcA87vBgzP/8zP/8+93f/93fLFwFDtA-e) I opted for the blast gyro over one of the elixirs, for the super speed and the unblockable AoE launch. I took soldiers because it synergies with the sharpening stone for more power, and survivability. I opted for backpack regenerator for some more sustain.

Variants(for my build):
-You could swap out elixir B for U if you wanted projectile defense and quickness, but I prefer B for the stability in the tool belt, and lots of boons
-Obviously, if you’re running dungeons, swap the sigils and tuning crystal for the appropriate item of x-slaying
-You could opt for the plate of Orrian steak fires for extra vitality.
-If you wanted more boon duration, opt for the bountiful sharpening stone. But that comes at the cost of about 100 power.

New Engi icon

in Engineer

Posted by: archmagus.7249

archmagus.7249

Maybe make the ele icon depict all 4 attunements, and the engineer icon depict something more than the grenade?

Turret - Will they stay that miserable?

in Engineer

Posted by: archmagus.7249

archmagus.7249

Yeah that Nerf was unwarranted. They’re fragile enough as it was. Maybe at least have advanced turrets make them immune to conditions in addition to the damage resistance. Maybe move the shielding part of it to experimental turrets, and have it trigger when the turrets are overcharged.

Stow weapon and kits does not work

in Engineer

Posted by: archmagus.7249

archmagus.7249

This does not work on kits.

For example, you have a spell with a casttime, that is not on a kit.
You use stow weapon during the casttime.
This will cancel the cast.

Now you use a spell with a casttime, which is on a kit.
You use stow weapon during the casttime.
This will NOT cancel the cast.

So basically you cant cancel the casts of casttime spells on kits.

Stow weapon should work to cancel casttime spells on kits.

Drop bundle (default `). Every good engineer on a rotation does this to cancel the jump back from acid bomb.

Beta: Slick Shoes needs to be toned down!

in Engineer

Posted by: archmagus.7249

archmagus.7249

If it can’t be dodged, I guess we found our counter for daredevil.

Hammer 3 needs a rework

in Engineer

Posted by: archmagus.7249

archmagus.7249

I’ve noticed that 99% of the time, the second swing misses

Stun break

in Engineer

Posted by: archmagus.7249

archmagus.7249

Isn’t reconstruction field a stun break? It’s got no cast time. Just like bulwark gyro, purge gyro, and medic gyro.

It is not. Next time pull up gw2skills.net or some other build editor if you’re unsure about an ability/trait.

gw2skills.net has a few inaccuracies (not counting the ethereal combo fiend generated by streamlined kits from the mortar kit, having ascended giver’s equipment) and it’s not uncommon for them to leave something out of a description in game, especially in a beta event like this. You can use reconstruction field, bulwark gyro, purge gyro, and medic gyro while stunned, because they have no activation time. Look at the wiki’s page on stun https://wiki.guildwars2.com/wiki/Stun.

Thunderclap underwhelming as skill 5

in Engineer

Posted by: archmagus.7249

archmagus.7249

They really weren’t thinking when they gave engi a trait for +25% stun duration when engi only has access to 2 stuns, hammer 5 and Supply Crate

This

I concur as well. I expect the trait to be one of the first things Irenio fixes.

It makes no sense, but we have known that since the PoI.

That.

They should make daze +25% and -25% as well.

Just make anything that affects stun affect daze, too (sigil of paralyzation)

Thunderclap underwhelming as skill 5

in Engineer

Posted by: archmagus.7249

archmagus.7249

They really weren’t thinking when they gave engi a trait for +25% stun duration when engi only has access to 2 stuns, hammer 5 and Supply Crate. Seems like they should either bump up the stun duration increase to +100%, keep it at +25% and have it also apply to dazes, or throw in a “Enemies you stun are immobilized for a short period after” effect.

Wrong dude…net turret overcharge stuns and AED toolbelt stuns too. Not that they are of any good use :P
Anyway ye I expected higher damage, but Im fine with it.

Net turret overcharge doesn’t affect this or expert examination. The turret is counted as an ally. We saw the same thing pre-spec patch with sitting duck, where the net turret didn’t proc that.

Adaptive armor + Ironblooded

in Engineer

Posted by: archmagus.7249

archmagus.7249

But the Condi damage reduction doesn’t stack, only the toughness does

Stun break

in Engineer

Posted by: archmagus.7249

archmagus.7249

Isn’t reconstruction field a stun break? It’s got no cast time. Just like bulwark gyro, purge gyro, and medic gyro.

More communication about the Scrapper please

in Engineer

Posted by: archmagus.7249

archmagus.7249

Anyone else notice that shocking speed has a 10 second ICD? Meaning that leaping through the lightning field generated by thunderclap will give you 3 seconds of super speed, and 20 seconds of swiftness if you take shocking speed.

More communication about the Scrapper please

in Engineer

Posted by: archmagus.7249

archmagus.7249

Two issues to address:
- Scrapper lack of blast finisher.
- Super Speed not stacking.

Well one way to address the lack of a blast finisher is to make the gyro self-destruct become a blast finisher, like the turrets.

The Function Gyro and Stomping...

in Engineer

Posted by: archmagus.7249

archmagus.7249

So if the function gyro is targetable, and can be destroyed, does that mean that if the downed player managed to kill the gyro, would that revive them? Could we be hand delivering them a revive? From the sounds of it, these gyros are rather squishy, so it wouldn’t be very hard to kill them.

Thoughts on Engineer's heal skills

in Engineer

Posted by: archmagus.7249

archmagus.7249

I run the med kit. Yeah the kit itself is junk, but the tool belt skill is good. A heal twice as good as the healing turret, and (when traited) a static discharge and vigor. If you got kinetic battery, you can pop it twice in a row when you dodge. I just wish it would get the recharge reduction from mechanized activation.

As for the kit itself, you get 20s of swiftness and a projectile reflect for a few seconds when you swap to it with streamlined kits. Only bad part is there’s no Condi cleanse on it.

I love you again ANET! I'M THE JUGGERNAUT

in Engineer

Posted by: archmagus.7249

archmagus.7249

I find that flame jet is great when you need lots of attacks really quickly (grawl shaman fractal) and with good precision, you can trigger sharpshooter and heavy armor exploit almost constantly, since neither one has an ICD.

ranged Scrapper attacks

in Engineer

Posted by: archmagus.7249

archmagus.7249

Will there be builds in pvp, where you have descent ranged dmg output on top of your melee hammer stuff as Scrapper?

From kits yes.

Mortar kit or grenade kit comes to mind

I love you again ANET! I'M THE JUGGERNAUT

in Engineer

Posted by: archmagus.7249

archmagus.7249

Awesome now even more people will be camping on the auto attack. How about making the smoke vent a proper stun break?

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: archmagus.7249

archmagus.7249

Hey guys, full time engineer here. Don’t forget: dealing ANY damage while stealthed gives the revealed effect. Also, we got minors in our tools trait line which gives us vigor and another one which knocks 15% off of our tool belt recharge.

As for it not keeping up with us, we have another gyro tool belt skill which gives us AoE super speed.

Also, destroying the gyro isn’t a good counter, if we’ve traited for final salvo, which gives us super speed and a lightning field when destroyed.

[Streeder Gyro][Game Breaking]

in Engineer

Posted by: archmagus.7249

archmagus.7249

Mesmers and guardians won’t see much of a problem with it. They’ll just use feedback and wall of reflect, respectively.

Superspeed not working as intended?

in Engineer

Posted by: archmagus.7249

archmagus.7249

Superspeed don’t have to stack, or it will be superOP.

If Superspeed will stack, then they have to review all mechanics.
Daze have to stack!
Stun have to stack!
Knock have to stack!

So 1 warrior can stack 14sec stun on you and add 8sec knockback on you.

Will it be fare? no!
Will it be fare to kite 24/7 with superspeed? no!
Will it be fare to apply 9sec of superspeed with 10sec cooldown? answer by yourself.
Why we have 3 leaps and static field? For Outheal with trait, for combination with other fields like fire,frost,light,shadow,chaos,smoke, poison.

You have to think more global! you can even use smoke bomb, make 3 leaps threw it (like DP thief) and come to spot like thief, and when your stealth will end, you’ll already fave 3 leaps back from CoolDown and you can stunLock someone on stop in you’r static field with leaps, or heal yourself in waterfield for 4k with just 3 leaps…
Or blind people with darkness field!

Use imagination!

That’s not necessarily true. If they stack super speed, they don’t have to make daze, stun, and knockback stack.

Super speed can be easily countered by using cripple, chill, or immobilize. Torment will also reduce its effectiveness, since you’re dealt twice as much while moving, so most people stay put under the effects of torment. And that’s only for mêlée classes; super speed isn’t an evade, so projectile and AoE don’t lose effectiveness against targets with super speed. Besides, after the specialization patch went live, movement speed doesn’t have any effect on skills which have you travel a distance (like rocket boots).

Forge is a better name than Scrapper

in Engineer

Posted by: archmagus.7249

archmagus.7249

When I heard that forge was going to be the name for the elite spec, I thought that was a great idea. It follows the naming conventions of the other trait lines; that is, types of things that engineers create, not a title given to an engineer. Really the only tie-in to the lore of the engineer is that like the engineer itself, it started with the Charr and spread to the other races.

Allow me to explain:

For explosives, you have an engineer which specializes in making things which go boom. For firearms, you have an engineer who does things which have barrels and triggers, like pistols and rifles. Inventions deals with objects an engineer creates, like turrets, condition purging things, and things that make you move faster. Tools deals with things engineer uses to create, repair, and improve things; as such, most of the traits in that line deal with improving things you do anyway, like swapping kits and using toolbelt skills. Alchemy deals with elixirs, which purge and buff the body in many ways.

And then you have Scrapper, which in Guild Wars lore is a term used to describe a Charr warband which has been looked down on by Charr society; they go and perform menial labor. I think this whole idea that these Charr have turned this demeaning title into a badge of honor (as described in the PoI where the announced it). In real life society, a scrapper is someone who goes around, finding metal (scrap metal) and selling it. Neither of those titles fit into the theme of the trait line (which mostly deals with super speed and stun), nor do they follow the naming conventions set out by the other trait lines; a scrapper is a title, not something an engineer can create or use. Also in neither description is the definition of increased movement speed, hammers, or drones relevant.

The reason Forge would make a better name is because a forge is a place where metal is worked using hammers (which is the weapon the engineer gets), and things are created. In a forge, you’re using a hammer to work metal, creating things, and when you strike a hot piece of metal, sparks go flying. It just seems to me like it would be a better fit, given the traits in the line, and the new weapon granted to the engineer.

But maybe all that’s just me.

Impact Savant

in Engineer

Posted by: archmagus.7249

archmagus.7249

I think the game considers most CC effects (knockdown, launch, knockback, fear, daze) stun, since using a stunbreak will recover you from those(I think so, I haven’t done that much testing on it). So it might effect those, too.

Complaints about hit points on gyros

in Engineer

Posted by: archmagus.7249

archmagus.7249

(Sorry I can’t post these as replies. The option to do so isn’t appearing. All i’ve got is the link)

If they’ve got a problem with having it baseline, then they could put it as a trait. Just give us some way to increase the survivability of these.

Complaints about hit points on gyros

in Engineer

Posted by: archmagus.7249

archmagus.7249

They should treat them as structures, so that they’re immune to conditions and crits.

Complaints about hit points on gyros

in Engineer

Posted by: archmagus.7249

archmagus.7249

When they said that the gyros share the boons, does that mean that they count towards the 5 target cap?

I think placing retaliation on them would be ideal. Players will automatically see them as squishy, and attack them first. Hopefully they at least make them immune to crits. that would their help their survivability a lot.

Sneak Gyro

in Engineer

Posted by: archmagus.7249

archmagus.7249

Tool Belt Skill—Detection Pulse: Remove stealth from enemies in a large area.
On a short recharge, this toolbelt skill helps ensure that you are the one getting the drop on foes and not vice versa

Thieves’ tears…. they are coming…..

Thieves are already crying. Look at the Thief sub-forums :-P
I’m not one of those whiners, but it’s certainly hard to do good on a thief nowadays, and it’s not getting easier with HoT. Revenant also gets a revealed skill.

I’m gonna play a stealthless NINJA with my staff, so doesn’t matter for me, reveal all you want xD

Two Words: Elixir Gun. The #1 skill applies 1s of weakness and 8s of bleed with a 3/4 second activation time. That massive endurance bar doesn’t mean a thing if they can’t regenerate it back.

Edit: At least on my build. Though I got serrated steel and a sigil of agony.

Sneak Gyro

in Engineer

Posted by: archmagus.7249

archmagus.7249

I guess, though smoke bomb with traited orbital strike can give a good helping of stealth

Sneak Gyro

in Engineer

Posted by: archmagus.7249

archmagus.7249

It seems like you can apply effects (superspeed) to these gyros. If they can be stealthed could you have 2 engineers with stealth gyros sheathing each other?

I doubt it. They probably have constant reavealed on themselves. Besides, wasting 2 elites to do what a thief can with 1 utility seems inefficient.

But from the sounds of it, use can keep the stealth on you while moving, which you can’t do with the thief.

Meet the Scrapper [Elite Spec Discussion]

in Engineer

Posted by: archmagus.7249

archmagus.7249

one thing im curios about… wtf is going on with that red fella?

Those look like bombs

Sneak Gyro

in Engineer

Posted by: archmagus.7249

archmagus.7249

It seems like you can apply effects (superspeed) to these gyros. If they can be stealthed could you have 2 engineers with stealth gyros sheathing each other?

LF a PVE Flamethrower/Might stacking build

in Engineer

Posted by: archmagus.7249

archmagus.7249

Brazil made a pretty good might stacking build. I’m farming Caucasus’s Manner to get the runes for it. https://www.youtube.com/watch?v=yvg66tB9JxM. He recommended Sinister for the armor set, but I’m using carrion for a bit more survivability (it’s also cheaper).