Showing Posts For aydenunited.5729:

Is Healing Power worth it?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

In general it isn’t worth it for Engineers, as someone stated before, our best applications of burst and healing usually comes in the form of blast finishers.

Might be in PvE. I have to add that in because I don’t play much PvE so I don’t know.

Jumzi (Ranger), Tarnished Coast

Leaked Notes / BS or Not?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

They seem real enough to me…. all my engineer needed was for them to roll back the last patch’s nerfs to kit refinement/elixir gun, and I’d be happy.

I’m not happy.

Edit: ^ “(healing turret was ripped apart on these boards and now it’s one of our best options)”

healing turret sucks, it’s water field sucks, and it’s a sad attempt to compensate for the KR/elixirgun nerf

Judging by your quote you’ve already made up your mind several months ago, if you’re still whining about kit refinement. And you know what? Even then, as powerful as that was, this entire board was still unhappy and complained about how useless Engineers were, even moreso.

Jumzi (Ranger), Tarnished Coast

Seeking advice vs Mesmer

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Typically a dodge, dodge, #5 series will last the majority of the Moa transformation cycle if you put a small lag in between each one. I also try to dodge through the Mesmer and get behind him, makes is a little harder on them to target you typically over running away from them.

Jumzi (Ranger), Tarnished Coast

Knee Cap vs Sitting Duck

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

It seems to be a good option for the Vulnerability stacking SD build, other than that I don’t know of any build in particular I would use it for.

Jumzi (Ranger), Tarnished Coast

Leaked Notes / BS or Not?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

It’s a stunbreak on a turret, on a 45 second cooldown that is also a blast finisher. That 1s stability grants you a moment without fear of knockdown/stun/etc. to heal, dodge, or make a clutch movement, uninterrupted. It would actually be a massive deal to anyone wanting to finally run an all turret build, despite your sarcasm.

This won´t change the fact that this turret has very limited direct purpose and neither will it improve the general weak sides of turrets – basically they are again wasting time instead of touching the core-problems.

Most of the other balancing things go in the same direction. Best example Acidic Elixirs – this trait is simply stupid everywhere except maybe spvp.

In the end the nerfs (Elixir R, . .) will still have more impact in making the still only viable builds and good utilities weaker. Yes, no power creep but more nerf creep for the engi.

But also no heavy nerf-bat for overall HGH and grenades again, so I´m personally not so much concerned.

I hear these types of things every patch (healing turret was ripped apart on these boards and now it’s one of our best options) and every patch, we do a little better overall in the sPvP meta than before. The boards seem to think it’s one step forward, two steps back, but in reality, it’s the opposite, and a simple change like this can completely turn things on their head when you combine them with other changes. It’s the main element to people not doing well with the Engie, they only look at a certain skill or trait by itself, when we are one profession that can drastically alter our effectiveness simply by coordinating a few key skills and traits together.

You can pick fun at Acidic Elixirs (which still seems horrible, I agree), say that Elixir R is useless now, and things like Rumble for turret builds because everyone says they are bad, but when the next major meta build rises to the top, you’ll just be the ones copying and pasting a build , while other Engineers are playing “I Told You So”.

It’s popular opinion on these boards that Engies still get the nerf bat every patch, and it’s a running gag. In reality, we are upper echelon sPvP meta and have a place in many different teams, even at top-end tPvP, which is more than many supposed “OP” professions can say.

Jumzi (Ranger), Tarnished Coast

Leaked Notes / BS or Not?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

rumble = 1s stability. So anet has fixed engi now? We missed stability the most and now its solved hurraay! Think of all things u can do in that 1s.

It’s a stunbreak on a turret, on a 45 second cooldown that is also a blast finisher. That 1s stability grants you a moment without fear of knockdown/stun/etc. to heal, dodge, or make a clutch movement, uninterrupted. It would actually be a massive deal to anyone wanting to finally run an all turret build, despite your sarcasm.

Jumzi (Ranger), Tarnished Coast

(edited by aydenunited.5729)

Keep rally in PvE and out of PvP

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Rally could be tweaked, just like downed states, but complete removal of them sounds like a terrible idea that would add to the staleness of the game, not help it.

Jumzi (Ranger), Tarnished Coast

Leaked Notes / BS or Not?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

This is why the Engie board is so divided… Elixir R becomes useless because of no stunbreak? Really? Because we all took it for the stunbreak first and foremost… it’s STILL the best overall Elixir even with no stunbreak, with the exception of maybe Elixir S.

Other than that, there are some significant buffs in those notes. If you don’t agree just think about what combining Protective Shield/Protection Injection/Armor Mods/Stabilized Armor into a build will do for survivability… as just one example…

These patch notes, the more you start to actually put together possible builds… seem less and less likely to be true, Anet doesn’t usually make such drastic sweeping changes, if these are accurate I would be very surprised.

Jumzi (Ranger), Tarnished Coast

"Boon" Icons for Engineer kits.

in Suggestions

Posted by: aydenunited.5729

aydenunited.5729

Make a “boon” icon that appears in the same fashion as Elementalists attunements per Engineer kit, so that PvP players can more easily identify what to defend against when in fights with Engineers (this also helps alleviate some of the hate for Asuras in that their animations and details are so hard to pick out in crowded fights).

Jumzi (Ranger), Tarnished Coast

Skill/Trait Updates incoming for all!

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Jugg as a Master trait is exceedingly overpowered.

I would disagree with that though, engies who stay in ft for long periods are free kills, if their viability was increased bymoving juggernaut to master it would only help them survive

I am not a free kill.

200 toughness and 6 stacks of might is exceedingly overpowered for a Master tier trait. They wouldn’t just move it without changing its effects.

It would have too big of an impact in PVP because, for 20 trait points, you net 400 stat points instead of 500 at 30.

I’ve been searching for one of these elusive people who stay in FT kit that aren’t free kills, they are as apparently as rare as finding a unicorn.

I’m not saying it’s not possible, it’s just I’ve only ever seen the kit used effectively (like most of our kits) in constant swapping. The only reason why Grenade Kit and Bomb Kit don’t require this is because GK lets you stay safely out of range, and Bomb Kit lets to run away and use it at the same time. All other kits, from my experience, require constant and measured swaps to be effective, which is one of the reasons why, though I agree it’s a bit too much for a Master trait, it really wouldn’t be exceedingly overpowered except for the ability to stack those 6 might in tandem ahead of time.

Jumzi (Ranger), Tarnished Coast

Engineer will be replaced by necro

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

the only thing that will change if those patch notes are real, a condi engineer should never win a 1v1 against a decent necro

that has always been the case :p

At the rate that HGH condition builds cleanse I don’t understand how anyone can know this already. I’m not saying it’s not going to be true, but it just seems like a big jump to a conclusion based on very little info.

a good necro will overload you with conditions, 409 just isnt fast enough to get rid of them, especially while you get 2 fears, your conditions tossed back at you and boons corrupted.

None of that you mentioned was any different from what Necros can already do… how does the new condition suddenly make it any different is what I mean?

Jumzi (Ranger), Tarnished Coast

Engineer will be replaced by necro

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

They are too different. but on PvE nah, engineers will still be better

but for PvP, it will all depends on teams, Engineer can spam conditions much faster to more people, necromancers have the advantage to spread them, but on their own they are not a huge treat, normally they need another condi class on their team to be good

the only thing that will change if those patch notes are real, a condi engineer should never win a 1v1 against a decent necro (altho, that will prob be the case for everyone, exept phantasm mesmers or shatters)

At the rate that HGH condition builds cleanse I don’t understand how anyone can know this already. I’m not saying it’s not going to be true, but it just seems like a big jump to a conclusion based on very little info.

Jumzi (Ranger), Tarnished Coast

Skill/Trait Updates incoming for all!

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

The change to Elixir S was much worse than this one. The only tPvP builds this change effects greatly are the bunker builds that used it as their only stunbreak… but even then, things like Stabilized Armor look enticing to help make up the difference.

As usual, drama queens rule the boards, I don’t think this Elixir R change overshadows the amount of positives that come out of this is those leaked notes are correct, and by no means does it suddenly make Elixir R useless when the rez function was the most important aspect of the elixir to begin with.

Jumzi (Ranger), Tarnished Coast

Replace engineer backpacks with belt backs

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Why not just make our current backpacks… smaller? Or just add the option of hiding them seems to be the easiest thing.

Like the elementalist’s attunement swaps, Anet likes to make skill switching visible to other classes. I like the belt idea.

Then give us a little boon icon like Elementalists do depending on what kit we’re in, the back belts requires a complete new series of sprite design and is highly less likely to get implemented as such.

Jumzi (Ranger), Tarnished Coast

Replace engineer backpacks with belt backs

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Why not just make our current backpacks… smaller? Or just add the option of hiding them seems to be the easiest thing.

Jumzi (Ranger), Tarnished Coast

Leaked Notes / BS or Not?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Hope not, these patchnotes are highly disapointing. Dont really do anything. Shows a complete lack of understanding of the profession. Nerfs. Still no fix to our abysmal downed state. Some meager buffs and fixes. Nothing really changes. No added build diversity.

So these patchnotes are probably true.

Looks to me like they added a great amount of potential for build diversity, and we are already one of the better professions in that area anyway, in that we have several viable tPvP builds, and even those builds have several variations in style.

Jumzi (Ranger), Tarnished Coast

Skill/Trait Updates incoming for all!

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

As a side note, if super speed breaks stuns and kit refinement for tool kit gives super speed we just got a stun breaker for a kit all be it a cituational one

I was thinking about that myself, especially for the SD builds.

Jumzi (Ranger), Tarnished Coast

Engineer will be replaced by necro

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

I also disagree with the OP, from an sPvP perspective.

Jumzi (Ranger), Tarnished Coast

Well, there goes our title

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Overly dramatic topic.

Jumzi (Ranger), Tarnished Coast

Skill/Trait Updates incoming for all!

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Rumble: Despite running a dedicated turret build for forever, I still won’t use the thumper turret for some very good reasons. One, it has crap damage. Two, it has crap range. Three, it is really slow. Four, if someone is running turrets then the cripple is useless due to all of the immobilize and glue puddles lying around. So all in all, I get a turret that never hits, when it does it doesn’t do any damage and doesn’t contribute meaningfully in any way to any fight. The fact that the toolbelt is a stun breaker doesn’t mean a darn thing. It would be much better to just run elixir S, because then you can stability/stealth stomp an protect yourself.

Elixir X: I also never use this skill because it just isn’t worth anything. It transforms the engineer into one of two elites that never get any use on the classes they are actually built for. Making it recharge quicker just means it does nothing more often.

A big emerging role for Engineers in sPvP is decapping a node… that is, taking nodes from other players without having to defeat them by keeping them off the point. The changes to Thumper Turret and Elixir X gives a lot more potential to these builds, and actually puts a little stunbreaker now into Turret Builds, which is one of the few things it was needing if you ran with high health and Melandru runes. If these leaked changes are true, it’s going to significantly buff the potential for several of our power builds in sPvP.

For some players who rely on support/control/bunker builds, these changes look to have some potential.

Jumzi (Ranger), Tarnished Coast

Individual score a useful metric?

in PvP

Posted by: aydenunited.5729

aydenunited.5729

The scoring system, to me, is the biggest and most overlooked flaw in weening in new players to learn how to play from hotjoin into tPvP, and I’ve been complaining about it since launch.

It rewards play that is considered terrible play in tPvP, and promotes glory farming for rank. It teaches bad habits to new players, and promotes a general lack of team play in that the non-selfish players do not get rewarded. There should never be any good reason for 4-5 players to stand on one point and wait to get their glory before running off again. There should never be a player blowing all his swiftness CDs to race across the battlefield to stand on a point that’s already being capped uncontested.

Jumzi (Ranger), Tarnished Coast

Condition Damage vs. Direct Damage

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Are people really saying conditions are not good? I haven’t seen any significant topics complaining that condition damage was too low.

To throw a counter-point out there, however, condition damage can be almost completely neutered by certain builds, whereas you can only mitigate high direct damage so much, and over the course of long fights, it can often win out. This does not normally apply to the current tPvP situation, however, because in team fights, you have your condition builds AND direct damage all smacking each other around, but in a 1v1 situation, there are lots of builds out there that can basically shrug off even the most insane condition damage if the player is smart with their cleanses.

Jumzi (Ranger), Tarnished Coast

Im sick of Alchemy/Glass Cannon Builds

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Edited my post. Sorry about that, ayden.

NP… always happy when someone tries out one of my ideas, I usually don’t bother to post them unless I’ve done extensive testing to back them up at a moderate level of play.

Jumzi (Ranger), Tarnished Coast

Im sick of Alchemy/Glass Cannon Builds

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Hey Penguin. I can never resist trying a build out that has a new twist. Conditions have been running rampant in tPvP lately so what I found intriguing is the idea of having a massive health pool so our 25% mark is close to what most people have at 40-50% health and how that relates to Automated Response.

I played six matches and have to say it’s a fun and effective build. The Thumper Turret provides 3 blast finishers in one utility for good burst healing. I found myself using Smoke Bomb and Rumble (Thumper Turret toolbelt skill) to stealth before entering team fights so I wouldn’t immediately draw aggro. I was also using Smoke Bomb and Healing Turret>overcharge>detonate to kind of reset things if I felt too pressured. The lack of a shield made me feel very naked, but I started to get used to the Rifle’s CC—especially Overcharged Shot. Elixir X is something I had only used in Spirit Watch until last night. I’m not sure how I feel about it, but it did allow me to capture some points I wouldn’t have been able to otherwise.

Thanks for sharing your build.

I think you were referring to my post…

Anyway, I actually have to confess… I still usually use Supply Drop, but a team I was running with the other day liked my far node assault with mass knockbacks, and so Elixir X came in handy for that, and it’s a good option, as long as their far node is just a single lone bunkerish type build. Burst specs will just ruin you while you’re sitting there in Juggernaut or Tornado form.

I have also toyed around with using this build with Medikit and exchanging Accelerated Turrets for Enhance Performance. It’s somewhat better for might stacking, and might suit players used to HGH but not wanting to continue to use elixirs. You give up a pretty minimal amount of CC, but you’ll notice Thieves and Warriors are marginally tougher without the ability to lure them near your heal turret and detonate it to send them flying back.

Jumzi (Ranger), Tarnished Coast

Healing Turret: Most buggy skill?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

My healing turret will frequently not activate the second portion of the healing skill, will not activate the water combo field, and often will simply not even activate. I will use it and simply put: nothing happens. The only way to fix it is to swap out another skill and swap back, at which point it goes on a 20sec cooldown. I don’t know if this is specifically in wvw, as this is pretty much the only place where i have been playing, but this is pretty game-breaking.

Unless you activate it immediately upon placing the turret, the regenerating mist goes on a timed cycle where after you press the button, it’s next revolution of the cycle will spread the mist, so it’s not instant, kind of like the “rate of fire” of the other turrets. It’s why most of the time you see heal durret dropped, mist, then detonated back to back to back.

If you’re referring to something else, then maybe it’s a bug, but just throwing that out there as a possibility.

Jumzi (Ranger), Tarnished Coast

Kicked out of kits?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

This has happened to me a couple of times in sPvP, but I chalked it up to maybe I was just jittery on my button pressing. But I can recall a few times here or there where it felt like the moment I brough my kit up, it kicked me back to my rifle/pistol immediately and wouldn’t let me swap. Very rare, though.

Jumzi (Ranger), Tarnished Coast

Im sick of Alchemy/Glass Cannon Builds

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Just because I haven’t seen many builds similar to it, and because I’ve been using it in sPvP/tPvP and it’s been a full new build for me (after 2000+ games as an Engie it’s hard to find something that plays different on the same profession) here is a heavy CC/lockdown/node neutralizer build that stacks up amazingly well in against those professions you mentioned once you become adept at timing your moves.

http://intothemists.com/calc/?build=-V70;0B-cPVv0a6V1kw0;9;4J-JT-28;204-35B;1S;56Rk06Rk06gY

Considering the high health pool and decent sustained damage, the only real drawbacks I’ve seen to this build so far are against players who kite, and players with constant access to stability.

This one does dump the 30 into the Alchemy line, however, and isn’t a condition build but a power rifle build, but considering that you can basically walk around at 7k life completely immune to conditions, and you get your heal turret back at around this same point, I can usually pop the heal, blast away the 2 worst conditions and stand toe to toe with most builds. If pressured with melee, use your bombs, if stunned, you have to get in the habit of swapping quickly to FT kit and using your smoke blind, or staying near your thumper turret with the overcharge ready. It’s a build that can be locked down, but the high health and toughness mixed with the fact that you are spamming blinds and CC yourself at such regular intervals has made it feel like I’m not lacking anything so far without a stunbreaker.

In tPvP I use Runes of Centaur to roam and get to their home point faster, for basic sPvP Runes of Hoelbrak seem to be pretty nice but I’m sure there are other alternative that might work better depending on playstyle.

Jumzi (Ranger), Tarnished Coast

(edited by aydenunited.5729)

Get evades off weapon sets

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Or make it so that using them costs endurance as well.

I like this idea. Obviously it shouldn’t be a half bar like an actual dodge, but it should be something.

Jumzi (Ranger), Tarnished Coast

Please, god add gear incentive to PvP

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Thank goodness for no gear progression. It’s the core reason that many GW2 PvPers even start to play in this game, so it’s a fail argument to hope for otherwise, as literally…. EVERY other MMO already does this.

We don’t want it, Anet doesn’t want it, and it will never happen, to much of our appreciation. It’s one of the core things Anet has done SO right.

Jumzi (Ranger), Tarnished Coast

When does trash talk become "verbal abuse"?

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Was more just adding to what you said, Poxxia. My response was more aimed at people who actually think it’s being “tough” to turn the other cheek when you’re being called a bundle of twigs and sticks in repeatedly in the middle of a match.

Jumzi (Ranger), Tarnished Coast

Phantasm Mesmers

in PvP

Posted by: aydenunited.5729

aydenunited.5729

AI control pets all in general need some serious looking into. I agree with the OP. When the AI does all the work while u continuously dodge to create more AI… is a huge problem.

In general Phant Mes and any Mes for that fact that rely heavily on AI to do 80% of there damage needs to be a thing of the past. No other MMO I’ve played over the course of a decade allows this. If you want too make this game have a legitimately lasting PvP impression… this issues needs to be fixed.(and of course many other balancing issues, but this is a start in a right direction)

Just too reiterate what the OP said, 5-9k Dmg from a AI… is absurd Anet.

Also pretty much this. Two spot-on points that need not be ignored.

Jumzi (Ranger), Tarnished Coast

Phantasm Mesmers

in PvP

Posted by: aydenunited.5729

aydenunited.5729

Phant like BM ranger is no skill easy mode 1v1, but useless in a team fight.

For a competitive 5v5 game they are pretty balanced, and to some dagree not even viable.

only niche teams and solo queuers run them, it can infact harm a team for running more than one and even if you have one there are things that are arguably more viable.

The game needs builds like this so it can counter plays and stalemates, the build itself is pretty much a garantied push off point.

Yes it takes the skill factor out of the game to have “I win unless I’m completely inept” builds but my best suggestion is to just avoid it or take it with your team.

I have no problems with the build existing in a 5v5 but anyone who goes around dueling with it thinking they are good I feel is a little misguided of context.

Pretty much exactly this.

Jumzi (Ranger), Tarnished Coast

sPvP/tPvP Node Neutralizer Build

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

http://intothemists.com/calc/?build=-V70;0B-cPVv0a6V1kw0;9;4J-JT-28;204-35B;9TsW6TsW66gJ

Runs well with any boon stripping profession, as the main drawback to this build is stability, mainly guardians, so it works much better against non-Guardian bunkers, and is also a decent lockdown spec for DPS roaming.

I’m sure the stat allocation can be varied quite a bit but the weapon/utility setup is the main part. You have knockbacks from Overcharged Shot/Air Blast/Big Ol’ Bomb/Elixir X/Thumber Turret Overcharge/Detonation of Thumper Turret/Heal Turret. Anyone with no access to stability seems quite frustrated fighting against this build with the exception of those who kite (which can lose the node), and the point of the build is to neutralize nodes or lockdown for your burst partner, which it seems to do quite well without stability up.

I’ve also run this build with Centaur runes to make it a bit more mobile, and also benefits your teammate if you’re the “lockdown” partner.

Jumzi (Ranger), Tarnished Coast

(edited by aydenunited.5729)

When does trash talk become "verbal abuse"?

in PvP

Posted by: aydenunited.5729

aydenunited.5729

“Big boys” … ?
What you really are saying is: Might is right. If you can’t see exactly how wrong that is, I can’t help you.

Actually, that’s part of the delusion of this… there’s no might involved, there’s no “tough guy” or “big boys” it’s just gamers that talk trash and are insulting and inconsiderate, and those that are considerate and polite.

The whole real world thing weeds this out, because nobody talks to each other like that in the real world, and there’s a reason for it. MIGHT (i.e. consequences… losing your job, losing your friends, getting your face smashed in, etc.)

The problem here is that there is a line down the middle, and everyone’s middle is different. I really don’t mind a little trash talking, but when it’s repetitive, personally insulting, and/or people gang up on one other person, I have no tolerance for that, in the real world OR video games.

Tough has nothing to do with it, and there’s no point even bringing up the word in a game or over an internet forum, anybody can be tough over text.

In any sense, as others have said…. when in doubt, report it. The mods don’t ban every single person reported, but you put the decision in their hands, where it belongs in this case. It’s actually one of the better aspects of Anet’s business model, they are quite good at supporting their community and weeding out griefers. Anyone around at game launch will be quite familiar with this notion.

Jumzi (Ranger), Tarnished Coast

When does trash talk become "verbal abuse"?

in PvP

Posted by: aydenunited.5729

aydenunited.5729

What would this “button” do? What would the punishment be?

Jumzi (Ranger), Tarnished Coast

(edited by Moderator)

When does trash talk become "verbal abuse"?

in PvP

Posted by: aydenunited.5729

aydenunited.5729

You are way off… the insults ONLY come from online/video game situations, because in the real world if you talk to someone like that, you can do something about it yourself.

The smack talkers tend to stay online in their virtual worlds where there are no repercussions for being a jerk,

Jumzi (Ranger), Tarnished Coast

(edited by Moderator)

Tournament Builds

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

I’ve been trying various bunker builds that don’t use HGH over the weeks and still i haven’t found anything that can be on par with ele/guardian bunkers. I wonder if it is even possible.

Guardian bunkers are masters of stability and barrier type moves and are overall the best and should be.

Ele bunkers are hard to kill, but Engie bunkers are hard to hit. To me that’s the main reason why I feel they are potentially on par with Ele, permanent vigor + swiftness for counter capping and bunkering opposing nodes quickly when your own gets overrum + several options on how to play it versus Eles with only one real way tends to make them competitive for that #2 best bunker spot IMO.

The only reason why Guardians are and will be king bunkers forever is because of stability… you can’t really lock down a Guardian for large portions of time in the fight, any other class for the most part can be. It’s why HGH became so popular, in that it’s the main build that can actually out-damage the Guardian’s bunkering, so you don’t need CC, you just need mass conditions and particle explosions from a distance.

Jumzi (Ranger), Tarnished Coast

A Non-HGH Build?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Well, there is the Static Discharge build. Typically runs with Berserker Gear and relies on high Critical Chance and high Critical Damage. It’s something of a glass cannon, but it delivers decent non-condi based damage.

I had 10 rounds versus a HGH Grenades engineer in PVP. I used SD. The score was 10-1 in his favor. He used conditions and the SD build doesn’t have enough cures. I can say that in PVP conditions are better, but in WvW the SD is deadly as well.

You can’t really use pvp duels as a measurement for how viable a build is unless your only criteria for the build is how well it does in pvp duels. Granted, HGH is better overall, I’m agreeing, but your logic for justifying it is wrong to me in that post.

Jumzi (Ranger), Tarnished Coast

trouble picking a third utility for bunkering

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

If my primary job is holding home point, I usually prefer taking Toolkit and focusing on a vigor build with Gear Shield on short cooldown with Power Wrench trait.

If my job is keeping middle point or counter-capping far point, Elixir Gun.

I always carry Elixir C and Elixir R. Elixir C is very underestimated as a bunker, especially since we lost our condition removals via Kit Refinement.

Jumzi (Ranger), Tarnished Coast

A Non-HGH Build?

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Really depends on if you’re playing PvP/WvW/PvE.

In sPvP Engineers are better off than a lot of other professions at the moment in that we at least have both a few viable bunker build and HGH variants. A very small step down from those builds, the SD builds are also still viable up until you get to very high end play.

Jumzi (Ranger), Tarnished Coast

A Huge Advantage

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Posted by: aydenunited.5729

aydenunited.5729

1) No option to move the camera very far back, at least not as far as I would like it.
2) Game mode forces mass fights on tiny nodes.
3) Mass particles everywhere.
4) Poor targeting in general.
5) Someone also said right click targeting is back as well? That also occasionally unintentionally changed your target.

So yeah, those things make it pretty frustrating when you also have classes giving you 4+ things to tab through, or dropping the target altogether when they stealth. You get used to it, but it’s poorly designed IMO. I would be fine with the stealth dropping target thing if everyone didn’t have dozens of clones and minions and pets and turrets and forcing you into tiny corners to defend tiny nodes with a camera distance that doesn’t allow you to see much past what’s right in front of you in tight locations.

Jumzi (Ranger), Tarnished Coast

State of the banner warrior

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Posted by: aydenunited.5729

aydenunited.5729

Topic resolved. This topic is now about who would win between Spiderman and Captain America. Discuss.

Jumzi (Ranger), Tarnished Coast

1v1 Balancing

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Posted by: aydenunited.5729

aydenunited.5729

I think this is the reason you haven’t seen duels implemented yet… there are about 2 professions that are miles beyond any other in terms of 1v1, and as they’ve struggled to get 5v5 balance just right, I don’t think 1v1 balance will be on the agenda in the very near future.

Jumzi (Ranger), Tarnished Coast

The Advantages/Disadvantages of each Bunker

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Posted by: aydenunited.5729

aydenunited.5729

Engineer
Advantages
+High damage output for a bunker
+Lots of control (knockbacks mainly)
+High dodge rate
+Lots of blocks
+Condition heavy (for a bunker)
+Knockbacks are easy to time for interrupts
+Lots of AoE
+Many Blast finishers (good for stacking might/healing)
+Ability to self revive (If running Elixir R)
+High regen uptime
+Can decap a point very fast
Disadvantages
-Susceptible to burst
-Not much condi removal
-No stability
-No viable access to buffs
-Bad for rezzing down allies in a fight. (excluding throw elixir R)
-Not much team support

Just wanting to add here, unlike other bunker professions, Engie bunkers often have sutble to major differences in between builds, just because of how trait dependant we can become, so these are subject to change depending on bunker type.

Jumzi (Ranger), Tarnished Coast

Voz's Bunker Spec: A Guide to Immortality

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Posted by: aydenunited.5729

aydenunited.5729

Hmmmm… only thing I’m not digging about this build is the med kit. Losing that extra heal at 25% life (since medkit puts it into the toolbelt slot) is something I’m not yet willing to get rid of as a bunker, but some great ideas in there.

You actually get the toolbelt heal back on the medkit at 25% as well!

Another bugfix/change I was unaware of, thanks for the info!

Jumzi (Ranger), Tarnished Coast

Voz's Bunker Spec: A Guide to Immortality

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Posted by: aydenunited.5729

aydenunited.5729

I agree, I like running Protection Injection and Protective Shield.

Does the iceblock interrupt you while stomping/rezzing? That’s what I love about vampirism, you can still rez/stomp in it if you started before it procs. If it interrupts you rezzing/stomping that’s quite the deal breaker.

Also I’ve been toying with using Adrenal Implant on a build for the constant 50% endurance regen time, but I’ve never gotten around to it. What are you’re thoughts on running a 30 pt Tools build? what would you pick up for the 2nd tier?

I’m no Voz, but I was actually running a build around this before I’m testing out some elements of his build. I was running 0/0/20/20/30 with I, VII, II, X, VI, VIII, XII. It’s a straightforward avoidance build, but I was doing pretty well with it in solo queue matches.

Jumzi (Ranger), Tarnished Coast

Voz's Bunker Spec: A Guide to Immortality

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Hmmmm… only thing I’m not digging about this build is the med kit. Losing that extra heal at 25% life (since medkit puts it into the toolbelt slot) is something I’m not yet willing to get rid of as a bunker, but some great ideas in there.

Jumzi (Ranger), Tarnished Coast

Voz's Bunker Spec: A Guide to Immortality

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

nice build. But without any knockback it is a pure pointholder. I guess the bombkit with healing bombs makes more sense.

But… if you never lose the point, why would you need the knockbacks? He has no Elixir S type of moves in his set that would cause him to lose the point, so if he stays alive as long as he says, there’s not as much need for knockbacks. I agree though, it would be much harder to take the point back in this build if you do lose it.

Jumzi (Ranger), Tarnished Coast

Voz's Bunker Spec: A Guide to Immortality

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Posted by: aydenunited.5729

aydenunited.5729

Thanks for posting this, Voz… your build looks almost identical to one I’ve been running, except you use EG kit whereas I was using TK for the Gear Shield. I had no idea the trait to increase the Supply Drop worked now, this changes everything. Going to try your build out a bit later.

Jumzi (Ranger), Tarnished Coast

Turret Change Idea

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Posted by: aydenunited.5729

aydenunited.5729

I know…another thread about this…but I saw an idea by Numot.3965 and I liked it but with some tweaks, so this is my (with Numot’s inspiration) idea:

Numot’s initial idea:
Short duration but potent – The turret you plop down doesn’t last long, maybe only 5s, using its skill, but then falling apart afterwards…

My tweaks:
For this to work I think turrets would have to be ground targeted deployable as baseline. No point in dropping something that does 1-and-done actions right on top of you.

I’d like to have them deployable with a charge. That means you can pre-drop turrets for point defense and they’ll stay (5 min max) until they do their action, then die. Then we can trait em for an extra charge: 2 actions (with ICD of x seconds), then crumble.

Won’t be any more powerful than they are now, but they’ll have reduced cooldowns that will let us drop them more often, not have to worry about picking them up just so we can use them in a reasonable amount of time, and will make them more “mobile” by design.

No detonating, since they fall apart. Toolbelt will need to be adjusted to just keep the non-deployed skill active always.

I will say though that I don’t see this change being beneficial for Healing Turret. HT’s mechanics would have to remain as-is, but I think that’s doable.

TL;DR: short duration, ground targeted deployment turrets with 1-2 charges, do action, crumble. Shorter cooldowns. No detonating.

Discuss…

It might be nice, could improve them, it’s hard to say because several trait choices would have to change as well in accordance (accelerated turrets, deployable turrets, healing turret mechanics would have to be changed again, etc.) but to me, from an sPvP perspective, it doesn’t address the main issues with running a turret build, those being a complete lack of any stunbreak or condition removal in addition to CD rates, turret enemy targeting, and turret hit points.

It’s like knitting a nice sweater for someone who’s starving, I’m sure it’s a nice gift and it’s better than what they had, but they’re still hungry.

Jumzi (Ranger), Tarnished Coast