Showing Posts For coglin.1496:

I want to be an Engineer..

in Engineer

Posted by: coglin.1496

coglin.1496

There isn’t that much wrong with the profession actually Metaphysicist, some like to severely over exaggerate their ideas. A few fixes would quit literally would propel the class. As far as turrets go, they are no different then any other minions in the game. They are equivalent to necro pets. It has nothing to do with issues for the profession as the devs stated in a post about the games various pets. No one profession has greater issues then the other when it comes to minions (keep in mind, there is a difference between minions and pets) . As I understand it, it is more an issue of finding a balance for them as well as issues with the AI.

In the betas and right after launch they were great, because you could put them up on rocks and on trees. I remember in beta, Colin Johanson comment on a picture in which someone had a rocket turret on top of a cactus using the deployable turrets trait (turrets are ground targeted) and stated that was not a glitch and perfectly acceptable. I used turrets alot then and stuck them on the side of walls, and the top of rocks. After release though, in PvE, only 2 turrets function with that trait.

Poor craftsman blame their tools. Poor players blame their Engineer.

Find the right video for Engineer turrets!

in Engineer

Posted by: coglin.1496

coglin.1496

So, just to be clear, are you posting a complaint about the audio of the turrets?

Poor craftsman blame their tools. Poor players blame their Engineer.

how are engineers in wvw? I want to roll one.

in Engineer

Posted by: coglin.1496

coglin.1496

In WvW I like to play more of a control engineer with rifle, slick shoes, rocket boots and the elixir gun

I feel I do extremely well. I use glass cannon gear alot with pow/prec/crit %. Or I go straight condition damage P/S, but in WvW I tend to favor the rifle, control, glass connan type build. But thats just me.

Sometime I like to build pure tanky builds and use elixir infused bombs and use the smoke bomb and BoB and go invisible and rush the zerge. The invis tends to double or triple alot for you because of the culling issues, and it is fun to reak havoc on the zerg for a time while unseen.

Hopefully in the next two updates they will fix some of the issues the engie has, such as ridiculously long cool downs on the battering ram in comparison to equivalent skills on other classes, and some of the skills and abilities that do not work properly.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

Your kidding right?
I am sorry, but RNG is RNG. Chaba is right, you cannot sit here and complain about one and justify the other and expect to be taken seriously. That is the definition of hippocraticy.

Poor craftsman blame their tools. Poor players blame their Engineer.

Warning: Do not roll an engineer

in Engineer

Posted by: coglin.1496

coglin.1496

Maybe you missed the entire post or something so here is the link for it. It’s right here in the same thread. Oh and don’t pretend that it’s not more powerful on the warrior side we both know that’s not true. The math speaks for itself. Just because you have a niche build that works in pvp well that you don’t want them messing with doesn’t mean they can’t make major improvements on this class starting with the only two weapons we have.

Maybe you missed the post or something, but it has been proven time and time again with a little thing called math, that the engineer rifle skills solidly out damage the warrior ones in a straight comparison. Posters have been proving that here in threads since august. Sorry, but your opinionated claims do not trump math and fact in the real world sir.

I can repost the damage coefficients of each skill, and post the damage calculating equations , again, if you like. I can step by step walk you through the math of that equation if you like.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

A Meeeeeellion Buttons?

in Engineer

Posted by: coglin.1496

coglin.1496

Oh and to the people who keep saying it doesn’t take more button pushing to play an engineer, yes it does especially if you want to do what they expect us to do is use nothing but kits.

They do not expect us to use “nothing but kits”. Get over yourself with the intentional misinformation, false claims, and inaccuracies. Post a link supporting “they expect us to use nothing but kits.” or just stop making the false claim will ya, its old hat, and misleading to new folks like the OP.

Poor craftsman blame their tools. Poor players blame their Engineer.

Slow heal skill that is easy to interrupt.

in Engineer

Posted by: coglin.1496

coglin.1496

I do not really have a problem with it failing unless I am CCed while it is channeling or it resets if I try to use a skill. I simply hold off on a skill for a second. But for the med packs, condition removal, and swifness/fury, I have no complaints about it.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

well did you see the engineer trailers they made before release?the one when the rifle turret solo mobs?
hmm did your rifle turret ever solo a mob?:)
or the one when the engineer uses glue shot that actually stops mobs for you to set big ol` and it hits?:)
in my book this is a classic case of false advertising:)

Yes it did. Before they changed spacial dynamics, I could place the turret in a location that the mob couldn’t do damage to it, but it did not get the “invulnerable” flag that it does now. Although I would love to see the video you mention. They also showed a video for a profession called the “commando” that could call air strikes too. Did you slam the forums when that didn’t happen for you?

The difference is, unlike yourself, I will provide a video to support it, and not just make a claim.

You guys do not have to like it, but if he is going to make a 100th thread on a topic, I am entitled to disagree. And I will do so anytime anyone is trying to change core professional mechanics, which is exactly what our tool belt system is now. It works, and there is nothing wrong with it.

When posters are continuously ignoring the broken, dysfunctional, or imbalanced skills to lobby to change the skills, abilities, and mechanics that work just fine, I will adamantly argue it.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

I don’t think anyone who makes a thread like this, myself included, thinks the class is bad. I look at the engineer and a diamond in the rough. It would be a shame to let something so close to gaming brilliance amount to nothing more than wasted potential.

You titled the thread “how I would fix the engineer”. That alone could not imply the class was broken any more if it you tried.

As I said, I am all for fixes to what does not function correctly or to what is broken or bugged. But your lobbying to change the professional mechanic, while making complete changes to the weapons skills.

I disagree with your ideas on the rifle, tool belt, and, a lot of the changes to them. You claim to have insight to what the devs meant or their intentions for the profession or its skills. When asked to support that with a fact, you refused. Stop acting as if you are permitted to make such claims and lobby make drastic changes to the profession, all the while acting as if I, or anyone else who disagrees has no business doing so.

None of that though explains why you had to make a new thread on a repeat topic with multiple threads on this discussion already ongoing. I mean it just adds more threads for readers to wade through, and it makes doing an honest search just that much more difficult.

I am also curious, you claim we need a class mechaninic that works as advertised. I would truelly love to see one fact to display what they claimed, and how it doesn’t work as they claimed. You have a really bad habit of claiming to know what they devs meant, wanted, or intended. I am all for a serious discussion of serious issues, but these claims are getting ridiculously outlandish.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Warning: Do not roll an engineer

in Engineer

Posted by: coglin.1496

coglin.1496

I do not consider 2/7 of trait point investment as “mere”. I fail to how it is unreasonable for a weapon to be better for another profession after investing 20 trait points. Your argument here is illogical to me.

Otherwise, I am unclear how I am being biased by not including profession specific F key abilities. In a static comparison of weapons skills. That poses no more logic then other profession claiming the devs need to look at our utility skills because comparable skills from their class to those of engineers are imbalanced because of tool belt skills.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

@gurt
You do not think our rifle skills are uniquely different then the other rile skills in the game?

You do not feel that pistols reward specializing in condition damage while rifles reward in specializing in direct damage?

Now I will do as far as pointing out that you literally have no concept of memo balance if you believe allowing a player to pick what skills go on the tool belt while having all together seperate skills in the related utility slot.

If the profession is so bad that you feel you needed to make your own thread on an already overdone topic, instead of participating in the already on going discussions, and that you prefer to change perfectly functional and useful skills to suit your personal wants, while ignoring the more important broken skills, skills that do not function as intended, or skills with identical functions to others but significantly out matched recast or effects, then perhaps the class is not for you, and you should move on and play one that is. That is much more preferable to trying to redesign the professions core mechanics to tailor to you while leaving the rest of the community blowing in the wind.

@mrsilver
All of the threads on grenade damage and the hundreds of threads in the other sub forums exclaiming them as OP support that the community as a whole disagrees with you.

If you like, I can guest over to a server in your tier and we can meet in a secluded location for 1v1 opportunities and I can demonstrate to you how the rifle net skills and knock back, combined with other control abilities will allow me to riddle you with grenades.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

There is more to this game then wvw. And I can literally move side to side in a shuffle motion and dodge all of a rangers arrows or a warriors rifle shot. I can reflect the warriors rifle shots right back at them as well. Your point is moot. There is a counter for everything.

I offered suggestions of real issues and things that literally do not function as intended versus others proposing to to redesign perfectly functional, acceptable, and useful abilities. This has been covered on the other 300 threads on topic.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

Did you even read my suggested change? I don’t suggest anything so drastic as a core concept change.

Right. Because suggesting that we toss the whole tool belt idea out the window in an effort to change it so you pick what you want at random isn’t a core change.

You’re probably the one person who still thinks the engineer is completely fine as is and you’re more vocal about not changing anything than any suggested change I’ve ever seen.

No need to try to put words in my mouth and attempt to speak for me, your struggling enough to do for yourself.

Nobody wants a new class or to see the engineer concept fundamentally altered. You irrationally defend your position with so much zeal and fervor that you come off as blind to the real issues. We want changes, yes, but it’s not a bad thing to want to push the class to mechanics that better fit it’s defined role and the role that the game expects of the classes.

I disagree. You literally broke down your desire to completely change our weapons skills. You proposed completely rebuilding our profession specific tool belt skills. And you misrepresent facts about certain weapon skills and abilities. Do not confuse the desire to use facts instead of accepting your misrepresented opinion as zeal and fervor.

We do not need to fix things that work fine. We need to fix actual problems like weapons stats effecting kits. FT misses. Ridiculously long CD such as PBR on a 45s cool down which does the exact same thing as warriors kick, on a 20s cool down.

We do not need to change the rifle. If you want solid ranged damage use grenades.

We need changes to comparable skills like kick and PBR with vastly different CDs and skills that do not function properly like FT misses and Flame blast usability being limited to a static range of its explosion, not redesign the pistol and rifle for your personal play style. SO seriously, stop trying to claim I do not want changes just because I want real fixes and not just to tailor the profession to my personal wants as you are.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Warning: Do not roll an engineer

in Engineer

Posted by: coglin.1496

coglin.1496

Only tried rifle warrior on low levels in pve, was immediately disgusted at the immediate differences and enormous survivability advantages.

You mean how the warriors rifle #1 skills, skill-specific coefficient is almost 40% less then the engineer? I have all profession to 80, and have played sPvP, WvE and played a good deal of dungeons and DE’s in PvE with all of them. One thing I can tell you is, your just wrong if you try to claim to be able to judge a profesion at low levels and compare it to your 80 in exotics.

Warriors volley skill-specific coefficient is 232 per shot, while blunderbuss is 386-618 depending on range with a 4s bleed.

Warriors #4, brutal shots skill-specific coefficient is 193 while engineers overcharge is 386.

Warriors #5 rifle butt (melee range) skill-specific coefficient is 386 compared to engineers jump shot of 348 on launch and and 696 on landing.

If you really want to compare the two, take them to the mist in matching gear and compare the damage. Our rifle dwarfs the warriors.

I suggest against using assumption, unequal comparisons, and presumptions as you have so far and use more testing, mathematical comparison and facts. That leads to much more informed discussions.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

Thanks for all the feedback, everyone!

Allow me to elaborate my thoughts on weapons. To me, in a perfect game, all weapons across all classes should have a unique or fairly unique specialization. Playing to a weapon’s strengths should be rewarded and allowing others to use their weapons should be punished.

I doubt anyone would argue that. The problem is that a weapons “uniqueness” and “specilization” are extremely subjective, and open to interpretation.

I absolutely disagree with your proposed changed and feel they would weaken the rifles general use and limit its capability severely.

The way I see them, toolbelt skills are already nothing more than extra utility skills that we can’t really choose.

Just plain NO

We are the only class that does not have a static set of F key skills. In many cases professions have only one. We very literally are the only profession that can chose what they are. This is a core mechanic to the profession. If you think you wish to change it now, go play another profession and see if you get tired of the 1 skill some of them have. I see this same argument in the warrior forums every day too. Because their F key skill various from weapon to weapon. Anyone with any foe sight has enough sense to know it would result in a huge nerf if we got to pick an chose our F keys separate from utilities. Some combinations would logically be OP and subject to nerfs.

I mean if we are going to allow picking and choosing on that level, why stop there? Why not just allow players to pull there favorite skills from each weapon and combine them too?

Your F key suggestion throw all logic and balance out the window, and it is just to chaotic to be a positive idea in the least.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

A Meeeeeellion Buttons?

in Engineer

Posted by: coglin.1496

coglin.1496

How long do you think someone would run an engineer without using kits and THAT notion not get stale. No class is hard to learn but the point of leveling it and using it in different aspects of the game is to feel competent and like you have done well with the class. The engineer simply requires more button pushing to take advantage of what makes the class unique. Would you enjoy only running gadgets and achemy to avoid button pushing? I agree that taking the class into the mists immediately to get a better idea of what the class feels like is a good idea. It still does not replace thorough gameplay in multiple situations though. What part of the mists is going to replicate dungeon play?

Blah blah blah. Say whatever you want. Anyone trying to force the notion down poster throats that you “have” to use a kit is crap. And when it is a new player or new engineer and it is stated as it originally was, it is misinforming and counter productive. This isn’t about what does or doesn’t work optimally in your opinion. It is about misinforming folks who ask honest questions.

Example

The engineer simply requires more button pushing to take advantage of what makes the class unique.

This is absolutely not true. It is a case of you attempting to force your misinforming opinion on the OP. Kits are not required, or even remotely necessary. That is a fact. Niether is excessive button pressing.

With guesting coming, I will be happy to record myself set up a non kit build that requires minimal button meshing, or several builds for that matter. Transfer to a server in your tier, and meet you in a secluded spot on the map 1v1 and post the video here to support my point if you like.

Even if you use a kit. You have no more button mashing them any other profession with weapons swapping.

Even the devs suggest your just wrong. It has been posted here before. Comments the devs made on level of complication, learning curve, or difficulty of a profession, they had engineer well away from the top of the list. They literally listed them in order of difficulty to learn and play and engineers were not even in the most difficult half of the professions. Although I did not agree with all they had to say on that topic, it says a lot about your claims that it contradicts what the devs stated. So I hope the OP takes that into account.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Static discharge cooldown

in Engineer

Posted by: coglin.1496

coglin.1496

I don’t think this will be toned down in any way. The burst you get isn’t all that spectacular, it’s decent which is OK, plus you narrow down your versatility a lot if you go for the “best” discharge toolbelt skills.

Kind of true. With a pure pow/prec/crit % set up it is 2k damage per shot. For a meager 10 trait points to gain the ability to gain nearly 8k damage for spaming my F keys is slightly more then “ok” in my opinion. Of coarse benefits vary depending on build and play style.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

Please, enlighten me. What is the rifle supposed to be? It has enough damage to be a bruiser weapon, but the ranges are unintuitive. The #1 skill tells us that we should want to be at range, but then we don’t get the benefit of the pierce. The #3 suggests we should be in melee range or close to it. By moving the #3 skill into the #1 position we see the rifle fully as a melee weapon.

kind of answered that yourself in your previous presumption didn’t you?

Responses from and conversations with developers. They’ve said time and time again that we are intended to focus in control and support, not damage.

@coglin
How is the tool belt “inventive”? All they are, are 4 extra utility slots.

Because we have the ability that no other profession has. The ability to control what are F key skills are. Just because you may not like it, does not mean it isn’t unique and inventive.

If you guys do not like all of these abilities, clearly you do not like the profession. If you dislike the profession, do not play it. Stop trying to change the care concept and mechanics of the profession.

Gets old reading threads in which every posters is attempting to convince the community how we we need to make changes to the profession so that it taylors to them, and there play style specifically. We have 100 other threads on this topic. Everyone thinks they need to make a new one just for thier opinion, because they feel what they have to say is too important to be part of the ongoing discussion already going on.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Shortcomings of the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

This thread would be a hell of a lot more useful if you actually said what “RNG” means.

It is one of the most universal and known terms in video games. Why does it have to be explained in every thread? If you do not know, simply ask. There is not need for a backhanded implication in your remark.

It means “random number generator” refering to the random oppertunity for varying effect from a skill.

Example :
Toss Elixir U, creating a random spell at the target location.

Range: 900

Can create one of the following wall spells:
Veil, Smoke Screen, or Wall of Reflection

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Warning: Do not roll an engineer

in Engineer

Posted by: coglin.1496

coglin.1496

I’ve been leveling up a warrior, and couldn’t help but notice the disparity between the warrior’s rifle skills, and the engineer’s rifle skills, finding that the warrior’s rifle base skills have baked-in elements that an engineer is required to trait for.

For example the warrior rifle #1 Skill has a base 1200 range, has a 100% chance to cause bleeding for 6 seconds, and has a 20% chance to be a projectile finisher. The engineer’s #3 skill has a 100% bleeding component, but it is most effective at 100 range.

That #3 skill is also AoE for Engineer. It is clear that you re trying to proclaim warrior rifle skills superior to the engineers. That is no excuse to “conveniently” leave facts out in an honest comparison. Your entire post is riddle with fallacies, inaccuracies, and misleading misinformation. You for example, also neglect that our rifle hip shots innately pierce. Just hitting 2 enemies with our number one skill more the dominates the bleed effect warriors have from theirs. You leave so many facts out about both warrior and engineer rifle skills, it is as if you have never really experienced either.

These are the kind of inaccuracies that would appear suspiciously over bias to me if I was a dev reading this thread. Making it hard to take seriously. Other then the entirely trollish title of the thread and the ridiculously troll original post that is.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Coated Bullets

in Engineer

Posted by: coglin.1496

coglin.1496

There is no limit to the enemies you can hit as long as they all are in range of the attack.

Poor craftsman blame their tools. Poor players blame their Engineer.

PvE Conquest armor?

in Players Helping Players

Posted by: coglin.1496

coglin.1496

They need to get the Conquest helm implemented.

Helm is in the NW section of Forst Gorge via a heart vendor.

The whole set is scattered through that map.

Poor craftsman blame their tools. Poor players blame their Engineer.

Only an engineer...

in Engineer

Posted by: coglin.1496

coglin.1496

Only an engineer can use a battering ram on a person and not a keep door.

Poor craftsman blame their tools. Poor players blame their Engineer.

How I Would Fix the Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

First of all, I want to start by bringing a concern of mine to light: the engineer is designed to excel at control and support (and to some degree, does) while sacrificing damage.

My first thought is what do you base this on?

Toolbelt
It has long been my opinion that the toolbelt as a mechanic is holding the engineer back.

I love the tool belt. I find it to be an inventive feature, and very good for the profession. I completely disagree with you here.

Rifle
The rifle is a good weapon except that there is no focus in what it is supposed to be.

I am starting to have trouble taking you seriously. It is had not to laugh at someone who believe they have such a magic insight as to presume to repeatedly claim to know what something is intended to do or supposed to be.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

CoF Path1 ninja buff

in Fractals, Dungeons & Raids

Posted by: coglin.1496

coglin.1496

It’s kind of ridiculous how players are quick to slam the devs for a ninja nerf on every little thing. Take a look at the weekly glob salvage nerf threads.

Absolutely agree. Its like, “oh I had a less then perfect run, I better make a forums thread and have the devs answer pointless questions, so it takes away from real concerns they could discuss”.

If you think something is wrong, perhaps developing a sample size of more then 1, might logically be needed next time.

Poor craftsman blame their tools. Poor players blame their Engineer.

Step right up! Place your bets!

in Engineer

Posted by: coglin.1496

coglin.1496

OP you need to get over your temper tantrum. You have done nothing but troll the forums complaining about something that you have no idea if it will happen.

It is getting old, and posters looking to have earnest conversations are being forced to wade through the waste of threads such as this.

If you have a problem with what you think will happen go troll your psychic friends line and stop trolling the forums.

Poor craftsman blame their tools. Poor players blame their Engineer.

Warrior Sniper Vs. Engie Sniper

in Engineer

Posted by: coglin.1496

coglin.1496

Two things:
- Engineers are supposed to use kits to compensate for their perceived shortcomings. You’re not using any kits.

This is not true at all. It is posters like you who spread false information, misnomers, misrepresentations, and confuse new players looking to learn.

Engineer are not SUPPOSED to use kits. Kits are an option we have. Because of this option, we do not have weapons swapping. A player can use zero kits, and show up with a pure gadget build. With the ability for blow outs, knock backs, and knock downs, a rifle engi can destroy a rifle warrior without ever being touched.

So unless you are going to buck up and reimburse everyone for there game cost, stop assuming to misinform everyone and tell them the class is designed for them to use kits. Stop telling folks they are supposed to where boots. Most of all, stop implying they are doing it wrong if they chose not to use a kit.

Poor craftsman blame their tools. Poor players blame their Engineer.

range of flamethrower

in Suggestions

Posted by: coglin.1496

coglin.1496

The damage needs upped so you can deal more than you’re taking from retaliation….

LOL, good point.

Poor craftsman blame their tools. Poor players blame their Engineer.

My Engineer Build: Gadgetnaut

in Engineer

Posted by: coglin.1496

coglin.1496

building around gadgets seems kind of backwards if you ask me. Usually they will add to a build as a stunbreak or something. But I’ll add my 2 cents.
I agree that goggles are weird in that breaking stun is a defensive action but gives you offensive buffs. And rocket boots are just silly, although together they play differently because using the boots to fly back then the goggles to get up quickly could be advantagous. If we could have any sort of reliable stability they might be worked in.

The other gadgets aren’t much better, throw mine has a teenie tiny area for it to get triggered, not to mention a big red circle for the enemy. And I believe that its not effected by the cooldown reduction, or at least I think the toolbelt isn’t. PBR can be loads of fun tho. But once you go toolkit its really hard to use anything else.

I use a 3 gadget build alot. The benefit of it is that in a 1 v1 i can generally kill an enemy, literally without being touched. I can literally keep them flat on their back the entire fight. Downside is that gadgets have no condition removal.

Poor craftsman blame their tools. Poor players blame their Engineer.

Is AoE actually a problem? - Discussion Thread

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

I’m pretty sure the outrage comes from people who don’t understand why they would want to rework a damage mechanic that is not broken or overpowered or spammed, as has been stated by most posters.

What is so hard to understand? Skills like meteor shower from the elementalist staff does as much damage per meteor as the engineers rifle single target does.

Why should a skill do 5 times the damage to up to 5 targets then a single target skill. Now foe me, I do not feel the answer is to purely nerf the meteor shower in this case, as much as it is to raise the engineer rifle damage in this comparison as well.

Poor craftsman blame their tools. Poor players blame their Engineer.

Personal goal: lvl80 of every profession

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

8/8 before Christmas. I like the game and find lots to do. I simply wanted to experience all the professions in full exotics.

Having always been a fan of the under dog, and enjoying the play style choices of the profession, I basically chose engineer to be my main. Hopefully one day soon Anet will work on condition damage. I like the condition damage option, but it is a pain when you have to respec because you have a condition focus ranger in your group and you each nullify a portion of yours and the others damage. (happened to me last night).

Poor craftsman blame their tools. Poor players blame their Engineer.

Tips for a new player about proffession

in Players Helping Players

Posted by: coglin.1496

coglin.1496

Engineers can have 5 immobilizes and 5 cripples in one build and do solid damage in that build. Had an entire set of utility skills (gadgets) dedicated to crowd control. They have the most combo fields (all but dark) and every finisher available.

Apparently the fact that it is the least played profession shows in what the general population knows of its capabilities. (this is coming from a player with all 8 classes at 80)

Poor craftsman blame their tools. Poor players blame their Engineer.

Viable WvW damage dealing Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

I’d like to know if Engineers are viable for damage dealing and killing in WvW. I"d like to think if I’m roaming and a 1v1 happens, i’d know i had a good chance at beating them. I’m also low level, so I’d like to know a good leveling build to go. So far i’ve been using P/P skills just cause idk the right way to do it.

Besides, skill trumps any build you can imagine.

Basically I’m asking if an Engineer can be one of the top 5 most kills in the leaderboard after a match, and if so, in what situations? Bomb zerging a group, 1v1, or accidental kills like blowing them off a ledge.

If you would invest the lightest amount of time, there are hundreds of videos like this, and hundreds of threads already answering this question

Guild Wars 2 Forum Code of Conduct

) Read the forum before asking a question. There’s a good chance your question has already been answered.

) Use the search function before posting. This will focus the discussion and facilitate a response.

) Avoid frivolous and duplicate postings.

Besides, skill trumps any build out there.

I use this build a lot

http://gw2skills.net/editor/?fcUQJAqel0pqb3zy3F17IxIFfuzhUgfDD6hez7dB;ToAAzCpoay0koJbTumkNNqYWB

It is probably considered one of the weaker damage builds, but I like it, and feel confident in any 1v1 match and am more then willing to take on any 2-3 on 1 feeling I have good odds of coming out on top.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Lets see your engineers!

in Engineer

Posted by: coglin.1496

coglin.1496

http://gw2skills.net/editor/?fcUQJAqel0pqb3zy3F17IxIFfuzhUgfDD6hez7dB;ToAAzCpoay0koJbTumkNNqYWB

I use this build a lot. Heavy conditions and lots of combo fields and finishers.

Light field
fire field
Smoke field

4 blast finishers.

4 projectile finishers.

Poor craftsman blame their tools. Poor players blame their Engineer.

Sharing my PvE / Dungeon Support build

in Engineer

Posted by: coglin.1496

coglin.1496

I just don’t know where to use this build.

In AC\CoF it’s all about speedruns and a decent DPS party kills bosses faster then they can do any damage.

In arah it’s either easy mod faceroll bosses or lupi where you all need to scatter and stay as far from each other as possible.

In higher level fractals it’s the same as arah. Heal on crit food mitigates regular damage, while agony one-shots you anyway.

=\

Unfortunately, I have to agree. In this game, the best defense is a good offense. Toughness and vitality have so little benefit in comparison to crit chance and crit % that it is ridiculous. It is the games biggest flaw in my opinion.

Poor craftsman blame their tools. Poor players blame their Engineer.

When do we get kits use weapon's stats?

in Engineer

Posted by: coglin.1496

coglin.1496

They will tell use when they are ready. Similarly to how they did with sigils.

Although the progress may be slow, at least they are working. First we got auto attacks working on kits, then sigils, when we get weapons stats, we will be caught up to where that stuff should have been on release.

Poor craftsman blame their tools. Poor players blame their Engineer.

range of flamethrower

in Suggestions

Posted by: coglin.1496

coglin.1496

I personally feel that flamethrower is the most viable options in terms of damage atm, so I would like to see the range increasing a bit. In dungeons, it almost feels like I’m in melee range and die a bit fast despite dodging and all. Any thoughts?

I think it is fine and needs to be left alone. Particularly after we have 100 threads on this topic already. Did we really need a new thread on this again?

I think the range is fine, but damage should be upped. It should remain more of a med-short range option, but it should have higher damage to compensate.

I agree with this though. Again, this is suggested on all of the 100 other threads. It always is. Perhaps the devs should take that as a hint.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

A Meeeeeellion Buttons?

in Engineer

Posted by: coglin.1496

coglin.1496

I’m looking for a class that, simply put, doesn’t have a huge number of buttons to push. Does engineer work? Do they have to swap weapons often? Thanks!

If you use kits, you will have buttons. Each kit replaces your weapons skills, with 5 new ones indicative to the kit.

If you wish to run gadgets, you will have an easy play style and be able to control the battlefield well.

If you use elixirs you have great self buffs, the ability to have nice stun break and condition removal, and buff your party to some extent.

The problem with a lot of the previous post is that they got stale on certain notions. They mislead you and tell you that you need a lot of button and must use kits. Be wary of such ideology.

The class is not hard to learn. None of them are. You can take any class with in 5 minutes of creation and go to the mist and learn the basics of any class, doing this with all classes would help you miles more then asking here.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Making Engis viable.

in Engineer

Posted by: coglin.1496

coglin.1496

I guess no one has any thoughts

What is there to say? your title implies engies are not viable. That is a foolish notion. They may not be the strongest class, but to imply they are not viable makes taking anything in your post seriously, rather difficult. More so, when we have 14 other threads on the first 2 pages that cover the same information. You could simply follow the code of conduct and stop making unnecessary threads and post what you have to say in the ongoing discussions. Otherwise you are simply making everyone suffer when they do a search, by piling more rehashed threads in.

Poor craftsman blame their tools. Poor players blame their Engineer.

Elixir Gun

in Engineer

Posted by: coglin.1496

coglin.1496

A trait specific to the EG is a good idea. Perhaps something such as removes a condition every 5 seconds while armed, or perhaps a trait that gives a AoE heal tic while armed.

I agree it needs something that benefits its support aspect more then its damage, as I personally feel damage is not the intended focus of it.

Poor craftsman blame their tools. Poor players blame their Engineer.

Which class is in dire need of revision?

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

Elementalists need more builds, right now only 1 viable that 80% of eles are using (including me ^^)

Ridiculously false comments like this are horribly inaccurate an dilute real conversations.

I think the engineer needs the most focus, followed by the ranger. All the necromancer needs is minor tweaks and bug fixes, in my opinion.

Poor craftsman blame their tools. Poor players blame their Engineer.

Ecto drop nerfed or is it just me?

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

Colin will have to get used to this, I think after every patch of Everquest over the last 12 years someone will come to the forums and compain that Spirit of the Wolf or that some favorite thing of thiers was secretly nurfed or that bards were broken again….

ok the bards Were broken again but that is besides the point!

So so true. To this day I still confuse some of my guild by referring to swiftness as SoW.

Poor craftsman blame their tools. Poor players blame their Engineer.

Is AoE actually a problem? - Discussion Thread

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

What truly baffles me personally, is that they choose to rebuild AoE skills, when condition damage is actually broken in itself.

Anet appears to have a backwards concept of wanting to play with balancing issues as a priority over fixing broken aspects.

Poor craftsman blame their tools. Poor players blame their Engineer.

Hey engineers

in Engineer

Posted by: coglin.1496

coglin.1496

Who else is still playing engineer purely because they love the whole steampunkish nature of the class?

Or, if you have another reason why, post it.

I despise the steam punk look personally.

I like that it had the kit mechanic. The fact that we had elixirs over signets. Most of all, I liked the toolbelt mechanic.

What kept me playing it, is the fact that my guildies and friends read the forums and everyone rant about how bad they are. All the while they are baffles about what I can do with a P/S condition build. I am on one of the 3 top tier servers, and I got 104 badges in 3 hours in WvW last night.

I just enjoy playing the under dog. By all means, I feel we are definitely not the strongest class on a base level. I think they need to fix condition damage as a whole, first and fore most, in my opinion.

Poor craftsman blame their tools. Poor players blame their Engineer.

Condition Damage gear

in Engineer

Posted by: coglin.1496

coglin.1496

The necro can do a lot of AoE conditions which sort of makes up for how easy it is to remove conditions in this game but even then, my necro is more successful with power/toughness/vitality. I find the same three attributes are actually superior for every profession I’ve played except possibly the thief. But my thief is not 80 yet, so who knows?

bring that build on P/P or P/S to a fight against even the weakest of players with P/P or P/S and a Prec/CD/Tough gear set and the damage they do will destroy what you can do.

Poor craftsman blame their tools. Poor players blame their Engineer.

"Static Discharge" nerfed?

in Engineer

Posted by: coglin.1496

coglin.1496

AoE = Area of effect. The nerf will most likely only hit abilities that are groundtarget abilities. Mostly the pulsing kind, like Ranger LB#5, meteor shower from elementalists and such. They have long durations and deal alot of damage.

But with meteor shower and the longbow skill you can cast them then use other skills while they still deal damage. Those are probably the things that will change.

I think this about sums it up to be honest.

Poor craftsman blame their tools. Poor players blame their Engineer.

"Invulnerable" NPCs During Underwater Combat

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

Why would you post a bug issue in the “general discussion” section, when we have a section dedicated for bugs ? That just doesn’t make any sense.

Poor craftsman blame their tools. Poor players blame their Engineer.

Orr is dead

in Guild Wars 2 Discussion

Posted by: coglin.1496

coglin.1496

Hello everyone,

please stop discussion the thread name, it’s completely unrelated to the topic and disrespectful to the users who take this discussion seriously and want to talk about the topic.

Thank you

In all fairness, if they want to take this discussion seriously, they would not have made the 5,286th thread on the exact same topic. We already have a ridiculous amount of threads on this topic. You should be merging this thread, deleting, or locking it for violation of the CoC, long before lecturing the any of the off topic mentionings.

Guild Wars 2 Forum Code of Conduct

) Read the forum before asking a question. There’s a good chance your question has already been answered.

) Use the search function before posting. This will focus the discussion and facilitate a response.

) Avoid frivolous and duplicate postings.

Poor craftsman blame their tools. Poor players blame their Engineer.

Community's Voice: Engineer

in Engineer

Posted by: coglin.1496

coglin.1496

I’d like to see the kit refinement on Medkit either drop a random item from the kit (bandage/antidote/stimulant), or even just a bandage. At least that would fit the theme of the kit; that tiny explosion is just so out of place for a support kit. If they keep the explosion, I think it should cripple, knockback, or chill. Any of those would have synergy with the kit, since you are usually kiting around while using it.

I have to agree. The small explosion is entirely illogical and out of theme.

Poor craftsman blame their tools. Poor players blame their Engineer.

Single Target DPS?

in Engineer

Posted by: coglin.1496

coglin.1496

You also make a HUGE miscalculation in assuming condition damage builds. I do not know one engineer that uses a condition damage build that only does 178 in 2 bleeds. It is yet another clear display of the type of fallacy you use in your comparisons and discussions of pistol conversations.

Poor craftsman blame their tools. Poor players blame their Engineer.