it’s ok for a necro to have an advantage over an engi. that’s fine, but this is not the case. necros literally ALWAYS poop on engineers. there’s no room to outplay the necro. none. it’s just done. necro wins 100% of the time assuming skill level of both players are the same or similar. now compare it with something like thieves vs guardians. guardians have the advantage but a good thief can still win.
on the ready up stream. automated response gives -50% condi duration starting at 33% health. really doesn’t hurt anybody but the bad engis.
the biggest drawback is that no matter how good an engineer player is, he has to try really, really hard to beat a new player playing condi necro for the first time. hard counters. anet tactics.
if you’re condi then pistol will be your best friend.
refuge is a giant sign that says SPAM HERE
(edited by ellesee.8297)
yes this happens to me occasionally. i filled out a bug report but anet’s balance once every 3 months philosophy won’t bring my hopes up for a fix anytime soon.
i’m glad for this change even if it’s half a year late
i like the idea but then you’d have to add class specialties for every class not just engineer. and then there’d be the issue of balancing all these specialties and let’s face it anet doesn’t do the greatest job of balancing. but if such a method were to surface it might give me a reason to wvwvw ina way that’s beneficial for my server instead of just solo roaming and killing wvwvw baddies. that and zergplay i find just incredibly boring.
why i never play solo queue: skyhammer
nothing hits harder than a grenade s/d build.
http://gw2skills.net/editor/?vcAQFAUlUUpmqlcxELseNiM6Bp1ZimoC53nH01DChA-zkBBYfAkIAZmFRjtypIas6aYKXER1kCAmhRA-w
of course that build is extremely fragile. i run something a little safer with nearly the same burst potential and has more sustained damage.
http://gw2skills.net/editor/?vcAQFAUlUUpmqlcxELseNiMSRnJaiUkf63nHv1DChA-zECBYjAkIAZmKrJqCiVhFRjVVTQWXDT5KpkCAmhRA-w
eg is great. stunbreak, extra condi clear, team condi clear which actually is pretty useful in fractals and any dungeon. elixir f can hit pretty hard if it chains and gives another condition for modified ammo. you get a blast finisher too. i always try to have elixir gun in pve. my standard build uses elixir r, elixir gun, and grenade kit. usually i’m just chucking grenades but if the team needs help i have a bunch of tools at my disposal.
i personally never go into wvwvw without rocket boots. the escapes it allows is invaluable.
elixir s is good too for securing stomps and the other many uses invuln can get you.
those 2 would be the best options.
anyone not agreeing is not rank 70 or probably not even rank 60. as the world first rank 80 i can attest it took years of dedication to achieve the rank that us gw2 elite players have reached. all you average folk have no idea what it took to reach this caliber of play. and now you tell us to stop whining when you’re going to be bumped up to the same level as me? as ME? no this is a travesty.
you can still use your ft might build. i use ft with just juggernaut and strength runes and i have 8-9 might at all times plus the stacks that i blast. strength runes are awesome and will be even more awesome come patch. yes engineers have a role in dungeons. it’s called dps just like every other class.
:D:D:D:D:D:D:D:D no perplexity runes. don’t have to deal with them. don’t have to worry about using them
this thread again. the engineer’s role, like most other classes, is to dps. i keep hearing this jack of all trades thing. yeah it’s true to an extent. we can do pretty much anything but the whole point of traits is to specialize in one area. and our damage is competitive with other classes even without ascended stats on our kits. i think what throws people off is grenades spreading out the damage numbers. like you’ll see three smaller numbers from one attack instead of one big number so people are like omfg engis 0 dps.
seems like you’re really frustrated with the class. why don’t you play another one for a while? or maybe take a break from this game. take some time off to cool your jets. then when you come back to the realization that this class is borderline op, log back in.
should just give them a title. a finisher means work and anet’s not doin any more work for this patch. a title is just text. easy. everyone should get a title based on what rank they were when the patch is implemented and the previous rank titles as well.
uh at rank 80 it’s 20k rank points to rank up again. you’ll still be rank 80 after but you’ll get the reward boxes again. so actually you’re gonna log in with more reward boxes than any rank 55 will. at least that’s what i got from the ready up stream.
i never said there’s a dps requirement. but let’s face it you really can’t do anything in pve other than dps. and just because you run full zerk doesn’t mean you’re always trying to achieve a world record dungeon clear time. that’s just crazy logic.
for pvp you’ll generally always want condi removal, stunbreaker(s), and extra dodges. this is universal for any build.
for pve you’ll want to grab as many percentage damage modifiers as you can. if you can fit the above into it, even better but it’s not required.
engis are strong now and will still be strong after the patch.
i use dire armor and weapons with rabid accessories. need that toughness. every other person you see roaming in wvwvw is a shadow arts thief that will hit you for 12k backstabs if you don’t have toughness because wvwvw is balance.
yes your flame turret burning would deal more damage with more condition damage but best of luck to you if you decide to go that route.
i think the stability suggestion would be a little op. i only really use it point blank because of the travel time and i try to use it after they’ve dodged. i always use it after i crate. if i land it it’s a guaranteed blowtorch. tasty burns.
i’m conflicted on increasing the immob duration. on one hand i’d like this underwhelming attack to be stronger. on the other i hate immob stacking so much i just want all immob abilities to be nerfed, even my own.
because you can already beat most condi classes without it, necro being the only exception. you’ll still lose to a necro if you take it, and you’ll be left without any stunbreakers to deal with the all too common hambow. without elixir s, you lose 2 huge defensive abilities.
healing turret is one of the best heals in the game because it has a short cast time, it provides regen, it provides 2 water fields, it heals for a large amount, it’s a blast finisher, it has a short cooldown, it cures 2 conditions, etc etc etc. medkit just can’t compete.
http://gw2skills.net/editor/?vcAQJAqelUUp+q9ZxELseRiMqQnBqQeJSh+ZZfeIXsFEC-ToAAzCpI0SplTLjWStsaN+YuA
don’t run med kit. it’s not that great.
adventurer + energy sigil will give you a lot of dodges. when you play the game of gw2, you dodge or you die.
you definitely need to swap to your weapon set. the power of the engineer comes from cycling between kits and weapons for a continuous barrage of abilities.
you can run elixir r instead of s and take out 5 from firearms and put it into tools. elixir s is better imo because it gives you a stunbreak.
you can run nightmare and smoldering instead of adventurer and corruption. it will give you an extra tick on your incendiary powder. the fear proc can save your life, even if it’s a bit unreliable.
lol @ condi meta. there is no condi meta. if it was a condi meta then every team would run more condi classes. the top team on eu only runs 1 condi class. the top na teams only run 2. the actual meta is tanky and safe builds. everyone’s running soldiers or rabid or carrion or clerics except thieves and mesmers. also eles but nobody runs an ele.
ar is just a terrible trait as is diamond skin and zerker stance. if you have trouble with conditions without ar then play better. know when to disengage. know what classes not to fight (necro). no high level engi runs ar. if you’re arguing that it was a good trait and shouldn’t be nerfed, well sorry you’re wrong. please leave. traits like ar, diamond skin, and zerker stance are ruining the game.
say no to perplexity 2014
this is my wrench build
http://gw2skills.net/editor/?vcAQFAUlUUp6qtbxkLseNiMmRnJageUX+1IK+Q+B-zgBBYfAUBAZmFRjtypIas6aYKXER1AA-e
just wanna say i only have one zerk gear and it has strength runes for my other builds so i had to tailor the build for strength runes.
(edited by ellesee.8297)
a gadget elite. something useful for pve. i just don’t like supply crate in pve.
i also want personal battering ram to go back to the boxing glove animation and i want my asura to say, “POW right in the cranium!” more often.
i also want to say “slick shoes! greased lightning!” every time i use slick shoes instead of like once every 20 casts.
i’d swap out backpack regen for vigor. you don’t have any extra dodges atm but overall the build is solid.
i’d also add 40% condi duration food and maintenance oils if you’ve got the cash.
(edited by ellesee.8297)
@ insanemaniac. I’ll take alook at the balth runes. I just really hate most on heal procs except for lyssa
lol i think you are missing the point of balth runes. it’s not about the heal procs. it’s baout the 7 second incendiary powder. it’s about the 10 second blowtorch and the permanent bomb burns. the burn on heal is just an added bonus. burning is how we do damage as condi engis.
I can’t speak for the designers, but I see this change (and the runes change) as one with the goal of streamline builds. Removing unneeded complexity benefits the game by making it easier for new players to pickup, while also making it easier balance the game as a whole.
i keep seeing this excuse being thrown out by dev team, but in reality pvp is where everything is simplified. there’s way less customization to be had in pvp than in pve where you have to select back pieces, earrings, rings, armor stats, weapon stats, etc etc etc etc. with the pvp amulet concept there’s already far less room for build diversity than its pve counterpart, and yet you guys insist on taking a huge chunk of it out with this change. it makes no sense. are pve accessories losing socket bonuses? what about ascended rings and backpieces? they have TWO sockets. WHOA THERE that’s a brain buster!
furthermore i’d like to think that anet doesn’t actually believe its playerbase are a bunch of morons incapable of grasping the simple idea of socket bonuses. new players learn the game. the game shouldn’t dumb itself down to cater to new players.
now fix diamond skin and berserker stance plz. today i queued up against a decap engi, 2 necros, hambow, and diamond skin ele. i play condi engi. it was the most annoying game ever.
it’s fine. hopefully they’ll look at berserker stance and diamond skin too. hard counters just make a bad game.
in pvp, balthazar runes will be much better for engis imo. few confusion stacks can’t beat +75% burn duration. i can see perplexity being really strong on terrormancers now that fear is goign to be an interrupt. condi warriors too. 9 confusion on interrupt = lols.
i was that engineer. i have no idea how i do it. sometimes there’s just a purple glow around me. i don’t see the glow on my screen
.
give the current r70+ a legendary. i know ostrich eggs and chaith have been playing 36hours/day since launch. that’s 2 years of playing. 200 days in a year + 36/hours per day. crazy time.
these changes are great. finally Vee Wee won’t be the only rank 80 in the world. question though, what will Vee Wee get for being the first rank 80? seems like everybody else got rank 80 for free while Vee Wee really earned it.
leave grenade kit the way it is. it’s fine. scale kits to ascended weapon stats if you have an ascended or legendary. why hasn’t this happened yet idk.
the trait doesn’t encourage you to blow them up. the shield only lasts as long as the turret is active. and if you detonate it the recharge time goes to its full duration. ideally you’d place it, overcharge and let it shoot for 4 seconds, then pick it up. an underwhelming utility? you bet!
if you want anet to encourage turrets to be left out indefinitely like ranger spirits, let them know that turrets are useless and they need to do more damage. atm they’re like a worse version of spirit weapons, and spirit weapons are godawful.
transmute is awesome. engis have the least amount of condi removal in the game so any kind of condi prevention is good. transmute converts pin down’s immob into swiftness and possibly vigor. if i can stick it to hambows, it’s good in my book.
and personally i think amr and the entire inventions tree is poopy.
am i the only one who likes mm necros? i’d prefer it if every necro ran mm so my poor engi could stand a chance.
use berserker’s power with intelligence sigil. also use slashing power so you can swap to gs before it hits for 10% extra damage.
i don’t think anyone will take the new alchemy turret trait. imo alchemy is one of the best defensive trees in the game and experimental turrets just can’t compete.
It’s not a selfish trait though, like Alchemy is all about. It’s about the support!
If there was an actual point to bringing turrets (support role) than this would be fine.
Right now, you can’t really use Turrets in a part of any serious role. You can’t roam with them, support with them, or thankfully kill with them.
yes experimental turrets is for supporting, but you need to take turrets. they’re easy to kill, stationary, all around useless and it doesn’t make sense why a turret skill is in the alchemy tree anyway. if it was something like elixirs grant boons to nearby allies in 600 range, then i’d say it would be actually useful. plus it would make sense. elixir trait in the al;chemy tree! elixir b could grant might, h regen, r vigor, s protection, u fury etc. elixir u might actually even be worthwhile. maybe not in pvp still but in pve i could see it.
i don’t think bunker down mines will knockback. it would be pretty op don’t you think? knockback on 2 sec cd.
he’s talking about the 30% reduction in grenade autos which apparently to some means a 30% damage reduction to the entire grenade kit.
not a fan of that build. you don’t need to take on vuln stacking all by yourself. other classes can apply vuln too. you’re basically running no runes. plus you don’t have permanent swiftness outside of combat. i’d go insane without permanent swiftness.
but i suppose if you wanted to go that route, the 3rd and 4th mad king runes are pointless. bleed duration? why? i’d run 2 pirate runes to add some time to your might stacking.
pistol/pistol is a condition set. pistol/shield is generally a condition set but can be used for a power set because of the utility from shield and poison dart volley can hit pretty hard with berserker gear. rifle is a power set. the best way to play is to swap between your weapon set and your kits often. the power of the engineer comes from cycling between weapon sets for a constant barrage of abilities.
for leveling i’d go for something like this at level 60. (obviously you’re using blue or green gear and not pink gear)
http://gw2skills.net/editor/?vcAQJAqelUUpdr9ZxELseNiMqQnJqQ+95hclWQIA-zABBYfBMzsIas6aYKXER1AA-e
good offense, good active defense with lots of dodges, shield blocks, and a stunrbeaker, and permanent swiftness for getting place to place. it’s also a good build to practice cycling between kits. if you want to be a good engi, you need to be good at cycling between kits without getting your fingers jumbled.
really take the time to learn combo fields and finishers. it’s a lot more important for an engineer than other classes. i’m sure there’s a guide around here somewhere but for now here’s something simple. using the build above, powerful combo fields that you have are smoke, fire, and water. blast finishers are probably the most important combo finisher, though there are other good finishers out there. you have a bunch of blast finishers: detonate healing turret, elixir gun 4, bomb kit toolbelt, and shield 4. if you use them inside different fields you get different effects. blasting a smoke field will make you invisible for 3 seconds per blast. blasting a water field heals the area for something like 1500 health at level 80 per blast, and blasting a fire field grants 3 stacks of might per blast.
try to incorporate blasting fire fields into your rotation. your fire field comes from bomb 2. here’s a simple example: place bomb toolbelt big ole bomb, place bomb 2, swap to elixir gun, and elixir gun 4 inside the fire bomb. if done correctly, you should have 6 stacks of might, which is +210 power and condition damage, the bad guys should be knocked down, and you are a good distance away which is the perfect setup for kiting with grenades, assuming they’re not dead already.
and finally turrets are bad. don’t ever use them. except healing turret. that one’s awesome and definitely one of the best heals in the game.