If you interrupt the pet, it will start reviving again after the interrupt. That is probably a bug. Also, killing the pet next to the Ranger does not interrupt the revive. This is also probably a bug.
irony when paid players who keep telling casuals to l2p and that burst is fine complain about small player base
To be fair, Blackjack has said burst is a problem and he doesn’t like it the way it is right now.
Smoke Bomb
When the radius got nerfed on this, I was totally fine with. I thought we didn’t need the abnormally large range on it. Oh boy, I was so wrong. I’m not asking for the change to be reverted, but I do want to point out that this is really where Engineer started to experience huge problems in PvP; we actually needed the large radius.This is the biggest engi nerf tbh
I completely agree. Grenade Kit nerf was totally fine. Toss Elixir R nerf was mostly irrelevant. Elixir Gun was cool when it was healing for too much, but we’d still be in the same spot we’re in now if it was left alone.
I don’t really care about seeing Smoke Bomb changed back to the old radius, though. I’d rather see improvements elsewhere.
An update to my ‘Reserve mines’ issue. I finally saw them kick off, but took quite a while before they did activate – well over a minute.
Do we have stats on what these mines are?
They will never explode unless someone gets really close to them. The radius on them is a bit inaccurate.
- The trait Forceful Explosives does not increase their radius (it doesn’t shrink it either).
- The red circle indicating their explosion radius is too big. Meaning someone can be inside of the red circle and the Mines will still not explode.
- Reserve Mines cannot be detonated by using Detonate Mine Field.
As mentioned above, Engineers do have some decent survival. I would really like to see a couple things improved upon, though.
- Bugs are the number one reason why our survival could even be considered low at all.
- I would also really like our escape tools to function better (Rocket Boots, Acid Bomb, and Jump Shot).
I want to reiterate that I don’t think these need a complete overhaul. Some minor tweaks would make them very strong.
Vigor and Adrenal Implant do not stack in sPvP. I haven’t tested in PvE/WvW, but you may be wasting a tier 3 trait.
Is there a reason why you have Infused Precision and Speedy Kits?
Passive increased Tool Belt Recharge Rate doesn’t work on many skills, at least not completely
EX: “throw wrench” displays 15 full (by “full” I mean it displays that number but it’s actually counting from 16) seconds CD even while traited 30 points deep in tools line, a 30%CD reduction should mean a 13 “full” second long CD, but it isn’t.
Tested in PvE if that helps
Nice find. Same thing happens in sPvP! I’ll add that the reduced recharge is incorrect AND that it’s displaying the wrong recharge on the skill.
the bomb radius bug has been documented, there’s a problem with it both with and without the trait forceful explosives. with the trait the explosive radius becomes so tiny you have to be inside your opponent for it to go off. It was tested on land tho it was much easier to see in water.
There’s a new one i discovered tonight, well new to me. When using potions from the toolbelt and using the trait Static Discharge, the discharges go up in the air, down on the ground everywhere but the enemy you have targeted and yes they were in range and facing me.
I’m not sure what the first part of your post means. You mention Bomb and Grenade explosions being too slow and then Bombs and Grenades not exploding with the same radius as a melee attack from a Thief. Is this regarding the Forceful Explosive trait with Evasive Powder Keg? What is the bug without the Forceful Explosive trait?
Static Discharge bug is already in the list.
Here’s a build that’s popular because of Teldo:
http://intothemists.com/calc/?build=-VRw;2cP-9-i6VQFx0;9;4T9-J92475;305-5;0KJ;4PcW5PcW52VB
Another node defender, semi-bunker build. Lots of blinds and knockbacks. Proven to work pretty well.
I’m not sure why you might think my posts are whining or complaining. I’ve done my best to look at the profession objectively and then provided feedback and suggestions.
I tried to account for bugs in my suggestions. For example, I’m aware that Flame Blast often misses after using Air Blast. In a world where that was not the case, I still believe Flame Blast would need adjustment and I mention that in the above posts.
Finally, I do believe our damage is just a little bit too low, but I don’t think we need damage on any of our abilities increased by a percentage. I do think that all of our kit abilities should be useful and this would turn into a damage increase. For example, Flame Blast is unusable in PvP. If it was made usable, that would increase our damage by a perfectly reasonable amount.
tried that spec x.x how d.f do u even survive idk. and the damage is verry bad x.x
Maybe I’ll post a video. It seems to work pretty well for me when doing node defense. It’s brand new for me, though.
I’ve been messing around with this. I kind of like it so far. Not sure about the Autodefense Bomb Dispenser, though.
http://intothemists.com/calc/?build=-VRw;2cP-9-l6VQFx0;9;4T-E9E27B;10;00;05;0UR;4Ewk2Ewk26gl
VII. Underwater Combat
I’m glad that we can now apply Burning and Bleed on targets underwater because it means this weapon isn’t completely useless to condition builds now. But the abilities still need a lot of work.
Harpoon Gun
Homing Torpedo is slow and does very low damage. The auto attack from Rifle does more damage and shoots faster. It also does not apply any conditions for condition builds.
Scatter Mines isn’t awful. But it requires you to be VERY close if you want to hit with it. The spread just needs to be reduced a little bit so you can hit targets at longer range.
Retreating Grapple is confusing. Firstly, I think it may be very buggy because it very often fails to pull people. It also seems to briefly stun you after using it. Perhaps this should be more like Overcharged Shot where it pushes targets away and moves the user away to create even more distance. But please don’t let it stun the user.
Timed Charge is just a button mashing ability. There is never a right or wrong time to use it. When it’s not on cooldown, don’t think about it just use it immediately. I don’t like abilities like that but I also don’t have any suggestions for how to improve it right now.
Grenade Kit
This damage was decreased and the cast time was increased. This is all fine. However, the spread on grenades underwater is awful. It’s another kit that requires the user to be very close to targets to use properly. Grenade Barrage will still miss even if you’re in melee range of targets. Please just decrease the spread on all Grenades when underwater, especially Grenade Barrage.
VIII. Elite Skills
Supply Crate is great in PvP and awful in PvE.
I hate Mortar but a lot of people love it.
Elixir X should be reworked. As mentioned before, random skills are bad in PvP. I occasionally use this Elite as a joke and we get a good laugh out of it. I don’t have any suggestions for how to change it into something useful. I would really like to see an elite that has between a 45-90 second recharge, though.
IX. Things that are fine that you might think are bad
These things get brought up a lot:
Rifle – Overcharged Shot
This stuns the user and only works on a single target. We’re okay with that because it’s on such a short recharge. I love and hate this ability and I have some suggestions for it but I concluded that it should just be left how it is. We don’t want a longer recharge on it and that’s the only reasonable response if this ability were to be buffed.
Pistol – Explosive Shot
Damage on it is perfect. While it’s low in comparison to what other professions have, it’s exactly where all auto attack damage should be. Spamming 1 should be the best answer in combat.
Stability
We have a single source of Stability and it’s a very short duration. This is perfectly fine and we can live without it just like Necromancer and Mesmer.
Tools
- Packaged Stimulants
Should also reduce recharge of med kit skills (it’s actually bugged and increases the recharge of some skills). The travel speed of these is also pretty slow. I think a lot of people would love to throw Bandages and Antidotes in front of their allies on the move.
- Inertial Converter
This is the reason people complained about Engineers using Toss Elixir R twice in a row. Make this trigger at 50% HP and Engineer won’t be able to use 2 Toss Elixir R in a row unless the Engineer anticipates being bursted from +50% HP (this will not happen often).
- Adrenal Implant
Tier 3 trait that is completely overshadowed by the tier 1 trait Invigorating Speed. This should work with Vigor and it would make it a worthy tier 3 trait.
- Armor Mods
Significantly increase duration of retaliation AND significantly decrease recharge. It’s a tier 3 trait.
- Always Prepared
This trait should be completely reworked. Because of the name, I suggest when you use a kit in combat, you drop that kit on the ground for an ally to use. Not something super useful in tPvP but it would increase the fun factor for a lot of people playing the game. A 60-90s recharge would be appropriate.
- Leg Mods
We have 2 other traits that increase movement speed and Speedy Kits is already in this same line at tier 1; this trait is completely inferior to Speedy Kits. It is also unclear what an “unarmed kit” is defined as. This should be removed and replaced with a new trait.
V. New Traits
- Condition removal when you heal.
- Condition removal every X seconds.
- Trait that helps us revive allies. Suggestions would be you drop an Elixir R when you start to revive an ally (long recharge) or you stealth the downed ally and/or yourself or you just revive downed allies faster.
- “Refined Gadgets” trait. We have only 1 trait that affects Gadgets. This trait would give each gadget some bonus effect when it’s used (suggestion from Karast).
- Goggles – next attack has a 100% chance to crit
- Rocket Boots – gain stability for 3 sec or 3s AoE burn
- Slick Shoes – cripple nearby enemies for 3 sec
- PBR – apply 5 stacks of vulnerability for 3 sec
- Mine – 3s AoE Burn or 3 sec AoE cripple
VI. Downed State
Engineers easily have the worst downed state in the game right now but it’s actually pretty close to being balanced. It’s my opinion that everyone should have the following:
- weak attack (#1)
- weak/moderate CC (#2 or #3)
- survival tool (#2 or #3)
- slow self-revive (#4)
The damage on our attack, Throw Junk, is low. This is actually a good thing because I think downed state damage should be low. If anything, I think this could come down some more along with all other classes that have too much damage on their #1 ability.
Grappling Line is what needs the most work. It’s a single target knockdown that pulls enemies towards us. We don’t want people on top of us when we’re downed. Grappling Line should be something like Rocket Boots or Overcharged Shot, something that creates distance and moves me away from my target and possibly moves my target or multiple enemies away from me. Another suggestion would be to have Grappling Line pull you towards an object or the ground. I would love to see a combination of the two: a ground targeted ability that moves me to the targeted location and knocks back enemies at my original location. Maybe that’s too strong.
Booby Trap is big damage on a long recharge. We shouldn’t have big damage when we’re downed. We need something to help us revive like a weakened Elixir R. It doesn’t need to be as ridiculous as Ranger’s #3, something like the Guardian’s #3 would be plenty.
IV. Traits
Explosives
- Shrapnel
This trait is great with Grenades. It’s finally a reason to not take Incendiary Powder in PvE and possibly in PvP. With Bombs, Incendiary Powder is still your best choice. Bombs only hit once where Grenades hit 3 times and bombs are harder to hit with so you’ll almost certainly get more Incendiary Powder damage from your main weapon than you will get Shrapnel damage from Bombs. My suggestion is to increase the chance to proc with Bomb explosions and leave Grenade explosions as is.
- Acidic Elixirs
The damage on this is very low and I believe it should scale better with Power. An awesome suggestion would be to have tossed Elixirs create different, offensive effects based on which one is tossed. This may need to move to tier 2 with that change.
Firearms
- Coated Bullets
Move to tier 1 or tier 2. It’s very strong but its actually devastating against some classes to NOT have this.
- Napalm Specialist
Make it increase the duration of all burns by 1 second to give 1 extra tick on all of our burns. It’s a tier 2 trait.
- Juggernaut
This gives 6 stacks of Might if you are continuously using the Flamethrower. This should give more stacks of Might or the duration of Might should be way longer. 6 stacks of Might for a tier 3 trait that encourages the user to keep a single kit equipped is not very useful. There are a lot of Flamethrower lovers that are happy with this trait in PvE, I think that a Speedy Kits-like trait would work best here where you gain all the Might stacks for 5 seconds (5 second recharge) when you equip the Flamethrower.
Inventions
- Automated Medical Response
Make it trigger at 30-35% HP. Since it doesn’t trigger until the hit that puts you below 25% HP this means that sometimes I’m already dead or caught in a cc chain and I never get to use the heal unless I’m using Soldier’s or Knight’s amulets.
- Power Shoes
This is a tier 2 trait that is made completely useless by Speedy Kits which is superior in every way. I would love to see this stack with swiftness and/or work out of combat.
- Low Health Response System
This should trigger at 50% instead of 25% HP. Regeneration at 25% HP probably isn’t going to last the full duration.
- Stabilized Armor
This should just be removed and something else should replace it. A 5%, across the board damage reduction does not provide a greater benefit than using dodges.
- Protective Shield
Change recharge to 10-15s instead of 20s. Unless you want to apply protection before the crit applies its damage.
Alchemy
- Backpack Regenerator
My suggestion is to disallow scaling with healing power but bump up the healing on it a tiny bit. Another suggestion is to make it apply a 5 second regeneration with a 5 second ICD that happens when you equip a kit. This would also be similar to Speedy Kits.
- Deadly Mixture
Keep the 15% damage increase on Flamethrower. Drop it on Elixir Gun and just increase the duration of conditions/boons from Elixir Gun by 15%.
- Fast Acting Elixirs and Potent Elixirs
They should just be combined and moved to tier 2.
- Acidic Coating
Make it stun or daze enemies instead of poison. Increase recharge to 60-90s.
Tool Kit
- Smack (Skill Chain)
I think I would only do something as risky as meleeing someone as an Engineer if there was a huge reward. This skill chain is slow to execute and does low damage for the risk and time spent. I think it either needs to be sped up significantly or the damage needs to increase significantly.
- Box of Nails
The cast time on this is too long to use reliably. There is a very visible animation and a loud audio cue when you activate this ability so the concern can’t be that it would take too many people by surprise if the cast time was lower. Right now it’s a 1 second cast and I think it should come down to .5 seconds.
Elixir Gun
- Acid Bomb
This makes you leap backwards but is rarely useful. Can it remove Cripple, Chill, and Immobilize? It’s not a stun breaker and using it will likely take you off of a control point.
- Super Elixir
This does not scale well with healing power. When this ability was bugged, it was healing for too much without any healing power. But with healing power, it was actually great! Please increase how it scales with healing power.
Elixirs
- Toss Elixir S
I would love to see a bit more consistency on this skill. Right now I have no idea if I’m going to get stability or stealth. I typically save this for when I’m trying to stomp someone because I can’t rely on it for anything else; this skill is random in a bad way. A suggestion I have is to make the skill give you Stability or Invisibility based on what weapon you have equipped; it can give 1 of 2 boons and we can equip 1 of 2 weapons in our main hand! I’d personally prefer Stability with Rifle and Invisibility with Pistol so that I can occasionally not stun myself when I use Overcharged Shot.
- Toss Elixir R
This got an increased recharge to 120 seconds. I believe this was to stop Engineers from getting a double revive when downed. The increased recharge did absolutely nothing to prevent this because it was caused by a trait, not by the recharge. This recharge should be reverted back to its original because increasing it did absolutely nothing except make Engineers feel confused. In the traits section, I will talk about how to fix the double revive issue.
Gadgets
- Mine Field
I really want to like Throw Mine but I simply cannot take it with Mine Field attached to it; there aren’t any creative ways to use that tool belt skill. The mines go in random directions and don’t provide any utility. A suggestion would be to increase the radius of the explosions (by the way, the Forceful Explosives trait doesn’t work with them) or make them deploy in a set pattern. Finally add some sort of condition(s) to the explosion. A Cripple or Immobilize or Chill would make this skill much more appealing.
- Rocket Boots
I want to love this skill so much. Good damage and good tool belt skill. It’s unfortunate that it’s so unreliable. Unreliable skills are not usable in PvP. Suggestions to improve this are to take away the self-stun. I don’t think it makes sense that using a stun-breaker should have to stun you. Make it remove cripple and chill BEFORE it sends you flying through the air. This would make it so that it sends you the appropriate distance. It also appears that you can be stunned and rooted while in flight so you could actually be in a worse situation after using this skill than you were in before you used it. An evasion while flying through the air could also greatly improve this skill.
- Slick Shoes
This is close to being in a really good spot. I’d like to see the tool belt skill completely remove and possibly make you immune to movement impairing effects as well as increasing movement speed.
- Utility Goggles
I know this is impossible with the game system because of technical limitations, but do you know how awesome it would be if this let the user see stealthed enemies? Stealth could really use a counter in the game and this would be the perfect way to do it.
III. Skills
Weapon Skills
Rifle
- Jump Shot
When using this, there is a long delay before landing. The only times I use this ability are when I’m hitting someone that is already downed or when I’m absolutely wrecking someone. Can the landing animation for this skill be sped up so that we don’t float above potential targets? This is a clip from ANet’s Engineer skill preview: http://www.youtube.com/watch?feature=player_detailpage&v=10HoAywmedY#t=102s
Make Jump Shot like that!
We want to be able to use this offensively for damage and as a gap closer. We also want to use it defensively as a gap opener. The way it is right now, it essentially stuns you during use so any gaps created are easily closed by enemies.
Pistol
- Poison Dart Volley
I like the idea of attacks that do more damage at close range for the class, but this has about a 20% accuracy rate when you’re at 450 or more range; that’s just too low. Suggestions for this ability are to make all bolts fire in a straight line that hit your target like an auto attack, significantly increase the accuracy of the bolts, or keep it the way it is but increase the duration of the Poison significantly.
Utility Skills
Heals
- Healing Turret
Cleansing Burst removes 2 conditions on a 60 second recharge. It requires Healing Turret to be down, too. I believe the recharge for Cleansing Burst should be 30-40 seconds instead of 60.
- Med Kit – Drop Antidote
This is very difficult to use because it requires you to stand on top of it to remove a condition. If I’m immobilized, I cannot pick it up and I can be knocked away from it as well; I would love to be able to press ‘F’ to pick these up when I’m next to them.
Flamethrower
- Incendiary Ammo
Can we get an indicator that tells us how many charges we have left on this skill, please?
- Flame Blast
Ignoring the fact that this is a bit buggy right now, the damage on this is very low and there is never a reason to use this ability ever. Similar to Flame Jet, this should probably apply a 1 second Burn after hitting targets, as well.
Air Blast puts enemies at the perfect distance away to be hit by Flame Blast. Ignoring the fact that this is always obstructed after using Air Blast, this projectile moves far too slow to hit any target after using Air Blast. It would be wonderful if we could use the ability again to detonate it in the air when we choose.
- Smoke Vent
Slightly increased range would help immensely. Perhaps a lingering effect or combo field, as well. Melee classes are difficult to fight but they’re not impossible. Classes that keep distance on us are sometimes hopelessly difficult because of the range of our attacks. I’m not suggesting that Smoke Vent have a 1200 radius, but 180 is too small to be of use in most situations.
Bomb Kit
- General Bombs
Bombs are just not useable without the Forceful Explosives trait. I hesitate to say that because I really try hard to not just throw my arms in the air and exclaim that something is useless when it’s really not (I still use Grenades!). One suggestion is to increase base range of bombs to the current range with Forceful Explosives. Then either remove the trait or allow it to increase the range of bombs even further.
- Smoke Bomb
When the radius got nerfed on this, I was totally fine with. I thought we didn’t need the abnormally large range on it. Oh boy, I was so wrong. I’m not asking for the change to be reverted, but I do want to point out that this is really where Engineer started to experience huge problems in PvP; we actually needed the large radius.
I. An Introduction
II. What’s wrong with Engineers?
III. Skills
IV. Traits
V. New Traits
VI. Downed State
VII. Underwater Combat
VIII. Elite Skills
IX. Things that are fine that you might think are bad
I. Introduction
Engineer has got some problems. Other classes aren’t just too strong (which is a huge problem), but we also do need a tiny boost in some areas; we’re not far from being a very balanced class.
In tPvP, Engineer is out of the meta. As the game has progressed, more and more players have found that playing an Engineer is the difficult way to get a job done. And, again, other overpowered classes are just completely nullifying Engineers in team fights and in 1v1.
While the profession is very versatile in how it can build, it is very limited by each build. For example, if I want to play high burst, I cannot still have huge control and support. Engineers choose how they want to play and then are limited by utility skills and weapon sets; this is by design. Engineers don’t get to swap weapons. If we want to emulate weapon swapping, we pick up Weapon Kits but then we lose some Utility Skill slots. That said, I genuinely don’t believe that the Engineer design philosophy fits with what the profession is right now.
That is why I’m making this post. Below are suggestions for the class that are not all necessary to bring us back to a competitive level. That said, this is also only the start. Some of them may even be too strong. Let’s talk about them.
II. What’s wrong with Engineers?
- Bugs
Engineers have an alarming number of class bugs that significantly affect their usability. This is the single biggest issue with Engineer right now. Without some bug fixes, Engineers will continue to be confused and underplayed. - Lack of accurate descriptions on traits and skills
Another contributing factor to people being confused about Engineer. It’s difficult enough that many things are bugged, but the lack of proper descriptions leaves a lot of people who want to play Engineer completely in the dark about how the class is intended to function. This leads to a lot frustration. Some of the above mentioned bugs are definitely not bugs and I’m aware of that. But I can’t argue that they’re not bugs when the descriptions leave a lot to guessing. - Weak traits
Many of our tier 3 traits simply lack the power to be in tier 3. This is seen by comparing our traits to other classes and even our own traits. In this post I will make suggestions for these. - Lack of survival options
We do have some great survival traits but they are very limiting and pigeon-holing. For example, if we want condition removal, Alchemy traits and Elixir skills are the best and only way for reliable condition removal. We need more active AND passive condition removal outside of these options. Suggestions below. - Low damage
Mesmer and Thief have incredible survival tools and this allows them to play as classes with the best damage and the best survival at the same time. Engineers don’t need their damage output to match these classes, but we do need some help to make our balanced builds more threatening without being overpowered. - Weak Kits
This is why we have low damage. You’re probably aware that Engineers don’t get to switch weapon sets in combat. Even if we could, we only have 3 weapons we can use. Kits are incredibly important for our utility but many skills on kits are bugged or weak and they don’t offer proper supplements to our weapon sets. - Bugs?
Did I mention there are a lot of bugs? They are in desperate need of attention.
(edited by gkaare.8576)
You plan on making a video of you running this in s/tPvP?
Grenades are still the best damage we have. Even on single targets.
EDIT:
Try this build.
http://intothemists.com/calc/?build=-W70;0B-Z-Vg0k5VQFx0i53Ukq0R-JU;4T9-J916A5;319-5;0L;5G3G3G3G35BFn
(edited by gkaare.8576)
Regarding ‘Reserve Mines’ – Is there a clarification somewhere on what triggers them after the fraggin’ things deploy? I’ve never seen them go off, in particular if a group of wolves took me out. :-p
This may be related to the fact that I’ve never taken the ‘Deploy Mine’ kit skill, even now that I’m 80. I keep forgetting to take the skill and test this; If there’s interest I’ll try (since I’ll bet that my current low death rate will rise again with Tixx’s appearance in LA). ;-)
They have a pretty small radius. Are you using the Forceful Explosives trait? I haven’t tested this, but there may be a bug where the radius of the mines becomes really tiny with Forceful Explosives.
I’ll test it out tonight.
I think all downed state should have a survival tool and a weak cc tool.
Throw Junk does absurdly low damage in comparison to other classes, but I think all other downed attacks should be scaled down to Throw Junk’s level. As someone mentioned before, some people in downed state (like Warriors) are like the Hulk with broken legs. You should be able to do some damage when downed, but you really shouldn’t be able to kill someone from 50% health while they try to stomp you.
Guardian is probably the closest to a good place when downed. They don’t do a ton of damage when downed. They have cc that you can use stability or blind to avoid but it affects multiple opponents. They also have an ability to revive themselves more quickly (it should heal for more or last longer).
Elementalist, aside from Mist Form healing you to 50%, is also pretty good. Mist Form is incredibly strong as it makes you immune to stomps and you can use it to move closer to allies. Their damage is low and they have a single, long root for their cc; it’s all you need.
I really like the idea of something like an Overcharged Shot or Rocket Boots for our #2 downed ability. It will help us avoid being stomped even if our opponents use Blind or Stability which could be argued is too strong (not in comparison with other classes but with what’s best for the game).
For our #3 ability I’m not sure what I’d like to see. It would probably be just fine the way it is if #2 wasn’t so terrible. We already have Elixir R to revive us when we’re downed. I’d like our #3 ability to be useful to people who don’t use Elixir R but also for people that do. And, of course, it needs to stay useful for people who do PvE.
Scratch: “and it does exactly that.”
I get mini cripple procs from Toolkit ability 1 and although a cripple from Toolkit Toolbelt Throw Wrench is applied, it is not 5 seconds.
Something is definitely wonky… either with the Tooltip, its ingame application or the update notes or, more probable, with all of them.
I believe the patch just meant that the recharge reduction will now work with Gear Shield and Magnet because they weren’t working before.
It sounds like the bug here is that the cripple on Throw Wrench and Smack is not lasting the correct duration. Is that right?
By the way, this is why I list description bugs here even though they’re technically not bugs. The lack of accurate descriptions on our skills and traits causes a ton of confusion and makes the class very difficult to understand and play properly. This is based on anecdotal experience, but I’m fairly certain Engineer is the least played class right now and it’s this kind of stuff that contributes greatly to that situation.
Thanks for finding this, Pannonica.
When transformed into the “whirlpool,” no abilities display on the hotbar, just gray boxes with the locked icon; it simply lacks a tooltip. I did some testing, but it was performed in LA, with no enemies present. I’m wondering if the lack of enemies to damage led to the whirlpool animation not displaying; I will retest elsewhere to confirm.
Not having access to any abilities is part of the skill. The lack of the graphic is definitely a bug.
I’m willing to bet if Elementalist’s Whirlpool was fixed, our graphics issue would be fixed.
Tested repeatedly and the whirlpool displays consistently when activated. The tooltip for this skill is lacking, and the wiki no more illuminating.
I’m still not sure I understand. If it’s not the graphic displaying properly, what is the abnormality that you are experiencing?
bomb and grenade explosions are too slow.
bombs and grenades don’t explode with the same radius that a standard sword swing on my Thief produces.
pistol shots still shoot as slow as rifle shots.
These aren’t even suggestions, these are complaints. This thread is for discussing bugs. If you have suggestions, I recommend you make your own topic in the Engineer board or the Suggestions board.
Weird bug that happens only in the mists: Switch to a kit, like grenades for example, then press h and look your weapon, it will be your pve weapon equipped instead of your pvp one.
Already got this one.
Make sure you guys check your most hated bugs each patch. ArenaNet has been fixing some and not saying anything. I removed a couple minor ones from the list.
- Underwater Grenades now have Shrapnel Grenades when you don’t have Grenadier.
- Elixir X is now affected by Fast-Acting Elixirs in sPvP and PvE/WvW.
- Elixir X has its duration increased with Potent Elixirs and Elite Supplies (their bonuses do NOT stack, however) in sPvP and PvE/WvW
Just checked out your Wiki site. It is missing a ton of bugs from this list. was the wiki site supposed to act as the main list of bugs throughout the process of fixing them this deep after launch?
I just checked my links. Did you go to the talk page?
This is the actual list of bugs.
http://wiki.guildwars2.com/wiki/User:Bolton/Engineer_bugs
This is the talk page where we can discuss bugs. If there is speculation of confusion, it can be discussed here without distratcing from the full list which is mentioned above.
http://wiki.guildwars2.com/wiki/User_talk:Bolton/Engineer_bugs
Grenades are still the highest single target and AoE damage that we have. They’re nerfed but they’re still strong. I highly recommend using them with Grenadier and Shrapnel.
Update on the weapon swapping Sigils:
Only 3 of them, Intelligence, Doom, and Leeching, are bugged right now. The others are working just fine.
Short Fuse doesn’t work for underwater grenades. (Works perfectly on land btw! love it.)
Nice find! Looks like we got a couple stealth fixes with Grenade bugs this patch but it introduced this one. This only happens with the Grenadier trait, by the way. I added this to the list.
Grenades had their damage nerfed by 30% instead of 10%, please fix.
Not a bug. Please take these kinds of comments to another thread. They’re not constructive or on topic.
“Sigil of Superior Doom” is not working for us. Upon weapon swap (kit swap), the next attack does not inflict poison.
Looks like all weapon swap sigils aren’t working properly right now. I updated the text in the bug list to note that these are still not working even after the 12/14 patch.
Static Shield cooldown isn’t correctly reduced by Reinforced Shield (VII in in Inventions) after Throw Shield is used.
Tooltip says 32 second cooldown. In reality it is still 40 second with Reinforced Shield.Using Static Shield without Throw Shield correctly triggers the reduced cooldown of 32 seconds once Static Shield runs out.
(Magnetic Shield+Magnetic Inversion correctly triggers the reduced cooldown of 24 seconds with Reinforced Shield fyi)
This is already in the list with fewer details. :P
If you have a condition duration food buff (pizza) or spent points in Explosives, Elixir Gun’s Tranquilizer dart will not apply additional duration of weakness.
OP were you able to confirm this?
It actually does increase the duration. However, it may be difficult to notice it because the Weakness only lasts 1 second. In order to get it to last 2 seconds, you would have to increase the duration of conditions by 100%. With 30% condition duration, Weakness is lasting about 1.3 seconds which is correct.
If you test it again and see that it is still not increasing the duration, would you tell me exactly what steps you took so that I reproduce it myself?
HGH trait is only giving 1 stack of Might for thrown elixirs, instead of the 2 it does for consumed elixirs.
Looks like some are giving 2 and some are giving 1. I’m in the Mists testing right now. I’ll hit PvE/WvW in a bit.
Nope, all tossed elixirs are giving 1.
(edited by gkaare.8576)
When transformed into the “whirlpool,” no abilities display on the hotbar, just gray boxes with the locked icon; it simply lacks a tooltip. I did some testing, but it was performed in LA, with no enemies present. I’m wondering if the lack of enemies to damage led to the whirlpool animation not displaying; I will retest elsewhere to confirm.
Not having access to any abilities is part of the skill. The lack of the graphic is definitely a bug.
I’m willing to bet if Elementalist’s Whirlpool was fixed, our graphics issue would be fixed.
I am unsure if it is intended, but using Elixir S is supposed to stop us from attacking, making it an escape tool correct?
Well, we can still use a kit, letting the Engineer obtain 3 seconds of invulnerability. 6 seconds if we include the Alchemy trait.
I believe this is intended because in BWE 1 and 2, we could not use anything with Elixir S. In BWE 3, we could.
When I use Elixir X underwater and change into a whirlpool, my character disappears (this visual effect is likely intended) and the 1-5 abilities on the hotbar appear as grayed-out, locked slots. When this happens, I’ve had the whirlpool effect activate, doing damage, when I randomly spam 1-5, but I’ve also had the keys enact no abilities at all.
Could you clarify this a bit for me? When you transform into the Whirlpool, you lose all your abilities. That is intended. Are you saying something else happens?
- Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.
Here’s another one not listed
The healing turrets secondary ability doesn’t remove any conditions.
the description says “Overcharge your healing turret, supplying a burst of healing that cures all conditions”tested severel times, seems to work here and there though – but never when i really need it
I have experienced this and have heard reports of it as well. To save my life I cannot narrow down why it doesn’t work when it doesn’t work. I have also never experienced this in sPvP. Most of the time it works just fine but occasionally it just doesn’t remove anything in PvE/WvW.
I have this on my list of bugs that I cannot reproduce reliably and I really wanted to get it consistent before I added it to the forum post. I think I’ll just add this bug, along with Jump Shot teleporting you, even though I cannot consistently reproduce either one.
The entire Engineer community and I would be extremely grateful if you could help me find out exactly why it doesn’t remove conditions sometimes. :>
Hello!
Sorry for being slow to test your reports, I usually do it on weekends and this last weekend was busy for me. I also need to reformat the posts again because some of them are over 4000 characters.
Keep giving me reports as I’ve been writing them all down and plan on testing everything reported.
Hi – here’s a bug not yet on the list:
Mine Field does not benefit from the reduction in cooldown of the Tools trait line. No matter how much you have in Tools, Mine Field always has a 20 sec cooldown.
NOTE – this is NOT a labelling issue. The actual CD is 20 seconds as well as the tooltip value. For other toolbelt skills the labels remain unchanged, but the actual CD is lower.
Is this the right place to mention this bugs? I assumed the main post could be updated if I report it as a reply.
Hi Cribbage!
This is definitely the right place to post these reports. You can also PM me, message me in-game, or write it into the wiki; whatever you feel like doing.
The bug you reported is already in my list, but maybe it’s not clearly written. Please let me know if you have a suggestion for how it could be more visible to people looking for it!
Mostly as of recently I test reports in and out of the Mists. PvP and PvE abilities are split and every ability is actually 2 abilities. It often does make it quite a bit more difficult to identify bugs. :<
“Elixir Gun’s Super Elixir removes a condition but isn’t mentioned in the description.” this is not a bug, it is not the Super Elixir that is removing the condition, its the effect of the combo field left by the Super Elixir. If you fire a Projectile finisher through the combo field the condition is removed. You should notice the little heart with “Remove Condition” popping up. I use it primarily for this purpose instead of the regen and small heal.
Firing a projectile through the combo field does not remove a condition from you. It removes a condition from an ally that your projectile hits. Also, the little heart pops up every time even when your projectile only has a 20% finisher chance.
Super Elixir definitely removes a condition from allies in the area where it first hits without firing a projectile through it. I have this listed as a bug because it is a description error.
Elixir X is definitely not affected by Elixir traits, including Potent Elixirs.
With Potent Elixirs on, on using Elixir F, the tooltip for stability shows a 20% increase in duration, however the actual transformation is not affected, either in tooltip or actuality.
Once you exit the transformation, you lose the stability, even though it still shows several seconds left when it vanishes.
So currently, Elixir X isn’t working with any elixir traits, other than HGH. Tested in PVE and Mists.
Edit: Actually the stability is the same duration (which is cut short when the transformation ends) even without Potent Elixirs. Either way, it still stands that Elixir X isn’t affected by it.
Did you have any other traits when you tested Elixir X with Potent Elixirs? It’s definitely increasing the duration of the transformation for me. I tested with while having no traits except for Potent Elixirs.
I did this is in the Mists as I was pressed for time. I will test it in PvE when I get home from work.
Hi phobia! I know you are probably looking for another opinion, but I’m going to followup a bit on things I mentioned before.
As juno mentioned above, Guardians start out feeling very powerful at lower levels while Engineer can feel pretty weak. I didn’t mention that it took me quite a while to cut through mobs as a non-80 Engineer and it is certainly more work to level an Engineer than a Guardian because of this. As an Engineer, I feel like I have to be a bit more on my toes as mistakes can be a bit more costly.
However, after hitting level 80 and getting some exotic gear, I feel like the Engi has an answer for everything. I also think they offer a much more versatile playstyle than Guardian. I’ve found 2 builds on my Guardian that I like to use and they’re very effective. However, playing my Guardian can be quite stale some times.
I have several builds that I use on my Engineer and every day I’m still trying out new things; I’ve got 500 hours on the Engi alone!
One of my favorite things about Engineer is that I can swap between a pistol/shield + bombs build and a rifle + grenade/elixirs build using the same exact build but different major traits (I use a different set of equipment, too).
My Guardian is the profession I usually bust out when I’m not soloing. I feel it goes a lot better with a group of players whereas an Engineer shines a bit more when you’re alone. I can provide a ton of support for other people on my Guardian while still pumping out good damage and survivability. And when I’m being supported by other people, I become a much larger threat than I would on my Engineer. There is something really nice feeling about using a huge greatsword to carve through swathes of enemies with only a few blows.
In conclusion, it sounds like you should play both classes as your mood changes. Even though this will make you level a single profession to 80 more slowly. :<
The kit abilities from the trait Kit Refinement doesn’t do a single thing underwater on my engi. There’s no explosions from bombs, there’s no blast from the medkit, there’s no AOE heal zone in a sphere from the EG, there’s no grenades nothing. It’s weird. And what exactly will they do about the nail field that toolkit normally creates on land, that couldn’t possibly be useful underwater or do-able.
It seems to only work with Bomb Kit. A floating bomb is placed directly where you are floating in the water. I tested it recently but it’s possible I only tested it in sPvP.
I could tell you a suggestion of mine for what could be done with Tool Kit’s Kit Refinement but this is a thread about bugs. :>
Also, why does the #5 ability from the EG fire off into the distance the healing field i need up close without even the ability to detonate the bubble of healy juiciness I just fired? Can we make it fire at our feet or something? or just blast an AE field of healy goodness right on top of the engi?
I know that you can detonate it by pressing 5 again. But as mentioned above, I may need to test it outside of sPvP. If there is a bug with detonation on Super Elixir, it’s that there is no indication that it can be activated again to detonate the elixir.
Did a decent update today.
- I changed the layout a little bit by removing links and underlining (instead of bolding) important text.
- I added some new bugs. Again, if you reported a bug and don’t see it above, please visit the wiki dicussion to find out why.
I also still have some reports to test which are mentioned above.
I run full Berserker’s with a similar build to Destroyer. This build has the answer to anything you could possibly face in the current dungeons. Here’s my build (you will need to copy and paste)
http://intothemists.com/calc/?build=-W70;2Z-Vg0u5VQFx0;9;4T9-J946A5;319-5;0L;5G3G3G3G3Q
Grenade Kit is some of the highest sustained AoE damage in the game. If you really want to be doing maximum damage as an Engineer, you have to use it. The best part is that it’s also very safe to use because of the 1500 range.
For some extra damage, you could use Blunderbuss and Jump Shot but those can be pretty risky. Anything that puts you in melee range (Bomb Kit, Tool Kit) is going to punish you a bit for being full Berserker’s and there’s really no reason to go into melee range because, again, Grenade Kit is really the best damage we have.
It’s actually kind of a shame that Grenade Kit is so good. It means if we want to be doing maximum damage, we are pigeon-holed pretty hard into playing a very specific way. However, that pigeon-hole just happens to be incredibly effective in dungeons.
Elixirs are amazing team support and survivability for yourself without compromising any damage output. I go into the Tools tree for perma-swiftness because I love swiftness. But anything else out of that line is unnecessary (kit refinement).
Hello everyone,
For your information, I’ve closed the old thread which was not updated anymore and put this one in sticky.
We really appreciate that you take the time to update this thread and keep it as clear as possible. It helps us a lot to gather the bugs and forward them to the appropriate teams.
Thank you!
Thank you for the sticky!
Thanks everyone else for contributing as well! I have a question for you all. I’ve kind of messed up with the thread because I didn’t leave enough room to keep adding to it. I’ve got more bugs to add right now but I still need to work on the formatting (see above posts!)
Are the links in the posts helpful? They take up a lot of character space in each post and it’s making it really hard to format the posts because I have to keep shifting things around to make it fit within the 4 posts. If I remove the links, this won’t be a problem anymore.
I like them, but do we need them?
I’ve got an Engi, Guardian, and Mesmer with full exotics and I would never farm Orr on anything but my Engi.
Rifle w/Grenade Kit is just too good. In my experience, front-loaded damage from the rifle is better for tagging enemies and finishing them off quickly than the pistol with its longer build up. The knockback is great for putting distance between you and enemies that are dumb. And the immobilize is the only control you can get on enemies with stability. I try to engage as many enemies as possible and just kite them while spamming Grenades for huge AoE damage (great for hitting everything during dynamic events).
I go back and forth between Bomb Kit and Tool Kit for my 2nd utility and Elixir R or Elixir S for my 3rd utility. Tool Kit and Bomb Kit provide each provide a snare and you get an AoE Blind or an Invulnerability to help you go defensive if you need to. They both provide decent damage as well.
My armor and weapons are Knight’s and my jewelry are Berserker’s. I wish I got more Berserker’s gear because I rarely go defensive or get hit.
If nobody else is applying burn or poison, then P/P is way more damage than rifle, and more utility.
I would argue that p/p doesn’t have more utility. But the main reason I quoted you is that in practice, p/p is rarely more damage than pistol when you’re playing with 4 other players.
Many classes apply burning and bleeding as incidental damage and just one person doing that can really destroy our condition damage output. It’s much, much safer to play with a Rifle and stack power because of this.
