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Engineer builds and advice for fractals?

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Posted by: gkaare.8576

gkaare.8576

You will need to copy and paste the link. Clicking it will say “Bad Link.”

http://gw2skills.net/editor/?fcAQFAUlspiYnvShF1LJyoCdGoC5lIFPGl95Bb1WQIA;TkAg0CnoQygkAJLSOkkINsA

Grenades with Elixirs. It’s boring, but it’s probably the most effective thing you can possibly do. Grenade spam will hurt your fingers but it’s the highest damage you can do while also keeping yourself alive (1500 range).

You’ll be able to heal often and you’ll have lots of condition removal for yourself and your allies.

I go with full Berserker gear because it works just fine with a Grenade build. I haven’t used this build past level 20 fractals but I never die in my groups and can pump out a ton of damage.

You may want different runes, I went with Ogre because I bought them a couple months ago and haven’t bothered to change them. The point is that you can go full glass cannon with some defensive utilities and be the most effective Engineer that you can possibly hope to be.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Static discharge will often shoot into the ground and miss when used after a toss elixir skill.

This bug is already listed, but I am still grateful that you took the time to post! I clarified the text of the bug in my post so that it may be easier to understand.

Engineer needs a total rework.

in Engineer

Posted by: gkaare.8576

gkaare.8576

I don’t think that’s the kind of play that the OP has in mind. While Nisha’s humor, editing, and personality are highly entertaining and admirable, I don’t really think that build is very top notch (again, let me reiterate that I think Nisha is awesome and I wish I was his friend because I would love playing in WvW with him).

I genuinely am curious as to what kind of builds OP is playing. Engineer is probably one of the most balanced classes that exist in the game right now. I think they’re also one of the more difficult classes to play well. It’s laughable that someone would come here, claim to be more adept at game development because of military experience, and then also claim that Engineer needs a complete rework.

The class needs tweaks and bug fixes, like every other class in the game. But it is very viable in tPvP, hot-join/solo queue sPvP, WvW solo roaming, and WvW group play. To say it more clearly: you’re doing it wrong.

I wasn’t kidding about wanting you to send me a tell in-game (or a forum PM). I would love to tell you what’s good and whats’ bad and help you improve.

Just back from a 1 month+ vacation

in Engineer

Posted by: gkaare.8576

gkaare.8576

Anet only has 2 devs working on game bugs/fixes and balancing…a mighty load for just two people lol.

That statement is completely false.

The game isn’t perfect, but if you haven’t seen this state of the game video with Jonathan Sharp, I highly recommend it.

Engineer needs a total rework.

in Engineer

Posted by: gkaare.8576

gkaare.8576

With 22 years and change being retired military, 3 wars, 4 years of combat, travel to and support of over 25 countries that i can remember offhand during that time. I have accumulated alot of wisdom and imagination because of my experiences, what developer among Anet has the imagination, common sense, creativity, personel management skills or leadership that comes with that type of life experience? Without even looking at a resume i doubt any Anet employee has. That also isnt a callout, its a fact.

I already disagreed with the majority of your post. But this part right here conveys the exact opposite of the message you’re trying to deliver.

You should send me an in-game message if you want to talk about what you’re doing wrong.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

I’m fully aware that these bugs won’t all be fixed at the same time (or even in the very near future). My intentions are to have all of the class bugs neatly documented in a single place that is accessible to everyone.

The devs do read the forums and posts like this are useful to them. This would explain why each profession has a thread just like this one. The currently stickied Engineer bugs thread is outdated and has no active maintainer which is why I created this one.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Tigirius:

I added a couple of your mentions to the list. However, a lot of the things you listed seem more like suggestions or issues you have with design.

Engineer bugs compilation

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Posted by: gkaare.8576

gkaare.8576

Since this actual ‘list of bugs’ part of this thread has not been updated where it needs to in over 2 months, I created my own bug compilation thread.

Please help me make it better! Also, if anyone knows how I can get it sticked, please let me know. I’ve been keeping the wiki updated as much as I can but the wiki is not the best place to keep the list for the devs to see.

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

  • Juggernaut should give you 200 Toughness but it scales with level giving less than 200 below level 80. This may be a description bug. Reinforced Shield and Shield Master, traits similar to Juggernaut, do not scale with level.

Inventions

  • Elite Supplies doesn’t increase Mortar range.
  • Rifled Turret Barrels doesn’t increase Mortar Range even though it’s listed as a turret.
  • Backpack Regenerator does not show the Regeneration boon when using a kit. It also does not scale with Healing Power.

Alchemy

  • Deadly Mixture does not display increased damage on descriptions. It does increase the damage, however.
  • Self-Regulating Defenses does not trigger when your health reaches 25%. It appears to trigger closer to 20% health.
  • HGH does not give you a stack of Might when you use an Elixir under the effects of Elixir S.
  • HGH does not say it gives 2 stacks of Might. This is a description error.
  • HGH only gives 1 stack of Might for tossed elixirs.
  • Fast-Acting Elixirs has a few issues:
    • It does not reduce the recharge of any Tool Belt Elixirs in sPvP.
    • It does not reduce the recharge of any Elixir Gun skills in PvE/WvW or sPvP even though they are labeled with the special text, ‘Elixir.’
    • It does reduce the recharge of Tool Belt Elixirs in PvE/WvW but only by 10%. The only exception to this is Toss Elixir R which has an incorrect recharge to begin with.
  • Potent Elixirs does not work with Toss Elixir H (Vigor boon), Toss Elixir C (all boons), Elixir U (all utilities), and Elixir Gun’s Acid Bomb and Super Elixir (both listed as Elixirs).
  • Potent Elixirs causes Toss Elixir H to occasionally give 2 boons instead of 1. These boons have incorrect durations (shortened).
  • Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended. Toss Elixir H does not remove a condition underwater.
  • Automated Response does not clarify that it does not remove conditions applied before reaching 25% health.

Tools

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt) and doesn’t show the modified recharge on any Tool Belt skill descriptions.
  • Adrenaline Pump doesn’t work with any turrets tool belt skills.
  • Kit Refinement doesn’t work underwater with any Kit except Bomb Kit.
  • Deployable Turrets works fine in sPvP. In PvE/WvW, this trait only works with Healing and Rocket Turrets.
  • Scope trait does not properly apply the 10% crit chance buff when not moving.
  • Static Discharge does not target enemies properly with skill-shot Tool Belt abilities (e.g. Mine Field). It works fine with Tool Belt abilities that are not skill-shots (e.g. Analyze). For Tossed Elixirs skills the discharge will occur at the end of the animation, but during this period all skill activation/queuing will be halted until the discharge fires.
  • Static Discharge does not work at all with Toss Elixir U.
  • Inertial Converter does not say it has an internal cooldown in its description. It doesn’t work every time your health reaches 25% health so either the description is missing important information or the trait isn’t working properly.
  • Packaged Stimulants has the following issues:
    • All Med Kit skills change to a 15 second recharge. Bandages should have a 12 second recharge. Stimulant should have a 20 second recharge.
    • Drop Stimulant (changes to Throw Stimulant) cannot be picked up if you already have Swiftness or Fury. It also
    • The duration of Fury and Swiftness from Throw Stimulant are 15 seconds but should be 10 seconds.
  • Power Wrench does not give Smack and Throw Wrench a 5 second Cripple; the Cripple lasts about 1 second.

VI. Bugs To Be Tested
This section is about potential bugs that have been mentioned but I have not had time to thoroughly test. I am writing them here so that people know I am getting to them!
If you don’t see your bug here, it may have been addressed on the discussion page of the wiki.

  • Condition duration with all Elixir Gun skills in PvE/WvW and PvP.
  • My Attack attribute decreases when I swap to a kit. If I have a shield, my Defense attribute decreases.

(edited by gkaare.8576)

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Gadgets

  • Throw Mine will disappear if not detonated after about 60 seconds. Its outline also disappears. Detonate remains on the Engineer’s skill bar and does nothing when activated. The skill goes on full recharge when this happens.
  • Mine Field does not say in its description that each mine removes a boon from enemies it hits. This is a description error.
  • Mines from Throw Mine and Mine Field stay deployed even after changing skills.
  • Slick Shoes’ Tool Belt Super Speed ignores movement slowing conditions (chilled, crippled). This may be intended but it lacks a proper description.
  • Rocket Boots does not clear Crippled, Chilled, and Immobilized until after it launches the user.

Elites

  • Supply Crate does not work with Runes that proc when you use an Elite skill (e.g.Superior Rune of the Monk or Superior Rune of Lyssa).
  • Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used. On other occasions, shots will still be delayed but then fire off in quick succession.
  • Elixir X is not affected by boon duration runes or traits. Also, you can only gain the duration increase from one trait that increases the duration of Elixir X: Elite Supplies or Potent Elixirs. If you take both, you only gain a single duration increase (about 20%).
  • If you have Med Kit equipped when you use Elixir X, a floating Med Kit backpack will appear where you are standing but only if Elixir X gives you Tornado.

Racials

  • Vine Shield is not affected by Tool Belt recharge rate increases.

V. Traits
Explosives

  • Forceful Explosives causes the radius of the Bomb dropped by Kit Refinement and Evasive Powder Keg to substantially decrease instead of increasing.
  • Underwater Grenadier does not increase the range of Freeze Grenade in sPvP. It does not increase the range of Freeze Grenade and Grenade Barrage in PvE/WvW.
  • Short Fuse taken with Grenadier does not correctly reduce the recharge of Grenades when under water.
  • Short Fuse does not reduce the cooldowns of Tool Belt abilities such as Big Ol’ Bomb and Grenade Barrage.
  • Forceful Explosives doesn’t show the radius change on skill tooltips.
  • Accelerant-Packed Turrets explosions don’t trigger any explosion related traits.

Firearms

  • Hair Trigger doesn’t work properly with any Harpoon Gun skills.
  • Rifled Barrels changes Tranquilizer Dart’s Weakness and Bleed duration to 3s when it should be 1s and 4s respectively.
  • Rifled Barrels does not improve the range of Overcharged Shot.
  • Rifled Barrels does not improve the range of Elixir Gun’s Fumigate.
  • Rifled Barrels reduces the recharge of Elixir Gun’s Elixir F from 8 to 5 seconds.
  • Rifled Barrels changes the description of Super Elixir to only show the bonus from Healing Power instead of the total healing. The skill will still heal for the correct amount.
  • Fireforged Trigger and Rifled Barrels have some bugs when used together.
    • Does not reduce the recharge of Elixir F, but Elixir F is already reduced to 5 seconds because of Rifled Barrels.
    • Does reduce recharge of Fumigate. Probably because Fumigate is not being affected by Rifled Barrels.
    • Does reduce recharge of Acid Bomb from 15 to 12 seconds. Once the recharge gets to 10 seconds, it resets back to 12 seconds.
    • Does not reduce recharge of Super Elixir.

(edited by gkaare.8576)

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

Elixirs

  • Toss Elixir H says it can give Protection, Regeneration, or Swiftness. The boon icons on the ability and the boons it actually gives are Protection, Regeneration, and Vigor.
  • Elixir U only gives 4 seconds of Quickness when paired with Haste and 3 seconds of Quickness with Quickening Zephyr. Frenzy works as described (5 seconds). They should all give 5 seconds of Quickness.
  • Toss Elixir R has a recharge of 110 seconds instead of 120 seconds in PvE/WvW (description says 120 seconds). It’s recharge in sPvP is working as intended at 120 seconds.
  • Underwater Toss Elixir H’s description shows very long boon durations. The boons last closer to their land durations.
  • Underwater Toss Elixir S says it only grants Stability but it can grant Stability OR Stealth.
  • Underwater Toss Elixir U says “target location” in the description when it does not use ground targeting.

Turrets

  • All Turrets, when picked up immediately after being placed, the reduced cooldown does not trigger.

Weapon Kits

  • Elixir Gun’s Super Elixir can’t be manually detonated underwater in PvE/WvW. It works fine in sPvP.
  • Elixir Gun’s Super Elixir and Acid Bomb don’t work with any Elixir related traits even though they’re listed as Elixirs.
  • Elixir Gun’s Super Elixir removes a condition but isn’t mentioned in the description.
  • Elixir Gun’s Elixir F sometimes doesn’t grant swiftness, even when the glob hits and the animation is triggered.
  • The glob from Elixir Gun’s Elixir F will not return to you somewhere between 600 and 900 range. This is especially a problem with the Rifled Barrels trait which makes Elixir F have a 1200 range.
  • Flamethrower’s Flame Jet and Elixir Gun’s Fumigate will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.
  • Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
  • Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.
  • Bomb Kit’s Combo Fields show the graphic to indicate that they are a Combo Field before the bombs detonate. You cannot use the Combo Fields from these skills until after the bombs detonate.

(edited by gkaare.8576)

Engineer Bugs Compilation

in Engineer

Posted by: gkaare.8576

gkaare.8576

I. Intoduction and Information
II. General
III. Weapon Skills
IV. Utility Skills
V. Traits
VI. Bugs To Be Tested/Added

I. Introduction and Information
This thread is specifically about Engineer bugs. Any class suggestions should be taken elsewhere. Please only discuss bugs in this thread. I also strongly recommend discussing bugs on the wiki. Using the wikitteneps the discussion easy to follow. I will keep this forum list updated with the same information on the wiki page.

My goal is to keep the list as accurate as possible and I have gathered bugs from every source I could find. If you cannot reproduce a bug, we can discuss it but I will not add it unless it is something that can be demonstrated consistently.

If you have discovered a new bug and wish to have it added to the list: post in this thread, send me a PM, or discuss it on the wiki.

Note that some of the “bugs” listed here may not be actual bugs. I obviously did not design the game and cannot know the intention of the developers. Until there is clarification, I will continue to list inconsistencies with designs as bugs.

II. General

  • If you jump and swap to or from a kit with Sigil of Hydromancy or Geomancy, the cooldown of the Sigil will get used and you will gain no benefit from the Sigil. All other weapon swap Sigils function properly when jumping.
  • Equipping a Weapon Kit in sPvP will cause your character sheet to display PvE/WvW weapons instead of the sPvP weapons.
  • Certain skills such as grenade go through destructible object such as the keep wall in WvW.
  • Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
  • All movement skills with a specific distance (Overcharged Shot, Rocket Boots, Acid Bomb) have a reduced effect when chilled.
  • Kits can be equipped in town clothes. Equipping the kit switches you out of town clothes after a few seconds.
  • Swapping to a kit while gathering causes the item you’re gathering to become ruined regardless of the gathering tool you use.
  • While operating any siege weaponry, if you change a kit on your utility bar, you will be locked into the siege weapon. No utilities will work and the only way to disengage from the siege weapon is to be knocked back/pushed by an enemy or by using Overcharged Shot.

III. Weapon Skills
Rifle

  • Overcharged Shot will occasionally go on recharge without doing anything. This seems to happen when your target moves behind you and you’re immobilized or when your target’s elevation is different than yours (up a steep hill in Forest of Nifhel). This can also happen when the target moves out of range/reach of the attack.
  • Jump Shot will occasionally appear to land away from the ground you targeted. When this happens, your character will teleport to where you were supposed to land (the spot you actually targeted) after 2-3 seconds. However, if the Jump Shot has you fall off an edge, it will NOT teleport you back to the correct location and you will take falling damage.

Pistol

  • Explosive Shot says it will explode and apply Bleeding to all nearby foes. It only applies Bleeding to the first target it hits.
  • Explosive Shot does not function with any traits that alter Explosives (Shrapnel, Explosive Powder, Steel-packed Powder). This is likely intended but the verbiage used in the description of Explosive Shot is very misleading.
  • Blowtorch and Poison Dart Volley will often miss destructible objects. Blowtorch will frequently miss targets that are in front of you if you are strafing even though the flame graphic strikes your target.

IV. Utility Skills
Heals

  • Med Kit cannot be stowed in PvE/WvW. Pressing the heal key simply reloads the kit. It works fine in sPvP.
  • Healing Turret’s Cleansing Burst says it will remove all conditions on use but it only removes 2 conditions. This is a description error. Additionally, Cleansing Burst will occasionally fail to remove any conditions even when you it has definitely activated (visual cue). This only happens in PvE/WvW.

(edited by gkaare.8576)

PVP Changes in WvW

in WvW

Posted by: gkaare.8576

gkaare.8576

WvW and PvP are definitely not the same beast. I don’t have a source exactly, but take a look at the Guardian’s Save Yourselves. It was changed to be 5s duration in PvP and left alone for PvE.

In sPvP, the duration (without boon duration) is 5 seconds.
In WvW and PvE, the duration (without boon duration) is still 10 seconds.

Engineer bugs compilation

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Posted by: gkaare.8576

gkaare.8576

I’ve a problem with my Healing Turret. I dont get the regeneration power it should give.
Here the Test rsultat:

Healing Power 0:
— Tooltip: 8s regeneration: 1040 health
— heal per tick: 130 health(in 8s = 1040 health)

Healing Power 1223:
— Tooltip: 8s regeneration: 2263 health
heal per tick: 130 health(in 8s = 1040 health)

Is it my fault or whats wrong?

It’s a known bug. Healing Turret has a set healing power it uses and doesn’t consider your attributes.

Let's face it.

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Posted by: gkaare.8576

gkaare.8576

There is kind of some evidence to support his claim. This image was posted by ArenaNet (I can’t find it on their site anymore). Engineer and Mesmer are tied at the very bottom of classes played. I think it’s fair to assume that Mesmers are not the least played class anymore considering how popular they are in PvP.

It’s been about 6 weeks since that data was posted so I’m not saying he’s right or wrong. I’m just pointing out where, I think, he is basing his claim. So much has changed since the information was posted and all sorts of things could have affected the stats now.

engi is a good combo...er?

in Engineer

Posted by: gkaare.8576

gkaare.8576

We can get quite a few combo fields going. Some of them are harder for allies to use. And depending on your build, you probably won’t have access to all of them at once.

On top of what you mentioned, some other good abilities to get combo fields from:

  • Healing Turret and its F1 skill are 2 Water combo fields.
  • Flamethrower adds a Fire combo field.
  • Elixir Gun is another combo field. If you have the Kit Refinement trait and Elixir Gun, now it’s 2 Light combo fields.
  • Flame Turret gives a Smoke combo field but Flame Turret is kind of lame. :<

I think it’s more important to master what you do have access to instead of trying to get as many combo fields going as you can. I run a build that uses Healing Turret and a Shield. When I deploy Healing Turret, I will often blow it up (blast finisher) after about half a second to get an extra burst of healing for nearby allies and me. Then I can use Regenerating Mist(F1) and shield #4 to get another burst of healing to my allies and me. These heals make a HUGE difference in fights.

When I’m using Flamethrower, I can use the Fire combo field to get a fire damage shield, stacks of Might for nearby allies and me, AND apply burning to enemies. This is from 1 combo field and 3 different finishers.

Let's face it.

in Engineer

Posted by: gkaare.8576

gkaare.8576

Lyuben.2613

I don’t think they are hard to play. I think they are simply ‘odd’ as they don’t have a lot that other professions are given.

Like, most professions get their full profession mechanic at level 7. The engineer gets his fully, at level 20.

Most professions have weapon swapping, and the benefits its gives. The engineer doesn’t.

So, what is unorthodox, is seen as complex and difficult.

In reality, the top end builds like grenades, elixirs and so on aren’t hard at all to play.

I believe that people are just turned off from the engineer because they are so weird, not because they are hard. A lot of classes I see as being much harder. Necro is much harder, with a worse balance situation yet supposedly are more popular.

I think we agree on why the class is viewed as difficult to play; it’s just so different.

I should clarify 2 things. Firstly, I don’t think Engineers are difficult to play, but that they’re more difficult to play than other classes. Different is difficult when you’re trying to grasp something new.

Secondly, I’m speaking from the perspective of s/tPvP. So we might be talking about different things. That said, Elixirs and Grenades are not central in any top end builds. They are definitely the most simple to use and that is why I don’t use them; they don’t provide flexibility.

tigirius.9014

Nerfs are the last thing Engineers need. Even the flamethrower doesn’t do that much damage with power prec cond and specced for extra burn.

They have some targeting issues but nothing needs nerfing.

I didn’t say Engineers need nerfs at all. I’m trying to say that Engineers are strong and we’re not worse off than almost every other profession. We need bug fixes more than buffs.

Let's face it.

in Engineer

Posted by: gkaare.8576

gkaare.8576

Engineer actually is the least played class according to information posted by Arenanet a month or so ago (Mesmers have gained huge popularity since then). But the class is definitely not weak.

Engineer is one of the hardest classes to play well. However, to say that we’re one of the worst classes is just wrong. We may not be as strong as Thief, Guardian, or Mesmer but I think we’re in one of the best spots. We’re very viable in PvE, WvW, and tPvP; what more could you ask for?

What class doesn’t have a lot of bugs and broken aspects right now? Once Engineers are a bit more tuned and bugs are fixed, I would bet that we’re going to see some nerfs.

tool trait line question??

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Posted by: gkaare.8576

gkaare.8576

It does. It should be 90 seconds.

Engineer bugs compilation

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Posted by: gkaare.8576

gkaare.8576

The “inertial converter,” from the tools-trait line, doesn’t always recharge the toolbelt skills, it doesn’t say anything bout a cooldown so I am under the assumption that whenever my health reaches 25% my toolbelt skills will recharge.

I think a safer assumption would be that it has an internal cooldown since all traits like this have an internal cooldown. I added this to the wiki.

sPvP : how are you doing as engineer?

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Posted by: gkaare.8576

gkaare.8576

Pistol + Shield with Bombs and Flamethrower. (Copy + paste the URL)
http://gw2skills.net/editor/?fcAQJAqelIq6Zn1ShF1LJxoCdGUh8KSR+1/nHyltpF;ToAAzCpo2xsjYH7Oudk7MqYuA

This can be pretty difficult to play right but I think it’s a great build. It’s not a bunker build but it’s a bit bunkery. It is designed for point control.

The most important parts of managing this build are using your blinds properly (you have 3) and dodging (you have a LOT of endurance).

You’ll be very highly mobile with permanent swiftness and you’ll want to make sure you have swiftness up as much as possible (get good at equipping/unequipping kits fast) so that you can dodge more. You will destroy thieves and warriors or anyone that gets within melee range but, again, it does take some practice.

When you use your healing turret, you’ll want to either pick it up immediately to reduce its recharge to 15s, or blow it up to get a bonus group heal from the combo field. I also recommend saving Regenerating Mist (F1) for when your shield #4 is up for an additional group heal.

This build comes from Teldo. You can watch his stream here

I would recommend avoiding Gadgets and Turrets. They’re fun to use, but they’re some of our weakest tools available.

Healing Turret

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Posted by: gkaare.8576

gkaare.8576

Cleansing Burst says it removes all conditions but it will only remove up to 2 conditions. The description is incorrect and 2 conditions is intentional.

Also, as Twenynge said, it will remove the conditions on it’s next pulse. This means you could be waiting up to 8 seconds for that condition removal! If you want the condition removal instantly, I recommend activating Cleansing Burst IMMEDIATELY after deploying the turret. There is a short delay before the first pulse from the turret and if you apply Cleansing Burst quickly enough, the first pulse will remove conditions instead of applying Regeneration.

The Regeneration from the first pulse of Healing Turret is bugged, though. So getting the condition removal is way better than a 5 hp heal.

Engineer bugs compilation

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Posted by: gkaare.8576

gkaare.8576

UnFunky:
This is an issue with Charr character models as well. I don’t really think it’s a bug though. All character models have the same sized ‘hit box’ so I suspect it happens to even the largest Norn, too.

Terrahero:
This bug is already in the wiki. I did expand on it a bit, though.

Engineer bugs compilation

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gkaare.8576

I’ve been having some issues with self regulating defenses, I’m still taking damage and being able to be immobilized while under the “evade” effects.

Are you getting immobilized AFTER you are under the effect of Elixir S? I know that conditions that were already applied do not go away (bleeds, poisons, immobilizes). Ranger’s Entangle seems to ignore the Elixir S as well.

Engineer Bug fixes Wtf

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gkaare.8576

MrSilver:

Like most of our Kits, only a few abilities are good on each. With that in mind, Tool Kit is great; Throw Wrench, Gear Shield, and Box of Nails are all awesome. The other abilities either aren’t very good or are just too situational. I feel the same way about Elixir Gun and Flamethrower.

Bomb Kit, while it doesn’t provide a ton of utility, is actually one of our better kits because all the skills on it are frequently useful. The damage on it is very good, too. I can recommend a very powerful build that uses Bomb Kit if you would like it.

In response to the rest of the thread:
Engineers are actually in a very good spot right now. We still need tweaks and bug fixes, of course, and we’re not in the best spot but we’re far, far from the worst spot.

Another Trait bug...sigh ( Fireforged Trigger )

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gkaare.8576

I made a massive update to the wiki last night:
http://wiki.guildwars2.com/wiki/List_of_Engineer_bugs

I’ll add these bugs in once the wiki is no longer read-only.

Engineer bugs compilation

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gkaare.8576

I just did a massive update to the wiki. It still needs to be cleaned up a lot; I’ve never edited a wiki before and don’t really know how to format the page or the discussion properly.

I did compile a list of bugs from several threads, but I didn’t go through every post in this thread to all the bugs nor did I test every bug (I did test quite a few of them).

If you don’t feel like updating the wiki yourself, you can send me a PM and I’ll do it for you.

making seige weapons destroyable ( griefers)

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Posted by: gkaare.8576

gkaare.8576

I believe the OP is referring to your teammates creating siege weapons on top of Vistas. For example:

Let’s say I’m on the green team. In the green keep there is a Vista. I can build something like a ballista right under the Vista. If anyone from the green team tries to get the Vista, they cannot because they will instead use/leave the ballista over and over. Even if someone is already operating the ballista, they still cannot get the Vista. Because the ballista was built by a friendly unit, there is no way to destroy it.

The OP is not complaining about PvP in a PvP area. And he’s not complaining about enemies using tactics to distract their opponents. He’s talking about his own team doing something that provides absolutely zero gain for his team or his enemies team.

Last Nights Jumping Puzzle (JQ vs SBI/HoD)

in WvW

Posted by: gkaare.8576

gkaare.8576

I’m pretty aware that it is griefing. However, I don’t do anything that my opponents cannot do to me and there are always ways to get through. As much as I love building arrow carts and golems, I wouldn’t be too sad to see siege weapons go away in the jumping puzzle. At this point, they are most certainly being used in ways that are unintended. I, too, suspect they will go away soon.

It sure has been fun and I will continue to deploy them there while I can.

Last Nights Jumping Puzzle (JQ vs SBI/HoD)

in WvW

Posted by: gkaare.8576

gkaare.8576

It becomes griefing after too long? Oh dear… What have we done?

SBI vs JQ in Sanctum

in WvW

Posted by: gkaare.8576

gkaare.8576

I normally wouldn’t post about something like this, but it deserves acknowledgement.

From a JQ player, I must say you guys did fantastically well tonight! Seriously, huge props to everyone who was there and fought because it was epic for both sides (it was for us, at least). I was pretty sure we were never going to make it up to the top. I’ve never seen a group break through that many siege weapons before.

Correct me if I’m wrong, but I saw 4 arrow carts, at least 1 ballista, and one of your trebs near the front was firing into the pit and actually hitting the platforms, too!

Jumping puzzle gate room camping

in WvW

Posted by: gkaare.8576

gkaare.8576

I don’t know what else to tell you, TRON. Some of the things discussed that you say do not work definitely do work. The trebuchet at the start of the puzzle isn’t too far away to hit the top of the dome. And you can pull people down from everywhere (I still haven’t tested if you can pull from the very top of the dome which I’ll explain below).

Could you please show me a screenshot of where people are placing these arrow carts where they cannot be hit? You’re saying people place an arrow cart at the top of the dome and they are untouchable. When I place an arrow cart there, I seem to lose a HUGE amount of coverage with the arrows and can’t hit anything. It’s a horrible place to deploy an arrow cart.

CM - Destroying the Gate in Path 2.

in Fractals, Dungeons & Raids

Posted by: gkaare.8576

gkaare.8576

Before we aggro anything, have every player pick up a keg. Have one player take their keg and drop it by the waypoint. Drop another keg between the waypoint and the initial keg location. When you’re ready to begin, drop another keg right next to the initial keg location. The mobs will aggro and go after the 3 kegs on the ground.

Once you’ve aggroed the mobs, have the players with kegs still in hand run over and place their kegs in the red circle. Meanwhile, the player that dropped their keg right next to the pile of kegs to aggro the mobs should have been able to grab another keg and trail behind the main group.

By the time the last player drops the 5th keg, the mobs should be chasing after the keg by the waypoint and all 5 kegs will be in the red circles.

Jumping puzzle gate room camping

in WvW

Posted by: gkaare.8576

gkaare.8576

I’m going to tell you how to deal with this room. I’ll quote what I wrote in another thread.

Find a Mesmer or two. If one can’t pull all the people down by himself, then 2 Temporal Curtains back-to-back will. This works through walls and LoS. You can also use a Thief and a Mesmer to double-pull people 1 at a time. Or an Engineer and a Mesmer. Or a Guardian and a Mesmer. It’s definitely way harder to do with a Guardian or Engineer, but it’s possible.
Grenade Engineer or Longbow Ranger can also do massive damage to anyone at the top that is sitting on a siege weapon.

I also really like the idea of a trebuchet placed near the start of the puzzle.

Ban Siege in the WvW jump puzzle!

in WvW

Posted by: gkaare.8576

gkaare.8576

If you have someone stupidly place the arrow cart right next to the release to the beasts chain then that might work. But lol that doesn’t work when the arrow carts are up the stairs at the end of that particular puzzle. No mesmer portal can reach that far to pull the people camping up those stairs. It might get a few if there were a few ballistas there trying to insta-gib anyone who got close to the end of the puzzle (which happens a lot) but not against arrow carts and their massive range being placed UP the steps out of range of anything people trying to get up can reach with their abilities. You CANNOT reach those.

If they place the arrow cart there, you need 2 pulls. The first needs to be a Mesmer pull. This will get the person operating the cart onto the lower platform next to the chains. The second pull can be a Thief or a second Mesmer or a well-timed Guardian or Engineer. This second pull will get your enemy all the way down.

If you don’t have a second pull, an Engineer or Ranger can at least attack them with Grenades or a Longbow to put huge pressure on them.

Repeat this process until you’ve pulled everyone down and killed them or until you’ve put enough pressure on them so that you can have people actually climb to the top.

I do this every day and as long as we’re not outnumbered by a huge amount, it works every time. If you’re outnumbered by a huge amount then the siege weapons don’t matter.

Ban Siege in the WvW jump puzzle!

in WvW

Posted by: gkaare.8576

gkaare.8576

One of the few reasons I continue to play this game is because of the WvW jumping puzzle. The PvP there is much smaller scale compared to all the other WvW objectives which I find to be boring; that is completely personal opinion. The jumping puzzle is a mixture of PvE and PvP so you have an objective and you are competing with other players against this objective; it’s like sPvP but a very different game style and a new map! Most importantly about the jumping puzzle, the fights become very, very personal.

People say that the jumping puzzle shouldn’t allow PvP or should just be removed altogether. I would actually be okay with that if, first, there were new WvW areas added to the game that contained a mixture of PvE and PvP. Make them so they do not distract from the larger WvW objectives if you must; it’s irrelevant to my desires in the game.

In the meantime, I will continue to do the jumping puzzle every day. Then I will grief as many people as I possibly can until the whole sanctum is cleared out of enemy players.

I must be going now. I have no idea who Wads is, but I believe we need to go and harvest more tears that we require for sustenance.

Ban Siege in the WvW jump puzzle!

in WvW

Posted by: gkaare.8576

gkaare.8576

You can disagree but you’re wrong. Find a Mesmer or two. If one can’t pull all the people down by himself, then 2 Temporal Curtains back-to-back will. This works through walls and LoS. You can also use a Thief and a Mesmer to double-pull people 1 at a time. Or an Engineer and a Mesmer. Or a Guardian and a Mesmer. It’s definitely way harder to do with a Guardian or Engineer, but it’s possible.

Grenade Engineer or Longbow Ranger can also do massive damage to anyone at the top that is sitting on a siege weapon.

I do this stuff every day. I promise it works!

HoD vs JQ vs ET

in WvW

Posted by: gkaare.8576

gkaare.8576

ok you know what. ET and HoD can both burn in hell. if you SERIOUSLY need a group of 20-30 people with siege in eternal jumping puzzle just to get a kill (where you sit there for hours w8ing) then you seriously suck at the game.

HoD with arrow carts and ballista at the top. ET with ballista in the middle. both with whole zergs just sitting there.

if you want to know why we currently own 80% of the eternal battlegrounds map. then you should look at what your zergs are doing.

as for me. i sitting on your tower next to spawn laughing at you.

It sounds like they are the ones laughing and you are the one that is… not laughing.

Understand that getting that chest is not a right, it’s an earned privilege. That means that there will be days when you don’t get to open it and you need to deal with it.

Ban Siege in the WvW jump puzzle!

in WvW

Posted by: gkaare.8576

gkaare.8576

What is removing the siege weapons going to do? If there are 30 enemies waiting at the top, they’re not going to let you pass even if they don’t have siege weapons.

Aside from when being heavily outnumbered, there are plenty of ways to fight back. Yes, your enemy will have the upper hand if they have the higher ground, but it’s definitely possible to fight people that are above you even if they have arrow carts.’

Lastly, please remember that you don’t have a given right to be able to get the chest at the end. Some days people aren’t going to let you get it and you just need to deal with it. I love the jumping puzzle the way it is and I wish more people would hit me with arrow carts. :<

Instant Death Abilities

in Fractals, Dungeons & Raids

Posted by: gkaare.8576

gkaare.8576

There are no instant death abilities. All have warnings and can be countered with dodge at the minimum.

Instant death would be getting Death Touched by Cazic-Thule. Big difference.

You are correct as far as I have seen. But I think your example is only going to make sense to 2 other people that play this game.

COF Magg Bomb Part Intended?

in Fractals, Dungeons & Raids

Posted by: gkaare.8576

gkaare.8576

I wouldn’t call this part of the dungeon a cakewalk, but it’s definitely possible to kill all the mobs. In a pug, I’ve never been able to finish this part without kiting or dying several times. With a competent group, however, we can kill everything while only breaking a very minor sweat.

The encounter probably does need some tweaking if it is supposed to be doable by pugs.

Eternal Battlegrounds Jumping Puzzle + Siege Weapons?

in WvW

Posted by: gkaare.8576

gkaare.8576

I want to apologize in advance for what may seem like potential trolling or perhaps something that is not constructive.

The tears in this thread are SO delicious.

I LOVE dropping arrow carts in the chandelier room. I love to lie in wait, with the invisibility buff, for someone to approach the top of one of the rooms. When I watch them drop from the wall my heart races with excitement. Imagining what my opponent is thinking when they die from fall damage bringkittenreat joy. I love dropping my torch to push someone into the traps when I’m in the cave. I LOVE griefing people on the jumping puzzle.

On the other hand, I do not take it personally when people do the same things to me. No one has an unfair advantages over me. There is a way to deal with everything including the arrow cart at the top of the room (find yourself a properly traited Engineer or Ranger). Every time I start the jumping puzzle I am completely aware that I may not be able to complete it and that I may have to come back later and try. Some days, I just don’t get to complete it. I am okay with that.

I think the underlying problem is that people think it’s their right to be able to complete the jumping puzzle each day. Let me spell this out for you: it is not your right to be able to complete it each day. If you don’t get to complete it, you need to accept your loss.

This class is just so arduous right now and I think my 1 key hates me.

in Engineer

Posted by: gkaare.8576

gkaare.8576

An option to make all ground targeted aoe’s cast on target would fix all that-also it would make life much more easier for other classes who have a lot of circle casting stuff.

I don’t see the harm in letting players do this as long as its just an option. Thinking about using an option like that in PvP gives me the chills.

Rocket boots

in Engineer

Posted by: gkaare.8576

gkaare.8576

Outside of Slick Shoes, all Gadgets seem pretty buggy or have bad counterparts.

  • Rockets Boots very often fails to move you 900 distance.
  • Utility Goggles doesn’t break stuns if you use it too soon after being stunned.
  • Throw Mine’s toolbelt skill is near impossible to hit targets with.

I love the 3 Gadgets above, but I just cannot find use for them as unreliable as they are.

PS: Hi Karast! Happy to see you posting here. If you remember me, I’m Bolton.

[BUG] Engineer: Cleansing Burst

in Bugs: Game, Forum, Website

Posted by: gkaare.8576

gkaare.8576

It does actually work but the tooltip is incorrect.

Firstly, it only removes 2 conditions (not all) and this is confirmed to be intentional. There is also no burst of healing along with the condition removal which may or may not be intentional.
Second, you may have noticed that the Healing Turret has a pulse to it. Every 8 seconds or so, the turret will spin and apply a new stack of regeneration. Cleansing Burst takes the place of a regeneration pulse. So this mean if you use Cleansing Burst directly after your Healing Turret has just pulsed, you will have to wait up to 8 seconds before it removes conditions.

The turret needs some tuning, in my opinion. But it is working as intended for the moment.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: gkaare.8576

gkaare.8576

Unless it was changed recently, firing a projectile through a combo field removes conditions from allies that the projectile passes through and not the person who fired it.

Healing Turret & Water Field

in Engineer

Posted by: gkaare.8576

gkaare.8576

The turret itself does not provide a water field and has not provided one, if it ever did, for a long time. It’s the toolbelt skill that provides the water combo field.

Wrong. Equip Healing Turret. Press 6 (Healing Turret). Wait Half a second. Press F1 (Detonate Turret). Enjoy Blast + Water Field combo.

This guy is absolutely correct. Not sure if it’s intended because it doesn’t say anything in the tooltip, but it definitely works.

Build In Progress (Big Game Hunter Roaming sPvP)

in Engineer

Posted by: gkaare.8576

gkaare.8576

http://tinyurl.com/93qslp9

Weird, it’s giving me an error when I click but it works just fine when I copy and paste.

Build In Progress (Big Game Hunter Roaming sPvP)

in Engineer

Posted by: gkaare.8576

gkaare.8576

It’s not exactly the build I would personally use for that purpose. But here’s my feedback for your build.

http://gw2skills.net/editor/en/?fcAQFAUl0pqbn1SyF1LJxIFdGAgek36iXRFq8nCsF;TkAg1Cqo4xAmAMLPOek8MqA

I chose runes that would give a total of +30% burning duration. But you can choose any runes that give +15% burning duration. Your primary burning is coming from Incendiary Powder (2s burn). You should double check this, but I’m pretty sure if you don’t hit a total of 50% burning duration, you won’t get an extra tick of burning damage on a burn that is 2s without adding in burning duration.

You don’t need swiftness duration runes because you will have permanent swiftness with kit swapping.

You’re going to be really squishy so I would suggest avoiding Scope. You will want to be moving around as much as possible to keep far away from opponents. Scope is nice for super high burst builds but if you want super high burst you’re better off going with Static Discharge and going with a power build instead of condition damage.

I like that you went with Self-Regulating Defenses instead of Protection Injection in Alchemy. Protection Injection is awesome but I think with that little toughness that you’re going to die in any stuns you get hit by. Immobilize is going to be the hardest thing to deal with and the Elixir S is a better counter than Protection.

I would pick Hair Trigger over Rifled Barrels because of all the kits you’re using. It looks like you’re going to be relatively close to your opponents when you’re fighting them. I think the reduced recharge on Overcharged Shot and Immobilizing Shot could prove more beneficial than additional range with your rifle.

I didn’t change the kits you selected because you might be set on those, but I really recommend dropping at least one of them for Elixir R. It’s a stun break and, because you’re inevitably going to find yourself dying so fast, a self-revive that you’ll easily be able to use at least once per fight.

I hope this was helpful!

Healing Turret & Water Field

in Engineer

Posted by: gkaare.8576

gkaare.8576

The turret itself does not provide a water field and has not provided one, if it ever did, for a long time. It’s the toolbelt skill that provides the water combo field.