1:
new trait for flamethrower “oilcoated flames” , flamethrower 1# now burn for 1sec and cripple for 3sec at end of cast.
2:
propper stealth mechanic, like big ol´bomb but with a flash. new trait “Big Ol’ Flash bomb” perhaps, big ol’ bomb now deals 30% less damage but blinds enemy targets and generate stealth for 3 seconds.
3:
new weapon setup, one handed pistol. new abilities: quickdraw 4# daze 1/2 sec and fires two burning round that burns for 2 sec, 5# pistolwhip run towards your enemy and hit them with the pistolhilt 3sec bleed.
4:
New kit, “the junk kit” 25sec cooldown, active time before falling part 10sec. The Junk Kit generate 4 engineer kit abilities but weaker version and the 5th ability is “junk cannon”, you deploy a turret that will randomly fire these abilities once every 1,5sec once everything is fired it will explode, this ability detonate the junk kit aswell and inflicts 5 stack of vurnability to the engineer. All abilities fired with this kit will be launched via a cannon with 600 range, example: you get prybar, and box of nails the cannon will then fire a prybar at your enemy and box of nails will become a groundtarget skill.
toolbelt skill, “punch” deliver a firstrate knucklesandwich to your enemytargets face.
5.
new grandmaster inventions trait, Rifled Turret Barrles merged with new trait “Twin turret barrles” rifle turrets cooldown now increased to 30sec but now fire burning projectiles and at overcharge it also blinds enemy.
6.
change to healing turret, healing turret now heals for 400 health per tick while active DO NOT provide the boon “regeneration” anymore, scales will healing power.
I got a good flamethrower build that works fine for wvwvw and dungeons AND spvp.
0 explosive
20 firearms, precise sights + juggernaut
10 inventions, stabalized armor
20 alchemy, invigorating speed + deadly mixture
20 tools, speedy kits + power wrench
the key abilities for the build is power wrench and juggernaut, you want to be close to your enemy but not so they can hit you so extra toughness and great access to cripple will help you kite melee and stay close to ranged (you get “Magnet pull” from toolkit works great vs ranged)
I use pistol / shield as weapons for the utility provided from the shield. Sigils Battle and Fraility
you want around 40-50% crit chance, 30% or more crit damage 1500 or more power, 1300 or more toughness (you get 200+ toughness when using flamethrower) about 20k hp is needed aswell and some condition damage for burn + bleed damage.
I got a mix of rampager and allstat gear to achieve this stat setup.
as it goes for runes I use “of the engineer” for 5% dmg + when using kits but I guess this is up to one and each.
utility skills:
healing turret great heal + condition removal for you and your allies + waterfield for combination chains.
toolkit magnet and prybar are great for damage and control throw wrench (toolbelt ability for aoe cripple + 100% chance projectile finisher, tip use napalm flamethrower 4# and throw wrench aoe cripple + burn)
rocket boots OR thumper turret I switch around depending on what situation I’m in, for dungeons thumper turret, wvwvw rocket boots. either you get aoe launch + stun break or 5sec burn and immoblize break, your choice.
and lastly of course the flamethrower!
I hope you find this build amusing if you try it out, personally, I love it!
/Sapper Hertigun Ruins of Surmia EU
Name: Sapper Hertigun
Account Name: magical giant.8650
Rank: 30
How do we know who gets to play? and what server will it be on?
Engi’s are just fun, funny and frustrating. What’s not to love?
Especially frustrating. I don’t have that “SMASH THEM” feeling with engineer as I have with my warrior or elementalist. Even guardian does more damage and has bigger impact.
Think you got it wrong man, engineers might not have that “impact” in a fight but we are deffently a force to be reckognized. The way I see it we are the dirty fighters, we fire of static shots that blinds everyone and cause confusion, we deploy useless inventions that fire of pallets to annoy people and before the realize it that useless turret was a heavypacked bomb that just blew up in their face and knocked them down.
By just being a engineer you have the advantage in every fight because your enemies never know what to expect unless you run HGH nade build.
Just a tip, what ever build you go with bring atleast two knockdowns and perma vigor/swiftness it will take you a long way.
Hey!
So I’v been playing engineer for a while now and it seems I’v missed out on something huge, the celestial armor!
All stat armor is beast for engineers so I figured I’d craft myself a whole set is this possible?
Hey,
Not sure if it’s a bug or intended but if you are debuffed with confusion and use elixir X and get tornado you will instant kill yourself since confusion tick like 3 times per second while shapeshifted.
Is this how it works or is it bugged?
wouldnt it be cool if arena net applied the cowboy style of shooting to the pistols aswell, I mean we already use our rifle from the hip so why not go for the same theme with our pistols. Imagine how cool it would be if the off-hand pistol was hanging by the belt and only when we use 4, 5 we sling it up, shoot and blow the smoke from the barrel and hang it right back on the belt
well either way it would be nice with more armorskins! It’s really frustrating that my favorite one is unobtainible for PvE : /
Hey everyone,
Here is my suggestion, make all pvp rewards useble in pve aswell. It’s just armor looks you gain no stats or anything but it would be a great addition to the game to let spvpers shine in PvE aswell like: “Hey that guy must be rank 40 + since he got that armor look, I ought to be careful now!” and it would also bring more people into spvp!
I’v been searching the net for how to obtain “Stalwart’s” armor and apperently you can only get it in Spvp that’s a shame and it shouldnt have to be!
Right Arena Net?
If you regel like you lack control abilities i’d say you ought to try flamethrower and elixir gun, eg 2# give you cripple to enemies and swiftness to allies 3# condition removal and invurnability while ft got a aoe knockback. I run eg ft and p/s + Healing turret för wvwvw. Great support and damage
1: passive bonus on gadgets + lower cd
2: improve elixir gun and flamethrower, make elixir gun a complete support weapon.
EX: flumigate removes boons on enemies and cure conditions on allies. flamethrower 4# circle aoe instead of line applies cripple for 5 sec? Or improve 2# cripple duration on elixir gun.
3: Improve turrets so that they really punish people for staying in there range to the same digree a ranger pet, necromancers minion, mesmers illusion feels like. So they become something to be feared
You can swap infused precision out for precise sights (50% chance vuln on crit, fits with flamejet, fumigate, acid bomb) or rifled barrels (longer range on pistol and elixir gun skills)
Infused precision trigger all the time when I’m in FT + it allows me to stay with the kit longer if I want to, I mean I don’t have to swap to get the swiftness/vigor, but I know what you mean, I don’t have swiftness out of combat for example.
I do use Goggles sometimes aswell cause of the extra invul + immunity to blind ( a real thief killer ) but I like the rocket boots alot to, they could use some love for next patch though, all gadgets could.
Best regard Sapper Hertigun
Acid bomb without a snare? Rocket boots over Elixir S/R? I think you just played bad players. Elixir gun isn’t a good kit for Forest because the mid point is so large. It’s only passable on the smaller points. Flamethrower is decent if they ball up, but in that case why aren’t you going Grenades? What’s more obvious of damage when focusing as a team than flamethrower? This should be an attempt a bunker at the very most, and rocket boots really don’t fit into that equation.
Firstly I’v been thinking of picking up rifle for this build since it give me a snare but I havn’t decided yet!
Secondly rocket boots are great at causing confusion, yes you get self knocked-down, but most of the time when I use it people I face really needs to think a sec or two to figure out why the hell I just went into the sky and landed somewhere else. + the small gap closer! (Rocket Kick) best engineer attack animation ingame aswell
And lastly, the nades, yes I do got a nade build aswell 30/20/0/10/10 with rifle, all the obvious choices if you aint going HGH which I really dislike. Flamethrower is good fun to use and it got great options for stomping and helping a downed ally with “airblast”
and “smoke vent”
Oh and and about being obvious, hell yeah! with the flamethrower you really make a precens “HERE COMES THE ENGINEER!”
Best regard Sapper Hertigun
hey everyone!
been reading the forum lately and I’v seen alot of people hating on the FT, stop that!
the FT is a great kit and together with EG + the trait “deadly mixture” it truly is a deadly mixture!
So here is the philosofy on this build:
I picked HT, FT, EG and RB since they all work together!
HT provides a aoe condi removal + small heal for your team and a can be used as a blastfinisher
FT brings the chaos, flamejet set everybody on fire and you can push + blind your enemies and it also provides a firefield
EG is a very nice support kit for your allies and yourself! with elixir f you can cirpple people to enable a full flamejet without getting melee bashed, with flumigate you cause poison + invurnability while removing conditions on allies and super elixir act as a mid cd heal + condiremoval
RB cause RB! nah it’s a blastfinisher and the toolbelt ability can be used as a small gap closer or great opener, like this: flaming ninjakick to the face + airblast bam! you just knocked your enemy down burning.
HT = Healing Turret
FT = Flamethrower
EG = Elixir Gun
RB = Rocket Boots
Here is the build in action, solo join tpvp!
Don’t get me wrong, I love turrets but this video is what turrets feel like when you are trying to use them sometime x)
(deploying a turret and activating the overcharge)
So I had this idea to make the trait “speedy kits” from “tools” traitline abit more cool. My idea is that instead of giving a 5sec swiftness boon on equiping a kit you get a permanent 25% run speed while running a kit.
This might screw up some builds running “invigorating speed” from alchemy but what about also reworking that trait so when your in a kit you get a 50% permanent endurance regen and remove that trait from tools.
this would make it more worthwhile having kits equiped and it would also make engineers not look dumb having kits popping up on their back every 5 sec when they are running around.
Thoughts on this?
Thanks
So yes turrets without the toughness/HP buff was a bit disappointing as well as the KR changes, but hey at least P/P HGH got a huge boost.
Finally my dreams come true.
Actually I’m running a turret build for wvwvw!
I’m going: 10/25/15/10/10, 2x pistol or rifle.
Although turrets still lack the “omph!” clones, phantasms and minions has they provide some really nice utitily, Using flame turret, rifle turret and healing turret. With the flameturret I’v done some really flashy escapes, going stealth with smokescreen (overcharge) and detonating healing + flame turret.
since every single turret I use has a low cooldown I even feel somewhat mobile but if I want to maximize my damage I need to use magnet, box of nails and glueshot.
(edited by magical giant.8650)
I’d like to see a change to healing turret, it’s the only turret that’s not worth having active.
My suggestion:
What about re-naming the healing turret to let’s say repair, maintanence or oil turret, the name is irralevant but the idea is that this turret will support your offensive turrets.
Engineers not using turrets still have two very strong heals so why not make the healing turret a “turret masters” choice.
sidenote,
Dear Anet I like what you are doing with the turrets in general but I’d like to see them abit more easy to keep up in some dungeons, they break far to easy and as it goes for spvp they work fine but are abit weak in wvwvw.
As i’m not a member of your staff I’ll leave all the numbercrunching and programming for you guys but I really hope you make the healing turret abit more worth having active because it feels sort of wierd just having it deployed for 1-3 sec before picking it up
This is so annoying, It is because you damage the enemy when you do the combo.
I wanted to use smoke bomb + big ol bomb combo to escape in combat, but it would never work because big ol bomb would hit ennemies and get me revealed.
You can achieve this selfcombo with flame turret, place it activate overcharge and detonate while standing in the smoke.
I know using turrets make most engineers shiver by just the thought but with the new upcoming patch turret builds MIGHT become playible.
I don’t know about you guys but I rolled a engineer because I thought turrets was something new and cool for a mmo and I’v tried to make a working turret build but I’m not getting there.
using one turret seems weak if your going a all out turret build but having two turrets takes away to much from your chances of surviving. So I have suggestion, why not make the turrets something similar to warriors banners?
you have one that you can pick up and run around with and re-position but unlike the warriors banner our turrets do damage instead of buffing friendly players and I mean do damage not fire 2 or 3 round before getting destroyed. would be cool if they were build specific aswell, for example: rocket and thumper turret for powerbuilds, flame and rifle turret for condition builds while healing and net turret is just used for utility.