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Your thoughts on an all Engineer Guild name!!

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Posted by: nakoda.4213

nakoda.4213

“Don’t Try This at Home” is great – love it!

I am going to third “Don’t Try This At Home [ACME]”

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
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Flamethrower "Forgemaster" Build [sPvP]

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Posted by: nakoda.4213

nakoda.4213

Incendiary powder instead of automated response would be one suggestion.

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Benn E Violence :: 0/20/30/20/0
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(edited by nakoda.4213)

Elixirs have it all, the rest has little

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Posted by: nakoda.4213

nakoda.4213

elixir U + ft 2 = PEW PEW!!

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Tpvp Turret Engineer (videos)

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Posted by: nakoda.4213

nakoda.4213

how would this destroy their independence?

right now all you get is an over charge after you put it down.

the idea i posted would allow you to drop the turret (or deploy it, trait depending) and then it is still on it’s own. This idea allows you to then swap to the turrets “controls” to reasign a target or drop down some extra abilities, or use the over charge, or pick it back up again.

not sure where that ruins their independence or interferes with current swapping capabilities.

the whole premise is that each turret is it’s own kit. the utility slot is the “swap to kit” just like any kit, and you get a full bar of 5 abilities, then you swap out to something else, just like we do now.

this idea was a reaction an idea to put all turrets in one kit, which i believe would be far too limiting. rather, increase the utility and function of each turret by giving it its own “kit”

controlling them one at a time is the idea.

ie: possible combo using idea above:
net shot (toolbelt) -> drop net turret -> overcharge (skill #4) -> ft 2 -> caltrops in radius around turret (say, kit #2) -> ft 3 -> oil slick (net turret #1, perhaps) -> ft 1 (ignites the oil)

or whatever, really. i don’t see this idea hindering the play or use of your turrets at all, especially since we can swap kits at will. you still place then and let them do their thing. the kit abilities are extra utilities built in to the turrets and the “kit” is like your remote control.

you could be on one side of a point fighting, your allies on the other near your turrets, and swap to turret skills to aid allies while still engaging a foe where you are, slick as chicken louie.

But swapping through all those turret kits would proc my KR triggers!! [insert-completely-unrelated-and-ridiculous-KR-complaints]

But on a serious note, Turrets would become indistinguishable from Kits by design. I was against the original “Turret Kit” idea because it compresses an entire mechanic into a single skill. ANet would then have to create four new skills to readjust for decrease in total skills. Then the turrets would have to be balanced for all being available in a single kit… It would be way too much of an overhaul of how it works. Your idea doesn’t have half of those problems but still maintains the core issue. I don’t think ANet wants the Turret method of play(MoP) being similar to the Kit MoP.

And when he means, independence, he’s talking about how this change would make the turrets a lot more manual. They would lose their “Drop it and let it work” style in favor of something that you actually want to spend time micromanaging. And while I do enjoy the micro that Engineer gives me, I don’t think every part of it should require it. Turrets are a refreshing level of simplicity in a profession that I spend time creating and practicing 13 step combo chains. (And even then, turrets are often a part of them)

see, the added micro-management of the turrets is precisely what I would like. The engie is like a database for me, each kit is a table with call values based on the inputs (environment, foes, etc), and so “calling” the kit and executing the right command in sequence is the meta-game I play, from a certain way of looking at it. The more robust each kit, the more combos we can effectively create.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
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Behold, the Vampire Juggernaut

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Posted by: nakoda.4213

nakoda.4213

Jay, have you considered a superior sigil of purification (60% cond removal on crit every 10 sec)?

i have recently been using this in my FT build and so far it is working wonderfully as an aid to cond removal.

Yes, and I play tested it. To me, 10 seconds may as well be 10 years in PVP, and then it only removes one condition. What I’d like to see changed on the Elixir Gun is either than Fumigate removes conditions on both the Engi as well as his friendly targets, or that Super Elixir removes 2 conditions instead of 1 since they removed it from Kit Refinement. I used to run Kit Refinement, and double pop Super Elixir to get out of Immobilize.

after a couple days of testing it, i came to the same conclusion about purity..

I have returned to swapping between strength and fire sigils again.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
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Tpvp Turret Engineer (videos)

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Posted by: nakoda.4213

nakoda.4213

keep the KR talk in the KR thread plx.

this is about turrets.

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Build me a Flamethrower Build

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Posted by: nakoda.4213

nakoda.4213

ft4lifeyo

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The odds our HGH gets nerfed

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Posted by: nakoda.4213

nakoda.4213

1) might stacking is an engies flavor. pp/HGH/condi-burst, ft/crit/bunkers, grenade/burst/aoe… all of our specs in some form stack might to account for the large spread of our talent points. not all can hit 25 reliably, but even 7-10 is 600-850 pow/condi.

2) y’all got your wish, we now have a spec that is legit (not based on broken traits or gimmicks) and high power to compete with dps class output, and a host of niche builds suited for specific tasks like boons, bunkers, and crowd control. Anet is unlikely to change that since engie ia now structured like everyone else.

3) I don’t think there are many people who know what the prefix meta actually means. it is misused frequently on game forums. hint: super adventure box IS a meta-game. Power specs within the game are just … the game.

;) silly post-modern e-kiddies.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Flamethrower + movement

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Posted by: nakoda.4213

nakoda.4213

Not as far as I know. The cone radius is actually quite large on ft 1, (if I had to guess, 120 range at its full range, and 5 to 10 at the source). Also, it seems shaped more like a torpedo than a triangle, that is, once you get 10-20 range away from source, it seems more rectangular than triangular.

I have noticed strange behaviors when auto aim is disabled, however, as the ft still tries to track when you have a target selected.

a few tips:
if auto aim is ENABLED :

- rather than running in circles, strafe (rebind A and D to strafe rather than turn) to keep the foe in front of you. the cone gives you leniency on no being perfectly centered.
- auto aim seems to negate the issue of slopes, it will tilt your FT to adjust to the slope, where free aim will always fire straight ahead in a plane.

if auto aim is DISABLED :
- your targeting works besr without a foe selected, so that the auto tracking does not kick in
- that said, flame blast will always just fall in to the ground without a target selected, so you need to be very active in your target acquisition and removal.

strafing with auto aim enabled works best for me.
- I choose a central target and keep them locked down on the mount as best I can, so that I can hit everyone else as i move around and lock down the foe.

hope this helps some!

Boundaries are for the effortless.
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Adrenal Implant + Vigor

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Posted by: nakoda.4213

nakoda.4213

adrenal implant is a wasted 30 point talent since the 10 point alchemy trait gives you the 100% end regen every time you get swiftness, which is either done through speedy kits (perma vigor) or the swift on crit (also near perma vigor).

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Behold, the Vampire Juggernaut

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Posted by: nakoda.4213

nakoda.4213

Jay, have you considered a superior sigil of purification (60% cond removal on crit every 10 sec)?

i have recently been using this in my FT build and so far it is working wonderfully as an aid to cond removal.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Tpvp Turret Engineer (videos)

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Posted by: nakoda.4213

nakoda.4213

Tyler, just some of my own feedback on turrets, I made these suggestions pre-patch, but I think they are still relevant. Also, i am not sure if fairtex or the other turrret engies saw these before the scroll gobbled up my ideas, so i apologize for reposting:

each turret should be a kit of its own.

5 = pack up/set up
4 = overcharge

2 – 3 ought to be extra skills, like drop bandage on a short cooldown or drop bandages on a long cool down for healing turret, or caltrops and an oil slick for net turret (small durations medium cooldowns, or whatever, within a small radius (like, 240) around the turret.

1 = attack my target (allows you to select targets manually and still change targets yourself)

Turrets should gain buffs from skills and elixirs like anything else.
Turrets should do enough dmg to make the opponent target the turret.
Turrets should be strong enough to survive sustained dmg for short periods.
Turrets should be able to be healed through sustained dmg for long periods.

This way we could swap between turret control and weapons/kits easily. and the turrets themselves still have their current abilities as their “auto attack”

Let’s say you have a net turret and a healing turret down, and you are fighting at the edge of their range, while your ally is in between them, you could swap to your net turret kit to spread some caltrops to slow your ally’s foe, then switch to healing turret and drop bandages for them in a matter of seconds while still engaging your own foe.

edit: re: cooldowns; our blast finisher buffing powers are great, we still want those. turret cd ought to be conditional, based on how it was destroyed.

picked up = 15 seconds
foe destroyed = 30 seconds
self destruct = 45 second.

The Autotool installation trait is where the 20% reduc in CD should be, giving 12, 24, 36 respectively.

Addendum: You could even adjust KR to have swap effects for the kits, and then move up KR to a 30 pt trait and move that useless adrenal implant down to the 10 level since the Vigor trait in the Alchemy tree is already 100% end regen and thus 100% better than our 30pt Tools trait.

edit 2: also, my current turret build
http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.22.0.0.0.80.95.86.84.102.5.3.48.228.0.0.241.248.251.258.0.0.276.277.0.0.0.0.10.30.10.20.0

if each turret is a kit on it’s own, you lose all abilities when putting them down?
That turns them into full kits, and completely destroys the concept of turrets being seperate units.

The extra control on each turret might be rather nice, but in the end you only control one at the time.
And what’s worse: you can’t do anything except control your turret at that time.

I like kits, even if some improvements might be needed still.
But I don’t want turrets to be kits too.

I like them for being independant units that have seperate UI from what I am doing.
Not that I wouldn’t want them a tad smarter and stronger… but still independant of my own 1-5 skills at least.

how would this destroy their independence?

right now all you get is an over charge after you put it down.

the idea i posted would allow you to drop the turret (or deploy it, trait depending) and then it is still on it’s own. This idea allows you to then swap to the turrets “controls” to reasign a target or drop down some extra abilities, or use the over charge, or pick it back up again.

not sure where that ruins their independence or interferes with current swapping capabilities.

the whole premise is that each turret is it’s own kit. the utility slot is the “swap to kit” just like any kit, and you get a full bar of 5 abilities, then you swap out to something else, just like we do now.

this idea was a reaction an idea to put all turrets in one kit, which i believe would be far too limiting. rather, increase the utility and function of each turret by giving it its own “kit”

controlling them one at a time is the idea.

ie: possible combo using idea above:
net shot (toolbelt) → drop net turret → overcharge (skill #4) → ft 2 → caltrops in radius around turret (say, kit #2) → ft 3 → oil slick (net turret #1, perhaps) → ft 1 (ignites the oil)

or whatever, really. i don’t see this idea hindering the play or use of your turrets at all, especially since we can swap kits at will. you still place then and let them do their thing. the kit abilities are extra utilities built in to the turrets and the “kit” is like your remote control.

you could be on one side of a point fighting, your allies on the other near your turrets, and swap to turret skills to aid allies while still engaging a foe where you are, slick as chicken louie.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Behold, the Vampire Juggernaut

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Posted by: nakoda.4213

nakoda.4213

I see you got defeated at the end there, you just proved that the FT is not viable ever.

. . .

really though, awesome vid, fun to watch, thank you for posting a video showcasing the frantic fun of the flamethrower since i cannot.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Behold, the Vampire Juggernaut

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Posted by: nakoda.4213

nakoda.4213

^ Hey now! I wasn’t being grumpy! I just thought about Shiny Vampires and i was turned off okay lol

sez the asura with “edward” tattood to his left bicep.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Tpvp Turret Engineer (videos)

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Posted by: nakoda.4213

nakoda.4213

Tyler, just some of my own feedback on turrets, I made these suggestions pre-patch, but I think they are still relevant. Also, i am not sure if fairtex or the other turrret engies saw these before the scroll gobbled up my ideas, so i apologize for reposting:

each turret should be a kit of its own.

5 = pack up/set up
4 = overcharge

2 – 3 ought to be extra skills, like drop bandage on a short cooldown or drop bandages on a long cool down for healing turret, or caltrops and an oil slick for net turret (small durations medium cooldowns, or whatever, within a small radius (like, 240) around the turret.

1 = attack my target (allows you to select targets manually and still change targets yourself)

Turrets should gain buffs from skills and elixirs like anything else.
Turrets should do enough dmg to make the opponent target the turret.
Turrets should be strong enough to survive sustained dmg for short periods.
Turrets should be able to be healed through sustained dmg for long periods.

This way we could swap between turret control and weapons/kits easily. and the turrets themselves still have their current abilities as their “auto attack”

Let’s say you have a net turret and a healing turret down, and you are fighting at the edge of their range, while your ally is in between them, you could swap to your net turret kit to spread some caltrops to slow your ally’s foe, then switch to healing turret and drop bandages for them in a matter of seconds while still engaging your own foe.

edit: re: cooldowns; our blast finisher buffing powers are great, we still want those. turret cd ought to be conditional, based on how it was destroyed.

picked up = 15 seconds
foe destroyed = 30 seconds
self destruct = 45 second.

The Autotool installation trait is where the 20% reduc in CD should be, giving 12, 24, 36 respectively.

Addendum: You could even adjust KR to have swap effects for the kits, and then move up KR to a 30 pt trait and move that useless adrenal implant down to the 10 level since the Vigor trait in the Alchemy tree is already 100% end regen and thus 100% better than our 30pt Tools trait.

edit 2: also, my current turret build
http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.22.0.0.0.80.95.86.84.102.5.3.48.228.0.0.241.248.251.258.0.0.276.277.0.0.0.0.10.30.10.20.0

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Your thoughts on an all Engineer Guild name!!

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Posted by: nakoda.4213

nakoda.4213

i’m gonna vote on Travelling Junkshow [JUNK]

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Tpvp Turret Engineer (videos)

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Posted by: nakoda.4213

nakoda.4213

shrapnel and accelerant packed turrets stack?

i learned something new today.

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Engy forum so quiet, many left?

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Posted by: nakoda.4213

nakoda.4213

There’s a reason engineer is the least-played class in the game, and it’s NOT because we are “fine”. This class needs serious buffing. Instead, anet nerfs it every single patch.

We now return you to your regularly pessimistic forums already in progress.

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Your thoughts on an all Engineer Guild name!!

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Posted by: nakoda.4213

nakoda.4213

Alchemy, Chemistry, Mechanics, & Engineering

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I'm done !

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Posted by: nakoda.4213

nakoda.4213

if we are less original it is because of the last five or six months of vehement forum ridicule every time someone suggests a build not made by Teldo or Maska.

(no offense meant to their builds, since they are kitten solid, but ill also point out that it is not teldo or maska ridiculing people, but rather their e-groupies who like cookies and cutters)

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Benn E Violence :: 0/20/30/20/0
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I'm done !

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Posted by: nakoda.4213

nakoda.4213

My best piece of advice to all aspiring engineers out there is to use your head, and change utilities and equipment according to what is needed. Any engineer that cookie-cutter’s themselves is severely limiting their strength.

^ +more than nine thousand.

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Miss! Miss! Miss!

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Posted by: nakoda.4213

nakoda.4213

nakoda, I and others like the OP reported this just after launch last year, they have yet to fix it, they claimed falsely that they fixed it in the patch notes for feb 2013. It’s still occurring. They have shown me that they really just don’t give a rats butt about engineers in this game so many of us left.

I returned to the forums tonight to find out how last month’s patch was received. I can see that my predictions were well founded. At this rate they might maybe improve this class to the state it should be in it’s first expansion (altho i highly doubt it)

actually, three patches ago they fixed the hit detection on rectangular aoe, which included the ft, and last patch they finally fixed the stationary objects bug. there are many threads discussing this. try a search.

the only remaining problem is going up and down slopes when you have auto aim disabled (fires straight into the hill).

you’ve said the exact same thing in three posts now, and, soz, but you are wrong.

no actually as usual there was a claim that they fixed this and when that patch was discussed at length many of us posted the truth that it was disappointing because it was still happening.

when it’s still happening it’s not fixed.

could you please show me the discussions where we all decided that it was broken? I must have been absent for those in my 100% attendance in the last 3 months.

and i do not have miss issues, and it does not happen to me. neither to moving targets, or stationary targets. I hit everything.

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Your thoughts on an all Engineer Guild name!!

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Posted by: nakoda.4213

nakoda.4213

there is already a NERF eng guild, but

i would add an S to that acronym and make it [NGS] (plural) and call it the Nerf Gun Syndicate or the Newtonian Gravimetrics Symposium or the Narcissistic Gearhead Squad or summat like that.

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Miss! Miss! Miss!

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Posted by: nakoda.4213

nakoda.4213

nakoda, I and others like the OP reported this just after launch last year, they have yet to fix it, they claimed falsely that they fixed it in the patch notes for feb 2013. It’s still occurring. They have shown me that they really just don’t give a rats butt about engineers in this game so many of us left.

I returned to the forums tonight to find out how last month’s patch was received. I can see that my predictions were well founded. At this rate they might maybe improve this class to the state it should be in it’s first expansion (altho i highly doubt it)

actually, three patches ago they fixed the hit detection on rectangular aoe, which included the ft, and last patch they finally fixed the stationary objects bug. there are many threads discussing this. try a search.

the only remaining problem is going up and down slopes when you have auto aim disabled (fires straight into the hill).

you’ve said the exact same thing in three posts now, and, soz, but you are wrong.

Boundaries are for the effortless.
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Grumpy Engineers?

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Posted by: nakoda.4213

nakoda.4213

looping message

did you not notice the nearly two pages of buffs/fixes we got in the last patch?

here they are again in case you missed it:

Engineer

Packaged Stimulants trait:
No longer increases the recharge time on the Drop Bandages skill.
No longer reduces the recharge time on the Drop Stimulant skill.
No longer applies incorrect fury and swiftness durations to the Drop Stimulant skill.
No longer prevents acquisition of the Drop Stimulant pick-up while the player is under the effect of swiftness or fury.
Rifled Barrels trait:
No longer applies incorrect bleed and weakness durations to the Tranquilizer Dart skill.
No longer reduces the recharge time on the Elixir F skill.
Forceful Explosives trait: No longer reduces the radius on bombs dropped by the Evasive Powder Keg trait.
Fireforged Trigger trait:
Correctly lowers the recharge on Elixir F and Super Elixir if the Rifled Barrels trait is also equipped.
Correctly lowers the recharge on Acid Bomb.
Grenadier trait: No longer removes the recharge when the player stows the Grenade Kit.
Super Elixir skill: Displays the correct tooltip information when the Rifled Barrels trait is equipped.
Toss Elixir H skill: Displays the correct boon duration on the tooltip while the player is underwater.
Throw Mine skill: Correctly turns off the Detonate skill if the mine times out.
Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.
Elixir U:
Removed Quickening Zephyr from the base elixir.
Removed Veil from the toss mechanic.
Now casts instantly and breaks stuns.
Stabilized Armor trait: Reduces incoming damage by 5% while endurance is full.
Super Elixir skill:
Increased both impact base healing and scaling with healing power by 100%.
Increased base heal multiplier by 50% and healing power scaling by 100%.
Tool Kit skill: Increased potency of skills that heal turrets by 100%.
Acidic Coating trait: Now has its intended 10-second cooldown.
All utility turrets now detonate after 5 minutes.
Thumper Turret skill:
Damage from base attacks increased by 66%.
Base attacks now cripple for 3 seconds.
Self-destructs after 5 minutes.
Shockwave skill:
Increased damage by 66%.
Cooldown reduced from 90 seconds to 45 seconds.
Rifle Turret skill: Increased damage from this turret’s base and overcharged attacks by 50%.
Surprise Shot skill: Increased damage by 50%.
Rocket Turret skill: Reduced recharge from 60 seconds to 50 seconds.
Net Turret skill: Increased turret’s health by 25%.
Net Attack skill: Reduced cooldown from 60 seconds to 45 seconds.
Flame Turret skill:
Reduced recharge from 40 seconds to 25 seconds.
Increased main attack’s arc from 30 degrees to 60 degrees.
Throw Napalm skill: Reduced cooldown from 60 seconds to 30 seconds.
Flame Blast skill:
No longer double-detonates when the projectile expires naturally.
Turns off Detonate after the flame blast ball is gone.
Grenade Kit skill: Grenades no longer require the player to have line of sight of the target area to throw them.
Kit Refinement trait: Reworked kit skills to balance their effectiveness. All kit skills are now on a static global recharge (20 seconds). The changes are as follows:
Med Kit: Equipping this kit applies Magnetic Aura.
Bomb Kit: Equipping this kit creates a Magnetic Bomb that pulls enemies toward the center after a brief delay.
Elixir Gun: Equipping this kit activates a Glue Trail that follows the player for a short time. Enemies that step in the glue are briefly immobilized.
Tool Kit: Equipping this kit grants the user Super Speed for a brief duration.
Flamethrower: Equipping this kit grants the player Flame Aura for a time.
Grenade Kit: Equipping this kit drops a mine at the player’s location that deals damage and removes a boon.
Skills that activate this trait can now activate in midair.
Blowtorch skill: No longer displays “miss” on attacks that connect at medium and far distances.

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I'm done !

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Posted by: nakoda.4213

nakoda.4213

Please, don’t fool yourself eventually something will click and

you’ll realize like the rest of us

that these tawdry quirks are really poor design decisions. At this point there’s so many tawdry quirks they could open up a tawdry quirk shoppe.

please do not speak for “the rest of us” because I (part of “us,” the community) completely disagree with you.

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Asuran Engineer--disadvantage?

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Posted by: nakoda.4213

nakoda.4213

superior intellect, otter-like sheen, more macho than randy savage, world dominating, universe folding, and down right erudite.

advantage : asura
disadvantage : bookahs

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On Rifle vs Pistol for Tanky Engineers

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Posted by: nakoda.4213

nakoda.4213

a rabid geared ft conditioneer is sofa king we tall did awesome kittens.

but I like pow/tough after I’ve hit 50% crit.

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Engy forum so quiet, many left?

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Posted by: nakoda.4213

nakoda.4213

Will the bronze need tying to sticks?

Yes!

Cracking.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

My FT build.

in Engineer

Posted by: nakoda.4213

nakoda.4213

with 3 nets, rifle 5 is never hard to land.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

My FT build.

in Engineer

Posted by: nakoda.4213

nakoda.4213

no gap closer if you have pistols, yes, but rifle 5 is a solid gap closer. if you have medkit, medkit 5 doesn’t hurt either.

if you really get in to the rhythm of casting nets and chasing with the FT, you’ll find there is a lot of finesse behind making sure your foe is always within the range of your cone, whether your FT is equipped or not.

you are right about the dps race, though. i enjoy that kind of approach, however, and many do not. no matter if necro, or eng, or whatever, the attrition builds are made to watch HP bars tick away in one fashion or another. the FT is an attrition weapon. a burn spreader. a group harassment tool. a crowd controller. so many useful things.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Grumpy Engineers?

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Posted by: nakoda.4213

nakoda.4213

think of it this way, what engineer do you know is satisfied with life when no one understands or appreciates the genius behind the mechanical and technical wizardry behind what looks like simple bells and whistles?

especially when they RNG on you half the time? and tell you they don’t work when you know they do? and try to short change you on the RFP payout because they don’t think engineers really know what they are talking about? i mean really, engineers are just pen and paper magicians. …right? ya…

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

RIP Kit Refinement

in Engineer

Posted by: nakoda.4213

nakoda.4213

Might as well make everyones utility skills share a global cool down too right, so we have to play more consciously and for it to be more “skill based”.

how so? KR is one trait in one branch of our skill tree. if you dont use it at all, there are zero penalties for anything, and if you use it, there are still no penalties, just some (more or less) QoL buffs that refine what happens when you do.

it isn’t a pretty picture (and I still have yet to be be all ra ra murica about it, because it is lackluster), but the new KR fixes a lot of problems.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Engineer bugs I noticed

in Engineer

Posted by: nakoda.4213

nakoda.4213

anet ought to hire one person whose job (which they will hate) is to do nothing but update tooltips.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

RIP Kit Refinement

in Engineer

Posted by: nakoda.4213

nakoda.4213

well, first of all, i would clarify that they are not “on demand” effects, but rather they are bound to a twenty second timer.

secondly, let’s say that, for whatever reason, at second 15, i swapped in to medkit because i really needed a heal, and at second 20, i still needed a heal and i wanted to reflect some projectiles because that ranger is a kitten.

—> I would just double tap my medkit key on the 0.6 second delay. it literally takes less than a second to stow and equip a kit. boom, magnetic aura.

now, one of the other concerns is that if i swap kits i might trigger the wrong effect while swapping around.

ya, that is a concern. so I play smarter. if I know the timer is about to pop, I either don’t risk the kit swap or stow it (like above) and use my weapon for a moment (chances are, its abilities are available).

it is up to me as the player to be conscious of what rotations I am following through my kits given whatever kind of scenario I am fighting in. adaptively, I can change rotations on the fly, like if I normally would ft3 -> medkit 5 -> net shot (toolbelt) -> ft 2 (pop) as a combo, but the timer is going to arrive sometime between medkit 5 and ft 2, then I might switch to my rifle after net shot (toolbelt) and blunderbuss then rifle 2 before picking which kr proc is most effective.

Since KR is going to get used on whatever kit swap I do after the timer is up no matter what, it is beneficial to work the KR timer into my rotations so that I can play around it. likewise, it is also sensible to now consider KR to be a proc I want to use as fast as it is up as often as it is up instead of hording it.

edit: if the new KR would proc on stow as well as equip (ie function like Enhanced Performance with medkit), would that solve much of the angst? (yes, i am aware that i was previously mistaken about this. i must have been tripping kittens in my excitement and zeal on patch day)

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Engineer bugs I noticed

in Engineer

Posted by: nakoda.4213

nakoda.4213

see, and that solves your bug problem too!

elixir U functioning as intended.

No (random) effect and endurance drained.

/sarcasm

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

RIP Kit Refinement

in Engineer

Posted by: nakoda.4213

nakoda.4213

TLDR:
Multi-kit swapping is a defining feature of the Eng class and very popular with many Eng players. With the KR change, ANet effectively eliminated support for this from the Eng’s trait tree. – That’s the problem.

and this is precisely what I disagree with.

kit swapping is much more than just proccing effects between swaps. the reason you are swapping kits is, and should be, imho, to access the abilities within the kits. an effect on swap is butter or icing, however you want to look at it.

the old KR was abused to the point that the kits were being marginalized by the effects of the 10 point KR trait. How many people had EG just for double SE, and used the other abilities as the butter and icing instead of the kit itself? How many threads included posts like “FT is worthless but i take it for the KR proc” ? Nade users get a sort of bye because the grenade kit is still their main utility, at least.

The trait was broken, and it marginalized what you claim to be the bread of our class, using multiple kits. KR was abused to gain procs and stay within one main kit.

TLDR;
kit swapping remains unchanged, unhindered, and unaffected by the KR change.
The new KR encourages the use of abilities within the kits rather than frantically waiting to get that next proc.

(edit: example: look at all the threads about the FT now that people are actually using the kitten thing and/or admitting it, rather than having just taken it for a single cleanse and/or remaining silent to avoid the onslaught of our forum “experts”.)

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Miss! Miss! Miss!

in Engineer

Posted by: nakoda.4213

nakoda.4213

can you possibly provide some videos of your missing issues, and describe in more detail when it happens?

i use the FT exclusively and i do not have issues missing. i would like to see what it is that people are talking about.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Engy forum so quiet, many left?

in Engineer

Posted by: nakoda.4213

nakoda.4213

But when you say Engineer is fine, what you really mean is Engineer is overpowered.

well, it’s a bit more like this:

edit: LOL at the “Sun” and “Mirror” headlines.

edit 2: since i’m on point with the videos, here is a take on the new KR…

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Hmmmm (Upside Down) Turrets

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Posted by: nakoda.4213

nakoda.4213

imo the only buff turrets need now are to be effected by our gear/weapon stats (toughness/ac, cond dmg, crit, and dmg range).

outside of that, some timer tweaks and other minor polishing would be nice.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Hmmmm (Upside Down) Turrets

in Engineer

Posted by: nakoda.4213

nakoda.4213

I actually expect that bug to be fixed so that ceilings are fair play.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Engy forum so quiet, many left?

in Engineer

Posted by: nakoda.4213

nakoda.4213

Imo, engie is fine, im proud that we’re the minority, and welcome the nerfs because we are so versatile we can adapt to anything anet throws at us.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Tip o' the Day

in Engineer

Posted by: nakoda.4213

nakoda.4213

I focus on pets first as well, but more so because I get sadistic twinkle in my eye watching the critters limp away.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

FT Purpose?

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Posted by: nakoda.4213

nakoda.4213

one of my favorite things to do when assaulting or defending a node is to ride the rail, so to speak.

it’s like ba gua zhang, circle walking. just strafe the line and fire inwards. . . ft hits everything inside.

my other most favoritistest thing with the ft/rifle/net turret combo is to pick one target and lock them down until they call in the cavalry or run away like like kittens who lost their mittens.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

My FT build.

in Engineer

Posted by: nakoda.4213

nakoda.4213

Because it leaves my slot open in that trait line for Swift on crit to match my Vigor on Swift trait in Alchemy.

And I run a pretty tough build, that 200 Toughness doesn’t matter when I ony use FT to swap, do a move or to, then swap back.

Infused Precision + Invigorating Speed is a good combo, agreed.

Not sure how running Juggernaut affects that, though?

Something I’m finding, even in my apparent “pistol kite build”, is that Juggernaut bridges my Elixir downtime when I’m moving between points. That might be enough to bait me to swap that for a few less dodges, I just have to adjust my rotations to opening with FT and swapping to P/P rather than the other way around, which is me typically opening up with my pistols.

So maybe I’m changing my mind. Time will tell. Either way, this dialogue opening up about FT is good, far too many people marginalize it as useless, and you’ll notice there aren’t many naysayers in this topic, most people are posting good constructive info on the kit and different ways to use it.

actually, ayden, I would keep the pistols out on approach due to the range.

volley your pistol conds, throw in a fire blast, switch to blow torch to get the burns started as you close in, then back to ft 1, swapping your pistols in to renew conds as needed.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

My FT build.

in Engineer

Posted by: nakoda.4213

nakoda.4213

I use rampager and swap out the jewel (I waffle between rabid, carrion, and soldier)

I cannot cut and paste on the mobile, but I have lots of info in the post your build thread, as well as the thread “the levitican ft build”

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

My FT build.

in Engineer

Posted by: nakoda.4213

nakoda.4213

will edit this post when I get home tonight:

highlights:
- don’t be afraid to stay in FT. It is just as beneficial to keep the kit equipped and swap out to other skills as it is to stow the kit and swap in to it. juggernaut is your friend.
- instead of might dura runes, try water and monk runes TP benefit all your boons.
- HGH is not always the best trait for FT, but Incendiary Powder always helps.

more to ce after work (late tonight) when I am at pc and not on mobile.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

The New Meta for WvW

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Posted by: nakoda.4213

nakoda.4213

So many of our opponents did not bring individual condition removal, but relied on proximity or well skills, and allowed me to rip apart their backline over and over.

statements like this one get people nerfed, particularly since the point of zerg pvp is to rely on the group and not one’s self.

just a note of caution, let’s not laud the gift of giver’s to loud.

also …

I never felt as ‘un-versatile’ as an engineer since I started participating on the forums

… fixed.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Engy forum so quiet, many left?

in Engineer

Posted by: nakoda.4213

nakoda.4213

We can all thank the “Engi is fine” crowd for making engi even worse.

you are most welcome. you are also most welcome to go and play something else if you really do not like what is going on.

but i think that this thread is pointed evidence that there is a large community of engi who think things are fine (and let us return to our roots of comic collecting momentarily to recall that “fine” does not mean “mint”), and that is why they stay.

All mmo classes have ups and downs. despite some changes in mechanics to a few skills that broke some niche builds, the main functionality and versatility of the engi remains.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Rune of the Engineer: Discuss!

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Posted by: nakoda.4213

nakoda.4213

one of the most common complaints has been about how weak our kit damage tends to be. it seemssto me like engi rune 6 is specifically to compensate. also, touch and cond help all engi builds.

All of them? What if I’m making a glass cannon rifle engy?

It’s one of those runes nobody uses, because there’s better alternatives for every build.

oh im sorry that the one spec that uses neither kits nor conditions doesn’t fit these runes, i hadn’t thought of that, never mind the majority of specs that do.

you are right though, it is hardly ever used.

i see the class runes (fighter, engi, mesmer, scholar, etc) as niche anyway, given the 6pc on set like the shout from the soldier rune and the crit scholar rune, they are otherwise ALL very generically stat allocated for that class. engi is no exception. the class runes are all very generic to fit as many builds within that class as possible.

not every warrior uses shouts either.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.