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[Tested in the mists] Juggernaut trait does not add 200Toughness :/
\ Please report this on game bugs forum.
(edited by nihasa.5067)
Yeah… the new FT rocks in wvw…
https://forum-en.gw2archive.eu/forum/support/bugs/Engi-bug-with-trait-Deadly-Mixture
and
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-s-Deadly-Mixture-trait
Please support this threads guys. Maybe we will have a quick bug fix.
It seems the tool-tip is displaying wrong information. If you equip it, you get less damage in the tool-tip. Did some fast testing and it seems to make the +15% damage.
Can someone look into this?
Deadly Mixture seems to be broken – shows less damage when traited.
I don’t want you to get me wrong. Engineers are quite potent in everything they do, but other classes can do it better. But you don’t play 1000+ hours a class because it is the best. You play it because it is fun and engineers are fun! Extremely fun. So fun that I could not play seriously any other class after I started my engineer in early access.
Bigger numbers no, but d/d eles do arguably have better survivability if you consider their superior condi removal.
Tell that to the d/d ele that took a camp while I was pushing condis on him (koroshi’s build).
I’m not picky on what they should do, I just one Anet to give me a reason to take this over Supply Crate.
You almost make it sound like an HT engineer never dies…
Not really a weapon, but I would like some sort of rocket kit. Or a golem suit kit.
I almost stooped reading at “HT casting time should be 1 second”…
It sounded like you never did Tpvp or WvW roaming.
Tell them you will not use your elite skill if they don’t use their healing skill. I think it is reasonable trade.
Some changes I like, some I don’t. So this means that what you are proposing is in line with what Anet is doing.
I might be off topic, but what is this op build you are talking about? I just made a couple of days ago a thief and was curious about this build.
1. Ranger
2. Engineer
3. Necromancer
I still try to use it from time to time in WvW but i give up quite fast)) More range would be nice.
I highly doubt that – 8 seconds cool down is quite reasonable.
It has.
+15% Confusion.png Confusion duration. Causes 10 seconds of Confusion on interrupt (8 second cooldown).
But they are still quite good.
Runes of the undead are quite cheap so you could try to buy those first and then perplexity and you can see for yourself.
I’m using your build Carpboy and I like it quite a lot. Any changes since 10th december uptade?
Fire a napalm ball that rolls through foes and explodes.
Damage Damage: 244 (0.750)?
Range.png Range: 600
###########
Just asking ..
Engineer is my only alt. I love it and I have been playing it since beta. Mostly WvW. Actually only WvW.
Recently, with the big 10th December update, I realized that during this time playing as an engineer – some traits have never found a place in my builds. Reasons are diverse, but mostly is because they where broken or just lacking in synergy.
Here is my list.
Empowering Adrenaline Get a damage bonus when endurance is not full.
Acidic Elixirs Thrown elixirs cause damage when they land and remove a boon.
Autodefense Bomb Dispenser Drop a smoke bomb whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, or fear).
Infused Precision You have a chance to gain swiftness on critical hits.
Go for the Eyes Critical hits with rifles have a chance to inflict blindness.
Autotool Installation Turrets are self-repairing.
Rifled Turret Barrels Turrets deal more damage and have a longer attack range.
Metal Plating Reduces damage dealt to turrets.
Acidic Coating You have a chance to inflict blindess [sic] on enemies that strike you with melee attacks.
Blood Injection Gain condition damage based on your vitality.
Always Prepared Drop bandages when downed. Downed damage is increased.
Kit Refinement Equipping a kit creates an attack or a spell., Activate a fire shield that burns enemies who strike you, granting might for each burn applied., Leave a trail of glue behind you that hampers enemy movement., Set a timed charge that pulls nearby foes., Drop a mine that deals damage to enemies that trigger it., Run at double speed., Become surrounded in a magnetic shield that reflects projectiles.
Scope Gain critical-hit chance against targets farther away.
Armor Mods Gain aegis when critically hit.
What is your list?
Penguin – where did you read that the range is going up? [sorry for offtopic]
Played only WvW since launch and got the commander tag when I got a precursor sold. Personally I would like something similar to League of Legends advance ping system as some players don’t want to join TS. http://www.gamebreaker.tv/esports/league-of-legends/league-of-legends-patch-3-03-notes-and-preview/
If you are going to nerf IP then at least give us some good Adept traits. If I still go for IP – I feel I don’t have any good adept trait to pick up on the way.
And for all that is holly please fix the mortar #1 skill stop working bug. Some rework would be nice, but at least try to fix the bugs. Right now it is less then useless.
Get rid of the Elixir X random factor and maybe engineers will have 3 elite skills. For the first time since early beta.
Fix turrets because I liked the gw1 spirit ritualist play style.
Not really on the same page with Ravya – Riverside had some mad defending skills at Bay on SFR BL … But finally that waypoint is down
1 – Skill lag
2 – Queue
3 – Make defending more rewarding.
Excellent. These news makes me a happy charr.
25% of our utility skills not working or bugged and still no response from devs? Seems legit. We are the least played class. I wonder why…
An now with 3 buffs and 3-4 stomps you get the same amount of points as a tower you hold for 15 min. Good luck arguing with that!
As an engineer I find thieves to be the most annoying class present on the eternal battlegrounds. Sure, you can call me a noob and shout l2p to my face but the fact is I have 10 000 wvw kills with my engineer and I still think that stealth mechanic is a little bit broken. It saves the thief from dying way too many times and this is the reason it tends to frustrate you and cry OP. Stealth is the perfect mechanic to reset a bad fight and helps thieves get a free get out of jail card. This I find to be the only real problem. With other classes I do not encounter this issue. But thieves are something else.
Could you post the build?
Yeah. Post your build. You made us curious
I have noticed this too. Too bad though.
You have a flamethrower!!!!!!
I’m from SFR and I sometimes run with the zerg. I am PVT bunker so I really do not see any big damage numbers on the screen. I ran a couple of Boom private raids and it was fun.
So what do I do in a zerg?
- water fields with HT – I tend to see a lack of enough eles in our more or less organized groups. 3-4 seconds water fields may not seem much but I can constantly do it every 20 seconds. And I can blast them twice. It is a good source of healing that I feel it helps my group.
- fire field – 10 second #4 flamethrower – good for might stacking before a fight. Nothing more to say.
- scout ahead of the zerg – I tend to have the highest mobility in a zerg (rocket boots and perma swiftness) so I use this to scout and prevent any ninja zerg attack on my group/zerg.
- charge ahead an try to get some enemy skills on cooldown – 2 sec invulnerability on tool kit and I tend to be able to take a lot of punishment without dying. It helps my zerg by just avoiding all the aoe around me. And if the enemies are trigger frenzy and dish all the good CC/damage skills on me … well they just focused the wrong guy.
- charge ahead with rocket boots and air blast people from siege – those couple of seconds till they get back can be a fight winner or at least a good gap closer for my group.
- knockdown all the people in the zerg that do not have stability (slick shoes and rocket boots inside the zerg). This is just trolling but can give that little edge my group needs.
- when chasing an enemy zerg – charge ahead and FT #1 as many people as I can to prevent them from leaving combat. Box of nails is a good way of giving my group a couple of extra kills.
- finishing off people to prevent mass rallying – I know I don’t do a lot of damage so I tend to focus on finishing people off (#4 FT). Let the damage dealers focus their attention on something else. I just sit in the back and seal the deal for the ones in downstate.
- prevent allies from getting stomped – air blast, magnetic shield, static shield and magnet are good for preventing a stomp. And you can pull this with virtual no effort.
And that is kinda of it. Maybe it is not much – but I usually tend to survive any zerg vs zerg encounter. So at least I do not help the mass rallying enemies
Engineer is a troll class so you should play it this way. It is a good moral booster for your group and they love it.
And this is just one build …
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I use this all the time. The main idea is that you want to take down the rams, not the players as these are more threatening.
We used to have one but somehow it was lost and no one was keeping it updated. This should be our main focus as a community – as developers may not have time to scan every single thread in this forum in search for a certain post that is talking about bugs. In order to get anything done we have to help them locate the problem.
I personally do not have the expertise and the time to do something like the previous list but I would really like the community to work together into a easy to read – easy to understand bug list compilation.
Lets start from this old list (http://wiki.guildwars2.com/wiki/List_of_Engineer_bugs) and try to make something happening!
First thing first – From the old bug list: what was fixed and what was not?
(edited by nihasa.5067)
Supporting the ideea of the 5th category: My bet is we will be given golems.
Makes sense to have some sort of mech/golem outfit we can use (similar to alpha/omega golem) or golems as in ranger pets. We shall see.
(edited by nihasa.5067)
I know what you mean but it is hard to prove that they were not build to keep off an epic siege…
More – I would add a multiplication bonus for taking a certain keep. If it takes you 20-30-40 minute to take a keep you still get the same reward and if you are “farming” karma or gold …. it does not worth wasting time.
Hi Rozbuska!
I have been using this build for the past 3 days and I have to say I am impressed. Good results and not so many deaths.
A safe bet would be PVT armor. It is tanky and you can hit quite ok. After a while you can mix some other types of armor to mach your play style., but as a “I don’t really know what I want to do with my engineer” starting kit PVT it is perfect.
(edited by nihasa.5067)
This thread should be up voted! Good questions.
Stealth could be cool if it would be Predator style. Or similar to how your character looks when stealthed. That way you have at least a chance to see them if you look really hard.
I too would like an answer to the 2nd question.
I was having a blast with this build in the zerg. 84 sec cool down for Elixir X is really nice for some cool AOE damage (tagging and dealing damage to enemies). In reality is close to 64-66 sec cool down because it starts while you are transformed. Around 200 kills in 3 hours. Lots of badges and only 4-5 deaths (+6-7 traditional -at least for me – leaps of death off combat)
I don’t even bother to fight when I get downed. In over 250 hours of WvW engineer I maybe got once or twice rallied alone.
I think it is official http://wiki.guildwars2.com/wiki/Healing_Mist
Vent a healing mist, granting regeneration to yourself and allies.
Regeneration: 10 s (1300 health)
Radius: 240
Breaks stun