Showing Posts For paladinecho.3024:

Let's Guess: How long to fix bombs?

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

I think it should be included in short fuse, personally.

I support this quote in the fullest. I just hope ANET listens to you fighters. I need increased radius and Healing bombs back cause this other build crap the have is garbage.

Engineer cosmetics(legendary's+kits)

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

I like the mortar kit. The bomb kit is horrible though. People already can tell what you are about to do unlike many of the other classes. The Bomb kit shows too much of what is going on and is very counter productive to gameplay just on cosmetics alone.

Engineer healing no longer has a spark...

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

Now when you were blasting, how many finishers did you use? Or was it them blasting your field that caused the extra hp?

The Explosive Line isn't good. Here's why

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

While most of the other trees absolutely suck. The only problem I have with explosives at the moment is that they should get rid of grenadier since the skill sucks and replace it with explosive radius increase. Outside of grenadier sucking, I think they should replace one of the last skills with that synaptic overload skill and then Id be content. ALL of the rest of the trees suck, especially the healing tree. Ya almost should just run around treeless and you’d get just about the same effect.

Engineer healing no longer has a spark...

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

Ya I like the orbital strike. That was the only really good thing I could see out of the new changes. The blast maxed out for only ONE time hit of 600 hp added onto the other people blasting the field. Not nearly as effective as healing bombs 450 healing per bomb and 2.2k non crit damage to enemies while it healed you for 450 as well.

Anet ruined engineers

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

I wish I could disagree with the original poster in some kind of aspect, but in my favorite aspects of engineer, they have made them just about all suck. I like healing because it fixed the power issue with healing by upgrading power by amount of healing you had. That and healing bombs. Outside of that, you lost your ability to throw things onto walls that were important, like the rocket turret. And people still want to say this class works? Someone is confused.

cant use Nade/Mortar on Walls

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

Getting aggro at how much engineer is starting to suck in all aspects. Though I do like using Mortar, they need to upgrade the total area off effect so that it covers the wall. Although I do have to say its nice dropping a crate on a wall, but its not like you can drop a crate every 30 seconds. If im not correct they got rid of deployable turrets too so you cant throw your rocket turret on a wall to kill arrow carts. These people suck.

Engineer healing no longer has a spark...

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

After testing out full cleric’s gear for the engineer and testing out healing fields and the newer healing skills, I have come to find that in comparison to what it was, it sucks. The healing blast DOES NOT HEAL THE USER and does not offer any kind of offense while healing for nearly the lowest amount out of any healing skill in the game. That so called combo blast field healing if payed attention to, only blasts for ONE combo field and then the skill is useless until it is recharged. The individual medi packs only heal ONE person per pack and thats if they even touch the thing. The healing on each pack doesn’t even warrant using cleric’s gear…

If healing is suppose to be an important part of the game, someone completely dropped the ball. It needs another review before putting out things like this in which it looks like someone just vomited healing skills and told players to use them and that somehow the new heals make things balanced. 35 points of extra healing does not make a big difference in any fight.

Want Healing Bombs back!

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

Another fun fact about healing bombs is to use the speed elixir. Do that with the healing trait maxed and you are hitting for around 2k plus healing your allies for just under 450 per bomb when trait is fully charged (While healing the group to near full without water field). That healing blast cannot keep up with that dual ability to heal and kill all at once. You can’t heal the enemy to death with Healing Blast. Also looking for more explosive radius too. That one came in handy.

Want Healing Bombs back!

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

When I was rocking healing bombs, it did its job very well. They healed for about 400-450 depending on the type of wep I was using and I would hit for about 1.5k. This made for awesome coverage of healing my zerg without this weird new healer type stuff that apparently is extremely ineffective. A blast finisher that heals? With the way things work at the moment, engis are using less blasts than before just to keep themselves alive.

Next that Medical kit thing is an extremely sad joke. So I put on ALL cleric’s gear to find out that Med Blast only heals for around 100 hp a person… An uplevel bare minimum staff elementalist can heal people with a normal attack for a little over 300 HP! The rest of the med kit is just mediocre or not very effective. Throwing bandages doesnt help me out when Im in WvW and I need to heal 5-10 people all at once. Doesn’t help much in PVP either because of its lack of area of effect.

I’d like to see engi with better healing ability. At the moment, even the turret has lost quite a bit of healing factor due to the fact that defense and vitality absolutely suck at the moment as a stat for all classes. The factor that defense and vitality suck is really effecting my engi’s ability to heal with the things that are currently available. *Defense and vitality do not defend against condition damage while condition damage can build to an out of control level within less than 2 seconds.* This added onto the fact I can’t really spam heals in a crowd as much anymore adds to me questioning the need for having FULL CLERICS gear. I was fine with full clerics and even won quite a few one on one fights with it on, but now its not even good to wear within a zerg or anywhere. The amount of healing points added to healing power is just not enough to condone wearing anything outside of beserker or mega condi armor.

Not asking much, just give us some healing bombs back for now.

Engineer Med Kit #1 - Med Blaster

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

This move is the single worst healing move in the game. An uplevel elementalist with no points in healing can heal with water for a little over 300 hp with the normal water staff attack. Healing bombs was superior in all aspects.

Medic Healing bombs could use a buff

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

So I decided to create an ele and compare it to the healing bombs after buffing the crap out of healing. After near max on healing, I only got a hair less than 450 healing. The ele on the other hand underleveled was healing for 353 with absolutely no points inside of the healing chart. Not asking for much of a buff, but at least another 150 hp if Im going to put stuff into my healing. Base healing for healing bombs with no points in healing heals about 200 hp. So you are paying for only an extra 250 hp if you max healing bombs while that ele gets that over 300 healing to begin with? Not trying to turn engi into ele, but give us a break.

The Mortar- Ups and downs

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

I have actively used the mortar numerous times in WvW and come to find that even the other day it proved useful, but there were some things extremely wrong with its consistency.

Problems:
1. The barrage does not always shoot a barrage, but is subject to fire ONLY ONE ROUND!
2. The range of all the mortar skills does not make sense for the name mortar. Look up what a mokittenoes and you will find its more of an indirect fire weapon with a very long range. (Not expecting it to be realistic, however its a mortar, not a bazooka which would be far more fitting right now.
3. The condition damage of my character transfers to the mortar caltrops, but my * physical damage and critical damage* do NOTHING for using my mortar. I get much more out of using my crates instead cause it contains ALL of the damage when you throw in that initial slam.

Successes:

1. Been able to knock large groups off of towers (Inconsistently due to mortar bugging out) and watch them scramble to fix themselves.
2. Stealth and mortar those stacking zergs seems to be really nice cause each round seems to bring its own kind of cc, leaving the rest of your team to hit them right after you lay into the zerg. Use the shrinking potion to go stealth and when that zerg tries to turn on you, your team pounces on them and you are invunerable.
3. Ice and caltrops are really nice for keeping halls hard to get into. The problem is the time though. Maybe a SMALL increase in time would help this.
4. Pushing roughly about 6 people off that bridge in hills was one of the highlights of the mortar. Its just comical to watch the people fall to their doom.

Losing stacks of bloodlust on weapon swap.

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

The only thing I really disagree with is that even though I had to switch out one of my Superior Sigils of Bursting for the sigil of corruption, I ended up winning when I went dual pistols for condition damage. This pushed my Condition damage way up there and managed to keep my stacks.

I craft another set of pistols for the idea of having power pistols, but pistol is not a power weapon outside of condition damage. Condition damage pistol has been very fun, however I really like to switch things to power mode when I need to use bombs, rifles and golems (Driving golems, not the golem special). The rifle is superior in damage, distance, and close quarters combat.

By the way, what is the new best attack power for engi?

Losing stacks of bloodlust on weapon swap.

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

So I normally I would use an alternate weapon to stack up on bloodlust or corruption stacks, then switch out the weapon to another weapon after the stacks are maxed at 25. I see where the problem would be for the other players, however engi does not have another weapon bar.

I may not find much fault with the change because the superior sigil of force seems to not be working, so I may just switch it out for the superior sigil of bloodlust. It would be kind of lame though to miss out on extra power if the superior sigil of force is working because it is for some reason one of the most expensive sigils on the market. If it is of no or little use to my engi, I would rather accept the loss early and adjust to this change of sticking another sigil of bloodlust on my best weapon because of the change.

My idea is to give engi an extra weapon swap bar, but make it so that it can only be of the same weapon type. This way I can keep my stacks and max out damage output.