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Wish list for balance patch after pax

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Posted by: ukuni.8745

ukuni.8745

With pax soon coming to an end we get to look forward to another great (or horrifing) balance patch, and with the news that ascended weapons/armour is on the way (before the end of the year) and new traits and skills(maybe even a new weapon set) what’s everyones hopes and dreams for what’s to come, personally I’d like to see the power side of an engineer to be improved, and if you don’t want anything improved lets talk about the stuff that shouldn’t get a change.

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"New Orbs" - Effect on GvG community

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Posted by: ukuni.8745

ukuni.8745

Well for one part i hope they bring the orbs back and i’m not talking about one orb for each map, i would love to see 3 of them, that spawn simultaneously. For what reason you ask? Easy – the orbs spawn after reset on the map. From that moment on you have to get them and bring them back to your camps – not your keeps – and more important, you have to defend them, if you want to upgrade your keeps and towers
Let’s say you own 1 of the 3 orbs, then you will only be able to upgrade your towers to t2 and your keeps just stay on t1. If you own 2 orbs you can upgrade your keeps to t2 and your towers to t3 and if you finally own 3 orbs you have the option to upgrade your keeps to t3. If you lose one of the orbs while you are upgrading a tower or keep the workers will just stop to work.
If you like you can add some mf or wxp boost after you recovered one of the orbs – i don’t give a kitten.

This way Anet could cut down the kittening zergs and we would get alot of open field action – everyone would win this way. The mechanics are already available, why don’t you guys (Devs) use them?…

im not sure i see how this would make open field action better, why wouldn’t a commander just zerg down the orbs and proceed to upgrade all there keeps while leaving the enemy’s with paper walls

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condition meta needs to be fixed

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Posted by: ukuni.8745

ukuni.8745

I think there is a bit of a l2p issue here from my pointh of view atleast, I main an engineer and can tell you that we arnt as op with conditions as you may think, our 2 hardest condition weapon sets are bombs and nades now bombs are easy to counter just stay away from us, we will make it a living hell for you if you try to do that, but it’s very possible, nades may have the range but can be easily dodged at range, lots engineers will actually use them like bombs to ensue they actually hit, so when I say l2p what I mean is take some time to learn what another class will do and what they have at there disposal and you’ll start having a much easier time, I can’t speak for the other classes but as of right now engineers really do have to work for what they aaccomplish with conditions

On that note I do agree that the ccurrent meta could take some looking at but all In due time aye

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Grats Anet, Confusion spam is back in wvw.

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Posted by: ukuni.8745

ukuni.8745

I’d like to know how many of the people defending this rune or telling people to l2p are actually running this rune now, I am and I say it needs a nerf

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Grats Anet, Confusion spam is back in wvw.

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Posted by: ukuni.8745

ukuni.8745

perplexity dosent work in zergs true, but then again neither does any other rune that focus’s conditions, out side of zerging nothing compares to how good runes of perplexity are, also how many people/time has been spent trying to justify small team roaming and playing in wvw over zerging, that’s right a kitten load so all the people trying to say that this runes dosent need a nerf simply because its not effective in zergs are probably the roamers getting around using the kitten outta it and don’t want to get a nerf.

p.s. i main engi and been loving the kitten out of this rune, i say it needs a nerf because its a build defining rune, builds are defined by a class not a rune.

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How does the engineer stay in someone's face?

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Posted by: ukuni.8745

ukuni.8745

Also try keeping an eye on you elixir b that proc at 75% hp, the retaliation off that can bring some decent damage on a short bow ranger/gs mesmer, try to focus getting on them when the retaliation is down and then going more defensive when you can’t, also using rocket boots in smoke bomb will give you stealth and assist in setting yourself up to unleash on them

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Stop hitting your self (WvW Roaming video)

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Posted by: ukuni.8745

ukuni.8745

@shadowpuppet

i’ve seen a few people make the zerg argument so far, but i don’t know how it really apply’s, confusion like every other condition are always going to be less favorable in zerg v zerg (unless you tend to duck around the side and magnet people away from there zerg ), what i mean is whats the difference between stacking 25 bleeds instead of confusion…….nothing they will both be removed no matter what in a ZvZ situation.

i was also dueling a buddy today with it, tested it on his guardian and necro, his guardian he isn’t as good at so the main approach was to see if it could survive and it couldn’t, his necro however was alot more nasty but if he couldn’t get me with condition transfers it was all over, he inevitable started getting the upper hand once he learned my movement patterns but even then it was still very even fight, also fighting cc trains isn’t very hard guardians and warriors stun/cc is all melee range which is perfect for an engineer using bombkit and p/s, so far condition mesmer’s have been the only really tricky one to beat

@youkai

the problem with this rune and a good engi is it is so easy to stack it the only way a good player can stop it from reaching 25 stacks is to have great condition removal and because of the way an engi uses stuns going on the defensive when your opponent decides to attack makes it even easier to stack confusion the next problem is that you will always be able to reapply confusion on top of every other condition you are stacking so he is forced to do something to get the conditions off because a properly fit engineer will hit around 1k a second from just conditions very easily, so hes dodging and maybe stuns you or even use’s some cleansing there’s a good chance hes still going to eat some confusion and then you’ll easily be able to reapply the confusion as well as every other condition when he used up his first lot of dodges and cleanse’s and he cant wait for it to just wear off because that duration is huge.

really the only difference between a noob and a skilled player when this rune is involved is how long the fight takes before you win or get outplayed.

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Stop hitting your self (WvW Roaming video)

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Posted by: ukuni.8745

ukuni.8745

@Nirvana

after some time translating your dialect lol, i fully agree with you, this rune is overpowered because it is build defining rather then a professions individual skills/traits and the fact stands that we do not lack build diversity in WvW (do not mention pve because confusion is not a pve condition), and anyone with some spare time can go threw this forum and find countless amounts of builds posted by many different players which is a clear sign that we don’t lack in diverse/viable builds.

in fact it’s noted by alot of players who say the scariest thing about an engineer is “you don’t know what i’ts gonna do till it does it”, also saying that this rune gives other classes access to confusion isn’t really appropriate, other classes are meant to have there own options and tactics from there skills/traits not a rune available to everyone or otherwise all we are going to see running around is stun/daze/knockdown trains

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Stop hitting your self (WvW Roaming video)

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Posted by: ukuni.8745

ukuni.8745

Well the overpowered part isn’t overly large and it doesn’t need that much of a nerf, as it stands with no icd and a massive duration it’s really easy to keep it up permanently, meaning people are forced to swing away in confusion and as you seen in my video it’s very easy to chain interrupt people as an engineer

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Stop hitting your self (WvW Roaming video)

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Posted by: ukuni.8745

ukuni.8745

Yea I think there over powered to, made a post in the wvw forums when they came out that they needed to be nerf’d so that was partly the reason to make this video, thay are fun though so Im gonna make use of them before they get nerfed

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Improving Engineer's Main Hand Weapon choices

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Posted by: ukuni.8745

ukuni.8745

bump because i feel this is very important topic

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WvW Grenadier Build

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Posted by: ukuni.8745

ukuni.8745

I’ve run both power/crit and condition nades. And while I enjoy might as much as the next guy, I’ve begun to despise HGH. So I’ve come up with an alternative way of stacking might, instead of stacking crazy duration its more bursty, abusing the fact that med kit swaps trigger on-heal ability. Basically you take Enhanced performance as I see you have, along with 2x runes of altruism and a sigil of battle. That’s 9 might for you and 3 for 4 other ppl around you for a quick swap to med kit. This allows you to get away from elixirs, freeing up utility slots for kits (moar skills!) or utilitys ( Rocket Boots!)

Here’s a balanced approach to the idea that I might give a try
http://gw2skills.net/editor/?fcAQFAUl0p6dX3SiF17IyoHd2otZiKoffewWPIEC-j0CBYLAkIAJPQZPEZsFhDRryJsKGY6ToKXA6XKyeDZVGglJA-w

ive run something similar before it works very well and with your sigil/rune setup you can get around 15-20 stacks of might, however you need to take the trait that proc’s vigor on swiftness, its a very good trait to take with speedy kits, you can also take the food that gives you might on dodge roll and it will jump you over the 20 might mark and keep it there

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Stop hitting your self (WvW Roaming video)

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Posted by: ukuni.8745

ukuni.8745

Just some rather easy fight’s using runes of perplexity, the build is pretty simple and if your going to use perplexity i would recommend changing the traits for a bit more tank

http://intothemists.com/calc/?build=VW;4cPVi0l6V1Fx0;9;49JEE92;035-5;00;05;0UN1;3bUytbUytD0ki-M;4VMVRWWXa2g3m49yVHk0R-6;16R;9;9;9;9;9;4V6s5Q

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Rabid replacement...

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Posted by: ukuni.8745

ukuni.8745

I’ve never really understood Rabid gear. I have Carrion (PVC) and run a Condition build. Yeah, Yeah, Yeah, I know. I only have 8% Critical Chance….

….but hey, I’m all in on Conditions.

IMhO Rabid, which has both Precision and Condition Damage, just doesn’t do any one build justice. Maybe a hybrid? which I have run before, but it was not very satisfying.

I guess it depends on how you feel about your tank when it comes to carrion versus rabid, and how much you want to use proc on crit runes/traits, personally I’ll allways go rabid over carrion maybe throw some carrion in there for extra hp if I’m running hgh as you get alotta fury and a decent chance at protection with the right traits

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engi vs conditions ?

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Posted by: ukuni.8745

ukuni.8745

if your planing on running only healing turret for condition removal your genna have a bad time, on a more serious note i personally only run healing turret for condi removal atm and the most important part to getting rid of conditions is to not get them in the first place (easier said then done trust me) for this reason im currently using p/s and tool kit for the blocks with the traits speedy kits and invigorating speed for perma vigor upkeep and sigil of energy so i can dodge as much as possible and while conditions can still be a problem at times for me i don’t really have to much of an issue if i focus on dodging/blocking at the right times in between heals, mostly this will be just a practice thing so if you are having issues i can suggest using a hgh build for a while until you get used to using the engineer as well as what you can do versus a multitude of enemy’s

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how to nerf runes of perplexity

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Posted by: ukuni.8745

ukuni.8745

If a warrior is running stuns and interrupts he isn’t running a condition build. Hammer, mace, shield = cc but no conditions. That means the damage he is doing wont be coming from his conditions.

If you (for some unknown reason) see a condi build warrior not using sword or longbow just relying on confusion interrupts any small amount of condi removal will keep you clean as he will have nothing to cover his confusion other than vulnerability and maybe some irregular duration cripple and weakness.

And yes I am well aware of the stability issues mesmers have, however mesmers have some of the best survivability stunbreaks and evade abilties in the game and any decent Mesmer will never have an issue against a cc warrior.

but then again a when he stacks 9 confusion on a interrupt then he dosent really need to go full cc to mass stack confusion does he

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how to nerf runes of perplexity

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Posted by: ukuni.8745

ukuni.8745

I main an engineer so I don’t want it nerfed but it needs to be, with a shield tk and bk I could already stack 12-14 confusion easy, the real killer with this rune is “do something and die, do nothing and my other conditions eat you” that is why the duration needs to be nerfed because with 18 sec long confusion with 5 stacks is just to much with tk and bk , and giving it a icd with still that massive duration won’t really fix the issue unless they make it a 20 CD which is to big for a rune that takes skill to utilize properly so a 10 sec CD would be best but even then people can easily get 100% confusion duration and with a bit of skill will be able to upkeep 10 stacks of confusion not to mention the 3 stacks that come from just attacking which is way to game breaking considering this comes from a rune and not a particular professions build

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how to nerf runes of perplexity

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Posted by: ukuni.8745

ukuni.8745

i’d just had a small ICD to the 6 point ability

a 1-2 second Confusion would be pretty much useless

1-2 seconds befor the addition of duration, lets assume it would be 2 seconds, after taking the bonus from the rune its self and assuming the user is running a condition build and will be taking pizza’s then they already have a 70% bonus and anyone using the trait line to get a further 30% will amp it up to a 4 second confusion which i feel is very good for a rune, although giving it a ICD would fix the problem i feel the sheer duration of the rune is what makes it op

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how to nerf runes of perplexity

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Posted by: ukuni.8745

ukuni.8745

drop the duration of the confusion to like 1-2 seconds and add an extra 15% confusion duration to the 6th rune (maybe not), this will make the stacks from that rune not so scary and will really amp up the duration of confusion on classes that should be using confusion from there class skill’s/mechanics, having such a small duration on the confusion in general will also allow classes that can use alot of interrupts to use them more defensively (interrupt a spammer to force him to stop spamming for a short amount of time or face death) giving the user a short amount of time to recuperate or use this to advantage if the target has gone stupid with confusion this will also stop classes that don’t get access to reliable confusion from massive stacking confusion on top of what there already capable of running as a condition build

anyway that’s my idea on the runes of perplexity feel free to comment and add suggestions

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Challenging Bunker Condition based engies

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Posted by: ukuni.8745

ukuni.8745

If your ever versing mag ill do it

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New to Engineer, and wow!!

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Posted by: ukuni.8745

ukuni.8745

I keep coming back to what’s probably that P/P + TK build you saw in the video you mentioned. I started with Mask’s build.

The build I’m looking at actually is Mask’s build. Using elixir S for stomping/getaways elixir B and tool kit, with p/p and optimized stat gear. His video made me want to be an engineer!

awwwwwwww <3

Haha yessss, keep cranking out vids, I was absolutely blown away! I can only hope to achieve that skill level on my engi. I have a lot to learn!!

Anyone else with solo roaming experience that can post links to vids or builds, I would appreciate it! I’m looking to compile several and break down what makes a solo engi tick! Really looking forward to being able to theorycraft and come up with builds of my own!

I’m on my phone atm so linking a video isn’t genna happen but I’ve made 6 roaming videos and each is a different build my youtube channel is ukuni99, the builds should be in the links, anyway it’s a good variety of builds so they should atleast help with your theory crafting

Masks builds are also a great place to start, they are very effective and get the job done

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Condi Roaming Engi (WvW build+video)

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Posted by: ukuni.8745

ukuni.8745

i agree, there’s alot better stuff i could be doing, but most of my time i’m playing is when i finish work and i’m pretty dopey and tend to mess alot of stuff up i also spend way to much time dueling and that’s where i don’t make those mistakes but i don’t like to use fight club videos because i feel its a bit rude to your opponent, but the build it’s self is very solid.

As for the s/d with acidic elixirs build i didn’t actually use s/d i used kit refinement with bombs and HGH the idea of the build was to stack might to buff the damage then jumpshot onto a target use bob then kit refinement to suck people into bob and then finish with blunderbuss or whatever else, it wasn’t as easy as s/d to use but it hit really hard in an aoe and the tank was a hell of alot better then s/d burst builds, i did want to use rifled barrels instead but at the time of filming it was bugged and i found that acidic elixirs was very very handy considering how many class’s utilize boons also being able to drop peoples protection before i burst was really set that choice in stone for me.

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New Engineer Weapon Options

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Posted by: ukuni.8745

ukuni.8745

Main hand shield, why? Because I’m an engineer and I do what I want

correction, you are an engineer that does what anet wants

And In one single sentence my hopes and dreams are crushed

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New Engineer Weapon Options

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Posted by: ukuni.8745

ukuni.8745

Main hand shield, why? Because I’m an engineer and I do what I want

Shield smack, bash, toss
Hit the foe twice then toss your shield dealing damage in a line

Shield slam
Bash your shield on the ground causing the earth to become unstable causing 1 sec stun and cripple for a few seconds in the effected area

Impenetrable wall
The shield’s defense kicks in and creates an impenetrable wall that the engineer can run around with freely (cchanneling so others skills will cancel it) lasts 3 seconds
I should add that this skill blocks all attacks and knocks down enemy’s that get to close

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Condi Roaming Engi (WvW build+video)

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Posted by: ukuni.8745

ukuni.8745

http://intothemists.com/calc/?build=VW;4cPFs0l6V1Fx0;9;49JEE94;036-5;00;05;0UN1;0J0-6TsW6TsWD0ki-M;1Va-VMVRWWXa2g3m49yVHk0R-6;16R;9;9;9;9;9;54s5h

Okay so this build is much more offensive and alot better for solo roaming, the focus on this build is alot like the first build avoid damage as well as possible but hit hard with conditions, the important part with this build is maximizing your skills potential and for that ill provide some awesome skill combos that are very effective but also difficult to accomplish

Like the defensive build using melandru with the lemongrass poultry soup offers some great defense versus conditions, you can use pizza’s with this as the need for more condition removal isn’t as much when your versing 1-2 people.

The traits are pritty simple in there application, you can swap out rifled barrels for hair trigger (i like the extra range for chasing people down), if you plan to use rocket turret you don’t really need to worry about burning damage (with pizza can maintain perma burning) so you can swap out incendiary ammo for forceful explosions, Just remember that rocket turret will die easy to physical damage and should always be placed off to the side’s to avoid unnecessary damage.

Okay the main skill combo’s i use with this build are pritty simple but very effective, i start by either TK #5 or dropping supply kit on my target drop rocket turret and use its overcharge right away with magnet it can miss with supply kit it always hits, lay BoB then position your self between them and BoB and magnetic shield them into BoB (you dont always have to BoB but try to allways knock them back into your turrets if you can) then follow up with static shield to keep the daze going, this is best used right after you’ve unloaded conditions onto them, doing magnet→prybar→ spam pistol conditions→supply kit→rocket turret+overcharge→BoB→concussion Bomb/Fire bomb→magnetic shield→static shield is normally what i try to accomplish and normally kills any average player i come across

once again the sigil and runes cost alot and if you want more condition damage i recommend taking Runes of the adventurer and a sigil of geomancy, not as much condition removal but you still get a dodge when you need it and it has alot more condition burst potential and works better with the stun combo so id recommend taking this setup over the original if you know what your fighting and don’t mind the conditions otherwise be ready to get eaten up versus condition users.

I’m sure there was something else i wanted to mention but i cant remember i hope this helps everyone and please leave some comments on how i can improve on writing walls of text i’m bad at this, i think.

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(edited by ukuni.8745)

Condi Roaming Engi (WvW build+video)

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Posted by: ukuni.8745

ukuni.8745

Okay so i’m using two different builds in this video both have very much the same playstyle, the difference being one is more of a tank and the other is much more offensive, ill post both the builds and for once try my best at writing a bit of a tutorial about it as well as my reason’s for gear/trait choices and what other skills and such will work well with it.

http://intothemists.com/calc/?build=VW;4cPFs0l6V1Fx0;9;49-JJJ4;353-05-59-UN1;0J0-6TsW6TsWD0ki-M;1Va-VMVRWWXa2g3m49yVHk0R-6;16R;9;9;9;9;9;54s5z

This is the more defensive variation of the build, my main focus with this build was to be able to take a whole lot of attention and keep going threw all the punishment while providing decent damage via conditions, its important to remember that the idea of this build isn’t to directly support my team mates threw boons/healing.

Now the biggest part of this build is its ability to never stop moving with runes of melandru and lemongrass poultry soup with leg mods gives you a 98% reduction to cripple, chill and immobilize, and with the cloaking device trait a free 5 second stealth, the sigil of energy and the perma swiftness and vigor combo great with this, you also have your shield and gear shield available when you run out of dodges making you one beast of a front liner.

So that sorts out mobility but what about when we get stunned, we arnt running a stun breaker so it could be disastrous, well with the stabilized armor and protection injection traits you have a 50% damage reduction to damage when your stunned which can be increased to 70% with the food “Loaf of saffron bread” but using it will drop your cripple chill and immo duration to 78% which is still very manageable so the choice on that is up to you (Loafs of saffron bread are very cheap).

Now the skills, toolkit is a must for any engineer that wants to eat alot of damage simply because of gear shield, bomb kit is a great kit for front lining, glue bomb and smoke bomb can ruin groups of random players not so much with the direct damage but the avoidance of there skill spam and bob combos very well with healing turret(drop bob then shortly after drop your turret, this not only gives you an extra blast finisher but knocks everyone away giving you some breathing space), Rocket turret can be very powerful then again its a turret and half the time does nothing so i recommend taking Elixir S (for stomping if your in 1-3 man groups) or Flamer thrower, but why flamer over elixir gun this build suggests that elixir gun would be better, well its simple your always trying to make your self the enemy’s target and elixir gun just wont function well with that in mind, flamer on the other hand gives you access to a instant blind and a cone knock back as well as more burning which is always handy.

The sigil and rune setup is quite expensive but it preforms very well but if you cant afford it a viable option to take in its place is Runes of Grenth and a sigil of hydromancy, you wont be able to sit in the middle of combat for ages but you will be able to upkeep alot of aoe chilling giving you great ability to kite away from hard hitting melee damage as well as giving your team mates an advantage and it will cost less then a gold.

If zerging is more your thing and you don’t think conditions work well in your favor (due to many many aoe condi cleanses)just swap out the Apothecary for Clerics and your Rabid gear for either Solider’s or Knights also drop 10 points from the explosives trait line and put it into alchemy and take automated response, this will give you a bit better of a tank in many v many instances and also providing better physical damage.

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Pacific Rim is a good movie

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Posted by: ukuni.8745

ukuni.8745

i like your idears heres somethings that id recommend/change, hopefully anet sees this and post and has a good think about it

the modified ammo one is a fantastic idear, but maybe drop it to 4% and up the damage by 4% that i think would function better with pistol and rifle, your idear for the downed skill wouldn’t work since blind wont stop stomps in good teams it would be great though id prefer something like the current overcharged shot, knocks you both back so you can avoid getting stomped really easy by 2 people

armor mods might be a lil overpowered and for bunker engis really overpowered, performance enhancement is a great idea i think it will open up much better power based builds for the engineer and since there’s alot more access to boon removal/steal this wouldn’t make it overpowered(well for the first week people would hate it), love the idea’s for gadgets make them as offensive as possible to make up for there lack of everything else.

your new trait idea “mutagen infusion” would combo well with the idea for performance enhancement and make the most interesting tank around, the more conditions you get the more might you stack the more might you get the better your regen ticks bigger regen ticks means less overall damage from conditions, i do think it would have to be a grand master tier though because running it with hgh and your idear for potent elixirs would be way to over the top(you could run a hgh build without might duration runes)

not sure about utility goggles, giving that to 1 class would mean that engineers would be a must in every group in wvw, throw mine should be invisible and should also allow you to keep placing them but give them like a 30 sec duration so you can only get 2 down or 3ish when traited and make it remove 1 boon.

overcharged shot i think maybe keep the self cc but change it to knockdown everything in a line(if it isnt hitting heaps of stuff it aint that overcharged) maybe amp up the cool down to balance it out, blunderbuss i think is fine with the fix to jump shot, pbr is good and adds to the idear of an offensive approach to gadgets, napalm specialist with 50% duration wouldn’t need to go threw invulnerability since it would always be up maybe instead it gives 33% more burning duration and 33% higher damage from burning.

turrets defiantly still need a look at, thumper turret,flame turret and healing turret for sure increase the hp, rifle turret and rocket turret could use a bit more hp, change overcharges i think to instant 1 use skills, maybe change the rifle overcharge to function better with that(fires in a cone inflicting 3/4 stacks of bleed on targets hit), healing turret as much as i love it as it is now it does need to be more of a turret i recommend that the base heal from planting the turret be a bit higher, remove the healing on the over charge but leave the water field and removes 3 conditions, and make its 3 second rotation a aoe static heal instead of regen (maybe both) the heal could start at 300/400 at 0 healing power and get to around 600-800 at 1k healing power, that would make people want to leave it out as well as making it an effective part of team strategy’s for both sides of the fight, the water field can also be used as a way for the engineer to get some extra quick hp befor his turret goes on cd and he has to wait for it to get his heal again, also id like to see a trait that makes turrets always focus your target so rifle and rocket turret can be used more effectively versus things like minion masters, mesmers, spirit rangers and other turret engineers but only if you trait for it otherwise they aimlessly shoot at the nearest target (which I’ve found really handy in some duels).

1 last trait idear they should look at making is for alchemy maybe even replace hgh with it (if they toke the op’s original ideas for potent elixirs and his new trait idear) but remove the random chance on elixirs and make them always do all the boons instead of a random one(elixir x would be a tricky one).

anyway that’s my thoughts on changes for the engineer, none will happen but we can dream right.

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Good Roaming/Small Roaming Grp engi build

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Posted by: ukuni.8745

ukuni.8745

Well shadowpuppet is right but on that note I’d suggest looking at the hgh builds like maskagandas video they are easy and effective, id also suggest looking into bunker builds using multiple kits they are quite difficult but once you get they hang of it they offer so much team support

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Rune selection... my poor brain...

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Posted by: ukuni.8745

ukuni.8745

If you went celestial I’d recommend going rifle since your conditions won’t be hitting hard and trying to combo high damage attacks with p/s can be rather poor I’ve been running some quite similar lately with conditions as support and I take are rifle for solo and p/s for team fights in team fights I try to focus more on tanking and aoe cc training with shield bob and ft #3 when I’m solo the rifle offers a lot more burst potential with the kits because it has a lot more control as well as a lot more damage, for your rune choice I’d take lyssa or melandru for the extra condition removal you can also run grenith with hydromancy which will give you some excellent aoe chilling which combos well with aoe conditions from bomb kit and also offers a.great way to kite/escape from foes by stacking immo cripple and chilling with bomb kit and then eg #4 away, anyway give a few things a test and get back to us id like to know how a celestial engineer goes in www

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Help me appreciate rifle.

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Posted by: ukuni.8745

ukuni.8745

Don’t think of rifle as a main dmg source but a control weapon, it excels at setting up combos!

  1. Does great dmg and pierces at good distance
  2. Simply… amazing for setting up combos… one of he funniest ones is Big old bomb and then net them and drop bombs at their feet lol
  3. This is best used at the end of your rotation as a burst skill
  4. Love this skill, the fast cast time makes it extremely easy to interrupt skills, you can easily control the position of your enemy, even on down state and it disables them for a long time…
  5. Mobility or burst, this skill is good at both. Specially if you land both

some combos I enjoy are..

  • Net shot, nade/bomb them.
  • Magnet pull + Jumpshot; Both hits will land
  • Magbet pull + Overcharged(on opposite direction); move enemies 1,800+ and place them wherever you want, even around corners

Next lvl ones..

  • Net shot + sharpel granade + (Sigil of Geomancer) + Blunderbuss; 10-13 bleeds in less than 1s
  • Big ol’ Bomb + Net shot(on the direction u want then to get knocked back) + any DSP.. free dmg, panic, long disable and send then flying on the direction you want(u can also position yourself where he’ll land and take advantage of the KD)

another really fun thing to do with BoB and rifle is, drop BoB then net shot target, jump shot just past him to get the damage and the right position and then overcharge shot into BoB, Juggling FTW, its a little harder to setup but because its a lil faster then waiting on bob to blow up it can really catch people off guard and deal massive damage

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Revolutionary HGH build...

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Posted by: ukuni.8745

ukuni.8745

stuffs

how did you get 25 might stack (in solo)?

check out my build the blastineer, you can easily get 25 stack s of might!

can you link your blastineer build, I’ve always like how well an engi can use blast finishers especially with the healing turret but I’ve always felt that when it comes to stacking might threw fire fields and blast finishers engis spend to much time just trying to get the might rather then using it so im rather keen on how some one else does it.

@Kjeldoran.3849, well I’ve got 60% boon duration rather then your 30% i also have sigil of battle and 2 runes of alturism that gives me 3 might when i heal, so lets count, sigil of battle will net me 9-12 might, Elixir b, 3-6, Elixir H 5-10, so with 2 skills and sigil of battle i’m able to maintain on average between 17 and 25 might stacks now we also have our toss elixirs which will always give 1 might as well as the 5 point trait in alchemy that now puts us up to 22-25 consistent might stacks, i see you’ve updated to take enhance performance so with that trait as well will keep you nearly always on 25

there is some down time on the 25 i think its something like 20 seconds of a minute you wont be on 25 might and you also have to build them which i suggest that you run around always using elixir B as well as toss B/H and swapping to med kit to get swiftness and fury this will start stacking up around 12 might stacks that already puts you half way to 25 even before you enter combat it’ll also stack up fury and swiftness

another advantage running that particular trait/rune setup is you will be able to maintain perma swiftness and fury in combat

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Revolutionary HGH build...

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Posted by: ukuni.8745

ukuni.8745

well your on the right track, i was running a hgh rifle build a while back and had great success with it ill link the build i was running

http://gw2skills.net/editor/?fcAQFAUlspSXnvynF1LJx4DfO8hCL6xjp8k/UYtA-jECBYMAkIAJQFRjtIcIaVXhVtATViIq2boIa1SBExCA-w

mine has potentially more damage then yours because of my rune choice and sigil choice, not only do i get more boon up time on all the boons then yours i also am able to stack 25 might putting my power alot higher then yours, my crit chance isn’t as good but my sustainability is alot better.

i like using kit refinement with bomb kit and rifle because i can leap shot into a group drop bob and then activate a bomb kit and pull a group of people into bob, ive also found that the 15 point trait in tools and the 15 point trait in inventions are amazing especially with the 5 point tools trait when your in dire need you get 4 condition removals a chance at stealth or stability and bob again not to mention the extra boons which a hgh build like ours would benefit from

if you didn’t want the 15 in tools you could put 5 into inventions and take stealth on immobilize and put the extra 10 into firearms, now acidic elixirs everybody still hates apparently but trust me, when your versing something that likes to use alotta boons (ele, guardian, other engi’s) then your going to love it and the ability to remove protection from somebody will really amp up your damage when trying to take down a bunker or removing might to really amp up your own bunker.

i don’t expect ya to do exactly what i do but i hope this helps ya refine your build.

1 extra thing, the ability to stack 25 might also really amps up the damage you can get outta the few conditions you can stack in your case bleeds and confusion, confusion mixed with the retaliation you stack from Elixir B make for a great combination.

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(edited by ukuni.8745)

Trait Shrapnel and Turrets

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Posted by: ukuni.8745

ukuni.8745

Does the turrets knock back on death trait effect supply kit turrets aswell?

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My engineer is slow, why?

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Posted by: ukuni.8745

ukuni.8745

You can also maintain permanent swiftness with hgh builds

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Brand New!

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Posted by: ukuni.8745

ukuni.8745

Hey you play on mag same here I play engineer a kitten ton and I wouldn’t mind helping ya out whenever ya need it, but for wvw conditions is a great place to start especially the hgh builds there very simple and are very effective

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Fix Mortar elite!

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Posted by: ukuni.8745

ukuni.8745

Make it a shoulder mounted kit with a 20-30CD or something like that

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Nerf grenade damage, but...

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Posted by: ukuni.8745

ukuni.8745

id like to be able to run nades without having to trait for them however condition nades are really powerful and where they lack is the availability for more surviveability traits, for example think about trying to fight a hgh nader that had all the benefits of tank from all the other traits or the extra ability to inflict conditions and other useful stuff by putting more points into firearms, us engis would love it we would be killing machines but im not sure its the best idea around

i think it would be a more optimal option to make the gm trait also improve the projectile speed of nades and fuse timer reduction on bombs since a issue with useing both bombs and nades is, actually getting them to hit when you want them to, not that i find it an issue but more of a method of play, i think that change would reward us alot better for investing 30 points into nades/bombs without making us over powered

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Automated Response-Immunity with no cooldown

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Posted by: ukuni.8745

ukuni.8745

so let me get this straight, someones complaining that there’s is a counter to their full condition spec……uhhhhhhh what, your complaining that you have a counter in a competitive based game, a counter that is available on 1 class in a competitive based game, one thing that counters your 1 thing IN A COMPETITIVE BASED GAME, really guys really, i don’t think this is more appropriate then right now but L2P.

seriously though you cant expect to beat something that is made to counter you without out playing them, but then again you could just run a power build that is available to every class in a certain degree, but that would have a counter to…..i know wtf right why cant you beat everything it sucks.

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Engineer Rifle

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Posted by: ukuni.8745

ukuni.8745

@Obscure One.4357, hehehe yea i love running with s/d engi but like i said as far as solo roaming goes for me i want something that has the versatility for multiple situations and taking on multiple opponents, alas the s/d engi dies very easy and thats something i very much dislike because the burst is so much fun, with the hgh build i run i stack up that might and when i find some one i jumpshot, BoB, netshot, blunderbuss, overcharged shot that combo is surprisingly easy to land and deals a ton of damage (around 13-16k damage) with good aoe and still maintains fantastic sustainability thanks to hgh, so ya can see my reasoning for using hgh over s/d atm

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Engineer Rifle

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Posted by: ukuni.8745

ukuni.8745

1 thing I dislike about the rifle is also one thing that plagues the engineer in general and that’s the combination of good tank with good surviveability without using hgh, with hgh rifle I can wreak people and still maintain a good tank while using it with bombs as more of a utility kit for melee support (smoke bomb mostly) the problem I find when using other skills or kits is with other skills other then elixirs you don’t get no way near as much damage out of the rifle and a lot of the time with kits you waste to much time swapping and such which gives them extra time for heals/regeneration to negate any damage you just threw at them, don’t get me wrong there are a lot of very good options to take but as a mostly solo roamer for me running hgh rifle offers a lot more versatility in the open field where anything could happen and a lot more options for what I can and can not fight

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Builds That Use Rifle?

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Posted by: ukuni.8745

ukuni.8745

Just so you know, rifle is never good damage. Its useful in any power build but don’t expect to be blowing anyone away with it.

its pritty possible to blow people away with a rifle
http://www.youtube.com/watch?v=ZDrvL3va4iI

Compared to -
http://www.youtube.com/watch?v=TiPmU9HPgBA

if it takes you 2 minutes to kill someone you don’t have good burst. Oh wait video i posted was SPVP

Thats a WVW one.

hehehe those were a good watch but the first was from ages ago and the 2nd was from nearly 8 months ago, lots changed since then don’t ya think, honestly if any warriors like that ran at me id probably kill them before they got there kill shot off, and as for spvp, its a very different place then wvw, also im not sure this post is about showing off what other classes can do better then the engi.

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Builds That Use Rifle?

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Posted by: ukuni.8745

ukuni.8745

Just so you know, rifle is never good damage. Its useful in any power build but don’t expect to be blowing anyone away with it.

its pritty possible to blow people away with a rifle
http://www.youtube.com/watch?v=ZDrvL3va4iI

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WvW 2v2 Duels video with kit bunker

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Posted by: ukuni.8745

ukuni.8745

Hehe yea you mentioned the clicking in my first video I did, I did get a lot better at using hotkeys after that, I did swap my keys around for a while to test it out but I’ve been gaming for a long time and the muscle memory in my fingers kicks in everytime I get focused on a fight and I start hitting random keys just wasn’t for me I also like to use all the movement keys instead of moving the screen with my mouse but when I do get focused I don’t even need to look where my mouse is its just in the right place.

One thing I do need to get used to is remembering my cooldowns, it’s not so much an issue but sometimes I get excited and start trying to use skills I can’t haha, but yea the build works best with teams, using the skills properly you never have to leave the front line and the amount of stuff you have to use makes for alotta fun in small scale battles

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WvW 2v2 Duels video with kit bunker

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Posted by: ukuni.8745

ukuni.8745

hey, just thought id do something with these videos i had of a me and some friends i made from yaks, also a good chance to show ya a rather cheap build setup that can cause some real havoc in a small area, did have plans to make a proper video with solo and team roaming but i just don’t have the time.

with the gear just swap out any apothecary gear with settler’s, the choice in trait’s is up to you taking incendiary ammo would work well to stack up the extra burning, you can also drop 10 points in alchemy and not take protective shield in place of invigorating speed, this was filmed before the last patch but since that patch i will recommend taking protection injection with the new stabilized amour, alternately if you really don’t like the idea of not having a stun breaker you can swap out elixir gun.

The advantages of this build in small fights is the amount of constant aoe chilling you can keep up along with all the aoe cripple you have at your disposal it makes for an easy time for your teammates to really unleash the hurt on your opponent, your aoe healing along with aoe blinding and knock backs also gives your team mates a much better chance of survival when facing larger groups.

i do plan on more videos of other roaming bunkers made since the last patch just wanted to do something with these videos.

anyway heres the build
http://gw2buildcraft.com/calculator/engineer/?2.0|a.1m.h1l.e.1b.h5|0.0.0.0.0.0|1f.713.1f.713.1f.713.1f.713.1f.713.1f.713|1f.66.1f.66.1f.66.1f.66.1f.66.1b.66|u38b.0.k14.a6.a6|30.d|2c.2x.2e.2f.30|e

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Runes: Might-stack or Precision?

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Posted by: ukuni.8745

ukuni.8745

I’d recommend the orbs glass cannons have to hit hard and fast to be most effective, I like to take 2 runes of altruism with the trait that gives you 3 stacks of might with med kit, essentially you use med kit at the start to get fury from med kit #5 y you also get 6 might which is a lot more damage potential then 2 ruby orbs

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Drakeco's Videos -New Roaming Video up!

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Posted by: ukuni.8745

ukuni.8745

damm that is a good payback wall of text lol, on a serious note though i still disagree with the duration’s i don’t think its necessary id rather take rabid or carrion it would beef up your tank and condition damage output which i think would turn out better and give you more ability to apply pressure in shorter time frames inevitably there going to remove conditions when they can, i see your point about rocket boots but i have my owns things that personally work better for me but im a balls deep kinda guy.

on a other note have you thought about running sigil of hydromancy instead of the sigil of leeching with the kits you can access it when you want and would go better with the condition duration and kiting as well as disrupt there skill chaining.

honestly for the runes i would run undead more condition damage means more damage output i like to look at a tank in more of a how can i stop them from attacking me so they waste time on using there support skills, so more condition damage i think achieves a lil more then the duration.

after taking a look at the runes real quick, runes of earth still fit your protection concept and the magnetic wall at 20% hp combined with your ability to kite would make for some really epic plays,runes of rata sum, just in case you haven’t felt the effects of weakness yet, its damm op right now and the radiation field if im correct inflicts weakness and poison, and with EG will give you a good upkeep on the targets you need it to be on at those crucial moments at the start of a fight that can really define the rest of the fight, you could also run a combination of runes to amp up that burning duration and take out givers for rabid to keep the tank while getting more damage on burns.

i appear to have lost track of time, but i wanna continue this i just got thinking on something that might be able to amp up every part of our build with out sacrifice but ive gotta think on it some more, also thanks for a wall of text, all to often you see 1 guy trying to point stuff out from his point of view and getting shut down with a simple what would you know kinda thing.

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Drakeco's Videos -New Roaming Video up!

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Posted by: ukuni.8745

ukuni.8745

firstly id just like to start off by saying ive watched alot of your videos and i like your some of your builds, id also like to say that i normally don’t say much about anything but sometimes its a step to far, okay now on to your video.

The first fight you dodged there burst which isn’t what i would call burst or a combo, hit fairly hard but definitely not a burst combo maybe if they could aim or ya know wait until they cc’d, even when they did hit you it wasn’t very hard and easily avoided, they then ate everything you threw at them, there’s more but lets move on

The second fight good work on surviving and splitting them up but that ranger let you hit him as much as you wanted and you didn’t even try to avoid any damage so either you knew he was bad or you just didn’t care, then the guardian barely hit you and barely removed conditions you kitted him very easily you didn’t have to split them up the guardian would never have hit you, very nice combo indeed but in no way good players.

The third fight well at least we can agree that the warrior went okay but still pretty poor effort, that ele and necro im not actually sure they did anything, not much more to say on that matter since it was poor on there behalf all over.

Now lets say they did underestimate you and wernt trying how long does it take one person to realize whats going on and start playing properly? not that long, if they really are what you consider good players then im joining your server to do 1v10 might not win but id have a good 4 minute clip of me tanking out, okay now your build

givers pistol’s are a waste, with EG and FT you have more then enough skills to stack conditions in between them removing all your conditions, sigil of leeching works well with all that kiting potential, runes of forge sure the protection duration is handy but you only have 2 ways to get protection, with forge and traits its little over 4 seconds handy if you got cc trained lots but it isn’t going to help much if there’s a few people on you but over all isn’t really going to help in extended fights which is what bunkers are designed to do, so there is much better choices for runes.

next up whats with the rocket boots i understand you like them but they only add to the unnecessary stuff you don’t need, your trying to tank and between p/p,eg,ft and those boots you have way to much stuff in order to kite and the tool belt skill brings us back to the problem of to many conditions that you don’t need, there’s much more effective skills to take.

the next problem is with all those traits and runes you’ve taken for eating burst what are you going to do when some one uses conditions on you, technically half the players in the game should be running conditions since for damage its either power or conditions, with out something that hits hard and fast you wont ever be able to overcome any decent condition build.

now you may have fought that sort of stuff in your video but those people you fought were on par with npc’s (no offence we all start at the bottom) and the fact that you try to back it up by saying they were good and its just human error is laughable.

lastly i don’t think your a bad player your pretty darn good, but this build is no way near what you’ve made it out to be and would never beat what i consider a good player at best it would be a draw, im currently working on a video for a solo roaming bunker build hopefully ill have it done in a week maybe 2 depending on real life. and thanks for the time wasted reading this.

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Bunker Engineer - tPVP - Help wanted

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Posted by: ukuni.8745

ukuni.8745

I run a knock down bunker in spvp been my favorite for it over the last few months on my phone atm so I’ll have to post it for you later but it’s got an amazing tank 1 fight I did I managed to take a look at the damage breakdown i ate a total of 68k damage from 3 people as well as de capping the point from them, for team fights it does insane amounts of aoe healing I should probly add to it does have the ability to put on a lot of condition pressure and with all the cc you have you can stun train people to death, also if you play on Na servers I don’t mind getting in game and showing you in person

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(edited by ukuni.8745)

90% vs 100% Condition Duration

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Posted by: ukuni.8745

ukuni.8745

Yes, still I said that I will not use 20+ points in explosions.
With that in mind, I can reach:
10% -> Explosion trait line
20% -> 2x giver pistols
10% -> 2x Lyssa runes
10% -> 2x Sup Mad King
40% -> Food
--————————> +90%
and I`ll be missing 10%.

At this point my concerns are, in the following order:
- with WvW in mind, is it worth finding another 10% from somewhere?
- if Yes, where from? Will 2x Superior and and 2x Major runes of the same type work together? (that would be 7%, so still I`ll miss 3%)

You could take a spare givers pistol with the sigil that increases bleed duration so you have 100% duration, throw it on after you get stacks, since everything else stacks duration instead of intensity that would work since bleed is the only condition you want to be on the second for it to go off, confusion doesn’t really matter for duration imo since it only goes off when the opponent uses a skill, burning well most condition builds can stack it pritty easy and majority of decent players will remove it long before it’s done its full duration

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Drakeco's Videos -New Roaming Video up!

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Posted by: ukuni.8745

ukuni.8745

Decent I guess but what do I do when there’s a good player?

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