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do 4 baby sky hammers?

in Engineer

Posted by: ukuni.8745

ukuni.8745

On dulfy there is a pic of the skill and due to some other pics i have reason to believe it was 950ish with celestial runes now assuming that its got some decent scaling id imagine getting around 3k with zerker per hit.

Hmmmmmmmmmm drop bob and ob then magnet.

Atleast you could vote against skyhammer.

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do 4 baby sky hammers?

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Posted by: ukuni.8745

ukuni.8745

that was the plan

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do 4 baby sky hammers?

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Posted by: ukuni.8745

ukuni.8745

make an actual skyhammer?

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Ugh...

in PvP

Posted by: ukuni.8745

ukuni.8745

I generally win a lot during the week when there are fewer players, then on the weekend the good ole matchmaker has a larger pool and gets it’s revenge to get me back down to 50%. You must be a spvp player?

Edit: you know you are in trouble when everyone on your team has titles like, Hero of Lions Arch, Golden, and Dungeon Master… Then the first person you meet on the other team has GWAMM…

i purpously put my title as a pvp title, i rocked golden becuase at the time i was golden and when i was zerker i used the be all and end all, its purely to throw people off.

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Will it fix immob bug?

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Posted by: ukuni.8745

ukuni.8745

Will the changes to leap skills mobility fix the immob bug?

if so then doit like now.

Edit to let people know, dont turn this into learn how to outplay a bug thread, im simply asking if the change to mobility skills will help fix the issues with the immob bug which is plaguing spvp and not just for the apparent jump spammer but anyone who uses a leap skill.

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(edited by ukuni.8745)

Are you ready yet?

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Posted by: ukuni.8745

ukuni.8745

because i am so ready.

Attachments:

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RIP Super Speed Rocket Boots

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Posted by: ukuni.8745

ukuni.8745

Rip super rocket boots you will.be forever in my heart

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Please add dire stats to pvp

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Posted by: ukuni.8745

ukuni.8745

Let’s just add perplexity runes while we’re at it…(/s)

at one stage i had a problem with this and now im like “hmmm well i would make easy work of all those spam hard tryhards out there”.

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Automated protective response

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Posted by: ukuni.8745

ukuni.8745

Maybe if we had more ways to give protection to ourself. Our only sources now is Elixir H,Toss elixir H and 3 traits:

  • Protective Shield ( 3 sec on 20 sec cooldown from incoming crits)
  • Protection Injection ( 3 sec on 5 sec cooldown from incomming CC)
  • Experimental Turrets ( 3 sec on 10 sec cooldown from thumper turret)

In addition, durration and extra applications can come from Superiour Runes of the Earth, Forgeman or Grove.

I guess both Protection Injection and Experimental Turrets could make it worth it, especialy if you have 100% boon/protection durration.

when the trait change his we will have a new shield trait that gives nearby allys protection and reduces the cd of shield skills.

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my reason to add dueling

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Posted by: ukuni.8745

ukuni.8745

i went to obsidian sanctum to do some dueling with this nice fresh build i setup and what a surprise no one is there, so i decided to go WvW roaming with my dueling build, i see a zerg and i cant run away, so i swap a trait to get more mobility, now i cant fight the other cheesey builds out there because that trait that i swaped out was my way of making these cheesy builds just another build someone is running, so i think okay kitten it ill just try to avoid those cheesy builds and i do and i finally find someone to fight but o wait ive killed him in 2 seconds because i heavily out skill him, okay okay if i want good fights and i dont want to spend 2 hours looking for one i guess ill just go to spvp annnnnddddd im ruining it for my team because i want to try and run my own build so i just decide to join a dueling room, except i cant make my build work because spvp is balanced around spvp (which im okay with) and im back to square one, sitting in obsidian sanctum waiting for some one to duel because all that effort i spent getting my expensive gear and practicing my build as best i could is for naught because there is 1 in 1000 chances i actually get to use it properly.

the end.

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How much have you spent on Gems?

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Posted by: ukuni.8745

ukuni.8745

ive spent well over 1000$ australian over the time ive been playing but i have been playing a long time, i dont have a lot of expenses irl so its not reall an issue for me.

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Suggestion, improvements to elixirs.

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Posted by: ukuni.8745

ukuni.8745

Cleaning formula 409, make it so it changes the toss elixirs an instant activation and effect an aoe around the engineer much like a shout but not effected by the runes, and now for some reasons why i think this isnt overpowered and an actual good addition to the engineer.

We will only have access to 3 trait lines, in order to get the advantage of HGH with this trait to provide good aoe boons and condi clear we need to take 2 utility trait lines and when we look at the inventions trait line we can easily see that it over shadows any other trait line in terms of support, with the addition of mortar kit we might finally be able to run 4 elixirs and use mortar for our backup damage and weapon swap for might and while i do plan on playing that it does lack alot in the areas of control and utility and support compared to a typical 2 kit engi build, so with the addition of better team support it opens the builds capability’s a bit more and imo would make not the best build to use but defiantly a fun and viable alternative which is never ever a bad thing

with this change somethings might be potentially overpowered like toss elixir R res field but the skill its self is way underused if my idear was to be added then it would be okay to nerf so it cannot fully res someone or even better it provides a 50%-100% bonus to res speed for so many seconds and clears a aoe condi and if traited with HGH gives 1 might which is okay because you can combo it nicely with other elixirs skills to gain a great advantage in ressing capability.

the only real problem is the Trait inertial converter, ive discussed in other posts about this trait and the new toolbelt/utilitys skills and how the trait should potentially be changed so any engineer build that uses tools wont be able to spam huge cooldown toolbelt skills at the start of the fight to gain an advantage because you will knowingly be able to use them again to save yourself and the best suggestion ive seen so far is reducing the CD of tool belt skills by a second when the condition is met which in turn would be more effective with short CD toolbelt skills and the builds that use them while only giving a nice advantage to other builds that arnt focused on toolbelt skills.

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While we wait for specializations

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Posted by: ukuni.8745

ukuni.8745

Can we please get some info on the engineer trait changes, everyones wating on specializations and im waiting to find out what the other 28 tbd traits will be.

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Full Glass SD in solo ranked (Vid)

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Posted by: ukuni.8745

ukuni.8745

Hey, its been a long time but im finally off of Australian dial up (okay its was a bit better then dial up but still really bad) and i can start doing things without skill lag and random lag spikes, so all this footage is done with really bad internet and id consider myself to be a casual player so dont judge to harshly.

http://gw2skills.net/editor/?fdAQFAUlUUptr1UxkLseNCdBN6wMlSD6FUhP/pAA-TJBFwACuAAl2foaZAAPAAA
anyway this is the most glass i can pack into a SD build and its a blast playing, made me better as an engineer not having the save me options other SD builds would utilize, not saying its the better option but you get my drift, naturally i expect no one to ever run gadgeteer ever but its extra damage so i packed that in there and bunkerdown has for me and my play style been a pretty hefty damage boost but take it how you like it, i prefer the cd reduction on rifle over the range simply because its around the same range as the sd skills you use so its a great way to gauge range and who cares we are getting the range anyway, runes are up to you i run with either strength or pack, vamparism is great ive heard but i swear every time i use it or something similar it always cancels my heal so its more of a personal decision not to use it.

some downsides ive found recently is its not as effective versus thiefs and guardians anymore, i used to use the turrets to knock back guardians in 1v1 situations to control the fight better but since the turret nerf its alot harder to plant it and use it when you want to because it dies so fast, thiefs used to be pritty easy targets to 1v1 and even counter gank in situations because i would normally just jumpshot on there face followed with a surprise shot and analyze but alot of thiefs are running the immob trait and while i can easily survive the burst from a thief i can no longer counter burst thanks to the immob bug and am forced to use gear shield when befor i never used to so its safe to say i probly wont be playing much static discharge in spvp for a little while even though i love the kitten outta the small problems are just to common atm.

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Odd builds

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Posted by: ukuni.8745

ukuni.8745

http://gw2skills.net/editor/?fdAQFAUlUUpWrlcxPLseNiaBF6MuxAI6Qmlk8pKA-TJhHwAEeAAAuAAj2fwYZAA

Bomb healer bunker decap engineer, tanks for days and if you stack your might properly it has plenty of on point killing power, actually surprised i havnt seen more people use this but honestly im not sure id like to deal with it anytime soon.

http://gw2skills.net/editor/?fdAQFAUlcTp6q1XxELkfNCbBBqNI6jkko85DEgkC-TJBFwACuAAd2foaZAAPAAA

Elixir X spamming engi, essentially you can use Elixir X at any fight because of its redic short CD and with a bit of practice even if you dont get the transform you want (looking at you tornado) you can still do some pritty effective stuff, aside from the time i got tornado 12 times in a row if found it to be an amazingly fun build to play and stealth rampage openers are team destroyers

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[Forum Specialist] Ready Up Duels

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Posted by: ukuni.8745

ukuni.8745

Grouch asked what duels you want to see

game apparently not balanced around duels, as much as i like dueling isnt it kinda stupid to show off dueling, wouldnt it be better to invite a few popular people to have scrims with the new specs instead?

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dragon hunter just left behind

in Guardian

Posted by: ukuni.8745

ukuni.8745

One thing what is good for guardians is longbow…but…..other stuff is just….NOT.
As I said in my thread, guardians will be last and least played in HoT, all other classes getting better stuff and feel better and fresh.;(

i dont know, we still havnt seen ranger yet.

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air fire air fire air fire air fire air fire

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Posted by: ukuni.8745

ukuni.8745

Fire Sigil can critical (which ironically, can also trigger air sigil itself).

Neither Flame Blast or Lightning Strike from Sigils can be criticals. Feel free to go test it with 100% crit chance.

your right they cant crit but what about random damage procs like dodgerolls, i once 100/0d a thief because he hit me as i dodged and proced my dodge roll damage/fire/air/bunker down mine and rune of air, bursting people like this with random procs inst as rare as youd think either.

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[Specialisations]: Engineer feedback

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Posted by: ukuni.8745

ukuni.8745

  • Inertial Converter: Reduce the cooldown of Recharging Toolbelt skills by 10% for every successfully evaded attack.
    • The previous 25% HP threshold full recharge is super clutch, but runs counter to the developers wanting to eliminate passive play. It also buffs Toolbelt centric Static Discharge builds more than other builds that may wish to with-hold their Toolbelts.

This trait to me is an interesting topic, i was thinking about how strong or weak the new elite tool belt skills would be with a trait that completely refreshes said skills especially considering alot of engineers will be dipping into the tool line purely for the perma swiftness, in its current state its not such a big deal since it can be quite hard to control the effect and in the current state of the engineer the only spec that can utilize this trait very well is a static discharge engineer other builds can get surprise bonuses out of it but generally there is no real playstyle around it, however when this patch hits what i feel is a clear problem is how they plan to balance elite toolbelt skills around this trait if they don’t remove it completely, we have seen how quite effective the new toss elixir X is so id assume it would get a hefty cd but why wouldn’t i drop that toss elixir X immediately just because i know ill be able to use it again long befor it came off cd and while there are arguments as to why i shouldn’t use it right away if i were to use it for an immediate advantage ill always be able to use it when im in trouble.

Inertial converters current state its great for SD builds because of how the synergy between the toolbelt skills and the trait so i think it should stay but leaving it as is could be an overly big buff to just about any build that dips into the new tools trait line which could be alot if not all meta engineer builds, now your idea would just make it stupidly overpowered because we could just spam toolbelt skills for endurance and spam dodges for reduced cds on tool belt skills which would be ridiculous but i think its potentially a better alternative, if we gave your idea a 1 second internal cooldown and a static amount rather then a percentage maybe 2 seconds off toolbelt skills then we could utilize it effectively with the toolbelt centric builds that utilize those short CD toolbelt skills and i think would promote healthy use of dodges essentially do i shorten those CDs or do i save my endurance just incase i actually need to dodge something, dodges as they are now are needlessly spammed so at least it would add some extra thought into why your dodging rather then just avoiding damage.

as an extra thought on static discharge. one of the things i feel currently keep sd engi out of the meta is either lack of damage or lack of defenses, you can take utility googles /rifle turret and toolkit and easily take down most enemys very quickly but you fall over to a small breeze, alternatively take elixir S or elixir gin over utility goggles and that loss of damage on your burst rotation is at very least 10%(in my build that is full glass its more around 20ish%) but you get more defenses now the new trait explosive rocket belt thingy could be that extra bit of damage that we need to make sd a viable choice but i really dont want more passive procs, id much rather see that trait in the bin, but if we were to take your idea with my suggested changes we could potentially buff the short and long term damage output enough that it would be able to take more defensive options.

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Engenious - Week of 05/17

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Posted by: ukuni.8745

ukuni.8745

  • There are still way too many passive procs with Engineer; emblematic of lazy design. The Rocket-on-Crit, Incendiary Powder+Napalm Specialist, Shrapnel, Infused Precision+Precise Sights, Self-Regulating Defenses – all these traits being retained while other classes get interesting new synergies and effects that are predicated upon skillful play is disheartening.

This, instead of improving the active playstyle they have added unnecessary passive procs, id much rather see effects attached to certian skills rather then more passive procs.

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Engi specialization is signets?

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Posted by: ukuni.8745

ukuni.8745

I hope not. I want fun gameplay not signets

but then again, signets could be anets answer to all the carpal tunnel problems engineers get.

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Outfits vs armor skin sets

in Guild Wars 2 Discussion

Posted by: ukuni.8745

ukuni.8745

i feel ya, i dont buy outfits simply because i like to look like an individual, what was that thing about cosmetics being endgame content?

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Arr there any high rated aussie thiefs?

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Posted by: ukuni.8745

ukuni.8745

i play from aus and i play engineer, sometimes its horrible because i cant swap kits in time or something annoying along those lines(not even turret or cele engi) but if you play after 12ish at night like i do myself (irl chef so late is no prob for me) and have a decent internet connection(generally bad aussie internet considered) then you get little to no lag otherwise when i play during 4pm-11ishpm on my days off work then i get some pritty harsh lag, that aside id consider my self a pritty good engineer player and im sure if i had the time/patience id be able to get a rather high rating

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SD changes for new trait system

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Posted by: ukuni.8745

ukuni.8745

Hey, im liking the future changes alot but i dont know about you guys but i myself use the range on my rifle as a way to guage the distance i need to use my SD tool belt skills and as much as i love the baseline range change on rifle its going to make it a fair bit harder to land my burst at long ranges since the ranges on all my main skills for SD are all different and i wont easily be able to gauge my range from my auto alone.

so i suggest that Surprise shot/Throw wrench/Launch personal battering ram get buffed to 1200 range, with nades range being nerfed having a solid long range bursting build would make the build more effective in different situations and thus giving it a more recognized role in engineer build choices, also on the note of the range nerf to grenades since most builds with nades take tool kit having a 1200 range cripple would be a fair addition considering the range reduction.

that about all i really want when the new traits hit, few other things im not overly keen on but ill save it for another time

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Engi MOA ?!

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Posted by: ukuni.8745

ukuni.8745

it was a very short duration, seems more like an aoe daze then anything else, id be more worried about the mortar kit, has anyone ever bothered looking at the mortar skills? didnt think so, essentially get used to legacy decap mid.

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Fixing turrets the proper way.

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Posted by: ukuni.8745

ukuni.8745

Rifle turret can be changed in a similar sense, instead of just increasing its overall dps when it over charges we give it something similar to its surprise shot with some added goodies, so how about making the rifle turrets overcharge a light hitting attack that inflicts 10 vulnerability and activates instantly, use it at the right time to add extra damage to burst combos otherwise its just doing some light damage (just a reminder this is with greatly reduced damage to the regular turret auto in mind), so now instead of turrets just quickly witteling away at people we have “okay im getting no where unless i use a jumpshot with a rifle turret overcharged shot followed up with a rifle overcharged shot/net shot to ensure the rocket turrets overcharge hits with all that vulnerability stacked up increasing the damage even more” that should do some nice damage but that’s a decent investment atleast and requires people to think about what they are doing a bit more then what they currently are, this is also a slight buff to an engineer build thats been asking for a buff the static discharge engineer.

Thumper turret is a bit different, you cant really makes its over charge any better or worse givin how it works but its basic attacks radius could take a nerf, currently it hits the whole point i say half its radius this way people can atleast kite it and an engineer can utilize its staying power in a more appropriate way like forcing people into it like any single class that needs to be in melee range to burst or deal damage or for classes with staying power they can kite the thumper turret without leaving the point, also nerf the radius on the overcharged (which ill talk more on later).

the other 2 turrets are barely used and since ive already typed heaps ill leave them out and healing turret isnt a turret its a regular heal that gives people a false sense of being skilled because they can hit 3 buttons just to use it.

now with greatly reduced damage on the turrets basic attack the traits are fine since the build is a bunker build and they help it do just that, except for rifled turret barrels which is a straight up damage bonus to all the turrets, so keeping inline with nerfing the sustained damage output and buffing the overcharges to promote more skillful play and counterplay we change it, change the name to “super Charged”(or something along those lines im bad with names) and instead of always effecting the turret it only effects the overcharge skills, so instead of perm 15% damage we give it 50% damage bonus to overcharged skills, instead of 50% increased to range we give overcharged skills 100% increase to range, and something i feel should be added if my changes were put in is an 20% reduction to overcharge cooldowns, also change fortify turrets to activate on overcharge instead of setting the turrets because with my suggested changes if you dont have improved damage/range on your overcharges atleast you can have an amazing active tank and will also counter opponents that will be able to attack from 1000 range+ which with my changes long range enemys will stand a much better chance versus a spam happy turret engi.

On to the outcomes these changes have to the turret build and other possibilitys, the current turret engineer would still be an okay noob versus noob build but in no way could a decent player lose to a turret engi mindlessly spamming everything at his disposal and turns fighting a skilled turret engineer into a meaningful fight that requires both players to use a certain amount of intelligence, an engineer would be able to use turrets more effectively in situations they previously couldn’t from the changes to both the overcharges and my idea for the fortified turrets opening up much more options for variation.

…….there was more but i somehow managed to delete it and its getting late so ill just leave it at this and join what ever discussion this sparks up and talk more about my thoughts on it when i can

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Fixing turrets the proper way.

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Posted by: ukuni.8745

ukuni.8745

Hey, this turned into a much bigger post then i intended but i feel its needed and give me and give me a few mins befor you reply so i can post all it, anyway i presume everyones heard by now anets purposed changes to turrets to bring them inline with other builds?

Well they are really bad changes, its not fixing turrets at all its compleatly nerfing them and that’s a stupid decision, now i dont play turret engineer and i may never want to and i understand they are kittening annoying at this point in time but anet could atleast Fix turrets instead of nerfing them and that short rant aside the clear problem with turrets isnt how to kill them, its a bunker build you shouldn’t be killing it easily by yourself the problem is that its killing people without trying so with that in mind here is how you fix turret engineers without giving them the good old anet nerf bat (we all know how well that’s worked out before).

Now when i say “without trying” what i mean is a turret engineer dosent have to try to deal damage it just happens, so nerf turret damage some more or less depending on the turret but for the sake of this post lets say 50% and get down to numbers later, this in its self is a nerf to other aspects of the build and not just the damage, it loses pressure and without the pressure classes that currently cant beat them will be able to take down the turrets without worrying about turret damage and an engineer without a kit and wearing a tank amulet dosent really deal that great of damage now you might say well ukune whats the point of having turrets if they dont deal decent sustained damage and my answer is read what i have to say first.

So with greatly reduced damage its just a build that can hold out on a point for a long time and without pressure that jobs alot harder, with the damage reduced that much you might not even need to worry about the turrets at all and can easily focus the engineer which im sure alot of people would love but bringing us back to the “without trying”thing if we are going to remove some of that damage its only fair that we give it something that you need tothink about in order to make it work, and for this we need a rework to the overcharges on turrets and changes to certain traits to make them more meaningful to use and give the turret build a much more active play style to bring it into line with other builds.

A rework with the turret over charges is where things (in my mind) get fun, how about for rocket turret instead of firing a homing rocket that deals a bit more damage then normal that also knocks down a foe and remember with greatly reduced damage on the basic attack in mind we change it to a highly telegraphed heat seeking nuke that deals a decent amount of damage (maybe 3-4ishk) and follows you to the ends of the earth and dosent knock you down but since it is so telegraphed an engineer has to set the shot up to ensure it hits and remember with reduced damage across all the turrets basic attack your less likely to waste dodges or other defensive skills trying to survive making it that much harder for a turret engineer to set up a high damage skill, the other side to this is what an engineer has to do to make it land, like baiting dodges and stunbreaks, or setting it up with an over charged shot and since it will be highly telegraphed and launched at the rocket turret launch interval he has to think a bit more to ensure it hits other wise its just back to small extra damage every few seconds.

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Supply Crate !!!???

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Posted by: ukuni.8745

ukuni.8745

with the stability changes and knock back turrets the crate will have an even bigger impact on a team fight since itll get insta nuked from cleave and conditions making it an aoe CC wreaking ball when you drop it on a team fight so im okay with this

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Build Diversity: What are your crutches?

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Posted by: ukuni.8745

ukuni.8745

Engi is: Incendiary Powder

Arguments can be made for Grenadier, Healing Turret, Supply Crate, Speedy Kits, Backpack Regenerator

Literally every build except Turrets is comprised of max points in Explosives, with the rest dumped into Alchemy and Tools, with maybe 2 points in firearms. The allocations change little as well as the traits themselves. You change Engi builds buy primarily swapping the weapons, amulet, and runes. That’s it.

i like to run builds that max out inventions and firearms, it beats people purely because they have never ever seen this befor and assume i must be playing a different class.

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Wup Wup!

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Posted by: ukuni.8745

ukuni.8745

full celestial ascended on an engineer in WvW isnt worth it, at minimum id take the trinkets and weapon but going complete to me atleast felt like it was neither the best at tanking or damage as far as WvW builds go and i think its simply because of your ability to effect your stats much more drastically then in spvp, so id recomend not getting it for your engineer in WvW, not to say full cele aint great but for me it just dosent feel like its optimal in wvw

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[Video] SD PvP Zerk Engineer Montage/Build!

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Posted by: ukuni.8745

ukuni.8745

how beautifully does SD deal with cele builds. also nice video but i think that given alot of the fights you were in you should take bunker down over power wrench, yes i understand that the defensive/utility argument but you can drop so many of those mines in a fight its redic and the damage is impressive.

Bunker down…? I haven’t ever seen it been used in any of my matches. Are you sure? I just tested it and the extra damage it can do is pretty good but losing a 3 sec block on a 16 sec CD and everything else from toolkit seems like too much of a loss to me :/

Any other changes you would make though?

yea you will be hard pressed to see a full 26006 full glass engineers with it, i feel like the only one at times, but in your video i noticed you were fighting on point alot which personally i try not to do i prefer to +1 fights and end them extremely fast but in your situation getting a few autos off which will proc some land mines on to the point then baiting enemy’s threw them or alternatively pulling enemys into them would work hugely in your favor, i also noticed that you were moving threw the fight a fair bit and when you consider that you will be doing damage and dodging (dont forget dodge bombs will proc it) then the chances of you laying down a heap of mines in a small area people are fighting in will add heaps of pressure to on point fights, lets not also forget that there are something that cant help but to run into land mines like phantasms and minions and just about every single shout bow warrior in the game seriously they love them.

honestly your builds solid for solo play and there isnt really anything that should be changed for any reason other then personal preference , but atm i really wish my internet wasnt so bad atm because im preping a video when it finally gets fixed of full glass SD engineer using bunker down and gadgeteer and ive got a clip of a mesmer eating some damage, healing, moving slightly to the left and eating 10k damage in landmines/dodge bombs and 1 tk auto in a very very short amount of time, at the end of the day my only recommendation is to learn how to use bunker down with SD engi and you wont regret it.

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Help: SD Engi vs Thiefs

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Posted by: ukuni.8745

ukuni.8745

to easily deal with thieves what you want to do if you know one is nearby is put down your rifle turret and stand near it, if you think the thief is about to burst get next to it and wait, once they break stealth bamm knock them down and 1 shot them instead altearnativly put up your gear sheald and let them hit it that way you know they are close then quickly jump shot on the spot, there is a good chance you will hit them with both the take off and landing and assuming air/fire proc you should 1 shot them or hurt them so bad a quick surprise shot/analyze should finish them

also for runes i recommend getting a set of the new defender runes and taking med kit, they dont cost to much to craft and the benefits from them in a SD roamer build are amazing and incase you havnt seen them befor the stats are healing (yea it sucks) gain 1 sec regen when you block an attack, gain agies when you heal on a 10 sec cd (absolutly amazing for a zerker engineer useing med kit since you can use it at any time whenever to block an attack) and the best part heal when you block an attack 30 sec cd (the heal is around 3500 which is also amazing) add this rune with the GM tools trait armour mods and youve got so much block that thiefs wont touch you ever again.

personally after getting my hands on those defender runes i droped utility goggles completely for elixir S since all the blocks and heals you can actually run a pritty tanky full zerker build also just my personal preference take bunker down over invigorating speed for me its such an amazing trait for SD builds and i feel like its highly over looked either traits are great but i allways found the extra damage they can pump out is amazing.

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Medic Healing bombs could use a buff

in Engineer

Posted by: ukuni.8745

ukuni.8745

http://gw2skills.net/editor/?fdAQFAUlUUpWrlcxPLseNiaBF6bsxAI6Qmlk8pIA-TJRHwAFeAAAuAAk2f4YZAA

take this build, push far solo decap/kill enemys, unkillable 1v1 and once i actually won a 3v1 with it(the old we have 3 no need to try tactic wins again).

but this is very much a solo que build that can take huge advantage of uncoordinated players.

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[Video] SD PvP Zerk Engineer Montage/Build!

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Posted by: ukuni.8745

ukuni.8745

how beautifully does SD deal with cele builds. also nice video but i think that given alot of the fights you were in you should take bunker down over power wrench, yes i understand that the defensive/utility argument but you can drop so many of those mines in a fight its redic and the damage is impressive.

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Do Something About Turret Engis.

in PvP

Posted by: ukuni.8745

ukuni.8745

but dont you see, these are the flying turrets from the hot trailer, but seriously the kitten engis get your act together and stop abusing the system

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Shield/Superior Rune of the Defender

in Engineer

Posted by: ukuni.8745

ukuni.8745

I run them on my s/d troll build with armor mods.
together with the blind-spam I put out, it’s more survivability than one would expect from a glass-cannon.
it basically goes like this:
>get hit
>proc aegis
>block the next hit
>proc defender #6 + #2 (heal 4k + 2sec regen)
>proc defender #4 (aegis)
>block the next hit

the double-aegis is perfect to mess with most burst-rotas, and together with analyze from utility-googles + the blind immunity itself, this neat little combo is a natural thief-buster.

i picked a set up last week to give a try and also running it with SD and like kittening jesus its turned SD in to my favorite build to use now.

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Cant aim because of airplanes

in Guild Wars 2 Discussion

Posted by: ukuni.8745

ukuni.8745

now dont get me wrong i found this hilarious but i cant aim properly in combat because my guns hanging of the side of my wings and its making it alot harder to be able to figure out what angle i need to be on to be able to shoot at my opponent and so far has costed me dearly because apparently im not facing my opponent.

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Suggestion, Legendary finishers

in Guild Wars 2 Discussion

Posted by: ukuni.8745

ukuni.8745

i was thinking today while looking at the finishers wouldnt it be nice if there were some finishers that you didnt have to buy with gems or grind spvp for but still came with some sort of prestige, well what about finishers that are designed to match the legendary you have completed so for myself i have predator so when i stomp it i get an amazing laser/plasma fireworks show, or say for the bolt you get an epic lighting storm, meteorlogicus a comet smashes into there body, it wouldnt be easy to get but i think it would be a nice addition to the finishers and give us an option for finishers that arnt Spvp focused or up for sale for who ever has the gold/dollers.

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Can someone explain HGH?

in Engineer

Posted by: ukuni.8745

ukuni.8745

Arantheal,
who is recommending turret builds in this post?

ukuni:
>but it is a very very good build for starter engineers if your not keen on turrets.

im not overly great at putting my thoughts into words, i ment it more in the context of what the op wanted which was to be that trolly guy that annoys a few people which ive obviously typed out in the wrong context.

but yea if your new dont join the turret engi cancer, its a low skill build thats only good for easily beating on groups of unskilled opponents and wont assist with becoming a better player

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Poll: Unlimited Transmutation Stone

in Guild Wars 2 Discussion

Posted by: ukuni.8745

ukuni.8745

id play 4k gems for this

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Can someone explain HGH?

in Engineer

Posted by: ukuni.8745

ukuni.8745

HGH is the name of the trait in alchemy that gives 2 might for each elixir you use and 1 might for each tossed elixir you use, the name of the HGH build is obviously based off of that trait, for the actual build its self generally its 6 points in alchemy taking the fast-acting elixirs/cleaning formula 409/ HGH and 3 elixirs which is normally elixir H (your heal) Elixir B (for the handy boons) and elixir S for a stun breaker and 1 kit and an amulet corosponding with whatever type of damage you want to deal the most pain with generally its either Rabid for condi, berserker for big numbers or celestial to make best use of the amount of might stacks you can get, in spvp you wont be able to take on 2-3 people solo with this build but you are quite strong in 1v1s and make a pritty good impact on a fight when you join one, traditionally in spvp the build is 60062/62060 and uses grenades, personally i dont think the standard HGH build is good enough anymore to be used in spvp but it is a very very good build for starter engineers if your not keen on turrets.

if i were to recommend a particular build this would be it.
http://gw2skills.net/editor/?fdAQJAqalcTp6q1XxELseNCbBNqxI6jEln85DEgkC-TJxHwADeAAa2fAwJAoYZAA
its easy to use and effective .

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Vee Wee's PvP Flamethrower Build!

in Engineer

Posted by: ukuni.8745

ukuni.8745

i was also recently trying to make flamer work and it ended up as fun a whole lotta fun, might i recommend on your build that uses juggernaught you swap out rifle mods for bunker down, since flamer can crit so often you can keep five mines down at once which acts as an amazing deterrent for anything that is melee burst, and you can pull enemy’s into said mines if you get the chance to, they can also spawn more mines from people running over the mines and fire and air can also proc on the mines which in one really rare case i had a thief jump on me and ate 4 mines one of which crit and proced fire/air and downed him since he wasnt full hp at the time which even though rare fully adds to the fun factor of this build.

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In game VOIP/VoiceChat a good idea?

in PvP

Posted by: ukuni.8745

ukuni.8745

considering there is allways atleast one guy raging in some way its not something id like to have to put up with.

edit, yea i could potentially disable it but at what point does ones involvement in a team hinder or help just by risking an inevitable onsluaght of abuse that will come with a in game voip, essentially people will expect you to use it and if you dont they rage if you do you better be an amazing player.

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(edited by ukuni.8745)

Ranger firing from stealth and NOT revealed

in PvP

Posted by: ukuni.8745

ukuni.8745

can back up op’s story happened to me a day ago was fighting a thief and started dieing real fast, i was waiting for the stealth to break so i could insta pop him (SD zerker engineers can melt thiefs incredibly quick when they break stealth) and he never broke stealth, at the time i was fully confused as to what just happened but luckily i was filming at the time and went back to watch, for a good 2 seconds you see all the hit animations appearing on me as well as the damage but the thief is never revealed well not until a while later, i assumed it was my current not so great internet but since apparently Ithilwen had the same problem its most likely either a great new bug introduced from all this HOT stuff going on or someones found a fancy new hack.

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will the current reve be the same

in Guild Wars 2: Heart of Thorns

Posted by: ukuni.8745

ukuni.8745

question to the devs, will reve have these same traits/skills when hot releases? im assuming thats its fancyed up because its a demo but just from what ive seen in the skills and traits i can allready come up with some redic builds, now unless there are going to be some major changes across the board then i cant really talk but given what i currently know about the game its way over the top imo, so if its at all possible can you give me some kind of peace of mind here.

on a seprate note, looks great so far and had a fair bit of fun in the Beta demo keep it up.

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The entire meta is built around theif

in PvP

Posted by: ukuni.8745

ukuni.8745

honestly the only reason thief is in the state it is is because of its mobility, whats the point of having another zerker class if i cant move around quickly enough, i can guarantee my zerker engineer will do more damage and have a bigger impact on a fight then a thief but then again im not at far point yet decapping it and by the time i got there i didn’t get that burst on the enemy in mid and rotated out to help home or what ever else that needs doing.

Also the engi zerk dies about 1000 times easier.

when an enemy team focuses an engineer he cant teleport out of the fight, once again mobility, other then that its pritty effective at surviving assuming you know what your doing.

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The entire meta is built around theif

in PvP

Posted by: ukuni.8745

ukuni.8745

honestly the only reason thief is in the state it is is because of its mobility, whats the point of having another zerker class if i cant move around quickly enough, i can guarantee my zerker engineer will do more damage and have a bigger impact on a fight then a thief but then again im not at far point yet decapping it and by the time i got there i didn’t get that burst on the enemy in mid and rotated out to help home or what ever else that needs doing.

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How to defeat power ranger

in Engineer

Posted by: ukuni.8745

ukuni.8745

can you elaborate on the zerker rifle build your using, i myself use zerker engi alot so i should be able to help you out once you let me know what your using

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What Stab has done to GvG/fight guilds

in WvW

Posted by: ukuni.8745

ukuni.8745

im just saying, an organized group cant deal with stability changes but a pug zerg can?

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Engi Hammer look

in Engineer

Posted by: ukuni.8745

ukuni.8745

Definitely Phoenix Hammer Skin. Only one I ever bought.

did you get it befor the price spike? it hasnt spiked very much yet but i imagine that there is going to be some huge spikes in rarer hammer skins when hot hits.

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