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Alec B.8905

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  1. OK so I am several fights deep, small group, zerg, 1v1. I have tried cele power mix, full cele, marauder zerk and I am on holosmith. I play wvw exclusively in this game mainly roaming. This weapon is a nightmare with how unreliable it's ability is to hit anything including yourself. I will do my best to just focus on the weapon and not compare it to existing weapons. In the middle of battle I have to slow myself down so I can get the aoe effect of the abilities if I want to cast them on myself. I need something to catch people with the abilities The arrows feel impossible to hit a moving target including your own group if you are supporting or attacking another player (by the time they activate you are already gone from them) it takes too long for the arrow to hit the ground then activate the aoe is so tiny you are able to walk out of most of the damage before the well can activate or the buffs SPEAKING of damage, it's got none even on full berserker this is hitting for nothing. it just needs more umf or reward the dps by chaining more arrows I would also like to say that for abilities that require chaining these cooldowns are crazy weird to try to plan proper chaining in the heat of battle I need these wells to last longer so I can play around the chaining ability and not only that they are just so short to do any of the effects I need a range increase to compensate for movement, by the time they can be detonated I can walk forwards and am already touching the arrow well, how am I supposed to hurt a moving enemy target? I think the wells need to be instant casts without the tiny delay when they hit the ground They should just swap this to longbow so we can have adequate range to use this weapon. I do think this weapon can be fun if we just get some compensating changes to make the weapon have more umf. engi never wanted a full support weapon.
  2. also they didn't put it on the notes but they are removing aim assisted rockets from the mech. After looking at the patch and having thousands of hours on engi I would say that this patch destroys scrapper roaming/small-scale viability. Not to mention the changes that they did still are not going to effect the firebrand scrapper meta. No other class can give mass superspeed to the same level along with group stealth like scrapper so unless they give other classes that scrapper still won't go anywhere unless they just completely remove condi cleanse from the class (please do not).
  3. Yeah I don't understand the gyros are now wells change. function gyro is a casted gyro why not make the gyros that they intend to be caused a casted gyro and ones not intended stay on the player? like the sneak gyro is actually horrible now, if i cast it down it will only pulse stealth and leave me with 3 seconds of stealth to work with AFTER SITTING IN THE STEALTH FIELD TANKING DAMAGE! this elite skill no longer feels elite. Bulwark gyro now will have some funky interaction with pulsing barrier on yourself only while sitting in the gyro! Not to mention the bubble is just a huge nerf, i'd take less uptime than only getting it in a small area and not move with me. heal gyro will only give heals while sitting in the area... I have all this super speed now I am forced to sit in my wells to get their benefits? like WHAT?! I really think anet is doing the wrong thing here with the gyros, I get that they are trying to pull it down from the zerg scene but this is too much to the point that it's no longer small scale/roaming viable
  4. Every class has some serious cheese, it's not just engi. (mechanist engi you used the video from) There are so many cheese builds that will counter or hard counter it's not just engi. i mean look at cele harb, 1 shot condi virtuoso, deadeye, DH test of faith trueshot, FA ele (but not really because it's hard to master), Currently i am seeing some serious bladesworn builds that are spicy, reaper is big ouch, ranger longbow, revenant mega burst if you are playing anything squishy. it's not just engi. don't fall for the flavor of the month anger post.
  5. Bruh, I am showing off the changes, this is not clout. some of us just wanted to show some cool things.
  6. I am in love with the new way to mess around with rifle. It's got it's flaws but still really solid and the most fun I've had on mechanist! Hope you enjoy the video!
  7. This has plagued the game for ages, THANK YOU ANET SO MUCH for the stealth nerfs. non thieves thank you. we will still have to see how the new setup works but currently i am thrilled to see most of the free stealth removed!
  8. yeah I meant it as in wvw you don't hold points like you do in pvp so the strength it holds in pvp doesn't translate to wvw where you actually have to kill someone not contest a point.
  9. For those interested in seeing some mechanist roaming gameplay. I have mad a fun montage showing off mechanist. Now mind you that I tried a plethora of builds and just generally overall I found that I lose a majority of fights playing this class in wvw. This goes to show that just because the class is overperforming in one section of the game(pvp) doesn't mean it translates to another. AKA you can't just point hold you have to kill things.
  10. I'd take it 100% I've been playing engi piano for years it would not phase me one bit.
  11. is this a serious topic, this isn't a class specific thing this is just general play. everyone has their rough days and everyone has an attitude they play with. this doesn't seem responsible to put this on the profession specific forum.
  12. I see where OP is coming from. Too many utility skills on engineer are reliant of their toolbelt counter part and without it the engineer is left with a very limited selection of utility skills to choose from. I myself play reside in the WvW game mode and within that all I do is roam whenever I am in the game. Mechanist has just created this weird class that feels so shackling into choosing certain builds and nearly impossible to generate creative builds as the traits don't really allow for the engi to really do anything. It just feels that the problems this class creates outweighs the enjoyment of it. Pretty much I believe that the mechanist does not bring enough to the table outside of raw damage to substitute for the utility of the toolbelt. We basically loose huge build potential this way and gain honestly nothing in return
  13. it is literally removed when golem isn't activated
  14. All of your f abilities -incendiary ammo -elixir gun stun break -throw elixirs (which is half the reason to run elixirs) -med kit heal - turret fields -GRENADE BARRAGE -all of the gadget f1's which are the only reasons to use them -all of your elite skill f1 these are huge for engi play
  15. Soulbeast has the option to use base pet skills and their merge skills. that makes no sense why they shouldn't get toolbelt skills when not using the golem. so many traits and skills lose synergy without the toolbelt skills and entire trait lines get killed because of no toolbelt and multiple kits lose core parts of them without the toolbelt. I would like to see the toolbelt at least there when not using the mech. Everything else seems fair and fun but I need that toolbelt.
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