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Jerus.4350

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Everything posted by Jerus.4350

  1. Protection is nearly full uptime from Shortbow meaning you have plenty of flexibility with F2. Leaving it off cooldown would be bad, but there is plenty of flex space so you can time the stab/aegis. Of course I agree some more stab would be great, I really wish we could get toolbelt skills back when the mech is recalled so we could use things like Toss Elixir B and Toss Elixir R (we have no rez ability now that shotgun bandages got nerfed to the ground). As far as Condi removal, the additional healing and condi removal from SB overlaps quite well with Elixir Gun meaning we don't necessarily need it, freeing up a utility slot for more mechanics based picks (CC, Blocks, Traited Turrets for Reflect etc). When it comes to the CC, by faster I mean SB5 + combo is a large CC (especially with Para sigil) and is good on fast CC breaks where with Mace/Shield you might still be sitting on mace3 or the mace2 combo and your shield 5 may still be on it's return trip. More potential CC doesn't always mean you actually get to apply it. SB is nice in that regard because it's a good punch in two quick casts with a modifiable effect. I've actually been running Tools instead of Alchemy more than I probably should (fun change of pace) and with double Throw Mine + Combo'd SB5 you can do some nasty CC very fast, toss on PBR and Power Wrenched Elite Elixir/Supply Crate and you have more than enough potential (still not hChrono/Druid levels I don't think). .
  2. Now that regen/vigor is sorted with the medkit5 changes and automated medical response, shortbow is pretty solid. Still think the cooldowns could use some looking at but at this point the only thing mace/shield has on it is more cc potential. But, SB has faster CC. Mace imo needs more work than SB at this point, it’s too multifunctional and doesn’t really excel in any area. Would love to see it shifted towards more condi since we lack diversity there, and mace3 is pretty meh without mechs additional CC.
  3. Engi is about to join the broken dps specs with the upcoming ECSU changes which will also boost kitless holo Engi and that might even be better than the version with grenade kit. Not having a weapon swap isn’t holding us back and introducing it to Engi would likely require rebalancing the entire profession to deal with that major change. My vote would be to never make this change. Engi has been designed and balanced around kits and a single weapon and I don’t think that should change 10+ years into the game.
  4. Expect the worst, hope for the best is all we can do.
  5. We’ll see, I faintly remember seeing a post talking about adding “on heal” functionality to the f1 but I’ve been unable to find it again. Really hope they don’t overlook that detail for a change that seems specifically done to fix that gap.
  6. You have nearly 100% uptime with detonated skill4 + alacrity. Add on Crisis Zone or the Scrapper trait and you’re overcapping pretty easily. Next patch is going to change one of the competing inventions traits into regen on heal toolbelt and given SB has no regen that’s probably going to be the pick for SB (don’t need it on Scrapper due to Elixir Gun toolbelt but probably will on Mech unless medkit5 buff becomes full uptime).
  7. That's kind of becoming the thing with skills lately. So many pieces that you prioritize different parts based on the situation. Sometimes Superspeed is worth it, like say Primordus on HT where you probably don't need the blast for anything nor the CC but running out of that chomp faster sure is nice.
  8. Well said Farwind, don’t really have much to add. SB has been fun to play around with but needs a few little tweaks to feel right. Would love something fun on the auto like every 4 autos it sparks a detonate so you can close loops if you take the time to chain autos. Or anything else that’s interesting.
  9. But where am I going to put my bloodlust stacking weapon?
  10. The skills are supposed to be canisters of other professions magic that we unleash. So 2 is scourge, 3 is Specter, 4 is guardian, 5 is Mesmer. As for the dark field, it’s the one field Engi didn’t have access to, so this completes things (I’m a bit annoyed we lost the ethereal field on sb5, streamlined kits is a pain to use). That said I agree that the might and prot being swapped would make more sense to me, but that would also make always getting the bonus prot potentially harder depending on how it’s done (fastest recharge, might not have another detonate available for the extra prot).
  11. I’d love to see Turrets get the “rocket punch” treatment. Place turrets and then they fire based off triggers that you do. Rifle turret and flame turret fires every weapon 2 skill. Net turret on 3s. Thumper on 4s. And rocket on 5s. Other options could work as well but this removes the automation which I think is the big issue that needs to be addressed with any rework.
  12. Power core can hit 40k, and it’s a lot of fun to play, but even that only takes nade/mortar 😅
  13. I mean, I’d love that but really it’s just the 8s that are tough to work with outside of when you can link p2-b2. 6s/12s/20s/24s all usually have something to match up with. Blast gyro at 15s is another odd one but whatever I’ll take it.
  14. I’d love to see SB 2 back down to 6s. 8s just doesnt line up well. If I hit it with SB4, I can use SB2 again off cooldown, and then have to sit on it for a few seconds before SB4 is back up. At 6s I’d use it twice between SB4 and it’ll be almost perfect timing to combo with SB4 again off cooldown. Would feel better to me, but can’t really argue a need.
  15. Y’all know that next month kitless ECSU holo is probably going to be the best dps build we have, right? Kits aren’t a problem. Most could use some buffs because they just fail to be worthwhile. We do still need some condi alternatives because rocket boots and flame turret are pitiful compared to kits in that regard but the throw mine updates have helped a lot on power and exceed buffs coming will go even further. I don’t want kits to go though, that’s why I play this class. I love the idea of alternative options but that’s what it should be, alternatives. I want kits and extra buttons to be better so you can strive to do more, but also some easier options to fall back on. I feel like we have that with engineer as a whole though, just some things that could still use some more work (TRV holo!).
  16. Yeah, we're not talking Hammer Guard levels of Autoing, it's just that the framework of how ECSU Holo was played you were spending more time autoing outside forge than anything else, and doing anything else was likely a DPS loss because of how good sw2 is above 100 heat. This change should allow more freedom to skip an auto chain in favor of other skills (like all the newly buffed ones) without missing that third sw2 above 100 heat.
  17. For PVE, the autoing is how it was playing out. Getting 3 sword2’s above 100heat was key and to do that you’d need 2 auto chains between them leaving very little time for any other skills otherwise that third sw2 would be below 100 heat losing the extra blades and a good chunk of damage. These changes should make room for sliding in some other skills and still getting the third sw2 in. The PVP nerf I have no comment on, but for PVE this change should be a good thing.
  18. I miss the shotgun bandages as well. And, it was the only thing heal Mech could do to downed allies since our revive elixir is a toolbelt skill!
  19. Where are the blooper tracks when the enemies decide to ignore your mech and instead chase you? 😅 Overall the changes sound promising. I agree with many here that I don’t think Engi needed another support weapon, but we don’t make the game, we just play it. Should be a nice addition to ranged healmech and as an alternative for hScrapper in PVE. For WVW the changes make it sound like it could actually be viable instead of too delayed to be effective like it was in the beta. We’ll see how it works once it lands.
  20. Exactly, that first linked build is going to be like 30kdps or less, losing 10k Dps to stack barrier/boons isn’t anything too exciting. Could help out struggling healers. Personally I like cele condi quick scrapper with karakosa and prot trait for that though, but that’s less stab and healing instead of barrier.
  21. Just wanted to highlight that Mechanical Genius is bugged and still not giving the leeway it should (icon is still there but get the long cooldown anyways). also another option for the “on heal” is to make medkit 4 the “heal” skill on mech with medkit. It’s essentially that anyways. 100% mech needs some more prot somewhere if they want shortbow to be an option.
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