It still takes way too damn long, but it does provide a lot of damage.
I find that mobs like the risen, who constantly try to run behind you (stupidest idea ever for this game btw) make me want to delete the character completely. I have to just run away tossing grenades on my feet to kill them efficiently.
Lets see, Condition Damage scales quite badly. It doesnt scale with power, precision or +%critdamage. And then your basic attack is also just bad, Explosive Shot.
At lv80, with Exotic pistol it non-crits for less then 300dmg and ticks twice with a bleed for 80dmg per tick. Less then 500dmg. But even if it crit, its still sub 500dmg with two ticks of Bleeding for 80dmg. Still less then 700dmg.
I can whip out my Rifle, and frequently do, and even in my precision/condition gear i can spark upto 900crits on Hipshot. And i dont need a trait to shoot through multiple enemies.
I am not including traits that proc more bleeds/burning because they apply to the Rifle just as much. And the rest of Pistol abilities arent all that much better sadly.
Demonstrates that pistol/pistol isnt exactly an ideal damage weapon. The Poison Dart Volley misses easily unless you are really close to your target, or your target is the size of a barn. Ive tried it, at the 900 range its suppose to work at, its not uncommong to miss as much as 3 out of 5, even 4 out of 5 hits. Wow, a cooldowned ability that just did 500crit + 2sec of poison. Yah, viable.
Static Shot isnt a big hitter either, but its real strength lies in the confusion. Which can either happen a lot of the target is active or not at all. Huge gap between when it works well and when it does nothing. Nice for tagging multiple mobs, and most importantly the blind.
Blowtorch is the best hitter, strong burning DoT and a decent application hit. Provided you are a) in the enemies face and b) it doesnt miss due to some inexplicit reason.
So if you want to get better damage, my tip to you. Get a Rifle and roll with that, Blunderbuss can hit quite hard but also bugs out with misses sometimes. Jumpshot, take off and landing, pretty decent hit. Ive gotten 4k with that in cond. gear.
Really insist on sticking with pistol/pistol, then go for condition damage and forget the idea that its a ranged weapon. Your damage is much better if you are close to your target. So poison dart can hit 5x and do pretty decent damage, and blowtoch deals more damage and gets 3x more burning stacking.
Also, yes, you need to be close to the boss when using the pistols, this is even more important if you choose to use rocket boots + exilir gun. But really fighting from a closer distance is not at all bad in this game for most fights, just deal with it.
Your assessment of how rifle is better has yet to be calculated/ shown somehow (no saying it can "crit for over 900" is not enough), and this is specially different when you consider the use of the other weapons that may or may not provide the group with utilities. The pistol auto attack part is irrelevant, it does good AE damage and if you have 1 secondary kit, you can use the auto attack from that kit instead.
---------- Post added 2012-09-14 at 10:18 PM ----------
im going full grenade build. is this ok? should i go for power? im level 8 only though. got 80 asura warrior already and wanted to try some grenades!!
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I am trying to see how the Engineer works... I am but level 8, but already I can see I need to learn to play with more keys.
Do you guys switch often between weapon kits, healing kits, and utility belt? Seams to me that it requires alot of effort.
Should Engineers actually be using turrets in solo PvE play or does that just slow things down? My lil Engineer has been using them because his damage is so bad and he needs the help, but they seem cumbersome and a chore to keep putting down and picking up.
I also confess that I don't like the Flamethrower kit (range seems too short and I have to stand too much and eat hits) and one of the other kits (bomb? Grenade? Not sure) required a ground target for just about everything which I hate.
Yes, the flamethrower kit requires you to be close but I believe it does the most damage out of anything we have (except grenade barrage 'F' ability from grenade kit).
Grenade kit is what you're thinking of that requires ground target.
Personally as I've stated, I run power/healing/toughness/condition damage and run with rifle, healing pack, grenade kit, flamethrower kit and elixer gun kit. You have 2 knockbacks (flamethrower and rifle), 2 blinds (grenade and flamethrower), an incapacitate (rifle net), a slow (grenade frost bomb), 2 AoE condition removal (Elixer gun 5 and 3), big damage from grenades/flamethrower for close aoe and ranged aoe, heal on elixer gun F ability, buff on medkit F ability. Just learn to rotate through things depending on the situation and you are an important aspect to single or group play. With a mob that isn't immune to CCs like a champion DE you can kite the mob forever and never be hit by rotating through your slows and blinds while still doing decent damage.
When it comes to dealing with multiple mobs I reckon I'd be pretty screwed without Thumper. It takes jack-all damage (or it has a ton of health) and a huge knockback, I've almost never seen a Thumper die from mob hits.
I still kinda wish turrets were the profession mechanic bar, but then there wouldn't be useful toolbelt skills. :<
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I haven't used one turret yet that didn't come from Supply Crates.
See my elixir gun build for example) but in PvE I often do not switch out of my kit a lot because that just makes me lose DPS as the utility skills aren't as necessary there. Which has pretty much rang true for every build I've used thus far where I focus on one kit and one kit only.
It's quite funny, because using the Grenade Kit underwater actually makes it way better because underwater all the abilities are an automatic lock-on and not skillshots.
Was disappointed to learn that setting up a rifle turret isn't even as much added damage as throwing a one stack apply-and-forget burn on a target. They're basically there for one-hit-temp-tanks. Not to mention the stupidly long CDs on them. I mean come on, one or the other here. Respectable damage that can actually be used in a DPS CD-fashion or low, drop before every pull fashion.
Needless to say, I was a little upset knowing that my engineer was playing more like a saboteur or a carbomber than an actual engineer who.. you know.. builds things.
FC: Luko 2552-2258-4541Safari: Fighting- Mankey, Pancham, Riolu
Then again, they still have yet to fix pretty much all the issues kits have (Statistics from main weapons not carrying over, auto-attacking not saving etc) since BWE1. :'(
Turrets need to be buffed a lot or put on a smaller cd.
At the moment, I'm 80 and I'm grenade + elixir build (elixirs that buff the grenades) and 10 points in rifle for the weakness thing on crit.
It's probably by far the strongest setup at the moment for engineers in pve.
I really want to be rifle + turrets, but it does not seem overly viable at the moment.
Most of the time, I run around with a full turret build, but outside of defense events, you'll never actually see them all out at the same time. The CDs on them are silly. Some fights take 10-15 seconds or less, why use a turret here with the current set up? However, if you could just retrieve the turret, have it's CD completely reset and have it ready for the next pull, it'd be a hell of a lot more fun.
If they were buffed, it wouldn't force anyone to use them. That's silly, especially in this game. That's like saying all warriors should use a greatsword or they're doing it wrong. High, or even most damage doesn't make something the only option. It just makes it AN option so you don't feel like you're wasting other people's time in a dungeon.
Opinions being opinions, really.
FC: Luko 2552-2258-4541Safari: Fighting- Mankey, Pancham, Riolu
I don't see how making turrets actually decent would have them forced upon you. Currently they are not good, at all. They get 1 shotted by anything in dungeons/big events, which is a problem even more so considering they seem to get insane aggro immediatly half the time. Their damage is not that good and they are on really long cooldowns, which dont actually restart untill after they are destroyed, not when you put them down.
Ritualists faced similar issues in gw1 with spirits, untill about 2-3 years later when arenanet got off their asses and gave us a pve only skill to move them to our position and heal them, as long as they were still within a specific range. Also spirits cooldowns started when placed, not when destroyed.
So basically combine issue of Shaman totems (unmovable) on top of the issue of Hunter/Warlock pets getting destroyed in PvE, and you get....Engineer turrets! Except turrets die even faster and have a a vastly smaller attack radius.