4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Flametrhower
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Engineers have plenty of access to burning. The toolbelt ability on flamethrower is already a burn aswell.
What Napalm by design was, was an area denial. Punish enemies for walking through the fire field. Ofcourse the single tick of burning, negated completely if the target had any amount of -condition duration, never really warded anyone. The tiny amount of damage that no procs doesnt change this.
Personally i wouldve liked it if Napalm inflicted cripple. Now it would actually give cause not to go through the field, and can be used by the Engineer also a means to catch up to people trying to escape, by napalming their exit route.
Way back when, napalm use to blind target running through it as well, this was when the set had a pull as well as a push.
We dont need more burning. Only thing what FT needs is some solution for retaliation.
Tekkit’s Workshop
Yeah maybe something like deadly mixture removes retaliation whenever smoke vent is used. Or flame jet or skill #2 or something. 10 sec icd on deadly mixture.
If any dev is reading this dont get me wrong I love the recent ft buff but something still feels off when you take as much as you give
Well what about if napalm did a 10 second burning duration (burning increase FT damage by 10% btway)? stacking to with its pathetic base damage? I mean FT is so good right now i can afford specing into it instead of bombs for perma 25 might and massive damage. Go toss a magma ball in pvp for high KO ratio etc I just love using it XD.
BURN BABY BURN…. DISCO INFERNOOOOOO (charr enginer style means BBQ)
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
I’ve never understood the 30 second recharge on this skill. For what it provides, it seems a bit excessive. I mean, in PvE you can coax mobs to sit in it and thus keep them burning for the full 10 seconds, but in any PvP or more mobile PvE encounters, it’s not going to be worth any damage at all.
The main benefit you get from using it in the later formats is the long duration fire combo field. Now you can use flame blast in it for a blast finisher, but it’s also handy to combo it with rifle. You can try to immobilize them in the fire for a bit, and use jump shot through it to gain fire aura. Tool kit also works well because the throw wrench ability is a guaranteed projectile that can hit twice for decent burning.
Lowering it to 25 or 20 seconds would make it better at providing it’s utility more frequently without altering the inherent power of the ability. That way, you could have the fire field to combo with more frequently. If you’re not comboing with the field, it’s pretty much a waste of a skill.
The only other thing I can think to add to it is the application of an additional condition, like applying 1 second of cripple as well as burning so you can use it to control enemy movement.
Yeah i would much rather have this skill lay a field in a circle around the caster.