6/25 Patch notes~

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Patch is now in and leaked notes were right on spot:

Engineer:
Jump Shot: Increased the radius of the second attack from 120 units to 240 units.
Jump Shot: Decreased the aftercast on this skill so that other skills can chain off of it more easily.
Jump Shot: Cleaned up the movement on this skill so that it will more accurately move to the target location.
Tool Kit: Smack and Whack now each apply 2 stacks of vulnerability instead of 1 stack.
Rocket Boots: This trait now shoots the player forward and doesn’t inhibit the player. Reduced the cooldown to 20 seconds. This trait is no longer a stun breaker.
Rumble: This ability now breaks stuns. Added 1 second of stability.
Static Shield: The Static Shield buff is now removed if the player cancels this skill. The buff is no longer removed when the player blocks a melee attack. The stun duration has been reduced from 2 seconds to 1 second.
Throw Shield: Projectiles from this skill no longer passes through walls.
Blowtorch: Reduced the aftercast from .65 seconds to .4 seconds.
Fixed an issue that allowed engineers to execute back-to-back heals by using the underwater transition.
Elixir X: Reduced the cooldown to 105 seconds.
Elixir U: Reduced the cooldown to 50 seconds.
Launch Ice Mortar: Reduced the cooldown to 20 seconds.
Launch Personal Battering Ram: Reduced the recharge to 15 seconds.
Personal Battering Ram: Reduced the recharge to 25 seconds.
Analyze: Reduced the recharge to 30 seconds.
Throw Napalm: Increased the burn duration to 5 seconds.
Harpoon (Harpoon Turret—Tool Belt): Decreased the cooldown to 10 seconds. Increased the damage by 25%.
Surprise Shot (Rifle Turret—Tool Belt): Increased the damage by 33%.
Rocket (Rocket Turret—Tool Belt): Decreased the cooldown to 30 seconds.
Elixir U: This ability now functions correctly with Potent Elixirs.
Elixir R: This skill is no longer a stun breaker. Decreased the cooldown to 30 seconds.
Super Speed: This skill now breaks stuns.
Slick Shoes: The effect for this skill now actually displays.
Grenade Kit: This kit no longer destroys itself 6 minutes after being equipped.
Net Turret: Fixed an issue where spamming Net Turret would allow it to fire the electrified net three times in a row.
Alchemy
Acidic Coating: This trait now applies blind instead of poison to the target for 3 seconds, on a 10-second recharge.
Backpack Regenerator: This trait has been reworded so that it doesn’t imply that it adds the regeneration boon. This now scales with healing power from 125 to 192 (1500 healing power).
Explosives
Acidic Elixirs: This trait now removes a boon when they land, in addition to dealing damage.
Autodefense Bomb Dispenser: The internal cooldown of this trait has been reduced to 30 seconds.
Firearms
Knee Shot: This trait has been merged with Sitting Duck.
Sitting Duck: Inflicting immobilize on an enemy also cripples them for 5 seconds and applies 5 stacks of vulnerability for 8 seconds. This effect can only occur once every 5 seconds.
Fireforged Trigger: This trait has been moved to the Adept tier.
Juggernaut: This trait has been moved to the Master tier.
Coated Bullets: This trait has been moved to the Master tier.
Napalm Specialist: This trait has been moved to the Grandmaster tier. The duration of burns that the player applies has been increased by 33%.
New Grandmaster trait—Modified Ammunition: Damage is increased by 2% per condition on the target, when wielding a pistol or rifle.
Inventions
Stabilized Armor: Reduced the damage by 20% when the player is knocked down or stunned.
Elite Supplies: This trait now improves mortar range.
Tools
Always Prepared: This trait now only drops bandages when the engineer is downed (10-second cooldown). Damage while downed is increased by 25%.
Packaged Stimulants: This trait now improves the effectiveness of the thrown medkit by 25%.
Scope: Critical chance is increased by 10% when the distance to the target is greater than 600.
Leg Mods: The duration of crippled, chilled, and immobilized has been reduced by 33%.
Armor Mods: This trait will now grant aegis for 5 seconds when critically hit. This effect has a 25-second internal cooldown.
Inertial Converter: This trait now functions with the underwater versions of Toss Elixir B and Toss Elixir H.

I think this song sums up our day now
http://www.youtube.com/watch?v=WrwhfhncPfM

(edited by Penguin.5197)

6/25 Patch notes~

in Engineer

Posted by: Kilger.5490

Kilger.5490

F—- YA!!!!!!

The leaked notes were real!

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

6/25 Patch notes~

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

As expected the leaked notes were spot on. Atleast at first glance, everything seems to be there.

6/25 Patch notes~

in Engineer

Posted by: Billza.8361

Billza.8361

Rocket boots is now the greatest thing ever!

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Rocket boots is now the greatest thing ever!

To me that was the best thing out of this patch

6/25 Patch notes~

in Engineer

Posted by: Yobculture.5786

Yobculture.5786

Time to troll people with Rocket boots.

:D

Far Shiverpeaks

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Well, in the end they were correct indeed.

6/25 Patch notes~

in Engineer

Posted by: nakoda.4213

nakoda.4213

yep, sweet.

my ft just got bunkier.

so excited.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

yep, sweet.

my ft just got bunkier.

so excited.

See nakoda, sometimes you just gotta be optimistic lol

6/25 Patch notes~

in Engineer

Posted by: nakoda.4213

nakoda.4213

not at all.

why do you think a flamethrower is my weapon of choice?

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Mh, Acidic Coating description has got a typo. Blindess. Lol.

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Basically, the only nerf there seems to be the elixir R one. Annoying, but overall we are better now.

6/25 Patch notes~

in Engineer

Posted by: Hebee.8460

Hebee.8460

•Backpack Regenerator: This trait has been reworded so that it doesn’t imply that it adds the regeneration boon. This now scales with healing power from 125 to 192 (1500 healing power).

Interesting…

6/25 Patch notes~

in Engineer

Posted by: lunyboy.8672

lunyboy.8672

Rocket boots is now the greatest thing ever!

Yeah, except for the LACK OF A STUN BREAK.

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD

6/25 Patch notes~

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

That Static shield change is sexy. Stuns attackers who attack you while blocking, as well as being able to throw it after? Whoo boy.
And SD gets some better love. Though I shall miss Elixir R stunbreak. Oh well.

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Oh, right, didn’t notice they removed the stun break on rocket boots. Meh.

6/25 Patch notes~

in Engineer

Posted by: Mif.3471

Mif.3471

yep, sweet.

my ft just got bunkier.

so excited.

I fail to see how Juggernaut is a good thing. It suffers the same design issue as Grenadier, in that having traits specifically tailored to make a kit more viable only leads to kits being unviable without the trait.

And that’s the opposite of our “Class balance philosophy”:

The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

Requiring mandatory traits for a kit to be viable kills off multi-kit builds, limits versatility, and reduces build variety.

Tarnished Coast | Best cookies in all of Tyria

(edited by Mif.3471)

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Mh, they reworded Automated Response as: Condition Duration is reduced by 100% when health is below 25%.

6/25 Patch notes~

in Engineer

Posted by: athuria.2751

athuria.2751

Well my Mesmer’s in a sorry state, but my Engi actually got some really nice boosts this patch! And nothing nerfed for me, it’s incredible.

Any Engineers out there better at math than me wanna find out if Stabilize Armor stacks with the protection boon? Because that could be a really great trait with Protection Injection.

I’ll probably grab that new Legs Mod though.

Syrlya | Sylvari Mesmer
Arabelle Jones | Human Engineer
Stormbluff Isle

6/25 Patch notes~

in Engineer

Posted by: Luthan.5236

Luthan.5236

Anyone knows how much the max Mortar range is with trait now? Have not tried yet.

At least the Elixir R got a heavily reduced CD. If you only use it for stunbreaker you can just use one of the other stunbreaker skills. Of course a problem if you used a lot of Elixirs and traited them… but that problem will be the same for other classes where they spread the stunbreakers on different skill gropus. With lower CD it might still be of use… at 45 I don’t think anyone would have used it without the stunbreaker.

(edited by Luthan.5236)

6/25 Patch notes~

in Engineer

Posted by: Dedlaw.9130

Dedlaw.9130

Didn’t want to get my hopes up too soon

~does the happy dance~

Dedlaw – Fresh 80 Zerker Warrior
DODGE!!! – https://www.youtube.com/watch?v=kvS6zMThiZU

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Anyone knows how much the max Mortar range is with trait now? Have not tried yet.

1500..it only gets 100 from elite supplies but rifled turret barrels doesn’t increase its range anymore

6/25 Patch notes~

in Engineer

Posted by: Tobey.4836

Tobey.4836

The elixir r change hurts so much :-(

But try superspeed+rocketboots….. Nobody will catch you ^^

6/25 Patch notes~

in Engineer

Posted by: Luthan.5236

Luthan.5236

228134kittenhan.5236:

Anyone knows how much the max Mortar range is with trait now? Have not tried yet.

1500..it only gets 100 from elite supplies but rifled turret barrels doesn’t increase its range anymore

Okay. Thanks. Staying with the grenades then. Mortar still not useful enough when I can get tons more damage with grenades(and AoE) and still being able to move.

6/25 Patch notes~

in Engineer

Posted by: lunyboy.8672

lunyboy.8672

Basically, the only nerf there seems to be the elixir R one. Annoying, but overall we are better now.

Really?

Lets look at what we have to break stuns now: (new are marked with *)

Elixir S – After the nerf last patch, this is basically a self-daze, allowing you to do nothing but run around for 3 seconds, waiting to die.

Elixir U – The cool down has been reduced, and while helpful with the reflect wall in certain instances, this is nowhere near as useful for dungeon support in most cases. 3 seconds of +50% speed? great.

Rumble* – You have got to be kidding me. With that awesome 1 second of stability, this is hands down the most insulting buff I have seen thus far. Kitten turrets.

Super Speed* – from the slick shoes skill, which is gimmicky and mostly useless in dungeons, especially for bosses who have defiant. I run this when doing wisps in Swamp fractal, and that is all.

Utility Goggles – wow, just wow. On the upside, it has the shortest cool down. On the downside, it is useless except for a very specific set of circumstances where blind is a problem, and the tool belt skill is hilarious.

What stun breaks we lost:

Elixir R – the best tool belt utility in the game for support engineers. Period. Now the skill refills your endurance, which we have 2 good traits for, and that is all. You want the rez field? Bring this dog on your already too small utility bar.

Rocket boots – which sucked before, and now doesn’t break stuns.

So where does this leave us? Running static discharge, until it gets nerfed.

3 kit engineers get no stun breaks, no extra traits for gadgets, despite the buffs, and yet what do other professions get? It is raining buffs.

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Yep, i was discussing this in teamspeak just now (and i didn’t notice they removed the stun break fron rocket boots). Our stun breaks aren’t exactly what i would call awesome now.

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Yep, i was discussing this in teamspeak just now (and i didn’t notice they removed the stun break fron rocket boots). Our stun breaks aren’t exactly what i would call awesome now.

Its a little sad stun break from it is gone but rocket boots now allow engies greater mobility than what was possible before

6/25 Patch notes~

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

Modified Ammunition doesnt seem to apply to kits, only to Pistols and Rifle.

On another important note. Healing Mist (Elixirgun toolbelt) now states it breaks stun.

6/25 Patch notes~

in Engineer

Posted by: Apollo.7583

Apollo.7583

Rocket boots is the most exciting thing, buffs my build running P/S with healing turret with bombs. F1 + blast from boots for quick heal or smoke bomb + shield blast then boots for stealth.

6/25 Patch notes~

in Engineer

Posted by: Penguin.5197

Penguin.5197

Modified Ammunition doesnt seem to apply to kits, only to Pistols and Rifle.

It does say with rifle or pistol under trait description

6/25 Patch notes~

in Engineer

Posted by: joshisanonymous.5270

joshisanonymous.5270

The Rocket Boots change is pretty awesome. It’s now much easier to use now for both catching people and getting away from people plus it’s an extra condition and blast finisher. I don’t even care about the removal of the stun breaker component because I die way more often to cripples/immobilizes when being chased than stuns.

6/25 Patch notes~

in Engineer

Posted by: Saki Asakura.6479

Saki Asakura.6479

Can I just say that the new rocket boots is the sexiest thing ever.
For extra fun run both slick shoes and rocket boots at the same time.

I might even try running a 0 kit build with rocket boots, ram, and slick shoes. It might be gimmicky but its super fun

Edit: also with protection injection and new stabilized armor, I’m wondering if I even need a stunbreak.

Level 80 Engineer: Kamonia

Borlis Pass

(edited by Saki Asakura.6479)

6/25 Patch notes~

in Engineer

Posted by: Mif.3471

Mif.3471

Anyone else think that

Scope: Critical chance is increased by 10% when the distance to the target is greater than 600.

is not going to work in actual gameplay.

As a Grenade Engineer, I don’t bother to target a lot of the time…

Tarnished Coast | Best cookies in all of Tyria

6/25 Patch notes~

in Engineer

Posted by: Hebee.8460

Hebee.8460

Anyone else think that

Scope: Critical chance is increased by 10% when the distance to the target is greater than 600.

is not going to work in actual gameplay.

As a Grenade Engineer, I don’t bother to target a lot of the time…

That’s an interesting thought, does the 10% only apply to the actual target? Or is it a general 10% boost to AoE (Of course with distance)?

6/25 Patch notes~

in Engineer

Posted by: Avorzik.3825

Avorzik.3825

healing mist is a stun breaker!!??? :o

6/25 Patch notes~

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

Modified Ammunition doesnt seem to apply to kits, only to Pistols and Rifle.

It does say with rifle or pistol under trait description

But if its just pistol or rifle its a very bad trait.

Rifle already has a trait that boosts it damage flat with 10%. And is it worth giving up things like increased range or 20% cooldown reduction for Mod. Ammo?

And Pistol hits like a wet noodle. Not surprising because it is a condition weapon, and has potent conditions. But, 10% of barely anything is not much. I’d personally never consider dropping something like Coated Bullets, or 20% cooldown reduction or even the range increase for 2% dmg per condition applied.
Which means my damage gets boosted after everything went on cooldown anyway.

6/25 Patch notes~

in Engineer

Posted by: Tobey.4836

Tobey.4836

Thanks avorzik. Looks like we will have to use elixir gun now ^^

6/25 Patch notes~

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

A little update on the Healing Mist.

It works as a stunbreaker.

6/25 Patch notes~

in Engineer

Posted by: athuria.2751

athuria.2751

healing mist is a stun breaker!!??? :o

Oh my god it is. It really actually is.

Syrlya | Sylvari Mesmer
Arabelle Jones | Human Engineer
Stormbluff Isle

6/25 Patch notes~

in Engineer

Posted by: Brinson.7289

Brinson.7289

SD builds just got a lot more varied and deadly <3
Can’t wait to log in and test the new cooldowns.

\-\ Poquito (Engineer) /-/ Tarnished Coast
Not Sure If Serious [BZNZ] ||| Cynical [CYN]

6/25 Patch notes~

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Oh, that sure is interesting. Guess they forgot to write about that change.

6/25 Patch notes~

in Engineer

Posted by: Mif.3471

Mif.3471

Patch is now in and leaked notes were right on spot:

Actually they’re missing:

Throw Junk: Reduced weakness duration to 1 second.

So assuming it wasn’t accidentally left out of the notes, TY to the devs for realizing that nerfing the worst down state in the game wasn’t the best choice.

Tarnished Coast | Best cookies in all of Tyria

6/25 Patch notes~

in Engineer

Posted by: Like Forty Seven Ninjas.6982

Like Forty Seven Ninjas.6982

Sooo I’m fairly disappointed with the change to elixir R as well as rocket boots. Don’t get me wrong, I’ll be the first to say rocket boots needed to not CC us, but taking the stun break from it sort of counter-acted the awesome of being able to use it…

Also, mortar still blows huge ‘ole monkey nuts so that’s still on the shelf.

Yeah, after looking at the other profession’s buffs, our changes really aren’t that awesome overall.

(EDIT) Holy kitten, healing mist breaks stun.

DH Yak’s Bend – Perfect Dark [PD]
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes

(edited by Like Forty Seven Ninjas.6982)

6/25 Patch notes~

in Engineer

Posted by: Mif.3471

Mif.3471

Yeah, after looking at the other profession’s buffs, our changes really aren’t that awesome overall.

A lot of people read that we haven’t been nerfed to the ground for once and draw the conclusion that we got awesome changes, when in comparison to other classes we didn’t actually get much love at all.

Tarnished Coast | Best cookies in all of Tyria

6/25 Patch notes~

in Engineer

Posted by: Amadeus.5687

Amadeus.5687

Me and Asteira Rose (My Co host on Engenious) will do a live podcast, 2morrow (Wensday the 26th of June), at 19:00 GMT here on SOAC Twitch Channel here:
http://www.twitch.tv/soacgaming

Where we will discuss the new changes in this patch, and ofc. would like to invite as many as the engineer’s to join in on, leaving/asking stuff in the chat channel for the podcast!
!
But so far, I will just say this: Me and the new Rocket Boots are gonna have a loooooot of awesome saxy time! <3
And overall I’m quite positive about this patch!

6/25 Patch notes~

in Engineer

Posted by: catofnine.3194

catofnine.3194

healing mist is a stun breaker!!??? :o

Oh my god it is. It really actually is.

I’m gonna cry if I log in and it’s not. <3 EG.

6/25 Patch notes~

in Engineer

Posted by: Kilger.5490

Kilger.5490

Rocket man… burning his fuse up here alone…

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

6/25 Patch notes~

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

Yeah if you look at the other class patch notes a lot of stun breaks were nerfed, so all in all its not really a nerf to engineer but a nerf to everyone. and that’s well…. balanced.

6/25 Patch notes~

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Patch is now in and leaked notes were right on spot:

Actually they’re missing:

Throw Junk: Reduced weakness duration to 1 second.

So assuming it wasn’t accidentally left out of the notes, TY to the devs for realizing that nerfing the worst down state in the game wasn’t the best choice.

This. None of the sweeping weakness nerfs went through—not even the one to weakness itself. Same 50% chance it’s always been, now applies to crits too.

6/25 Patch notes~

in Engineer

Posted by: nakoda.4213

nakoda.4213

just won two tourney in a row, using new rocket boots. lack of stun break is a non issue, frankly. the new rocket boots are awesome.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.