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When using the skill Acid Bomb, I find it a bit weird that it isn’t considered a leap finisher like the Mesmer’s phase retreat or even an evade like the Ranger’s Quick Shot or Thief’s Disabling shot. The skill just feels like it’s missing one of those two things (or possibly both) when I use it.
This topic is just a suggestion to anet that they add one of these things (or both) to a skill that feels like it needs one of them.
Yeah, Acid bomb needs some touchups.
I was doing a wvw elixir gun build for a few weeks there to test it out.
I got INFURIATED with using it on people, and getting caught on ledges, player collision, or just plain not leaping backwards for reasons I could not explain.
It NEEDS to be redone to work like theifs withdraw, etc. rifle overcharged breaks immobalize, cripple, chilled. the condition based CC’s
So acid either needs to do that too and evade. or needs to break stuns and evade.
A blast finisher would be nice too. But its damage is high enough, that it doesn’t really need that. It just needs to work as a evac tool as promised. which it currently does not do.
There are not many “things” that produce a field and a finisher and EG allready does a field.
As for evac- is combat collision on? I found it made a difference for me
And use at your own peril on uneven terrain – an engineer stuck between two rocks is a dead engineer
I agree Acid bomb need a leap or a field, also what you experienced Casia, when you say its not working but it is, if you have chilled or cripple the leap is much reduzed, if you are immobilized you won’t leap at all.
There are not many “things” that produce a field and a finisher and EG allready does a field.
As for evac- is combat collision on? I found it made a difference for me
And use at your own peril on uneven terrain – an engineer stuck between two rocks is a dead engineer
I agree, it’s still rare, but there is precedent already..
Well, Bomb kit makes a fire and smoke field, AND has a blast finisher…
not to mention that Elixir gun’s already got that 20% projectile and light field finisher…
Fun fact: Black Powder makes a smoke field AND is a 100% projectile finisher. Instant smoke on call for 6 initiative seems really strong….
you know what it should be?
A stunbreaker!
No kit has a stunbreaker, so engineers are forced to give up one slot just for that, while we are supposed to be ‘versatile’.
Versatility is almost directly linked to having different kits, putting a stunbreaker or two in those would help a lot.
Elixir Guns Acid Bomb would be my first candidate to add a stunbreaker.
and if not a stunbreaker: add an immobilize or cripple to it, so at least some of the damage lands…
lol i take my words back . . . .yep there are loads of weapon sets that produce fields and finishers – so on that basis i agree add a leap or stun break to EG.
personally i would like to see the engi have access to a leap from a kit
how about it cures crippled/immobilized ?
and if not a stunbreaker: add an immobilize or cripple to it, so at least some of the damage lands…
someone did a bit of a necro here. haha.
But still the skill could use one of these touchups.
i did want to comment on this.
Acid bombs initial damage is INSTANT. its 6 ticks of damage over a 5s duration.
.8 scaling per tick. quite impressive really.
and if not a stunbreaker: add an immobilize or cripple to it, so at least some of the damage lands…
someone did a bit of a necro here. haha.
But still the skill could use one of these touchups.i did want to comment on this.
Acid bombs initial damage is INSTANT. its 6 ticks of damage over a 5s duration.
.8 scaling per tick. quite impressive really.
the damage is indeed quite high, and contrary to the rest of the Elixir Gun it actually scales pretty good on power.
I said ‘scale’ and ‘power’ in the same sentence, so over to you again Casia
My feeling is that the damage is good, but even mindless mobs don’t stay in it, let alone players.
You know who usually stays in it longer? Bosses that just did their ‘special’ and zergs who can’t tell anything apart from all the particals exploding on our screens…
Everyone else just moves out of it and get the initial blast with 1 maybe 2 ticks if really lucky.
Is it my imagination or are there far too many attacks like this that simply don’t do conditions when they go off. I mean like there are tons of explosives none of which cause burning and mines don’t cause cripple when they explode, they need a retired military explosives expert to help them out with this class a bit.
I use the acid bomb as one of my main abilities in SPVP. It’s high damage and ticks 6 (?) times. It’s kind of tricky to use, but when used correctly, it can beat up a thief. I don’t think many people know this, but you can actually stop the Acid Bomb leap from happening if you drop the kit immediately after you throw the skill down. I use it for baiting thieves and ready my gear shield when they want to burst. It’s great for evading and setting down on cap points where several enemies are dueling it out with teammates. I also use it to power down opponents after they’ve been downed. throw it down and run away and it’ll finish them off. I don’t really feel like it needs evade or a combo leap. I think it does the job perfectly if used situationally.
-Lambchops the Engineer.
Build details – http://gw2skills.net/editor/?fcAQFAUl0picX3SiF8LJxoHd+ziGki8WXRFy/nCsF;TsAA0CnowxgjAHLOOck4Mg4ExMAA
I’d agree, in fact, I’d go as far as to say every single kit needs some sort of finishers added to them. The flamethrower has 1 field, a blast fisher or a smoke field would be nice, the grenade kit is the same, a blast finisher, or another field would be appreciated, the elixer gun as well (has a 20% projectile finisher i believe and the light combo field), and the tool kit doesn’t have a single one (throw wrench as a projectile finisher doesn’t count). The bomb kit has a 2 fields and a blast finisher that takes a day to go off, but is still glorious.
I think each kit needs to really have some work done on the combo side of things. It would really add to this “versatility” that we’re supposed to be rockin.
Not just Acid Bomb. I find combofinishers for Engineer pisspoor in general. Why is planting a stick in the ground a blastfinisher but a steel-packed bomb is not?
Chiming in.
Jump Shot should offer invulnerable while in mid-air if they want to keep how long it takes to land.
Yes, stunbreaker on acid indeed would perfectly complete the bunker builds. And it would be balanced enough cos you leave the point doing it.
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