Blunderbuss skill bugged?
I do, but I usually chalk it up to the barrel mod skill (increases range) mucking it up
…does it muck it up?
Sorry i just started playing the engineer so i don’t have the traits unlocked
Then it’s indeed a bug. Report this to the devs
Its not a bug.
Blunderbuss works like a shotgun meaning you can reliably get different amounts of bleeding depending on how far you are away from the target.
You will only get 4 bleeds when youre dead close.
You can get 2 bleeds as well when standing a bit farther away even though its not mentioned in the tooltip.
GW2 where you have to test to know how skills actually work.
Turn melee assist off. To get 4 bleeds you have to be within 100 range. Most melee attacks have a range of 130.
Blunderbuss works as others above have commented, but it is weak skill compared to its range. I don’t understand why its range for max damage is 100 (= less than melee range) even with the rifled barrels trait.
E.g. compare it with warrior’s sword #4, impale
http://wiki.guildwars2.com/wiki/Impale_
Or necromancer’s Grasping Dead
http://wiki.guildwars2.com/wiki/Grasping_Dead
Impale does much more bleed damage, due 3 times longer bleed stacks. Impale has 900 range. Impale is single target, but realistically it is very difficult to hit multiple targets at mere 100 range (blunderbuss can theoretically hit up to 5 targets in a cone pattern). Grasping dead has same cooldown, yet 900 range (untraited), does crippling as well and it is large 240 radius AoE.
I would like to see blunderbuss reworked so that it does
maximum damage at 200 range (untraited) and lower damage at 600 range (untraited). With the rifled barrels trait those ranges should be increased to 300 and 900. It will still do lower damage / utility than comparable weapon skills from other professions.
Blunderbuss should also be a blast finisher (would make sense).
The rest of the engi rifle skills are now fine, thanks to the fixes to the rifle #5 (jump shot).
(edited by Deniara Devious.3948)