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(edited by Daecollo.9578)
I think the entire weapon set needs a revamp, it could use a quality of life improvement and also fix the “Miss when moving.” bug.
I think Flamethrower should get heavy access to Torment. It should also not push you back, but only your targets. Also retaliation damage reduction on Flame Jet.
(edited by Daecollo.9578)
Flamethrower doesn’t push you back.
Ret is a big problem with FT. The only thing I can think of is to reduce the autoattack from 10 ticks → 5 and double the damage of each tick. But that would reduce our crit proc chances. So both good and bad.
Putting Torment on the FT is actually a pretty good idea. The short range and inability to hit moving targets 100% of the time would benefit from ‘forcing’ enemies to stand still. Since we’ve got ready access to burning, perhaps changing the toolbelt of the FT.
Also, making the FT toolbelt a targetable ability would let it synergize better with a hybrid FT/SD build, something I’ve been trying to make work lately.
I think the entire weapon set needs a revamp, it could use a quality of life improvement and also fix the “Miss when moving.” bug.
I think Flamethrower should get heavy access to Torment. It should also not push you back, but only your targets. Also retaliation damage reduction on Flame Jet.
I didn’t know that Flamethrower had something that pushed us back. The only pushback it has is Air Blast and that doesn’t push us back. What are you referring to?
I don’t think Heavy Access is the right answer, maybe tack it onto one of the longer cooldowns? Vent Smoke is the first thing that comes to mind. Maybe Napalm so we could apply it to a lot of players at once? That seems a bit overpowered though.
The best suggestion I’ve seen to help reduce the effect of retaliation on FT is making it only tick 5 times (rather than 10) and have it deal double damage on each tick. This reduces our on crit capabilities but not to the point of effectively nullifying them.
Wouldn’t box of nails on toolkit be a better fit for torment?
If a person is set on fire, logically speaking, would it be better for them to run, or stay still to decrease the pain?
Assume the person is unable to drop and roll (even though you can dodge roll!) for purposes of putting out the fire.
Wouldn’t box of nails on toolkit be a better fit for torment?
Torment is a DOT, but it’s also a mobility punisher. So I view it as a subtle way to control an enemy’s movement or make them pay for ignoring it.
Box of Nails has a built in cripple to limit mobility. Plus TK also has magnet.
FT doesn’t have any mobility control skills other than the knockback, and it works counter to the FT’s design. FT requires a pretty short range, so Torment would be helpful to punish those who can effectively kite out of range or force them to stay in range.
Also, TK is a power weapon which wouldn’t benefit from the damage from Torment much imo. FT however, given an efficient way to dish out Torment, could then become an effective condition weapon. Now we have burns, bleeds on crit, and torment.
I was just thinking thematically box of nails had that feel of punishing movement. Keep the cripple and change the bleed to torment. TK can be used in condi builds so torment could fit no problem. Both FT and TK work in condi or power builds so either one could work.
IMO, the flamethrower should see the return of the backdraft ability, possibly as a follow up or starter to air blast. It doesn’t even have to be as powerful as the one in beta, but it gave it a nice little combo that you could use pretty easily.
+1 For the return of backdraft; I’d rather have this on ft than torment.
My vote on Torment on BoN , the perma cripple you can keep up or the escape potential of this baby especially coupled with c.duration is aaaammmazing
I can never understand why someone takes FT at all (for PvE). It ‘s low direct damage, it ’s low condition damage even with 25 Might stacks, it lacks Combo-Fields and Finishers and it ’s range is limited. Yet I see many Engineers running with it in PvE. The only reason I’d take it is when I build a heavy bunker for some PvP or WvW situations. So am I missing something out or are those just your usual CoF-Fanboys that like flames so much? Doubt that Torment would make the deal any significantly better but I guess it would be a start.
(edited by imaginary.6241)
“Cool” beats logic any day when it comes to the engg.
I’ll take the jormag FT over backdraft. 5sec cd leap and has a block too.
Wouldn’t box of nails on toolkit be a better fit for torment?
Torment is a DOT, but it’s also a mobility punisher. So I view it as a subtle way to control an enemy’s movement or make them pay for ignoring it.
Box of Nails has a built in cripple to limit mobility. Plus TK also has magnet.
FT doesn’t have any mobility control skills other than the knock back, and it works counter to the FT’s design. FT requires a pretty short range, so Torment would be helpful to punish those who can effectively kite out of range or force them to stay in range.
Also, TK is a power weapon which wouldn’t benefit from the damage from Torment much imo. FT however, given an efficient way to dish out Torment, could then become an effective condition weapon. Now we have burns, bleeds on crit, and torment.
To the last part FT is really a power weapon it may cause burn but it works best with might stacking. Torment as a movement impairing ability is an interesting twist and i do agree that that would work best on FT but i wonder how much dmg Torment will do on a power build.
And please don’t reduce the # of ticks from flame jet, that would make this weapon 100% useless. We really rely on those 10 ticks to get our on crit sigils off, stacking might, bleeds, sigil of air for some added dmg, or sigil of fire. A good counter to retaliation is pay attention lol if they pop retaliation drop FT and use this time to heal/CC (in other words play pvp)
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