Change one thing on the Flamethrower kit...
Number 2 skill to explode on impact.
Make the auto do more damage, or make 2 detonate like the underwater harpoon gun 2 and 5. Both would be overkill (but awesome overkill), but as it stands right now it’s a joke or farming weapon in PvE. I use it in Orr to tag all the mobs, given how fast most things die when in a zerg, 5 hits per second usually guarantees I’m getting 800-1k damage on the target before it’s sublimated.
Number 2 skill to create an AOE ring on the ground (Where the engineer is standing) that burns enemies while standing inside of it, like Purging Flames without the purge.
Number 2 is something else.
I hate it
Maybe a leap like the Always Prepared downed version of the flamethrower has, except fast. Get in range, get out of range, leap finisher, maybe a burn on landing.
- needs to act like pistol 1 does when you’ve traited coated bullets. It needs to explode on each mob it passes through.
2 skil explode on impact or just replace it with a leap skill =/
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
1 and 2 should cause burn ON HIT. It’s stupid how FT 1 causes burn on the very last hit.
2 skill explodes on impact
1 and 2 should cause burn ON HIT. It’s stupid how FT 1 causes burn on the very last hit.
This. Or maybe make each hit cause burn with very short durations. The way it works right now makes no sense.
1 and 2 should cause burn ON HIT. It’s stupid how FT 1 causes burn on the very last hit.
This. Or maybe make each hit cause burn with very short durations. The way it works right now makes no sense.
Burn on every hit on FT 1 alone would drastically improve the damage.
I know this is two things…
1) all 10 hits on #1 cause burning
2) number 2 is reworked to causing an explosion at everyone hit, OR make it so I can choose to blow it up early like our mines under water.
As their mother, I have to grant them their wish. – Forever Fyonna
I would change Napalm (#4) to a ring fire-type combo field instead of a line. That or make it so that if FT’s Flame Jet crossed through Napalm’s combo field line, you would get an extra 2 seconds of burning.
If you want to change FT’s Flame Jet burn, the only way to do it is to add a full 1 second burn somewhere in the middle. I would say have it apply a 1 second burn on the 5th and 10th hits instead of just on the last hit.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
(edited by Sporadicus.1028)
Something like what Sporadicus said. Change the fire wall into a large ground targetted circle. As it is, I rarely use this ability due to the mobility of most fights making it near useless and if I’m using the flamethrower I get no use of it as a combo field. If it were a large radius, not so big that a fight can always be kept in it, but big enough that with some skilled kiting/dodging you can keep an enemy in it for a reasonable amount of time in PvE, or have it as good damaging area denial in PvP, then I’d like that.
I’m happy with the other skills. Flame Blast isn’t just another simple AoE spam attack and requires the right combat conditions (which can be manipulated), Flame Jet is some fairly consistant ranged AoE damage which adds many chances for critical procs and I’ve gotten over the beta change of the 5 skill, an AoE blind has saved my and other people’s butts more than a cone AoE pull.