Defending Flamethrower

Defending Flamethrower

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Posted by: Sorrow.7452

Sorrow.7452

I am all for people requesting it be buffed, but honestly…do you really think I should be using a buffed flamethrower…bug fixes are one thing, tuning mechanics another…but some people are asking for 10-20% more damage on flame jet and flame blast…jeez my flame blast is criting for 5k…and this isn’t even my damage set, and my stacks of might aren’t even near maxed because I wasn’t pushing for big numbers…and none of that jet crit on the 3.2k

If you think flamethrower has anything to do with condition damage, you are doing it wrong.

Edit: Added someone running from my flamethrower, because people say it does not have the fear factor…

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(edited by Sorrow.7452)

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Posted by: PotatoOverdose.6583

PotatoOverdose.6583

Most people don’t want it buffed. Most want it fixed so that it hits moving targets more than 1 time in 5.

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Posted by: Sorrow.7452

Sorrow.7452

I’ll agree with you, that is number one on a lot of the users’ list, but there are still people out there asking for it to be buffed or have its burn duration extended, and giving it a misconception that it is weak, and that argument needs to die.

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Posted by: Killyox.3950

Killyox.3950

@OP, every argument you make is invalid because FT simply blows.

The only useful thing there is Air Blast.

Skill #1 will get you killed really fast if you hit anyone with retaliation up. If heaven forbid you hit 3 ppl with retal (and there is a lot of aoe retal there) you will almost instagib yourself.

1 second of Flame Jet = 5 hits. Retal lets assume hits for 350 easily with little to no power. If you hit 3 people then you receive 5250 DMG in 1 second. That’s 10500 dmg in 2 seconds…..i.e. full channel of #1 on FT.

And because everyone and their mom has retaliation atm it’s basically suicidal weapon kit.

Also Flame Blast is simply kitten To have ability that does most dmg at range 600-700 when your #1 is 425 is stupid. It does almost no dmg up to range of 600 which is countereffective. It also bugs on terrain all the time.

Blind on #5 is very small AoE (melee range almost) and does 1 blind instead of couple of pulses.

Napalm Wall is meh as well. Should be circular field.

(edited by Killyox.3950)

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Posted by: Sorrow.7452

Sorrow.7452

Then I must be crazy, because I use it against the keep and fort doors and never go down to retaliation…don’t blame the skill if people are using it poorly, blame the people.

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Posted by: Thenoob.1480

Thenoob.1480

You’re shooting upscaled 80s.

Fun Police – Sea of Sorrows

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Posted by: awalloftext.7130

awalloftext.7130

Changing the 5 skill from a grab to a blind hurts the weapon a lot.

I do like the weapon. Damage-wise it feels OK. But like all of our kits, it needs to benefit from weapon stats and sigils.

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Posted by: Killyox.3950

Killyox.3950

@Sorrow, try again after using it in sPvP please. People in WvWvW have barely any skills unlocked.

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Posted by: Aristio.2784

Aristio.2784

I don’t really enjoy the Flamethrower at the moment due to it’s low damage output:

Flame Jet. Needs a longer duration on the burn. I’m thinking of something like 1 second on the first strike, and 5 seconds on the final strike. This way, it will be more beneficial to try and hit the enemy with the full channel.

Flame Blast -needs- to be able to be detonated. It’s that simple. Not having the ability to detonate makes for really difficult situations to land the attack.

Airblast should be changed back to the original Backdraft. It’s a bit backwards to throw the enemy outside of your Flame Jet range.

Napalm should be changed back to cause Blinding and it’s burn duration increase.

Smoke Vent should be removed in my opinion. The radius is too low and the cooldown too high. I’m not honestly sure what should take its place but I’m thinking something along the lines of a boon removal. Maybe something like:
Cauterizing Burns. 35 second cooldown. Release a high pressurized blast, removing 3 boons from enemies.

Also, fix the clipping issue and distance issue with Flame Jet.

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Posted by: Sorrow.7452

Sorrow.7452

I took a screen in sPvP, saw 3k or near 3k a lot…I will say it is tough to keep the camera turned and take a screenshot at the same time.

As for the issue, no one is arguing the targeting, but the flamerthrower doesn’t need a drastic rework.

Fix the targeting on flame jet and flame blast, and increase the radius on blind…and it pretty much fixed.

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Defending Flamethrower

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Posted by: Deified.7520

Deified.7520

Flamethrowers work in ticks. What I mean by this is that while you cast the #1 attack, every few predetermined seconds it will do a damage tick. This damage tick is considered an attack (for those who are wondering about buffs that do per attacks). Don’t look at the final damage meter, like you are showing in your pics, rather look at the individual ticks. These represents its true damage in one instance, not over time.

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Posted by: StSwfx.3754

StSwfx.3754

Make a power build and try to use flamethrower as your main weapon. Even in hot join it does garbage damage. Theres really no reason to use it imo considering how they for whatever reason gave Engineers 600 melee options all over every kit and weapon set besides.

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Posted by: Sorrow.7452

Sorrow.7452

It is a power build…

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Posted by: Zahdane.4029

Zahdane.4029

This is pretty much a melee range weapon.
Considering that, it deals horrible damage. Extremely lackluster CC and next to zero utility.

You’d be better off just going Bombs if you want to be in melee range.

Zahzah – Stormbluff Isle
Asura Engineer

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Posted by: Legit Prep In.5893

Legit Prep In.5893

if you think that is our melee weapon, then try the crowbar….the range is about the distance your nose is reaching, misses 6 out of 10 hits and somehow feels like a totally handycapped warrior with a fluffy kitty as weapon

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Posted by: Zahdane.4029

Zahdane.4029

I still feel rifle is our best option.. sadly.
Combo effects, CC, sigils actually work and I don’t waste a whole utility slot with a broken kit.

Zahzah – Stormbluff Isle
Asura Engineer

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Posted by: Lyuben.2613

Lyuben.2613

I still feel rifle is our best option.. sadly.
Combo effects, CC, sigils actually work and I don’t waste a whole utility slot with a broken kit.

But it lacks AoE.

Grenade kit is the bomb.

Yeah..

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: LoreChief.8391

LoreChief.8391

I like grenade kit, but the projectiles move too slow for me to make use of in wuvwuv.

I do think they need to do some buffs/reworking of the flamethrower though – it’s pretty kitteny, misses everything, and has an ill-designed kit. Also, the toolbelt skill is only really useful if you’re not currently using the flamethrower itself.

That being said, I run my engi as a turret build now with a rifle, pretty effective barring the cooldowns while moving…

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Posted by: SixSins.7610

SixSins.7610

I vote for adding 1 single second of burn to the first tick of jet, slightly increased AoE on 5, and a detonate on Blast at the cost of changing how the damage works. I would say have it deal small amount passing through targets and then majority of damage on detonate, but not the total it deals now because that damage is scaled for a difficult skillshot and this would be a significantly easier skillshot. The only reason I suggest to change to Blast is to make it more reliable. You already have 3 skills that do little to no damage, your last 2 need to be reliable IMHO. This and bug fixes are all the FT needs to do compete with the few kits we already run, like Elixir Gun. Then fix all kits scaling with weapons and done, though I understand from Anet posts that fixing the weapons thing is proving more difficult than they thought.

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Posted by: StSwfx.3754

StSwfx.3754

I was curious so I slotted it in my condition build. If you pop Incendiary ammo and do one channel of flame jet you get a 16 second burn with +50% condi duration. Add the KB and blind and that’s a pretty good return for a utility slot. It lets you swap your second pistol for shield while recouping some of your burn.

(edited by StSwfx.3754)