Elixir Gun

Elixir Gun

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Posted by: Martintjeh.9378

Martintjeh.9378

Hey all!

First off, this is not a QQ or troll thread and thus I would like to ask you all not to post QQ or troll posts here. Of course, constructive posts are very welcome. :)
I play an Engineer with a 10/30/0/30/0 build with p/s + elixir gun + elixirs and rabid (condition damage > precision = toughness) armor and trinkets. I play my Engineer mostly for WvW these days. Looking at all the kits, I really like the idea of the Elixir Gun. However, the Elixir Gun seems to be very weak, especially damage wise. Both with heavy power and with condition damage gear. I know that we can’t have it all, but I thought of these changes for the Elixir Gun without making it OP and hopefully not nerfing it in other builds. The numbers here should not be taken too seriously.

Elixir F – Base damage reduced by 25%. Now bleeds (2 stacks, 4 sec) OR burns (2 sec) foes in addition to its old effects. (Or possibly only the first foe)
Acid Bomb – Base damage reduced by 25%. Now burns (1 sec) OR bleeds (1 stack, 3 sec) foes each pulse in addition to its old effects.
Fumigate – Base damage increased by 100%. (Possibly removing the vulnerability on hit)

This makes more sense for the Elixir Gun to me, but I would like to hear your thoughts on it. The numbers can change of course, it’s the idea that matters. The rather large buff to Fumigate is justified imo because in this state it’s often worse than auto attack.

Well, what do you guys think?

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Posted by: Kimbald.2697

Kimbald.2697

I would simply let Juggernaut trait work on Elixir Gun as well, instead of only Flamethrower.
The 6 stacks of might baseline would make up for any low damage…

And to get really crazy: why not let EG #4 have either an imobilize so the damage hits.
Or: even stronger option: let the jump break immobilize, even stun…
Not a single kit has a stun breaker after all.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: rizzo.1079

rizzo.1079

I would simply let Juggernaut trait work on Elixir Gun as well, instead of only Flamethrower.
The 6 stacks of might baseline would make up for any low damage…

Amen to that. I’ve just been starting to mess with the Elixir Gun over the past couple days and this is exactly what I was thinking.

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Posted by: Martintjeh.9378

Martintjeh.9378

I would simply let Juggernaut trait work on Elixir Gun as well, instead of only Flamethrower.
The 6 stacks of might baseline would make up for any low damage…

And to get really crazy: why not let EG #4 have either an imobilize so the damage hits.
Or: even stronger option: let the jump break immobilize, even stun…
Not a single kit has a stun breaker after all.

These are all pretty good suggestions. Hadn’t thought of the immobilize myself. That could work pretty well. Though I would like to see more condition damage on the Elixir Gun kit, this all is would make me happy too.

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Posted by: Wasdclick.1764

Wasdclick.1764

I’d prefer if they gave E-Gun it’s own grandmaster trait in Alchemy, and parted the FT/EG traits so that all the FT stuff was in Firearms and all the EG stuff was in Alchemy. That way they’d both have a 15% more damage 20 faster recharge trait independent of each other.

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Posted by: Martintjeh.9378

Martintjeh.9378

I’d prefer if they gave E-Gun it’s own grandmaster trait in Alchemy, and parted the FT/EG traits so that all the FT stuff was in Firearms and all the EG stuff was in Alchemy. That way they’d both have a 15% more damage 20 faster recharge trait independent of each other.

Splitting the traits into 2 separate traits each would (obviously) result in a nerf. And the elixir gun itself has very little to do with the Alchemy tree (except Deadly Mixture) as all the elixir traits do not affect Elixir Gun. And it’s still a firearm. :) Plus then it would also have to be better than traits like HGH or it wouldn’t even matter.

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Posted by: coglin.1496

coglin.1496

A trait specific to the EG is a good idea. Perhaps something such as removes a condition every 5 seconds while armed, or perhaps a trait that gives a AoE heal tic while armed.

I agree it needs something that benefits its support aspect more then its damage, as I personally feel damage is not the intended focus of it.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Invention Tree needs more love. So I think if they were to separate E-gun and Flamethrower. I would put the E-gun traits in Inventions. It will also benefit from the additional heal power.

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Posted by: Wasdclick.1764

Wasdclick.1764

Splitting the traits into 2 separate traits each would (obviously) result in a nerf. And the elixir gun itself has very little to do with the Alchemy tree (except Deadly Mixture) as all the elixir traits do not affect Elixir Gun. And it’s still a firearm. Plus then it would also have to be better than traits like HGH or it wouldn’t even matter.

You can’t say that it’d be nerfed for sure. There’s many traits that give the 20% recharge, and an additional bonus to a weapon at the same time.

Like Warrior’s “Crack Shot”, which makes their Rifle into an AoE capable weapon with Single-Target strength. (Yes, you have to maneuver around, but it’s not that hard to line up a couple of targets, especially in PvE.)

“Forceful Greatsword” Grants a stack of might every crit with a Greatsword or Spear, while also taking a chunk off of recharge.

“Sundering Mace” gets 10% more damage on Weakened foes. (With MH mace, that’s all the time after the third hit of 1. And it deals more damage than EG.)

“Shield Master” and Guardian “Honorable Shield” pumps an extra 90 into toughness.

“Merciless Hammer” gets a beefy 25% extra on disabled foes. Less to talk about here, but still amazing burst damage in PvP situations considering Hammer has 2 disables baked into the weapon.

“Quick Breathing” for condition removal on use of a warhorn skill.

“Master of Consecrations” adds 20% more time to consecration fields.

“Power Wrench” gives Tool Kit skills perma-cripple and double heal for turrets.

“Off-Hand Training” for more range on Ranger off-hand skills.

“Blade Training to give Mesmer +50 precision with a sword. (And adept too)

“Duelist’s Discipline” for longer pistol range on you and your illusions.

“Chaotic Dampening” for +50 toughness on a staff or trident.

“Malicious Sorcery” for +50 Malice on scepter.

“Spiteful Talisman” gives Necro focus more range. (Adept)

“Banshee’s Wail” for longer durations on warhorn. (15% recharge though)

ALL (but one) of these grant bonuses and 20% recharge. There’s a lot that don’t too. But it’s not outside of the real of possibility for ANet to make the FT and EG independent without changing their potential. After all, they are designed with those two traits in mind, so neither is overpowered with the two traits anyway.

As for EG stuff in Alchemy tree… Well it’s still fluff-wise Alchemy, even if elixir stuff doesn’t work on it. And EG is a support weapon, which the Alchemy line does best.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

1 pierce with trait or stun a player at 20% health 90s cd (it is a tranquilizer dart after all)
2 hit more reliably via less arc and I’d be fine, its already a near perma cripple
3 actually be a weapon skill and not a condi remover utility or remove your own condi’s instead of allies only
4 stun break or just immobi/chill/cripple break, would be great if it applied condis too, 3 stacks of vuln per pulse maybe?
5…… heal needs to scale better maybe, it’d be nice if we got the end pulse to do initial pulse heal too.

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

I don’t get why people think the heal is bad. Take kit refinement and put some healing power in and you have an AoE heal for about 7k in 10 seconds. Not to mention it removes conditions from anyone it hits on impact. It’s pretty nice.

Main: Raine Avina (Engineer)
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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

The heal is good mixed with kit refinement(absolutely superb pre-fix) but it also means you have to stay inside it for full benifit and can’t use blast finishers on other fields. Not to mention it seems like no one realizes what the field is so everyone stays out of it.

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

Why would you want the other blast finishers? The blast finisher for light fields is retaliation. Pretty sweet.

Main: Raine Avina (Engineer)
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Posted by: Wasdclick.1764

Wasdclick.1764

Why would you want the other blast finishers? The blast finisher for light fields is retaliation. Pretty sweet.

Water fields grants AoE healing. Fire grants 3 stacks of AoE might. Dark inflicts blind. And smoke grants AoE stealth.

There’s plenty of reason to want another field. Light is one of the better fields, but others are good too. Especially water for all the healing output, and Fire, for might stacking builds that rely on a fire field for a quick buildup of might.

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Posted by: rogerwilko.6895

rogerwilko.6895

is Weakness good agains any attack? magic / physical?

Elixir F seams to miss alot and it does work with HGH.

my interest is wvw exclusive, not pve.

(edited by rogerwilko.6895)

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Posted by: Ayestes.1273

Ayestes.1273

Magic and Physical aren’t really things in GW2. They all just deal damage. The difference in damage types are direct damage and condition damage. Direct is boosted by Power, and can critically hit with Precision and Crit-Dmg while being mitigated by Toughness. Condition is boosted by Condition Damage, and can be boosted with Condition Duration while being mitigated by condition removal activation.

Weakness in particular forces all direct damage attacks that aren’t a critical hit to have a 50% chance to do half damage. Against someone with no critical hits, it’d reduce damage by 50%. Against someone with a 50% crit rate, it’ll reduce damage by 25%. Against someone with a 100% crit rate it wouldn’t do a thing. Weakness also cuts down on endurance regeneration significantly.

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Posted by: rogerwilko.6895

rogerwilko.6895

weh so no good agains an ele or a thief
ufff, I`ll look for some other niche nuild for wvw then…

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Posted by: Ayestes.1273

Ayestes.1273

Well 50% Crit rate is probably baseline for a Berserker’s Amulet so against Thieves it’s about a 25% reduction in damage taken. Most Ele’s pickup the Valk Amulet now, and that has no crit. So when not counting Arcane skills that’s almost the full 50% damage reduction.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

Why would you want the other blast finishers? The blast finisher for light fields is retaliation. Pretty sweet.

Water fields grants AoE healing. Fire grants 3 stacks of AoE might. Dark inflicts blind. And smoke grants AoE stealth.

There’s plenty of reason to want another field. Light is one of the better fields, but others are good too. Especially water for all the healing output, and Fire, for might stacking builds that rely on a fire field for a quick buildup of might.

Yes, but with no investment in any power or w/e, you can deal damage and heal your party. I’ll take that over the rest of em in the middle of a battle.

Main: Raine Avina (Engineer)
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Posted by: Wasdclick.1764

Wasdclick.1764

Yes, but with no investment in any power or w/e, you can deal damage and heal your party. I’ll take that over the rest of em in the middle of a battle.

The field itself isn’t doing that. We’re talking about the fields themselves.

Some builds rely on fire field might stacking, so dumping a Light field override on it hurts them. And water can put out amazing heals, and is one of the biggest reasons why Rangers are loved in parties.

Jus’ saying be careful with where, or near whom, you dump your light field. Some people have different objectives in mind than you do.