FT causing burn each tick of AA
thing is dude, with the right traits and gear, that 1 sec tic every 3 sec can easy become 3 sec every 3 sec up to 5 targets AA…. that’s 5 sets of perma burn for the life of the turret (which prb wont be long).
flame legion, smouldering, napalm specialist, + duration food…
I agree, it is too much.
i agree with raspysala, but shouldn’t we beter discus this in the " Flamethrower autoattack" thread since it covers the same subject and is older yet still on the front page? anyways, flame jet when treated can already apply more then 3 secs of burning, why would making the flame jet’s burning damage usefull against fast moving targets (just like fumigates poison!) suddenly make it OP?
Because burning is the strongest condition Engineers have and one of the strongest conditions in the game and you’re talking about permanent burning + low CD knockback in one kit!
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Yes great idea let’s buff the best PvP class even more to a point which will make zero difference in PvE but make them demigods of balthazar with the best condition in the game permanently applied on a godkitten auto-attack in PvP.
kitten me, have you ever considered playing GW2 before posting threads like this?
really bad engineer
Repost from similar thread:
I don’t see this happening solely because FT#1 deals 10% more damage to burning targets. If it applies a small amount of burning on each tick, that’s changes to just be 10% more damage period.
Would it be OP if overall burning uptime wasn’t changed much? Probably not. Would it entirely negate a mechanic that was introduced to make the #1 more interesting? Yes.
Ferguson’s Crossing
Yes great idea let’s buff the best PvP class even more to a point which will make zero difference in PvE but make them demigods of balthazar with the best condition in the game permanently applied on a godkitten auto-attack in PvP.
kitten me, have you ever considered playing GW2 before posting threads like this?
could ask the same of you to claim engineer is the best profession lol
can we plase already close this thread?
there is a exact copy of this topic already on the front-page abd both discussions go the same.
I don’t care if this one or the other gets closed, but people already starting to repost their stuff in both threads
they could make it apply .25s burn per strike, so if you hit with all 10 strikes of 1 AA chain (very unlikely), you will apply 2.5s burning in total.
I’d rather they add burning to each hit of Flame Blast and leave Flame Jet’s burn alone(only change Flame Jet needs is target count increased from 3 to 5). Would be a bit more balanced since it’s an easy skill to dodge in pvp.
Why not just apply burning on the first tick instead of the last.
[Skol]