Flamethrower Pull

Flamethrower Pull

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Posted by: Benjamin.7893

Benjamin.7893

Any chance of ever getting it back? Aoe pulls are incredibly strong I agree, but the mesmer pull is still here after all those months. Can’t we atleast get our flamethrower pull back, perhaps increase the cooldown or something if you considered it too strong.

pls pls pls

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Posted by: GuilguiS.2738

GuilguiS.2738

I believe they should just change the FT#3 to a pull instead. It would make the kit more fluid(because you won’t push someone then run to get close to them again) and keep the same ammount of CC.

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Posted by: nakoda.4213

nakoda.4213

disagree. the blow out on ft#3 is a solid and useful control option.

ft3>swap>rifle2>rifle5>swap>dbl.tap ft2>ft3>net attack (toolbelt)>etc.

just one example

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Posted by: skullmount.1758

skullmount.1758

I kind of like #3 being a push. Managed to push someone off the cliff to their death in WvW with it. Would kind of be cool if it was swapping skill (like turrets), where after you use pull/push then it becomes the other (either till used or for X amount of time).

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Posted by: lunyboy.8672

lunyboy.8672

Magnet works pretty well for this, but it does occupy a skill slot and only pull one person, so YMMV.

I am a fan of waiting ’til melee is almost on you then double tap p/s 4 for an interrupt, FT 2>detonate>FT toolkit skill>FT 1>FT 3 (interrupting Engie says what?)>Tool Kit 5 (magnet-another interrupt)>PRY BAR!> FT1 > p/s 5 for stun on hit > p/s 4 again.

This is a LOT of work, I am aware, but 1v1 this is EPIC trolling.

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Posted by: Benjamin.7893

Benjamin.7893

Also instead of turrets make them into little robots that follow you around <3

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Would kind of be cool if it was swapping skill (like turrets), where after you use pull/push then it becomes the other (either till used or for X amount of time).

This would be great. After you use the push, it becomes the pull skill for a few seconds that you can either elect to use or just let the skill go on cooldown. It was nice in beta to push people through your firewall and then suck them back through (although I don’t think backdraft pulled them very far).

Either that or make the pull first, then the push after. That might make it a little harder to push people off ledges though since they could read the push a lot easier and use some kind of stun break or stability.

It’s not that I don’t like the blind ability we got instead, but it was definitely a trade down from backdraft.

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Posted by: skullmount.1758

skullmount.1758

It’s not that I don’t like the blind ability we got instead, but it was definitely a trade down from backdraft.

Yeah, I tend to not use that skill either. It would be a lot better if it put down a smallish smoke field.

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Posted by: Seras.5702

Seras.5702

I use the #5 blind a lot. It’s great, though I think it needs a bit larger range. So don’t get rid of that.

I don’t mind the current pushback skill on FT #3; I never played engineer during beta. I’ve learned to use it quite successfully in my build.

Having said that, the problem with the #3 pushback is that engineers already have access to a number of knockback skills, be it with rifle or mine or rocket boots or shield or BoB, etc. We have 1 pull that I know of (ToolKit #5). We could use another, especially on a weapon kit that requires close range.

Now that I think about it, why does a class that’s been described as a “mid-range profession” by Anet have so many knockbacks and only 1 pull? Hmm, weird.

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Posted by: nakoda.4213

nakoda.4213

it is a knockback that doesn’t stun or daze or disable you as well.

why kitten about it?

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Posted by: Super Riceman.8702

Super Riceman.8702

I think if it pulled knocked back on secondary activation it would gel better with the rest of the skills.
The auto-attack and skills 4-5 are shorter range so u need to pull in the enemy to have a better chance of them hitting and skill 2 can be activated quicker if they are closer.
The knock back has its uses but the pull would fit better and having both would help the flamethrower be the control weapon it was suppose to be.

And maybe add reflection to the flame wall (maybe through a trait)

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Posted by: nakoda.4213

nakoda.4213

reflect on flame wall is a bit much, since it already adds burning to projectiles and to idiots who walk through it.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Just FYI to those wondering, here is the pull skill in beta that is being referenced: http://wiki.guildwars2.com/wiki/Backdraft

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Posted by: AsmallChicken.9634

AsmallChicken.9634

I miss the old flamethrower with the old Juggernaut.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I miss the old flamethrower with the old Juggernaut.

I believe it was called the “stomper” instead of “flamethrower”.

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Posted by: Seras.5702

Seras.5702

Just FYI to those wondering, here is the pull skill in beta that is being referenced: http://wiki.guildwars2.com/wiki/Backdraft

It also added 5s of burning. That’s nice. Air Blast is only 2s.

But it didn’t pull very far. According to wiki it had a 600 range and a 35 pull? That’s more or less an interupt and not much of a gap closer. FT auto-attack has a 425 range. Which means the original Backdraft wouldn’t even pull the target to within attack range. For it to be useful it’d need a 200 pull imo.

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Posted by: google.3709

google.3709

FT #3 is both a push and a short reflect making it a very strong skill, specially VS bosses on PvE and as a CC option on PvP.

What would be nice to see if #5 being turned into a smoke field and adding Damage Over Time to #4 besides the burning. also, if possible make #2 a blast finisher.

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Posted by: waka.9826

waka.9826

4 on flamethrower is useless IMO

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Posted by: nakoda.4213

nakoda.4213

FT#4 creates a burning wall that you can use to force your enemies to pass through. it also combo fields your projectiles into flaming projectiles that burn foes.

you can use FT#3 to force foes through it, then shoot them through it for more burning. You can run back and forth through it when a melee is on your kitten and make them hate you.

It is not useless.

That said, (and, contrary to our usual debates), google sums up the QoL fixes that would make the FT that much better.

What would be nice to see if #5 being turned into a smoke field and adding Damage Over Time to #4 besides the burning. also, if possible make #2 a blast finisher.

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Posted by: waka.9826

waka.9826

the burn on 4 is almost meaningless.

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Posted by: Mif.3471

Mif.3471

I agree that the old Backdraft skill is much more appropriate for flamethrower than Air Blast. It makes so much more sense for a melee weapon to have a skill that brings people to melee range as opposed to knocking them out of it.

I do wish Overcharged Shot (rifle 4) worked more like Air Blast though. The AoE nature of Air Blast is so much more user friendly than Overcharged Shot.

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Posted by: nakoda.4213

nakoda.4213

FT is no more a melee weapon than a shot gun would be. It is a short range weapon.

GW2 Wiki

Flamethrower replaces the engineer’s standard weapon skills with five different skills, focusing on light damage, short range and area effects.

Jon Peters

No, they don’t have a minimum distance – but he is not the sturdiest profession. He is not a Warrior! And so he tries to stay away, and he has a lot of stuff on his pistol and rifle that tends to let him do this. So the pistol for instance has a glue shot that he can shoot down at the ground that sticks guys he tries to get away from. The rifle has an overcharge shot, where he launches the enemy back and pushes himself back at the same time to give himself distance.

But then on top of that, if you really want to be a “in your face!!!11”-Engineer, the flamethrower is pretty much the goto weapon for you.

source: (easily attainable from the wiki)
http://www.wartower.de/artikel/artikel.php?id=562

Air Blast is really more like “vent heat” which explains why it repels projectiles, prolongs burning, and knocks things back in a radial effect.

It is a very useful and powerful ability.

Yes, the old Backdraft was cool, and fun to use, but this isn’t Luigi’s Mansion. A flamethrower is not a vacuum. Knock your foe down, set them on fire. Burn them. Pour fire on them. How was a blanket pull (which was really not much more than a “trip”) more appropriate for a projectile weapon?

You are aware that a jet stream of fire is a projectile right? and that you can MOVE while using the FT, right? and that you can MOVE towards your foe when you Air Blast, right? and that you can KEEP your foe perpetually OUT of melee range while still setting them on fire, right? all the while staying within the 425 range of FT#1, right?

in fact, the POINT is to keep your foe OUT of melee range.

the burn on 4 is almost meaningless.

no more “meaningless” than the burn on FT#1 tick 10. could it use more, sure, but all burn is good burn, since burn does not stack intensity.

Frankly, i think that if Anet simply dropped burning to the bottom of the cleansing order, it would alleviate this misconception that adding seconds of burning is meaningless because it would be more difficult to “stop, drop, and roll” … so to speak.

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Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Frankly, i think that if Anet simply dropped burning to the bottom of the cleansing order, it would alleviate this misconception that adding seconds of burning is meaningless because it would be more difficult to “stop, drop, and roll” … so to speak.

There is no cleansing order. Condition removal skills always target the most recently applied or updated condition, except for skills that remove specific conditions, of course.

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Posted by: nakoda.4213

nakoda.4213

right, what i meant was to drop burning to the bottom of the list instead of the top.

ie, burning operate on a FILO rather than a FIFO algorithm.

poor word choice on my part, soz.

edit: also, i was hoping someone might comment on Peters calling warrior a “sturdy profession” … /chuckle

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

right, what i meant was to drop burning to the bottom of the list instead of the top.

ie, burning operate on a FILO rather than a FIFO algorithm.

poor word choice on my part, soz.

edit: also, i was hoping someone might comment on Peters calling warrior a “sturdy profession” … /chuckle

That part was also pretty hilarious! It kind of undermines the points he was making about engineers as it became difficult to take seriously after reading that part…but it was definitely chuckle-worthy.

Are you recommending a special status for the burning condition that always makes it the last to be removed? All conditions are already first in, last out, and none are first in, first out (FILO, not FIFO) so I’m afraid I still don’t understand what your suggestion is.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

It makes so much more sense for a melee weapon to have a skill that brings people to melee range as opposed to knocking them out of it.

Tell that to a Hammer Guardian.

Banish is the best knockback in the entire game. I would hate it if they changed it, the same with Air Blast, Magnetic Shield, Staggering Blow, Shield of Absorption, Counterattack … you get the idea.

There is no precedent that melee weapons should have pull skills versus push skills. If you need a melee weapon with a pull, use the Tool Kit with Magnet, and Box of Nails to keep them there.

I happen to like how Air Blast works and would prefer they don’t change it. It’s arguably the best knockback that we have. Just as a Guardian would use a Greatsword over the Hammer if they needed a pull, the Flamethrower and Tool Kit should both have their niches.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: nakoda.4213

nakoda.4213

right, what i meant was to drop burning to the bottom of the list instead of the top.

ie, burning operate on a FILO rather than a FIFO algorithm.

poor word choice on my part, soz.

edit: also, i was hoping someone might comment on Peters calling warrior a “sturdy profession” … /chuckle

That part was also pretty hilarious! It kind of undermines the points he was making about engineers as it became difficult to take seriously after reading that part…but it was definitely chuckle-worthy.

Are you recommending a special status for the burning condition that always makes it the last to be removed? All conditions are already first in, last out, and none are first in, first out (FILO, not FIFO) so I’m afraid I still don’t understand what your suggestion is.

that’s because in the morning before coffee I can be a dyslexic kitten

yes, thank you for clarifying.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Just FYI to those wondering, here is the pull skill in beta that is being referenced: http://wiki.guildwars2.com/wiki/Backdraft

It also added 5s of burning. That’s nice. Air Blast is only 2s.

But it didn’t pull very far. According to wiki it had a 600 range and a 35 pull? That’s more or less an interupt and not much of a gap closer. FT auto-attack has a 425 range. Which means the original Backdraft wouldn’t even pull the target to within attack range. For it to be useful it’d need a 200 pull imo.

If you watch the videos in the link, you will see that the pull actually pulls from quite a distance… looks like from the full 600 range. The tooltip is a beta tooltip, so it’s possibly just erroneous.