Flamethrower and it's awesomness in wvwvw.
You know who stand behind door?they most are guardian and warrior,you can’t hit them with flamethrower,because retaliation will kill you first,that is my advice.
Thanks, but I don’t really need advice in this since I use it with great success.
I do that very often too, but retaliation hurts really bad. I must often takes short pauses to heal myself before going in again. 5-6 guardians/warriors hitting the door with retaliation, Attack #1 flame thrower = 10hits. 10hits x 5-6 ppl with retaliation = OUCH
(edited by Moka.9641)
Against a small group or an unorganized group, it can be somewhat effective. However retaliation will kill you fast and a simple water field being blasted will negate pretty much all of the damage you do. It is still much better to spend your time building an arrowcart if you have the opportunity.
Against a small group or an unorganized group, it can be somewhat effective. However retaliation will kill you fast and a simple water field being blasted will negate pretty much all of the damage you do. It is still much better to spend your time building an arrowcart if you have the opportunity.
Good advice.
Everyone has to play their part in defending a fort. No doubt everyone will contribute building siege when the commander calls out for it, but the key point here is once that’s said and done, how can an engineer support the defense efforts. Using FT on the gate is an effective means to deter rams and gate crashers. Healing turret + super elixir provides healing to keep you in the fight longer, while supportive teammates are also applying their own skills, heals, and siege attacks to function as a group. The alternatives are to defend with grenades or mortar, each with their own effectiveness, risks and countermeasures.
If a team of 5 engineers with all the same gear defended the gate, then 5 FT jets would be a serious threat. It would be over 10K damage per target per 2 seconds with no CD. If they were experienced, they would drop a fire field with a blast finisher to gain 15 stacks of might each. Combined with juggernaught, that would put them at 22-23 stacks. Add to that 5 healing turrets and 5 super elixirs, they would be a death machine. From experience however, it’s rare for a zerg to door crash for the very reason that it only takes a handful of defenders to batch enough AOE to cause chaos. Still though, Oxstar’s advice is sound. If you see fellow engineers, consider working together rather than branching off doing your own thing. Regardless if you FT, grenade, or mortar. Working together is more effective than working alone.
It’s main use is to kill the rams, less the players who can move or heal back up.
I love doing this in wvw. I laugh like Scorpio when I do.
http://www.youtube.com/watch?v=Tnod9vtB4xA
And yes, a clever group retaliation buff on the other side will kill you before your laugh can end. XD
Reminds me of Dexter’s Lab. Flame On! Whooooosh. Flame Off! Flame Off! Flame Off!
(edited by Redfeather.6401)
Against a small group or an unorganized group, it can be somewhat effective. However retaliation will kill you fast and a simple water field being blasted will negate pretty much all of the damage you do. It is still much better to spend your time building an arrowcart if you have the opportunity.
BS, mate. A water field? Da heck? You think the damage is that weak? I don’t what build you’re running, but I keep at about 10 stacks of might during these situations, the damage far outdamages non-self heals. Retaliation does hurt a bit, but I find it easy enough to heal up.
I do that very often too, but retaliation hurts really bad. I must often takes short pauses to heal myself before going in again. 5-6 guardians/warriors hitting the door with retaliation, Attack #1 flame thrower = 10hits. 10hits x 5-6 ppl with retaliation = OUCH
It hits 3 people per attack, not 5 or 6. So you’ll only take THIRTY TICKS OF RETALIATION per full channeled attack. If you hit a ram, then TWENTY TICKS OF RETALIATION. If you hit two rams… Well you can do the math at this point.
Against a small group or an unorganized group, it can be somewhat effective. However retaliation will kill you fast and a simple water field being blasted will negate pretty much all of the damage you do. It is still much better to spend your time building an arrowcart if you have the opportunity.
BS, mate. A water field? Da heck? You think the damage is that weak? I don’t what build you’re running, but I keep at about 10 stacks of might during these situations, the damage far outdamages non-self heals. Retaliation does hurt a bit, but I find it easy enough to heal up.
Maybe you should stop basing your damage against uplevls and glass cannons. The real tanks on the rams that can absorb arrow cart fire laugh at the your damage.
(edited by AsmallChicken.9634)
I use this all the time. The main idea is that you want to take down the rams, not the players as these are more threatening.
i do this often as well, and can confirm that the retal can be very deadly doing this. I’m not sure if it’s been nerfed, but I found it almost more effective to just use the #3 pushback to get the ppl off the rams. Coordinated with a push from others can down the rams very quickly, with minimal losses
When taking down rams with the FT i like to also use Mine. When i start taking retaliation damage i Mine the door to blast them back. I also max the distance on the FT so i am only hitting rams.
I do that very often too, but retaliation hurts really bad. I must often takes short pauses to heal myself before going in again. 5-6 guardians/warriors hitting the door with retaliation, Attack #1 flame thrower = 10hits. 10hits x 5-6 ppl with retaliation = OUCH
It hits 3 people per attack, not 5 or 6. So you’ll only take THIRTY TICKS OF RETALIATION per full channeled attack. If you hit a ram, then TWENTY TICKS OF RETALIATION. If you hit two rams… Well you can do the math at this point.
In this thread: RETALIATION IS ON EVERYBODY. FOREVER. ALWAYS. BECAUSE CAPSLOCK.