Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
(repost from the previous thread, hopefully this one can stay on course)
From what I noticed regarding this weapon kit, the Flamethrower will Miss-Miss-Miss a lot if you have a target selected. With no target selected and basically using a spray-and-pray approach, I didn’t see any Miss and lots of (low) numbers.
Overall I feel the Flamethrower is pretty weak compared to our other kits (and weapons) and to me it feels very odd that #1 only applies a 1s burn on the final hit. It should apply burning for the entire duration (and an additional 1s on the final hit) in my opinion (which would result in around 3 1/4s of burning). The Flamethrower already has a limited AoE which can be avoided easily and only hits 3 people at a time instead of the usual 5. So I feel that those limitations warrant a higher damage output with constant burning.
For me personally, the abilities should be changed like this:
Lastly it’s really odd that our Flamethrower kit is so buggy, when the Flamethrower during the Jormag-event apparently has less issues.
Devs ain’t gonna do jack for FT after all this time.
I like your suggestions though. Is fun to theorycraft.
Easiest change they can do is swap our FT for this FT. The 5s cd leap is awesome.
(repost from other thread)
I love the Flame Thrower, it is my favorite kit, but, why does pistol 4 and rocket boots tool belt have bigger burns?
I would love if every second tic of FT1 would apply a 1 sec burn. Also I would like a secondary attack that is a single target hit hidden in this cone, So that when I target objects it hits it just like other ranged attacks. I think it would fix the missmissmiss issue and boost damage on the primary target of the Flamethrower.
I think FT2 should be able to be detonated on second click. That would let it stay the same and yet be more effective after “round 1” of the combat.
FT3 is fine.
FT4: Napalm should cling to the target upping the burning per pulse up to 2s.
FT5: Smoke Vent. Why is this not a combo Field? the one on the Flame turret is?
Next, I want to use Flamethrower underwater!
FT1 – Same but change to make boiling water (white flames and bubbles?)
FT2 – No Change from above
FT3 – No change
FT4 – Change to a sphere of Boiling Water area when it detonates like the gun in Diessa Plateau’s Flame Temple Tombs, use and orb like FT2 and allow it to detonate for better placement.
FT5 – Combo field blind just like above, call it Oil slick 2.
Finally i would like as a benefit of being in Flamethrower kit, a passive burn remover. Call it Fire Proof, removes a stack of burn every second.
I know…I am dreaming.
Please, dear heavens return Backdraft to Flamethrower. Here’s a demonstration of Backdraft and what it looks like in a fight. (A glimpse of a pre-nerfed Napalm as well.)
It’d be wonderful if Flame Blast could be manually detonated and if Napalm pulsed damage in addition to applying a longer burn. Or, alternatively, dealt no direct damage as it does presently, but be a patch (ala Bomb Kit’s Fire Bomb / of Longbow’s Combustive Shot instead of an ignorable wall that merely applies a 1 second burn for every second anything is foolish enough to stand in it..
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