Glob Shot Buff? (Elixir Gun #2 Skill)
I would rather see a rework of this skill, since it pretty much never hits. Make it a line cast (druid staff skill4) or an aoe ground target cast(like EG skill5) with the same cripple effect, and pulsing decent dmg, plus giving swiftness to allies? that to me would make it much more viable, and usefull.
And somewhat the same change for rifle skill2 since that has the exact same problem
Nah. It’s actually quite a strong skill when you consider it bounces between targets. It does pretty decent damage and the cripple/swiftness combo is particularly good when the other team is zerging your necro.
They just need to change how the projectile actually works so that it more effectively hits all 3 potential targets.
Nah. It’s actually quite a strong skill when you consider it bounces between targets. It does pretty decent damage and the cripple/swiftness combo is particularly good when the other team is zerging your necro.
They just need to change how the projectile actually works so that it more effectively hits all 3 potential targets.
The damage is the same as the rifle aa, same cast time, but with less range, and with a unhitable trajectory if shoted at his max rrange, it must be used in a short range, and in tf for make his damage worth it.
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
The damage is the same as the rifle aa, same cast time, but with less range, and with a unhitable trajectory if shoted at his max rrange, it must be used in a short range, and in tf for make his damage worth it.
I think you’re misunderstanding the purpose of this skill and its intended effects. It’s not used for damage, though I did say its damage output is decent. It’s a skill that in one activation puts 3 seconds of swiftness on allies and spreads upwards to 6-9 seconds of cripple across the enemy team.
I understand that it says it has 900 range, but you should ignore that and only use it in point-blank situations or, like I said, when your necro is getting focused. The swiftness only procs if you or they are within 400 range of an enemy hit by it.
It’s also pretty sweet in 1v1 situations. It’ll hit them, bounce back to you, and hit them again. Two hits will give you six seconds of cripple on them, which is incredibly useful when almost all of your damage output is PBAoE and melee cleave. It better keeps enemies laying in your Thunderclap and Acid Bomb, it allows you to better auto-attack spam to build up vulnerability/might through Equalizing Blow, and it enables you to pretty much steamroll light armor classes when paired with the Blast Gyro and Bypass Coating.
To be honest, proper usage of Glob Shot eliminates any need for a Hydromancy Sigil (though I often end up running it anyway if I’ll be stuck vsing warriors a lot in a particular match). It’s a super invaluable skill when properly used, and its CD is short enough that the regular reapplication of cripple will make it far easier for you to kite your enemies or chase them down.
If there’s any buff that should be done to it aside from making the projectile less floaty at longer ranges, I wouldn’t be opposed to it granting super speed for 1 second over 3 seconds of swiftness—but I’d argue that’d be kinda OP.
(edited by Phineas Poe.3018)
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
Engi already has two poison fields, Poison Dart Volley, and Fumigate. I hardly see any much more need than that.
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
Engi already has two poison fields, Poison Dart Volley, and Fumigate. I hardly see any much more need than that.
And mortar poison field, don’t forget that one, these 3 make a decent damage for a poison condition, we dont need more poison, what about adding torment instead?
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
Engi already has two poison fields, Poison Dart Volley, and Fumigate. I hardly see any much more need than that.
And mortar poison field, don’t forget that one, these 3 make a decent damage for a poison condition, we dont need more poison, what about adding torment instead?
Those are not unblockable.
Those are not unblockable.
Why does it need to be?
Those are not unblockable.
Why does it need to be?
Because blocks. And because every single poison field is unblockable (except the engi one big surprise here).
Those are not unblockable.
Why does it need to be?
Because blocks. And because every single poison field is unblockable (except the engi one big surprise here).
This actually isn’t true. Chemical Field is unblockable, even if the tooltip doesn’t say so. You’re welcome to try it yourself.
But just to illustrate something more important, Chilblains is only unblockable when you trait for it, and Viper’s Nest is unblockable because all traps are unblockable.
Most poison fields are unblockable not because poison fields are designed to be unblockable and engi was somehow left out but because of the underlying mechanics and trait choices built into the skill sets that poison fields tend to fall under.
It’s not quite as cut-and-dry as you’re making it out to be, and there’s no point in having two weapon skills on the same kit that essentially do the same thing (while having far less utility than Fumigate as a condi cleanse).
(edited by Phineas Poe.3018)
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
Engi already has two poison fields, Poison Dart Volley, and Fumigate. I hardly see any much more need than that.
And mortar poison field, don’t forget that one, these 3 make a decent damage for a poison condition, we dont need more poison, what about adding torment instead?
Well, of course. When I said “two poison fields” I was referring to Gas Shell and Chemical Field. PDV and Fumigate aren’t poison fields.
glob shot
aoe target
knockback
immob
fear
stab
3 blasts
balanced
Nah. It’s actually quite a strong skill when you consider it bounces between targets. It does pretty decent damage and the cripple/swiftness combo is particularly good when the other team is zerging your necro.
They just need to change how the projectile actually works so that it more effectively hits all 3 potential targets.
I agree with you . It is really strong when you use it smarty and i would not change it .
What annoys me most about this skill is its supposed to apply cripple to opponets, so you try to use it when they turn to flee, but they can run faster than the kitten thing travels. So annoying.