Ideas to fix Flamethrower:
Well I wanna run zerker flame-thrower so am biased. I feel like A-net does not like the idea of us having stability as we have so much CC. I think the only things wrong with flame-thrower is the dmg (it’s abhorrent actually) and lack of a blast finisher.
Bombs and ’nades do excellent dmg, elixir gun and toolkit have amazing utility.
Flame-thrower is the kitten child in the middle with nowhere to go. ft 3 & 5 are the only things that are heavily used in my exp (power or condi).
The Juggernaut trait should be changed. 200 toughness is ok, but slow might stacking forces you to stay in that one kit for too long to be useful.
Profession: Engineer
IGN: Lord Fortack
Flamer really needs some steriods to buff the damage.. cause its easy to say that this thing is suposed to be the “hulk” of the kits (ranged kits, i didnt forget the tool kit). A full blast of fire does maybe as much as a simple hit with a greatsword does. Come on.. make it double or 1 and a half the damage to be actually usefull..and i use the +15% extra damage perk..dont even wanna know how laughable the damage would be if i wouldnt use that. And the burn damage.. man…nope all my nopes..and i got plenty of them
Just increase the auto range to 600 so there’s a better chance to actually land that final tick and apply the burn.
Additionally, having Flame Blast explode on contact with a surface rather than disappear would be excellent.
Those relatively simple changes would do wonders for the weapon.
Fixing the whole “shooting into the ground” thing that affects every ranged weapon in the game will also be great when ANet get around to it.
Just increase the auto range to 600 so there’s a better chance to actually land that final tick and apply the burn.
Additionally, having Flame Blast explode on contact with a surface rather than disappear would be excellent.
Those relatively simple changes would do wonders for the weapon.
Fixing the whole “shooting into the ground” thing that affects every ranged weapon in the game will also be great when ANet get around to it.
What he said, the range is one of my most hated things about it and i use it with a burst build so it is frustrating that i gotta chase someone like a crazy person with it to hit them the best use for it right now is tower/keep defense when specced for burst. when your out in the field is very situational.. increase range to 600 buff damage a bit OR make it burn each tick would make it viable for once!
Range will not change anything because #1 does no damage anyway and should not be used anyway.
For me it must be something like this which brings me back to the FT:
-Jaggernaut gives stability again instead of additional armor.
- FT#1 gives blind for 2 sec with last tick instead of burning (maybe change the animation also into a cool smoke emission for the last tick). Change +10% dmg against burning foes into +20% against blinded foes.
-FT#3 is a blast finisher
-FT#4 also cripples foes
(edited by Forestnator.6298)
Why not stability and armor? What is wrong with it? Napalm should not be rectangular but round like a bomb why not for frak sake?! Ehhh……
Juggernaut should work like so:
Gain Stability (4 seconds) each time you hit 2 or more targets with any single tick of Flame Jet(4 second cooldown).
This prevents a simple perma-stability button, but allows us to keep it up whilst we’re using the Flamethrower in the situations it’s intended. This combined with a doubling of the auto-attack damage (yes, doubling, don’t bother with 1.5, this thing hits like a wet blanket) will make the Flamethrower reasonably viable in the sort of situations you’d want to be using such an AoE weapon (zerg-play for example).
Juggernaut is fine as it is. While FT doesn’t have the same punch as grenades/bombs (which is fine since I see it as a pressure DPS kit rather than a burst DPS kit) it does bring more overall utility from Juggernaut/synergy with the EG.
That said it could do with some TLC to make it more of a tempting option vs grenade/bomb it. Suggestion:
FT#1 : Burning duration increased to 2/3 seconds. This would allow higher chance of receiving the 10% vs burning targets. Also allows for the possibility for perma burning without getting IP if the target doesn’t evade the flames.
FT#2: Also receives 10% vs burning targets.
Napalm Specialist: Renamed to Tormenting Flames. Every time you apply burning you also apply 2 stacks of torment for 5 seconds.
In my eyes Napalm Specialist isn’t worthy of a GM trait when majority of our conditions are fairly short lived without investment into either explosives or condition duration food. While aimed mainly at the FT, condition engineers using P/P or IP would also benefit and it’d increase the FT dps while maintaining a pressure role.
WHAT?! “PRESSURE KIT”?!!! Flamethrower = FLAME + THROWER , it should spawn freaking fire, not “PRESSURE” something. IT should be AOE flame spawning with aod + burning etc.
Right now it is a joke, they should call it diffrently as this is not flames it spawns, rather some crap coming out….
As I see it, all they need to do is increase the direct damage of each attack of flame jet, or simply take the burning on the first hit of flame jet from 1s to 2s. This would give it more value as a kit for condition builds, as well as ease the problem of horrible damage for the cast time of flame jet.
https://www.youtube.com/watch?v=6q3em9s5I4c
Actually the flamer should have (in my opinion) TWICE the current damage output and the toolbelt skill for it should make it ignore armor ratings for 3 bursts cause the 3 shot burn thing really doesnt justify such a long cooldown, maybe even change the napalm field from a strip to a cyrcle.. then it would justify its lack of range and be a real threat for melee classes and monsters in pve and wvw or pvp.
Maybe they could make it so the ft 1 does more damage the longer you get hit by it. So each tick does slightly more damage to the last hit where it does max damage kinda like now except each hits multiplies the damage. Right now i’m lucky to break 150 damage a hit with the thing unless the person is downed then i’m better of just staking them.
(edited by rivx.3267)
“Jaggernaut skill should have +300 maybe and stability but -50% to move "
This was actually what the devs had at first for the Juggernaut trait(minus the armor I believe). It was then replaced with what we have now. Honestly, IMO, the FT is fine where it is. There maybe needs some tweaks in burning duration and perhaps a tiny bit more range, but overall I’m satisfied. If built right, this thing can do a good amount of damage. I like Malhavoc Adhamar’ suggestions as those are pretty solid without having to do a lot of reworking.
For whatever reason anet has a thing for pretty much all classes have very limited stability except for warrior. Honestly the game needs diminishing returns on cc or classes other than warrior need more access to the stability boon.