Juggernaut - Why no elixir gun?

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Khallis.5708

Khallis.5708

since we have a 15% damage boost to Flamethrower or Elixir gun trait already? Should the Elixir gun be added to the Juggernaut trait as well?

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Valar Morghulis.7049

Valar Morghulis.7049

There should be more, “when using a kit” and “when using a gadget” and less “when using flamethrower” IMO. Build diversity and all that…

Fiddler of Malazan [BR] – Engineer {NSP}

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Saturn.6591

Saturn.6591

Well, maybe it’s not part of the trait because it already has a healing-field.

Off topic but fun: Valar Morghulis… funny that you play on NSP. On FSP, there’s a guild with that name. ^^

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Seras.5702

Seras.5702

I agree with Valar that there should be more “when using…” more broadly than specific kits. It would let us venture into trees that aren’t normally beneficial to a specific kit for more variety.

Juggernaut is a trait that lets FT users be more of a bruiser. The toughness buff essentially makes us heavy armor close range fighters and FT’s tools let us control the fight with blind and knock back. They work well together. Not something that really fits with EG.

If EG had a trait similar to Juggernaut it would be something like gives passive +x% condition duration and stacks healing power. But EG works better jumping in, using it, and then popping out.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

Juggernaut - Why no elixir gun?

in Engineer

Posted by: ukuni.8745

ukuni.8745

I agree with Valar that there should be more “when using…” more broadly than specific kits. It would let us venture into trees that aren’t normally beneficial to a specific kit for more variety.

Juggernaut is a trait that lets FT users be more of a bruiser. The toughness buff essentially makes us heavy armor close range fighters and FT’s tools let us control the fight with blind and knock back. They work well together. Not something that really fits with EG.

If EG had a trait similar to Juggernaut it would be something like gives passive +x% condition duration and stacks healing power. But EG works better jumping in, using it, and then popping out.

when you think about it there is a trait for every kit that helps define it, nades have the permanent extra nades, bombs have healing, flamer has juggernaut, toolkit has turret repair, but elixir gun has nothing other then it’s great utility, so what you suggest would help define the eg better while also giving more focus to how people can build around it and open up more builds, I honestly think you should do separate post on how it could be implemented because it’s a great idea.

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
Check me out on YouTube

Juggernaut - Why no elixir gun?

in Engineer

Posted by: digiowl.9620

digiowl.9620

Iirc, juggernaut has a history. The initial design was not about giving might, but stability.

Meaning that a jugger-neer would wade into combat with his flamethrower and be immune to CC.

Nice idea, but ANet messed up the implementation. Rather than having repeated applications of a short duration stability, they made it a long duration. Meaning that people would flip into flamethrower ever so often to refresh their stability, and then go back to whatever they were using before. Never mind that it made jugger-neers a focused target for boon stealers.

Pretty much the same insanity as we have seen going on with speedy kits being used as much for perma-vigor as the actual swiftness.

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

EG —-—→ HgH if traited

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

Juggernaut - Why no elixir gun?

in Engineer

Posted by: risenlord.2035

risenlord.2035

except for the heal elixer gun is pretty bad. It’s okay for bunkering from my experience but it doesn’t do nearly enough damage.

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Uvatha.5476

Uvatha.5476

EG —-—-> HgH if traited

No, this isn’t correct at all.

Super Elixir and Elixir F do not grant might with HGH traited.

Cripple and swiftness granted from Elixir F are not increased due to Potent Elixirs, nor is the duration of the light/healing field from Super Elixir.

Recharge of both skills are not reduced by traiting Fast-Acting Elixirs.

It’s been known that Elixir Gun doesn’t work with elixir traits even though some of the skills in the kit are classified as elixirs. There have been mixed reviews regarding the nature of the kit as a bug or working as intended. To be sure I double checked in the mists and it’s not cooperating with these traits.

Juggernaut - Why no elixir gun?

in Engineer

Posted by: risenlord.2035

risenlord.2035

I was under the impression when I first started playing engi that alchemy traits would indeed affect the elixer gun. without traiting for extra damage and elixer gun cooldown reduction the elixer gun is mostly useless.

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

on calculator trait EG to HgH but not on game we know it
i say if traited, hmm well i must say if worked XD

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

Juggernaut - Why no elixir gun?

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I was under the impression when I first started playing engi that alchemy traits would indeed affect the elixer gun. without traiting for extra damage and elixer gun cooldown reduction the elixer gun is mostly useless.

The EG is not a kit you should stay in when trying do do max damage, but it is fas from being useless. I would even say it has the highest utility factor of all kits when it comes to PvE group play.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver