Juggernaut trait/ flamethrower issues

Juggernaut trait/ flamethrower issues

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Posted by: Chewablesleeptablet.3185

Chewablesleeptablet.3185

energized armor doesn’t work in conjunction with juggernaut. most of the traits that deal with flamethrower are not working at all. deadly mixture for instance shows no difference in DPS. the 10% if burning doesnt really seem to make any difference.

Juggernaut trait/ flamethrower issues

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Posted by: Dice Dragon.4326

Dice Dragon.4326

Unless they bugged it in the last patch, engerized armor DOES work with jugg. but it gives you 14 power. 0.07 * 200 = 14.

14 power is NOTHING. 1 might stack is 35.

Deadly mixture should work, it might be tooltipped bugged, as for visual changes in damage, thats hard to see. And either way, +15% to the crap that is the total damage of FT1, its pointless.

Juggernaut trait/ flamethrower issues

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Posted by: Yamsandjams.3267

Yamsandjams.3267

The tooltips should reflect the damage increase (at least for flamethrower), although I’ve never explicitly tested the damage on the golems in HotM or anything. I would assume everything is working as intended, but if we’ve learned anything from scope, well…

If you could collect a sufficient amount of sample data, then you could reasonably conclude whether or not the damage increase is being applied correctly. Without that, one can’t say one way or the other, though I’m inclined to just assume that they are working properly.

Juggernaut trait/ flamethrower issues

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Posted by: Arantheal.7396

Arantheal.7396

First off: I don’t use the FT for anything but map-exploration facerolling.
Still I took the time to theory-craft a build that merely uses all dmg-buffs you can get access to.
http://gw2skills.net/editor/?fdAQFAUlUUpWrtdx6KseNCbBB6Jch3KyjMkP+wAA-T1BEABJcBBYS5XK7P0mOCAeQAJq+zWKBDAgAszdGozdmlrclrclrc25O35O35OLFwoCjA-w

Here, max dmg with a kit that even with all this expensive gear still does not get pressure on anything that has toughness. (a squishy thief my burn to it, but w/e). Retaliation will kill you, you have zero mobility and your range is that laughable that I literally roll on the floor when I see an engi channeling flamejet. Having it for skill #2, #3 and #5 is fine but everything else is a pure waste on this kit and no engi should spend more than mere seconds in it…

except map-completion facerolling^^

Engineer is love, Engineer is life.

Juggernaut trait/ flamethrower issues

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Posted by: Drakent.9605

Drakent.9605

FT kit is garbage and this is coming from a person who has spend a lot of $ trying to find way’s to make this kit work but it was all for nothing

Every single attack skill on this kit is super weak

skill #1 , 5 sec channeling attack that even with 3k AP and cap furry only does about 4.8k dps in does 5 sec. when other weapons can do over 3k dps every sec with there #1 skill attack

Skill#2, a single attack with a 6 sec CD that IF lands a CRITICAL hit can do 6k damage. I have done 15k dps on other weapons that have a 10 sec CD. you can do the math just to see how pathetic the damage is for this skill against other weapon skill with cd

skill#3, A fire field with a horrible aoe effect , pretty much a fire wall that ppl can just walk pass it and avoid the damage to the point is useless for damage, only use you could have for this skill is for fire combo effect b/c it has a 10 sec duration

So honestly this Kit is useless even for kitten and giggles I wont bother with it and I love the idea of walking around with a FT but with the damage this crap does is like carrying a water pistol

Juggernaut trait/ flamethrower issues

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Posted by: Chewablesleeptablet.3185

Chewablesleeptablet.3185

I have tried making the flamethrower work as well. So far I can increase the dmg through traits and a rune set by 30%+ with at least 6 stacks of might / 25 when rolling dungeons with a good team.

It is pretty messed up because flamethrower is incredibly weak… My rifle #1 does slightly more DPS with the same setup and no stacks of might.

Juggernaut trait/ flamethrower issues

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Posted by: Kain Francois.4328

Kain Francois.4328

Flamethrower currently serves no purpose other than to be an Engineer equivalent of the Guardian’s “lewtstick”.

I would like to see that changed, perhaps. Ideas?

If Bomb Kit is our highest Melee damage, and Grenades are our best ranged damage and vulnerability stacking kit, what should Flamethrower accomplish? Ideas? Perhaps a DEFENSIVE kit focusing on projectile nullification and buffing the team?

-1 Flame Jet
Damage increased from 10% to 30% against burning foes. Added functionality: Applies 3s vulnerability to stationary foes each tic.

Explanation: Come on, it really needs a damage buff, to at least bring it onto par with Rifle. I understand there could be issues with PvP, but how could a Flamethrower with near-melee range deal LESS damage than a Rifle? This badly needs a damage buff in PvE, and this change simply brings it onto par with other sources of damage.

-2 Flame Blast
-2 Detonate Flame Blast
Added functionality: Blast Finisher.

Explanation: Changing this to a blast finisher would help on the theme of Flamethrower being a supportive kit, and really fits well with the idea of “Flame ‘Blast’”.

-3 Air Blast
Increase reflection time to 1.5 seconds.

Explanation: Currently more than half Engineers don’t even know you could reflect using this skill, and it is incredibly difficult to time with an unforigiving cooldown. Giving this skill a higher window of projectile reflection would guarantee more use of this skill, while satisfying demands of High-End PvE teams for reflect skills.

-4 Napalm
Added functionality: Destroys enemy projectiles.

Explanation: This right here changes the meta-game for Engineers completely! Napalm becomes integral to “stacking” in dungeons by being both a long duration fire field and a projectile block. Synergizing with Flame Blast and Smoke Vent (see below) allows this skill to also stack might, increasing the Engineer’s capabilities to be a team player even more. Through use of Air Blast and Napalm, an Engineer is able to guard his team pretty well against projectiles. Unlike Guardian’s Wall of Reflect, this skill merely destroys projectiles, making it more akin to a Thief’s Smokescreen. However, this does have its use, especially against Mai Trin where reflection is less desired.

-5 Smoke Vent
Functionality change: Pulses blind twice for 2 seconds each second. (Two-pulses of blind)
Added functionality: Blast Finisher

Explanation: Another appropriate blast finisher for the Engineer. Synergizes with Napalm’s fire field in order to stack might, while also blinding foes, making this especially useful in stacking situations.

Overall, with these changes, Flamethrower becomes much more desirable as a support weapon keeping the team alive, while buffing their damage. The very fact alone it benefits in damage from burning foes makes it very team-oriented.

More importantly about these changes: Allows you to have 2 blast finishers in a single utility slot, compared to Thumper Turret which is 3 blast finishers in a single utility slot. This compliments the direction of Engineer as a whole, being a master of self-sufficient Blast Finishers.

Juggernaut trait/ flamethrower issues

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Posted by: DesertRose.2031

DesertRose.2031

@Kain Francois: The following thread might be of interest to you:
https://forum-en.gw2archive.eu/forum/professions/engineer/Flamethrower-what-buffs-would-devs-give-it/first#post4210130
In said thread people theorycraft how Flamethrower could be made useful.

I like your Napalm idea, that would really improve Flamethrower.

Juggernaut trait/ flamethrower issues

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Posted by: Liewec.2896

Liewec.2896

i’ve been playing a flamethrower zerker using static discharge and bunker down and it hits like a truck! crazy burst.
i can’t imagine how hilarious it is going to be when its dealing 30% more damage after the patch! (if it ever arrives)

Juggernaut trait/ flamethrower issues

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Posted by: Kirby.9138

Kirby.9138

^What build would that be? I assume Flamethrower-Toolkit and something else with a quick toolbelt right?

Juggernaut trait/ flamethrower issues

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Posted by: tigirius.9014

tigirius.9014

Unless they bugged it in the last patch, engerized armor DOES work with jugg. but it gives you 14 power. 0.07 * 200 = 14.

14 power is NOTHING. 1 might stack is 35.

Deadly mixture should work, it might be tooltipped bugged, as for visual changes in damage, thats hard to see. And either way, +15% to the crap that is the total damage of FT1, its pointless.

Which brings me back to the whole traits aren’t working as they should be thing. We’re missing key dps building traits that sister “adventurer” classes have without a hitch. These things should have been adjusted before launch when many of us were reporting them in BWE2 not 2 years later….

Balance Team: Please Fix Mine Toolbelt Positioning!

Juggernaut trait/ flamethrower issues

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Posted by: Arantheal.7396

Arantheal.7396

oh god, he’s on the run again.
1. all traits work as from the devs intended.
2. What traits are you even speaking about specifically? / What is the thing you describe as “adventurer” class?
3. there is no TPcentric status of the game, and engineer will get mayor buffs anyways.
Stop catposting and finally fix your missleading signature. ty.

Engineer is love, Engineer is life.

Juggernaut trait/ flamethrower issues

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Posted by: Conncept.7638

Conncept.7638

-3 Air Blast
Increase reflection time to 1.5 seconds.

Explanation: Currently more than half Engineers don’t even know you could reflect using this skill, and it is incredibly difficult to time with an unforigiving cooldown. Giving this skill a higher window of projectile reflection would guarantee more use of this skill, while satisfying demands of High-End PvE teams for reflect skills.

What!? How did I not know this…