Kinetic Battery

Kinetic Battery

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Posted by: Chodey.3796

Chodey.3796

Anyone using this? Looks like it will be fun to use but having it proc of a dodge with an 8 sec active time seems dumb. If I dodge a skill and my toolbelt skill is on cd then it is wasted. What the hell were they thinking? Either make it a permanent buff until a toolbelt skill is used or don’t make it proc of a dodge.

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Posted by: Aidan Eighthrain.8612

Aidan Eighthrain.8612

Tried training myself at managing the proc for a few hours…

Results : very situational. Way too many CD to save and dodge to put in pro-actively.

Forces you to focus to proc the evade then land enough CC to land twice the skill you want to double.

As is, I don’t think Tool to be a worthy Spec.

(edited by Aidan Eighthrain.8612)

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Posted by: Chodey.3796

Chodey.3796

Man I was building a toolbelt engy. Cool burst damage with all the high coeff skills but this trait line man… So sad.

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Posted by: RedLeader.4835

RedLeader.4835

I was really excited to try this trait in a static discharge build, but after trying it out for a while its basically useless. I had some success getting it at the beginning of the fight and either using double surprise shot or double throw wrench but after that keeping track of the huge 40 sec ICD and then making sure i evaded and used the kinetic charge before it timed out was just too annoying.

The only way I see myself using it again is if they lower the ICD and remove the timer on kinetic charge so i can actually make use of the extra tool belt skill when i need to instead of being forced to use whatever tool belt skill isn’t on CD just so i don’t waste the kinetic charge.

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Posted by: ukuni.8745

ukuni.8745

Yea i never tried it becuase i didnt fancy the idear of wasting a dodge to get an attempt at proccing it, ive instead been using the new gadgeteer trait with aed in my glass cannon build, although apparently its bugged and your not ment to get double ups on tue gadgets when using this trait but its literally made aed a viable heal next to healing turret finally.

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Posted by: Rozbuska.5263

Rozbuska.5263

This is literaly the best engi trait in this patch. It move combat management on whole new level and I enjoying it. Double barrage ftw.

Tekkit Mojo – Engineer
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Posted by: Casia.4281

Casia.4281

when it works. insanely op. hard to make work. so I guess balanced?

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Posted by: Rozbuska.5263

Rozbuska.5263

when it works. insanely op. hard to make work. so I guess balanced?

It takes fair amount of skill to use it properly. I dont belive how bad I was in dodging:-P

Tekkit Mojo – Engineer
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Posted by: Casia.4281

Casia.4281

ha yeah. but its not even just simply dodging.

It also seems to need a toolbelt skill already on cd. if no tb skills are on CD it wont activate.
then, of course, the tb skill you WANT it to work on, can’t be on CD.

So you have to manage its internal CD. you have to manage your dodges. manage the TB cooldowns of the other skills, to get the one you want, to be up and ready for the battery.

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Posted by: Dirame.8521

Dirame.8521

I just use my dodges when I want and if I see the opportunity to use KB, then I do it. If I don’t then I let it go on cooldown.

Personally a must have.

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Posted by: Rozbuska.5263

Rozbuska.5263

ha yeah. but its not even just simply dodging.

It also seems to need a toolbelt skill already on cd. if no tb skills are on CD it wont activate.
then, of course, the tb skill you WANT it to work on, can’t be on CD.

So you have to manage its internal CD. you have to manage your dodges. manage the TB cooldowns of the other skills, to get the one you want, to be up and ready for the battery.

Nope it exactly opposite. When buff is active next tb you use get recharged. Gameplay with that trait is very different and thats what is so cool on that

Tekkit Mojo – Engineer
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Posted by: Sold Out.7625

Sold Out.7625

Tested it. Trait works just fine with no toolbelt skills on cooldown. Keep in mind not every successful attack dodge may be registered by the game as one. It just happens. The trait is still very strong.

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Posted by: Chodey.3796

Chodey.3796

It definitely works. Its just very clunky to use. Other GMs are better.

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Posted by: Casia.4281

Casia.4281

weird. when I was testing it, over and over, it would simply not activate when all my skills were off cd. yet as soon as I burned regenerating mist to try forcing it to. it would activate the next dodge every time.

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Posted by: nearlight.3064

nearlight.3064

Yeah I tried using it, and it was cool, but once grendae barrage is fixed to not take out half of everyones health there will be no reason to use it at all.

Honestly I’d probably take alchemy over tools instead if the non HGH GM options were better, as prot injection and backpack regen are nice. Adrenal Implant, power wrench, and lock on serve me well and complement explosives/inventions nicely in a cele rifle build. I’m still debating on whether or not incendiary powder is still worth it.

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Posted by: Casia.4281

Casia.4281

hrm. yeah. very first npc on retest worked fine. with kinetic battery right of the bat.

so either it was a bug that was fixed. or, there was some other factor going on when I tested it day one.

seems to be working fine now though.

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Posted by: Blizt.3086

Blizt.3086

When they changed its ICD from 20s to 40s when Specialization launched, I was a bit disappointed.

But then I quickly found out that the real issue is not that 40s ICD, it’s that 8s duration which is just way too short…

Things rarely go smoothly for you, sometimes I have already used some of the more desired toolbelt skill before I head into next battle, then I timed my evade and activated Kinetic Battery, but my toolbelt skills are either still on cooldown or they’re not quite worthy to be used with Kinetic Battery, so it was just wasted…

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Posted by: Sold Out.7625

Sold Out.7625

Yeah I tried using it, and it was cool, but once grendae barrage is fixed to not take out half of everyones health there will be no reason to use it at all.

Honestly I’d probably take alchemy over tools instead if the non HGH GM options were better, as prot injection and backpack regen are nice. Adrenal Implant, power wrench, and lock on serve me well and complement explosives/inventions nicely in a cele rifle build. I’m still debating on whether or not incendiary powder is still worth it.

No reason to not use a skill that allows you to do -two- grenade barrages? Even two non-broken grenade barrages are incredibly powerful. It’s what the 100nades build of the past was based on.

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

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Posted by: Kodama.6453

Kodama.6453

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?

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Posted by: Sold Out.7625

Sold Out.7625

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?

I use it on a regular basis! Yes, Kinetic Battery recharges the F1 heal. I double cast it in worrisome situations or when I need my glass cannon trait to stay active! Keep in mind a single F1 heal still is less than a healing turret so it’s kinda in balance. That and you can really quickly lose that heal by using any other toolbelt.

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(edited by Sold Out.7625)

Kinetic Battery

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Posted by: Kodama.6453

Kodama.6453

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?

I use it on a regular basis! Yes, Kinetic Battery recharges the F1 heal. I double cast it in worrisome situations or when I need my glass cannon trait to stay active! Keep in mind a single F1 heal still is less than a healing turret so it’s kinda in balance. That and you can really quickly lose that heal by using any other toolbelt.

Thx for the clarification, I’m glad to read that. So Bandage Self is supposed to trigger effects for both, healing skill and toolbelt skill?

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Posted by: Sold Out.7625

Sold Out.7625

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?

I use it on a regular basis! Yes, Kinetic Battery recharges the F1 heal. I double cast it in worrisome situations or when I need my glass cannon trait to stay active! Keep in mind a single F1 heal still is less than a healing turret so it’s kinda in balance. That and you can really quickly lose that heal by using any other toolbelt.

Thx for the clarification, I’m glad to read that. So Bandage Self is supposed to trigger effects for both, healing skill and toolbelt skill?

Seemingly so! AMR was bugged for Bandage Self on patch day, but has by now been fixed. I did not yet try using both in tandem, but I know that Kinetic Battery and AMR work separately. So I don’t doubt it’s fine for both of them to be together.

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Posted by: The V.8759

The V.8759

Noticed 1 even more annoying thing about this trait: I dodge and want to heal. evades, presses healing turret, detonates it (TOOLBELT). Wait…kitten ….now my whole kinetic thing is wasted… AND NOTHING RECHARGES INSTA

Please at least remove this from detonate turret skills devs ^^

One of the Firstborn Channel of Fvux

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Yeah I tried using it, and it was cool, but once grendae barrage is fixed to not take out half of everyones health there will be no reason to use it at all.

Honestly I’d probably take alchemy over tools instead if the non HGH GM options were better, as prot injection and backpack regen are nice. Adrenal Implant, power wrench, and lock on serve me well and complement explosives/inventions nicely in a cele rifle build. I’m still debating on whether or not incendiary powder is still worth it.

No reason to not use a skill that allows you to do -two- grenade barrages? Even two non-broken grenade barrages are incredibly powerful. It’s what the 100nades build of the past was based on.

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

If anything, I think it’ll be the one trait that keeps engineers relevant in PvP after Grenade Barrage is fixed.

[EG] Ethereal Guardians

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Posted by: displacedTitan.6897

displacedTitan.6897

Its not that Kinetic Battery is bad, its just very clunky to use and its competition for the GM spot in Tools is PERMANENT VIGOR….

Basically if they want you to use this trait they need to buff it massively.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Its not that Kinetic Battery is bad, its just very clunky to use and its competition for the GM spot in Tools is PERMANENT VIGOR….

Basically if they want you to use this trait they need to buff it massively.

What’s clunky about it? You dodge and then use a toolbelt skill within the next 8 seconds. Rather than just fire stuff off cooldown, it requires you to be more patient so that you fire off a toolbelt twice in a row.

And in the example provided above, it just requires you to be mindful of using Grenade Barrage before you heal. The alternative is simply not blowing up your turret and simply picking it up … which you should do anyway when you can.

With Celestial ammy it gives 2,800+2,800 every 15 seconds when picked up versus 2,800+2,800+1,432 (water blast=1,320+20%HPower) every 20 seconds. That’s 5,600 HP returned every 15 seconds versus 7,032 every 20 seconds or 22,400/minute vs. 21,096/minute.

Late edit: I just tested this and it appears Detonate Healing Turret does proc Kinetic Charge and does not allow you to double water Regenerating Mist. Definitely needs to be fixed. But the trait is still worth using if you accept that limitation.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Xyonon.3987

Xyonon.3987

Its great for fractals where you must dodge (or against alpha), but dodging reduces your damage due the traits, so don’t use it in dungeons where you just stack in corners.

The problem with the 50% endurance regen trait is that it won’t stack with vigor wich seems semi good while having the ability to gain vigor.

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Posted by: Kodama.6453

Kodama.6453

The problem with the 50% endurance regen trait is that it won’t stack with vigor wich seems semi good while having the ability to gain vigor.

This. I hope they will fix it soon or otherwise change the minor trait, because having non stacking endurance regen on minor and major is the opposite of synergy.

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Posted by: MattyP.6954

MattyP.6954

I don’t have an issue triggering this trait on demand. I usually use it defensively to get double melee range Grenade Barrage, Big ole Bomb, or double Heals (I run med kit because it synergizes so well with Tools traits, with the primary heal being on the tool belt and everything).

It would be really hard to pull off in an offensive manner (but I have used it for double orbital barrage, which is some nice burst), but it’s on dodge, so it makes sense that it would be easier used defensively.

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