(edited by SameHH.1048)
Make tool kit useful!
The range of #5 got doubled in the last patch (5 days ago) so that’s fine, I think.
From what I’ve heard, the pull is now enough to take people down from their keep’s walls in WvW so the toolkit at least now has a somewhat decent use.
Well, you got part of your wish on 5: It’s got a range of 1200 now, and I sincerely hope you aren’t asking for more than that. The range on 1 is fine, it’s pretty standard melee range, but I could see that third attack happening a little faster. Or maybe give it a stack of vulnerability.
The box of nails is pretty fine, though; it does exactly what it should do, which is provide a field of caltrops. If there’s one change I’d make, it’d be to make it activate a little faster. You’re throwing a box of nails into the air, not meticulously spreading them around you! At any rate, it provides a crippling field that stacks bleeds. It’s already pretty groovy. #4 also recently got a buff in that it now blocks for three seconds.
That leaves my favorite attack, the pry bar. It hits pretty hard, and stacks confusion! What’s not to love about that? But even as great as the pry bar is, you forgot to mention the number one reason to take the tool kit: THROW WRENCH. Simply put, it’s arguably the best tool belt skill available. Hits hard, hits twice, and hits every enemy along its path. A base cooldown of 20 seconds isn’t terrible, either, and it only gets better with the proper traiting (if you’re so inclined).
Oh yeah, and while it shouldn’t be a thing, it’s also a fairly bug-free kit. Unlike the flamethrower.
I didn’t know that they buffed it in the patch but still #1 skill needs to be faster specially the third hit, and yeah the tool belt is really good.
What i find weird is the block doesn’t have an on hit attack. When enemy hit BAM hit with a hammer upside it’s head. for example LOL
Tool Kit does deserve its Tier 3 spot, especially after the last patch.
The attack speed of Smack/Whack/Thwack are comparable to that of other professions’ Mace attacks. I don’t use that often myself, but it’s okay for situations that require melee.
Box of Nails stacks Bleed and Cripple.
Prybar is a nice clean damage skill with 3 stacks of Confusion.
Gear Shield is 3 seconds of Block. Read: Three (3) seconds where nearly nothing touches you.
Magnet? 1200 range pull? Got a runner? Pull, Box of Nails and Immobilise (Glue Shot or Net Shot). Got a greedy defender on the wall? Pull, Box of Nails, Immobilise. Got a mob to CC? Pull, Box of Nails, kill.
Throw Wrench? By itself, it does sizeable damage. Traited it applies Cripple to EVERYTHING in its path, forwards and back.
Tool Kit does deserve its Tier 3 spot, especially after the last patch.
The attack speed of Smack/Whack/Thwack are comparable to that of other professions’ Mace attacks. I don’t use that often myself, but it’s okay for situations that require melee.
Box of Nails stacks Bleed and Cripple.
Prybar is a nice clean damage skill with 3 stacks of Confusion.
Gear Shield is 3 seconds of Block. Read: Three (3) seconds where nearly nothing touches you.
Magnet? 1200 range pull? Got a runner? Pull, Box of Nails and Immobilise (Glue Shot or Net Shot). Got a greedy defender on the wall? Pull, Box of Nails, Immobilise. Got a mob to CC? Pull, Box of Nails, kill.
Throw Wrench? By itself, it does sizeable damage. Traited it applies Cripple to EVERYTHING in its path, forwards and back.
This gentlemen touches upon a point. The engineer can bounce around the weapons and weapon kits loudout very quickly; the toolkit on it’s own may seem dodgy, but if you start to think outside the 5 skills and what else you’ve got, you can really cause Fun.
Well I am talking about PvE (should’ve made that clear) where you don’t need to pull enemies towards you because normally they’ll be running to you anyway thus nullifying #5, where condition damage doesn’t mean that much (if you are with a group and everyone is stacking) thus nullifying #2, and I’m not sure about confusion in PvE, and I only found the shield useful in the new shores map where karka hit you with like 6 rapid hits first and blocking them feels good, leaving the auto attack skill that is only viable in PvE and it’s not that good.
So I think they should make imporovement for the kit in PvE only like what they did with grenades when they nerfed damage in PvP only.
Ribos.8350 is spot on with his evaluation of the toolkit. All it needs is slightly faster auto attack. and a faster cast time on the caldrops skill. Funny the kit refinement version is instant.
With those changes I think it will be solid kit. This excluded problems with kits in general.
Well I am talking about PvE (should’ve made that clear) where you don’t need to pull enemies towards you because normally they’ll be running to you anyway thus nullifying #5, where condition damage doesn’t mean that much (if you are with a group and everyone is stacking) thus nullifying #2, and I’m not sure about confusion in PvE, and I only found the shield useful in the new shores map where karka hit you with like 6 rapid hits first and blocking them feels good, leaving the auto attack skill that is only viable in PvE and it’s not that good.
So I think they should make imporovement for the kit in PvE only like what they did with grenades when they nerfed damage in PvP only.
In that case, the problem is you want to use the skill in the way its not ment to be used and actually expect it to be changed to suite you.
Well I am talking about PvE (should’ve made that clear) where you don’t need to pull enemies towards you because normally they’ll be running to you anyway thus nullifying #5, where condition damage doesn’t mean that much (if you are with a group and everyone is stacking) thus nullifying #2, and I’m not sure about confusion in PvE, and I only found the shield useful in the new shores map where karka hit you with like 6 rapid hits first and blocking them feels good, leaving the auto attack skill that is only viable in PvE and it’s not that good.
So I think they should make imporovement for the kit in PvE only like what they did with grenades when they nerfed damage in PvP only.In that case, the problem is you want to use the skill in the way its not ment to be used and actually expect it to be changed to suite you.
But why would they create a skill that isn’t viable in PvE? I don’t play WvW and I want to be able to play with everything I have in PvE, my suggestion would be a modification or change of how the tool kit works in PvE only.
Some skills are just better in certain conditions. Example: Personal Battering Ram
Hopefully in the future they will introduce more skills (maybe a stun baton kit or a buzzsaw kit for you)so we will have more choices. If you want a PvE melee kit for now, you can try the bomb kit.
If you insist on playing with Toolkit in PvE, you should focus on turrets.
P.S. 60% of Mesmer skills are for PvP. Exploring alone is such a pain
(edited by Orion the Cursed.1206)
What I’d like to see with the Tool Kit is the weapon swap box making an appearance, and when you click on it your wrench changes to a two handed version.
Now I hear you say “Why in God’s name would they have a massive wrench they have to hold with two hands!?” My answer is simple, they were using it to build things like walls and the flying ships.
Hear me out on this, I think this could work on the Elixir Gun too (the ability to weapon swap for two Elixir pistols for example) with different skills that are more offensive with a daze, a knock down and so on. Well it would give us more variety in melee combat.
Well I am talking about PvE (should’ve made that clear) where you don’t need to pull enemies towards you because normally they’ll be running to you anyway thus nullifying #5, where condition damage doesn’t mean that much (if you are with a group and everyone is stacking) thus nullifying #2, and I’m not sure about confusion in PvE, and I only found the shield useful in the new shores map where karka hit you with like 6 rapid hits first and blocking them feels good, leaving the auto attack skill that is only viable in PvE and it’s not that good.
So I think they should make imporovement for the kit in PvE only like what they did with grenades when they nerfed damage in PvP only.
You want examples of PVE use?
Smack/Whack/Thwack is one of the few non-projectile attacks an Engineer has, which is a big help for certain fights, e.g. Leurent’s Elite Guards in Twilight Arbor (Forward/Forward), Wraithlord at the High Priest of Grenth in Arah, or even Jade Colossi in Fractals.
Again, Box of Nails is a 4s AoE that stacks Bleed and Cripple. Bleed is Condition Damage and the straw man argument of a full group of Condition Damage builds just doesn’t fly. Cripple is Cripple and absolutely golden for kiting.
Prybar deals Confusion and melee damage. Nothing to stop the presses for.
Gear Shield is three (3) seconds of Blocking. No idea why you’re scoffing at this. Just last night I used it for Giganticus Lupicus phases 2 and 3 and running past the hordes of Arah thrash.
Magnet’s Pull is a hard CC, i.e. it interrupts enemy attacks and animation. This is useful on stuff from Graveling Breeders to Risen Gorillas. Heck, want to make that expert pull that singles out a single mob from the pack? Magnet now does what Scorpion Wire was so famous for.
the problem is you want tool kit to be useful in places it really has no use.
its irreplaceable in wvw. 4 is an excellent addition to your repertoire of skills that get you past the zerg at your tower’s gate. 5 is extremely offensive in more ways than one, and 2 makes it even nastier. the belt skill is a solid chunk of damage that does about twice as much as an autoattack, great burst.
1 and 3 arent great for anything i want out of the kit, but im also comfortable switching my skills out in different situations and dont just run a certain 3 utilities 100% of the time. although i admit elixir b and grenades are there at least 95% of the time…
but in pve… a pull is useless. 3 seconds of block against enemies you can kite anyways is useless. another cripple when you are already a master of cc isnt needed. and being melee when you picked that profession because its ranged is bad. just use something else. when you wanna wvw, then try toolkit.
head here to discuss wvw without fear of infractions
I guess I’ll have to test it more then given some detailed responses from you guys thx!
I never really got much use out of the box of nails, unless I had traited kit refinement and swapped kits as I was running away to slow someoe down. It’s damage and duration are neglible which always struck me as unfortunate because a more powerful skill might make it acceptabe to stay in the kit.
In contrast, one application of my condition thief’s caltrops can kill a training golem by itself and has a much larger aoe (something like 14 second duration). I wouldn’t expect the same potency from a kit, but it would be nice if the duration was maybe 7 seconds with faster application and more coverage.
I know you are talking about PvE, but in WvW toolkit iisss so good now.
It was good before, but people cried anyway because some skill were lacking. (I agree #5 was bad and #4 was a bit lacking if you compare it to other block) So they buffed it.
Now, oh my god, I would never remove it from my bar in WvW. 1200 range pull on low cooldown? Yes sir! I’m a roamer with a friend, and pulling somoene from their zerg only to prybar him in the face for 4k then finishing him with rifle is magic.
And I can’t count the time our gear shield saved me. 3 sec of block anyone? I … Love… it…
Skill it up with Kit refinement, and when somoene is chasing you, as soon as you swap to toolkit to use gear shield, you also cast an AoE bleed cripple.
Yeah
Server : Anvil Rock (Since Release!) [SOLO]
Toolkit is essential to my dungeon build.
I run a Heal/Tank + a little damage spec, using grenade, elixir gun, and toolkit. It’s typically my job to keep the mobs busy, and my teammates healthy. Without toolkit, it would not be nearly as effective.
Area CC:
Freeze Grenades
Kit refinement + toolkit
Box of nails
Blocks:
Magnetic Shield
Static Shield
Gear Shield
Pulling/Acquiring Agro:
Grenades + 1500 range
Magnet
It has already been established that toolkit is good for WvW, and I argue that it can also be good for dungeons. I also find that block and area CCs are still useful in open world PvE, but that is more debatable.
Niniyl (Ele) | Barah (Eng) | Luthiyn (War) | Niennya (Thf)
This is
Toolkit is one of those kits that feels weak and useless on its own but combos really well with a wide variety of other skills. The block skill alone is almost worth taking the kit for, especially now that it’s 3 seconds long.
The only thing that really needs work is the auto attack. It doesn’t really mesh well with the rest of the class.
(edited by Yukishiro.8792)
I think Toolkit needs only a few changes.
Prybar should have a shorter cooldown, i just feel 15s is to long. And it should be a cleave, a large prybar cant cleave but a wrench does.
Ability 1-chain feels fine, altough the 3th strike is much weaker in an aoe situation since it doesnt cleave, could also swing a little faster.
Box of Nails should activate faster, 1sec cast is just a little to slow. Also, more/faster bleed stacking so its atleast a bit damaging.
Really nothing big, i think when kits are finally fixed to scale with your actual weapon Prybar could even go with a nerf to its damage.
Gear Shield is already pretty good, a 3sec Block is very nice. Magnet may have a long casttime of 1sec, but the 1200 range it now has more then makes up for that. And the toolbelt skill is also very good. Good damage, takes some skill to use without being insanely hard, guarenteed combofinisher, cooldown not to long.
I think because we’re kinda squishy and dont do well in melee-range for very long is the reason you dont see anyone run around with it so much. And going for enough defense to actually stand up there with a warrior or a guardian would mean you did hardly any damage.
But it works well in combination with other weapons and kits. I’ve been running it pretty steadily in my 4kit-build for a while now.
(edited by Terrahero.9358)
Edit: now that I have read the patch notes I think a change is only needed for the auto attack and the box of nails (maybe faster cast times)
With the 20% trait taking it from 10s to 8s and kit refinement giving us a second use of it at 10s recast means we can use it twice in 18s. Not sure how you justify a lower recast then that on a cripple/damage ability?
Tool Kit does deserve its Tier 3 spot, especially after the last patch.
The attack speed of Smack/Whack/Thwack are comparable to that of other professions’ Mace attacks. I don’t use that often myself, but it’s okay for situations that require melee.
Box of Nails stacks Bleed and Cripple.
Prybar is a nice clean damage skill with 3 stacks of Confusion.
Gear Shield is 3 seconds of Block. Read: Three (3) seconds where nearly nothing touches you.
Magnet? 1200 range pull? Got a runner? Pull, Box of Nails and Immobilise (Glue Shot or Net Shot). Got a greedy defender on the wall? Pull, Box of Nails, Immobilise. Got a mob to CC? Pull, Box of Nails, kill.
Throw Wrench? By itself, it does sizeable damage. Traited it applies Cripple to EVERYTHING in its path, forwards and back.
This gentlemen touches upon a point. The engineer can bounce around the weapons and weapon kits loudout very quickly; the toolkit on it’s own may seem dodgy, but if you start to think outside the 5 skills and what else you’ve got, you can really cause Fun.
Bleeds don’t do much even with Cond armor on i know i have it.
The block should have a secondary attack like the other classes with similar abilities, like when hit bam dazes or knocks back or multiple quick hits.
They need to bring bleed damage universally up to where burn damage is. Can’t tell me that stabbing someone in the back doesn’t make them lose more then 9% of their hitpoints…or more importantly shooting someone with explosive shrapnel bullets that pierce doesn’t do a crapton of damage….really isn’t balanced.
(edited by tigirius.9014)
Bleeds don’t do much even with Cond armor on i know i have it.
That is a subjective fallacy of a comment.
The block should have a secondary attack like the other classes with similar abilities, like when hit bam dazes or knocks back or multiple quick hits.
That is not even factually accurate. You say "other classes’. well there are 2 other class’s with shields. Warrior is one, and its shield skill that block, has no natural secondary effect. So, stop making false claims. Further more, it is not a shield skill, so your claim, doesn’t apply at all. It is blocking ability, not a shield skill
They need to bring bleed damage universally up to where burn damage is. .
How so? They do not even function the same. Bleeds easily out damages burn. Bleed can do up to 2,875 damage per second at 1200-1300 condition damage, were as burns cap at around 630 damage per second. They stack and function absolutely differently.
They need to bring bleed damage universally up to where burn damage is. Can’t tell me that stabbing someone in the back doesn’t make them lose more then 9% of their hitpoints…or more importantly shooting someone with explosive shrapnel bullets that pierce doesn’t do a crapton of damage….really isn’t balanced.
Absolutely love it when people bring game animations and “fantasy logic” into arguments on game balance. Yeah, I mean seriously, who on Earth can take being stabbed, shot, burnt, bled, crushed, maimed, crippled, frozen, dropped at great heights, hit with a trebutchet all within 5 minutes? Game is unbalanced.
Toolkit’s Prybar, Throw Wrench, and Gear Shield are reasons alone to take it. I’ve been running it in fractals of the mists lately to improve my overall damage farther (that, and gear shield is strictly better than elixir S if you take out the stunbreak component – there aren’t enough actual stuns in most FotM dungeons to merit taking S over Toolkit). Prybar crits for 6k easily, Throw Wrench applies it’s projectile finisher twice, along with doing a chunk of damage, and gear shield is just awesome for those get out of jail free moments – and it’s on a 20s cooldown to boot.
There is very little really wrong with toolkit.
It would be more popular if turrets were more effective. and their traits worked properly.
As well as if toolkit stat scaling worked properly. We only use grenades because they are horrifically op. (grenadier/steelpacked)
throw wrench is quite good.
TK1 is ok. stacking vul is pretty good. The cripple to both is quite good.
Prybar and tk1 3rd hit, both have a sever problem of being single target. Very few, (no?) other big melee moves are single target like that.
The melee nature of TK means reflect doesn’t work on it, unlike pretty much every other engi move.
Many posts have already correctly stated all this.
Bleeds don’t do much even with Cond armor on i know i have it.
That is a subjective fallacy of a comment.
The block should have a secondary attack like the other classes with similar abilities, like when hit bam dazes or knocks back or multiple quick hits.
That is not even factually accurate. You say "other classes’. well there are 2 other class’s with shields. Warrior is one, and its shield skill that block, has no natural secondary effect. So, stop making false claims. Further more, it is not a shield skill, so your claim, doesn’t apply at all. It is blocking ability, not a shield skill
They need to bring bleed damage universally up to where burn damage is. .
How so? They do not even function the same. Bleeds easily out damages burn. Bleed can do up to 2,875 damage per second at 1200-1300 condition damage, were as burns cap at around 630 damage per second. They stack and function absolutely differently.
It’s not a fallacy it’s a fact. They nerfed the dps of conditions like bleed and poison about a month ago. Check the patch notes.
Bleeds don’t stack as quickly on this class as they do for others, they don’t stack as fast on pistols either (without a quickness rune or potion mind you) because the attacks for pistols have been nerfed to being as slow as rifles. (I know I play a thief as well and pistols on thieves are almost useless at this point as well).so , once again, bleeds don’t do much damage. My original statement stands.
Poisons were nerfed around the same time.
The block I’m referring to is the block we commonly see in the underwater attacks of the spear and the ground attacks of the mesmer where one times the blocks and when the enemy hits, the next attack occurs immediately. Like creating a duplicate in the mesmer’s case.
Inconsistent abilities are part of the problem with the engineer class. Many of us have made this observation before. It’s almost as if, some of the abilities were just thrown together as an experiment to be balanced and completed later in the development process.
I love the class don’t get me wrong, but I just think there should be more working on this class to fix the holes before any new content should be considered.
For what it’s worth I am really, really fond of the magnet pull now that its range is viable. Fun in a WvW group to pull a single target out of a mob and into friendly doom, or in a dungeon to pull unconnected mobs without aggroing the rest of the pack since it does no damage (necros can do this, too).
In PvP especially people will find themselves quite disconcerted for a second or two, which all you need to bleed and confuse them with #2 and #3, so even if you’re currently retreating you can still give a parting gift (and the reaction from pulling off wall defenders remains classic).
Only thing I would like to see on the toolkit is to give Prybar a leap for some extra mobility. Other than that all the skills are solid except the auto attack seems meh unless you trait it to cripple.
Only thing I would like to see on the toolkit is to give Prybar a leap for some extra mobility. Other than that all the skills are solid except the auto attack seems meh unless you trait it to cripple.
Prybar leap would make this kit awesome… I use it a lot now, though I didn’t get it for a while. For burst specs that use the static discharge trait, wrench throw is only a 20 second cooldown, and if you bunker, considering the 3 second block, along with insta-swap to your other 2 shield block moves, there’s a lot of defense there.
Tool kit is awesome. only suggestion I have is to lower the cast time on box of nails.. or spread nails out as the spell is channeled so if it’s canceled or interrupted at least you put out some nails.
i found the tool kit useful there for a while, running pistol/shield, magnet →nails →prybar →switch back to pistol/shield → static shot → then whatever works best in your situation, stacks alot of confusion at the very start of the fight when people are spamming out there skills the most, having all the blocking is handy when facing those heavy melee chars to
Tool Kits are very useful. I like Crippling enemies and attking them meele on their blind sides as they try to actually hit me but miss. I also like Blocking when I need to in a situation where enemy’s position starts to adjust with mine. I also like Pulling enemies towards me if they choose to run away or I dodge them from ramming towards me. I also like hitting them hard and giving them confusion condition.
All in All… Its how you use it and how well you play that determines the usefulness of the kits.
I think the only issues with tool kit at the moment really revolve around the 1 skill, and cast times for box of nails and magnet.
If all 3 hits of the 1 skill were AoE and if the hits were all the same speed at 3/4 then it would be fine.
Alternatively the vulnerability could get an improved duration or it could be replaced with confusion to mesh better with the 3 skill, and open up room for a pistol / tool kit condi build.
As for box of nails and magnet they just need the cast times reduced for 1/4 to 1/2. Box of nails feels horribly sluggish and having a long cast time makes it hard to use offensively. With magnet the cast time hinders the range, since any enemy can avoid or move out of range / los before the cast finishs. A dpser might pop out on a wall for 1-2s but magnet is not fast enough to really take advantage of that like scorpion wire can.
My only problem with the Tool Kit is that the #1 skill and the toolbelt skill are redundant. Why do they both have to be wrenches?
I like how every other skill is a separate tool.
The #1 Skill should change to a hammer and a mallet and then have its dmg and timing adjusted to fit.
just imo.
My only problem with the Tool Kit is that the #1 skill and the toolbelt skill are redundant. Why do they both have to be wrenches?
I like how every other skill is a separate tool.The #1 Skill should change to a hammer and a mallet and then have its dmg and timing adjusted to fit.
just imo.
Not bad idea actually =)
Tbh I never run without the toolkit anymore.
At least from a PVP perspective, Gear Shield alone makes using the toolkit worth it.
…The box of nails is pretty fine, though; it does exactly what it should do, which is provide a field of caltrops. If there’s one change I’d make, it’d be to make it activate a little faster. You’re throwing a box of nails into the air, not meticulously spreading them around you!
Well, I think the shield should also activate faster, I see no reason for it to take so much time to activate.
When traited for, the toolkit is pretty absurdly good in world PvE. It’s a staple of a good kiting build; you can keep using caltrops and prybar to basically kite forever and get extra blocks without having to use dual pistols for the area slow.
And even without a lot of power stacking it hits like a train, which is great against those slower pve ranged mobs.
…The box of nails is pretty fine, though; it does exactly what it should do, which is provide a field of caltrops. If there’s one change I’d make, it’d be to make it activate a little faster. You’re throwing a box of nails into the air, not meticulously spreading them around you!
Well, I think the shield should also activate faster, I see no reason for it to take so much time to activate.
hmmm.. I must be missing something then.
The Shield skill seems to activate the same speed as my warrior’s shield skill, heck, You might be experiencing some kinda weird lag?I always use my shield skill to block on Engineer and Warrior on time without taking hits. Not entirely sure if it’s a recent bug or just a lag in your end. I’ll probably find out. If I dont rely to this, then it’s probably lag in your end. =)
Toolkit is clunky slow.
Its #1 attack is a slow chain, low damage until the third hit. Compare our melee kit to the fast chaining of other melee. We have the crap end of the deal. (Although, Vulnerability is the tradeoff of why the first two attacks in the chain are low, I still think the damage is very low—too low)
We have a small wrench yet we are swinging it like it is a heavy 2-handed hammer.
I’d be happy with it if I had never played another profession. Tool Kit is certainly useful, but it just is ‘meh’ when it could be more.
Many of our Kit abilities have activation times. All professions have this. But Engineer has a lot of timing issues where things just feel… unresponsive. We are used to it, but I don’t find that an acceptable reason to leave it as is. Being the one of the least played professions and last profession to make it (almost didn’t according to the official collector’s book), I bet ArenaNet just has it low on the priority list to fine tune.
Look how quickly the Guardian was tuned. And how played it is. Could be coincidence.
But I think many of our Kit complaints would disappear if they felt more responsive and less “press and wait”.
Replace Box of Nails with ANYTHING (Maybe a robot that will activate, follow a target and explode when the target comes within a certain distance.)
Replace Smack, Whack, and Thwack with Throw Wrench, and replace Throw Wrench with some other toolbelt ability.
Or something like this.
Replace Box of Nails with ANYTHING (Maybe a robot that will activate, follow a target and explode when the target comes within a certain distance.)
Replace Smack, Whack, and Thwack with Throw Wrench, and replace Throw Wrench with some other toolbelt ability.
Or something like this.
lol. I love that.
We were talking in my guild chat about making the Tool Kit completely different, and robots were one of the made-up dream skills that we added. Even posted the idea somewhere in these here Engineer forums in a long thread full of Engineer wishlists that will never come true. Many pages of many ideas.
I notice in this thread, many of us have a common theme with the skills feeling off in their timing. Different opinions on which skills and what to do to fix it…. but with so many comments being how things seem to take too long, I would view that as a red flag with what is wrong with the function.
It works. But it could work better.
You dont want an attack on block… It stops you from blocking…. Would you rather see, block,block,block,block,block,block,block. OR block, 1000dmg, death.
Toolkit is great it allows you with pistol mh and bomb kit to get 10 stacks of confusion. I LOVE seeing 2900dmg because someone or something tried to do something.