Misinformation/Tricks of the Engineer

Misinformation/Tricks of the Engineer

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Posted by: aydenunited.5729

aydenunited.5729

I’m making a thread here to discuss the things that are in error on tooltips, or just things omitted completely that might be useful info, as well as tips and tricks of things that we can do that may or may not have been thought of by other Engineers in the community.

1) The Kit Refinement AoE fire for flamethrower also removes a condition.
2) Packed Stimulants reduces the cooldown of Drop Stimulant to 15 seconds, and the Fury and Swiftness duration is increased for that with this skill.

3) Bandages you place on the ground appear to last for 40 seconds. This means you can keep roughly 9 on the ground at all times while you wait for a fight while bunkering, effectively adding 9k+ heals to the beginning of the fight if you walk over a nice little stack of them in one spot.

4) A turret can be placed and left to auto-attack the oponnents base in Foefire, and it will trigger their automated “Your Base is Under Attack” prompt, even if you are not there.

5) Kit swaps (and their subsequent effects with Kit Refinement) can be used while stunned.

Any other pieces of information or tricks found, please post here to help consolidate the info and ideas.

Jumzi (Ranger), Tarnished Coast

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Posted by: Kardiamond.6952

Kardiamond.6952

Wow great didn’t know most of those. Especvially the first and the second one (while packed stimulant overall is just a waste).

Here some from me, no as good but some thing that I should have known long time ago.

6) You can use kit while being mini-me (Potion S).

7) Elixir X Tornado will stun even if you are not using the #3 skill. #3 is only an additional stun. The #1 of tornado is a Static Discharge.

8) Elite Supplies and Potent Elixirs won’t stack in duration for Elixir X. Only one of them will be used.

9) Static Discharge activate when you destroy a turret. So you can use surprise shot, summon your turret, activate it, then at 6 sec destroy it and use surprise shot again for double DS.

10) Static Discharge is only reliable on single target ToolBelt skill. Any other toolbelt such as potion throw, grenade barrage or Incendiary ammo will ether throw them in your camera direction, in the ground, or at random place.

11) Acidic Elixirs is the worse trait.

12) On heal effect with the heal kit activate when you switch to the kit. Thing like Enhance Performance mights boon can be stacked each 10 seconde if you switch to healing kit.

13) Automated Response don’t remove the conditions you had before reaching 25% hp.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Anymras.5729

Anymras.5729

14) Only the Tools trait’s Tool Belt Recharge Rate bonus affects the cooldowns of Toolbelt skills, regardless of apparent tags.

15) Elixir-affecting traits (Potent Elixirs, Fast-Acting Elixirs) do not affect the Elixir Gun’s Elixirs.

16) Mortar is affected by Rifled Turret Barrels, but not Elite Supplies X; range increase is 100, bringing it to 1500.

(edited by Anymras.5729)

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Posted by: Kai.3680

Kai.3680

17) scope flat out doesn’t work, unless something has changed very recently
18) rifle #5 jump ability is great for jump puzzles as it is guaranteed as long as you are not changing elevations
19) static discharge range appears to be based on equipped weapon range not the particular utilities, outside of ground targeted failures. For instance, rocket kick discharge will go the range of the weapon not the kick, useful for dangerous foes
20) stability will keep you from falling down from overcharged shot and rocket boots. I tried -stun duration runes to negate knockback of both and noticed nothing. Maybe -condition duration?
21) mines remove a boon as per description. However, the toolbelt skill says nothing of boon removal yet removes up to 5 boons from foes

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Posted by: Grackleflint.4956

Grackleflint.4956

I’m bumping this because there is a lot of good information here.

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Posted by: tigirius.9014

tigirius.9014

22) Forceful Explosives – supposed to enlarge the explosive radius actually reduces it causing you to have to be inside the enemy almost for it to hit most of the time. It causes the non-combo field explosions to not have the same splash radius as daggers do on my thief much less the standard 1 handed sword. Doesn’t actually change the tooltip but doesn’t do what the tooltip in the trait actually says it does. It’s most noticeable underwater using bomb kits and actually affects the effectiveness of the Elixir-Infused Bombs when traited.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Alarox.4590

Alarox.4590

22) Forceful Explosives – supposed to enlarge the explosive radius actually reduces it causing you to have to be inside the enemy almost for it to hit most of the time. It causes the non-combo field explosions to not have the same splash radius as daggers do on my thief much less the standard 1 handed sword. Doesn’t actually change the tooltip but doesn’t do what the tooltip in the trait actually says it does. It’s most noticeable underwater using bomb kits and actually affects the effectiveness of the Elixir-Infused Bombs when traited.

In my experience it does increase the radius of the bombs. At least in sPvP, the only place I’ve tested it.

Alarox – Human Guardian
Rampage Wilson – Charr Engineer
Sea of Sorrows

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

23) Veil from Throw Elixer U has a chance to fail on cast and not stealth you upon walking through field. Veil always fails if Acidic Elixers is traited(in my experience, may have changed)

24) Reflection. As far as I know, reflected skills will go off the traits of the reflection caster, so trait and sigil effects such as Steel-Packed Explosives or Sigil of Air will not trigger on self. Thrown elixers do not create any effect if reflected by an enemy.

25) Tools trait does not reduce CD for Mine Field

26) When rifle or pistol skills are still casting and the target moves past you or into melee range(less than 120units normally), the skill has a chance to fail and go on a 4 second CD or normal CD

27) Grenades and mortars(and other on impact AoE such as Cluster Bomb) tend to fall through or get stuck in destructible objects, such as walls and turrets, very common on upgraded walls and doors.

28) When Rifled Barrels is traited, 1# Elixer Gun skill applies 3 second bleed and weakness, originally 1 sec weakness and 4 second bleed.

29) If you pick up healing turret before it creates the first water field, the skill goes on normal recharge(20s) instead of being decreased by 25%. Also, if first regeneration boon is applied by healing turret and it is picked up, the boon only heals 5.

30) Static discharge and turrets tend to target dead objects, such as places where clones have died, however static discharge can still bounce off the intended target.

31) Packaged stimulants changes ALL heal kit skills to have 15s CD, also prevents pickup if you already have swiftness.

32) Magnet and Rifle Jump do not always move target or user intitially, although it shows animation, normally takes 2-3 seconds for displacement to actually occur.

33) When using Magnet and Rifle Jump, and the target/user hits a rounded or jagged incline that cannot be scaled, the target/user may be launched into the air. Normally launches target/user high enough to sustain 25-50% fall damage, on rare occaisions death.

(edited by Lord Aargadon.4135)

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Posted by: tigirius.9014

tigirius.9014

22) Forceful Explosives – supposed to enlarge the explosive radius actually reduces it causing you to have to be inside the enemy almost for it to hit most of the time. It causes the non-combo field explosions to not have the same splash radius as daggers do on my thief much less the standard 1 handed sword. Doesn’t actually change the tooltip but doesn’t do what the tooltip in the trait actually says it does. It’s most noticeable underwater using bomb kits and actually affects the effectiveness of the Elixir-Infused Bombs when traited.

In my experience it does increase the radius of the bombs. At least in sPvP, the only place I’ve tested it.

That would explain it, PVE doesn’t behave that way at all.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

34) Switching to the Medkit does not incur a 1s recharge on the Medkit skill itself unless you were already holding the Medkit. This allows using Kit Refinement twice nearly instantly, which can be valuable sometimes (notably against the Toy Golems, where it usually constituted roughly half my damage output against those stunlocking kittens)

35) Swapping to Grenade Kit with Kit Refinement while inside of an enemy (via a dodge or by not having Melee Assist on) will cause all the grenades to detonate immediately instead of spreading out and mostly being useless.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

36) Turret toolbelt skills do not give you endurance with the Tools minor trait Adrenal Pump.

37) Rocket Boots launch user before immobilize, cripple, and chill are removed, effectively making the removal useless. Sometimes distance lauched is also altered by swiftness.

38)Super speed(Slick shoesTB Skill) immediately takes user to movement cap, bypassing chill and cripple.

Edit- Thanks for catching the discrepancy.

(edited by Lord Aargadon.4135)

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

38)Super speed(Rocket Boots TB Skill) immediately takes user to movement cap, bypassing chill and cripple.

Super Speed is the Slick Shoes TB skill, not Rocket Boots.

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Posted by: Petezahut.3068

Petezahut.3068

35) Swapping to Grenade Kit with Kit Refinement while inside of an enemy (via a dodge or by not having Melee Assist on) will cause all the grenades to detonate immediately instead of spreading out and mostly being useless.

if you use jump shot and swap to grenade kit during animation your entire grenade barrage hits where you land. if used with a stun/immobilize thats a free 3-5k burst depending on build.

40) you can switch to med kit while in flamethrower auto attack to stack the swiftness/vigor/anything else that activates on wep swap, kit swap or on heal use. and then swap back to the flamethrower in time for the next autoattakc

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Posted by: Hebee.8460

Hebee.8460

If you have the Pop-Gun rifle skin, and are a Charr, slot ur racial “Hidden Pistol” & use your toolbelt ability with ur rifle equipped to annoy your friends/enemies!

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Posted by: Silentsins.3726

Silentsins.3726

1. Automated Medical Response (15 in inventions) resets the entire action bar on med kit. If you have both AMR and Internal Converter equipped (15 in tools), AMR triggers first, puts both of them on a 90-second cooldown, then IC triggers, doing nothing.

2. Under normal circumstances, Internal Converter has an unlisted internal cooldown, which I believe to be 10 seconds.

3. This is more of a bug then a trick (read your beta bug reports, A-net!): It’s possible to cancel the Healing Turret’s toolbelt skill after the skill effect has gone off, but before it goes on cooldown (EXACTLY like the double shatter combo that just got nerfed last patch). This puts it on a 5-second cooldown. VERY hard to replicate at human reaction speeds, the more likely outcome is a graphical glitch followed by the skill going on full cooldown without any effect at all.

…but hey, a skill that has a 50% failure rate, a 45% chance of working as intended, and a 5% chance of being completely OP is sooooo engineer-like. :p

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Posted by: Liewec.2896

Liewec.2896

“on healing” runes proc from switching to med kit so you can gt their effct as soon as their cooldowns are done

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Posted by: Kai.3680

Kai.3680

41) Combining lifesteal on crit food with the flamethrower produces considerable healing. Omnoberry pie anyone? This in combination with elixir gun toolbet regen, backpack regen, and kit refinement elixir gun means you are a very hard target to kill outside of a serious burst. You could add in healing turret as well if you really want to maximize your healing over time. If you realllly want to make this ridiculous then spec for boon duration, full 30 in alc and a rune combo, and your healing over time becomes long and strong. A nice rune set to check out would be dwayna’s. Adds healing power, boon duration, and regen proc on use of heal (this is my person fav combo). I havent even check out what would happen if you had the givers armor set on but I assume it would a nice boost to boon duration.