(edited by Naioby.3705)
Please fix Eng's Flamethrower
I notice the flame going sideways sometimes too even when I have a target in front of me.
Also the skill ‘flame yet’ flickering is a straining on the eyes:
They would need to nerf burning damage into the ground before they can make it available for a weapon’s autoattack …
One thing I wanted to point out..
The reason for burning to be applied at the end of the skill is intentional..
as the flamethrower stops there is excess fuel which would be the burning..
I doubt that a flame can carry on burning plate metal after a few secs with nothing to sustain it..
so the burning can only happen at the end to burn the excess fuel
Each tick of skill one would be overkill. One blast and they’ll burn forever (or likely until the end of combat). They should though, add another 1 second burn to the first tick. You won’t be able to stack them for a permanent burn state without traits and +condition duration sources. And even then, you would have to hold down that trigger to keep the burn going. If it triggered on every tick, you could hit them once, swap to another weapon and the mobs would just keep on burning. That’s too much.
bull kitten.
A 1sec, 450 burn on each tick would actually balance the auto attack’s dps quite well as well as make logical sense that you are set on fire regardless of how long you stay in the jet stream, additionally requiring competent players to avoid the attack. in this way, regardless of how long you stay in the attack, you burn for 1sec after.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
Currently as it stands, we only get 1 second of burning for 2.5 seconds of attacking. Assuming the last tick hits.
http://wiki.guildwars2.com/wiki/Flamestrike
Which is much weaker than this one for the same amount.
Although…
If they stand in the full flame jet, we pile on 10 seconds worth of burning in one go, which is much more threatening. (If they don’t move for 2.5 seconds)
People are assuming burn on every tick would be OP.
What if it was a 0.25 second burn on every tick?
People are assuming burn on every tick would be OP.
What if it was a 0.25 second burn on every tick?
well, not to split hairs, but why? 1 tick .. it ticks burning damage, it’s not as though the FT burn stacks damage, it only stacks duration (ie, in our fantasy world, each tick would just apply a new 1 sec burn, so whenever foe manages to get out da’ way, they are left with a 1sec -- one tick -- burn). and, since dmg is applied at the end of condition pulses (otherwise we wouldnt need to finangle with getting a full second out of duration stats) it wouldn’t matter until a full second elapsed anyway.
that is ... at MOST, if the foe remains for the entire 2sec 10 tick cast, they leave with a staggering total of 3 seconds of burn.
I don’t see this being OP.
but, neither here nor there since this is all fantasy football.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
it only stacks duration
That’s the entire point of the suggestion. They stand in the channel, they get a 2.5s burn on a 2.25s cast. With the toolbelt it’d make up for the time something isn’t burning between channels. So, 2 ticks of burning damage if they take the entire blast, with leeway for 2 misses.
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
no.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
no.
would you please elaborate :P
it only stacks duration
That’s the entire point of the suggestion. They stand in the channel, they get a 2.5s burn on a 2.25s cast. With the toolbelt it’d make up for the time something isn’t burning between channels. So, 2 ticks of burning damage if they take the entire blast, with leeway for 2 misses.
you are arguing the same point with me, I was confirming not refuting you.
3-Rs.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
no.
would you please elaborate :P
no. there are a host of posts by myself and others that refute every point you make, I am not going to regurgitate them again.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
no.
would you please elaborate :P
no. there are a host of posts by myself and others that refute every point you make, I am not going to regurgitate them again.
lol ? okay then, im just pointing out the facts :P weather you choose to be blinded or not is up to you altho, im very curious because i used to love flame thrower, and maybe there is something missing, so if you’re willing to show me ingame that flamethrower is as viable for any other kits it would be awesome
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
no.
would you please elaborate :P
no. there are a host of posts by myself and others that refute every point you make, I am not going to regurgitate them again.
lol ? okay then, im just pointing out the facts :P weather you choose to be blinded or not is up to you altho, im very curious because i used to love flame thrower, and maybe there is something missing, so if you’re willing to show me ingame that flamethrower is as viable for any other kits it would be awesome
fact: you haven’t pointed out any facts, just some opinion that is running around the forums.
try reading some of the other FT threads where numerous posters both venerate and denigrate the FT. lots of info.
i’ll summarize for you:
things that actually need fixing:
- misses on stationary objects.
that’s about it, actually. everything else are QoL changes. The kit is not broken, it is not useless, and it is used by many people (myself included) on a daily basis.
there are some solid discussions on things we’d like to see changed (like extra burns on FT 1, mebbe a longer psuedo-stun on FT 3 so that FT 2 detonates in time [although, if you FT 2 first there is no problem], and perhaps a combo field on FT 5), but elsewise the actual consensus is that FT is pretty good and fun to use.
the rest is noise.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
would be cool if FT2 detonate on first enemy hit
other things i agree with nakoda
I am long time FT WvWvW user
Duraz Tarag [DT] Piken Square
Flamethrower has it’s own advantages and disadvantages. One of which is the feeble condition (1s buring) for such a long animation. (Several Eng skills suffer from poor return for time spent perfoming them.)
1s Burning every FT hit would be overpowered.
Better would be 1s Burning on hits 1, 4, 7 and 10 – giving a total of 4s Burning.
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
no.
would you please elaborate :P
no. there are a host of posts by myself and others that refute every point you make, I am not going to regurgitate them again.
lol ? okay then, im just pointing out the facts :P weather you choose to be blinded or not is up to you altho, im very curious because i used to love flame thrower, and maybe there is something missing, so if you’re willing to show me ingame that flamethrower is as viable for any other kits it would be awesome
fact: you haven’t pointed out any facts, just some opinion that is running around the forums.
try reading some of the other FT threads where numerous posters both venerate and denigrate the FT. lots of info.
i’ll summarize for you:
things that actually need fixing:
- misses on stationary objects.that’s about it, actually. everything else are QoL changes. The kit is not broken, it is not useless, and it is used by many people (myself included) on a daily basis.
there are some solid discussions on things we’d like to see changed (like extra burns on FT 1, mebbe a longer psuedo-stun on FT 3 so that FT 2 detonates in time [although, if you FT 2 first there is no problem], and perhaps a combo field on FT 5), but elsewise the actual consensus is that FT is pretty good and fun to use.
the rest is noise.
okay then :P not sure what you consider a fact then but FT Damage Per Second will always be under 2k even with burning, which for PvE and killing low level mobs i guess its fine but for any dungeons or high level content it’s not enough to carry you’re own weight, this is part of the reasons there is the misconception that engineers have no damage and why people reject them from teams
that said, FT is a fun, but that’s as far as it goes, i PvP quiet a lot so i know its safe to asume that FT engi do not oppose a serious treat as well as in PvE its rare for them to be able to finish off a mob like vets on their own.
I love engi, loved FT (how it was before) and i sincerely hope that it will be worked on soon and fix casue, hey.. its a lot of fun ;D
I actually like the flickering of the fire animation. So soothing.
I think the FT is a good kit, with just a few fixes or changes needed (basically the ones nakoda suggested), but a slight increase in damage would be good. As it is, it’s just a little underwhelming.
[Xian] Terracotta Army – Desolation server
People are assuming burn on every tick would be OP.
What if it was a 0.25 second burn on every tick?
Would result in no burn because it needs to be 1 full sec. Same with +condition duration, you need to gain full new ticks otherwise it is useless (with exception to control condis like immobilize, cripple or only one dmg condi, confusion that benefits from all +dur)
bleed burn need + full ticks
google: yes, the over all DPS is lower on the FT than, say, the 100 nades build, or perhaps even a rifle/turret build. this is not a surprise, however.
every profession in the game has builds which are higher or lower dps, and are more useful in some areas of the game than others.
i urge you, and encourage you, to stop thinking of each kit build as a different profession. they are just trait specs within the profession.
(i leveled engie solely with nades, didn’t need grenadier at ALL, so nades were an awesome leveling build, yet people will tell you here nades are USELESS without grenadier … which is wrong)
i’ve never claimed the FT is better dps than nades, in fact, my experience of ~1250 dps with FT1 is pretty much on the mark. players like Phineus Phae do considerably more dps with the FT than I do.
Doing map explore with the FT (essentially “leveling up” again) I am having zero issues with ANYTHING I encounter, so I can’t imagine it being kittenty there either. Juggernaut is the cake topper, not the cake.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
People are assuming burn on every tick would be OP.
What if it was a 0.25 second burn on every tick?
Would result in no burn because it needs to be 1 full sec. Same with +condition duration, you need to gain full new ticks otherwise it is useless (with exception to control condis like immobilize, cripple or only one dmg condi, confusion that benefits from all +dur)
bleed burn need + full ticks
correct, and this is because conds apply dmg at the end of the tick, not the start of it.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
I’m not sure why everyone wants more burning. It becomes redundant in overall play and the FT’s potential as a power weapon is so much more attractive in my eyes. We already have a plethora of condi potential, why want more?
People are assuming burn on every tick would be OP.
What if it was a 0.25 second burn on every tick?
Would result in no burn because it needs to be 1 full sec. Same with +condition duration, you need to gain full new ticks otherwise it is useless (with exception to control condis like immobilize, cripple or only one dmg condi, confusion that benefits from all +dur)
bleed burn need + full ticks
You’re correct about condition duration needing to hit a whole new second to apply an extra tick of damage. You’re incorrect about it not dealing damage though – the flamethrower does 5 ticks per second, that’s a hit every 0.2 seconds. 0.25 > 0.2, so the burning would stay on as long as you’re channeling, guaranteeing 2 ticks if you hit most of them. This is the same way the Godforged Flamethrowers in CoF work – they apply several small ticks of burning that add up fairly quick.
bull kitten.
A 1sec, 450 burn on each tick would actually balance the auto attack’s dps quite well as well as make logical sense that you are set on fire regardless of how long you stay in the jet stream, additionally requiring competent players to avoid the attack. in this way, regardless of how long you stay in the attack, you burn for 1sec after.
That’s 10s of burn (10 ticks @ 1s burn/ea), for a 2.25s (accurate?), channel. That’s approximately 20s of burn for every two FT blasts. How is that not OP for a completely unmodified, skill 1 auto-attack?
If I’m not calculating that right, let me know where I’m off the rails.
I’m not sure why everyone wants more burning. It becomes redundant in overall play and the FT’s potential as a power weapon is so much more attractive in my eyes. We already have a plethora of condi potential, why want more?
Because FT is a crit/cond weapon that supplements the lack of Explosives tree in many of its builds by applying 6-7 stacks of might with Juggernaut. Burn is also one of the best conds in the game. A full FT build requires an investment of 30 points in Firearms and 20 points in Alchemy, leaving 20 points to spread around. Certainly you can put all 20 points in to Explosives for 200 power and 200 cond duration (the full dps FT build), but since the FT is actually a PRE weapon, it finds more dps increase in the Tools tree with flat crit dmg increase. That said, 10 points in Explosives for incendiary powder is an amazing trait for the FT, so you have to choose wisely.
The non PvE reason for the extra burn wishes is because in pvp, opponents dodge, and can avoid the bulk of flame jet’s damage, but it makes little sense to us why a foe can take 1 second of flamethrower fire without being burned, rather they would have to be dumb enough to stand in the fire for 2.25 seconds to get a 1 second burn applied.
the logic behind the extra burn request is to have a 1 sec burn apply to every tick such that any foe doding out is left burning for one second regardless of when they manage to get out of the fire. it isn’t necessarily for having “lots of burns” .. remember that even if a foe stood still for the full 2.25 FT#1 attack, a 1 sec burn applied to every tick would still only result in 3 seconds of total burn.
People are assuming burn on every tick would be OP.
What if it was a 0.25 second burn on every tick?
Would result in no burn because it needs to be 1 full sec. Same with +condition duration, you need to gain full new ticks otherwise it is useless (with exception to control condis like immobilize, cripple or only one dmg condi, confusion that benefits from all +dur)
bleed burn need + full ticks
You’re correct about condition duration needing to hit a whole new second to apply an extra tick of damage. You’re incorrect about it not dealing damage though – the flamethrower does 5 ticks per second, that’s a hit every 0.2 seconds. 0.25 > 0.2, so the burning would stay on as long as you’re channeling, guaranteeing 2 ticks if you hit most of them. This is the same way the Godforged Flamethrowers in CoF work – they apply several small ticks of burning that add up fairly quick.
burning is not damage over time, it is direct damage per tick. the condition “Burning” does not behave in the same manner as FT#1 Flame Jet.
Flame jet is a scaling DD attack that increases dmg for every tick applied, and each tick is independently targetted.
“Burning” is a per-pulse DD condition that requires a full pulse to apply its damage and is target dependent. There is no 25% burn condition application, it is all or nothing.
also, we aren’t godforged npc’s, we behave differently.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
bull kitten.
A 1sec, 450 burn on each tick would actually balance the auto attack’s dps quite well as well as make logical sense that you are set on fire regardless of how long you stay in the jet stream, additionally requiring competent players to avoid the attack. in this way, regardless of how long you stay in the attack, you burn for 1sec after.
That’s 10s of burn (10 ticks @ 1s burn/ea), for a 2.25s (accurate?), channel. That’s approximately 20s of burn for every two FT blasts. How is that not OP for a completely unmodified, skill 1 auto-attack?
If I’m not calculating that right, let me know where I’m off the rails.
you are off the rails because each tick is less than a second, and it only refreshes duration it doesn’t “add” duration. this is why it is so important to make sure that a cond duration build achieves the full extra second (or 0.65 for some conds, as cottage has pointed out).
As such, if a foe stands in the fire for the full 10 ticks, they still end up with only 3 full seconds of burning, not 10.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
burning is not damage over time, it is direct damage per tick. the condition “Burning” does not behave in the same manner as FT#1 Flame Jet.
Flame jet is a scaling DD attack that increases dmg for every tick applied, and each tick is independently targetted.
“Burning” is a per-pulse DD condition that requires a full pulse to apply its damage and is target dependent. There is no 25% burn condition application, it is all or nothing.
also, we aren’t godforged npc’s, we behave differently.
Again, you’re wrong. Burning applies its damage every 1 second it is active. You can add duration to a previously existing burn and it will apply another tick once the 1 second mark has been passed. This isn’t with regards to duration remaining, it’s with regards to how long the condition has been applied. You’re right – we aren’t Godforged Hellstorms. But the burning they apply, and the burning we apply, work the exact same. Crazy huh?
OMG! First its the unsubstantiated claims that FT does good damage (melee kit doing HALF melee damage). Now it’s “burn doesn’t stack duration”.
STOP SPREADING MISINFORMATION!!
(edited by Seetoo.9316)
Flamethrower will never be good until they nerf the retaliation boon. It’s sad that I would be doing more damage to myself then I would be doing with the actual flamethrower.
I’m fairly confused on why ANet didn’t do a % return of damage like in GW1’s retaliation.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
I’m fairly confused on why ANet didn’t do a % return of damage like in GW1’s retaliation.
50/50 GWAMM here – GW1 had retaliation? All I remember are effects like Pain Inverter. Regardless, yeah, a %-based return would be much more logical, the current system savagely punishes engineers more than other classes (grenades, flamethrower if you so choose, double taps on pistol, etc).
bull kitten.
A 1sec, 450 burn on each tick would actually balance the auto attack’s dps quite well as well as make logical sense that you are set on fire regardless of how long you stay in the jet stream, additionally requiring competent players to avoid the attack. in this way, regardless of how long you stay in the attack, you burn for 1sec after.
That’s 10s of burn (10 ticks @ 1s burn/ea), for a 2.25s (accurate?), channel. That’s approximately 20s of burn for every two FT blasts. How is that not OP for a completely unmodified, skill 1 auto-attack?
If I’m not calculating that right, let me know where I’m off the rails.
you are off the rails because each tick is less than a second, and it only refreshes duration it doesn’t “add” duration. this is why it is so important to make sure that a cond duration build achieves the full extra second (or 0.65 for some conds, as cottage has pointed out).
As such, if a foe stands in the fire for the full 10 ticks, they still end up with only 3 full seconds of burning, not 10.
Thanks for clearing that up. Makes a lot more sense now.
Thanks for clearing that up. Makes a lot more sense now.
NO! See myself and Seetoo for how it’d work! It’s misinformation like this that puts untalented engineers into your FotM 38 runs.
OMG! First its the unsubstantiated claims that FT does good damage (melee kit doing HALF melee damage). Now it’s “burn doesn’t stack duration”.
STOP SPREADING MISINFORMATION!!
I’m pretty sure that if I shoot something with 1.5s worth of poison and again in one second, there would be 3 ticks worth of poison total..
And doesn’t FT hit 10 times in that 2.5 seconds? There’d be 8 seconds residual.
I would be fine if they buffed it so it hits half as often, twice as hard, and burning on each tick. (Possibly 1 second?)
That way, if they are smart, they are only scorched for a mere second, and if they are not, they are only burning for 2-3 seconds after, instead of the current kitten that is
Burning for 1 second if they sit in our flamethrower for 2.5 seconds, which gets negated entirely if they wear 2 melandru runes or something.
step 1: apply incendiary ammo toolbelt skill (3sec burn next 3 attacks)
step 2: fire rifle #2 (5 shots, one second)
step 3: take a screen shot of burn debuff tooltip.
if it says 7-8 seconds and not three, I will stand corrected.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
step 1: apply incendiary ammo toolbelt skill (3sec burn next 3 attacks)
step 2: fire rifle #2 (5 shots, one second)
step 3: take a screen shot of burn debuff tooltip.if it says 7-8 seconds and not three, I will stand corrected.
So hard to test this in-game yourself, huh? Fine, I’ll bite. Took me a colossal 4 minutes. 12 seconds because I have 30 points in explosives and 20% longer burns. 3 * 1.5 * 3 = 13.5 second duration, and this was before poison dart volley’s channel was even finished. So about 1.5 seconds after I started. Tadaa. If Incendiary Powder had proc’d, we’d be looking at a 15 second burn.
Now this is priceless. You haven’t even actually tested it yourself, yet you go around preaching it as if it were the truth.
FT 1 with incendiary ammo will show 8sec (at most) of burn duration after 1 breath of FT 1. It takes 2.25 sec to complete 1 breath so add that to the 8sec.
3(IA hit 1) + 3(IA hit 2) + 3(IA hit 3) + 1(FT1 last hit) = 10
Subtract 2 sec to account FT1’s channel and you get 8 sec, tada!!
An easier way to test this is to simply count the number of times the burn damage pops up. 1 tic of burn damage means burn lasted at least (I say at least because duration sometimes show fractions) 1 sec. 10 tics of burn damage means burn lasted at least 10 sec
Actually do some tests before you spew out even more misinformation.
EDIT Lol how we both use “tada”. Was gonna edit for the pic, but there was no need to when I saw Kamahl’s post.
(edited by Seetoo.9316)
“priceless” lol, you say that like your personal life is effected by what happens in a video game.
I offered to be corrected, and I was, and to the benefit of everyone because now there is substantive evidence behind your point. Self righteousness does not suit you, because you use as much anecdote as I do.
In all openess, I don’t slave over the math because I don’t care about it. I play, have fun, and never run in to problems while I play. I rock the FT with pride, skill, and I have fun doing it. you seem hell bent on hating your time spent in game. good on you.
And here out of the game you feel the need to kick sand rather than talk.
LOL. You sure showed me.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
They would need to nerf burning damage into the ground before they can make it available for a weapon’s autoattack …
First off:
http://wiki.guildwars2.com/wiki/Flamestrike
Secondly, only thing I would do is make #2 a blast finisher.
i think ft is fine considering if you are running an elixer build. i mean consider the stacks of might from 6 elixers with hgh trait you can hit pretty hard. also if you are fast enough, you could switch to dual pistols and add extra poison and other cond on him as well. overall i think the ft is pretty balanced for a skilled engi player
As far as I can tell I don’t have any real issues with FT. People talk about the burn damage being weak or ineffective but I don’t really feel it. Autofire has my torch going full bore almost constantly, and I deal really solid damage with it across the board, pve or pvp. It just takes some playing with it to learn the angles for it.
It’s not an easy thing to learn, not in the least, but it’s not nearly as dismal as people are playing it up as. It has a high learning curve, though, and some abilities like it’s napalm bomb need some setting up (I combo it with air blast and my net turret’s alt fire, and it hits like a truck), but honestly, I’m loving every second of it.
The 1s burn isn’t all there is to it, is my point. It’s not the end all be all for the kit, and at most it’s a visceral detail for me, something that I go “oh, good” when I see it inbetween laughing at my enemies flailing about on fire before they die. I don’t know exactly what I’m missing here from all this talk, but I don’t think it’s as important as it’s being made out to be.
It has been centuries and yet we are still bugged having a Flamethrower that misses when targeting a foe, and also, each hit[b] from [b]FLAME JET (FT first skill) SHOULD grant BURN, otherwise where is the logic on tossing fire without getting burn? is this a supersoaker gun?
I find this reaction odd, because I always assumed that the Flamethrower was a Power-based kit and not a Condition-based kit. I always dropped Napalm for its Combo as a Fire Field; I couldn’t care less about how much damage it does or how much the Flamethrower’s Burn hurts.
Read the skill’s tag info:
“Spray fire in a cone pattern while on the move, burning enemies on the final attack.”
This is working as intended. Flame Jet’s damage is accumulated through a 10-hit attack over the course of 2 seconds. On the tenth hit it procs a Burn condition.
This skill is working as intended.
Flame thrower used to be an amazing weapon if you had the chance to play beta, but after several updates, it became a broken kit, the only reason most people play it is because of the flashy animation and high hit count but otherwise, its a low damage kit with very unreliable targeting and it lacks utilities like most kits making it basacaly the a flashy animation and a knockback
It offers a Fire Field, an interrupt/knockback, and a PBAoE Blind. That’s more than plenty “utility” for a damage-dealing kit. If I need to provide support, I’ll use the Elixir Gun.
The reason the Flamethrower misses a lot is because it has a conical attack. It’s no different than the Guardian’s Cleansing Flame or the Elementalist’s Drake’s Breath.
If you’re running directly forward at or backing away from your target you will always hit it. If you stand still and let the auto aim take over you will always hit it. Where you run into trouble is strafing/turning. It’s not the skill effect so much as your latency; you have to lead your targets a little bit at times.
Seeing a bunch of missed attacks is not a bug. It’s inexperience with how it performs. Get used to its range and width and you’ll rarely miss your attacks.
I will admit it is a little buggy with certain structure objects, but these are rare situations.
(edited by Phineas Poe.3018)
I notice the flame going sideways sometimes too even when I have a target in front of me.
Also the skill ‘flame yet’ flickering is a straining on the eyes:
Yep OP and you are both correct. Missing still occurs tho it’s not as often as it used to be it’s still a problem (things like this are the reason why I scrutinize thoroughly everything I read from the patch notes now because they claimed to have fixed a problem and the bug is still there.) The napalm attack doesn’t explode on impact and doesn’t burn and has a longer range then the #1 attack (weird i know) the .5 second smoke vent doesn’t act like it should (it should create a combo field for blindness for as long as the black powder thief ability does).
Overall this whole kit needs a redo.
However I must point out the sheer staggering number of abilities that the engineer has that don’t burn that should why we have to trait into a limited burn with a cooldown longer then the crit burn duration is beyond weird. Physics people physics.
(edited by tigirius.9014)
The napalm attack doesn’t explode on impact and doesn’t burn and has a longer range then the #1 attack (weird i know) the .5 second smoke vent doesn’t act like it should (it should create a combo field for blindness for as long as the black powder thief ability does).
Napalm is our #4 skill. I assume you’re talking about Flame Blast.
1. Flame Blast does not explode on impact because it isn’t supposed to. It goes to 600 range and explodes. There are many attacks that work like this across all professions. If it exploded on impact then it would defeat its purpose of “rolling through targets.” It would explode on the first target it hit, limiting its potential as an AoE attack. I like how it works right now and would rather it not be changed.
2. While I’m not against the idea of Vent Smoke being a Smoke Field, the Engineer already has 3 available options to do that: Toss Elixir U, Smoke Screen, and Smoke Bomb. Additionally, just because a skill applies Blind that doesn’t mean it needs to apply a Field.
There are, by my count, 48 skills in Guild Wars 2 across all professions that apply Blind. Only 7 of them apply a Smoke Field; we have 3 of them.
Please, dear heavens return Backdraft to Flamethrower. Here’s a demonstration of Backdraft and what it looks like in a fight. (A glimpse of a pre-nerfed Napalm as well.)
At present Smoke Vent, which replaced Backdraft, feels like a placeholder. Especially compared to any other #5 skill.
It’d be wonderful if Flame Blast could be manually detonated and if Napalm pulsed damage in addition to applying a longer burn. Or, alternatively, if Napalm dealt no direct damage as it does presently, but burn patch (ala Bomb Kit’s Fire Bomb / Longbow’s Combustive Shot).
In its current form, Napalm instead is a ignorable wall that merely applies a 1 second burn for every second anything is foolish enough to stand in it. As it stands now, Napalm is not a deterrent of any kind and is scarcely useful as a fire field.
Try this, FlameThrower Engis….
Turn Auto Target off via Options Menu.
DO NOT target a single mob when they are grouped up, just run in spamming 1
You won’t miss…
Now Target something and run around.
You are bound to miss.
This is a little backwards, yes? Its my only real gripe with the FT.. That and siege damage/misses.
Currently 10/30/0/30/0 Alch/Rifle/FTer, and its the most fun since nades got nerfed.
As far as I can tell I don’t have any real issues with FT. People talk about the burn damage being weak or ineffective but I don’t really feel it. Autofire has my torch going full bore almost constantly, and I deal really solid damage with it across the board, pve or pvp. It just takes some playing with it to learn the angles for it.
What I’m about to say is tested and proven. It has been accepted by those who actually care about how much damage they really do. This has been accepted by those considerate enough to know they should not get carried by their group. This has been accepted by those considerate enough to know not to pull down their group.
The FT is a melee kit that does half of melee damage. How is it solid damage across the board, when you are doing half the damage you should be doing?
Fix for the flamethrower missing – Stop moving before attacking stationary targets. There done. It only misses if you are MOVING and trying to target a stationary target. Dunno why this happens but it does.