Power/Survivability Build
Deadly mixture would get you some more power with the flamethrower, but I get why you went with the regen.
My real question is about explosive powder, are you using it just for the passives? And if so does it help that much? I know there’s not much else in that line, but the might stacks from Enhance Performance or the +5% damage when endurance is not full might equal more DPS, not sure though.
I pick the explosive powder because of the explosion from the napalm blast. I really use that trait for farming mobs. It is essentially an aoe crit. Add 10% damage to all enemies it hits and it wrecks.
As for the +5% damage when endurance isn’t full it may be helpful (I haven’t really crunched the numbers) but I can attack from distance with the flamethrower’s 1st ability. then if they get close, I blind them. After that I can knock them back and damage them with the napalm blast and further ranged damage. I really don’t need to dodge all that much unless they are immune to blind.
When looking at the might stack from enhanced performance, I thought about it. But since it is only on heal skills it activates every 20 seconds at maximum. If I need to save my heal or the damage I’m suffering isn’t exceeding my regen rate then this really doesn’t come in handy.
Not saying these don’t work, but for the way I play the engineer they probably wouldn’t work. Good ideas though.
Wait, FT#2 counts as an explosion? O_o
Are you using this for PVP or PVE? I know personally I swapped to healing turret, for sustained regeneration, and large healing through overcharge detonate waterfield blast finisher. I also took Protection injections for more reliable Protection when needed.
Maguuma – [TriM][DERP]
PvE. I’m not a huge fan of the healing turret unless I’m in dungeon groups (then it’s amazing). I prefer the toolbelt skill that I can use elixir H is on cooldown since any of the random buffs are useful on top of the random buff it gives when you drink it.
As for the protection injections, I’ll probably swap to it if I start fighting mobs with lots of stuns and dazes. I just really like that baseline regeneration I get.
Zeebok, yes the 2nd ability counts as an explosion. you activate it once and just when it passes through the enemy you activate it again and it explodes (you get damage from it passing through and the blast).
Almost the same build as mine, can i ask what gear, runes and sigils you are running?
I’ve actually just switched to a similar PvE build a few days ago.
I went 10/30/0/30/0, however. Full zerker, Rune of Flame Legion (for now, I actually thought it was might duration. whups. May keep though) Bloodlust to max stacks, then Blood and Force offhand. Omnom ghosts + quality maintenance oil (Only cause it’s so much cheaper than master)
Honestly, I get better healing from my leeching than I’d ever hope to get with kit regen, crit rate winds up at around 75%, so I’m healing for nearly 500 every second.
I can switch between 409 and HgH depending on needs. Deadly Mixture is a must as I usually have both FT and EG, and even EG does a surprising amount of damage with Deadly Mixture and a high crit rate/damage.
Did not know FT#2 counted as an explosion either. May have to toy with it some.
For the toast!
(edited by Halcyon.7352)
Afaik that sigil has 5s cooldown so you cant have 500 every second:-)
Tekkit’s Workshop
Afaik that sigil has 5s cooldown so you cant have 500 every second:-)
This is what happens when I math at 2 am based on incorrect wiki pages.
On testing, yep Blood is a 5s cooldown. I’m still healing for 583 on blood, and 380ish on ghost proc, which equates to around 300 a sec, not given non casting down time/missed crits. Still better than Kit regeneration!
For the toast!
Zeebok, yes the 2nd ability counts as an explosion. you activate it once and just when it passes through the enemy you activate it again and it explodes (you get damage from it passing through and the blast).
what on earth are you basing this on?
Is this pure speculation?
Have you even remotely tested this before putting it out as truth?
My own tests clearly show that the trait does NOT increase FT#2 by any means!
This is easy to do: go to the Mists, put 20 points in Explosives and test with or without selecting this very trait.
It does NOT make the slightest difference at all.
Please test things before explaining how they are true.
or show me tests that prove that am doing it wrong.
I might be missing something, but in the Mists that trait does nothing on the flamethrower…
edit: it also does not give any bleeding proc with that trait, or any vulnerability with the 25 point trait.
It simply is NOT counted as an explosion… like so many other skills are not counted.
It’s just a misleading tooltip, we have plenty of those.
(edited by Kimbald.2697)
Indeed on testing in the mists, Flamethrower #2 is not an explosion in any way. Doesn’t benefit from any of the traits, because it isn’t an explosion. Neither the pass through damage, nor the detonation.
I think you may be mistaking the Short Fuse cooldown reduction for Fireforged Trigger’s.
For the toast!