Power or inventions for a flamethrower? Or perhaps a wildcard...

Power or inventions for a flamethrower? Or perhaps a wildcard...

in Engineer

Posted by: Loki.4871

Loki.4871

Pretty much what it says. I’m going for a 30 firearms, 20 alchemy build, and I’m wondering what to spend the rest of the 20 points on.
I’m wondering about Inventions, since Power Shoes looks handy, and extra healing+toughness is always good.
The 5% vitality converted to power could be snazzy (going to use Knight’s armour, there’s the 200 from Juggernaut) but I’m not convinced that 200 power wouldn’t just outstrip it, with the bonus of being useful for other weapons (and possible traiting for explosion based stuff, as I also have the bomb kit equipped)
However, I’ve read Incendiary Powder only affects one person and apparently has a cooldown. On the other hand, there is a flat 5% bonus to damage while endurance isn’t full (ie, all the time in a fight), which I expect is more than the 5% from vitality.

As for the wildcard, I’m also wondering about toolbets; the toolbelt cooldowns would be handy (I use the medkit for healing, so bandages could be used more regularly) and would boost critical damage, which I do more of.

So, after reading all that rubbish, suggestions?

Power or inventions for a flamethrower? Or perhaps a wildcard...

in Engineer

Posted by: Zandur.5012

Zandur.5012

Seems like any flame thrower build that intends to actually use the kit for more than flame field and toolbelt skill needs to have Juggernaut and the +15% damage from alchemy. 6-8 stacks of might is a lot of extra damage + 200 free toughness is just too good to pass up when you have all that vitality.

Power or inventions for a flamethrower? Or perhaps a wildcard...

in Engineer

Posted by: Loki.4871

Loki.4871

Seems like any flame thrower build that intends to actually use the kit for more than flame field and toolbelt skill needs to have Juggernaut and the +15% damage from alchemy. 6-8 stacks of might is a lot of extra damage + 200 free toughness is just too good to pass up when you have all that vitality.

Which is indeed is what conclusion I’ve arrived at. I find myself pondering if the 5% toughness converted in power is comparable to 200 power… and if the traits I’m wondering at taking if I went power (the 5% damage and incendiary powder) would be worth it.

Power or inventions for a flamethrower? Or perhaps a wildcard...

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

I got for
10
30
0
30
0

All out.

Elixirs and flamethrower and rifle.

On my FT for 75% of the time, and 25% for burst on my rifle.

Vibor Bauman- Level 80 Engineer- Gandara

Power or inventions for a flamethrower? Or perhaps a wildcard...

in Engineer

Posted by: Loki.4871

Loki.4871

Can anyone confirm details about Incendiary Powder? I remember reading it’s got an internal cooldown of 4 seconds, can someone confirm it will only affect one person? Or assuming the flame jet hits 3 people, all 3 could get it?

Power or inventions for a flamethrower? Or perhaps a wildcard...

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Loki: 5% of your toughness as power will not even result to 100 power in a more defensive build.

It’s not there to make it worth for damage builds I think, just like the 5% vitality as conditional, it is there to give bunker builds something in return as damage.

Your toughness isn’t going to be 2000, your armor might be that or higher, but to get your toughness to 2000 you need to sacrifice almost all else I fear.

The way I see it, from my limited experience, is that it’s only worth taking if you take that trait line for the toughness anyhow.

Or if you have 5 points left and already took the regeneration at 25% for example. In that scenario the 5 points invested in that 5% trait will benefit you more than the 50 power from taking a trait there.

In all other cases just take the explosives trait line for more benefit.

Wiggely, wobbely and other wombaty wabbity creatures…