Engineer : Charliengine
Engineer : Brother Thompson
Hello.
I play engineer and i usually have no problem.
I run with rifle + knight gear + full elixir build.
Yesterday,i gone for rifle + turrets and just elixir S,counting on some passive trait regarding healt and elixirs.
Question:
Elixir build:I have my belt skills,even if i have the trait “Fast- Acting Elixirs” (reduced elixir colldown of 20%)toobelt skill does not have shorter cooldown.
Is it intended?
I ask this because “Tool” traits tree,also reduce toolbelt cooldown,so may be this thing is inteded to don’t make belt skill too much fast in recharge with “tool” tree + elixir fast recharge passives together.
So is it inteded or is it a bug that i have to report?
Question number 2 :
Automated responce;Self-regulating defences;Low healt responce system;Hidden flask:
This skills i just wote have an activation condition: the percentage of healt:some at 25% some at 75% etc etc.
Problem:SOMETIME fightng some enemy or NPC my HP go down DRASTICALLY from 100% to 20% (or anyway from a hight percentage to a lower one).In this case SOMETIME no one of the passive works.
Are u experiencing the same?
I mean,if your HP decrese slowly,this passive traits usually works.
But if you recive some strong hit that make your healt go down drastically,SOMETIME seems this traits don’t work.
Is it a bug,or is it intended?Do you have to gradually pass from 100% hp to 75% or 25% to make this passive works?
Last question:Automated medical responce trait : healing turrets or med kit:
Does it works with the healing turret and mad kit BELT SKILL?
Bandage self does recharge at 25% hp?
If not,is it inteded or is it a bug?
I’m sorry for my english,i hope someone have the patience to try understand what i wrote,and give me an answer.
I’m fine with engineer,i’m not here to make any cry,just want to understand better mechanism behind the skills i wrote,so i know if i can use some traits or not.
Thank you,regards.
Fast Acting Elixirs- It works very oddly, seems only to pick and choose what it affects, but right now, it seems to affect healing slot, utility and elite slot elixirs. Anything else listed as an elixir isn’t affected. A real shame.
Threshold Skills- From my experience, it seems to trigger on the first hit AFTER you pass the threshold. I remember falling on my kitten from a hill, starting combat with some mob (I was at around 50% health) and the moment it touched me, the hidden flask triggered.
Automated Medical Response- I believe it has no effect on med kit, since the healing skill has no cooldown. The toolbelt skill is another skill altogether and isn’t the ‘healing’ skill technically. The advantage of the med kit is, that ingenuity can potentially reduce cooldown of self bandage by 30%, and of course, the trait that recharges toolbelts at 25% works with the self bandage toolbelt.
Thanks for answer Lyuben.
Now i understand a bit more.
Also,today,i spent the whole day to test better this things,i find out toolbelt skills can be effected only by “Tool” trais,no matter if healskills or not.
My last thing to ask is:Does anyone know how retaliation works?
The description says it reflect the damage.How much percentage of damage does it reflect?I’m sure is not 100%,otherways a thief on me would die with his self attacks.
No class is a problem at moment in 1 vs 1 thanks to elixir B,but i found out that cvondition dmg,give me a lot of pain.
Seems retaliation reflect only direct damage,not DoT.
Anyone can confirm?
Also do you know how much damage retaliation reflect?
Thank you again for answer.
Regards.
Automated Medical Response recharges Bandage Self, plus all five of the skills in the kit itself. I’m not sure if it works while the kit is stowed, but if you have it out you’ll get a whole extra set of bandage packs and antidote/stims.
Automated Medical Response recharges Bandage Self, plus all five of the skills in the kit itself. I’m not sure if it works while the kit is stowed, but if you have it out you’ll get a whole extra set of bandage packs and antidote/stims.
Are you sure about this?
I read that automated medical response does NOT refresh the cool-down on the bandage-self tool-belt skill.
Can anyone confirm one way or the other?
It’s been a while, but I could swear it did. Feel free to correct me though.
Automated Medical Response recharges Bandage Self, plus all five of the skills in the kit itself. I’m not sure if it works while the kit is stowed, but if you have it out you’ll get a whole extra set of bandage packs and antidote/stims.
Are you sure about this?
I read that automated medical response does NOT refresh the cool-down on the bandage-self tool-belt skill.
Can anyone confirm one way or the other?
I use the trait inone of my builds, and it does NOT refresh the tool belt bandage.
Only the trait Inertial convertor in Tools does that (15 minor trait as well).
As for lowering the cooldown on the thrown elixir of elixir H, or any other tool belt skill (like this bandage): spending points in Tools is the only way to reduce these, even if it’s called an elixir.
As explained above: faster elixirs has no effect on this one (or on elixir gun #5 which also lists ‘elixir’ but isn’t one…)
Important on the tool belt skills and reducing their timer:
even if you spend 30 points in Tools, the tooltip of the tool belt will NOT show a lower number.
It will stay the same, as if it wasn’t lowered.
But if you use the tool belt skill, and watch the displayed timer on the icon itself, you will see it doesn’t start counting on 20 but on 15 for example.
In relation to turret and ‘automated healing response’:
if you have the turret unused, it will refresh the turret cooldown, so you’ll be able to put it down.
If you have the turret out and healing, and you used the overcharge function, that overcharge will reset.
If you used the turret, but did not overcharge it yet, nothing happens. You can’t make 2 turrets unless you use the elite skill ‘Supply crate’ at the same time, since that has a healing turret too.
I’ll test what I wrote about the turret in a moment.
If something is wrong, I’ll change it.
A small sidenote on the ‘elixirs’ not being elixirs, like elixir gun #5 and tool nbelt thrown elixir H:
both elixir gun, as tool belt skills can be traited for lower cooldowns.
By either taking the trait for elixir gun and flamethrower recharge in firearms, and by spending points in Tools for the tool belt.
These work.
now imagine if ‘faster elixir’ would work on those as well.
That would lower their cooldowns even more, to a point where it’s overpowered.
I think any particualr skill in the game can only benefit from one cooldown lowering trait (or line of traits).
It’s not like conditions or boons where the durations can add up (multiplicatively, not additively, if that makes sense, but that’s another matter anyhow)
it seems ‘retaliation’ isn’t answered yet.
1. you take the same ammount of damage, with or without.
It does NOT protect you in any way.
2. it reflects damage at the attacker, but that damage is not the same as what hits you.
The ammount that is reflected is based on your stats (power I think).
So it’s a base damage (Wiki says 267) where a small ammount is added the more power you have.
Not much: only 1 point of damage added for each 13.4 power you have.
Still, even on base power of 900 and something, that adds up quite nicely.
3. Retaliation is a buff that is not consumed.
For example: if you get ‘miss’ debuff, it is consumed on your next hit. Even if the debuff still had 5 seconds left, it will still be used and gone after the first hit you do.
Retaliation is never ‘consumed’. It stays it’s full duration.
this is very important:
Let’s say you have 4 seconds of retaliation
if someone hits you 2 times during those 4 seconds, you will hit him back with 2 hits of (267 + some of your power)
It doesn’t matter if his hits were 100 or 10 k. You take full damage and only reflect those smaller hits of retaliation back.
Now if someone hits you with 10 hits during those 4 seconds, you will hit him back with 10 of those (267 + some of your power)
If a ranger points a bow at you, he will worry about retaliation
Or anyone else hitting really fast.
But again: you will still take more damage unless they hit very very weak.
(edited by Kimbald.2697)
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