Rocketboots: Jumping through "wall" skills
I think it is unreasonable.
And who is this “we” you refer to builds and stun breakers? If you want to be taken seriously, do not dishonestly claim to speak for anyone other then yourself.
As far as one stun breaker, I can only guess from your wording that you referring to meta builds. Personal, I am a big fan on not adhering to the meta for the simple sake of following the meta.
https://www.youtube.com/watch?v=6q3em9s5I4c
And who is this “we” you refer to builds and stun breakers? If you want to be taken seriously, do not dishonestly claim to speak for anyone other then yourself.
To be fair, most engineers do only run one stunbreaker: either the Elixir Gun, Elixir S, or Slick Shoes. And he did say “we usually,” not “all of us.”
(edited by Phineas Poe.3018)
And who is this “we” you refer to builds and stun breakers? If you want to be taken seriously, do not dishonestly claim to speak for anyone other then yourself.
To be fair, most engineers do only run one stunbreaker: either the Elixir Gun, Elixir S, or Slick Shoes. And he did say “we usually,” not “all of us.”
That is all fine and dandy. None of that changes the fact that the OP opens himself up to such opinion by over reaching in speaking for more then himself. I, personally, see it as a poster feeling that facts and reason are weak in their argument, so they are trying to dishonestly and artificially give it weight by claiming to speak for others, but that is just my personal opinion. I would be willing to bet, if I see it that way, many others may as well.
As of right now, my real problem with them, is the bug that send you back to your point of origin or off sideways.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
In a lot of cases the rocket boots actually do allow you to traverse ring of warding and such, might need just a slight tilt but as far as i know i usually pass them without much hindrance.
Will need to test this in a more controlled environment
rocket boots, jump shot, and overcharged shot allow you to pass over 1 of those placed ccs. when you do, it sort of “stuns” you without breaking your momentum or actually cc’ing you, but leaves you vulnerable to a 2nd one. if you were to hit a 2nd one while still under the movement effect, the movement effect gets broken and you get cc’ed as normal. hitting 1 will shorten the distance you travel by a little bit. its a really useful trick. you just wont be able to get any use out of it against a zerg.
head here to discuss wvw without fear of infractions
And who is this “we” you refer to builds and stun breakers? If you want to be taken seriously, do not dishonestly claim to speak for anyone other then yourself.
To be fair, most engineers do only run one stunbreaker: either the Elixir Gun, Elixir S, or Slick Shoes. And he did say “we usually,” not “all of us.”
yep that’s it. and those are only a stunbreaker so you still cant pass the wall!
Seems a bit unfair.
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
So you would basically want stability for the duration of the animation (~ 1-2 seconds)?
I can’t say I’d be in favour of that. Engineer is supposed to have poor access to stability by design, and attaching that to an ability that removes movement impairment and launches you far away would be quite good, especially on a 20s cooldown. The only way I feel this would be more feasible is if the cooldown on the boots was upped to 35-40s since it’s escape potential would be greatly improved as a result of the change.
Seems a bit unfair.
Because… ? Share your thoughts
So you would basically want stability for the duration of the animation (~ 1-2 seconds)?
I can’t say I’d be in favour of that. Engineer is supposed to have poor access to stability by design, and attaching that to an ability that removes movement impairment and launches you far away would be quite good, especially on a 20s cooldown. The only way I feel this would be more feasible is if the cooldown on the boots was upped to 35-40s since it’s escape potential would be greatly improved as a result of the change.
Stability would be a possible solution, or a true jump over those walls or invulnerability.
Increase of cooldown would be fair then yes. But I guess more like 25~30sec since there are only a few cases where this is really needed.
The escape potential is decreased also pretty often when the charakter makes a jump backwards instead of forwards That is pretty annoying too^^ If they would remove that too, 30sec^^
Often the elexier gun is taken over rocketboots, it gives us access to a leap with 15sec cd and blast finisher, regeneration + stunbreaker, 2000~3000 aoe heal + one more condition remove,…
Increasing the cd of rocketboots to much would make it more unattractive in comparison to the elexier gun.
(edited by NeroBoron.7285)