The truth about flamethrower
The most FT1 can hit for is 30x (10x each target, 3targets). If you are hitting 5 targets, they will on average be hit 6x each, LOWERING your dps per target by a lot.
How often are you purposely fighting 3 to 5 targets (now without the mega lifesteal food)? How often do you get 5 players (not monsters) bunched up? How often do you fight more than 1 boss at a time?
lol… true, i forgot about the limitation !! oh well, i still think that those changes would have a positive impact on FT
and currently FT is not really a sPvP or WvW weapon :P! its for mainly PvE for people who likes burn things, but if more utility is added it could be
I’m pretty sure that nearly anyone who took FT without Juggernaut was using it for its Kit Refinement for condition removal.
i take EG :P much better and x2 condition removal and acid bomb is too nice for PvE but yea i guess, i would deff take flame thrower if it had a blash finisher, and AoE overtime and a smoke field forsure
not sure how to delete a thread lol
lol… true, i forgot about the limitation
!! oh well, i still think that those changes would have a positive impact on FT
and currently FT is not really a sPvP or WvW weapon :P! its for mainly PvE for people who likes burn things, but if more utility is added it could be
It did improve. With bomb as the melee (100%) standard (melee does 2x range damage for the risk of being at melee) and rifle as the ranged (50%) standard, FT did improve because now we can add FT2 to FT1.
My numbers
FT: 1442 dps
FT1 + FT2 dps: 1792 dps or 1863 dps
Rifle: 1283 dps
Rifle + static discharge: 1730 dps
Bomb: 3549 or 3723 dps
not sure how to delete a thread lol
You don’t have delete your thread for a single mistake.
You made alot of good points and the changes to FT sounded as good as anyone else’s suggestions.
I think the best point you made was the the FT is far from a completetly useless Kit and in PVE (where I am ALWAYS frighting mulitple mobs because I am and Engineer and its is easy) the FT can be a pretty fun thing to toy around with.
PPL will always complain because FT is a weaker damage dealing kit than Nades and Bombs and the utility of FT doesnt quite make up for it.
This is all true.
And it is also true for every other profession, there is always a “worst” weapon or skill and there is always those few ppl who still use it because WTH its fun.
You can either worry about perfecting every aspect of a game or you can just play the G0D kitten thing!
So, based on your logic…the flamethrower shines when dealing with groups of enemies, which, ironically, is where the Engineer performs the poorest and dies the fastest. So, if I understand you correctly, it’s a great PvP and WvW weapon in big crowds, and improves upon one of the Engineer’s greatest weakness?
I’m not sure I quite follow your logic on the first part….
I agree with some of your fixes. It would be nice if #2 was a blast finisher, and I suppose #4 could use some help. But I see it more like this:
I still use skill #5. A lot. Whenever I get stunned, paralyzed or dazed, #5 is usually my savior from being totally suckerpunched. It kind of stalls the battle for me so I’m not at a disadvantage. Instead, I would say that the elements of your “Melting Ground” idea would be a great fix for the Napalm Wall. I feel very limited trying to set a straight line as an AoE on an enemy, one which it is very easy for NPCs to maneuver out of. Instead, I like the idea of a burn AoE that has at least a wider radius (and maybe still potential for combos…?).
In terms of burn overlap from the Flamethrower main attack and Napalm Wall: yeah, that kind of sucks. I wish burns would stack, honestly. That would make the Flamethrower a boss. But as for right now…I kind of see the main attack as a broken-up series of burns, and the Napalm Wall as a continuous burn. I guess the wall is just a step up in burning abilities is all (provided the NPC can stand still).
If you trait the kit, Flame blast deals an absurd amount of damage, on a decently low cooldown, provided you either have excellent timing on your explosion, or you’re at the right distance.
The most FT1 can hit for is 30x (10x each target, 3targets). If you are hitting 5 targets, they will on average be hit 6x each, LOWERING your dps per target by a lot.
How often are you purposely fighting 3 to 5 targets (now without the mega lifesteal food)? How often do you get 5 players (not monsters) bunched up? How often do you fight more than 1 boss at a time?
lolwut?
if it will be 5 targets, so FT1 will totally deal 50 hits! (10*5)
How often? O.o Every day for a few hours! Did you know about WvW button?
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)
Sigh. And here I thought you actually knew how the FT works. Each pulse on FT1 can only hit 3. No matter how many targets are in front of you, you will only hit 3 per pulse.
If you can’t understand this, then never mind.
That’s I’m talking about: they must increase AOE-limit for FT to 5
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)