Thermobaric Detonation: Discussion
10s cd makes it basicly useless
Tekkit’s Workshop
I used to love leave a bomb on dodge roll. With this 10s cool down you might as well not even bother having the trait. It’s actually more annoying because it puts you into combat. They basically did it to balance the GM trait, which is still useless because of this cooldown (compared to other options).
Not sure if I’d even use it without the cooldown, using dodges to proc blast finishers seems a bit counter intuitive. The explosion is delayed and you can’t put out fields while you are dodging so the fields have to be last long.
Damage on the dodge bomb needs to be buffed if it’s keeping the ICD. Otherwise the ICD should just be removed.
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the icd makes it impossible to play intelligently, im using it myself because i dont really have anything better to use and my only combo field is healing turret so occasionally i get an extra blast but in reality i never ever use it intentionally because of that icd, anet didnt seem to realize that endurance is the valuable resource that controls the effectiveness of this trait and endurance is much to valuable to use it only as a blast finisher.
The 10s icd ruins this skill. I got the impression from the live stream they did that EVERY dodge roll would be a blast finisher so seeing it have the icd added was a disappointment making the skill obsolete.
I tried using it in fractals and it is quite nice when you do get lucky and proc the dodge blast on a fire field so i could see this trait being quite fun and useful if it had no icd at all.
need to make it 5 ICD still!!! so you can proc it at maximum echarge rate and won’t abuse with sigil of stamina.
but tbh switching this trait with the one in stemalines kits seems better option for me and making this one doulbe blast finisher can be without damage then can live it 10s ICD cause magnetic bomb pull on dodge potentialy can be too strong
Warrior damage on dodge has no cd aswell, and since our endurance is the true “CD” here, there is no 10 sec CD required. This is just stupid… It’s something that annoyed me since the patch.
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I was thinking about this recently, because I’m using a dual pistol build in wvw and my only real source of invisibility is elixir S despite having bomb kit equipped. I looked into this trait, and it has no real benefit, even if you did save your dodge roll just for that measly 3 second invisibility on a smoke field. itsynergizes well with autodefence bomb dispencer, but its still not worth it to attain that one blast finisher. I think it could be more viable if it was 2 charges every 10 seconds. So you could gain 6 seconds of invisibility in combat (if the enemy isnt standing on your bomb anyways), which could make it worth it for people needing extra invisibility while in combat, but don’t want to waste too many long cooldown skills to do so.
Warrior damage on dodge has no cd aswell, and since our endurance is the true “CD” here, there is no 10 sec CD required. This is just stupid… It’s something that annoyed me since the patch.
The icd is to combat the blast finisher trait, previosuly you could dodge and get the bomb damage every dodge just like a warrior does.
Would be nice if the icd was only included for that trait, it was a nice dmg filler when you had to dodge on bosses.
(edited by SlyDevil.3952)
The 10s icd ruins this skill. I got the impression from the live stream they did that EVERY dodge roll would be a blast finisher
That should be irrelevant given dodging is restricted by endurance.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
The 10s icd ruins this skill. I got the impression from the live stream they did that EVERY dodge roll would be a blast finisher
That should be irrelevant given dodging is restricted by endurance.
Elixir R, you could potentially do 4 blast finishers with dodges in succession. Doesn’t effect invis since smoke field lasts 4 seconds, so 2 bombs seems to be about max anyways.
I agree, I thought it would be every dodge bomb as well. It seemed a really good trait, maybe they just deemed it too op to do that.
(edited by Depths.4051)
Even with permanent vigor, energy sigil, and traited elixir r, a no-cooldown thermobaric with the current soothing detonation wouldn’t be OP. You’re looking at 2 base dodges plus 1 every 7.5s from endurance regen plus 1 per 9s from sigil plus 2 per 24s from elixir r, which after your initial 2 dodges are spent adds up to an average of one dodge every 3.05 seconds (24.6% uptime on evade frames). With Cleric’s amulet and the +250 healing power from regen, you’re looking at 630 healing per dodge, meaning you would get 206.5 hp/s out of it assuming you time all your energy swaps perfectly, use elixir r off cooldown, and never let your endurance hit max outside of elixir r. For comparison, at the same healing power, backpack regenerator provides 189.5 hp/s, and regeneration provides 311.25 hp/s.
using it for healing isnt really an overpowered mechanic, I’d think theyd be more concerned about giving engineers too much easy access to invisibility.
It wouldn’t be very useful for stacking stealth because the damage reveals you easily. At 240 radius (once it gets fixed) you’ll basically have to be safely away from your enemy to not get revealed.
I’d be more concerned about using it for heavy healing with mortar’s water field, or ranger’s healing spring, but personally I feel the former is too long in duration already for how long the field is.
If it worked more like the churning earth blast from ele earth dodge roll evasive arcana proc (which has a 9 second icd attunebased) it would be better. That skill applies the blast right at the end of the dodge roll, theres no waiting for the blast to go off after you ddoge, which just feels clunky and useless. The ele version has more control since its attunement based as well.
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It wouldn’t be very useful for stacking stealth because the damage reveals you easily. At 240 radius (once it gets fixed) you’ll basically have to be safely away from your enemy to not get revealed.
I’d be more concerned about using it for heavy healing with mortar’s water field, or ranger’s healing spring, but personally I feel the former is too long in duration already for how long the field is.
it’d be access to an invis that doesn’t use up any important skill cooldowns, and it’s not really any different from any of our other blast finishers in that respect. I’m thinking more in respect to wvw and pvp usage.
Bomb engi has easy access to stealth already in PvP. If you’re not taking bomb kit you would have to rely on either flame turret’s overcharge which requires combat (and actually taking flame turret which is pretty bad right now) or autodefense bomb dispenser, which requires you to be CC’d (and 9 times out of 10 when you are there are enemies within 240 radius so your dodge bomb will reveal you). Should be noted that autodefense is actually broken right now and doesn’t work as a smoke field. So I really don’t see how this helps engi’s stealthing at all. It would increase might stacking for both FT and Bomb builds a decent amount though, and add easier access to weakness for builds taking mortar.
doesn’t use up any important skill cooldowns
you don’t use any other blast cooldowns on skills if this trait was implimented. Im well aware of the invis we have in pvp currently, I prefer not to since wasting turrets is either a waste of a skill slot or a waste of the skill itself in most cases.
Ya it would require bomb kit, or elixir U toolbelt and use it as a reflect wall if it goes the other way. The smoke wall blasts invis.
I stay away from turrets if i can help it.
Didn’t actually know about autodefense being broken because I don’t normally use it.
(edited by Depths.4051)
You still need to be in combat for the dodge bombs, and you are in fact using up one of your most important cooldowns in combat— your endurance. It’s far from cost free.
I believe the cooldown makes it kind of bad. A few reasons:
- Nobody has an internal counter in his head and knows when it will trigger
- It already has a delay for the Blast Finisher to activate. (Making it hard to abuse stealth from this I believe)
- Endurance / Dodges are really valuable expecially since Vigor is lower now.
I believe making the cooldown around 2 or 3 seconds would be a lot better, this way you can still count on it activating without it being able to be abused for Might stacking for example.
I hope a dev can respond on this!
I would like to point out that the blast effect procs before the the initial evasive powder keg hit. Therefore stealthing in mid fight in PvP or WvW can be countered by eating the bomb: If the bomb hits your enemy it will instantly reveal you. Therefore I think that there will be no “Stealth Abuse” in terms of PvP and WvW when this trait would not have an IC.
Next to that in a PvE term: Yes, no cooldown would make might stacking significantly easier. However something that should be taken in concideration is that the idea of the devs itself was to make engineer the person in a party that can deliver a huge ammounts of blasts. Next to that you do need to be in combat so it cannot be abused pre-fight. While in combat you still need dodges. So you have to choose: Eat those hits and have more might, or dodge the hit and hope to be lucky and blast a random fire field.
Edit: Removing the IC would also help the engineer in terms of support/healer. These kind of builds were heavily damaged after the trait changes and are currently very underwhelming. This would give you more access to water field blasts and proccing soothing detonation.
(edited by The V.8759)
Dropping in from the guardian side of the hood. We don’t have a CD on our heal on dodge trait. I think its kind of ridiculous you guys get a CD on your bomb on dodge. It doesn’t need a CD, its already limited by your endurance. I can see a blast finish on dodge build kinda getting out of hand but right now its not even a build so it would be awesome if they removed that CD and nerfed it another way if need be.
Just remove the GM trait. I don’t want evasive bomb to be fixed. I rather not have bomb reveal me out of stealth.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My suggestion for improving TD would be that it adds a 2nd bomb to your on-dodge EPK, at the end of the dodge. This rewards players for tactically dodging and good positioning, increasing their damage in melee range, the mirror to Orbital strike’s damage increase at 1,500 range.
As it is now, EPK and TD together is complicated to use in all of the wrong ways. It takes away a reliable way for the player to be skillful with the trait, while also not being a noticable and enjoyable trait for those looking for something easy to use.
Kluzukaze – Mesmer
Rhomulos Prime – Revenant
My suggestion for improving TD would be that it adds a 2nd bomb to your on-dodge EPK, at the end of the dodge. This rewards players for tactically dodging and good positioning, increasing their damage in melee range, the mirror to Orbital strike’s damage increase at 1,500 range.
As it is now, EPK and TD together is complicated to use in all of the wrong ways. It takes away a reliable way for the player to be skillful with the trait, while also not being a noticable and enjoyable trait for those looking for something easy to use.
I like that idea, would also be nice if it had an icon to show its up like speedykits does. This would be worthy of a grandmaster trait.
I wish TD removed EPK so it’d stop revealing me when I panic Toss Elixir S.
Warrior damage on dodge has no cd aswell, and since our endurance is the true “CD” here, there is no 10 sec CD required. This is just stupid… It’s something that annoyed me since the patch.
+1
Edit: also thieves fought hard to have the trait that put u in stealth on 25%, which was most of the time a killer, not a savior. Here is the same. So fuse EPK with TD in GM and remove CD that would be worth GM trait
Wat r u, casul?
(edited by Gaaroth.2567)