Things that go BOOM
WvW FT Might stacking build
Things that go BOOM
and another FT build that goes down the sink because it’s an FT build.
took it, re-adjusted it and proudly presenting now:
the zerg-build you should actually run.
http://gw2skills.net/editor/?fcAQFAUlIq6d3zSZF1LJxoCcGUh8KSh+t8nH0ttyF-j0xAofACCARAJ7VEN2KZR0Y11YKXioahAGtAA-w
edit:
don’t get me wrong, I like the flamethrower for facerolling in PvE while doing dailies, but here are (once again) the reasons why a flamethrower has no place in wvw
a) the kit with the lowest dps available for engis. you won’t even put pressure on a zerker-ele, since he bombs you down faster than you can come into range.
b) tough you can burn through gates, you’d be better off if you simply man an AC. No ram was ever held off by an FT
c) bombkit-auto does the same dmg than FT#2… but 8-12 times faster (depending if you traited FT CD… which you didn’t in this case)
d) the FT#3 cc can only push 3 targets… while BoB hits 5 targets AND deals a lot of dmg at the same time + blasts combo-fields.
(edited by Arantheal.7396)
Lol bomb kit
On a serious note, I’ve never liked bomb kit in serious wvw play, it has good damage, and control, but it is a melee kit. In group combat mobilty and range are more inportant than damage and if you plan to use a primarily melee form of damage with ridiculously low toughness you are not going to survive.
Remember a dead dps = no dps.
Things that go BOOM
>lol bomb kit
yup, you’ve much to learn.
also I’d like to know how exactly FT delivers range and / or mobility.
open the build I’ve posted. You still have your RB.
also if you really were after range (to be usefull in the backline), go for a condition-build and use nades. You even can bomb walls with it, something neither your FT, nor your Rifle can deliver.
just some facts about bomb-kits:
given that you use the posted soldier / Berserk-combo
range:
BK 300 (if traited)
FT auto: 425 / #2 600
dps:
BK: 6k on 5 targets (only on auto)
FT auto: 1.8k or 2.4k if you actually manage to get FT#2 initial and burst-hit on the same target.
conditions:
BK: 12 stacks vulnerability / Burning / Blindness / Confusion / cripple / Immobilize
FT: burning / blindness (only on point black)
and regarding your burst dmg:
the build I’ve posted not only gains more power than you could achieve with 15 stacks might, it has 40% more crit-dmg and even 3% more crit-chance. Now blunderbus and Jumping-shot actually hit like a truck.
sorry, but your build is nothing but a dmg eater, that does no dmg at all, nor brings group-support.
>serious wvw play my cat
(edited by Arantheal.7396)
Ok, I’m sorry I was kinda a kitten to you with my reply, but I was somewhat offended that instead of offering helpful criticism or asking questions about how my build works you told me my build was kitten and I should run bombs instead.
If you want I can explain to you how my build works and you can explain to me how you think I could achieve what I want to achieve from my ft build with a bomb kit.
Does that sound good to you?
Things that go BOOM
sure, go ahead.
edit: it’s 7am here, so I rather go to sleep now…
if you still wanna ask for advice, do so and I’ll respond in a few hours.
(edited by Arantheal.7396)
I chose to use a ft build to stack might for power without sacrificing much toughness or vitality.
I primarily use my rifle for damage because I believe that hip shot hits so hard that their mother can feel it when I have more than 15 stacks of might.
I get the might through ft juggernaught trait, enhanced performance, and using napalm for a fire field to blast with thumper turret and occasionally rocket boots. .
In solo fights I try to wittle down an enemy’s health mostly with hip shot to keep them at range. Then I will use flameblast then jumpshot, blunderbuss, and overcharge shot to try and finish them off. My flameblast hits for about 3k Jump shot for about 4k
Against particularly tanky or dodgey enemies I try to utilize all my control abilities
to prevent them from healing while trying to keep burn on them.
I also really like the aoe blind on the ft especially against thieves.
In group combat my tactics are mostly the same except I try to tank a lot of damage and keep enemies off squishier classes with knockback. I like to spread might and jump shot onto people.
On a separate note I’ve never used bomb kit in wvw ankitten ot very familiar with it. But I agree that it does massive damage and am planning on giving it a try eventually.
edit: I am using celestial rings because those are the rings I went for when I was choosing trinkets, I am not listing those because I think they are amazing for the build they are just the actual thing I have in that slot.
Things that go BOOM
(edited by Stillshade.7634)
Ok, I’m sorry I was kinda a kitten to you with my reply, but I was somewhat offended that instead of offering helpful criticism or asking questions about how my build works you told me my build was kitten and I should run bombs instead.
He’s got a point though. FT is bad, really really bad. You can use it to tag stuff in defensive troll builds, but that’s about it. Even with high power and might stacks the damage is just abysmal and the two CCs are ok, but not great.
If you only hop in and out of FT you also don’t want to trait for Juggernaut. It’s only useful if you actually stay in FT for a while.
(edited by blurps.2340)
so you try to pump out a bunch of rifle autos for your main damage… but you have juggernaut and backpack regen. which means you want to sit in ft at the same time you want to be sitting in rifle.
the lifesteal food has a 2 sec icd… you only rifle auto 1x per sec, with about 1/4 chance of actually proccing the lifesteal. youd prolly get more out of mango pie, you wouldnt be dependent on RNG and it should give about the same healing as rifle autos would, except you dont even need to be shooting.
ft is just so conflicting. 3 4 5 are all situationals you use for the utility. 2 is a nice burst on a low cd, but tbh i wouldnt want to even bother with it except as a followup to a 3. and of course 1 is just basically suicidal outside of pve, either you gib yourself on a zergs retal or you put out so little damage in a duel that the other person laughs. so its kind of a kit you swap to for like 2 secs to use 3→2 or 4 or 5, whatever you need, and then drop again. thats terrible for juggernaut. and thats why bomb, nades and eg are strictly better as damage kits, they dont conflict with themselves. they always have something to do, some purpose in the cd based skills and the auto that would make it reasonable to sit in them. basically, ft should be viewed as a utility kit, like toolkit, or eg in a power spec. and that means taking juggernaut is a trap.
head here to discuss wvw without fear of infractions
You don’t think the might and fire field are a worthwhile tradeoff?
Things that go BOOM
If you want might, look into a HGH or Enhanced Performance build. No amount of might can make staying in FT to get the might stacks from Juggernaut worthwhile.
Looking forward to read Arantheal.7396’s reply
Since insanemaniac already explained why your build does not what you want it to do, I go straight ahead and give you an build that does this.
http://gw2skills.net/editor/?fcAQFAUl0p6ZH5SZF17IxIFdW0gUoX/+5hcbbaB-jkxAo/gQQCS2rIasVyioxqrxUuER1CBMaBA-w
bombkit: already explained ITT, so we skip it
Toolkit: commes with a 1200 range pull for up to 3 targets, block-ability and a impressive dmg-burst on #3
TT: stunbreaker on its belt-ability, blasts fields and delivers and close-range cc
medkit: comes with swiftness and might on#5 and complete condition-cleaning on #4 also its BA delivers an burst-heal on low cd that actually heals more than HT ever could in this time. tough you still could swap to it since its blastable waterfields are a nice group-support (but don’t dream, in 1vx it’s not nearly enough to make it worth the slot)
as you can see, you come with enough power, crit-dmg and crit-chance to hit like a truck, still you have stunbreakers, condition-cleaners and even a block at hand. Feels comfortable to go into melee now, eh? which is coincidently the range where your rifle excels in its dps
one good combo would be the following:
BoB >TK #5 > #3 > rifle > #5 > #3 >a/b
a:(if your opponent is low now:) #4 and rifle-auto to death
b: (if not) BK #5 > #4 > #2 > TK #3 and TK/bomb-auto till this tanky mofo finally falls over.
it’s just one of many combos.
keep in mind your cooldowns and time them correctly, so you can swap your kits according to where your burst are available right now.
the engis autos are rather weak, even the BK ones, so try to rely on your autos as rarely as possible.
(edited by Arantheal.7396)
I haven’t found the flamethrower focused builds with juggernaut to be that useful in WvW. In PvE you can pull it off fine, but it’s annoying to manage in WvW.
The build I use flamethrower in for WvW is this one: http://gw2skills.net/editor/?fcEQJAqelIq6dn1yuF1LJxoCdO0jCbY7DqQdFpI/6H-jwxAIOhQqBIFKI5xioxWdLiGremIqWdjJFAErBA-e
It’s a healing/condi removal build with some decent mobility. It can still output some condi damage (especially burning), but not a truckload. Unfortunately this build got nerfed hard in the last patch. I used to put 10 into explosives for incendiary powder, but instead I just put them into inventions for more healing power and damage reduction. You could probably try going 20/10/20/10/10 or 20/0/20/20/10 if you really wanted the incendiary powder, or just throw that last 10 in inventions somewhere else, but the primary focus of the build is for healing. you can change around the food choice too, although it’ll hurt your already average damage potential and the healing power might be a bit overkill already (can do 10k+ AoE burst heals for allies).
Now flamethrower might seem like an odd choice, but it gives you some decent burning potential in incendiary ammo, fire field for stacking might if needed, and the knockback is just useful in general. The blind is great for securing stomps as well, which can be really important in WvW fights.
Alternatively, one can ditch the FT and go with bombs, with elixir infused bombs for some AoE healing, although you’ll be missing bomb traits unless you rearrange the whole build. I usually prefer the FT because you can sit midline while still contributing damage, but you get the CD reduction for it anyways with fireforged trigger that you use for the elixir gun.
If you’re looking for something much more offensively oriented, FT just might not fit the bill compared to things like bombs or grenades.
@Yamsandjams
I get that you don’t mis-interpret the FT as weapon, but take it for its utilities with you.
Still you want to be the mid-range healer for your zerg. Why not TT for 2 additional blasts? or nades (even if untraited) for blind / chill and poison?
also ele’s already bring fire-fields to zergs, so why do you need an additional LoF that you sacrifice so much potential for? Also RB deliver buring (to some degree) already and you even could increase its uptime with P/P #4 (and get group-immobilize / cripple on #5 as well) You really don’t need the shield if you’re camping in your zergs second row as support.
The Flamethrower was an awesome kit back when it gave perma-stability, but since arena-net has nerfed that, there is seriously no reason whatsoever to block a slot with it.
I haven’t found the flamethrower focused builds with juggernaut to be that useful in WvW. In PvE you can pull it off fine, but it’s annoying to manage in WvW.
The build I use flamethrower in for WvW is this one: http://gw2skills.net/editor/?fcEQJAqelIq6dn1yuF1LJxoCdO0jCbY7DqQdFpI/6H-jwxAIOhQqBIFKI5xioxWdLiGremIqWdjJFAErBA-e
It’s a healing/condi removal build with some decent mobility. It can still output some condi damage (especially burning), but not a truckload. Unfortunately this build got nerfed hard in the last patch. I used to put 10 into explosives for incendiary powder, but instead I just put them into inventions for more healing power and damage reduction. You could probably try going 20/10/20/10/10 or 20/0/20/20/10 if you really wanted the incendiary powder, or just throw that last 10 in inventions somewhere else, but the primary focus of the build is for healing. you can change around the food choice too, although it’ll hurt your already average damage potential and the healing power might be a bit overkill already (can do 10k+ AoE burst heals for allies).
Now flamethrower might seem like an odd choice, but it gives you some decent burning potential in incendiary ammo, fire field for stacking might if needed, and the knockback is just useful in general. The blind is great for securing stomps as well, which can be really important in WvW fights.
Alternatively, one can ditch the FT and go with bombs, with elixir infused bombs for some AoE healing, although you’ll be missing bomb traits unless you rearrange the whole build. I usually prefer the FT because you can sit midline while still contributing damage, but you get the CD reduction for it anyways with fireforged trigger that you use for the elixir gun.
If you’re looking for something much more offensively oriented, FT just might not fit the bill compared to things like bombs or grenades.
ive run a build like this a few times except ft bk tk, you really need runes of melandru, lemon grass poultry soup and i like to take leg mods for the practically immunity to immob cripple and chill, the reason i say that is because when you get into combat with a team and they focus you ya go down pretty easy if they get a few conditions on ya which in reality is 1 necro, anyway changing it to that pritty much turns you from team support bunker with some damage into, WHY WONT THIS kittenING ENGI DIE, lol but seriously its good fun to play with the right team mates.
it does have a tiny bit less all over then your build but i have the advantage of being able to be in yo face at all times without you being able to stop me since conditions aint genna do much and that guaranteed 50% damage reduction when stunned and since you know 3 conditions are never going to stick to you it dosent really leave much left for you to worry about clearing, any way that’s my thoughts if your genna run a build like that, assuming its for team play only then that’s really the way ya need to go or condi burst from multiple people will put you in the dirt so fast
The shield is important for additional blast finishers in water fields, and the defense on it is helpful considering we don’t have toolkit. Not using it will take a big chunk out of the AoE healing potential, although off hand pistol would definitely be a good choice for additional damage. Would definitely be better than relying on incendiary ammo.
I don’t feel thumper turret is justified simply for the blasts, especially since you would need to preset TT before HT to maximize it in the water field. As it is, the shield and EG more or less use up all the time the HT water field is present. If might is being stacked pre-combat, I sometimes just slot in TT, use the toolbelt, then slot it back out.
The grenades would probably be a good option instead of FT, particularly with the AoE chill, although the loss of burning could be harmful in some cases (I actually use grenades underwater in place of the FT). I’ve even been thinking of taking toss mine simply because you can throw it in the middle of a zerg and see what happens.
I actually tried slotting juggernaut in my build post-patch, but I didn’t really feel it was worth it that much. Perhaps if juggernaut also affect EG then it might be worthwhile. In all honesty though, I’m likely to switch over to bombs instead of FT if anything, but the utility provided by the FT is just really convenient in some situations (i.e. pushing away a stomper, securing stomps, pushing people off cliffs).
As for the OP, one thing you could try to toy around with is a juggernaut + HGH build. I played around with those a bit when they first changed juggernaut, but I could never find one that I was happy with. You only have an additional 20 trait points for stuff, and since incendiary powder isn’t a 10 pointer anymore that means you can’t take both it and speedy kits (though you wouldn’t need IP if you don’t want to do conditions). That would end up being the ultimate might stacker (for oneself, at least).
If you really like the push from FT, you still could keep your shield and use it instead of FT in these occasional situations. if you then go nades (untraited), the dmg provided (both direct and condition) easily triumphs the lost burning and mediocre FT direct dmg.
then your build would stay intact as it was, and you gain a lot of support for your zerg, including dps.
I love the FT to death. My favorite kit, hands down. But it’s useless in pvp situations, and in any situation where Retaliation comes into play.
I hate nades gameplay, but kitten are they good. Until they make some real changes to FT, it’s only going to be useful for faceroll pve and tagging mobs in world events.
…
Toolkit: commes with a 1200 range pull for up to 3 targets, block-ability and a impressive dmg-burst on #3
…
Magnet only pulls one target
…
medkit: comes with swiftness and might on#5 and complete condition-cleaning on #4 also its BA delivers an burst-heal on low cd that actually heals more than HT ever could in this time. tough you still could swap to it since its blastable waterfields are a nice group-support (but don’t dream, in 1vx it’s not nearly enough to make it worth the slot)
…
Stimulant gives swiftness and fury, not might.
Antidote only cleans one condition and you cannot remove immobilize with it.
Healing Turret (place, overcharge & pick up) is stronger than Bandage Self: 140 higher base heal, 5 seconds regeneration, same healing power coefficient and it removes 2 conditions. Cooldown is 15 seconds, shorter than med kit with 30 points in Tools.
Plus half of HT’s heal and the condition removal is AOE, and you can blast the water field for a burst heal.
Med Kit only heals for more if you use skills 1-3, nice when running away or stockpiling when guarding a node. It also works well with Enhance Performance & on heal runes.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Fair enough, never used medkit and toolkit anyways, appart from build-testing.
I’m Running elixier H / healingturret + nades/bombs + RB/googles + Elixier B/EG
depending on the situation, I just make sure to swap at least one stunbreaker in.
traits are 30/20/0/20/0 and the perks are depending on what i run currently.
the only thing that always stays the same is my gear.
PVT on Armor / weapon + Berserker on trinkets / backpack
Rune of Melandru
Sigil of bloodlust
+ oil / leamongrass
Outlives burst-zerkers and dysfunctions condition-builds.
works quite well for me.
but one thing about the healing-turret:
yes, by picking it up it reduces its cooldown by 25%, therefore increases the theoretical hps, but this a) makes you painful immobile while trying to heal up b) even with running away / comming back gives a clear target for the enemy to aim his next AoE c) trades movement + an additional blast for insignificantly more hps (which necessarily may could have been avoided by not doing so). so nope, I usually don’t go back to pick it up.
place, charge, burst. At least thats how it works best for me.
Taking healing-power with me may could make the additional hps worthwhile, but not how my gear is currently build.
(edited by Arantheal.7396)
retalation will kill every FT build in Zergfights maybe in roaming it is good, but i prefer bombs over FT more damage and more utility in roaming and zerg.
[Skol]
retalation will kill every FT build in Zergfights maybe in roaming it is good, but i prefer bombs over FT more damage and more utility in roaming and zerg.
This is where you apply common sense and not auto attack into a zerg stacking retaliations. Its not rocket science here, why would anyone spam the weakest auto attack our professions has, into a zerg anyway? It just doesn’t make any sense. For that matter, why are using any auto attack on the engineer at all?
Flame blast does more damage then Big Ol’ Bomb, which is the strongest hitting bomb we have, yet flame blast is on a 6s recast, untraited. It always strikes me as odd how player dismiss the FT so easy, simply because of the auto attack, particularly on a profession in which playing the auto attack is a sign of poor play.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
>Flame blast does more damage then Big Ol’ Bomb
cite needed
also, how does it any dmg anyways?
with power + precision + crit-dmg
so, we’re speaking in power-build terms.
how does a engi-power build work in wvw-zerging?
skill 1: bombs – you always choose bombs
skill 2: a stunbreaker – can be googles, TT, or EG (elixier U as well, tough I dislike it for its debuffs)
and then? welp, you would have a free slot now, right?
wrong. You want to have Nades here, cause even if they’re more a condi-thing, #4 and #3 are a huge support to have. also Grenade barrage adds more dps nicely. And even if you dislike nades, you go with rocketboots at this point, because – hands down – there is no better Oh-kitten button available for the engi.
what does the ft bring appart from its #2?
one push against 3 targets, a single point-black blind for 6 sec (bombs #4 has 3 ticks of 3 sec) and a firefield (that you already can place with bombs #2 way more often)
I don’t know about the preferences from other players, but for me the FT has no place in a serious wvw-build. Period.
>Flame blast does more damage then Big Ol’ Bomb
cite needed
Detonate Flame Blast damage: 569 Damage Coefficient 1.750 Recast 6s
Big Ol’ Bomb Damage: 548 Damage Coefficient 1.700 Recast 30s
That is just counting Detonate Flame blast, and not including the 244 base damage and 0.750 damage coefficient of the launching of Flame Blast that Detonate Flame Blast actually stacks on top of.
Are those the facts you were asking for when you said “cite needed”?
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
given, it does slightly more burst-dmg it seems. but where is the knockback?
and dps-wise, bomb-auto easily excels the ft with all its skills combined, and so do nades btw.
so even if you could argue that the FT could reach place 4 (after toolkit) on the dps-meter, the question still stands. why would you choose it over nades / RB and/or a stunbreaker?
(edited by Arantheal.7396)
I’ve used the FT a lot in WvW and I don’t find it bad at all. I find the Flame Blast is quite deadly and it reaches people on fort walls. I wear full celestial gear and I get on average 5K AOE dmg from it, not including the pass-through damage. The bonus toughness from Juggernaught (and with backpack regen) helps me survive in those fantastic T1 zerg fights.
I don’t cling to the FT however. I use it in combination with EG, elixir B, and pistols. One of my strategies I toss elixir B for 8 seconds of stability (fyi I run with 95% boon duration). As I run into the zerg I’ll drop napalm, back out using acidic bomb (plus get AOE might stack for you and your linebackers), then flame blast, then static shot. It does very good damage in such a short period of time. While my AOEs are dealing physical damage (which is great since condis are difficult to stick), I’m using super elixir + healing turret to wash off any condis and regen my health while running by my commanders side to help out.
Stillshade, regarding your setup, I would make a few suggestions. Consider rolling with pistols and/or shield so you can get two sigils (unless you really like the rifle). When I roll with kits, I swap to my pistols just to add pressure, but I never use them to attack. Having two pistols gives me two sigils for best output. Sigil of bloodlust with sigil of battle works well together. 25 stacks of power combined with 25 stacks of might adds one heck of a punch. I would also swap out runes of might stack for runes of boon stack instead (2x travellers, 2x monk, 2x water = 45% boon duration vs 60% might). The engineer has many useful boons and you shouldn’t discount them. I maintain fury, swiftness, and a base of 10 stacks of might indefinitely. Stability is up 1/3 of the time and retaliation is up 2/3 of the time. When those guardians are shouting their heads off, I get an influx of boons that stick for a long time, each adding 1% more dmg output (25pts in alchemy gives 1% dmg per boon). I would also replace rocket boots. IMO I never really liked that skill. Most people use it to chase others, but that’s a bad thing to do with group play. Best to stick with your commander or use toolkit to pull instead.
I’ve used the FT a lot in WvW and I don’t find it bad at all. I find the Flame Blast is quite deadly and it reaches people on fort walls. I wear full celestial gear and I get on average 5K AOE dmg from it, not including the pass-through damage. The bonus toughness from Juggernaught (and with backpack regen) helps me survive in those fantastic T1 zerg fights.
I don’t cling to the FT however. I use it in combination with EG, elixir B, and pistols. One of my strategies I toss elixir B for 8 seconds of stability (fyi I run with 95% boon duration). As I run into the zerg I’ll drop napalm, back out using acidic bomb (plus get AOE might stack for you and your linebackers), then flame blast, then static shot. It does very good damage in such a short period of time. While my AOEs are dealing physical damage (which is great since condis are difficult to stick), I’m using super elixir + healing turret to wash off any condis and regen my health while running by my commanders side to help out.
Stillshade, regarding your setup, I would make a few suggestions. Consider rolling with pistols and/or shield so you can get two sigils (unless you really like the rifle). When I roll with kits, I swap to my pistols just to add pressure, but I never use them to attack. Having two pistols gives me two sigils for best output. Sigil of bloodlust with sigil of battle works well together. 25 stacks of power combined with 25 stacks of might adds one heck of a punch. I would also swap out runes of might stack for runes of boon stack instead (2x travellers, 2x monk, 2x water = 45% boon duration vs 60% might). The engineer has many useful boons and you shouldn’t discount them. I maintain fury, swiftness, and a base of 10 stacks of might indefinitely. Stability is up 1/3 of the time and retaliation is up 2/3 of the time. When those guardians are shouting their heads off, I get an influx of boons that stick for a long time, each adding 1% more dmg output (25pts in alchemy gives 1% dmg per boon). I would also replace rocket boots. IMO I never really liked that skill. Most people use it to chase others, but that’s a bad thing to do with group play. Best to stick with your commander or use toolkit to pull instead.
1st paragraph:
rubbish. 5k AOE-dmg? let me guess, one single FT #2 shot. this thing has a (if traited) 4.25sec CD. which means, your 5k dmg turn out to be roughly 1250dps (comapring to bombs auto which does 2.5k -3k per hit (given that you use the same gear as with the FT), every 0.5 sec). You said that you don’t rely on its mediocre auto, which is a good thing, but even if you took the FT only for its burst #2, I must burst your bubble. It’s pre-cast animation + the projectile-flight are all together one skill, lasting 1.2sec, while triggering the global CD of everything else you have equipped. this leaves you for this time not with an additional burst, but an actual drop of your dps, and nothing left but the FT#5, elixir U and your EG’s belt-ability since these don’t have a global cd. Everything else is deactivated for the time you use the FT#2.
I used the FT myself for a long time, and your claim that you reach ppl on top of a fortress-wall makes no sense at all. to achieve that they must stand at the very edge of this wall, since every other place outranges your FT#1 and IF they stand there, even your pistols auto do more dps.
2. paragraph:
FT has no major role here…
use the bombkit instead.
place BoB, place firebomb, use EG#4 and you left your zerg not with one, but two might-spending blasts, while you still have achieved the same position as before and have a much shorter cd on your firebomb to repeat this more often.
3. paragraph:
you don’t even loose a word about the FT anymore, leaving us with the fact that your suggested improvements could go for bombs / nades instead as well.
In your build, like in every other as well, the FT wastes a slot, that could have been used far more useful. HgH-builds reach 25 stacks of might as well, and 200 more toughness is no argument to throw a whole skill-slot away.
Arantheal, he was actually replying to me and trying to give helpful criticism which is what I asked for in the original post.
I’d appreciate it if you stopped trying to tear everyone down and instead posted helpful criticism and relative information.
Things that go BOOM
what are the improvements of the FT you would welcome?
Maybe anet reads these suggestions
The targeting on flame blast could be tweaked a bit, it doesn’t detonate on contact with a wall or the ground and will go right through, it also doesn’t aoe in front of you if you have no one targeted which makes it a requirement to have a target with that skill.
Making smoke vent no only aoe blind but stun break would be nice.
Air Blast could use a slight range increase.
And if flame jet caused burning on each hit instead of just on the last attack it would be much better.
And for all kits it would be nice if the base damage was increased to ascended.
Things that go BOOM
I think Napalm needs additional cripple.
what are the improvements of the FT you would welcome?
Maybe anet reads these suggestions
deleting the kit.
since the juggernaut-trait got ridiculed, it does nothing but spawn confusion among those who love it and therefore futilely try to bring any kind of sense into it.
But for the sake of the question:
- Increase its auto-dmg by 4 times. and let it hit up to 5 targets. It will still be slightly weaker than the bombkit auto and therefore takes credit to the slightly higher range.
- its #2 is fine as it is.
- its #3 should not only refresh burning-stacks, but actually apply them, while also doing dmg, comparable to the mesmers’ greatsword-shockwave.
- its #4 should get renamed to napalm-line and knockdown trespassers for 3 seconds while still applying burning. (taking credit to the fact that the engi already uses slickshoes with this effect)
- its #5 should apply blindness over 3 seconds for 2 seconds every tick. it should tick once per second. also its range should get increased to 300, focused on the player, making it a moving aoe.
there you go, suddenly the engi posses an actual cc-kit that still can be abused as power-build main weapon.
but since this is just wishful thinking, the FT stays the trash it is (even tho facerolling with it is real fun.)
what are the improvements of the FT you would welcome?
Maybe anet reads these suggestionsdeleting the kit.
since the juggernaut-trait got ridiculed, it does nothing but spawn confusion among those who love it and therefore futilely try to bring any kind of sense into it.But for the sake of the question:
- Increase its auto-dmg by 4 times. and let it hit up to 5 targets. It will still be slightly weaker than the bombkit auto and therefore takes credit to the slightly higher range.
- its #2 is fine as it is.
- its #3 should not only refresh burning-stacks, but actually apply them, while also doing dmg, comparable to the mesmers’ greatsword-shockwave.
- its #4 should get renamed to napalm-line and knockdown trespassers for 3 seconds while still applying burning. (taking credit to the fact that the engi already uses slickshoes with this effect)
- its #5 should apply blindness over 3 seconds for 2 seconds every tick. it should tick once per second. also its range should get increased to 300, focused on the player, making it a moving aoe.there you go, suddenly the engi posses an actual cc-kit that still can be abused as power-build main weapon.
but since this is just wishful thinking, the FT stays the trash it is (even tho facerolling with it is real fun.)
flamer needs a buff your ideas say your a PvP nub, and don’t bother arguing with me
LOL FT… o god dont make me laugh… for pvp/wvw purposes please do not use the FT it really is sad… just a few matches ago i was facing off a team with a FT engi who never swapped out of the kit… just sat there… firing away doing nothing… lol
pick your poison for dmg… nades…. bombs… SD… combination…
i perfected my pvp might stacking dps bunker build and freaking love it. I still love SD… but i need to dabble a little more in dungeons with this pvp build to see how it fairs in pve.. the dmg in pvp is great though(not nearly as high as a burst build but its all about the sustain :P)
Asura Ele- Sir Im afraid youre short. Why is it always short jokes. No, youre short on the bill.