(edited by Kodama.6453)
elixir traits and elixir kit skills
They did not clarify this, everything is possible by looking at those big trait changes though.
In fact they did clarify this.
yes, they will count as elixirs.
source: recent balancing livestream
I’m going to say no, but it’s a bit odd that they would allow this in the mortar kit. Mind you, it’s only on a single skill.
The thing is is that it would synergize way too strongly with something like HGH, being able to stack up a ton of might from the elixir gun alone, and then getting a bunch from your elixirs.
I’m pretty sure they’ll leave the elixir gun as it is now (although I wish they’d change those kitten tooltips already!).
In fact they did clarify this.
yes, they will count as elixirs.source: recent balancing livestream
They stated this ONLY for the mortar kit #5, not for the elixir gun. Just because it applies there does not mean it will apply to the elixir gun. If you have a specific source I will need to have it cited.
but it would make much more sense for elixir gun ^^ 1. this kit is called ELIXIR gun 2. the new trait would it make possible to transform condis to boons with 4 of 5 elixir gun skills
but it would make much more sense for elixir gun ^^ 1. this kit is called ELIXIR gun 2. the new trait would it make possible to transform condis to boons with 4 of 5 elixir gun skills
Which is why they probably won’t do it. That adds a lot of extra condition clearing packed into one utility, which is supposed to be one of engineer’s “holes in their role”.
Don’t get me wrong, it would be nice. But you’re basically implementing a situation where an engineer can slot elixir gun and be able to generate more might and clear more conditions (due to lower cooldowns) then they could if they slotted three elixirs.
TBH, I’m still quite surprised they’re allowing those traits to affect mortar kit #5, although that’s technically still subject to change.
You might be right but i think it isn’t such a big deal maybe. If the 3 said skills (elixir f, acid bomb and super-elixir) will trigger the trait effects, it would mean 3 more condis to clear with them and 3 stacks of might (maybe less cause elixir f isn’t very reliable).
The elixir gun already has some heavy condi clear. Without the said elixir traits you can clean 6 conditions of your allies (5 by fumigate, 1 by super elixir). This way you would push the cleared conditions from 6 to 9 and only in perfect situations (all 5 ticks of fumigate hit, everyone standing in your aoe, etc). 4 of them you can clean from yourself.
Maybe condi clear was missing in the role of the engineer, but this changes give me the feeling they want to make the alchemy trait line a condition converting monster. Especially because condition builds got a huge buff in this update, so being a profession weak against conditions is really terrible.
Also, if that was a gap, the new inventions line basically closes it if you head down that path.
I’m going to add this to my baseline list post to see if we get a response before Tuesday. With the patch this close though, I think we’ll just have to be patient and see what happens.