why Fast-Acting Elixirs not effect E-Gun?
Because those skills don’t read “Elixir” in the tooltip. They’re not elixir abilities.
(If you want a reason why that is, it’s because the Elixir Gun is strong enough as-is. And shoehorning specific setups into specific utility skills is just not a good game design paradigm.)
#2,#4 and #5 are labelled as “Elixir” on the tooltip, actually. Thus…they are indeed elixir abilities.
And one would be right to expect elixir traits working with them, if only for coherency.
Because those skills don’t read “Elixir” in the tooltip. They’re not elixir abilities.
(If you want a reason why that is, it’s because the Elixir Gun is strong enough as-is. And shoehorning specific setups into specific utility skills is just not a good game design paradigm.)
#2,#4 and #5 are labelled as “Elixir” on the tooltip, actually. Thus…they are indeed elixir abilities.
And one would be right to expect elixir traits working with them, if only for coherency.
Pretty much this——^
Oh, I just checked. You’re right, #4 and #5 indeed list themselves as being Elixirs. (#2 doesn’t)
As such, it is indeed weird that the traits don’t work with them. Or rather, that they list the tag (because elixir traits are strong enough as-is).
Its probably because fireforged trigger already reduces the cd on egun, they didn’t want another skills to further reduce cd on it.
Oh, I just checked. You’re right, #4 and #5 indeed list themselves as being Elixirs. (#2 doesn’t)
As such, it is indeed weird that the traits don’t work with them. Or rather, that they list the tag (because elixir traits are strong enough as-is).
Mh, you’re right, Elixir F isn’t labeled as an elixir. Guess i got confused by the name, and remembered wrong.
Anyway, those skills were always labeled as elixir since the launch of the game, so we aren’t talking about some recent change.
And it wouldn’t even be that strange for elixirs traits to work with them. I mean, it is called elixir gun after all, and all but the autoattack directly reference elixirs.
Sure, having two traits reducing recharge could be a problem (still, they could just make the elixir trait reduce elixir gun skills by 10% instead of 20%). But it would also give more sense to traits like acidic elixirs (heh, making it work with super elixir wouldn’t be so bad).
because as you were filling up flasks with the fast acting tonic to put on your belt, in your haste you forgot to fill the syringe ammo for your gun. dummy
same for HgH
elixir trait affect only utility elixir
EG is a kit and didn’t count as elixir
if work we can use a EG build HgH cond remover
http://gw2skills.net/editor/?fcAQJAqalspSXnvyuF8LJyoCfWoCSIIF1leJ6xjRZTGA-jECB4iBkWAkCBITtIasFTFRjVJjIqWpEz0rIa1SBUx0I-w
I very much suspect HGH specifically is the reason it doesn’t work btw. Holy Might-stacking, Batman. If that’d work I mean. Would also be very easy, since you wouldn’t even need any combo fields.
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Sure, having two traits reducing recharge could be a problem (still, they could just make the elixir trait reduce elixir gun skills by 10% instead of 20%).
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While I don’t think EG needs further reduced recharges, it would not be the first time see Illusionists Celerity.
I’d rather have something else added to Deadly Mixture.
Bill Kilgore – [BIER] –
If HGH and 409 worked with EG….wow! Lol
They should change the EG skill tooltips so they don’t cause confusion.
It would be nice though to have another trait for EG that adds some flavor. Bombs can heal, FT gets toughness and might stacking, grenades get an extra grenade (not very flavorful), and TK gets turret healing and cripple on 2 skills.
[TTBH] [HATE], Yak’s Bend(NA)