Engineer: Weapon Stats not applying on kits
I was under the impression that this was intentional; however I think it should definitely be looked at. Sure, we get a unique weapon set, but we often end up losing stats AND use up a utility skill slot in the process. It seems a little punishing.
I’ve been wondering if my magic find weapons are even effective when I am killing mobs in grenade kit. Can anyone attest to this? I don’t want to be missing out on 12 percent magic find (2 pistols + 2 opal gems).
I’ve been wondering if my magic find weapons are even effective when I am killing mobs in grenade kit. Can anyone attest to this? I don’t want to be missing out on 12 percent magic find (2 pistols + 2 opal gems).
Pretty sure you won’t be getting it; while the kits themselves seem to have innate stats (I think), if you switch kits with your character sheet open you’ll notice that your stats decrease.
This tells me that you (probably) aren’t getting the extra magic find.
To me, this seems like a pretty big deal and I’m wondering if someone on the GW2 team is aware of this, and if so, what their rationale behind it was (assuming it is intentional).
Yeah it seems pretty broken to lose stats like that especially since you dont get the weapon sigil bonuses either…
I have yet to see any information on whether or not this is intentional, the wiki doesn’t say anything about it.
While we are losing a large chunk of stats, we can pretty much insta-switch weapons with a very brief cooldown on the kit. Basically we have the access to the most skills at any given time in combat out of any other class. Assuming you fill every utility slot with a weapon kit of some sort, use the medkit in your healing slot, and account for your default weapons and your F1-F4 skills, you can have access to as much as 30 skills to use in combat, without having to leave combat to switch between the ~20 that aren’t on your skillbar (35 skills total if you’re a charr with the rocket launcher elite skill kit). We’re gaining quite a bit out of each utility slot.
For the time being, while I do use my pistols for some fights, I try to get most of my stats from armor until we can confirm whether or not this is intentional.
(edited by FlyingBear.5731)
I have yet to see any information on whether or not this is intentional, the wiki doesn’t say anything about it.
While we are losing a large chunk of stats, we can pretty much insta-switch weapons with a very brief cooldown on the kit. Basically we have the access to the most skills at any given time in combat out of any other class. Assuming you fill every utility slot with a weapon kit of some sort, use the medkit in your healing slot, and account for your default weapons and your F1-F4 skills, you can have access to as much as 30 skills to use in combat, without having to leave combat to switch between the ~20 that aren’t on your skillbar (35 skills total if you’re a charr with the rocket launcher elite skill kit). We’re gaining quite a bit out of each utility slot.
For the time being, while I do use my pistols for some fights, I try to get most of my stats from armor until we can confirm whether or not this is intentional.
Keep in mind though, Engineers don’t have innate weapon switching either, and can’t use nearly as many weapon types as other classes.
Add this in addition to losing stats and sigil effects from weapons when switching (which, say, wouldn’t happen to a Thief switching from daggers to a shortbow) and using a Utility slot to do it, and we’re kinda getting a raw deal.
I can confirm that this is in fact happening.
A true knock on the lack of weapon use while using a kit is in the weapon sigils. The stats, while I agree are noticeable, pale in comparison to losing the sigils.