Showing Posts For ChaoticMind.1375:
F2, An adrenaline based parry mechanic would be interesting and would fit along with the warrior staying toe to toe in melee combat. F2 would be weapon specific, burn your adrenaline, and would do nothing if you aren’t hit within the 1 second after you parry.
However if you are hit with a projectile/melee attack within the time the skill activates:
Example:
Hammer:
1 bar: Block attack
2 bars: Block attack and cleave weakness along with minor damage
3 bars: Block attack and cleave weakness along with knockback and moderate damage
Parry would take twice as long as a normal weapon burst to recover.
Could also have another bar, called discipline in combat that charges as long as you don’t use a burst that fuels parry.
No parrying with bows or rifles…
All that being said I would prefer any class holding a melee weapon to be able to parry instead of dodge with their energy.
Level 80 engineer here. I realize I’m going a bit off topic because you asked about the flamethrower, but after leveling to 80 with trying all the kits I’d like to save you a headache. The by far simplest and easiest (may not not the most fun way to level depending on what you like) way to level is bombs. It doesn’t work until level 20, but put 10 points into explosives and take the Forceful Explosives Trait when you get there. Next put a pistol into your main hand. Power gear is your friend.
1) Walk up to enemies with pistol out, press 3 (It blinds a bunch of them)
2) Pull out bomb kit and throw down fire bomb.
3) Run away while dropping bombs (make small circles to keep your enemy within the fire bomb, also when i say run away I mean your back is to the enemy)
4) Burn + Bomb damage kills things
5) Pick up loots
6) Repeat
Enemies will run straight into your bombs and die and melee critters won’t get to hit you. (Don’t try this without forceful explosives, it is just annoyingly bad.) In Guild wars 2 your “running straight” speed in combat is 210 units, your “strafing” speed is 180, and your “backpedal” speed is 105 and nothing stacks speed boost wise. Enemies are built with the intention than you won’t spend the entire combat with your back faced to the enemy. So running away while attacking works to your advantage. This tactic works far better once you get a reliable form of speed boost through power shoes or speedy kits. One form of speed boost is always on in combat (power shoes), the other form (speedy kits) requires you to kit swap every 5 seconds, the kit swapping version is better if you don’t mind the extra kit management because you can use it out of combat. Make sure to concentrate on taking out ranged mobs first, and when you get swamped drop the smoke bomb next to the range mob and sit inside it spamming bombs until the smoke clears. Once you get good at doing this it makes your life a lot easier, and the build is extremely flexible. I only mandated Bomb kit, main hand pistol, and 20-30 trait points. (Don’t forget you can use bombs under water).
If you want more help leveling let me know, I have plenty more tips.
Also don’t even try this with PvP, people won’t sit in Red Circles.
(edited by ChaoticMind.1375)
I’d like to highlight a game mechanic (bug): If you explode the healing turret after accumulating regeneration (say 30 seconds), players will have 30 seconds of regeneration that is now reduced to 5 health/second. If you then take heavy damage and your Elementalist teammate casts healing rain on you, the 30 seconds of reduced regeneration (5 health/second) will have to occur before the healing rain’s effect begins (Just an example, it could be any other source of regeneration). In this situation healing turret has hurt your ally rather than helped him. Exploding it immediately doesn’t help much because you still get the 5 health/second regeneration for a short period of time. This can be a real issue as the engineer’s turret regeneration can stack all the way to 1 minute before the game caps the buff.
Now fixing this bug could be accomplished with some complicated programming of regeneration management; however, more simply why not have it heal X damage every Y seconds? (no regeneration buff) An example being the turret healing 400 health to people within its radius every 4 seconds. No regeneration problems, no issues with the exploding turret causing the regeneration to be reduced.
Just my 2 cents.