Showing Posts For DeathPhoenyx.1523:

Regarding the beginning of Act 3 and those of us who won't be able to attend

in Halloween Event

Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

I, as I am sure many others, will not be able to attend the event that you have announced for the start of act 3 and would like to know a little bit more about what will I be missing.

I do not want you guys to have to spoil what will happen, I would just like to know thing like: would I be missing a one-time event that will never happen again? objects that players won’t be able to acquire in the future? an achievement?

It really sucks from the start that I an many other people won’t be able to experience what you guys have in store for us, but just don’t screw things up with this one, for the whole halloween event you have given plenty of time for people to complete the different things at their own pace, don’t let people unable to complete the event just because they couldn’t be in game at an specific time.

Fixing the flame thrower

in Engineer

Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

i use a condition damage build that relies entierly on the flamethrower as a main weapon, and I’ll say it is fairly reasonable. What I do is I grab all the traits that give me a chance to inflict a condition on a crit and buff up my precision. Why does this work wonders with a flamethrower? The flamethrower’s main attack sprays a flame cone that deals 10 attacks over two seconds, that is 5 attacks per second. With agood precision score half of those will be crits, so in the end you will end up applying a few different conditions every time you attack and those conditions can be kept up fairly consistently.

So yeah, with the correct build a flamethrower can be used as a condition weapon, and a good one at it.

i was thinking about doing this. right now i have bleed on crit, and im going to have vulnerability 50% on crit. then a few other skills with toughness and vitality as my secondary traits/stats. im still not convinced that it will make the flame thrower better because i still need a snare, or root, to use with it.

I use it with the sharpnel mines, they have a low cooldown and inflict a snare and a bleed on the objective, but I believe that they are a charr racial skill. There is also a trait that can give you swiftness on crit and helps quite a bit with mobility

Fixing the flame thrower

in Engineer

Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

i would like to see a snare on the flame thrower, and turn the majority of damage into condition damage. a flame thrower works by dousing the target in flaming liquids, so by that logic it should dot based damge.

Flamethrower is primary a power weapon, the condition counterpart is the Elixir Gun.

I use a condition damage build that relies entierly on the flamethrower as a main weapon, and I’ll say it is fairly reasonable. What I do is I grab all the traits that give me a chance to inflict a condition on a crit and buff up my precision. Why does this work wonders with a flamethrower? The flamethrower’s main attack sprays a flame cone that deals 10 attacks over two seconds, that is 5 attacks per second. With agood precision score half of those will be crits, so in the end you will end up applying a few different conditions every time you attack and those conditions can be kept up fairly consistently.

So yeah, with the correct build a flamethrower can be used as a condition weapon, and a good one at it.

Fixing the flame thrower

in Engineer

Posted by: DeathPhoenyx.1523

DeathPhoenyx.1523

Honestly the only thing I would do to fix the flamethrower is fix its hit detection (when attacking an object in pve it usually just misses even if you are straight in front of it and in point-blank range, and sometimes skill 2 will just clip through the floor if you are fighting up a slope), and have the engineer retain the attribute and sigil bonuses of his weapon when he switches to a kit.

Although now that you mention it being able to manually detonate skill 2 would be sweet.