Showing Posts For Gaffles.3296:
We will never win a down vs down fight unless its starts with us having a huge advantage. An elementalist will mist form out of range and self rez, a thief will teleport and or stealth away from us, ranger will self heal with pet, guardian will heal, necros can fear downed ppl and life steal, mesmer will win with sheer damage and clones and warrior will vengeance stomp us. Our downed state is strictly a teamfight one and even then #3 is good for that.
Grenades are the exception and as hinted by sent are probably getting nerfed again. I’m pretty sure the devs hate grenade kit but taking their balance tactic of just removing them would break the engineer almost beyond repair.
You do make some valid points, a torch main hand would be cool and unique but sent has stated a couple times they do not want engineers having a lot of range. We are midrange to close skirmishers with heavy (supposed) area denial. Whether this ever comes to fruition is another thing. Then again they may change their mind again in a month and give us another completely different class statement.
Nah, I’d prefer the engine to gain a power glove or chainsaw kit before getting a close range weapon. Kits fit the theme of engineers more than giving them hammers and torches.
I’m curious how effective deployable turrets can be at taking out seige just out of reach of our grenades or the mesmers zerker phantasm. Does anyone have any experience with this tactic.
Looks like a modified static discharge build from before 100 nades got popular. Been using it for months now, the burst is not as omg hurtful as 100 nades but its all about poking first and bursting when the moment arises.
Small price to pay for the scepter and axe auto at not being a projectile. It allows us to hit enemies through the variety of projectile reflections and or absorption moves throughout the game. All the axe really needs IMO is a little more damage or utility on the auto atk via more vuln stacks for a longer duration/quicker atk rate. All axe skills could use a range increase to 900 to compensate for the low damage.
Captain Canuck
NA
Jade Quarry
Yes
Fraps
Sat/Sun anytime
This should be fun.
There is a couple things that should be changed with DS but even something as small as making DS#1 as some sort of charge shot would add some depth to DS. Could make it like some of the quest weapons in the game and give it 3 levels of charge, more charge=more damage=more lifeforce used. It would give us a pseudo form of bursting as well as a lifeforce dump if needed.
Life force is unique to the necromancer and more abilities that give us options to choose to utilize it for offense or defense would be nice and also add another layer of depth to the professions. Most other professions have there unique skill or idea central to how the profession plays, DS just has to little impact when compared to other classes how the class is played.