Showing Posts For Hybelkaninen.3087:

changes i hope for elixir gun

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

No it is a kit. One of those misleading skill names.

Perhaps this wasn’t an answer to my question, but If it was I meant the #5 skill on the kit, not the kit itself. No weapon skill on a kit is classified as a kit skill. The #5 skill is classified as an Elixir skill on the tooltip, and thus it should work as an elixir.

It was an answer to your question.
Super Elixir from Elixir Gun doesn’t count as an “Elixir” regarding traits that improves your Elixir skills.
Elixir Traits improves skills such as “Elixir B” because it’s an Elixir Skill.
But it doesn’t improve “Super Elixir” because it is a “Kit Skill”
….hope that made sense.

On topic though.
Juggernaut for Elixir Gun, it would boost it’s usefulness without being overpowered.

Pickup times

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Turrets will, and should not, ever be a superior source of damage. That’s not what they are for.

The only times I see my turrets “die in 1 hit” is when I specifically place them in front of something or a huge boss AoE hits them.

Which I agree on, but as it is now…turrets aren’t worth having out at all unless you focus all your traits on buffing the turrets.

They take up a skill slot that could be used for something more important.
They are static, so moving from mob to mob makes them useless as they will be on cooldown most of the time.
They die too fast unless you babysit them.

Something to brighten your day. :)

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

….wow…..it only took them about 2 years…..but hey…what to expect ?

Elite Skill replacement?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Agree, would rather have another skill than the dinky elites we got.
Supply Crate is barely worth even considering, when you meet something were the SC is needed…..that mob is gonna smash your turrets in no time.

Pickup times

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

There shouldn’t be more than a 5 second cooldown on a turret if you pick it up, 15 seconds if it gets killed.
Except for Healing Turret, as it is a heal it should stay on 15 seconds.

The turrets are smashed too fast to be of any real use.
Only when you kitten yourself by taking every turret trait you can get your hands on….then the turrets become wortwhile.

But I don’t see any change in the foreseeable future.

Opinion on engie grandmaster traits?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Someone know if those mines remove boons?

The tooltip doesn’t say it removes boons…so I guess it don’t.
Haven’t gotten around to test it properly though.

Opinion on engie grandmaster traits?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

So far I’ve only tried “Bunker Down” and “Experimental Turrets”.
Needless to say, they both suck donkey.

“Bunker Down”
Places the mine behind you, so you have to drag the enemy all over the place for it to work…thanks to the “oh so fantastic” AI, they have a tendency to zig-zag around your mines.

“Experimental Turrets”
Nice buff but worthless as turrets still gets smashed in no time.

Didn’t even bother with the other traits.

Would you mind

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

We have a mortar?

Of course we have mortar….we have elite mortar……why do you think all the castles in the game are so sturdy and well built.

;-)

Why no movement buff?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

I don’t think having to “dump” 10 trait points and one major trait slot for 100% swiftness uptime is somehow a bad deal for engineers. Most other characters have to devote runes, food buffs and more than 10 trait points to even get close to it.

Rangers and thieves have to dump a utility slot for their movement speed signets, and those are only 25%, not the 33% Speedy Kits gives engineers.

10 points are permanent (apart from respec).
A sigil/rune/skill can be swapped out on the fly outside of combat, adding to that…most sigils have run speed as a passive buff in addition to having a clickable effect.

Besides…25% vs 33% isn’t that much of a deal…unless you’re MIN/MAX’ing.

So…all in all, I would’ve taken a sigil over 10 trait points anyday

Where is the hobo sack fix?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

If you’re expecting a solution via new custom art assets you’ll probably be waiting a long time.

Is it really that hard to make some alternate backpiece skins for Engineer kits? They pump out like a dozen new skins every month.

Yea, but those skins are put out on the eShop…aren’t they ?
Free skin to fix something isn’t a priority.

Flame Jet still broken... Really?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Turn off “Auto Targeting”.
The “MISS” problem usually happens when the mob is moving around alot.
Deselect the mob and use manual aim with FT#1, when it stands still, target it again.

For the “large character VS small target” try to “aim” with your right mouse button.
Select the target and aim straight forward or into the sky, then use the left mouse button to look around.
The combat system in this game is a “FPS style with the limitations of an MMO” so it’s very borked.

Minefield Broken.

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

I never use this skill and very few do, and I’m not a whiner—however:

If the devs push a hotfix for this, it will be good for public relations. Alternatively, if the skill remains unusable…it would be bad for PR. Just sayin’.

Very few use it because they can’t be arsed to drag the enemy all over the place, because of it’s ridiculously small impact area and utterly random Scatter-Pattern™. It does pretty beefy damage + boon removal, if you bother with it though.

Fixed ;-)

Underwater cooldowns carries onto overland.

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Because these are design choices for the class mechanics. Whe don’t have a weapon swap, therefore we have kits with a much shorter cooldown and eles have their attunements. Imagine eles could swap their attunement and their weapon. They would have a pool of 45 skills in combat. That sounds a little OP to me.

I’m sorry here, but…“fast kit swaps” is THE lamest argument.
We got mediocre main weapons which is balanced out by mediocre-to-good weapon kits…..and the kits themselves requires us to give up a utility slot.

To me it seems like all our “pro’s” have at least 2 “cons” humping it’s leg.

But whatever, weapon swap wasn’t the real point of this, but rather the cooldown with “Water VS Land” =)

Underwater cooldowns carries onto overland.

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

How hard is it to give Engineers (and Elementalist) weapon swap ?

Probably pretty hard as they’d have to rebalance (read: nerf) both classes if they did it.

?? How much more can you nerf the Engineer without making them a complete junkpile ?
Right now we’re jumping through a dozen hoops, just to make them viable.
Weapon swap on Elementalist…yes, I can see that would maybe be overpowered.

Mixing underwater and overland cooldowns.

in Bugs: Game, Forum, Website

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

A. I don’t think that’s a bug.
B. If you want a response to a problem you’re having, insults and sarcasm aren’t the way to get it.

A:
Neither do I, but it still needs a fixing.
Why do they put a cooldown on the slot instead of the skill itself ?
We aren’t even talking about “thinking inside the box” we are talking about “thinking inside a bottlecap”.

B:
I know…and usually I don’t condone the behaviour I’ve shown, but I’m simply fed up with ANet’s incompetence.
9 months after release and the game is riddled with bugs, broken systems, broken skills/traits, absurd design choices etc. all while at the same time, ANet is more concerned playing “dollhouse” and metagaming their own cash shop.

Underwater cooldowns carries onto overland.

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

I’m running
7 – Elixir Gun
8 – Whatever I feel for at the moment
9 – FlameThrower

I guess fooling around with the skill placement is a workaround.
But I’m still amazed that ANet is just slapping in a cooldown without even bother to consider how it will affect the different classes…espically Engineer.
How hard is it to code in a cooldown on the individual skills instead of the slot itself ?
How hard is it to give Engineers (and Elementalist) weapon swap ? scrap weapon swap on elementalist
How hard is it to give Engineers 2 torches for a makeshift FlameThrower instead of a lame weapon kit ?

Torch in main hand = FT 1, 2 and 3
Torch in off-hand = FT 4 and 5

(edited by Hybelkaninen.3087)

Underwater cooldowns carries onto overland.

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Yea, my bet is that also covers other classes too…haven’t checked that out yet.
But putting a minute long cooldown on my Flamer is like putting a cooldown on the main weapon of any other class.
Considering how kitten the devs are it is probably a design choice, yes….but come on, are they really THAT lousy at coding, they can’t find another way to prevent stacking !?
God forbid that we will get fights that requires you to enter and exit water, time and time again.

Underwater cooldowns carries onto overland.

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

So.
In the number 9 slot I have my FlameThrower, which isn’t usable underwater (yet still, the Burning condition DOES work underwater, go figure).
So I put in something else there…lets say…Slick Shoes which have a cooldown of 60 seconds.
I use Slick Shoes and suddenly the fight is over short after, I get on land and…lo and behold, my FlameThrower now suddenly have a 50+ second cooldown.
Gotta hand it to you ANet…….a standing ovation.
When can we expect a fix for this ? Christmas ?

Mixing underwater and overland cooldowns.

in Bugs: Game, Forum, Website

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

So.
In the number 9 slot I have my FlameThrower, which isn’t usable underwater (yet still, the Burning condition DOES work underwater, go figure).
So I put in something else there…lets say…Slick Shoes which have a cooldown of 60 seconds.
I use Slick Shoes and suddenly the fight is over short after, I get on land and…lo and behold, my FlameThrower now suddenly have a 50+ second cooldown.
Gotta hand it to you ANet…….a standing ovation.
When can we expect a fix for this ? Christmas ?

State of the Engineer?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Engineers have the best sustained Condition Damage of all classes. The Pistol is the only weapon in the entire game that has access to 4 different damage conditions. And once you combine that with the Tool Kit for added Confusion, the Grenade Kit for added Bleeds, the Flamethrower for added Burns, or the Bomb Kit for Combo fields, our role in parties is pretty well healthily defined.

To get the “best” sustained Condition Damage, you have to practically just kitten your own build, jumping through hoops.

Pistol:
Bleed from #1….there’s a handful of classes that can stack bleeds equally good, some of them even faster and better.
Poison from #2….sucks donkey unless you’re point blank on the enemy.
Confuse from #3….sucks unless you can stack it with between several mobs (unless that was nerfed too) or you need to stack it with something else causing confusion.
Fire from #4…..sucks donkey unless you’re AGAIN….point blank on the enemy.

Elementalist:
Maxed Fire and Earth, scepter+dagger/focus.
You can stack fire and bleed outta the wazoo while having twice the survivability.
No poison or confuse as it’s traded for a MUCH more reliable fire and bleed.

(edited by Hybelkaninen.3087)

3/5 rifle skills are short range?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

You’d be surprised how much hurt you can dish out standing at that 1200 range and spamming #1 , even scarier is when a well played Rifle engie gets in close for the burst.

…or watch your Engineer getting blown to bits on his way over to the target…espically in PvP.

Cannoneer - the heavy engineer

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

If you want a cool Engineer/Cannoneer…buy TorchLight 2.
….I’m not kidding, you’d be surprised over how fun they are there.

When is the last time.....

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

I used a turret yesterday, the Net Turret. Aaand I’ve faced an engi that used two before he got off the cliff with his own overcharged shot.

Heh, sounds like me when I used disengage in “Eye of the Storm” with my hunter in WoW….needless to say, the horde chat was filled with “Kek”.

Engi is sooo OP

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

When the Boogeyman goes to sleep, he checks under his bed for an Engineer.

04.30.13 Patch Notes

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Did the Supply Crate just get a stealth nerf due to the Healing Turret changes?

Yes, it did.
The Supply Crate version of Healing Turret also got dropped down to 3 seconds on the regen part…but of course didn’t receive any of the benefits.
….at least not what I’ve experienced after testing it.

New Healing Turret

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

The regen from 2 healing turrets do not stack which is a bit silly. Additionally, where throwing in other sources of regen it only seemed to stack some of the time.

You sure ? I just tried the Healing Turret together with Supply Crate, the regen stacked nicely…but then again, I have 30 points in Alchemy boosting Boon duration.

04.30.13 Patch Notes

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

People drop Rocket Turret & Net Turret & Rifle Turret & Thumper Turret in anticipation of a fight. Why is Healing Turret any different? Why are people using it as an immediate, on-demand heal? Shouldn’t it be dropped ahead of time like the other turrets too?

Simply because it’s not worth dropping before the fight.
In the middle of a fight with high damage you need a good heal on a short cooldown, not a small regen.
That, and the turret is usually an aggro magnet bending over pretty fast.

Is ele "if you don't get it now.."

in Elementalist

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Which level are your Elementalist ? Which Elements have you traited into ? Which weapons are you using the most ?
Say you have traited Fire and Air, alot of damage but zip on defensive moves.
If you have alot of offensive moves on your weapons, try go for some defensive utilities.
Armor of Earth, Arcane Shield and Mist Form for example are good panic buttons.

Combining Scepter with a Focus and going for earth will give you some good survivability, upping your toughness on #2, AoE blind on #3, giving you a shield that deflects projectiles and removes conditions on #4 and last but not least…Invulnerability on #5.

Just an example.

Niiiiiiiice :D

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

So i play a thief and a mesmer.
Yesterday Ive been making an engi for fun, and actually tried a “HGH” build in pvp.

tl:dr OMMMGGG I LOVE ENGI

So, i was wondering if you guys could give me some advices for leveling up to 80.

thank you in advance

Im new to engineer, can someone please tell me what all this HGH build is that i keep on seeing?

HGH is a trait.
HGH gives all elixirs 1 stack of Might…so your build is centered around popping as many elixirs as you can throughout a fight.
Too many can’t live without it, but to me it’s nothing but a ticket to the next AE (Anonymous Engineers) meeting.
It can be powerful, but also brain numbingly boring.

So…like alcohol?

DingDingDing !! ^^

Niiiiiiiice :D

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

So i play a thief and a mesmer.
Yesterday Ive been making an engi for fun, and actually tried a “HGH” build in pvp.

tl:dr OMMMGGG I LOVE ENGI

So, i was wondering if you guys could give me some advices for leveling up to 80.

thank you in advance

Im new to engineer, can someone please tell me what all this HGH build is that i keep on seeing?

HGH is a trait.
HGH gives all elixirs 1 stack of Might…so your build is centered around popping as many elixirs as you can throughout a fight.
Too many can’t live without it, but to me it’s nothing but a ticket to the next AE (Anonymous Engineers) meeting.
It can be powerful, but also brain numbingly boring.

Do our elites need rework?

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

actually I’d have to disagree rasputin. supply crate is awesome, the only bad thing about it is the long cooldown.
it’s like a second chance, even if you mess stuff up, you can always drop supply crate and turn things in your favor.

as for the other 2, they are almost useless. X can be fun but the randomness annoys me so much I can’t use it.

Actually I have to disagree Maskaganda, pull that Supply Crate stunt on a boss and watch him pulverize your entire army of turrets within seconds. If we were talking about 60 sec cooldown on it, it would be worth it…currently now it’s near pointless as the other Elite skills we got.

Please fix Eng's Flamethrower

in Engineer

Posted by: Hybelkaninen.3087

Hybelkaninen.3087

Fix for the flamethrower missing – Stop moving before attacking stationary targets. There done. It only misses if you are MOVING and trying to target a stationary target. Dunno why this happens but it does.

There are plenty of times that I can’t hit a stationary target at all regardless of where I stand or how still I am. As my secondary kit is elixir gun, I’m regularly reduced to autoattacking to damage stationary targets.

Actually, the solution to hit a stationary target is pretty simple…but weird.
The problem lies within A-NET’s borked combat system “FPS combat with the limitations of an MMO”.
That it hasn’t been fixed yet is beyond me to the point were I wonder that A-NET actually don’t know about it at all.

Target a stationary object, hold your right mouse button and pull the mouse away from you so you are looking down on the ground.
All your attacks with the flamer WILL miss.

Pull the mouse towards you so you’re looking up into the sky, watch all your attacks with the flamer…HIT.

This MUST be done with the right mouse button as it is the “aim camera” while the left mouse button is the “look camera”.
Just imagine that the right mouse button controls an invisible “aiming reticle”.

I guess it has something to do with the elevation of an “immobile object plus the elevation of the player multiplied by your right mouse-button-camera-angle divided by a cake with pie on top”….or something.

(edited by Hybelkaninen.3087)