Showing Posts For Kizzu.5826:
After playing Borderlands 2 and the “Commando” class, why not making a trait that would make turret create a protective dome that destroys any projectiles on overcharge ?
The rocket turret’s cooldown skill while underwater has a glitch.
When the turret is put underwater, the 50 sec CD starts to countdown even if the turret is not picked up/destroyed.
For exemple, if the turret has been active for 50 seconds, it can be destroyed and directly reused.
5 thieves will do better with less effort.
Rumble, the tool belt skill of thumper turret, is a stunbreaker.
However, the skill goes for a 1 sec CD when the character is launched.
Thus, it’s not possible to breakstun the beginning of a Launch, pretty much just like before the patch that allowed to breakstun while being launched midair.
This build is fake as Singer and Ilobo said deployable turret trait wouldn’t give an extra blast finisher… I guess there is no bug to point out then.
The fact is not that “you checked so it’s not working”, but rather “I wrote this build because it works”… Enough making a fool out of me.
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@Singer then we are not playing the same game, nuff said.
@singer, I know what the trait is supposed to do. But I am using it right now, it gives me one extra blast per turret.
Try it.
Two blasts when using the deployable turret trait, except for the healing turret.
I’m destroying the turrets immediatly after throwing them in midair (first explosion), then they land and I destroy them a second time (second explosion).
I’m not chosing thumper cause the CD is twice longer than flamethrower turret.
Here’s a build that focuses on explosion combo for might, and other might triggers from rune/sigil/healing.
http://en.gw2skills.net/editor/?fcAQFAUlIqSVnpSrF17IyoHkGjtZgUUX+1HFs1DC-TcAigU640xEkMHbODRA
You gotta have the might duration runes.
You start by using fire combofield with either flame thrower (longer) or napalm.
You make use of the ground targetting turret trait that allows two explosion (one midair, and one on the ground). You throw rifle and flamethrower turret and explode them for 4 explosion, then the healing turret for 1 explosion and 3 mights from the healing trait.
Then you can continue the cycle in combat, making use of kit refinement trait and battle sigil.
Flamethrower turret won’t necessarly have to be always destroyed in the battle for maintaining the 25 might stack, and should be used for it’s overcharge.
You can swap Rifle mod for juggernaut trait if you want easier 25 stack, though I am focusing on max rifle damage.
I have to add that overcharged shot is not a good immobilize breaker.
When you use the auto-targetting system, most of the time you will be forced to target on command. If the target is not right in front of you, the skill will go on cooldown, because your character can’t turn around while being immobilized.
Supposing you’re not using the autotargetting system, you may want to target nobody, and you’re gonna shot in the air.
That will basically trade an immobilize to a 1.5 sec knockback.
Did you see the flame turret tool belt skill change ?
Now it’s like a ranged incendiary bomb, with longer burn duration. Totally buffed compared at the old one.
I play static discharge with 3 turrets. Great burst potential by shattering turrets, providing knockbacks, extra static discharge and endurance.
Including a rechargeable breakstunner, stability for overcharged shots, 16 sec CD block and massive healing burst for survavibility.
After playing Borderlands 2 and the “Commando” class, why not making a trait that would make turret create a protective dome that destroys any projectiles on overcharge ?
They did it to rocket boots, they should do it to other similar skills.
Jump shot is a skill that uses the power of a single shot to propel the player into the air.
It should be even more forceful than overcharged shot.
Not to mention that immobilize/cripple really counters this skill, as the player should prevent where he should be landing.
… would periodically give stability instead of might ?
It would suit a little bit more the term “juggernaut”, moreoever the engi already has many ways to get might (elixir, HGH trait, enhance performance trait etc…)
As there are many back pack skins, I’d rather want the possibility to disable the associated kit backpack and replace them to the currently equiped Backpack.
You can use it to kill turtles, and basically make some levels impossible to end.
Jump on it, then roll jump, nothing hard with this part.
Or learn to do roll+jump
Tribulation mode world 2, Can't start it
in Super Adventure Box: Back to School
Posted by: Kizzu.5826
Problem solved
I tried the zone 3 again, and it validated my achievement (though it was the 3rd run).
and the achievement “glutton for punishement” was required for starting the world 2 in tribulation.
Tribulation mode world 2, Can't start it
in Super Adventure Box: Back to School
Posted by: Kizzu.5826
Indeed !
I only have tough customer, for some reason I don’t have glutton for punishement… I’m 2/3 progress
I guess finishing the zones isn’t enough to get the achievement…
I don’t remember which zones got me my steps of achievements, I guess I’ll have to try them all again
(edited by Kizzu.5826)
Tribulation mode world 2, Can't start it
in Super Adventure Box: Back to School
Posted by: Kizzu.5826
Well I already used the /bug command, should I also post a ticket?
Tribulation mode world 2, Can't start it
in Super Adventure Box: Back to School
Posted by: Kizzu.5826
I don’t quite remember, I’m not sure but it is possible…
I finished the world 1 zone 3 once again, including the bonus stage and it didn’t fix the problem.
Tribulation mode world 2, Can't start it
in Super Adventure Box: Back to School
Posted by: Kizzu.5826
I have no problem to speak to the tribulation cloud of world 1 =/ the one of world 2 just won’t speak to me.
Tribulation mode world 2, Can't start it
in Super Adventure Box: Back to School
Posted by: Kizzu.5826
It’s been a few days I’ve started to play the tribulation mode.
I finished the whole world 1, and now I wanted to take on the world 2.
However, I can’t start it, the tribulation cloud in the house of the world 2 does not speak to me.
I finished the whole game in normal and infantile mode, in addition to the world 1 in tribulation mode, I don’t know what to do, nothing is explained about how to unlock the tribulation mode in world 2…
I’ve asked people, some can start the world 2, I even joined them, but they can’t tell what are the prerequisites for unlocking it… help.
Hello,
I’d like to suggest that pvp items salvaging does not ask for a confirmation .
As pvp items are considered “exotic”, salvaging a high quantity becomes long, and tedious.
I would suggest that their rarity are downgraded, so that salvaging becfomes instant, without any confirmation. Actually, pvp equipments have no great value, salvaging them should not be a great deal.
I’ve been opening rabkittenests and salvaging the pvp skins, and sometime I had orichalcum ores (and other kinds of ores) instead of regular pvp materials.
(edited by Kizzu.5826)
They won’t fix that environnemental weapon exploit… engineer can keep having fun with canon on capricorn map in spvp….
(edited by Kizzu.5826)
The rifle turret overcharge skill “automatic fire” now doesn’t increase the fire rate (however the bleeding from each shot remained unchanged)
(edited by Kizzu.5826)
Dodge roll when respawning may be another issue . When you spam click the respawn button you may also click your endurance bar that makes you roll.
It seems that the tiger PVP chests from heart of mist gives too many finishers.
I get always at least 1 finisher per chest, and sometime up to 3 finishers (sometime more).
I didn’t use to get that often finishers so I guess it’s a glitch. This does not apply to others types of chests
(edited by Kizzu.5826)
Just one thing, if Anet is to correct this glitch, I hope they won’t change the kits mechanics but the environnementals weapons themselves.
Making buffered interruption while equipping a kit will indeed solve this glitch, but the gameplay of the engineer may be greatly affected. They won’t be able to chain skills when using kits, cause they may interrupt their own skills.
We already have an issue having a bivalent button that is ², who can either cancel a skill or remove a kit to go back to the main weapon (this is already a source of unwanted interruptions)
I’ve noticed something different but similar when you’re downed.
At the frame you are downed, it seems the buttons you’re gonna push will buffer the skill this button is assigned to, even if your skill bar didn’t appear yet.
I lost too many times my second skill while downed, the ones that must help you survive a bit longer…
Hi, I wanted to report a glitch that allowed a special class : the engineer, to use some of the environnemental weapons without consuming them.
I’ll give two example that appear to be exploited in the map “raid of the capricorn” in spvp : the elixir bottle and the canon ball.
When carrying one of those items, a usable skill appears, and this can only be used once before desappearing. However, engineers have specific utilities called “kits” that are considered to be bundles, and when they are equipped, a character will instantly drop the item in the floor.
However this doesn’t interrupt a skill, so if you equip a kit while using an elixir bottle, you will drop the elixir but you won’t stop drinking it.
Same goes for the canonball, you will drop the canonball but at the same time throw it in an area, resulting in duplicating the said item.
(edited by Kizzu.5826)
I’d rather see a Gatling kit _