Showing Posts For Martintjeh.9378:
Some, if not all, condition duration you get from gear doesn’t work. I know it for a fact for the Giver weapons. Anyway, I go full condition damage with pizza now. Also remember that increasing a 5sec bleed with 10% adds absolutely nothing. And cleansing and/or max 25 stack bleed is also a pretty big deal.
And you could use BIS for testing, but using scepter skill 1 (non auto-cast, non crit) and counting ticks (after calculating the expected number of ticks) works better imo, as that is the most important.
Giver weapons also seem to be bugged. I was rather disappointed when my two new Giver weapons didn’t increase my bleeds at all. Had to buy some new weapons quickly.
It would also be nice if tooltips would update with all duration increases tbh.
You can test it by disabling auto-cast on Explosive Shot, and count the bleed ticks (combat log), preferably on a non-crit. But you should get 2*1.1*1.1*1.4*1.1 = 4 sec bleeds indeed. Tooltip durations are a little weird sometimes. Note that if you drop to 3.9 sec you will only get 3 bleed ticks.
On topic, I use Earth and Corruption. Would love to have Earth and Battle if the sigils didn’t share CD.
Malign → Ravaging → Rampager → Rabid imo. Could also go with Carrion if you don’t want the crit. But that would result in fewer chance on crit DoTs.
I’d prefer if they gave E-Gun it’s own grandmaster trait in Alchemy, and parted the FT/EG traits so that all the FT stuff was in Firearms and all the EG stuff was in Alchemy. That way they’d both have a 15% more damage 20 faster recharge trait independent of each other.
Splitting the traits into 2 separate traits each would (obviously) result in a nerf. And the elixir gun itself has very little to do with the Alchemy tree (except Deadly Mixture) as all the elixir traits do not affect Elixir Gun. And it’s still a firearm. :) Plus then it would also have to be better than traits like HGH or it wouldn’t even matter.
I would simply let Juggernaut trait work on Elixir Gun as well, instead of only Flamethrower.
The 6 stacks of might baseline would make up for any low damage…And to get really crazy: why not let EG #4 have either an imobilize so the damage hits.
Or: even stronger option: let the jump break immobilize, even stun…
Not a single kit has a stun breaker after all.
These are all pretty good suggestions. Hadn’t thought of the immobilize myself. That could work pretty well. Though I would like to see more condition damage on the Elixir Gun kit, this all is would make me happy too.
Hey all!
First off, this is not a QQ or troll thread and thus I would like to ask you all not to post QQ or troll posts here. Of course, constructive posts are very welcome. :)
I play an Engineer with a 10/30/0/30/0 build with p/s + elixir gun + elixirs and rabid (condition damage > precision = toughness) armor and trinkets. I play my Engineer mostly for WvW these days. Looking at all the kits, I really like the idea of the Elixir Gun. However, the Elixir Gun seems to be very weak, especially damage wise. Both with heavy power and with condition damage gear. I know that we can’t have it all, but I thought of these changes for the Elixir Gun without making it OP and hopefully not nerfing it in other builds. The numbers here should not be taken too seriously.
Elixir F – Base damage reduced by 25%. Now bleeds (2 stacks, 4 sec) OR burns (2 sec) foes in addition to its old effects. (Or possibly only the first foe)
Acid Bomb – Base damage reduced by 25%. Now burns (1 sec) OR bleeds (1 stack, 3 sec) foes each pulse in addition to its old effects.
Fumigate – Base damage increased by 100%. (Possibly removing the vulnerability on hit)
This makes more sense for the Elixir Gun to me, but I would like to hear your thoughts on it. The numbers can change of course, it’s the idea that matters. The rather large buff to Fumigate is justified imo because in this state it’s often worse than auto attack.
Well, what do you guys think?