Showing Posts For Memphis.9478:
Yet another one:
Having Kit Refinement and Fireforged Trigger with elixir gun triggers the following scenario:
Super elixir is supposed to be on 15 second cooldown (despite the tooltip bug update). Yet if you throw it immediately after the super elixir from kit refinement you can see the timer countdown going from 15 seconds to 20. I assume this happens because of the hidden cooldown of kit refinement. Haven’t tested if it happens with other kits too so far – actually tool kit would be of the same interest. Always referring to PVE, haven’t tested in sPVP or WvW.
Edit: Noticed on Acid bomb too + the cooldown increase happens anytime,whether or not you have the kit refinement-elixir triggered.
Pardon me, I just noticed that it’s actually reported as a Fireforged Trigger bug.
(edited by Memphis.9478)
Rune of the monk (6) used to work, it seems to me that it doesn’t any more – talking about PVE. Confirms?
Actually I’ve noticed this with all the bombs in bomb kit except #1 (since it’s auto-cast).
Well on the other hand, a 10-second water field could feel overpowered.
Actually the super elixir mechanic feels nice, the problem is it’s coefficient. It’s meant to group-heal but with it’s current state the amount of overall healing -on par with the time it needs – feels ridiculous. I actually didn’t have the chance to test the bugged version of it but I would defenately go for a little boost.
As for the healing turret, my biggest disagreement is why the hell a turret heals me as soon as I drop it off? It would feel much better to pop it down whenever I wanted to provide regeneration buff and pop it’s heal the time I would need it. I know this would be rather inconvenient in PVP so I’d suggest to change the toolbelt skill to be the direct heal (just as medkit) with shared cooldown when the turret is down. I’ve no idea about cleansing burst – I don’t actually like it at all because of it’s reliability. Please don’t hammer-criticize me for my suggestion, it’s merely a quick thought popping out of my head while reading this thread.
It’s funny actually, bug fixing engineers equals to a nerf. I fell like I don’t need any bug fixes any more. WTB red post
The worst part is that The Predator is a sniper and has a scope…and our class performs hip shots :| How lame can it be?
(edited by Memphis.9478)
I’ve read the other day that Evasive Powder Keg is not working. I made a few tests in PVE to check it out and it seems to me true: when you dodge in combat, a bomb spawns but the blast doesn’t do any damage at all. Can we get some confirmations? My appreciations on the thread btw.
I have not once seen my healing turret remove anyone’s conditions – even while standing right on top of it. Can anyone else confirm this?
I also have not once removed a condition by shooting my elixir gun through a light field – I have had plenty of chances to test this (most accurates with a lengthy poison condition on me – I had quickness, and was shooting E/G through my own light field loads of times – with a mesmer around, I managed to get out about 14-15 shots with a confirmed combo heart above me, but it didn’t remove the poison). Can anyone confirm? It was working fine two weeks ago, and now I’m getting desperate to try and remove conditions in dungeons
from the wiki:
Projectile Finishers apply their effect either to the target foe or to allies adjacent to the target.
So to test this you have to stand near your target which I don’t know if it was the case. I haven’t tested it since the new patch but I can tell it was working indeed.
Fast-Acting elixirs (alchemy II) doesn’t seem to work with elixir X although I think it did in the past. Can someone confirm? Elixir S still on 60 sec although the tooltip reflects the change from trait.