Showing Posts For Menchi.9217:

Healing Mist - Stun Breaker

in Engineer

Posted by: Menchi.9217

Menchi.9217

Might sound strange for an engi player, but I personally don’t like this change.

If the intention was to make EG more popular I’de rather like to have the Elixir F’s projectile speed and or the weakness duration on the autoattack increased so that one can stack a bit on the 2-3 shots you want to get out in between.

Elixir Gun’s autoattack, tranquilizer dart, is fine as it is. It is bleed pressure and it actually allows you to keep infinite weakness on the target. Combine it with explosive traitline (condition duration), condition duration consumables and runes and you can easily swap to another weapon for couple of seconds and keep the weakness. It doesn’t work that well against champion bosses as the condition duration on them is halved. Also in WvWvW many players use Melandru rune set and Lemongrass poulty soup. That is a very effective (and overpowered) counter against condition builds:
http://wiki.guildwars2.com/wiki/Bowl_of_Lemongrass_Poultry_Soup

I wonder when that food gets nerfed for WvWvW as it simply is too good.

Elixir F’s projectile speed is really slow and it misses more than half of the time. Plus the bounces happen rarely unless everybody is clamped really close. I would also like to see the projectile speed increased.

There is one change I would want to see in Elixir Gun, concerning underwater use. Currently super elixir (EG #5) travels the maximum distance (1200 if traited) unless it hits the floor. Thus it provides the healing and light field in such location where it is most likely wasted. Test it yourself: Super elixir + rifled barrel traits is really goofy and more or less useless underwater.

Suggested change: Super elixir should function underwater so that it creates the effect around the user. This way it could also be comboed e.g. EG #5, followed by EG #4 for short area retaliation. This would be in line with “too elixir” skills as they function this way underwater already.

Just a quick tip for underwater with EG: You can detonate the #5 orb when underwater by pressing the skill again. A quick double-tap fixes any issues of the field not being around you.

Flamethrower Hit detection bug

in Engineer

Posted by: Menchi.9217

Menchi.9217

There’s a neat lil youtube video about this, but the gist of it is that FT’s jet is 100% aimed by your camera, and not your character position or flame animations. Just try keeping them in your “cone of view” and you’ll be seeing those numbers pop up. Once you get used to it, you’ll notice it actually isn’t an issue. ^^