Showing Posts For Mongster.4580:
alright, thanks alot
since we are also into bugs, can anyone confirm if scepter3, confusing images, is working as intended?
is this skill supposed to be an aoe that hits 5 targets?
From gw2 wiki:
https://wiki.guildwars2.com/wiki/Engineer
Firearms increases effectiveness of rifles, pistols and elixir gun, and ranged combat in general
https://wiki.guildwars2.com/wiki/Firearms
Firearms is a core specialization for the engineer that focuses on use of pistols, rifles, and the flamethrower.
The specialization had shifted from a ‘ranged combat in general’ to forcing us to go closer to the front lines.
(edited by Mongster.4580)
The range threshold should be increased, same with No Scope. At the very least they should work up to a range of 400, though 500-600 would be ideal. At least then they’d benefit pretty much all builds, not just ones focusing primarily on bombs/FT/TK. What would be nice is if they gave bigger bonuses the closer you are to the enemy(High Caliber could be +15% crit chance at 0-200, +10% at 201-400, +5% at 401-600, No Scope could be 8s/6s/4s of fury at the same ranges), but that’s just wishful thinking.
High Caliber > Scope
+200 range to rifle and elixir gun
+2% crit if range is less than 300
+4% crit if range is between 300-600
+6% crit if range is between 600-900
+8% crit if range is more than 900
No scope > Instinctive Firing
Remains as critical hits within range will have a chance to grant fury
will be nice if we have some form of damage modifier the further we are from the target similar to what spatial surge does for mesmers
this would allow engineers to weigh the pros and cons of either going into melee range or staying at range and open up more choices for us
(edited by Mongster.4580)