(edited by Raidiese.2871)
Showing Posts For Raidiese.2871:
Thanks very much for the input, all. As to grenades – I leveled to 80 with them at release and played a decent amount of WvW with them and I ended up switching to FT months ago because I was tired of the 1 spam, as some other people stated in this thread. I’m kind of happy with FT right now and don’t much feel like switching to bombs or grenades.
@ Shadowpuppet: That’s interesting. I wouldn’t have thought of giving up juggernaut since I felt like it was a really good trait for FT. I’ll look into that, since I know people have said good things about acid bomb elsewhere.
@ Blood: Thanks for the rune advice. I’ll take a look at that as well.
I’m curious as to what is so great about modified ammunition though. Is this primarily for WvW where everyone is running around with like 5+ conditions on them in group fights? I feel like at least for normal dungeons or group play the 2% per condition would not be as useful as the stacks of might from juggernaut.
Also, as to SD: What’s the damage and the range like? I really wish Anet would be more specific with traits that do extra effects like this. I’ve actually been using SD for a while but have honestly never noticed it doing anything.
I suppose the title of the thread may be a bit misleading, since really I’m trying to fit stats to a build, rather than a build to the stats. Which is to say, I want to find a stat layout that fits the build I made, rather than changing the build to fit a full zerker build.
However it’s interesting you suggest that, since I was looking around for builds that focused more on rifle use as opposed to flamethrower. Thanks for the input.
Hey all, I’ve been struggling to find a good build for my engineer since release, which is why he fell by the wayside a little while I played more straightforward fotm classes like warrior and thief. I’ve had him in this kind of mixed up build (in terms of stats) that’s got a few pieces of carrion, soldier, and zerker. The build I’m using is 0/30/0/20/20, which focuses almost entirely on FT and lots of mobility. I use a rifle on the side to set execute combos and CC.
Since I just bought the magitech armor, I was hoping to kind of refine his stats a little. Would it be viable at all to just put him in full zerker gear? I would probably grab 2 lyssa runes for condition duration, but I’m not sure as to the other 4, so I would welcome suggestions there. I am also curious as to whether I should go for accessories with a little vit/toughness on them (maybe valk).
My disclaimer for this is that this character will not really be used for hardcore dungeons or pvp, really. He’s more of a roaming around doing whatever on the side character, so the build just has to be able to function on a basic level, though the more effective I can make it, the better.
tldr;
But I would second the post above, to the extent that anyone who is saying engineers have poor damage (at least in PvE/leveling) has simply never played properly with grenades. Grenades do obscene amounts of damage (and decent damage even without the final grenadier trait) and you can kite groups of mobs endlessly if you time your evades and frost grenades right.
Yeah, okay, we don’t hit like hundred blades, but: 1. grenades are ranged, meaning we don’t have to get hit to use them, and 2. stop comparing engineers to warriors, the classes are completely different and have their own ups and downs.
I’d also like to say that, granted, I specced into flamethrower rather than grenades at 80 because I was tired of giving myself carpel tunnel even more rapidly than usual, and I find my damage, while not as high as with grenades, is quite tolerable considering my survivability and utility.
Well, the thing is that manually aiming it works as intended, I imagine. It literally shoots exactly along the line of your camera. Since I imagine most people play with their camera up over their character’s shoulders, if you were to manually shoot, you’d shoot down toward the ground along the angle of the camera. I don’t think there’s any way to fix this and still allow us to properly aim in any direction freely. Granted, they could offset the 0 degree point, so to speak, so that an over-the-shoulder camera angle was the equivalent of 0 and pointing the camera parallel to the ground actually aimed up slightly, but this could get confusing since you’d have to guess what angle exactly constituted 0, since undoubtedly everyone plays at a slightly different camera angle.
However, I reiterate the primary problem is that the skill is STILL fizzling even when something is targeted and camera angle should theoretically not be an issue AND even when the ground is relatively flat and the ball clearly is not running into an object.
Well yeah, I know it fizzles on an object. I’m actually thinking it might fizzle on hitting flame wall, but I’m not quite sure, it definitely will occasionally just fizzle right out of the barrel even without flame wall being up so I don’t think that’s it.
After some experimenting, it’s come to my attention that I can indeed target it up or down depending on my camera angle, so it’s just my fault that it’s shooting it into the ground when it’s not targeting something directly. However, I’m still randomly getting “obstructed” warnings right out of the barrel when I’m shooting with something targeted. Still can’t quite figure out what might be causing this.
(edited by Raidiese.2871)
Anyone else seeming to have issues with flame blast just kind of disappearing immediately after being fired, or for some reason being fired directly into the ground? This seems to happen a good deal of the time (though not ALL the time) whether I have something targeted or am manually aiming. Is there something I might be doing wrong to cause this or is it an issue with the skill that needs to be fixed?
Just did the personal story quest Breaking the Bone Ship and during the ending cinematic (after blowing up the bone ship), the voiceover that presumably went along with the subtitles was not playing. I’m not sure if there was supposed to be one or not, but the npc who was supposed to be talking did previously say things during the quest, so I assume there was one and it was just not playing.