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Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Samael.7185

Samael.7185

Shameless Bump for frontpage Justice!

DOWN WITH HOBOSACKS!

Antitoxin Spray- Toolbelt skill?

in Engineer

Posted by: Samael.7185

Samael.7185

Well, if the skill is indeed a close-range AoE heal (though I haven’t heard anything supporting that theory) that opens up even more interesting options of what it could be :P It also brings up another problem- will toxin be clearable with condition removal? And what secondary effects might it have? I doubt it will be dispellable considering I don’t think it will be usable by proffession and will be more likely to be a pve condition (ala Agony in FoTM), so I hope it will be something that might even help us in areas where we are currently suffering!

(edited by Samael.7185)

Antitoxin Spray- Toolbelt skill?

in Engineer

Posted by: Samael.7185

Samael.7185

Hmm… The animation is clearly a plasma coloured healing mist/spray, but I’ve heard it’s available to any proffession and only applies the player activating the skill.

From gw2guru.com:

“The other rewards is a new, universal healing skill titled “antitoxin spray,” which heals a player and cures them of poison, torment, confusion, and a new condition titled toxin."

Note- ‘A player’- so I think it only applies the player themself, at least with current information.

Antitoxin Spray- Toolbelt skill?

in Engineer

Posted by: Samael.7185

Samael.7185

If toxin turns out to be the next agony (though probably a dumbed-down version) I’m personally hoping the toolbelt skill provides some kind of aoe toxin removal- would at least give the proffession more popularity in new content. Curious to say the least!

Discuss!

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Samael.7185

Samael.7185

Proud engi-4-lyfe chiming in here!

Some nice changes planned there for the future! Definately liking the more reliable elixir effects! Much needed stability proc is really nice. Turret changes were good too, can’t complain there. Just make sure they’re affected by the HP increase of summons!

Here are Some Engineer changes my other mechanical comrades and I have long wished for;

-Turrets: They need to scale off of power! Can’t stress enough how important this is, it doesn’t need to be a high scale just somewhat so we have some incentive to keep them out past overloading them and that they’re actually useful for power builds. Hoping that the summon HP change will affect these too, Right now they’re incredibly under-used for their actual damage due to them being insta-gibbed in almost any setting where aoe is Involved. Perhaps a fix for the future would be to give them wheels, they follow you out of combat but when you initiate combat, they plant themselves in the ground, become unable to attack for 2 seconds then start to attack your target (in line with your turret fix). If any of you played WoW turrets can be infuriating like static totem buffs for the shaman (30 yard range) except your totems/turrets now have a 30
sec CD.

-Kits: Just a couple QoL changes for these, some kits like FT need better scaling (for example, scaling with weapon strength maybe? (making sigils proc was a step in the right direction). Grenade kit, now I like that the skills 2-5 are ground targeted, this makes them very useful in many settings, However, skill 1 really needs to be reworked in order to be auto-aimed ala rifle/pistol style or somewhat. Example of why this needs to be changed, you put auto-cast on EVERY weapon in the game except this one??, It’s a serious turn off for many players and makes your arms REALLY tired after spamming the 1 key for an hour. Plus the only viable way to use them is using ‘Fast-cast ground targeting’ which makes other ground target spells much less fun to use (Seriously, carpal-tunnel guys, the silent playerbase killer). Bomb kit is fine IMO, Elixir gun Fumigate could hit yourself, its incredibly annoying when you die from conditions while you save your whole party. Tool Kit also fine, though magnet pull could use a cast speed increase, same with box of nails.

-Weapons: On this note the engi 1 skill with the harpoon guns needs major rework too, not for damage or effect just increase the bloody cast time and projectile speed! It’s got a cast time and the projectile is as slow as the old guardian sceptre 1 skill! Pistol skill 1 needs a slight increase too, a slight bleed duration increase would do, as of now it’s quite lacking in terms of stacking bleeds past 6-8 (I don’t see stacks past 10 even with other spells, crit traits, condition runes and bleed sigil). A potential fix is making the trait ‘15% chance to bleed on explosion’ affect skill 1 ‘EXPLODING shot’ on the pistol. Elite elixir skill needs a re-work too, we need a plague cloud option (like underwater) because right now it’s useless for damage for a condition specced engi apart from the variable/random CC and stability. All other spells are pretty much decent options (with the exception of RNG on elixirs, but you guys got that covered).

-Visuals: Don’t skip over this, it’s almost the most important. Make an option to toggle kit backpacks on and off with toggling your own back skin on and off. You spend many man hours designing awesome back skins (Including the slick pack, a perfect engi skin) and make the VERY poor looking ‘Hobosacks’ (many threads on this look it up on the class forum) cover it up when you spawn them! You can add an aura symbol and okitteneep the weapon on hand to allow others to see what you’re using. Seriously guys, get on this.

-As a last parting note, consider adding a melee weapon option outside of kits! Mace is more or less covered by the toolkit but I think there’s a big gap in potential and a melee weapon like the axe for main hand (or possibly off hand too) could fill! Maybe with an electric theme of some kind? You guys figure it out! ^^