Showing Posts For Stallerenox.1295:

Really hating the villains of LS S2.

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The irony is that a flamethrower is the worst option to use when trying to kill living plant monsters.

Hobo Sacks: A Terrible Fashion Statement

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I actually just caught onto this via MMO-Champion. Looks really nice… if we can actually get it to show for more than 2% of the time.

Transmute trait

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Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!

First, transmute does not work on CC! Not like Shared Anguish that Rangers have! Do you know how many immunes I’ve gotten when I try to Magnet them! Rangers truly are the worst class in the game! Mash 1 all day while sitting in a perpetual state of evasion and protection! Truly the worst!

Second, transmute does not work on CC! Learn the class before you start making thilly accusations!

Third, like I’ve mentioned in previous posts there needs to be a visual indicator of these passive skills! Shared Anguish, Transmute, Reaper’s Protection! A boon icon! An aura surrounding them! Anything Anet come on!

Wahoo! Bye frands!

What I wonder then, is why do I arbitrarily gain 1s of Stability when fighting Claw of Jormag, conveniently at the exact same time everyone else is running away in fear?

Go on, try it. It happens to me every morning when I do that boss.

Why do you play tuerret builds?

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I just find the whole idea of rocking out with a battery of death around you, to be pretty sweet. Game mechanics aside, how’s that not awesome?

bleed on hip shot..would it be better?

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I would say “nay”, since Elixir Gun’s auto-attack is pretty much this (rifle auto cut in direct damage for bleed, the 1s of weakness is a bonus).

Condi without 'nades?

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A friend of mine is now starting up his engineer that he leveled in Edge of the Mists, and he tried to ask me for advice.

Problem is, I’m not an expert.

What he wanted in particular, is a heavy condition build that doesn’t revolve around ‘nades or bombs because both felt ’cheap’ and ‘spammy’. I sat there scratching my head for some time, but felt somewhat… well… Helpless. Hopefully, you guys can provide a more final say:

Some other specifics:

-He wants to play P/P (Pistol/Pistol)
-He needs time to get used to kits, so no more than -maybe- two, though ideally only one.
-He plans to do strictly WvW/Spvp with this character.

Best PvE build for engineer and investment?

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Ranger is almost as good as Scholar if you’re willing to carry a minipet around with you.

Rumor has it this was fixed/patched.

New rampage buffs for elixir X

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I still won’t use Elixir X – I can’t stand how unreliable it is.

This is, sadly, also my opinion.

So I just watched Guardians of the Galaxy...

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And I’m reminded of just how awesome it is to have rockets attached to your boots. Now if only it was a stun break…

If Anet could introduce a boot skin featuring lil’ side-rockets like that, I’d -love- it.

In fact, why doesn’t Anet have more profession-based armor? I’m sure it’d be a great addition to the Gemstore compared to many of these less-than-fun “deals”.

Getting the Engie out of the Explosive line

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The problem with engie weapons isn’t the lack of a weapon swap, it’s bad auto-attacks on both pistol and rifle and the fact that the Engineer’s baest trait (Steel-Packed Powder) pretty much only really works with the Grenade Kit.

I sugguested ways to push the engie away from reliance on that specific trait without actually nerfing total vuln but it seems people like the trait, so I guess it’s here to stay as far as the users on this specific board are concerned.

If it’s just about the vuln stacking then just increase the amount of stacks you can apply at one (let’s say 5stacks) and slap a 2sec cooldown on there but I really don’t think it’s about the vuln stacking. It’s about the utility of the grenade kit brought on by the variety of conditions it can apply.

Blind and chill? Always nice but I don’t think anyone is really running grenades in dungeons just for that.

And poison, if you’re into that.

However, it’s mostly about abusing the fact that you throw 2-3 at a time, with each counting as a separate hit.

Each one applies vulnerability. (Steel Packed Powder)
Each one has a 50% chance on crit to apply vulnerability (Precise Sights)
Each one has a 15% chance on hit to apply bleed. (Shrapnel)
Each one has a 33% chance on crit to apply bleed. (Sharpshooter)

And that’s not even taking sigils into account. Sure, bombs can do this too, but only at 1 chance per second. Grenades really take advantage of these traits better.

Hobo Sacks: A Terrible Fashion Statement

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Personally, as one thought came to me overnight: Each kit noticeably had its own trait/s for it, what if certain ones could be responsible for changing its appearance?

Bomb Kit- Forceful Explosives
Grenade Kit- Grenadier
Flamethrower- Juggernaut
Elixir Gun- Deadly Mixture (Not exclusive, close enough)
Tool Kit- Power Wrench

With all these traits targeting a single kit, what if we kept the hobosacks (but… but… hear me out now!) upon taking the trait specific to that kit, you acquire an ‘upgraded’ version of it that no longer resembled the pitiful ‘hobosack’ of old?

Getting the Engie out of the Explosive line

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It’s more or less the straight-up power acquired through the traitline as well.

What to do with ascended boxes?

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Honestly, if you don’t see any character that would actually use the item, just grab a skin you really like and/or would use!

I myself got my first teq chest last week… But I don’t use condi at all, so I just grabbed the shield to transmute its look onto other ones. Looks -awesome-.

Still no autoattack on grenade kit1?

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I’m not sure why people are complaining about wrist issues.

Press ‘1’ on keyboard, left-click on the field. The AoE goes right under the cursor. No wrist movement involved.

Three kits/flamethrower build questions

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Also, I didn’t see Target the Maimed.

It’s the grandmaster minor trait in Firearms (where Modified Ammunition is) that grants you a personal +5% damage against bleeding foes.

Mortar...changes would be nice

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It should at least be stronger than a grenade kit! (And you’re mobile while in grenade)

Its interesting because the Mortar really is the “kitten Utility Grenade ‘kit’” as-is.

1 is still basic damage.
2 is still damage with bleeding (Bonus: cripple!).
3 replaced AoE blind with AoE healing.
4 is still chill (Bonus: ice field!).
5 replaces AoE poison (and poison field) with a knockback with extra projectiles.

Flamethrower, what buffs would devs give it?

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It’s because more damage comes from the Flame Blast rather than the primary, as opposed to bombs which are 100% from the primary, meaning that you get a bigger damage advantage when doing a rifle burst or using utilities.

This led me to the following conclusions:

  1. If we assume perfect aligning of targets in a line for the Flame Blast double hit, any FT build would be just as viable now as it will be later in terms of raw damage, simply by using rifle autoattacks. Of course the blast finisher will be a nice addition.

That’s depressing, especially for those like me whom wanted to make ‘full’ use of juggernaut by sitting in it.

Elixirs - Why Random? Ideas...

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Personally, I also love Elixir X… When I get the tornado aspect. The Juggernaut form doesn’t seem to provide enough of an immediate impact in the many scenarios I use it in! (As per its underwater forms, need to play with and test them). Getting a fixed one, especially unique form, would be great.

+1 for the idea of a hexagonal reflect wall (utilizing the fortified turrets manner).

For (Toss) Elixir B and (both forms of) Elixir H, I’d want to see a ‘smart’ variant: If the drinker/tosser is in combat, it grants (In case of Toss Elixir Might/Fury/Retaliation/Stability and (In case of Elixir H, tossed or drunk) protection/Regeneration. If the user is out of combat, grant swiftness instead.

That’s my 2-copper on the idea.

I can't stand how far away the Shield hovers.

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Wear a bigger shield.

Bigger shield = less noticeable.

Hobo Sacks: A Terrible Fashion Statement

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kitten filled sacs!

Don’t give them any ideas.

Flamethrower, what buffs would devs give it?

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I think Flamethrower may be fine, BUT ONLY IF they upgraded Napalm Specialist to also make Flame Jet apply Burn on every tick (maybe half-amount as end-tick)

Is an FT build 'doable'? If so, how's mine?

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That’s fine and all, but I’m trying to ‘optimize’ flamethrower as-is, trying to incite curiosity as to how to ‘polish a kitten ’ as the saying goes.

Is an FT build 'doable'? If so, how's mine?

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…And if so, how’s the best way to go about it? Of note, this is for PvE, when playing alone, with a buddy, or hopping into random group events.

Specifically, I’m talking about using the flamethrower kit as a primary weapon, swapping to anything (including normal weapons) for only a brief few moments. Fairly new as I am, I’ve heard it(FT) has been nerfed a bit, but I’m curious if it’s possible to salvage it into something meaningful!

So far, mixed up as I am, I’ve gone full Celestial armor (w/Berserker jewelry and weapons) since the flamethrower itself is a sort of hybrid, forcing really a little bit of everything from straight upfront damage to condition damage.

My build is 0/6/0/6/2:

-Precise Sights, Juggernaut, Modified Ammunition
-Protection Injection, Deadly Mixture, Experimental Turrets
-Speedy Kits

Sigils of Strength and Accuracy,
Full Strength runes (Stuck in wurm for the moment, still poor.)

As-is, I have a 53% chance to crit, and with Fury from my turret, bumped up to 73% which is pretty darn good I figured for the sigils used.

However, I did consider what it would be like if I went for Explosives instead. This part is all theorycrafting:

Notes on Explosives > Alchemy
+ Power, for the power god.
+ Incendiary Powder, which is directly influenced by the +condition duration of the trait-line.
+ Less turret interaction, allowing slightly higher mobility.
- Might duration, making it difficult to amass higher stacks in solo or buddy-play.
- Vitality, making you a lil’ bit squishier.
- Survival traits including Protection Injection and Transmute.

Notes on Alchemy > Explosives
+ Vitality to stay alive longer, especially at its borderline-melee range.
+ Survival traits to help keep you up.
+ Boon Duration, directly complimenting the slew of everything, which is somewhat what this build is dependent on.
- Turrets make this semi-dependent on being in a general area. Good thing its for PvE, right?
- Possibly less overall damage due to the lack of power (sacrificing it for survivability)

So I’m kind of at a fork in the road here, and not sure if anyone else has seen things I haven’t. I love my engi to death, and my little flamethrower too (even if it comes with a horrible fluid-filled hobosack that clashes with my wings), but I want it to be my lifestyle, not just a bygone.