Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD
Stacking weapons do not stack on kill underwater (noticed in WvW, but not sure if it affects PvE as well).
Analysis
- 1st change is small but key. Bombs are dropped every 0.89s but take 1s to explode in a 240 radius while players move 270/s (in combat with swiftness). So Elixir Bombs won’t heal you if you’re running. And it’s hard to damage moving enemies as you need to be 30 units ahead if you are both moving – while a regular melee can be 130 units behind! It’s okay against disorganised zergs but against guilds you won’t hit as many enemies as a melee despite the 240 radius.
- This is not a problem in PvP because of fighting on point. As a compromise not to hurt PvP balance and the timing of Big Ol Bomb + Bomb 2/4/5 combinations, I suggest that only the auto-attack is reduced from a 1s to 0.75s. Again my goal is minimal changes that don’t hurt balance in other game modes.
- 2nd change will not significantly affect PvX balance (any good engineer can dual-blast in 1s) but will make a huge difference in WvW as 2s water fields can be called on TeamSpeak and blasted by others.
- 3rd change is amazing because it opens up a whole new build! Combined with Power Wrench this gives us a melee auto-attack chain that cripples on every hit. It’s good soft-CC and allows for melee engineers that don’t use Bomb Kit!
- 4th change is intended to remain inferior to Stand Your Ground as it’s not instant, it’s not a stunbreaker, and it’s still limited to a 300 radius with a clunky toss mechanism. But at least it’s a reliable source of AoE stability. Also making it only give Fury or Retaliation (excessive random effects).
- 5th change turns an utility that’s strong on paper into one that’s useful in practice. Mine Field removes up to 25 boons (5×5 AoE) but the cast time and limited radius with the wide dispersal makes it weak (just check your combat log to see how few targets you’re hitting). It’s bugged with the tooltip saying 240 when traited but testing it to only be 180.
Each mine from Mine Field removes at most one boon. If it hits more than one person, only one will have a boon removed. So it removes at most 5 boons. One per mine. You can test this yourself by having 2 or 3 guardian friends around you cast Save Yourselves. You drop a bomb to remove Aegis and then use throw mine. Ask them to remember how many boons they have before and after. You’ll notice at most 5 boons have been removed.
Mostly, I agree with your changes, except for Twack damage increased by 25%. It would be OK to cleave, but the 25% increased damage is not necessary.
I’ve posted Throw Mine and Healing Turret problems in two threads here and here. I still think they should also fix the cooldowns on these skills. For Mines, the cooldown should be from the time the Mine was placed and not when detonated. For Turrets, I post a problem and a solution in the thread I posted.
Throw mine has been removing boons most of the time for me now. Not sure why they were not being removed in the video.
For the other problems, I think the main issues still unresolved are:
Any word if this is going to be fixed for March 18th update?
1. Engineer
2. Ranger
3. Mesmer (nerf PU)
Grenades are already being balanced around throwing 3 grenades as evidenced by the upcoming condition duration nerfs on them.
This is the main issue I see. It’s balanced by having 3 grenades.
And untraited grenades are 33% less effective than what it is balanced for. This makes untraited grenades kind of useless. I’ve noticed this quite a while ago.
Sometimes I just get tired of posting engineer inconsistencies so I don’t even bother.
I wanted to stop by and say thanks for the feedback. We do feel that the celestial stat set will be hit the hardest with the upcoming critical damage changes, so we are looking at possibly boosting the overall stats by a small amount.
Also the celestial stat set in PvP is using a much lower stat multipliers than the PvE versions so we will be looking at changing this as well. Nothing is set in stone, but I wanted to let guys know this is something we are discussing.
Thanks you very much for acknowledging this. I was sad for all the farming I did for my celestial gear. The magic find nerf was already bad at the time. But the critical damage nerf was a bit too much for celestial gear and I planned on throwing mine away. Please don’t let us down.
I had a lot of rubber banding happen in WvW since last Friday. It was definitely not happening before. Many guild mates are experiencing the same thing. Please find out what’s happening Anet.
I recently tested Throw Mine again and it removed boons. I’m not sure if it does not trigger every time or if it was fixed.
The only way I think they’ll ever make healing turret a real “turret” is to have it provide a unique healing field while deployed instead of applying AoE regeneration. That is, it would function similar to how well of blood functions. Right now, it is simply a glorified water bomb. However, I do think it kind of works nicely the way it does now, it just isn’t a real “turret”.
However, if they’re just going to leave it as it is, they should make the turret overcharge automatically on deployment rather than requiring the player to activate it manually. There is NO point in not overcharging the turret immediately and then either picking it up or detonating it, so requiring the player the manually overcharge it every time is just tedious and annoying, in addition to making the skill more vulnerable to lag.
I completely agree on having the Healing Turret automatically overcharge. I have been asking for this for a while, even for other turrets as well. In previous posts, since some people complained, I’ve changed my stance to ask for two skills per turret. One automatically overcharges on drop and the other does not for those who find a reason to use it this way.
And I have already suffered greatly from using the healing turret during laggy times and not be able to overcharge the turret on the first pulse. All I got was a very lowsy 2520 heal on a 21 second cooldown (it was more as I lagged the detonation as well and the cooldown resets at detonation). So even considering just the 21 second cooldown, I healed for 120 health per second. Worse than just having regeneration up.
(edited by Victoitor.2917)
Imho, the problem is quite more simple: turrets don’t survive at all when placed for more than a couple seconds. Especially when against bosses, that is, when those heals would be more needed.
But that’s something in common between all turrets. Along with the bugs.
Before they try to balance the turrets, they should fix all the bugs – and there are over 20 of them. Then we can talk about balancing. Because trying to balance something that doesn’t even work as intended risks to bring unbalanced effects if bugs are fixed later.
Turret cooldowns has been the target of complaints by engineers also. I believe this change should be made to all turrets, even if the bugs are removed and their survivability is buffed.
Well, thanks for updating the list. I always look for your post to see if they fixed the main offenders yet.
I took your advice and made the suggestion on the Healing Turret in the Profession Balance forum (link).
Currently, the Healing Turret is used in one of two ways (burst heal):
With very rare exceptions, it’s not used as a Turret (leaving it up). I’ll post one of the main problems of leaving the Healing Turret up and a possible solution.
The problem is related to the cooldown of the Healing Turret when it’s picked up, destroyed or detonated. I show this problem on this video: link.
After watching this video, I’ll consider a situation while having 0 healing power, as it’s bugged on the Healing Turret anyways (link). This situation is what could happen if the Healing Turret is left up in contrast to using it as burst heal.
First consider the amount healed by the Healing Turret:
Now consider the two uses of the Healing Turret. We consider the total amount healed per use, the time to recharge including the time to drop, pick up and detonate and the heal per second considering it’s used repeatedly as soon as the cooldown is up.
Drop -> Overcharge -> Pick Up
Drop -> Overcharge -> Detonate
Now say the Healing Turret is left up and Overcharged every 15 seconds.
So considering this, the player already has no incentive to leave the Healing Turret up as his heal will be worse in general than both uses of burst heal.
Now we consider the situation that happens in the video. The player takes the risk of leaving the Healing Turret up. But just like in the video, it’s destroyed precisely as the Overcharge was about to come up (or it came up but did not trigger yet waiting for the next pulse).
As can be seen, there is no incentive for the player to have the Healing Turret used as a turret and be left up. Just leaving it up and he is getting a worse heal than normal. In case it’s destroyed, then it can become much much worse.
My proposed fix is that the cooldown of the healing turret be based on the last time the turret was either dropped or overcharged.
Okay, the not-being-affected-by-Healing-Power, that’s weird. Just going to double-check it, and then I’ll add it.
Edit: Okay, yeah, I’m just going to link your video.The other thing…I’m actually not sure what you’re trying to say is happening.
If I’m reading it right, the cooldown goes to 20 seconds if the turret is destroyed or detonated, and 15 if picked up, regardless of where it is in the firing cycle or overcharge cooldown?Edit, having watched your video: That’s how it’s supposed to work, as I understand it. A Turret Engineer is theoretically great as long as their Turrets are both out and in range – destroying their Turrets should be key to fighting them. The devs are theoretically going to be paying attention to the new Class Balance board, and this would be a balance concern.
I did not post the second part as a bug. I mentioned it as an odd behaviour to see if that was intended. I find it to be the main reason why the healing turret is not left up or used as a turret. It’s always either droped, overcharged and picked up or detonated right away. That is a big reason why only this is done and no one ever leaves it up. Shouldn’t leaving it up be something to be motivated?
You’re right, this would be better for the class balance part of the forum.
The ideas of swapping protection or regeneration to swiftness seem to be nice. Hope Anet listens. It would be a slight nerf to the trait without changing the general playstile.
Both your post here and your sugestions are really good. Great analysis and great suggestions! Well done. I would love to see your suggestions being implemented by Anet.
+1
I think the reason nobody brought PU up so quickly is because its impact in WvW is almost completely irrelevant outside of organised 1v1s. There’s plenty of builds/traits across all classes you wouldn’t use in a serious organised 1v1. Just add PU to that list.
However, if Anet really needed to spend time balancing PU Mesmers, I would of course suggest addressing the trait alone and not touching anything else. I suppose you could swap the protection for swiftness. Allows PU Mesmers to keep the chance to proc Aegis and gain a free block in stealth but reduces the amount of protection gained along with Illusionary Membrane whilst giving Mesmers another source of swiftness (which is always a treat). I suppose it would be less cheesy for 1v1s although I still wouldn’t use it myself.
Very nice idea.
It’s certainly a challenge to balance the condi PU mesmer so as to not change the effectiveness of other mesmer builds.
YES!! That is my main concern.
I think the best way to balance the generic PU build is to separate the condi duration of illusions from the player. This would have the effect of minimizing reliance on illusions for DPS as well as promoting offensive play. Because illusions are damage mitigation, they should not be out DPS’ing the mesmer. More specifically the mesmer should work for his kill just like any other class must do.
I actually think the main offender is PU itself. I’ve seen many variations using power or hybrid that would not suffer even if the conditions were nerfed. Mesmers having high damage is fine. Just not so high with nearly godlike survivability.
Maybe the buffs are too high. Remove the extra stealth duration or reduce the boon durations or both.
Do you run a mesmer yourself?
I believe the unbalance component is the following:
1. Debilitating Dissipation
2. Vengeful Images
3. Phantasmal Healing1. this skill should work on a 0% condition duration of the illusion(all illusions should have 0% condi duration).
2. this skill should work on a 0% boon duration of illusion.
3. this skill should work on a 0% boon duration, as well as ICDSo you see the unbalance is because these traits fall in lines that give +duration to boon and conditions which have compounding benefit when mesmer summons 3 illusions to apply boons and conditions.
Those indeed seem to be strong. But before every roaming mesmer started playing PU, there were other builds out there that would use those same skills and they were not too strong. Why would you think they are the problem and not PU?
Balancing by destroying a whole trait would be bad because non-condi PU mesmers exists. The only way to balance it would be to lower condi duration of illusions.
Some of those solutions were not serious. I was making a point that making bad solutions are easy. On my other reply to your message I was more thought out on the solution. It’s a grandmaster trait so it should be something strong. Wouldn’t you think toning it down slightly would still keep it’s strength without it being too powerful? Is the problem really only with PU conditions? I actually think it’s with the trait itself.
It’s certainly a challenge to balance the condi PU mesmer so as to not change the effectiveness of other mesmer builds.
YES!! That is my main concern.
I think the best way to balance the generic PU build is to separate the condi duration of illusions from the player. This would have the effect of minimizing reliance on illusions for DPS as well as promoting offensive play. Because illusions are damage mitigation, they should not be out DPS’ing the mesmer. More specifically the mesmer should work for his kill just like any other class must do.
I actually think the main offender is PU itself. I’ve seen many variations using power or hybrid that would not suffer even if the conditions were nerfed. Mesmers having high damage is fine. Just not so high with nearly godlike survivability.
Maybe the buffs are too high. Remove the extra stealth duration or reduce the boon durations or both.
Do you run a mesmer yourself?
Hey guys, I know it’s really hard to discuss OP builds on these forums. Most responses come in the form of “trying doing this” or “try doing that”. “You should play this” or “you should play that”. This topic is for the people that believe PU mesmers are OP and would like to think of ways to balance them. If you want to post on strategies for fighting a PU mesmer, please create another topic and post there. This is not the place to discuss strategies.
I’m surprised no one has brought this up yet. In WvW, these guys can take camps with defenders and still kill everyone while being virtually immortal. I can’t say what exactly is is so OP about them, but everyone I talk to, even mesmers themselves, agree PU mesmers are quite OP. I don’t really know this build well and why it’s so strong, but I at least would like to know what other players think on this topic.
I do know what they are doing. I’ve read tips on how to deal with them, but they generally don’t really work. I don’t even know how to balance this properly, just wanted to start the discussion.
We should all make threads with very little knowledge and move to promote discussion based on secondhand knowledge from people we talk to. At least research PU first. How can you have a serious balance discussion on the topic but you don’t even know the material yourself?
Hey guys I heard bowbear rangers are OP discuss!
I don’t have a Engineer and I didn’t take the time to research this OP build but I heard its OP discuss! I mean seriously discuss! I will even have counter arguments based on my lack of knowledge.Everyone with knowledge is telling you it isn’t OP the only people that call it OP are the ones foolish enough to fight them with out a build that can handle the Mesmer. Dueling in the Sanctum doesn’t make them OP which is probably where your second hand knowledge came from dueling. You can ignore them out in the open world and most of them pick fights stacked in their favor. They are looking for other duelist because that build is designed to counter duelists.
I roll up with my terrormancer and then they don’t want to duel. I’m OP until a balance stance warrior with hammer comes along or a diamond skin ele.
P/D perp thieves are far more dangerous then PU mesmers you can ignore. PU is designed for Dueling and very small scale roaming. If I run full clerics armor on my Ele and don’t die to a PU but can’t kill him either who is OP?
I do know a lot about the PU mesmer and I know many reasons for why it’s quite strong. I’m sorry but I did not express myself well. I meant to say that I do not know exactly how to balance it without affecting other mesmer builds. What I really don’t know is how to balance those builds without breaking other balanced ones. I know there are many mesmers that think the build is OP themselves and I thought they would be the best ones to come up with solutions.
I could easily come up with multiple solutions to balance PU mesmers.
Solution 1: The Prismatic Understanding trait gives one boon total when leaving stealth instead of one per second.
Solution 2: Illusions do not attack when a mesmer is invisible.
Solution 3: Decrease the boon durations given by PU.
Solution 4: Remove the 1 second extra stealth from PU.
Coming up with solutions are easy. I did not want to do that as I think mesmers should be the best ones to identify how to nerf the really OP builds without breaking them or other builds (which I know nothing about). Sorry for the misunderstanding.
Hey guys, I know it’s really hard to discuss OP builds on these forums. Most responses come in the form of “trying doing this” or “try doing that”. “You should play this” or “you should play that”. This topic is for the people that believe PU mesmers are OP and would like to think of ways to balance them. If you want to post on strategies for fighting a PU mesmer, please create another topic and post there. This is not the place to discuss strategies.
If you are talking about stealth & such I’d remond you thieves are much more annoying & deadly ..
Stealth is a tricky thing, but it’s not the main issue.
When the thief stealths, he is not attacking you. When the mesmer stealths, his phantasms and clones are still attacking and damaging you and those hurt a lot.
When both a thief or a mesmer stealth, I can deal damage to them with aoe effects, but because of Prismatic Understanding, the mesmer is gaining protection, aegis or regeneration every second. My damage is either blocked, healed over or significantly negated. It’s nearly impossible to take their life down unless you greatly outnumber the mesmer. I’ve seen PU mesmers fight 1v5 and win or reach a stalemate when the oposing players would have good survivability.
Now try dueling an average thief or an average PU mesmer. I can fight and beat even good thieves. But I talk to the most skilled players I know and they have zero chance against a PU mesmer unless they are running one themselves. I know WvW is not balanced on 1v1s, but PU mesmers can take greater numbers quite well and also chase if you run.
I don’t know haven’t seen a mesmer video but here’s a thief’s one
1v5 winning
http://www.youtube.com/watch?v=jHOpACoX4ic& pls dont tell me they are not op, cuz even a blind man can see they are.
I wonder if i get in the same situation 1v5 with my ranger whats gonna happen ..i think all we get to the point
I know stealth can be very tough to fight against. I had to study a lot of what thieves were doing to be able to survive or kill them. It is indeed strong. But I believe PU mesmers are on a whole different level. I’ve seen so many guides on tips and tricks on how to defeat them. Much more than I had to learn to fight thieves. Even people giving tricks were saying that your chance would increase slightly, the mesmer would still need to mess up big time for you to win. I tried everything I learned and still didn’t have a chance. I understand what you say and stealth does have it’s problems. But the PU mesmer is on a whole different scale, so I would prefer to not go into thieves.
Another thing, that’s Yishis on that video. He is insane. Finding players that are extremely good and can accomplish amazing feats can be done in any class. But when every player running a certain build can acomplish amazing feats, then something is unbalanced on that specific build. That’s the case for PU mesmers.
(edited by Victoitor.2917)
You would appreciate if I didn’t give my opinion because it’s not the same as yours?
It’s the way you said it. “They can’t chase. So run. Problem solved!” is a very trollish way of trying to throw the other person’s topic away. Specially when you use false arguments. Can we please try not to derail this thread?
If you have a whole camp of veterans with you, then you should have no trouble killing them in the first place. Even PU builds won’t be able to down you and the NPCs simultaneously.
One at a time? Usually starting with the player defending since they can somehow burst a 3k toughness 20k health player like it was nothing. I have no clue how they do this, but I’ve seen this being done and they were running scepter/torch and something/pistol (probably sword).
If they’re not running the condi build with torch, then they’re hardly impossible to kill. I run a zerker PU build for WvW roaming and it’s not even nearly as survivable as the full condi specs that take staff and scepter/torch. They don’t need a nerf.
You should see other variations out there. And don’t you think that build is OP?
Condi PU Mesmers are the ones that are so difficult to take down, not all PU Mesmers, which is why I disagree with the idea of nerfing the trait. Some builds, such as zerker builds, that run PU are still very glassy. They don’t deserve to be hit just because of a single build that’s useless everywhere but WvW roaming.
So what do you think should be done to balance them?
(the only reason PU mesmers are so popular is because necros are not common roamers. If necros were more common they would be forced to take more condition removal to survive their condition bursts)
Sorry but this doesn’t work. I am engy full condy burst. Tried Grenades/Bombs, Bombs/Toolk Kit, Grenades/Tool Kit. I open up with 5 conditions including very high damage burning, bleeding, confusion, blindness and torment. I still have no chance against them.
If you are talking about stealth & such I’d remond you thieves are much more annoying & deadly ..
Stealth is a tricky thing, but it’s not the main issue.
When the thief stealths, he is not attacking you. When the mesmer stealths, his phantasms and clones are still attacking and damaging you and those hurt a lot.
When both a thief or a mesmer stealth, I can deal damage to them with aoe effects, but because of Prismatic Understanding, the mesmer is gaining protection, aegis or regeneration every second. My damage is either blocked, healed over or significantly negated. It’s nearly impossible to take their life down unless you greatly outnumber the mesmer. I’ve seen PU mesmers fight 1v5 and win or reach a stalemate when the oposing players would have good survivability.
Now try dueling an average thief or an average PU mesmer. I can fight and beat even good thieves. But I talk to the most skilled players I know and they have zero chance against a PU mesmer unless they are running one themselves. I know WvW is not balanced on 1v1s, but PU mesmers can take greater numbers quite well and also chase if you run.
(edited by Victoitor.2917)
What if he’s taking a camp? Do you just let him? Then he will not be chasing you, he actually wants you to leave.
And not all PU mesmers are based on you attacking them. PU mesmers are the ones that use prismatic understanding. There are many ways to deal damage and I’ve met many variations out there.
Please don’t come and post here to just avoid them. This is an issue that must be talked about and I would apreciate if those types of comments were not placed here.
READ THE BOLD TEXT BEFORE POSTING!!
Hey guys, I know it’s really hard to discuss OP builds on these forums. Most responses come in the form of “trying doing this” or “try doing that”. “You should play this” or “you should play that”. This topic is for the people that believe PU mesmers are OP and would like to think of ways to balance them. If you want to post on strategies for fighting a PU mesmer, please create another topic and post there. This is not the place to discuss strategies.
I’m surprised no one has brought this up yet. In WvW, these guys can take camps with defenders and still kill everyone while being virtually immortal. I can’t say what exactly is is so OP about them, but everyone I talk to, even mesmers themselves, agree PU mesmers are quite OP. I don’t really know this build well and why it’s so strong, but I at least would like to know what other players think on this topic.
I do know what they are doing. I’ve read tips on how to deal with them, but they generally don’t really work. I don’t even know how to balance this properly, just wanted to start the discussion.
(edited by Victoitor.2917)
I guess you can update your list with a Healing Turret bug and an odd behaviour.
I´m reporting both a bug and an odd behaviour on this post for the Engineer Healing Turret.
Bug: The Healing Turret overcharge is not affected by healing power.
The odd behaviour is something I think is not the intended behaviour for the healing turret which I’m bringing to Anet’s attention.
Odd behaviour: The problem here is with the Healing Turret ‘s cooldown. If the Healing Turret is either picked up, detonated or destroyed by an enemy, then the cooldown goes up to 20 (15 if picked up) seconds from the moment this event occured. So even if the Healing Turret had 1 second to go for the next heal, it goes up to 20 (15) seconds again making the total cooldown between heals go up considerably. This is an odd behaviour for me as it dismotivates the player from leaving the Healing Turret up and be used as a turret since it can be destroyed, severely affecting the player’s healing potential.
It’s great for WvW. I don’t like it for PvE.
Got these written up. Thanks a bunch!
Thanks for acknowledging those bugs. I ran some additional tests and found other odd behaviours occurring on mine cooldowns. I’ve described everything on this video (video link).
Here I summarize what’s on the video:
For Throw Mine:
For Mine Field
Hope this helps.
Posted a few Mine bugs in the bugs section and the devs acknowledged them.
Mine Field does not reduce recharge based on tools. Video link.
Throw Mine does not automatically trigger and does not remove a boon. Video link.
Another problem occurs when traiting Forceful Explosives. The radius of Mine Field is 120 both with and without the trait. Actually, the radius becomes blue when traited indicating a change, but the value does not change. Video link.
The above bugs were acknowledged by Tyler Chapman. What’s below this point has not been acknowledged yet.
Here I´ll post the discovery I had after Tyler acknowledged the inicial post. This is an EDIT.
Here I summarize what’s on the video:
For Throw Mine:
For Mine Field
(edited by Victoitor.2917)
But how can I tell if the radius increased? The main problem in testing this skill is that the mines are thrown in random directions. It’s hard to make it fall in the same position to test distances. I’m trying to run some tests but I’m still not sure.
Untimely: Yep. The text goes blue indicating it was changed but the new value is equal to the old one. That’s the reason I made this post.
Definitely underwealming.
Actually, I can’t get over the randomness of Elixirs. If you have two skills and one has a guaranteed effect and the other one has a random effect, then the random effect should be stronger to compensate for the randomness. This is not what we get. When you look at engy skills that reproduce what other classes can do, we get the exact same thing as they get. Sometimes even with a larger cooldown.
The radius is not increased in the tooltip. Does anyone know how to test this at all? Any ideas would be helpful.
Amazing video!! What build are you running now on Zergs?
How was it before?
Just came to say you guys are having the best match this week. I envy you. Not sure anyone is going to read this since you all must be fighting so fiercely.
If you lag, then the second click will not go fast enough and your heal will bug out. I´ve been asking for turrets to come in pairs of skills. One is the same as the current version and the other automatically overcharges when dropped. That way our turrets would not bug out with lag.
I have a recent post on this subject over here: https://forum-en.gw2archive.eu/forum/professions/engineer/Auto-overcharge-turrets/first
Yeah its pretty dumb to have a healing turret that we always blow up/pick up right after overcharging…
Actually, that was a forced situation by the player base. They gave the turret a Water field, then would blow it up for the blast finisher heal. Obviously this was making it the better heal skill with a full heal on application, condition removal, AoE regen, and another AoE heal off the blast finisher.
It was not dumb at all for Anet to make the reasonable way it works now. Otherwise, what would you chose to lose in trade? Because something, if not 2 things would of had to go.
Having said that, I hardly feel it is wise to call it “dumb” for not being overpowered in a bad way.
What do you mean forced situation by the player base? I would say it was forced situation by design. If you try to leave it up, it will not survive the 15s for you to recharge a second time. It doesn´t have enough life and the hitting box is bugged. When it´s destroyed, the heal recharge resets and you´ll have to wait 20 more seconds to use your heal again. So by design, if you leave it up, you´ll be screwed.
Anet, please give us two turret skills per turret. One that automatically overcharges and one that does not!!
“Nice job to the FC that just took their keep back in EB. Glitching in with a mesmer cause you couldn’t get inner down, even though, it’s down right pathetic.”
1st wall down near front gate facing SMC
2nd wall down to inner facing meldons beside gate.
Mesmer was to get people who cant follow directions “Get On Tag” a simple way to get them to tag.
Banging on gate with 1 ram was a distraction.
Then I guess the nice job still stands, just not with sarcasm anymore.
It was an idea at least to make them a bit less sucky. There are bugs that happen when you don’t overcharge it right away, so it would at least help on that department. It would also help using the Healing Turret which right now should not be used as a turret (ever).
Can we get turrets that automatically overcharge when dropped? Why not have two skills available per turret? One that automatically overcharges and one that does not?
Ohh boy… all the time I’m searching for new builds and all I find is odd behaviours and bugs. I wish they would fix us instead of giving us anything new.
Interesting ideas and you are right, the cooldown does not represent its usefulness. Currently, I don’t find any stun breaker that beats Elixir Gun. The only one that comes close is Elixir S. Utility goggles would only work with static discharge and it’s also due to the weird behavious of static discharge which favors targeted toolbelt skills.
On the wiki it states:
If you use a skill that doesn’t target, like Incendiary Ammo, or an area of effect skill – including an elixir or skill that doesn’t normally deal damage, the bolt will go in the direction you’re facing and will hit if there’s an enemy in its path.
Why can’t it just go to my target? Why does it always have to be this complicated for engineers? Has Anet ever addressed this?
I like throw mine and mine field. Good damage and cc when you need it. And is it just me or does the cast time for mine field feel really long?
It does feel extremely long. That is one of the problems I noted with this skill. The other one is the cool down. It only starts after it is detonated.
Aww man… I really wish they fixed the engineer. Since I can’t run turrets for their excessive problems, I was really trying to do something different. Looking at our skills, I decided to try Mines. Since now I know it’s bugged, I lost hope. Even if they fix the proximity trigger, I also saw other problems with the way it was built so that it would need further tweaking to be a usable skill. Then I would have to wait for two fixes. With the speed of which they fix engineer skills, I don’t have any hope this skill will be usable until 2015.
I tried running this for the first time last night in WvW. But I would place it in the middle of a zerg and it would not automatically detonate on proximity. Neither the Throw Mine nor the Mine Field. I would always have to detonate it myself. Is this a bug or am I doing something wrong? Can someone tell me how to use it properly?
If it is a bug, does it happen only in WvW?
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