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Livestream 1/18 Engineer is fine?

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Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

So grenades or gtfo!? Will these devs ever understand the sting of their words?

Patch: Which sigils are optimal for kits?

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Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

I am using a sup sigil of fire for each of my weapons, while using a flame thrower kit heavy on the cond damage traits and might building at the moment. I have a pistol and shield combo going when one flame AOE is on cooldown the next one hits over and over they go.

Almost positive you’re wasting a slot. If you have 2 Sigil of Fire’s, that would mean every 5 seconds regardless of another one or not you can hit targets with an AOE blast at 1.0 damage coefficient and a radius of 150. And the fact that the mainhand sigil triggers before the offhand sigil.

Coupled that with: Sigils that have a chance to trigger on critical hits stack their chance percentages multiplicatively, not additively. For example, two major Sigils of Fire, which each have a 20% chance to trigger on critical hit, will have a 36% chance to trigger, not 40%. Stacked chance = 1 – (1 – % chance) * (1 – % chance) Example, with 20 as the % chance: 1 – .8 * .8 = .36, or 36% Example 2, with 60 as the % chance: 1 – .4 * .4 = .84, or 84%

You might be better off with 1 Sigil of Fire and 1 Sigil of Smoldering.

Patch: Which sigils are optimal for kits?

in Engineer

Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

A single cooldown is shared by all sigils. While the cooldown is active, no other sigil with a cooldown can have any effect.

A Legit Concern With Underwater Finishers

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Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

Am I wrong or are we the only class that has to trait to receive all the lovely and really beneficial finishers that were added to this patch?

Homing Torpedo: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Grappling Line: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Timed Charge: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Net Wall: This skill is now a small projectile finisher with the rifled barrels trait equipped.

This is really the least of my concerns with this patch. But I was really wondering why this decision was made, my thinking is it could help shed light on why we are praised as having so much versatility on hand but with negative offsets (poor melee, ranged, low weapon damage.) to counter that. Knowing that another class (Elementalist) is praised as the “King of versatility” with a seemingly less degree of negative offsets.

Dual sigils while using a kit

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Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

On kill stacking effects will remain even if you swap or unequip the weapon. They will only end on down, death, travel, or logging out.

On kill stacking effects do not stack together. If you are already under the effects of a given stacking effect, this will override kills under other stacking effect sigils.

Charging and stacking sigils can be used together.

In sPvP, sigils that hold charges gain 5 charges per kill, requiring only 5 player kills to reach a full 25 charges.

Sigils that trigger on critical hits can trigger on any critical hits; the critical does not need to be scored with the associated weapon’s skills. For example, a character with an off hand weapon imbued with a Sigil of Rage can still gain quickness with a critical hit with their first three skills.

Sigils that have a chance to trigger on critical hits stack their chance percentages multiplicatively, not additively. For example, two major Sigils of Fire, which each have a 20% chance to trigger on critical hit, will have a 36% chance to trigger, not 40%. Stacked chance = 1 – (1 – % chance) * (1 – % chance) Example, with 20 as the % chance: 1 – .8 * .8 = .36, or 36% Example 2, with 60 as the % chance: 1 – .4 * .4 = .84, or 84%

Sigils that trigger on critical hits will not trigger on critical hits caused by mesmer illusions. It is unknown if this is true with other summons.

A single cooldown is shared by all sigils. Active effects cannot occur for the duration (i.e. a Sigil of Rage will prevent the activated effect of another Sigil of Battle/Strength/Air/Geomancy for 45 seconds but will not affect the passive effect of a Sigil of Smoldering/Force for the cooldown).

The weapon in the mainhand triggers active effects before the offhand.

Give me a reason not to quit

in Engineer

Posted by: WeAreBlindFolded.3605

WeAreBlindFolded.3605

Releasing a nerf because you claim it will balance a buff that will come sometime in the future is going to insight complaints.

That is a fact.

That is just what this one poster claims. He is trying to act like he has some kinda of inside knowledge and is claiming this. The patch not clearly state it was reduced because of sigils. So not sure why he keeps spouting this in every thread.

“Grenade” skill now does 30% less damage to balance against using sigils.