Engineer Healing Kit Trait
I love the Med Kit Auto, but HATE the 2-5. Skill #1 is great for open world and even PvP, with potential in raids. Skills 2-5 are what hold Med Kit back.
What skills #2-5 need are damage or splash healing, or both. Make a skill or two a nice AOE heal, and a few others damage so we can tag enemies for loot while healing PLZ.
Med kit has the potential be be a viable healing skill, but the #2-#5 need fixed.
The aura would improve our group utility, but +Condi Damage is the worst of all the auras.
Power from warriors is useful on ANY build, power or condi.
Precision from Rangers is useful on ANY build, power or condi.
Lifesteal from Necros is useful on MOST builds, power or condi.
Condi is useful ONLY on condi builds.
Keep this in mind.
Elixir B is my favorite Engineer utility. Swiftness, Might, Fury, Retal, all great things. Elixirs are my favorite way to build an Engi and Elixir B is so pure to that purpose.
You get many useful boons, you get more of them when damaged. As you might stack with HGH your retal gets better, your crits do more, and your condis hit harder. Elixir Engies just “flow” so naturally."
My dislike of kits go a long way for improving my liking of Elixirs. That being said, if you don’t like kits Elixirs are your only option due to the poor state of Gadgets.
Is it a rude thing to do: yes
Is it worth reporting?: not really
Solution: remember the guild and note them as rude and find a different map.
I’d rather the devs spending time building content than thinking of ways to preview it. Spending that time on useful features and letting content speak for itself is surely the way to go.
In that vein, Season 3 has been incredible so far. Season 3 is a testament to how far the devs have grown in skill.
Stacking to 5 is just a ballpark number, i’m speculating under the conditions of this being balanced in a proper way somehow.
I simply want regen to be more useful, it is easily the weakest boon in the game for any game-mode. Noone cares about Dwayna runes and that is a shame.
If regen stacking was a thing, build diversity would flourish and the classes capable of healing would increase.
What i REALLY want to see: Regen stacking intensity like Might.
As of now Regen is a nearly useless boon and no healer builds around it. Now im not saying to stack super high, 5 seams decently balanced, but imagine the number of additional viable healing builds would exist.
Examples: Mace Guardian, Healing Turret Engineers, Healing Spring from Ranger, Banner Healing Warriors, and many more.?
The only viable healing builds are Druid and Tempest/Ele, because their healing is flat chunks not reliant on Regen for the most part. I know they sprinkle it in, but only in tiny portions.
Regen stacking to 5 intensity for example will be a healthy ballpark number. It also helps Boon corrupt when your 5 regen stacks become 5 poison stacks.
Blowtorch – Changed to come out in all directions.
- If you are targeting someone, and they move a few degrees…it pretty much doesn’t connect, resets itself, or is wasted.
- Animation slightly changed – Engineer now spins, blowing fire.
- Makes ganging up on an Engi a risky move and allows Engis to get into the fight rather than dancing outside a node.
Condi engi is decent, but i only really support your Blowtorch change. I cannot express ENOUGH how many times Blowtorch has annoyed me when me or the enemy strafe a “tiny” amount and it fails.
Blowtorch is the main reason to take Pistol-OffHand and it only works usually when standing still. It annoys me so much i just take shield instead(which is still decent.)
Personally its my favorite Ele weapon in PvP. I have no issues with damage and i always swing teamfights in my favor.
I run tanky condi ele and camp in fire for all of my damage. Glyph of Elemental power every time i get ready to swap atunements so i still burn people outside of fire. 100% recommend the build.,
Even after all the buffs, you still wouldn’t take axe?
Yesterday I was being attacked by an enemy in WvW, so I did what any modern engineer would do. I ran and stood next to them, then activated Rocked Boots! This didn’t actually kill them so I ran back, waited 20 seconds and did it again .. and again .. and again .. and again ..and again .. and again… and again .. and again .. and I actually got a crit that time, so it was enough to down them.
Blame that Gyro superspeed, THAT is why they removed the daze.
Flamethrower in WvW is fun for hiding safely behind a door to attack the zerg, but Retal will kill you in literally seconds.
Answer: flamethrower is bad against any player in any pvp gamemode.
For the explosion to be meaningfull I would do something totally off the wall, like give it a daze. Yes I know, you can pick up your jaw now!!!
Whoa now, that would almost make them not terrible. I feel my purity of purpose being violated.
A Mine elite skill with nice damage would go a long way toward helping as well
Mines in their very nature are traps. Replace the gadget with something useful, or make the “Minefield” play-style viable. Make it an elite spec, that is an idea too.
As things stand, the gadget does terrible damage(all gadgets are bad), and the Inventions trait is semi-ok but only for the heal that it also drops.
Purity of Purpose, walking on bombs should hurt, not do 300-500 damage and strip a tiny boon.
-Sincerely,
Engi Main of 4 Years
If you want ventari to be viable… make swapping to the legend automatically bring out the tablet at your location and have a small aoe heal.
Saves a click, improves quality of life, and is not some giant tweek.
Well it’s too late now. My zerk gear is now marauders for WvW. If zerk wasn’t good enough, I can just imagine the PvE elitists raging at the vitality stats.
I’d prefer Marauders over zerk anyway, the damage is basily the same, you get closer to 100% crit, and you get 1shot less.
Dead players do no damage, and Ferocity means nothing if you don’t crit.
Wouldn’t a cleansed Risen fall over dead? The thing that makes them move around is the dragon energy.
Look to the Arah Forgotten dungeon path and Twitchy the chicken. It is still up and moving. However I don’t think the risen would be a great playable race. I think most would be mindless. Cleansing the undead will not make them living either. There’s a spirit in game very upset that her body is carrying on and killing others. Surviving family would probably like the risen to have peace. The more powerful undead with a chance of having a personality after cleansing are often so monsterous, their models wouldnt work in current profession skills. Visions of Eyes of Zhatain doing a warriors hundred blades. No.
But thank you OP, I did have to think on this. It had me thinking what separates the risen from sylvari. Or mordrem to be exact when they are copied from corpses. But I think mordrem are life. Blighted and pale tree pods do seem to be an embryonic sac. The risen are minions. The mordrem; servants and slaves.
You are mostly right, but there are a few exceptions to be made i think. Playable Risen would not be your average husk, those are nothing more than puppets without souls. Souls are coming up in the story a lot right now, which I believe actually works in favor of playable Risen.
Your playable Risen starts as a husk, but your soul seeks the body. Whether though cleansing, or through the weakening of Zhaitan’s magic I think it would be possible for the soul to reclaim their bodies.
We haven’t seen souls reclaim bodies before, but there are several events in Orr about souls watching their risen bodies. This means that Orr does have spirits just standing around.
In regards to the risen chicken we know the bodies won’t just fall apart when cleansed. The bodies would still be husks lacking their souls though. This makes us ask what really happens when a Risen is cleansed. What I believe is that it doesn’t erase Zhaitan’s magic, but it keeps the magic holding the body together.
tl:dr – Playable Risen could happen, in theory.
Unlike Guardians though, with the Tools Trait line we can do 2 things at once: Toss that Elixir B more often, and get an extra toss from the grandmaster, doubling the stability.
I have ran Rifle in PvP for a long time, and still do. It is still useful, but I can definitely tell you there was a drop of usefulness once HoT came. This surprised me too, because with the range and cooldown traits were bundled into the weapon.
For someone who has used this weapon basically since launch, equally as the other engi weapons, rifle needs the following:
#1Hip Shot – 15% Damage boost
#2Net Shot – faster, misses if they move side-to-side at all.
#3Bluderbuss – Fine as is
#4Overcharged Shot – 20% damage boost, and if you don’t hit anything you don’t CC yourself, push-back further, add casting time to make it a key interrupt-able skill
#5Jump Shot – damage is fine, but add evade frames for the jump.
(edited by Zaviel.1245)
Orr is poised for being a big story point, it has been ignored despite being so important. Zhaitan has been dead for a long time, long enough for lion’s arch to be rebuilt several times. Orr has room enough for an entire expansion’s worth of content.
With the Orr remake(expansion) we could accomplish multiple things:
1)Respect the the personal story ending.
Orr has been cleansed for a long time, and the only thing we have to show for it is a buffed Tequatyl. This is a very story-rich location but has been sorely ignored.
2)Keeping Orr/Zhaitan relevant.
As of right now, Zhaitan’s only contribution to the story is being dead. Elder Dragons were described to us as forces of nature. Even in death, Elder Dragons are large and magical enough to alter their environment through presence alone.
The Priory also has Zhaitan’s tail; surely they could learn something about the anatomy of Elder Dragons and what makes them different from any common drake other than magic.
3)Playable Risen.
Dragon corruption is cleanse-able, and all MMO players like playable races. If we have reason to go back to Orr (which we do) then it would make perfect sense that with the cleansing of Orr Zhaitan’s hold on the Risen will gradually fade, making them easier to cleanse if not cleanse them itself.
Now I didn’t play GW1 much, but I know there are plenty of characters from GW1 that came back as risen, and some of them retained some knowledge and slight willpower. I couldn’t pull out any names, but it is very possible to have a willful Risen come out and lead others into independence. With this new independence the Risen rebuild Arah into their own racial city, like the other races.
Risen and Sylvari might become good friends as the Sylvari would know and sympathize about overcoming your Dragon’s corruption. Naturally Humans and Char would hate the Risen, and Asura would be fascinated. This leaves room for plenty of interesting racial conflict.
Playable Risen is every bit as story-correct as playable Tengu. Along with the Tengu though, the personal story would not make much sense as it is with one of these races. My suggestion for this issue is to just make these races locked behind finishing the Personal Story on another character, making them skip the personal story. This could become standard even for any additional races.
Player-Risen do not need a big personal story of their own as a simple history lesson on the Personal Story would be all you need. From there-on they would behave like any other player race in the world. If playable Risen was expansion content, I would already have money set aside.
Side Note: Zombie Ranger Pets
4)Preparation for the trip to the Crystal Desert.
One of the many great stories Orr could tell would be the start of our journey to the Crystal Desert through a nice chunk of unexplored land to the east of Arah. The Forgotten would have a nice chance to be in this story, especially if you play a Risen or Sylvari, learning more about what dragon corruption actually is/means.
This would also lead us into fighting the Crystal Dragon himself, Kralkatorik. My goal is to hopefully get the ball rolling for what I see to be a very interesting expansion-worthy story/content.
I could go on and on more than I already have, needless to say I would love this.
I know there have been a few other posts about this, but there has been no official response. Celestial is a statset of “every” stat, and is considered by many people to be the weakest statset in the game. By running celestial you get more total stats compared to focused stats, but you lose the scaling they have.
Using the PvP Amulet as a guide:
Celestial offers 376 of each stat, 560×7=3,920.
Knight’s offers 900+900+1200=3000
Now if the new stats were added it would be another 560×2=1,120. Leaving celestial with a 5,040 stat total to the average 3000. As it stands that would be not balanced well.
Adding the new stats would mean we have to lower the stats you get, but we will still gain a larger total in the end. This messes with scaling, but something like a 8% nerf lowers the total stats for each stat by 45.
560-45=515.
Adding the 2 new stats: 515×9=4,635
Concentration and Expertise offer 1% per 15 stats, 515 stats would offer 34% boon and condition duration total.
Celestial will never be “optimal,” but as an “every stat” statset, it kind of needs every stat. One way or the other, we need a more official statement on Anet’s plans for this.
As the devs stated, they want healing and support to be a bigger part of the game, which I am all for. That being said, there is very little incentive for it. This is not just a problem for WvW, but arguably bigger here. Currently players are only rewarded for aoe-ing all day.
Fixing this would be tricky. Remove player-death rewards will make players throw a fit, but would be an option. Either way this needs to be addressed.
I agree that Hair Trigger should be fused with Rifle Mods. The new Rifle Mod could be:
• Rifle Mod: Your Rifle Skills now have bonus effects when hitting foes at 200 range:
-Hip Shot:Inflicts Bleeding
-Net shot: Dazes for 0.5 seconds.
-Blunderbuss:Applies 5 stacks of Vulnerability
-Overcharged Shot: inflicts 3 stacks of Confusion.
-Jump Shot: Inflicts Blind
I really like that idea, though instead the bonuses being attached to Rifle Mod I believe attaching it to Modified Ammunition makes more sense. This mean that if you want to use the rifle alone, with no kits, you have to go 30 into Firearms, not just 20.
All those effects are nice, but the Blind on Jump Shot should only apply the the initial jump, not the landing. The landing already does great damage and it makes for sense as when you jump you leave smoke and dirt behind, also more reason to use the skill in close-range.
This trait i great against world bosses as they don’t apply conditions often (almost immunity to Claw of Jormag’s scream) but this does much less in PvP or dungeons. Certainly one of the better lesser traits, but is not broken.
It only effects a single condition. For example if your enemy uses a skill that applies 3 bleed stacks on you, 1 bleed will be converted, still leaving you with the other 2. When you see “immune” it means your converted condition gave you Stability, which happens. Fear will always change into Stability, Burning into Aegis, and Poison into Regen for example. Each condition has a fixed boon it becomes.
I suggest tweeking your build. I use Celestial Rifle as well, but with HGH Elixirs instead. Though you give up kits you gain tons of condi-removal, which you said you had very little of. With Strength or Pirate runes your Might will give your #3-#5 skills massive burst.
Some tricks I could pass on:
-Toolkit Elixir B will give you stability, letting you counter enemy CC AND letting you #4 without pushing yourself back.
-A faster Elixir S means any time you down an enemy you can dunk them for free much more often.
-Your Might and Condi-removal is all AoE, meaning you can be a great team player by buffing your allies at the same time as yourself.
-With this build you are fit for any role. You can roam, 1v1, bunker, counter an enemy bunker with pushes, team-fight great, or any combination of these at the same time.
Engineer is my class of choice, and this is my favorite build. Giving up kits is certainly worth it.
Hello all, this post is as a result of inspiration of others around this forum but without so many drastic steps. Engineer is by far my favorite class to play, but I dislike using kits in general. As a result of this I’ve made plenty of good non-kit builds for both physical or condition damage. Rifle is preferred over Pistol for me.
Rifle’s abilities are all great offering close-range burst, yet these abilities are very shotgun-oriented. I believe there should at least be an option to allow for the auto-attack on Rifle to reflect this as well. A slight cone added at the cost of range.
I propose for this change to be added to the Grandmaster trait [Modified Ammunition]. Currently this trait increases your damage for every condition on the enemy, but it should alter the Rifle’s autoattack as well. I found this trait fitting to offer this alteration.
As an Engineer who uses no kits and relies fully on my Rifle I would love this change. At least having the option to take a more close-range AoE approach would be great. Because it is purely optional players who would rather have range can still have their range. This also give Rifle-users a reason to pick up [Modified Ammunition], allowing for greater build diversity.
Hello all. Engineer is by far my favorite class to play, but I dislike using kits in general. As a result of this I’ve made plenty of good non-kit builds for both physical or condition damage. Rifle is preferred over Pistol for me.
Rifle’s abilities are all great offering close-range burst, yet these abilities are very shotgun-oriented. I believe there should at least be an option to allow for the auto-attack on Rifle to reflect this as well. A slight cone added at the cost of range.
I propose for this change to be added to the Grandmaster trait [Modified Ammunition]. Currently this trait increases your damage for every condition on the enemy, but it should alter the Rifle’s autoattack as well. I found this trait fitting to offer this alteration.
As an Engineer who uses no kits and relies fully on my Rifle I would love this change. At least having the option to take a more close-range AoE approach would be great. Because it is purely optional players who would rather have range can still have their range. This also give Rifle-users a reason to pick up [Modified Ammunition], allowing for greater build diversity.
If there is any way to get a remake I’d want Hip Shot to become more ‘shotgun’ like. Shots already pierce, adding a little cone to the shots as well at the cost of range would be awesome.
Combine Rifled Barrels and Hair Trigger, then change Modified Ammunition to also change the Rifle’s autoattack in to the cone idea at the cost of range in addition to the effect for all damage.
(edited by Zaviel.1245)
I don’t believe the skills need to be reworked, I like the abilities. Despite that though I agree that it could use just a little love. Burst from #3-#5 is good, but other than that your basic attack is tiny. A simple 10-15% bump for Hip Shot is enough to put it on a level playing field.
I’m fine with my burst being in melee but helping for long-range would be nice. Abilities other than #1 shouldn’t be touched, they are in a good place.
Merge Rifle Mod and Hair Trigger
The merge of Rifle Mod and Hair Trigger will leave space for a new trait.
I play a HGH Elixir Rifle build so I never have any points in Explosives, but I 100% support this. Extra range is VITAL to using the rifle without a kit, as it will give you proper range as well as letting you hit maximum damage on Blunderbuss easier.
My build. I use no kits to make room for more Elixirs. Great in both PvP and PvE. Great in zergs as well with the great scaling from Modified Ammunition.
http://gw2skills.net/editor/?fdAQFAUlcTp6qFYx+KseNieBFqYC6AkgpK6VUjZA-TJBBwAVeAAAuAA12fAcZAA
I currently run this and already find it to have greater DPS than the Celestial rifle HGH build currently does. Granted, atm the FT is only used for the Flame Blast as far as DPS goes and everything else is utility, but if you ambush someone they can easily go from 100-0.
It’s squishier but if you save your Elixir S for when you really need it it’s not a huge issue. With the upcoming buffs, I’ll probably just AA with FT instead of rifle now.
Lol change the 10 in Tools to 10 in Inventions and that is my build minus the Zerk gear. My whole reasoning behind wanting to use Rifle is that I want to be an engineer without any kits at all, Elixirs let that happen.
Unless you pick up the Juggernaut trait, which there is no reason not to if you are using the flamethrower. Between Juggernaut and Deadly Mixture the autoattack on the Flamethrower ties Hip Shot from the Rifle with Rifle Mod.
Though the Flamethrower doesn’t hit targets from as large a range it will hit enemies in a wide cone. I treat the Flamethrower like a melee weapon for the Engineer, and as far as melee goes it out-ranges all other melee weapons outside of special abilities.
HGH Elixir build with Cleansing Formula 409. Not only do I stack Might but every utility I have also cleans up conditions. You could use Pistol, Rifle, Grenades, Bomb Kit, Elixir Gun, or Flamethrower and still use Elixirs.
Hello everyone, today I have a concern regarding my preferred build for any game mode. The Celestial HGH Rifle. My build is great in terms of balance between offense and defense, relying on Might stacks for DPS instead of base power. This build works great as with Modified Ammunition I autoattack most world bosses for 2k non-crit, up to 3.5k on a crit. This is a very powerful build that works well in PvP as well.
My concern comes from the leaked buffs to the Engineer Class, specifically those to the Flamethrower. The Flamethrower is getting about a 33% boost to auto-attack damage, mixed with the Deadly Mixure trait the Flamethrower will now hit harder than a Rifle with Rifle Mod, currently they are tied. In addition Flame Blast(the #2) is becoming a Blast Finisher. The Flamethrower is all AoE too while the Rifle is single target minus the hard hitting abilities.
This change certainly makes the Flamethrower perfectly viable soon, but as HGH Flamethrower builds invest in traits in the exact same places as the HGH Rifle I worry for the Rifle being simply outclassed.
As far as fixing this one of my ideas would be to combine the Hair Trigger trait with Rifled Barrels; thus allowing you to pick up either Modified Ammunition or Go For The Eyes., giving you additional utility yet still having to chose between options. What is everyone else’s opinion on the matter?
PvE:
Engineer has no crucial abilities like reflects, Stability, Aegis etc., so it’s basically a “just DPS profession”. For such a profession there are only 2-3 spots left in a dungeon group, and one of these spots will always be filled with a Warrior and its banners and EA.
The Engineer is actually a superb pick for one of these last slots as it’s not only able to deal a considerable amount of damage but also provides a lot of less crucial support, like e.g. Blind, Stealth, condition remove, and Might. However they are few actually good Engineer players, and thus even fewer non-Engineer players know that an Engineer can actually be good.
Especially those dreaded Flamethrower Engineers have given the Engineer a bad reputation, just like those bearbows have given Rangers.
I’m not sure if you know but Engineers DO have stability and reflect walls. Toolbelt skills of both Elixir R and Elixir U do those things. Also if you are speced into Elixirs they will give Might AND cleanse conditions. That sounds pretty awesome to me. AoE Might+Condicleanse as well as vital effects.
My main wasn’t always an Engineer. When I first started playing I played as an Elementalist. Got to 80 and got full ascended trinkets (ascended armor and weapons didn’t exist back then.) I had tried all the other classes before but my Ele was my favorite, then one day my guild and I were having a PvP dueling-fest and as a joke I created an engineer and used him.
I had never put in more than maybe 10 minutes on the engi, the only builds i knew they had were grenades or turrets so i just used a pistol and some random gadgets. I STOMPED face. Over 300 hours of practice on my Elementalist but my ele didn’t even come close. Not that the ele class is bad, I just has better “chemistry” with the Engineer.
As I was playing I had no idea what I was doing, all the skills were alien to me, but the class just “clicked” to me. Ever since that day I’ve mained as that same Engineer, practicing and perfecting my class. Now I am nearly unstopable in any 1v1 duel as well as breezing through fractals no matter who my allies are.
Engineer is the class for me, any time people claim we are useless or not credit to team I chuckle and offer to educate them.
I use HGH Rifle as my primary build; Celestial gear and Strength Runes.
Bezerker, Knight, or Celestial are all viable stats. Most of your damage comes from HGH might stacking, so your gear doesn’t mean too much.
http://gw2skills.net/editor/?fdAQFAUlcTp6qFYx+KseNSeBFqZC6AsgBI6WcjaA
Yep, Just buy gw1 and eotn. It should only take a few months to get all 30 points for all the items.
You can find Gw Prophecies and eotn really cheap online although I would highly suggest getting a new sealed copy of the game as a used version is worthless(since you cant reuse CD keys). That should be enough to get the rifle, although I would suggest getting the trilogy and eotn for the full gw1 experience(and much easier to get hom pts).
Guild Wars 1 Played more like a online Rpg rather than a mmo, with 99% of the game solo-able. If you get the trilogy play night fall and you get heroes that you can customize and will replace players. Eye of the north will also have heroes just not as many.
You can see what you need to do on the HOM calculator (http://hom.guildwars2.com)
You get 3 pts automatically by linking the gw1 account to gw2.I did a quick look and worked out a basic todo list for 14 pts. that can be done with Prophecies and eotn.
-1 rare minipet (buy from a player)
-Any hero armor(Play Glint’s Challenge in the Central Transfer Chamber to get hero armor)
-black widow spider (found in underworld)
-Complete Prophecies
-Get any 3 premium armor sets
-get any destroyer weapon.It’s a bit costly but you can work out your own plan.
While I like how I have the option to play through GW1 the idea of playing a game I don’t want to for the sole purpose of helping the game I do want to play for a whole month sounds horrible.
I’m not saying GW1 is bad, I’ve heard nothing but good things about it, but a “few months” is something that I do not have. If HoM weapon skins ever touched the Gem Store I’d gladly drop the $$$ for this single beautiful rifle.
Wheelock Rifle is the single best Rifle skin in Guild Wars 2. I knew about it since shortly after starting the game and was heartbroken to find out that I had to have played GW1 to get it.
A year went by and I accepted this, there are at least 2 other ‘decent’ rifle skins…. but my dear, sweet Wheelock Rifle lays just beyond my grasp. The release of the Wardrobe feature is one of the coolest addition to the game so far, but it cuts me deeply at the same time.
Alas, for each time I open the Wardrobe tab of my bank I stare longingly at the beautiful rifle skin that in another life… could have been mine. As I lay awake some nights wrestling my 100% first-world problems; I dream of a dream where one day… Wheelock Rifle may be obtainable without Hall of Monuments….
Put it on the Gem Store and I would buy it in an instant. I want you to take my money Anet!
(edited by Zaviel.1245)
Human engineers ftw. I run HGH Rifle with Knight’s gear, it is a very good build if you like power builds. Very tank from physical hits yet very good against conditions which are Knight’s weak point.
Put 10 into Inventions and turn all that Toughness into more Power <3 you will have more Power than Zerk gear, which much more utility.
My HGH engi fills many roles very well and is very valuable to a team:
-I AoE cleanse conditions from my allies while buffing them at the same time.
-I offer pretty decent mid-ranged damage with high close-range burst with my rifle.
-I can AoE rez down’ed players from a range with ElixerU, OR use ElixerS to stealthRez/rez while immune.
-Elixer engies have a reflect wall(though on a higher cooldown than a guardian’s)
-That same skill also has a chance to be a smoke field, which makes melee enemies cry as they do no damage.
This is just a single build; engineers have no less utility than other classes, we are NOT a bad class for the team(Rangers).
Engineer mortar should have been done like Horrik from Fractals. A shoulder mounted mortar/cannon that allows the engineer to remain mobile, able to use it for a certain amount of time before it “overheats” or even making it an elite kit with the drawback of reducing movement speed etc, whatever. Point is: Non-stationary shoulder mounted cannon/mortar.
Make it happen, A-net.
Yes
I’m not a big fan of kits, but Mortar as a kit doesn’t sound half bad. It would give long range-potential without having to trait into grenades, and not rooting you in place hoping your enemy won’t move.
Mortar-Kit should not be a kit by default, but a new Grandmaster trait in Inventions turning Mortar into a Kit would be amazing. Unlike our other kits, as an Elite there should be a cooldown between switching IN and OUT of it, locking you in or out of the kit. By locking you into MortarKit or a short time it will help balance the abilities to be more “elite”
If it wasn’t intended, they would have changed it
They are. It was never intended, this is a bug fix and I welcome it. If you want Bloodlust just slot it in.
It isn’t a bug fix, especially since it was there since the start of the game and they never, ever did anything about it even if it was so widespread. We’re talking about 20 months here. And i can’t think of a single person infracted or banned for such “bug abusings”.
I can agree it may have been not intended at the start, but its use was widely accepted by then. Even the blog post refers to the change as them having “more strict rules”.Anyway, i can only hope the “removing restrictions” post will be about us and eles getting that second weapon…
If you use a Rifle just slot it into your brand new Sigil slot
If it wasn’t intended, they would have changed it
They are. It was never intended, this is a bug fix and I welcome it. If you want Bloodlust just slot it in.
Synaptic Overload: An AMAZING ability if you do not run grenades(i hate grenades) and gives non-grenadiers a reason to go 30 into Explosives. My biggest complaint with the trait is that you cannot get HGH in Alchemy, this, and the +10% to rifle damage in Firearms because you’d need 20.
Quickness will not be too great for Static Discharge builds, but this trait goes great with Pistol HGH builds. 30 Explosives, 10 Firearms, and 30 Alchemy and you have a top-notch build. This is the best of our new traits in my opinion.
5/5=Awesome, will be used often.
Bunker Down: A great trait, but belongs in master, not grandmaster. This type of trait is just “fun.” You fight the enemy at range and as they chase you down they run through a minefield. Couple this with our numerous knockbacks and we become a very annoying class to fight if your enemy is melee.
4/5=Pretty Good
Fortified Turrets: Turret-builds have been lacking for a long time. At launch I played a condition-turret build and loved it… then one day we lost conditions on turrets and i cried myself to sleep. Turrets still do very little damage and have little utility by themselves, but this trait fixes that.
This trait turns turrets from inferior necro-minions to amazing group tools. In both PvP and PvE throwing down turrets at the right time will be amazing. Each turret gets a field of its own, with a 4 second shield. If you lay turrets one after another you can get about 30 seconds of AOE REFLECTIONS if you slot all turrets and Supply Crate. Eat your heart out Guardian walls. <3
4/5=Pretty Good
Experimental Turrets: More love for turrets. Fortified Turrets is better if you love turrets, but this is a decent alternative. If you go 30 into Alchemy 90% of the time you’d want HGH Elixirs, but this gives you a reason to use turrets instead. Elixirs by themselves are better than Turrets, but this makes Turrets give AoE boons with little output from you.
If you go 30 into Inventions and 30 Alchemy for super-turrets I am uncertain how viable it will be, but it is worth doing if you like helping your team AFK.
3/5=Decent
Gadgeteer: Let’s start off by saying gadgets are worse off than turrets. Gaining boons is not enough to make them useable. BOTH of your other Tools grandmasters are better than this. I would take passive Vigor over this any day.
If you like boons just go HGH Elixirs and you can fill yourself with condi-removal, or even our new Experimental Turrets.
Static Discharge builds often go high into Tools, this trait is decent with our goggles because of Might right before the burst, but passive Vigor is much better than the tiny boost of damage this gives. The true power of this trait will depend on how it works with Toolbelt skills, we see no hint it does though. IF this trait works on Toolbelt skills as well like HGH does with Elixirs it will be worth 30 into tools, if it does not avoid this trait like the plague.
-1/5=Very Bad(If no synergy with Toolbelt)
2/5=Useable(If has Toolbelt synergy.)
(edited by Zaviel.1245)