Showing Posts For awalloftext.7130:
I think this is an internal problem with how monsters decide who to attack in this game; bosses just seem to latch on to a single person, even through multiple wipes.
Doing explorable Arah last night on the Forbidden Ancients path (I think that’s what it was called; the one where you have to perform a ritual on an undead chicken for the final boss fight, lol) the giant dog boss that spawns the undead grubs in his first phase just WOULD NOT LEAVE ME ALONE.
Like seriously, during his second phase, he charged me 9 times out of 10, even on different attempts. In the attempt we killed him, I had to have Elixir R, Elixir S, and Rocket Boots on my bar just to avoid all the consecutive charges and poison bolt volleys, and I STILL got one shot (well two-shot… knockdown from charge + consecutive melee) by the last charge before we pushed him to his final phase.
During his final phase, I was kiting him at least 75% of the time.
All of this was over at least 5-6 attempts before we finally downed him, and each one was the same: he wanted my blood.
I know I couldn’t possibly have had legitimate aggro; my guildies outgear me (and most likely outdamage me) by a large margin. I was only playing a Firearms/Gadget spec, so no kits either.
It’s just bizarre.
Full set Valkyrie and full set of Emeralds.
I base then absolutely nothing other than that’s what I’d do.
Has Anet actually said for sure that they’re working on adding Stats/Sigils to kits? Not that I don’t believe, I’d just like to see it myself. That would be great news indeed.
In the meantime, thanks for huge fix, Anet!
If you’re going with Bombs, Flamethrower, or any other spec that will see you close to the action, I highly recommend Knight’s armor and Emerald jewelry.
I currently have a mix of rare/exotic Knights, and a mix of Emerald and Coral jewels for a Bomb spec. I really enjoy it, and I know if I ever switch to Flamethrower I won’t have to shell out a lot of cash to get new stats.
Changing the 5 skill from a grab to a blind hurts the weapon a lot.
I do like the weapon. Damage-wise it feels OK. But like all of our kits, it needs to benefit from weapon stats and sigils.
My suggestion has always been to just make it a plain old normal buff elite.
180s cooldown, elixir traits affect it:
8s quickness
8s stability
8s fury
8s of 3 stacks of might
8s swiftnessIts the ultimate in an offensive elixir. Bit similar to elixir B, but with no toolbelt and no retaliation.
That’s an awesome idea, but maybe a tad OP (and very similar to two Elixirs we already have).
I’d rather see Elixir X give us access to boons we might not normally have access to:
8s Protection
8s Vigor
8s Stability
8s (some boon for Offense)
EDIT: More on topic, Mortar is unfortunate and needs range increase. nod
I think all Professions have a talent similar to this, maybe?
It’s pretty much just there for jumping puzzles if you’re invested in the Toughness tree. I think the designers know it’s a gimmick, and it’s just there for perilous leaps out of combat.
Sigils and stats from mainhand weapon applied to kits have probably been the most requested Engi feature since launch, I think. So you’re not alone.
Backpack Regenerator
Just tried it and got nothing from it
Tried on Med kit, Grenade Kit and Flame thrower. For each one I entered combat switch to it after I was down in health and no regeneration during or after combat.. I then switch to it before combat and no re generation before during of after combat
Do you have your interface set up to show healing numbers?
This trait actually does work; with no points in +Healing it should tick for around 130 HP. This is actually better than just getting normal the Regen boon, because it stacks with Regen (last I checked).
The real problem is a conveyance issue. It should probably give you a little “Backpack Regenerator” icon next to your regular boons (similar to the little green “Opening Strike” icon that Rangers get). So I guess it’s still technically a “bug.”
There are a few topics about this; it seems to be a fairly large concern.
As you mentioned, kits do have a base damage, although they do not scale with weapons (and won’t add stacks to any equipped sigil) because when you equip a kit, it unequips your weapon.
Simplest solution would be for Anet to simply have damage, stats, and sigils apply to any kit you swap to.
While it’s true that all kits have good base damage, this still presents a lot of issues.
At level 80, you have a big problem in the sense that your kits will no longer scale with your weapons; your weapons get better and better as you get upgrades, and your kit remains constant.
You also have stats other than damage, of course. If you’re building a set with condition damage, crit, or healing, you can miss out on a significant chunk of stats that would normally be applied to your weapons. Base damage isn’t everything, after all.
Compared to other classes that can swap weapons, we have to occupy a utility slot to swap weapons (to a kit). This by itself I don’t have a problem with, but with the fact that we can’t have scaling stats or sigils tied to our kits is a huge oversight. Sure you can build up stacks with a primary weapon before switching kits, but this is incredibly clunky and tedious. Imagine if, say, a Warrior built all of his traits around using a sword, but he had to use his (almost completely unsupported by traits) rifle to kill 20 enemies and build his sigil stacks first… because that’s pretty much what we do already.
TL;DR: Kits shouldn’t have base damage, and should instead scale with whatever weapons/sigils you have equipped.
Bomb kit is pretty fun, I will admit, but the bombs themselves could use a modest explosion radius buff.
I didn’t notice a huge difference with the larger explosion radius when traited, and it wasn’t reflected in the tooltip last i checked. Although preferably, they could use a radius buff on just the base bomb kit, and an even larger radius when traited.
Do Engineers benefit from their weapon stats while Kit equipped?
in Engineer
Posted by: awalloftext.7130
From a game design perceptive, this is a pretty big problem. If I were Anet, I would (or should) be concerned that Engineers focusing on Grenades, Flamethrower, or another kit would view weapon drops as junk. Where would be the incentive to get a better weapon/sigil combo if I don’t even get to use it?
Also, Weirwynn pretty much hit the nail on the head. It’s a big deal, and it needs to be addressed.
As a couple other posters have mentioned, Elite Supplies is bugged and does not increase mortar range. In addition to the low-end damage, I’d take Supply Drop or Series 7 Golem (Asura damage golem) as an Elite skill any day of the week, in any setting.
If Elite Supplies buffed it to around the 2000 mark it would be OK.
If Elite Supplies buffed it to around the 1600 mark (just above Grenadier, I think), it might need a small damage boost, but it would be at least usable… maybe.
You have to realize that this is an Elite Skill that is overshadowed by many of our abilities already in terms of damage, range, and utility/support. Supply Drop is beast and always has been. I don’t care for Elixir X, but some people swear by it and that’s cool… it’s at least viable, in other words. Mortar cost 3x as many skill points to unlock and offers no damage or range advantage over, say, traited greandes and no (significant) utility or support advantage over, say, Elixir Gun or Supply Drop.
It needs a little help.
I believe this actually is a bug; you can set auto-attacks by Ctrl+Right Clicking your ability.
However, your settings reset whenever you switch kits, which is incredibly annoying. I also am guessing this is unintentional (bug).
Hey guys; there’s a fairly comprehensive bug list currently circulating for Engineers. Feel free to give it a bump. (A lot of people have reported this auto-attack issue)
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-list-Engineer
- Attributes and Sigils from equipped weapons aren’t applied when a Kit is used.
Just giving this thread a bump, because I feel like this is something that desperately needs to be addressed.
All good finds!
1, 2, and 4 I wasn’t even aware of, but those sound pretty serious.
3 is annoying, but I would imagine it would be even more annoying if I used Healing Turret. I think if they fixed healing turret to do the cleanse as soon as you pressed the button it would be good, but the other turrets could probably stay as-is.
5 and 6 have plagued me for the longest time, and I really would like to see these fixed ASAP. There is some debate as to whether or not 6 is intentional, but if it is, I think it should really be considered. Losing weapon stats is a big deal.
This is rather annoying. Leatherworking (and similar professions) are hard enough to level as it is because of the scarcity of fine crafting materials.
I mean, it’s obvious looking at the TP; Tier 1-2 crafting mats shouldn’t be going for 1-1.5 silver at those levels.
Taking off my rifle, and any armor that contains toughness leaves me with 916 toughness base. 200 from inventions increases it to 1116.
Once i equip my flamethower, it shows up at 1,316 toughness. I’m getting the full amount of toughness from the trait.
Interesting; this makes me think that this trait only applies fully at level 80? Testing at level 68 does not apply the full amount (only applies about 115 Toughness, counting Toughness I’ve lost from weapons).
I’ll keep testing, thanks for the image though. I’m curious; does it still apply full toughness if you’re wearing other Toughness gear?
(edited by awalloftext.7130)
Remember that your weapon(s) and shield disappear into the void if you whip out any kit. Any Toughness you might have on a pistol, rifle, or shield goes bye-bye if your Flamethrower’s out.
While this is true (although it’s really lame and something they should change), there’s still a lot of Toughness missing while using Juggernaut. Some 30 or so Toughness gone from a rifle still doesn’t make up for the discrepancy.
Juggernaut was changed. It now gives Might that last 15 seconds every 3 seconds while you are using it, gives you 200 toughness, and got rid of the 50% movement speed debuff and the stability buff.
This is indeed correct. It’s a change for the better, in my opinion. Stability is cool, but 50% move speed is so punishing, and we have a lot of ways to remove status effects already.
However, I have notice that Juggernaut does not seem to correctly add enough Toughness, and it seems to be bugged in that regard.
I have yet to see any information on whether or not this is intentional, the wiki doesn’t say anything about it.
While we are losing a large chunk of stats, we can pretty much insta-switch weapons with a very brief cooldown on the kit. Basically we have the access to the most skills at any given time in combat out of any other class. Assuming you fill every utility slot with a weapon kit of some sort, use the medkit in your healing slot, and account for your default weapons and your F1-F4 skills, you can have access to as much as 30 skills to use in combat, without having to leave combat to switch between the ~20 that aren’t on your skillbar (35 skills total if you’re a charr with the rocket launcher elite skill kit). We’re gaining quite a bit out of each utility slot.
For the time being, while I do use my pistols for some fights, I try to get most of my stats from armor until we can confirm whether or not this is intentional.
Keep in mind though, Engineers don’t have innate weapon switching either, and can’t use nearly as many weapon types as other classes.
Add this in addition to losing stats and sigil effects from weapons when switching (which, say, wouldn’t happen to a Thief switching from daggers to a shortbow) and using a Utility slot to do it, and we’re kinda getting a raw deal.
I’ve had this happen on my Asura; I’m fairly certain it happens because of transmuted gear. For me, it happened when I transmuted the appearance of my tier 1 cultural armor boots into something else.
I would suggest taking off your pieces of armor one by one until you find the offending piece, and then either transmute or replace it. It’s still a bug, but that should at least fix your issue for now.
I’ve been wondering if my magic find weapons are even effective when I am killing mobs in grenade kit. Can anyone attest to this? I don’t want to be missing out on 12 percent magic find (2 pistols + 2 opal gems).
Pretty sure you won’t be getting it; while the kits themselves seem to have innate stats (I think), if you switch kits with your character sheet open you’ll notice that your stats decrease.
This tells me that you (probably) aren’t getting the extra magic find.
To me, this seems like a pretty big deal and I’m wondering if someone on the GW2 team is aware of this, and if so, what their rationale behind it was (assuming it is intentional).
It does still seem to be bugged though; it doesn’t add the 200 Toughness.
(Is anyone else unable to see the OP’s post?)
Anyway, I’m guessing this is about the fact that you don’t receive 200 toughness when using a flamethrower, as indicated in the tooltip. This is a pretty big bug for engis like me, who rely on the flamethrower for big groups in melee range.
Once the 200 Toughness is correctly applied we’ll truly have a trait worthy of the Grandmaster slot!
I was under the impression that this was intentional; however I think it should definitely be looked at. Sure, we get a unique weapon set, but we often end up losing stats AND use up a utility skill slot in the process. It seems a little punishing.