Showing Posts Upvoted By nihasa.5067:

AFK Timer Must Be Shortened

in WvW

Posted by: GuardianOMS.8067

GuardianOMS.8067

I see no real difference between two and five minutes in the grand scheme of WvW unless you’re playing on a queued mapped. If a person wants to or needs to be afk, so be it. Jeez, let it go.

And 2 minutes isn’t enough time to destroy a toilet, that wouldn’t be fair.

Holy kitten I love you. How do I have your babies?

Sgt Killjoy – “Pedantic” “babe” and “bff” of Saiyr
The devs don’t care about WvW so I’m gonna kill players in PvE!

Downed Skill 2 - worst skill ingame?

in Engineer

Posted by: Legit Prep In.5893

Legit Prep In.5893

I love my engi, so dont get this wrong, but who had the bright idea to give us a downed skill which makes it easier for the enemy to finish us off in PVP by shortening their way towards us? When I look at thief or mesmer, where people have to really put some efforts into it to be able to finish them off, we have: you are down, you are dead lol. Skill 3 is nice, but 95% of the time it is not yet available because of its cooldown. Skill 2 gives us 1 second more time by putting the enemy on his back, but at the same time pulling him right into a finishing position.

One Handed Gaming - A guide and story of...

in Players Helping Players

Posted by: Kodesh.2019

Kodesh.2019

You either clicked on this out of curiosity or because you suffer the same limitation as me. My left arm was amputated above the elbow last December because of an accident at work. I am fortunate, as I am right handed but this has really brought a new level of challenge to my favorite hobby, gaming. I am not writing this because I feel I am important, to conjure sympathy or because my story is special in anyway, but because some people may find hope and the advice they need to overcome a similar predicament (or if you want to free up a hand for those chips and beer without gumming up your keyboard). In this topic I am going to explain my journey first before dropping software and hardware in a list because I want to encourage readers as much as inform them.

In the hospital I didn’t want to touch Guild Wars 2. I knew how difficult it would be without the use of the Keyboard and I was not about to create negative feelings of defeat towards GW2, a game I had come to really enjoy. Instead I played Minecraft. I have a Razer Naga Epic that I carried over from my years Spent ($15/mo please…) in World of Warcraft. That game had so many spells I needed the extra 12 buttons to maintain utility without swapping skills when switching between questing, PvP, and PvE dungeons/raids. For Minecraft I just remapped my run forward key to Keypad 5 and the jump button to Keypad 8, which is below or closer to me. I would hold run and be able to jump by shifting my thumb slightly. This slow-paced game made it easy to get used to the new play style.

When I was released home I slowly got back into GW2. I would only really log on to test different changes until I felt comfortable enough to play successfully, at least in my mind what was successful. I am fairly competitive when it comes to gaming so I was not going to return to GW2 as a noob. The first thing I tried after rebinding all necessary moves was Voice Activated Commands. This software allows you to use a phrase or several phrases to operate a keystroke, macro, or a shift, ctrl, or alt combo. I could bind the phrase “Heal” to press “q” and set “q” in game to activate my heal spell. So there I was… a guy sitting at his computer speaking out “Heal” “Judgement!” “Elite Skill” The downside of this software is that voice recognition software is not incredible accurate and it would sometimes require the phrase to be repeated. I had to bind a phrase to put the software to sleep and wake it up because I would be trying to talk to friends and my elite skill would keep going off. But even this was not a complete fix. During Skype conversations I would have to constantly say “stop voice” to put it to sleep because I could hear the software become active. The other awesome part is friends could shout across the room “heal” and blow my heal spell… All that aside, if you are not talking to people or have people in the same room it is actually very powerful software. The biggest downside of this software is the delay between the phrase recognition and the keystroke. It is not long… but when it comes to fast action.. it’s not fast enough.

I miss Toss Elixir S's GROWTH!

in Engineer

Posted by: LinhZeri.6412

LinhZeri.6412

I’m I the only one who misses the growth upon receiving Stability? I loved the visual of the randomness of the elixir. :/
No idea why this hasn’t been put back as Ranger has it when they trait Signet of the Beastmaster … and activate Signet of the Wild…. the pet and the ranger grow in size… at least the engineer’s elixir made more sense.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

RIFLE TURRET: 3 BUGs total

Rate of fire should be 2 seconds:

2.86
3.06
2.96
2.98
3.03 —-——————- 10 shoots in 30.03 seconds. ( 10 seconds more) [BUG]
3.01
3.01
2.84
2.81
3.00

Overcharge ability:
[BUG] Works fine if used suddenly after deploy, but then the rate of fire reamain 1s even when the overcharge is ended.
[BUG] Rate of fire Dosen’t decrease at all if used after 2 or more seconds the deploy.

Thumper Turret : 1 BUG total

Rate of fire should be 3 seconds:

5.16
4.89
4.97
5.03
5.02 —-——————- 10 shoots in 50.04 seconds. ( 20.04 seconds more) [BUG]
4.88
5.01
5.16
4.90
4.87

Overcharge ability: fine

Net Turret: 2 BUGs total

Rate of fire should be 10 seconds:

13.11
13.03
13.14
12.91
12.87 —-——————- 10 shoots in 2 minutes and 10 seconds ( 30 seconds more) [BUG]
13.02
13.13
13.00
12.87
12.93

Overcharge ability:
[BUG] Rate of fire should be 50% but it DOSEN’T WORK AT ALL. It continue shooting every 13 seconds. So you can stun only 1 time ,if you overcharge it at the right moment ( just before the normal shoot) if you dont it DOSEN’T STUNS AT ALL.

Rocket Turret: 1,5 BUG total

Rate of fire should be 4 seconds:

5.06
4.94
5.02
5.10
5.00 —-——————- 10 shoots in 49.78 seconds ( 9,78 seconds more) [BUG]
4.90
5.00
5.00
4.91
4.84

Overcharge ability:
I could say fine….but i’m not sure …!!
it says that it last 7 seconds…the rate of fire is 4 seconds…and it shoots only 1 time per overcharge. If you wanted the turret to shoots the explosive rocket just once why did you put 7 seconds duration???
…just write 4 seconds duration and 4 seconds rate of fire…

Flame Turret: 1 BUG total

Rate of fire should be 3 seconds

3.93
4.01
4.00
4.07
3.85 —-——————- 10 shoots in 40.01 seconds ( 10.01 seconds more) [BUG]
4.01
4.01
3.97
4.03
4.04

Overcharge ability : fine

(edited by Ederyn.3107)

people wall jumping again! in WvW

in WvW

Posted by: kellcam.7903

kellcam.7903

well i was WvW with my guild and a enemy wall jump over and ported his teammates over in WvW. This bug needs to be fix!

World First 250k Kills Ultimate Dominator!

in WvW

Posted by: Sacrx.6721

Sacrx.6721

World first 250,000 kills!. Ultimate Dominator!.

Played/Age/Proof – http://imageshack.us/a/img560/3914/s6c6.jpg
Login Medal – http://img812.imageshack.us/img812/715/q84j.jpg
http://img402.imageshack.us/img402/5139/8gf0.jpg

Special thanks to all my members of Red Guard past and present you helped make the best guild around.

To all the main WvW Guilds out there thanks for the epic battles. All the EU servers and the players for donating there souls to me. Plus some US. A special place in my heart for Viz.

This will also double as my quit post and the coming end of RG within gw2. Effective of a few weeks from now. I will move to focus on real life after leading RG for 5-6 years. All the old timers from this game and others i wish you well. I wont bother with these fill in games but i do plan to gather the original RG+gw2 people for Camelot Unchained in few years. I look forward to killing you once more then.

I might be going casual real life mode for awhile but my passion for gaming and the win will never diminish. Love you all, kiss.

Here is a few special videos made with audio of leading and commentary/fun old times in gw2. After all with RG being the ones to teach most how to play WvW and creators of meta through vids. You can now at least try to do it right lol.

I advise volume caution for my leading voice mode, 30% should be good. Going once going twice.. and on the outside its noobcake!. I might actually take time in next few weeks to make my own video showing my play while leading + a commentary of tactics in battle. Since iron will be our last GvG in game most likely, enjoy the videos.

https://mega.co.nz/#!sEgFSZrJ!ckaxDnZFZ91dqlpsYyvB93-Pi7BipsQ_bEzD1XJD-QY – Same as above for ze germans download. kitten german government dont like sinita macho man!

Sacrx Machine entering maintenance hibernation mode. So my watch begins!.

Red Guard – Ultimate Dominator World First 25/6/13
if carlsberg played Guardian.

(edited by Sacrx.6721)

Torment cannot be cleansed?

in Engineer

Posted by: sunnypsyop.3025

sunnypsyop.3025

Sorry if this has already been covered elsewhere, but I haven’t much been keeping up on things lately and kind of only log in these days to do a few SPvP matches on my Engi and that’s about it.

Currently I’m running Static Discharge build with Medkit, and I’ve noticed in the past that the #4 cleanse on Medkit is pretty weak (only cleanses one condition), but it’s really the only thing that you have as SD, so you gotta learn to love it. But apparently it has zero efficacy against Torment? Was this intended? If so, doesn’t that seem a little ridiculous? Given that a good deal of my healing (medpacks and cleanse) REQUIRE me to move around, and the universal fact that in PvP standing still = death, it seems like if they were going to introduce such a powerful, stackable DoT that they would provide some way to clear it?

And just to clarify, I’m not asking for a 1-button fix to negate Torment. Conditions can EASILY be re-applied faster than an Engineer can cleanse them. I’m just wondering if the Medkit #4 was perhaps an oversight in this latest patch…?

GF Left Me Cos Of Ladderboards [WTF]
:: |SPvP | Rev | Engi | ::

Community's Engineer Shout-out: Turrets

in Engineer

Posted by: RobinotX.1604

RobinotX.1604

This is probably already a subject that is posted serveral times. The Engineer is a very interesting class. And in my opinion, a class unique to Guild Wars 2. Sadly the Class is underpowered.

There were to major keypoints brought up to play Engineer:

Kits and Turrets.

While we have many problems with the class the major one is Turrets. And this topic is all about ideas to make it better. And hopefully a Shout-out to members of the Arenanet team to let us know what kind of ideas they have for Turrets and the global future of the Engineer.

So what kind of ideas should make the Turrets better?

Survivability

No-Damage

Make it so Turrets don’t get damage at all. Turrets get blasted out to soon and there is nothing you can do about it. Turrets should be a skill that stays a moment and can be used on different places.

To counter the god-mode of the Turrets is that they only stay online for like 1 minute. This way you can’t spam them. And they are actually used for something.

Merg Traits and change them

Make the Metal Plating and Autotool Installation merge and make it so that instead of 30% less damage dealt on turrets. Change it to be a double amount of health or make it so that your healing power/Thoughness/Vitalty an percentage of it gives the damage reduction, more health and more healing per second. Make it so that they are part of us.

The Walking Turrets

Gives us a new trait which make us able to augment the turrets with spider-like, legs. They move with us like pets. This way they survive, hopefully, more AoE attacks and we are less grounded by the Cooldowns of the Turret skills.

Global

Give the turrets better AI, let them attack the same person we are targetting. Not that we are fighting the boss and my turret decides that a crystal is more scary.

These are just examples. I am going to post more later on. But I want to play some Aetherblade now. I like to know what you guys think and what your ideas are.

ENGINEERS UNITE

New WvW blueprint: Barricade

in Suggestions

Posted by: Special K.8143

Special K.8143

If something like my idea has been suggested before, I apologize. I searched for “blueprint” in the Suggestion and WvW Discussion sub-forums and found nothing. Also, I debated whether to post this here in WvW Discussion or under Suggestions. But i figured anyone reading here is a WvW player and they are more likely to post positive or negative feedback.

Its a blueprint that makes a small, “hedge-like” wall, almost anywhere you want. Barricade has the same health as a Flame Ram and takes 40 supply to build. The wall has the same dimensions (length and width) as a Guardian’s Sta kitten ability, Line of Warding and works the same. All teammates and allied NPC’s can pass through the wall freely, enemy NPC’s and Invaders cannot. While the Barricade blocks movement, you can still fire ranged weapons and targetable skills past the Barricade as it does not block you view. Enemies walking into the Barricade do not get knocked back as if they walked into Line of Warding.

Like any siege, each wall takes up 1 of your empire’s siege cap and must be “tagged” once an hour or it disappears. Barricades can be used to block off choke points, such as entrances to certain Supply camps. Lay them back to back for a layed defense. Or end to end for a perimeter around siege out in the open.

Barricade CANNOT be built:

  • anywhere where other siege cannot be built (such as underwater)
  • on top of Tower or Castle walls or the staircases leading up to the walls. (You can build them on staris infront of Keep Gates as long as they aren’t too close to the gates)
  • anywhere within 1200 radius of a bridge (because on certain maps, empires can be walled in/out of their keeps)
  • anywhere within 1200 radius of a “Lord”
  • anywhere within 2400 radius of a Tower or Castle “Gate”
  • anywhere inside the Inner Wall of SMC (but you can build them between the Inner and Outer SMC walls, as long as they are not within 2400 radius of a “Gate”)

Superior Barricade: 50 supply to build, more health and slightly longer.

(edited by Special K.8143)

245 days

in PvP

Posted by: Karl McLain

Karl McLain

Game Designer

The trait (Scope) actually does work, but it’s just not noticeable (+10% crit chance while standing still, where you have to be standing still when the attack hits) at all and doesn’t update the hero panel. We’d definitely like to make this trait more usable and visual in the future, as it’s pretty bad in its current state.

245 days

in PvP

Posted by: Mif.3471

Mif.3471

This is how long (not including beta) the Engineer trait Scope has been broken.

And by broken I mean it literally does nothing.

Either fix it, or replace it with a trait that actually does something.

Tarnished Coast | Best cookies in all of Tyria

Please, do something about downed state.

in WvW

Posted by: Steelo.4597

Steelo.4597

please go to spvp and stop asking to polish WvW for your small-scale/solo needs. It feels like you are crying because you cant finish off the 3 upscaled noobs that you encountered and put to downstate with a few swings.. those are not kills btw, nonono.

i fear we will look back to this day and remember the good old wvw as it is now – Jan 2015

4vs30? No problem

in WvW

Posted by: thetreebranch.4831

thetreebranch.4831

I love videos like this. I don’t care if it was against 20 or 30, that’s still impressive control of a fight by using terrain and your combos effectively.

Great teamwork!

WvW maps need to be revamped so there is more ability to abuse terrain like this in the wide world instead of having mostly open space to travel between keeps and towers. If more areas had key chokes, zerging would be a lot less e ffective

Seafarer's Rest - Riverside - Far Shiverpeaks

in WvW

Posted by: Kambros.8209

Kambros.8209

Aloha!

To be honest, I’ve always had much Kudos for the Seafarer’s Rest Server in WvW. And it won’t be changed by some bad mannered guys , having no clue what happened in the last months in our matches.

You ask how we did get into T3? Well, we fell out of T2. And how we did get there? Well, we fell out of T1. ^^

A small history lesson:

The first time RS and SFR met was in T2, week 42. It was a close match between the two of us, haha. Arborstone (Arbor… who? ^^ ) dominated and we’ve had to lick our wounds the after being defeated the fourth week in a row by a 24/7 server.

In week 43 we met in T3 again. BT won this matchup with 255k, SFR had 186k, RS had 171k. 5th week in a row being defeated by a “flavour of the month”-server.

Week 44, again RS vs SFR. RS 269k, SFR 164k. Lots of respect in our comm for “the pirates” as you were fighting very good, though most of the time outmanned. Kodash went 189k. In this week you earned your nickname “Piraten” which is used since now.

In week 45 we’ve been kitten by full-strength blacktide again in T2. The Red Guard punished every so little mistake and dominated us with their straight coordinated gameplay. Its been the toughest week I’ve ever had in WvW since i started playing. And I play longer than the here mentioned weeks. Even Elona wasnt able to counter this. And they’re quite good.

Finally in week 46 we met again SFR in T3. Thats been the nicest week I’ve had in WvW. Close matchup with Miller and SFR. You guys won 237k:195k. Miller went 178k.

Thats where we, Riverside, come from.

So this week SFR dominates. Lucky you. If you, and I mean you kitten, not the pirates out there, dont have any respect for our efforts to not give up, though we’ve been fightin’ all the T1/T2-flavour of the month servers for months and weeks, I wonder for whom you have any respect. Perhaps only for yourself.

And if you ask why we play defensively… well, just check our matchups of the last months. The Vizunah-, Far Shiver Peaks- (with NUG and the other guys), Arborstone-, Blacktide- and Elona-guys forced us to. Now we are quite good in defending our ground. Believe me, in T4 or lower we will learn again how to attack.

Sorry for this wall of text, but I felt to have to point out where we come from and who we are.

My respect to every FSP-fighter who comes to the battlefield. And my respect to you, Pirates. You, kitten, go home to mommy when you get gang kitten the first time by the really bad boys.

Regards,

Silva Del Rey, Riverside

Silva Del Rey, Thief
DTK | Die Technokraten
Flußufer/ Riverside [DE]

Firing a Catapult at Your Own Door

in WvW

Posted by: Dhar.6392

Dhar.6392

I’d like to see some ‘murder holes’ in the walls around the keep but especially near the doors. [Murder holes- vertical breaks in the wall that are too small to walk through but plenty big enough to fire through. Being vertical in nature they could be designed to be useful for Asura without altering the inherent property of the ediface]

Ranged defenders need to be able to fire with at least some protection.

Back in beta… at least I could fire behind the low wall, but our poor Asura players were too short. Now we stand on the wall… 100% in view of the attackers? That isn’t defense- it’s suicide 9/10 times. Lucky to get 1 cast or shot.

(edited by Dhar.6392)

I'm downed! (Why engineer downed skills suck.)

in Engineer

Posted by: Theik.9340

Theik.9340

Alright, I’m sure it has happened to all of you. You’re playing your engineer, you get mobbed, you nearly win the battle but one enemy is left standing with 15 or so percent HP. On any other class you’d just finish that mob off in your downed state, but not on an engineer, no not in the slightest. When you go down with an engineer, you’re pretty much down for good.

Let’s look at the kit that players get when it comes to getting back up to their feet.

1) A spammable attack, meant for taking down the enemy.
2) Some sort of ‘get away’ or CC move to prevent damage for a bit.
3) Something unique-esque. High damage move, faster revive, insta revive but die after.
4) Bandage. We all know this one.

However, when it comes to engineers, these skills aren’t exactly good. I’ll tell you why.

Throw Junk
It might throw junk, but this skill is junk as well. I understand that “random” is a gimmick that comes back to the engineer a lot. There are good uses of random (If I use this I might get might or fury, both useful) and there are bad uses of random. (I am rapidly losing HP and instead of doing the last bit of damage on this monster, I am consistently stacking weakness on it.)

Throw Junk does:
Damage: 128
Bleeding (2 stacks): 3 s (255 damage) OR Chilled: 3 s OR Weakness: 3 s

Now in theory this doesn’t look so bad. Bleeding will help kill faster, chilled will stop enemies from using skills as often and weakness will make non-critical hits do 50% less damage at 50% chance.

However, you’re still going to get killed if you chill the enemy (they will just keep auto attacking) and even if you do weakness on them, you only delay the inevitable. Eventually your HP will run out, even if you could get the mob to stop attacking you entirely.

So what do other classes have?

Well, a thief has throw dirt, which does even less damage on it. Seems like Engineer is better of, right? But no, throw dirt bleeds guaranteed on every hit, allowing you to dps faster. Life leech does less damage but restores health, mesmer does more damage and applies a guaranteed debuff that does more damage, etc. The only other class who seems to be screwed with their downed 1 is Guardian, which has it even worse.

Why is this skill bad?
When you’re down and you’re facing an enemy with a bit of HP left, you want reliable damage. “I died because instead of getting bleeding twice, I stacked 25 seconds of weakness on the mob” is not a good way of letting somebody die.

How to fix:
Increase the base damage to make it do more reliable DPS. Alternatively, make it 1 stack of bleed but make it apply all those affects at once instead of randomly. Either way, make this something to reliable kill a mob with.

Grappling Line
As much fun as it might be to shout “get over here”, this skill simply makes no sense. Every other class gets something to help them take less damage (aoe daze, teleport away, 2 second knockdown, aoe knockback), but engineer gets something that actually pulls the enemy towards them, making it easier to damage them. The only reason this skill even seems to exist is to combo into 3, which is just bad design all around because you’ll often die before 3 even becomes available.

Why is this skill bad?
It doesn’t help you in any way. If you’re down, the last thing you want is to have an enemy on top of you beating you to death.

How to fix:
Just get rid of it and move 3 ( Booby Trap ) to this slot.

Booby Trap
You heard me, move this skill to the 2 slot. You’ll want to tone down the damage of it because right now it does a bit too much compared to other skills of other classes, but this gives a reliable way for the engineer to knock enemies away from him/herself, buying them some more time to bandage, call for help, etc.

A new 3?
That obviously leaves one gaping hole, they will need a new 3. I am certain the developers can come up with something good, but here are just some random suggestions that I think could work.

Elixer D
Drink a danger elixer, which instantly rallies you, but applies the following conditions to you:

Chilled, Crippled, Immobilized, Vulnerable * 10, Weakness, immune to condition removal

The idea here being that you instantly get to rally and start fighting again, but you’re at a severe disadvantage, making it quite possible that if you do not manage to get away or kill your foe, you’ll be going down again with less HP than last time.

Jetpack
Launch yourself to safety, possibly up a small slope or at least a decent distance away, dealing damage with your exhaust to the enemies that were near you.

(edited by Theik.9340)

The changes we have been waiting for?

in Engineer

Posted by: Under Web.2497

Under Web.2497

i can . . . swap to a kit in midair now . . . . . . . . YIPEE
i shouldnt of anticipated just got wasted at least i wouldnt of felt so let down
this is the wiki bug list BEFORE the fix . . .
General
Attributes and Sigils from equipped weapons aren’t applied when a Kit is equipped.
Weapon swapping sigils don’t work with kits and are therefore useless for the engineer (even with the weapon in use).
Certain skills such as grenade go through destructible object such as the keep wall in WvW.
Kits cannot be stowed in mid-air.
Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
All movement skills with a specific distance (Overcharged Shot, Rocket Boots, Acid Bomb) have a reduced effect when chilled.
Kits can be equipped in town clothes. Equipping the kit switches you out of town clothes after a few seconds.
[edit]Skills
[edit]Weapon Skills

Explosive Shot use all three procs of Incendiary Ammo in a single attack without applying all 3 stacks of Burning.
Rifle’s Overcharged Shot will occasionally go on recharge without doing anything. This seems to happen when your target moves behind you and you’re immobilized or when your target’s elevation is different than yours (up a steep hill in Forest of Nifhel). This can also happen when the target moves out of range/reach of the attack.
Blowtorch and Poison Dart Volley will often miss destructible objects.
[edit]Utility Skills

Elixir U only gives 4 seconds of Quickness when paired with Haste and 3 seconds of Quickness with Quickening Zephyr. Frenzy works as described (5 seconds).
Rocket Boots does not clear Crippled, Chilled, and Immobilized until after it launches the user.
Super Elixir can’t be manually detonated underwater.
Med Kit cannot be stowed- pressing the heal key simply reloads the kit.
Elixir Gun Elixir F sometimes doesn’t grant swiftness, even when the glob hits and the animation is triggered.
Turret (All Turrets) when picked up immediately after being placed, the reduced cooldown does not trigger.
Bomb Kit, Med Kit, Tool Kit, and Elixir Gun cannot be equipped in the air. Grenade Kit and Flamethrower work fine.
All Tossed Elixir skills have separate underwater and land cooldowns.
Toss Elixir C has a 60 second recharge underwater (instead of 30 seconds).
Elixir Gun’s Fumigate cannot be cancelled by using others skills from the Elixir Gun.
Elixir Gun’s Super Elixir and Acid Bomb don’t work with any Elixir related traits even though they’re listed as Elixirs.
Elixir Gun’s Super Elixir removes all conditions from the Engineer but isn’t mentioned on the tooltip.
Using Elixir H underwater gives a cooldown to Med Kit when going back on land. If this is to prevent using 2 heals back-to-back, you can still use Bandage Self when you are on land.
Using Healing Turret’s overcharge ability gives a cooldown to Med Kit if you switch healing skills or if you use the overcharge ability on land and have Med Kit equipped in water. You can still use 2 heals back-to-back because Med Kit’s main heal is on the tool belt.
Elixir X is delayed at the end of its cast and favours the Rampaging Brute form a lot more than the Tornado Form.
Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle. 1
Mines from Throw Mine and Mine Field stay deployed even after changing skills.
Slick Shoes’s tool belt Super Speed doesn’t work as the tooltip says (Run at double speed), the engineer runs at Swiftness speed. This speed boost ignores movement slowing conditions (chilled, crippled).
Elixir B’s tool belt Toss Elixir B only gives 10 seconds of might (should be 30).
Elixir C’s tool belt Toss Elixir C gives a random boon even when no condition is cured.
After using Elixir S, you can switch to a Kit (intended) then switch out of it to have full access to your weapon skills (probably not intended).
Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.
Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used. On other occasions, shots will still be delayed but then fire off in quick succession.
Rocket Turret can’t be detonated underwater.
Skills sometime get locked in their “in use” animation on the skill bar (the pulsing over the button) which prevent changing the locked skill even after it’s off cooldown. (using a skill, either the locked one or another, seems to fix it).
Toss Elixir B, H, C, U, S and R have erroneous tooltips underwater.

(edited by Under Web.2497)

The changes we have been waiting for?

in Engineer

Posted by: Under Web.2497

Under Web.2497

Traits
[edit]Explosives

Short Fuse still not giving its effect when Grenadier is traited. The September 25th fix didn’t actually fix it. 2
Grenadier changing Freeze Grenade’s cooldown to 15 instead of 20.3
Grenadier not giving its range bonus while underwater
Forceful Explosives doesn’t show the radius change on skill tooltips.
Accelerant-Packed Turrets explosions don’t trigger any explosion related traits.
Incendiary Powder does not mention its hidden cooldown in the description.
Short Fuse is not reducing the cooldowns of tool belt abilities such as Big Ol’ Bomb and Grenade Barrage. (Possibly intended, see discussion).
[edit]Firearms

Rifled Barrels not increasing Elixir Gun’s range while underwater4
Coated Bullets allows an Engineer to hit the same target two times if you’re standing at max range from the target. (There are 2 explosion, one when pierce target, second at max distance). The applies 2 stacks of bleed per hit instead of 1.
Hair Trigger (VI) doesn’t work with Harpoon Gun’s Scatters Mines and Net Wall.
Rifled Barrels changes Tranquilizer Dart’s Weakness and Bleed duration to 3s when it should be 1s and 4s respectively.
Rifled Barrels makes the recharge reduction on Super Elixir to not work properly when taken with the trait Fireforged Trigger.
Rifled Barrels does not improve the range of Overcharged Shot.
[edit]Inventions

Reinforced Shield doesn’t work with Static Shield when Throw Shield is used.
Elite Supplies doesn’t increase Mortar range.
Rifled Turret Barrels doesn’t increase Mortar Range even though it’s listed as a turret. The October 1 fix did not actually fix this.5
[edit]Alchemy

Fast-Acting Elixirs doesn’t work with Elixir S (tooltip changed but CD stays at 60) or any tool belt elixir toss (not intended to work with tool belt skills) and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs. It also does not work with Elixir H.
Potent Elixirs doesn’t work with Elixir X6, Elixir U, Elixir S, Toss Elixir B, Toss Elixir S Stability boon, Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs. This trait increase boons duration on Elixir B by ~50% instead of 20%. It also has some strange interactions with Toss Elixirs H and B, causing various forms of double-boons and extremely short or long boon durations.
Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended.
Automated Response does not clarify that it does not remove conditions applied before reaching 25% health.
[edit]Tools

Passive increased Tool Belt Recharge Rate doesn’t work with Mine Field (Throw Mine tool belt), doesn’t seem to give the full reduction on certain tool belt skills and doesn’t show the modified cooldown on any tool belt skill tooltip.
Adrenaline Pump doesn’t work with any turrets tool belt skills.
Speedy Gadgets doesn’t work with Throw Mine.
Kit Refinement doesn’t work underwater.
Deployable Turrets changes the usual tool belt of Healing Turret (Regenerating Mist) into a normal non-throwable version of Healing Turret. Additionally, it doesn’t work with turrets unlocked after getting the trait outside of Hearth of the Mists. The end result is having turrets which are not able to be ground targetable. CONFIRMED.
Scope trait does not properly apply the 10% crit chance buff when not moving. 7.
Power Wrench decreased recharge doesn’t work with Gear Shield and Magnet from Tool Kit.
Static Discharge does not target enemies properly unless launched from a toolbelt skill that aims at a target (e.g. Surprise Shot). For Elixir thrown toolbelt skills the discharge will occur at the end of the animation, but during this period all skill activation/queuing will be halted until the discharge comes out.
Inertial Converter does not say it has an internal cooldown in its description. It doesn’t work every time your health reaches 25% health so either the description is missing important information or the trait isn’t working properly.

Kits still have no stats, Conjured weapons do

in Engineer

Posted by: Sladeakakevin.4162

Sladeakakevin.4162

Elementalists conjured weapons now have stats on them:

- Flame Axe: This weapon now grants the wielder power and condition damage.
- Frost Bow: This weapon now grants the wielder increased condition duration and increased healing power.
- Fiery Greatsword: This weapon now grants the wielder power and condition damage.
- Magnetic Shield: This weapon now grants the wielder vitality and toughness.
- Lightning Hammer: This weapon now grants the wielder increased precision and critical damage.

Can we get an official Anet response to this? Kits are a major part of Engineers, we lose out on stats when we switch to them. We should be getting stats on them also.