Showing Posts For ANort.1425:

If you merge Speedy Kits with Kit Refinement

in Engineer

Posted by: ANort.1425

ANort.1425

So change Speedy Kits to give 5 seconds of swiftness while wielding a kit, with a 5 second cooldown. Sounds like it’d be a good change, and it would synergize better with Juggernaut since you wouldn’t need to swap out your flamethrower constantly.

Deadly Mixture Bugged

in Engineer

Posted by: ANort.1425

ANort.1425

It just displays the wrong damage for Flame Jet when you scroll over it(displays the correct values for Flame Blast and Napalm). If you go use it on an enemy you’ll notice it doing more damage than it did without the trait, so don’t worry.

Changes to Static Discharge burst build D:

in Engineer

Posted by: ANort.1425

ANort.1425

I’ll probably run a 66006 grenades/tool kit/rifle turret SD build now that we can get SD and Speedy Kits without giving up any explosives or firearms traits. So if anything SD builds will be more common and more powerful, especially if the mortar kit is implemented well.

PvE Ranger Specs

in Ranger

Posted by: ANort.1425

ANort.1425

Is there any chance the Call of the Wild cast with the Beastmaster’s Bond trait would benefit from the Wildborne Notes trait(-20% warhorn cooldown), since technically it’s a warhorn skill? Seems like that would have nice synergy for PvE…although Peak Strength+Bark Skin sounds pretty sweet as well.

[HoT] New Trait Setup

in Engineer

Posted by: ANort.1425

ANort.1425

I don’t see any way to make a viable grenade or flamethrower build. Period.
Grenades lose 40% (!!!) of their range, and 100% of their fields. You can only take grenades cause vulnerability or grenades do full damage, not both, so they also lose substantial damage. The only buff they get is that one of the traits causes them to throw faster, so maybe they hit more often against player characters. But still, the most popular WvW engineer build just fell completely off the map.

Says here http://i.imgur.com/TAvQ5TU.jpg (taken from https://www.reddit.com/r/Guildwars2/comments/33qrg0/specialization_ama_livestream_notes/) that you get both vulnerability on explosions and increased explosion damage as minor traits, which is a dps boost since Reserve Mines is completely useless anyway. Sounds like Short Fuse will no longer affect grenades though, which kinda sucks, but hopefully that “damage vs targets w/vuln” trait makes up for it. And Shrapnel applying cripple is a nice change, though the mortar trait sounds pretty good too.

Sooo if I wanted to .....

in Engineer

Posted by: ANort.1425

ANort.1425

Just throwing this out there, but folks also underestimate the ability of bombs to keep vulnerability up with “steel packed powder” as Fire Bomb, Smoke Bomb, and Glue Bomb can trigger this trait on each pulse. That’s 12 stacks out of those 3 bombs alone. Sitting duck can add 5 more stacks for 8s with Glue bomb.

I just checked and some of them don’t. Fire Bomb does, for a total of 4 stacks, but Smoke Bomb only applies 3 stacks total. And Glue Bomb only applies 1 stack on the initial hit, not on the “pulses”. So that’s 8 stacks total between them.

[Suggestions] Improval of life.

in Engineer

Posted by: ANort.1425

ANort.1425

All good ideas. One I would add is “When used underwater, grenades have no spread when thrown” since they’re so hilariously inaccurate underwater right now. What do you mean by SD always dealing the same damage, though? Isn’t that how it works right now?

(edited by ANort.1425)

The static-Turnader![fun stupid build]

in Engineer

Posted by: ANort.1425

ANort.1425

Seems a bit weird to give up 2 points in firearms just for Static Discharge for a pve build, you’d be better off moving those points to firearms for Target the Maimed and Modified Ammunition. And why use the Flame Turret instead of the FT kit? It has a blast finisher as well, plus a fire field that lasts 10 seconds rather than 3 seconds, a knockback and an instant cast blind.

(edited by ANort.1425)

Medic Healing bombs could use a buff

in Engineer

Posted by: ANort.1425

ANort.1425

Needs to be moved to the Explosives line as a Master trait, which would allow you to take Forceful Explosives, Elixir Infused Bombs, and Grenadier for a nice bomb/grenade condition+healing build.

The new engineer meta build for sPvP

in Engineer

Posted by: ANort.1425

ANort.1425

i cant justify healy bombs in any game mode :/

They really need to revamp that trait. Moving it to the Explosives line would be a start, but it would still have the problem of not healing enough to justify taking over Grenadier. They could fix that by having it proc on each pulse of bomb kit 2, 4 and 5, but that might make it a bit overpowered in sPvP.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: ANort.1425

ANort.1425

Anet should have put in a toggle option for hobo sacks just for April 1st, only to remove it on April 2nd. That would have been such an amazing prank.

FT causing burn each tick of AA

in Engineer

Posted by: ANort.1425

ANort.1425

I’d rather they add burning to each hit of Flame Blast and leave Flame Jet’s burn alone(only change Flame Jet needs is target count increased from 3 to 5). Would be a bit more balanced since it’s an easy skill to dodge in pvp.

Bugs from 16th Patch [Compiled]

in Bugs: Game, Forum, Website

Posted by: ANort.1425

ANort.1425

Don’t think it’s been mentioned yet, the Silverwastes reward track in sPvP is broken. If i make it my active reward track, it just switches back to the previous reward track as soon as I exit the tab or start a match, making it impossible to progress the SW track any further(mine is stuck at 70% complete until this gets fixed)

Re-returning player seeking guidance (PVE)

in Engineer

Posted by: ANort.1425

ANort.1425

I’ve been using this FT/EG build for PvE and it works pretty well: http://gw2skills.net/editor/?fdAQFAUlUUpWrtbx+KseNSdBNyoUFQHgC0VRmwYA-TJBFwACuAAl2fAaZAAPAAA

Acid Bomb alone is worth taking the elixir gun, and having a second stun break is nice too. For WvW you might want to replace the elixir gun with the tool kit and take Power Wrench instead of Kit Refinement.

Fixing the flamer for pvp

in Engineer

Posted by: ANort.1425

ANort.1425

The only changes I would make to FT are:

  • Increase blast radius on detonate flame blast
  • Change flame jet from 10x hits at .225 coeff/hit to 5x hits at .45 coeff/hit
  • Extend reflect portion of air blast by half a second

The kit becomes viable when flame blast can reliably double hit without hard CCing your target first, and the autoattack not killing you from retal seals the deal. When the auto stops being a liability, juggernaut can be utilized fully as well. Bigger radius on flame blast detonate means it should work a lot more often in napalm, though just raising the hitbox on napalm would have the same effect.

Napalm and Smoke Vent also really need a buff. Napalm shouldn’t be a wall, it should be a circle with a decent radius(240 or so) to give the kit some utility and to make it easier to get blast finishers with it. And the damage on it is just pathetic right now for a skill with a 30 second cooldown- if all 10 hits connect, it should do at least the same damage as Flame Jet or Flame Blast+Detonate FB, if not more damage. And Smoke Vent really should stealth the user in addition to blinding the enemy, it would make the kit much more viable in sPvP and WvW.