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Engy bugs 23/6/15

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Posted by: Are.1326

Are.1326

Elixir U does not appy it’s 5 might stack while outside of combat (it does however apply might stacks from HgH).
Elixir U have Fury listed as Haste both when traited and not traited with HgH

Mortar Kit Does Not Proc Shrapnel

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Posted by: Are.1326

Are.1326

Shrapnel needs a redesign anyway, at the moment the 15% proc chance is balanced around nade kits multiple hits, this makes it quite underpowered for other explosive skills (like mortar and bomb).

They should up the chance and add a 0.5 sec internal cooldown, that way it will be just as good on mortar as nade kit and we might be able to use Mortar as a condi spec.

grenades don't stack vulnerability anymore?

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Posted by: Are.1326

Are.1326

I can’t help but feel like the engineer is back to where it was at release:

  • a few powerfull traits/abilities that will get nerfed
  • some very poor traits that noone will ever take
  • some boring traits that feels like you have to take them, but it’s not fun doing so.
  • half of our traits and abilities are bugged in some way.

For example, Streamlined kit only puts the swiftness on cooldown when you equip mortar kit, so you can unequip and reequip mortar over and over again for constant gunk fields.

Baseline changes and clarification

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Posted by: Are.1326

Are.1326

Details on Blowtorchs and Airblasts new Burning applications would be nice.

Engineer Burn Burst

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Posted by: Are.1326

Are.1326

May I suggest Flamethrower 4# firefield infront of you followed by Mortar 1 spam with quickness. Also get that Burning durration up.

Medkit details

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Posted by: Are.1326

Are.1326

Depends on how you look at it. I read this post, crafted a build in about 5 mins on our dev branch in PvP (clerics, monk runes, etc), and it does pretty well. The skill pulses the heal 3x in one channel. I was doing 159 ticks with no boons on my target, which is 477 healing in one channel. I applied 5 boons to my target, and that turns into 243 ticks (729 over one channel).

How does this compear to Elementalists water Staff 1 with same gear? Considering that it has a longer range, can heal yourself and have an offencive component.

RIP Flamethrower

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Posted by: Are.1326

Are.1326

I even would not be surprised if Juggernaut is not associated to FT anymore.

They made it very clear in the stream that this is flamethrower only. If it wasn’t… kitten .

No more "Rifled Barrels"?

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Posted by: Are.1326

Are.1326

They have said they went back on a lot of the changes from the first live stream, so we’re not 100% sure if it is baseline or not. Same with coated bullet.

Grenade to the Face Specialization Build!

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Posted by: Are.1326

Are.1326

This is probably the most optimal dmg build, especially considering how close it is to what people run in dungeons now. However, it is kinda sad to see that the most effective traits are so boring >.<

There are so many new and interesting traits like Kinetic charge, Gadgeteer, Juggernaut and Bunker Down.
I just hope HoT brings more challange and interesting mechanics than the current dungeons, on the other hand, that would probably just end up like the newest TA path.

Let me get this straight...

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Posted by: Are.1326

Are.1326

Ya, takedown rounds is kinda disappointing, it looks like another Aim-assisted rocket but with an arbirarly health limitation, sounds les cool and completly missplaces (Explotions in tools?).
I guess it is there just to give PvE pure dmg builds something to pick in that line or to make the choice a bit easier for PvPers (They really want us to use Lock On).

Also takedown rounds proc when the enemy health is above 50%, not under. No idea why they added that.

The new engi changes are hilariously silly

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Posted by: Are.1326

Are.1326

With vigor nerfed the elixirs 2 additional dodges are definitely worth a lot…

And the extra dodges are just what you need to activate the trait after 20 sec, perfect. You just need to survive the 20 sec after Toss Elixir R res you without wasting the active.

The new engi changes are hilariously silly

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Posted by: Are.1326

Are.1326

And I can´t wait to see engineer´s being able to use throw elixir r every 20 seconds xD

No, seriously… I´m never ever going to loose 1v1 when this goes live lmao

Well there are counters, for example poison and launch skills like overcharge. But it looks like it will be an incredibly strong combo for bunkers.

Superior Rune of the Thief

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Posted by: Are.1326

Are.1326

I’m assuming it uses the same function to determin if you are infront or behind/the sides as Giant Beetles in Drytop.

Giant Beetle will check if you are with about 40 degrees infont of it, aka if you drew a line out of the beetles face straigth forward, and one from his face towards you, the degrees diffrent between the two lines must be les than a certan amount.

It does not care about the AoE effects center or the projectiles origin, it only checks your position. So if you put a turret behind the beetle, while you stand infront of it, the turret will still deal dmg. But if the beetle turns towards the turret, and you end up behind it, the turret wont be able to deal dmg anymore.

This is a pretty large oversight in the code and ruins any interesting gameplay where you would throw AoEs behind a target to proc runes of the thief, or lure enemies to look towards you so a turret can hit them in the back.

This oversight is made even worst with NPCs that have core mechanics build around it (like giant beetles), for example, the beetle have an animation where it gets knocked on its back facing the other way, yet you still need to hit it from the game objects forwards direction that is still pointing towards you, then when it gets up, it will instantly turn around and any burst you tried to land is negated.

Mortar Kit seems lackluster

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Posted by: Are.1326

Are.1326

Is this really true? I mean right now I can spam Rifle and Elixer gun without hitting anybody and still get the projectile finisher effect. You’re sure it’s ground targetted btw? I didn’t see it in the video but I might have missed it.

As solori said, yes it is ground targeted.
And the projectile finisher effects you get is just the indication that the projectile did combo, not that it hit and applied it’s effect.
They might make it so the projectile effect happens in an AoE around the impact, but that is stretching our expectations.

Supply Crate Toolbelt + Kinetic Charge = ??

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Posted by: Are.1326

Are.1326

You don’t even need to pick them up right away.

Potential Engineer Nuke Build?

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Posted by: Are.1326

Are.1326

Double nade barrage!?! Hundred nades are back from the time kit refinment was good!
Now just initiate with a drop from a hill for the explosive decent.

RIP Flamethrower

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Posted by: Are.1326

Are.1326

They ignored a lot of skills in this preview, like blowtorchs new burning application and whatever happened to rifle/pistol range and pistol’s coated bullet trait.

We’ll have to wait and see on the accual patch notes in a week, this was just a preview hastly put together.

Mortar Kit seems lackluster

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Posted by: Are.1326

Are.1326

I think its autoattack being a 100% projectile finisher will be a bit overpowered:P

Don’t get your hopes up, the projectile flies in a curve and is ground targeted, so it will fly over enemies to close, and it must be a direct hit for the projectile finisher to apply it’s effect. It won’t apply the effect if you hit them with the AoE effect from the projectile hitting the ground.

In fact, the difficulty of getting a direct hit is probably why they kept it as a 100% projectile finisher.

RIP Flamethrower

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Posted by: Are.1326

Are.1326

We do not know if the 15% dmg and the 20% cdr have been made baseline, if it has then this is a pretty huge buff considering you can take other traits instead.

No cd for Medical Dispersion Field, please!

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Posted by: Are.1326

Are.1326

Delete Kit Refinement , Give Speedy Kits Back

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Posted by: Are.1326

Are.1326

I wonder, is there anything mortar kit can give when activating kit refinment that would make it worth all this? Any Suggestions?

Mortar Kit seems lackluster

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Posted by: Are.1326

Are.1326

I think you guys have the longest water field in game now.

Nope, rangers have Healing Spring and Humans have Summon Healing Spring , both lasts 10 sec and have a 240 radius, Summon healing Spring have the same cooldown as Engis mortar skill as well (20 sec).

But the longest water field in the game at the moment is 12 sec from Healing Oasis (5th treb skill, requiers 4 ranks in Trebuchet Mastery).

Our mortar waterfield wont be longer than 8.4 sec max (probably just 8 sec).

Mortar Kit seems lackluster

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Posted by: Are.1326

Are.1326

Looking at the cooldowns, it seems a lot les lackluster.
Mortar 2# Poison Gas Shell have a 10 sec cooldown and lasts 5 sec ( 7 when traited). So that is a 50-70% uptime of poison field.
Pretty much the same case with Endothermic Shell or Elixir Shell , they both have a 20 sec cooldown so they each can keep their field up for 25-35% of the time.

Elixir Shell may also gain durration and apply Might with HGH. But if they stack, I’m not sure if it would be base durration * (20% + 40%) or (base durration * 20%) * 40%. If it stacks, we get 8 sec to 8.4 sec waterfields on a 20 sec cooldown (40% – 42% uptime of waterfield) that also removes conditions and applies Might.

Can A.E.D be... good?

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Posted by: Are.1326

Are.1326

The trigger would probably work in WvW or sPvP, but almost never in PvE.

Zerg Support Build

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Posted by: Are.1326

Are.1326

You might be underestimating the effectivness of Mortars long water field when traited for durration. Or I might be underestimating it when it’s not traited… But you get my point.

Supply drop can also be a quite nice Elite. The toolbelt is 6 medkits on 50 sec cooldown, and the supplycrate itself can be overcharged like healing turret once it lands for condi removal and AoE heal, then detonated for 3! blasts in the waterfield.

Still, traited waterfield from Mortar is probably better for WvW zerg.

Unclear engi changes.

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Posted by: Are.1326

Are.1326

  • Does Heavy Armor Exploit have an internal cooldown?

This is replacing Precise Sights and Infused Precision. Neither of which had ICDs, so my guess is no.

Infused Precision have a 5 sec ICD. I’m counting on them not giving it an ICD, but considering how everything else gets one and how they made Sitting Duck have a cooldown when it was a combination of two older traits (one with and one without ICD). And that screwed over the side without ICD.

So automated response...

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Posted by: Are.1326

Are.1326

Automated Response and Automated Medical Response are 2 diffrent traits.
Automated Medical Response recharge your healing skill at 25% health.
Automated Response Reduces incomming conditions durration by 50% while below the health threshold.

Medical Dispersion Field vs Bunker Down

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Posted by: Are.1326

Are.1326

The thing is, for bunker down to be dropping a bandage every 2 seconds, that means you’d have to eat a crit every 2 seconds.

If THAT happens for any length of time you’re just flat-out dead.

You have to deal a crit hit, not recive one.

So automated response...

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Posted by: Are.1326

Are.1326

They should add “Reuduce the durrasion of incomming conditions by 2% for each boon on you” to Iron Blooded So it works against both Direct and Condi dmg to a degree and feel more like a grandmaster.

Can A.E.D be... good?

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Posted by: Are.1326

Are.1326

I only wish it wasn’t based on hits taken and instead distance moved or crits delivered. Having to take hits isn’t fun.

Medical Dispersion Field vs Bunker Down

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Posted by: Are.1326

Are.1326

This trait was probably my biggest dissepointment in the reveal and I was about to suggest the same idea you posted.

Basing the outgoing heal only on heals the engineer puts on himself puts it in line with other selfless traits on other proffesions (like Phalanx Strength or Powerful Aura).
It also stops the skill from going on cooldown because an allie healed you with a less effective heal.
And it stops it from rolling out of control when multiple engineers with this trait is together.

Also, they should remove the ICD and make it proc on all self heals, not only an arbitrary confusing list of “strong heals”. That way we can use it with backpack regenerator for some nice passive AoE healing to allies.

Anything les than 25% would also feel weak. This is a selfless trait after all, you take it for your allies, then you should at least notice it or feel like it is worth it over bunker down.

Mortar Kit seems lackluster

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Posted by: Are.1326

Are.1326

Well the attack speed is a lot faster than it used to be (Screenshoot shows half a sec). And the Dmg numbers are probably something they work on (reason why the tooltips didn’t have them). Not to forget that dmg numbers in general are very vage. I think we’ll have to test it out in proper gear and trait setup before we can judge it’s value as a DPS kit.

Mortar Shot is also a 100% chance projectile finisher, yes it isn’t the blast finisher we hoped for, but it can still combo into some interesting effects, like keeping your enemies chilled with Endothermic Shell.

I do agree that Flash Shell looks lackluster tho. Light field is allways meh, and no additional effects are listed. The Fields are also quite small (only 240) and Mortar Shot have no listed radius.

I just hope we look kitten and it feels good to use.

Can A.E.D be... good?

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Posted by: Are.1326

Are.1326

With the new trait changes Med kit looks more tempting than ever, but it also looks like our newest heal, A.E.D, can get quite powerfull with the new traits.

I’m specifically thinking about Gadgeteer. It reads:
Gain static charge when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.

We only got two examples on overcharged gadgets in the livestream: Longer jumps with Rocket Boots and larger Slick Shoes fields.

We can only speculate on what the Overcharged effects on the rest of the gadgets are, but just the 50% cooldown reduction looks sweet.
Since A.E.D is a healing skill, we can assume that we have been hit at least 5 times, that means we’ll get half of the cooldown (20 sec, same as exploding Healing Turret) when we use it and the effect will be even stronger (Probably).

We can also throw Automated Medical Response in to be sure our heaing skill is off cooldown when we need it.

What do you think? Can we start seeing A.E.D in some selfish bunker builds? Are there any other combos that looks borderland OP?

Unclear engi changes.

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Posted by: Are.1326

Are.1326

With todays livestream revealing the new engineer changes, there are a few points I found unclear and wonder if the devs or anyone else here on the forum knows about:

  • Coated bullet, is it baseline now? (They said it might be on the first livestream)
  • Does Siege Rounds affect Poison durration on Poison Gas Shell, Chilled durration on Endothermic Shell and any combo finishers from Mortar Shot? Or does it only affect the field durrations?
  • Does Heavy Armor Exploit have an internal cooldown?
  • Do Cleansing Synergy and Heal Resonator affect yourself and allies or just allies?
  • What is Reactive Lenses ICD?

And finally, how much from the first livestream that they didn’t talk about in todays stream is remaining?

Anything else people feel we didn’t get clear info on?

Traits with ICD

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Posted by: Are.1326

Are.1326

They said medical Dispersion Field will have an ICD, but no details on the durration. Also Heavy Armor Exploit it a combination of two traits (one with and one without cooldown) and we don’t know if it have an ICD or not (looks like it wont have it considering how they nerfed the swiftness durration).

Have no fear we will still be fast.

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Posted by: Are.1326

Are.1326

Rune of the centaur only reduces Cripple durration. Still 83% shorter cripple must be nice.

Wait, is that perma-stability?

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Posted by: Are.1326

Are.1326

This can be fun with the Alchemy trait that reduce incomming dmg by 2% for each uniqe boon on you (Iron Blooded). You get 2 boons from Juggernaut (Might and Stab), you get Swiftness from Heavy Armor Exploit, Vigor from Swifness (Invigorating Speed), Regen from… everything. Fury from No Scope. Maybe top it off with some experimental turrets and get Retal and Protection as well.

Then add on backpack regen and the new bunkerdown for sustain.

Lock on.

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Are.1326

And then when the reveal from lock on is about to expire, you can use utility goggles again to get a total of 12s reveal.

Mehehehe………. excuse me while I go concoct some evilness.

Make sure you evade an attack before you use analyze while traited with kinetic charge. Get another 6 sec of reveal once the first analyze runs out.

Rabid, Dire or Sinisters.

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Are.1326

Do we know it is next week?
For all out Condi dmg: Sinister, we no longer gain condi dmg from vitality or toughness.
If you are fine not mid maxing dmg (as you probably are if you build condi over power): Rabid stays as a great stat combo for keeping your high dmg and still taking a punch, and Dire just works really well if you want to take a punch and still have decent dmg.

do 4 baby sky hammers?

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Posted by: Are.1326

Are.1326

So Kinetic Charge into Orbital Strike traited with Siege Rounds?

Lock on.

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Posted by: Are.1326

Are.1326

I guess you could dodge it and make a clone that takes the reveal and puts our trait on cooldown.

RIP perma-swiftness

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Posted by: Are.1326

Are.1326

We can go Rune of the Centaur and healing kit to keep the perma swifthness on kit swap.

Summer Beach Party!

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Posted by: Are.1326

Are.1326

Number 13 won me once before, I’ll try it again.
Nr. 13
Name: Engi Laru

I belive you can send items to the forum username as well.

Automated protective response

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Posted by: Are.1326

Are.1326

Maybe if we had more ways to give protection to ourself. Our only sources now is Elixir H,Toss elixir H and 3 traits:

  • Protective Shield ( 3 sec on 20 sec cooldown from incoming crits)
  • Protection Injection ( 3 sec on 5 sec cooldown from incomming CC)
  • Experimental Turrets ( 3 sec on 10 sec cooldown from thumper turret)

In addition, durration and extra applications can come from Superiour Runes of the Earth, Forgeman or Grove.

I guess both Protection Injection and Experimental Turrets could make it worth it, especialy if you have 100% boon/protection durration.

Upkeep Skills

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Posted by: Are.1326

Are.1326

To easily identify what passives are active they could add a blinking effect or skill icon with high contrast when it is active, they can add a status boon Or/And then can add visual effects on the engineer (like floating drones). They could even add sound.

Upkeep Skills

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Are.1326

I’ve been thinking about this kinda upkeep abilities too, but with heat instead of electricity (heat goes up to a cap and hurts if you do). But a problem I see with it is how powerfull it would be to run only one upkeep skill (lets say your healing drone) and fill the rest of the slots with normal engi skills, that way you have the whole bar to spend on upkeep/burst instead of having to divide it on each ability like the revenant does.

While we wait for specializations

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Are.1326

While we are in no way entitled to more info before the patch comes live, it would be nice to know what have changed since the livestream. Considering how half of Alchemy and Tools were TBDs, it is difficult to plan any builds that use them.

A few traits I’d like to know more about:

  • Explosoive Rocket Belt thingy (Explosive II): Is it the current or old rocket turret toolbelt ability, or something entierly new? Also, will it trigger Static Discharge?
  • Explosive IV: Is it like the new Reaper trait and scale with stacks of the condition or does it scale with a flat amount regardless of stack intensity?
  • Shrapnel (Explosive VIII): Is it still a 12% chance for bleed on explosive? ( This works for nades with their 3 explosions but would be horrible for pistol 1#, bombs or any other explosive attacks). And how long cripple are we looking at?
  • Firearms I: In the stream they said it would add stacks of conditions on some skills or add durrations to others. Can we get any more details on this?
  • Firearms III: Two traits are getting merged here, will the vulnerability have the cooldown from swifthness or will they stay as two seperate effects?
  • Firearms V: My notes states that we get Condi dmg based on a % of our crit chance, but is it supose to be precision or are we looking at an entierly new form of stat by stat trait?
  • RoboLegs (Firearms VI): I’ve heard this also contains the 25% base movement speed from Power Shoes, is this true?
  • Juggernaut (Firearms VIII): Is the stability a replacement to the current effect or an addition?
  • Invention minor 1: Does it also remove a condition from you or just allies? Also what kinda internal cooldown are we looking at?
  • Invention II: This must have some sort of internal cooldown, right?
  • Invention minor 2: Does this have an internal cooldown? Or will we see endless regen if we use healing turret in a group of people with tons of condis on?
  • Bunker down (Invention VII): Is it only healing kits or kits and mines?
  • Inventions VIII: Are we still looking at a 10% outgoing heal or is it higher (considering that it is a completly selfless trait)

(edited by Are.1326)

Mortar Kit!

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Posted by: Are.1326

Are.1326

I’m curious as to what the toolbelt abilities will be for each of the race-specific Elite abilities. I know that few of them are worth using, but it’s always fun getting new toys. :P

Don’t get your hopes up, considering how the revenant work, the amount of new toolbelt abilities they would have to add and the new specilizasion system, it looks like racial skills are getting removed.

Tome Change ideas

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Are.1326

I like the idea of freeing up tomes and grimoire as a potential weapontype for magical proffesions. If they are going to add new weapons in the future then we have a lot of diffrent ranged and melee archetypes to chose from, but not that much left for magical tools. The only problem is focuses with book skins.

Rune of Lyssa

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Are.1326

The only real benefit to using Lyssa while cc’d as opposed to any other stun break or instant skill is the ability to break fear.

At the moment yes, but taunt will also be clensable with condi removal.