Showing Posts For Brew Pinch.5731:

Elementalist/Ranger/Engi easier to play.

in PvP

Posted by: Brew Pinch.5731

Brew Pinch.5731

Things that should be looked into

  • traits that are required to make certain weapons/utilities viable removed and just added the the skills.
    I.E.
    * Grandmaster trait “Grenadier” to use grenades as Engi
    * Grandmaster trait “Spirits Unbound” to use spirits as Ranger
    * Near forced 30 Arcana to make Ele viable
    There are probably others
  • Shave down Ranger Spirits and change Rangers passive cleanse to a more active counter. Continue to work on pet AI (Applies to Necro too).
  • Shave up Elementalist in general, I’m not sure how exactly
  • Shave up certain Engineer kits (Bombs appears to be getting sorted, FT still needs work) and provide a mobility solution for turrets.

Hopefully this will sort a lot of the issues with these classes

Anyone changing their build after the patch?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I will be changing from FT to Bombs.

I don’t like having to trait 30 for Nades, forcing a trait (especially a 30 point one) to make a weapon viable is terrible design.

FT may be the weakest damage kit and one of the worst weapons in game (that range bug is so kitten annoying too) but I found bombs too easy to dodge, so never used them myself. Now that they will hit in the same radius as other AoE skills they will be much more effective vs skilled players and vastly superior to FT.

(edited by Brew Pinch.5731)

A new kit

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

For anyone wondering: Vacuumagic Polarizer

Definitely a fun weapon

so this is not what people wanted in wvw...

in WvW

Posted by: Brew Pinch.5731

Brew Pinch.5731

If you wanted perfectly fair fights, you’d be in sPvP.

How often are you fighting with no weapon stacks? Guard stacks? No food or oils? Ascended vs exotics/rares?
I personally have no stats on my back piece because I can’t be bothered spending the time in PvE.
I can still wreck people 1v1 just the same without any of the above and am absolutely loving this change.

150 to all stats is a sliver of your total stats. If you think you are losing fights just because of the buff, go try out sPvP and be rudely awakened to reality.
In GW2, skill/build is vastly superior to stats.

We now have constant, varying scale fights and a plethora of <4 man groups roaming the borderlands, this is the open world PvP MMO players have been asking for, for YEARS.

Open your eyes and enjoy what we now have: The best open world PvP game on the market.

The REAL problem we have now, is the crippling lag… What the kitten is with that?

(edited by Brew Pinch.5731)

Bloodlust - Roamers Paradise (Thanks Anet)

in WvW

Posted by: Brew Pinch.5731

Brew Pinch.5731

Everyone is massively overstating the effect of the buff.

Skill is a vastly more important factor in this game than stats, even with the tiny disparity.

It should be remembered that it is unlikely that one server will hold all the buffs, and very common to see one per world.

If your world is down a buff, how about getting out there and capping it back whilst having a great time instead of crying to ANet?

You like the new content for WvWvW? Yes-No

in WvW

Posted by: Brew Pinch.5731

Brew Pinch.5731

In this thread: Crying over a few stat points instead of fighting for their realm and realizing the don’t really make a difference, but the quality of combat is VASTLY improved

In regards to the question, it’s a yes from me.

Pros

Spreads the population out and makes for tonnes of roaming potential and smaller scale conflicts.
This is now without a doubt the best open world PvP I’ve ever experienced.

Cons

Lag seems to be through the roof after this patch…

Key point

The minority who actualy come to the forums do so predominantly to complain. Most players are actually out in the borderlands loving the new changes

(edited by Brew Pinch.5731)

Tanky WvWvW build for Human Engineer?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Maximise toughness.

Power

  • Knight’s armour and weapons
  • Cavalier trinkets

Condi

*Rabid everything

Now you can trait however you please, you’ll be decently tanky

Ecto drop rate

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

Hmm, thought I posted this in Players helping Players actually… Phone internets…

Thought I’d ask regardless, I did give it 2 weeks before mentioning anything!

Anyway, cheers dude

charr or shyvari engineer

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

let’s evaluate:

Charr

pros

  • Best personal story
  • Cool voice
  • Beastmode run animation
  • When wielding 1-handed weapon Engineer backpacks look awesome (pistols, nades, bombs, toolkit, medkit)

cons

  • ~7 of the 39 medium armours don’t look absolutely disgusting on Charr, 2 are “Engineer-ish”
  • Engineer backpacks look downright awful on Charr when wielding a 2-handed weapon (rifle, FT, EG)

Cabbage

pros

  • Glowy
  • Everything fits

cons

  • Qwerky run animation
  • only 4 leafy armour sets to choose from

Human

pros

  • All armour is designed for humans

cons

(edited by Brew Pinch.5731)

Ecto drop rate

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

So has anyone else noticed a marked reduction in ecto from salvaging?

I seem to be getting far fewer than I was before the “SAB: back to school” patch…

Is the WvW part of this game doomed?

in WvW

Posted by: Brew Pinch.5731

Brew Pinch.5731

People come to the forums to complain, go to the official forums for any game and you’ll leave under the impression that the game is doomed/dying/dead and the developers eat children for breakfast.

WvW is the mode which maintains the largest long term player base and the mode around which the majority of GW2 communities are built.

Should the developers focus on this games strengths to maintain long term success? Yes.

Is GW2 getting updated faster than any MMO in history? Yes.

Don’t let the forums get to you too much, the negativity in these places can be misleading.

Combo field duration in tooltip

in Suggestions

Posted by: Brew Pinch.5731

Brew Pinch.5731

I would like to see the duration of combo fields added to the tooltip information, to save having to guess or google the durations.

sigils

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Just to add to this, 2-handed weapons will be allowed to slot 2 sigils in the future, to bring them up to par with dual wielding. This will be so much more convenient than carrying two weapons!

Engineer: Comprehensive Suggestion List

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Flamethrower

Fix Flame Jet range to match animation, or reduce animation range.

This has been an issue since launch, really is past time to fix it.

Cleansing Formula ninja-nerf?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I don’t think it ever removed all conditions, which would have been ridiculously over powered.

So, not to my knowledge, no.

I need a good rifle power build for wvw.

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Why would i not bring Uti Gogs? come on lets be serious

Sure mate, whatever you need, offer still stands.

Would mobile turrets be possible?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Absolutely agree Yamsandjams, mandatory traits are not fun

Can you give me your opinion about this?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

They are both still the same.

You don’t really need 2 damage kits though, I think you’d get better mileage from Elixir C than Elixir gun in a power build also.

Everything everyone else has written so far is solid advice.

At the end of the day you’ll want to play whatever is the most fun, so whichever you personally prefer, honestly.

(edited by Brew Pinch.5731)

Which one is better for FT, power or cond?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Power.

Bombs are better though and are getting a range increase, you’ll probably be happier withthem.

Flamethrower has a lot of issues, hopefully it’ll get looked at some time soon, but for now you’ll do better in another kit. If you really enjoy Flamethrower though, just use it, fun is more important than anythinging else.

The class they left behind

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I think the more you play a particular class the more you start to see the cracks in it’s balance.

While the Engineer definitely has quite a few, no other class is free of there own.
At least in the broad sense, balance is quite close in this game.
There are many potential builds that just aren’t up to par at the moment, but at least every class has a few builds that are!

My point, after all that, is basically to keep posting about the flaws you do find but be prepared to wait it out, because while it may look like we have it worse from this side of the fence, they are saying just the same thing over in the other forums and they can’t fix everything at once haha

Oh, Also, as far as PvE is concerned, I believe that there will always be a significant imbalance in build efficacy while PvE remains so simple (basically a DPS race).
Until PvE is afforded some updates in it’s complexity, PvP will be the only mode with decent build diversity.
There have been some great discussions on this topic and I’m sure the devs are looking into it. Plus, the recent dungeons have been getting better and better in my opinion, so there is certainly room for hope!

(edited by Brew Pinch.5731)

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Why? This thread isn’t about how the Flamethrower stacks up to other kits, and I would never say that the Flamethrower does as much damage as the Bomb Kit in the first place.

It is actually extremely relevant as you are basing your argument on an opinion that the flamethrower does excellent damage, thus is fine.
The major flaw in that argument, as revealed here, is that you are not making a comparison, simply stating that totally maxed out the damage is great on one skill.
Given another class (or even in this case a better kit) is running the same extreme DPS build, the damage numbers are significantly higher.
Obviously there must be some offset as bombs are shorter range, thus should hit harder, but I would contend that the gap is too large.
Give the Flamethrower a bit more range, and we are talking business.

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

However, have you considered the fact that the FT attacks at a much more rapid rate than the guardian staff? As a result, when using traits, food, or sigils that proc on crit with no ICD, you will get far more procs than a guardian. Additionally, even if they do have an ICD, you are much more likely to maintain perfect uptime/downtime ratios simply because more frequent attacks mean more chances to proc it while it’s off cooldown.

Absolutely a great point. Obviously with more targets involved gap becomes negligible but single target there would be a definite difference.

The only guardian trait capable of improving the staff is a 20% cooldown reduction, while engineers get many more.

Actually, this is untrue, Guardians have a multitude of traits which boost their overall damage, just as the Engineer does, which is why I am making the point that this is negligible.

I need a good rifle power build for wvw.

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Engineer’s just aren’t any good in full DPS gear, unless you enjoy losing every 1vX and any 1v1 where the other guy sees you first.
With our relatively low damage and minimal survivability offered by our mechanic (as opposed to clones/stealth/evade of effective berseker classes) Engineers just won’t be anywhere near as effective without toughness.

In general regardless, DPS gear is bad in PvP.

If you want to run rifle, you want Knight’s armour & Weapons with Cavalier trinkets.
Some players like to include some vitality (soldiers) but vitality is not worth the stat points on Engineer or indeed most classes in my opinion. (Cleanse > Vitality. Vitality also reduces the efficacy of healing.)

With high toughness you should be able to run in zergs and be viable in higher skill level roaming.

In your build, you will be absolutely wrecked by CC, so be extremely careful with that. Engineers have some great traits to reduce that weakness, but it will cost DPS (well worth it in my opinion).

You will also struggle with Conditions, although if you intend to ZvZ and stick tight with the commander you probably won’t have anything to worry about there due to the cleanse spam.

Otherwise, good luck!

Question 1 : Do you even play GW2?
Question2 :If yes , you sure you posted this in the correct class forum?

Hahaha, send me a message in game. We will duel.
If you can beat me just once zerked up with no cleanse or CC breaker I will bake you a cake and mail it to America. Seriously.

You wouldn’t happen to be from SoS would you? Been loving wrecking those guys all week in WvW, they all run zerker! Hilarious.

(edited by Brew Pinch.5731)

I need a good rifle power build for wvw.

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Engineer’s just aren’t any good in full DPS gear, unless you enjoy losing every 1vX and any 1v1 where the other guy sees you first.
With our relatively low damage and minimal survivability offered by our mechanic (as opposed to clones/stealth/evade of effective berseker classes) Engineers just won’t be anywhere near as effective without toughness.

In general regardless, DPS gear is bad in PvP.

If you want to run rifle, you want Knight’s armour & Weapons with Cavalier trinkets.
Some players like to include some vitality (soldiers) but vitality is not worth the stat points on Engineer or indeed most classes in my opinion. (Cleanse > Vitality. Vitality also reduces the efficacy of healing.)

With high toughness you should be able to run in zergs and be viable in higher skill level roaming.

In your build, you will be absolutely wrecked by CC, so be extremely careful with that. Engineers have some great traits to reduce that weakness, but it will cost DPS (well worth it in my opinion).

You will also struggle with Conditions, although if you intend to ZvZ and stick tight with the commander you probably won’t have anything to worry about there due to the cleanse spam.

Otherwise, good luck!

(edited by Brew Pinch.5731)

Stat's choosing

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

For PvP you build zerker’s irrespective of class

What new spells do U want in the big update

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

How about Rocket Launcher Kit? Something like the Charrzooka!

-Instead of not having a weapon change slot, give us a mode change slot. One that would attach a scope onto our rifles that would give us some long range killer skills like what the warriors have but make it so ours have a more engineer feel to it.
-For pistols make it so that change to dual fire when there is to on. I dont see why we only fire from one gun when we could be firing from both. Make it a bit innacurate like poison volley if u need to to actually make it balanced.

This here is an incredible idea

(edited by Brew Pinch.5731)

Please rate my Engineer. Advice welcome!

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Once you’ve made your way to full berserker exotics/ascended you’re good to go.

The build itself looks great in my opinion, you make a lot of solid choices.

If I were to change anything I’d just swap Elixir Gun to Elixir C since you’ll be running FT most of the time and still get the cleanse with C.

Simple but high impact gameplay fixes

in PvP

Posted by: Brew Pinch.5731

Brew Pinch.5731

I very strongly disagree with OPs stance on dodging. It is such a fantastic strength of GW2 PvP gameplay and in reality is not able to be spammed with the current base regen.

I also believe that returning Knight’s Amulet/Jewel to Toughness from Vitality would do much to even out the current meta from Condi heavy, whilst simultaneously making many more builds viable.

Vitality is an weak stat, especially without toughness. It devalues your healing and takes stat points that could be allocated to more effective stats.

Vitality should be used only on Soldier’s/Dire Amulets where it can benefit from toughness or as a tool to nerf over effective Amulets as with the current Berserker’s Amulet.

What new spells do U want in the big update

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I would just like to see addition skills for the existing weapons and kits, so you can pick and choose which suit you best as you do with utilities.

I would love to replace Toolkit 2, Flamethrower 4 and elixir 2 amongst others.

Although, some sort of Turret kit (Think Animist from DAoC) would be sweet, as would Tigirius’ proposed Sniper kit

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Why must one profession burn traits for their kits to be on par with other professions untraited weapons?
You have pointed out another clear issue with the Engineer.

Well why must one class burn traits for their clones to be on par with what other classes do without clones?
You have pointed out another clear issue with the Mesmer.

(as in: classes are different)

I can safely say you are misunderstanding the simplicity of this discussion.

We are talking specifically about the basic statistics of weapons. Traits, gear, utilities, etc are all irrelevant because we are comparing a basic, fundamental factor of a build.

To use your example, as someone who has spent many more hours playing Mesmer than Engineer, I can write with surety that Mesmer’s are not required to spend traits for their weapons to achieve stats balanced with another classes weapons at base.

At their base, Mesmer weapons are fantastic, being unique and balanced.
At it’s base, Engineers flamethrower is awkward and unbalanced.

I’m not suggesting adding huge amounts of damage here, simply pointing out the disparity between similar skills. If the range/targets of the kits remain the same it should be balanced by a slight damage increase.
Personally, I would prefer to see the range and possibly the targets to be brought up to par. This seems logical, as the animation already travels to 600, not just 425 range.

(edited by Brew Pinch.5731)

It's time to bring Knight's stats back to PvP

in PvP

Posted by: Brew Pinch.5731

Brew Pinch.5731

Now that people have learnt how to use conditions and classes have experienced some balancing it is time to bring back the possibility of balanced power builds.

This is especially important for increasing build diversity, as currently professions without burst power builds (or who preference balanced power builds) are completely locked out of using their power based weapons/builds in PvP without being completely outclassed.

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Hey Phin,

Sure, a Guardian is capable of putting 25 point into Virtues and 25 points into Radiance to mimic my Precision and Critical Damage numbers—but do they?"

So … do they?

Some might, but they bring other benefits to even out any disparity there. We are getting off track again.

Remember that Flame Jet essentially has Fiery Wrath built into it, granting a 10% damage increase to burning targets.

It’s a total of 40%.

The internal 10% helps bring Flame Jet in line with Wave of Wrath after factoring aftercast of both autos.

Again we are focusing on one facet of this comparison.
Flame Jet deals similar damage to Wave of Wrath over time, but it does so at 2/3 the range, hitting 3/5 the targets.
These disadvantages should be balanced with increased damage, or removed (as would be my preference, especially considering the animation is already 600 range)

Why must one profession burn traits for their kits to be on par with other professions untraited weapons?
You have pointed out another clear issue with the Engineer.

Why must Guardians burn traits for their Light fields to be ground targetable and heal allies while Super Elixir has this automatically?

There are trade-offs between each class, but it all ultimately balances out. This becomes more explicit when you take builds as the sum of all their parts and not cherrypicking singular details.

If an Engineer is required to spend traits to equalize the gap between another profession untraited, then the Engineer is at a disadvantage.

Traits should, as you suggest, provide a cost/benefit relationship within themselves.
Trait selection should not be dictated by arbitrarily reducing the efficacy of kits.

With all due respect, I’m not going to make video just to show you how much damage Flame Blast can do

Fair enough, in the same vein I cannot be bothered grinding the gold/laurels to maximize my DPS for PvE when I only PvP, where berserker gear is terrible, especially as an Engineer given we deal relatively low end DPS and fight close range.

Looking forward to the pics though

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

If you want to talk about base stats, that’s fine. But I think it’s a more important and more useful conversation when you take into consideration how Engineers and Guardians are actually built and how they use the Flamethrower and Staff to their respective strengths. That’s all.

Builds vary greatly depending on your end goal, some Guards will build full DPS just as I personally build my Engineer for defense.

It is naive to assume that all engineers build for pure DPS, just as it is to assume that all Guardians build for toughness.

So while you may make the point that the Staff may theoretically dish out more base damage without traits, when you see that the general FT build adds another +40% after damage is calculated in the tool tip … that really does matter.

30% (deadly mixture, target the maimed, enduring power)

For the sake of argument, a Guard is capable of traiting for +20-30% damage too, with the added benefit of being a boost to both active weapons, not just one.

However, I contend that traits are irrelevant to this comparison as they have their own cost/benefit relationship within themselves.

You have to take Deadly Mixture into consideration when talking about FT damage numbers. Do we talk about Grenade Kit’s superior damage without Grenadier? Because the kit is actually quite awful without it. And obviously the Flamethrower is too when you don’t take its traits into consideration.

Why must one profession burn traits for their kits to be on par with other professions untraited weapons?
You have pointed out another clear issue with the Engineer.

Incredible, I have maxed out my Mesmer for PvE and one Warlock bolt can hit for 10k+

That isn’t your auto attack.

Flame Blast does 10K+ damage every 4.5 seconds. We were talking about Flame Jet.

I was sarcastically pointing out that telling everyone what the skill’s maximum potential damage is proves irrelevant to the argument, obviously the same could be achieved with the other skill.

I would enjoy watching a video of you achieving this though!

(edited by Brew Pinch.5731)

Mesmer Blink Ability

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

Is it possible that lag is causing this bug?

I seem to be able to replicate it only when in high latency environments (WvW zerg battles).

cone AoE animation bug

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

When using cone AoE, your characters head and weapon animation track your target as normal but the skill is only effective in the direction your body is facing.

This bug causes the renown miss issue with cone AoE skills which has led to the Flamethrower being nicknamed the “Miss-thrower”.

Skills this affects:
* Flame Jet
* Fumigate
* Wave of Wrath
* Dragon’s Breath
* pick-up weapons which have a cone AoE ability

Shooting the ground

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

Projectiles and cone AoE skills fire into the ground when a targeted enemy enters melee range.

Engineer Bugs compilation

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

Flame Jet
Animation is 600+ range yet the skill is only effective to 425 range.

Fumigate
Animation is 600+ range yet the skill is only effective to 425 range.

This bug affects all auto-attacks which use the flame jet animation. This includes a few ‘pick-up’ weapons found around the open world

Similar cone AoE skills are effective to 600 range, therefore I assume that the bug is in the effective range of the “Flame Jet” type skills, not in the range of the animation.

(edited by Brew Pinch.5731)

Need Engineering help Qs looking for As

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

http://intothemists.com/guides/

YouTube specific keywords for videos.
For example, “berseker grenadier WvW” or something.

You could also check out the sticky posts at the top of this forum.

Good luck!

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

  • 10s weapon swapping delay on the Guardian vs no effective delay on the Engineer.
  • 2-4 autoattacks on the Engineer versus a fixed 2 on the Guardian.

This is a cost/benefit related to engineers requiring to sacrifice utility for additional weapons.
Cost = Utility slot
Benefit = Instant swapping

It is misleading to imply that the cost in this relationship is the significant disparity in effectiveness of kit weapons and the weapons available to other professions. I don’t believe it has anything to do with how effective kits should be.

  • Stat-allocations for Staff-Guardians aren’t equal to FT-Engineers, leading to different scaling models. Stat-allocations in regards to trait lines also differ.

Stat/trait allocations vary wildly, are personal preference and are irrelevant in this discussion of the comparison.

Given the same stats, flamethrower auto has significantly less range and hits less targets. I contend that this disparity is completely arbitrary and worthy of investigation on that basis.

I am certainly not aiming to imply that flamethrower should be better than any other weapon, but I do believe it deserves to be more closely balanced with it’s counterparts.

(edited by Brew Pinch.5731)

We Charr Demand For More Attention !

in Suggestions

Posted by: Brew Pinch.5731

Brew Pinch.5731

Sarcasm. Internet.

Though really all races are in the same boat besides human, which the armor are modeled after and is for. Charr and Asura both have clipping issues with armor. Besides that, Sylvari and Norn cultures do not match the human armors. While maybe not as important as charr and asuran armor clipping, it still shouldn’t be ignored that all the armor is, is resized human armors.

It can be hard to recognize tone via text…

I did actually try to edit my post asking whether it was a sarcastic dig at ANet’s PAX panel, but the forums were experiencing issues and it seems to not have worked…

Oh well!

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I agree, Engineer’s are much more effective defensively than offensively and I really enjoy that myself.
I do think that there is precedent for a range increase on Flame Jet however.

Oh definitely. Flamethrower could use a couple tweaks; since most (all? not sure) of its skills and traits have been changed since beta, I don’t think the devs had time to really polish it up well. Range increase would help although I think the best thing would be to give it just a bigger area of effect in general. The biggest problem with it is that new players have trouble hitting anything with it, which just feels wrong because it’s a freaking flamethrower.

Yep, there are definitely some frustrating issues with the cone AoE mechanics in this game but they are covered quite comprehensively in the other FT thread on this forum.

I really just wanted to start a discussion specifically about in inconsistency between skill details.
The Flame Jet range issue specifically has been a pet peeve of mine since I first made an Engineer and noticed the animation was much longer than the effective range of the skill.

Is Flamethrower/Elixer Gun truly viable?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

One question, what about pure-EG builds? Just from looking at the traits, it’d seem to me that being able to equip another elixir works really well if you’re already going deep into Alchemy?

They are good.

Going heavy alchemy is really solid for PvP, picking up 2 elixirs and the EG will make for a really solid defensive build, especially since everyone is running conditions now that people are discovering toughness is so strong. (Rabid being the best stats in sPvP with Knights being trash thanks to Vit instead of Tough).

Fix the game breaking nade BUG

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Try turning off shadows and reflections.

If you are still getting a lot of FPS issues you’ll have to start turning other settings down and checking the difference.

I think a lot of people are mentioning this issue for spell effects in general…

Is Flamethrower/Elixer Gun truly viable?

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Nades is the best damage you will get as an Engineer.

Additionally, Grenades are far better in PvE than in PvP due to the cast time and slow travel combo-ing with lag to cause misses (at least for me playing from Aus).

FT/EG is more of a PvP combination when running condition gear and definitely requires exploiting combo fields/finishers to achieve maximum potential.

Anything is viable in PvE however, ultimately the old content is easy and you don’t need to be totally maxed out for damage to get by. I would suggest just mucking about with everything and sticking with something you enjoy.
The more complex combinations will be the most fulfilling in the long run in my opinion.

Fix the game breaking nade BUG

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

What settings are you guys running?
Don’t forget to tick the “Effect LOD” box in Graphics Options.

Seems like an upgrade is in order unfortunately…

(edited by Brew Pinch.5731)

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Just making sure—did you calculate the actual cast times for each skill? A ton of cast time tooltips are off by a bit. I’d be surprised if guardian staff was actually a half-second. I’d guess maybe .7 or so with aftercast.

Good point.

I just went and performed a lot of comparisons just setting autoattack on the heavy PvP golem with no traits spent wearing soldiers amulet and both finish consistently in the 30-35 second range.

So it would appear that given the aftercast, they both even out in damage over time.

Guardian staff is definitely better than engineer flamethrower, but I think that’s intentional since engineers can technically have up to three kits and a weapon set. Grenades are a bit weaker than necro staff, toolkit is a bit weaker than mace/shield, bombs and elixir gun are pretty unique.

I agree, Engineer’s are much more effective defensively than offensively and I really enjoy that myself.
I do think that there is precedent for a range increase on Flame Jet however.

Something interesting:

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Tool tips numbers assume (1) you’re literally not critting at all and (2) that you’re attacking an enemy with 2600 Armor.

Exactly, when setting out to make a comparison it is most accurate to use the same stat base for both cases. This is what I have done.

Any Flamethrower Engineer is going to have 20+ points in Firearms for Juggernaut. And with Berserker gear? You’re going to crit. You’re going to crit often. I have over 50% in my build. And if you run a build similar to mine with 25 Tools, when you do crit, you’re going to crit for a lot. A lot could be said the same regarding the Guardian Staff

I’ve put your key sentence here in bold to reinforce your own point. Both professions are capable of wearing berserker’s gear and for comparisons sake discussing crit values is irrelevant.

Damage boost traits like Deadly Mixture, Target The Maimed, and Enduring Damage do not affect tool tips, because those multipliers are tacked on after your damage is calculated.

True, spending all trait points to achieve maximum damage when not dodging (clearly a PvE only trait) will equalise the damage potential between Flame Jet and Wave of Wrath IF you ignore similar traits on Guardian: Fiery Wrath, Radiant Power, Elusive Power and Power of the Virtuous.
(Elusive Power allows more damage at low endurance, meaning the trait is significantly more powerful than Enduring damage, which requires max endurance)

The reality is that, again, these traits are irrelevant when comparing base damage.
Both professions have them available and if required I would argue that the Guardian’s were better, that is distracting from my point however.

Flame Jet in my build regularly does over 4K a channel, even on heavily armored targets. Light armor targets will get lit up consistently higher, sometimes for over 6K a Flame Jet. Ideally it’s not as strong as what the Bomb Kit or Grenade Kit can do, but Flame Jet doesn’t do 500 DPS. It can easily do 500 per tick.

Incredible, I have maxed out my Mesmer for PvE and one Warlock bolt can hit for 10k+

My point with this comparison wasn’t to demand huge damage buffs, but to point out that there is precedent for providing buffs to the Flamethrower, given that when compared with a very similar weapon:

  • It deals similar damage
  • At a shorter range
  • To fewer targets

Personally I would most prefer to see the range increase, given this precedent and since the animation is already 600 range, it seems the most logical step to take and would fix a bug in the process. How efficient.

(edited by Brew Pinch.5731)

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in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Your numbers sound a bit off. Flame Jet deals a lot more than 500 DPS, especially with 2000 Power.

Also, you say this about Napalm:

Might: 5 second flame shield if chained carefully with leap vs 12 stacks AoE

Are you insinuating that people use Napalm for Fire Shield?

I guarantee you the numbers are accurate, they are copied down from in-game values on my Engi and guard.
Perhaps you are confusing “per second” with per cast. Flame Jet is a 2.25 second cast dealing 1k base before armour. Wave of Wrath has a 0.5 second cast dealing 500 base damage per cast.

In PvP, no-one stands in the tiny strip dealt by Napalm, it’s only use there is for stacking might with blasts or flame shield.
The skill can be extremely effective for stacking burn in PvE though.

Intermittent 500 Internal Server Error

in Forum and Website Bugs

Posted by: Brew Pinch.5731

Brew Pinch.5731

I’ll just chime in to bump the thread and mention that I too am experiencing the error!

Good luck Cliff!

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in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Here is a comparison of Flamethrower skills with those of the Guardians Staff:
Given 2000 power

Flame Jet vs Wave of Wrath (Cone AoE)

  • Damage: ~500 per second + potential burn every 3 seconds vs ~ 1000 per second (Aftercast ensures damage evens out over time)
  • Range: 425 vs 600
  • Targets: 3 vs 5

Flame Blast vs Orb of Light (detonating projectile)

  • Damage: ~ 500 (1000 blast) vs 1000 300 heal (500 blast 900 heal)
  • Range: 600 vs 1200

    * Targets: 3 vs 5
  • Cooldown: 6 vs 3 (12 if blasted)

Air Blast vs Symbol of Swiftness (Cone KB vs AoE Swiftness/light field)
not particularly comparable, but here are the stats

  • Damage: 2 second burn vs 200 damage per second (10 seconds)
  • Targets: 3 vs 5(unlimited friendlies)
  • Cooldown: 15 vs 15

Napalm vs Empower
with Napalms primary use being stacking might with flame shield, this is more comparable than it would seem at first glance

  • Damage: 1 second burn per tick vs 1700 healing
  • Effective range: Tiny 50×400 strip vs 600 circular AoE
  • Might: 5 second flame shield if chained carefully with leap vs 12 stacks AoE
  • Cooldown: 30 vs 20

Smoke Vent vs Line of Warding

  • Details: 5 second AoE blind vs 5 second area denial/knockdown
  • Effective range: 180 vs 50×400 strip
  • Cooldown: 20 vs 40

So given this comparison, the Engineers Flamethrower stacks up as a much weaker variation of the Guardians Staff.

Is this an issue?

Edit: seems BB code isn’t working… The forums appear to be experiencing issues

(edited by Brew Pinch.5731)