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[EVENT] Get Warmaster Chan to Shark Anchorage

in Bugs: Game, Forum, Website

Posted by: Halcyon.7352

Halcyon.7352

Yep, curiously stuck in the exact same spot as the previously broken event, ‘See the Pact crash survivors safely to Meddler’s Summit’

Tarnished Coast Engineer and… general alt-o-holic.

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RIP Kit Refinement

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Guys guys guys…. I dunno if you noticed, but Kit Refinement works underwater now! Finally! Yay!

Clearly this is why they felt they had to turn the trait into a kittenization of it’s former self, and give it a 20 second cooldown.

Look at Elementalist’s Evaisive Arcana. Even their trait isn’t working underwater.

I mean, we can’t let engineer become the new Aquaman, right?

(On a serious note, It’s pretty sad when a bug fix is ever considered a ‘buff’. Not in this case, but just look at kit sigils for example and the grenade damage nerf.)

Tarnished Coast Engineer and… general alt-o-holic.

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Oh my god yes Rox horns...

in Charr

Posted by: Halcyon.7352

Halcyon.7352

I don’t personally care all too much for the horns myself, as they seem more male like. But hey, I’m just glad to have further customization options!

Tarnished Coast Engineer and… general alt-o-holic.

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How about a turret bar?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

I don’t feel every engineer should be using turrets for the same reason I feel Necro’s shouldn’t be forced into using minions.

But hey, look at that infamous Death Magic 5 point trait.

Personally I haven’t used turrets for anything more than as blast finishers in my 500 hours as engi, other than Supply Crate of course.

I probably will dabble with the Accelerant-Packed turrets builds before I give up hope on the Engineer completely though.

Tarnished Coast Engineer and… general alt-o-holic.

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Scope?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Just did a quick test in Heart of the mists:

Zero precision from gear, only trait points are 20 into tools.
Test fired a rifle 100 times, while holding still naturally.

With Scope: 5 crits in 100 hits.

Without Scope: 6 crits in 100 hits.

sPVP test, may differ from PVE, yadda yadda… Scope is not working.

Tarnished Coast Engineer and… general alt-o-holic.

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(edited by Halcyon.7352)

HGH conditions is the new apex predator

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Nah HGH won’t be nerfed.. this is what all engineers should be playing.

this has the RGN, mid range figher survival and doesn’t kill too fast, this is what Anet invasions Engineers to be, average ( not saying the is bad, the build is awesome but simply doesnt have anything that “shines” )

I personally couldn’t help but giggle a bit at the title of this thread. Some fearsome predator.

Tarnished Coast Engineer and… general alt-o-holic.

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Kitswap interrupt channeled skills?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Some skills are meant to be interrupted by other skills.

For example: Cast gear shield and switch, and it cannot be interrupted if you use another skill (it’s simply queued next). However, cast Poison Dart or Fumigate and it’s interruptable with a new skill.

Usually it’s intended this way for some reason or another.

Tarnished Coast Engineer and… general alt-o-holic.

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Uncontested Temple of Melandru

in Dynamic Events

Posted by: Halcyon.7352

Halcyon.7352

Melandru is now open on Tarnished Coast as of 10 am Pacific!

Tarnished Coast Engineer and… general alt-o-holic.

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Uncontested Temple Of Grenth

in Dynamic Events

Posted by: Halcyon.7352

Halcyon.7352

Opened as of about ten minutes ago, on Tarnished Coast (NA).

About 9:35 AM Pacific.

Tarnished Coast Engineer and… general alt-o-holic.

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What a horrible patch

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

I am more upset over the nerf to quickness. Elixer U was my best friend

Atleast you’re not a warrior, their dps literally just got halved. Plus elixir U didn’t even synergize with anything engineers had, and now it’s also a stun break.

Rifle builds used it pretty well.

Tarnished Coast Engineer and… general alt-o-holic.

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What a horrible patch

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

We knew we were losing kit refinement. Did you really expect a 10 point trait to remain that powerful?

they could just moved up the tree, everyone would been fine with that, and besides look at all our tool grand master? do you consider them build defining or a sad little joke ?

also :| it wasn’t OP at all! check eles and you will be speechless what they get on element change

Out of curiosity, has Anet to date ever moved a trait around? Seems like they’d much rather redesign a trait than move it (Probably cause it’s much easier is my guess)

KR as it was before would have been fine as a 20 point trait, with a forced 6-8 sec internal cd imo.

Tarnished Coast Engineer and… general alt-o-holic.

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Kit Refinement (effects post patch)

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

The only positive thing about this patch is that i spared 30 laurels until today because now i dont have to bother if my engineer or my ele gets another ascended item.

But then again i dont know if i will continue playing anyway.

I nearly bought my Engi’s ascended amulet and infusion yesterday. Now I’m glad I didn’t.

I have a feeling it’s going to another character…

Tarnished Coast Engineer and… general alt-o-holic.

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What a horrible patch

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

We lost kit Refinement AND! 2 condition removers!! and gain nothing in return :S

best thing about the whole update was having veil taken out elixir U.. thats it. turrets are still terrible :S

This. And bug fixes (that shoulda been done months ago.)

Tarnished Coast Engineer and… general alt-o-holic.

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is Scope still broken?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Nerfed? Nerfed does note equate not working in the first place.

It doesn’t seem like it’s been fixed no, but I haven’t tested myself.

Tarnished Coast Engineer and… general alt-o-holic.

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enjoy your current engineer, patch day coming

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

The OP is literally nostradamus.

An unheeded Nostradamus in my case.

I’d finally gotten my full set of exotic armor with 4x Lyssa and 2x Altruism for my multikit build.

It was a fun week and a half..

Guess I shoulda known better than to build my gear around more or less, a single trait!

Tarnished Coast Engineer and… general alt-o-holic.

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Kit Refinement (effects post patch)

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

The last time I used Elixirs and HGH was just prior to the HGH buff.

And honestly back then, it felt terrible, particularly in damage and versatility. Which is why I switched to a kit mastery KR build.

But hey, I have much to relearn.

Tarnished Coast Engineer and… general alt-o-holic.

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I see many

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

I hate to burst anyone’s bubble, but has anyone tested the range of Magnetic bomb versus the distance of the blowback of Big Ol’ Bomb?

Magnetic bomb visually looks very short ranged. (Untraited)

Tarnished Coast Engineer and… general alt-o-holic.

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Kit Refinement (effects post patch)

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

They finally killed my engineer, i survived 13543 nerfs, resskilled/regeared after every patch, now you got me anet. Im done here.

Very very, very tempted to throw in the towel along side ya. Only reason I’m not is that the conditions/HGH build still somewhat interests me; least til they nerf that into the ground too, to give gadgets a cooldown reductiom or something equally ludicrous.

Tarnished Coast Engineer and… general alt-o-holic.

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Changes are great, but still lacking

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

In good faith this was a really appreciated patch, but maybe for next patch can we get an internal cooldown timer for kit refinement? Would definitely help a ton.

Thank you.

Er… you mean back to seperate cooldowns? Because this patch just cemented the trait’s internal cooldown, and doubled it to 20 seconds.

Seperate cooldowns (Ones that are also reduced) is a step back in the right direction, but KR will still be a shadow of it’s former self.

Edit: Ah, you mean a timer to keep track of the cooldown. I suppose that’d be nice, but, there aren’t many other traits with internal cd’s that are tracked like that, are there?

Tarnished Coast Engineer and… general alt-o-holic.

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Super Elixir - 3/26 Update

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Posted by: Halcyon.7352

Halcyon.7352

My guess is that they forgot they changed it in a previous patch, and lumped it with the notes for today.

(Ie, no actual changes)

Tarnished Coast Engineer and… general alt-o-holic.

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Kit Refinement (effects post patch)

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

well that trait got nerfed into the ground. well atleast we will get more build diversity out of it =\

When I hover over super speed it always starts off at one second

… the game doesn’t support fractions of seconds on those tooltips

Getting your options taken away equates to more diversity in which universe again?

Tarnished Coast Engineer and… general alt-o-holic.

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Engineer patch notes:

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Posted by: Halcyon.7352

Halcyon.7352

So the devs heard we didn’t like the global cool down on our awesome KR procs, and thought the right thing to do was to replace all the useful KR effects and keep the horribly long global cooldown while applying it to everything, thus completely missing the point that it is impossible to control what procs when you’re using many kits and THAT IS A BAD THING.

They’re not that strong now devs! Good job, you’ve certainly seen to that! Can we please have individual cooldowns back?

Arenanet logic at it’s finest. It most certianly is a 10 point trait now!

The effects seem to last 3-4 seconds at best. The range on Magnetic bomb looks rediculously short, though I have yet to actually test it.

Time to respec, I suppose.

Tarnished Coast Engineer and… general alt-o-holic.

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Engineer patch notes:

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Posted by: Halcyon.7352

Halcyon.7352

I hate to rain on folks parade here but these patch notes are pretty terrible. I see no mention of increased turret survivability or better turret targetting, which are the main issues with turrets. The damage is so laughably bad in any even that the 50% increase on many of the turrets will not be noticed. Kit refinement has been reduced to a series of interesting abilities but the 20 second cooldown makes it almost impossible to plan their usage if you are switching kits, 1000nades is effectivley dead. Elixir U is still unusable due to the randomness and is outclassed by supply drop in almost every way (except underwater I suppose). Everything else is a minor bug fix. The ONLY really great change I see is the removal of LOS on grenade kits which will make them much more useful in WvW siege situations. But other than that this patch really doesn’t change anything useful and is again far more nerf than buff.

Agreed.

Everything is either a bug fix, or a buff that isn’t big enough to stuff no one cares about.

Yep. Nerf engineers again, while fixing stuff that shouldn’t be broken in the first place. Yay patch day!

Tarnished Coast Engineer and… general alt-o-holic.

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Engineer Farming?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

The delay from nades hurts you when there are too many people in an event.
They can melt the mobs so fast that you have to be part psychic to throw the grenades before the mob appears. Resorting to the rifle auto attack – tabbing – is usually the best.
Given this I would have to say they are not one of the better classes to farm. They are good in small to medium size events. Large events not so much.
The Guardian with the lawn-mower like staff auto attack is the best.

Again… it’s why you shouldn’t be chucking nades out to 1500. They’re medium ranged weapons at best.

For node farming, you want speed and cripples. Ignore mobs, even while gathering, and keep 100% swiftness uptime. I like a 30/0/20/0/20 build, using pistol/pistol and Bomb kit for glue, and Tool Kit+Power Wrench for additional cripples. Power Shoes, Gear Shield, and Speedy Kits+MedKit keep you running full time, with Drop Antidote if you get tagged with cripple.

Nothing will catch you with that spec, in PvE or sPvP or WvW; and if you do feel like killing a mob, Bombs+Wrenches form a powerful melee synergy.

I use the same build as well (possibly different traits). For node/resource farming, I’m personally fond of P/S, Toolkit, Elixir Gun and Elixir S (Elixir B first to build up a good cushion of swiftness). 5 seconds of block time, 3 sec invuln, with a possible stealth on 60 sec cd. Sadly, with the Kit Refinement nerf, the insta condition removal on EG is gone now…

I’ve had random people ask me how I have 4-5 minutes of Swiftness stacked up.

Tarnished Coast Engineer and… general alt-o-holic.

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Engineer patch notes:

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Posted by: Halcyon.7352

Halcyon.7352

Elixir Gun just got the shaft with the Kit Refinement change.

I’ll have to test and see how the improved Super Elixir does I suppose, but I will sorely miss the free and instant aoe condition removal (worked as a fear remover), regen field and initial heal.

I will say the Medkit and Bomb kit changes are nice, however. Good to see engineer capable of aoe pulls (depending on if it’s range is worth a kitten .

No nades and super elixir or flame blast burning… Did I mention I’m gonna miss old KR? =/

Edit: 20 seconds? I missed that completely. 10 was pushing it, but 20? Go back to having individual cooldowns, not a 20 second shared.

Tarnished Coast Engineer and… general alt-o-holic.

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(edited by Halcyon.7352)

Engineer Farming?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

I see quite a few engineers farming Orr, and rightfully so. Engineer is one of the stronger PvE soloers when played right.

Don’t be too entranced with the flamethrower though – While yes, it’s capable of tagging multiple mobs it can only hit a maximum of three targets with auto, at very short range. If you free aim it intelligently, it’s still quite wonderful for tagging, but for giant clusters of mobs, you definitely want to be using grenade kit for the simple fact that all of it’s abilities can hit many more targets at once. Despite having 1500 range, grenade kit is best used at short-medium range.

Long story short: Grenade kit is amazing for point blank tagging when traited, wheras FT and EG are stronger for more widespread tagging. You also wanna be running pistol main for Static shot’s additional aoe tagging.

Tarnished Coast Engineer and… general alt-o-holic.

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Legendary Shield Engineer

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Posted by: Halcyon.7352

Halcyon.7352

I’m very strongly considering it for my engineer, given the limited options we have for Legendaries.

Please don’t murder me too terribly if/when I do get it.

Tarnished Coast Engineer and… general alt-o-holic.

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The new kit refinment internal cooldown.

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

20 points in Tools for Kit Refinement seems fair to me, even with the internal cooldown (Could be shaved to 6 secs or so).

It just seems to me that’s a fair middle ground, particularly when Elementalist has similar 10 and 30 point traits in their Arcane tree, that are (arguably) respectively, worse and better.

The argument that it should be moved up to 30 to make for a ‘good’ GM trait just seems silly to me, even if the internal CD is removed. Yes, it’s true our GM traits are lackluster. That does indeed call for a bit of an overhaul on certain traits, but that doesn’t mean we should be pigeon holed even more than we already are with some builds.

Tarnished Coast Engineer and… general alt-o-holic.

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Uncontested Temple of Melandru

in Dynamic Events

Posted by: Halcyon.7352

Halcyon.7352

Melandru open on Borlis Pass as of the time of this post.

Tarnished Coast Engineer and… general alt-o-holic.

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Uncontested Temple of Melandru

in Dynamic Events

Posted by: Halcyon.7352

Halcyon.7352

Bugged on TC still. Open on any NA servers?

Tarnished Coast Engineer and… general alt-o-holic.

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Not-hipshot rifle animation

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

This animation went to rifle Warrior, sadly.

Tarnished Coast Engineer and… general alt-o-holic.

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whats going to be done about flamethrower?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

I always wondered what is the problem with people missing really. I was never missing with it since beta really. Exception to that is when aiming at static objects but that apparently has been fixed as i am having no problem with that anymore as well.

Few more tweaks to FT and it’s gonna be decent/good. Maybe even very good.

I hope so myself because I love it and would love for it to be viable in pvp.

This. Honestly, it is silly how the flamethrower does seem to miss targets the graphic is clearly hitting. That much, I will agree on is broken. However, the FT does work reliably once you figure out how to use and aim it.

Every time I see engineers locking onto targets with flamethrower, I cringe.

Honestly, for both EG #3 and FT #1, it’s best to not select a target. This way you’re free to aim the cone as you want, and hit the targets you want.

It’s possible to break the ‘lock’ by forcing your character to turn, and then aim normally, but it’s much easier to just not have a target at all. (None of the FT abilities require you have one anyway)

Tarnished Coast Engineer and… general alt-o-holic.

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Who the engineer is

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Awesome! Please anet don’t kill the engineer just move KR to 30 points. We will only have SD power rifle build left and pigeon holed into certain utilities with tool belt that work with SD

Source on the possible KR change? 30 points is ridiculous.

If that goes live, I’m more than likely switching to another profession as a main.

Tarnished Coast Engineer and… general alt-o-holic.

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Grenades and auto-attack

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Posted by: Halcyon.7352

Halcyon.7352

If you notice, grenades on land tossed at a target will stop and explode on any targets nearer in their path. They do this in water as well.

I don’t understand why we can’t have 1 autoable on land, since nades stop at first target anyway.

After farming in Orr a few hours, I felt the repetitive stress injury getting to me…

Tarnished Coast Engineer and… general alt-o-holic.

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[PVE]The "Sickman" syndrome

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Posted by: Halcyon.7352

Halcyon.7352

I’ve been stuck pondering whether or not using sigils of Battle and Might together is the best option. I’m curious as to what others mixing the two have noticed in terms of cooldowns?

I’m aware that PvE and sPvP are different and there are differences in behavior. I did some testing with the Target Golems in Heart of the Mists using Sigils of Battle MH and Strength offhand, achieving a 70% base crit rate with a mix of traits and gear. (Not including fury). I can say this much: The two sigils do not share a 45 second cooldown.

However, it does seem they share some kind of cooldown. It seems to me that the greater length cooldown is the one that is actually used – In this case, Sigil of Battle’s cooldown. During Battle’s cooldown, I cannot get Strength to proc until Battle’s cooldown wears off (Seemingly between 7-9 seconds?)

It’s pretty clearly noticeable, as with FT, you build ~ 7 stacks of might when Battle isn’t activated.

I got the exact same result from testing with Sigil of Fire on offhand – When Battle’s cooldown is up, Fire will not proc.

I’m curious as to what sorta behavior others have noticed in PvE comparatively? I’m currently using Superior Battle MH, and Major Strength OH (I didn’t wanna invest in the Superior just in case, but I intend to keep Battle regardless). Honestly from what I’ve noticed in my time using my Sickman derivative that the behavior in PvE seems very similar to my testing in sPvP.

Tarnished Coast Engineer and… general alt-o-holic.

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FT worth for any reason?

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

You take flamethrower for 1 main reason – more damage. You swap to it, double tap 2 at point blank, or launch it at the sweet spot range and then swap anyway and resume your regular damage methods. You also gain access to a 10 second fire field, and a instantaneous point blank AoE blind that you can use between grenade tosses or whatnot.

This. FT 2 adds quite a nice bit of damage burst to your rotation (when it’s not wrecking your chance at a KR grenade burst). Plus, with how rapidly the auto hits, it’s practically guaranteed to proc any on crit effects you may have, traits, sigils etc.

Can usually throw in a few blast finishers onto that fire field for aoe might as well.

It’s better to put in a slot than Toolkit in PvE atm, for these reasons, other than the rare times you may need that block or pull.

Tarnished Coast Engineer and… general alt-o-holic.

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Rate the Charr Name Above You

in Charr

Posted by: Halcyon.7352

Halcyon.7352

Good name for a thief, so 9/10, because Katta sounds a bit too human-like for me… But Spineshivers is great!

Mine charr is Flame of Revenge, female elementalist

8.5/10, I can see it being fitting for a female Charr in particular, if she has a particular dislike for Goldies.

Latest Charr character is my Ranger (who also may be 80 already…. >>), Cerosi Steelfang, he’s Iron Legion and a bit of a charmer.

Tarnished Coast Engineer and… general alt-o-holic.

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Problem with the Elementalist's Aesthetic.

in Elementalist

Posted by: Halcyon.7352

Halcyon.7352

I always found it kind of odd indeed that the Scepter disappears on Earth auto. I suppose the idea is that your hand emanates the earth splinters or something…

I have to say though, I see nothing wrong with the third image. Looks amazing to me, and kinda honestly makes me wish I’d made my elementalist Charr.

That picture in particular goes along with the idea that staff and scepter are sort of a focusing tool. She may be conjuring water from her main paw, but without some sort of item to use, it would be considerably harder to do/less reliable.

Tarnished Coast Engineer and… general alt-o-holic.

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Mining ori, getting ruined ore

in Players Helping Players

Posted by: Halcyon.7352

Halcyon.7352

It’s possible for gathered items to be ruined if you’re being attacked. Don’t harvest while in combat to be safe.

Tarnished Coast Engineer and… general alt-o-holic.

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Superior sigil of Luck Not working right

in Bugs: Game, Forum, Website

Posted by: Halcyon.7352

Halcyon.7352

I’m aware that you cannot have more than one type of sigil stack. Not what I was referring to (In any case, my main hand always has Sigil of Battle as an Engineer)

As far as I know, that’s a case of working as intended, as said by Gummi. I’ve never had another sigil type stack replace the first already started. Then again, I’ve only ever used Bloodlust, Corruption and Luck.

The problem I’ve been having is that every once in a while, no Luck stacks are being built on any kills, until I reequip the item with the sigil.

Tarnished Coast Engineer and… general alt-o-holic.

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(edited by Halcyon.7352)

Engineer Legendary

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

My Charr engineer demonstrating ‘proper’ usage of Super Hyperbeam Alpha.

In all seriousness though, I love the Charr rifle run animation. It looks way more natural than pistol/pistol in particular.

Attachments:

Tarnished Coast Engineer and… general alt-o-holic.

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five sources of health/second

in Guardian

Posted by: Halcyon.7352

Halcyon.7352

Engineers can stack up multiples as well. Regeneration, Kit Regeneration, two separate super elixir fields. Then there’s runes and food buffs… And that’s without ever actually using the heal skill.

Tarnished Coast Engineer and… general alt-o-holic.

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best for orr farming.

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Sickman/kitmaster build, 30/0/0/20/20. 2x Altruism. (Til I get MF runes)

I run P/P, EG, (Free slot, usually Elixir B or FT), and GK with Medkit. I am a self admitting E-gun addict – I can’t stand not having Egun, particularly when in a group, for the triple condition removal and low cd blast finisher. When not used to purge conditions, Fumigate works just as well as FT’s auto for tagging targets.

You don’t need rifle turret for the static discharge in my opinion for Orr farming, as you have enough AoE being pumped out between nades, static shot and fumigate cones. Activated kit utils are usually enough to get bouncing discharges when ya need them.

Even running MF gear, the amount of healing output I can achieve is ridiculous. I see D/D eles and mesmers just melting to that which I just shrug off.

Personally I recommend against turret knockback builds for farming purposes, to preserve the sanity of any melee classes who also wish to farm. People will hate you.

Edit: Just thought I should mention the proper way to tag with nades and kit refinement: Target the largest cluster of mobs with the F1 skill. Activate kit around any you have missed for a secondary aoe tag. If that’s somehow still not enough (ie a second group has come in) you have nades with a range of 1500 that can hit up to 15 targets at once, although, nades are better used at short/medium range due to kit refinement bursts/travel speed.

Tarnished Coast Engineer and… general alt-o-holic.

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(edited by Halcyon.7352)

Engineer Legendary

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Super Hyperbeam Alpha > The Predator

I just wish it made pew pew laser sounds.

I’ve been using this and Ruinmaker since I hit 80. The latter in particular, suits my Iron Legion colors!

Tarnished Coast Engineer and… general alt-o-holic.

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Do we have a Dev?

in Elementalist

Posted by: Halcyon.7352

Halcyon.7352

I’m just gonna borrow this from the Engineer forum.

I haven’t played in 2 weeks. I will get around to updating the post at some point. See this thread for why it doesn’t matter.

Hint: The answer is not really, try your luck on a forum section they actually read~

Tarnished Coast Engineer and… general alt-o-holic.

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Superior sigil of Luck Not working right

in Bugs: Game, Forum, Website

Posted by: Halcyon.7352

Halcyon.7352

I can third this, both in the mislabel and not stacking correctly. My pistol is named “of Accuracy”.

It also won’t start building sigil stacks period, in either main or offhand until I equip/unequip, if I’ve died recently.

Tarnished Coast Engineer and… general alt-o-holic.

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Engineer Legendary

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Engineer’s been my main forever, and I’m quickly approaching most of the materials I need for a legendary.

It’s just… I don’t want to lug around Predator aesthetically, for how the engineer uses it. I also don’t care for how Quip would look in the… paws of a Charr engineer either. (Although I plan on using TA dungeon armor for at least one of my set appearances, so maybe I can make it work with that.)

I do love shield, but I more often run a second pistol or even a rifle in most situations.

So yeah. I’ve no strong desire to go for any of the legendaries available to my class… Kinda bums me out really.

Edit: I might add, I’m also kitmaster build. So yeah, I spend the majority of my time with a kit out as well.

Tarnished Coast Engineer and… general alt-o-holic.

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(edited by Halcyon.7352)

Creating a Charr Cub

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Posted by: Halcyon.7352

Halcyon.7352

Most of the time, Anet just chose to shrink models and call them the races’ progeny. Hence all the muscles on cubs.

It’s rare that children actually have a seperate model (Quaggan being one). I’d love to see new Charr male cubs at the very least… though I think personally the female ones are fine, currently.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

Charr racial ability idea...

in Charr

Posted by: Halcyon.7352

Halcyon.7352

same reason a swordsman would kick an opponent. becvasue an opportunity opened up and he wouldn’t be expectiong it.

This. Rangers in melee are the epitome of this by the way, lol.

It just seems strange to me that my Charr ranger would chose, of all things, to deliver rapid kicks with those nasty looking claws and teeth at his disposal

Artillery Barrage is currently a contender for the worst elite in the game atm anyway.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

Few people play female Charr

in Charr

Posted by: Halcyon.7352

Halcyon.7352

Female GS Charrdian here, and proud of it, too

Come to think of it, though, I don’t think I’ve ever seen another “fluffy tail” on my server…

She looks amazing here!

I still find it curious that people find female Charr so uncommon… Pretty ordinary on TC seemingly. Definitely still less than the males though.

Indeed. Female Charr actually have a wide array of options. My Charr use to be skinny herself, until I realized just how much better I liked the bulky body type. She still has the cute face, but now looks much more imposing, and her armor more then makes up for the lack of fierce factor. :P

Same story for my engineer. Recently used a total make-over kit on her, mainly so I could give her more a standard bulky physique, and make her much taller (Previously shortest height possible).

It honestly just suits her better, I feel. Iron Legion, sturdy, tall and proud!

Here’s a rather dated picture (Novemberish) of my engi, pre make-over. I still love how this one came out though. I’ll post a current one when I get a few screenshots of my other Charr.

I can just imagine her saying: “Time to hunt some prey…”

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Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

(edited by Halcyon.7352)