Showing Posts For Kamahl.3621:

Dazed... huh?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Abominations get stunned if they are enraged and don’t hit anything within a certain amount of time. That’s my best guess.

3 Blasts in 1 Utility

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

I drop a super elixir, double tap it, it doesn’t do the overcharge even once, this has happened 3 times to me now. Not sure what’s up.

3 Blasts in 1 Utility

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

People aren’t fond of it because getting the overcharge is buggy and painful. At least in my experience.

Anyone tried Planetside2 engineer?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Their turret is just as bad as GW2’s version.

Unless you pay up / save up your commendations (or whatever they’re called), the anti-armor turret is pretty disgusting, since you can control the rockets.

Armor repair is also incredibly useful for keeping your team’s MAXes suited up and ready to rock, as well as keeping any allied armor rolling. Since those deployable spawn points are essentially the most crucial element in any long term battle, keeping them sustained is the first priority.

On the other side, if you’re a sneaky sneaky engineer, you can destroy almost any armor after you upgrade a bit, by running up to armor and dropping both mines, then running away as quick as you can. Instantly kills deployable spawns.

Your ideas on a new Kit Refinement

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Until Anet gets the stick out of their butts about moving traits around, KR’s probably going to stay in it’s Acidic-Elixirs-Tier slot. If they were willing to move it to grandmaster, we might see the old incarnation return. One can hope, anyway.

Fix Scope or remove it

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

I really want to see others’ methodology and results. I felt my experiment was pretty definitive and demonstrates scope does indeed work, so I’d like to see evidence to the contrary.

I’m on a different computer now, so screenshots are absent, and I’ve heavily screwed around with my PvP gear, but I’ll just detail the definitive method (99% crit pre-scope in mists):

Same deal as before, except now you’re angling for 78/79% crit rate pre-fury. Eagle runes on all your gear, and at least 15 points into Firearms, I think I had somewhere around 18-19. The point is pretty obvious – I ended up testing it with 0/15-20/0/30/20 so that fury would last longer. Once the mob is below 50%, keep an eye out for if a non-crit marker goes off. Rather easy and fast to test with a flamethrower. 99% crit rate pre-scope pretty much guarantees proof of Scope working or not – unless you wanna argue it gives < 1% crit rate or somesuch.

EDIT: I should say 69% pre-fury, pre-Target-the-weak. Might have to take some clothes / Eagle Runes off, but you can easily approach that value.

(edited by Kamahl.3621)

Fix Scope or remove it

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

I imagine it was abandoned Anymras, simply because a conclusive methodology (thus proving if it gives even 1% crit chance or not) was produced, rather than one requiring a prominent sample size for accuracy. It would effectively be wasted effort at this point in time.

[PVE BUILD]Firestorm Engineer

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

This guy knows his stuf! Glad to have you on my side on this one, couldn’t have said it better myself

He’s also writing it in a situation that would exemplify an auto attack designed to cripple (figuratively) a single target over a raw damage attack.

Since they have the same speed, let’s just look at it like this:
5 seconds of bleeding (we’ll say 5 since reasonable condition duration extension, etc) – 60 damage per second, that’s 300 damage. So they’re about on par.

Except that’s discounting critical hits, which can more than double the damage of any given crit. So, ~2.6x the power scaling with typical berserker gear, begins to put a considerable difference on such damage output. Not saying his numbers are wrong, but I am saying there’s a bit of intentional misrepresentation going on.

[Warrior] Warrior changes for SPVP viability

in PvP

Posted by: Kamahl.3621

Kamahl.3621

We read the forums a lot more than you know. Karl/Peters and I actually print out threads sometimes and bring them to balance meetings.

We’re not ignoring any of the classes, I’m sorry if people feel that way. We simply don’t have time to personally post in all threads, on all our sub-forums.

I’m really not trying to beat a dead horse here, but given how the past three months have played out with regards to what Arenanet has been doing with balancing? That’s kind of a tough pill to swallow. Especially when a thread like this is bumped by a dev, while other forums and threads discussing how painful it is to be a ranger or necro in end-game PvE (compared to other classes, especially.. well, warrior). You talk about trait mergers, and you know what happened? I got super excited, I was expecting to see you finally make some of the horrible traits in other classes into something worthwhile – merging cooldown reduction traits with bonuses-to-what-it-is-cooling-down traits, shifting bad traits around and making them a lot better, while making awful grandmaster traits into adept or master level ones.

Nope, warrior love since launch, not splitting changes between PvE and PvP, and making them outrageously stronger in PvE as a result (not that this thread topic is relevant to PvE, but given how you talked about splits and incorporated less than five I can think of…). Only warrior traits merged/changed. Your actions speak much louder than forum posts Anet, and a lot of.. well, everyone I know in real life, lost interest if they weren’t playing a warrior within the first few months of the game. And I can’t reccommend it to friends because you just keep doing the same old song and dance with balance patches. What’s next, you’re going to improve shout durations for warriors? Make might give 40 power/cd rather than 35?

I’m just really sick of seeing terrible solutions to the problems being implemented, like “Fix ranger damage? Nah, just make pets stronger!” and “Here’s a band-aid fix for engineers – no, we’re not touching anything of relevant use anywhere (in a good way) except a few niche situations, but here’s some slightly less-crappy turrets. Enjoy your joke gadgets and kits where half the skills are still horrible.”

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: Kamahl.3621

Kamahl.3621

1) Fix the copious amount of bugs that still litter the game (as an engineer, I can name 3 without even getting help – Scope, Overcharged Shot refusing to fire because I’m rooted and my target isn’t directly in front of me and going on a ‘misuse’ cooldown, and Elixir F rarely bouncing a third time… if second – if it actually worked, it might be worth using reliably as a 6s cripple + decent damage)

2) Incorporate some new game modes. No, Spirit Watch is not a new game mode, it’s a twist on the original. I see what you’re trying to do, to make every map centrally focus around capture points with a minimum influx of outside wincons, like ‘kill the guild lord’ and ‘capture the relic’. But some other modes would be a nice change of pace – I got burnt out around rank 16-17 from sPvP because it was the same crap, different map.

3) Fix the balance. I’m aware that you’ve stated you’re going to split between PvE/WvW/sPvP, so do it already. You can’t swap 2-3 skills and say you’re doing it, a lot of us are expecting GW1-levels of fine tuning on your part. If warriors are bad in sPvP, don’t buff them across the board – they’re already one of the strongest options in PvE. You won’t buff ranger/necro much more because they’re already ‘up there’ in sPvP, but they’re pretty terrible at most end game PvE content (relative to other classes). I’d like to see you actually doing something in this regard to make every class viable in every format, not some kitten here because they excel there.

precursor prices dropping?

in Crafting

Posted by: Kamahl.3621

Kamahl.3621

I think what’s happening is less people are caring about legendaries. Either they made theirs, or people who didn’t want one still don’t want one (no ascended weapons yet, and even if they add any more, we have enough AR available to easily do 48, whereas the jump to 50 requires faaaar more AR), or people are just losing steam with this game and moving on. A weapon skin isn’t exactly solid end game content, especially compared to other options on the market at the moment. FotM was great and all but it only changed dramatically up through level 20, past that each tier just adds more health and damage. No new mechanics, no new ideas, just bigger numbers.

Elixir C not working in Southsun

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

It’s not just the Instigator, a lot of event-inflicted conditions in Southsun can’t be cleansed normally. I used the bug report function, hopefully it gets fixed in.. the next year, given how long Scope is taking.

If you’re curious to what I’m seeing, go get poisoned by the Reef Drake Broodmother near the Crab Toss arena. Super Elixir and Drop Antidote don’t seem to cleanse it 90% of the time for me, despite hearing a distinct cleansing sound upon picking up the antidote. It goes away though once she hits me with one tick of her flame breath, although I think that’s part of her skill, what with it saying ‘Immolates poisoned foes’ and all that.

[PVE BUILD]Firestorm Engineer

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

If you like superior damage and control, pick rifle.

If you’re going to just stick in one kit like a braindead vegetable, go pistol/shield. At least then you can swap to your main weapon for some defensive ‘oh crap’ buttons. If they gave us another mainhand weapon, I might not advocate rifle so hard, but until pistol is tweaked for the sake of making the mainhand option decent in PvE, newp. Nope. Nope nope nope nope nope. You’re in berserker gear, so the answer should be quite obvious. Especially since our best sigil options don’t stack (well, you could argue they do, but you can swap out of a stack weapon once it’s maxed out).

PvE/Dungeon Engi Build?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Roz’s build isn’t the top damage setup.. or even close, but it’s not bad. Engineer has #3 DPS overall right now in the game, #1 being a lightning hammer ele (9-12k auto attacks? Hnnngh), #2 being a lookit-me-I’mma-warrior, and #3 being a kit juggling engineer. Sigil of Battle, Scholar Runes, and Elixir Gun/Grenade Kit/Flamethrower (Or Tool Kit if you want a block). 30/15/0/0/25 for optimal DPS, or 30/10/0/0/30 if you want the endurance regen. Medkit is great for triggering the 3 stacks of might on heal. If you don’t like scholar runes, rubies work just as well, or altruism for a more group-focused setup. The entire idea of the ‘juggling’ setup is to swap between your high damage, low cooldown skills like Flame Blast, Shrapnel Grenade, Blunderbuss, Jump Shot, Acid Bomb, Freeze ’Nade, and Barrage – with proper setup you can even use Napalm into Acid Bomb for some bonus might stacking.

Sigil of Fire is great, but kind of a no-thought sigil. Mathematically with a berserker gear setup, as long as you can crank out 15-16k worth of damage every 5 seconds, you’ll get more from a sigil of battle (without boon duration, mind you) than a sigil of fire.

Crab toss win and daily.

in Last Stand at Southsun

Posted by: Kamahl.3621

Kamahl.3621

Deal with it. Shouldn’t be wasting time past enough achievement points for your daily anywho, literally nothing more than a number by your name. And this is coming from someone with just under 7k AP. If you wanna fight to have that number be the highest, than you better be ready to deal with the stuff Anet throws at you.

Me? I love it. I win the first or second game every time, because I’m not bad. Grab crab, dodge twice when players get near / if someone tries to plank, dash across map (preferably through rolling karka), repeat until time is up. I got ~250 points on my one game today, and it’ll likely happen again tomorrow. Easy daily is easy.

Flamethrower and Newbies

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Alright, lemme just put in some cents with regards to why taking FT is worthwhile from a damage perspective:

Let’s say you’re a min/maxer like me. You want the most damage possible, and for engineer, that means juggling as many low cooldown, high damage skills as possible. Blunderbuss, Shrapnel Grenade, Flame Blast, etcetera. Well, the simplest way to do that, is to do some simple finger gymnastics. We’re talking bronze league level Starcraft 2 here. Swap to Flamethrower, double tap 2, swap to grenade kit, blow your 4 and 2, swap to rifle, blow your 3 and 5, and heck, if you’re me? Swap to elixir gun, push 4 before you do any of this, then swap in mid-air to cancel the leap, and do all the aforementioned skills.

FT is worth it for the 2, the fire field, and the blind. The burn on your toolbelt is somewhat mediocre, but it has no cast time so there’s not really an excuse to not use it. The knockback is relevant on some mobs, or if you’re trying to bunch up stragglers against a wall for your dungeon speed clearing, while the rifle 4 can just hit one without knocking the whole group around (if the situation calls for it).

Yes, I’m saying an optimal setup for PvE should be running 4 kits. There’s other situations where I’d say otherwise, but after doing all the PvE content, here are the 2 that come to mind: A stunbreaker for Graveling Scavengers, and Elixir R for the Jade Maw if you’re under-geared AR-wise.

Flamethrower and Newbies

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

rifle does flat out more DPS on the auto

This has been tested and proven not to be the case.

Re-tested it, and it is still the case at higher values of power, given hip fire has a better scaling on it’s damage per second than the FT1. Of course, when all traits, the burning, and the 10% more damage are taken into account, FT1 wins out at lower values on power, whereas at higher values, the scaling favors Hip Shot.

Of course you could take the dunce hat off and use grenades at that range, and not be putting points down a rather low-damage tree (Alchemy) and invest them better. And not every grenadier uses condition duration runes – the optimized ones for PvE will be sporting either scholar or rubies, depending on how secure they are with staying at high health or not. Possibly Altruism as well, but that doesn’t work nearly as well without a lot of points wasted in Alchemy.

Flamethrower and Newbies

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Because no PvE bosses require you to reposition yourself, ever. They all allow you to stand there and spam #1 over and over. Totally.

I like the Bomb Kit. I really do. I used it a lot while leveling. But once I hit level 80 and started running dungeons, it became a whole lot less efficient. I think that’s a conclusion most other players have made, because I don’t really see any Engineers use it. When I see a kit Engineer it’s either the Grenade Kit or the Flamethrower.

Way to take my quote out of context. This was with reference to the CoE bomb golem defense part. If you’re using flamethrower 1 on bosses, that’s incredibly inept. Grenades hit harder and stack more conditions, and rifle does flat out more DPS on the auto, not to mention both of the mentioned weapons have some hard CC attached, whereas the Flamethrower’s CC is defiant-restricted.

Not happy about Springtime Minis

in Black Lion Trading Co

Posted by: Kamahl.3621

Kamahl.3621

Try logging in or reading the patch notes. Waiting for gem prices to go up a little before I shell out my golds for the mini moa.

Flamethrower and Newbies

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

and mindlessly pushing 1 is how you want to play?

For that part, a single mistake results in starting over, and bomb kit is a pretty secure method of making sure no mistakes arise. So, for the sake of guaranteeing no irritation to the entire team, yes.

Flamethrower and Newbies

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Especially since I can defend the security module room by myself with the Flamethrower, having the other 4 people in my party disarming, I will just have to agree to disagree that the FT has any trouble dealing damage—across one target or several.

I also have to disagree with the other user above that suggested that spamming Flame Jet makes someone a noob. It applies consistent 5-6 stacks of Vulnerability and Bleed on top of good direct damage and Burning. Acid Bomb and Flame Blast are better options when they’re available, but when you’re traited to use the Flamethrower there’s nothing wrong with spamming the #1 skill waiting for other skills to recharge.

This would be valid, if Bomb Kit didn’t do the exact same scenario better. I always just swap to BK and change out Shrapnel for larger radii, and mindlessly push 1 on top of my teammates. Hits 5 enemies instead of 3, for more damage, in a full 360 degree spread. Don’t have to turn, or reposition, or anything. Just make sure your bombs keep coming.

Jetpack on the Gem Store

in Black Lion Trading Co

Posted by: Kamahl.3621

Kamahl.3621

The less things on the gem store, the better for people who actually play the game, but worse off for the Devs. If everything of note is on the store, not much will hold much merit in the game. Of course, allowing legendaries to be put on the TP has invalidated much in the form of prestige, but w/e.

What would YOU like to ask the devs?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Where’s our Scope fix?

Where’s our trait merging? You said it’d be coming, instead you gave an example for warriors.. and that was all that went through to live.

PSA - Consortium Chests

in Last Stand at Southsun

Posted by: Kamahl.3621

Kamahl.3621

I want that Sclerite shotgun. Unfortunately I like the guild skin more, so I just bought the 2 miniatures and am done with anything that might come out of the chests.

Fix Scope or remove it

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

They wouldn’t put it on the list if it was broken. They act like kittenes, but they’re not going to lie and say that it’s been fixed if it wasn’t.

Guess again. Kit Refinement still doesn’t tell you the cooldown (at least it isn’t telling me with elixir gun, grenade kit, flamethrower, or medkit).

Flamethrower and Newbies

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

While I do believe seeing someone spamming FT1 anywhere is pure evidence of them being a new / bad player, you’re seriously undervaluing Flame Blast. In CoE, I was easily hitting for 12k with it on both parts, on a < 1 second cast time point blank. Then swap to elixir gun, push 4, ~ in mid-air, blunderbuss, jump shot, swap to grenades and faceroll for a few more seconds before popping FT2 again. The damage is absurdly high on it, and you’d be a fool to say it’s bad. If you don’t like typing fast, sure, that’s what elixirs are for – but for an ideal DPS setup in PvE, you’ll want to be juggling kits to maintain some stupidly high output.

Or you could use bomb kit, but that’s melee only. Still great damage though, but at that point I’ll just hop on my warrior if I’m forced to be close to do damage.

Lion Cub Gem Store

in Suggestions

Posted by: Kamahl.3621

Kamahl.3621

15 gold (high estimate based on gem prices) to get your pet. You can get 15 gold if you really cared to.

No mini pet :(

in Flame and Frost

Posted by: Kamahl.3621

Kamahl.3621

The ones from the Wintersday Mystery Boxes:
-Rare Drop from Monsters anywhere in the world

Incorrect on this part. They only came from the boxes, and they were account bound. Meaning duplicates sit in the collection, and they can’t be traded. That’s what had people in a hubbub over them back then. The Firestorm is not account bound, therefore you can get it eventually off the TP. Anet’s patch notes have lied before, both with mystery boxes dropping from overworld mobs, and with miniature karka/reef drakes/karka hatchlings dropping in Southsun.

How do I complete my achievements now?

in Flame and Frost

Posted by: Kamahl.3621

Kamahl.3621

While I do believe limited time content adds a bit of interesting world feel to it (especially when it’s as easy as this was, and as.. okay well it wasn’t that much fun except for the mini-dungeon but whatever), I can understand those who didn’t pay attention up until the last minute. I do have a proposal though:

Anet could offer some book for 800 gems that ‘recalls’ the events of Flame & Frost. Of course, it’ll have to make your own instanced zone of Diessa Plateau and Wayfarer Foothills, but it’d be a solution that satisfied both parties. But they’d have to restrict the obviously limited-time rewards from the MF dungeon, else it’d make it not-so-limited.

No mini pet :(

in Flame and Frost

Posted by: Kamahl.3621

Kamahl.3621

Farm gold, buy minipet in future. At least you’re not 100% shafted like some were with christmas miniatures.

Condition Removal

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

How about they make Fumigate heal as much as super elixir over the 10 seconds, and remove one condition on the user? I mean, they took away our double super elixir without actually buffing Super Elixir (yes, it said it did in the patch notes, but we all know that was just a leftover from the previous patch).

How an engi can escape from zerg?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

It’s funny, Rocket Boots gets you to do all of that, and even if it removed anything that affects your mobility, it will still be there to destroy your immense knockback and move 3 feet before the removal, and end up with Step 6.

Except then you’d be using rocket boots, and immediately feel really bad about your life choices.

Poll: Engineers with hammers

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

And you haven’t read the forum TOA. No +1/-1 threads or any of that nonsense. If people agree, they’ll push the +1 by your name. That’s how devs see what people are interested in.

How an engi can escape from zerg?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Step 1: Rifle 5 as far away as you can.
Step 2: Swap to elixir gun in mid-air.
Step 3: Angle camera towards zerg.
Step 4: Queue up 4 before you hit the ground.
Step 5: ???
Step 6: Die because you were chilled/crippled and only moved 3 feet.

Remake gadgets! A thread for ideas

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

What needs to be done is something twofold:

First, traits need to have a larger impact on gadgets. Warrior banners get larger radii and cooldown reduction, Guardian consecrations last longer and cooldown faster, so why not make gadgets hit harder as well? Or perhaps have a larger radius, or something!

Second, the toolbelt skills. They’re typically awful. 4 second burn and minor damage, double movement speed (only relevant in combat, this one isn’t bad, but some suggestions like stability would be amazing!), a point blank nuke (mine field), and Analyze are all fairly weak. As another poster said, 3 gadgets should feel like another weapon, not a myriad of useless tricks! Even devs have admitted gadgets are terrible – why take a gadget when you can take a kit, and get 6 (2-4 of which are good) skills instead of 2 (of which 0-1 are good)? I’m not saying make Throw Mine do 12k damage on a crit, but I am saying give it an 8-10 second cooldown, and replace Minefield with an ability that fills a similar, but mildly different role from Throw Mine. Perhaps you put a mine on your hand and slap an opponent with it? Or you throw a mine on your foe that detonates after several seconds (comparable to the underwater 4 skill on harpoon gun). Something to make it worth taking!

Toolbelt Recharge Rate Bugged

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

It’s not a bug, it increases rate not decreases time.
Interval = 1/Rate
Divide the cooldown by 1.3 and you will get exactly what you find.

In all fairness, the in game tooltip actually displays a different value than what your formula produces, giving us a blatant discrepancy. Either tools should be working differently, or the tooltip needs the formula changed.

Kit Equip Backpack

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

https://forum-en.gw2archive.eu/forum/game/suggestions/Remove-Engineer-Kit-Backs-in-PvE/first#post1964650

Reposting from another thread, but if you want to help push for it, shoot a post in the linked suggestion.

Any dev response on Kit Appearance?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

https://forum-en.gw2archive.eu/forum/game/suggestions/Remove-Engineer-Kit-Backs-in-PvE/first#post1964650

Yes, it’s a bit of self promotion, but I figure it’s relevant to this topic. Anet has commented on kits and their reasoning for backpacks, but that reason doesn’t hold water in PvE, hence the title of my suggestion. If you feel this way, just +1 the OP in the link with the button to the right, or just comment your feelings in that thread. I’m not saying you can’t complain if you don’t want to do anything about it, but this is a minor opportunity to help get our voices heard.

Fix Scope or remove it

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

I’m not so sure about your test, primarily because someone has done some similar testing that guarantees Scope doesn’t work:

Yes, they did a similar setup to your own, where they got to a high crit rate when fury was added – approximately 88% or so. With Scope, it should be adding > 5%, and with Target the Weak, that should bump it up to 100% in total. Non-crits show up. Scope doesn’t work at all.

EDIT: Eviator, you can drastically increase your testing speed with a flamethrower. Just turn off the auto attack function, set your game message screen to the right height so only 10 results show up for damage recording, and it’s all very quick from there. I tested about 500 hits within the span of 10 minutes back when I was testing another method of Scope’s implementation.

(edited by Kamahl.3621)

5 Engineers in Molten Facility

in Fractals, Dungeons & Raids

Posted by: Kamahl.3621

Kamahl.3621

I clicked ahead in the video, saw everyone using flamethrowers, and closed the tab. Depressing indeed.

Charged Lodestones not rare enough

in Crafting

Posted by: Kamahl.3621

Kamahl.3621

A minor necro, but their price has taken a notable plummet, I’d start buying them up if you were ever considering it.

Remove Engineer Kit Backs in PvE

in Suggestions

Posted by: Kamahl.3621

Kamahl.3621

This is a majorly requested thing, for the backpacks of kits to be removed from player models, as often they cover up a hard-earned backpiece. We have quaggans, charr, jetpacks, and fractal capacitors being hidden by some rather unseemly bags. Sure, they’re flavorful, but I have a simple suggestion that will satisfy both devs, and players:

If players have their backpack hidden / don’t have one with a skin, it will display the normal kit bag in PvE. If players have the box checked to display, it will show up at all times in PvE instead of kits. Devs have reasoned before that kits are a way of telling opponents in PvP/WvW what the engineer has available – and I’m fine with that. But in PvE, it’s a bit disheartening to see these cool backs always go hidden due to kit usage.

(edited by Kamahl.3621)

Once Again

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

1 – When underwater the grenade kit will take the highest damage from ANY of your equipped weapons. Rifle/Pistol/Offhand included.

Wrong, go check. Take off your harpoon gun underwater, watch as your damage drops. Sigil & bonus stats are fairly prominent. Then take off your rifle, and watch how the damage stays the exact same.

Once Again

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

2 things.

1 – a harpoon gun does impact your damage. Stats from your harpoon gun, as well as sigil, carry over to your grenade kit.

2 – The 2, 4, and 5 skill on harpoon gun are simply amazing. If you’re not using these underwater, you’re a bad engineer. Pop ’em, then go back to grenade or bomb kit.

Scope has always and will always work

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

530 hits performed, 273 critical hits. 51.5% resultant with a 50% chance.Not testing any more, tired of it. Scope doesn’t work. Most of my gear taken off in HotM (since it had eagle runes), 1 point put into firearms so I’d hit 50%.

245 days

in PvP

Posted by: Kamahl.3621

Kamahl.3621

No mean to disrespect Karl, but you’re incorrect, it is still bugged. I’ve geared my engineer up to 70% crit rate in sPvP with eagle runes and an appropriate amount of points into firearms, traited for Scope, and stood still with the flamethrower after popping elixir B and consuming drop stimulant – resulting in 20 seconds of testing. Now, when the mobs are below 50% health, I have 100% crit rate due to Target the Weak, and that works fine. In the pictures attached, I show my stats (crit rate), current traits, and two screenshots clearly displaying non-red numbers, as I should have 100% crit rate. Please fix this bug, it could be a great DPS trait, but instead it’s a worthless placebo.

Attachments:

04.30.13 Patch Notes

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

Warriors needed help much more badly than we did overall. And they probably still do, although signet buff makes them even more hilariously easy in PvE.

This is a clear example of someone being content with how things are relative to warriors. They only need help in PvP formats. The talk of merging traits inspired hope that we would see things put on par with the warrior traits they were naming. For example – every warrior utility cooldown trait comes with a bonus. Banners? Larger range. Greatsword/spear? Might on crit. Mace? More damage while weakened. Yeah, I realize their shout trait and a few other things don’t have a bonus, but I was really hoping to see this sort of treatment applied to engineer. Look at what could be done:

Elixir buff duration and elixir cooldown reduction could be merged seamlessly, and allow a new trait.

This one wouldn’t be a merging, but more of a swap – elixir gun cdr and damage could be put in one trait, while flamethrower cdr and damage could be put in another.

Gadget cdr and an actual reason to use gadgets could be put together.

They could have moved Kit Refinement to a grandmaster trait (along with a revert) and replaced/swapped it with the retaliation trait. Plenty of options. It’s just irksome to see warrior get some serious love once again, without other classes getting as much attention. At least I have a dungeon to play with this patch, and some new minipets. Other than that, I’d rather play something else.

04.30.13 Patch Notes

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

I’m not liking how warrior got some trait adjustments but engineer didn’t. Yeah, cloaking device change, but the icd coupled with the duration kind of makes it on par with its old self.

In fact it REALLY makes me mad. They double signet effectiveness, give warrior more options to be ‘viable’ in sPvP, talk about merging a lot of traits, when in fact the only real trait changes were applied to, as usual, their poster class.

Anet, can you fix the Supply Crate animation?

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

-1, else the crate will end up having no animation whatsoever, it’s timed so that you see a crate falling from the sky while you cast it, and it impacts the moment it is done.

Even though it would be elite, can you imagine how much more annoying supply crate would be if there was no pre-cast animation that would help a player avoid the stun?

Engi traits completely broken

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

It works, just not properly.

Example is bandage self – with 30 in tools, it should be a 14 second cooldown, instead it’s a 15-16 second cooldown.