Repairing without supply cost would be overpowered, imho. Still, they could do some other effect. Like, giving protection and might to siege weapons.
Could we have some info on the proposed changes on scope? So that we can give a feedback, at least.
Uh, super elixir didn’t increase its healing a second time, despite what the patch notes said.
I wonder why they didn’t fix those notes, though.
Mh, some of them don’t really make sense, though. I mean…glue from the elixir gun? A mine from the grenade kit? Super speed from the tool kit?
They made more sense before, imho. The only one that didn’t was the med kit and even the new one, while more useful, isn’t actually related to the kit.
Make Kit Refinement buff the toolbelt skills of the related kits. After all, the trait is located in the toolbelt tree.
And by doing so, they could give some condition removal via toolbelt skills – with healing mist, for example.
So, basically, the hotfixes come only if it is something that works in our favor.
We had to wait several weeks for turret traits to be fixed – and some still don’t work as intended – and we are still waiting for their hitboxes to be adjusted, yet a bug that works in our favor is fixed immediatly. I’m not amused.
Why are you hating on PvP then? It should be no Problem at all to balance PvE and PvP seperately. We really don’t need PvE-Players hating on PvP, like you don’t need PvP-Players hating on PvE – it’s absolutely useless.
Uh, that is exactly what i said above. That they should balance them separately. Cause balancing those together, basing changes on PvP, caused only issues and further unbalancing in PvE.
Its not like we care about pve or something..Look again on what forum you are.
Everytime i see “but pve” i wanna throw someone out of window.
Well, i do care, and i didn’t like seeing my main – an engineer – get constantly nerfed in pve just because of a couple good builds in pvp.
Balancing the whole game around pvp has made pve a joke. Warriors were already good in pve and got buffed patch after patch, aside from the quickness nerf (albeit that was more a nerf on time warp) just because they weren’t good in pvp (not that it solved anything in that regard, though).
PvP and PvE are extremely different and balance in both of them can’t be achieved if you base changes just on one of them; Even if they do that now, what they did in the past is done and gone. But at least they can avoid doing even damaging it even more.
it’s only one skill that makes warrior so much better in pve. Basically they just could reduce the dmg of 100b in PvE. If you buff them in terms of sustain then it’s not even a problem Because Zerker > Bunker
Mh, i wouldn’t say it is just that. Banners are quite useful in pve – especially the battle standard – and even shouts can be quite useful. But, of course, they’re good mainly for their dps capabilities.
(edited by Manuhell.2759)
I would just like to remember devs a simple thing: while warriors aren’t that good in pvp, they’re quite powerful in pve. So, if you’re thinking of simply buffing their healing capabilities, think about that twice and test how it goes in pve as well. And eventually apply those changes just in pvp.
So…fix the issues in pvp, but, please, don’t make them even more powerful in pve.
(and if you plan to change rampage, remember it effects engineers as well; albeit, having a giant engineer using a flamethrower – kits are utilities, heh – would be impressive indeed).
(edited by Manuhell.2759)
I think both the confusion and retaliation shouldn’t trigger more than once per one skill activation. Retaliation triggering up to 50 times from attack #1 is just… brain dead.
Well, retaliation is supposed to be the counter to fast hitting skills, like aegis is against single-hit high damaging abilities. That being said, putting some kind of cap of it would be the best solution in my opinion, like I pointed out earlier. If it would only trigger once on every skill, retaliation would be absolutely useless.
Well make it trigger like max. once per 1/2 second or something. To have it trigger up to 50 times on a roughly 2 second skill is just ridiculous and broken:
See: http://wiki.guildwars2.com/wiki/Flame_Jet
(no, I don’t use that skill in WvWvW, and you can guess the reason)
Huh, actually, flame jet hits up to three targets, so it’s up to 30 hits. Not that it changes much anyway, you still kill yourself.
Imho, the absurdity is that they’ve nerfed almost everything that could make use of those fast hits – like crit foods – giving cooldowns here and there, but there is no cooldown on retaliation.
I love the defenders of Retaliation and Confusion…. being a glass cannon has little to do with it.
If you wanted to “punish” glass cannons properly…you’d make them do damage based on a percentage of the damage the attack deals, and also you’d make it only trigger once per attack (somehow?)
Who it really punishes is people who use AE attacks, glassy or not. And in a game where AT THE SAME TIME, people are debating how AE power needs to be increased…. I mean get your story straight!
Got to quote this. Flamethrower’s autoattack gives quite a good example about that…extremely weak and extremely harmful for the user if enemies have got retaliation (since you get up to 30 hits in a couple seconds).
You can call them how you wish to. But since they’re controlled by the AI, they are basically pets. Like the guardians’ spirit weapons or necromancers’ minions and rangers’ spirits (that can’t even move unless you’ve got a trait; albeit, our turrets don’t get destroyed if we go too far). And all of them have got sequence skills – exactly like our overcharge.
And despite what you say, you can’t simply “place them out of harms way”. 2 out of 5 have got to stay in close range to properly attack. The healing turret requires you and allies to stay quite near to benefit from its effects. And even our elite place them all together (and as such, they get destroyed like immediatly) and since it stuns on hit, it is a given that you should use it ON the enemy (especially since the only turret with a proper attack there is the flame one, unless you’ve got the elite supplies trait).
Something i would like for legendaries is…lore.Seriously, give them some lore. Some backstory that explains why they are legendary, outside of costs and a color. Of the current ones, just “The Flameseeker Prophecies” are really legendary in that regard.
This would be a master or grandmaster trait.
Homing Bombs
Bombs move toward the (visible) target or the nearest visible opponent (if no enemy is targeted) after being set.
Their graphical model is changed to reflect the trait (they get legs).
Basically, their delay in activation would become a chance to catch up to the enemy. Obviously they wouldn’t move that much (it all depends on their movement speed) but that should be enough to make them even more an annoyance.
The problem is, this minigame depends terribly on your connection. If you lag even a little, you won’t see where the crab goes/who has got the crab for a couple seconds.
Thus you won’t be able to actually compete with players who don’t have this problem.. Sure, you may get the crab now or then. But winning…heh, no way.
Also, some classes abilities infer with the normal play (such as aegis, signets for movement speed and so on). This makes it even less nice for certain classes.
Anyway, if there are so many people wanting to get the achiement cooperating instead of playing, maybe it is also because the game
a) isn’t that fun to them
b) is temporary, and so you must do it in a limited timeframe.
Imho, it wouldn’t be overpowered at all. They don’t deal that much damage even with a full turret build, after all.
And, frankly, they need to have something worthly. As things stands now, all they’ve got are exclusive disadvantages – the only pet/minion/thing in the game that can’t move, yet can be damaged.
Yeah, but all that is retaliation working as intended. Sucks, but doesn’t indicate retaliation is broken.
Yeah, but the problem is exactly how it works. As it isn’t based on the damage of the attack, but merely on the power of the attacker. Even if the power is high, if the skill itself has weak coefficents per hit, you get these ridiculous results. As in, you get more damage than the one you dealt.
After all, where is the convenience of having multi-hit autoattacks? It made sense when things like crit foods had no cooldown, but when almost everything is locked via cooldowns, there aren’t many advantages. Basically, we’ve got just two traits to use them with – a minor an a major one, who are based on a chance on crit, to do bleeding and vulnerability. And both of these effects are better dealt with grenades.
4.5 out of every 5 seconds, with runes and traits. near-perma enough.
anyway, the point was just to illustrate the misinformation that engies lack protection.
we don’t.
Arguing on theoretical and ideal circumstances doesn’t make them real and practical. You’re the one who spreads misinformation here.
Basing all your theories upon a “we will be disabled exactly every 5 seconds” – cause that is the main source of that “near perma protection”.
There could be a trait that grants protection on crit or projectiles reflected at you, it would bring some survivability to the explosives, firearms or tool trees.
We’ve got one that activates on crit – 3 second protection every 20 seconds – and it was already included in the calculations i posted before.
Don’t get me wrong: as far as adept traits go, they’re good.
But saying we don’t lack protection – even though we’ve got no skill that reliably gives it, thus no way of getting it on demand – just because there is an extremely specialized choice of traits – we would spend more than half the traits just to raise boon duration and getting those traits – and runes that, in an ideal condition, can give us a near-perma protection – well, that seems quite wrong.
Theory and practice are quite different, and you can’t base real arguments upon ideal, fabricated circumstances. Or else one could justify even our turrets’ survivability – after all, they can resist 5 minutes if no one ever attacks them – or the rng of the mystic forge (you can get a precursor at the first try, after all).
Protection injection doesn’t cover cripple, chill and immo.
Stun, daze, knockdown, knockback, launch, fear, float, sink. It activates with these ones.
And for the full uptime you are talking about, you should get one of these effects every 5 seconds and a critical every 20 seconds. No, they don’t happen that much frequently in combat, despite what you say.
this is incorrect.
Protective Shield and Protection Injection, combined with at least 20 points in alchemy, provides nearly permanent protection, whenever you need it most.
only guardians get more protection than we do.
It works just in an ideal case.
That is, if you get disabled constantly, cause your calculations are based on a rather frequent activation of Protection Injection – basically every 5 seconds . If that happens, even if you’ve got protection, you aren’t actually doing much anyway.
Only our other source of protection is elixir H/toss elixir H, and it does it randomly.
So, despite what do you say, we’ve really got no reliable source of protection. And neither one we can actually activate when we want to.
(edited by Manuhell.2759)
I would add: their hitbox is terrible. I can’t understand why it is so large.
I would add, the huge hitbox on them makes no sense entirely.
That kinda explain why i always seem at a disadvantage (aside from some lag issues).
I wonder why they didn’t disable them properly, meh.
you make it sound like once you spec for the FT the only skills you get are FT skills.
what about rifle, net turret, pistols, shield, tool kit, thumper turret, bomb kit, pbr, and any of the other skills we can equip and frenetically swap to and access during combat?
engineers are not like any other class that relies on one main set of skills with supplementary utilities, we come packed with myriad primary skills to utilize.
Well, Juggernaut requires you to use the flamethrower consistently, even just for building up and maintaining might stacks. It didn’t happen with the old juggernaut (you got stability immediatly, and nothing else), but as the trait is now, you’re supposed to mostly stay in it. You would be wasting points otherwise.
Anyway, seems like MonMalthias has got to the point quite well.
Flamethrower is quite in a strange place.
Imho, it is due of the various changes it has got during time, that deprived it of its identity. Devs should see exactly what they think the flamethrower is supposed to do now and, eventually, change the traits’ location to better suit it.
when you control your foes actions by physically placing them wheu want them, via interrupts or knockbacks or what have you, you are already tanking, in effect, because you are limiting your foes available actions.
perma protection is perma 33% dmg reduction from everything. you get prot when crit, when hit, and when disabled, always when you need it.
dodging, reflect, and crown control are how we tank, rather than sponging up damage, we, rather, avoid it all together.
The flamethrower by itself offers a single skill to either reflect or do crowd control, though. That, and an area blind (that took the place of another control skill).
In pve it is useless anyway, due to defiant stacks.
And in pvp people often have stability – that one boon we haven’t got reliable access too (well, we had that with juggernaut) that negates crowd control.
Even the rifle is better in that regard, then. At least it can immobilize. And it does knockback as well. Yet you wouldn’t call it “a tanky weapon”.
And regarding stability, it depends on what do you do in pve. When you get dungeons where most of the enemies have knockback skills, i would like to be able to do something instead of getting bounced like a ball (like in Caduceus’ manor). Cause you can’t dodge every couple seconds, anyway.
Especially since we had a reliable mean of getting stability. Before they changed it, without putting it somewhere else.
Edit: and FT users are knocked and downed exactly like anyone else, anyway. Again, after they changed juggernaut.
Engineers already have access to plenty of Protection with Protective Armor and Protective Shield, which even with 30 points in Firearms you have room to take on. I’ve been messing with nakoda’s sPvP build lately which runs a 0/30/20/20/0 trait distribution. I pretty much have permanent Protection with the assistance of Rune of the Forge. I’m just as durable a bunker as if I was running Elixir-Infused Bombs, and I have a much less telegraphed knockback in Air Blast compared to Big Ol’ Bomb.
So I disagree that Juggernaut needs to give Protection or that FT Engis are not “tanky” without it.
All of these effects aren’t directly controlled by us (they’re activated either by criticals or by disabling effects – and the critical one is 3s on a 20s cooldown). And as far as skills go, we can only get it randomly.
The only way to maintain that “perma-protection” by yourself would be to be constantly disabled by the enemies, basically. And you aren’t contributing much to the party, in that case.
Also, aside from protection, we lack reliable means of stability – well, that was the old effect of juggernaut, after all – so while we have got some good forms of control, we’re also very susceptible to it.
So…i still can’t see all that “tankiness” you’re both talking about. And neither i can see the flamethrower as a weapon designed for that purpose.
The reason that Juggernaut is in the Precision tree is twofold;
Firstly, the Flamethrower is particularly efficient at proccing crits. This is the plainly obvious part, and this suggests the Flamethrower is a crit based damage weapon. What is not plainly obvious is that crits are not just about dealing damage. Neither are damage effects the only kinds of on crit effects we can get from sigils; health stealing, boon stealing, cleansing, conditions, might stacking, etc. Several of these options are very appealing to the tanking role.
And we can’t actually take advantage of those fast crits due of cooldowns placed almost on every on-crit effect, especially on foods and sigils.
Whileas retaliation fully work.
Basically, we’ve got just two traits to process some effects without cooldown. 30% chance on crit to do bleeding and 50% chance on crit to do vulnerability.
Grenades do both of them better, anyway, without even needing to crit.
Damage based sigils, strength in particular, are nothing to sneeze at. You can stack might with strength and compensate for any lack of dps. It is for this reason, as well, that we get 6 stacks of might for free with the trait. 200 power, 200 (more) cond dmg. The weapon is set up in such a way that a deep Precision pool also bolsters your power with what amounts to 20 free points in the Explosives tree, which if you further spec in to, is still that much more to add to the mix.
And to mantain them, you’ve got to stay on the flamethrower almost all the time, so it isn’t exactly free (especially since all the other traits also involve elixir gun). Also, as a boon, it is subject to every downside of it (like, you know, getting it stolen or cleansed).
And if you spend points on explosives, you would be better to directly use grenades to spread those effects.
Secondly, and similarly to the last point, the Toughness you gain is, in essence, a free 20 points in the Inventions tree. 200 toughness is a lot, for anyone, to tack on to their character. For the investment of 30 traits points, you get 200 power, 300 precision, 500 cond dmg, and 200 toughness.
No other trait in the game really does this, afaik.
The first part is incorrect, since you would also get healing power (that stat that would be helpful with the elixir gun, you know). Regarding the second part, how many stats actually useful for tanking are there? Just toughness.
That means we’ll have to spend points anyway to bolster our survivability and all that advantage in stats goes down the drain.
Also, even with all those stats, flame jet damage is still lackluster. Cause it is weak to begin with.
Then, with the other two traits you can get in the tree, we turn our attention back once again to the crit rate, because we have Precise sights, 50% chance to vuln on crit. Now your weapon, regardless of damage output, is stacking dps buffs on enemies for your allies. With fireforged trigger it does so 20% faster.
With 30 trait points, I have given up nothing.
And grenades do it better, without even needing to crit. From a safe zone. While doing more damage. Getting less damage from retaliation. Doing also more different conditions. Same for bleeding.
And fireforged trigger doesn’t actually matter in this case, flame jet has no recharge anyway.
Basically, you’re just illuding yourself with all the “tanky weapon” talk.
If they wanted it to be tanky, they would have given it protection instead of might (it didn’t gave might to start with, after all). And they wouldn’t have put it in a precision/condition damage tree.
This is simply a blunder of a weapon we’ve got after nerfs and changes that has lost any sense and role it had when it was designed first.
And despite that, two thirds of the traits are located in a precision/condition damage tree, that by itself reduces your tanking capabilities, even if you get 200 toughness from the grandmaster trait; since by getting that, you’re already giving up on the stats you would actually need to tank.
It would be different if was, like, in the toughness/healing power tree or in the vitality/boon duration tree.
(edited by Manuhell.2759)
Yep, but the flame jet, for how is balanced, requires you to have sustained damage toward many enemies. Now, either you’re tanky, that means that your damage isn’t that good anyway, or you’re a dps spec, that means you won’t be able to actually survive toward that many enemies.
As i said above, risks outweight the rewards.
And i’ll repeat it another time, when you get more damage from retaliation than the damage you’re doing with your attack, something is clearly wrong.
There is a simple logical problem in our downed skills. Unlike the other classes, we pull the enemy to us with #2. That means that what he has to do is simply stomp us immediatly after that, without even having to move, and we won’t even be able to use #3.
Imho, they should rework at least flame jet. As a short-mid range attack, its damage is quite low. It would need three enemies to do the full damage of the attack, but then it also means that you’re facing three enemies. Basically, risks far outweight the rewards.
After all, the trait line where most of the traits are located doesn’t give toughness or vitality by itself. So even if you’re getting 200 toughness by juggernaut, you aren’t that good tanking anyway. While you can use flame jet to spread vulnerability and bleeding (both with a certain chance) on crit, grenades do it better – chance of bleeding when they explode (as in, per grenade) and vulnerability on explosion (again, per grenade).
On top on spreading other conditions, while the flamethrower does only burning – and it can’t even mantain it alone, anyway.
Also, retaliation. When you get more damage from retaliation than the one you’re actually doing, something is seriously wrong.
(edited by Manuhell.2759)
Mh, what about a bonus related to the kit used (like, 40 or 80 of that stat when the kit is equipped) and/or a small buff to kits’ toolbelt skills?
Actually, i had suggested this last one a month ago.
https://forum-en.gw2archive.eu/forum/game/suggestions/Revamp-Engineer-s-Kit-Refinement-Yes-again/1730150
The game is based on seeing where the crab is. If you’ve just a bit of lag, you can’t see when it falls. Thus making it impossible to play successfully.
I’ve already given up on doing achievements. I’ll never win.
No one asked for them to rework it, though…
I wonder why they haven’t still put a full-screen alert with flashing lights and a detailed description in a very large font. This issue appears, like, everyday in the forums.
It’s mainly just the warrior healin abilities…
Compare them to other classes and you will see why they are so bad.First, healing signet traited is a 16 second cd heals about 3k something not that a great of a heal(let’s not even consider the garbage heal over time)
The thief 15 second cool down heals more has an evade and removes certain conditions doesn’t need to be traited to already be a lower CD then healig signet.2nd, Mending heals about 5k heals 2 conditions 25 sec cd
Compare to necro consume conditions which is same CD already heals more AND removes ALL conditions healin per condition.3rd, healing surge 30 second cd heals for about 8k with full adrenaline
Compare to the Mesmer heal which is 20 sec cd heals based off how many clones .. It healsore over time then healing surge and 3 clones is easy mode compared to 3 strikes of adrenalineThere is countless comparisons that make the warrior heals look like complete trash
Those classes haven’t got both heavy armors and the higher hp tier, though. Thus a similar comparison is quite biased. You can’t have all and just the nice things, basically.
They haven’t fixed the hitbox of the turrets, though.
I think its powerful and bit unfair as stated at the start, 4 small utility is not small at all, look at elixir S, it like mist form with invi or stability that comes for free, ele don’t have that. I think they over compensate engineer for only having 1 weapon without swap for no cooldown and 3 utility skill(cuz most profession have 1, so its extra 3). So i don’t think having cooldown on weapon kits is weak, and with the recent nerf of a few highest dps, thief and mesmer, i don’t see how 5sec will destroy engineer or their dps but it will bring their control and unpredictability down to par with other classes.
Toss Elixir S is one of the most unreliable skills of the game. Stealth and stability have got pretty different uses, and we haven’t got any way to choose what we’ll get. And many of the toss elixirs are like that, utterly random. That’s also why they’re pretty bad as far as toolbelt skills go.
And you are putting together two separate things: our class mechanics and weapon swapping.
I don’t see that reduced dps on weapons/kits. I find my engineer to be rather strong on that point.
Of course, I’m taking into account the fact that practically all our weapons are ranged so I don’t compare my DPS to a GS warrior. Ranged weapons all have rather weak DPS. Except engineer grenade kit.
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999247
Guess i remembered wrong. Devs’ vision is about main hand weapons. Anyway, i still don’t find our kits particularly strong. All of them need to be traited for them to be decent, especially grenades. And for the good ones there is always some drawback, be it dispersion (for grenades) or delay (bombs).
Our toolbelt skills are weaker than utilities yes. But we got 4 of them.
As I said already, if you compare an engineer with 1 kit to another standard class, you got :
- Engineer got 1s CD instead of 5/10s
- Engineer got 1 less utility skill
- Engineer got 4 toolbelt skills which are tiny utilitiesSo, isn’t the loss of one utility skill worth getting 1s CD only on weapon swap and 4 toolbelt skills?
Putting aside the general usefulness of almost all the toolbelt skills, your comparison doesn’t take in account that toolbelts are our actual class mechanic and thus, if you want to compare how swaps work, the only thing right there is that we get a reduced cooldown at the cost of an utility skill. And we need an heavy investment on traits per every single kit to make them decent.
Huh, guess the OP should try playing an engineer instead of spouting this nonsense. Comparing toolbelt to utilities is simply insane, and we already pay a price for the versatility given by the kit (even when we don’t use them) in a reduced dps on our weapons/kits.
imo, FT#1 is not a damage attack it is an effect spreading attack.
I wouldn’t be so sure about that. Basically everything that could use its fast attack for on-crit effects got cooldowns (retaliation still works on us for every single hit, though…). Probably they didn’t intend for it to be an effect spreading attack. Dunno what they intended it to be, though.
same goes for napalm, it is a utility.
And not that bad at it. Albeit, they should make it a bit bigger, imho.
why #2 is not a blast finisher remans a mystery.
Mh, guess it would be overpowered, with that short cooldown.
And there aren’t 7 guaranteed cleansing anyway – you can’t use a condition build merely with pistols. So you’ll have to take at least another kit. That means, at most, 6 single cleanings (or 4. a double and a full one, if you have got Elixir C in your build) . Even then, beside Elixir B, they’re pretty situational. So you won’t actually waste an Elixir S or Toss Elixir S for the cleansing effect.
Where is the survivability in something you can’t even control?
Elixir S? Oh, great, 3 seconds of delaying our death. Cause opponents won’t stay there watching us escaping (while we can’t even heal ourselves). Toss Elixir S? Great, Stealth OR Stability, both extremely situational boons. And we can’t decide what we’ll get, so it is just unreliable. Protection? Either with traits that depend on something to happen, or with an unreliable elixir/tossed elixir. Again, we have no way to control that.
Regen? Again, the build you’re talking about hasn’t got any reliable way to get that – randomly from elixir H/toss elixir H or, if you’ve got some points in Inventions, when under 25% hp. Swiftness is the only reliable way we’ve got to augment our speed – cause we haven’t got signets or so to raise it passively, and even traits cover just unarmed kits or raise it in combat…and you can’t get them with a grenadier/hgh build anyway (they’re in different trees than the ones involved there). That means that everyone can approach us even if we try running away while in combat – and hgh builds haven’t got many control skills to stop them anyway.
It would seem like you don’t know what are you talking about, basically, jportell. Try playing the class yourself and see how it works.
“Save yourselves!” gives ALL the boons, though. And doesn’t depend on any grandmaster trait.
Uh, if there is a thing we don’t lack, those are blast finishers. And they’re also one of my main forms of support in pve. 12 stacks of area might every 30s – i lack the trait for faster recharge on shield – thanks to magnetic inversion/acid bomb/healing turret detonation/rifle turret detonation. I don’t even have to place the turrets near the field, since it depends on my position and not on theirs.
Albeit, i find that flamethrower indeed lacks in damage. And could use some reworking on the autoattack, since they nerfed everything that made its fast attack useful. Now is more harmful than useful, due to retaliation.
GW2 turrets should be like TF2 sentries. Upgradable WMDs.
Well, that would reward having those out and alive for a certain time.
Anyway, as now, even them working as intended would be enough. And we have no news about that…
I’ve wasted hours to try getting that jetpack, and utterly failed. Now, why should i even consider doing these events in future instead of, you know, running CoF and buying the items?
Yep, that’s exactly how rewarding they are. You’ve got better chances by not doing them.
SAB was perfect. You can be lucky and get a sellable item, or you can spend time for a guaranteed, personal reward. It was fair.
And yet, they had still gone with the stupid rng methods…
Mh, it makes sense in that regard. Torches (i would suppose the second or third skill could use gunpowder for some explosion, thus having some benefit from the explosions trait, or some alchemical thing for smoke, gas or something like that) and maces (as in one handed hammers – we should be able to repair turrets with it, though, so to improve versatility in turret builds – that way, we may choose having a long range weapon+tool kit+ turrets, or having just a short ranged one, but with an additional turret).
The trait that goes hand in hand with HGH genius! Incendiary powder… bam AOE burn.
As they’ve already said, it affects a single target.