Showing Posts For Mork vom Ork.2598:

Fairtex Quad Turret Video

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Backpack Regenerator: This trait has been reworded so that it doesn’t imply that it adds the regeneration boon. This now scales with healing power from 125 to 192 (1500 healing power).

http://wiki.guildwars2.com/wiki/Game_updates/2013-06-25#Engineer

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

My Condition EG/SS/FT Build

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I may be missing something, but Shrapnel doesn’t effect anything in your build.

Your not, and just to be clear Shrapnel DOES NOT effect the explosion from pistol shots.

Also since sigil of Earth and Fire share a cooldown I’d suggest dropping Earth for a Sigil of Geomancy.

The other thing I noticed is that your running Flamethrower and Elixir Gun but your not running Fireforged Trigger for the reduced cooldown on both kits. I’d consider dropping Precise Sights for it.

- Oresan

Explosives:
Actually Shrapnel always at least effects the bombs from Evasive Powder Keg, although it is really only useful with bomb or grenade kit (or both). Try Enhance Performance instead or move 10 points elsewhere (Stabilized Armor, Protection Injection and Invigorating Speed are really nice).

Firearms:
Precise Sights is not very useful for a condi build, as condition damage is unaffected by vulnerability. If you spend most time with pistol/pistol, Hair Trigger is a much better choice.
I never use Rifled Barrels in sPVP as most fights take place at ranges well below 900.
I’d suggest moving 10 points elsewhere (see above) or try Napalm Specialist/Modified Ammunition.

Alchemy:
In my opinion almost every other adept trait is better than Blood Injection, which only gives you a bit more condition damage.

Sigils:
Fire and Earth share a cooldown. Try using one with and one without cooldown, e.g. Earth + Corruption, Geomancy + Accuracy, Energy + Perception

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Modified Ammunition

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Might be nice in PvE: a possible 16 – 24% damage buff at boss fights, especially world events.
Did anyone test if it works with the toolbelt skills with pistol or rifle equipped?

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

[BUG] Rifle turret (still) bugged

in Engineer

Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Just tested this in the mists:

- If overcharged some time after deployment (a few seconds are enough), the rate of fire does not increase only bleed is added. Successive overcharges have the same effect until turret is picked up or destroyed.

- If overcharged right at deployment (spam button) rate of fire increases correctly and stays increased even after overcharge runs out. Successive overcharges only add bleed, rate of fire stays increased until turret is picked up or destroyed. In this mode the turret sometimes gets jammed and misses 1 shot, then proceeds to fire at the increased rate.

Edit: PvE test shows the same behaviour

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)