Showing Posts For Naioby.3705:
Who said I wanted to see a crit on a practice dummy hahahaha I wanna see ur normal plain dmg but yes you have a nice point, we as engis + FT do lots of crits specially with our FT.
Ur free to upload 2 pictures showing the Azura heavy golem for crits and the Practice Dummy… in my case I didn’t want to use the Azura heavy golem cuz there is one of the runes I use as a “must” for my build, but its not available in PVP. Devs mentioned they are still implementing some missing stuff. If you have any other suggestion, so that I could try in PvE and we could all have a default place to test, please let me know. Afaik there are no practice azura golem in PvE but I might be wrong… any ideas? please?
I should have something around 5K (if my memory is not failing me) in fractal level 10+
all depends on how much you crit also BTW.Will try to post a screenie later tonight.
Thanks a lot Im sure we are all eager to see it… please use the Practice Dummy @ Lion’s Arch (Fort Marriner WP) that way we all have a default place to show our numbers
quoting for posterity, kekekittens!
high five for our awesome profession awesome profession, hurray FT
just FT2’s fireball explode on impact. Flamethrower fixed.
BOOM
BOO-YAH!
(edited by Naioby.3705)
For now, i did a quick example in Orr to print screen my damage output.
I use a build called the “sickman” syndrome, a variation of the kitmaster build. It’s an all round, “highly” versatile build with added surivability (+minor stunbreak) and still decent dps.
[img]http://img837.imageshack.us/img837/1671/gw020zd.jpg[/img]
I couldnt get to see the picture XD maybe you can upload it using the “attach an image” option (More posting & formatting options). Very nice dmg could you share the weapons ur using? I will check on the “sickman’s syndrome” thanks
And if its not too much to ask, could you please try the “Practice Dummy” @ Fort Marriner in LA. That way we all have a default target
Nearly 70k with #2 skill to the white rabbit
Am I winner? Where is my prise?
We all abuse white rabbits T___T
Please try the “practice dummy” and save the endangered rabbits hahaha
I would love to love the FT, but 3.5k for channeling skill?
Auto from rifle in zerk does most time 1600+ every shot.
Wrench? over 2k.it isnt as bad is it looks, it applies a burn and with the right build it will also stack 3 bleeds per channel on average. with the correct food you will have huge amounts of life steal too. the flamethrower is just hard to use because we have no gap closing skills and the flamethrower misses too often.
Thanks, very good point, we have to think we are just stating the direct dmg only but… FT is a crazy weapon which inflicts burn (specially if you have the trait on), vulnerability (trait 50%), bleeds, and of course if you are really pro FT u wont just use ur FT, u will swap to pistols or rifle, which in my case is double pistol, making a very fast chain of incendiary ammo, blowtorch, static shot, poison dart volley. In total you are inflicting posion, bleeds, confusion, burns, vulnerability in around 3 seconds.
I have my own build which is centered on surviability + 25 stacks of might (perma 22, scaling to 25, 90% of the time) + CC, specially for PvP and PvE. If you check my burn dmg from incendiary ammo, it’s 805 burning dmg per second and 2416 for 3 seconds then add this dmg to the direct dmg of my Flame Jet and we have a better value. Blowtorch on the other hand, it’s crazy 4832 burning dmg in 2 seconds + 837 direct dmg ^_^
P.D.: The food I consumed it’s just for boon duration… Omnomberry chocolate. The pistols I’m using, (don’t laugh) handheld disaster just for Orr and MF stuff, not even the sigils (sigil of luck + sigil of battle for might). I’m saving for destroyer pistols XD
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I would love to love the FT, but 3.5k for channeling skill?
Auto from rifle in zerk does most time 1600+ every shot.
Wrench? over 2k.
Dude I don’t wanna be rude but… did u read my post? I clearly said “IF YOU ARE NOT POSTING YOUR FLAME JET DMG then go troll somewhere else” we are not comparing classes, skills, weapons… we are just “sharing” our Flame Jet max dmg.
Two words one skill:
Flame Jet
am I clear son?
besides… ur rifle can only hit one target at the time at Orr if most 3 – 4 targets if you really try ur best… with FT, I can throw a napalm to the other side do some dmg, throw Flame blast to another different spot n do some dmg, and go spit fire to a third different area… while you all rifle man are shooting one target, Im getting lots of sparkling loots on the floor. So please don’t start it, go get into another FT post and discuss with them… this is MERELY for FLAME JET dmg and screenshots.
What’s the biggest DMG u’ve ever done with Flame thrower’s FLAME JET?
Please no trolling, I just wan’t people here to post and share screenshots of what’s their biggest number, and what’s the build they are running for it. Also feel free if you want to let us know what’s your burning dmg, even though it’s just 1 sec.
This post is intended to share your numbers, so if you are here to say anything different from “sharing your Flame jet’s dmg” and say stuff like “FT is weak” or “my little sister can hit harder than that” or “Biggest grawl I’ve ever seen”, then please move on to another topic so you can troll them.
POST YOUR SCREENSHOT + data build + data dmg
WARNING: This post might be very useful to all of us that love the Flamethrower!!!
(for screenshots, I recommend hitting the Practice dummy from Fort Marriner in Lion’s Arch, since PvP lacks of some runes)*
ATTENTION: please share screenshots we wanna see the damage ur stating also give out some details to know what is your build + weapons
(edited by Naioby.3705)
The reason the Flamethrower misses a lot is because it has a conical attack. It’s no different than the Guardian’s Cleansing Flame or the Elementalist’s Drake’s Breath.
If you’re running directly forward at or backing away from your target you will always hit it. If you stand still and let the auto aim take over you will always hit it. Where you run into trouble is strafing/turning. It’s not the skill effect so much as your latency; you have to lead your targets a little bit at times.
Seeing a bunch of missed attacks is not a bug. It’s inexperience with how it performs. Get used to its range and width and you’ll rarely miss your attacks.
I will admit it is a little buggy with certain structure objects, but these are rare situations.
First of all… if you read carefully I was pointing the MISS-MISS when targeting, specially those static objects, and this my friend, is like almost 90% miss all the time specially if you are targeting it.
For the burning per tick, I wanted to show the tag to show how non-realistic is this skill, which “should” provide burn per tick and this is my personal point of view, some ppl likes this idea and some ppl doesn’t. Another way around would be “1 burn for any of the 10 hits” at least this would sound more realistic and at the same time ppl won’t be saying “it’s OP”.
You were talking about the conical attack, which means a cone of area, which also means it should hit things inside that aoe, running directly foward and targeting the static object it’s a 90% to MISS, same goes if you try backing away from your target, it Misses and the point of all this post is that they have to fix this bug, it has to land all hits when u target an static object because that’s what it is meant to do.
Talking about power based kit vs condition, we are talking about a Flamethrower that spreads fire, and fire has a burning condition dmg, so what are you talking about? this is a mix between 2 different types of dmg, power + condition. Call inexperience to someone that has perma 22-25 stacks soloing (not with a group of buffers) and doing 875 power + 875 condition dmg with those 25 stacks of might (90% of the time = 25 stacks, 100% of the time = 22 stacks) not even counting runes + trinkets + upgrades + etc. And lets say I use incendiary ammo while using flame jet, I will do more condition dmg than the direct dmg (Flame jet: Burning: 1s 328 damage, Incendiary ammo: Burning 3s 984 damage, without any condition dmg bonus). You can also drop ur napalm on a group of mobs, no matter if you are sitting down watching ur target or just running and drop it (yeah u can fire it backwards), and if you go kit refinement u deal 1640 burning: damage for 5 secs (328dmg per sec) which of course it is also increased with condition attribute. Oh and if you say, why the hell would I choose that kit refinement? its only 180 radius!, and then I would say, “condition removal every 10 secs”, then you would say, but what about 409? I would say, yeah son, that’s a nice cleaner for your toilet, but I get my kit refinement + med kit’s “Drop Antidote” and I’m ready to go, while at the same time using traits for something else. Where’s the inexperience, son? maybe u just want me to fix my post a lil bit so that you can understand it better?, but… to be honest you are the only one that misunderstood my point. You wanna know more about FT, and combinations with elixirs etc? ask me… bet u still think u cannot pull any dmg out of Elixir S + FT, right? (I’m starting this discussion because I have many tricks up my sleeve)
(edited by Naioby.3705)
I’ve noticed (at least in spvp) that when I’m fighting and use elixir s, my kits seem to go on a quick one second cd first. Considering you then only get to use it for like two seconds it’s probably not a big of a deal, its like one attack or two at best
Sorry to disagree… being myself a sPvP and dungeon ultra FAST-runner (10 min CoF and SE for example) Elixir S lasts for almost four seconds if you trait it with Potent Elixirs… kinda like 3.9 secs, and … and I will now give you a tip… if you take-off ur kit then Elixir S and then immediatelly equip ur kit (eg: Flamethrower) u get full 10 ticks of flame jet and if you drink Elixir U, u get complete 2 rounds “and a half” of flame jet, thats 26 hits, invulnerable, not getting any of the draw-back from Elixir U + quickness, and if you use ur kit refinement u also get AOE burn (Flame Burst: Burning: 5s for1640 damage… increased with cond dmg) u can easily clean those mobs on CoF while standing on the ritual circle. It’s all about how fast ur reactions are and if you can manage to get used to it and start to do this automatically. I run a 25 might stack (875 power 875 cond) perma with no effor on dungeons, as solo I have perma 20 – 22 stacks. I might be sometimes the one tanking a big spider (AC) or big skelk (AC) or a big Charr (CoF) while dealing a huge dmg, getting super heal, removing conditions, and providing constant 15 stack AOE might to those around me. I go crazy if a mesmer casts quickness
I remember… I did 3 pieces of dungeon armor in 1 day… and it took me less than 2 hours ^____^
Attachments:
(edited by Naioby.3705)
It has been centuries and yet we are still bugged having a Flamethrower that misses when targeting a foe, and also, each hit from FLAME JET (FT first skill) SHOULD grant BURN, otherwise where is the logic on tossing fire without getting burn? is this a supersoaker gun?
Read the skill’s tag info:
“Spray fire in a cone pattern while on the move, burning enemies on the final attack.”
http://wiki.guildwars2.com/wiki/Flame_Jet
We all demand for a fix once and for all, this is a bug old as a left-over-pizza-hidden-under-ur-sofa’s cushion.
Please all Engineers post here to let our voice be heard!
NO more supersoakers! and YES = Fix Flamethrower’s BUGS
http://schwanzersatz.de/super_soaker_monster_xl.jpg
(Lol at this picture, nice super soaker gun, really a monster super soaker, we should have one in game for engineers)
(edited by Naioby.3705)
Hello mods/gms,
As title says, it seems this sigil its broken… I’ve run lots of tests and its def. broken.
I placed on my Axe, use it on main / off hand and nothing you dont get any stack no matter what you do (swap to the weapon before / during combat).Looking forward for an answer or feedback regarding this issue.
Thanks.
Ok Since u said Axe, then probably u have another sigil that has a cooldown on crit, swap or just any other cooldown which is blocking ur sigil of battle… I am using sigil of battle + sigil of smoldering and I have no problem because smoldering has no cooldown at all, so you might check what are you using cuz sigil of battle has a cooldown and it will take the cooldown from another sigil, therefore it wont get to activate.
I think I found the best option for FT in dungeons ^;..;^
Sigil of Battle + Sigil of Smoldering
Ppl says… FT flame jet so buggy and just 1 sec dmg and so low dmg and blah blah… I was able to be the one to stay alive soloing a vet and keep him to distance while doing a big kitten dmg, having 25 stacks of might during the whole fight, with my combo runes… for those saying FT flame jet low dmg… remember that the 1 sec dmg, also has condition dmg if you want 100% burn use the incendiary ammo, ur getting burn + bleed (sometimes)… so lets count burn:
(0.25 * Condition Damage) + (4 * Level) + 8 damage per second
without counting my trinkets or armor’s condition dmg, I’m doing 546.75 + 328 burn dmg in one second… and specially kick that vet with my rocket kick… insane burn dmg
Flame Jet tag will show this info while having 25 stacks and my build:
Damage (10x): 1200
Burning: 1 s (797 damage)
problem is … I don’t know why the Flame jet tag shows 797 dmg instead of more than 874 (without counting my armor + runes + trinkets for cond dmg)
My rocket kick with 25 stacks of might does:
Damage: 600
Burning: 5 s (3983 damage)
And… the burning from dual pistol’s Blowtorch @ 25 stacks of might is:
3 Burning at 200 distance: 2 s (4793 damage)
The problem is… with shield I can easily stay at 25 stacks, almost perma 25 stacks, but without it I’m at perma 20 to 22 stacks (shield blast combo gives me 3 stacks)… but still 22 stacks gives me 4635 damage, with the blowtorch.
All dmg above, are done with a Rare weapon not an Exotic (except for the shield), and all of them are Magic find items, therefore the dmg would be even more if I go Exotic Carrion dual pistols (currently saving money for that)
For myself, I use the Utility Goggles/Analyze option, because I have Elixir B on auto from the Alchemy tree.
Keep in mind the idea is to keep fury up 100% of the time, so you would also want to use medkit #5 cycling back and forth between medkit and ft and using goggles as needed.
I have speedy gadgets, speedy kits (because I have the 50% chance to vuln on crit rather than swift on crit) coupled with protection injection and deadly mixture in the alchemy tree. If I am in pvp I swap out protection injection for elixir S auto.
Then fireforged trigger and juggernaut in the firearms tree along with the +50% vuln.
I am constantly respeccing back and forth between 20 Tools and 10 explosives (for burn on crit) 10 tools (i stick with speedy gadgets) because I used speedy kits like crack while leveling, and it is a hard habit to break, but perma swift during combat is pretty nice with all the kit swapping.
It is a very interesting build, I would like to know what do you use against a thief that goes with the chain burst? I’m sure ur using something to stun him besides the crate, lets not mention crate because its a big CD. I usually go for the shield, but in order to trigger it I wait for him to start attacking me, some would even petrify me then I go Elixir S fast switch to FT burn him, smoke (blind), rocket kick, vent, and then… I go shield discharge to wait for him to hit me and get stunned for 2 secs. My drawback is that I need urgently to have rune of altruism available for PVP, I know devs are working on that since there were stuff they didnt add for PVP such as trident stuff, etc (as I read around the forums).
Yours attempts a high dmg because of vulnerability and I like it, but I would like to know what would you do to CC a thief cuz they have a very fast burst, melee range.
Also if anyone could please answer, Im curious about this:
does Static discharge has any condition dmg? or just plain dmg?
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I would say as level 40ish u can bump urself kinda godly if you get some might stacks
Right now at level 80 I love soloing any place even those big vets in Orr (talking about the giants) and some champions as well, just by stacking 25 stacks of might… easily 99% of the time having 22 stacks, not even counting the combo with the crate. So… knowing that each stack of might at level 40 would give you 17 power + 17 condition dmg (at level 80 u do 875 power and 875 cond dmg) then you would be doing some nice combo with shield blast + napalm from ur FT (gives 3 stacks of might), then use ur Elixir to get 3 to 4 more stacks of might so we are talking about 6 to 7… and… if you level up more and u get ur last training book, u chooose Juggernaut for ur FT giving u around 7 might + 6 thats already 13 stacks then u can get HGH to get extra might even by drinking any elixir to get some extra 4 stacks of might (drinking + tossing) which goes up to 17 stacks. I combine static discharge with my throwing elixirs, that way I not just get buffed, I also hit multiple targets… the great thing is static discharge has no CD… I love Throwing Elixir H + Elixir B in Chain doing double static discharge, also incendiary ammo would fire a static discharge WITH fire, without even firing ur weapon (u need to target something in order to make it work). Same goes to rocket kick (big cone AOE burn dmg).
Also I wanted to ask ppl here, there is something that I really wanted to know… does Static discharge has any condition dmg? or just plain dmg?
(edited by Naioby.3705)
Bump on this, this rune is missing in PVP, Rune of Altruism… for sure its not intended, probably missed because its a new rune since Wintersday’s Events.
ohhhh…. ok… then what would be the best option then? maybe corruption + earth for dungeons…?
Orr works so kewl with Battle + Sigil of luck on my shield… I would add another shield for switching after getting 25 stacks on luck, but… inventory space is the matter in Orr.
The Sigil of battle’s might with 20 secs of duration really helps me stacking up to 25 stacks, so helps a lot… just combo shield + napalm + rocket boots blast + elixir B, its like wowww
yeah the problem is… if Im in Orr for example… I use a shield with sigil of luck and my pistol with sigil of battle (I just decided thanks to u guys)
I know that in a WvW for instance I would definitelly get both, battle + corruption or battle + sigil of earth. For dungeons, Battle + geomancy. I took battle + sigil of luck for Orr because I want to keep the 20+ stack of might up, and using runes of the pirate (yarr gives me some nice might) and I tried it and works… the least would be 18 stacks. Im glad with the results, shield combo blast + napalm, Elixir B with HGH, rocket kick on a mob of 5 risen, they go down in no time, its super… I just kick then go flame another group, while they just die (5.5 secs of superB burning).
I get the full 25 stacks if I use the Crate, hehehe even with the crappy rune of the pirate, Im happy hehehe. Anyways thanks a lot I learned some good stuff
Hi, I have seen many posts about Might builds, but they are all outdated. There’s sigil of battle now working for us engineers and I have these two sigils… what u guys think?
250 condition dmg over mantaining 25 stacks of might?
Mostly getting a cond dmg for Dungeons based on heavy might. If it works for WvW then please enlight me
“sigil of battle vs sigil of corruption”
Thanks XD my bad… prolly I was too sleepy yesterday… Idk why did I post knowing I already have maxed 3 professions hahaha
Hi, so now that Im 400 artificer, Im trying to make a cool staff… carrion… but when I see the inscriptions available for crafting… there are only 2 incriptions: GIVER’s and APOTHECARY’s
How come? I dont know, a bug maybe… I tried seaching in that list and nothing… I also tried in the discovery panel with the ingredients of the inscription, and nothing happens.
please help
oh okay XD I didn’t know about that rule
Im not a warrior but I can tell you guys this… this loop animation is so cool to show off legendaries and those op greatswords… Im making a WARRIOR for just ONE REASON:
SPIN A TWILIGHT
bump please someone could check this?
oh… maybe it’s not a bug since it says “(max 25 stacks; ends on downed)”… once I’ve been taken down, and rally (having my rifle equipped) I can see there are no stacks on.
Anyways thanks a lot guys
I had a guardian, I used some dyes in his armor, transmutated armor to look cooler, normal armor (basic) transmutated into plated armor (karma masterwork from Iron Marches) and now I erased this guardian and I made a warrior, and I can wear this armor because it is account bound BUT I can’t apply a NEW dye on it (Midnight rose dye)… it still has the dye I applied with my formerly guardian (sincerity dye). I’m pretty sure it is a bug
I have 2 sigils of luck, one in my pistol and another one in my shield… I charge them quite fast till it goes 25 stacks, after that, I noticed I’m able to switch to my rifle which has a different sigil… but … I can still see the 25 stacks… is this a bug? does the luck still remains even after I switch to another weapon (rifle)? I would really like to know
ohhhh ok I got it thanks for the info
Blowtorch for example can burn for 9 seconds, which can be easily over 7000 damage. Also the ability to back off a point and lob grenades from afar gives you a way to fight without feeling useless while you are low on health. Not to mention, the Power coefficients on many of the Pistol skills alongside the Grenade skills give you a lot of direct damage. It’s not uncommon for Poison Volley to do over 2.5k damage for me, as an example. That may not be earth shattering, but when combined with every damage condition in the book alongside Retaliation it becomes significant.
I’m wondering is right? I mean… as far as I know, burns stacks on duration, not dmg and you are saying 7000 dmg from stacking burns. Am I missing something that I’m not getting about condition duration? or is there any dif between burn duration vs condition duration? how can u get that 7000 dmg from stacks if burns only stacks duration? thanks
The thing I have found that makes it VERY hard for me to get away from as an Engineer is that we can do significant burn damage with significant duration in just a few moves, and we don’t even have to spec for condition damage at all for it to be useful.
I agree with this completely. In fact, I ran a build based on burn duration, rather than damage, and noticed a far greater damage outcome than when I was spec’d for cond damage alone. Having a trait within the precision tree for 20% duration was an easy pickup, not to mention all of the +burn duration runes and sigils are cheap. 2xrunes of flame legion, 2x runes of baelfire, 2x runes of balthazar= +45% burn…with trait =65%….with sigil of smoldering=75%…with power tree built up 20 points =95% burn duration…with super veggie pizza I believe I was around 130-140% burn duration. It could easily be argued to run with +cond duration runes and then pick up the burn duration sigil and trait as a kicker. I ran p/p with sigil of fire in addition to the sigil of smoldering. In the power tree I also picked the trait with 33% chance burn on crit. Between the sigil procs, trait procs, and natural burn abilities I was easily able to stack 15-20 seconds of burn on people. My typical utilites were flamethrower, rocket boots, and either an elixir or toolkit. I am not a fan of flamethrower in general but it added to the ability to add burns so I kept it. Not to mention it was fun rocket kicking in and then venting the exhaust to blind right when I reached the target. All in all, I found more rewards from burn applications than bleed but it also felt like a more specific build than the bleed one. It also felt easier to apply bleeds in an AOE fashion than I could with burns. I guess this would mainly be the case because of nades and there ability to spread bleeds to groups with relative ease. Flamethrower was an AOE burn spreader and if it’s bugs weren’t so prevelant I could see it really becoming a premier applier of crit based conditions in general.
Sounds nice but I have a question, you could apply long duration burns and that sounds reallly great more than 20 secs of burn, but, what about those professions that can easily remove condition? wouldn’t it be better to apply burns that does more dmg instead? I started to think about sigil of strenght + sigil of earth and then add runes to add “Might” duration and with the FT u already get 6 might, you can stack up to 25 might and that is, as wiki says:
“With 25 stacks of might at level 80, the bonus is +875 Power and Condition Damage.”
which is a great bonus for everything. Do you agree? or is there any other advantage about duration I’m not seeing? guardians, eles, even engis and thieves with traits to transform conditions into boons can easily remove conditions right?
ok one question, if I go double pistols… and I add 2 sigil of strenght is there anywhere confirmed that I will get 30% after crit to cast might, or would it be 51%? (I saw someone talking about it) but… anywhere confirmed? real formula? else I might just combine sigil of strenght + sigil of fire.
btw, what would be a good replace for bomb kit? rocket turret = too slow cd, flame turret = too short range, rifle turret = nice overcharge to add bleeding charges, but squishy, tool kit = uhmmm magnet O_o box of nails (bleeding) throw wrench…
(edited by Naioby.3705)
Yeah speedy kits looks very nice in order to reduce distance and sometimes, flee. Problem is we need some calculation to see how many condition points we are loosing since we are using the rune of undead, having inventions maxed gives +300 toughness, versus having 20 points in inventions gives +200 toughness which gives a difference of 100 toughness, then the rune of undead says 5% of toughness, we originally had 1266 toughness (as in the example) which gave us 63 condition points (with the rune of the undead 6th bonus), having 20 point in inventions makes 1166 toughness resulting on 58 condition points. Now the question is how much would that influence? would it be much difference in burning dmg? or it isnt that remarkable. We might also get the “power shoes” from inventions giving 10% faster movement during combat. Also cloaking device, I thought about it, but I mean, if its stun, seems it wont apply, since I read wiki didn’t include stun as “immobilized”, and if someone, for example, throws a net on us, he for sure knows we are there, enough to keep shooting, so, not sure if its good to use that trait (cloaking device). But I might be wrong, I think it is something to test.
uhm good point… not to forget that, burn dmg > bleed dmg, yes now I see it clearly… now as for Aoe and talking about FT build… maybe sigil of strenght would be better, provided that you have “juggernaut” trait on, and accumulating might would be nice to increase the burning dmg. What do you think about this, specially talking, for Orr?
Wow Atamaz very very useful information… so now I can see Burn wins over bleed. What do you think about the proposal for the build that I explained? you have CC from glue bomb, overcharged shot, net, crate’s stun, nice combos (stealth, fire aura, fire bullets), and of course lots of fire. Rune of the undead syncs very well with everything else to get more cond dmg + more tankish. Anything you guys think would be better for this build?
ok Bro, ur the man, we are synced, you even said the skills I was aware of to make some pretty nice burning.
I already thought about the nice dmg rocket boot’s tool belt has, I also thought about the bomb kit’s flame bomb, and as well the other things u mentioned.
I read your builds but I would like to share some things that I’ve been thinking, yet to try it out. Now for the facts.
1. Armor: Rabid’s (Condition / Precision / Toughness)
2. Rune: rune of the undead
3. weapon: Precision / Condition / Power
4. Sigil: Sigil of Strenght
5. Accesories: Condition / Precision / Toughness
http://gw2skills.net/editor/?fcUQFAUl0p6Z37SrF17ISoHS49JYgeAY41d9pAbB;TcAqmMNJay2krJZTjMA
I want to make use of combos and include them into battle. in order to use em I realized that the best use for them would be flamethrower + rifle (Napalm aka flame wall). If we use Flamethrower + Bomb kit + rifle we can get many combos such as jump stealth, area stealth bomb, Area Might, Fire Aura, Fire bullets. Also I came to think two possible options as for sigils, sigil of earth or sigil of strenght (I think this one fits better). Using rabid’s armor (condition precision toughness) you increase the burning condition dmg a lot, as well the critical chance for extra burning with the 33% trait + sigil of stenght for extra might and the Juggernaut trait together to stack up. Not to mention the medkit’s stimulant for more crit chance. The weakness I find is the short range but it can be solved by having medkits swiftness + rifle jumpshot in order to reduce distance, also u get very nice bombos such as the Fire Aura and Fire Bullets. As for the bombs, Im still not sure about it, you need close distance for it, but u can use it for kiting, you can get nice combos out of it (Area Stealth + dmg, and Area Might + Blast burning which is hard to pull with the Big bomb). You get nice CC with the glue bomb + overcharged shot + net shot + Crate’s stun + air blast. You are tankish, nice toughness along with the rune of the undead and all the bonuses that mix pretty well with everything (traits + flamethrower + armor, etc). You have some power which goes nice with your rifle and syncs with your trait (Energized armor).
I still think the better is to have rifle for more CC and the use of combos (Jumpshot: Stealth and Fire aura). Also because you can make really nice combination of moves to control and burst an opponent (Jumpshot is a very powerful skill if you trigger the fire aura to get extra burning + double dmg). Blunderbuss for a very nice crit + bleeding as well activation of might (sigil) and the 33% burning.
I also thought about using Rocket Turet, provided that I have the Invention trait maxed, and think before time to get a very nice CC, like this: 1. activate overcharge on your rocket turret (you know the missile will take a lil till it fires and reaches ur target) 2. hit ur opponent with overcharged shot (he will be knocked down) 3. if the missile didn’t reach him and hes about to get up fire a net shot 4. fire napalm on him 5. jumpshot land on him and receive the combo fire aura for extra burn and hit blunderbuss switch to FT and keep hitting. This is just an idea, the problem is that he might take my turret down fast, or not.
Idk if you could give it a try and prolly make I vid, I saw your vids are pretty cool. Maybe you can get something out of this idea and polish it a lil bit more to get something awesome.
(Question: ok Power wont affect when ur switching to Flamethrower, but what about if you have shield… would you still get the toughness from it? what if I use: “reinforced shield”?)
You can contact me in game to chat more about this, I love engs and I think there are some really powerful stuff with FT and condition dmg.
(edited by Naioby.3705)
I just want to hear your thoughts about burn vs bleed, including combos and total dmg you can get out of it. Which one would one would have highest dmg? take in consideration traits condition dmg calculations etc (how about condition + toughness + rune of the undead + 200 toughness from flamethower trait). Also the sigils such as:
sigil of strenght (to provide more stacks of might)
sigil of earth (nice 60% after crit for bleed)
sigil of fire (would that fire stack in duration? dmg?)
sigil of accuracy (would it be better to have more % CHC?)
any other?
Also, I know that sigils would affect the use of flamethrower kit. I’m sorry if I sound noob but I want to know if the weapon’s condition/precision would also affect the dmg/crit of the flamethrower skills (I know power wont affect it at all, am I right?)
I know the bugs on flamethrower but still Im trying to see surviability and dmg output, condition dmg, etc
Ok one question is, why does ppl preffer sigil of fire instead of sigil of earth? I mean, if sigil of fire wont be affected by condition dmg, and it only has 30% after crit, vs the sigil of earth that has 60% after crit and can even stack bleed (even though bleed formula is less dmg than fire) as a condition dmg then… why is it better? (I consider saying “people prefers it” because I’ve seen it is far more expensive (sigil of fire around 2 gold) than sigil of earth (around 80-100ish silver). It’s direct dmg, and it has a 1.0 damage coefficient as wiki states, … also, how do I eat (calculate) this 1.0 dmg coeff? is there any other advantage about this sigil that I’m not aware of? Thanks a lot guys you are really kewl answering this many details
Hi everyone, Im wondering about the sigil of fire. Wiki says:
The flame blast has a 1.0 damage coefficient and a radius of 150.
I want to know where is this 1.0 dmg fit in this burning equation:
8 + (4 * Level) + (0.25 * Condition Damage) per second
Thanks
Nah, they wouldn’t consider an exploit something that no one would take 30 or more minutes to get done. Around 30 min in Orr can give you as much loot, mats, and karma, as well dungeons, and that would be a better option rather than doing this. Also not to mention how many times you would die in order to get this lvl 10 story done with a lower level toon. Also, by the time u get to make this lvl 10 story, no matter how rushy u went… u will be at least level 8, I remember I did my Sylvary story some of them like 3 levels below the level suggested. Remember its not a level requirement, it is a suggested level for the story.
Your level 40 will die all the same to my condition build as your power build. Might take a few seconds longer but I’ll be the last one standing. I say this being more often than not the last one standing when I face 80s.
As for clearing conditions I say please do. A condition Engineer will have them all back on you in the next sec to second and a half. Clear them again. And again. (Or if you are an Engineer and have 409 then three more times after that.) Last one standing.
I have run into people I cannot kill. Two guardians, a mesmer, and a necro (almost got her). We waved and moved on. Outside of that the fights can be long but eventually their hitpoints run out and mine don’t.
I can’t get a super high power build that has any survivability on an engineer (I lie. TankCat is roughly 85% of max power but I find it boring.) If all I can get is a condition build and be the last one standing that’s really good enough for me.
PS – All the things scaling your power build scale my condition build too. They get more HP and I get more HP. Power weapons hit harder as a percent of their base and so do mine. The only thing condition builds trade out is time. That’s not a trivial commodity but it’s not one I need to crater my enjoyment for either.
Agreed!
What do you use for your CD build?
Me too please… are you using rune of the undead? or something else? u going turrets for extra condition hits on targets + toughness?
what do you think about this build if you’ll combine it with condition: http://www.gw2build.com/builds/gw2-engineer-turret-build-best-pvp-tournament-5357.html
Well just in case, conditions effect directly on all turrets that has condition formula on it, easy to check.
Burns: Missil T, Flame T
Bleed: Rifle T
I was wondering about the sigils though because I read on wiki that turrets CAN crit, but the problem is I think wether wiki is wrong, or there was a nerf some time ago, or GW2 is planing to add that thing. Also there are some ppl in youtube saying power can effect turrets (which I know it cant) and this guy from this build saying that sigil of ice can proc off turrets:
http://www.gw2build.com/builds/gw2-engineer-turret-build-best-pvp-tournament-5357.html
Anyways, that was my Q, today I bought a sigil of ice and I tried vs some mobs out from LOS and I didnt see any chilling, not sure if this is diff on pvp, but still. Thx for your comments everyone.
I read this from a post on internet, this guy trying a turret build for pvp (I know many ppl will start like meh, that sucks but this is not the question) and I read that he mentioned the following:
" I use Sigil of Superior Ice on my weapon for the “chilled” effect, which can proc off turret damage as well"
Is this real? I mean, did anyone try this or made any tests? is there any sigil that can proc off dmg or some condition? (please don’t say burning cuz we all know misil, FT both has burning) (I already know about dmg from armor runes condition, etc… Im asking about sigils to produce something else or any other type of dmg)
Thanks
The website where this guy mentioned that build is: http://www.gw2build.com/builds/gw2-engineer-turret-build-best-pvp-tournament-5357.html
*MAP: Southsun Cove, east of “Pearl islet waypoint” underwater, starting NEXT to the shipwreck that has a veteran skelk and chest
*WORLD (aka Server): Sorrow’s Furnace
*TIME & DATE: I first spotted them at 11:55pm (based on UTC +08:00) January 12, 2013
*QUANTITY: not exaggerating, MORE than 20 BOTS in one spot covering a huge area underwater
I already submitted the ticket with MANY screenshots (around 30 screenshots with 100% evidence). they are all underwater and they use some kind of fast log in log off botting program that also gives them some sort of boost making them able to pratically dissapear and appear far away, many times till they reach the new aim (skelks). I also reported in game each one of them and that’s why I took 2 hours cuz it was almost impossible, they dissapear in less than one second, some of them you even whisper and it says “The player you are trying to whisper is not online”. Some others were so fast I couldn’t even finish to press the report button so I had to screenshot them then go back in-game whisper to them ask them to answer, I would ask something like “do you know where is the brood mother?” and then “if you don’t answer anything I will report you”, so its 100% evidence, check my screenshots I sent to this ticket with a reference number:
130111-002459
Please Gaile… give me an answer to feel relieved a lil bit… I was in a Shock to see soooo many botters and no one says anything about them… I might have been the first one to discover them since I love to do those 2 chests in Pearl Islet waypoint. Thanks a lot