Showing Posts For Rfreak.6591:

Elixirs and the RNG factor

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Man I just don’t get it… Elixir S meant for… escaping????

You should understand that it’s meant solely for stomping right? RIGHT??

Don’t get me wrong, I completely agree they should remove the RNG thingie, especially on the Elixir H, but seriously… Elixir S’ toolbelt is meant for stomping, period.

Anybody hoping we don't get buffed?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Pukknub.7368

Because of the bugs man, the bugs, think about it there isn’t a single build out of our “reliable” builds that doesn’t involve at least 1 or 2 bugs.

Grenades scatter, even hit ceilings and walls in their weird trajectories, static discharge often shoots the ground, (even when you have a locked target) MANY, if not all our projectile skills (and we are based on those) collide on invisible hit-boxes which cancel our projectiles and that happens ALOT, I’d say always for boomerang-like skills, this also involves important skills such as net shot, overcharged shot, the pistol in general and MANY of our utilities and this is just a small list of our bugs, a small list of MAJOR bugs.

Q: Balancing Condition Damage (Limit)

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Posted by: Rfreak.6591

Rfreak.6591

@Zarathustra.2091

No let’s consider this, a 1s bleed causes 100 damage

1 stack ticks for 100 damage through 2-20 seconds?
2 stacks tick for 200 damage in Xseconds

And so on, this means that multiple characters dealing bleeds help mantaining sustained and easy to apply conditional damage which will trigger no matter what happens because bosses usually don’t have means of removing those conditions, however they may have lower condition duration buffs.

Anyway what I meant to say wasn’t that conditional damage is stuck at max stacks because of numbers, but the general behavior of the players stacking bleeds.

Bleeds are EASY to apply, VERY easy, almost all auto-attacks would generate a bleed, be it by itself or due to the classic minor-precision-tree-trait which almost every class got.

If the stacks weren’t there what would stop players from going full bleed builds for bosses?

To maximize damage you should rely on multiple types of damage anyway, not to mention multiple conditions.

Anybody hoping we don't get buffed?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Well if you consider those kinds of burst that’s not much cheaper than thieves and warrior’s burst spec, don’t get me wrong, I agree that 1/2HKO shouldn’t exist in this kind of game, but others got much more viable builds without having to waste 2 utilities for that (by waste I mean they can be used in many other situations, unlike rifle turret and grenade kit which are solely for damage purposes)

Q: Balancing Condition Damage (Limit)

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Posted by: Rfreak.6591

Rfreak.6591

Because bleeding would probably force every1 into condition specs in order to bring bosses and such down as fast as possible together, instead of varying builds in order to maximize the damage output.

Every stack makes the bleeds faster multiplying them, which would encourage party-bleeders, not to mention epidemic necros.

Without a cap every1 would go for bleeds instead of greatswords for short.

Anybody hoping we don't get buffed?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Bargaw.4832

then just nerf the grenade barrage from the kit which I think it isn’t OP in any way, lol, I must say that it’s freaking hard to land at least HALF those grenades and you must be sitting on your opponent’s head to do that.

You must immobilize the guy to do that and then you go on a CD you can’t even check.

Extremely unreliable spike, unless you static discharge too, but the “shoot the ground” bug works half the times, the only reliable lightning comes from rifle turret’s toolbelt.

(edited by Rfreak.6591)

Twitch Livestream

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Posted by: Rfreak.6591

Rfreak.6591

@Penguin.5197

Kits as they are now are obviously meant for a quick swap to land some utility or damage depending on the situation, I don’t play any of the conventional builds btw yet I actually do more than what you consider “best”.

You guys are not even trying, you picked a couple of builds on the internet and settled with those instead of experimenting some more and get one of your own that fits your playstyle.

And btw Tankcat isn’t THAT strong, it’s only used for holding points in WvW, if SMART ppl actually used some immobilize/pull they’d see how far the cat runs, and btw it got nerfed (retaliation duration).

Sigil of Generosity and the Engi

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

If you are truly struggling vs conditions consider bringing flamethrower or elixir gun with kit-refinement, both will land an impact-condition removal on weapon swap (AoE on top of it) without sacrificing too much utility (’coz they give some too).

Twitch Livestream

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Posted by: Rfreak.6591

Rfreak.6591

@Thenoob.1480

Usually people have to choose EG or FT and that makes a huge difference by itself, but that aside most traits that involve utility aren’t in power/prec lines and to make those builds effective you are often stuck on equipments (amulets or entire armors) dedicated on specific stats.

Twitch Livestream

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Posted by: Rfreak.6591

Rfreak.6591

@Terrahero.9358

They aren’t flat out better man, most engineers here didn’t even play ALL those builds in both pvp and pve.

We are the only class that can bring extreme utility to the team without sacrificing much damage, how awesome is that? We have some of the best skills in dealing with multiple opponents, many meanings of stomping AND plenty of blowouts, knockbacks and the best pull in the game, and a lot of condition pressure AND removal, don’t compare classes just focusing on damage.

(edited by Rfreak.6591)

Sigil of Generosity and the Engi

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

It procs well enough but, you have to sacrifice a sigil slot (which I think is a lot) for a build that’s most effective with elixirs anyway, instead of trying to cut the points to get different traits I suggest you try to make another build, it’s the same as going full rune of the centaur to get rid of speedy kits, kinda pointless because 6 runes are much more useful than a 10points trait.

That said, I think a sigil is even more useful than an entire set of runes, especially as an engineer.

Twitch Livestream

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Rfreak.6591

@Penguin.5197

What are you talking about?

There’s tankcat, static discharge, AoE kit swappers, 4-kits, grenadiers, immobilize-bunkers, swap might stacking, elixir might stacking, FT might stacking AND turrets (though sub-par due to bugs atm), do you actually complain about variety?

Anybody hoping we don't get buffed?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Bargaw.4832

Kit refinement doesn’t even work correctly how could you say that?

Grenade Barrage got nerfed last patch already (kinda ninja-nerfed)

Twitch Livestream

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Posted by: Rfreak.6591

Rfreak.6591

@Terrahero.9358

Actually I think they are talking about thieves, the most reasonable considering they are almost useless in dungeons, stuck on single target spike OR single target DoT spike (lol)… elementalists low options? that’s simply because D/D beats everything isn’t it? I’d say they have almost the same variety engineer has, well a lil less variety, but that’s HUGE anyway, I mean… the number of builds you could come up with…

Thieves only use stealth efficiently as utility and in my opinion they can’t access anything as close as the utility those give, but considering stealth also isn’t very effective in pve, well… you can see they are left with nothing but builds to get ppl mad in pvp/wvw isn’t it?

About rangers… yea, pretty much, need better utilities.

Anybody hoping we don't get buffed?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

I hope we don’t get buffed, also we don’t get nerfed, all I want is our skills and traits actually fixed and working to their fullest, without the bugs that have been ruining my gameplay experience, which is also reasonable considering we should see how skills work without bugs before nerfing/buffing no?

Only an engineer...

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Only an engineer has access to bombs, grenades, flamethrowers and rockets that can’t damage buildings as much as swords

Transmuting Multitool backpack

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

So.. I wanna get that skin, but I hear the account-bound transmutation only works with whites/blues, so… is it possible in any way to get that backpack? Either anybody tested with Wintersday backpack, which even thought is rare is the only account-bound backpack?

any other goggles?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Davi.4920

For the last time PLEASE stop saying things that have been removed like 3 months ago, haven’t you transmuted anything since that patch? EVERY transmuted item IS soulbound, stop sharing wrong information.

(account-bound-transmutation was considered uninteded as those character creation items are unique and meant to be solely for your character)

Back to topic: there are 2 goggles, well monocles actually, Noble Mask and Leather Mask, just search’em through black lion, though if you are Asura then you have access to 2 extra goggles (actual and pretty cool goggles on top of it) from their cultural tier2 and tier3 armors.

Weirdly enough, engineer character creation goggles share the same skin with Human’s cultural tier1 LIGHT armor (yes I freaked out too).

If it helps in any way I find charrs the best looking race with character creation goggles anyway, backpack kinda looks bad to me, also you got kits that hide it, and the third character creation item is the Noble Mask, you can thus get it later on anyway.

(edited by Rfreak.6591)

Engineer Bugs Compilation

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Posted by: Rfreak.6591

Rfreak.6591

@Toad.7961

It does work it just takes a couple seconds but you should be able to see the scattered nails slowly spawning around you, just without the that CLINK! animation and sound effect.

Anyway Magnetic Inversion seems to activate the blowback effect half the times, my guess is hitboxes and such, just like many other skills (the Personal Battering Ram) not reliably, has any1 else encountered the same error? same goes for Throw shield, doesn’t seem to stun moving targets correctly, also its projectile often collides on the surroundings (somewhat like throw wrench) canceling the boomerang effect.

Also… switching kits in general doesn’t cancel the previously-activated #1skill, this means flamethrower’s gonna last a while PREVENTING you from activating other skills (happens often) either auto-attack with the just switched weapon.

(edited by Rfreak.6591)

So... leader left in dungeon

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Wolfgang Michael.8217

Is it actually reportable? I couldn’t take any evidence.

And no I’m not “crying” I just want this stupid bug addressed as fast as possible.

So... leader left in dungeon

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

He did it, on purpose, at the very end right after killing the boss without letting us getting the tokens for a stupid dispute about which tactic to use at the end of CoF exp path2.

How am I supposed to feel if people actually exploit this bug on purpose to get other ppl mad?

I'm back, I think?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Kardiamond.6952

Also magnet pull, great for fishing players in WvW and useful in spvp to pull off cliffs either gets an easier prybar time.

Anti-spam/report forum-PM option

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

Oh I didn’t notice it, thought the option would have been listed in the PM list not in a post, guess we can close the topic.

Question about engineers

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Guys just… since when a lvl1 in the sylvari tutorial HAS ACCESS to utilities? I thought you needed to be at least lvl10+ or smtg?

If the guy actually had access to it then it MUST be botting.

Anti-spam/report forum-PM option

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

I’m getting some gold-sellers PMs on this forum lately, but just sending tickets is way too long so… is there any chance we can get the same report-function the in-game mail has?

I'm back, I think?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Nothing fixed btw… yea I know…

Engineer Bugs Compilation

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Posted by: Rfreak.6591

Rfreak.6591

Sometimes, after triggering “self-regulating defenses”, if you activate elixir S (I think before the first effect ends) nothing happens, thus wasting your possible savior and gone on CD.

I noticed the same thing happens with Gear Shield (though you cast the entire animation WITHOUT the effect), pretty easy to reproduce.

I’m guessing the code they used to activate Elixir S completely resets all your statuses (either overwrites all previous actions) to default taking into account just the hps left.

(edited by Rfreak.6591)

4 kit Engies

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

1st things 1st: don’t run kit refinement if you use the flamethrower because the trait activates skills that consume incendiary ammo’s usage so, unless you don’t pay much attention on incendiary ammo… I think it’s either FT or EG, so you want a stun breaker? It’s obvious you want this for pvp (‘coz I think in pve the condition removal’s already enough, being the EG’s kit refinement AND, if you rly want it, FT’s kit refinement as it removes conditions too).

The best of the best you could get is without a doubt Elixir S, because it breaks stun, grants invulnerability (canceling your 1-2-3-4-5 bar but still allows access to your kits)
AND helps for stomping, a lot, with its toolbelt AND with itself.

Top 5 bugs Anet should prioritize fixing

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Mine is

-deployable turrets
-cone abilities
-turrets scaling on stats
-static discharge with throws/self skills
-weapon stats on kits
-jump shot
-net shot collision (it even collides on allies, especially when meleeing the boss)

Then the rest, even thought after these changes we’d need more reworks (traits AND utilities) rather than fixes.

Heavy Metal

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Penguin.5197

That method no longer works in fact it’s been fixed for months now as it was considered unintended.

There is NO way you can get character-creation items now besides creating a new character and no matter what you do the item is soulbound, just as any transmuted item.

Engineer vs Elementalist?

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Posted by: Rfreak.6591

Rfreak.6591

@Urrelles.4018:

As kits are right now they are merely used for a “fast-switch” to get either utility (elixir gun, flamethrower or toolkit) or time-limited strong DPS (grenades are not meant to be your all-time weapon, yet they force us to specialize into it to get the damage, ‘coz they aren’t rly for utility…), the bomb kit is the only exeption, thought it NEEDS the forceful explosive trait and I read it’s still half bugged, plus you just can’t go up close to everything in pve, only really useful for running AND doing damage at the same time while being chased… pretty situational to need a trait isn’t it?.

While it is true that they actually let us change the combat style, it’s not exactly so ‘coz our traits do not exactly synergize, but specialize instead of what we should be meant to… So instead of switching ’coz of the situation you simply switch to get 1 or 2 skills and then go back to whatever you were doing, just like elementalists but worse I’d say.

I must say that combat-style switching is mostly effective in pvp, which is why engineer can still prove worthy of battle, but it becomes useless in pve where you mostly have to “specialize” to actually be useful to your party.

(edited by Rfreak.6591)

Heavy Metal

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

That charr is wearing the karma temple armor, which IS available, also, rather than having more sets I’d like to have commando AND stalwart sets available for pve, AND an explanation as to why LIGHT class humans got access to engineer character creation goggles (yep that’s right, I also freaked out at the moment I realized that), being quite the reason I say allowing armor-crossing would be fine.

Besides that, you can achieve quite the number of “heavy-armorish” looking armors if you mix-matched a bit, thought it’s true that VERY few actually match the engineer theme (the alchemist theme got quite ignored too actually…), especially ‘coz we can only get 3 goggles, 2 of’em look almost the same (leather and noble’s skins) while the remaining is the character creation one, that is unless you are an asura (I am asura, in fact I am ’coz of cool goggles) which got 2 extra ones, much better looking than the others.

Also consider the game hasn’t been out for so long, perhaps they are going to add the armors anyway in the future?

It’d be pretty cool if we actually had an “utility goggles” armor version, just like the fiery greatsword elementalists have (thought they can’t equip it… what a shame..).

Famous Quotes for the Engineer.

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

I think this is the most epic post I’ve ever written =D


Anet Messenger: our king demands a simple offer, of grenades and damage..

..Choose your next words carefully, engineer. They may be your last as versatility “king”.

Engineer king[to himself: thinking] “grenades and damage”?
[engineer king grabs and points his rifle at the Messenger’s throat]

Anet Messenger: Madman! Learn to play!

King engineer: grenades and damage? You’ll find plenty of both down there.

Anet Messenger: No toon, noob or pro, no toon threatens a messenger!

King engineer: You bring the crowns and heads of nerfed classes to my city steps.
You insult my skills. You threaten my kits with nerfs and useless changes!
Oh, I’ve chosen my words carefully, anet. Perhaps you should have done the same!

anet Messenger: This is blasphemy! This is madness!

King engineer: Madness…?
[shouting] THIS IS ENGINEER!

Knockbacks the anet messenger down the well

(300)


Anet: what do your engineer eyes see?
Engineer: They are taking the nerfs to kryta!

(the lord of the rings)


Anet to Engineer:

This is your last chance. After this, there is no turning back.

You take the back button- the story ends, you wake up in your bed and play whatever you want to play.

You take next button- you stay in Wonderland, and I show you how deep the pigeonhole goes.

(the matrix)

(edited by Rfreak.6591)

Engineer - Flamethrower Flame Blast

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

This has already been listed in the engineer-bugs-topic (stickied), flamethrower’s impossible to use in WvW/pvp due to its n1-2 skills which are very buggy, also we haven’t had a single official response on our bug-solving matters even thought our list is the longest amongst all classes.

Knight Gear

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

@Saulius.8430

I’m aware of that, but I was asking some official statement on this, also because I brought up the argument that, in order to stack some vitality I’m forced to stack a LOT of toughness, which ultimately results in a LOT of aggro in pve (which is why I posted the aggro table)

About guys saying that knight gear=toughness ‘coz all pve stuff that got such a suffix has those stats… perhaps you forgot to mention that trinkets’ jewels give more precision rather than toughness, which is likely unintended?

It’s just a suffix, stats not reflecting such a suffix may actually be a bug, no?

Knight Gear

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

So… should it provide toughness or vitality? pvp and pve gears have different opinions about this, I checked in the forum but couldn’t really find a clear answer to this, in my opinion the knight gear should get vitality in pve, simply because the only reliable equips that give you precision without being too squishy are the knight’s gear, plus there’s no other reliable way of stacking vitality other than soldier’s if you are going for direct damage.

However, due to the toughness knight’s gears give, mobs will often target you (I myself ended up being constantly chased in 4 dungeons in a row and getting trolled by other players for mobs loving me, kitin champions ain’t fun…-.-’) killing the purpose of safely shooting while keeping the distance.

http://wiki.guildwars2.com/wiki/Aggro

(Just to make sure, I was playing engineer in knight/soldier gear, had about 2k700 toughness and was playing with lvl 80s, yea warriors and guardians too, and was playing static discharge rifle build, often switching to grenades)

Also people often prefer vitality in general ’coz not only it provides survivability, but also better resistance to conditions.

Anyway, is this a bug? which version is the bug and could we get some official response on this as people are spending time and golds over this?

(edited by Rfreak.6591)

Did Arenanet talk about Engineers at all?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

We have been w8in months, MONTHS, and we STILL don’t know a thing if they are actually EVER going to fix bugs, they nerfed a skill prior to a “maybe” future stats scaling… “maybe”!

They didn’t even say when, also… did you seriously think stats scaling was the issue? The bugs are so many you can’t do a thing without noticing at least one for every single skill or trait, and even if we HAD our bugs addressed, we’d still be VERY lacking in every possible way (ever tried our elites? supply crate’s just “viable” not even that great)

I’m not talking about dumb bugs that you’ll probably have a hard time finding out or reproducing, I’m talking about MAJOR, as flamethrower’s main skills (1-2), it’s like missing an entire weapon, Deployable turrets (trait), the MOST important turret related trait.

I’m a customer, I’m bound to recieve at least one single response, and after three months left in the dark like this you certainly can’t expect the whole engineer community to just shut up and take kicks in the face in the form of a patch, multiple times! The last patch got the entire community mad because we didn’t actually have our bugs fixed and ate another nerf.

I bought this game for many reasons, and they are slowly taking them away from me with my money.

There’s no more balance, I don’t like my class any longer due to the amount of bugs, I can’t do as much as other classes even when putting much more effort/time/golds into it, the community just got “classist” towards engineers, this is completely against their “view” of their game isn’t it?

Condition Engi = Counter to melee builds

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Conditions definitely can’t win vs burst builds, maybe tanks can, but condition-only focused builds can’t, because of the simple fact that, while your attacks take some seconds to be fully dangerous, a burst attack gets its damage instantly done.

“knocking back” isn’t a condition, it’s an utility/cc, thieves got utilities too, better ones on top of it.

The OP should, at least, change the topic name as it’s kinda misleading.

If you meant that conditions work better with cc/knockbacks/immobilize, well… everything works better with those…

(edited by Rfreak.6591)

I'm assuming pistols are alright

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Pistols are mostly made for damage, all its traits are meant for that, the only utility you could get would be from shield, but those skills are kinda sub-par, the main problem about condition pistols (which is the only viable build for that weapon), is that you need multiple condition active, frequent procs and all your skills to keep a DPS that other classes easily reach with 2 skills, without traiting for’em.

In the best scenario you could keep burning, poison and 3+ stacks of bleeding on a big group of mobs, which IS useful, ‘coz it means roughly 1k-1500 AoE dps after you’ve managed to put all the conditions, but still it takes all your build to achieve max damage, and that damage isn’t really high either, if you still want to go for it I’d suggest using static discharge anyway to proc more, with Throw Napalm (flame turret toolbelt) you can keep the burning with ease, but I feel you should switch to elementalist at this point…

It feels so hard to spell the truth… ugh

(edited by Rfreak.6591)

A plea to the developers for communication

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Posted by: Rfreak.6591

Rfreak.6591

@MindlessRuff.1948

Well, you should consider that holidays also mean that players play more ’coz of spare time, thus wanting to play their engineer, our engineer more, please bear with us.

Engineer Revamp Plan

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Rfreak.6591

@Zero Angel.9715

I was talking about an ideal situation where the bugs problems were finally solved, simply wanted to contribute to the topic with a couple of balancing ideas.

Engineer Bugs Compilation

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Posted by: Rfreak.6591

Rfreak.6591

Passive increased Tool Belt Recharge Rate doesn’t work on many skills, at least not completely

EX: “throw wrench” displays 15 full (by “full” I mean it displays that number but it’s actually counting from 16) seconds CD even while traited 30 points deep in tools line, a 30%CD reduction should mean a 13 “full” second long CD, but it isn’t.

Tested in PvE if that helps

Reroll

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

I agree in the fact that our time is as worth as others’, but a token given just to get a lv80?

I mean, if u roll a new charcter you will do the personal story stuff, complete maps, explore, ok, you should’ve done that already, but you’d do it anyway no matter the level, it’s all the fun of leveling, which isn’t even that hard actually, also lower levels help to experiment more with skills and figuring out your build style by slowly unlocking skills one by one, so I think that leveling’s still mandatory to get to lvl80, also I don’t think we’d ever get a “lv80 free pass”, ‘coz it doesn’t make much sense anyway…

(edited by Rfreak.6591)

Engineer Revamp Plan

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Posted by: Rfreak.6591

Rfreak.6591

there’s precise locations on the wiki, they are in the Orr zones, http://wiki.guildwars2.com/wiki/List_of_armor_sets#Exotic_Karma_armor_sets

scroll down to “exotic armor sets”, and beware of the karma price, complete daily and monthly achievement if you want a complete set, check the wiki suggestions on how to use effectively the “Jug of liquid karma”

(edited by Rfreak.6591)

A plea to the developers for communication

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Considering a simple post is as far as click, we definitely need more communications, not just the bug-fixes, but also more open discussions.

You have my rifle!

Engineer Revamp Plan

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@Lightsbane.9012

It mostly resembles the temple-karma armor either the dredge one, kit active and character creation goggles, which look extremely good on charrs imo

Actually there’s quite some armors and combos that can make your character look very “tankish”, you don’t need the heavy armor, also I don’t think this is the right topic to bring that discussion up, there’s other, more suited topics, check around, usually general discussion/suggestion though.

(edited by Rfreak.6591)

Engineer Revamp Plan

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Posted by: Rfreak.6591

Rfreak.6591

Now about elixirs

They are bad in general in my opinion, u simply throw’em for buffs or use just a couple for stun-break, but their benefits in general are, as stated above, sub-par and need traits in order to be considered, though elixir R’s toolbelt is still kinda fine.

First, they need lower cooldowns in general.

Second, elixir traits affect toolbelt skills and elixir gun skills.

What could help elixirs in general would be, providing more buffs, but I’ll list some ideas more specifically so:

-Elixir C effects last 10s, strips you from every condition and grants immunity to every condition, more reliable than just turning those into buffs, may consider lower duration on lower cooldowns.
-Toolbelt: same as above on impact, becomes AoE, creates a 4s light field, longer CD

-Elixir R also grants a 3-4s stealth
-toolbelt’s fine

-Elixir B lowered CD to 25-30s, removed retaliation, gain 5-6 stacks of might instead of 1… which is useless… but in exchange that might only lasts for 10-15s also a WAY longer swiftness duration helps, at least double, a 60-70% duration buff should work
-toolbelt: all current buffs removed, it instead has 360 rad,applies aegis and a 4s 180rad smoke field

-Elixir U has actually a full 5s duration (not just 3….)
-toolbelt: creates a light field that reflects projectiles and foes can’t cross, blowout effect on cast (works like target-AoE-insta BoB), lasts 5s and is affected by elixir traits, CD’s doubled due to such effects, however it is affected by elixir traits AND tools traitline.

-Elixir S… it’s fine, maybe 1 more second would be better
-toolbelt: changed effects to- grant stability for 5s on impact, create a smoke combo field that lasts 3s and grant stealth for 2s each second (yep, BOTH effects, it has a 1minute CD after all!)

To compliment the whole build, finally, “acidic Elixirs”:

Damage unchanged, cause poison OR burn OR confusion on impact, elixir-related fields last 2s longer

To buff the elixir gun, ‘coz it’s useless in general now, ALL of its skills are affected by elixir related traits (this means that with acidic elixirs all its skills cause poison/confusion/burn on impact).

To compliment those Elixir gun’s skills and elixirs’ builds that would insta-pop up after such buffs, a new trait:

“Elixir Pump”: all your elixir gun skills (exept n1 “tranquilizer dart”) “throw” elixir blobs in 3 directions (so 3 blobs, forward,left and right) that hit for very small damage (like acidic elixirs), bounce and grant 2s regeneration on allies, those elixir blobs are affected by elixir-related traits.

Elixir Gun’s “healing mist” toolbelt also casts a 3s water field, again, affected by elixir traits.

(edited by Rfreak.6591)

Engineer Revamp Plan

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

@GluttonyFang.2439

Your idea about turrets isn’t bad, but I think it’d take too many tweaks and isn’t exactly viable to program/change the F1-4 skills, you should also consider they HAVE some utility, they need to be reworked, also their toolbelt skills can synergize with many other builds, even while completely diregarding the turret itself.

I’d like to contribute so I’ll start with my ideas on how to improve those skills:

1st turrets

As stated above turrets HAVE long CDs, but that’s because they don’t go in cooldown when their overcharge skill becomes available, we NEED turrets’ cooldowns to work like thieves’ “steal” skill, and maybe a lil cut on CDs anyway should be okay, even after the “steal-like” fix.

Now back to the main problems

1st-weak, the turrets can’t exactly take much damage, and mobs usually go for them first, we could say that, against mobs’ AI, placing a turret works just like “Decoy” for a mesmer, so to make up for this I came up with an idea, as flame turret has a smoke field to protect itself on overcharge then why don’t we use the “overcharge” skills in general to give turrets some sort of “self-protection”?

This is also not to make players simply spam it for more DPS, more tactical requirements depending on situations, smarter usage in general.

We could make overcharges like this:

-rocket turret’s hits to also cause a 240rad field of oil that makes foes slip and knockdown every 2-3s to protect it

-rifle turret to turn its attack into static shot to blind enemies

-thumper turret to spawn a caltrops field that cripples foes to keep’em in its knockdown range

-simple “protection” or “reflection” buffs on net/healing turret could work, but “metal plating” trait should synergize with it, not conflict.

Also, another big problem related to turrets is their AoE, they are extremely unreliable vs multiple mobs, not to mention their damage is sub-par anyway, so why don’t we make:

-rifle turret’s hits pierce

-rocket turret’s rocket have a bigger AoE and faster projectile flight

-boost thumper turret’s AoE (as of now I don’t think the 240rad actually matches, just as grenades’ rad, and mines)

One more buff to turrets, which would be very smart in my opinion, would be making turrets considered like walls, I mean, you can’t just walk past their polygonal models, you actually have to walk another way instead of just straight into it, maybe a new trait that “transforms” turrets into small 80/100rad reinforced walls that also buffs their armor could work wonders.

Now to the last problem: their toolbelts

I think the only reliable toolbelt atm is rifle turret’s, it doesn’t pierce but at least it’s the most reliable static-discharge skill so… all of the others have unexplained and totally unjust cooldowns, just look at thumper turret, it even laggs! A good thing would be to adjust their functions with the previous examples/suggestions I listed above exept for “Throw Napalm” (flame turret’s), which needs simply shorter CD and instead of just causing burn, it creates a small fire field just like Fire Bomb, actually a ranged fire bomb version would work best, to balance it I’d make its CD the same as “grenade barrage” (30s).

Another general buff to Toolbelt skills would be to remove cast-times from some low damage/utility skills, like “surprise shot” we should get to consider’em like punches coming out of our belt (dunno if there’s a specific way to name this, not english native so…), automatically! while busy with something else.

(edited by Rfreak.6591)

Stacking might

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

Med Kit usage doesn’t trigger “stow med kit” skill, making my reactions slower and forcing me to go for the \ button ultimately making a 5s fury buff last about 3s (the time you take to switch out of the kit, back to your main weapon in order to use it effectively).

Yea wanted to switch back to rifle, ‘coz that keeps you more in control and helps running away to keep the distance while doing ranged damage, also, because of unretained stats, in order to take the might stacks to full usage I’m bound to get back to the main weapon, say I’m a static discharge build, I lose a LOT of numbers by switching kits on the toolbelt.

All that time wasted to stack might is plenty sub-par to a “don’t switch the kit to get might build”, ’coz you may as well just auto-atk to make up for the buff in damage.

I wanted to remind others to keep the topic constructive, we all know that engi’s bug list is the longest and we have no dev response.

Btw I feel more like the engi should be able to throw out all the possible skills if the situation requires it, slower plays are only meant for net shot + BoB users imo, they are ok skills, but they don’t make the game, especially in PvE where you can’t fight one mob at a time reliably

(edited by Rfreak.6591)

My HoM PVP fiery dragon sword is missing

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

Same, no pvp FDS for me