I am not having issues with projectile finisher on mortar 1 as suggested above, I get the popup even out of combat and without target.
As I said, the popular appears, but the effect is not applied.
MK#1 does not appear to work as described as a projectile finisher by Grouch in a thread on the Engi forums:
Can you confirm some of the questions about how the projectile finisher will work? The livestream made a point of talking about deploying the light field and condi cleansing, but given the way projectile finishers currently work it relies on the projectile making contact with a target. Or, is Mortar Kit 1 an AoE projectile so as long as it hits a field the finisher fires?
As long as the projectile lands in the field or goes through it will give the combo pop-up – it doesn’t have to hit the target.
Can anyone confirm? I’ve tried all sorts of things on training dummies and live targets and while the combo indicator appears, no actual effect is applied to me or the enemy.
EDIT: I am still testing it, but it seems like it doesn’t work consistently at all.
EDIT2: Okay. It still needs to strike some type of enemy it would seem, not just the field itself which isn’t what Josh described in his response. Still testing.
EDIT:3: Can recreate. You MUST strike a target to trigger the effects of a projectile finisher. So, this ability appears to be bugged.
(edited by digitalruse.9085)
+ due the fact that the skill swaps back to the old one -> 30 sec cd instead of 21!
Nice finds all around! Well done
HGH elixir cd reduce does not aply to Elixir Shell (mortar kit). It works for elixir gun elixir skills tho.
Yup. Very odd since it does apply the might like it’s supposed to.
Celestial, hoelbrak rune, doom/battle sigils.
Rifle, healing turret, Bomb kit, Tool Kit, Elixir Gun, Supply crate
http://dulfy.net/gw2traits#build=AgED6AS0BZg~It feels pretty strong. The new HGH makes Elixir Gun skill 4 and 5 apply 2 stacks of might now too, so you can stack a bunch along w/ bombkit. Also lowers their cooldowns. I’ve experimented w/ mortar kit for more might, but using Supply crate atm cause its much easier to use lol
Toolbelt for EG applies might too.
451 degrees Fahrenheit. That is all.
The trade off of having all those burning skills.
Yes. At an alarming rate.
There is one in Commodore’s Quarters that no one can hit. It is up high on a shelf. There are several players here and none of us can seem to hit it. It does seem to move around so wondering if it moved to where we cannot hit it any more?
Have to time it for when it jumps. It’s hard to be sure.
I noticed this on the beach near the Tengu wall. I would trip and take damage.
Confirmed that the number of grenades used underwater is weird and incorrect.
Also, underwater grenades appear even MORE erratic than they were made during the last feature patch. Can we tighten them up a little bit. I’m lucky if even one grenade hits the target.
Mortar Kit water field is pretty amazing. Give a heads up and the party will slurp it up fast.
Someone beat me to the mortar kit ones, but I can confirm
Grenade barrage cooldown is still at prepatch numbers
Protection Injection is still there in Alchemy. As for Elixir Bombs, I would give bunker down in Inventions a look. It’s pretty solid triggers pretty often from what I have seen so far.
I’m willing to be patient on this. I’d rather have weird place holders that get replaced than permanent ones. Feel free to also continue this conversation in this thread that I have combined all the cosmetic concerns I’ve found.
https://forum-en.gw2archive.eu/forum/professions/engineer/Not-to-get-cosmetically-greedy/
I just want to bump this to continue the conversation about some of the cosmetic items now that we are all seeing kits up close and personal.
Updated with testing results post patch. Now… some comments for the devs to consider:
Coated Bullets – Many of us were excited when this was considered in the first stream as it was a fun trait that made pistol actually effective. If this is not going to be made baseline, can you consider adding it to Chemical Rounds in some fashion?
Rifled Barrels – This one was also mentioned in the first stream for consideration. If you guys are trying to keep Engis contained to 1000 range (and force us to play closer) then would you mind confirming that and explaining the design decision more? If not, would you please consider making it baseline? We are now out ranged by every class in underwater environments.
Fragmented Shot & Jump Shot being “explosions” – Again, Pistol is not a strong weapon to choose so many of us were interested in this change combined with Coated Bullets in the first stream to make it a stronger weapon. There was a lot of effort with other Professions to try and synergize their skills with traits by categorizing them. Engineer feels a little slapdash in that respect.
Forceful Explosions – At first blush it looks like you dropped this, which is really quite sad as Forceful Explosions was basically mandatory if you took bombs. The tooltip shows a range of 180, but all the bomb effects behave in a way to suggest that they are 240. I hope it was just a simple error and this is a bug and it was made baseline as talked about in the streams.
Deadly Mixture & Flame Forged Trigger – People are still testing this to confirm strength and cast times, but this is a bit of a gut check for Flamethrower/Elixir Gun centric builds, but especially Flamethrower that really struggled to put out damage. I’m not saying we make it baseline, per se, but a wink and a nod of 10% might be a good place to start. Then keep an eye on it to see what happens and if it needs that last push.
Always Prepared – This trait made our down state less frustrating, but without it our downstate is basically a guaranteed kill. Please, please, please take a look at our down state.
Skills being made “elixirs” – Thank you so much for finally bringing this to Elixir Gun and Mortar kit. It was always weird to me that these things did not count. I’m curious why Elixir F didn’t make the cut though.
That’s what I have for now. I’ll keep updating the original post as I or others get more info.
(edited by digitalruse.9085)
PvE – P/S – Power/Condi/Support
Explosions – I, III, II
Firearms – II, III, II
Alchemy – I, I, I
Healing Turret, Bomb Kit, Grenade Kit, Elixir Gun, Mortar Kit
P.S. – I hope a nomenclature for discussion builds is developed soon. I took my best stab at it.
Rifle automatically unequips. Had to complete on an alt.
BUG!
Engineers cannot take the rifle underwater so they cannot get to some of the Karka.
You are blessed by RNGesus
I too am hoping that some of these are place holders to get the patch out with better art coming the future.
Excellent news! I am hoping to test some more when I get home as well.
Yeah. It’s a little frustrating with the generally positive nature of the patch. I tried to ping Jon Peters and Karl Mclain in Twitch chat about some of this yesterday, but couldn’t raise them. I also missed the few times Grouch was on (since he seems to be the one fielding Engi inquiries) to try and ask him.
Now it’s waiting game to see what they changed in the 11th hour. Based on the feedback in and out of game, Forceful explosives is what has the most hurt when it comes to loss. I’ll start a new thread after the patch when everything is confirmed and we can hopefully discuss it more there.
The devs likely have their hands full today and will for the next couple of weeks as they add spit and polish to this.
Do we have any confirmation yet whether the updated mortar’s effects will counts as “explosions” for the traits which modify such abilities? Unless I’m mistaken, the current mokittenoes not trigger “explosion” traits (Shrapnel, Steel-Packed Powder).
The current Mortar is affected from explosive traits, however it cannot trigger sharpnel because it cannot crit!
Mortar kit does count as an explosion and it can crit!
well that is disappointing.
also, “not final build”.
uh.. so is any of this actually being playtested before going live?
Some streamers were getting new build notifications as they were playing on the dev server, so lots of changes still going on. I’m holding on to hope that forceful explosions baseline will make it in.
Coated Bullets is SUPPOSED to be baseline. So if it isn’t that’s probably a bug.
They said in the first Dev Stream that they were considering it, but it was never confirmed. I guess they decided it was too strong.
If coated bullets is simply gone, I’m gonna be flipping my computer right off my desk and then coming back in here after I get it fixed to post my grievances.
They tested it in the streams today. None of the shots from Pistol penetrated.
Updated first post with all info I’ve been able to get today.
Indeed. I think the bomb one is the one that hurts me the most.
From stream:s today, but they made it clear this is not the final build we get tomorrow:
Acid Bomb and Super Elixir count as ‘Elixirs’ for HGH. Not Elixir F for some reason. =/
Rifle Range 1000
Bombs are 180
Coated bullets were not applied
Elixir Gun range is 900
Some elixir gun skills have shorter cooldowns, some doing (EG#2 is still 8 sec, EG#5 is on 16 second now)
Those were the questions I was able to get answered. We’ll see how things go, but it is disappointing that some of the things they had considered making baseline doesn’t appear to have made the cut.
The Frost Field isn’t something new to engineers, the current mortar has it!
It’s new only cause no one ever used mortar kit before.
Mortarkit will functionally be very similar to the (old) traited Grenadekit. Everything is ground targeted, with a travel time, shallow arch, 1500range. It even has a poison field, a way to freeze enemies and something called Flash Shell (that doesnt really do anything however except add to an already super common field-type.
Couple of quick additions/corrections from the other Mortar thread:
1.) MK1 is the only AoE projectile finisher in the game. Players and enemies just need to be in the area where it goes off to receive the bonus, instead of standing right next the enemy struck by the projectile.
2.) Flash shell is a light field AND pulses blind.
3.) Ice Shell creates an ice field which is new for engies that will pulse chill instead of being a one time application like grenades.
4.) Tooltips and the stream demo showed a 240 area
5.) I hate lists that fall short of 5 items.
That all seems pretty useful and unique to me. There are still lots of unanswered questions, but maybe we’ll get that clarity today. Otherwise, we’ll know for sure tomorrow.
Just wanted to update.
Heard back from support. They are aware of it.
Still hoping to get a response about this.
Added elixir question brought up in another thread
Also, if that was a gap, the new inventions line basically closes it if you head down that path.
I’m going to add this to my baseline list post to see if we get a response before Tuesday. With the patch this close though, I think we’ll just have to be patient and see what happens.
Arioso got it right. It’s just weird to see an Asuran Engi clomping around with steampunk stuff that is very much the Charr aesthetic.
I’m down for is suggestion for other cosmetic flairs for other profs too. It’s just more jaring, IMHO, on the engi (admittedly less so after the patch) than the other profs.
I don’t know if this is against the CoC, but considering we haven’t seen this since Marionette, Scarlet’s Base, and Battle for LA, it seems reasonable that at the very least account bound versions could find a way to the Laurel Vendor like other Season 1 rewards.
I wonder if it’ll be part of Dragon Bash.
Please, oh please, oh please!
Linsey says there is something in the works:
“LinseyMurdock said:
There are no plans to do this type of recipe for rings, or other Ascended Trinkets.
There are plans… for things… and stuff… If I personally had a boat load of useless ascended rings laying around, I would not be deleting them right now.”
Some other tidbits answered in here by her too.
(edited by digitalruse.9085)
Hold on to your rings!
Some other tidbits answered in here by her too.
I noticed today that all my Mistforged weapons no longer animate as shown here:
http://dulfy.net/2014/03/18/gw2-mistforged-hero-weapon-skins-gallery/
Not sure when it happened, but I noticed it today. Can anyone take a look?
First and foremost, thanks for making significant progress with respect to kits and their cosmetic place on the Engineer. Long term, I think there are a few other things I just want to put out there in front of my Engi peers and the devs to see what they think:
- Show stowed weapons when kit is equipped – This is a nice cosmetic nod I think rather than our weapons just disappearing. That said, all bundles do this so it maybe harder than it looks. Better yet, make all bundles show stowed weapons.
- The shield – While the kit backpack is out of the way to allow our backpieces to visible, there is still some weirdness with shields. Backpieces often travel with the shield only to rubberband back, and the shield covers up those back pieces when stowed. I know the idea of hiding a weapon is unwelcome, but any other creative solutions to this would be welcome to shield wielding engis and our Warrior and Guardian brethren.
- Kit Backpacks – While a majority of Engis are happy to see kit backpacks go, many still like them. It would be great if these old backpiece skins were unlockable or craftable for people to still take advantage of.
- Legendaries – Kits and legendaries still do not play well together. I know that is a long term problem, but with even more legendaries coming in HoT, it would be great if we could see some cosmetic carry overs while our kits are out.
- Racial Kits – While the Charr created the profession, I would have a hard time believing that many of the other races would not have put their own flourish on it when they adopted/adapted it; especially with respect to the Slyvari and Asura.
Thoughts?
Once I got the consumption tools for bloodstone and emp shards, this was no longer an issue. Dragonite OTOH…
FWIW, you have to have the flamethrower kit equipped.
Yeah, I started a separate thread here. Hoping he or someone else will spot it:
https://forum-en.gw2archive.eu/forum/professions/engineer/Baseline-changes-and-clarification/
I posted this in the main thread in the general forums, but it probably got lost in the shuffle. Could someone comment on a few baseline changes that were offered in the first stream for Engis?
Coated Bullets
Patch Release – Not made baseline
Rifled Barrels
Patch Release – Not made baseline
Forceful Explosives
Patch Release – Possibly bugged. (Tooltip shows 180, but effects are going to 240)
Fragmented Shot being an “explosion”
Patch Release – Not made baseline
Deadly Mixture
Patch Release – Still Testing
Flame-forged Trigger
Patch Release – Still Testing
Always Prepared
Patch Release – Not made baseline
Jump Shot is now an “explosion”?
Patch Release – Not made baseline
Elixir Gun “Elixirs” (#2, #4, #5) trigger traits?
Patch Release – Some elixir skills now count as elixirs – Healing Mist, Acid Bomb, Super Potion
If I forgot any, feel free to add them. Trying to keep track of all these changes is mind boggling. I don’t envy the dev team’s work on this patch.
Thanks!
EDIT: Added more items
EDIT 2: Added results from 6/22 livestreams. Streamers were quick to note that this is NOT THE FINAL BUILD, so we might see different changes tomorrow.
EDIT 3: Updated with results from mine and other people’s testing after patch release.
(edited by digitalruse.9085)
According to napkin math,.
On a scale of bearbow to calculus math, where does napkin fall? :P
Can you confirm some of the questions about how the projectile finisher will work? The livestream made a point of talking about deploying the light field and condi cleansing, but given the way projectile finishers currently work it relies on the projectile making contact with a target. Or, is Mortar Kit 1 an AoE projectile so as long as it hits a field the finisher fires?
As long as the projectile lands in the field or goes through it will give the combo pop-up – it doesn’t have to hit the target.
Also, is MK#3 just a light field or is the intention for it to be a pulsing blind as well?
The #4 is a light field and pulses blind with a 4s field duration.
Nice! Thanks for responding!