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Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: gkaare.8576

gkaare.8576

there’s not that many traits people would want to use in the alchemy tree

transmute is a passive that converts conditions to boons at albeit a low, unreliable chance, but it’s still a chance

and Cleansing formula 409 makes it so every tossed elixir cures a condition, and you can also make those do damage

Old juggernaut had stability, so any knock down/movement affecting condition didn’t work

Alchemy has automated response when you fall below 25 percent HP, which pretty much makes you immune to conditions

and then there’s cloaking device.

So… Pretty much every trait line has something to combat conditions, So you don’t have to “spec” too hard if you care that much.

And super elixir on elixir gun removes every condition when I use it. I think it benefits from cleansing formula 409

  • Old Juggernaut is not condition removal. Also, as you said, it’s ‘old’ and no longer applicable anyway.
  • Cloaking Device is not condition removal.
  • Automated Response, while amazing, is not technically condition removal. Any conditions applied before you hit 25% health stick. It also requires deep Alchemy (which is the problem the OP is bringing up).
  • Transmute, again in the Alchemy tree, is not reliable condition removal. This whole thread is about reliable condition removal.
  • Cleansing Formula 409 is awesome and reliable condition removal that requires Elixirs and the Alchemy tree.

I’ll have to check out Elixir Gun. I learned today that Super Elixir removes one condition on hit even though the tooltip doesn’t say it does. And with the trait Kit Refinement (not Alchemy tree) apparently equipping the Elixir Gun removes a condition once every 5s. Again, I’ll have to test that out as it doesn’t say it does this anywhere and that also seems pretty strong. It definitely is NOT affected by the trait Cleansing Formula 409, however.

The whole point of this thread is that Engineers don’t have a lot of reliable condition removal outside of Elixirs and Alchemy.

  • Healing Turret removes 2 conditions every 6 seconds. This can sometimes take up to 8 seconds before it actually removes the conditions. That is not reliable.
  • Med Kit can remove 1 condition every 15 seconds. However, you cannot use this while immobilized. That is not reliable.

I don’t think people want a lot more condition removal than we have right now. We just want reliable condition removal (and some bug fixes).

EDIT:
Confirmed that Elixir Gun’s Super Elixir does actually remove a condition when it hits. It looks like it only removes 1 condition and only when it first hits. Swapping into Elixir Gun with the Kit Refinement trait has the same effect.

(edited by gkaare.8576)

What's the point/purpose of the bomb kit?

in Engineer

Posted by: gkaare.8576

gkaare.8576

An example of Bomb kit combo field:
Smoke Bomb + Mine Field (toolbelt, drops 5 mines, 45 second cooldown).
15 Seconds of Invisibility on a 45 Second Cooldown.

A neat little parlor trick, though I still prefer grenades.

Edit: There’s some serious misinformation in this thread. Grenade kit has AoE Blind, AoE Freeze, and a Poison Combo field. Also, I have my doubts about bomb kit being the highest damage kit. Use Elixer U + Grenade 1 and finish off with Grenade Barrage. Fully traited with the extra grenades from Grenadier I’ve had better results against the heavy training golem and against players with grenades rather than fully traited bombs. Remember that Grenades do 3x tooltip damage because each grenade attack launches 3 nades, not one. Also make sure to have fast AoE casting enabled for max damage with nades.

Not trying to take away from bomb kit, but some of the info in this thread seems a bit…exaggerated.

I take it you are referring to my post.

If you take the Grenadier trait in Explosives, I believe Grenade kit does more damage than Bomb kit. Also, Grenade Barrage does more damage than Big Ol’ Bomb. But out-of-box damage from Bomb kit is higher than Grenades without Grenadier. You are right, that part may be misleading.

The other things I said about Bomb kit were not about how it is strictly better than Grenade kit. They were about how it is different from Grenade kit (and other kits) and how it is useful on its own. Grenade kit definitely offers things that Bomb kit does not; I worded my post to only point out Bomb kit’s strengths. In that regard, I do not believe it is misinformation.

What's the point/purpose of the bomb kit?

in Engineer

Posted by: gkaare.8576

gkaare.8576

Obviously bombs have some limitations in what they can do since they are placed at your feet. But that said, here’s why they’re great:

  • Highest damage weapon kit.
  • Better than grenades for point control in sPvP.
  • Easier to hit targets in PvE since enemies typically walk right over them with no interaction from you.
  • Provides multiple and different combo fields that grenades and other kits don’t provide (smoke).
  • Provides CC that grenades and other kits do not (AoE knockback, AoE blind, AoE root/cripple) all in 1 kit.

sPvP Roaming Build -- Rifle Bolt

in Engineer

Posted by: gkaare.8576

gkaare.8576

For anyone curious about where this build came from originally: it’s from Teldo.

http://www.twitch.tv/teldoo

Fixing the flame thrower

in Engineer

Posted by: gkaare.8576

gkaare.8576

My problem with Napalm is that it deals no damage because it doesn’t cause burning, it just hits when they stand in it and only on timed pulses approximately once per second. This means that if I cross it at the right time, I won’t even get hit. Sure it helps if you can get an idiot to stand in it, but other than that it’s a combo field and nothing else IMO.

Have you tried asking very nicely that they remain in the fire? I am sure they would do it.

I only use Napalm on large crowds well because it is not real good for WvW

I was pointing out that for anything other than PvE and group PvP fights it’s use is limited to a Combo field: Fire and nothing else. And in Group PvP why would you waste the time to throw it down when you could and should be doing other things? I’m just saying that as a damage skill it is very lackluster and as a utility skill there are better ones you should be using and as anything else, well it doesn’t do anything else. IMO it’s a waste to use it unless you know you and/or your teammates can make reliable use of the combo field. In which case someone else probably has it covered already. Just my opinion.

I guess I should have mentioned that the reason I think Napalm is fine is because I play with the same people all the time in sPvP. They see the combo field and know exactly what to do with it; we give ourselves many, many stacks of Might. So in that scenario I think it is fine.

I agree with you on it being pretty lackluster outside of that specific situation, though.

Fixing the flame thrower

in Engineer

Posted by: gkaare.8576

gkaare.8576

- Revert back to back draft
- make flame-blasts explosion activatable just like skill 2 underwater
- Change Napalm into 240 radius circle burn area
- Fix skill 1 missing
- add damage to Airblast

Backdraft is never coming back. Asking for it back is not a suggestion.

Personally, I’m a fan of the flamethrower but I only use 3 abilities on it (only 2 consistently). Air Blast (#3) and Smoke Vent (#5) are both fine as they are. I am also fine with Napalm (#4) and find uses for it often because of the long lasting combo field.

When I switch to a weapon kit, I usually use an ability or two and then swap back to my primary weapons immediately. I don’t really care for any of their #1 abilities (aside from Elixir Gun) nor am I sad that they’re not more useful because I prefer to use my primary weapons for auto-attacking.

Flame Jet (#1) needs a significant damage increase and I think there are two ways to do this. Right now, it hits all targets in front of you but it requires you to be pretty close to them. Rifle shots pierce and pistol shots can pierce, also. So I don’t really care to put myself at high risk to use Flame Jet for no benefit; bump that damage up to reward me for my risk. A second option would be give Flame Jet a massive damage increase and throw a recharge time on it. I suspect the former is a better option even though I would prefer the latter.

Flame Blast (#2) either needs a ‘pop’ ability, like you suggested, so you can trigger the explosion whenever you want (my first choice) or the projectile speed just needs to be increased. There is also a very pesky delay on Flame Blast directly after using the knockback from Air Blast (#3). Air Blast typically moves enemies to exactly the right spot to get 2 hits with Flame Blast so the above change would give me the ability to actually hit people with it.

I really don’t believe any of the other abilities need to be changed and asking for changes to them is probably asking for too much. A lot of people think increasing the radius of Smoke Vent or even adding a combo field would be great (and it would) but I think it’s just unnecessary.

Removing Raid on the Capricorn or making it optional

in PvP

Posted by: gkaare.8576

gkaare.8576

In the future, you will be able to play on custom servers that exclude that map. I think you’re right about many people not liking the map. Even the developers don’t think it’s a tournament viable map which is why it’s not in the rotation.

For now, we just need to deal with it and not take it very seriously. Personally, when I’m playing on that map, I just ignore objectives and play as selfishly as possible (which can occasionally be fun).

Will be a Ranking system in sPVP?

in PvP

Posted by: gkaare.8576

gkaare.8576

It’s coming, I promise. The ranking system hasn’t been implemented yet because the game is still very, very new. The devs are very aware of how important a ranking system is to a competitive gaming community.