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RIP HEALING TURRET !

in Engineer

Posted by: santenal.1054

santenal.1054

I just tested this and with the 0.5 sec delay on detonation. You can literally just spam your healing turret and you will get the full heal, heal from balst as well. So I really don’t see the problem here. The healing turret has just been made easier to get the full heal potential.

Nope, If you spam the healing button there is a great chance that the overcharge comes too late.
Its a mather of milliseconds, sometimes the detonation comes before the overcharge and sometimes the overcharge comes before the detonation.

coro’s Video proof
My Video Proof

(It seems to be more frequent while in combat but that might just be my imagination)

(edited by santenal.1054)

Engineer severe cooldown bug

in Bugs: Game, Forum, Website

Posted by: santenal.1054

santenal.1054

Ever since the 18/10/2016 patch the toolbelt skills of engineer have an increased cooldown duration when taking the “Tools” Traitline.

The minor trait “Mechanized Deployment” is supposed to give minus 15% cooldown duration on all toolbelt skills but this trait is bugged. On all non-Elixir toolbelt skills it gives about 12% cooldown reduction which isn’t that much difference BUT WHEN IN COMBINATION WITH THE HGH TRAIT FROM THE ALCHEMY TRAITLINE (WHICH +90% OF ALL ENGINEER BUILDS USE) THIS BUG GIVES ALL ELIXIR TOOLBELT SKILLS A COOLDOWN THAT IS ABOUT 7% TOO LONG WHICH IS QUITE SIGNIFICANT.

Toss Elixir X = +7% (5.5 sec)
Toss Elixir S = +6.8% (2 sec)
Toss Elixir B = +7.7% (1.25 sec)
Toss Elixir U = +6.9% (2.25 sec)
Toss Elixir R = +6.8% (4 sec)
Toss Elixir H = +7.7% (1.25 sec)
Healing Mist = +6.6% (1.5 sec)

The notes said:
“Mechanized Deployment: Fixed a bug that prevented the tool belt recharge-rate attribute from updating properly on the Hero panel.”

Balance patch - turret change

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Posted by: santenal.1054

santenal.1054

I did a bug report ingame and made a thread in the “Bugs: Game, Forum, Website” part of the forum.

(edited by santenal.1054)

Recent patch healing turret not sufficient

in Bugs: Game, Forum, Website

Posted by: santenal.1054

santenal.1054

Recent Patch note says:
Turrets: Added a 0.5-second recharge delay to detonate-turret skills, when a turret is first placed, in order to prevent accidental detonation.

The devs ALMOST but not quite solved the problem of detonating the healing turret before the “Overcharge Healing Turret” kicks in (~2650 healing + water field). With the 0.5s delay you can still accidently (when spamming healing button) detonate your healing turret before the “Overcharge Healing Turret” starts, making you lose half the healing you were supposed to receive. So I just want to point out that the 0.5 seconds is not enough and has to be increased. (0.75s or something that is for the dev to figure out).

ITS A MATHER OF MILLISECONDS SOMETIMES THE DETONATION COMES BEFORE THE OVERCHARGE AND SOMETIMES THE OVERCHARGE COMES BEFORE THE DETONATION.

Video Proof

(edited by santenal.1054)

Balance patch - turret change

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Posted by: santenal.1054

santenal.1054

Patch note says:
Turrets: Added a 0.5-second recharge delay to detonate-turret skills, when a turret is first placed, in order to prevent accidental detonation.

Well they ALMOST solved the problem of detonating before overcharging but I can still manage to detonate before the overcharge kicks in when I spam the healing button
if anyone knows how to inform the devs about this that would be cool because now is the time that most of such issues will be resolved (patches)
Video Proof

ITS A MATHER OF MILLISECONDS SOMETIMES THE DETONATION COMES BEFORE THE OVERCHARGE AND SOMETIMES THE OVERCHARGE COMES BEFORE THE DETONATION.

(edited by santenal.1054)

RIP HEALING TURRET !

in Engineer

Posted by: santenal.1054

santenal.1054

Patch note says:
Turrets: Added a 0.5-second recharge delay to detonate-turret skills, when a turret is first placed, in order to prevent accidental detonation.

Well they ALMOST solved the problem of detonating before overcharging but I can still manage to detonate before the overcharge kicks in when I spam the healing button
if anyone knows how to inform the devs about this that would be cool because now is the time that most of such issues will be resolved (patches)
Video Proof

ITS A MATHER OF MILLISECONDS SOMETIMES THE DETONATION COMES BEFORE THE OVERCHARGE AND SOMETIMES THE OVERCHARGE COMES BEFORE THE DETONATION.

(edited by santenal.1054)

RIP HEALING TURRET !

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Posted by: santenal.1054

santenal.1054

When you see the big white circle from the waterfield you know you can detonate (just a tip).

Balance patch - turret change

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Posted by: santenal.1054

santenal.1054

Since “Detonate Healing turret” is instant you can easely pull off 2 blast finishers with the short “Regenerating mist” water field. Imma practice “Healing Turret” -> “Flame Blast” -> “Jump Shot” -> “About Face” -> “Regenerating Mist” -> “Acid Bomb” -> “Detonate Healing Turret” as my escape healing combo now.

(edited by santenal.1054)

Balance patch - turret change

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santenal.1054

No “Med Kit” buff, “Med Pack Drop” is the f5 skill from “Supply Crate”.

Balance patch - turret change

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Posted by: santenal.1054

santenal.1054

Not very happy that HT can’t have 15 sec CD anymore.
At work so will need to try patch out later…

Just press #6 w8 1 second and then pick it up (it still is 15s cooldown that way). It also feels like you have more time to combo blast finishers with the overcharge. I can now “Detonate Flame Blast” + “Acid Bomb” + “Detonate Healing Turret” I dont think that was possible before.

(edited by santenal.1054)

Balance patch - turret change

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Posted by: santenal.1054

santenal.1054

GG Protection Injection.
They wanted to nerf Elite spec damage reduction spam ( I assume) by nerfing a core trait that has been untouched/ok for years…. Nerfed core spec to balance elite spec like they always do.

(edited by santenal.1054)

What skill is this?

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Posted by: santenal.1054

santenal.1054

It’s “Toss Elixir U” it’s an RNG skill that gives either a “Wall Of Reflection” or a projectile destroying “Smoke Screen”.

I miss old med kit

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Posted by: santenal.1054

santenal.1054

I miss Med Kit (current one) when it was bugged, healed for more than the tooltip, and it was useful for that one brief moment.

Anet could have taken that opportunity to spin a mistake as a blessing but… ;/

I never knew that, but yesterday i noticed that the “Throw Stimulant” from the trait heals for about 1686 health and the skills only for 528 health. Video Proof

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: santenal.1054

santenal.1054

Make Nourishment duration stack. It’s really annoying to check every 10 minutes how long your nourishment buffs will last and lots of its vallue goes to waste because you refresh your buffs before they run out.

Rifle buff suggestions

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Posted by: santenal.1054

santenal.1054

Well I just want to put some ideas in the devs their heads inb4 it is too late and they do more unimaginative buffs and also to prevent receiving “Buffs” that are arguably nerfs like the “Jump Shot” damage transference.

Rifle buffs:

“Overcharged Shot”:

Changes:
Make this skills AOE with a decent spread (3 targets) non projectile (non reflectable) and when you are knocked back enable a STUN BREAKING follow-up skill (like ranger greatsword #4 block/throw).

Results:
That way the self knockback of “Overcharged Shot” can still be used to propel yourself out of sticky situations (eg. DH bow #5), the soft cc cleansing utility remains and one can choose to immediately stunbreak to burst the enemy.

“Jump Shot”:

Changes:
Add an evade frame, Buff the “Leap Damage” (“Landing Damage” is fine).

Results:
Increases survivability of rifle builds, Increases damage done by the reliable damage part of the “Jump Shot” skill and counter pressure when kiting.

Other toughts:

-Maybe speed up “Jump Shot” but I still want this skill to be decently telegraphed and dodge-able. (0.75s cast time, aftercast nerf?)

-If they increased the self knockback of “Overcharged Shot” to lets say 500-600 range, people would (in combination with the stunbreak) start using this skill for mobility. That would also be pretty handy and welcome when fighting warriors now that they are less suceptible to soft cc than they used to be(resistance).

Post your own suggestions below.

(edited by santenal.1054)

power scrapper vs Everything else: WvW/Spvp

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santenal.1054

It’s common knowledge that there still is a lot of work to be done on the engineer traits, It’s good that Wooden Potatoes addressed this issue in his video (although much from a PVE’ers perspective).

I refrained from playing power scrapper because the playstyle of all the serious WVW scrapper roaming builds did not intrest me (too much melee orientated, too kiteable).

I would try to achieve an increase in serious (non yolo) power scrapper build/playstyle diversity and range damage by buffing gadgets and fixing the tools traitline.

My suggestion:
-Fix the bug of “Long Fused Powder pack” so it explodes after 1 second instead of the incorrect 2 seconds it does now

Buff gadgets by introducing strong traits:
-Change “Gadgeteer” to a usefull trait (eg. 20% cd reduction on all gadgets and allow gadgets in the elite slot) ( A.E.D. excluded? or with an increase cd in the elite slot?)
-Change the minor trait “Excessive Energy” to a usefull minor trait (eg. Do +10% damage when endurance is full and using a gadget removes 2 conditions” (gadget toolbelt skills excluded)).

Do gadgets buffs:
-Removing the random placements of the mines from “Mine Field”.
-Make “Launch Personal Battering Ram” pierce.
-Add stability here or there so a gadget can be used for stomping.

Other tool trait changes (Not necessarily for scrapper or gadgets buffs but I just want to be complete with my tools traitline suggestions):
-Don’t let a blind trigger “Reactive Lenses”
-Increase the instant recharge duration of “Kinetic Battery” from 8s to 30s
-Give “Streamlined Kits” a 5s icd and remove the spell effects it triggers, that way it’s more usefull in combination with “Invigorating Speed” just like pre 23/06/2015 patch, plus you don’t lose your mobility for long when your swiftness boon gets corrupted/stolen.
-Revert the recharge reduction from “Power Wrench” back to 20% BUT decrease the cooldown of “Gear Shield” block to 16s base (13s when traited).

(This all with a “Tranquilizer Dart” range increase (1200 range) and a “Grenade/Mortar Kit” baseline buff (increased travel velocity) to improve/make possible reasonable sustain range damage while being kited )

(edited by santenal.1054)

Suggestions - buffs - reworks

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Posted by: santenal.1054

santenal.1054

Gadgets are not that bad! They are not part of any meta builds, which is the sole reason for most of you to not have a single look at them.

I doubt it, maybe it has to do with gadgets being pretty bad and/or lacking support from the traitlines. (Buffs can be done in many ways, but buffs are certainly needed)

Unlike elixirs, gadgets have no traits worth taking to improve them while elixirs have 2 verry strong traits. I believe elixirs would not see as much use in WVW builds if “alchemical tinctures” didn’t exist and “HGH” worked similar to “Gadgeteer”, they would probably see about as much use as gadgets now.

(edited by santenal.1054)

Stop Flamethrower from resetting to conv weap

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Posted by: santenal.1054

santenal.1054

Having the certainty that when I come out of “Self-Regulating Defenses” i’ll have my main weapon equiped is actually pretty sweet, that way I know which buttons to press when I come out of it (eg. >dodge>toolkit>block). I think it’s easy to miss which kit you were in when the trait proc’ed.

Recognize this attack? [solved]

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Posted by: santenal.1054

santenal.1054

Thanks guys. At first I thought the animation didn’t match one of the condi transfer skills while testing it in the PVP lobby but now I know beter.

The first video he clearly was attacking the guards of which you ran towards and he epi’d them. Pretty kitten clear.

The 2nd video he only had 3 stacks of bleeding on you… 25vuln stacks tho.

There was 21 stacks of bleeding, he just got lucky with a condi clear and cleansed it half a second later. That 3 you are looking at is poison.

Ye, I got lucky the 21 bleed stacks got nearly instant cleansed by either transmute (trait) or sigil of cleansing, later on he gave me another 3 stacks of bleeding though (Gideon didn’t mean the poison stacks) .

Recognize this attack? [solved]

in Necromancer

Posted by: santenal.1054

santenal.1054

Does anyone of you necro players recognize the attack the Platinum necro uses and do you know how he inflicts +20 bleed stacks with it ? (I couldn’t figure it out on my own)

Video 1
Video 2

(edited by santenal.1054)

Static Discharge Targeting

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santenal.1054

I just noticed that static discharge does kind of work with ground targeted toolbelt skills as long as you stand still (when you move it shoots where your camera is facing). Manually hitting something with a projectile is far from easy/optimal but some people might appreciate this tip.

Affected Skills:
(Elixir Tosses, Orbital Strike, Grenade Barrage, Rocket, Throw Napalm and Med Pack Drop)

edit:
I also noticed that stun break toolbelt skills also work with static discharge when you break out of a stun, knockdown, …

Affected Skills:
(Healing Mist, Bypass Coating, Superspeed, Rumble)

Static discharge suprisingly seems to work everytime just fine with Rumble, Mine Field and Big Ol’ Bomb.

Video Proof

If you play with “action camera” on, static discharge will work properly with almost all skills but that is a non serious/playfull playstyle I guess.

(edited by santenal.1054)

Why do you play Engi?

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Posted by: santenal.1054

santenal.1054

Because of the versatility.

I love playing with a bunch of kits, there always seems to be room for lots of (mechanical) improvement. I think I was lucky that I chose engineer as my first class and that the class exists alltogether, I doubt this game would have held my intrest for as long as it did otherwise (the playstyle of other classes bore me).

Downed State, Duration Cap Thoughts

in WvW

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santenal.1054

What if going into downed state instant stomps every already downed body in a 300 range radius? How would that play out? Would that be something desirable?

edit: Without the possibility of you rallying of of that particular stomp ofc. When you take lethal damage the already downed bodies get instant stomped followed by you going into downed state.

(edited by santenal.1054)

Downed State, Duration Cap Thoughts

in WvW

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santenal.1054

(worse players winning fights due to the superior ressing/stomping capabilities of their builds).

Who says its the worse player?

Its mostly the over the top ressing capabilities of some builds (eg. function gyro ) that carry worse fighters, enabling them to defeat superior fighters. They can just keep ressing eachother untill the superior fighters are worn down and go into downed state themselves. Its a cheesy way to win and I would like to see something done about it. Too often downed state has too much of an impact on the endresult of a fight in a trollish way.

There are alot of problems that downed state enables that im not adressing atm but nerfing over the top ress capabilities would solve at least one of them. Strong stomping capabilities dont bother me much, it’s a good thing that players who went into downed state most likely end up dying.

(edited by santenal.1054)

Downed State, Duration Cap Thoughts

in WvW

Posted by: santenal.1054

santenal.1054

While I find downed state an intresting game mechanic and can make fights last a little longer, I think its unbalanced like underwater combat and has way to much of an impact on the end result of small scale battles (worse players winning fights due to the superior ressing/stomping capabilities of their builds).

(edited by santenal.1054)

What do you find OP?

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santenal.1054

Long and frequent Resistance uptime while giving immunity against things like soft cc and blinds is over the top.

Because heavy condi builds aren’t easy enough already? You know, especially with boon corruption, etc?

There’s plenty of power builds that rely on soft cc’s to survive…

+1
This guy gets it.

(edited by santenal.1054)

What do you find OP?

in WvW

Posted by: santenal.1054

santenal.1054

Long and frequent Resistance uptime while giving immunity against things like soft cc and blinds is over the top.

(edited by santenal.1054)

Snap ground target to current target

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santenal.1054

I dont pvp but dont use that option in wvw (it seems more cumbersome then usefull to me). What would be handy for several reasons is if anet gave us an untarget function we could keybind. (you can use “esc” but that one makes an annoying interface window pop up if you had nothing targeted already + stops your autorun.

Reliability of flame blast

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Posted by: santenal.1054

santenal.1054

Lets discuss if the damage done by the skill (on an average condi build) is a good trade-off for the effort you must put in the skill to land taking into account the fairly low cooldown or if the mechanics should be changed.

According to my experiences:

The first part of the skill “Flame Blast” is easy enough to land (the damage seems to trigger over a pretty wide area when the ball makes its way past the enemy (I wonder how wide actually) , I tested it on golems but I dont know how their hitbox sizes are compared to those of player characters)

The second part of the skill “Detonate Flame Blast” is even easier to land since it is a 240 radius AOE skill which you can:
-detonate at will ( manually detonating takes a bit of time when you are not close to the enemy since the pre-cast and travel speed is pretty slow and you cant do anything else when waiting untill the fire ball is close enough to the enemy)
-detonate automatically (if you are confident that your positioning relative to the enemies distance/travel speed/direction is good, the pre-cast still is pretty slow though)

Making it a ground targeted skill allows you to attack in all directions (not just to the front) which would be a serious buff.

Trying to land a Flameblast on an daredevil can be quite frustrating (experienced when I played a full power build (pre patch)) but most builds are easely hit imo.

(edited by santenal.1054)

Reliability of flame blast

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santenal.1054

It isn’t really usefull anymore for powerbuilds but since it already does 1523 + 3046 burning damage on my cele build (balthazar runes), surely Im not the only one who thinks its a pretty strong attack for condi builds?

Reliability of flame blast

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Posted by: santenal.1054

santenal.1054

I’m ok with such a strong attack to take some effort to get the most out of it, but the shooting in the ground and getting stuck in the walls is annoying though. Fighting on ascending/descending terrain unfortunately makes many attacks practically unusable (general complaint).
Edit: Flameblast seems to be working fairly well on ascending/descending terrain I was probably thinking about blunderbuss (it always seems to shoot horizontally instead of at the enemy).

(edited by santenal.1054)

Magnet our old friend.

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santenal.1054

Other then not pulling the enemy the full distance I often get a bug when I swap to toolkit and use magnet that my character just throws her hands in the air and nothing happens,then the skill goes on full cooldown or a 5 sec cooldown I can’t remember. I have some supiscion that it only happens after jumpshot, I should do some tests once I have time.

(edited by santenal.1054)

Flamethrower == POWER and not condition!

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Posted by: santenal.1054

santenal.1054

I think I understand you guys thought process.
If flamethrower is a strong condition kit on its own it’s easier to justify slotting non-condi utility skills in your other utility slots for example (talking about PVP and WVW builds).

I don’t believe that will necessarily translate overall in more build diversity since you are stuck with certain kits depending on the stats you choose but its definitely another build diversity.

Honest question:
Why do PVE’ers even care about build diversity aren’t they just going to play the same builds (best dps) over and over again (while once and a while slotting a needed utility skill) ?

(edited by santenal.1054)

Flamethrower == POWER and not condition!

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santenal.1054

Less kit flexibility is not gonna make those 15 skill clicker builds any beter or increase build diversity.

Flamethrower == POWER and not condition!

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santenal.1054

There would be nothing easy about simply making FT a power build weapon like the poster said it would be.

I think you misunderstood me.
I said:

They could have easely made flamethrower viable for both power, hybrid AND condi builds but now its only good for condi and condi focused hybrid builds. Sad.

I want kits to be hybrid not pigeonholed, it’s detrimental to build diversity imo. I stand by my claim that it would have been easy (minor buffs/changes would have sufficed) but im not going to argue over it with you any further.

(edited by santenal.1054)

[Suggestion] Juggernaut Trait

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santenal.1054

I was hoping they would move the trait from Major Grandmaster to Major Adept this balance patch. The stability is really good for stomping, something my vanilla build could really use with all the troll rezzing going on nowadays.

Flamethrower == POWER and not condition!

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santenal.1054

You must have verry little imagination if you believe that it is hard and/or not possible to come up with a viable non abusable flamethrower kit for all kinds of builds (power/hybrid/condi).

Flamethrower == POWER and not condition!

in Engineer

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They could have easely made flamethrower viable for both power, hybrid AND condi builds but now its only good for condi and condi focused hybrid builds. Sad.

Flamethrower == POWER and not condition!

in Engineer

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santenal.1054

Burn spam is a boring playstyle. but since they try to push it, why not make air blast apply burning standard without nerfing the power aspect of flamethrower? Anet pls stop “buffing” by taking away. Thanks for the power, burst and fun nerf.

(edited by santenal.1054)

nerf burn guards pls

in PvP

Posted by: santenal.1054

santenal.1054

How does one permanently prevent extra burning stacks being added when tethered by spear of justice ? (other then running away, invulns or resistance) The other strong burning attacks (apply and forget)can be dealt with a simple cleans but this one seems to not have such a counter (extra stacks over time).

(edited by santenal.1054)

DIRE/TRAIBLAZER

in WvW

Posted by: santenal.1054

santenal.1054

While it is true that squishy condi mesmer builds are way easier to deal with than tanky ones removing gear stats is not the way to get them in line with other more respectable condi builds. One of the first steps in nerfing condi Mesmer should be done by nerfing perplexity runes. It has 2 easily accessible/low cooldown damage sources (too much confusion spam) to one of thé if not thé strongest condition. (Confusion is one of the strongest damage dealing conditions plus it somewhat forces the enemy to slow down his gameplay). Everyone can tell this rune is a problem and dispite 2 patches (15/04/2014 and 26/07/2016) Anet has failed to properly nerf it.

(edited by santenal.1054)

DIRE/TRAIBLAZER

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santenal.1054

Balancing should be done by Nerfing/Buffing the most relevant aspect(s) of the particular build in question with the consideration to not Unnecessarily/Overly affect other Builds/Classes.

First one should look if the problem can be fixed by changing Skills/Traits after that one could look at the Runes/Sigils/Nourishment followed by Boons/Conditions. (I don’t want to exclude removing gear stats but I’m not convinced that it is currently/ever was necessary for the sake of balance or a good idea for WVW build diversity)

(edited by santenal.1054)

Engi Rampage 84cd Warrior Rampage 144cd??

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santenal.1054

I don’t disagree with that, but lets be honest. Rampage is not attractive enough to compete with headbut, or even Signet of rage often enough. It’s cooldown and short duration make it fairly useless. You also forget that the duration of the engy’s rampage is longer than the warriors. i don’t know about tornado, but it would not surprise me if it was also longer that the elementalist’s. Also, the might and condition clear are just way too much to on top of what the engy can already do.

Nobody is going to use/waste his elite skill for one lousy condi clear. Yes the duration is/can be 18s on both thanks to the 3rd minor of the alchemy traitline (+20% elixir duration) (you dont want to stay 18s in tornado though, unless nothing is fighting back).

As someone who doesn’t play warrior/PVP and hardly meets warrior rampages I have no opinion about whether your elite skill should be buffed. Thats for the warrior community to discuss. I just wanted to point out that elixir x isn’t as great as some people seem to think. I’d take a 144s cd rampage skill over a 84s cd elixir x if i could but comparisons between elite skills of different classes dont hold much value imo, warrior elite skills should be competetive with other warrior elite skills for the elite slot (like you said) and not with the elite skills of other professions .

(edited by santenal.1054)

Engi Rampage 84cd Warrior Rampage 144cd??

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santenal.1054

Why can Engi’s get a Warrior ability that has a lower cooldown, and not only that but potentially an Ele ability that has a better cooldown? Yes it’s a fifty fifty, but they are both very strong Elite skills. Ele’s get a minimum of 120 Seconds on their Tornado and Warrior’s 144. Meanwhile a class that is literally just borrowing these abilities can get a 84 Second cooldown on either? (It also is 18 seconds instead of 15, gives 2 might and removes 1 condi on top of that)

This should be a primarily Warrior and Elementalist ability that favors it’s original classes, not the Engi.

Elixir X is also an underwater skill (plague or whirlpool).
It used to be 24s rampage and 17s tornado. Who were the rampage abusers (warriors or engies or both) that got rampage duration nerfed? (or were it just whiners with l2p issues?)

The RNG is a pretty big drawback. When a warrior presses rampage he knows he’ll be able to res, stomp (stability), tank alot of direct damage (25% damage reduction +18520 extra health), … a tornado can’t res or stomp and it cc’s downed bodies (bad if your buddies are trying to stomp). For a scrapper its not a big deal (they have function gyro) but for a vanilla engi the lack of having such a reliable option to stomp/res (in the elite slot) is a big deal.
What is your solution? Cooldown increase, a replacement skill,…? Hardly anybody slotted Elixir X before the f5 toolbelt skill was introduced in 23/06/2015 (AOE moa transformation). I’m not saying a slight CD increase would be uncalled for but nerfs to vanilla engi at this moment do make me real salty.

engie’s alrdy have alot of other abilities that warriors have….but that are overtuned as said. You should compare our frenzy to their elixir thing.

Engineer has stronger utility skills and a stronger core mechanic (toolbelt) as compensation for not having a weapon swap. Dont forget that those elixirs have to compete with kits for those very precious utility slots. (that was probably the logic they followed when creating the engi class (pre HOT ofc))
The engineer was the final profession to make it into the original eight professions. Maybe the devs were too lazy to come up with new utility skills so they just recycled some from other classes.

info:

warrior trait:
Peak performance (increased damage + skill recharge reduction for rampage)

ele trait:
Soothing Disruption (some vigor and regen on cantrip usage)

(edited by santenal.1054)

Confusion proc-ing too many times?

in Bugs: Game, Forum, Website

Posted by: santenal.1054

santenal.1054

Sometimes I feel like confusion procs too many times.

Attached a video of one of my enemies proc-ing confusion more then 12 times in less then a second. (video several months old, just stumbled on the footage today)

Link To The Video

Is this a bug or am I missing something?

(edited by santenal.1054)

Toolbelt CDs NERFed? (nah just incompetence)

in Engineer

Posted by: santenal.1054

santenal.1054

jep, just looked for the CD. its now 13% and not 15%.

and the worst part is: it will stay like this and never get a fix…

Ye probably.
The +2% CD increase on non elixir toolbelt skills don’t bother me as much but the +7% extra CD duration on EVERY ELIXIR TOOLBELT skill is quite significant.

Toss Elixir X = +7% (5.5 sec)
Toss Elixir S = +6.8% (2 sec)
Toss Elixir B = +7.7% (1.25 sec)
Toss Elixir U = +6.9% (2.25 sec)
Toss Elixir R = +6.8% (4 sec)
Toss Elixir H = +7.7% (1.25 sec)
Healing Mist = +6.6% (1.5 sec)

(edited by santenal.1054)

Toolbelt CDs NERFed? (nah just incompetence)

in Engineer

Posted by: santenal.1054

santenal.1054

A yes i couldn’t find (overlooked) the toolbelt skills in the hero panel.

Toolbelt CDs NERFed? (nah just incompetence)

in Engineer

Posted by: santenal.1054

santenal.1054

My build has HGH (-20% elixir recharge) and mechanized depoyment (-15% toolbelt skill recharge)

My toolbelt skill recharges used to be calculated like this
regenerating Mist 21s * (1-0.15)=17.85s (rounded down to 17.75s)
Incendiary Ammo 50s*(1-0.15)=42.5s
Throw Wrench 17s*(1-0.15)= 14.45 sec (i cant remember if they rounded up or down)
Healing Mist 35s*(1-0.2-0.15)=22.75s
Toss Elixir X 120s*(1-0.2-0.15)=78s

Why do my toolbelt skill recharges now say? :
regenerating Mist 18.25s
Incendiary Ammo 43.5s
Throw Wrench 14.75s
Healing Mist 24.25s
Toss Elixir X 83.5s

Anybody else noticed this? (As a vanilla rifle engi this really kittenes me off) I only noticed it this late since i haven’t been playing alot since the gear shield nerf (lost intrest in gw2) just came back to try out the rifle “buff” (transfer of “leap damage” to the rifle’s most telegraphed skill “landing damage”)( i think i use that skill more defensively then offensively nowadays, so it’s more of a nerf then a buff)

I assume ths CDs have increased since the October 18 2016 update, because that is the last time they had been fiddling with mechanized deployment.

The notes said:

“Mechanized Deployment: Fixed a bug that prevented the tool belt recharge-rate attribute from updating properly on the Hero panel.”

What did they even mean with that?

(edited by santenal.1054)

Get rid of Desert BL

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Posted by: santenal.1054

santenal.1054

DBL is a verry fun map if you like scouting,small scale fights and soloing/duoing objectives.. It’s not hard to get around now that the barriers are gone + map changed a little. I dont care much about ppt (unfair borderland map distribution). On ABD you could also glitch into objectives but that was no reason to get rid of the whole map (they just fixed the map).

(edited by santenal.1054)

Is Engineer Ever Getting More Kits?

in Engineer

Posted by: santenal.1054

santenal.1054

Do the devs understand the importance of kits to our class? I doubt it.