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Engineer traits [Review&Discussion]

in Engineer

Posted by: santenal.1054

santenal.1054

I hate it how they forced old traits that no1 used on us like “throwable medkits” making med kit unusable and “Kit Refinement” (useless trait!) increasing speedy kits cd from 10s to 20s (cd of kit refinement), so when you get boon striped its gonna take a long time before you get swiftness back. The nerf to vigor + increased cd also ruined the “invigorating speed” + “speedy kits” combo (they should have just kept speedy kits with kitten cd imo). The nerf to backpack regenerator was disappointing (was it necessary? whats your opinion?). I do like how some elixir gun skills are now considered elixirs. The gadgeteer trait then again was a step backwards. Im not gonna name all the useless traits or whine about the good ones that got lost.

Im not much of a grenade user but aren’t you again pigeonholed into the explosives trait line (grenadier to essential) when you want to use grenades ? i vaguely remember they wanted to avoid that or something?

Flamer AA not firing straight while moving?

in Engineer

Posted by: santenal.1054

santenal.1054

The animation shoots in the ground but the damage has it normal reach 425 range to the front. (I did a quick damage test on a golem in the pvp lobby). Maybe you should do your own tests i might have overlooked something ofc.

July 28 update full of Engie goodies

in Engineer

Posted by: santenal.1054

santenal.1054

Ever since the update my flame jet ( ft #1) seems to shoot into the ground (aligned with my camera angle ) when i have no target and im pressing the right mouse button (anoying when fighting against stealth). Do others have this same problem?

July 28 update full of Engie goodies

in Engineer

Posted by: santenal.1054

santenal.1054

Rampage duration from elixir x got reduced with 25% (just like warrior’s rampage), not that it matters much it’s still great and way better then that tornado rubbish.

Engineer Bugs (Updated & Consolidated)

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Posted by: santenal.1054

santenal.1054

The cooldown of “Bandage self” (toolbelt skill) does not decrease when treated with “mechanized deployment” (toolbelt skill recharge reduction 15%).

Could you please add that to the bug list?

Post Your Build Thread

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Posted by: santenal.1054

santenal.1054

WVW celestial flamethrower, elixir gun and toolkit build

http://gw2skills.net/editor/?vdAQFAUlUUhatYJXwdLQ+FLsFF4IuBBgYHVFPxYbsjfBA-TFyHABKfBAOb/h5UCmo6PLp8zLNEupDAgHAQAgDgf/NA88zP/8zP3v/+8vP/bpAMTZE-w

notes:
-air blast reflects for 1 second

-toolbelt cooldowns are lower in the game:
incendiary ammo= 42s
throw wrench=14s
healing mist(stun breaker!) =23s
toss elixir x =78s

-toss elixir x knocks people out of their transformations really strong against necros (death shroud!) good burst neutralizer and moad squishy builds are easy to hurt real bad.

-On average you will easely have at least 5 might stacks on you thanks to hgh+ elixir gun skills.

-it is really important to rotate fast true all your hard hitting skills to properly pressure people. “flame blast” is a bit hard to use in the beginning but after some practice you will constantly be using this hard hitting skill with low cooldown (it’s a really important skill!).

rotation examples
———————————————

like: throw wrench-> blunderbuss->jumpshot->pry bar->acid bomb->elixir f->flame blast

or: overcharged shot->magnet pull->pry bar

Get creative with the rotations depending on wich skills are off cooldown. you will figure out which rotations give good results when, depending on the class, build and amount of stunbreakers the enemy is using.

how i (sometimes) use elixir x
———————————————————————

Elixir x is great for extra sustain. When i enter an hard/outnumbered battle i usually blow some cooldowns untill my health has droped 6k under full health-> healing turret to full health-> pop elixir x. transformations give an extra large health pool (tornade 30k rampage 40k) so its important to use elixir x when you have a near full hp bar to gain as much extra hp as possible (tornade gives 50% extra hp. rampage 100% extra hp .rampage also reduces incoming damage by 25%).

When i get tornado (way weaker then rampage) i just press 1 (other skills not worth using) and try to knock people around. the #1 skill gets stronger the more enemies are around. #1 sends out 3 bolts which each can bounce 3 times, the damage should not be underestimated.

when the transformation is about to end i forcefully end it myself and immediatly use “overcharged shot”. Thanks to the stability which you still posses you will now not be knocked back urself allowing you to burst your enemy harder.

(edited by santenal.1054)

Some Proposed Med Kit Changes.

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Posted by: santenal.1054

santenal.1054

yea but #2 provides 68% healing of the med kit skills and who is gonna switch every 5 seconds to his med kit and waste a condi cleanse? i wouldn’t. regenerating mist is way more practical and the ocasional blast finisher in a waterfield should compensate for that.

Some Proposed Med Kit Changes.

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Posted by: santenal.1054

santenal.1054

when using med kit you have more good options to choose from the toolbelt if you are using Kinetic Battery, med kit also has superior condi cleans and the OPTION to heal more (sacrifices have to be made) while healing turret can cc in some builds and is more aoe healing.
here are some rough calculations.
ignoring regenerating mist, med kits #2,3,4,5 and no blast finishers on water fields.
optimal burst healing (with AMR ,kinetic battery, heal resonator and 0 healing power)
2 ht undetonated =13720 hp + unused kinetic battery
2 ht detonated = 15720 hp + unused kinetic battery
2 bandage self = 11400 hp + unused kinetic battery
3 bandage self = 17100 hp (1kb wasted)

sustain healing 2 minutes (no AMR)
healing turret 15s
61740 hp + 4 unused kinetic batteries
self bandage 17s
45600 hp + 4 unused kinetic batteries
68400 hp (4 kbs wasted)
self bandage 14.5s
52839 hp + 4 unused kinetic batteries
75639 hp (4 kbs wasted)
All in all I dont think a 14.5s cd is op at first sight assuming I haven’t overlooked important factors.

Some Proposed Med Kit Changes.

in Engineer

Posted by: santenal.1054

santenal.1054

3. Bandage self cooldown is not affected by Mechanized Deployment trait (bug).

This isn’t a bug, it is intended. It counts as a healing skill now (just like the ones on 6) and get benefit from everything related to them.

I’m just going to assume that your are assuming it’s intended like that, or do you have proof? I believe it to be a bug. It still is on the toolbelt so it should be affected by Mechanized Deployment imo.

Mortar nerf

in Engineer

Posted by: santenal.1054

santenal.1054

mortar kit was good enough to not take nades for a day.

^this

Some Proposed Med Kit Changes.

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Posted by: santenal.1054

santenal.1054

I was just practicing using the med kit while running forward.
Throws #2 2 meters in front of my feetpicks up #2
Throws #5 2 meters in front of my feetpicks up #5
Throws #4 2 meters in front of my feetpicks up #4 Meanwhile 4 seconds into the kit, time well spend ?
Throws #3 2 meters in front of my feetDOES NOT PICK UP #3 kitten?

Turns out #3 has a 3/4s cast time while all the rest have a 1/2s cast time. Why did they give these different cast times to almost identical skills? to avoid OPness? I wonder what the devs who did this were thinking.( Hmm … kit isn’t horrible enough as is, beter ruin some consistency and impede usage, wouldn’t want people to actually start using the kit after we spend so many work hours changing it )

Some Proposed Med Kit Changes.

in Engineer

Posted by: santenal.1054

santenal.1054

Both ground targeting AND running over the #2-5 skill is to much effort for a single condi clear, it has to change. It should either work like throw elixir (with radius) and have the skill do its job instantly or just drop it infront of the feet or just use it on yourself without ANY hassle.
A 15% buff to the baseheal would also be nice, they can remove the heals locking in the #2-5 skills as compensation since they are mostly wasted (not used) anyways.

(edited by santenal.1054)

Grenade Kit Supremacy

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Posted by: santenal.1054

santenal.1054

Flamethrower got nerfed the hardest. no cooldown reductions (fireforged trigger), napalm and incendiary ammo are now completly useless in powerbuilds.
The reduced cooldowns of the nockback and backward leap made flamethrower somewhat useable because the ft mostly requires you to face your target to do actual damage (unlike bombs and nades).

Mainwhile nades got even stronger in close combat where it already excelled. Then there was an acceptable damage dealing kit called mortar kit that with its mortar shot could compete with nades autoattack but not with nades superior burst damage (shrapnel, freeze, barrage) allowing some room to put more utility orientated skills in the utility slots. well that story lasted about 2 days.

And what happened to the new med kit hype? well thanks to the clumsy ground targeting of the condi cleansing skills its even more impractical than it was before and I’m hopeing that the not scaling of the bandage self cooldown with mechanized deployment is just a bug.

Mortar nerf

in Engineer

Posted by: santenal.1054

santenal.1054

Why not give (traited) mortar shot ( 1.14 * hipshot) the same damage 3 normal grenades would do before the patch (1.22*hipshot) ?

(edited by santenal.1054)

Mortar nerf

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Posted by: santenal.1054

santenal.1054

They should focus more on fixing things than making our elites useless.

Engy bugs 23/6/15

in Bugs: Game, Forum, Website

Posted by: santenal.1054

santenal.1054

Mechanized Deployment (recharge of your tool belt skill is reduced by 15%) does not reduce the cooldown of bandage self (med kit).

(edited by santenal.1054)

Medkit details

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Posted by: santenal.1054

santenal.1054

mechanized deployment (15% toolbelt recharge decrease) does not work on bandage self. Med kit is now an even worse self heal than before. verry disappointed.

edit: kinetic battery (after evading a strike, your next toolbelt skill is instantly recharged) does work with bandage self. what’s with all these inconsistencies?

(edited by santenal.1054)

RIP Flamethrower

in Engineer

Posted by: santenal.1054

santenal.1054

Fireforged Trigger did not become baseline and can not be selected in the traits. juggernaut is still a fairly rubbish kit camping trait. Napalm and incendiary power do even less damage with powerbuilds now.

The flamethrower nerf is real.

Medkit details

in Engineer

Posted by: santenal.1054

santenal.1054

Whats is you guys opinion about the fact that med kit is all about throwing instead of dropping?

If the throwing option were to be removed we could enable auto attack on the number 4 skill and have perma swiftness that way without the hassle of throwing the thing.

(edited by santenal.1054)

Medkit details

in Engineer

Posted by: santenal.1054

santenal.1054

Verry nice kit, im loving all those condy cleanses. number 1 skill seems a bit weak though

Gaming Mouse?

in Engineer

Posted by: santenal.1054

santenal.1054

Just make sure you buy a mouse with ALOT of buttons, that way you don’t have to use hard to reach keys on your keyboard or key combinations. (but you probably already knew this). Some brands also have handy software (eg. logitech gaming software) with which you can customize your mouse key bindings, make profiles for the different games and classes you play.

Fresh 80 LF help with Flame-thrower Build

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Posted by: santenal.1054

santenal.1054

For pve i use this (berserker) FT build:

http://gw2skills.net/editor/?fdAQFAUlUUpWrlcxdLseRCdBNyp0FQOgFIyFWkPFAA-T1BFABIp8r6LAQa6IA4BAUo6Pis/wVKBDAgAszAAkCgclRA-w

As already been said you should try to rotate through your high damage dealing attacks (flame blast, blunderbuss, jump shot, throw wrench, pry bar and acid bomb) and not camp the same kit all the time (making Juggernaut pretty useless).

For WVW you might want to use protection injection over invigorating speed and replace a sigil with sigil of energy. mango pie is also a fun (and cheap) food to use.

[Suggestion] Kits activation change.

in Engineer

Posted by: santenal.1054

santenal.1054

It would be great if we could choose weither or not activating the slots 6, 7, 8 and 9 can make kits go back to the main weapon. sometimes when i try to use gear shield i end up using overcharged shot due to obvious reasons and it puts me in a verry vunerable position.

(edited by santenal.1054)

Flamethrower autoattack

in Engineer

Posted by: santenal.1054

santenal.1054

“FT AA is perma-burning” that one made me lol. You can spam flame jet all day because your enemies don’t fight back or something?

It’s obvious that in WVW (due to the many condi duration buffs with only small sacrifices) burning is really strong, maybe too strong. But this is mainly a problem in combination with incendiary powder and the low icd of the #6 of the rune of Balthazar. Changing flame jet will not suddenly make it worth your time spamming this skill all the time. Surely you guys can see that instantly applying several seconds of burning (with low icd) is way more powerful way to apply burning (leaving you time to do other stuff) then chasing your enemy with your flame jet?

(edited by santenal.1054)

Flamethrower autoattack

in Engineer

Posted by: santenal.1054

santenal.1054

“you want to add permanent burning ….without any kind of condition duration increase! Interesting!”

We are talking about changing how the application of the burning is determined (with the duration being left unchanged). untreated = max 1 sec of burning , not permanent burning as you seem to think.

(edited by santenal.1054)

Flamethrower autoattack

in Engineer

Posted by: santenal.1054

santenal.1054

i was talking about flame jet damage being for balanced builds not the ft kit. but anyways, i agree with you that the ft kit is not a “mainstay kit” (reason i somewhat dislike the juggernaut trait) and i agree with “there are so many other reliable ways to fit burning into your build without using the flamethrower at all” spamming flamejet all day just for the burning would make for crappy damage output.

FT causing burn each tick of AA

in Engineer

Posted by: santenal.1054

santenal.1054

i agree with raspysala, but shouldn’t we beter discus this in the " Flamethrower autoattack" thread since it covers the same subject and is older yet still on the front page? anyways, flame jet when treated can already apply more then 3 secs of burning, why would making the flame jet’s burning damage usefull against fast moving targets (just like fumigates poison!) suddenly make it OP?

Flamethrower autoattack

in Engineer

Posted by: santenal.1054

santenal.1054

flamejet is probably the best autoattack (damage wise) for a celestial engineer(theoretically).

I’m curious how you came to this conclusion when the bomb kit has by and far the most powerful auto-attack we have.

You will generate the majority of your burning damage from Incendiary Powder, not from Flame Jet, anyway, so comparing auto-attacks seems like a disservice to me.

i was talking about ranged auto-attacks (i dont consider the max range of bombs (skill1=240) ranged ) that schoot automatically at the opponent (unlike nades). and with auto-attack i also mean number 1 skills (not blunderbuss enabled as auto-attack for example). I should have been more clear.

The damage of the 3 autoattacks i was talking about is completely fine, it’s just that the way the burning of flamejet is applied is complete rubbish. waiting 2 seconds at such a close range to apply a large part of the damage with a high probability that the last tick will miss (losing burning damage).

Surely you can see that the flamejet was ment for balanced builds with both power and condi damage? (the calculations show it) but in reality (due to crappy burn aplication) the flamejet cant excel with the stats it was meant to excel with. Flame jet should work similar to how fumigate works, why doesnt it ? Is there some sort of problem with the burning condition that makes this impossible? the cap at 9 stacks comes to mind

(edited by santenal.1054)

Flamethrower autoattack

in Engineer

Posted by: santenal.1054

santenal.1054

In general hip shot is the best (ranged) auto attack for a power engineer , tranquilizer dart is the best for a condition engineer and flamejet is probably the best autoattack (damage wise) for a celestial engineer(theoretically). But because the burning is only applied on the last tick of the flame jet (if it hits!) meaning that the burning will most of the time never be applied at all, meaning that all celestial engineers autoattacks are far inferior to that of power and condition builds. This can be solved by changing how the burning of the flamejet is applied. Either applying it on the first hit (maybe to OP) or partially applying it on every tick that hits.
some calculations
stats wolfineers wvw static discharge build hip shot (814*0.57*2.04+814*0.43)/0.75=1728 damage/sec (2305 armor 16182 health) (flamjet=1626 tranquilizer dart=1059)
stats wolfineers wvw condition build tranquilizer dart (174*0.33*1.57+174*0.67+778)/0.75=1312 damage/sec (2716 armor 20812 health) (hip shot=559 flamejet=1114)
stats wolfineers wvw celestial build flamejet WITH BURNING (1710*0.36*2.0+1710*0.64+449*1.75)/2.25=1382 damage/sec (2456 armor 21302 health) (hip shot= 1118 tranquilizer dart= 1082)
flamejet WITHOUT BURNING = 1033 damage/sec
the burning damage is only applied by the last tick if you miss this one tick you lose alot of your damage.
fun fact: i apply more burning with my med kit then with my flamethrower.

(edited by santenal.1054)

Immunity to burning condition

in WvW

Posted by: santenal.1054

santenal.1054

Ruining the viability of certain builds should never be an effect in WVW.
Winning/Losing fights due to ridiculous damage handicaps applied on your enemy/yourself is boring as hell.
Anet should focus more on tempering the extremes not on amplifying them.

Post Your Build Thread

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Posted by: santenal.1054

santenal.1054

removed pre 23/6 patch build

(edited by santenal.1054)

Fixes/Balancing Wishlist BEFORE HoT

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Posted by: santenal.1054

santenal.1054

I would like to add something to that list.
The way how the burning damage (condition damage) from the flame jet is applied is really crappy. It seems that the latter ticks decides whether the burning damage will be applied or not. So if you miss those particular ticks no burning will be applied even when the first 5 ticks were all hits.(while if you miss the first 5 ticks and hit the 5 last ticks the burning WILL be applied) in certain builds missing those ticks means a damage decrease of about 50%. which is ridiculous.
example: http://gw2skills.net/editor/?fdAQJAqelsTpdr1axkLseNSdBNyosFQHgCcARmwYA-TFBFABVfCAWZ/B50DAwDAQQAKC-w
why not just apply the burning instanly as soon as one of the ticks is a hit? This would make the FT way more viable in many ways, like damaging thieves in stealth.

(edited by santenal.1054)

Fix Static Discharge

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Posted by: santenal.1054

santenal.1054

Static discharge will MISS WHILE MOVING when activating the following toolbelt skills (will hit while standing COMPLETELY STILL and facing the enemy OR by aligning your monitor screen, your engineer character and the enemy character =s ):
healing mist , bandage self , toss elixir h , super speed , incendiary ammo , grenade barrage , regenerating mist , toss elixir c , toss elixir r , rocket , toss elixir b , toss elixir u , toss elixir s , toss elixir c , throw napalm

Static discharge will HIT WHILE MOVING when activating the following toolbelt skills:
throw wrench , rocket kick , personal battering ram , mine field , static shock , analyze ,big ol’ bomb , suprise shot , net attack ,rumble

why isn’t this fixed yet? I was really disappointed when I noticed that static discharge is completely useless with MOST toolbelt skills.

Sigil of Cleansing Cleanses An Engi Weakness

in Engineer

Posted by: santenal.1054

santenal.1054

I like to use this sigil because its easy to use, it allows me to choose between more healing skills while still having some decent condition cleansing. (when i don’t want to use healing turret or elixirs in my utility bar (and Cleansing Formula 409 in my traits)) and this condition cleansing methode does not force you to make your healing skill go on cooldown. Well thats my noob opinion about the Sigil of Cleansing.

I use Sigil of Cleansing in WVW but can’t use it in PVP. =(
Are there any good reasons why certain sigils are not available in PVP?

(edited by santenal.1054)