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Icefyer.9208

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Everything posted by Icefyer.9208

  1. Considering none of our other 'on heal' traits work on medkit mechanist and I've seen nothing about that, it's most likely going to be that way. They'll forget about it and it'll join the other four such abilities that healer mech can't use.
  2. One problem. With the regen on heal toolbelt how does that work with mechanist...who don't have access to tool-belt since it becomes mech commands? If we use medkit would the first mech ability, aka the fist, blade, or gun be what procs it?
  3. Old medkit? You mean the one we had to place the kits and such down one at a time at our feet and pray people ran over them, and they were single-person instead?
  4. The "on heal" effects are getting frustrating as a mechanist healer, since we lack access to any "on heal" effects, due to the fact that medkit's self heal is a toolbelt skill, which we don't have. We even get locked out of traits in our own healing trait line! Cleansing Synergy, Reconstructive Enclosure, Transmute, none of it works with mechanist and medkit. Can it please be made that while you're using a medkit, either swapping to it counts for "on heal" effects, or if you want something more controllable, the Mech 1st skill, as little sense as that'd make? I'm pretty sure all of this already has an internal cooldown. If you're worried about it being up too much, aren't you able to make the traits and such take such into account, like how you guys first nerfed the rocket skill the mech used to use, changing its cooldown separately from the engineer's?
  5. I've been a Charr engineer with the Rubicon coat since before expansions were a thing, but recently I've been incorporating bits from the elite specs into it, like the Super Adventure Box weapons like a tweaked holosmith focusing on more stable constructs that aren't self-destructing from overheating, control gloves that look like a set of rings around the forearm, I forget the name exactly, along with the scrapper helmet. Basically the idea is the charr just goes around, picking up whatever tech he can get his claws on, matching aesthetics be damned as long as it's effective.
  6. As the others have said, so I'd recommend that if possible the healmech swap to quick-scrap underwater, swapping with whatever quick is there, or the party simply deals with no alac as best they can from doubling up on quick. This problem could totally be fixed if they let the mech work underwater, like a robo-shark or something.
  7. Yeah. I read in another thread that it was also doing it with Mesmer's new heals.
  8. Nope. If you read above at the top of this page by Bena, stand is dps that can also trigger the chain effects in certain ways, kneel trades movement for high support power by placing them and detonation ability, like how deadeye trades movement for sniping damage. Movement cancels the kneel mode apparently. So you can place the nodes, then swap to a DPS mode that will do damage and allow movement, but still trigger minor chain-reaction support. It sounds so, so much better than what we're getting it's honestly just sad... And it wouldn't be the first time engineer copied something from another class. Mechanist is sort-of like a customizable Ranger pet for example. Or like how Necro gets elixirs through one of their elite specs, or Firebrand gets Mantras which were formerly a Mesmer only thing.
  9. I'm not too familiar with Deadeye, but this at least sounds like an interesting way to keep both the "it should be another damage weapon" and the "it should be a support weapon to compete with mace + shield as the only other option" crowds happy by giving it both depending on if you're kneeling or not. I'm assuming you can quickly cancel the kneel with a dodge-roll for bosses like Boneskinner and the kneel has a short, if any, cooldown? It's not like it's the first time they've given one class some goodies of the others. Mechanists got a Ranger-like pet after all, so a weapon that functions like Deadeye, but as damage / support modes sounds like a neat twist.
  10. Yeah. I thought something was a bit off. The mech giving you stacks works, but the internal cooldown remains.
  11. Support engie main chiming in. I agree with pretty much everything so far. Clunky, tiny radius, very weak compared to others, no protection so no reason to run it over mace + shield, etc... I was honestly curious and looking forward to this weapon when I first saw it and learned it was a support weapon. Key word being WAS. Actually previewing it killed any hope I had for it on the spot. Which is a shame. I was really looking forward to a ranged support weapon, because I'm not a fan of exclusively melee due to hand problems.
  12. They're also bugged! They give regen to enemies too! I just fired some at my mech while they were beating on an enemy and they got the regen.
  13. It seems like they partially updated it. It still only fires in the cone, but now only a single bandage per person. In the preview stream they showed it as a 360 radius because bandages were going behind the user. I'm not sure if they kept the cone but now it auto-targets or what. The bandages are still very slow, so unless they just home in on people on the move, they'll still miss every time.
  14. So, as far as feedback goes, I definitely agree that the tiny range on them is terrible. The barrier and healing arrows look interesting, but there's no protection at all, since support engies have to give up shield. Engies already have several solid ways to give might, from blast gyro which just got buffed to mechanist's mech commands + fists that can quite readily cap might just on their own. I'd say the might could be swapped for protection, since the guardian is well known for aegis and protection, thus filling in the major gap posed by the lack of shield. Sure there's a trait that gives protection on heal skill, but support mechanists who wield the medkit can't use it because they lack medkit's healing skill t obegin with as just one example of that kind of flaw.
  15. Maybe it just took the Jade Mech and experience in Cantha for them to realize that they could do something like that, since all magic is simply specific spectra of the same energy and it took them a while for them to find a way to split it and harness it safely.
  16. Grenades are one of the few good kits, alongside medkit. When's the last time you swapped into elixir gun for the auto attack, or the glob shot? I don't see anyone running bomb kit or tool kit.
  17. Yeah. Engineer already has plenty of ranged explosive damage goodies, but mace + shield is our only support weapon at all, so it's cool to be getting a ranged support weapon alongside mesmer that isn't just one or two skills from elixir gun and mortar-kit 5 and that's it.
  18. So was doing a convergence boss, Sorrow, and I had medkit. https://cdn.discordapp.com/attachments/331827756461457408/1173758181579702272/image.png Somehow I got knocked back so hard the medkit's abilities reverted to the old pre-HoT days when we used to have to set them down at our feet. The abilities all worked too. I could place them down at my feet and have others pick them up for heals and could even link the abilities in chat with functioning tooltips. It lasted until I stowed the kit again before reverting to normal. No idea how that happened but it was hilariously weird.
  19. Totally broke. And it's so annoying to sit with the Malnourished debuff for 8+ minutes. Dunno if it was always that long but it certainly is sometimes now...
  20. The alacheal build is what got me into it to begin with myself. I've played engineer since the beta off and on, occasionally taking long breaks to fight burnout. I myself have cerebral palsy, which made the old "wear 4 kits and piano till your hands fall off" builds a complete nightmare that I'm glad the game has moved away from. I'm glad there's low-intensity builds that work for support as well as damage on engineer, and I like the fact the mech does a solid chunk of the support by itself so I don't have to juggle like I did back then outside of intense situations. However, it was pretty ridiculous at its peak. While I feel they did over-nerf rifle something nasty because of one overperforming spec instead of looking at the spec itself to the point that rifle barely functions these days as far as I can tell, that's just a trend of gutting other engineers because of one overperforming spec. They did it a long time ago when Holosmith came out, nailing traits that weren't holosmith in an attempt to curb its extremely high dps at the time. Surely there's some kind of middle-ground that can nerf the spec without completely shafting the others on the class. Aren't they able to separate skills and traits affecting different specs in different ways, like they recently did with engineer sword changing based on you not having a heat-bar?
  21. Of course. I'm not saying that either. It had a boon once, it could do so again. I think it would be interesting to give protection for a couple seconds, since mechanist loses access to that one Alchemy trait that makes your heal skill give protection if you're using medkit. It's part of why I'm hoping that shortbow might be a support weapon, since Mace + shield is the only one we have and it needs some competition. Yeah. I don't use damage on mace, so damage boosts to it don't much matter to me, but it definitely needs SOMETHING, since right now the power melee is dominated by hammer and they obliterated its only condition damage.
  22. How does vindicator change greatsword now?
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