Rezzet.3614 Posted March 9, 2018 Share Posted March 9, 2018 https://wiki.guildwars2.com/wiki/Sulfurthrowerwhy cant our 2 knock targets or our 5 be a pulse that destroys projectiles >:L Link to comment Share on other sites More sharing options...
Ardid.7203 Posted March 12, 2018 Share Posted March 12, 2018 https://wiki.guildwars2.com/wiki/FlamethrowerOur FT 3 knocks back 5 targets AND projectiles.Our FT 5 is extremely useful in close combat.Only changes I would do to the FT would be: Make Detonate Flame Blast a real burst again. Add an arrow signal like in other newer skills to better determine the path of the ball.Make Napalm fire-field area a wider rectangle irradiating from the engie and forward, not just a narrow line perpendicular to the engie. Link to comment Share on other sites More sharing options...
Ghos.1326 Posted March 12, 2018 Share Posted March 12, 2018 @"Ardid.7203" said:https://wiki.guildwars2.com/wiki/FlamethrowerOur FT 3 knocks back 5 targets AND projectiles.Our FT 5 is extremely useful in close combat.Only changes I would do to the FT would be: Make Detonate Flame Blast a real burst again. Add an arrow signal like in other newer skills to better determine the path of the ball.Make Napalm fire-field area a wider rectangle irradiating from the engie and forward, not just a narrow line perpendicular to the engie.oooh nice ideas. I suggested maybe a circular ring of fire fiend, but larger rectangle and having the field spread out in a line from the engi forward is also a nice idea. I think flame blast should also explode on contact as well as being able to be detonated early. FT5, I think should be a pulsing smoke field around the engi for a radius of like 240 for 3s, that can pump blinds per second. Link to comment Share on other sites More sharing options...
Ardid.7203 Posted March 12, 2018 Share Posted March 12, 2018 I prefer the ball from flame blast not exploding in contact because you can use it to damage multiple enemies if they are on a line. This means a lot more total damage if you play your positioning correctly, which is very fun and rewarding. Link to comment Share on other sites More sharing options...
Rezzet.3614 Posted March 13, 2018 Author Share Posted March 13, 2018 @"Ardid.7203" said:https://wiki.guildwars2.com/wiki/FlamethrowerOur FT 3 knocks back 5 targets AND projectiles.Our FT 5 is extremely useful in close combat.Only changes I would do to the FT would be: Make Detonate Flame Blast a real burst again. Add an arrow signal like in other newer skills to better determine the path of the ball.Make Napalm fire-field area a wider rectangle irradiating from the engie and forward, not just a narrow line perpendicular to the engie.gonna be honest the only change i would like is 5 having aoe blind pulses considering its lenghty cd i'd say pulse for 5 seconds and give it the projectile destruction :vour current 5 is bad even at close range because it is just 1 blind , 1 blind is nothing when almost everything has multi hits or leaves pulsing fields nowadaysFT3 sadly has 300 range and is instant so at best you'll stop 1 projectile so its basically only good vs Killshot or Tru shot and maybe to stop 1/3 of a rapid fire our kit isnt optimal like the PvE sulfur one is , those two skills's utility alone make a huge impact to the point juggernaut dint feel mandatory (couldnt use it anyways since it aint an FT but the point remains)i do like the idea of makin napalm be like the revenant stability ground skill Link to comment Share on other sites More sharing options...
Ardid.7203 Posted March 13, 2018 Share Posted March 13, 2018 @Rezzet.3614 said:@"Ardid.7203" said:https://wiki.guildwars2.com/wiki/FlamethrowerOur FT 3 knocks back 5 targets AND projectiles.Our FT 5 is extremely useful in close combat.Only changes I would do to the FT would be: Make Detonate Flame Blast a real burst again. Add an arrow signal like in other newer skills to better determine the path of the ball.Make Napalm fire-field area a wider rectangle irradiating from the engie and forward, not just a narrow line perpendicular to the engie.gonna be honest the only change i would like is 5 having aoe blind pulses considering its lenghty cd i'd say pulse for 5 seconds and give it the projectile destruction :vour current 5 is bad even at close range because it is just 1 blind , 1 blind is nothing when almost everything has multi hits or leaves pulsing fields nowadaysFT3 sadly has 300 range and is instant so at best you'll stop 1 projectile so its basically only good vs Killshot or Tru shot and maybe to stop 1/3 of a rapid fire our kit isnt optimal like the PvE sulfur one is , those two skills's utility alone make a huge impact to the point juggernaut dint feel mandatory (couldnt use it anyways since it aint an FT but the point remains)i do like the idea of makin napalm be like the revenant stability ground skill I can agree with making FT 5 better and pulsing blind (Personally I would like it to simply give a Smoke Field). Also a larger time to reflect projectiles on FT3 would be good.I still don't think the sulfur bundle is optimal at all. It doesn't work well with my playstyle at least. Link to comment Share on other sites More sharing options...
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