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Stress Test Engineer Changes

Stress Test Spiderman Updates Changes

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#1 Dibrom

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Posted 02 August 2012 - 07:33 PM

Let's list the updates to the Engineer.  Anyone see any skill / trait / sigil changes- post them here!

Buffs in green, nerfs in red, laterals in black.

SKILLS
  • Toolbelt skills for racials! (http://www.guildwars2guru.com/topic/46383-engineer-tool-belt-racial-skills/page__view__findpost__p__1668795)
  • Toolbelt skills for turrets now (changed from deploying the turret)

    • Healing turret: Healing Mist- 60s cooldown, 3s regen and water field.
    • Flame turret: Flame On- 40s cooldown, 2s burn and DD.
    • Rocket Turret: Rocket- 60s cooldown, DD, 1200 range.
    • Thumper Turret: Shockwave- 90s cooldown, DD AoE, blast finisher.
    • Net Turret: Net Attack- 30s cooldown, 4s immobilize.
    • Rifle Turret: Rifle Turret- 20s cooldown, DD projectile (20%). (does less damage than rifle auto attack...)
  • Healing Turret now applies regen twice per 7 secs (changed from once)
  • Poison Grenade now has a cooldown of 25 seconds (changed from 15)
  • Freeze Grenade now applies 2 seconds of chill (changed from 3)
  • Elixir X now affected by elixir traits
  • Story elements of the engineer's crippling aquaphobia beautifully woven into engineer's underwater gameplay
  • Something good happened to Rifle Jump... either damage or animation?
  • Medkit drops no longer drop through the ground
TRAITS
  • Elite Supplies now adds "Elixir X lasts longer, Mortar has increased range."
  • Speedy gadgets now reduces cooldowns by 20% (changed from 30%)
  • Power wrench has an added effect of reducing toolkit cooldowns by 20%
  • Armor mods now 3s retaliation on a 30s cooldown, when you are critically hit (changed from "Gain +50 Toughness and 33% chance to cause Retaliation for 3 seconds on critical hit")
  • Powershoes now tier 2 (changed from tier 1)
  • Energized Armor now tier 1 (changed from tier 2)

Edited by Dibrom, 03 August 2012 - 04:15 PM.


#2 Runkleford

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Posted 02 August 2012 - 07:34 PM

Turrets have TB skills when not deployed. Power Shoes moved to tier 2.

#3 Takkik

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Posted 02 August 2012 - 07:43 PM

Nice for the turrets toolbelt, too bad only net turret get an utility instead of a dps. if only you could get some more utility than dps toolbelt, could be viable to get 2-3 turrets?

#4 Cl1p

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Posted 02 August 2012 - 07:44 PM

seriously suprised about the turrets :)

#5 yahikodrg

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Posted 02 August 2012 - 07:45 PM

I hope I'm not the only one, but the rifle seems much more responsive to me than during BWE3

#6 Takkik

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Posted 02 August 2012 - 07:45 PM

hum, i heard people using a trait that reduce toolbelt skills, but don't find it? Never noticed it before, but since forum feedback wanted to give it a try. They removed it?

#7 Dibrom

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Posted 02 August 2012 - 07:46 PM

The reduced tookbelt cooldown wasn't a trait, it was passive when you invest points into the Tools line of traits.

#8 Takkik

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Posted 02 August 2012 - 07:49 PM

Aaaaaaah thx, in fact was using most of the time ;D

#9 spergburger

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Posted 02 August 2012 - 07:53 PM

Added cooldown time to poison grenade. Now 25s cooldown.

I'm really surprised by the turret changes. Good on them, though they are pretty boring, but still quite a step in the right direction.

#10 Cl1p

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Posted 02 August 2012 - 07:56 PM

Elixir U no longer has a toolbelt skill (temporarily ofc)

#11 Kormir

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Posted 02 August 2012 - 08:15 PM

could anyone please check if underwater engi has been changed??? and is elixer x still the only elite available underwater???

edit: are there any trait changes???

Edited by Kormir, 02 August 2012 - 08:21 PM.


#12 spergburger

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Posted 02 August 2012 - 08:56 PM

Healing turret applies 2 ticks of 7, as opposed to one 14 btw.

Toolbelt Skills-
Healing Mist- 60s cooldown, 3s regen and water field. Healing turret.
Flame On- 40s cooldown, 2s burn and DD. Flame turret
Rocket- 60s cooldown, DD, 1200 range. Rocket Turret
Shockwave- 90s cooldown, DD AoE, blast finisher. Thumper Turret
Net Attack- 30s cooldown, 4s immobilize. Net Turret
Rifle Turret- 20s cooldown, DD projectile (20%). Rifle Turret (does less damage than rifle auto attack...)

Elixirs Unchanged.
Though elixir X counts for all intents and purposes as an elixir now, not sure if it was like that before.

Gadgets are unchanged.

Kits
All except Grenade kit have changed.

Grenade kit chill grenade now does 2s per grenade, as opposed to 3s. And poison grenade now has a 25s cooldown, up from 15s.

In terms of traits:

Firearms is unchanged.
Explosives is unchanged.
Inventions- Power shoes and Energized armour swap tiers. Power shoes is now in second, and energized armour is in first. Elite supplies gives elixir X longer duration and mortar longer range now.
Alchemy is unchanged.
Tools- Speedy gadgets now reduces cooldown by 20% instead of 30%. Power wrench has an added effect of reducing toolkit cooldowns by 20%. Armour mods now 3s retaliation on a 30s cooldown, when you are critically hit.

That's all I noticed.

Also- Sigils still do not affect kits.

Edited by spergburger, 02 August 2012 - 08:58 PM.


#13 Marth Reynolds

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Posted 02 August 2012 - 09:00 PM

For underwater atm we can't use flamethrower, rocket turret, thumper turret, flame turrent, supply crate & mortar.

Also grenades underwater are player targeted (without a target they act real weird, some went of point blank others always went to 1 point without me pointing/looking there)
Didn't we have much less usable skills underwater?

#14 Kormir

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Posted 02 August 2012 - 09:11 PM

View PostMarth Reynolds, on 02 August 2012 - 09:00 PM, said:

For underwater atm we can't use flamethrower, rocket turret, thumper turret, flame turrent, supply crate & mortar.

Also grenades underwater are player targeted (without a target they act real weird, some went of point blank others always went to 1 point without me pointing/looking there)
Didn't we have much less usable skills underwater?

i think i might use a racial elite instead of this elixer x. I was never a fan of randomness
and im dissapointed they didnt give the harpoon gun any conditions.... not even a bleed on its auto attack.

#15 spergburger

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Posted 02 August 2012 - 09:15 PM

And a really hilarious thing...

When using a kit, toolbelt skills are not affected by sigils.

When not using a kit, toolbelt skills are affected by sigils.

#16 Ktuhlu

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Posted 02 August 2012 - 09:17 PM

...and kits still don't stay on auto-attack, shield #4 knockback still doesn't work, and Blunderbuss still freezes your character for about a second after firing :(

#17 spergburger

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Posted 02 August 2012 - 09:18 PM

View PostKtuhlu, on 02 August 2012 - 09:17 PM, said:

...and kits still don't stay on auto-attack, shield #4 knockback still doesn't work, and Blunderbuss still freezes your character for about a second after firing :(

To be fair, those are intended to work, just bugs.

But yeah, a lot of fixes, some balancing changes.

Managed to get a 8k hit with grenade barrage even... noice.

Ooh managed 9k!

Well I'll be damned. 12k.

Edited by spergburger, 02 August 2012 - 09:56 PM.


#18 Ktuhlu

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Posted 02 August 2012 - 09:25 PM

How's flamethrower damage? Still shit?

#19 Kormir

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Posted 02 August 2012 - 09:28 PM

View PostKtuhlu, on 02 August 2012 - 09:17 PM, said:

...and kits still don't stay on auto-attack, shield #4 knockback still doesn't work, and Blunderbuss still freezes your character for about a second after firing :(

wtf is that shield skill still not working 0_o
they had 2 weeks to fix that and the game is gonna get released very soon.

#20 spergburger

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Posted 02 August 2012 - 09:42 PM

View PostKtuhlu, on 02 August 2012 - 09:25 PM, said:

How's flamethrower damage? Still shit?

Its fine in my opinion actually. They need to buff up the utility of the kit though.

Right now... skill 2 might as well not exist. Skill 3 is fine, skill 4 is fine. Skill 5 might well not exist.

And skill 1, 3 and 4 don't have any synergy, so the kit does not work in my eyes.

Manage, with a high power build, to get 1200-1700 damage per flame jet with burning at the end. Not bad.

Underwater oddities: Grenades are player targeted. Why not now apply this to above water?

Throw elixir H is broken underwater.

Bombs and grenades dont have a special underwater animation. But then, nothing much does.

No changes to harpoon gun.

Box of nails underwater uses a really weird fish animation.

Throw wrench completely bugs out and flies straight up.

Grenade barrage seems only to work... when you have the grenade kit equipped.

Throw elixir U and C have really odd descriptions underwater. 100% attack speed for 3s and 6s respectively while standing in their field... though the actual effect is the same as when thrown. Perhaps indications of future changes?

Edited by spergburger, 02 August 2012 - 09:45 PM.


#21 Zehkari

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Posted 02 August 2012 - 10:01 PM

View Postspergburger, on 02 August 2012 - 09:42 PM, said:

Underwater oddities: Grenades are player targeted. Why not now apply this to above water?

Love this.

#22 spergburger

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Posted 02 August 2012 - 10:07 PM

View PostZehkari, on 02 August 2012 - 10:01 PM, said:

Love this.

Hey I saw you ingame.

Gorgutz here!

#23 Adamantium

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Posted 02 August 2012 - 10:08 PM

* Rifle Jump Shot has been heavily backloaded in terms of damage.

* Tool Kit Pry Bar does a lot of damage now, more than the third swing from wrench and even Overcharged Shot :o

Tool Kit is shaping up to be a legitimate melee weapon. YAYYYYY!!!!

LOOVVEE those changes to turrets, now we can at least get some use out of them even if we're constantly moving we'll always have those toolbelt skills to use.

Edited by Adamantium, 02 August 2012 - 10:09 PM.


#24 spergburger

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Posted 02 August 2012 - 10:16 PM

Elixir U definitely has a toolbelt... please change that. Its not a bug.

Change to the armour mods trait is a nerf btw.

Before it was a 33% chance on YOUR crits to proc it AND 50 toughness.

Now its practically useless.

#25 Dibrom

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Posted 02 August 2012 - 10:23 PM

View Postspergburger, on 02 August 2012 - 10:16 PM, said:

Elixir U definitely has a toolbelt... please change that. Its not a bug.

Change to the armour mods trait is a nerf btw.

Before it was a 33% chance on YOUR crits to proc it AND 50 toughness.

Now its practically useless.
I was stumbling over armor mods, thought it had a 30s cooldown before.

#26 spergburger

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Posted 02 August 2012 - 10:23 PM

View PostDibrom, on 02 August 2012 - 10:23 PM, said:

I was stumbling over armor mods, thought it had a 30s cooldown before.

I used it in BWE3, and it wasn't a 30s one IIRC, not stated at least.

#27 Pike Mortnoy

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Posted 02 August 2012 - 11:09 PM

Was it intended that "Throw Elixir B" got removed? Actually.. F2 skills disappeared for me as a whole.

#28 KungfuDojo

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Posted 02 August 2012 - 11:10 PM

Armor mods was bad last time and they even made it worse. 3 sec retaliation on crit with 30 sec internal cooldown as grandmaster mayor trait???? Pahahahahahahahaha ... no srsly who balances this?

#29 spergburger

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Posted 02 August 2012 - 11:11 PM

View PostPike Mortnoy, on 02 August 2012 - 11:09 PM, said:

Was it intended that "Throw Elixir B" got removed? Actually.. F2 skills disappeared for me as a whole.

That must be a bug for you, because for me it worked.

#30 silentsins

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Posted 02 August 2012 - 11:12 PM

View PostDibrom, on 02 August 2012 - 07:33 PM, said:

  • Toolbelt skills for turrets now (changed from deploying the turret)
    • Healing turret: Healing Mist- 60s cooldown, 3s regen and water field.


Was it 3 seconds?  Felt more like 1.  I know that there wasn't enough time to mist -> drop turrent -> explode turrent for the blast combo.

The healing turrent from the supply crate ALSO drops a water field, which was 3 seconds for sure.





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