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Icefyer.9208

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  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.
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