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Personally, I think having runes specific to gadgets, similar to runes specific to shouts or signet might help. Look at runes of resistance. They give aegis on signet use. Negative condition duration. Full stat compliment, although it is toughness. Runes of the trooper remove a condition on use of a shout. If we had a rune option that benefits gadgets in that manner, it could be a game changer for gadgets.
Personally, I think having runes specific to gadgets, similar to runes specific to shouts or signet might help. Look at runes of resistance. They give aegis on signet use. Negative condition duration. Full stat compliment, although it is toughness. Runes of the trooper remove a condition on use of a shout. If we had a rune option that benefits gadgets in that manner, it could be a game changer for gadgets.
Like this?
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trapper
Never made it to PvP, but I do see a slight theme.
Traps are used my 2 professions, Signets by 7, but Gadgets only once. If some gadget form of this still makes it through to PvP, that would indeed be interesting.
Interesting ideas here.
It is funny, how engineers where treated like the red headed step child profession. Now that the profession has enough valuable skills, the lesser skilled players have made the profession famous. Or should I say infamous. Reminds me of the first year when the weak cried fowl because bunker guardians were “unkillable”, or so the unskilled claimed anyway.
(edited by dancingmonkey.4902)
Just a little outside the box thinking, but, since one of the key reasons other builds aren’t viable is because the heavy reliance on kits, what if one of the following two options were explored:
- A GM trait that improves your rifle skills as long as you don’t have a kit equipped. Idea being to make it strong enough without a kit. (It’s already pretty close).
- Engineers able to (traited?) equip a kit in place of their mainhand weapon? Perhaps you can only do this if its the only kit you have (so you can’t play 4-kit engie). Then you could run nades+3 gadgets/elixirs on your engie.
I probably think the latter would be OP, but not sure what changes would make rifle better able to stand on its own without risking just perma-ccing someone.
the weak fried fowl
Lol sorry, do you mean ‘cried foul’? Haha. Fried fowl = KFC?
In the first year, Bunkers were largely unkillable due to obnoxious bugs that were widely exploited. And power has crept up pretty significantly since then.
- A GM trait that improves your rifle skills as long as you don’t have a kit equipped. Idea being to make it strong enough without a kit. (It’s already pretty close).
A popular suggestion. I think Arenanet would be hesitant because it’d require some strange game logic for it to work – IE: Checking for kits. Also how would it improve Rifle skills?
- Engineers able to (traited?) equip a kit in place of their mainhand weapon? Perhaps you can only do this if its the only kit you have (so you can’t play 4-kit engie). Then you could run nades+3 gadgets/elixirs on your engie.
Actually I think this wouldn’t work out that well. How would you weapon swap your mainhand ‘kit’ weapon to proc all of the good mechanics that require having at least one kit?
Even if you got around that problem, Engineers need to have a ranged attack – the only kit that could realistically replace a Pistol or Rifle in sPvP would be Elixir Gun, for the auto.
Also, there’s no reason why the free utility slots wouldn’t just be taken up by more kits, unless Elixirs and Gadgets become more competitive. I’d just equip this trait, maybe main hand an E-Gun, and use my regular setup.
(edited by Chaith.8256)
Not to mention why should it be restricted to rifles? Why are we discussing this in the context that shuts out P/S or P/P users, or want to use one of those combinations?
Damage % increase for rifle damage for each gadget and a condition duration or % of condition damage increased for pistol?
Not to mention why should it be restricted to rifles? Why are we discussing this in the context that shuts out P/S or P/P users, or want to use one of those combinations?
Damage % increase for rifle damage for each gadget and a condition duration or % of condition damage increased for pistol?
I’m sure discluding the Engineer’s other weapon choices was just an error in wording.
Building around Firearms as a main source of damage and grabbing Gadgets/Elixirs to support them, this is clearly an inferior strategy at the moment. I am fine with a Firearms Grandmaster trait to close the gap between Firearms builds and meta ones in PvP.
However, something in which people rarely take into account is that simply sitting in Rifle or Pistols while you chug Elixirs, for example, is a much much much lower skill-cap build than if you threw a kit or two in there. The gap between much easier builds and more challenging ones can’t simply be removed completely..
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