Engineer Weapon Swapping
The problem in this is that Engineers do not have a second underwater weapon they can use instead of the speargun. But besides that Engineer is NOT the only class without a weapon swap. COUGH Elemental COUGH And tbh when you use a flame thrower, for example, you loose out on quite a bit of stats from whatever reason (even with the juggernaut perk).
As an engineer I do agree that we should have access to a couple more actual weapons (I mean I can see an engineer using a focus as an engineering tool, some focuses do look like interesting gadgets)
I think what offsets weapon kit slot is the toolbelt, though I hardly use weapon kits due the fact that it takes up a utility slot.
Though I’d really would like to see more weapons available to us.
-Mike Obrien, President of Arenanet
You have to consider that while the kits do occupy a slot in either the healing or the utility skills you have their respective profession abilities (F1 through F4 by default) to compensate. Basically it would be the same as having your utility slots free and having your profession abilities be your kits (I think this is a better layout BTW). The low count of weapons is due to the high amount of kits making an engineer much more diverse than even the elementalist with the appropriate build. You can have up to 5 weapons to swap.
Like someone said before, the only problem I see is the lack of diversity underwater, since all kits are blocked underwater except the elixir gun. I think they should allow all kits to work underwater to solve this. This is similar to all the attunements of the elementalist working underwater. Think of the uproar if fire attunment was not available while swimming.
Taking away 5 weapon skills and a utility slot for 1 tool belt slot… hmmm, not my choice.
I would rather have the option of not using the weapon kits for the weapon swap.
In other words, if you use the weapon swap slots your weapon kits would be greyed out.
I agree with the underwater issues as well.
You have to consider that while the kits do occupy a slot in either the healing or the utility skills you have their respective profession abilities (F1 through F4 by default) to compensate. Basically it would be the same as having your utility slots free and having your profession abilities be your kits (I think this is a better layout BTW). The low count of weapons is due to the high amount of kits making an engineer much more diverse than even the elementalist with the appropriate build. You can have up to 5 weapons to swap.
Like someone said before, the only problem I see is the lack of diversity underwater, since all kits are blocked underwater except the elixir gun. I think they should allow all kits to work underwater to solve this. This is similar to all the attunements of the elementalist working underwater. Think of the uproar if fire attunment was not available while swimming.
Unless they changed it since the last time I played my Engineer, you can use the med kit and the grenade kit underwater. Only problem is med kit isn’t for attacking…
I really hope they change the grenade kit on land to work like it does underwater (if you set auto attack , it actually auto attacks with the grenade, at least with skill 1 anyways).
Please give us a keyring…