Hammers for Engineers (old idea, new twist)
I’ve always thought hammers make the best choice. Visually, I’d love to see skills based on forging and blacksmithing.
I think healing turrets with a hammer would cause some balancing issues and since there is a weapon kit that allows us to heal our turrets already. I do like the idea of the hammer being a control weapon and making the engineer even more interesting.
I think the hammer is a perfect choice due to the nature of the class and the potential for it to be a control weapon focusing on CC and assisting turrets etc.
I know that Tool Kit heals turrets, but that doesn’t mean we can’t have a weapon that does it as well. That’s what build diversity is all about. There should be some redundancy so making certain choices doesn’t preclude you from performing a function.
Also—maybe we’ll get some Legendary love in the form of a hammer that looks like a giant spanner, complete with some cool effects. Imagine if you will, the Doomspanner. When you swing it it leaves a tracer of smoke and electricity, and in your footsteps appear tiny piles of gears and junk.
Also—maybe we’ll get some Legendary love in the form of a hammer that looks like a giant spanner, complete with some cool effects. Imagine if you will, the Doomspanner. When you swing it it leaves a tracer of smoke and electricity, and in your footsteps appear tiny piles of gears and junk.
I think this is deserving of its own suggestion thread.
Also—maybe we’ll get some Legendary love in the form of a hammer that looks like a giant spanner, complete with some cool effects. Imagine if you will, the Doomspanner. When you swing it it leaves a tracer of smoke and electricity, and in your footsteps appear tiny piles of gears and junk.
I think this is deserving of its own suggestion thread.
Only if we get hammers!
Since we don’t have a weapon swap, is a melee weapon really something we should have? Especially since we have a melee kit that’s pretty awesome.
Don’t get me wrong, sounds nice to have the option, I just feel it would be a little counterproductive. Though changing the spanner on the tool kit to a monsterous 2-handed pipe wrench would be fantastic.
I’d support anything to help out the engineer. Not to mention that Turrets are in desperate need of something to make them worthwhile. Although I’d say that they would still need to do something to the turrets themselves to completely fix it, but this type of thing would help too.
Since we don’t have a weapon swap, is a melee weapon really something we should have? Especially since we have a melee kit that’s pretty awesome.
Well, really, you could say the same thing about Elementalist and daggers.
Since we don’t have a weapon swap, is a melee weapon really something we should have? Especially since we have a melee kit that’s pretty awesome.
Don’t get me wrong, sounds nice to have the option, I just feel it would be a little counterproductive. Though changing the spanner on the tool kit to a monsterous 2-handed pipe wrench would be fantastic.
Well, that’s exactly why we should have a melee weapon. Unless we use tool kit, we haven’t got a real choice as far as melee goes. Our base weapons all use projectiles, and as such we are subject to every “reflect projectile” skill unless we switch to some kit.
Beside that, i would rather have the possibility of giving up our ranged weapon to have a full-turret build (since we wouldn’t be wasting utility slots on tool kit, if the melee weapon could heal turrets as well).
Albeit, i would see a mace as a more appropriate choice.
I thought of some skills for hammer engi. I might not come up with the best names so give attention only to skills.
1. Metal Bash – Bash your foe with hammer dealing moderate amount of damage.
2. Magnetic Strike – Strike your foe with hammer dazing them for 1 second. (12 second )
3. Rocket Chains – Release chains that move in target’s direction immobilizing them on hit (15 second )
4. Earthshaker – Leap to your foe dealing damage and knocking him down, also daze nearby foes. (15 second )
5. Magnet spin – Spin around throwing magnets at your foes. ( 20 seconds)
I-> Magnetic pull – pull foes who have magnet on them.
Engineers are one of the adventurer classes without any real melee weapon… yet they have a shed load of close combat skills (thump and flame turrets, just as an example) and even though the kits do a decent job, their the only medium class without any real stance in close combat. hell, Ive seen rangers go against their very name and charge in with great swords.
yes, engies should have a reduced number of weapons to balance with kits, but within reason. We only have 3 different weapons, and 2 of em are ranged and ones pure defensive.
so yeah, engies need hammers. repairing our turrets sounds a bit over powered, but it definatly fits the deal. remember, the biggest issue with wrench’s is that their too turret focused. just having the ability to run in for once with anything but a long range firearm or a tool is actually good :P
I’ll go ahead and get on board with this one just because I want the legendary. That is actually my favorite legendary, but I can’t stand the only two classes that can use it.
I do not think it can be useful or more important than the another game problems.
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)
Another thing along the same line of thought would be adding maces as a possible weapon as well. It could be similar in concept to the Hammer, but done in a slightly different way. Like Hammer being AoE and Mace being single focus as a simple example. Or it could be a possible alternative for implementing the same idea.
Not to mention simply adding the ability to wield a mace in either hand would add 5 more potential weapon sets, plus the hammer makes 6.
Of course, that being said I still agree that other problems need to be sorted out first before new weapons are brought into play.