Mace and Hammer for Engineer
I think the skills should be based on earth or electricity
Mace, not sure of, but a hammer makes sense.
We are sworn together by our blood…
Mace wouldn’t make sense but i could see a Hammer
yh i prefer the idea of hammer instead of mace
I like the idea of a hammer for the Engineer as well. In fact, at one point I liked the idea so much (before reading this topic) that I thought of some skills for it :P
As for my reasoning why a hammer would be good for Engineer… The Hammer just seems the most logical to me and it would allow the Engineer to fight melee without the use of the Tool Kit. A mace simply feels and sounds less Engineery in my opinion
My ideas for Engineer Hammer skills:
The Engineer’s trusty hammer packed with gadgets, based on group enemy control.
Melee range.
1) Hammer Swing – 0.5s activation
Chain. Swing your hammer at your foe.
Damage:
Range: 130
>Hammer Bash – 0.5s activation
Chain. Bash your foe with your hammer.
Damage:
Range: 130
>Propelled Smash – 0.75s activation
Leap at and smash your foe with a propelled smash.
Damage:
Range: 300
2) Shrapnel Stomp – 1s activation – 12s recharge
Slam a shrapnel bomb into the ground with your hammer, making it
explode knocking back and bleeding enemies.
Damage:
Bleeding 4(4s): 680 damage
Radius: 240
Combo Finisher: Blast
3) Mallet Polarization – 0.5s activation – 25s recharge
Spin around with your hammer to polarize up to five nearby foes and damage
foes you physically hit.
Damage:
Polarized(10s): Movement speed reduced by 10%.
Radius: 500
Combo Finisher: Whirl
Range: 130
>> Polar Attraction – 0.25s activation
Pull nearby polarized foes to you. Removes polarized from all foes
you have polarized.
Maximum pull range: 1000
Pull: 500
4) Gravity Field – 5s channel – 30s cooldown
Emit a field of high gravity from your hammer on the move,
crippling yourself and all foes within it.
Cripple(1s) per Pulse(1s): -50% movement speed
Radius: 180
5) Shellshocker – 1s activation – 40s cooldown
Electrify your hammer and daze foes around your target with a
powerful slam.
Damage:
Daze: 3s
Radius: 150
Range: 130
If anybody wants to expand on my ideas, suggest better ones, etc. feel free to do so.
Would like to know if others think Hammer or Mace would be good for an Engineer to be able to use, and possibly hear of more skill ideas from others.
8/9 Professions, Asura Guardian main.
I would not go with mace, as it doesn’t look enough like a hammer, but I could see the Hammer.
It could have construction and mechanics themes:
Here’s my view posted in this thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Engineer-Love-More-weapons/first#post396232
Hammer
A hammer is a tool too. And engineers are all about using tools. Here’s my recommended skills for an engineer using a hammer.
- Sledge
Hits foes in an area. Deals bonus damage to turrets, objects and structures.
+5% damage to objects.
150 area.
150 range. 1/2s activation.
- Wreck
Chain.
+5% damage to objects.
Hits foes in a bigger area. Deals bonus damage to turrets, objects and structures.
300 area.
300 range. 1s activation.- Demolish
Chain
+10% damage to objects.
Hits foes in an even bigger area and deals blindness. Deals bonus damage to turrets, objects and structures.
Combo field: smoke, 2 seconds.
600 area.
600 range. 2s activation.- Rivet
Deals damage and weakness.
Weakness: 5 seconds
If blocked, deals no damage and vulnerability instead.
Vulnerability: 5stacks x 10seconds (if blocked)
150 range. 3/4s activation. 5s recharge.- Panel beater
Damage target. Gain fury and might if you successfully hit a target.
150 range. 10s recharge- Nail down.
Deals damage and cripples. If the enemy has weakness, it knocks them down instead and it’s a combo finisher.
Crippling: 5 seconds.
Knockdown: 2 seconds (if target has weakness)
Combo finisher: blast (if target has weakness).
300 range. 1.25s activation. 20 recharge.- Jackhammer
Deals several consecutive strikes to a single target. The first hit immobilizes the target, the the last one launches them. Ends if the enemy moves away from range.
Immobilize: 2s.
Combo finisher: whirl.
150 range. 3s channeling. 45s recharge.
(edited by MithranArkanere.8957)
Hammer would be the perfect choice over mace.
I like the idea of a hammer for the Engineer as well. In fact, at one point I liked the idea so much (before reading this topic) that I thought of some skills for it :P
As for my reasoning why a hammer would be good for Engineer… The Hammer just seems the most logical to me and it would allow the Engineer to fight melee without the use of the Tool Kit. A mace simply feels and sounds less Engineery in my opinion
My ideas for Engineer Hammer skills:
The Engineer’s trusty hammer packed with gadgets, based on group enemy control.
Melee range.1) Hammer Swing – 0.5s activation
Chain. Swing your hammer at your foe.
Damage:
Range: 130>Hammer Bash – 0.5s activation
Chain. Bash your foe with your hammer.
Damage:
Range: 130>Propelled Smash – 0.75s activation
Leap at and smash your foe with a propelled smash.
Damage:
Range: 3002) Shrapnel Stomp – 1s activation – 12s recharge
Slam a shrapnel bomb into the ground with your hammer, making it
explode knocking back and bleeding enemies.
Damage:
Bleeding 4(4s): 680 damage
Radius: 240
Combo Finisher: Blast3) Mallet Polarization – 0.5s activation – 25s recharge
Spin around with your hammer to polarize up to five nearby foes and damage
foes you physically hit.
Damage:
Polarized(10s): Movement speed reduced by 10%.
Radius: 500
Combo Finisher: Whirl
Range: 130>> Polar Attraction – 0.25s activation
Pull nearby polarized foes to you. Removes polarized from all foes
you have polarized.
Maximum pull range: 1000
Pull: 5004) Gravity Field – 5s channel – 30s cooldown
Emit a field of high gravity from your hammer on the move,
crippling yourself and all foes within it.
Cripple(1s) per Pulse(1s): -50% movement speed
Radius: 1805) Shellshocker – 1s activation – 40s cooldown
Electrify your hammer and daze foes around your target with a
powerful slam.
Damage:
Daze: 3s
Radius: 150
Range: 130If anybody wants to expand on my ideas, suggest better ones, etc. feel free to do so.
Would like to know if others think Hammer or Mace would be good for an Engineer to be able to use, and possibly hear of more skill ideas from others.
These are like the best skills ever, i really like them, we have to get it added to the game.
I think there was a purpose to making engineer strictly ranged… a engineer charging head first in battle seems very foolish… but that’s my opinion.
i would think of it as a crazy asura engineer that likes to bang on stuff.
I like the idea of a hammer for the Engineer as well. In fact, at one point I liked the idea so much (before reading this topic) that I thought of some skills for it :P
As for my reasoning why a hammer would be good for Engineer… The Hammer just seems the most logical to me and it would allow the Engineer to fight melee without the use of the Tool Kit. A mace simply feels and sounds less Engineery in my opinion
My ideas for Engineer Hammer skills:
The Engineer’s trusty hammer packed with gadgets, based on group enemy control.
Melee range.1) Hammer Swing – 0.5s activation
Chain. Swing your hammer at your foe.
Damage:
Range: 130>Hammer Bash – 0.5s activation
Chain. Bash your foe with your hammer.
Damage:
Range: 130>Propelled Smash – 0.75s activation
Leap at and smash your foe with a propelled smash.
Damage:
Range: 3002) Shrapnel Stomp – 1s activation – 12s recharge
Slam a shrapnel bomb into the ground with your hammer, making it
explode knocking back and bleeding enemies.
Damage:
Bleeding 4(4s): 680 damage
Radius: 240
Combo Finisher: Blast3) Mallet Polarization – 0.5s activation – 25s recharge
Spin around with your hammer to polarize up to five nearby foes and damage
foes you physically hit.
Damage:
Polarized(10s): Movement speed reduced by 10%.
Radius: 500
Combo Finisher: Whirl
Range: 130>> Polar Attraction – 0.25s activation
Pull nearby polarized foes to you. Removes polarized from all foes
you have polarized.
Maximum pull range: 1000
Pull: 5004) Gravity Field – 5s channel – 30s cooldown
Emit a field of high gravity from your hammer on the move,
crippling yourself and all foes within it.
Cripple(1s) per Pulse(1s): -50% movement speed
Radius: 1805) Shellshocker – 1s activation – 40s cooldown
Electrify your hammer and daze foes around your target with a
powerful slam.
Damage:
Daze: 3s
Radius: 150
Range: 130If anybody wants to expand on my ideas, suggest better ones, etc. feel free to do so.
Would like to know if others think Hammer or Mace would be good for an Engineer to be able to use, and possibly hear of more skill ideas from others.These are like the best skills ever, i really like them, we have to get it added to the game.
Loving your ideas, as an engi I really wish we had a melee weapon.
The skill ideas fit very well with the profession, I’d love to see them added in a later patch.
“Run to your false gods, we have tanks.”
I ran fractals with a melee engineer once. Dude was specced for the wrench kit, and it was pretty fun to watch him beat up on all the mobs with a wrench. I feel like all classes could use an extra weapon option or two.
Engineer – Hammer – supportive bar with low damage, but spammy knockbacks, cripples, and finishers (I also like the idea of bonus object damage!)
Elementalist – Greatsword – largely PbAoE and mobility skills. it always seemed silly to me eles can conjure a magical greatsword, but can’t use a mundane one.
Mesmer – Mainhand Pistol, Mainhand Torch – Torch would be a “channels” bar of persistant PBAoE effects, Mainhand pistol would be a conditional bar, with effects that conditionally combo with effects on a target. Essentially, this would be a way for mesmers to “shatter” conditions/boons with the 2+3 skills like some of the GW1 mesmer skills.
Thief – Rifle – Thief needs a 1200 range weapon. This would be a debuff heavy bar with long channeling attack times with bonus damage/effects if the thief does not move during the channel.
Guardian – Offhand Scepter – Reactive blocks. In stead of area buffs, Guardian would use an offhand scepter to block incoming attacks and turn them in to crowd control knockbacks and burns
Ranger – Mainhand dagger – Synergy bar, attacks confer healing/buffs to the pet.
Necromancer – Mainhand Mace – Minion bar. Autoattack is a chain that heals all minions on third strike, 2+3 create short lived minions, and create more powerful versions of those minions if striking the killing blow on a target.
Warrior – Honestly, I think the warrior has plenty of weapon options!
Writer/Director – Quaggan Quest
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