The New Weapons for Engineer (And others)

The New Weapons for Engineer (And others)

in Suggestions

Posted by: Passafist.2035

Passafist.2035

I’d like to say, this idea would likely be something for an expansion. This suggestion consists of 2 weapons, 1 weapon change, and 1 new kit. I can only generalize these weapons because if they were implemented, it would be up to anet of what the specific skills do.


Blunderbuss
You may be thinking, “But we already have the rifle that acts like a blunderbuss.” You would be right, but why not move the current rifle skills into a new ‘Blunderbuss’ weapon to give room so the engineer can have a viable 1200 ranged weapon other than grenades? After all, even if you trait for 1200 range on the elixir gun and rifle (rifled barrels) only the auto attack is reliable. Your lucky if your #2 hits on either of those weapons at 1000-1200 range.

It would also allow Anet an excuse to finally give engineers a legendary that is fitting. The Predator doesn’t fit the engineer rifle skills at all. If this was done Anet could work on doing that and adding a new Blunderbuss Legendary!

Also, maybe give this weapons to thieves (for the pirate feel) and warriors.
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Rifle
Not much to say, change the rifle skills so they actually fit a rifle. The main goal here as I said above is to give the engineer a viable 1200 range weapon without needing traits or use the cookie cutter grenade kit.
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Crossbow
I know what your thinking, “Crossbow on an engineer? That makes no sense.” Let me first give a suggestion for the crossbow itself before I tell you how the engineer could utilize it.

Instead of Anet making the crossbow a simple one handed or two handed weapon only, why not let it be both? If you slot it by itself, it’ll be considered a two-handed weapon. If you slot a Crossbow in your main hand, and a shield off hand, the crossbow skills will be replaced with the shield skills. Same goes if you main hand a pistol and off hand a crossbow.

When i think of an engineer with a crossbow I think of the multitude of games nowadays with crossbows and special bolts (Dishonored, Bioshock, etc). The Crossbow could also be a choice if Anet doesn’t want to move the current rifle skills to a new blunderbuss. It would serve as a 1200 ranged weapon without the need of traits with more than 2 skills that will actually hit at 1200 range.

Pistols are mostly condition based and rifles tend to be power based. So why not make the cross bow for both like kits? Out of personal experience, I find the engineer the most effective class at using hybrid builds.

Also give the crossbow to rangers, thieves, and maybe warriors.
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Resonator kit
When it comes to being a support class for my engineer, I find tossing elixirs to not really do much. Thus, most I can do for support is a healing build. Why not make a kit that creates some kind of AoE that gives a permanent boon to all within the aoe?

Of course, the resonators could be destroyed by other players. It would be best to make them a bit less squishy than turrets. To balance it even more, have it so you can only place one resonator at a time, or make it so that placing two resonators where their AoEs touch will explode. This would open a whole new branch of builds for the engineer, or maybe simply improve current builds.

And if they do somehow become overpowered, make them equally as squishy as turrets but minus all the limitations I just said. It would also count as a unarmed kit since it likely will have no auto attacks.

A different idea would be to make it so the resonating only works when the kit is equipped. Instead of placing ‘resonators’ you would be the resonator. You will have an okay auto attack but your 2-5 skills would just allow you to switch between resonators. up to 5 allies near you get a permanent boon as long as your in this kit and alive. This would allow the kit to give large boons but not be as OP since one player would be pretty much out of the fight while using it.

This kit could also somewhat counter null field due to the fact that even if the boons are stripped away the resonator will just apply them again.

You can only have ONE resonator set at a time. This are just my ideas but obvious some may be OP or UP in practice. Remember, this is only theory. Also keep in mind, these boons go away as soon as the engineer changes from this kit or changes the resonator. There will also be a cool down whenever the engineer changes as well. Keep in mind the seconds depend on what would be most balanced.

defensive
Gives protection as long as allies are within your AoE. Also give stability and retaliation for 2-5 seconds every 10-30 seconds

healing
Gives regeneration and slowly cures conditions of all allies within your AoE. The condition cure happens every 10 seconds.

Offensive
Gives 1-5 stacks of might and fury to all allies within your aoe. The might stacks increase slowly.

Speedy
Gives swiftness and Vigor to all allies within your AoE
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(edited by Passafist.2035)

The New Weapons for Engineer (And others)

in Suggestions

Posted by: Madhatten.5102

Madhatten.5102

In general, i agree with the whole article. Engineers need more then a rifle and pistol and their kits.

How far will one go to escape his own madness??
[Madhatten, Warrior, Gates Of Madness]

The New Weapons for Engineer (And others)

in Suggestions

Posted by: Nittles.1582

Nittles.1582

I don’t personally have a problem with the current rifle, but these don’t seem like bad ideas. I have always loved the idea of making certain weapons one handed on certain classes and two handed on others (Just off topic: Staff would be awesome as one handed, with a pistol or shield off hand. IDK what class for though) so your crossbow idea is cool.

As for in-game weapons, I think a hammer could be a cool addition to the engineer, giving them another melee option. You could theme it around forging and blacksmithing, so as not to be too out of theme.

The New Weapons for Engineer (And others)

in Suggestions

Posted by: Passafist.2035

Passafist.2035

what do you all think of the resonator?

Also I have a suggestion I’m iffy about because it could be really bad or really good.

A resonator that reveals nearby invisible enemies. This would make the engineer just as important as a portaling mesmer in wvw. It could also counter almost always invis thieves. I personally think it should be done in some way because invis has no real counter. AoEs just aren’t that reliable with eh exception of shadow refuge.

At the same time, i don’t want to ruin invis entirely.

The balance to this would be the fact the engineer would be in the resonator kit with only one auto attack. basically, not nearly as combat effective if he wasn’t in this kit. So it has drawbacks.