Sugg: Tinkerer - Engi Elite Specialization

Sugg: Tinkerer - Engi Elite Specialization

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Posted by: LazerOfDensity.7896

LazerOfDensity.7896

Profession Mechanic:
Gain access to the Mechanic’s Toolkit and Mechanic’s Turrets, also able to pick from Experimental Kits. Turrets are 50% larger and are permanently in overcharged states when deployed, this allows for turret toolbelt abilities to be accessible when turrets are deployed, overcharge now detonates turrets. Experimental kits all have a gadget attached to the toolbelt. Unlocks harpoon launchers as a possible primary weapon.

Profession comes with the Mechanic’s Toolkit Experimental kit (as a possible utility)
Skill1: Smack -> Wack -> Jack (damage with a monkey wrench, final hit will interrupt with an upwards swing) (repair turrets)
Skill2: Arcwelder (apply armor scrap to beef up and repair turrets, only 1 armor upgrade per turret) (or stun a close range enemy with lightning) (7sec cooldown)
Skill3: Tractor Beam (repair a turret from a distance) (pull an enemy to you)
Skill4: Spare Parts (permanently upgrades a turret’s functionality and heals them, only 1 upgrade per turret) (or throw away junk parts in an AoE to confuse on hit, with a lingering hobble effect as enemies are tripping over parts) (Cooldown 40sec)
Skill5: Lunchbox (This skill slot can hold any elixir potion skill, served with a ham sandwich. Eating the sandwich is optional) (cooldown is dependent on elixir skill)
Toolbelt: P.D.A (Personal Delivery Assistant) (Call down a supply crate containing medkit pickups and 3 boxed turrets. A few random assortment of kit weapons are also supplied with the drop in a weapon rack) (60sec cooldown)

Harpoon Skills:
(Harpoon models have an added crossbow wire and bow essentially turning them into functional crossbows)
Skill1: Rebar (Shoot pointed rebar as a replacement for bolts)
Skill2: Crank Shots (A lever action crank attachment allows for rapid shots, this attachment is hidden until the skill is used) (cooldown 12sec)
Skill3: Explosive Bolt (Some dynamite got duct taped to the rebar) (cooldown 12sec)
Skill4: Electrified Bolt (Rebar that got charged and heated by a battery pack, current is not flowing through the rebar when dynamite is attached because safety is important) (cooldown 14sec)
Skill5: Balistica (supercharge the tension on the bow and load multiple bolts to turn the crossbow into a hideous shotgun) (cooldown 35sec)

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Posted by: LazerOfDensity.7896

LazerOfDensity.7896

Experimental Healing kit
Doctor’s Bag:
Skill1: Med Grenades (leaves healing mist in an AoE) (7.5m radius)
Skill2: Triage (Heal, gain Regeneration, and remove 1 condition in an AoE) (7.5m radius) (cooldown 8sec)
Skill3: Stimpacks (Heal, gain Fury, and removes debilitating conditions in an AoE) (7.5m radius) (cooldown 13sec)
Skill4: Adrenobooster (Heals, gain Swiftness, and removes movement conditions in an AoE) (7.5m radius) (cooldown 18sec)
Skill5: Counteragent (Heals, gain Resistance, and removes damaging conditions in an AoE) (7.5m radius) (cooldown 23sec)
Toolbelt: E.M.A (Emergency Medical Assistant) (Self Heal, removes conditions, and a delayed heal after a 5sec duration) (Upon taking fatal damage, if active will activate the delayed heal with greater effect) (cooldown 60sec)
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Experimental Utility kits
Grenade Launcher:
(Launched canisters will arc with a bounce and will detonate after a 3sec delay or coming into contact with an enemy, AoE locations can’t be specified ahead of time, instead needing aim and projectile pathing)
Skill1: Canister Barrage (rapidly dispense canister grenades at 2 canisters per second)
Skill2: Pipebomb Canister (fire a canister bomb that will detonate into more grenades) (cooldown 15sec)
Skill3: Proximity Canisters (launch a cluster of mines that will knockdown and self detonate when an enemy steps on one, damage will be in a small AoE) (cooldown 20sec)
-> Detonate Mines (detonate all mines) (mines need to be detonated before firing more)
Skill4: Flashbang Canister (launch a canister flare that will explode in a bright phosphorus fire and blind in an AoE) (cooldown 12sec)
Skill5: Corrosive Canister (launch a canister with corrosive acid that leaves behind a corrosive cloud that lingers and damages enemies in it) (scales with power) (cooldown 25sec)
Toolbelt: Panic Mines (toss a bundle of proximity mines behind the player) (cooldown 25sec)
-> Detonate Mines (detonate all mines for overlapping AoE, launches enemies) (mines need to be detonated before firing more)

Incinerator:
Skill1: Chalk n Burn (spray fire in a larger cone with mobility, chance to apply burning on crit, applies burning after every burst, low damage but 12% extra damage to burning targets)
Skill2: Napalm (launch a fireball that leaves the ground covered in napalm that will burn enemies) (cooldown 14sec)
Skill3: Heatwave (Pushback and burn enemies in a cone AoE) (cooldown 8sec)
Skill4: Ground Fire (Sweep fire to ignite the ground in bright blue flames over a wide AoE, burns and cripples over a 3sec duration) (cooldown 12sec)
Skill5: Firestorm (Spew black smoke that blinds enemies and applies burning) (cooldown 24sec)
Toolbelt: Ignition boots (forward thrusting rocket boots that will give the player forward propulsion until running into a wall or an enemy, charging into an enemy will knock them down, and charging into a wall will knock you down. Can be used with a glider to cover more distance) (cooldown 30sec) (can be toggled off at any time) (unable to turn while using this gadget)

Rocket Launcher:
(Shoulder mounted rocket launcher) (every attack had concussive exhaust that damages enemies behind the player, all skills follow a straight flight path on crosshairs minus gyrojets)
Skill1: HE Rocket (launch a rocket that will damage enemies and damage armor in an AoE)
Skill2: Gyrojet Rockets (release a continual stream of mini rockets that will seek out targets, these rockets deal low damage and won’t damage armor. A volley of 8 rockets over 2sec) (cooldown 8sec)
Skill3: Concussive Rocket (launch a rocket that will damage enemies and damage armor in an AoE in addition to interrupting all targets) (cooldown 12sec)
Skill4: Cannonball (launch a cannonball fronted with a steel ram head that pierces and knockdown enemies with a wide projectile, denting and damaging their armor, knockdown the player) (cooldown 30sec)
Skill5: Big Ol’ Rocket (launch a massive rocket that will deal massive AoE damage in a large area, leaves targets knocked down with damaged armor, this projectile travels much slower) (cooldown 60sec)
Toolbelt: Jetpack (Launches the player upward as an evasive maneuver, can be activated mid air to slow descent until reaching ground) (Cooldown 18sec)

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Posted by: LazerOfDensity.7896

LazerOfDensity.7896

Chemical Thrower:
Skill1: Nitro Gel (Launch a gel ball that will stick to surfaces over an AoE and will damage and apply chilled stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all nitro gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill2: Static Gel (Launch a gel ball that will stick to surfaces over an AoE and will damage and apply torment stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all static gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill3: Incendiary Gel (Launch a gel ball that will stick to surfaces over an AoE and will damage and apply burning stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all incendiary gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill4: Cement Gel (Launch a gel ball that will stick to surfaces over an AoE and will cripple on the initial hit and apply weakness stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all cement gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill5: Elixir Gel (Launch a gel ball that will stick to surfaces over an AoE and will randomly apply 2 boons to allies every second. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 4sec duration all elixir gel clusters will evaporate into a healing gas) (Skill can be charged up for a larger effect) (10sec cooldown)
Toolbelt: Diagnostic Peripherals (analyze all targets in a wide AoE, giving targets 5 vulnerability stacks) (cooldown 30sec)
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Experimental Elite kit
Lightning Gun:
Skill1: Lightning Stream (fires a continuous stream of lightning indefinitely but roots the player, enemies hit by the stream will arc lightning to 2 additional targets. After releasing the fire button, the gun will need to vent for 2 seconds during which time no lightning gun skills can be used) (can use other lightning gun skills while using lightning stream minus rail)
Skill2: Overloaded Node (needs 3 consecutive seconds of lightning stream charg time to activate) (erupt in an electrical discharging sphere that will push back enemies, can only be activated once per lightning stream volly)
Skill3: Teslacoils (needs 7 consecutive seconds of lightning stream charg time to activate) (creates a damaging lightning aura around the player that persists for the remainder of the lightning stream volley)
Skill4: Nullification Field (Creates a brief concave energy screen in front of the player that will absorb projectiles) (Duration 3sec) (cooldown 18sec)
Skill5: Rail (using the magnetic coil of the lightning gun, send some scrap metal shotgunning at an enemy dealing damage and knocking them down at a long range)
Toolbelt: Forcefield (Gives the player 3 resistance as long as the forcefield is up and blocks the next 3 incoming damaging attacks, the force field becomes visibly weaker after every attack)
/////////////////////////////////

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Posted by: LazerOfDensity.7896

LazerOfDensity.7896

Trates
Minor Adept:
Mechonist: Gain access to the Mechanic’s Toolkit and the use of Mechanic’s Turrets

Major Adept:
Crack Shot: Harpoon, Rifle, and Crossbow all bypass a portion of armor.
Jury Rigging: Allows turrets to have 2 armor and upgrades done to them.
Auto loading mags: Decreased experimental weapon kit cooldowns.

Minor Master:
Employee Discount: P.D.A, Supply Drop, and Orbital Strikes provides the player with more stuff.

Major Master:
Demolition Expert: Increases the AoE range of all explosive attacks
Power Armor: Gain 5% of armor as extra power.
More Duct Tape: Decreased toolbelt and gadget cooldowns.

Minor Grandmaster:
Fire suppression systems: Turrets can slowly heal over time

Major Grandmaster:
Pyromaniac: 33% attack speed increase for the Flamethrower and Incinerator
Field Medic: Healing Turret, Doctor’s Bag, and Med kit all have improved functionality.
Shocktrooper: The lightning gun skills can apply torment stacks.

(edited by LazerOfDensity.7896)

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Posted by: LazerOfDensity.7896

LazerOfDensity.7896

I’m pretty happy with how this one turned out. Does anyone know if there are any megathreads for elite specializations I could post my ideas too?

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Posted by: Natto.5819

Natto.5819

From what I read online, they already have something new for Engineers in the upcoming expansion.

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Posted by: Vagrant.7206

Vagrant.7206

Just wait til this post gets moved and never read!

The great god Lagki demands sacrifice.

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Posted by: Firebird Gomer.9563

Firebird Gomer.9563