A new class mechanic: Extreme Utility

A new class mechanic: Extreme Utility

in Engineer

Posted by: Galen.9042

Galen.9042

Fellow Engineers.

I have a proposal. Some may call it radical, overpowered, underpowered, or kitten. I’m still going to throw it out there.

Currently, we lack a unique mechanic to our class. Elementalists have attunements, Warriors have adrenaline, Thieves have initiative, the list goes on. We can equip kits to change our loadouts, but this is no different to equipping another weapon, and besides, Elementalists can do the same thing. Furthermore we can’t change our choices in combat, making our much lauded versatility rather moot.

My initial thought was to allow us to slot kits into the current toolbelt slots, thus freeing up our utility slots, but this was identical to the Elementalist attunements. But then a thought occurred. What if our unique element…was utility? Absolute freedom with utility. And then it occurred to me that all our utility skills can be grouped into four categories. And there are four toolbelt skills.

Instead of the current F1 through F4 toolbelt skills, we get four new skills: Turrets, Kits, Elixirs, Gadgets. When we click on one of these, our three utility slots change, providing access to three pre-slotted utility skills from the selected group. For example, if I pressed Turrets, my utility skills would change to Net Turret, Rifle Turret and Rocket turret, which I placed there earlier. If I then pressed Elixirs, the turrets would be replaced by Elixir B, Elixir C and Elixir U. And so on.

The beauty of this system is that it gives us access to no less than TWELVE utility skills. We could adapt ourselves in combat to any situation, providing not the best of anything, but truly some of everything.

Thoughts? Suggestions? Death threats? All are welcome!

A new class mechanic: Extreme Utility

in Engineer

Posted by: LegoTechnic.5910

LegoTechnic.5910

The toolbelt exists so that you still have a utility skill when equipping a kit, as well as to give other utility skills an additional use. Basically all our utilities have two different uses to them which makes the slot more valuable, and it’s already pretty unique compared to other professions.

A new class mechanic: Extreme Utility

in Engineer

Posted by: NickDollahZ.5348

NickDollahZ.5348

I would love that but it wouldn’t happen. lol

Maybe allow us a passive that allows us to change utility skills in combat with a cooldown. This seems more doable then your suggestion. Another idea I thought of a new elite skill that lets us put a utility skill in the elite skill spot.

Also with suggestion how would you use toolbelt skills? overcharge turrets?

A new class mechanic: Extreme Utility

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Posted by: DreamOfACure.4382

DreamOfACure.4382

We already have a unique mechanic.

The Toolbelt.

That and our Kit Bundles which offer us amazing versatility.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

A new class mechanic: Extreme Utility

in Engineer

Posted by: Wasdclick.1764

Wasdclick.1764

I’d honestly love it if our toolbelt did something different.

But what I’d want it to do is give us 4 toolbelt skills that we select in addition to our normal utility skills. In other words… Unlink them.

I don’t feel like an engineer should have to carry a boomerang wrench just because s/he brought a tool kit, when s/he would rather have super speed boots.

If I bring a flamethrower, I don’t want to bring incendiary ammo. I’d much rather bring Bat Shark Repellent. Because you never know when an exploding shark is going to bite your leg while you’re in a helicopter, and I like to be prepared.

What’s stopping an engineer from grabbing something different? You want versatility? Why not have the only profession that can freely customize the skills in their toolbelt?