Engineer Gadget Suggestions
Well, I play gadget engi now and then and I think that ram and mine are awesome skills. Nothing better than stand on keep etc. have mine under your kitten and thief in stealth? Yea, you know where he is going. And I think ram does blow up more than one enemy doesn’t it?
They buffed goggles?
Yes.
A moose. It was a moose.
I’m not sure how to feel about that utility goggles change. It’d make flamethrower a heck of a lot more viable though, that’s for sure. Would also be almost-as-abusable with grenades though, 6 vuln per attack? Hnngh. I’d actually consider dropping toolkit for that if they did it.
These are my ideas and you are welcome to disagree / agree / or contribute your own ideas.
As all of us engineers know our gadgets are quite underwhelming (so is our turrets but that’s for another thread)
Personal Battering Ram – Make it a cone-like attack hitting up to 3 opponents, and also increase the range to 400.
Rocket Boots – Since this skill basically stuns you for a good 2-3 seconds it’s basically useless right now. So to combat this I would make the skill do a AOE knock down all around it (like thumper turret)
Slick shoes – Fine how it is
Throw Mine- I don’t really have any ideas for this one, don’t really like this skill at all.
Utility Goggles – Every hit while utility goggles is active now causes vulnerability
If anyone has more suggestions feel free to share them.
Love the Rocket Boots idea, as it would actually provide a use that a kit can’t fulfill. Which brings me to your Battering Ram suggestion, why wouldn’t you just bring FT, as the knockback is pretty much this, will most likely have a shorter CD and brings other skills with while still only occupying 1 slot.
Add AOE weakness (long duration) to PBR and I’m sold.
I have always had this idea in my mind but would always forget to post it. Many of these gadgets could be separated into their own category and act like signets (But we would just call them “armor mods”), like with the goggle skills mentioned here. Every hit putting a stack of vulnerability would be an awesome passive and not just another signets that increases stats and falls into something more in line of what an engineer could do.
These are my ideas and you are welcome to disagree / agree / or contribute your own ideas.
As all of us engineers know our gadgets are quite underwhelming (so is our turrets but that’s for another thread)
Personal Battering Ram – Make it a cone-like attack hitting up to 3 opponents, and also increase the range to 400.
Rocket Boots – Since this skill basically stuns you for a good 2-3 seconds it’s basically useless right now. So to combat this I would make the skill do a AOE knock down all around it (like thumper turret)
Slick shoes – Fine how it is
Throw Mine- I don’t really have any ideas for this one, don’t really like this skill at all.
Utility Goggles – Every hit while utility goggles is active now causes vulnerability
If anyone has more suggestions feel free to share them.
Love the Rocket Boots idea, as it would actually provide a use that a kit can’t fulfill. Which brings me to your Battering Ram suggestion, why wouldn’t you just bring FT, as the knockback is pretty much this, will most likely have a shorter CD and brings other skills with while still only occupying 1 slot.
flamethrower isnt really a knockdown , its more of a push.
(edited by NaturalPortman.9562)
These are my ideas and you are welcome to disagree / agree / or contribute your own ideas.
As all of us engineers know our gadgets are quite underwhelming (so is our turrets but that’s for another thread)
Personal Battering Ram – Make it a cone-like attack hitting up to 3 opponents, and also increase the range to 400.
Rocket Boots – Since this skill basically stuns you for a good 2-3 seconds it’s basically useless right now. So to combat this I would make the skill do a AOE knock down all around it (like thumper turret)
Slick shoes – Fine how it is
Throw Mine- I don’t really have any ideas for this one, don’t really like this skill at all.
Utility Goggles – Every hit while utility goggles is active now causes vulnerability
If anyone has more suggestions feel free to share them.
Love the Rocket Boots idea, as it would actually provide a use that a kit can’t fulfill. Which brings me to your Battering Ram suggestion, why wouldn’t you just bring FT, as the knockback is pretty much this, will most likely have a shorter CD and brings other skills with while still only occupying 1 slot.
flamethrower isnt really a knockdown or a knockdown, its more of a push.
Ah ok, my mistake.
For the Personal Battering Ram, I’d probably just lower the cooldown on it… Something like 30 seconds base (24 when traited) maybe even 25 seconds (20 when traited)
I’ve been using the Ram a lot lately, and the only thing that keeps me from using the Utility part often is the really long cooldown on it…
There’s two kinds of people… The quick and the dead”
Engineer should be like James Bond, that’s why we have all these gadgets to help us deal with any type of situations.
Firstly, I wish there is some kind of stealth detection ability. Like utility goggles is an excellent choice for implementing it. Upon activating it allows only the engineer to see the outline of the stealth enemy for a couple seconds.
For slick shoes, well, i don’t know, it feels really buggy. The speed boost on slick shoes tool belt seems exactly the same speed with the swiftness ones and it does not work together with swiftness either. As for the knockdown, doesn’t seems to work every time. I mean I will prefer to use bomb kit instead for escaping because of glue bomb and big ol’ bomb, they saved me countless of times. Something need to make slick boot more appealing.
@Steven Chow
→Slick Shoes
With a 100nade build in WvW, I actually sacrifice Elixir S (my only CC breaker) for Slick shoes only for is super escape abilities.
You can escape most class with the two skills it provides.
Super speed : It doesn’t double your speed. It only max your speed. But still, I’M not sure why, But I seems to outrun most player that chase me, not by much, but still. It also ignore any kind of cripple/chill.
Slick Shoes skill : The skill is amazing. Offensive use : Run in circle in a team fight, you will knockdown everyone for a long time, and you can knock them down twice. Perfect to set up your 100nade combo. When getting zerged, activate it and you will see a bunch of ennemy fall on their kitten behind you.
But I think you are right about something. I think it’s a big buggy, sometime it doesn’t to work really well.
Server : Anvil Rock (Since Release!) [SOLO]
The only thing i think gadgets need to be viable is passive effects. Every class has passive effects via signets and the effects in our gadgets are quite similar to the effects of activated signets in other professions.
Maybe something in the lines of:
Rocketboots – +25% movement speed
Slickshoes – Imune to the next control effect(30 to 40 sec cooldown)
Utility Goggles – Improved Precision(Like the Warrior signet)
Throw Mine – 15-20% chance to cause an explosion when you are hit in melee(20-30 sec CD, explosion removes a boon)
Personal Battering Ram – Improved Power
Yeah,
Or Gagdet need more traits affecting them. We have what, one trait that affect gadget overall?
Server : Anvil Rock (Since Release!) [SOLO]
I agree with gadget buffs.
The whole idea behind engineers is their gadgets, yet taking kits is 10x better in most situation.
I find rocket boots and battering ram the most lacking.
I think they need more gadget traits. Elixirs are good but triple traits and they are great. Gadgets have one general trait to my knowledge they could use a few more. Perhaps a gadgets always critical trait to help with damage or gadgets apply x condition.
Borlis Pass
The only thing i think gadgets need to be viable is passive effects. Every class has passive effects via signets and the effects in our gadgets are quite similar to the effects of activated signets in other professions.
Maybe something in the lines of:
Rocketboots – +25% movement speed
Slickshoes – Imune to the next control effect(30 to 40 sec cooldown)
Utility Goggles – Improved Precision(Like the Warrior signet)
Throw Mine – 15-20% chance to cause an explosion when you are hit in melee(20-30 sec CD, explosion removes a boon)
Personal Battering Ram – Improved Power
This is a great idea. I support this. atm there is 0 reason to use 1 of the 3 precious utility slots we have for a gadget.
I mostly agree.
But why adding vulnerability to goggles? We got lota of serious options for stacking it. 100nades stacks 25 vulnerabilit in no time.
The CD on slickshoes should be lower.
Maybe a bit more damage for mines, or an extra mine?
I mostly agree.
But why adding vulnerability to goggles? We got lota of serious options for stacking it. 100nades stacks 25 vulnerabilit in no time.The CD on slickshoes should be lower.
Maybe a bit more damage for mines, or an extra mine?
For diversity of course. Not everyone plays with nades.
I mostly agree.
But why adding vulnerability to goggles? We got lota of serious options for stacking it. 100nades stacks 25 vulnerabilit in no time.The CD on slickshoes should be lower.
Maybe a bit more damage for mines, or an extra mine?
For diversity of course. Not everyone plays with nades.
This, what if i want to stack vuln without nades.
At the moment we basically cant do any damage without atleast one of our kits which I find pretty stupid.
I would like Gadgets to have passives, whether they are just static stats or passives that interact with Kits and/or Turrets somehow.
PBR is an awesome Gadget but it needs its CD lowered.
Slick Shoes is pretty good but could use some work on its animation and sometimes it seems like it doesn’t work.
Goggles are a solid gadget but I also agree that 1) There needs to be a hard counter to stealth 2) UG should be our hard counter.
I have rarely used mine, it is awesome for knocking ppl off walls and cliffs though.
FYI – The Slick Shoes TB skill will make you run faster than just swiftness while you are in combat but out of combat the speed will be the same. I noticed this awhile back running the Karma train in Orr I could outrun everyone around me while we were still in combat but as soon as we popped out I slowed down to everyone elses speed.
I would like Gadgets to have passives, whether they are just static stats or passives that interact with Kits and/or Turrets somehow.
PBR is an awesome Gadget but it needs its CD lowered.
Slick Shoes is pretty good but could use some work on its animation and sometimes it seems like it doesn’t work.
Goggles are a solid gadget but I also agree that 1) There needs to be a hard counter to stealth 2) UG should be our hard counter.
I have rarely used mine, it is awesome for knocking ppl off walls and cliffs though.FYI – The Slick Shoes TB skill will make you run faster than just swiftness while you are in combat but out of combat the speed will be the same. I noticed this awhile back running the Karma train in Orr I could outrun everyone around me while we were still in combat but as soon as we popped out I slowed down to everyone elses speed.
I kittening love slick shoes TB, chilled and crippled? No problem.