(edited by The V.8759)
Gadgeteer Explained+Toughts
and here i thought overcharge only reduces the CD by 25%
and here i thought overcharge only reduces the CD by 25%
wait for it… wait for it…
gadgeteer also flips your skill over to a new one when you get the buff. this means any normal gadgets on cd flip over to the stronger version off cd. if a normal gadget wasnt on cd when it flips, you “lose” a use of that gadget if its the one you use while supercharged.
when using gadgeteer, always have minimum 2 gadgets on your bar so that… well… for example you can get 3 AEDs off in quick succession by manipulating which AED youre using and resetting the proper one (since apparently AMR is bugged for it and doesnt reset the supercharged AED). obviously AED is the most important one to properly manipulate, but getting a double rocket boots to escape can be even stronger. or a double slick shoes for around 10 secs of moste potente cc.
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Basicaly every overcharged gadget suck, and when they’ll fix that double gadget usage, it won’t be to any use anymore.
At least they could put Battering ram to something that rip stability and makes u unable to perform any action while cc’ed (like stunbreaks or any skills that works while u are cc’ed anyway), that could be something interesting. (and srsly, it increase the launch to 600? this skill is supposed to make u burst the enemy, but if u launch him further away than u currently do u just save him…)
Edit: Also slick shoes could give the enemy a debuff to reduce their mov. speed by 90% (like almost moving on the spot), the mine could scatter other 4 mines arround the target area, utility google could give u directly the ability to see stealthed unit ( u would be able to hit them, and maybe use the toolbelt to reveal them), the rockets boots could launch the enemy back when u activate them (though i don’t use them for fight anyway) and AED could give u 3 second of damage and condition invulnerability after healing u (both if u die or not)
(edited by Vajra.3914)
im not sure double gadgets is a bug, and if it is and it could very well be, then im not sure it should be changed because one of the biggest complaints about gadgets for the past 2.5 years has been that theyre a dead slot while theyre on (long) cd, especially when compared to kits where you dont run out of things to do. the functionality is odd and poorly communicated/demonstrated but i really think it makes gadget builds a possibly good thing (as opposed to kit builds that happen to use a gadget, which is all weve ever really been able to do with the expectation of not being kitten by using and focusing on too many gadgets). gadgeteer currently gives gadgets a very high skill cap, because you really need to pay close attention to your buff bar to get the most out of your gadgets and theres huge, missable potential for extremely strong effects. to just say something like “they all suck” is pretty lame. :/
…but i do kinda have to agree about ram, to me its never felt as useful as the other gadgets because of its single target nature compared to pretty much everything else engi does — in an aoe.
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Don’t get me wrong, Slick shoes base is still great; the rest is pure trash if u consider u could’ve used the slot for elixir S or a kit…
Sorry. I dont get it all. Lets say, i have 1 gadgets on my bar on cd. Gadgeteer proccs. It overwrites with the overcharged version and I can use it again?
25% is so close to the 20% we could get passivly before, I am disappointed they put it so far down from the 50% they planned. As it stands, I would not take it over 50% endurrance regen, even in a multiple gadgets build. (I’m not taking the multi activation bug into consideration as long as it is a bug)
A few problems I see with this trait:
- To low cooldown reduction considering that it is conditional and not passive
- Some effects are boring like might from utility googles.
- To few abilities counts as Gadgets. Elixir not only have their utility/elite/heal abilities, but their toolbelts also counts as elixirs, as do some abilities on kits. Same case for explosives, you can find 3 kits with 5 explosive skills, one or two passive procs, a gadget skills, turrets exploding etc. I’d say, categorize some toolbelt skills as gadgets, maybe even set Aim-assisted rocket, Takedown rounds, Bunker down or other proc traits as Gadgets.
- The method of activation is outside of the players control and contridicts the way you play this game. They should change it to something else, like a charge you build up by moving or critting enemies, or a short buff you get after activating a toolbelt ability.
(edited by Are.1326)
after messing around a little more with gadgeteer, im thinking double gadgets are a bug because if you dont take AED then you dont get a semi-janky reset when the proc strengthens the skills. but its a really fun quirk that i think should stay!
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First of all, thanks for this.
However, this trait really confuses me. The devs argued that the reason that movement abilities were no longer to be affected by swiftness was to prevent things like players jumping out of maps with things like rocket boots…
…then they announced this trait on the same Ready Up. So, basically, if you want to break out of a map, only an engineer can do it now and you just need to get hit 5 times first.