This has been discussed before, but I could not find a dedicated post for it. We need access to hammers.
The hammer would give us engineers much more utility/build versatility. I very much enjoy my engineer, but we are far too reliant on out kits for unique abilities. We don’t need weapon swap, but access to new weapons can only do good. In this post I’ve put together a general idea of what the move-set could be. The move-set is inspired by Jayce from LoL(an inventor with a hammer of some interest.)
Engineer’s Hammer Basic Abilities:
#1) 3 phase basic attack, similar to the combo of an elementalist’s lightning hammer
1] Bash, basic swing, medium damage, 3/4 cast
2] Bang, basic but faster swing, medium damage, 1/2 cast
3] Boom, smash the ground for a powerful electrical discharge damaging in a nova, 1/2 cast
#2)Rocket Pound (because a rocket-guided hammer blow sounds awesome,) engages a small rocket within the hammer to guide the hammer into foes with great force for moderate damage(knockdown 2 seconds), 1/2 cast 15 CD (combo blast)
#3)Magnetic Vault, lunge at target area(like the rifle’s Jump Shot) dealing damage upon landing, 1/2 cast, 20 CD (combo leap)
#4)Vent Energy, vent electricity and steam in a nova, blowing back enemies and curing 1 condition, 3/4 cast 30 CD (combo field smoke [3 seconds])
#5)Overcharge(weapon defining ability,) overcharges the hammer, temporarily replacing abilities 1-5, kits cannot be used during this time due to the volatile power being channeled, 1 1/2 cast 45 CD, lasts 15 seconds or until canceled
Overcharge: The hammer begins to be held like the Mesmer’s Greatsword as all 5 abilities are changed temporarily. Counts as an environmental weapon but cannot be dropped and kits cannot be used until the effect is over. All 2-4 abilities can be used once per Overchange. Each 2-4 ability knocks 1 second from Overcharge.
#1] Charged Beam, channels on target enemy, damage increased over the duration(like elementalist’s Arc Lightning,) 600 range 3 Duration
#2]Infused Beam, Burn(2 seconds) and Cripple(1 second) for your next 5 attacks (a full Charged Beam will deplete all 5 charges)
#3]Grounding Round, fires an electrically charges slug dealing medium damage, detonate mid-air to immobilize enemies hit, 1/2 cast 600 range (fires like Flamethrower #2)
#4]Vent Power, same effect as previous #4 and same effect (smoke combo field,) but on separate CD and knocks 5 seconds off of Overcharge
#5]Discharge, ends Overcharge prematurely, inflicting damage to enemies in a nova as well as to yourself, launching you 600 range backwards, instant cast (stun-breaker)
Pros
-high control
-can self combo for a few seconds of stealth or blindness
-access knockdown
-condition removal
-aimed leap
-melee/ranged hybrid
-stun-breaker
-being completely awesome
Cons
-primarily melee
-predictable rotation (mainly PvP)
-stun-breaker costs health
Conclusion
The hammer would be a great addition to our arsenal, the moveset could obviously be different but regardless we deserve more of a ‘technical’ moveset than a thick skulled hammer warrior for example.
(edited by Zaviel.1245)