(edited by Kodama.6453)
Hope for gadgeteer
At the very least they could get rid of the “kittens needed for trait to take effect” part. Its ludicrous, no other trait behaves this way, and promotes being a pinata.
Outside slick shoes none of the gadgets are in the meta. The problem is that many of the gadgets and their toolbelt skills are simply too weak. An engineer is almost always better off equipping a kit instead.
I would hope to see the untraited gadgets buffed as well. And here are my suggestions:
- add 600 leap to rocket kick (rocket boots toolbelt skill) or alternatively make that skill a stun break
- double the amount of mines in mine field (throw mine toolbelt skill)
- make personal battering ram unblockable
- utility goggles gives in addition your next hit will have 100% critical hit chance
Gadgeteer GM trait is badly designed. It should give the 20% CD reduction + overcharged effects unconditionally.
after 3+years you still believe?
ram is stupid as ram
googles are 4 times worse then elixir b
and all thouse utility slots just cost us too much – cause we are condi weak – so we need hgh cleaning and eg. or we cant make enough damage – so we need nades and tk.
they still have no place for engi and scrapper
but tbh every profession have 1 or 2 utility types that totaly suk
- double the amount of mines in mine field (throw mine toolbelt skill)
lol
well it would replace eg in pve.
how about just doubling their radius instead. they used to get the benefits of forceful explosives, but were forgotten in the specializations overhaul.
head here to discuss wvw without fear of infractions
- double the amount of mines in mine field (throw mine toolbelt skill)
lol
well it would replace eg in pve.
how about just doubling their radius instead. they used to get the benefits of forceful explosives, but were forgotten in the specializations overhaul.
How it would replace EG? EG offers healing, condition removal, ally condition removal, stun break, permanent weakness from auto attack. And acid bomb hits like a truck in power builds (5 times 0.85 dmg multiplier), plus it is a blast finisher and unblockable attack. So much utility and great dmg if you take acid bomb into account.
Boon removal is useless in pve and each mine from mine field does relatively low damage (dmg multiplier 0.7). The radius is just 180, which indeed is small, so one pve monster would probably trigger just 1-2 mines in most cases. Not much damage considering 17 second cooldown and taking up a slot, where most would still rather choose an elixir or kit.
- double the amount of mines in mine field (throw mine toolbelt skill)
lol
well it would replace eg in pve.
how about just doubling their radius instead. they used to get the benefits of forceful explosives, but were forgotten in the specializations overhaul.
How it would replace EG? EG offers healing, condition removal, ally condition removal, stun break, permanent weakness from auto attack. And acid bomb hits like a truck in power builds (5 times 0.85 dmg multiplier), plus it is a blast finisher and unblockable attack. So much utility and great dmg if you take acid bomb into account.
Boon removal is useless in pve and each mine from mine field does relatively low damage (dmg multiplier 0.7). The radius is just 180, which indeed is small, so one pve monster would probably trigger just 1-2 mines in most cases. Not much damage considering 17 second cooldown and taking up a slot, where most would still rather choose an elixir or kit.
in pve, eg is only taken for acid bomb. currently mine field does slightly less dps when you hit all 5. doubling number of mines = doubling that skill’s dps = put it wayyyy over what eg offers to a pve power build, except for losing out on a stunbreak. but who cares about a stunbreak when you can have about 1-2k more overall dps?
its already worth taking when you need to strip protection, such as in uncategorized and dredge fractals. even in its current pointlessly overnerfed state with no radius increase.
head here to discuss wvw without fear of infractions
throw mine should be replaced by ‘Lay mine field’
Working like Slick shoes but laying a trail of exploding mines behind you that all knockback.
Ram needs to knockback 180 degrees in front of you
Utility goggles give pulsing stability (so something else works with might on stability trait in scrapper)
GM trait 33% cooldown and add buffs like the old GM trait
Heres what they should do in my opinion:
Gadgeteer trait: Gadgets have 20% lower cooldown. Whenever you use a gadget, gain “Gadgeteer effect” (10s): The next gadget skill you use will be 50% faster recharged.
This would really incentivise running multiple gadgets. To make it even more appealing: Toolbelt skills from gadgets are classified as gadgets, just like throw elixir skills.
And finally, a small makeover to each gadget:
- AED: Increase duration to 8 seconds standard.
- Static Shock: Cast time lowered to 1/2s.
- Rocket Boots: When using, evade and get stability while until landing to prevent being CC’d out of the sky.
- Rocket Kick: Already good enough.
- Utility Goggles: Pulses fury every seconds for 12 seconds. Also grant a flat 15% crit chance bonus.
- Analyze: Increase vulnerability duration to 12 seconds.
- Personal Battering Ram: Hit up to 3 targets in a cone in front of you (Still 180 range).
- Launch PBR: pierces!!! (For kitten sake why isnt this already)
- Throw Mine: Increase proximity radius to 240. Removes 2 boons.
- Mine Field: Make the mines in a less random formation. Explosion radius to 240.
All mines should benefit from explosion traits. - Slick Shoes: Already good enough.
- SuperSpeed: Already good enough.
There you go. Thats how I would buff it.
The problem with gadgets is that they are in a class balanced over using kits. That’s all.
At most they can be situationally relevant, and just for those that do something that kits cannot do.
Feel free to give up all HOPE on Gadgets being any use now.