Ideas for new engineer traits

Ideas for new engineer traits

in Engineer

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

I really only had one but I thought people could add their own too, I’m prefacing this by saying the tools line has offensive stats but other than adept level traits (and I guess scope) all of them are more defensive so I though a good trait could be something like

Grandmaster “No Wasted Effort” for each toolbelt skill on recharge gain a 2.5% damage boost

this would be a trait that directly effects our actual class mechanic the toolbelt, it would also give reason to go into this trait line for offensive purposes other than just getting static discharge and critical damage (and enduring damage).

1)Engineer have 3 traits that affect their class mechanic (toolbelt)
2)Elementalist have 3 traits that affect their class mechanic (attunements [this does not include trait that change based on attunement])
3)Thieves have 9 traits that affect their class mechanic (steal)
4)Mesmers have 9 traits that affect their class mechanic (shatters)
5)Necromancers have 12 traits that affect their class mechanic (death shroud)
6)Guardians have 12 traits that affect their class mechanic (virtues [many are only specific to only one virtue]
7)Warriors have 14 traits that affect their class mechanic (bursts/adrenaline)
8)Rangers have 26 traits that affect their class mechanic

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

Ideas for new engineer traits

in Engineer

Posted by: Wolf.5816

Wolf.5816

Hardwired Gadgets -Activating a Gadget reduces the cool down on all Rifle,Pistol and Shield skills by 10%.

Centrifugal Power Motor- Turrets now gain 1 Might every 6 seconds stacking to a maximum of 10

Hallucinogenic Rifle Rounds- Rifles Blunderbuss now applies Confusion in addition to bleeding

Barbed Wire Loaded Rifle- Rifles Net Shot now applies bleeding every second a target remains in Net Shot.

Nitroglycerin based Toxins- Pistols Poison Dart Volley now explodes when it makes contact

Limiter Reduced Revolvers- Deal an additional 2% power damage per pistol equipped for each condition on your targets.

Plasma Tortch Mod- Pistols off hand skill Blowtorch is now unblock able and deals power damage over time in addition to its burning.

Cauterizing Flames- Skills that apply Burning will now deal a single burst of damage to bleeding targets. Damage scales per bleed, removes bleed in the process.

Automatic Adrenal Stimulant- When you lose control of your character you will break the stun and gain Swiftness for 3 seconds. After 3 Seconds you will be Stunned for 1 second.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

(edited by Wolf.5816)

Ideas for new engineer traits

in Engineer

Posted by: Infamous Darkness.3284

Infamous Darkness.3284

Those are some cool ideas thank you for sharing.

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

Ideas for new engineer traits

in Engineer

Posted by: lakdav.3694

lakdav.3694

Volatile Adhesive: Burns applied to foes standing in a glue puddle will lit the puddle on fire, making it a Fire Field for 5 seconds, applying 1s of burning every second. 20s cooldown (Alchemy)

Defense Grid: Turrets placed in proximity to another turret gain increased hit points. Range: 360
hit point increase: 100%
(Inventions, does not stack with more than one turret in range)

Synergised Network: Turrets placed in proximity to another turret gain increased damage and condition duration.
Range: 360
Damage increase: 30%
Condition duration increase: 10%
(Inventions, does not stack with more than one turret in range)

Fine-tuned Devices:
Gadgets are improved:

  • Mine: Throw distance increased to 1200. Trigger while in air to make a remote mine field instead on a 240 radius (similar to the mine field toolbelt skill)
  • Slick Shoes: Gain swiftness for 5s on activation, cure immobilized, cripple and chilled.
  • Rocket Boots: Inflict 4s burning on a 180 radius on activation and landing. Knockback foes in area effect of activation (100)
  • Utility Goggles: Apply Revealed for 5s and 10 stacks of Vulnerability for 10s to target. Gain protection, aegis and vigor for 3s.
  • Personal Battering Ram: Cleaves, now effects 2 additional nearby enemies. Increase range by 20. Apply cripple and 3 stacks of confusion for 5s.
  • A.E.D.: Active time increased by 2 seconds. Automatic activation cures bleed, poison and burning.
    (Tools)

Ideas for new engineer traits

in Engineer

Posted by: Frightlight.3796

Frightlight.3796

I have been trying to think of some traits to improve gadgets and make them worth taking
Grandmaster traits

Emergency power supply: Gadgets now have 2 charges before they go on cd

Carefully calculated Precision: Critical hits have a 50% chance of reducing the cd of toolbelt skills by 1 sec with a 1 sec cd or so

Master traits

Anti ballistics plating: Activates at 50% health all melee and ranged attacks cause daze for 1 sec on your attack lasts 3 sec

Grind your gears: Gadgets now have an additional effect
Pbr: Immobilizes the target for 2 sec at the end of the launch
Goggles: Removes 3 conditions on activation
Mine: coats the ground in shrapnel that cripples foes for 4 sec and inflicts 5 stacks of vulnerability 8sec 240 r
Slick shoes: Slide forward 600 units increases the duration of slick shoes by 2 sec
Rocket boots: Activating them creates a Fire field and now adds landing damage to this gadget

All i got in my head at the moment