Mine Kit

Mine Kit

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Posted by: Lightsbane.9012

Lightsbane.9012

since it’s known that not many Engineer players use gadgets(at least the mine gadgets)
why not switch bomb kit to mine kit? same skills, same deployment animation, different activation. these mines would have a maximum placed duration of 20 seconds, to avoid endless minefields, and the time to ‘cast’ each skill would be increased by 50%.
the only exception to the rule of the timed placed duration, would be the toolbelt mine, ‘IED’ much bigger mine with large explosion radius(180) with knockback or blowout and would have a placed duration of the base recharge rate, 30 seconds. this would allow Engineers to set up ambushes in pvp, wvw, and pve scenarios. all mines, if not triggered, explode at the end of their placement duration. not recommending a remote detonation option, as this would be very, very overpowered.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Grackleflint.4956

Grackleflint.4956

Throw Mine is just fine. What I’d like to see is a tighter pattern on the Minefield Toolbelt skill, all mines be invisible to the enemy, and larger trigger radius. Then it would be golden in my opinion. Right now it’s still a good skill with Forceful Explosives. I love starting a fight by stripping a few boons from someone and knocking them down. This usually sets them up for a nasty CC rotation of my Net Turret and Rocket Turret.

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Posted by: Grok Krog.9581

Grok Krog.9581

There used to be a mine kit in beta, all 5 skills were the same. You could detonate them. I don’t remember the tool belt skill. Was some-what effective, then they changed it to Throw Mine.

Grok Walking Amongst Mere Mortals

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Posted by: Clip.6845

Clip.6845

Toolbelt was detonate all mines, with the trait for knocbkack on trigger it was hugely OP.

edit: still had a noob vid from beta’s lying around when i was playing full bunker with mine kit :p http://www.youtube.com/watch?v=A7DzD1chFPw
mine kit from 3:00 onwards xD

80’s: Engineer/Warrior/Necromancer/Mesmer/Thief/Elementalist/Guardian [Seafarer’s Rest]

(edited by Clip.6845)

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Posted by: HeliaXDemoN.1208

HeliaXDemoN.1208

Mine Kit back, plox.

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Posted by: Dragoon.9536

Dragoon.9536

An idea i had why not Convert this into two part kit. Underwater Being the grenades kit On ground the mine kit. Would work out so well. Thoughts ??

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Posted by: drewtwo.8374

drewtwo.8374

I think they should bring back the Minekit albeit with different skills to the Beta version, which was both boring and possibly a bit over powered at the same time.

1 – Detonate mines
2 – Knockback mine
3 – Boon strip mine
4 – Boon hate mine
5 – Boon corrupt mine

Tool belt skill could remain the same.

Firstly this prevents it being boring in the way the old Mine kit was and prevents it from being too similar to the Grenade or Bomb kit (explosions + conditions). Secondly this adds something unique to the Engineer’s arsenal that he doesn’t currently have access too and last but no least it would open up new and interesting builds.

You can only have one of each mine up at a time, with the cool down starting upon detonation and the only way to detonate them is with the 1 skill (so you can’t just setup a mine field and then explode each one when the time is perfect).

It would probably be a bit weak in PvE but so are many, many skills (e.g. any skill with a control effect that becomes completely useless as soon as a boss turns up).

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Posted by: Specterryu Quipter.8412

Specterryu Quipter.8412

I wonder why they changed the Mine Kit to Throw Mine in the first place?

Character is higher than intellect. A great soul will be strong to live, as well as think.
-Ralph Waldo Emerson

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Posted by: rivx.3267

rivx.3267

Could just imagine tossing those into a zerg and watching them get blasted around if they don’t have stability. Aside from the fact there was 5 of them how are more powerfull than the traps on a ranger?

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Posted by: Dustfinger.9510

Dustfinger.9510

Aside from the fact there was 5 of them how are more powerfull than the traps on a ranger?

I don’t think it aside from that there are 5 :P

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Posted by: Rezzet.3614

Rezzet.3614

Mine kit has to return theres only one thign that made them OP wich could be fixed if we take med kit for example , what was OP was the fact they had no cooldown so why no add independent cooldowns to each mine bam problem solved 15-20s on each mine and we good to go.

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Posted by: Raijinn.9065

Raijinn.9065

I watched that video, the mine kit was insanely overpowered lol. Sounds like instead of trying to balance it they just remove it altogether.

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Posted by: Specterryu Quipter.8412

Specterryu Quipter.8412

Sounds like instead of trying to balance it they just remove it altogether.

Stand back, Anet devs at work.

Character is higher than intellect. A great soul will be strong to live, as well as think.
-Ralph Waldo Emerson

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Posted by: waka.9826

waka.9826

Toolbelt was detonate all mines, with the trait for knocbkack on trigger it was hugely OP.

edit: still had a noob vid from beta’s lying around when i was playing full bunker with mine kit :p http://www.youtube.com/watch?v=A7DzD1chFPw
mine kit from 3:00 onwards xD

Watching this makes me sad that I wasn’t around for the beta days. That looks hilariously OP.

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Posted by: Raijinn.9065

Raijinn.9065

Toolbelt was detonate all mines, with the trait for knocbkack on trigger it was hugely OP.

edit: still had a noob vid from beta’s lying around when i was playing full bunker with mine kit :p http://www.youtube.com/watch?v=A7DzD1chFPw
mine kit from 3:00 onwards xD

Watching this makes me sad that I wasn’t around for the beta days. That looks hilariously OP.

I never got a chance to play engi during beta weekend. Even if I did I would have probably wasted time on other professions. From what I know though, those were without a doubt our most glorious days. I am pretty sad to have missed those days

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Posted by: Nilix.2170

Nilix.2170

I watched that video, the mine kit was insanely overpowered lol. Sounds like instead of trying to balance it they just remove it altogether.

It’s funny because when I first tried it out I thought it was absolutely lame. Then someone pointed out I could give myself 15 stacks of might with them. It was the best thing ever.

But honestly, the only other way to balance such a thing would be to get rid of the one thing that made it nice in the first place, the blast finisher. That’s the same reason why Mine Field is no longer a blast finisher. All those blast stacks…
3-15 stacks of might 3-15seconds of Area Retal or Stealth…

Could you imagine the current Healing Turret? 2520+2520+(1320*5) = Immediate 11740hp every 20s.

Mortar Shot is STILL nerfed by 28%
Purity of Purpose

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Posted by: pawky.8630

pawky.8630

The tool belt skill should be a exact copy of the utility skill….. Then I would take this skill again. Imagine what could be done with two mines…mua hahahaha!

It used to be my main skill until they dropped the blast finisher from the tool belt. It was op but no blast on the tool belt is up.

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Posted by: tigirius.9014

tigirius.9014

since it’s known that not many Engineer players use gadgets(at least the mine gadgets)
why not switch bomb kit to mine kit? same skills, same deployment animation, different activation. these mines would have a maximum placed duration of 20 seconds, to avoid endless minefields, and the time to ‘cast’ each skill would be increased by 50%.
the only exception to the rule of the timed placed duration, would be the toolbelt mine, ‘IED’ much bigger mine with large explosion radius(180) with knockback or blowout and would have a placed duration of the base recharge rate, 30 seconds. this would allow Engineers to set up ambushes in pvp, wvw, and pve scenarios. all mines, if not triggered, explode at the end of their placement duration. not recommending a remote detonation option, as this would be very, very overpowered.

Asked for this and for Sniper kit at launch, never heard another thing. I think no one really plays this class because if they had as much enthusiasm about this class as I see they do about warriors it would be in there no questions asked.

Mine kit and sniper kit would be soooo much awesome for PVE!

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

The tool belt skill should be a exact copy of the utility skill….. Then I would take this skill again. Imagine what could be done with two mines…mua hahahaha!

It used to be my main skill until they dropped the blast finisher from the tool belt. It was op but no blast on the tool belt is up.

Actually I’d have to disagree because I played at head start, and they not only had a better dropping pattern but they also had a bigger explosion radius and better damage. So yeah they are still pretty weak but then again they have 7 months of engi nerfs to clear up that they’ve caused while balancing PVP WvW while running over PVE with a mac truck the whole time.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I guess I didn’t use the mine kit enough in beta to know that the mines had no cooldown… interesting.

Also, that trait to make your turrets and mines invisible while out of combat? It’s weird to think that even existed (although I think mines should be invisible like traps anyways).

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Posted by: Numot.3965

Numot.3965

I wonder why they changed the Mine Kit to Throw Mine in the first place?

*Overlapped with bomb kit.
*5 blast finishers lead to some crazy stealth stacking back in the day
*Was almost never used outside of blast finisher combos that were too strong
*Required excessive traits in a profession that needs to specialize in most kits for effectiveness to begin with.
*Was just plain awkward to use, since all 5 skills were the same, had no way to tell which mine was which if you placed them and then need to detonate a specific one in the middle of a fight.

Throw mine is better as it gets the knock back and boon removal without traits (you had to trait for both for the mine kit), and still functions largely the same. Thus, it freed up traits letting the devs further improve the class by adding things like incendiary powder.