Hi all,
My name is Sarah and I would like to share with you all my idea of the skills a hammer might give for a engineer. I’m not really interested in naming the skills so If anyone enjoys doing that, they may. I hope you enjoy and share my interest in the idea of engineers one day being able to wield hammers.
Skill one
part a & b would both be a basic auto attack
part c would do more damage and over charge a turret that you hit
Throw Junk – 5 seconds recharge
frustrated that your foe is kiting you, you throw junk at them.
you throw a slightly upgraded version of this “http://wiki.guildwars2.com/wiki/Throw_Junk”
Skill Three – 15 seconds recharge
hit the ground with your hammer, knocking down foes next to you and sending out a wave around you crippling foes and auto-charge turrets hit
Skill four – 25 seconds recharge
With great precision you hit your target hard. You hit your foe for critical dmg. if you hit a turret it gets healed a medium amount and applies the following effects:
Healing turret: Water field, 4 seconds duration ( 8 seconds if overcharged )
Flamer turret: Fire field, 4 seconds duration ( 8 seconds if overcharged )
Mortar: you and the Mortar gain Stability, 10 seconds duration
Net turret: Drops a timed delay glue bomb at it’s next attack
( AOE centred on it’s self, larger AOE if its overcharged )
Rifle turret: For the next 4 seconds ( 8 if overcharged ) the rifle turrets attacks cause 1 second of cripple
Rocket turret: you and the Rocket turret gain protection, 4 seconds duration ( 8 seconds if overcharged )
Thumper turret: you and the thumper turret gain Stability, 4 seconds duration ( 8 seconds if overcharged )
Skill five – 40 seconds recharge
A big overhead leaping smash that does AOE dmg and knocks down foes. ( like the leap of the cliffside fractal boss ) If you land on top of a turret, The turret breaks (still counts as a blast finish) and you get the following effects:
Healing turret: apply 4 seconds of chill in a medium AOE ( 8 seconds if the turret was overcharged )
Flame turret: A slightly larger "throw Napalm " effect ( A huge “throw napalm” effect if the turret was overcharged )
Mortar: The mortar malfunctions and cant tell friend from foe, the mortar fires 4 times in a row “Launch Concussion Barrage” at its own location ( when the centre of its AOE on its self) destroying its self and anyone caught in its aoe. * the 4 Launch Concussion Barrage are one after another without recharge times. *
Net turret: Apply 2 seconds of stun in a medium AOE ( Larger AOE if the turret was overcharged )
Riffle turret: Bullets fly everywhere applying 3 stacks of bleed for 4 seconds ( 6 stacks if the turret is overcharged )
Rocket turret: The rocket turret malfunctions and cant tell friend from foe, the turret Launches a final rocket up into the air and lands its own location ( when the centre of its AOE on its self ) the turret is destroyed and everyone caught in the blast gets launched high into the air and has weakness applied to them for 4 seconds * this attack counts as a blast finisher as is different from the one you get for the turret breaking*
( the AOE of the final rocket is increased if the turret was overcharged)
Thumper turret: Launches all foes off the ground ( launches foes even higher if the turret is overcharged )
I know this is leaning a lot to turrets but you don’t have to use them with the hammer, you still get a cripple, a 100% crit attack and a leaping aoe knock down. Even using one turret would still give you some nice effects without moving away too much of what you were normally doing. Anyway I wanted to see what you guys think of it and hopefully Anet likes it too.
Sarah