New ES Idea: Golemancer
Love the idea!
I can definitely see a Golem-themed elite spec being released at some point in the future, I mean, there’s already golem skills in the game (though the mechanics need some work and refining if they want to pursue this Golemancer concept).
But if it were to happen, I just think it’s gonna be in a far-away future since Scrapper is already a tanky-esque elite spec, so Anet might for something more offensive or supportive wise for the next elite spec.
- Proudly not going to go DH -
I’m looking at you, Rev..
i made a golemancer for WvW and ran around with golem elite, golem mini pet, golem runes and Omega Siege Golem, but it sucked,
so yeah i’d like to have a good golemancer spec XD
Super tanky golems with permanent retaliation.
Anti aoe elite spec.
PLEASE NO!!!!!!!!!!
Because I don’t want yet another PET specialisation… … …
Please.
NO.
more.
AIs.
that it makes every other class in the game boring to play.”
Hawks
Yeah, we have enough ai as it is. I would die a little inside if our next elite spec was yet another ai spec.
Have to agree that having another elite spec based on AI would be terrible.
I’ll put it like this, this spec is a great idea, but not right now, not in our current situation
I think we already have an engineer minion elite specialization in the scrapper with the gyros. We don’t need another one, at least not without scrapper getting a decent redesign.
Golemancer would fit better with a transformation-based elite spec, where the engineer transforms into a golem suit, which can equip kits too in its own manner.
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair
The cyborg part seems cool but summoning AI golems sound like kitten.
Lets just do a cyborg?
I think we already have an engineer minion elite specialization in the scrapper with the gyros. We don’t need another one, at least not without scrapper getting a decent redesign.
Golemancer would fit better with a transformation-based elite spec, where the engineer transforms into a golem suit, which can equip kits too in its own manner.
^ This. Golemancer offers an F6 function and maybe have the GM trait can dictate if the suit functions are geared more towards support, offense, or defense like how DD GMs change their dodge.
Will update once Path of Fire releases.
Against it.
There is too much AI in this game already.
Arena.net developers don’t know how to balance this (see turrets that got nerved and forgotten. See gyros that can barely be used except bulwark)
See every calculation of AI damage in comparison to gear (power and precision)
They cannot crit or have a fixed and different critical hit chance.
They don’t get power calculation multiplier what makes them completely useless in PvE and also in PvP
The core engineer has ~25% of his skills AI-based (turrets).
If you count scrapper than ~38% of engineer right skill bar is some kind of AI based. And everyone has problems with it in terms of usability.
If you consider that the engineer’s dps comes from the skills of his right skill-bar than you will realize that this is not just a small problem.
Do you really want more useless AI skills in this never-ending beta phase of character-design?
Don’t get me wrong. I like the idea itself. But the developers are not gifted enough to make it usable and balanced.
Its good only if the golems are done right: Permanent like necro minions, have control like rangers pet, super tanky (10 times tankier than rangers bear), tons of utility, pulse boons, remove conditions, immune to cc, low cd and pilotable.
(edited by guildabd.6529)
As many said, please no more AI.
But I’m all up for a mecha/golem batle suit transformation as a new elite spec mechanic.
As proposed here: https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Elite-Spec-Mecha-Pilot/first#post6367366
Addapted from a post by TheSweed: https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523
The idea is to create a combat form to the engi (similar to the deathsroud or celestial avatar). The transformation is slow moving (no mobility skills) while the weapon of choice gives the engi the mobility he needs to get to the combat. The skills in the transformation (battle suit) have short CD but consume energy. Energy regenerates with time and is kept at 50% out of combat.
Mecha Pilot
Weapon: Sword Main-hand
Skills: Suit Mods (Similar to glyphs)
Prof. Mechanic: Battle-Suit
Mechanic: The MP gets an energy bar that slowly regenerates. It can activate their Battle-suit, creating a mechanical armor filled to the brim with weapons and utility that is specialized by your Grandmaster Traits. Battle suit skills uses energy.Battle-Suit Skills
- Rail gun – Fire a High caliber burst shot (Similar RoF to Flamethrower) that pierces through enemies, causing an effect depending on Loadout. Acts as a Projectile Finisher.
- Defender’s Loadout – Causes Vulnerability on enemies struck.
- Assaulter’s Loadout – Causes Bleeding on enemies struck.
- Medic’s Loadout – Heals allies it passes through.
- Wrist Launcher – Fire a wrist-mounted missile at your target, causing an effect depending on Loadout. Acts as a Blast Finisher.
- Defender’s Loadout – Fire a concussive missile that Weakens enemies struck. Repair turrets in the area.
- Assaulter’s Loadout – Fire a Explosive missile that deals more damage and Burns enemies struck. Counts as an explosion for traits.
- Medic’s Loadout – Fire an Elixir-infused missile that deals less damage and Heals allies in the blast radius. Counts as an elixir for traits.
- Mecha Slam – Strike down with a heavy overhead blow, creating an effect depending on Loadout.
- Defender’s Loadout – Pull all enemies towards you with a Magnetic shockwave and grant Protection to nearby Allies. Overcharge all your turrets in the area.
- Assaulter’s Loadout – Cause an explosion of static energy that Knockdown enemies and grant Fury to nearby Allies. Counts as an explosion for traits.
- Medic’s Loadout – Create a wave of healing energy, Healing nearby allies and Cleansing a condition. Counts as a elixir for traits.
- Micro Munitions – Unload a volley of miniature missiles at the target area, causing an effect and a Combo Field depending on Loadout.
- Defender’s Loadout – Fire Flashbangs that Blind and Taunt all enemies struck. leaves a light field. Turrets in the light field gain retaliation.
- Assaulter’s Loadout – Fire Napalm that deals increased Damage and Burns enemies struck. Leaves fire field. Counts as an explosion for traits.
- Medic’s Loadout – Fire elixir-infused missiles that Heal allies caught in the blast and grant them Regeneration. Leaves a water field. Counts as an elixir for traits.
- Forcefield – Create a big energy dome that blocks projectiles, along with a secondary effect depending on Loadout.
- Defender’s Loadout – Grants protection and retaliation to allies. Turrets in the dome generate reflective fields (as the trait advanced turrets) after the dome expires.
- Assaulter’s Loadout – The dome reflects projectiles and generates a EMP at the end removing booms from enemies struck.
- Medic’s Loadout – Dome lasts 2x longer and pulse heal allies inside it.