New Kits and/or Kit Changes!?

New Kits and/or Kit Changes!?

in Engineer

Posted by: GhostClock.6025

GhostClock.6025

Hi, I was reading some stuff about people wanting Engineers to have Hammers for a weapon or merging it into the toolkit. That got me thinking about new weapons or kit ideas for the engineer. Let’s be honest, we don’t have a lot of weapon choices and some of our kits are lackluster/buggy. I’d love it if Anet gave us some love in this area, but if you’re reading the engineer forum then there’s a 97.3634% you already share this sentiment (nerf hgh, buff everything else, yada yada). Just brainstorming kits, because hey we’re engineers and making kitten up is what we do right?

Anyway, kits?

1) I’d love it if we had a power hammer type kit/weapon as suggested above. In that thread one person mentioned erecting a temporary palisade (could block projectiles or be traited to grant defensive things like condition removal/protection while it’s up). Hell with the way the Engi works, the 1 skill would probably fire the hammer’s head to 2000 range (long range hammer, close range rifle).

2) Weapon specific kits might be cool too. Perhaps adding a bit of depth to each weapon. Maybe rifle could get a kit where he screws on an extender and turns it into a sniper rifle. Not sure what pistols could get here!

3) I’d personally like to see bomb kit and mine kit switched. Why can we place 5 bombs but only 1 mine? I think making a 5-count mine field would be hilarious. This could probably be a direct swap too (i.e. bomb kit knocks back and strips boons, mines are normal/fire/concussion/smoke kitten .

Any other ideas for kits? Come at me.

New Kits and/or Kit Changes!?

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Posted by: luckywaldo.6089

luckywaldo.6089

I would really like to see bomb kit and ’nade kit have more interesting abilities. They are strong at condi/damage burst because each of them are just 5 abilities of condition stacking and/or damage.

Devs have made it pretty clear that they don’t want gameplay to be just nuking each other down by unloading cooldowns, but they made two kits that can only do just that.

I would love to see more abilities like the magnetic bomb in kit refinement, except as part of the kit instead of a trait that is really awkward to use.

Ecce Machina ~ Engineer
Ars Est Mortem ~ Necromancer

New Kits and/or Kit Changes!?

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Posted by: jpnova.4572

jpnova.4572

I’d love to see a lot more kits to make up for our lack of weapon choices.

Chainsaw kit- High power melee kit.
-A couple bleeding attacks
-A charging attack or whirling movement attack like warrior GS
-A ranged bouncing attack where you throw the chainsaw.

Power Gloves- Unarmed kit, where you put on a pair of giant gloves
-Auto-attack shoots beam likes attacks
-A 360 blast finisher attack where you punch the ground
-Something akin to rocket boots but with your hands and a channelled cone attack. Basically iron man gloves.

Hammer Staff- Longass pole with a hammer head on the end, mid range weapon(like dagger ele lightning range)
-Basic swinging auto-attack
-A 2 part charging attack where the base of the hammer works as a jet and propels you to the target, and second part where you use it in reverse returning to your original position.
-Firing the hammer head and exploding it so it works with explosives trait
-A mine check attack, where you drop a mine and then smash it with the hammer causing a massive aoe explosion

New Kits and/or Kit Changes!?

in Engineer

Posted by: GhostClock.6025

GhostClock.6025

The idea of a steampunk saw is really cool. I really think the Engi’s should get a melee weapon. Why does a ranger have a greatsword AND a longbow with more range than us, and we get “medium range” only.

And the last kit you mentioned is brilliant, Hammerstaff 2013.

New Kits and/or Kit Changes!?

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Posted by: google.3709

google.3709

Most kits are fine :p personally i think they should be ignored for a couple more months before start “experimentation” which will translate to lots of regret, QQ and lots of broken keyboard.

would be better if Anet would focus on gadgets now