Hello again everyone!
I have presented several concepts for Engineer before, including but not limited to;
- Sniper Kit: https://forum-en.gw2archive.eu/forum/professions/engineer/Idea-Sniper-Kit/first#post3099007
- Turret Rework (including Turret Custom Shop): https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Redesign-Idea-Contribute/first#post1594601
- Hammer Skill Ideas: https://forum-en.gw2archive.eu/forum/professions/engineer/My-Hammer-skills-Idea-for-engi-s/first#post3194095
Today I have a new idea I would like to present, one which I’ve partially touched on before. It is a new Skill Type for the Engineer class called Golemtech. To sum up some of my previous complaints, there is a lot of Charr technology involved with Engineers as a whole, but no representation from the Asura. As an Asuran Engineer, I have a problem with that. Thus I have created the idea of “Golemtech”, the fusion of Engineer & Golemancy, for use by innovative and intelligent Engineers, Tyria over!
The concept is simple; Engineers need something like a signet, without it being boring like a signet. As such, I have come up with these non-finished ideas on what the potential Golemtech pieces can do. In addition, I have added some 3D models I designed (I am a complete NOOB with 3D modeling, please be nice!). I have just the one model complete so far for the Golemtech Helm, and will add more in the future.
Golemtech is simple. You put the item on your bar, and you will be equipped with the associated piece. This will show up as an overlay on your existing armor, mostly floating off of it as to not weigh down the owner. The floating is achieved through a mental link with the neural-crystals embedded within the components of the Golemtech. The advantages are thus; a passive bonus that remains active even when the active skill is on cooldown, a neat visual effect, an active effect that is triggered by the Toolbelt skill.
DISCLAIMER: Some of these effects might be similar to those provided by traits. They are intended to be supplemental in addition to the traits themselves though, and in no way replace those provided by the traits.
1. Golemtech Helm. (Utility) http://i.imgur.com/OMIJwSJ.png
Passive: Increases long-range weapon range by 300 (rifle, pistol, grenades, elixir gun, flamethrower)
Active: “Threat Detected”. Self-cast, instant, 25s cooldown. Your next attack grants 8s of weakness and adds 5 stacks of bleeding to the enemy. You have 8 seconds to use this buff before it expires.
2. Golemtech Arm. (Utility)
Passive: Every 10 attacks with a melee weapon (hammer, tool kit, bomb kit) launch on enemies (range 450).
Active: “Mental Flex.”: Self-cast, instant, 30s cooldown. Your next 2 attacks are guaranteed criticals.
3. Golemtech Belt. (Utility)
Passive: Every 4 seconds outside of combat, the Engineer gains +5% movement speed (caps at +25%)
Active: “Engage Thrusters.” Range 1200, Cooldown 40s. Thrusters on the Golemtech Belt are activated, sending the Engineer hurdling towards their target, dealing damage and knocking down the enemy player for 2s.
4. Microgolem Sentry. (Healing)
Passive: Microgolems electrical presence allows you to leech small amounts of HP from the attacks you deal (small amount, less so than most similar signets would allow for).
Active: “Initiate Repairs”. 30s cooldown. Your Microgolem creates creates a statis shield over you (blocks incoming attacks) for 3s, but you cannot move. At the end of the shields duration, you are instantly healed.
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Keep in mind these are just concepts, and I have not designed them with much particular though into the overall balance of them.
I will be adding pictures of the other kits as I design them. Feel free to add your own ideas Don’t be a jerk.
Thanks!
-LoreChief