Rocket Boots

Rocket Boots

in Engineer

Posted by: Atmaweapon.7345

Atmaweapon.7345

There are several things bothering me about Rocket Boots:

1)It doesn’t jump us back as far as Acid Bomb on the Elixir gun. To be honest the first time I used Acid Bomb, I expected myself to just hop back a few paces, but when I suddenly vaulted all the way to other end of a room I’m like “What the heck just happened?” Sure Acid Bomb isn’t a stun break, but it jumps us back really far, has a shorter cooldown, and has a really nice vertical distance that lets us clear objects in our path.

2)It doesn’t have any vertical height. I can end up crashing into the small hill behind me and really end up only CCing myself.

3)It knocks us down. Sure, the Engineer is a tinkerer, not a soldier. But he’s an ADVENTURER. You’re telling me that my character will never learn to stop landing on his butt from Rocket Boots? And that suddenly popping my goggles on in mid flight will stop me from landing on my butt?

4)Rocket kick toolbelt is very counter intuitive. It encourages melee and divides the uses of Rocket Boots. The only build it fits into are the in-n-out burst combos, but that leaves Engineers without any sort of utility dedicated to escape and/or evasion (Oil slick is both offensive and defensive and the toolbelt only enhances that fact. Rocket Boots is just… ugh.) The main thing is that if you use Rocket Boots for stun break/Immobilize, you are NEVER going to follow up with Rocket Kick because you’re going to be launched way to far back.

So can we buff it so that:

-Rather than landing on our butts like a stereotypical fantasy goblin-esque engineer, we’re experienced enough to roll with the boots and instead gain evasion while blasting backwards and then immediately dive into a roll to prevent ourselves from getting knocked down.
-It gets some vertical height so that it can at least match Acid Bomb in terms of jump-back.
-Rocket Kick is changed to something more conducive to a keep-away utility while you can push other utilities like PBR into the forward offensive control territory.

Like say:

Rocket Jump

Blast yourself upwards, knocking away any enemies around you and evading attacks while moving upwards. Upon landing, you inflict damage and burning on any enemies around you.

Rocket Jump is not a leap, it puts you into a controlled jump state where you can direct your movement as if you were simply doing a normal jump. Rocket Jump moves you higher than a normal jump and can be used while jumping.

Ok, while this might cheese certain jumping puzzles (Like other abilities don’t?) it puts it into clear keep away territory while maintaining the offensive capabilities for in-n-out builds. You can choose whether to make use of the knockback to gain distance, or use it to land your stomp on an enemy. As for “pure fun” (something that only helps the longevity of a game) you can use it before you hit the ground to do a mid air double jump and save yourself.

Rocket Boots

in Engineer

Posted by: leftharted.7102

leftharted.7102

I agree with the height check… i too sometimes hit a small gnoll hill behond me and dont ‘rocket’ back very far… But i still love the ability… its just more situational… you have to be very aware of your surroundings. But as for the other changes you suggested, i disagree… i have no proof or claim that it would unbalance anything, i just think its a bit exagerated, and theirs no way theyll implement a change like that… if anything, i hope they change the ground detection of the ability, or maybe decrease the knockdown on yourself….

Also, i absolutley love the blast combo finisher…. its pretty satisfying to pop a healing mist and then blast out… just saying…..

also, jump shot is already WAYYYYY to OPed for parkour puzzles…. let alone they give engineers Another ability to cheat them…

Rocket Boots

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Posted by: Vigilence.4902

Vigilence.4902

Knock down does indeed suck, and a range increase wouldn’t hurt.

Rocket Boots

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Posted by: Pewpew.9302

Pewpew.9302

Right now the rocket boots are fairly useless for escapes. The burn on the toolbelt is good and thats why i use them but 90% of the time escape with them is suicide.

Even if you dont just fall over, by the time you get up they are on you again.

Rocket Boots

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Posted by: Kamahl.3621

Kamahl.3621

They just need to add evasion on using it. Right now, if you use it to escape a mob in WvW, 99% chance you’ll get tagged with cripple / chill / etc and suddenly move 5 feet instead of the 900 units it states. In addition, I think if you /are/ chilled or crippled, you move drastically less anyway.

Rocket Boots

in Engineer

Posted by: Pewpew.9302

Pewpew.9302

I actually tested this and no it does not fail because of a control spell being applied like a stun or a cripple. Sometimes it just fails.

Rocket Boots

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Posted by: Warmage Timeraider.5861

Warmage Timeraider.5861

You use Rocketboots to escape, enemy charges you whie you are lying to the ground (or the same target attacks you because he had protection) .. and your even more kittened

Timeraider- 80 Norn Elementalist – 80 Norn Engineer
epic-timeraider.weebly.com

Rocket Boots

in Engineer

Posted by: Netsu.3769

Netsu.3769

Rocket kick is one of our best toolbelt skills and the main reason I use the boots. I just blind the guy with pistol skill 3, kick him in the face and roll backward leaving a bomb at his feet.

I recently found out that rocket boot are brilliant for bosses that pull you in and do massive damage. Usually there’s at least half a second between the pull and the attack, more than enough to just rocketboot so safety. Everyone else on the team who is not quick enough to dodge the pull dies, except for me, even if I fail to dodge I still escape. And the cooldown is so low.

One thing that bothers me in rocket boots is that you can’t aim it if you’re immobilized. If I’m running away from things and someone immobilizes me, the only choice I have is to rocket boots straight back into the group I was running away in the first place.

The Jolly Fellas [JF]
Seafarer’s Rest server