Should we get a signet of speed?
Ofc not signets, but as has been suggested since beta’s it would be very nice if gadgets had a passive advantage while not activated.
Rocket boots could give a 10% movement increase in that case.
But Imo I don’t think it’s necessary, we have a trait for perma swiftness that’s way better than those petty signets
We’ve got trait that increased MS by 25% while in combat.
@Clip- which is the trait for perma swiftness?
Speed kit,
each time you switch to a kit, you get 5 sec of swift.
If you use med kit, you get 5 sec of swift from traits and you can use the #5 for +10 sec of swiftness. You just keep switchign into kit for perma swiftness.
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We have power shoes for 25% more speed in battle and speedy kits for infinite swiftness in and outside it. I think we’re good.
Which trait is it? And thx for the info guys, I didnt know it.
I dont think we’ll ever see signets on engineers as they are, which is a shame. But im hoping we get something like signets but with an engineer twist. Instead of stat enhancing signets, we could get passive weapon and armor mods. A turret mod could be mounted on an engies shoulder and it would auto attack every so often…or something like that.
Okay that was a little off topic but hey an engineer can dream.
^^ agree, something special should be there for the underdogs
erm, asking for speed buff on a perma swiftness/vigor profession …
SERIOUSLY ???!!!
WHY waste a slot on a signet skill when we get swiftness from equipping any kit ?(perma swift) AND with another trait : swiftness triggers vigor.
This (in my eyes) is about the only redeeming feature of this proffession- it allowed me to mine in areas 20 lvls higher (with turrets purely for diversion/delaying) very handy for my low lvl jeweller alt
SERIOUSLY ???!!!
WHY waste a slot on a signet skill when we get swiftness from equipping any kit ?(perma swift) AND with another trait : swiftness triggers vigor.
This (in my eyes) is about the only redeeming feature of this proffession- it allowed me to mine in areas 20 lvls higher (with turrets purely for diversion/delaying) very handy for my low lvl jeweller alt
Because perhaps not everyone wants to spec 10pts into tools?
Thats the difference. We get our speed, but its all from traits. 10pts into tools atleast, and requires constant button mashing, but you do get a bit more speed out of it.
Or a master trait in inventions iirc (30pts) to get what every other profession gets as a basic signet.
Switching to a signet and getting a nice speedboost while you run around for your gathering or pve or just to cover a distance is easy, requires no real sacrifice and gives you a comfortable speed boost for when you dont need that slot for something else.
But you cannot go around changing your whole spec on the fly. Either you have access to the trait by speccing a certain way, or you dont.
(edited by Terrahero.9358)
Also elixier builds can get perma swiftness. And if u don’t feel like spending 10 points into tools, use rune of centaure to get perma speed.
I realy don’t agree with this topic – we don’t need more speed. Maybe a charge or fast jump… but srlsy no more speed.
lol true you have to spend 10 points in a trait (and equip a kit) to get it – but at least that is an option
“Or a master trait in inventions iirc (30pts) to get what every other profession gets as a basic signet.”
– Basic signet – can you please show this signet to mesmers and guardians ! -
Signets are bad. 5-signet dudes are the worst kind of players.
I’m really glad we don’t have this stuff.
You have to spend 10 points and you’re not considering speed signets can stack with swiftness.
Absolutely. It’s kinda insulting that we absolutely HAVE to have three traits all costing about 40 points to get in every build we have just to keep up with the speed of other classes. There isn’t a build out there for pvp that doesn’t require that we have one of these. And if we try to live without these in pve we end up using our buffs we need for other things just to run up to the fight to catch up to everyone only to end up underbuffed to cause much damage ending up with a lower rating for the events.
Like if we’re supposed to be so versatile why are we being forced to take up these traits to succeed when any other class can just put a seal or signet on and bam instant speed boost.
Infused Shots, Power Shoes, Speedy Kits, Invigorating Speed. All a must for pve pvp builds that work well. Yet ranger gets an easy 5 point vigor 50% regen buff instantly, thief gets a return on their endurance automatically when dodging for about 15 points.
Here’s what I’d like to see in traits. I see this kind of thing all the time in the other two classes (I only play adventurer classes pve btw).
- speed boost with rocket boots on (make it act like a signet)
- traits that match the other two classes in where these abilities are. (no more having to use 30 points to get the 50% endurance regen instead make it like rangers, make it cost 5) (give us automatic abilities like throwing out glue globs when we dodge, give us a better defense from stuns right now we get only protection or cloaking but we really don’t get anything good. Rangers get the ability to activate regen and have the stun given to their pet instead, thieves can completely just teleport away entirely and go into stealth instantly, while we are just forced to stand there and take it even with 33% protection at the time it just doesn’t work the same)
I think I’m going to spend some time this week going over the traits of the other two adventurer classes and making a document with revised traits for engineers placing the traits in similar locations (where they should be placed for some builds) with suggestions for revised traits that match the functionality of the other adventurer classes. Hopefully they will accept my post in the suggestions forum when I’m done.
tl;dr available at the end
You have to spend 10 points and you’re not considering speed signets can stack with swiftness.
that is not entirely correct, speed buffs only stack to a max of +33%
so someone with swiftness moves at the same speed as someone with swiftness and any other speed increase. You can only run faster if a single skill gives more than +33%. This has been this way since Beta (actually since GW1 but that’s beside the point)
I really like that we have the chance (multiple even) to get increased movement speed without having to sacrifice a utility slot.
I think spending 10 points is a lot “cheaper” than bringing a utility skill which you don’t even really want to actively use because the active part is probably awful and you lose the passive speed when you do (bla bla ele has a trait to keep the passive part even when the signet is on cd bla bla – this is a (grandmaster) trait so doesn’t really count)
And utility slots are more valuable to us than to other classes because we get our “Weapon swap” from kits and all utility skills give us an additional tool belt skill. So you actually WANT to have as much utility customization options available as possible. It would really suck if we had to bring the “must have move speed Signet” just to keep up and run around with a skill we don’t use and a tool belt skill that might suck.
So considering that:
permanent swiftness > permanent 25% and
swiftness = swiftness + permanent 25%
i would say that we don’t really need a movement speed signet
PS. if you don’t use a kit – well tough luck. That’s almost like not using weapon swap on other classes so you are probably doing it wrong. (Don’t flame – just my opinion)
tl;dr: Having no signet is absolutely fine because: Permanent swiftness > REST
tl;dr available at the end
You have to spend 10 points and you’re not considering speed signets can stack with swiftness.
that is not entirely correct, speed buffs only stack to a max of +33%
so someone with swiftness moves at the same speed as someone with swiftness and any other speed increase. You can only run faster if a single skill gives more than +33%. This has been this way since Beta (actually since GW1 but that’s beside the point)I really like that we have the chance (multiple even) to get increased movement speed without having to sacrifice a utility slot.
I think spending 10 points is a lot “cheaper” than bringing a utility skill which you don’t even really want to actively use because the active part is probably awful and you lose the passive speed when you do (bla bla ele has a trait to keep the passive part even when the signet is on cd bla bla – this is a (grandmaster) trait so doesn’t really count)And utility slots are more valuable to us than to other classes because we get our “Weapon swap” from kits and all utility skills give us an additional tool belt skill. So you actually WANT to have as much utility customization options available as possible. It would really suck if we had to bring the “must have move speed Signet” just to keep up and run around with a skill we don’t use and a tool belt skill that might suck.
So considering that:
permanent swiftness > permanent 25% and
swiftness = swiftness + permanent 25%
i would say that we don’t really need a movement speed signetPS. if you don’t use a kit – well tough luck. That’s almost like not using weapon swap on other classes so you are probably doing it wrong. (Don’t flame – just my opinion)
tl;dr: Having no signet is absolutely fine because: Permanent swiftness > REST
I’m with this guy pretty much. A signet would have to have an incredibly useful utility or active (with a low cooldown) to justify it replacing a weapon kit with five skills + a utility belt skill.
Utility slots are even more precious to engineers than other classes, as they’re our version of a weapon swap.
I wouldn’t argue against dropping Signets to 20% for all classes though… 25% is pretty close to Swiftness speeds, makes the boon slightly less useful. That’s an entirely different topic though.
For the toast!
tl;dr available at the end
You have to spend 10 points and you’re not considering speed signets can stack with swiftness.
that is not entirely correct, speed buffs only stack to a max of +33%
so someone with swiftness moves at the same speed as someone with swiftness and any other speed increase. You can only run faster if a single skill gives more than +33%. This has been this way since Beta (actually since GW1 but that’s beside the point)I really like that we have the chance (multiple even) to get increased movement speed without having to sacrifice a utility slot.
I think spending 10 points is a lot “cheaper” than bringing a utility skill which you don’t even really want to actively use because the active part is probably awful and you lose the passive speed when you do (bla bla ele has a trait to keep the passive part even when the signet is on cd bla bla – this is a (grandmaster) trait so doesn’t really count)And utility slots are more valuable to us than to other classes because we get our “Weapon swap” from kits and all utility skills give us an additional tool belt skill. So you actually WANT to have as much utility customization options available as possible. It would really suck if we had to bring the “must have move speed Signet” just to keep up and run around with a skill we don’t use and a tool belt skill that might suck.
So considering that:
permanent swiftness > permanent 25% and
swiftness = swiftness + permanent 25%
i would say that we don’t really need a movement speed signetPS. if you don’t use a kit – well tough luck. That’s almost like not using weapon swap on other classes so you are probably doing it wrong. (Don’t flame – just my opinion)
tl;dr: Having no signet is absolutely fine because: Permanent swiftness > REST
I’m with this guy pretty much. A signet would have to have an incredibly useful utility or active (with a low cooldown) to justify it replacing a weapon kit with five skills + a utility belt skill.
Utility slots are even more precious to engineers than other classes, as they’re our version of a weapon swap.
I wouldn’t argue against dropping Signets to 20% for all classes though… 25% is pretty close to Swiftness speeds, makes the boon slightly less useful. That’s an entirely different topic though.
Well then make the trait a permabuff when using a kit. Simple, instead of relying on cliks and crits all the time. Put it with some other trait everyone definitely uses in two lines.
tigirius said:
“Yet ranger gets an easy 5 point vigor 50% regen buff instantly, thief gets a return on their endurance automatically when dodging for about 15 points.”
Rangers may get a bonus 50% regen rate as a 5 point trait level. Fine.
Engineers, however, get 10% of their endurance back anytime they use a toolbelt skill. If you want to blow your load in toolbelt skills, you could effectively have an extra dodge right after the first two.
This is in addition to the increased recharge rate of toolbelt skills in the same line as the regen on toolbelt skill use trait. Down the line we can get the 50% bonus regen rate, as well as the ability to instantly refresh your toolbelt skills at 25 health.
We actually get the better deal when it comes to endurance regen for dodging.
If you want more endurance regen you can always get vigor on swiftness, which is a 10-point trait in Alchemy. It can be activated every 5 seconds, which lines up with both swiftness trait CDs (on crit in Firearms line, and on kit equip in Tools).
All in all, if traited we can keep up a 250% endurance regen indefinitely (a dodge available every 4 seconds), in addition to instantly getting a bump in endurance for every toolbelt skill.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
(edited by Sporadicus.1028)
tigirius said:
“Yet ranger gets an easy 5 point vigor 50% regen buff instantly, thief gets a return on their endurance automatically when dodging for about 15 points.”
Rangers may get a bonus 50% regen rate as a 5 point trait level. Fine.
Engineers, however, get 10% of their endurance back anytime they use a toolbelt skill. If you want to blow your load in toolbelt skills, you could effectively have an extra dodge right after the first two.
This is in addition to the increased recharge rate of toolbelt skills in the same line as the regen on toolbelt skill use trait. Down the line we can get the 50% bonus regen rate, as well as the ability to instantly refresh your toolbelt skills at 25 health.
We actually get the better deal when it comes to endurance regen for dodging.
If you want more endurance regen you can always get vigor on swiftness, which is a 10-point trait in Alchemy. It can be activated every 5 seconds, which lines up with both swiftness trait CDs (on crit in Firearms line, and on kit equip in Tools).
All in all, if traited we can keep up a 250% endurance regen indefinitely (a dodge available every 4 seconds), in addition to instantly getting a bump in endurance for every toolbelt skill.
My point which you obviously missed, was that engineer trait lines were just thrown together at the last minute. At no time should any profession have to spend 30 points to get the 50% boon. It doesn’t make any sense notably because there are soooo many other more useful tools to put in that grandmaster trait line for the benefit of the type of damage builds that would use that line all the way across.
I haven’t done the revamp suggestion thread yet it’s coming tho.
The boon only gives you a 50% recharge rate, which is a 7.5% FLAT regen rate, which reduces the time for another dodge to every 7 seconds. We can boost recharge our endurance with 5 points if we wanted to. This is like an “in case of emergency, here’s a free dodge” at 5 points instead of “In case of emergency, wait just a little shorter than normal.”
They also took into consideration that we have the choice to have an nigh-infinite source of vigor and swiftness through traits, AND have the choice of an elixir that can refill your endurance fully.
This part was thought through.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
(edited by Sporadicus.1028)
The 30 points for 50% endurance regen does not stack with vigor. Vigor is the quickest regen for endurance. As I’ve said before for 20 points to get perma swift and vigor- i believe we are the only proffession that gets it that cheap?
Personally i would just love Flamethrower and Blowtorch to hit the Big Cat Target without having to move camera angle
Now that sigils work with kits, does that mean the on-weapon-swap energy recharge sigil is triggered by changing to a kit ?
On-swap sigils are supposed to work when we swap kits.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play