Sniper kit! For the love of heaven, please!

Sniper kit! For the love of heaven, please!

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Posted by: MrForz.1953

MrForz.1953

I admit that the whole sniper concept won’t hit live ever, but I suppose I could dream of that oversized and customized (and maybe stationnary, even encouraged) long range rifle kit that would use an Elite slot, I wouldn’t really care how overpowered or weak it is as long as it remains able to f- sh- up with it, which is the primary role of an Engineer after all.

The fact that it screams ‘sniper’ is simply because of the extended technological abilities we have, it’s industrial, we build machines; weapons, gadgets and drink potions to compensate our lack of supernatural abilities in every area. So, why not this?

Besides there were many debates, everywhere. Most likely Thieves wanted such an ability too because they were assassins blah blah blah and Engineers are clumsy with their guns and stuff blah blah blah.

Disgruntled Charr Engineer and Thief – Jade Quarry.

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Posted by: Penguin.5197

Penguin.5197

I admit that the whole sniper concept won’t hit live ever, but I suppose I could dream of that oversized and customized (and maybe stationnary, even encouraged) long range rifle kit that would use an Elite slot, I wouldn’t really care how overpowered or weak it is as long as it remains able to f- sh- up with it, which is the primary role of an Engineer after all.

The fact that it screams ‘sniper’ is simply because of the extended technological abilities we have, it’s industrial, we build machines; weapons, gadgets and drink potions to compensate our lack of supernatural abilities in every area. So, why not this?

Besides there were many debates, everywhere. Most likely Thieves wanted such an ability too because they were assassins blah blah blah and Engineers are clumsy with their guns and stuff blah blah blah.

Also on rangers, because according to them..they are army rangers or something. I have fun reading those threads lol Most likely no one will get sniper skills though unless they make a new type of rifle. Then we all get it.

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Posted by: Goloith.6349

Goloith.6349

My personal opinion is that they need to give the existing kits a true identity and not a hodge podge of condition and damage.

I could see a Sniper kit filling in the role for damage builds and turn grenade kit into a condition kit. I like to see grenades #1 apply 2x bleed #2 burn and adjust the damage down to compensate for the 2x bleed.

This damage builds get a great kit and so do condition. Both would have equal range too.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

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Posted by: Spracket.9604

Spracket.9604

I was really happy when these threads finally died. There used to be at least 3 “zomg sniper kit” threads on the first page. It was such a relief to see them disappear. I guess since this is the only one it’s less annoying, but it still doesn’t make any sense.

Warmaster Striketail: Watch and learn, bookworms. This is how you fire a cannon!
Creator Flinkk: You’d have nothing to fire if I hadn’t built the device!

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Posted by: Entropy.4732

Entropy.4732

I was really happy when these threads finally died. There used to be at least 3 “zomg sniper kit” threads on the first page. It was such a relief to see them disappear. I guess since this is the only one it’s less annoying, but it still doesn’t make any sense.

Thanks Spracket! You’ve more than earned this wet blanket. I’ll just wrap it up for you here… one sec.

Styx Hemlock – Sylvari Mesmer – TFG – NSP

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Posted by: Vincentino.9427

Vincentino.9427

Just my 2cents, I agree with a bunch of other people that the class needs polished. But as an idea, I think a Sniper Kit would be great to throw out there.

My take on the Kit would be based on what would make it different as a kit/weapon.
As of right now, we don’t have a way to deal extremely high amounts of damage to a single target at huge range. Obiviously, a high damage weapon with extreme range would have to be balanced, to this end here’s my take on the Sniper Kit:

1) Boom…
-Fire a shot from your Sniper Rifle. Applies 4 stacks of bleed.
Range: 1500
(2 sec cooldown)

2: Headshot!
-Your next shot has a 100% critical hit chance if the target is below 50% health. Also Stuns for 1 sec. Also Applies 3 stacks of Confusion for 5 sec.
(10 sec. cooldown)

3: Aim Down Sight
-Stance: Aimed Shot. 1/2 sec channel to activate
You move at 50% speed, but your range is extended by 300 units. Your shots also pass through other targets (without dealing damage) to hit your intended target. When first activated, your current target has 5 stacks of vulnerability applied. Cooldown begins when you deactivate the stance. Stacks with the stance from Deploy Bipod.
(10 sec. cooldown)

4: Deploy Bipod
-Stance: Deployed Bipod. 3 sec channel to activate.
You are rooted, including the direction you are facing, but your range is extended by 500 units. Cooldown begins when you deactivate the stance. Stacks with the stance from Aim Down Sight.
(10 sec cooldown)

5: Call Missile Barrage
-5 second channel to activate. Designate an area for bombardment via ground targeting. After a 5 second delay, bombardment of a large area begins for 10 seconds.
(60 sec cooldown)

Toolbelt Skill: .50 caliber bullet
-Next attack will critically hit, pierce targets, and apply 4 stacks of bleed to all targets. (60 sec cooldown)

New Traits:
Tier 3 Firearms
Designated Marksman: Lowers Sniper Kit cooldowns by 20%. Also, Aim Down Sight stance doesn’t cause a decrease in movement speed.

Tier 3 Explosives
Make it Rain: Lowers the cooldown of Call Missile Barrage by 33% (does not stack with Designated Marksman, though will override the 20% decrease). Also lowers the channel time of activating Call Missile Barrage by 50%.

Tier 3 Tools
Enhanced Battle Rifle: Lowers the cooldown of the basic attack of the Sniper kit by 50%. Decreases the range of the kit by 300 units, and decreases the base damage.

Base Range would be 1200. So if you use the E.B.R, the range is 900. If you have E.B.R. in Aimed and Bipod stance, you’d have 1700 range. If you don’t use E.B.R. and you have Aimed and Bipod stance, you’d have 2000 range.

The goal of the kit is to turn allow an engineer to sick waaaaay back and shoot away. Utilizing kit specific stances to increase effectiveness of the weapon. The base damage of the kit would have to be fiddled with to ensure balance. This kit is definitely a glass cannon build like the Grenade kit, but you sacrifice mobility to achieve higher ranges.

(edited by Vincentino.9427)

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Posted by: Chickenshoes.6250

Chickenshoes.6250

Like those rifle-enemies in CM the sniper victim could have a target appear at his feet so he knows when he’s being aimed at. That could give him time to guard, dodge, or get behind something.

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Posted by: nakoda.4213

nakoda.4213

the modern steam punk engineer archetype is an evolution of the mad hatter archetype.

absolutely we are tinkerers, gadgeteers, and explosives exp...well we like to.blow thimgs up.

but stationary, quiet, boomsticks? i just cant see it.

frankly, the abovr comment about "army rangers" is why warrior does in fact fit the role of sniper more than any other profession.

engie rifle is shotgun-like and not a shotgun because anet probaaly didnt have time or resources to make another weapon class, especially one specific to just one profession, sobwe get a rifle instead. but shotgun certainly fits the bill more than a rifle, and especially more than a sniper.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

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Posted by: Penguin.5197

Penguin.5197

Even though engineers are usually thought of people with shotguns and smgs in videogames, the engineers in here are different and in gw2 have a very steampunk feel to them. They are in a sort of medieval era, and Their gadgets are not electrical but use various gears, most notable in turrets, to help them out. Engies here are basically steampunk.

Also a notable steampunk character with a sniper: Caitlyn

Attachments:

(edited by Penguin.5197)

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Posted by: Entropy.4732

Entropy.4732

the modern steam punk engineer archetype is an evolution of the mad hatter archetype.

absolutely we are tinkerers, gadgeteers, and explosives exp…well we like to.blow thimgs up.

but stationary, quiet, boomsticks? i just cant see it.

frankly, the abovr comment about “army rangers” is why warrior does in fact fit the role of sniper more than any other profession.

engie rifle is shotgun-like and not a shotgun because anet probaaly didnt have time or resources to make another weapon class, especially one specific to just one profession, sobwe get a rifle instead. but shotgun certainly fits the bill more than a rifle, and especially more than a sniper.

Doc Brown begs to differ. The only class in a fantastical or old world setting who WOULD have a sniper rifle would be the mad inventors. No dim-bulb warrior could master the technology of magnification, wind resistance, or bullet drop.

Attachments:

Styx Hemlock – Sylvari Mesmer – TFG – NSP

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

What if Sniper Kit was ground targeted? For your super awesome aim, you get great damage and conditions! *Because these are ground targeted, they would have a tiny AoE to them.

Quick Shot
Deals damage and pierces.
1.5 cast time.
800 damage
1,500 range

Stunning Snipe
Deals damage and stuns.
1/2s cast time.
30s recharge time.
3000 damage.
2 second stun
1,500 range
Ground targeted skill
AoE: 50

Crippling Snipe
Deal damage and cripple your foe.
2s cast time.
15s recharge time.
1000 damage.
10 second cripple
1,500 range
Ground Targeted Skill
AoE: 50

Long Shot
Fire a bullet that has an extremely long range.
4s cast time
20s recharge time
1500 damage
2,200 range
Ground Targeted Skill
AoE: 50

Sniper’s Perch
You are immobilized for 10 seconds. Your sniper shots will always critical and cause burning for 2 seconds.
2s casting time
Burning Damage 1,000

Kit Refinement Skill
Surprise Shot from rifle turret

Main: Raine Avina (Engineer)
Message me any time in game.

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Posted by: Creld.8702

Creld.8702

Right. First, no. Second, there was already a class for this, and it’s pretty obvious why they chose to drop the idea (http://wiki.guildwars2.com/wiki/Commando). The engineers currently in game are, lore-wise, based on charr technology, specifically Iron Legion (why an asura is using charr gear is another question). Charr tend to avoid the sit quietly, long ranged options, with the exception of equipment that creates sizable impact craters (big cannons, grenades). They prefer, even in an advanced role, to be up close and personal (the rifle is a shotgun, period. Solid slug, bird-shot, a net and an explosive round to get in close, and an explosive shot that can knock you on your kitten reminiscent a few old westerns, and our other options are also fairly close ranged or designed to survive it).

So, with this in mind, lets look at some of the ideas presented here…

Long range, immobile, 1-shot burst abilities- None of it goes along with anet’s stated idea for the engineer. We are a ‘support’ focused class, meaning lower top end damage in favor of group support and arguably better survivability (try the tank-cat build sometime). The game is meant to be highly mobile, with few long LoSs in sPvP, and an emphasis on evading in PvE/dungeons.

Stationary invisibility: Thieves had an ability with permanent invisibility that was trashed due to its excessive value (op-ness) in wvw. The alternative often mentioned in this thread is a few seconds of invisibility (a ghillie suit that apparently only lasts for a moment or two). While not out of the question on its own, it has two drawbacks… We already have a short, mobile invisibility that also stealths allies around us, and two, it would make a fire→immediately stealth combo. Again, looking at wvw, this would be extremely powerful, as, when coupled with the range, it would allow engineers to fire into clashing zergs and then go invisible before they can be retaliated against.

Finally, random things relating to modern day/CoD-type shooters, including, but not limited to, missile barrage, ADS, bipods, and ghillie suits. Please don’t mention these. I do like this thread, I don’t hate the concept of engineers actually having long range abilities besides the grenade, but leave the CoD out of it.

All that being said…

1- Body Shot
1 Sec cast- normal damage
12-1500 range

2- Quick shot
1/4 sec cast- lower damage, cripple
800-1000 range

3- Aimed shot
3 sec cast- High damage
12-1500 range

4- “Run away!” -channel the french
1/4 sec cast- 5 sec swiftness
300 range, self buff

5- Red button
throw and detonate the weapon- unequips the kit, aoe moderate damage, not ground targetted
600 range

Make it an elite, so I don’t have to think of a toolbelt.

Also, favorite idea was the bunny-gun. Just saying.

Asura Engineer- Aelara Fole

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Posted by: Chickenshoes.6250

Chickenshoes.6250

Charr have sniper rifles. There are some mounted ones on the ogre watchtower in the charr starter zone. You can use them to hit the various ogre destructibles like a truck at very long ranges. This makes them entirely possible and thematic for engineers.

Stationary stealth would not be OP on a class that can’t chain stealth abilities together. On a thief permanent stationary stealth is OP because he can escape with one of his various escape → stealth combos, and then just sit somewhere off to the side permanently, and then wait for another one of his mobile stealth abilities to come off cooldown to allow him to keep moving.

To do something similar, the engineer would either have to rely on a 50/50 stealth from toss elixir S, a 33% chance at veil from toss elixir U, or a blast finisher in a smoke field from bomb kit, flame turret, or Toss elixir U’s smokescreen. After he moves with his full 3 seconds of stealth in a direction, he could then use ghillie suit. This would require at least 2 utility slots, and the engineer would be immobile afterwards unlike the thief and screwed if the enemy knows about this and just AoEs for the engineer.

Not to mention leaving guillie suit mode should trigger a cooldown. The engineer would be unable to pop out of stealth, rotate in a huge burst, utilize a utility stealth, and then re-enter permanent invisibility.

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Posted by: Aristio.2784

Aristio.2784

Right. First, no. Second, there was already a class for this, and it’s pretty obvious why they chose to drop the idea (http://wiki.guildwars2.com/wiki/Commando).

Wait.

You think the Commando class was “dropped” for Engineer?

What is this, I don’t even.

Also:

missile barrage

http://wiki.guildwars2.com/wiki/Artillery_Barrage

(edited by Aristio.2784)

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Posted by: Entropy.4732

Entropy.4732

Right. First, no. Second, there was already a class for this, and it’s pretty obvious why they chose to drop the idea (http://wiki.guildwars2.com/wiki/Commando). The engineers currently in game are, lore-wise, based on charr technology, specifically Iron Legion (why an asura is using charr gear is another question).

Commando was an april fool’s joke by Anet. Not a real class they considered and dropped.

SECOND as an Asura Engineer, I take the gravest exception to the notion that Eng is Charr tech only. So many skills fit with Asura. Rocket Boots? Slick Shoes? Analyze? Elixirs… Elixir gun, etc. What SYLVARI are doing playing engineer is beyond me. But ASURA??? Keep your hands off my flamethrower, Bookah!

Third! Awesome design ideas by everyone! Maybe the dev’s will take notice….

Styx Hemlock – Sylvari Mesmer – TFG – NSP

(edited by Entropy.4732)

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Posted by: Loverboy.9417

Loverboy.9417

Instead of making a brand new kit and stuff just for a sniper rifle, how about a weapon mod utility that changes how the rifle and main hand pistol attacks? Weapon mod changes Rifle to sniper rifle and changes pistol to like a laser gun or phaser. Mod would change the gun appearance and you’ll wear a sniper like backpack when you have rifle and a big ole battery when you have pistol. 1-5 skill changes. CD on weapon mod when you switch out.

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Posted by: Taril.8619

Taril.8619

Ehhh… I was thinking about what I’d do to make a Sniper Kit Elite skill, including aspects of what the Engineer profession is about – Versatility, Support etc.

I came up with an idea to have a #5 ability that alters how the 1-4 abilities function:

So my ideas

5 – Swaps the current loaded ammunition. Armour Piercing – Hollow Point – Charged. The skill has no cooldown (Doesn’t reset ability cooldowns) and swaps to the next ammo (AP > HP > C > AP > HP > C etc)

4 – Active Defence (1 second cast) [800 – 1200 range]
Armour Piercing – Places a wall of reflective steel down that reflect projectiles.
Hollow Point – Throw down a wall of Caltrops that applies Cripple and Bleeding to foes that pass through it.
Charged – Places a static field down that stun foes that pass over it (Lightning Field)

3 – Burst fire (2 second channel) [800 – 1000 range]
Armour Piercing – Fire 4 shots into the target that cause moderate damage and pierce – also pushes you back (No knockdown)
Hollow Point – Fire 4 shots into the target that cause low damage but apply 2 stacks of bleed – also pushes you back (No knockdown)
Charged – Fire 4 shots into the target that cause low damage but apply Vulnerability, Blindness and a chance for Daze to enemies they bounce to – also pushes you back (No knockdown)

2 – Snipe (3 second cast) [1500-1800 range]
Armour Piercing – High damage and extra critical chance pierces the target.
Hollow Point – Moderate damage and causes 4-5 stacks of bleed.
Charged – Moderate damage but causes Daze and Blindness on targets it bounces to.

1 – Quick Shot (1/2 second cast) [1200-1500 range]
Armour Piercing – Provides moderate damage and pierces the target.
Hollow Point – Provides low damage but creates a stack of bleed on the target (5-6 seconds)
Charged – Provides moderate damage and bounces between targets.

Sort of having Armour Piercing providing a high burst damage and some limited AoE, Hollow Point being available to use in Condition Builds while Charged ammo being a controlling support ammunition with the ability to swap between them to get certain effects for some skills.

“Pull the trigger, move out ahead,
There’s two kinds of people… The quick and the dead”

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Posted by: Durzlla.6295

Durzlla.6295

So far I gotta say that I like Tarils sniper kit the best.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Azimuth.7091

Azimuth.7091

I think your heart is in the right spot but your idea as not.
there is no need for new kits at all, the kits we have are fine we just need a damage change and for our sigils to work on our kits. things will be better for the noobs for the class. but true engineers, like the guy who made Tank-cat or Con-overload those guys made something out of nothing and i thing you guys should study the class more and do the same. because my build is doing fine without and changes. and i have been using it sense lvl 30.

Galvon Engineer 80 / Sor/
TWL
LOL, Who still use Runes

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Posted by: Creld.8702

Creld.8702

Now I remember why I don’t type while inebriated at 4 in the morning…

I mentioned the commando as proof anet had considered this idea a joke and would likely not implement it, not as commando having been an alternative to engineer. Also, Entrophy is correct to a degree, if I can find the kitten link, elixirs are asuran. Gadgets, I have no clue, and I’m fairly certain the kits are all charr tech, along with the turrets (http://www.wartower.de/artikel/artikel.php?id=562). FT/EG may be some amalgamation of both groups, as I can’t find anything on their source at the moment (respond with a link if you find anything!).

I still maintain the ranged damage sniper kits would be capable of are both contrary to the class’s stated design (https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/first#post999247), and nearly game breaking in WvW. As to charr having sniper rifles… Congratulations! You got your wish! No2 just stay in the plains of ashford forever with your sniper. Joking. Still, I can’t find anything related to them on the wiki or in Ashford, so someone needs to point us in the right direction there.

Also, find a new name for ghillie suit. Every time someone says that in this thread, I want to just yell, “GO BACK TO COD YOU NOOB!” Nothing against snipers, or anything, but too much association there. Also, we already have walking bushes. They’re called Sylvari.

Finally, I concede Missile barrage to Aristio. Never played a charr to 30, and now I feel dumb. Though, if it’s a racial elite, we probably wouldn’t see it on an profession’s kit.

Asura Engineer- Aelara Fole

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ll give my two cents: First i agree that it should be an elite skill. It could work similar to the charzooka, 26 charges, the ammount of charges removed depends on the attack i say 9 for the aimed shot, 4 for smoke vent, 3 for concussive shot, 2 for disabling shot and one for quickshot. You have to spend all the charges for it to go on cool down, but you can switch out of it and the charges remain the same.

Sniper Kit

1: Quickshot – 1s CD, maximum of 1500 range, deals more damage to further targets.
2: Disabling Shot – 15s CD, 1200 range, cripple+knockdown, almost zero damage.
3: Concussive Shot – 20s CD, 1500 range, medium damage+2s daze+2 confusion.
4: Smoke vent -30s CD, 5s Stealh+ 7s Imobilized
5: Aimed shot – 4s cast time, 35s CD, High damage similar to killshot.

Traits: Kit refinement skill is the smoke vent(50s CD), the trait elite suplies will make all sniper attacks pierce.

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Posted by: JabLock.8490

JabLock.8490

I’d like to see an Assault Rifle kit, or a mech suit/gundam kit that we could pilot, hahahah!

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Posted by: Juicymarmalade.3187

Juicymarmalade.3187

I think for a headshot skill it could have a 50% chance to instantly kill a target if they are below 50% health, or just be a very powerful shot if they’re above 50% health.

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Posted by: Vincentino.9427

Vincentino.9427

Asurans have a mech suit as an ELite.

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Posted by: Welswift.9813

Welswift.9813

Just makes me love the rifle as we have it now. I wouldn’t be against a kit like that, but leave it to the warriors to use rifles so unoriginally. When a warrior grabs a rifle, he has to kneel down to get a good shot. When an engineer grabs a rifle, he packs in the powder and flies across the battle field, netting, exploding, and strait up face blowing everyone’s faces left and right. Sure, give me a sniper rifle, but who knows how I will use it!

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Posted by: Daigle.8497

Daigle.8497

Asurans have a mech suit as an ELite.

More like a mobile coffin atm =/

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Posted by: Penguin.5197

Penguin.5197

Asurans have a mech suit as an ELite.

More like a mobile coffin atm =/

Well to be fair…All mechs from any anime/game are mobile coffins. Get shot in any of them and they all blow up hard. Just look at gundam :P

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Posted by: Daigle.8497

Daigle.8497

Asurans have a mech suit as an ELite.

More like a mobile coffin atm =/

Well to be fair…All mechs from any anime/game are mobile coffins. Get shot in any of them and they all blow up hard. Just look at gundam :P

That’s quite true, but one actually earned that nickname, and this one kinda comes close

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Posted by: Thenoob.1480

Thenoob.1480

In case anyone is wondering, staff elementalists can reach 1500 range untraited, the bug I guess has been around since launch but no one seemed to care, Fireball and Water Blast are both listed by tooltip as 1200 range, both can hit targets at 1500, or further.
So in terms of making a sniper class, Anet already did, by a bug that they ignore.
https://forum-en.gw2archive.eu/forum/support/bugs/Fireball-range-1500
If you don’t believe me try it yourself, the 2nd ability in both fire and water attunement is an aoe ranged at 1200 to give you a measuring stick. Either use the dummies in Lion’s Arch or the golems in the mists.

Fun Police – Sea of Sorrows

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Posted by: XerxesBlack.5892

XerxesBlack.5892

Neat idea. But I myself think it would be more viable for our current mortar to be turned into a kit that we can pull out and use. As it is now it is weak and highly situational. It would be awesome as an elite kit with those charges you mentioned that only go on cool down when all of them are gone.

some ideas I’ve had for it.
range of 1200-1500 (possibly longer)
gain stability but -50% movement speed
Keep the current attacks but lower the CDs and/or up the damage.

I like the sniper kit idea, but I can’t see them taking out the mortar (as crappy as it is right now) to replace it or just giving us 1 elite more than everyone else.

Beaks N Talons [NERF] – Engineer of the great and mighty Fort Engineer guild!

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Posted by: SilverWF.4789

SilverWF.4789

We needs in fixing our current kits, not the new ones.

#SAVEDONBASS from Ukraine!
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)

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Posted by: Entropy.4732

Entropy.4732

Neat idea. But I myself think it would be more viable for our current mortar to be turned into a kit that we can pull out and use. As it is now it is weak and highly situational. It would be awesome as an elite kit with those charges you mentioned that only go on cool down when all of them are gone.

some ideas I’ve had for it.
range of 1200-1500 (possibly longer)
gain stability but -50% movement speed
Keep the current attacks but lower the CDs and/or up the damage.

I like the sniper kit idea, but I can’t see them taking out the mortar (as crappy as it is right now) to replace it or just giving us 1 elite more than everyone else.

Well, one easy way to fix mortar would be to allow it to be affected by our traits, armor + weapon stats and sigils. And allow it to crit. Or up the damage drastically.

Right now Mortar is like a big target that roots you to the ground and says: “Kill me! Here I am! Drop your AOE here, buddy!” Grenade kit can do everything better. Plus the range is so short, as you point out, which is the opposite of what a mortar actually does (long range, high dam). Frankly, I think there’s too much bad about the Mortar than good. Replacing it with a new kit will not only rebalance our class and open up the possibility of new builds, it will attract more people to the Engineer class. The trouble right now, from a dev perspective, is that almost no one plays our class. Seeing another engineer is like spotting a yeti. We need to drum up participation and a sniper kit (or buzzsaw kit) could do it.

Another solution, if you don’t want to add another kit, is to add a kit slot. This slot would be added on the toolbelt and would free up a utility slot so we could make more complex builds and use one more ability. See, the problem with the kit concept is that we have to sacrifice utility slots for our kits. Which really restricts our already limited slot space. But an elite kit will also have that “clear up” effect on the skill bars.

Styx Hemlock – Sylvari Mesmer – TFG – NSP