I just want to share some ideas for putting kit refinement back into use.
Med Kit:
Expunge Poison – Cures poison, release a cloud of noxious gas to poison nearby foes, similar to grenade kit skill 5.
Uses – Allows for full healing from drops when switched to and can give weakness with blasts and leaps.
Grenade Kit
Glue Grenade – Drop a grenade that creates a puddle of glue, immobilizing and crippling nearby foes, similar to bomb skill 5.
Uses – Allows for easier aiming, kiting and escapes.
Bomb Kit
Magnetic Bomb – Set a timed charge that pulls nearby foes, similar to tool kit skill 5.
Uses – Makes sure your bombs have a better chance of people being in them and more crowd control.
Tool Kit:
Super Elixir – Drop an elixir orb, healing nearby allies on impact and creating an area of continual healing, similar to elixir gun 5.
Uses – When switched to for blocking, gives healing and removes a condition going through it.
Elixir Gun:
Smoke Vent – Vent smoke from your elixir gun blinding nearby foes, similar to flame-thrower 5.
Uses – Allows for easier escapes with about face>acid bomb, potentially stopping stuns/dazes/immobilizes from hitting you in the animation time.
Flame-thrower:
Drop Stimulant – Drop a stimulant that grants fury and swiftness, similar to med kit 5.
Uses – More damage and stick potential.
Creating these effects does not trigger the cool-downs of the associated skills, if any.
All kit skills are on a separate recharge (30 seconds).
All kit skills only trigger while in combat.
Possible movement up to grandmaster tier, if so move gadgeteer down to master trait.
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