[Suggestion] Engineers need more weapons
We have like pistol, shield and rifle… 3 weapons. Two years and only 3 weapons for engs still. This is a little bit sad.
And a lot of the time they don’t even use those! yay kits.
We need hammers like Cid in FFIV
Fort Aspenwood
Maces would also be cool. Then Engineers would be able to use that wrench mace skin. Instead of just the kit.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Priorities, what to do?
Spend hours with dye
Engi’s dont need more weapons, Thats what kits are for.
Engi’s dont need more weapons, Thats what kits are for.
no
Fort Aspenwood
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
what we have here from many of the comments is a l2p issue. you have no idea how limited engineers are until you play them. going from playing warrior to playing engineer is like going from one end of a spectrum to another. one has all the weapons in the universe, one has 3.
some of us don’t like kits, myself included. i mainly use toolkit, when i do use it, for the block and pull. the prybar skill i could perform effectively without. flamethrower is a joke, elixir gun is boring, bomb kit is …weird. and in order to get full use of grenade kit you need to spec a little more glassy than i’m comfortable with.
As true as Odin’s spear flies,
There is nowhere to hide.
(edited by Lightsbane.9012)
what we have here from many of the comments is a l2p issue. you have no idea how limited engineers are until you play them. going from playing warrior to playing engineer is like going from one end of a spectrum to another. one has all the weapons in the universe, one has 3.
some of us don’t like kits, myself included. i mainly use toolkit, when i do use it, for the block and pull. the prybar skill i could perform effectively without. flamethrower is a joke, elixir gun is boring, bomb kit is …weird. and in order to get full use of grenade kit you need to spec a little more glassy than i’m comfortable with.
I don’t disagree with the idea of preference but it’s weird you don’t associate a l2p issue here.
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Any damage flame jet can do goes down the drain when you and your opponent have a strafing match at close range and half the hits miss
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Any damage flame jet can do goes down the drain when you and your opponent have a strafing match at close range and half the hits miss
I stated that its damage was significant when built for it but it is outclassed by other things. Also I was not talking pvp. Mobs don’t strafe in pve.
To be honest, I’d like a crossbow! Most people will say hammer, but I believe crossbows most likely fall in line with the technological aspect of the engineer.
I’m going to go on a limb & give the crossbow to the thief as well.
what we have here from many of the comments is a l2p issue. you have no idea how limited engineers are until you play them. going from playing warrior to playing engineer is like going from one end of a spectrum to another. one has all the weapons in the universe, one has 3.
some of us don’t like kits, myself included. i mainly use toolkit, when i do use it, for the block and pull. the prybar skill i could perform effectively without. flamethrower is a joke, elixir gun is boring, bomb kit is …weird. and in order to get full use of grenade kit you need to spec a little more glassy than i’m comfortable with.I don’t disagree with the idea of preference but it’s weird you don’t associate a l2p issue here.
second sentence.
As true as Odin’s spear flies,
There is nowhere to hide.
To be honest, I’d like a crossbow! Most people will say hammer, but I believe crossbows most likely fall in line with the technological aspect of the engineer.
I’m going to go on a limb & give the crossbow to the thief as well.
Crossbows would be awesome for a thief, especially given the connotations inherent in them (They were often sniper/stealth weapons). (Also shameless plug to my own little thread about crossbows in GW2 =3)
For an engineer the possibilities are pretty endless. Just look at the weapons now. Pistol Pistol gives, a bleeding shot, poison dart gun, electro bolt shooter, flame thrower, and glue gun. The potential for abilities has no real bounds for the engineer. That said if they were to copy abilities from other weapons or classes (Like cluster bomb from thief) it be rather boring.
I still think mace is the way to go though. I wana use the dang wrench weapon without having the stupid backpack all the time.
I’d like my engineer to be able to swap to one kit via weapon swap. Even eles don’t have to use up a utility slot to be able to “weapon swap.”
I’d also love to see more weapon diversity for engineer. There are only two main hand weapons to choose from. It’s just not a hugely diverse class, when you think about it. Two engineers with the same trait setup are almost guaranteed to have the same slot skills.
-Mike O’Brien
Because we can’t be angry about both?
I’d like a wrench. Not a small one, a huge one, like a warhammer, big and fat one in the head…
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Flamethrower has a 1.5 dmg coefficient over a 2.5 s channel. Thats a .6 coefficient a second. Rifle #1 from engi has a .65 coefficient. So you’re literally better off just spamming rifle 1 than FT.
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Flamethrower has a 1.5 dmg coefficient over a 2.5 s channel. Thats a .6 coefficient a second. Rifle #1 from engi has a .65 coefficient. So you’re literally better off just spamming rifle 1 than FT.
yet compared to other options it is lackluster. Why do people keep missing this? Do I need to define lackluster? sigh. The benefit with flamethrower is it grants might automatically, when traited. For a power build rifle, bombs, and grenades are all superior.
Come on guys! at least you must agree engi need the ability to fast switch weapons :/
I would like to see some non explosive/firearms for weapons/kits on engi. If the engineer’s influence has traveled to all races, why can’t some of the other races influence engineer by combining their tech with charr tech? At the moment engi feels very limited in what it can do despite it’s versatility, because almost everything is a low-damage hard to aim blowy-uppy thing. Engis are inventors.. they should be able to use anything from a sword to a staff because they can modify it to do what they want. Think of all the possibilities… Also, at least one melee weapon would be nice… it’s difficult to take a wrench seriously.
I would like to see some non explosive/firearms for weapons/kits on engi. If the engineer’s influence has traveled to all races, why can’t some of the other races influence engineer by combining their tech with charr tech? At the moment engi feels very limited in what it can do despite it’s versatility, because almost everything is a low-damage hard to aim blowy-uppy thing. Engis are inventors.. they should be able to use anything from a sword to a staff because they can modify it to do what they want. Think of all the possibilities… Also, at least one melee weapon would be nice… it’s difficult to take a wrench seriously.
Yet a combat wrench fits the theme so well. So does a sledge hammer (We already have in game skins for both, mace and hammer respectively). A game that made good use of the “Combat Wrench” is Dark Cloud 2.
Problematic to give other weapons to Engineer…
Mace? Engineer has Tool Kit for literal “Mace”(Wrench)
2h Hammer? Perhaps too cumbersome for class that uses mechanical marvels in combat.
Greatsword? Too cumbersome, tho Engineer’s Flamethrower seem to do same role for quick burst, tho less damage, but the Flamer works well for on hit/crit effects, due to the 10 hits on 2 seconds. Except it’s Retaliation overkill.
Sword? I dunno, Tool Kit is rather versatile, even if it’s a Wrench.
Dagger? Possible, like electrified Dagger, but it’s more like hidden weapon, which doesn’t seem to fit engineer and it’s already “hidden” Toolbelt skills…
Shortbow or Longbow? Maybe too cumbersome too. Additional conditions from Elixir Gun, which shoots darts.
I rarely do PvP or Hard PvE, unless it’s organized.
I definitely would like to see what kind of engineer-ish skills Anet could come up with for weapons like a greatsword, hammer, etc.
An example, maybe, could be like a rocket-propelled hammer swing skill where flames burst out of one end of the hammer giving it powerful momentum. Perhaps even setting the opponent on fire while knocking them back. Another could be like an explosive ground-pound move or something, similar to the engi’s shotgun jump with the rifle.
That’s just a thought, though. I’d like to hear from you guys on weapon skills you might’ve come up with.
Problematic to give other weapons to Engineer…
Mace? Engineer has Tool Kit for literal “Mace”(Wrench)
2h Hammer? Perhaps too cumbersome for class that uses mechanical marvels in combat.
Greatsword? Too cumbersome, tho Engineer’s Flamethrower seem to do same role for quick burst, tho less damage, but the Flamer works well for on hit/crit effects, due to the 10 hits on 2 seconds. Except it’s Retaliation overkill.
Sword? I dunno, Tool Kit is rather versatile, even if it’s a Wrench.
Dagger? Possible, like electrified Dagger, but it’s more like hidden weapon, which doesn’t seem to fit engineer and it’s already “hidden” Toolbelt skills…
Shortbow or Longbow? Maybe too cumbersome too. Additional conditions from Elixir Gun, which shoots darts.
Tool kit gives 1 “Mace” skill. This “skill” is horrendous, stupidly slow, and does very little. People use tool kit for the pull, the block, and the prybar. NOT the “mace”. Tool kit is NOT versatile. Its situational and slow.
Also no one uses elixir gun for the #1 because its #1 is garbage.
Giving the engineer an actual set of mace skills would work. Giving them hammer skills would work. They create mechanical marvels and are capable of doing that with virtually anything they can use. You are simply looking at this from an “Engineers don’t need new weapons” perspective and trying to make others jump on that as well.
Pardon my ignorance, I have not been playing my other classes much since the weapon sigil patch a while back… well, except to craft..
But do other classes still have the option to use 4 different sigils on 2 sets of weapons compared to just 1 (either rifle or pistol/shield) for the engineer?
For example, can a warrior use sigil of perception and doom on 1 set and perhaps sigil of battle and energy on another, thereby retaining his stack of precision on weapon swap to the 2nd set, provided he does not change out to a different weapon?
Even if the stack does not work, wouldn’t it mean that other classes with 2 sets of weapons still have the advantage of having 2 additional sigils with different effects on their 2nd sets compared to the engineer just having a max of 2 because they only have 1 weapon set? – Not including underwater weapon, I know.. but all classes have that too.. who would want to keep killing underwater mobs to get stacks anyways..
Pardon my ignorance, I have not been playing my other classes much since the weapon sigil patch a while back… well, except to craft..
But do other classes still have the option to use 4 different sigils on 2 sets of weapons compared to just 1 (either rifle or pistol/shield) for the engineer?
For example, can a warrior use sigil of perception and doom on 1 set and perhaps sigil of battle and energy on another, thereby retaining his stack of precision on weapon swap to the 2nd set, provided he does not change out to a different weapon?
Even if the stack does not work, wouldn’t it mean that other classes with 2 sets of weapons still have the advantage of having 2 additional sigils with different effects on their 2nd sets compared to the engineer just having a max of 2 because they only have 1 weapon set? – Not including underwater weapon, I know.. but all classes have that too.. who would want to keep killing underwater mobs to get stacks anyways..
Yeah thats correct. So as long as they don’t unequip the stacking sigil they can keep the stack and it does effect them. The other sigil would be fairly wasted unless it was an on swap sigil. (You can’t have 2 stacking even of the same type anymore)
The plus side of this is whenever an engineer swaps kits they trigger their onswap sigil (if the cd is off). so they can get more onswaps than others.
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Any damage flame jet can do goes down the drain when you and your opponent have a strafing match at close range and half the hits miss
If strafing causes your flame jet to miss at all, you’re doing it very wrong.
Also, flame jet sustained is fairly unimpressive. Infact, pretty much all engineer auto sustained is very unimpressive, except maybe bomb, and maaaaaybe rifle. You should be doing other things to maximize your damage.
For the toast!
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Any damage flame jet can do goes down the drain when you and your opponent have a strafing match at close range and half the hits miss
If strafing causes your flame jet to miss at all, you’re doing it very wrong.
Also, flame jet sustained is fairly unimpressive. Infact, pretty much all engineer auto sustained is very unimpressive, except maybe bomb, and maaaaaybe rifle. You should be doing other things to maximize your damage.
Especially the stupid speargun. There is almost no reason to stay with speargun underwater. Ever.
Especially the stupid speargun. There is almost no reason to stay with speargun underwater. Ever.
Yup, there are uses for all the other skills, and scatter mines can tally up some really impressive numbers for power builds. But the homing torpedo auto should really never even be given time to finish casting, I mean it offers basically nothing…
You pretty much need a kit or several underwater.
For the toast!
I dont know…I hated leveling engineer. But once I got to 80 I tried several different builds finally settling on a rifle build (HGH). I also went with soldiers gear and runes of strength. I think I can put up 17 stacks of might right off the bat and then as elixirs cool down have well over 20 as they overlap. I love it! HUGE burst damage, takes a fair beating. Im aware it is probably not as powerful as some of the kit/tool belt builds but it is loads of fun especially in WvW.
I leveled with that build, but it didnt really get good until I got the HGH trait. In fact it was a pain to level. But once you get the elixirs rolling you are very bursty. Dont feel a need to switch weapons or a need to use kits. Just drink up, jump into the fray and pound everything.
Its not for everyone Im sure. But rifle/engi has become my favorite class. Engineers with melee weapons seems a kooky idea to me as good as the rifle is up close. A greatsword with an electric charge would be neat tho
Tool kit should be replaced with Bazooka Kit, to go with our Bazooka boots (or a mortar kit that doesn’t suck like our elite).
And mace turned into Tool Kit 1, 2 and 3. Shield 4 can replace Tool Kit 4, and Shield 5’s shield throw ability should be changed into Ranger’s Axe 4 move, and suddenly we have a pull for Tool Kit 5.
And all our lackluster kits could use a 15-25% damage increase overall.
Tool kit should be replaced with Bazooka Kit, to go with our Bazooka boots (or a mortar kit that doesn’t suck like our elite).
And mace turned into Tool Kit 1, 2 and 3. Shield 4 can replace Tool Kit 4, and Shield 5’s shield throw ability should be changed into Ranger’s Axe 4 move, and suddenly we have a pull for Tool Kit 5.
And all our lackluster kits could use a 15-25% damage increase overall.
The tool kit is fine the way it is with the exception of #1 (like all engineer #1s.) It has its purpose, but that purpose is just not very melee oriented. its a support/situational kit. As for engineer shield skills, they are perfectly fine the way they are.
We have like pistol, shield and rifle… 3 weapons. Two years and only 3 weapons for engs still. This is a little bit sad.
And a lot of the time they don’t even use those! yay kits.
If ever they want us to use gadgets more and turrets more we’ll need more weapon choices, because as it stands now kits are the focus simply because we don’t have any other choice. I use my kits because the weapons they offer us are way too weaksauce.
I’d love a hammer, a staff (with decidedly electrical properties) and of course a mace. I think we’d be able to do alot of good things with these as options.
Well I just deleted my lvl 80 engineer for a free char slot.
Problem solved!
When i started an Engineer after playing a warrior for quite a while i was seriously shocked by the limited number of actual weapons available to the class.
I didn’t take long until he was deleted.
if they made flamethrower viable, i would be mainly an engineer
Engi is all about his kits.
Imho its enough.
Perhaps one melee weapon (dagger, sword, mace) would be nice for a good skill #1.
Chars: The fluffy Flapsi (Ele), Fipsip (Mesmer), Flappo (Necro), Fenix (Engi)
Weird request, 1 kit is already equal to a weapon swap, and you don’t have because of this lack of utility spells since as you know, got that utility belt.
I see engineering using bomb, grenades elixir gun and toolkit very viably so that puts you in a much better position then other professions when it comes to viable skills.
Charr Guardian – Gandara(EU)
“KEEEEEEEEEEEEEEEEEEEEEEEEEEEEEOMS”
When i started an Engineer after playing a warrior for quite a while i was seriously shocked by the limited number of actual weapons available to the class.
I didn’t take long until he was deleted.
I thought that too until I realized the kit system and then I noticed I never used normal weapons at all anymore. The kits are basically weapons. So whatever it is you are thinking is their available weapons, add like 4 on top of that.
It’s a medical condition, they say its terminal….
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
I used to run flamer with runes of strength, full zerk armor, juggernaut, fireforged trigger, incindary powder and deadly mixture for a long long time (before i went pvp and got my kitten wrecked) and compared to bombs or nades it still sucks if you want to use it as your offensive kit. It just doesnt put enough pressure on the enemie with the flame jet to actually matter. Also the toolbelt ability is garbage.. i mean next 3 attacks apply burn? Why dont a napalm bomb toss like the flamer turret does? Lets take the closest to the flame jet as comparison… the ele fire breath. That actually hurts and you want to avoid it while the flame jet is just a slight tickle that does not really do much to the enemie. Well it got an amazing blowback, a fire field that can find its uses and a blind aoe that saved my kitten many many times in pve and this stuff is amazing though if the flamer would do a little more damage on flame jet and maybe a burn at the flamer 2 if you hit the enemie with the explosion it easily could bring doomsday and be an alternative to bombs id gladly pull out anytime again.
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
Any damage flame jet can do goes down the drain when you and your opponent have a strafing match at close range and half the hits miss
If strafing causes your flame jet to miss at all, you’re doing it very wrong.
Also, flame jet sustained is fairly unimpressive. Infact, pretty much all engineer auto sustained is very unimpressive, except maybe bomb, and maaaaaybe rifle. You should be doing other things to maximize your damage.
Especially the stupid speargun. There is almost no reason to stay with speargun underwater. Ever.
I find it fascinating that people will blame the player for a very very bad mechanism in game design. At no time would any other title call the player to fault should there be some terribly designed targeting system that makes cone attacks miss.
While I would love to have more weapons, do you really want the focus of the developer’s attention on the class on this?
It would take all the time they have for the class to develop new weapons, animations, sounds, check and recheck.
The ONLY way I see it working is if we essentially got the mirror weapon skills of another class (likely warrior) with VERY minor modifications. Then the weapons being used would just have to be transmuted.
BUT. . . . that is still a LOT of work versus fixing what we already have.
I would prefer work on improving what we already have. The turret work was nicely done.
While I would love to have more weapons, do you really want the focus of the developer’s attention on the class on this?
It would take all the time they have for the class to develop new weapons, animations, sounds, check and recheck.
The ONLY way I see it working is if we essentially got the mirror weapon skills of another class (likely warrior) with VERY minor modifications. Then the weapons being used would just have to be transmuted.
BUT. . . . that is still a LOT of work versus fixing what we already have.
I would prefer work on improving what we already have. The turret work was nicely done.
You obviously don’t see the potential here. They wouldn’t just add weapons to a single class in a situation where weapons are being added. They would add new weapons to MULTIPLE classes. On top of that having access to more weapons for the engineer would open up the way for more viable builds rather than reliance on a single utility type. How many other classes have their only viable builds work around a single utility type? Sure you lose your weapon swap, but not everyone swaps weapons to optimize their damage output. In most pve aspects you don’t even need to swap weapons.
Also they wouldn’t have to develop new “weapons” if they are just porting over a weapon type already in game, such as mace and hammer. As for animations, they already have animations for all races for those weapons, so that would just mean minor tweaking to fit the theme they go with. (Almost all the animations are identical across classes for each race with only a few being unique.) Sounds are already there for the most part, so no excuse there.
Adding new content is far easier than trying to debug old content that rarely gets proper bug reports.
Nope. I get the potential. I just don’t care for it over other foci.
What I can and do support is the idea of allowing an engineer to carry 2 weapon sets so you can have swapping sigils without needing a kit. The sigil deficiency alone would be worth this. For example, you would be able to have a rifle and a pistol/shield. There is a suggestion that if you take a utility skill which is a weapon kit, you would lose the weapon skills of the second weapon set. I am still sorting out whether builds with rifle/pistol-shield or pistol-pistol/pistol-shield would be OP WHEN using kits.
Even if primarily usable by NON-kit specs, it would open up builds nicely and without all the effort.
Engi’s dont need more weapons, Thats what kits are for.
So what you are saying is that kits or gtfo…what about all of the other utilities they have? How often do you hear of gadget engineers? Heck even turret engineers run with a kit.
The way engineers are set up at the moment requires them to have at least 1 kit on them at all times. if not more. That seriously limits their build options. Having access to some melee skills would be nice especially if they can use some of their other utilities and actually trait with those in mind rather than “trait for kit first”. Especially considering all the players who keep crying for melee only. and melee is the best. Engineers get tool kit for melee. That takes up a utility slot. and tool kit is stupidly slow damage wise. On the terms of hammer guardian slow. The guardian gives protect to all(up to 5? I forget.), damage to enemies around in the symbol and potentially healing if traited, where tool kit gives a weak vulnerability and a bunch of situational defensive/support skills.
In short engineers need a standard melee weapon to go to that actually doesn’t rely on their utility slots to open up more viable builds.
I’m a warrior. I’ll trade you my mace for your flamethrower.
Take it.
Enjoy your garbo weapon.
Flamethrower does significant damage when built for it (Its a power based weapon not condi just fyi) yet compared to other options it is lackluster. Bomb and Grenade kits come to mind (when traited for).
No engineer takes a toolkit for melee… maybe one that doesn’t know any better. Bombs, and hell, even grenades do great in melee.
slightly off topic, but
why do we have a shield again? the skills it has seems more suited to a focus weapon or..something. i mean, does shield have any synergy with pistol at all?(think before perplexity runes)
As true as Odin’s spear flies,
There is nowhere to hide.
Shield is a perfect weapon for an engineer. It’s effects are all elctro-mechanical/tech oriented.
It’s utility is unquestionably very high in any sort of PvP or WvW.
shield is quite awesome as it is. Reflect projectiles, a knockback and a blastfinisher on the same cd, as well as a piercing daze that hits twice everything in its path…
A quite awesome offhand for zerging.
But yea, new toys would be nice…
Maybe an offhand dagger that we use as screwdriver (burst-repair turrets / cripple and bleed foes coming close)
or a offhand focus, we use to manipulate electro static fields (aoe lightning storm / shared magnet aura)
how about a offhand mace? (apply vulnerability and elevate enemies / throw the “hammer” as bouncing projectile which stuns up to 3 targets OR applies mid duration protection to hit allies)
just a few suggestions for our offhand.
Ofc we could need a new mainhand or twohanded weapon as well…