Suggestion : Gadget Trait TBD

Suggestion : Gadget Trait TBD

in Engineer

Posted by: PaladinVII.1647

PaladinVII.1647

I have a suggestion for the undecided Gadget Trait in the master line.

Volatile Gadgets : Your gadgets create an explosion on use.
-Gadget recharge is reduced.
-Damage and AOE range TBD
-Blast Finisher

This trait creates a damaging Blast finisher on yourself each time you use a gadget. It would also count as an ‘explosion’ for synergy with the “Explosives” specialization.

Thematically, this trait is very flavorful with the Engineer’s crazy inventions. It also goes with the direction A.net seems to be going with the Engineer of making the class the “Blast finisher guy.”

Suggestion : Gadget Trait TBD

in Engineer

Posted by: Drath.4750

Drath.4750

Sounds powerful… which is just what gadgets need. It’s not as nice on the rocket boots/throw mine since they already are a blast finisher.

An idea I thought of is take the minor adrenal pump (toolbelt skills restore 15 endurance) and include that in adrenal implant. With adrenal implant competing with speedy kits, it really needs the buff. Then move static discharge to the minor trait slot so all tools users get static discharge, toolbelt cooldown reduction, and cooldowns reset at 25%. Then for grand master, you could have gadgeteer reduce cooldowns and make gadgets unleash a static discharge as well on use.

Add another GM trait that makes static discharge apply confusion on hit for condition users who take tools and now tools is an awesome trait line where you can get power wrench, speedy kits, static discharge, and a GM of choice for condi or power gadget builds.

Suggestion : Gadget Trait TBD

in Engineer

Posted by: Are.1326

Are.1326

The problem with designing a gadget trait is how diffrent all the gadget skills are. Some are self buffs, some mobility, one is a ground target and another is a single target. Their cooldown also varies from 18 sec to 45 sec.

Your concept works extreamly well with Throw mine (double activation, explosion , blast finishers, short cooldown). But it does not fit the remaining gadgets, sure they wont make them worst, but why are you looking for blast finishers and AoE dmg when activating a stundbreaker or rocketjump. How often would you activate the skill for it’s intended function and care about the dmg/blast finisher?

The Gadget trait needs to be something that you want with ALL your gadgets or seperated into diffrent function/upgrades for each gadget(kinda like the current boon one, just more interesting).

Suggestion : Gadget Trait TBD

in Engineer

Posted by: Frightlight.3796

Frightlight.3796

Ideas for new gadget trait
Supercharged gadgets: Reduces the cd of gadgets by 20% and gadgets gain an additional effect
Mine: swap out regular throw mine to toolbelt and minefield to utility change the mine field to spider mines that follow your target and explode on contact or explode when they die( Trait would allow the spider mines to strip boons)

Battering ram: increase damage of this ability by 20% on a target thats effected by immob, cripple, chill ( Trait would allow you to transfer 2 conditions on your target on successful hit)

Rocket boots:Rocket kick range increased to a 600 range dash with blast at the end utility changed to a targeted aoe no damage on take off but higher burst damage on landing (Trait allows a blast finisher on takeoff and on landing burns targets for short time on landing)

Goggles: (Trait while goggles is active it will pulse reveal to any enemy within 300 range) max 3 pulses

Slick shoes: base skill reduced duration by 50% for puddles (Trait would allow it to be brought up to the current duration)

A.E.D: i got nothing

Suggestion : Gadget Trait TBD

in Engineer

Posted by: guildabd.6529

guildabd.6529

My idea for gadget trait:
- Slick Shoes also spawns Glue Trail. Increase Super Speed duration by 50%.
- Launch Battering Ram hits multiple targets. Personal Battering Ram pierces.
- Throw Mine removes 3 boons. Mine Field mines knock back.
- Rocket Boots range increased to 1200. Increase Rocket Kick burning duration by 50%.
- Utility Goggles immunity to retaliation. Analyze aoe and radius 600.
- A.E.D. removes all conditions.

(edited by guildabd.6529)