Suggestion- Give us F7-F9 Toolbelt Slots
Just think of how many options we would have if we had a F7-F9 slot for Elixers, Gadgets, or Turrets.
We could actually have all of our turrets out at once, or become a elixer chugging madman, or a trickster with gadgets pouring out of ever orifice.
And it wouldn’t really make us broken, just ACTUALLY more versatile as we don’t have to sacrifice a whole slot for a kit over our other abilities
We already pretty much have two sets of weapons. Weapon+toolbelt skills.
Atleast we get to customize our 4 toolbelt slots to fit our style of play. Weapon skills are static, not all of them fit in with the spec (see thief daggers). Same goes for elementalists, not all of the weapons skills they get under each attunement fit with their spec.
Atleast we have rifle which is desiged for direct damage and pistols designed for conditions. Both with a few utility weapon skills attatched to them. After that you streamline your spec with utility skills and their added toolbelt skills.
We also get kits, which is the same as weapons. We still get toolbelt skills from them even if we equip them, so we have it better than most classes. We have no weapon swap cd either. So you can effectivly have 20 different weapon skills as an engineer plus 3 offensive toolbelt skills. Make that 25 if you count the medkit too.
Or maybe we could just swap out our 7-9 skill slots kind of like a weapon. That would give insane versatility (i.e. almost as much as an elementalist).
We already pretty much have two sets of weapons. Weapon+toolbelt skills.
Atleast we get to customize our 4 toolbelt slots to fit our style of play. Weapon skills are static, not all of them fit in with the spec (see thief daggers). Same goes for elementalists, not all of the weapons skills they get under each attunement fit with their spec.
Atleast we have rifle which is desiged for direct damage and pistols designed for conditions. Both with a few utility weapon skills attatched to them. After that you streamline your spec with utility skills and their added toolbelt skills.
We also get kits, which is the same as weapons. We still get toolbelt skills from them even if we equip them, so we have it better than most classes. We have no weapon swap cd either. So you can effectivly have 20 different weapon skills as an engineer plus 3 offensive toolbelt skills. Make that 25 if you count the medkit too.
The problem here being that Toolbelt skills are nowhere near the strength of Utility skills 90% of the time and are also tied to the utility skill, so by this logic to have the same utility as an Elementalist (3 kits) we need to cripple ourselves with 3 sub-par not-even-necessarily-desired toolbelt skills, where as the Ele can pick up whatever they please.
I see your argument, but it’s just not 100% true.
i believe simply having customizeable tool belt skills would affect greatly, not sure about the F7-F9 tool belt skills as then it could overpower Static Discharge a bit and have players spamming it non stop while auto attacking.
i believe simply having customizeable tool belt skills would affect greatly, not sure about the F7-F9 tool belt skills as then it could overpower Static Discharge a bit and have players spamming it non stop while auto attacking.
well just have those 3 count as abilities and not actual toolbelt skills, I was just saying that it would look like our Toolbelt skills, but the Static Discharge would only be cast from F1-F4.
But to be honest, even if we did have F7-F9 activate Static Discharge, our DPS would still be nowhere close to other classes, especially Assassin’s or Warriors.
and keep in mind when I say that F7-F9, I don’t mean for them to have Toolbelt abilities, but to have actual Gadgets and Turrets and Elixirs, not the side ability that comes with them.
I always felt as an engineer, and that Arena.net likes to push the “jack of all trades” thing, I feel as if we should be allowed to abuse the heck out of the action bar.
Like an elixir to have the regular utility, a throwable, and a weaponized… like a dart. Same thing with turrets, I hate having turrets only being able to explode on my belt.
Speaking of Elementalists…anyone else sick and tired of seeing the Dagger/Dagger Eles? When you finally tool them down to almost no health, they fly away(way too fast), invulnerable, and regen all HP to come at you again. I swear that is all I’m seeing in WvW these days…
About the Toolbelt… I was thinking about the whole ‘customization’ idea the other day. I would love to put any Toolbelt Skill of my choosing into those four slots without having it tied to the Utility skill.
Example:
Rocket, Mine Field, Toss Elixir S, Super Speed in Toolbelt slots
Now I understand the problem this would have with Med Kit. I have a solution for this. Once Med Kit is swapped in, 1 is the Big Heal, followed by the same two smaller healing med bags, with the condition remover and the Swiftness/Might potion after.
Just something I think would give us that edge that we need to be a more attractive class, and keep us off the endangered species list
As far as OP classes, right now D/D Elementalists are on my list. It’s just a nightmare to fight(at least to me).
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China
This is one of the coolest ideas I’ve seen that isn’t too far fetched/insane/op. And it would add actual “versatility” to engineer. It’d make up for getting one main hand weapon and burning utility slot(s) for a 2nd weapon. Plus I might even use gadgets for once!
yeaaaa thats pretty kittening op – not going to happen
Now I understand the problem this would have with Med Kit. I have a solution for this. Once Med Kit is swapped in, 1 is the Big Heal, followed by the same two smaller healing med bags, with the condition remover and the Swiftness/Might potion after.
Uhm, no thank you, medkit works great as it is, I dont want to have to equip it before being able to use its big heal.
If a freely customizable F1-F4 option would see light it should only be F2-F4, F1 should stay as it is to not overpower the heals. Imsgine healing turret with medkit F1 skill, with reseting heal at 25%HP and reseting toolbelt skills at 25%HP…
The other F buttons would be viable options though. However, I would probably only switch out 1 utility skill, which would be my rifle turret, since goggles and toolkit are just so nice.
Now I understand the problem this would have with Med Kit. I have a solution for this. Once Med Kit is swapped in, 1 is the Big Heal, followed by the same two smaller healing med bags, with the condition remover and the Swiftness/Might potion after.
Uhm, no thank you, medkit works great as it is, I dont want to have to equip it before being able to use its big heal.
If a freely customizable F1-F4 option would see light it should only be F2-F4, F1 should stay as it is to not overpower the heals. Imsgine healing turret with medkit F1 skill, with reseting heal at 25%HP and reseting toolbelt skills at 25%HP…
The other F buttons would be viable options though. However, I would probably only switch out 1 utility skill, which would be my rifle turret, since goggles and toolkit are just so nice.
Now that you mentioned it…I was wrong. I just recently started to use Med Kit (from Elixir H), and am starting to see how much more valuable it is in WvW. Yes. F2-F4 would be viable, non OP options. It still would provide for alot of customization. keeping that F1 slot for the healings
Every time I put on the Goggles, the Slick Shoes, The Battering Ram…I feel like Data from THE GOONIES
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China
I would want the utility slots to NOT affect toolbelt skils so we can put in w/e we want for both slots. That would be a very good thing.. and it would definitly make sense too
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969