Suggestion- Give us F7-F9 Toolbelt Slots

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: FiftyTwoBears.5482

FiftyTwoBears.5482

I’ve been thinking about this for a while, and how we always lament that while ArenaNet claims that we’re supposed to be the masters of Versatility, the Elementalists seem to take that title away from us oh so easily.

The thing is that Elementalists are allowed 20 spells they can swap around without sacrificing their 7-9 slots, while we have to sacrifice a slot to gain a 2nd weapon set. Realistically, this actually puts us way behind other classes, who can have 2 sets of weapons without having to sacrifice their 7-9.

So I propose that similar to how we have our Toolbelt skills F1-F4 based off of our 7-9, I vote that ArenaNet give us a F7-F9 ToolBelt skillset.

There will be restrictions to this though. In the F7-F9 Toolbelt Skillset, we are allowed to put in any mix of Elixers, Gadgets, or Turrets, at the cost of not having the Toolbelt Skill. This way, it will allow us to free up our 7-9 for Kits or other elixers, gadgets, and turrets.

TL;DR-Give us an F7-F9 Toolbelt that only allows for Elxiers, Gadgets, or Turrets but doesnt give us Toolbelt Skills.

I Believe this way it will free us up in terms of restrictions compared to other classes and give us a bit more versatility and builds, and possibly give us a competitive edge.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: FiftyTwoBears.5482

FiftyTwoBears.5482

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

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: SneakyErvin.3056

SneakyErvin.3056

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.

Let Valkyries guide me to my destiny.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: Zonzai.2341

Zonzai.2341

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).

Suggestion- Give us F7-F9 Toolbelt Slots

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Posted by: Phuriocity.9218

Phuriocity.9218

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.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

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.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: FiftyTwoBears.5482

FiftyTwoBears.5482

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.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: FiftyTwoBears.5482

FiftyTwoBears.5482

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.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: Monsterboy.2490

Monsterboy.2490

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.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: Ejiofor.4801

Ejiofor.4801

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).

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: foxtrot.6902

foxtrot.6902

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!

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: RaynStargaze.6510

RaynStargaze.6510

yeaaaa thats pretty kittening op – not going to happen

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: SneakyErvin.3056

SneakyErvin.3056

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.

Let Valkyries guide me to my destiny.

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: Ejiofor.4801

Ejiofor.4801

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

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

Suggestion- Give us F7-F9 Toolbelt Slots

in Engineer

Posted by: Coltz.5617

Coltz.5617

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

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969