Suggestion, Overcharge Proc
I would love a mace on my engineer, if for nothing else than to use the Fixer Upper skin. But I think you’re right that it could have really good synergy with turrets.
The Rescuer – Smoke And Flowers – Nectar Protector – Dhuumwind –
Specter Protector – Pushed Daisies – Imprinted – Die Groundlings
+1 for mace, since I have The Moot…
Skritt Happens
One would hope that they’d give both the mace and the staff a chance and in the process of giving them skills that use electricity for example (so that one doesn’t have to use that trait or the Fkeys to use electricity on this class with skills that don’t really help with the aiming of the electrical bolts) that they’d make it so that the staff/mace additions would have AOE skills that would help heal turrets at range in an AOE field rather than 1 monodirectional wrench toss. Or rather than a #1 skill that one must be on top of the turrets to implement a tiny bit of repairs that takes too long in most cases.
To me that would be far superior in design than just tossing together a hammer with some damage skills. We need untraited utility.
Mace and allow it to be re-skinned with a “default” set of 3 hand held hammers. Some of the maces would look positively odd on an engineer.
But, I don’t think we want to go down the “need weapons” path (as that would really suck up developer time to do for each class) versus wanting improvements in WvW and specifically in gadgets and a few trait tweaks.
If anything tied to weapons, the engineer could use the ability to have a placeholder weapon for the purposes of having equal sigil opportunities.
Mace and allow it to be re-skinned with a “default” set of 3 hand held hammers. Some of the maces would look positively odd on an engineer.
But, I don’t think we want to go down the “need weapons” path (as that would really suck up developer time to do for each class) versus wanting improvements in WvW and specifically in gadgets and a few trait tweaks.
If anything tied to weapons, the engineer could use the ability to have a placeholder weapon for the purposes of having equal sigil opportunities.
They’ve already said they’re working on getting every class every weapon. Granted, they said they were trying to get that done by the end of 2013, and they’ve not so much as farted about it since, as far as I’m aware, but they still said it.
We need an electrical inspired kit tbh. Mace could work well. I imagine an auto not too different to the Ele dagger auto, but slower and it should repair turrets. We need a lightening field, so that could be the third skill, and the second skill should be some hard hitter.
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Staff as a big paralyzer
[SALT]Natchniony – Necromancer, EU.
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main and off hand mace or off hand torch or 2h hammer.
focus could work too maybe…depends what they tested already.
2h hammer they tested, maybe with season 2 some balancing changes will arrive, cause they made that balancing philosophy stream not by misstake.