Suggestion/idea of rework Rifle #1

Suggestion/idea of rework Rifle #1

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

I’ve been thinking about some reworks for engie rifle lately. The main reason why is becuase of all the reflects and proj. destroying effects in the game – mainly in pvp/wvw.

It was quite hard tho since I like the current AA with its high dmg, long range and accurate projectiles.

My idea is pretty simple:
( http://wiki.guildwars2.com/wiki/Reflect#Unreflectable_special_cases )
“the game does not treat buckshot or shrapnel skills as projectiles.”

To make rifle more viable without having to rely heavily on kits the AA could be changed to a skill that follows the rules above.

For example: A 600 ranged shrapnel shot that hits i.e 3 targets.

The rifle would prob become a pure mid/melee ranged weapon. And we already got a melee one. Also we havent got any single target ranged kit to make up for the loss. But to me it seems like a reasonable thought.

Suggestion/idea of rework Rifle #1

in Engineer

Posted by: Eastcorn.5901

Eastcorn.5901

I, for one, wouldn’t mind Rifle auto-attack becoming a close-range buckshot. It’s how I like to play Engineer.

Suggestion/idea of rework Rifle #1

in Engineer

Posted by: Kaizoku.1298

Kaizoku.1298

I, for one, wouldn’t mind Rifle auto-attack becoming a close-range buckshot. It’s how I like to play Engineer.

Yes please !!!!!

Suggestion/idea of rework Rifle #1

in Engineer

Posted by: guildabd.6529

guildabd.6529

Only if it have 1200 range and hits 5 targets yes pls.

Suggestion/idea of rework Rifle #1

in Engineer

Posted by: Deniara Devious.3948

Deniara Devious.3948

Rifle auto attack should remain 1200, period as making it less than 1200 would be a huge down grade for WvWvW, where the difference between 900 vs 1200 is already drastic and pirate ship is the meta.

Rifle needs few buffs, but I am fine with the auto attack. Here is my wish list:

Rifle #2, net shot, should have slightly faster projectile speed. Now it is misses more often than connects from long range
Rifle #3, blunderbuss should be made into a blast finisher (logical for the skill) and maybe also unblockable at <600 range
Rifle #5, rocket jump, animation speed should be doubled, making it a viable gap closer and make it evade while the engineer is in air. Currently there is no significant advantage to use rifle #5 vs running with swiftness, unless you go uphill, when rifle #5 is slightly faster.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]