Tool Kit- Is it worth it?

Tool Kit- Is it worth it?

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Posted by: Conpatshe.7613

Conpatshe.7613

Hey guys,

I’m only level 23 on my Engineer but I’m really enjoying my class.

I’ve got a quick question though, is tool kit worth it to spend 6 SP on it at this level?

Tool Kit- Is it worth it?

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Posted by: Graywolf.6513

Graywolf.6513

I found it fun occasionally, hits reasonably hard, can heal turrets if you like them. Got an AoE cripple, a heavy confusion hit, a block and a pull. Its a decent all-rounder but not something you will be using throughout the entirety of the fight.

Primary fault of the kit is there are no traits to buff its effectiveness besides turret healing. If we had some + damage or extra effects like daze on pry bar that would be cool.

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Posted by: Grakor.3450

Grakor.3450

The trait does more than just turret healing. It also (claims to, though there’s some dispute) to reduce cooldown on the kit’s abilities. It also gives the toolbelt and 1 a cripple every time it hits, which basically means the Engi can perma-cripple someone with their auto-attack.

Not saying if that’s worth it or not, but it’s noteworthy.

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Posted by: Graywolf.6513

Graywolf.6513

Oh yeah, that too. Only had a new look at those traits today. Never really used the cripple much. Thats a lot out of one trait though, would be nice for some daze (I really want daze) and extra damage to creep into our class in some way though.

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Posted by: Hansuki.6781

Hansuki.6781

The problem with the tool kit is that it lacks the safety of range. The idea is to cripple-kite foes around your nest of turrets, and between the cripple trait, pull and block, you can set up some fun things and farm mats in high level areas easily.

The tool kit falls off dramatically when you’re forced away from your nest. The dmg isnt as great as the crit builds and the survivability isnt as good as pistol/shield/toughness builds (tho the turret build will gain 300 toughness from invention, the traits limit you to turret buffs, not self buffs).

Its a matter of opinion, but if you are gonna use turrets, the tool kit goes hand in hand. No turrets, no kit.

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Posted by: Vargs.6234

Vargs.6234

I feel that I can stay in melee and be perfectly effective on my thief, ranger, warrior, and guardian. Not so much with the engineer’s tool kit. That said, the block and caltrops offer some nice utility, and the toolbelt skill is pretty good if you pick up the electrical discharge when using toolbelt skills trait. I use it in my rifle build.

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Posted by: Keelin.5781

Keelin.5781

It’s got a decent skill set, the damage is decent too.
It’s decent overall but personally … I just don’t see any reason to use it.
As engineers we don’t really want to stand there in melee and get hit in the face.

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Posted by: Grakor.3450

Grakor.3450

If other medium armor professions, and even the light armor professions, can survive in melee, then so can the Engineer. That’s not really the problem.

One thing I don’t like is that tool kit doesn’t really work well with turrets in the first place. Tool kit takes a utility slot, which already reduces the number of turrets you can have. If you take two utility turrets, that means you have no stun break, which is…not a good idea on a melee character.

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Posted by: Ketill.5218

Ketill.5218

One of my biggest issues with it is how slow you swing the wrench. Pry bar is nice and fast but Smack is like Guardian hammer slow. The difference is a guardian can sit and take a beating while they swing their slow hammer or mace but as an Engineer I really can’t. I wish Tool Kit felt a little more snappy.

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Posted by: Killyox.3950

Killyox.3950

If other medium armor professions, and even the light armor professions, can survive in melee, then so can the Engineer. That’s not really the problem.

One thing I don’t like is that tool kit doesn’t really work well with turrets in the first place. Tool kit takes a utility slot, which already reduces the number of turrets you can have. If you take two utility turrets, that means you have no stun break, which is…not a good idea on a melee character.

Except tat thief can have bazillion of dodges through sigils, traits and skills so not really comparable.

And i really would like to see the mythical melee ranger anywhere in hot join. Haven’t seen even 1.

(edited by Killyox.3950)

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Posted by: Candiru.5279

Candiru.5279

-reduce cast time of the pull (very important)
- reduce cast time of cripple
- fix the roote when i use the skill1 before 3th hit

and it will be fine

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Posted by: SideStep.1347

SideStep.1347

Was trying it on PvE and did not like it. Maybe in PvP and WvW where theres less enemies to deal with but even then you cant really tell if your Magnet is going to be successful since theres is no way to measure the distance.

In guildwars 1 you had a circle around your dot on the minimap and you could measure with that and if your target was not in range, your own character would walk to it to do the skill.

Most of the time I ended up whiffing.

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Posted by: Algomyth.5479

Algomyth.5479

It’s a decent kit and I have fun with it. The problem is that it’s a melee kit and since we can’t survive long in melee range, it loses much of its use. Maybe with a few more “gadget” skills in it I would spend more time using it.

The magnet skill has the red bar under it if you are out of range. The thing is that if you start casting in-range and then your target moves away before completing, it will miss.

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Posted by: Killyox.3950

Killyox.3950

Make #5 faster and pulling yourself to enemy instead of opposite.
Make #2 faster
Make 3rd attack in chain of #1 do AoE damage like previous 2
Make it heal turrets faster (wth 150 heals?!, sitting 5 minutes smacking turret is just dumb)
Make #3 hit in aoe

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Posted by: Dragnog.7162

Dragnog.7162

I have used it quite a bit in conjunction with the Thumper Turret. This works well for elites who will focus on the turret and you can stand next to it and keep applying vulnerability and turret healing (most of the time it will survive the whole fight this way, if you are traited for Power Wrench). Not quite so good with large groups of monsters who in many cases seem to ignore the Thumper and go after me instead. It will normally keep one amused for a while, while I try to deal with the other two or if I am unlucky, three. Previously Pry Bar used to do a knock back and I preferred when it did that.
I use the Magnet ability as an interrupt to special abilities. What would be nice with this would be a reverse polarity option where it could push away instead, kind of similar to Hornet Sting on the Sword for the Rangers but in reverse.
Also I use it with the Pistol and Shield, commonly using the control abilities on the Shield first then swapping the Tool Kit.
But back to the original question: It is worth it if you can find use for it in the way you play. If you like being at Mid to Close range and want to use the pistol and maybe have a turret or two, it is something to consider.

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Posted by: SideStep.1347

SideStep.1347

It’s a decent kit and I have fun with it. The problem is that it’s a melee kit and since we can’t survive long in melee range, it loses much of its use. Maybe with a few more “gadget” skills in it I would spend more time using it.

The magnet skill has the red bar under it if you are out of range. The thing is that if you start casting in-range and then your target moves away before completing, it will miss.

Did not know about the red bar… oh my… why didnt I notice this before?