Tool kit auto attack
Guardian mace hits 1 on last hit. Thief and necro dagger only hit 1. Ranger’s sword 2nd chain skill only hits 1.
Guardian mace hits 1 on last hit. Thief and necro dagger only hit 1. Ranger’s sword 2nd chain skill only hits 1.
This is true. The way the toolkit works is pretty consistent with other profession’s attacks, particularly with the mace attacks from warrior and guardian. It is effectively our mace.
I think one of the main reasons people don’t use it that much is because they don’t want to sit in the toolkit. Once you’ve used magnet and prybar, you’re often best just switching out to something else. You can whip out gear shield is there when you need it, and the nails don’t do much other than pose a minor inconvenience to your opponents, so I don’t really think people feel it’s beneficial to sit in the auto-attack with the toolkit when they could be using their other skills.
The combo is also really slow, although it can put out decent damage.
It is decent dmg but not comparable to the other melee profession.
Thieves hit like Trucks cuz they are actually scooters in disguise.
Warriors and Gaurds might not hit as hard but have other passive damage mitgation that allows them to stand there and actually get the hits off.
TK auto attack doesnt hit hard enough to justify you standing there and waiting for it.
I would rather have the attack hit for less but apply more or different conditions like cripple or something.
Also since Confusion is getting nerfed it seems like a good thing to do would be to make Prybar able to hit up to 3 ppl, that sounds like a very fair balance to me rather than just a straight nerf.
It is decent dmg but not comparable to the other melee profession.
Thieves hit like Trucks cuz they are actually scooters in disguise.
Warriors and Gaurds might not hit as hard but have other passive damage mitgation that allows them to stand there and actually get the hits off.TK auto attack doesnt hit hard enough to justify you standing there and waiting for it.
I would rather have the attack hit for less but apply more or different conditions like cripple or something.
Also since Confusion is getting nerfed it seems like a good thing to do would be to make Prybar able to hit up to 3 ppl, that sounds like a very fair balance to me rather than just a straight nerf.
… Cripple… funny you should mention that.
Look at the toolkit trait. The only toolkit trait.
Also: warrior’s mace last chain hit hits multiple targets. Guardian’s only hits one, but the heal heals multiple targets.
LOL
sigh yeah I guess I shoulda thought of that.
I orginally wrote in Daze for the 2nd or 3rd atk but thought maybe that would be too much to suggest.
They should cripple traitlless and the trait should add Daze.
Ya thts what i meant…
(edited by CriSPeH.8512)
LOL
sigh yeah I guess I shoulda thought of that.I orginally wrote in Daze for the 2nd or 3rd atk but thought maybe that would be too much to suggest.
They should cripple traitlless and the trait should add Daze.Ya thts what i meant…
Asking for a Daze on an auto-attack that would be applied every 2s is a little absurd. Try something not so strong.
well it is our only melee attack besides prybar.
I would say Daze on the 3rd atk wouldn’t be that bad.
But then again I hardly ever actually try and attack ppl with my TK autoatk and I have yet to ever see anyone else try and do it in WvW either, so I can’t say I know enough about the autoatk to say what would make it OP or something I would actually use.
I don’t really care if it gets changed or not because the rest of the TK is just awesomeness and if they want to change anything it should be making Box O’ Nails instant cast.
I think toolkit auto attack could hit a bit harder.
Better to use bombs,Rifle, Grenades, Traited Pistol then to use toolkit auto attack.
Probably the fact that it heals turrets is keeping it from dealing ‘normal’ melee damage.
The tool kit auto attack damage and mechanics (especailly traited) is in line with other professsions. The tool kit and the engineer in general, however, just doesn’t have the utility needed to stay in melee (gap closer, multiple attacks in-weapon, in-weapon cc, heavy armor, etc). That being said, the oppurtunity will present itself occassionaly to do an attack chain and I’m usually happy with the results.
I can live with the fact it only cripples when traited.
It also hits pretty hard in a power build. Nothing spectacular, but not bad either.
But it could really do with a speed increase.
It hits too slow, even pve mobs sometimes manage to avoid it… let alone players.
The tool kit auto attack damage and mechanics (especailly traited) is in line with other professsions. The tool kit and the engineer in general, however, just doesn’t have the utility needed to stay in melee (gap closer, multiple attacks in-weapon, in-weapon cc, heavy armor, etc). That being said, the oppurtunity will present itself occassionaly to do an attack chain and I’m usually happy with the results.
This is sort of what I was getting at. If it had better internal synergy to work as a melee kit, the auto-attack would be more useful. Prybar is easy to use and switch out of, and is quite often used after a magnet pull, and gear shield is defensive.
If they replaced the next-to-useless box of nails with something more useful (i.e. leap attack, counterattack), then there’d probably be more point in utilizing it in melee.
Either that or speed up the animation for box of nails, or increase the duration or something. One of the things that makes it so underwhelming is that it has quite a significant cast time for something very weak. I can understand that it shouldn’t be as powerful as caltrops, but it’s so weak compared to caltrops it’s like it doesn’t even exist.
I also don’t think it’s worth completely neglecting the vulnerability applied by the auto-attack chain, it’s still a useful condition. Maybe they could up the amount of stacks it applies though…
The last part of the chain (Thwack) can hit for quite a bit though… I have nothing nothing invested in direct damage (power), but this attack can still hit for 750-850ish without criting. That’s not on an HGH build either.
Faster attacks would also apply vulnerability faster…
So even if the damage was toned down when the speed is increased, to be at the same dps… the vulnerability would stack a bit faster and it would still be a damage increase.
Just double the attack speed of all 3 hits: 1/4 – 1/4 – 1/2 sec
and the tool kit just got a ton better as melee weapon.
As for the bleeding crippling box of nails: traited you cripple anyhow, and the bleed isn’t doing much.
So I think this melee kit could do a lot better with a blind, and/or an immobilize on a short cooldown, just like the rifle has.
I love my tool kit, but it just is sooo slow.
And box of nails was what I got from Kit refinement, which was PERFECT as far as utility from a trait goes!
The speed, on a melee kit? Seriously?
If they run, I either pull or I shoot them… I don’t chase them Benny Hill style with my Tool Kit out unless I can pull. Seriously: I don’t.
Not to mention the extreme short duration for a 20 second cooldown? Seriously again?
Not even going to the whole shared cooldown uglyness. Seriously.
(edited by Kimbald.2697)
Faster attacks would also apply vulnerability faster…
So even if the damage was toned down when the speed is increased, to be at the same dps… the vulnerability would stack a bit faster and it would still be a damage increase.Just double the attack speed of all 3 hits: 1/4 – 1/4 – 1/2 sec
and the tool kit just got a ton better as melee weapon.
There’s no way the attack should be that fast, not without significantly reducing the damage. As it is right now, our toolkit auto-attack is actually a bit more damaging than a warrior’s mace auto-attack.
I suppose another complication is that we don’t have much traits to boost the toolkit, at least not compared to something like warriors and mace. The cripple on the auto-attack can be rather nifty though. I don’t use that trait on my build, although if I did I’d maybe find more opportunities to use toolkit melee.
The speed, on a melee kit? Seriously?
If they run, I either pull or I shoot them… I don’t chase them Benny Hill style with my Tool Kit out unless I can pull. Seriously: I don’t.
Not to mention the extreme short duration for a 20 second cooldown? Seriously again?
Not even going to the whole shared cooldown uglyness. Seriously.
It may seem a bit of an odd choice, but I’ve made good use out of the super speed. I use it for mainly 2 things…
1. It can help put you just close enough to magnet someone back as they are trying to get away.
2. It helps you get out of harms way when you need to. Popping the shield in conjunction with the super speed has allowed me to run through or away from some WvW zergs. It’s no RTL, but it helps out.
As for the short duration… The justification for this is probably based on the normal super speed toolbelt skill. They didn’t want to make the super speed form the toolkit too powerful because then there’d be little point in also taking slick shoes for the toolbelt skill. You also have a potential 10% uptime with the toolkit KR, whereas normal super speed has about an 11% uptime.
So in other words, they had to ensure the super speed from toolkit KR sucked more than the super speed from slick shoes, otherwise it would be too powerful.
I feel it could probably be boosted to at least 3 seconds for the toolkit KR though. Although if they get rid of the inane global cooldown on KR abilities, then it would probably be just fine at 2 seconds.
I’ve been meaning to try slick shoes combined with the toolkit AR for 7 seconds of super speed, but just can’t be bothered to play around with such things these days.
(edited by Yamsandjams.3267)