Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
I understand that the Devs really don’t want people to swap to another weapon, but why not?
Why not make the secondary weapon slot a place to put kits instead? If you want a second kit then it can go on the utility slots. Currently Engineers are down one utility slot and tbh that’s hurts a lot. I’d love to put a condition removal or gtfo gadget in that extra utility slot.
Wow “engineerkittenility” is not the title of my post. “It’s Weapon/Kit Swapping – Giving engineerkittenility slot back!” Did the devs do that for fun? -Edit- Apparently if you type in about “Giving engineerkittenility slot back!” it puts kitten in it.
(edited by Goloith.6349)
i would need 3 more “secondary” weapon slots since im running arround with 4 kits.
and if i had 4 kits + 3 utility slots left im sure we’d become quite imbalanced compared to the other classes thus leading to a total engineer revamp which means -> not gonn happen.
im happy the way it is.
(edited by achmed.6542)
If you look in the address bar, you can see the intended title.
Unless you use 2 or more kits, you are at a disadvantage compared to every other class.
I only use 1 kit as well so I feel your pain.
hahaha so they even included special characters like dashes and leetspeak like 1 being L into the kitten filter, I’m impressed but this one might be a bit far sought.
Unless you use 2 or more kits, you are at a disadvantage compared to every other class.
I only use 1 kit as well so I feel your pain.
I guess thats what the toolbelt skills are for, to somehow make up for the “lost” slot.
most skills certainly do, while others seem … useless
Toolbelts make up for a lot slot… lol.
3 kits= 4 toolbelt skills
0 kits= 4 toolbelt skills
What slot are toolbelt skills making up for again?
The point is that if you let engineers put a kit in the weapon swap slot you have one slot more available.
i get the point, but how many weapon slots should we get then?
one for each kit we have?
how are you gonna change between them and what happens to the toolbelt then and the skills? i certainly dont want to loose big ol bomb or other Kit toolbelt skills. therefore this migth lead to a total revamp of the engieneer.
just one extra weaponslot? (your idea)
wont solve anything for multikit users out there and just pleases a few of us.
will the kit even have a toolbelt skill or are we going to loose one then? if we loose it, what about people who dont even use kits at all.
Your concept needs to be a little more foolproof. You cant just add skills without loosing total balance.
@Lyuben
0 Kits: 5 weapons skills > 4 toolbelts skills > 3 utility slots = 12 skills in total
3 kits: 20 weapons skills > 4 toolbelt skills = 0 utility slots = 24 skills in total
like i said, this makes up for me pretty well.
Its not weapon skills though.
Its bundle skills. Bundles are not weapons.
Achmed, you’ve missed the idea.
You can swap it out in the hero window were weapon swap is. We won’t lose any slots, just gain one for kits. For those that only use one kit they benefit and those who use multi kits they now have another slot for another kit or whatever they want.
its not that i dont like the idea but i dont think its well thought through.
its a rather big buff cause we would gain additional (bundle) skills which would give us an advantage since this game is all about managing Cooldowns. I could just take a extra kit for example the flamer and knock you down or blind you. or take the bombkit and area blind you, or the toolkit and block some of your attacks.
sounds cool indeed, but thats probably not going to happen. at least not this way.
@lyuben
im not going to discuss this “bundle skills” issue with you (again). you have your point of view, i’ve got mine and i’m sure we can both agree to disagree.
its not that i dont like the idea but i dont think its well thought through.
its a rather big buff cause we would gain additional (bundle) skills which would give us an advantage since this game is all about managing Cooldowns. I could just take a extra kit for example the flamer and knock you down or blind you. or take the bombkit and area blind you, or the toolkit and block some of your attacks.sounds cool indeed, but thats probably not going to happen. at least not this way.
@lyuben
im not going to discuss this “bundle skills” issue with you (again). you have your point of view, i’ve got mine and i’m sure we can both agree to disagree.
Its not an issue of opinion
Its an issue of fact.
And the facts are:
Kits are bundles
Bundles are not weapons.
No opinion about it.
I understand that the Devs really don’t want people to swap to another weapon, but why not?
Why not make the secondary weapon slot a place to put kits instead? If you want a second kit then it can go on the utility slots. Currently Engineers are down one utility slot and tbh that’s hurts a lot. I’d love to put a condition removal or gtfo gadget in that extra utility slot.
Looks at elixir gun condi removal (and other utilities), med pac condition removal (and fury/swiftness buff) while still using rifle and two other kits. I have no idea what your problem is.
I understand that the Devs really don’t want people to swap to another weapon, but why not?
Why not make the secondary weapon slot a place to put kits instead? If you want a second kit then it can go on the utility slots. Currently Engineers are down one utility slot and tbh that’s hurts a lot. I’d love to put a condition removal or gtfo gadget in that extra utility slot.
Looks at elixir gun condi removal (and other utilities), med pac condition removal (and fury/swiftness buff) while still using rifle and two other kits. I have no idea what your problem is.
The one in elixir gun affects allies, not you. And super elixir is one condition.
Med kit is one condition, and it stops you from attacking, and can’t be picked up if moving.
Excuse me if I don’t accept that these are acceptable condition removal tools.
lawl – super elixir is a pulsing aoe removal (and hot) that if traited can be continuous
Not acceptable!
lawl – super elixir is a pulsing aoe removal that if traited can be continuous
Not acceptable!
Continuous? What?
It heals on application not on tick. Have you tested it? And it doesn’t count as an elixir, despite the tooltip.
Its not an issue of opinion
Its an issue of fact.
And the facts are:
Kits are bundles
Bundles are not weapons.
No opinion about it.
and yet bundles have skills i can use!
dude, think whatever you want to. im not going to start a discussion with someone who cant accept other people opinions. Thats pretty much the worst characteristic a human beeing can have.
/ingore set, problem solved.
Its not an issue of opinion
Its an issue of fact.
And the facts are:
Kits are bundles
Bundles are not weapons.
No opinion about it.
and yet bundles have skills i can use!
dude, think whatever you want to. im not going to start a discussion with someone who cant accept other people opinions. Thats pretty much the worst characteristic a human beeing can have./ingore set, problem solved.
That does not make them weapons.
That means they go in the weapons slot.
Elixir X does not give you 3-5 weapon skills, simply because the 3-5 abilities go there.
They way that kits work so well with our F keys and the class mechanic, I would like to see one actual fact to support the false claims that kits put us at some disadvantage. Bomb kit gives mean AoE damage and control knock back ability. Elixir gun gives me the removal of 2 conditions AoE as well, and 3 health separate health regens. Tool kit gives me 2 AoE cripples and bleeds at the same time, working very well with my condition build, a third block, and a 2nd stack of confusion, as well a ranged cripple and frontal AoE damage X2.
You would be hard pressed to find a disadvantage in that, if you ask me
I might have noticed projectile finishers removing conditions if super elixir doesn’t remove condition every second. I thought I read that it did somewhere. Either way I don’t have problems with conditions using those and using the trait giving constant super elixir removes a ton of conditions from people in your area if they are simply using projectile finishers.
It removes 1 condition when it takes effect and you double up on the chances to use it with kit refinement. As well you do get projectile finisher chances to remove any further applied conditions.
It removes 1 condition when it takes effect and you double up on the chances to use it with kit refinement. As well you do get projectile finisher chances to remove any further applied conditions.
You don’t though with projectiles.
It works on allies hit by the projectiles.
You don’t honestly think that you getting a proc on condition removal affects you do you? It affects allies in the path, and that is not you.
It removes 1 condition when it takes effect and you double up on the chances to use it with kit refinement. As well you do get projectile finisher chances to remove any further applied conditions.
You don’t though with projectiles.
Perhaps you post so negatively about the class because you misunderstand certain mechanics.
I can assure you when I place a super elixir, either by using the #5 elixir gun skill or by swapping to the elixir gun with kit refinement That I create a light field and it absolutely allows me to use specific projectiles to remove conditions with a projectile combo finisher, and it will do so in an AoE fashion. I stated it very clearly and specifically. So I am unclear as to how or what you are confused about.
Any attempts your making to claim I stated something other then that, are on you.
It removes 1 condition when it takes effect and you double up on the chances to use it with kit refinement. As well you do get projectile finisher chances to remove any further applied conditions.
You don’t though with projectiles.
Perhaps you post so negatively about the class because you misunderstand certain mechanics.
I can assure you when I place a super elixir, either by using the #5 elixir gun skill or by swapping to the elixir gun with kit refinement That I create a light field and it absolutely allows me to use specific projectiles to remove conditions with a projectile combo finisher, and it will do so in an AoE fashion. I stated it very clearly and specifically. So I am unclear as to how or what you are confused about.
You were talking about it in a discussion which was related to self condition removal, which projectile interaction with a light field does not do.
So I was wondering why it was relevant in the slightest.
I am sorry, I was under the impression this was a general kit and weapons swap discussion in general, as the title suggest.
If this is a thread on self conditions removal as you are claiming, perhaps they should change the title.
Besides, I am not reading anywhere, that anyone is claiming their own projectiles remove conditions from themselves.
(edited by coglin.1496)
You guys never relent do you ? From guru all the way to here you just have to keep going at it. Don’t let me disturb you though, I still chuckle when I read your “exchanges”.
On this particular topic, I think everyone agrees that:
– super elixir (standard or kit refinement) removes one condition on impact, and then provides a standard light field.
- the condition removal combo icon on the player when shooting through it does not mean a condition is removed from the player, rather that the projectile will cleanse a condition from an ally on its path (meaning it is quite hard to use effectively when needed).
Yeah though I was wrong about super elixir I guess when op said a condition removal, I didn’t it know it had to be a “remove all conditions instantly” button or it is NOT ACCEPTABLE!
I’ve never tried Elixir C but what is wrong with that?
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