What new spells do U want in the big update
First of all, if you’re not gonna fix mortar then please REMOVE IT and give us something elses.
As for additional skills, I’d love to have something more in line with Invention. Maybe some kind of constructs that could be controlled from a distance such as a probe or a mech as an elite.
Control Remote Car like the one in CoD!!! Anet make it happen
also..
- Teleportation machine ( engi portal, self or more)
- Something that gives stab…
- Chainsaw kit!
A direct damage/condition damage/support/control option for each weapon skill slot.
Meaning that each slot would have a popup menu like the utility slots, providing us a choice of 4 skills pr slot. All centering around variations on the theme of that slot.
All too often it feels that anything but #1 is so situational that i can just as well run in circles while the autofire spams #1 at my selected target…
I would add the hammer, but they’re already doing that. I’d probably focus on trying to create Engineer-unique ways of controlling battle, such as creating temporary walls and so forth, but I doubt that would be something that would happen.
As for what skills I’d add…I’m actually not sure. I don’t typically come up with this kind of thing off-the-cuff. I’d like more turrets (though I’m not sure what kind), maybe some kind of armor-mod-type stuff, a jetpack that lets you fly places or something.
If there were something I could change, I would probably just set the Toolbelt up in such a way that the skills used on it could be entirely separate from those in the Utility slots, though.
I would love all of the racial spells for non-humans to get a boost!
Sniper kit
Alchemy Kit
improving toolbelt skills (no more burning bullets for the FT kit something much more damaging)
shorter cooldowns for turrets
increase the damage back to the 5% more it had (legendary status)
I guess I’m asking for overall improvements across the board. Asked for improvements before dunno why I think they’ll actually listen this time.
I have four major posts in these type forums with large lists of improvements they could’ve but didn’t add to this game for over a year now.
I would just like to see addition skills for the existing weapons and kits, so you can pick and choose which suit you best as you do with utilities.
I would love to replace Toolkit 2, Flamethrower 4 and elixir 2 amongst others.
Although, some sort of Turret kit (Think Animist from DAoC) would be sweet, as would Tigirius’ proposed Sniper kit
Something to make our group-wide might stacking better (putting 2 stacks instead of 1 from HGH and toolbelt elixirs would make me happy), a better elite skill PvE wise (i really, really like supply drop on PvP) and that’s about it.
-Make Turrets usable
-Make Gadgets viable
-Chainsaw Kit
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Turrets will never be usable, their damage/utility sucks so much in most cases it could be a hooker.
-More gadgets, pretty much the only reason i really still like this class. Give us some goofy and creative ones. Some things that will push our mines to think how could these be used in combat.
-Also the ability to build some golems. Were engineers, idk why we couldnt of been able to do this form the start. Imo, mobiles golems with some elemental atks depending on color is way better then stationary turrets.
-Instead of not having a weapon change slot, give us a mode change slot. One that would attach a scope onto our rifles that would give us some long range killer skills like what the warriors have but make it so ours have a more engineer feel to it.
-For pistols make it so that change to dual fire when there is to on. I dont see why we only fire from one gun when we could be firing from both. Make it a bit innacurate like poison volley if u need to to actually make it balanced.
How about Rocket Launcher Kit? Something like the Charrzooka!
-Instead of not having a weapon change slot, give us a mode change slot. One that would attach a scope onto our rifles that would give us some long range killer skills like what the warriors have but make it so ours have a more engineer feel to it.
-For pistols make it so that change to dual fire when there is to on. I dont see why we only fire from one gun when we could be firing from both. Make it a bit innacurate like poison volley if u need to to actually make it balanced.
This here is an incredible idea
(edited by Brew Pinch.5731)
i’d like:
- take off mortar or gite it 1700-2000 range
- give stability in any way
- give us some kit with lasers or thunders.. like asuras we see around the game
- engineer portal device (self or group)
thats all.. for now
- give us some kit with lasers or thunders.. like asuras we see around the game
Lightning coil (can’t call it Tesla coil, as that would be a Earth reference).
Zappy goodness and sparks everywhere
Turn the mortar into either a rocket launcher or a gatling gun, and give it limited charges (ammo) similar to the elementalist conjured weapons.
chainsaw kit
Heavy 220 range damage with bleeding
lash kit
aoe daze and good targeting available 300 range
sniper kit
2k range with heavy damage)
traits for bombs on shots with riffle/pistol
traits for stability
fixing mortar would be nice, but better replacing all elites and making new.
How about they give us an actually unique Elite. And not a copy/paste from other professions, behind a coin flip.
NEW spells? They haven’t even fixed half of the ones we have now.
Are they kittening kidding me, new spells.
-Replace all the magic potions with gadgets or a new “type” of skill.
-Give the mech suit as an elite. The name I liked was Gear Suit, tho I forget who came up with it. Use the model of the “pilotless suit thingy” at the skill point near the Skritt King. (as far as I know its the only place the model is used)
-Replace grenade kit with a Launcher kit, this way it can have faster projectiles and it would make sense that it has 1500 range. Think more Rock-It launcher from fallout rather than the Rocket Launcher from real life. Can keep the 2-3 projectiles on attack.
Skill 1 has auto-attack and can work in one of two ways.
First, its project is much like the explosive round of pistol skill1, but it also has the random fire angle of pistol skill 2. So direct shots that explode in the air around the target
The second method would be much like the way the skill works now, only instead of being ground targeted the center point of the aoe is on the target, causing the grenades to land around said target.
The first method is more reliable, the second is more fitting to the weapon, but depending on the arch and how fast the projectiles are sped up, the second method might not be that useful at long range as is the issue now. Hopefully with a reduced arc and increase of speed it will be usable at a distance.
-Change the mortar to function as an auto-turret. with overcharge being the cluster shot skill. Also make a new model for the auto-mortar.
-As suggested before, a mode switch button where the weapon swap button should be so we can use the rifle as a rifle. And maybe have not-so-stupid skills on the pistol. Still unequips any kit you’re using.
-Change healing turret once again, remove the instant heal on deploy, Give it a minor heal with each pulse. Turrets are meant to be deployed to be useful, not deployed> overcharged>detonated.
-While not exactly a new ability, change the turret pickup reduction to be a drastic change to the cooldown. like 75% off of the cooldown. Part of this change is to make all turrets have the same cooldown. Something like 40 seconds or maybe more. But the stats of each turret will need to be changed to match the cooldown. The goal would be to make the turrets useful when out, but costly if destroyed encouraging you to pick them up after combat rather than detonating and moving on. And if you’re fighting an engineer with turrets, making it well worth the time to destroy them.
I hate to be that guy, but what is your source for this?
I hate to be that guy, but what is your source for this?
The source is probably the same article that tells us they’re working on getting all weapons to all classes. It also mentions that there’s to be new skills.
I hate to be that guy, but what is your source for this?
The source is probably the same article that tells us they’re working on getting all weapons to all classes. It also mentions that there’s to be new skills.
Ah, that. I thought there must be some new information about, perhaps a confirmation that it was coming by the end of the year. Personally I’m not going to hold my breath.
We deserve reliable non kit specs , a self warping device , and a full dps kit (chainsaw maybe?) …lets make it happen Captain.
Oh lets not forget reliable access to stability , sshhheeesshh.
We deserve reliable non kit specs , a self warping device , and a full dps kit (chainsaw maybe?) …lets make it happen Captain.
Oh lets not forget reliable access to stability , sshhheeesshh.
I would rather see a Minigun kit myself, same result cooler weapon ^^
But i have to agree, they need to make the clkitten reliant on kits – the same goes for ele and attunement dancing
But i have to agree, they need to make the clkitten reliant on kits – the same goes for ele and attunement dancing
Npt sure if that is possible, unless they rework the trait system to be both positive and negative (so that you make one attunement/kit worse while boosting another).
Without it, attunement/kit dancers will always beat the rest.
Elementalists should be reliant on Attunement-swapping. It’s their class mechanic. It’s what they should be doing.
Meanwhile, Engineers should not be reliant on Kit-swapping, certainly not as reliant, in my opinion. It’s a set of Utility Skills like any other, just more effective than the rest of ours.
These:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Signets/first#post2832715
If you don’t want to click, I basically want a Speed Loader, Defibrillator, and Engineer signets.
-Replace all the magic potions with gadgets or a new “type” of skill.
Just wanted to say that the bombs/grenades/elixirs are from Alchemy which in turn became modern Chemistry which is put into practice by Chemical Engineers. People always forget us.
Elementalists should be reliant on Attunement-swapping. It’s their class mechanic. It’s what they should be doing.
Meanwhile, Engineers should not be reliant on Kit-swapping, certainly not as reliant, in my opinion. It’s a set of Utility Skills like any other, just more effective than the rest of ours.
I disagree, Thanks to the VERY long cool downs, the insane 15second basic cool down on attunement swapping and combine that with traits thatare ONLY effective in a certain attunement….
I would much prefer it the way Engineer have it, in a sort of kit system. In ele it seems like you HAVE to burst all of your skills not only because your damage is pathetic if you dont but due to the fact when you leave that attunement you are locked out of it for upto 15seconds, ignoring Fresh Air of course.
Elementalists should be reliant on Attunement-swapping. It’s their class mechanic. It’s what they should be doing.
Meanwhile, Engineers should not be reliant on Kit-swapping, certainly not as reliant, in my opinion. It’s a set of Utility Skills like any other, just more effective than the rest of ours.
I disagree, Thanks to the VERY long cool downs, the insane 15second basic cool down on attunement swapping and combine that with traits thatare ONLY effective in a certain attunement….
I would much prefer it the way Engineer have it, in a sort of kit system. In ele it seems like you HAVE to burst all of your skills not only because your damage is pathetic if you dont but due to the fact when you leave that attunement you are locked out of it for upto 15seconds, ignoring Fresh Air of course.
Then they should reduce the cooldown on attunement swapping so they can do it faster.
Also, my Elementalist is a glass meatgrinder, using nothing but bought gear and mainly using Fire Attunement and the Conjured Lava Axe. Don’t know what pathetic damage you’re talking about.
As for the traits that only work in particular attunements…we have the same with Kits, don’t we? I could’ve sworn we had two Grandmasters and a Master that only function in one Kit each, but for us it’s not as big a deal because not everybody is running around with four Kits.
Some of us even run with no Kits, but that’s rare, and understandably so, when one of our skillsets is tied to RNG, one has twenty bugs and doesn’t do particularly well even when it’s in a situation that doesn’t trigger most of them, and one is so underwhelming that it’s occasionally just forgotten about…with the only other choice being Kits.
I’d really like to be able to say “I don’t like Kits,” without being accused of disliking the class entirely, to be honest. To not see people saying Kits were the class mechanic.
Elementalists should be reliant on Attunement-swapping. It’s their class mechanic. It’s what they should be doing.
Meanwhile, Engineers should not be reliant on Kit-swapping, certainly not as reliant, in my opinion. It’s a set of Utility Skills like any other, just more effective than the rest of ours.
I disagree, Thanks to the VERY long cool downs, the insane 15second basic cool down on attunement swapping and combine that with traits thatare ONLY effective in a certain attunement….
I would much prefer it the way Engineer have it, in a sort of kit system. In ele it seems like you HAVE to burst all of your skills not only because your damage is pathetic if you dont but due to the fact when you leave that attunement you are locked out of it for upto 15seconds, ignoring Fresh Air of course.
Then they should reduce the cooldown on attunement swapping so they can do it faster.
Also, my Elementalist is a glass meatgrinder, using nothing but bought gear and mainly using Fire Attunement and the Conjured Lava Axe. Don’t know what pathetic damage you’re talking about.
the conjures are a joke, they should at least not end until switched out, minus Greatsword due to it being an elite. Then again its not as if the conjures are really worth using that much anyway.
Compare the flaming hoops you have to jump through to do reasonable damage – now compare that to other classes that can do it better, easier and with less cool downs.
I have a Level 80 ele, my first character that i made at Pre-Launch as much as i love the class its in a VERY poor state. The attunement cooldown is a joke, should be 10seconds like weapon swapping.
Considering the cool downs the damage is either Meh or SO easy to avoid which is pretty much why i stay away from Scepter, mine currently running a Fresh Air build.
I would love to see something like that :
By equipping the Rifle+Rockets turrets at the Ui bar , a <<switch weapon mechnic>> shows up , with a weapon that has :
1) Main spam attack
2) 3 Bleedsfor 5 sec , with 15 sec
3) Rocket with 15 sec cd
4) 3 sec Burn with 15 sec cd
5) Aoe knockback with 30 sec cd
And if u <<summon >> any of those 2 turrets , u automatically loose this weapon
Also the ability to <<carry>> the Mortal and with its flaws (canoot attack players that are in the deadzone or some spells u need to stay still)
you know that charrzooka you get for jormag and the branded guild challenge?
i want that in a kit.
head here to discuss wvw without fear of infractions
I would love to see something like that :
By equipping the Rifle+Rockets turrets at the Ui bar , a <<switch weapon mechnic>> shows up , with a weapon that has :
1) Main spam attack
2) 3 Bleedsfor 5 sec , with 15 sec
3) Rocket with 15 sec cd
4) 3 sec Burn with 15 sec cd
5) Aoe knockback with 30 sec cdAnd if u <<summon >> any of those 2 turrets , u automatically loose this weapon
Lately i have been toying with the idea that when you pick up a turret it do not simply reduce the cooldown of the deployment skill, but actually make the turret show up as a “charge” along boons and such. This then allowing certain things.
One option could be that depending on the carried turrets, certain things happen when you use weapon skills. Maybe a rocket or bullet flies off, maybe the attack apply a short burn, maybe it knocks the opponent over or immobilize them?
A change in rocket boots: stability in the tool belt skill.
I agree with the other posts I’ve read and I would also really like to have an Engineer portal device (self or group). It would be awesome since an Engineer is suppose to be a Genius, so therefore they can build a portal device. That would be awesome
I want a rifle that actually feels like a RIFLE and not a shotgun. maybe give us a shotgun kit based on our current rifle skills.
i want a non crappy version of
KIT REFINEMENT!
Engineer portal would be awesome. Some soft of brass manhole with a wicked iris you throw down on the ground that ejects steam and whatnot.
A chainsaw kit would be amazing. I would equip it every moment I am in a major city just to be THAT Asura.
Really just more variety in weapons though. Where are our hammers? On that note: we’re not just engineers. We’re supposed to be geniuses at alchemy too. Give us a grenade launcher that throws actual potion vials. This is what the elixir gun SHOULD be.
It’d be nice to have a reliable water field that doesn’t eat our heal slot too. It would make us more attractive in WvW and Dungeons.
Clarishy – Ranger
Tinkershy – Engineer
I know some of you have heard it by now. But Arena Net has plans for a major update that will add lots of new spells to the game.
Firstly, not “spells”…skills.
whats some new spells you would like to see added to the game?
The skills I’d like to see added are the removal of downed state #2 skill and #3 put in its place. The new #3 skill would be Elixir D “drink elixir D to gain Vapor Form or Vengeance”.
Also I’m looking forward to seeing them finally wipe off that pile of $&#! sitting on the elite skill selection area they call Mortar and replace it with Machine Gun “equip a heavy machine gun that reduces your speed but grants stability and protection and 5 skills: #1 Full Auto – fires projectiles at an extremely high rate. #2 Semi Auto – fires three projectiles that cause vulnerability. #3 Single Shot – fires a high damage projectile that penetrates and causes bleeding. #4 Irradiated Rounds – your next 5 attacks inflict poison and torment. #5 Steam Over – vent steam from your machine gun that burns and blinds nearby foes.”
Also if you could get a pre existing weapon added to the Engineer class, what would it be and how would it work?
Daggers. It’s a basic weapon and I think should be the only weapon every class can use at least in the off hand. That said I’d like an offhand dagger with skill #4 Cut and Run: “slash your target and evade backwards gaining swiftness.” and #5 Ballistic Dagger: “launch the dagger blade that embeds in your target inflicting cripple and pulsing torment every second. Chain – Detonate Dagger: detonate your embedded dagger blade inflicting burning”