What's some new Skills you want in HoT

What's some new Skills you want in HoT

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Posted by: Knighthonor.4061

Knighthonor.4061

What’s some new skills you want in HOT?
Share some ideas.

What's some new Skills you want in HoT

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Posted by: Wolfar.6508

Wolfar.6508

I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!

Wolfineer.com - Everything Engineer!

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Posted by: Knighthonor.4061

Knighthonor.4061

I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!

Let’s stay on topic please. Talking about new skills.

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Posted by: Wolfar.6508

Wolfar.6508

I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!

Let’s stay on topic please. Talking about new skills.

Well, I just want to address that I prefer balancing the old ones over new skills. What’s the point of adding new skills if the Kits are going to be superior anyways?

Would love to see some new Elixirs, Gadgets (like the flying bots in the trailer) and what not but then there needs to be a reason for me to take them over a Kit. That is often lacking.

Wolfineer.com - Everything Engineer!

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Posted by: Knighthonor.4061

Knighthonor.4061

I want the following:

*Saw Blade Kit- Melee oriented damage Kit with mid ranged mixed in. Would be nice as a Specialist skill since they have hammers already.

*Laser Turrets- channels a Laser blast that damage all enemies in a line and reveals stealthy that cross into the laser .

*Crane Gadget – build a crane that grabs target with option to pull them to you and throw them for AoE damage stun.

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Posted by: Knighthonor.4061

Knighthonor.4061

I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!

Let’s stay on topic please. Talking about new skills.

Well, I just want to address that I prefer balancing the old ones over new skills. What’s the point of adding new skills if the Kits are going to be superior anyways?

Would love to see some new Elixirs, Gadgets (like the flying bots in the trailer) and what not but then there needs to be a reason for me to take them over a Kit. That is often lacking.

But I believe balance discussion is better for its own dedicated thread. Because we don’t even know what changes are being made to current skills. So that’s why it’s best to stay on topic regarding new skill ideas, rather than current skill balance.

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Posted by: Arantheal.7396

Arantheal.7396

New gadget: spider-mines.
on activation drops one mine after another that rests on the ground for a second before it searches and explodes at the nearest enemy (preferably the current target). these mines do not rip boons, are not a cc, but scale with all explosive traits accordingly, are on a slightly longer cd than throw mine, but inflict higher dmg.
the toolbelt releases 5 mines immediately, on a long cd.

new kit: (elite) shoulder-wielded cannon
replaces the mortar, allows for moving around while wearing it, grants stability and can crit. downside is a bit slow fire-rate.
since its a elite-skill, no toolbelt

new turret: gas-dispenser
Creates a permanent (as long as the turret lives) aoe that applies poison, bleed, and cripple every 5 seconds. Additionally removes one condition every 5 seconds on up to five allies.
toolbelt will release one tick of the gas, therefore cleansing 1 condition on up to five allies and applies one tick of poison, bleed & cripple.
duration and amount of the condi-stacks is up to a-net.

new elixir: Elixir J (for Juggernaut)
grants stability for 10 sec, on a 60 sec cd. toolbelt grants 5sec stability to up to 5 allies. also on 60sec cd.
big downside: not a stunbreaker, and has a 1-sec pre-cast animation.

Engineer is love, Engineer is life.

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Posted by: Basaltface.2786

Basaltface.2786

Mega bomb (skill) : Allows the engineer to deploy a seriosly destructive time bomb with a 5 second timer. Bomb acts as a blast finisher, knockback, burn, confusion and does massive damage. Also does an obvios ticking sound or visual cue that doomsday is about to happen for pvp\wvw reasons. Radius 500-ish

Toolbelt skill: Trap bomb: mix of glue and smoke bomb


Magnetic Boots (skill): Grants 5 seconds of stability if used, also acts as stun breaker and removes cripple and chill

Toolbelt skill: Magnetic kick: a light damage kick with 1 stack of confusion and slight knockback (sorta like the rocket boot kick, just with kockback and confusion basically)


Machine gun turret: A high damage turret that fires 10 bullets in a rapid succession sorta like a thief´s P\P unload skill. Long cooldown between unloads and the turrets live points are tenuous at best. (yea.. basically a berserker turret)

Overcharge: Instant cooldown reset on the turret to fire another volley right away

Detonate: Blast finisher

Toolbelt skill: Speedloader: 5s quickness on firearms (rifle\pistols)


Bottle of slick (skill): Throws a ground targeted bottle that leaves a 10 second oil
slick behind. Enemies who walk on it get 3 knockdown

Toolbelt skill: Molotow kittentail: Inflicts burn and slight on impact on the enemie and leaves a 5 second fire field behind. If thrown into the oil slick it ignites it and inflicts heavy damage to anybody in the burning oil, also turns the oil slick into a fire combo field.


Elixir- F (for frenzy): Grants the user fury, 5 stacks of might and quickness for 7 seconds while hitting the stamina down to 0%, stamina starts recovering after the elixir wears off.

Toolbelt skill: Throw elixir-f: Grants fury and 3 stacks of might for 5 seconds


Grenade launcher (Kit): Same like the grenade kit just uses target system and skill 1
is turned to an auto attack (basically works like grenades underwater)


Heavy cannon (kit). Equips the engineer with a heavy cannon kit

1- Ranged auto attack with 1s cooldown, heavy impact damage with some aoe radius ( sorta like pistol 1 just way more powerfull, actually on par with the bomb kit´s 1) and a range of 1000

2- A straight path following slow moving projectile that hurts everything in its path (think asura megablasters from the crucible of eternity dungeon just not homing) per tick and can be detonated like flamer 2 but keeps on following its path slowly till it hits a wall or its 1200 range limit

3- A frontal knockback cleave or conic aoe with the cannon to get up to 3 annoying pests off your kitten .

4- a backwards cannon jump with some low to mediocre aoe damage from the jump itself (think acid bomb just no ticks) that leaves a 2-3 s combo field behind, blind would be pretty perfect for that

5- High damage ground targeted rather big aoe with fire field

toolbelt skill- adds confuse to the next 3 attacks with it


Healing skill: Elixir-E (for emergency): Heals for 5000 HP and removes 2 conditions instantly

Toolbelt skill: Throw Elixir-E : removes 1 condition


Elite skill: Elixir B² : Heals for 5000 HP, grants stability, aegis, 10 stacks of might, swiftness, protection, fury, retailiation and vigor for 15 seconds.

(edited by Basaltface.2786)

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Posted by: krixis.9538

krixis.9538

all turrets / minions / pets to be immune to aoe dmg in PVE / WvWvW

but left alone in SPVP / TPVP so no 1 can QQ about it.

and lets face it the only ppl who do 1v1 in WvW are either gankers or lone players who got separated from a zerg. and the real fights in WvW are AoE zergfests.

any one who argues this point is either a troll or does not want to see turrets / pets / minions fixed in PVE.

and yes its a problem in pve as they die very very fast to the stupid amounts of aoe in the game.

Desolation EU
Fractal lvl 80 – 126 AR

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Posted by: Arantheal.7396

Arantheal.7396

and lets face it the only ppl who do 1v1 in WvW are either gankers or lone players who got separated from a zerg. and the real fights in WvW are AoE zergfests.

any one who argues this point is either a troll or does not want to see turrets / pets / minions fixed in PVE.

on low tier servers roaming is much more important than zerging, also making minions, pets and clones immune to aoe as well gives every ranger / necro / mesmer a extreme advantage over any people they encounter.
ranger-pets serve as pure meat-shield for beast-master rangers, dealing with a flesh-golem becomes a nightmare and phantasms will dps you to death quickly if you can’t deal with them fast and reliably.

call me troll, elitist, meta-stuck idiot, I really don’t care, but your proposal is complete garbage for any competitive content. There is a very valid reason why PvP would QQ about that. Why do you think wvw is less competitive, unless of course you personally don’t like it / don’t play it and therefore refuse to consider all consequences your proposal would have.

Engineer is love, Engineer is life.

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Posted by: Lupanic.6502

Lupanic.6502

something my condi engi can bring to a level where I can fight a condi necro

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Posted by: Rozbuska.5263

Rozbuska.5263

Actualy drones and hammer was my dream for long time so..:-)

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

New Elite – magnetic burst.

Gadget.
Releases magnetic shockwave that does damage, rips up to 3 boons and pulls in up to 5 opponents in 480 radius.

45 seconds cooldown.

Star of this show would be it’s short cooldown and aoe boonstrip. The pull would be a nice alternatives to all those blowouts, as engi is the cc king, but his pulls aren’t special (magnet in toolbox is 1 target only, while magnetic bomb with kit refinement is gimmicky).

Gadgeteer trait would give it 5 seconds protection.

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Posted by: Dirame.8521

Dirame.8521

They said it would be a new set of skills so I’m going to assume, just like Elixirs, Turrets, Gadgets and Kits, we may get a new group.

I’m going to guess; Bots.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)

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Posted by: lordbachus.6091

lordbachus.6091

They said it would be a new set of skills so I’m going to assume, just like Elixirs, Turrets, Gadgets and Kits, we may get a new group.

I’m going to guess; Bots.

I guess thats another way to see things…. Personally i think they should add both a new cattegory, as well as one extra choice to the excisting cattegories..

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Posted by: Black para goner.7612

Black para goner.7612

I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!

I agree, give gadgets more, also elixirs more. Give gadgets better traits, and a better grandmaster trait in fire arms for rifle and pistol.

Nova Bushido Top Charr Engineer, AG IRQ.
Predator | Quip | Flameseeker | Juggernaut

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Posted by: lordbachus.6091

lordbachus.6091

I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!

I agree, give gadgets more, also elixirs more. Give gadgets better traits, and a better grandmaster trait in fire arms for rifle and pistol.

I think kits are the charm of the engineer, its why most people play the class, and i dont see how a single skill can ever outwwight the 5 skills a kit gives you… To be on par with a whole kit, they really need to push those skills to the extreme..

I dont think thats going to happen…

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

They already did good job with turrets. With massive trait support and overcharging the turrets are on par with kits in certain scenarios. Also having other skills have utility kits lack is another way, as shown with elixirs, especially elixir U.

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Posted by: KarmaKat.5932

KarmaKat.5932

New turret: Tesla Turret: Hits a random enemy within 500 range every 0.5 seconds. Overcharge charges the turret up for 1.5 seconds and releases a burst of electricity that dazes for 1 second. The toolbelt could be an AoE that rips 1 boon from enemies within range.

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Posted by: guildabd.6529

guildabd.6529

New elite turret: Stealth Turret. 3s stealth every 3 seconds. 480 radius. 90s cooldown. Toolbelt: Spawn 10s smoke field an reveal nearby enemies in 480 radius, cooldown 20s. Has more health than thumper turret.

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Posted by: Killyox.3950

Killyox.3950

Hard to say. Hammer weapon/kit was I think most asked for since GW2 beta and now they bring something with hammer (unsure if weap or kit). So that’s something I wanted and is being brought (on a side note I think it will be weapon and not a kit).

For elite skill I would like some Elite Turret. Yes, single elite turret. Like Minigun maybe or some Elite Kit (shoulder cannon maybe?)

No immediate ideas for utility skills atm.

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Posted by: Grimwolf.7163

Grimwolf.7163

I’ve wanted a giant chainsaw kit since the first holloween event.
I’d also like a rocket launcher and/or minigun kit.
A “turret” skill that places a large shield with massive health you can hide behind to block projectiles. The activation skill could give it reflect.

Basically as a whole, I’d like a lot of big, heavy military-esque machinery.

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Posted by: Ardid.7203

Ardid.7203

Grappling Gun gadget:

Hit it once, and it releases a hook atached to a wire that you can control by rotating your toon. This hook does very little damage but pierces, so you can maximize the effect by making good use of the trajectory. (You could even hit the same target two or three times if you have the oportunity).

Hit it again, or wait until the wire reach its limit (500 when in straight line I think its good), and the hook clasps to the current target, or, if there isn’t one close enough, any object like a tree, wall, rock, etc. The target receives moderate damage, and the wire becomes tense between that point and the engie. (With traits, you can make this wire to electrify, cripple or something like that). This state can maintain itself indefinitely, even if the engie is damaged.

Hit it for the third time, and the wire retracts suddenly, pulling the target towards the engie or, if the target is an inmobile object or has stability, launching the engie through the air against the objective.

Hit it one last time just before contact with the target, and the engie does a more damaging attack, like a headbutt against an incoming enemy, o a jumping kick when the one moving is the engie.

If the engie or its objective receive any CC while tied, the CC affect both. If the engie or its objetive have stability (or the target is an inmobile object, or a big boss), then the effect varies according to common sense: an engie tied to a rock who is feared will not advance while running away from the hook, an engie tied to the Karka Queen will be dragged around, etc. An engie who applies Overcharged Shot against a tied foe will fall to the ground, but without moving backwards.

Unlike Jumping shot, the hook can be used upwards. (Yes, I want to better move around in the maguuma heart …)

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: guildabd.6529

guildabd.6529

New elite skill: Weapon Crate. Spawns a crate that shares selected kit for allies by interacing it. Duration 20s. Cooldown 90s.

(edited by guildabd.6529)

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Posted by: krixis.9538

krixis.9538

and lets face it the only ppl who do 1v1 in WvW are either gankers or lone players who got separated from a zerg. and the real fights in WvW are AoE zergfests.

any one who argues this point is either a troll or does not want to see turrets / pets / minions fixed in PVE.

on low tier servers roaming is much more important than zerging, also making minions, pets and clones immune to aoe as well gives every ranger / necro / mesmer a extreme advantage over any people they encounter.
ranger-pets serve as pure meat-shield for beast-master rangers, dealing with a flesh-golem becomes a nightmare and phantasms will dps you to death quickly if you can’t deal with them fast and reliably.

call me troll, elitist, meta-stuck idiot, I really don’t care, but your proposal is complete garbage for any competitive content. There is a very valid reason why PvP would QQ about that. Why do you think wvw is less competitive, unless of course you personally don’t like it / don’t play it and therefore refuse to consider all consequences your proposal would have.

easy fix.

1. disable the aoe immunity on pets/turrets/monions designed to be tanks and disable it when u have points into pet / turret / minion focused trait lines.

now WoW is a 10 year old game and had this problem when it launched. it was a class called the shaman. they worked a lot like engineers do.
they place a totem on the ground and it stood in place. couldn’t move. it has 5 hp and was destroyed with in seconds of being placed on the floor.
this also applied to the hunter pets and also warlock pets.
so to fix this they made all pets take 95% less dmg from aoe and made the totem immune to aoe dmg but still have 5 hp and would be 1 shot with any direct dmg.

so I ask again make turrets immune to aoe for PVE. because in fractals / dungeons the life span of a normal turret with 0 traits in inventions is around 5-10 seconds before it is wiped of the face of the earth by 1 of the 10000 aoes bosses have access to.
this is even more true when we run dungeons and every 1 uses the stack tactics. all the aoe is focused on the group. even if you move away from the group and place it, it will still be targeted and die.

gw2 claims to be a “next gen mmo” yet is has the problems World Of Warcraft fixed 10 years ago.

and I will say again I DO NOT CARE FOR PVP DONT APPLY THESE CHANGES TO PVP. with these changes aimed for PVE only there is no valid reason to deny aoe immunity to turrets.

u can argue all you like I am still right. as long as it does not affect pvp there is no reason it shouldn’t be added.

and yes I understand a lot of u in here never played any other mmo cos it was either sub based or to complex for you (I still don’t understand why ppl don’t like sub based mmos, are you really that poor ? or to tight to pay, or are you so self entitled u expect all games to be free nowadays ?)

/rant over

Desolation EU
Fractal lvl 80 – 126 AR

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Posted by: Knighthonor.4061

Knighthonor.4061

I’ve wanted a giant chainsaw kit since the first holloween event.
I’d also like a rocket launcher and/or minigun kit.
A “turret” skill that places a large shield with massive health you can hide behind to block projectiles. The activation skill could give it reflect.

Basically as a whole, I’d like a lot of big, heavy military-esque machinery.

Yes yes a giant chain saw Melee sword kit along side new hammer would rock!! I could make a full Melee engineer with Melee kits and bombs. That would bleeping rock!!!!

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Elite; Mini-gun

He’ll I’d be happy with a hobo sack so long as it was draped in ribbons of ammo!

SAY HELLO TO MY LITTLE FRAND!

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Posted by: RookSix.8105

RookSix.8105

Transportation Kit-

1. Teleporter Entrance that acts as a static field / Pick up Entrance
2. Teleporter Exit also a static field / Pick up Exit

The idea would be a one way teleporter so it wouldnt be as good as mesmer’s ports.

3. Telefrag – 1 second AOE stun.
4. Overload – AOE blind and knockback
5. (Cant think of a name) – Gives protection to anyone exiting the teleporter

Toolbelt – 1s Distortion (with an extremely long CD)/ Detonate Teleporters (Blast)

Already have a turret and dispenser, might as well go for the full TF2 engie set up.

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Posted by: Arantheal.7396

Arantheal.7396

and I will say again I DO NOT CARE FOR PVP DONT APPLY THESE CHANGES TO PVP. with these changes aimed for PVE only there is no valid reason to deny aoe immunity to turrets.

u can argue all you like I am still right. as long as it does not affect pvp there is no reason it shouldn’t be added.

and yes I understand a lot of u in here never played any other mmo cos it was either sub based or to complex for you (I still don’t understand why ppl don’t like sub based mmos, are you really that poor ? or to tight to pay, or are you so self entitled u expect all games to be free nowadays ?)

/rant over

I like how you ignore the core-problem, refuse to take in regard how the game works before claiming that another game (that is based on a completely different engine) solved the seemingly same problem (which it is not, since both games’ core-principles are incomparable) by fixing their (completely different) damage-conditions.

gw2 is not based on the holy trinity.
there is no tank class in this game, and like it is impossible to camp in front of a champ / legend while tanking it all day long, non-mobile AI gets punished as well. clones minions and turrets have actual traits that damage or cc opponents upon destruction. they are not meant to be up permanently. ranger can manage their pet-survivability by calling them back (therefore dragging them out of red circles) or switching them before they are dead to avoid increased cd’s on them.

dead minions replenish the life-force of necromancers if traited.
blown up turrets dmg a target and also offer additional toolbelt-skills.
clones should be shattered regularly to use mesmer-mechanics to the fullest extend.

It is completely fine for you to try to mindlessly place your AI on the field and expect it to do your work, but what actual builds utilize to survive are blocks, dodges, and invulnerability, all of which require active responses to the situation at hand.

WoW is a turret game, where tanks play the turret in front of a boss, spamming their rota, while dd’s sit as turrets in the back, spamming their rota (occassionally moving during a phase-change), and healers sit in between as another type of turret, spaming their rota to keep the raid alive.
actual movement is punished with interrupting a cast, dodges do not exist, and dmg-mitigation is a pure numbers-game.

WoW =/= Gw2
they are both mmorpg’s, but what was a bug in WoW is actually a intentional and genuine balance decision in Gw2.

turrets are not meant to survive a blast from a boss, like you are not meant to survive it constantly either. the best example is the rifle-turret, which even on turreteer builds in pvp is only out for its overcharge, then gets blown up so its higher dps from its toolbelt can be used.

2 of the necro-minions are actual spider-mines, only there to run to a target and blow up on it, and the ranger-pet sustain is actually quite ok, given that you have a ranger that is using his brain in order to manage them effectively.

so no, regardless how often you try to bring in WoW as “good” example, you will always fail to understand that your concerns are actually your inability to understand the combat-system of Gw2, both in PvE and PvP.

and here comes the valid reason to why turrets should not be aoe-immune in PvE:
they are very situational, deliver subpar dps, and therefore are not encouraged to be used for their raw dps only. some builds utilize them for the utility they bring – flame turret as a might-beacon and blind-support f.e. / thumper as blast-chain and cc-spam to deteriorate defiance – but in the end they are not a core-dps-source for the engineer and should not be perceived as one.

Also for your own sake, I’d highly recommend you to watch your language, since your last post was only 1 inch away from being nothing but a hate-slur upon anyone who could dare to argue with you, a offense that earns you nothing but infraction points for your forum-acc if continued that way.
That also includes strawmen-fallacies, only introduced to flame other forum members in order to artificially validate your point.

Engineer is love, Engineer is life.

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Posted by: Black para goner.7612

Black para goner.7612

I’d like to see a whole new type of skill mechs, engi can upgrade themselves with armor/weapon boosts. For example one mech armor could give them and allies boons such as might, protection, and fury. Another mech could reduce the dmg taken by retaliation by 30-50%.
They could go down another route were the mechas support their other type of skills. Such as whenever the engi CCs a foe, he will gain hp back. Or Whenever they use weapon skills they gain boons or life stealth chance on hit.

Nova Bushido Top Charr Engineer, AG IRQ.
Predator | Quip | Flameseeker | Juggernaut

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Posted by: Dirame.8521

Dirame.8521

Munitions. Explosive Ammo; Your next 5 attacks deal additional explosive damage.

Bots. Helper Bots: Release 3 bots that give you minor buffs. Red bot: 180 Power, Blue Bot 50 regen overtime, Green Bot: 180 Condition Damage. You can blow these bots up to do additional damage.

Bots Attack Bots: Release 3 bots that deal damage to your target. Your damage is reduced by 20% whilst these bots are active.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash