improve tool kit /fix related bugs please

improve tool kit /fix related bugs please

in Engineer

Posted by: RaynStargaze.6510

RaynStargaze.6510

Personally i find the actual toolkit abilities pretty appealing (not to be confused with tool belt!) There are some issues though i`d like to have addressed.

1a: The power wrench trait
does not correctly reduce the cooldown on gear shield or magnet! It simply does not.

1b: The power wrench trait
This is probably intentional but still… “Smack” skill does not apply a 5 second cripple as mentioned in the trait – instead it adds a very short cripple on every autohit. Personally i can see no situation in which u`d want to continously bash your foe with autohits just to cripple them (melees will kill you cuz you`re too squishy and ranged will kill you as well because dmg output of smack is a joke in the 1st place). Maybe this might be useful for Bunker but… sigh there`s better stuff for Bunkers out there.
Imho smack should apply a instant (long) cripple on hit! with a cooldown on the cripple effect of smack (like the 5 sec cripple + 5sec cd for cripple to proc when using immobilize)
This would also prevent insane cripple stacking by continously auto hitting (which COULD be done by bunkers then again theres no point blahblahblah)

2: Magnet
sounds awesome on paper – a pull ability. Unfortunately it is the only ability which moves players around (like knockbacks with rifle or guard hammer) which has a cast time! And the cast time is an eternity! Not only that but the animation is so obvious (character pulls out a magnet) that anyone who has seen it just once has 1 second to prepare his dodge!
The range is insanely short! Why would i want to pull an enemy towards me if i can just make 1 roll and stand next to him anyway (or have 1 second cast time wasted because the opponent moved a tiny bit away)

3: Throw wrench
is an auto target ability when it really should be ground targeting. The issue with auto targeting is very simple.. If you want to deal damage with throw wrench you will want to hit the opponent on both ways (boomerang thing). But because its an auto target skill you will need to stand as close as possible in order to even hit once – you cant shoot a moving target cuz throw wrench will automatically miss unless you could throw it slightly in front of the moving target. But if you have to move very close it A) increases the chance to hit a wall behind your target and have the “boomerang” stopped in track and B ) eliminates the point of it being a thrown ability in the 1st place.

cheers

(edited by RaynStargaze.6510)

improve tool kit /fix related bugs please

in Engineer

Posted by: RaynStargaze.6510

RaynStargaze.6510

shameless bump

also i forgot

4: the needles on the floor thingie has a cast time (why in gods name?) – and it doesnt stack bleeds like crazy – in comparison to the thief ability which pretty much does the same thing it is sooo much inferior

improve tool kit /fix related bugs please

in Engineer

Posted by: Aegael.6938

Aegael.6938

I feel like Anet really didn’t do a great job with the Toolkit. They took skills from several professions (Caltrops, Shield Stance, Scorpion Wire, etc.) and purposely made them worse, either with increased casting time, less damage, or less duration.. It really adds to the theme of engineer being an inferior class in general. Is that what they want? It seems to be where the class is headed. Want to be a bunker? Go guardian or elementalist and spam heals, all of which heal for more than an engineer could ever hope to. Oh, and also you get stability, which engineers basically don’t have.

improve tool kit /fix related bugs please

in Engineer

Posted by: RaynStargaze.6510

RaynStargaze.6510

Oh, and also you get stability, which engineers basically don’t have.

I pretty much agree with what you said except for this part!

Elixir S is insanely good imho – its even better for finishing than stability itself + it gives you the tool belt skill which gives you stability or invisibility both can be used to finish in most cases.
Then again Mesmer can get invulnerability much easier/faster and more often.

In my experience, too many (non Bunker – cuz R is pretty awesome for bunker.. and S pretty bad for bunker) engis use elixir R atm imho – its just useless for finishing.

(edited by RaynStargaze.6510)

improve tool kit /fix related bugs please

in Engineer

Posted by: nofo.8469

nofo.8469

Oh, and also you get stability, which engineers basically don’t have.

I pretty much agree with what you said except for this part!

Elixir S is insanely good imho – its even better for finishing than stability itself + it gives you the tool belt skill which gives you stability or invisibility both can be used to finish in most cases.
Then again Mesmer can get invulnerability much easier/faster and more often.

In my experience, too many (non Bunker – cuz R is pretty awesome for bunker.. and S pretty bad for bunker) engis use elixir R atm imho – its just useless for finishing.

Both elixirs are great, I wish the active effect on S wasn’t random though.

@ OP, Agreed 100% the toolkit needs some serious help, especially the pull as you mentioned, its rather terrible at the moment lol.

improve tool kit /fix related bugs please

in Engineer

Posted by: Aegael.6938

Aegael.6938

The reason why stability is important is because in PvP, if you go invulnerable, you can no longer contest points.

The toolbelt skill gives a 50% chance to proc stability…and a 50% chance to proc stealth, which will also cause you to lose control of the point.

We need more defensive options in regards to pointholding.