As true as Odin’s spear flies,
There is nowhere to hide.
sawn off double-barrel shotguns, mostly based off of thief’s offhand pistol. quick shots, only much higher cooldowns, and based on damage, as well as being close range, IE blunderbuss and overcharged shot.
this weapon would allow for a truly effective hybrid approach to engineer, and would be offhand only.
#4: Blast(not a blast finisher)
base damage is ~500, goes up based on power, causes 2 stacks of bleeding. range 300
cooldown 25 seconds
#5: Assault
unloads both barrels of your offhand for a powerful shot. does more damage if target is bleeding. range 300
cooldown 30 seconds
i’m not sure if it’s a great idea to implement this sort of things, but it was a little disappointing playing a class based around firearms having so few fire arm options available in the game, especially to engineer. just throwing out ideas. add to them if you like.
The class is not solely based around firearms, but also around alchemy, gadgets, turrets and explosives. Basically the engineer the the mad guy sitting in his basement and inventing all sorts of deadly little toys, made from scrap and used parts.
actually warrior fulfills already the “marksman” aspect of the rifle since he has access to rapid fire or sniper like attacks that you would get as military training.
about the skills you came up with, they sound great as they are, but there is no weapon in the game that is not used by multiple classes at the same time…
it maybe sounds a bit crazy, but I’d like to have access to staff as engi.
the skills would be:
Auto-attack: Polarize
channeled attack for 1 sec
no projectile
range 1200.
hits 3 times / deals 400 base dmg w/o power and up to 1200 with full power based stats per hit.
each hit has a 33% chance to apply 2 stacks of confusion for 5sec
#2: Depolarize
8sec cd
range 600
90° conic AoE / hits up to 3 targets
deals 500 base dmg / 1500 with full power stats
applies 5sec blind / weakness
consumes all confusion stacks on the target and triggers their dmg 5 times for the amount they would have dealt otherwise on the usual way.
#3: Charged ground:
15sec cd
player-centered aoe
radius 900
deals 400 base dmg / 1200 with full power stats to up to 5 targets.
cripples all targets for 4 seconds
if a target has confusion on it, it gets immobilize for 2 seconds and crippled for 6 seconds.
grants 10sec swiftness to allies
#4: Overcharge
20sec cd
player centered aoe
radius 900
deals 800 base dmg / 2400 with full power stats to up to 5 targets
applies 5 stacks of confusion and 5 sec blind / weakness to targets
grants 3 stacks of might for 10 sec, 5 seconds furry and 5 seconds vigor to allies
#5: Chaotic discharge
40sec cd / 1.5 sec channeled skill / skill activates after the channeling is completed
player centered aoe
radius 1200
immobilizes the player for 5 seconds
grants invulnerability to the player for 5 seconds
disables all skills but staff #5
pulls up to 5 targets towards the player
places an player-centered AoE:
[radius 900 / duration 5 sec
targets inside this AoE get hit up to 10 times (once every 0.5 sec)
each hit deals 200 base dmg / 600 with full power stats.
each hit will randomly apply 0.5sec immobilize OR 1sec cripple.
each hit will apply weakness for 1 sec
each hit will apply 1 stack of confusion for 10sec]
the player has the option to activate the skill #5 a 2nd time within the 5sec timeframe
this action will abort the immobilize and the invulnerability instantly and enable all other skills again.
every target within a 900 radius will be knocked down.
consumes all confusion stacks on all targets and triggers their dmg 5 times for the amount they would have dealt otherwise on the usual way.
(edited by Arantheal.7396)
i don’t think an offhand sawn off is something a ‘marksman’ would use. it’s more of a rogue-ish weapon. (thief/engineer mainly) i’m not interested in being a marksman on my engineer.
No, I meant this “marksman” phrase in context to the engineer being seemingly firearm centered.
The class is not solely based around firearms, but also around alchemy, gadgets, turrets and explosives. Basically the engineer the the mad guy sitting in his basement and inventing all sorts of deadly little toys, made from scrap and used parts.
actually warrior fulfills already the “marksman” aspect of the rifle since he has access to rapid fire or sniper like attacks that you would get as military training.
about the skills you came up with, they sound great as they are, but there is no weapon in the game that is not used by multiple classes at the same time…
it maybe sounds a bit crazy, but I’d like to have access to staff as engi.
the skills would be:
Auto-attack: Polarize
channeled attack for 1 sec
no projectile
range 1200.
hits 3 times / deals 400 base dmg w/o power and up to 1200 with full power based stats per hit.
each hit has a 33% chance to apply 2 stacks of confusion for 5sec#2: Depolarize
8sec cd
range 600
90° conic AoE / hits up to 3 targets
deals 500 base dmg / 1500 with full power stats
applies 5sec blind / weakness
consumes all confusion stacks on the target and triggers their dmg 5 times for the amount they would have dealt otherwise on the usual way.#3: Charged ground:
15sec cd
player-centered aoe
radius 900
deals 400 base dmg / 1200 with full power stats to up to 5 targets.
cripples all targets for 4 seconds
if a target has confusion on it, it gets immobilize for 2 seconds and crippled for 6 seconds.
grants 10sec swiftness to allies#4: Overcharge
20sec cd
player centered aoe
radius 900
deals 800 base dmg / 2400 with full power stats to up to 5 targets
applies 5 stacks of confusion and 5 sec blind / weakness to targets
grants 3 stacks of might for 10 sec, 5 seconds furry and 5 seconds vigor to allies#5: Chaotic discharge
40sec cd / 1.5 sec channeled skill / skill activates after the channeling is completed
player centered aoe
radius 1200
immobilizes the player for 5 seconds
grants invulnerability to the player for 5 seconds
disables all skills but staff #5
pulls up to 5 targets towards the player
places an player-centered AoE:
[radius 900 / duration 5 sec
targets inside this AoE get hit up to 10 times (once every 0.5 sec)
each hit deals 200 base dmg / 600 with full power stats.
each hit will randomly apply 0.5sec immobilize OR 1sec cripple.
each hit will apply weakness for 1 sec
each hit will apply 1 stack of confusion for 10sec]the player has the option to activate the skill #5 a 2nd time within the 5sec timeframe
this action will abort the immobilize and the invulnerability instantly and enable all other skills again.
every target within a 900 radius will be knocked down.
consumes all confusion stacks on all targets and triggers their dmg 5 times for the amount they would have dealt otherwise on the usual way.
Not OP as hell at all…
OP?
autohit:
less dps than the bombkit auto or ele staff
#2:
short range and even less dmg than the FT #2
statistically a target will have less than 4 stacks of confusion from the auto, so you get additional 4k dmg, which is even less than a point black blunderbuss
#3:
barely compensates the rifles missing netshot and is on a long cd… also even with berserk stats you will not crit for more than ~2.4k dmg
#4:
welp, that should actually be increased on a 25sec cd… still it only buffs / debuffs for 5 sec and deals again less dmg than FT #2
#5:
powerfull in a group and definitively the skill of choice to pull people off walls in wvw, but for one engi alone or 1v1 duels this skill is by far too weak to be considered OP. also the long cd compensates the 5sec invulnerability easily, especially since you will not be able to perform any action but to activate the second effect of this skill, which is will even with full 10 stacks confusion deal less dmg than BoB, and since it’s a knockdown (not a knockback) you will not even be able to clear a point effectively.
I thought about it as some kind of hybrid weapon that allows both condi and power-builds. Ofc this skill-set would profit allot from bombkit #3 and toolkit #3.
Just a small comparison:
Necros have better and more effective ways to apply weakness & blind
Thieves have more effective ways of applying blind
And ofc mesmers are still the unchallenged masters of applying confusion.
So nope, I don’t think that this staff would be OP, but a fun addition to our versatility.
RE: Arantheal
With all due respect. That weapon design would allow Confusion with higher base timers than Mesmers generally get away with. So, how then would Mesmer still be an “Unchallenged Master” of Confusion?
Now, only part of the overall issue lies in your idea. Fact is, Perplexity Runes themselves indicate precisely how … “leery” ANet is regarding class-bound Confusion mechanics. Especially the base timers. Neither Mesmer or Engineer walks around with that kind of native duration (not easily, at least). And neither possess an ability that burns Confusion stacks present upon the enemy.
With that in mind, imagine the setup of:
As is, that combo alone can whip out some hefty Confusion. Then add Overcharge > Charged Ground > Chaotic Discharge double-tap. Needless to say, the last time a class could easily plop (from its own skillset) that kind of Confusion … well, I call it the WvW Confusion Debacle for a reason.
Take it from a Mes main, you wouldn’t just eat Confusion nerfs on this: they (ANet) would most likely nerf things only related to the Confusion damage by proxy, as well. In an Engineer’s case, you might see a stack drop on every Confusion ability you possess in-class, and certain “tie-in” abilities (for example Forceful) dropped a notch simply because they can be used for Confusion purposes.
(edited by Advent.6193)
I see.
Still I like the general idea of applying a custom condition which is then used as consumable that determines the dmg on the target. The svanir boss in the ice fractal for example already uses such a mechanic to stun you in a iceblock and deal dmg.
For balancing reasons I now see why confusion would be a bad core-condition to work with. I guess most problems would be fixed if every confusion effect on this weapon-set is switched for vulnerability or even a custom condition like “electrified” which just acts as a stack-counter and deals no dmg, but can not be cleaned (welp, maybe 1% increased dmg per stack from energy sources, like pistol #3, this weaponset all together and static discharge, but for something that can not be cleaned this effect alone could be too powerful^^)
OP?
autohit:
less dps than the bombkit auto or ele staff#2:
short range and even less dmg than the FT #2
statistically a target will have less than 4 stacks of confusion from the auto, so you get additional 4k dmg, which is even less than a point black blunderbuss#3:
barely compensates the rifles missing netshot and is on a long cd… also even with berserk stats you will not crit for more than ~2.4k dmg#4:
welp, that should actually be increased on a 25sec cd… still it only buffs / debuffs for 5 sec and deals again less dmg than FT #2#5:
powerfull in a group and definitively the skill of choice to pull people off walls in wvw, but for one engi alone or 1v1 duels this skill is by far too weak to be considered OP. also the long cd compensates the 5sec invulnerability easily, especially since you will not be able to perform any action but to activate the second effect of this skill, which is will even with full 10 stacks confusion deal less dmg than BoB, and since it’s a knockdown (not a knockback) you will not even be able to clear a point effectively.I thought about it as some kind of hybrid weapon that allows both condi and power-builds. Ofc this skill-set would profit allot from bombkit #3 and toolkit #3.
Just a small comparison:
Necros have better and more effective ways to apply weakness & blind
Thieves have more effective ways of applying blind
And ofc mesmers are still the unchallenged masters of applying confusion.So nope, I don’t think that this staff would be OP, but a fun addition to our versatility.
The #1 is ranged and only slightly less dmg than the bomb kit. Thats slightly OP. on top of that punishing players for using skills by applying perma 4 stacks of confusion.
The #2 doesn’t sound bad, until you factor in things like concussion bomb, prybar, perplexity runes, and the auto and #4 skill. That would have this skill doing upwards of 8-10k dmg which for a #2 ability is a bit much. I guess it also depends on the cast time. Then if you combo this with the #4 youre 1-2shotting people. Do you realize how much 2400 base dmg is? Thats near the same as a mind wrack or eviscerate.
(edited by Carpboy.7145)
i think people are missing the ‘offhand only’ portion of my original post. also forgetting that a sawn off shotgun has the range of a toddler throwing a baseball bat. 1200 ranged shotgun is just ridiculous.
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