a Fissure Of Woe player that has no home.
rocket boots idea
a Fissure Of Woe player that has no home.
We’ve only been asking for evade and/or stun break for like .. I don’t know, three years?
It’s definitely sub-par compared to most mobility skills and escape skills. It doesn’t go far enough or fast enough to help you get away from your average warrior, thief, etc. It’s an unreliable escape because you’ll get hit mid-skill by cc/damage.
Compared to our other options, like Elixir Gun, it’s just not worth taking. I guarantee if it was designed for HoT, it’d have a built-in evade. Hell, even Rocket Charge, the Hammer skill that also does damage, has evades.
(edited by coro.3176)
I have suggested this countless of times:
1. add 1 s evade to rocket boots
2. make rocket kick a 600 leap with stun break, increase CD to 30 s
The first would solve being immobilized/stun while trying to escape. The second would allow rocket kick to be used as a short range gap closer and stun break.
Gadgets need more utility for engineers to pick them over kits or gyros or elixirs.
coro.3176, its suggestions or ideas…
sub-par compared definitely yes, but it could give a purpose in some builds…
thats all…
yes, thats what i’m asking or suggesting as deniara, a kitten evade!!! give a sense to that skill!
for the 3 years waiting for stuff, well, main is engi, and still waiting for fixes from 1200 days
seeing that thanks to HOT and ANET, destroyed a build that i used for 2,5 years on engi… with useless now shield and bombs kit
a Fissure Of Woe player that has no home.
(edited by funghetto.1584)
I have suggested this countless of times:
1. add 1 s evade to rocket boots
2. make rocket kick a 600 leap with stun break, increase CD to 30 sThe first would solve being immobilized/stun while trying to escape. The second would allow rocket kick to be used as a short range gap closer and stun break.
Gadgets need more utility for engineers to pick them over kits or gyros or elixirs.
Hmm. Interesting. A few things:
- 600 range is quite far. This would help mobility a bit, depending on the animation speed, but Rocket Kick also hits any targets between you and the final destination iirc, so that could potentially do much more aoe than it currently does at close range.
- 30s is a long cooldown. Right now it’s a damage skill with a very short leap. This makes it great for a combo with Pry Bar after Magnet or similar cc. At 30s, players would be unwilling to use it for anything other than a stun break.
- Related to the above, having a skill that is a stunbreak & escape & damage & mobility is a bit conflicted. Should the player be using it to gap close or do damage or escape? It’s not clear. I’d rather the stunbreak go on RB itself and move any damage from RB activation to RK. Purity of Purpose, right?
rocket boots used to be unique when it was 1200 range and affected by move speed, but now its just outclassed.
its too bad. i get that the devs dont wanna muck up the game with invisible walls everywhere… but really. make a new type of wall that allows projectiles and targeting to pass but not players. and throw those out liberally. and then let engi have uniqueness.
plus the design philosophy is entirely undercut by allowing gliding. ugh.
head here to discuss wvw without fear of infractions
I love using it. The condi application is awesome and it helps my build with positioning (especially while stealth)
- I am currently a main thief roamer for SF in WvW. LOVE ME!
- {SOAP} Solo/Havoc roamer, lover of good fights
Remove damage.
Knockdown up to 3 targets (180 range) on activation for 2 seconds.
Keep range on leap.
20 second cool down.
Removal of damage allows it to be paired with smoke field without immediate reveal.
Remove damage.
Knockdown up to 3 targets (180 range) on activation for 2 seconds.
Keep range on leap.
20 second cool down.Removal of damage allows it to be paired with smoke field without immediate reveal.
I agree on removing damage from rocket boots. The damage is subpar and not useful. Being able to pair with smoke field would be more useful.
Give it the distance the gadgeteer version has by default so it doesn’t suck as a movement skill, and then change the overcharged version to remove additional (static?) conditions. That’ll make both versions worth using in some circumstances without removing the risk involved in giving up a potential stunbreak for it.
Lets clear it
Rocket boots can be paired well with smoje fields. Look at wiki – the blast finisher have delay so if you dmg foe, the blast finisher will occur 1/4 sec after so you can use smoke fields
Dmg is no need there thats true. But switch low dmg for cc/boon etc will be a bit big buff.
Rocket boots have decent TB skill for condi builds, so I think (sorry) that no reworking/tweaking/buffing will come. It is semi-viable skill but it not have any good synergy. I was try to use many condi builds in pvp/wvw and on each of this build was rocket boots(smoke bomb, rocket boots to enemy, rocket kick) . It is not used much because this utility, but because his synergy.
So.. I start play scrapper. "
david.5974 you got the point. if its synergy or utility, in one way or the other, rocket boots is a “not useful skill anymore” as before – core engi or scrapper or however you want to play. as some kits (bombs at first) they got practically pointless on using them (roaming or blobbing or however kind of gamestyle)
surely more useful (bombs) in pvp where you MUST fight. but put in wvw and there its a wasted kit. (for this or that reason)
thats why i think that a simple “tweak” on rocket boots skill as: add an evade of 1s and a break stun would make it viable in some builds. and give a sense to that skill.
thats all
a Fissure Of Woe player that has no home.
Look, I will extremely in euforia welcome your suggestion, if rocket boots will be a stun break with evade frame (even of cost of removed dmg and BLAST finisher) I will have right place for my theorycraft builds. But do you really think that they want change it? Many proffesions have many underpowered skills. But they don’t finding how to make them in line, they want op skill. Engi community demand jack of all trade, and we want every utility to be viable, this is our habbits(thanks to kit versatility) .
So, I start thinking, they will not buff, they will tweak so.… if they remove dmg and blast finisher, do you accept change into stun break and 1s evade? Honestly, I like it.
So.. I start play scrapper. "
Give rocket boots 1 sec evade and shoots you 1500 range over 2 seconds, and the toolbelt skill has 600 range.
then engi can has all of the run
honestly, a stunbreak (and maaaaybe an evade frame) would already be enough :/ but yea – we asked for this ages ago. I’d rather see the evade frame on rifle #5 though.
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They both need evades. Consider other HoT movement skills like Rocket Charge (deals damage, evades, moves) or Ancestral Grace (long, fast movement, blast finisher, evades), or SotM (evades, deals damage, long fast movement).
I think it’d only be fair for Rocket Jump to evade while moving.
..but those are weapon skills. Rocket Boots is a utility slot skill. If we’re going to dedicate a utility slot to an escape/movement skill, it needs to be as good or better than the skills listed above. Otherwise, what’s the point? I can’t count the number of times I’ve Rocket Boots’d away only to be hit by cc mid-air, or killed during travel, or used Rocket Boots, only to be caught by a thief that can just spam sb5 or other classes with better movement skills. IMO, it should go farther, faster, and evade.
The sad thing is that Rocket Boots used to be a stun breaker, back before they actually made it worth using. It used to work like a scaled-up Overcharged Shot, sending you flying backwards.
That said, most of your suggestions aren’t bad. Make it work similar to Ancestral Grace (Druid Staff 3): a ground-targeted teleport+evade.
(edited by Phineas Poe.3018)