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3 changes you want to see the most on engie

in Engineer

Posted by: JustBKuz.9713

JustBKuz.9713

First, I love my Asuran Engineer. Speaks to my playstyle (jack of all trades, master of none). That said, I don’t think I could limit myself to just 3… so here they are in no particular order.

A. Crappy Traits (too darn many of these in the Engineer’s trait lines).

B. Turn the turrets into a kit itself. Equipping the ‘Turret Kit’ gives you
1. Wench (damages foes[melee range]/heals turrets) [auto attack]
2. Rifle Turret (drop a rifle turret) CD Xs
3. Net Turret (drop a net turret) CD Xs
4. Missile Turret (drop a missile turret) CD Xs
5. Healing Turret (drop a healing turret) CD Xs
Tool belt skill: explode all turrets for X damage each
( I leave it to the developers to decide the balancing for the cooldowns and the damage on explosion, though, i think they are halfway there with the current damages and such)

C. The gadgets DEFINITELY need fixing/reworking. I like the idea of them being more like Signets with a passive ability and an activated one (even if the passive one takes up the tool belt skill slot).

D. OK, maybe I do have one thing that I think our profession could use. FIX THE ELITE SKILLS!!!! They are ALL crap. The only reason people say the Supply Crate isn’t is that the rest SUCK SO BAD that one bad one is our best one. I’d rather be able to equip another utility skill (even without the toolbelt portion of the skill).

E. Last, but not least, the random aspect and self mutilation of the profession. The knockback of the rifle skill (Overcharged Shot) wouldn’t be so bad if it worked like the Acid Bomb from the Elixir Gun (doesn’t knock us down, just launches us back). And, the completely random effect of elixirs (especially when thrown) makes it difficult to plan your build effectively. Making is less ‘jack of all trades’ and more RNG NIGHTMARES!

LOL /end rant (thanks for listening)

Grenades Autohit

in Engineer

Posted by: JustBKuz.9713

JustBKuz.9713

Maybe ANet could could have the ground target reticle appear on the down press of the (any ground targetable) skill and the attack go off on the release of the button? Then you could see when you start to cast, where your spell will land (this is what I had hoped would happen when I turned on the fast cast in the options).