Showing Posts For Terrorangel.1526:

Mortar skill 1 should be an auto attack

in Engineer

Posted by: Terrorangel.1526

Terrorangel.1526

Hey Granada, there is a very easy way to have something “similar” to an auto attack.
You just need to change some of the options!
Take a look at “Combat/Movement”:
→ Use Ground Targeting: Instant
also: → Lock Ground Target at maximum Skill Range

What you have got now is this: Hold 1 and your Mortar shoots constantly, if you bind the skill to maybe mouse 1 or something more comfortable you can just hold that button.

Another option could be: → “Snap Ground Target at current Target”
That can also be bound to a key! e.g.: press Mouse 3= de-/activate —> when you have a target and hold your key for the first skill (1 or mouse 1, whatever you are using), the projectile will fly to your target.
But(!) the projectile lands where the target was located, when it started to shoot from your position- I would not suggest you to use it, because you should predict, where the enemy will be, when the projectile lands. It is easy with just a little practice.

Maybe you did already know about this, but it makes it a lot easier to use Mortar freely. I would just like the Mortar skill 5, that is an Elixier, to work as such an Elixier with every other trait: longer duration+longer field-duration of the Mortar from its own trait to have a long lasting field for Water-Combo-Finishers.

Simple ways to improve engi

in Engineer

Posted by: Terrorangel.1526

Terrorangel.1526

In my opinion the game designer / mechanic-dude-whatsoever did not think about every single mechanic of the Engineer.

Separating traits relating Weaponkits and distribute them over all Traitlines feels awkward.

Let us take a look at ANY other type of skill to have a basis to argument:
Mostly only ONE Trait exists that grants a bonus (like CD reduction, bonus effects -e.g. shouts from Ranger, Warrior or Necromancer; Glyphs/Signets from Elementalist or Ranger; and much more!)
It would make a significant quality of life change, having one Specialization to provide a bonus for all Weaponkits. That has to work like the Rangers Beastmastery Specialization.
—> Specialization: Tools
Minor Adept: Backpack Regenerator – Regenerate health every second when using a kit.
Major Adept 1: Streamlined Kits – Equipping a kit creates an attack or spell and grants you swiftness.
Major Adept 2: Charged Kits – Equipping a kit grants you an aura depending (depending on kit)
Major Adept 3: Cleansing Discharge – holding a kit loads charges (1Charge/3s), when you drop a kit you cleanse a condition from you and up to 2 allies in a radius (CD 20s) minimum conditions cleansed 1 (2) maximum 5.

Minor Master: Mechanized Deployment – Recharge of your tool belt skills is reduced.
Major Master1 : Auto Boot – Kit skills recharge faster.
Major Master 2: Reinforced Defense – Take less Damage from weakened foes, weakness you apply lasts longer | or same with bleeding (like Putrid Defense and Cold Shoulder from Necromancer)
Major Master 3: Elixier Infusion – have a chance of applying a condition based on the kit you are holding (50% Chance/hit; 5s CD).

Minor Grandmaster: Energetic Transfusion – Using a Toolbeltskill recharges all Toolbeltskills by 1s | gives you 1s of Alacrity.
Major Grandmaster 1: Gadgeteer – The CD of Gadgets is reduced (permanently), build static charges when struck. At maximum charge level, your next gadget skill is overcharged and has superior effect (10s – 20s CD).
Major Grandmaster 2: Reinforced Tools – Gain bonus for holding a kit (includes all bonuses from other traits such as Grenadier,Siege Rounds,Power Wrench,Juggernaut,Inversion Enzyme,Short Fuse and Health Insurance) | constantly apply a condition around your location while wielding a kit (like Rending shroud?)
Major Grandmaster 3: Upgrade – Deal 7% more Damage and Condition Damage for 5s after swapping to a kit (CD 10s)

That are just some thoughts. I did not really calculate CD and bonuses, please do not be annoyed by that

Engineer Med Kit #1 - Med Blaster

in Engineer

Posted by: Terrorangel.1526

Terrorangel.1526

I hate the #1 of the Med Kit.

The idea is not bad and I like the effect, but – what I think – in PvE it is pretty useless ( – Dungeons are DMG focused, just healing wont make your group members happy… and if you do not deal (any) damage in open world to the mobs, there wont be loot for you) and in PvP you will not be able to heal allies that much, because IF you want to play that support-role you will just die from any other class. And really… who just stands there in PvP and is waiting for his heals will die from any AOE effect.

The worst thing about it is its PLAYSTYLE.

You have to walk to an allie, press #1 and you have to watch out, that you hit him with your blast.

NOW: – What would be much better! :

Hey you remember that one heal skill we got from the toxic living world?
What if we gave the Engineer a 600 RADIUS Med Blast, that works like that skill?

Radius: 600, maybe reduced to 450 / 350, because it is a radius.
Effect: Still the same like Med Blast
Visual: Like the removed heal skill, but maybe without that spinning… And starting from the engis arm and not the character center.
Additional: It would be great if it could effect the engineer himself, so he doesnt need to run after his med packs and heal allies while trying to stay alive.

That is my own point of view, if you do not agree, tell me why #1 seems super effective to you in PvE, PvP or WvW. Personally I did take a look at Med Blast from a more PvP influenced view.