Showing Posts For Torque.7951:
Thanks for the reply.
The “Drunk” story line does sound good. How about the other things like Cunning, Strength, Intuition? And what spiritbeast would fit Engineer you think?
I know none of them really fit but.. meh.. might aswell give it a shot
Greetings,
I have a level 80 Charr engineer already but I’m curious about a Norn Engineer (Mostly due to armor looks). Problem is that while Charr had obvious story choices, Norn does not.
Any ideas? Thoughts? Advice?
Or should I stick with the Charr engineer? The armor looks are not really doing it for me there…
106thed….something… meh..
/signed
Yeah, that works.
Couldn’t find another topic with this request so here goes:
I would like to see a range indicator on my target. I suspect a lot of professions can make good use out of this especially classes that have different damage effects depending on their range to the target. And I don’t mean the red bar underneath abilities. I want to see an actual number telling me my precise range to my target.
Engineer for example has several abilities that state that more damage will be done to the target if you are within 200, w/e the measurement used in game is. The red bar is fine for determining max range but a number would be awesome.
Thoughts?
No, the sink should stay, not only does it provide a gold sink, it also promotes just walking to your destination and getting involved into Dynamic Events and ect. If Waypoints were free you’d see less people just passing by events and doing them on their way to somewhere else.
Gold sink is provided by the books you have to buy to progress in your traitbars. And the promotion of walking to your destination is such a weak argument… I am NOT walking to the Cursed Shore from Lions Arch… that’s just silly.
I’ll meet everybody halfway then: Waypoint cost remains but… if you have discovered ALL waypoints in the world, it becomes free. Now you have your gold sink AND something cool to strive for.
waypoints in towns are free to use, but from town to town NOT!
in Suggestions
Posted by: Torque.7951
In a game that focuses this much on exploration, waypoint travel should be free regardless of where you’re going.
Ranger Longbow = sniper weapon. For obvious reasons, ArenaNet saw it more fitting to give to the ranger, than to the engineer, so isn’t gonna happen.
None of the Ranger’s Longbow abilities even come close to reflecting a sniper. You got your basic autoshot, a spam arrow ability, a weakening shot, knockback shot and aoe arrow spam. Only autoshot is something a sniper would have… And what are those obvious reasons? Ranger is the “Ranged” class? AN doesn’t do fixed roles to professions. And besides, warriors get better ranged abilities than ranger and engineer put together.
Was suprised there wasn’t one to begin with, especially with the snipers available in some event/heart areas. So, would it be a good idea to give the Engineer a Sniper kit to give it some long range options?
Weapon abilities would be somewhere along the lines of:
1: Auto-attack, Direct damage, slow RAF.
2: Suppressing fire, random spray of bullets towards the target area, aoe slow. Channeled. 15sec cd.
3: Snipe, charged shot, hold for increased critchance, accuracy OR critdmg, knocks target over upon succesful crit. 15sec cd
4: Entrench, setup a sniping position, gain stealth and increased damage on your next 3 shots but you cannot move. Using the ability again deploys a spotting tool for a second player who can mark targets, marked targets have an increased chance to be critted by sniper. Lasts 30sec. 1min cd.
5: Camouflage, gain movementspeed increase and become untargettable for 5sec, you cannot attack during this period. 1min cd.
Sniper Rifle abilities would all have a range of like… 1500-2000. I don’t really have a decent idea on whats fair here… but it is a a sniper so some range is warranted.
Toolbelt skill: Hipfire from your Sniper Rifle, knocking back and damaging targets in a line. The closer your target(s) the further the knockback and damage.
OR since a sniper is usually a big heavy weapon:
Toolbelt skill: Homerun: Swing your sniper rifle at an enemy causing knockback and damage. Enemies that are hit by the first knocked back enemy are also knocked back.
Alright, obviously needs tuning but these are just ideas…
Thoughts?
(edited by Torque.7951)
Copied from my older topic:
Was suprised there wasn’t one to begin with, especially with the snipers available in some event/heart areas. So, would it be a good idea to give the Engineer a Sniper kit to give it some long range options?
Weapon abilities would be somewhere along the lines of:
1: Auto-attack, Direct damage, slow RAF.
2: Suppressing fire, random spray of bullets towards the target area, aoe slow. 15sec cd.
3: Snipe, charged shot, hold for increased critchance, accuracy OR critdmg, knocks target over upon succesful crit. 15sec cd
4: Entrench, setup a sniping position, gain stealth and increased damage on your next 3 shots but you cannot move. Using the ability again deploys a spotting tool for a second player who can mark targets, marked targets have an increased chance to be critted by sniper. Lasts 30sec. 1min cd.
5: Camouflage, gain stealth and movementspeed increase, but cannot attack. (good for getting in- and out position.) lasts 10sec. 30sec cd.
Sniper Rifle abilities would all have a range of like… 1500-2000. I don’t really have a decent idea on whats fair here… but it is a a sniper so some range is warranted.
Toolbelt skill: Hipfire from your Sniper Rifle, knocking back and damaging targets in a line. The closer your target(s) the further the knockback and damage.
Alright, obviously needs tuning but these are just ideas…
Thoughts?
Edit:
Alright it seems the general consensus is that the #5 ability would be too strong so… how about we change it to this:
#5: Camouflage, gain movementspeed increase and become untargettable for 5sec, you cannot attack during this period. 1min cd.
With the stealth feature removed other players can plainly see where you’re going but it’s still a good escape ability.
Might as well ditch this on the suggestion forums too. Can’t hurt our chances of getting it :P
Your fears are sort of justified due to the fact that some of the armor does indeed look weird on a Charr. That being said there are several armor pieces that look very good. The screenshot shown below is a good example of a good armor piece imo. It is however a level 60 set but in the end you still have to decide for yourself what you want to do. As far as story goes btw, Charr Engineer in Iron Legion is very cool. Anyway, the screenshot:
I’ve had the same problem there. Risen enemies have way too much hp, outrun centaurs (pun intended, but still true) and do too much dmg for mobs that spawn in groups.
Also the cannon in that quest has a deadzone where you can’t shoot, slow reload time and very big delay on firing. Aside from that, risen are zombies and are supposed to be mindless yet as soon as the cannon hit em, they agro the player. I finished the quest as engineer by just running in circles while dropping bombs.
Did you just make a new topic with a link to your engineer guide in another topic? Why?
Thinking about how many people would agree with him I would say this is not really an opinion and more like a general consensus towards the armor. And yes especially for the Charr, while some pieces look really cool… when you look at some of the pvp loading screens where you see a Charr fighting a human you can clearly see the potential that Charr have if only they walked a bit more upright.
Allow free travel from inside a city to any waypoint in any other city
in Suggestions
Posted by: Torque.7951
Allow free travel period. This game is all about exploring yet at level 80 I sometimes have to pay 4 silver to go somewhere I want. Also, while I haven’t played it, I heard travel was free to begin with in GW1. So why not.
If conditions don’t crit, why would I want precision in the first place? And don’t say it’s just for that 1-2 trait that gives you a % chance on crit to get a little extra effect.
What I dislike about the trait-stat allocations is that if I want power+crit, I’m pidgeon holed into being an explosives Engineer. If I want vit+boon, I’m pidgeon holed into being an Alchemist Engineer. The fact that our traits are tied to both builds and stats drops customization a lot.
I play an alchemist condition damage stacking Engineer. I desperately want power + condition duration, but the explosives trait line is absolutely useless to me because I use Elixirs not bombs.
You are the first person who understood. Being pidgeonholed due to stat allocation. My suggestion was merely there for a better option that had choice in it. Right now if you want power you’re forced to go into explosives with no traits that support let’s say, the rifle. Other profession suffer less from this problem.
They should separate stat points and traits so any build is possible.
Did you even read my post? I’m talking about stat allocation, not what build and skills were good 4 months ago. Besides, your point is invalid since explosive shot is very weak in its current state and just autoshotting an enemy is very boring.
And conditions cannot crit. So putting precision together with condition damage is just silly.
Like precision and condition damage. Why are these two together? As far as I know conditions can’t crit so the stat distribution here seems a bit off. Also, since kits and pistols/rifles are our defining class tools, shouldn’t the power/condition duration traitbar cater towards that instead of bombs and explosives?
Imo it should be more like:
Firearms – power and condition damage
Explosives – precision and crit damage
Inventions – toughness and condition duration
Alchemy – vitality and boon duration
Tools – Toolbelt recharge rate and healing power
Thoughts? I mean i could be way off here but this seems so much more logical. Firearms for straight forward gunning. Explosives for big booms. Inventions make you AND conditions more durable. Alchemy gives health and makes elixirs longer. And tools help you heal better…
Hmmm, there seems to be a lot of interest to see this idea come to life. All we can do now is sit tight and hope the devs catch wind of this topic and do their magic.
Was suprised there wasn’t one to begin with, especially with the snipers available in some event/heart areas. So, would it be a good idea to give the Engineer a Sniper kit to give it some long range options?
Weapon abilities would be somewhere along the lines of:
1: Auto-attack, Direct damage, slow RAF.
2: Suppressing fire, random spray of bullets towards the target area, aoe slow. 15sec cd.
3: Snipe, charged shot, hold for increased critchance, accuracy OR critdmg, knocks target over upon succesful crit. 15sec cd
4: Entrench, setup a sniping position, gain stealth and increased damage on your next 3 shots but you cannot move. Using the ability again deploys a spotting tool for a second player who can mark targets, marked targets have an increased chance to be critted by sniper. Lasts 30sec. 1min cd.
5: Camouflage, gain stealth and movementspeed increase, but cannot attack. (good for getting in- and out position.) lasts 10sec. 30sec cd.
Sniper Rifle abilities would all have a range of like… 1500-2000. I don’t really have a decent idea on whats fair here… but it is a a sniper so some range is warranted.
Toolbelt skill: Hipfire from your Sniper Rifle, knocking back and damaging targets in a line. The closer your target(s) the further the knockback and damage.
Alright, obviously needs tuning but these are just ideas…
Thoughts?
Edit:
Alright it seems the general consensus is that the #5 ability would be too strong so… how about we change it to this:
#5: Camouflage, gain movementspeed increase and become untargettable for 5sec, you cannot attack during this period. 1min cd.
With the stealth feature removed other players can plainly see where you’re going but it’s still a good escape ability.
(edited by Torque.7951)
My Charr Engineer. Level 64 atm.
What kind of armor is that?
Rampager’s Rascals set, without the headpiece. Made with LW 250. Requires lvl 60 to wear. Rugged leather sections as base material. Other Signets give the same look as long as you use rugged.
I thought skill #4 only does damage on pulse; with 10 pulses over a duration of 10sec. What they should do is just make it apply a burning condition when enemies walk through. Have it re-apply constantly if they stand still in it.
Or at least the respawn timers need to go up by 1000% making it a nice 10min instead of this 1min stuff we have to deal with.
Furthermore if you have a quest that involves the escort of friendly npcs they often won’t move because there are enemies nearby or something or some lost npc is fighting 1 enemy somewhere.
So glad I went with the Eagle-eye headpiece for engineer at character creation. It’s currently in its fifth transmutation state or something, keeping it till 80.