Showing Posts For Whelm.9072:

Jon peters: you will probably be pretty happy

in Necromancer

Posted by: Whelm.9072

Whelm.9072

Would be funny if all they fixed was the health bug in downed mode :P

Yes.

Funny.

/sharpens axe

(seriously though high hopes low expectations)

If that’s a Necro axe it won’t help

Why no movement buff?

in Engineer

Posted by: Whelm.9072

Whelm.9072

If you are going to talk about switching utilities then you should mention the swiftness from Medkit and/or Elixir B. I switch in and out of Medkit when I don’t have Speedy Kits traited and it only takes a second. Used with Elixir B it has a lot of uptime.

Bombgineer (PvE/PvP)

in Engineer

Posted by: Whelm.9072

Whelm.9072

Hmm, I thought you would get more reaction to this. I really like your ability write-ups.

Anyway, I am a fan of bombs as a playstyle as it really keeps you on your toes for positioning and timing. Your vigor and swiftness here help a lot.

It seems you are split between rifle, elixir gun and bombs in terms of traits and split in terms of power and condition damage. That might not appeal to some I suppose when you consider that the build is essentially bomb centric. I guess you are relying on healing turret to condition cleanse but there is room for 409 if you throw some elixirs in the optional slots (just a thought).

10 from Firearms to Explosives might work for some extra bomb power. At any rate, bombs away

Engineer Hammer ?

in Engineer

Posted by: Whelm.9072

Whelm.9072

The hammer topic (really a melee set discussion) comes up quite often and while I am not against any of the usual proposals I’m partial to the idea of something Engineer specific as they are so different from the other professions in almost every aspect.

Power Gloves

Electro Punch (Discharge based melee) – Rocket Punch (gap closer) – Thunder Clap (AoE daze) – Thumbs Up! (buff) – Ground n’ Pound (AoE burn/cripple)

Nothing wrong with hammers or maces I just like the flavor of a ‘contraption’ if we are talking melee sets.

I really wouldn’t mind seeing my Asura with a huge set of electrified gauntlets flipping around the field of battle pounding a zerg into pulp but maybe that is just me.

Suggestion: Elite to 4th utility

in Engineer

Posted by: Whelm.9072

Whelm.9072

For that matter I wouldn’t mind if they explored the radical notion of allowing multiple utilities of certain of the same types. For example, 2 or 3 rocket turrets or even 3 of the same Necromancer pet.

Dragon Bash: Acct Bound Weapons Tickets, why?

in Dragon Bash

Posted by: Whelm.9072

Whelm.9072

If you made a forum flowchart for the decisions Anet makes it would always end in “The people complain”.

I suppose I was naïve as well

NERF B.O.B

in Engineer

Posted by: Whelm.9072

Whelm.9072

Want to improve Elixir X? It should have a toolbelt skill

Throw Elixir X – randomly causes the weapons of the recipients to grow twice the size or creates 3 small tornados that travel in a random path.

Here's a question...

in Engineer

Posted by: Whelm.9072

Whelm.9072

Luckily GW2 is a game you can come back to at any time so perhaps you’ll see them again. I hope it wasn’t a perceived lack of developer attention to the Eng community that caused someone that involved in the profession to leave.

These games are so much better when you have some good voices on the player side.

Rare Crafting Materials (Bone Shards, ETC.)

in Crafting

Posted by: Whelm.9072

Whelm.9072

^Best answer right there.
Reasons:

The people who actually gather those “Fine” (blue) Mats fast enough that they wouldn’t simply out-level it by 5/10 levels in the same amount of time, are specialized for it with Level-80 gear generally that has up to 4 Bonuses on it all at once (partially gained through level 80 food as well). Their Damage is also vastly superior due to the same overwhelming quantity of Stats that don’t take as much of a penalty as you might expect when they’re “sidekicked DOWN” by 50 levels… And of course there’s also farming spots. The best ones in your particular level range are not going to be on Youtube…. sorry. For instance one of the most expensive mid-tier scales, I can get 1 or 2 every minute but it’s literally in a place no one would ever think to look for Aquatic mobs… Or in other cases like in GW1, the quickest mat farms typically involved some kind of Exploit or abuse of the A.I. And once that stuff gets too public here in GW2, it just gets closed down.

Another thing to consider… which I did just last night. I didn’t have all the mats for my Ranger’s 50 gear, and she’s completely Mastered leatherworking. A quick use of the calculator would show the Mats for just her Green Gear would cost between 12 & 16 silver a piece. Instead of wasting time farming the pieces I’d need, and then waste even more money on Thread, I just Bought a full set of “Strong” RARES off the TP instead for half the price. (you can’t do that with 65+ rares b/c they get gobbled up for Ecto salvage… but anything below that, that’s generally the way the market’s going to work).

You have to basically be a financial genius in this game to find any niche in crafting that’s actually profitable for the time invested. In every other case, it’s always just easier to sell your mats 1 copper below the lowest seller. (lowest seller, not “highest buyer”).

I was under the impression that if you list your item at the same price as the lowest seller yours is next on the list to sell. So, listing under that only serves to drives the price down.

I could be mistaken these days.

Time to sneak into a keep

in Engineer

Posted by: Whelm.9072

Whelm.9072

This needs ‘Yakety Sax’ as a theme song.

Yep, Flamethrower would have really been effective making you ‘king of the hill’. That knockback and blind along with BoB – fun stuff.

Great video

Freezing Cold Engie (PvE/WvW)

in Engineer

Posted by: Whelm.9072

Whelm.9072

Very nice idea for a build. I would also note that backpack regenerator does not benefit from healing power. Changing either the bomb kit or elixir C for the elixir gun would use your healing power better. I currently run apothecary gear with elixir gun.

Also note that the elixir gun super elixir also removes conditions if you want to change from elixir C.

Another option for a trait is to change Incendiary Power to Forceful Explosives to increase the range of your bombs.

There’s a ton of problems with skills not being affected by +healing on engineers.

On a side note, Healing Bombs works quite well with +healing however. Still loving that aspect of Engy. Bombs plus EG here.

At any rate, I am pretty interested in how Mr. Beard progresses with a Chill build. Because Bombs are so powerful you can likely focus build for Chill without losing much. Nice synergy.

I have a serious question about this. After doing the calculation for the healing bombs, I realized that they tick for less than 300 per detonation, and are on par with regeneration. This is based on a healing power of about 1000, or what you would get with healing as a secondary stat on a FULL set exotic gear (including trinkets) with 300 into Toughness traits for the healing bombs. Healing can MAX OUT at less that 1600 if you focus it on all your gear, runes, sigils and traits… but at 1600 this BARELY breaks 300 pts per bomb.

What is the benefit of this low amount of healing in any real conflict where most players are dodge-rolling out of the red circles and watching for a certain attack? Or in WvW, most don’t stand still, unless they are on a ram, and at that point, 1 arrow cart out damages both the healing bombs and the regen.

The benefit of stacking any healing power on an engineer still eludes me, and I run elixir gun/heal turret in dungeons daily.

Without derailing this thread I think it can work well for frontline tank-type engineers. If you have decent +healing and going heavy into Inventions line it works at that spot. The fast casting nature of the bombs and the AoE stacking possibilities simply add up. Bomb 1 spam is decent damage/heal when tactical options are out. Simply put, for some, it all adds up especially in a bunker situation.

I can see where it would be situational for some battles but it synergizes with some neat builds.

NERF B.O.B

in Engineer

Posted by: Whelm.9072

Whelm.9072

I like how serious people took this thread lol.

I think they are more concerned that Anet might take it seriously and just nerf bombs altogether

Got sclerite weapon ticket - need advice

in Necromancer

Posted by: Whelm.9072

Whelm.9072

Most Necros use Staff in some capacity but honestly it is a skin so I recommend simply going with the best look in your opinion. After a while you pick up decent skins for most weapons and will likely switch builds from time to time anyway.

Freezing Cold Engie (PvE/WvW)

in Engineer

Posted by: Whelm.9072

Whelm.9072

Very nice idea for a build. I would also note that backpack regenerator does not benefit from healing power. Changing either the bomb kit or elixir C for the elixir gun would use your healing power better. I currently run apothecary gear with elixir gun.

Also note that the elixir gun super elixir also removes conditions if you want to change from elixir C.

Another option for a trait is to change Incendiary Power to Forceful Explosives to increase the range of your bombs.

There’s a ton of problems with skills not being affected by +healing on engineers.

On a side note, Healing Bombs works quite well with +healing however. Still loving that aspect of Engy. Bombs plus EG here.

At any rate, I am pretty interested in how Mr. Beard progresses with a Chill build. Because Bombs are so powerful you can likely focus build for Chill without losing much. Nice synergy.

(edited by Whelm.9072)

What stat-spread do you find most effective?

in Necromancer

Posted by: Whelm.9072

Whelm.9072

Regarding the OP’s topic, I start with the skills and utilities I need for the situation, not the armor. If playing a condition management role, set traits appropriately and then choose equipment to assist.

Armor stats is last as a factor behind a player’s experience, utilities, trait-skills, consumables, weapons, and runes/sigils. Choose everything else with more care than your armor, then use the armor stats to fill in what minor gaps are left. I used to think it all started with armor but that was backwards; armor and weapon stats are the tiles on the roof, not the foundation or walls.

I suppose that can be true depending on your outlook yet armor is a significant investment that you generally can’t switch on a whim. Sure, you have the occasional player who has a full set of each of the various armors but for most players exo armor requires a lot of time/money so caring about the stat distribution is really just caring about your playstyle since you are likely ‘stuck’ for a while.

I do see what you mean however.

Settler's Armor in Southsun: Necro builds?

in Necromancer

Posted by: Whelm.9072

Whelm.9072

This is my build while running full apothecary in PvE, WvW and SPvP with deviations in traits/skills depending on the situation:

(snip)

Wow. I haven’t really looked through the possibilities of the build just yet but I wanted to say thanks for your well reasoned and detailed post. A lot to digest.

Settler's Armor in Southsun: Necro builds?

in Necromancer

Posted by: Whelm.9072

Whelm.9072

Use Undead Runes with it, 30 in curses, 30 in deathmagic, 10 wherever you like.

Instant condition tank.

Yeah, Undead Runes seem to work here. Leveraging toughness into Cond damage.

This setup (THC) applies in a few Ranger builds where creating a bunker-style condition character works well because of the pet damage and constant Regen. For a Necro I suppose some Area Heal, Area Heal out of DS, sigil heals, might apply.

- just wondering at a possible layout – Thanks for looking

Settler's Armor in Southsun: Necro builds?

in Necromancer

Posted by: Whelm.9072

Whelm.9072

Toughness, Healing, Condition

Off the top of my head no real builds come to mind. It seems Toughness is a great stat considering the math but unless they change siphons to work off of Healing I’m not sure about the combination.

Just pondering here. Any thoughts?

The "Thank you devs" thread

in Necromancer

Posted by: Whelm.9072

Whelm.9072

As an IT guy myself, I just hope you don’t let those affect any of you personnally. “Clients” just want their needs satisfied, and in gaming we can be nasty clients.

Keep up the work!

Essentially this. If people didn’t love the world they created they wouldn’t be so invested in their class and want to spend their entertainment time here. That being said, if my clients are wholly dissatisfied I don’t get paid (though it is next to impossible to satisfy all clients for all aspects in a monumental undertaking like a AAA MMO)

Acidic Elixir replacement?

in Engineer

Posted by: Whelm.9072

Whelm.9072

Make Glue Bomb a Tar Bomb. Same movement impairment along with a burning bonus.

Karka shell Armor?

in Last Stand at Southsun

Posted by: Whelm.9072

Whelm.9072

Armor with inherent confusion or retaliation would make me drool.

Especially if it confuses the wearer

If you could change one thing...

in Ranger

Posted by: Whelm.9072

Whelm.9072

Keep the pets but allow you to use them as a ‘spirit buff’ depending on the pet used. For example, a Jaguar pet once captured gives you the F2 ability and a Precision buff. Perhaps even a catlike aura graphic surrounding you that identifies what beast you are channeling.

Need some Toughness then perhaps your other choice is a bear. The graphic for Greatsword Maul is a nice aura effect as an example.

In other words, if you use the pets as ‘pets’ then ultimately you have more power and utility with a roaming dps/agro machine but if you choose to stow the pet you get some bonus along with the general flavor of the pet. This keeps the act of collecting pets and pet choice an important factor but also allows you to stow the pet if you like and gain some benefit while keeping with the Ranger aesthetic.

You said pick ‘one thing in your dreams’ right?

Ultima Glue Bomb

in Engineer

Posted by: Whelm.9072

Whelm.9072

Wow, that was surprisingly quick. Not surprised it was fixed but it is as if there is a big flashing Engineer sign in the control room that goes DEFCON 2 when something works a little too well for the class.

Did they fix the Necro mess? If not this should be fun…(goes to check the Necro forum)

Ultima Glue Bomb

in Engineer

Posted by: Whelm.9072

Whelm.9072

Glue Bomb Motel

Mobs check in but they don’t check out.

Engineer still 'least played'?

in Engineer

Posted by: Whelm.9072

Whelm.9072

They still do pretty well in pve, not really underpowered at all.

Well as far as population trends go you have to consider average skill players, average play time, average build (whatever that means) etc. and it seems that Engy is just a bit harder to make work than other classes. They can be pretty effective in PvE it seems but the learning curve is a little steeper.

Combine that with the supposed hybrid support style and steampunk ethic and it might throw a segment of the population off. (Shrug)

Engineer still 'least played'?

in Engineer

Posted by: Whelm.9072

Whelm.9072

It still seems we are the least played (PvE for myself). I do see few engineers, but it is only because I’m looking for fellow engineers to /cheer @ to keep up the good fight, as we seem to be the last battalion of die hards

Or it could be the old “Being an engineer attracts other engineers” aka – GTA Car Glitch

Yeah, I think I may simply be noticing Engineers for similar reasons as I was pondering the ‘state of the Engy game’. Self fulfilling observation.

Honestly I think Necros are in a worse overall state but they fit a little more neatly into the mmo fantasy core.

Engineer still 'least played'?

in Engineer

Posted by: Whelm.9072

Whelm.9072

It seems in this forum that is the prevailing theory but lately, at least on my server, I have been seeing a lot more Engineers running about. Now this could be an anomaly or the natural tendency of those with other 80’s to play something new but I think Engy might be edging out other classes in current play.

At any rate, I was wondering — is there a relatively recent census of class play?

I seem to recall a race and class census near launch but haven’t seen anything since. Other than that is Engineer still the least played in your opinion? Those in large guilds likely have a better sense of this than I.

Edit: Hmm looked at a couple of census sites (not sure of the quality) but they list Engy as last at around 10% some months ago.

(edited by Whelm.9072)

[BUG]Trow Elixir H

in Engineer

Posted by: Whelm.9072

Whelm.9072

Underwater the toolbelt elixirs are thrown out in a straight line until you hit the detonate button. For use on yourself you have to hit the button twice pretty fast.

Heavy Up the Engineer (Yes, another one)

in Engineer

Posted by: Whelm.9072

Whelm.9072

If the ultimate goal is essentially to have more armor for a mid to melee range class then why not make an Engineer flavored compromise? You could trade out some of our more ill-conceived traits for Armor Plating or Energy Core traits that raise Armor. The idea of an Engineer adding some of his own piecemeal armor plates and gadgets to his/her armor could be appealing in concept and you would only modify some traits instead of an economy turnover.

This could give build options and flavor though nearly all trait lines should be reworked anyway imo.

Choose a month for mortar change!

in Engineer

Posted by: Whelm.9072

Whelm.9072

January 2012

I’m pretty good at this

My second guess is Nevergonnhappenember 3000

Turrets STILL "useless"

in Engineer

Posted by: Whelm.9072

Whelm.9072

Imagine if it was possible to have more than 1 of the same type of turret slotted…

A different setup than any other skill in the game but the options get interesting while keeping every other aspect of the turrets the same.

Armor choices

in Engineer

Posted by: Whelm.9072

Whelm.9072

My Heal-Bomber in medical theme. I do like the Asura armors pretty much across the types.

Yeah, not really a scenic backdrop but you get the idea.

Attachments:

New pet bat suggestion :)

in Ranger

Posted by: Whelm.9072

Whelm.9072

What the heck are Thieves doing lately that have caused so many different ‘anti-stealth’ suggestions to appear recently?

I think the advent of the new traps has people a little paranoid.

That being said, I agree and disagree with the OPs premise. I’m for any new pets – especially a cave bat. However, a thrown sonic trap from a ranger might be a better solution for stealth/trap detection as it takes up a skill slot. shrug

Power Gloves

in Engineer

Posted by: Whelm.9072

Whelm.9072

can i use my power gloves to direct my Ro-boy golem to bring me drinks before sending it off to battle?

Hmm, how about a compromise?

Perhaps we can use them to control the Asura “Summon Power Suit” and finally make it useful. The golem goes into battle and grabs an opponent, it opens up its chest and shoves the stunned player inside the suit, then you direct it to fight his/her friends as a puppet controlled via glove.

Maybe you just make them walk off a cliff.

Power Gloves

in Engineer

Posted by: Whelm.9072

Whelm.9072

Power Gloves – they’re so bad.

Hehe, well it isn’t for everyone I suppose. At any rate it was more about the options presented by a melee zone weapon. Mines, bombs, turrets, etc localize your combat zone and the notion of a complementary melee kit/weapon is enticing to me. Further, an engineer specific weapon also has appeal.

Edit- my bad for missing the reference. Carry on ;P

Attachments:

(edited by Whelm.9072)

Power Gloves

in Engineer

Posted by: Whelm.9072

Whelm.9072

I’ve said it before I’ll say it again…

Power Gloves

Electro Punch (Discharge based melee) – Rocket Punch (gap closer) – Thunder Clap (AoE daze) – Thumbs Up! (buff) – Ground n’ Pound (AoE burn/cripple)

Okay, this post is actually a little bit tongue in cheek and possibly more of a response to other weapon/kit set ideas floating around. I’ve been away for a while and I was hoping to see some big changes for the Engy but I’m a bit disappointed. Anyway if they want to throw this in as a Melee Set then fine by me

I really wouldn’t mind seeing my Asura with a huge set of electrified gauntlets flipping around the field of battle pounding a zerg into pulp but maybe that is just me.

What race is the coolest engineer?

in Engineer

Posted by: Whelm.9072

Whelm.9072

Asura medium is ok. Their bots are also in line with the concept of an Asuran engineer even if most of the Engineer graphics compliment Charr tech.

Though honestly I wish their were an Asura Golemancer race restricted class.

(Norn Shaman – Charr Shadow Beast – Human Monk – Sylvari Druid…to be fair)

Attachments:

Sharing my PvE / Dungeon Support build

in Engineer

Posted by: Whelm.9072

Whelm.9072

Well, bomb healing should also be judged by the frequency with which you can deploy bombs. Quickened bombing lays out some nice burst. Add that to the damage you apply, the fields you create and the control you can put down and you get a pretty well rounded utility.

It all adds up. Backpack regen for some solo work is fun too.

disregard

in Suggestions

Posted by: Whelm.9072

Whelm.9072

nevermind (sent down to the forum pit)

(edited by Whelm.9072)

any other goggles?

in Engineer

Posted by: Whelm.9072

Whelm.9072

The Asura cultural head armor has some monocle/goggle graphics and the town clothes aviator goggles I guess (shrug)

Engineer needs his Hammer.

in Engineer

Posted by: Whelm.9072

Whelm.9072

I’ve said it before I’ll say it again…

Power Gloves

Electro Punch (Discharge based melee) – Rocket Punch (gap closer) – Thunder Clap (AoE daze) – Thumbs Up! (buff) – Ground n’ Pound (AoE burn/cripple)

Now this just looks like a kit, unless the suggestion is to add an entire new weapon category (power gloves, from the look of it). As part of my support of the Hammer comes from the idea of being able to use a straight-up melee weapon without needing to use a kit, I pretty much have to go “God kitten it that is a kit, and it’s not even related to hammers, why does somebody always post kit ideas in ‘give Engineer hammer’ threads.”

It’s not like I’m mad, just…man, every time.

Hehe. I hear you…and yes I want an engineer specific two-handed melee weapon set even if it doesn’t exist in a separate class already.

Let me put it this way. The hammer is different from the existing kits and weapons in that they are some kind of tech (low or high or bio). I simply propose an alternate in a similar flavor.

The purpose of a thread is usually to invite discussion and whether my post is tongue-in-cheek or not don’t get frustrated :P

Engineer needs his Hammer.

in Engineer

Posted by: Whelm.9072

Whelm.9072

I’ve said it before I’ll say it again…

Power Gloves

Electro Punch (Discharge based melee) – Rocket Punch (gap closer) – Thunder Clap (AoE daze) – Thumbs Up! (buff) – Ground n’ Pound (AoE burn/cripple)

Best build for solo PvE?

in Engineer

Posted by: Whelm.9072

Whelm.9072

Heal-Bombing with decent Healing power and a rifle can accomplish some pretty cool things. If you can kite/dodge a Champion here and there you can kill it. Bombs up to that point work pretty well too.

Warning: Do not roll an engineer

in Engineer

Posted by: Whelm.9072

Whelm.9072

Throughout the history of MMOs there have been various classes/races/builds which are comparitively less powerful or useful than their counterparts. i.e. Balancing is hard. These lesser constructs always have their few vocal supporters that argue that ‘everything is ok’ or ‘we are actually overpowered’.

In some cases these supposedly lesser classes were actually ‘ok’ in the scheme of the greater game and a place was found for them. Of course, if the developers acknowledged the deficiency and changed them in the power structure these advocates weren’t heard from again on the topic. The debate will always exist but these threads provide a good base.

What I have found however is that when a number of players display their frustration about their place in the game and they provide analysis concerning the relative power or usefulness of the class over the general population their argument is not refuted by a personal experience. “Well I can do this with my engy..” or “I can kill everyone..” are not substantial arguments. While personal experience is valid it isn’t a way to provide analysis of the class for a general population.

Some might say that the class is meant for the experienced, dedicated or well financed player. In that case, make your point known, as it may be a valid one, but it isn’t what the OP was arguing at all. The ‘Learn to play’ argument can be applied to every class so essentially what you are saying is that the engineer requires more work and dedication to achieve base results. Again, a poor argument concerning the OP’s premise.

Mostly what these class discussions bring on that count is people showing up to say “Look what I can do..” without providing any relevant reasoning. Debate the relative power or place in the class structure of the engineer for the general population or declare your point that it is a ‘learn to play’ issue for an ‘advanced’ class.

Engi help

in Thief

Posted by: Whelm.9072

Whelm.9072

I was playing against an engineer and he was on the treb when he spotted me. He did some combo that immobilized me and brought me to 3k hp. Anyone know what this combo was? He threw a net and did some other stuff

(just for clarity not policing)

Honestly that could have been any number of builds with rifle involved although you could have been hit with an unseen net turret for that matter. Even the elite Supply Crate has a net turret.

A fair number of engineers run with a static discharge build that can alpha burst and if your thief is running in Berserker’s then a normal rifle rotation will control and unload some decent damage upon you.

If you fill in the many gaps of your encounter you’ll likely get the exact build.

(edited by Whelm.9072)

New To Engineer: Need Advice + Tips

in Engineer

Posted by: Whelm.9072

Whelm.9072

https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Builds-while-the-6-Gods-are-Silent

Some decent info here. Sorry for the short post.

The general sentiment us that you will find an OK pve journey until 80. Expect some difficulty until intense familiarity with certain builds is achieved for pvp/wvw and even then you are likely to work harder than other classes to get similar results aka see the large threads on Engy problems.

Opinions do vary (for the myopic). Engineers are quite fun however

New engineer weapons

in Engineer

Posted by: Whelm.9072

Whelm.9072

Power Gloves

Electro Punch – Rocket Punch – Thunder Clap – Thumbs Up! (buff) – Ground n’ Pound

Video - WvW roaming engineer

in Engineer

Posted by: Whelm.9072

Whelm.9072

I always appreciate videos.

Anyway, with the amount of elixirs you are throwing around I suppose someone could find a way to throw in Cleaning Formula 409 if they were that worried about conditions. Near constant condition removal for a dps hit.

In my opinion, Magic find needs to go

in Guild Wars 2 Discussion

Posted by: Whelm.9072

Whelm.9072

Hehe, now players who run MF gear are the highly skilled elite…

No. I’m just suggesting that they should not automatically be assumed to be a hindrance because they use MF gear. Skill needs to be taken into account and a lot of the “difficult” aspects of dungeons can be dealt with by skill alone. Using a blanket statement that all MF users are a hindrance is incorrect.

One player who excels at a playstyle, a class, or a build is not the basis by which a judgement on overall usefulness or general effectiveness can be made

Nor is sacrificing part of one stat

While I agree that a blanket statement about the effectiveness of players based on gear choice or build is incorrect I also think that denying that sacrificing any stat for MF does not categorically diminish power is also incorrect.

The loss may be nearly neglible for some but there is a loss of something. Whether this is eclipsed by player skill has no bearing on the actual minus. It exists. Does it matter? Perhaps not, but this really shouldn’t be the argument anyway.

The MF mechanic is ridiculous to me for entirely different reasons. If it never existed would people be clamoring for it?

Turrets too immobile.

in Engineer

Posted by: Whelm.9072

Whelm.9072

I’ve been intrigued by the idea that the turrets could be used in the same manner as Mortar. Interact with a Rifle Turret and perhaps it would have 1 skill such as a long range Sniper Shot with a ‘scope’ field of view. Net Turret could perhaps lay out some ground based traps. Even Healing T could be directed to send a healing ray to certain players, etc.

It would also be interesting if they had a form of remote control from afar. An Engineer hiding behind a rock directing his/her mechanisms to confuse the enemy.

Both of these interaction types would effectively ‘root’ the Engineer but would grant greater control over a fairly static combat mechanic.

In other words I’m obviously rambling about mechanics that won’t happen but turrets as they are currently implemented do seem to lack something.