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Future skills and changes suggestion.

in Engineer

Posted by: headshocked.3507

headshocked.3507

How bout’s fixing turrets?
Here is my suggestions: (rough numbers/stats for understanding not fully set for balance and would be tweaked accordingly).

TLDR = Change all turrets to be PBAE with no overcharge/loss of tool belt.

To solve some of the issues with Turrets change them to all use PBAE (point blank area effect) abilities that do not require any targeting akin to Animist’s shrooms from DAoC.

All turrets would get an increase in Vitality, Toughness, Condition Duration and Power or Condition Damage from the Engineer’s stats (% of stat is given to turret for better synergy and diversity of builds).

All turrets would have a 1/2sec deploy time (as currently). 40sec cool down after destroyed, detonated or 5min timer expires and a 10sec cool down after being picked up.

All turrets would lose their overcharge abilities, tool belt abilities would remain when turrets are deployed.

ALL turrets would be 500 or 600 radius on their PBAEs (possibly upgraded in traits or when Tool kit is equipped).

Just some thoughts Lemme know whatcha guys/gals think?

totally agree. that would make turrets a sort of traps/minions giving much more opportunities.
I’m thinking right now about some changes to gadgets skill, maybe some passive effects

After patch engineer complaints/suggestions

in Engineer

Posted by: headshocked.3507

headshocked.3507

yeah I totally agree. we need many changes to trait lines and a damage boost to our MAIN weapon. I made a comparison between skill pistol 1 of engineer and thief, with same stats. thief (of course) does more damage and stacks longer bleeds. why?
here I’ve postes some changes suggestions and others have posted theirs too.

Future-skills-and-changes-suggestion

I’d like ANet read this

New Kits: in Skill update idea- Saw Blade

in Engineer

Posted by: headshocked.3507

headshocked.3507

yeah that could be a really cool kit. i’m actually trying to create a single post to gaether every idea and suggestion ANet should read.
here’s the post Future-skills-and-changes-suggestion

i really hope this could make a difference for future patches

Future skills and changes suggestion.

in Engineer

Posted by: headshocked.3507

headshocked.3507

Probably the best skill set I’ve seen for the sniper kit. +1!

thank you! i’d like to see a similar one in game some day in the future!

yeah that would be awesome too. there’s the sawchain blade skin but hey, who cares?

yeah but that weapon isnt a Engineer Kit. Hey we cant even change models for our kits. would like something cool and gruesome looking for a Sawchain blade kit with two hander animation.

hate the 1hander wrench because it seems awkward for no off hand.

yeah i agree it’s kinda wierd. sawchain kit may have some slow unprecise attack since engineer is no swordsman

Future skills and changes suggestion.

in Engineer

Posted by: headshocked.3507

headshocked.3507

yeah that would be awesome too. there’s the sawchain blade skin but hey, who cares?

How transmute trait works?

in Engineer

Posted by: headshocked.3507

headshocked.3507

the first condition you get is gonna be converted into a boon and the effect has a cooldown of 15 sec. haven’t tried yet but it should work

Why engineer can't be meele class?

in Engineer

Posted by: headshocked.3507

headshocked.3507

i’m currently running a turret/tool kit build because I don’t like to be bomb/‘nade dependent to deal damage. as Anymras said we engineers get into trouble when someone reflects our shots AND turrest are still too much bugged. Tool kit does it’s job really well but it wouldn’t be so bad having a 4th usable weapon like Hammer. i tried many times to create builds without certain kits and it’s often non convenient. Maybe hammer could have rocket based attacks that deal fire condition.
I have created a topic with some of my suggestion for arenanet
(url) Future-skills-and-changes-suggestion
I’d like to see the community share their toughts on future changes and skills.

Future skills and changes suggestion.

in Engineer

Posted by: headshocked.3507

headshocked.3507

After more than a year spent on my norn engineer i’ve gaethered my ideas and decided to post here what IMHO should be the future changes on this class.

first of all a short analisys of the class :

“Engineers are technological and alchemical masterminds. They employ turrets, grenades, elixirs, a variety of other impressive devices, and concoctions to overcome their enemies. As an adventurer profession, engineers wear medium armor.”

SUGGESTION NUMBER 1: RIFLE

I really like the mobility and control skills of engi’s rifle BUT it has a really weak point: skill 1. why should i be able to hit at 1200 distance piercing targets dealing only 1500 critical damage with 3500 attack and in the meantime a ranger can shot a 3000 damage arrow at 1500 range with same stats? and 3 skills have to be in close/mid range to work properly

My suggestion is: increase rifle damage and shorten the range to 700/800 when traited with rifled turret. it’s a combat shotgun let it be what it really is.

SUGGESTION NUMBER 2: TESLA KIT

Essentially a portable backpack reactor with medium/long range skill:

  1. Focused Lightning : 1 sec cast high damage attack, single target. 900 range
  2. Flash : instant cast, inflicts 3 sec blindness and 2 stack of 8 sec vulnerability, single target, 900 range, 8 sec cooldown
  3. Overcharge/Magnetic Repulsion : overcharges enemies that hit you slightly damaging them; atcivating Magnetic Repulsion launches the enemy away by 500. 20-25 sec cooldown. (similar to Guardian’s Binding Blade/Pull but with opposite effect)
  4. Chain Lightning : cast a lightning that bounces through enemies losing 20% damage per enemy hit. channeled skill, 3-4 sec duration 1 pulse per second, 3-4 target hit. 900 range, 30-35 sec cooldown
  5. Thunderstruck : electrifies armor and calls a huge thunder to your position dazing enemies and dealing high damage, 5 target hit, 1 sec daze duration, 480 radius, 50 sec cooldown.

Toolbelt : Conducting Armor : same effect as Shocking Aura. 50 sec cooldown

Maybe can be used as a Kit élite skill with 60 sec cooldown after dropping and 60 sec duration.

SUGGESTION NUMBER 3: SNIPER KIT

engineers lack in long range skills (only granade kit can reach 1500 range but i’ll talk about it later) i’d suggest a long range single target kit.

  1. Marksman’s Shot : 3/4 sec cast long range medium/high damage shot. 1500 range when traited with Rifled Barrels.
  2. Target Down! : 2 sec cast long range high damage shot, requires standing position (like Warrior’s Hundred Blades or rifle’s burst skill), 10 sec cooldown, 1500 range when traited with Rifled Barrels.
  3. Armor Piercing Rounds : piercing shot that hits trough enemis dealing medium damage and inflicting 8 stack of vulnerability for 10 sec. 20 sec cooldown, 1500 range when traited with Rifled Barrels.
  4. Hollow Point Bullet : shorter range shot dealing small damage but inflicting 8 stacks of bleeding for 12 sec. 900 range when traited with Rifled Barrels, 25 sec cooldown.
  5. Camouflage : grants stealth for 5 sec and a 10% damage bonus on next attack. 45 sec cooldown.

Toolbelt : Flare fires a flare at target location revealing stealthed enemies. 60 sec cooldown, 2000 radius.

SUGGESTION NUMBER 4: GRENADE (launcher) KIT

as said i’d suggest to give the Grenade Kit a ‘nade launcher. skill effects and damage should remain the same so you’d say “Why?” because it’s extremely easy to avoid ‘nades launched at 1500 range without dodging and ends in grenade kit being used at mid/close range. (and it’s really ridiculous that hand thrown ‘nades have longer range than bullets).
So i’d suggest to lower the attack speed increasing instead flight speed. I’d increase grenade skill cast to 3/4 – 1 sec and double the flight speed.

So these are my toughts and suggestions on future changes for Engineer class. it is my favourite class and I think it’s a shame to see so many engineers with so few build variations.

What do you think? Do you agree with me or you’d like to change, add something?