Showing Posts For Deifact.3095:
With that thought, one could ask why the game has so many weapon choices, thy all do damage, and that is redundant. We should just have each class only use a big stick for damage, because multiple weapons in redundant.
I agree with this. Complaining about redundancy (and is having multiple weapons work at a certain range redundancy? I mean theres only so many range options out there i.e short, medium and long) is a bit petty.
What you should be seeing is how the weapons vary. Rifle provides good control over the opponent. You get a gap creator, a bind, and a leap. Mix this with a net turret or the net tool belt skill and you can pretty much keep a melee enemy at range constantly.
Pistol offers conditions. For me, pistol is a bit boring, because all the abilities are essentially “doing damage but with different animations”. The offhand glue shot is quite useful though (sometimes).
Shield with a pistol however offers more utility, with a knockback/projectile reflect. and a block/stun.
We then have grenade kit which I personally rarely use, so I can’t comment much. I sympathise with the complaints about travel time of the grenades but I can’t offer a solution for this.
Bomb kit is nice, if kiting you can damage enemies while staying pretty much one step ahead of any hits. When traited, your bombs can heal aswell, which adds a nice variation of a melee buffing/healing option.
Really, if any class has the right to complain about redundancy it is the warrior. They have access to the most weapons, but they all basically do the same thing. Pretty much all their burst skills do the same thing.
I’d like to see an elite that gives us a sort of multifunctional backpack.
I picture it kinda like four robotic arms extend from a backpack, one with a flamthrower, one with an elixir gun, one with a rifle and maybe one with an electric shield or something.
These arms wouldn’t replace any of your current skills, but they would have certain attacks that proc every couple of seconds or something. For example the flamethrower arm could spout fire or shoot a blob of napalm at the target, the shield protects you for 2 seconds or something.
This would only last for a short duration, but I think it would be a cool addition.
In most situations I want my turret to attack my current target, but I would be reluctant for them to make this default behaviour as It would probably reduce the net turrets crowd control capabilities.
Sometimes my turrets seem to just randomly attack targets that are far away, to be honest I have no idea what determines a turrets target.
I agree with the OP on the whole combo fields thing. AFAIK combo fields aren’t explained in game at all, I only found out about them from the forums.
Anyway if you want some simple and fun combo’s to add into your build, try toss elixir U and shoot through the created spell. If you get the Mesmer spell (stealths you) the shots will cause confusion on the enemy. If you get the necro skill, shots will cause blindness, and if you get the Guardian(?) skill your shots will remove conditions.
You can also combine turret skills with exploding the turrets to create effects. For example using the fire turrets smoke screen, then exploding turret, it gives aoe stealth.
You can combine alot of skills to get some really interesting effects. Just experiment with combining skills, leap through fire or smoke and see what happens, or shoot through certain spells etc.
Engineer became 10x more fun when I learnt about the variety of effects you can trigger.
I agree with this. I really enjoyed Necromancer in Age of Conan (I know everyone hated that game blah blah) but the system was solid. You could spend summon points to summon different mobs, and each used a certain number of points, so you could have tonnes of cannon fodder or a couple of skilled minions.
When I first heard of Necromancer I really hoped it would be the same here, but instead it feels more like being stuck supervising the special kids on a school trip. Sure they are all unique and special in their own way, but they are still mentally kitten
This is an interesting issue, and is a very similar one to what summoners in final fantasy XI had.
There was really no reason to keep avatars out, as their abilities were on cooldown and drained MP to keep out, summoners essentially summoned; blew an ability; desummoned.
A “Fix” for this which worked relatively well, was to offer an incentive to keep the summon out. This is where this idea could tie in with the Elementalist.
In the case of FFXI this was a buff that would stack over time (varying from avatar to avatar) and apply to yourself and allies.
Elementalists could have a similar mechanic, if you stay in the fire element you get a stacking Might buff that reaches maximum power after staying in that element for a certain length of time.
You could also have something like, the longer you stay in a element the shorter the cooldowns become in that element as you become more attuned or something.
This way, attunement swapping is still viable for those who want to, you get short quick buffs, and access to many abilities, or you can specialise in a certain element and not lose out on as much.
Just a thought anyway.