Thessaly Erinyes: 7/10 I quite like it!
Mine is a young engineer girl named Sjöfn Ragnfridr! Had to use a human body to make the child like look, but it’s funny to have a young character acting like a juggernaut with a flamethrower! And quite original when doing RP, I guess.
I don’t really see the problem… Separate chance to proc = more chances to proc, no?
Flamethrower autoattack does 10 attacks, and it’s cleary not bad.
To be removed:
Acidic Elixirs
Acidic Coating
Knee Shot
Power Shoes
Leg Mods
Exploit Weakness
I do like the acidic coating, but thoses traits are pretty useless. They at least need to be modified. (Acidic elixir could spread a less powerful EG Acid bomb, for exemple)
To be merged:
Short Fuse+Explosive Powder
Fireforged Trigger+Deadly Mixture
That make sense.
Rifled Barrels+Hair Trigger
I would more see Rifled barrels making turrets recharging 20% faster.
To be adjusted(Adjustments in Bold):
-Forceful Explosives
Explosions have a larger explosion radius.
Make sense, explosions are explosions. Would give the pistol auto attack a purpose, when the EG is also played.
-Enhance Performance
Gain 5 stacks of might for 15 seconds when you use a heal skill. This effect cannot trigger more than once every 15 seconds.
Why not, but the change doesn’t seems necessary to me.
-Autodefense Bomb Dispenser
Drop a Big Ole Bomb whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect cannot trigger more than once every 30 seconds.
As a 30 points trait, the smoke seems a bit weak. 30s is maybe to short by the way.
-Sharpshooter
33% chance to cause bleeding for 3 seconds on critical hits.
Not that much change.
-Target the Maimed
10% increased damage against bleeding foes.
Make sense as a 25 points traits. I’m not really fond of “% more damage”, by the way.
-Infused Precision
50% chance to gain fury for 5 seconds on critical hits. This effect cannot trigger more than once every 5 seconds.
The name fits the fury boon, but the trait seems a bit powerful by this mean.
-Go for the Eyes
Critical hits (No longer exclusive to the rifle) have a 50% chance to inflict blindness for 5 seconds. This effect cannot trigger more than once every 10 seconds.
If all weapons inflict blindness, 50% chance is maybe too much (I hardly see the toolkit wrench inflicting blindness).
-Coated Bullets
Pistol shots pierce, +50 Condition Damage.
Ok, the trait is actually quite weak.
-Low Health Response System
Gain regeneration for 10 seconds when you are attacked while under 50% health.
Also ok, gaining regeneration at a higher health level is more helpful.
-Protective Shield
Gain protection for 5 seconds when you are hit with a critical attack 20 second cooldown.
-Automated Response
Remove one condition every 5 seconds while under 33% health.
3 second is actually a bit short.
-Always Prepared
Drop 4 Bandages and 1 Antidote when you start to revive an ally. This effect cannot trigger once every 30 seconds.
My favorite, it totally fits the trait name.
-Packaged Stimulants
Med Kit skills can be thrown, and reduces cooldown of Med Kit skills by 20%.
Seems logical to me.
-Armor Mods
Gain 5 seconds of retaliation when critically hit. 15 second recharge.
Ok.
-Adrenal Implant
100% faster endurance regeneration.
Make sense as a 30 points traits. Mesmer have a permanente vigor (on critical) for 5 points.
Well, it would make some sense with a mini-skritt x)
But it’s a no for me. Simply move your move over a dead body. If it becomes a hand, there’s a loot, so go get it. No need to go over every bodies!
Wolf: That’s quite similar to the Juggernaut and Backpack Regenerator traits, but that’s a good idea!
Mercury Ranique: That’s a nice idea! With the possibility to toggle this, I would be really nice, and give a reason to use the personality function.
By the way, there’s only one thing I would change in your suggestion, it’s the “Hi charm and ferocity face”. As it’s known as the scoundrel personality, I would more see a sly smile. Somehow, I really see this personality on a con artist. Dampierre from SoulCalibur is the perfect exemple: http://www.fightersgeneration.com/np6/char/scbd/dampierre-bd3.jpg
… And Zojja too! http://images.wikia.com/gw/images/8/8a/1895719-gw2_zojja.jpg
Oh, I didn’t knew that.
I would just remove the global cooldown and give each of the effects individual cooldowns
I totally agree with this! It would not be hard to add some icons showing wich kit is active (icons like the signets, or the warrior banners)
As for today, I use 3 kits: Med kit, Grenade kit and Bomb kit. And the refelctive shield of the med kit already helped me in lots of situations! Yet it’s frustrating to leave a single mine on the ground, and have to wait 10 seconds for this.
The new effects dont really bother me, except the elixir gun one. As I am really close to ennemies, the grenade kit’s mine doesn’t bother me (I also play mines). The flamethrower one can be good, as it’s a mid/close range weapon. I can’t remember what the bomb kit did before.
Make Kit Refinement buff the toolbelt skills of the related kits. After all, the trait is located in the toolbelt tree.
And by doing so, they could give some condition removal via toolbelt skills – with healing mist, for example.
Or get rid of the grandmaster trait “Armor Mods” (which I find really useless, at least as a grand master trait) and make a trait that boost/change our toolbelt skills. By this, we would have the minor effects of the kit refinement and other effects from the tool belt.
For exemples: Add mines to the mine field tool belt skill and/or give them the same effects as the utility skill (knockback and/or blast finisher. I’m thinking that 5 blasts finishers in a row would be really overpowered after reflection.)
Incendiary ammo: More attacks (4 or 5) apply burning damage (thiefs have a grandmaster trait like this)
Bandage self: heal more or scatter 2 or 3 bandages around the player.
And healing mist: Also create a super elixir at the player location (like the kit refinement did before). The healing mist has a fairly high cooldown (40s without points, 28 with 30 points), but the super elixir healing power have been increasing twice, so it’s would not be a real problem, considering the duration of the AoE.
Those ideas are only some drafts, by the way.
That’s a tricky question for me!
I actually play a human… considering she’s a young norn! xD I actually really really like the norn background and Hoelbrak, but:
- I really had trouble making a nice norn… Only to realise almost every other female norn had the same face.
- No twintails haircut (it almost because a joke between me and my friends: my main character MUST have it! xD)
So I picked a human instead, giving her a young look. Obviously, I don’t use the racial skills.
Also, I noticed young norns had human bodies and animations, and some girls even have the same face/haircut as my character, so it’s not a really bad idea. I think.
Yeah, dev response! I was really upset about the mine bug as I started playing it monday… One day before the bug.
For the “bomb before mine” fix, I suppose it was really easier to fix.
Punkins: Well, we are talking about more weapons possibilities for engineers here, but I think almost every classes should get one, maybe two new weapons, in the existing weapons.
And also I DO like the engineer, it’s by far my favorite class. This doesn’t mean I can’t say what could be improved, according to me. I do not have the ultimate truth, just an opinion!
For me:
1) Add a melee weapons (a mace or an hammer), that would replace the tool kit (allowing turret only build), and add a new kit instead.
2) Unique transformation for Elixir X (only rampage or a totally new one)
3) Elite kit maybe, working like conjured weapon/charrzooka elite skill? (Why not a gatling gun? XD)
Those are more dreams by the way.
That guy look really charismatic! 8/10!
Here is my engineer, Sjöfn Ragnfridr, a young human adopted by norns! (or maybe a young norn… but it’s a human technically, so it belongs to the human thread! xD)
Well, actually, I do like the fact engineers wear Medium armors. Some of them are “normal” looking close, and I personaly like my engineer’s lab coat (just a regular coat, in white, but still look like a chemist). I see more engineer a they are now like regular people that are in the fight, more than a soldier. So it’s a huge no about having engineers in heavy armors.
For the weapons, I do think every classes needs some new weapons too.
And I totally see engineer having maces, getting rid of the tool kit (maybe for the benefit of a another new kit). Althought the tool kit is great (the shield), it would allow players to play a turret only build.
And there’s nice mace looks for engineers: http://wiki.guildwars2.com/wiki/Adamant_Guard_Mace
http://wiki.guildwars2.com/wiki/Fixer_Upper (the tool kit wrench skin)
http://wiki.guildwars2.com/wiki/Droknar%27s_Forgehammer
Hammers would be a great addition too, for a more violent close ranged weapon. Also, torches could work as a blowtorch, there’s even a skin for that: http://wiki.guildwars2.com/wiki/Combustion
The problem is the fact the second pistol have a blowtorch skill.
Also, even if an axe is a tool, I don’t really see engineers having it.
I’d say no too.
Plus, the heavy classes have an armor that is almost shirtless, at least for the males: the “named” exotic armor.
By the way, being able to hide gloves could make some sense. And maybe boots (some norns are barefooted).
But running around just in underware would be pointless.
Agreed.
It would be nice to have kits skins tied to the rifle/main pistol. Although I don’t really see how the backpacks could look, I definitely can imagine a priory elixir gun, for exemple.
I also agree. I’d like to see my engineer with a lot of potions on her!
The circus theme seems to be a really great idea!
First thing that comes in my mind is this xD http://www.fightersgeneration.com/np6/char/scbd/dampierre-bd3.jpg
Also, the whip could be an awesome weapon for this class, as you said.
Urthona: about the lack of visual customization, it gives me an idea. The morphs should give to the player only some monster’s attributes.
An exemple: Harpie morph. For the weapon skill 1, wings grows on the characters during the 3 attacks animations.
Or another exemple, the characters arms transforms briefly into minotaurs arms, and goes back to normal after the attack.
I really REALLY love the idea.
I was thinking we already have the engineer as a “scientist” class, but nothing is against having similar classes (for me, Warrior and Guardian are quite similar).
I think it should not revolve only on morphs, though. But what could this class have? And how would he morph? With potions?
About the clipping problem, I guess people are smart enough to choose armor pieces that goes well togheter.
I agree about this. As said, we can preview and mix every armors in the preview mode, and I would give more variety.
The only “risk” is that we maybe will see a lot of female characters almost naked with light armor.
An idea would be that the light armor give less protection but higher buffs (like healing power, precision, ect), and heavy armor the opposite, so it would also give the player a bigger range of stats on the armors, yet being able to transmute “light” stats on a heavy armor and vice versa.
Hello, this is a minor bug (or a mistake) but the pansonic monocle and the Eagle eye goggles names are swapped.
It’s not something that affect the gameplay, but it bugs me everytime I see my monocle named “goggles”.
Well, instead of damages, I think we lack combo finishers.
I already made a topic in the suggestion forum, here are my idea (I may be wrong, but… that’s my point of view)
We need to:
-Add projectile finisher to the following skills: Poison Dart Volley, Static Shot, Net Shot, Elixir F.
-Add Leap finisher to the acid bomb skill.
-Add a water combo field to the following skills: Toss Elixir H, Healing Mist.
-Add a light combo field to the skill “Toss Elixir C”?
-Change the super elixir combo field into a water combo field.
Hello everyone,
I play as an engineer, and I really love it, but let’s face it. There’s flaws. So here is what I think about what could be changed.
1 – Weapons restrictions.
I know the engineer have Kits (I use them a lot), but somehow, I sometimes think that the elementalist have more flexibility with the attributes. We do have the tool belt (I use it alot too), but it’s determined by our utility skills… I find it somehow less effective than the utility skills of the elementalist, who have signets!
I think we should be able to switch between a pistol stuff and a rifle stuff (or double pistol and shield). The engineer is like a swiss knife, don’t forget it!
2 – Combo finishers
Alot of people talk about upgrading the engineer damages, but I think it should instead have more finishers. For exemple, the poison dart volley doesn’t have the projectile finisher, but the ranger’s axe skill Splitblade or the thief dual pistol Unload have it! It’s already good for the shield, it’s now good for the harpoon gun, I really think the poison dart volley and static shot need it. The rifle’s net shot and the elixir gun’s Elixir F also need it, I think.
Talking about the elixir gun, it’s strange that the acid bomb is not a leap finisher
It’s also somehow weird that the bomb kit bombs doesn’t do a blast finisher, but it would be maybe overpowered. With a cooldown, It could work, possibly?
3- Combo fields
Not so much to say about it, but I think the elixir H should do a water field when thrown. Same for the elixir gun’s healing mist toolbelt skill (like the healing turret’s regenerating mist). The elixir C could also do a light field when thrown, like the elixir R.
I also think the elixir gun’s super elixir should do a water field instead of a light field.
Maybe the freeze grenade should do an ice field too.
So in a nutshell, here are my ideas (with a question mark for uncertain ones):
-Having the ability the have a second weapon set, like the other professions?
-Add projectile finisher to the following skills: Poison Dart Volley, Static Shot, Net Shot, Elixir F.
-Add Leap finisher to the acid bomb skill.
-Add blast finisher to some bombs?
-Add a water combo field to the following skills: Toss Elixir H, Healing Mist.
-Add a light combo field to the skill “Toss Elixir C”?
-Change the super elixir combo field into a water combo field.
And that’s all for me. If people have some buff ideas, or even nerfs one (I can’t see everything :p ), it’s should be here!
Edit: Forgot a question mark for the weapon sets.
(edited by EroticAndHeretic.7398)