Elite Spec= subclasses: Predict the rest
in Guild Wars 2: Heart of Thorns
Posted by: Frightlight.3796
(edited by Frightlight.3796)
in Guild Wars 2: Heart of Thorns
Posted by: Frightlight.3796
Engineer should be juggernaut shouts could fit if its a engi/warrior mix I have a feeling the drones are just new turrets or toolbelt stuff inb4 #DroptheBrass elite shout the other option that I think is more fitting for engi/warr mix would be physical skills who doesnt wana bull rush people with a rocket powered hammer.
(edited by Frightlight.3796)
in Guild Wars 2: Heart of Thorns
Posted by: Frightlight.3796
Clearly, if the Dragonhunter is any indication, the Necromancer elite specialization will be called “Shouting Guy.”
I think you mean “Loud Noises”
I probably woulda gone with the name Questing Knight or Crusader but thats just me
But the whole point of static discharge is to crit as much as you can as fast as you can if you get rid of the critting your losing pretty much the entire build
True, but engineers are getting a 5th toolbelt skill. I wouldn’t be surprised that skill disappears altogether next major patch, as focusing your entire playstyle on an Adept trait is not ideal game design :p
It would be like playing Pokemon and your team is focusing on abusing Bubblebeam XDNow if it was grandmaster and it grants 100% critical chance on all toolbelt skills, I wouldn’t be against that.
Actually we still have static discharge in the new traits just mixed with kit refinement and you would not want 100% crit chance on toolbelt skills unless you wana see grenade barrage one shotting groups
I’m just tossing out ideas, the point stands having your core trait being adept isn’t ideal game design.
And lets be honest, do you really want Static Discharge to be the engineers best spiking build? Wouldn’t you rather have something more fun?
I have posted ideas on changing it like an idea of it stacking 1 charge per crit with a 1 sec cd once you hit 3 stacks it explodes for aoe damage, but the idea was tied into things I would like with hammer
Have it throw a canned tornado that launches people
But the whole point of static discharge is to crit as much as you can as fast as you can if you get rid of the critting your losing pretty much the entire build
True, but engineers are getting a 5th toolbelt skill. I wouldn’t be surprised that skill disappears altogether next major patch, as focusing your entire playstyle on an Adept trait is not ideal game design :p
It would be like playing Pokemon and your team is focusing on abusing Bubblebeam XDNow if it was grandmaster and it grants 100% critical chance on all toolbelt skills, I wouldn’t be against that.
Actually we still have static discharge in the new traits just mixed with kit refinement and you would not want 100% crit chance on toolbelt skills unless you wana see grenade barrage one shotting groups
But the whole point of static discharge is to crit as much as you can as fast as you can if you get rid of the critting your losing pretty much the entire build
How would that work for static discharge? Its an ability that does damage for using toolbelt skills that has to be traited for..ugh this is confusing
If you see a thief you hate log on to your condi engi and spam him with condis to death it works pretty well dont forget your perplex runes!
Turrets should be able to crit and be based on your crit chance and be able to take boons there now its fair
I love engineer, but sometimes I think if we just remove the class and all engis play hambow we wont have so many people complaining about engineer stuff.
Unless its a rocket hammer
Ideas for new gadget trait
Supercharged gadgets: Reduces the cd of gadgets by 20% and gadgets gain an additional effect
Mine: swap out regular throw mine to toolbelt and minefield to utility change the mine field to spider mines that follow your target and explode on contact or explode when they die( Trait would allow the spider mines to strip boons)
Battering ram: increase damage of this ability by 20% on a target thats effected by immob, cripple, chill ( Trait would allow you to transfer 2 conditions on your target on successful hit)
Rocket boots:Rocket kick range increased to a 600 range dash with blast at the end utility changed to a targeted aoe no damage on take off but higher burst damage on landing (Trait allows a blast finisher on takeoff and on landing burns targets for short time on landing)
Goggles: (Trait while goggles is active it will pulse reveal to any enemy within 300 range) max 3 pulses
Slick shoes: base skill reduced duration by 50% for puddles (Trait would allow it to be brought up to the current duration)
A.E.D: i got nothing
all they need to do now is add defender runes to pvp as well as the other craft account bound ones
That sounds great that way gear shield will be in line with my defender runes meaning every time my block is up i get a 5k heal or more without having to wait an extra 7-10 sec to proc it !!
Heres an idea
1: Turrets are now duration based 10-20 sec
2: Turrets can now crit
3: Turrets will channel constant attacks (numbers can be adjusted)
4: Overcharging will create a large blast and reduce the cd of the turret by 25% no blast finisher as well as an effect based on the turret type
5: Detonating a turret is still a blast finisher but will not reduce cd
6: Picking up a turret removed
(edited by Frightlight.3796)
Ah i got it sorted out thanks for the concern its all peachy now!
Ok so I picked up the beta portal earlier today problem is I haven’t received an email about the test info. The other problem I am having is my account is shown on two different emails (I have access to both and both are signed up for the HOT newsletters) What is going on? and how can I fix this to get the email?
I GOT THE GOLDEN TICKETTTTTT!!
I will farm my current location that i do now in silverwastes Lodestones and a chance at portal awesome!
I can see it now wvw guilds running off cliffs to ambush an enemy zerg using their baseline falling damage traits and killing off a chunk of players in a single jump
The reason why we still get a choice for these traits is the new area in hot will prob have a lot of falling just sayin
Omg I got one! Any goonies fans here?
Pincers of powa- Fire off a powerful grappling device that pulls your enemy to you when your target drops below the health threshold mabye like 25% health give it a 30 sec cd. 1000 range or 1200 not sure on this.
I think KR is not necessarily bad as it is now but the shard cooldown is what kills it for me. A cooldown per kit would be manageable for me but one global cooldown is pretty rough for the amount of kit swapping the average Engi will do.
I would not like to see boons (boring) and if you’re thinking of using kit specific unique skills they already do and I’m not sure your suggestions are an improvement. The first incarnation of KR was perfect to me but I know we’ll never see it again.
Well nades are to blame for the first version was a bit out of hand the shared cd does kind of suck. Wouldnt mind to just see a static stat increase while in each kit like while in med kit-120 healing power or bombkit-120 ferocity Flamethrower-120 Precision so on so forth
Just because nades was OP doesn’t justify the global cooldown since they changed all the abilities. I would very much not like to see static stat increases or boons but I do agree that it should be changed somehow.
They could just do a simple thing to it like reduces the cd of all kit abilities by 20% and increase the damage by 10% simple but worth taking this way it would effect all kits equally. A boring idea, but useful for any build using kits. Another idea could be swapping kits refills 10 endurance something slightly small but with a low cd like 5 sec so it can be used often.
I think KR is not necessarily bad as it is now but the shard cooldown is what kills it for me. A cooldown per kit would be manageable for me but one global cooldown is pretty rough for the amount of kit swapping the average Engi will do.
I would not like to see boons (boring) and if you’re thinking of using kit specific unique skills they already do and I’m not sure your suggestions are an improvement. The first incarnation of KR was perfect to me but I know we’ll never see it again.
Well nades are to blame for the first version was a bit out of hand the shared cd does kind of suck. Wouldnt mind to just see a static stat increase while in each kit like while in med kit-120 healing power or bombkit-120 ferocity Flamethrower-120 Precision so on so forth
I just hope mortar can crit I want it to at least be a bit scary for zerk builds
I still feel kit refinement will need to be changed completely as it is it feels very underpowered I have a few ideas they could change it
Kit refinement now grants a boon when swapping to a kit insert 10sec cd or something
Grenade kit-2 stacks of might
Elixer gun-Regeneration
Bomb kit-Fury
Toolkit-Protection
Flamethrower-Quickness
Medkit-Aegis
Mortar kit -1 stack of stability (really low duration would prob make this balanced)
Another idea is on swap effects somewhat
Grenade kit-next attack will explode for aoe damage 240 aoe or something
Elixergun-transmutes one condition to a boon
Bomb kit-Activates a blast finisher
Toolkit-Pushes back enemies (not really sure on this one)
Flamethrower-Creates a fire field
Medkit-Drops 2 bandages
Mortar kit-Drops a light field on your location
just some ideas
Well you don’t know anything about your specialization yet who knows the gs could be a crazy amount of cleave weapon with built in siphons imagine if that happened and you went blood traits you would have an insane amount of healing that is also damage just keep your fingers crossed
Oh my glob this^^
But shouldn’t they just reduce the CD of a utility in general? Or even Toolbelt skills?and Would it include healing skills? It would have to exclude kits (Obviously!!).
The system could use RNG to determine which of your utilities gets effected by this .
Personally I’d rather have a trait that reduced 1s with no cooldown over a 10s reduction with 10-12s cooldown.
Very awesome IdeaNo cooldown could lead to some broken flamethrower crit builds. 10 hits in 2 sec, if they all crit that is 10 sec off your utilities some of your utility skills will become brokenly over powered (perma slickshoes for example).
I don’t see a problem here.
Just pick juggernaut on top of that and go afk while your cat sleeps on the keyboard. Insta-gg for every match^^
actually it wouldnt be to op something like this would actually bring flamethrower into a more powerful spot rather than pure damage out put would just make it so you can be more effective in combat at the cost of actual damage output
Kinetic Converter-Critical hits will reduce the cd of gadgets by x sec prob a low amount just the more you crit the more youll be able to access your utilities in a fight
Oh my glob this^^
But shouldn’t they just reduce the CD of a utility in general? Or even Toolbelt skills?and Would it include healing skills? It would have to exclude kits (Obviously!!).
The system could use RNG to determine which of your utilities gets effected by this .
Personally I’d rather have a trait that reduced 1s with no cooldown over a 10s reduction with 10-12s cooldown.
Very awesome Idea
Probably not the tools line has always been the line for gadgets and some kits prob would exclude kits i suppose it could work with all utilities but just effect the one with the highest cd at the time i would expect only for gadgets and toolbelt skills since its the trait line made for them.
Prep time- Gain a damage bonus per unused toolbelt skill (3% per seems fair) Utility skills now grant fury 10 sec cd
(edited by Frightlight.3796)
Static addict- Your critical hits build up an electrical charge after gaining 3 charges your next attack will shock your target and nearby enemies for x damage 1sec cd per charge to build up
Kinetic Converter-Critical hits will reduce the cd of gadgets by x sec prob a low amount just the more you crit the more youll be able to access your utilities in a fight
Abort!-When being stunned or disabled (cc) You will release an emergency battering ram (use regular battering ram here with cd)25 sec i think? to up to 2 targets wont get hit unless they are within range.
Emergency power supply-When you are critically hit daze your enemy for 2 sec and recharges one utility skill 30 sec cd? mabye longer or mabye give you quickness boon for x time
(edited by Frightlight.3796)
Would still like to see one more gadget trait that allows us to reduce cds of gadgets through constant crits would make it feel fast paced and you can make it compete with static discharge. A choice between burst or higher uptime of utility. A fine idea for a trait name could be like something along the lines of Portable Battery Pack or Kinetic Converter.
You can go zerker/soldier for a bit more survival or zerker/valk but i would also suggest grabbing yourself defender runes a bit of damage loss but the extra heal is around 4k not to mention with a med kit you can have aegis up every 10 sec increases your survival a ton
I like explosives and machinery over magic
The aoe yes you would have to target manually just like any other one the turret will last till its done using its overcharge so for the rocket example it will fire its barrage and explode after its done casting.
Assuming i didn’t understand wrong, the turret would do nothing until you use the overcharge, and then would be destroyed.
If it is so, the item itself has no actual gameplay meaning; we could just have that same skill and cast it ourselves over the area chosen, instead of having to rely on a destructible item placed on terrain (and visible to everyone).
Thus, either the downsides comes with some upside (comparatively good damage/cooldown) or there is no meaning on having it designed like that.
Oh no they would still have the basic attack just the overcharge would be far more powerful and one time use till the turret is off cd. Numbers can be tweaked to make their damage normally be balanced while taking into account the turrets will be able to crit the real damage would be from the overcharge and how you space out your traits also traits will need looking at
I stupidly posted this in the wrong thread, but here eat your hearts out.
Here is a grand idea since turrets will be like all other minions being able to be crit and hit with condis probably a good thing, why dont turrets get a rework.
1:update turret traits for cds and bring them on par with other classes pet style traits perhaps a trait that allows them to repair themselves for a percentage of the damage they deal
2:Turrets are now burst type kills and can crit and benefit from your power/ferocity
3:Rework overcharges rifle turret should fire a channeled stream of rounds for a burst ability, Rocket turret is changed to a targeted aoe barrage of smaller missiles, thumper is fine, net turret fires a net wall like the underwater speargun, flame turret fires a 360 aoe glob of napalm at targeted location with having the ability to crit and increased damage they would actually be useful while they are out.
4: Overcharge now destroys the turret after the effect ends.
My thoughts on this is it keeps the turrets from being a complete AI build and more on timing of your overcharge activation for burst and control being that if you miss with it or just bad timing you dont get another chance until you can lay the turret again this can be balanced as well as allowing a turret cd trait. Since they will be far more squishy I think having traits that allow some form of damage to repair would allow for those few precious seconds to allow the use of overcharging without it dying instantly. In short I think this would be a welcome and fun change making turrets scary while out, but not a complete lay and walk away build as it is now.It would work like any normal aoe ingame but we would have to place them beforehand and they could easily be destroyed before even being used (or just after being activated).
Either they are really strong compared to similar skills or they’re just not worth the risk and effort.
But at least there is some thought about the whole idea, even if i may not agree with some details.
The aoe yes you would have to target manually just like any other one the turret will last till its done using its overcharge so for the rocket example it will fire its barrage and explode after its done casting.
I stupidly posted this in the wrong thread, but here eat your hearts out.
Here is a grand idea since turrets will be like all other minions being able to be crit and hit with condis probably a good thing, why dont turrets get a rework.
1:update turret traits for cds and bring them on par with other classes pet style traits perhaps a trait that allows them to repair themselves for a percentage of the damage they deal
2:Turrets are now burst type kills and can crit and benefit from your power/ferocity
3:Rework overcharges rifle turret should fire a channeled stream of rounds for a burst ability, Rocket turret is changed to a targeted aoe barrage of smaller missiles, thumper is fine, net turret fires a net wall like the underwater speargun, flame turret fires a 360 aoe glob of napalm at targeted location with having the ability to crit and increased damage they would actually be useful while they are out.
4: Overcharge now destroys the turret after the effect ends.
My thoughts on this is it keeps the turrets from being a complete AI build and more on timing of your overcharge activation for burst and control being that if you miss with it or just bad timing you dont get another chance until you can lay the turret again this can be balanced as well as allowing a turret cd trait. Since they will be far more squishy I think having traits that allow some form of damage to repair would allow for those few precious seconds to allow the use of overcharging without it dying instantly. In short I think this would be a welcome and fun change making turrets scary while out, but not a complete lay and walk away build as it is now.
Here is a grand idea since turrets will be like all other minions being able to be crit and hit with condis probably a good thing, why dont turrets get a rework.
1:update turret traits for cds and bring them on par with other classes pet style traits perhaps a trait that allows them to repair themselves for a percentage of the damage they deal
2:Turrets are now burst type kills and can crit and benefit from your power/ferocity
3:Rework overcharges rifle turret should fire a channeled stream of rounds for a burst ability, Rocket turret is changed to a targeted aoe barrage of smaller missiles, thumper is fine, net turret fires a net wall like the underwater speargun, flame turret fires a 360 aoe glob of napalm at targeted location with having the ability to crit and increased damage they would actually be useful while they are out.
4: Overcharge now destroys the turret after the effect ends.
My thoughts on this is it keeps the turrets from being a complete AI build and more on timing of your overcharge activation for burst and control being that if you miss with it or just bad timing you dont get another chance until you can lay the turret again this can be balanced as well as allowing a turret cd trait. Since they will be far more squishy I think having traits that allow some form of damage to repair would allow for those few precious seconds to allow the use of overcharging without it dying instantly. In short I think this would be a welcome and fun change making turrets scary while out, but not a complete lay and walk away build as it is now.
Well since turrets can now be crit and hit with condis seems fair will you allow them to move around with us like all the other minions? you know only seems fair since they will die easier now I mean wheels have been invented in the game right? I would also suggest if this change is going to go through you guys should prob take a look at the traits for them survival wise and bring it up to par with other classes atm they are pretty lackluster
Well I think we can all agree we want hammer to be a decently good power option, but! I would love to see a play style change with the hammer in the engineers case. Instead of lots of cc save for mabye a 5 skill I feel it should be a decent mobility weapon with a leap and targeted ability with a blast at the end or a straight forward dash that helps you close in with the target. Seeing as we will be the only real melee class with medium armor without mechanics that allow us to escape easily or prolong death the mobility would allow us to combo for heals or just get to safety or even just keep our hammers in the enemies face and throw them off.
Rapid fire isn’t exactly OP it is however very strong for very little effort. The only problem I have with it is how much damage it can do at such a long range and with an odd cast time you have to dodge twice to evade the entire cast. My idea is reduce the damage by like 25% but make its cast time even lower like a 1.5 sec cast time at least this way if you dodge it you will dodge almost all of it save for a few hits. I am sure the numbers can be balanced to make it faster with the right amount of damage for the cast time.
in Guild Wars 2: Heart of Thorns
Posted by: Frightlight.3796
As an Engineer: I want hammer to be a power weapon with good burst damage to bring us into the meta for dungeons. I hope it is almost entirely geared towards this, and not a condi dammge/ CC weapon, because we already have plenty of that with with pistol/pistol, pistol/shield, and rifle.
I am hoping it is a power weapon with decent mobility. Mobility means survival in most cases least in wvw and since were gonna be a melee brawler with medium armor we need all the survival we can get. Hammer engineers should be scary and be able to stick to you like glue.
I suppose if they had a buff pop up on your engineer that showed that your next strike would burn that wouldnt be to bad just have the buff pop up with a 10 sec refresh after the attack is used up that way you can actually see when they are going to be able to burn you. Though i would like to see some traits in other lines that apply electric shocks for procs that would be cool ..like a single target one for burst sd is just kinda meh atm
I would actually like to see A.E.D have a passive damage to heal converter like 10% of your damage or something.
some ideas
1:Remove the on death heal proc replace it with a higher base heal with a normal on use like other heals
2:toolbelt should be a 240 pbae or chain between people and reduce the gadgets cd per target hit by maby like 3 sec
3:toolbelt same 240 pbae removes a condition on yourself and to allies in the area
I like the amount of detail the abilities sound really engineerish except for the longbow atm still nice ideas I like the proc effects on some of the abilities.
I am just wondering will the new precursors be craft only? or will we be able to pick them up account bound as well from random chests and mobs? I would like to get lucky sometime and randomly get one that would be nice
in Guild Wars 2: Heart of Thorns
Posted by: Frightlight.3796
You know it could be once the bar is removed the mob is vulnerable to ALL cc for a short amount of time until the bar refills or could just be the bar regens slowly so if you keep constant cc pressure the mob wont be able to keep all its stacks all the time ?
I guess I am a combat engineer back in the military again welp
i didn’t sign up for it probably shoulda
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