Showing Posts For jpnova.4572:

Crazy Jymm: Power SD/Rifle build

in Engineer

Posted by: jpnova.4572

jpnova.4572

I would invest in Power and not Precision. (30 0 and not 0 30). The rifle and tool kit are power-based damage weapons.

Precision traitline goes much better with the Rifle. Power can be built up with gear and Precision is needed anyway to take advantage of high Critical Damage, can potentially get 111% crit damage properly geared up.

Crazy Jymm: Power SD/Rifle build

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Reserved…..

Crazy Jymm: Power SD/Rifle build

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jpnova.4572

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Crazy Jymm: Power SD/Rifle build

in Engineer

Posted by: jpnova.4572

jpnova.4572

Only build on the Engineer that I still enjoy is the SD build, Grenades feel too monotonous, Bombs not my forte and Flamethrower I do not enjoy the look of it. So I have been playing with SD configurations for a while, I have finally found one I like. The goal of the build is to be extremely mobile while dishing out lots of damage and hopping in and out of melee range and running circles around your foe.

Equipment:
Weapon: Berserker’s Rifle | Sigil: Superior Sigil of Force/Superior Sigil of Perception
Armor: Knight’s Armor/Berserker’s Armor | Ruby Orbs
Trinkets: Berserker’s/Cavalier’s

The Build:

Utilities: Healing Turret, Tool Kit, Rocket Boots, Utility Goggles

Traits:
Firearms: IV, IX, X – Maximizing rifle performance and all the precision helps out a lot
Alchemy: I – Perma vigor, gotta love all that endurance for jumping around
Tools: II, VI, VIII – Static discharge, the key point of the build, speedy kits for the constant swiftness and to proc Invigorating Speed, and power wrench to buff throw wrench and make Pry Bar/Gear Shield be often more often

Explanation:
Most would prefer Rifle Turret for Surprise Shot, but I prefer Utility Goggles for the Fury and the 10 stacks of Vulnerability with Analyze, not to mention it is a stun breaker. Rocket Boots, another stun breaker and is my get out of trouble button, not to mention Rocket Kit helps me jump in closer to use Blunderbuss. Power Wrench hits hard and twice, traited it cripples as well. Tool Kit is great for when you need to melee, Pry Bar is amazing and Gear Shield is just amazing.

Attack Pattern:
Open with Hip Shot, hit Analyze followed by Power Wrench. When they get close use Rocket Kick, Jump Shot on top of them, Blunderbuss and Overcharged Shot out of it and then Net Shot.

Go in and out of Tool Kit between each rotation for the Swiftness and Vigor. Gear Shield is situational. Use Pry Bar and Smack use when needed and locked in melee.

If you deactivate the kit from the tool bar instead of dropping bundle while using Gear Shield, it won’t be interrupted. Use that chance to aim and launch Jump Shot, I like using it on top of foes so both shots hit.

(edited by jpnova.4572)

[Fix] Ranger Sword - Auto-attack root

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Disabling auto-attack as I have said is a work around not a fix, constant button mashing is not something everyone enjoys Necrid. It is a fault by Anet ‘learn to play your Ranger, don’t let it play you’, I’m sorry but that’s just silly.

Not as big an issue in WvW/PvP because you do not have as many giant one shotting AoEs to dodge(unless you’re zerging ofcourse) and it is much easier to move around and just time the first skill with auto-attack turned off, not many melee in PvP/WvW with auto-attack anyway.

However in PvE, during dungeons and fractals, mashing 1 is just a pain and during a boss fight not being able to dodge out of the AoE makes the sword fairly unappealing.

Hobo Sacks: A Terrible Fashion Statement

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Posted by: jpnova.4572

jpnova.4572

I do not see the point of the kitten hobo-sacks, they should adapt the dye of the chest piece equipped atleast or gain unikittenfects according to the exotic piece, tbh just bomb and grenade kits actually need a hobo-sack, the rest do not.

Kit Equip Backpack

in Engineer

Posted by: jpnova.4572

jpnova.4572

I will in both.

Remove Engineer Kit Backs in PvE

in Suggestions

Posted by: jpnova.4572

jpnova.4572

I hate the kitten hobo-sacks, we need an alternative, either make them bad kitten looking or adapt the dye used. Understandable for the grenades and bombs to have them for PvP purposes, but the rest can be seen from the equips.

Kit Equip Backpack

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Posted by: jpnova.4572

jpnova.4572

Am I the only one who hates the appearance of the kit backpack? Doesn’t match armor, and is hideous. How about just replace it with nothing instead the weapon appears stowed, or let the pack color match the armor dyes. This specially applies to Toolkit, Grenade Kit and Bomb Kit. The back pieces look hideous, over ride our back pieces and don’t look nice at all.

Bomb Kit and Toolkit are identical, perhaps for the toolkit just place the Gear Shield on the back so it appears stashed away with the pry bar under it.

Class specific "Legendaries"

in Suggestions

Posted by: jpnova.4572

jpnova.4572

For rangers I’d love to get something along the lines of a quiver/totem of ascension which you use with your backpiece so can be visible or hidden.

Effect: It ascends your pets tot he next level so t hey are no longer ‘Juvenile’ but ‘Elder’. They become much larger and use different models.

Drakes could become Broodmothers, Canines could become much larger and beefier etc.

Also perhaps give rangers to ride the pets out of combat, using any weapon skills disables the mount effect.

Rifle Ranger- The dream

in Ranger

Posted by: jpnova.4572

jpnova.4572

How do you use nature magic with a rifle?

Just say the incantations while looking down the barrel.
Similar to how the spear gun works really.

Also the axe works more like a melee weapon than a ranged, the only good skill split blade is the most effective if you use it in melee range. At max it’s a clunky boomerang. This is just a discussion thread for people who would like to see this in the future.

Rifle Ranger- The dream

in Ranger

Posted by: jpnova.4572

jpnova.4572

How awesome would it be if somewhere in the future rangers got access tot he rifle as a weapon and show those warriors and engineers how it’s done. I love the weapon, however hate how it is a shotgun on the Engineer and am contemplating making a Warrior solely for the rifle. But as a hunter, a man who traverses the wild, shouldn’t a ranger get access to the rifle as a weapon? I don’t want to see the pistol since it just wouldn’t suit the lore, however with Asura’s and Charrs so advanced with technology, wouldn’t it make sense if they designed rifles for rangers?

Shortbow is built to be our condition weapon.
Longbow is our control weapon.
Rifle should be added as our damage weapon.

1- Hunter’s Eye- Quick precisely aimed shots, does mediocre damage and add Vulnerability(7s). (1200 range)(Projectiles Finisher: 20%)

2- Vital Volley- Fire a volley of bullets in a small cone inflicting 3 stacks of Vulnerability(5s) to each opponent hit, next 3 pet attacks inflict 2 stacks of vulnerability. (8s) (600 range)

3- Flanking Shot- Roll sideways and fire two bullets at target. (10s) (900 range) (3/4s evade)(Projectiles Finisher: 20%)

4- Oakheart Shot- Charged shot, high damage, target gets entangled in vines. Immobilize the target and grants Swiftness(5s) to nearby allies. (15s) (1200 range)(Projectiles Finisher)

5- Smoky Barrel(15s)> Between the Eyes(20s)
- Smoky Barrel: Block pretty much like counter attack, when hit with a melee attack counter and inflict Blindness or Weakness.
-Between the Eyes: Stuns the target and inflicts (600 range)

Traits:
- Piercing Arrows could be changed to Piercing Shots, so rifle attacks can pierce too.
- Eagle Eye can be used to increase the range of all rifle attacks by 300.
- Cooldown trait could be worked in somewhere, perhaps in Skirmishing or Marksmanship.

(edited by jpnova.4572)

A ranger beat me 1v1

in Thief

Posted by: jpnova.4572

jpnova.4572

My main is a ranger, what you probably had was a tank/regen ranger running a beast master build. My own is sort of a hybrid of that, make yourself super tanky and turn your pet into a DPS beast while you run around just absorbing/evading damage and let the pet do the dirty work.

Were you suffering constant cripples and such?

[Fix] Ranger Sword - Auto-attack root

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Posted by: jpnova.4572

jpnova.4572

Thank you, hoping it gets some more attention.

Fix sword #1 please

in Ranger

Posted by: jpnova.4572

jpnova.4572

Sword 2 should be flipped, Monarch’s Leap should be the first part and Hornet Sting the second bit, so you can use Monarch’s Leap two open combat and Hornet Sting as the get out of trouble. That alone would just change the suit.

EDIT: I made a thread on the Suggestion sub-forum how about we keep that thread alive to bring this to dev’s attention.

The Thread

(edited by jpnova.4572)

[New Idea] Dagger as New Main hand Weapon

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Posted by: jpnova.4572

jpnova.4572

I really think rangers should get an attack that does more damage for every unique condition on the target. We have so many condition sources, would work brilliantly in any build.

[Fix] Ranger Sword - Auto-attack root

in Suggestions

Posted by: jpnova.4572

jpnova.4572

Ranger sword is a really fun weapon to use however the sword auto-attack is pretty kitten awesome, it is not that big an issue in PvP or WvW however in PvE not being able to stop and dodge hurts, sure disabling auto-attack or sheathing the weapon is an option, however at the end of the day it is still a work around not a fix. We should be able to interrupt any auto-attack and move out of a giant boss AoE. The weapon also needs a gap closer or opener.

1- Auto-attack: It is fine as it is, however it should be interruptable at any point by the use of the dodge mechanic. Sheathing/Turning off auto attack is just a work around not a fix.

2- Hornet Sting>Monarch’s Leap: The two need to be switched, Monarch’s Leap should be a fight opener and allow the ranger to leap in and then it should become Hornet Sting to jump out of combat.

(edited by jpnova.4572)

Thief Pistols

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Posted by: jpnova.4572

jpnova.4572

In my opinion pistols need a lot of work-

Body Shot should just get a large damage buff or add more conditions i.e. Cripple or Immobilize would bring more control to the set.

Unload- There are several ways to improve the weapon, either buff the damage or make the skill unload and channel faster.
or
Leave the skill as it is, add a reverse lunge to the skill.
or
Make the skill two part, first part does the same damage and cost 4 ini and costs 1 more ini for a backwards roll/evade where you do a couple more shots while jumping back, however it remains for just 3s.

Fix sword #1 please

in Ranger

Posted by: jpnova.4572

jpnova.4572

The issue is the auto-attack can’t be interrupted by dodging, switching off auto-attack/sheathing is just a work around its not a solution. Pretty much every melee auto-attack combat allows you to dodge away interrupting the combo, swords should just get it since using Hornet’s Sting isn’t always the best specially in certain fractals or when fighting on an edge.

What new weapons would you like to see?

in Ranger

Posted by: jpnova.4572

jpnova.4572

I would love to see unarmed skill sets. I.E. no weapons/gauntlets.

[New Idea] Dagger as New Main hand Weapon

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Posted by: jpnova.4572

jpnova.4572

My take on the weapon would be:
3 part auto-attack:
1. -Leaping Stab- Leap in and single target stab
-Cat Claw- Cleaving slice hits 3 targets- hits harder
-Kite Claw- Throw the blade while jumping backwards the dagger pierces, first foe hit takes set damage irrespective of armor, and gets 5 stacks of vulnerability.(1/2s evade 600 range)

2. Daggerang- The dagger is thrown and it bounces between targets inflicting 3 (6s) bleeds to each opponent hit and Fury(6s) to allies. (5 bounces) (5s cooldown) (Range: 450)

3. Drake Fang- A two part cleaving attack, first part cleaves inflicting burns, second part is a strong downwards stab deals damage for each unique condition on them. (8s cooldown) (Radius 250) (Blast Finisher)

This way the weapon can fair well in condition and direct damage builds, has one evade to work with the rest of the ranger melee sets. It can work with any of the offhands, dagger gives 2 more conditions, torch fire field for might, fire armor, axe more vulnerability and a knockdown

Next Up- Ranger Weapon Fixes

in Ranger

Posted by: jpnova.4572

jpnova.4572

As someone who uses spirits a lot and is still trying to make them viable; what did you mean by this:
“-Spirits Unbound should give a flat 50% damage to all Spirits”

Not sure if you mean their passive bonus abilities give a 50% damage increase or their activated ability would get a 50% damage increase.

EDIT: And as for the rest; +1 especially the LB

I had meant damage mitigation/reduction. It has been corrected.

Ranger 911

in Ranger

Posted by: jpnova.4572

jpnova.4572

Bears/Drakes/Devourers are your friends, GS and either Bow is just fine for leveling.

Try to get 15 in WS and BM by 40 and it will be smooth sailing.

[Molten Facility] Choice of Pets?

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Posted by: jpnova.4572

jpnova.4572

I was in a lazy mood, used dual drakes, was easy mode. In dungeons I normally go dual drakes or devourers or a mix. That way I can send them off to do their own thing while I do mine own and takes minimal micro management.

Ranger Alt

in Ranger

Posted by: jpnova.4572

jpnova.4572

That sounds like Cleric’s Armor, put in Runes of Dwayna with 10 in Nature Magic you have perma Regen going.
I feel GS goes excellently with BM builds I’d recommend you go-
0/10/20/10/30
Skirmishing- Pet crit traits
Wilderness Survival- Wilderness Training, Martial Mastery
Nature Magic- Regen Trait
Beastmastery – Mighty Swap, Rending Attacks, Natural Regeneration

You could also go 0/0/30/10/30 switch pet crit for Bark Skin for more tanking.

With Cleric’s, Dwayna’s, lots of Regen you can have it up permanently. You can get lots of passive Regen from Natural Regen and Signet of the Wild. Make the other Utilities Troll Urgent, LR, QZ and Entangle.

Weapons and Trinkets you could go Berserker or more Cleric’s

Next Up- Ranger Weapon Fixes

in Ranger

Posted by: jpnova.4572

jpnova.4572

Well we have Robert on our side, he sounds like he actually plays the class looking for issues. I’m expecting an LB buff in the next patch.

[FIX] Marksmanship Trait line.

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Posted by: jpnova.4572

jpnova.4572

I believe this thread deserves a bump, I want it to remain on the first page for everyone to see.

Next Up- Ranger Weapon Fixes

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Posted by: jpnova.4572

jpnova.4572

Actually Rapid Fire is moot if flight speed gets a boost.

Shortbow the bleeds are rather short and the pet deserves more modes of swiftness.

Axe- OH needs a cooldown reduction not MH

GS- Agreed with KD fact but condition removal doesn’t fit ranger there.

Torch- Throw Torch is too slow to be anything besides an opener.

Sword- Bleeds could help boost the weapon a whole lot and allow it synergise well with torches for condition builds

Next Up- Ranger Weapon Fixes

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Reserved………..

Next Up- Ranger Weapon Fixes

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Reserved………..

Next Up- Ranger Weapon Fixes

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jpnova.4572

As a class we’re getting there. We’re slowly catching up to the others but we’re not there yet. The ignorant masses still think we do sup-bar damage and bring nothing to the team. Them fools be wrong, that’s what I say. To get rid of this annoying and stupid stigma we now need our weapons to be buffed slightly.


Longbow: Weapon on a whole needs a flight speed boost.

Shortbow: Bleeds from crossfire need to be longer, 3 should add a swiftness to pet.

Axe: MH- Ricochet needs to activate faster, increasing it’s attack speed or it needs a damage boost. OH- Lower cooldowns.

Sword: Auto-attack needs to be intteruptable by dodge at any time. Last or first part of the auto-attack could do with some bleeds.

Greatsword: Auto-attack needs a minor damage buff, Maul should replace it bleeds with a vulnerability.. 3 bleeds is useless and does not belong in the build.

Dagger: The weapon is just right, doesn’t need any work, does what is supposed to do.

Torch: Reduced cooldowns, Bonfire is just fine, Throw Torch however needs to fly faster and add a blind as well.

Warhorn: Call of the Wild should get a cooldown decrease.


-Sharpened Edges needs to bleed longer
-Spirits Unbound should give a flat 50% damage mitigation to all Spirits
-Opening Strike mechanic needs a complete rework: GO HERE

(edited by jpnova.4572)

Viability in Fractals, and Runs!

in Ranger

Posted by: jpnova.4572

jpnova.4572

I don’t see the point of all the ranger hate. Without AR your pets are mush unless you switch as soon as it is hit with agony. Hence I switch between a Drake and a Devourer in fractals.

-No matter what spec you a run a ranger can survive more than most in Fractals with all our movement skills, evades and blocks.

-With QZ and pet Swapping you can keep the whole team alive, reviving downed players in a flash.

-In melee range you can pop Healing Spring and every blast finisher(from others or drakes you summon into it) will do an AoE heal.

-You can control the hell out of trash mobs, the number of times I’ve run through lava elementals or Dredge and popped Entangled and saved my team’s life is ridiculous.

-Lastly, you can do all this while your pet kicks kitten if you know how to keep it alive.

Bottom line, Rangers can kick kitten as long as you know how to play it and know the fractal. It’s my main and I do level 20s regularly. Don’t let others tell you differently, the issue is majority of rangers out there don’t know how to play the class and have made a bad name for us. We out perform thieves by miles in dungeons, we keep fighting or keep team members alive while our pet keeps the boss busy(Thank you Drakes!!!). I have soloed Shaman down from a little less than 1/4th health after my team has wiped and I’m not even a full on tank build most of the time.

"Oh looks it's NOTHING- The Patch"

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I don’t know what you’re talking about, my Drake was practically tanking bosses in the new dungeon. My Jag survived most AoEs. Spirits are decent now, however they’re best when fighting from ranged.

Spirit Testing

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Reserved………

Spirit Testing

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Reserved…….

Spirit Testing

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I am building this thread to keep a log of my spirit testing following the patch. The objective of this thread is to discuss viability of spirit builds, possible combinations and to conclude whether it is worthwhile yet or not.

I shall be testing them with and without Spirits Unbound.
——————————————————————————————————————————————————————————

Things I’ll be testing:

Spirit survivability: In theory- 60% boost to health, so when traited it should be 120% more health than it was before. I.e. 220% health of what it was pre-patch.

Spirit Procs: 35%+35%, their passive abilities should proc 70% of the time, so effectively getting 4s of Protection every 10s, perma swiftness and perma damage boost.
————————————————————————————————————————————————————————————

Builds I plan to run:

All builds will be run using Knight’s Armor with Berserker’s Weapons and Trinkets.
Along with them I’ll be using drakes, they have great health, F2 skills are now truck like.

0/10/0/30/30: Spirit/BM build with GS/SB
0/0/25/30/15: Spirit/Quickness GS/SB
0/20/20/30/0: Spirit build with GS/SB
0/20/0/30/20: Spirit/Pet Hybrid GS/SB with Cats

(edited by jpnova.4572)

Axes - Boomerangs & chakrams

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A chakram wouldn’t look too bad on a Necro considering how the animations work, but agreed there, as much as I would love to see a ranger with Boomerangs and Chakrams(given they show the Axe Mainhand some love), I don’t think this would ever be implemented.

It's time for Turret traits to be reworked.

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I like the idea of the two turret survivability trait being fused into one and adding a GM trait which either gives us the option of making our turrets mobile with increased health and armor, so they follow their Engineers and can survive more hits. Same principle as ranger spirits. They will follow in the arrangement they are set down or arrange with or without Deployable Turrets.

Or

Move down accelerated turrets, make it a GM trait and add a unikittenfect to the turret explosions, making them more desirable in party play.

Healing Turret> Protective Goo: Grant Protection and Swiftness to all nearby allies.
Rifle Turret> Shrapnel Rain: Grant Fury to nearby allies and remove one of the opponents boons.
Flame Turret> Napalm Spray: Grant Might to nearby allies and burn off one of the opponent’s boons.
Thumper Turret> Earthquaker: Grant Stability to nearby allies and knock down opponents.
Net Turret> Discharge: Grant Quickness to nearby allies.
Rocket Turret> Unbalanced Mixture: Exploding the turret causes a giant AoE explosion damaging opponents in a large radius and setting them ablaze.

How the Ranger could have been.

in Ranger

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jpnova.4572

In my opinion rangers should get the option whether they want to be pet reliant or not.

I.E. the option to stow pets.

In stowed mode the rangers get the 40% damage boost that goes to the pet but at the cost of loss of toughness and vitality. They get F1-F3 skills during stow, F1 and F2 unique to the family and F3 unique to the specific pet.

Then there should be an active mode, where the pet/ranger system is as it is, but the ranger takes 20% reduced damage.

New kit idea. "Bladesaw Kit"

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Posted by: jpnova.4572

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I think this idea is freaking brilliant. +1

Chainsaw Kit- More melee for Engineers

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Posted by: jpnova.4572

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I love that idea!!

Hammer Staff Kit - More melee for Engineers

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I believe that Engineers need melee options and with the whole steampunk thing going on with Charrs and the techno-magic with Asuras an explosive driven hammer would fit perfectly with the rest of Engineer traits and work brilliantly into builds. I would love to see a kit that does direct and explosive damage.

1. Three part auto-attack
Smithing Smash- Sideways hammer swing
Smithing Bash- Sideways hammer swing
Exploding Crash- Downward hammer swing that causes a small AoE explosion. (Blast Finisher)

2. Rocket Hammer(10s)- Jets from the base of the hammer propel you to your target causing damage to target on landing.

3. Hammer Cannon(15s)- Fire the hammer head, it flies towards target and knocks down intended target. Do extra 2% damage for each boon on the target.
Fire In The Hole!(20s)- Explode the hammer head mid air, causing AoE Explosive damage.

4. Bomb Shelter(25s)- Block all incoming projectiles, next melee attack ends the block and reflects the damage.

5. Drop Mine(30s)- Drop a giant mine on your target stunning it.
Mine Check(40s)- Smash the mine with the hammer causing giant explosive damage and knocking them back. (Blowout) (Blast Finisher)

Toolbelt Skill:
After Burners(40s)- Turn the hammer around and fire your propulsion jet, launching yourself away from your target.

Traits:
-Forceful Explosives: Increase the radius of the explosive effects of the hammer.
-Short Fuse: Reduces recharge of hammer attacks.
-Explosive Powder- Increase damage from the explosive effects of hammer.
-Power Wrench should be changed to Power Tools, reducing the cooldown on all melee kits and adding a cripple to their first auto-attack and toolbelt skills
-Scope needs to be changed to do greater damage/increase critical chance in melee kits.

This would make the kit versatile and capable of working with other explosive based kits/skills.

(edited by jpnova.4572)

Chainsaw Kit- More melee for Engineers

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Posted by: jpnova.4572

jpnova.4572

Replace a skill with
VVVRRRRRROOOOOOOAAAAARRRRRRMMMMMM: Turn on your chainsaw to make loud noises, causing fear for 3 seconds

:D

That sounds amazing:-)

Agreed I’ve added it to my list as a possible 4 and toolbelt skill.

Chainsaw Kit- More melee for Engineers

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Posted by: jpnova.4572

jpnova.4572

I’d rather see a Gatling kit _

The point of this is to suggest more melee options for us. Considering the amount of anti-range skills mesmers and guardians have Engineers need more melee attack options.

Chainsaw Kit- More melee for Engineers

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Posted by: jpnova.4572

jpnova.4572

Instead chainsaw bounce between targets it can be whole engi with chainsaw bounce between targets:-)

As awesome as that would look on my Asura Engineer, I dunno if it would look good on the other races.

Chainsaw Kit- More melee for Engineers

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jpnova.4572

I worked the skills slightly to be a bit different.
2. I realise it’s too much like Hundred Blades and needs a change
3. Perhaps a more of a pull attack combining Magnetic Leap and Magnet Pull
4. Thematically there isn’t much that can be done with ranged attacks on a chainsaw, so I believe a bounce attack would work best.

Also I have an idea for an exploding hammer kit as well, I’ll post it later.

Chainsaw Kit- More melee for Engineers

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Well chainsaw kit idea is great but it need some less generic skills in that kit:-)

What do you consider generic skills?

Chainsaw Kit- More melee for Engineers

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jpnova.4572

I believe that Engineers need melee options and with the whole steampunk thing going on with Charrs and the techno-magic with Asuras a chainsaw kit would fit in just perfectly with lore and not to mention it would be freaking awesome. I would love to see the kit with a lot of direct damage and a couple bleeds worked in.

My proposed attacks:

1. Three part auto-attack-
-See- Swing left to right
-Saw- Swing right to left
-Smash- Swing over your head and bring it down hard like Maul and evade

2. Timberrr! (8s)- A channelled attack frontal cone saw attack that inflicts bleeds and direct damage. Doesn’t root, can move around during channel.

3. Saw Juggle(12s)- Throw the chainsaw and it bounces between 3 targets, inflicting 3 stacks of vulnerability each and granting Fury once it returns. (Projectile Finisher)

4. Chain Grab(15s)- Fire a chain at the target, immobilize and damage them.
- Retracting Chains(20s)- Pull the chains back pulling the target into melee range. Increases cooldown by 5s,
or
4. VHROOOM!(20s)- Pull on the chainsaw’s rip chord, a sonic attack, inflict damage and Fear to nearby foes.

5. Chain Frenzy(25s)- The chains from the saw get dislodged from the saw and swing around the engineer, damaging foes, blocking projectiles and bleed/vulnerability inflicted on foes. (Imagine Whirling Defense) (Whirling Finisher)

Toolbelt skill:
Heat Vent (45s): All the heat built up from the chainsaw is released as steam blinding surrounding targets.

VHROOOM! (45s): Inflict Fear to all near by targets and send them running.

This would work for condition damage and direct damage builds. Several bleed sources, weakness source, lots of direct damage.

Traits:
-This would work excellently with Sharpshooter and Incendiary Powder traits.
-Juggernaut trait can be changed to include the Chainsaw Kit.
-Power Wrench should be changed to Power Tools, reducing the cooldown on all melee tools and adding a cripple to their first auto-attack and toolbelt skills
-Scope needs to be changed to do greater damage/increase critical chance in melee kits.

(edited by jpnova.4572)

Make Gadgets the Engi Signet?

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I would love it all the gadgets worked like signets.
Utility Goggles: Precision buff
Rocket Boots: 25% greater running speed
Slick Shoes: Endurance Regen
Throw Mine: Power buff
Battering Ram: Toughness buff/Reduce incoming damage

New Kits and/or Kit Changes!?

in Engineer

Posted by: jpnova.4572

jpnova.4572

I’d love to see a lot more kits to make up for our lack of weapon choices.

Chainsaw kit- High power melee kit.
-A couple bleeding attacks
-A charging attack or whirling movement attack like warrior GS
-A ranged bouncing attack where you throw the chainsaw.

Power Gloves- Unarmed kit, where you put on a pair of giant gloves
-Auto-attack shoots beam likes attacks
-A 360 blast finisher attack where you punch the ground
-Something akin to rocket boots but with your hands and a channelled cone attack. Basically iron man gloves.

Hammer Staff- Longass pole with a hammer head on the end, mid range weapon(like dagger ele lightning range)
-Basic swinging auto-attack
-A 2 part charging attack where the base of the hammer works as a jet and propels you to the target, and second part where you use it in reverse returning to your original position.
-Firing the hammer head and exploding it so it works with explosives trait
-A mine check attack, where you drop a mine and then smash it with the hammer causing a massive aoe explosion