Showing Posts For zHellish.2036:

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: zHellish.2036

zHellish.2036

I would suggest to use the energy shield that will be imposed as a supplementary health over conventional health (with a maximum stacking of course). Just use the magic appeal for protection. For example: Encourage the bunker, which falls to the ground after three seconds had pitched enemies. Bunker blocks all damage if it is between you and your foes

The Mechromancer

in Engineer

Posted by: zHellish.2036

zHellish.2036

It would be cool to have a Mechromancer in borderlends, say, instead of belt skills are the skills of the robot, the truth is that a Ranger is obtained.

Spvp soldier rifle elixir vs kits

in Engineer

Posted by: zHellish.2036

zHellish.2036

tornado severely nerfed and is only useful in team battles as a method of control, not more.

Toolkit/Turret interaction proposal

in Engineer

Posted by: zHellish.2036

zHellish.2036

The problem turrets that now they are not targeted are not under one type of game. They are weak in the same PVP and in the open world. Another problem is that if they are strong, the engineer would be too easy to play. Turrets have to be completely reworked. Personally, I believe that the skills should be the likeness of turrets mantras Mesmer (Ie skills overload turrets should be recharged more quickly and have a tactical character), for example:
Rocket Turret: do not attack automatically, when you activate the skill is a massive bombing in a place where the player will indicate, but not more than 5,000 from the turret, 1000 the player. 5 seconds cd
rafle turret: a strong attack automatically in the chosen direction, the maximum deviation of 60 degrees, with the activation of the skill changes direction within 2 seconds. 2 sec cd
I have already suggested something similar a year ago.
I also believe that the skills should be belt to protect the character that the player chooses that it is more important at this moment, the survival or active turret.

(edited by zHellish.2036)

Engr Elite Spec: Robot Army

in Engineer

Posted by: zHellish.2036

zHellish.2036

In this specialization will only make sense if I will have full control over the drones, including where to set each and what purpose they will attack.
This will give more opportunities for PvE, so how can I get them out of AOE mobs at the right time and say who it was to kill , that’s important.
Also, it will be important for PvP, but drones, which reaches into the AOE attack enemies and attack the bunker guard I do not need.

(edited by zHellish.2036)

Engineer. Again, the turret!

in Suggestions

Posted by: zHellish.2036

zHellish.2036

Translated through an interpreter, I hope not missed errors.

Firstly, I want to see how much life is left turret say over the panel F1 ~ F4 skills or abilities over 5 ~ 9.
Secondly, I want to make them useful on so much that they did not blow up players, but on the contrary, tried to fix it.
Here’s how I see the “development” of turrets:
I divided them into three classes:

Auxiliary:
Turret installed state grant buffs in their area of ??action if a player leaves the zone turret kill or replacement activated ability buffs disappear.
1) Healing turret:
Now it is used only because of the fact that it has a small cast and takes two states.
I would like it to be useful in the unfolded state.
Apologies:
Remove the healing for the installation and add to the replacement healing ability.
Turret will give patronage and regeniratsii zone steps for cleansing burst and not rolled back.
Place on the belt cleansing burst with a time of 1 second cast and having shared cooldown ability to substitute turret (that could not be healed twice).
cleansing burst increase rollback to 20 seconds.
2) Thumper turret
Changes:
Reduce damage, remove the lameness.
Turret will provide stability in the zone of action, when the turret is deployed and skill thump not used.
I would like to turret filmed invisibility, but I think it will be too.
Thump skill repels enemies posing shield absorbs projectiles and provides stability for 5 sec. (In fact, I could not think of anything better)
Rumble should provide massive resistance, increase the duration of stability.

Tactical:
1) Rocket turret
Changes:
Reduce the damage caused by one missile.
Explosive rockets produces a barrage of missiles in the selected area.
The area should be considered from the turret (not an engineer), and be more and less than 200 in 2000 (may be less, but I would like so)
I would also like to have the ability to set the belt rocket launcher kit.
When Exsplosive rockets rolled back, the turret should not attack.
2) Net turret
Changes:
Add a stun when attacking or reduce rollback attack turrets.
Substitute the ability to attack the turret should get exactly the goal that chose engineer and during rollback abilities, not to attack the turret purpose except selected.
The belt I would increase immobility time.

Attackers:
These turrets give high damage and attack the turret itself low cooldown (20s) and start cooldown after the installation of the turret.
1) Rifle turret
Attack every second.
Increase the damage.
Substitute skill-attack my target.
Slightly reduce xn.
2) Flame turret
Attack every second.
Remove the usual damage.
While the turret attack, the target takes burning and x stacks of pain (I do not know how many stacks you need to not upset the balance)
Substitute skill-attack my target.
Slightly reduce xn.

Perhaps with this idea all.
There really has an idea to improve Tull whale, allowing you to control the turret personally (to use their unique skills)
Just would like to see remade mortar or changed at all skill (like charrtank)

Well, perhaps all hope was the point in this thread and at least a couple of ideas to get development.