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What Engineer Elite Spec you wish to see next?


EdwinLi.1284

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So with us being half way through Icebrood Saga now, what Engineer Elite Spec you hope to see in Cantha Expansion?

Personally for me I only have two being a Greatsword user or a Staff user that specialize in either Main Weapon Modifying or a Technomancer

Prefer if...

Greatsword user is the Main Weapon Modifying Elite Spec that specialized in sacrificing two kits into changing the 5 skills of the Main Weapon for all Main Weapons.

1st Kit used determine the first 3 skills of the Main Weapon (Main-hand side of Main Weapon skills) while Kit 2 determine the last 2 skills (offhand side of Main Weapon skills)

This will be the Elite Spec that can be either healer/support, tank, direct DPS, or Condition DPS based on how the Main Weapon is modified using X and Y kit due to the nature of certain kits to be either, healer/support, tank, direct dps, or condition dps.


Staff user is something I think will go well for a Healer/Support theme Technomancer Elite Spec that specialize in utilizing Electric barriers to provided HP Shields, heals, and counters.

A Support Elite Spec for Engineer that can adjust their Electric barrier to cause damage if enemies are near players with the barrier, have reduced damage effects, or having healing regeneration effects. The more offensive side skills can focus on stunning or trapping enemies in electric based attacks.

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I would really like to see a tech/robotics centric spec with spider bots and other types of constructs that can actually move, no more turrets. Maybe using a focus or scepter for a main hand. I think it would be really cool if they could find a way for each races constructs to look different IE Asura tech vs Charr tech.

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My personal favourite: Plaguedoctor

I created an icon for this elite spec idea.2JTjuQB.jpg

In my opinion, the next elite spec for engineer should be a condition damage focused support, basically like scourge and firebrand have been for their classes.Plaguedoctors would work really well with that gameplay niche and also make alot of sense lorewise.And then there is also the thing that Anet uses elite specs to imitate the dual classing system from GW1, like how spellbreaker is supposed to be a thematical fusion of warrior/mesmer and mirage combines mesmer/thief. A plaguedoctor would represent the engineer/necromancer combination.

In Cantha, where the next expansion takes place, there has been a cult in the city of Kaineng called Am Fah. Their members believed that the magical plague cursing the land back then was a gift from the gods and that it is supposed to make humanity stronger. So they experimented with the plague on their own members.

WIth that background, I think it is plausible that they had some scientists back then making experiments with magical disease as well as other chemical concoctions.These will be the ancestors of the plaguedoctors.

Plaguedoctor's are using many different chemicals and diseases in vials to support their allies on the battlefield. They can inject stuff in the veines of their allies to greatly increase their regenerative powers and put them in a frenzy (quickness?), while tormenting enemies with poison gases, acids, and other dangerous mixtures.

WeaponsThe weapon of choice for plaguedoctors are maces they can wield in both hands (offhand AND mainhand).They will provide some boons for allies and also condition damage against enemies, mostly focused on confusion and poison.Plaguedoctors are always looking to increase their potential to carry as many tinctures into battle as possible, that's when they started to use maces, hollowing out their heads to be able to fill them with their newest alchemical creations.

Double wielding weapons would be the best for the next elite spec in my opinion, especially since it should focus on conditions. Double wielding single handed weapons will give us the biggest arsenal of possible weapon combinations (mace/pistol, mace/shield, mace/mace, pistol/mace), which is something we need since we are the class with the smallest weapon pool.

And the best part: The name of their ascended weapon skin will be Opus Magnum!

Utility skillsMany different utility skill types could make sense for plaguedoctor's. They could use venoms to support their allies while they strike their foes with many different chemical coatings. They could use preparations, placing devices on the battlefield to dispense their fumes and elixirs at the right time. Or, and this one is my personal favourite, they could use corruption skills which will provide great support for allies and damage against foes, but the plaguedoctor has to pay a price in form of damaging themselves a bit.

This would work well with the healer role, since our trait medical dispersion field has many interactions which will just spread healing if the engineer is not at full health. With corruptions, you can create this opportunity while getting huge effects from the skill itself.It also works best thematically, the Am Fah had a history of experimenting with dangerous stuff to increase their own strength. This is the same, the plaguedoctor is willing to play with their own health for greater power for themselves and their allies.

Alchemical themeThis is something that is really important for me.We already have a "mechanical" elite spec (scrapper) and a scifi Asuran flavoured elite spec (holosmith).Alchemy and chemical warfare is something that I want to see for the next elite spec. The chemical aspects are my favourite in engineer and I would like to see an elite spec that can enhance that theme.

@EdwinLi.1284 Biggest problem that I have with staff as our next elite spec weapon is that most people are suggesting it with an electrical theme like you are doing here....

We already have an elite spec with electrical theme: scrapperI see no reason to double down on that if we still have so many other thematical niches of the engineer to explore.In my own idea here, staff could possibly work as a weapon choice if it is used as a chemical dispenser to spread fumes and splash tinctures around. Still prefer the combo potential of double wielding a onehanded weapon, tho.

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@SuperBacon.5726 said:I would really like to see a tech/robotics centric spec with spider bots and other types of constructs that can actually move, no more turrets. Maybe using a focus or scepter for a main hand. I think it would be really cool if they could find a way for each races constructs to look different IE Asura tech vs Charr tech.

I don't get why so many people want just more of the same....We already have turrets and gyros as constructs. Why give us a third type of constructs thematically?

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@Kodama.6453 said:

@SuperBacon.5726 said:I would really like to see a tech/robotics centric spec with spider bots and other types of constructs that can actually move, no more turrets. Maybe using a focus or scepter for a main hand. I think it would be really cool if they could find a way for each races constructs to look different IE Asura tech vs Charr tech.

I don't get why so many people want just more of the same....We already have turrets and gyros as constructs. Why give us a third type of constructs thematically?

Robot army Master is a very popular gameplay style for Engineer Job players in video games. Some of the many reasons is that it lets players sit back and let the minions to all the work for little effort if they wish to not put much effort into fighting or perform huge amount of DPS if they wish to contribute to DPS with the robot army and confuse enemies in PvE or Players in PvP with who to target thus making it more difficult to hit the player within a swarm of AI robots confusing their targeting and hit box to a point they can't escape the robot army even if they try to escape.

it really brings out the magnomanic side of people who wish to command a legion of Robots to kill their enemies while their character sits back and do nothing but point that army at the enemy while laughing evilly

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@EdwinLi.1284 said:

@SuperBacon.5726 said:I would really like to see a tech/robotics centric spec with spider bots and other types of constructs that can actually move, no more turrets. Maybe using a focus or scepter for a main hand. I think it would be really cool if they could find a way for each races constructs to look different IE Asura tech vs Charr tech.

I don't get why so many people want just more of the same....We already have turrets and gyros as constructs. Why give us a third type of constructs thematically?

Robot army Master is a very popular gameplay style for Engineer Job players in video games. Some of the many reasons is that it lets players sit back and let the minions to all the work for little effort if they wish to not put much effort into fighting or perform huge amount of DPS if they wish to contribute to DPS with the robot army and confuse enemies in PvE or Players in PvP with who to target thus making it more difficult to hit the player within a swarm of AI robots confusing their targeting and hit box.

it really brings out the magnomanic side of people who wish to command a legion of Robots to kill their enemies while their character sits back and do nothing but point that army at the enemy.

We definitely won't get that, tho.

Anet is trying to discourage exactly that gameplay you are describing here. Our turrets got nuke nerfed out of viability in all game modes because they basically provided this exact gameplay, that you can lay back and let your AI turrets shoot the enemy down.

And if people really want to have that playstyle, then we don't need to put out an engineer elite spec for this. Being the guy in the background pointing an army to attack is also already there with the minionmancer.

Instead of an elite spec, we should try to make Anet finally reworking turrets....

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Lightbringer with greatsword culd be nice as support spec with Alacrity, using electric technology to "boost" thay reaction speed and team, 4 new skills culd be https://wiki.guildwars2.com/wiki/Shout Shout group, and as ult somethink like AED https://bit.ly/30egIlwbut for 5ppl 50% nerfedCan't wait for engi with all that fancy gratsword skins

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@Malhavoc Adhamar.3675 said:We now have two melee, power based elite specs so I think a long range (longbow/shortbow) condi spec with a focus on control, rather than support or DPS, is due.

Thematically an alchemist theme would fit well in Cantha, possibly using the old preparations skill tag from GW1 to modify how the 1-5 skills interact.

considering what Anet has done with certain weapons, anything can be made into a Long Range attack weapon even a greatsword, Dagger, and Mace with the right engineering skills and modifications with tech applied to the weapon.

For example, a Light, intense Heat, or Electric generating modification can be applied to a Greatsword or Dagger to generate ranged Slash waves based on elemental type or applied to Mace so it creates a ground Shock wave attacks.

Though Longbow/shortbow is considered more easier to apply as a Condition or direct long Range attacker because it is designed for long range combat and in my opinion will be more ideal for a Condition Trapper Elite Spec for Engineer to have tech Arrows thus acting like the Rambo Trapper Job.

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Long Range, Condi Based, Longbow using E-Spec.

Unique F5 swaps out your utilities for new ones, complete with a new set of Toolbelt actions (Basically, reverse Holoforge). The idea being that you've upgraded your simple toolbelt, into a multi-purpose exoskeleton, providing bionic enhancements and nifty gadgets. I.e. You're now essentially Inspector Gadget/Gadgetboy

Each of the utilities you get will be focused on a particular part of the body that has been augmented, Legs, Arms, Head and the Elite will be the Core power supply.

  • Legs augment provides passive 33% movement speed (AKA Swiftness). The toolbelt skill allows you to leap to an area slamming the ground to knockdown enemies and apply Cripple. The active skill grants Superspeed and causes you to leave a trail of Fire behind you which applies burning to enemies that touch it.
  • Arms augment provides passive 50% action speed (AKA Quickness). The toolbelt skill allows you to fire a salvo of mini rockets in an area which apply Bleeding. The active skill allows you to fire a laser beam from the your palms Iron Man style which deals damage and burning.
  • Head augment provides passive 25% Cooldown reduction (AKA Alacrity). The toolbelt skill allows you to cause bleeding on hits for a period of time. The active skill allows you to break stun and gain brief evasion and has 2 charges.
  • Core Power Supply Elite skill does not have a toolbelt action (That will just toggle off this skill swap effect) and is a toggled effect that increases all of your stats but will drain your health while active. Toggling it off forces a swap back to normal skills.

Probably have some form of mechanic to play around to limit the swapping of these skills (Potentially a "Battery" mechanic that charges up over time while inactive and is drained by using these augmented skills. Possibly with the Elite providing a burst of charge too)

Longbow skills itself, are focused around firing a plethora of things attached to arrows. Incendiary bombs that cause burning. Drills that cause continuous bleeding stacks (Similar to the Feeding Time debuff that Sand Eels apply). Electrified Chains that can deal damage over time and can be attached to 2 targets linking them and causing additional damage if they're within range of each other. An aerosolized chemical that spreads gas that applies posion, cripple and weakness.

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@Fueki.4753 said:Electromancer

It wields a Staff in melee that deals Power damage, while applying Weakness and Vulnerability.Its utility skills would be Symbols that provide boons, heal, reduce condition duration for allies staying within and pulse stun breaks.

That sounds quite alot like scrapper, don't you think?

Melee power damage? Check.Weakness and vulnerability? Check.Electric theme? Check.

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I've voiced this in other threads, but I realistically see three different elite specs that fill a niche that isn't already filled:

  • As someone else mentioned above, plague doctor is a logical choice for Cantha. It fits engineer thematically, it fits Cantha thematically, and would fill a niche that engineer isn't strong in (ranged condi).
  • A sound specialist focusing on support through shouts (or boomboxes) with ranged attacks. This one doesn't fit Cantha quite as much, but who's to say technology hasn't advanced there as well?
  • A trick-shot archer (ala Green Arrow). This would fit Cantha thematically, and would be a more "physically" oriented engineer. However, it would probably be hybrid damage.
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Golemancer: You can either have your golem assist you OR get inside the power-suit. Weapon is the mace/wrench, which regenerates the Golem's HP/refreshes skills faster as a side effect but offers less damage output.

Replicator (staff condi): Having nano machines floating around you like a locust swarm, which harm enemies and cause bleeding for getting too close to you. F5 mechanic is a switch. ON = passive shield active. OFF = replicators fuse with you and remain silent = damage reduction (condi and power).

You can order them to move to the enemy, using the ground of the enemy to replicate themselves, rooting them and causing pulsing conditions.You can order them to move use more power for a short time, increasing your melee-shield effect (= lesser incoming damage, higher conditions/more conditions).The replicators can also be sent to attack from above, consuming the water that is saturated in the air, turning it into ice (= chill/slow the enemy).As an elite skill, they do mass multiplication in a large area, enhancing the passive effect to large scale and granting alacrity (or another buff that fits to the theme) to all allies within range. When the skill ends, they explode together causing burning and weak cc damage. Causes Aura mechanic to be on cooldown.

Weapon is a staff which constantly grows toxic needles on its edges.AAC stacks poison.Skill two is a thrust that shoots a few replicators for a short distance (causing conditions) and can pierce up to three targets.Skill three makes you jump and whirl the staff below you, making you invulnerable to control effects. Every condition you get during that phase will instead heal you or cause regeneration on you.Skill 4 throws the Staff at an enemy, stunning them. Then the staff explodes, causing torment to the surrounding enemies. During the next three seconds, you staff cannot be used, as the replicators of your aura need time to rebuild it.Skill 5 makes you break the staff in half, penetrating the opponent with the remaining halfs. The replicators try to reconnect the staff pieces, causing massive pulsing internal wounds. While this skill is active, no other staff-skills can be used.

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Id like to see a sound-based engineer, inspired by Dredge tech. Its the only prevalent type of technology present in Tyria that Engineers do not yet use, and it seems like a really cool option. Weapon would probably be staff or mace (though Id prefer if mace was just made a core engineer weapon).

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@Kodama.6453 said:

@Fueki.4753 said:Electromancer

It wields a Staff in melee that deals Power damage, while applying Weakness and Vulnerability.Its utility skills would be Symbols that provide boons, heal, reduce condition duration for allies staying within and pulse stun breaks.

That sounds quite alot like scrapper, don't you think?

Melee power damage? Check.Weakness and vulnerability? Check.Electric theme? Check.

Personally would prefer Dual Daggers or Staff if they bring another Electric theme Elite spec so they can use it for a Long Range Tesla Coil Elite Spec or maybe Focus Elite Spec for the Electic Core theme Elite Spec that specializes in using the Focus.

Still a Core powered Elite Spec can also work for Greatsword Elite Spec as well to have the Core empowered the Main Weapon into new skills thus the Elite Spec has 2 sets of Main Weapon skills being normal main weapon skills and Core powered Main Weapon skills.

For example, the Rifle with the Core Elite Spec has their normal weapon skills but if players activate the Core, the Main Weapon skills for Rifle changes to a new set of Railgun style attack skills. Same with Pistols, Shield, and Greatsword thus making the Core Elite Spec a Elite Specialization that can either Tank, Direct DPS, or Condition DPS based on their weapon of choice for their Main hand and Offhand.

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@Noah Salazar.5430 said:@Vagrant.7206New spec don't need fit Cantha themeAre pof or hot spec did?I think it's ok for more cretivity this way

It is a yes and a no as in HoT there were no Elite Spec NPCs to explain the HoT Elite Spec origins thus it was more based on player's own perspectives but in PoF there are NPCs to explain the origins of each PoF Elite Spec with each one having a origin in Elona except for Renegade since it is founded by the new 1st generation of Revenants when Revenant Charrs tried to communicate with Heroes of their history thus making contact with Kalla Scorchrazor in the Mists

The Holosmith's origins is that the Elonians saw the potential of Zephyrite crystals thus the Engineers of Elona created the Photon Forge using Zephyrite crystals to power them so they can harness and create weapons of pure light.

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@Noah Salazar.5430 said:New spec don't need fit Cantha themeAre pof or hot spec did?I think it's ok for more cretivity this way

Scrapper, I largely take from an engineer using the wreckage from the failed attack in VB to jury rig something to combat the new threat. Not has clean cut as the Holosmith (though I would have liked to seen a reference to Asuran holomancy), but the thematic link is there.

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@Malhavoc Adhamar.3675 said:Scrapper, I largely take from an engineer using the wreckage from the failed attack in VB to jury rig something to combat the new threat. Not has clean cut as theHolosmith (though I would have liked to seen a reference to Asuran holomancy), but the thematic link is there.Holosmith supposedly is using the Zephyrite's crystals to power its technology, so it has a direct connection to the Crystal Desert.

@Noah Salazar.5430 said:New spec don't need fit Cantha themeAre pof or hot spec did?I think it's ok for more cretivity this way

following Elite specs fit Hot:Scrappers - They repurposed the broken Pact airships to craft their gyros.Druids - the original Druids were Krytan humans who migrated into the Maguuma Jungle (where HoT takes place).

following Elite specs fit PoF:Firebrand - Some of the Tome spell mention Desert, Oasis and the Sun. The Tome of Justice spell also reference the Searing Heat from the sun in deserts.Spellbreaker - The daggers represent the broken tips of the Sunspears, an Elonian organization. The magic is also said to have been developed specifically to combat Joko's goons.Holosmith - They are using technology based on Zephyrite crystals. Zephyrites were devote followers of Glint, whose lair lies the desert.Scourge - It's sand based. Deserts are giant sand boxes.Mirage - As its name suggests, it's based on Fata Morgana, one extreme kind of mirages. Even though Fata Morgana most commonly occur in polar regions, most people think of deserts and fake oases when they hear the term.

I wonder how many new elite specs will actually fit thematically and lorewise for the next expansion.I also wonder which Charr the next Revenant elite will be based on.

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@Fueki.4753 said:

@Malhavoc Adhamar.3675 said:Scrapper, I largely take from an engineer using the wreckage from the failed attack in VB to jury rig something to combat the new threat. Not has clean cut as theHolosmith (though I would have liked to seen a reference to Asuran holomancy), but the thematic link is there.Holosmith supposedly is using the Zephyrite's crystals to power its technology, so it has a direct connection to the Crystal Desert.

@"Noah Salazar.5430" said:New spec don't need fit Cantha themeAre pof or hot spec did?I think it's ok for more cretivity this way

following Elite specs fit Hot:Scrappers - They repurposed the broken Pact airships to craft their gyros.Druids - the original Druids were Krytan humans who migrated into the Maguuma Jungle (where HoT takes place).

following Elite specs fit PoF:Firebrand - Some of the Tome spell mention Desert, Oasis and the Sun. The Tome of Justice spell also reference the Searing Heat from the sun in deserts.Spellbreaker - The daggers represent the broken tips of the Sunspears, an Elonian organization. The magic is also said to have been developed specifically to combat Joko's goons.Holosmith - They are using technology based on Zephyrite crystals. Zephyrites were devote followers of Glint, whose lair lies the desert.Scourge - It's sand based. Deserts are giant sand boxes.Mirage - As its name suggests, it's based on Fata Morgana, one extreme kind of mirages. Even though Fata Morgana most commonly occur in polar regions, most people think of deserts and fake oases when they hear the term.

I wonder how many new elite specs will actually fit thematically and lorewise for the next expansion.I also wonder which Charr the next Revenant elite will be based on.

Another detail why holosmith fits the Elonan lore: the sun is worshipped in Elona, hence why it is referenced alot in their culture. It is not a coincidence that the land is called "Land of the Golden Sun" and that one of their most famous orders were called "The Sunspears".

With their strong cultural bond to the sun, it is no wonder that engineers saw the potential in Zephyrite crystals and tried to harness the power of light and therefore the sun itself.

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@Noah Salazar.5430 said:Oh i was wrong thanBut same, you can put plot to CanthaHow thay started using new sorce of power xxx or developed new technology over yearsSo will say again that limiting to Cantha theme isin't much nesesery, eventualy only name

Still too early to say since we know very little about Cantha and their development in Magic, technology, and Science. They have been isolated for years and for all we know they could end up going full anime technology civilization when we finally go there with each layer of Cantha City being Advance tech (highest level with the rich live full of Magic tech mechs, advance combat armor soldiers guarding the area, Advance High Tech Magic Academy, and etc), basic tech (mid level of the city), and old GW1 style builds (lowest level where the poor live) along with their military being more modern by depending on Firearms more while swords, bows, staffs, and etc have become more outdated method of fighting only the poor or mid-level citizens who can't afford the advance firearms would use.

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