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Jerus.4350

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Posts posted by Jerus.4350

  1. I want them to steal the rocket fist trait mechanic and make turrets activate on weapon skill use.  Make rifle and flame trigger on 2 skills(generally straight damage), net turret trigger on 3, rocket on 4s, and thumper on 5s.  Remove the passive effect and instead make them regular triggers that cause a turret attack aimed towards your target.  Then of course make sure they scale on player stats and adjust the triggers/overcharges to be balanced.  Still limited to the range of the turret attack based on where you place it but they could make them more impactful if they take away the passive mechanic.
     

    heal turret I’d leave alone, doesn’t fit well into this system and the passive regen is nice.  No need to change an Engi staple.

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  2. I feel like it's better now with nades, and basically the same for kitless (not surprising, more room to fit stuff in now, and kitless doesn't have stuff to fit in so it plays basically the same as before).  With the cooldown reductions you get the same number of sword2's as before, so I'm really not understanding how it was better before?

  3. Toolkit has gear shield and magnet which will always keep it having uses.  I would love if they’d rework box of nails to not have a horrendous cast time and prybar has lagged behind the power creep.

     

    elixir gun could use a rework to glob shot, the bouncing has a mind of its own and it’s not sane.  Acid bomb has also lagged behind power creep.  Address those two and it could be a decent power pick when you want a stunbreak and some more condi cleanse.

     

    bomb and nades (yes even nades) don’t really have fundamental problems but have also fallen behind the power creep curve.  FT was specifically nerfed for Mech signets, but it got buffs to the toolbelt later on and it’s not bad imo, just not always good.  The  frequent blasts are underrated and underutilized.  Mortar imo is fine as well.

     

    medkit just needs its shotgun bandages back.  It was the ONLY downed state affecting skill healmech had and I want it back.  Also it just makes sense, bandage the person right in front of you really well, or throw bandages and hope people catch them and can patch themselves up.   WHY WAS IT CHANGED?!?

  4. 25 minutes ago, Ravenwulfe.5360 said:

    It's a rather baffling statement when you not only just try to downplay or alter what I am saying, and cut out everything, but also try to imply rifle is some how some super weak weapon, by this statement you are implying even weaker than the bow. maybe the major probalby is also the over reliance on the toolkit meta as well since there are huge chunks of the engineer kit that have no place in any game mode. This idea you would be changing the fundamental design of the engineer is just baffling bizarre take that is smacking hard against the line of being pretty close to outrageously disingenuous.

    Adding weapon swap to Engi would be a fundamental change to its gameplay and I don’t understand how that is confusing.  
     

    and rifle is bad, it’s always been bad, yes even when it was the 3 shot auto.  Its dps is pathetic compared to hammer or sword/pistol.  Rocket jump and the push back are the only reasons it should ever be taken from a functionality standpoint and those situations are rare.  Shortbow is just a tad worse than mace/shield in many situations and better in others.

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  5. 5 hours ago, Ravenwulfe.5360 said:

     

     And let's not even begin to get into how limited toolkits are in their viability these days. 

    Or we get into that conversation instead of fundamentally changing how Engineer plays.  If we have legitimate gaps in the profession that toolkits should be filling, let’s change that.  Feeling like you need to have rifle on swap for range?  What if rifle were just not crap to begin with?  
     

    Nothing is fundamentally wrong with how Engi plays, it’s different and that is intended.  
     

     

    and short now is fine.  Not taking the default support weapon slot but there are plenty of reasons to take it.  Apparently in an interview they stated that they wanted to give Engi something similar to Ele support Staff, and I think shortbow is that or better..  Still would like something on the auto and a look at cooldowns though.

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  6. I want daggers with a screwdriver achievement skin.  Make the main hand condi melee and offhand power.  Normal melee auto that inflicts bleeding, skill2 is unhinged rapid stabbing, skill3 electrifies the attack causing a stun/daze and heating the blade to cause it to inflict burning on attacks for the next 3s.  Offhand a cc skill and big damage skill. Something like that.

    • Like 1
  7. 6 minutes ago, SoulGuardian.6203 said:

    Maybe upgrade the weapon kits as an alternative. 

    Elixir gun is outdated, and imho was never that good to begin with.

     

    Why not call it link gun or shock rifle, or a fusion of both, and change their skills?

    1. A continuous auto rapid fire that shoots green plasma.

    2. Shoots a continuous solid but flexible beam that seeks enemies.

    This skill can also fix wvw gates, walls, sieges, and when linked to a friendly player, boosts up their attack stats + or by a %

    3. Shoots a solid powerful beam.

    This skill has a +10% chance to critical hit.

    Critical hits have a 1% chance to one shot kill while using this rifle.

    4. Shoots seeking lightning spheres.

    Skill 3 can explode these spheres, causing wider damage.

    5. Hold to charge a massive shot that explodes on impact.

     

    Improve grenades with a grenade launcher weapon.

    Functions similar to mortar, but much lower ranger, but shoots faster.

    Skill effects remain the same.

     

    Replace barrels, with another weapon.

    This time a melee weapon.

    Equip special combat gloves.

    You can now use punching as an alternative.

    Each skill have the effects of barrels.

    Eg, explosive punch. 

     

    These are just some ideas as an alternative to weapon swap.

    Even though I would still prefer weapon swap.

    Or just tweak some numbers here and there instead of completely reworking things that are being used?  Like there are skills that could use reworking (glob shot), but a lot of what’s in kits is perfectly fine and what needs changing is more numbers than how they work, though I’m still praying for faster cast time on box of nails.

     

    Engi doesn’t need major reworks to it’s core, just some love to the lesser used skills.

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  8. 1 hour ago, draxynnic.3719 said:

    That's a problem with kits having been left in the dirt for so long. There are several kits which could support a power build, but they're in such a poor state, and grenade kit so overtuned in comparison when running Explosives, that the other kits just don't get a look in.

     Buff Acid Bomb! 😁

    • Like 1
  9. 11 minutes ago, Ravenwulfe.5360 said:

    Shortbow is far from sorted. It still needs work. Mace/Shield is still loads better than the shortbow at this point. First and foremost the shortbow having faster CC? What in the world are you on, you got 3 CC buttons with Mace/Shield. Mace 3 is on a 12 second CD as well, and sends an attack not just from you but the mech as well. Condition removal is practically unneeded with the bow, since you have a far superior removal in elixir gun, and the simple fact if you are going down the healing route you are cleaning conditions every time you use a healing skill. The only advantage the shortbow has is the aegis, which can be good for certain fights but the thing that the mechanist especially lacks is the ability to apply stability more regularly since mechanist pretty much has to keep F2 in rotation to keep protection up steadily.

    Protection is nearly full uptime from Shortbow meaning you have plenty of flexibility with F2.  Leaving it off cooldown would be bad, but there is plenty of flex space so you can time the stab/aegis.  Of course I agree some more stab would be great, I really wish we could get toolbelt skills back when the mech is recalled so we could use things like Toss Elixir B and Toss Elixir R (we have no rez ability now that shotgun bandages got nerfed to the ground).  As far as Condi removal, the additional healing and condi removal from SB overlaps quite well with Elixir Gun meaning we don't necessarily need it, freeing up a utility slot for more mechanics based picks (CC, Blocks, Traited Turrets for Reflect etc). 

     

    When it comes to the CC, by faster I mean SB5 + combo is a large CC (especially with Para sigil) and is good on fast CC breaks where with Mace/Shield you might still be sitting on mace3 or the mace2 combo and your shield 5 may still be on it's return trip.  More potential CC doesn't always mean you actually get to apply it. SB is nice in that regard because it's a good punch in two quick casts with a modifiable effect.  I've actually been running Tools instead of Alchemy more than I probably should (fun change of pace) and with double Throw Mine + Combo'd SB5 you can do some nasty CC very fast, toss on PBR and Power Wrenched Elite Elixir/Supply Crate and you have more than enough potential (still not hChrono/Druid levels I don't think). .

  10. Now that regen/vigor is sorted with the medkit5 changes and automated medical response, shortbow is pretty solid.  Still think the cooldowns could use some looking at but at this point the only thing mace/shield has on it is more cc potential.  But, SB has faster CC.   Mace imo needs more work than SB at this point, it’s too multifunctional and doesn’t really excel in any area.  Would love to see it shifted towards more condi since we lack diversity there, and mace3 is pretty meh without mechs additional CC.

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  11. Engi is about to join the broken dps specs with the upcoming ECSU changes which will also boost kitless holo Engi and that might even be better than the version with grenade kit.  
     

    Not having a weapon swap isn’t holding us back and introducing it to Engi would likely require rebalancing the entire profession to deal with that major change.  
     

    My vote would be to never make this change.  Engi has been designed and balanced around kits and a single weapon and I don’t think that should change 10+ years into the game.

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  12. 3 hours ago, Icefyer.9208 said:

    Considering none of our other 'on heal' traits work on medkit mechanist and I've seen nothing about that, it's most likely going to be that way. They'll forget about it and it'll join the other four such abilities that healer mech can't use.

    Expect the worst, hope for the best is all we can do.  

  13. 9 minutes ago, Icefyer.9208 said:

    One problem. With the regen on heal toolbelt how does that work with mechanist...who don't have access to tool-belt since it becomes mech commands? If we use medkit would the first mech ability, aka the fist, blade, or gun be what procs it?

    We’ll see, I faintly remember seeing a post talking about adding “on heal” functionality to the f1 but I’ve been unable to find it again.  Really hope they don’t overlook that detail for a change that seems specifically done to fix that gap.

  14. 2 hours ago, RcTamiya.5472 said:

    Adding shortbow to the first invention major trait (prot on shieldskill)×ould also help with prot uptime, it actually suprises me to not be included.

    You have nearly 100% uptime with detonated skill4 + alacrity.  Add on Crisis Zone or the Scrapper trait and you’re overcapping pretty easily.  Next patch is going to change one of the competing inventions traits into regen on heal toolbelt and given SB has no regen that’s probably going to be the pick for SB (don’t need it on Scrapper due to Elixir Gun toolbelt but probably will on Mech unless medkit5 buff becomes full uptime).

  15. 1 hour ago, Ravenwulfe.5360 said:

    Considering it's long cooldown no idea why you would use that for superspeed since it's a defiance breaker. Especially when again you got better, more usable options on your kit; Gyroscopic Acceleration

    Considering it's the second blast in the kit sounds silly to be using it for just super speed.

    That's kind of becoming the thing with skills lately.  So many pieces that you prioritize different parts based on the situation.  Sometimes Superspeed is worth it, like say Primordus on HT where you probably don't need the blast for anything nor the CC but running out of that chomp faster sure is nice.

  16. 1 minute ago, Ravenwulfe.5360 said:

    3s is just base for scrapper, it's 6s with 100% boon time. You can also stack it for more time, and the bow has two blast powers tied to it. So in a basic rotation you would use at least two gyros, those two attacks, and maybe to top it off, a function gyro as well since that is now part of our rotation thanks to baffling redesign of scrapper quickness buffing. One of your gyros will likely be blast gyro, and since that has a blast finisher attached to it that means you should be pumping out 4 sources of blast with the bow fairly quickly.

    Scrappers also get inherent boon duration from power, so your quickness uptime should be more than the base of 3s. For me that's about 36% boon duration or giving me around 4 seconds. So using 4 skills like that you should start with around 16 seconds of quickness, and the CD on skill 2 is 8 seconds without alacrity.

    Keeping quickness up on scrapper wasn't my problem, it was the lackluster damage on a weapon that has no real identity. The only trick it brings is the aegis, but the buff timers on the weapon make no sense especially for things like might and protection. Especially when you take into consideration it seems might and fury were the biggest things they wanted to give to these support weapons across the professions despite the ones they were giving it to had no issues generating might or fury to begin with.

    They’re talking about superspeed not quickness.  

  17. The skills are supposed to be canisters of other professions magic that we unleash.  So 2 is scourge, 3 is Specter, 4 is guardian, 5 is Mesmer. As for the dark field, it’s the one field Engi didn’t have access to, so this completes things (I’m a bit annoyed we lost the ethereal field on sb5, streamlined kits is a pain to use).  
     

    That said I agree that the might and prot being swapped would make more sense to me, but that would also make always getting the bonus prot potentially harder depending on how it’s done (fastest recharge, might not have another detonate available for the extra prot).  

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  18. I’d love to see Turrets get the “rocket punch” treatment.  Place turrets and then they fire based off triggers that you do.  Rifle turret and flame turret fires every weapon 2 skill.  Net turret on 3s.  Thumper on 4s. And rocket on 5s.

     

    Other options could work as well but this removes the automation which I think is the big issue that needs to be addressed with any rework.

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  19. 4 minutes ago, haineslake.8691 said:

    I sure hope not. Been maining engineer since beta and to be honest I hope that kit builds make a return and become viable again. Nades shouldn't be the only option, and the other kits need to be improved. The class should keep their identity, meaning some level of complexity, instead of adding mostly passive utility skills like mech got. Engineer was/is the most fun to experiment with for me personally. It's time core engi gets some love and viability again.

    Power core can hit 40k, and it’s a lot of fun to play, but even that only takes nade/mortar 😅

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