Jump to content
  • Sign Up

Longstride.9716

Members
  • Posts

    8
  • Joined

  • Last visited

Longstride.9716's Achievements

  1. Probably a bit late, but one thought about Sylvari:I think Necromancer works really well with Sylvari. Just remember they are basically walking plants. Plants feed on the remains of deceased creatures. So their tolerance for using the power of the dead should be pretty high. They are also described to be naturally curious. Trehearne who supposedly is the eldest Sylvari shows how much appeal Necromancy has to his people.
  2. I voted "other". What I would like to see is spear on land.
  3. I don't understand why people want a golemancer.Most likely this will have AI -> terribleAnd our last elite spec (holosmith) has already been Asuran flavored. What's the appeal in that? Well, basically I feel like an engineer should build stuff, because... well, he is an engineer. Core engi has kits and kitten turrets (3 turrets =1.5k dps...). Scrapper and Holo are even worse. They did get some kind of background but it really doesn't feel much (Scrapper)/ at all (Holo) like engineering. Both are just brawlers. Re-word the description and they could fit with any class.Hence: an e-spec that really, visually shows you your engineering skills. I would say that scrapper heavily feels like "building stuff".The gyro class mechanic and the gyro well skills are visually and thematically small mechanical devices you have built. Holosmith also plays into that, at least in my opinion. All your holographic stuff comes from a device that the holosmith has built, the photon forge.And you even see that photon forge pop up on your left arm every time you are using a holosmith ability! That's also the reason why I want an alchemy based elite spec next.The mechanical thematic of the engineer already got covered with scrapper.The scifi Asuran tech (which golemancer would be, too) is already covered with holosmith. What we are still lacking an elite spec for is the alchemical thematic of the engineer. Engineers in this game aren't just about building stuff, but about using chemistry as well. And we don't have an elite spec representing this yet, unlike the other thematics of the engineer. And especially golemancer would feel redundant for me, since our last elite spec holosmith already looked heavily Asuran flavored.Well that's the funny part about "feel" they have to deal with. ;-) I would definitely play engineer, even if they do some alchemical e-spec. However, if it is some kind of mechanical tinker I would really celebrate it. :-)Guess it's just the opposite for you.
  4. I don't understand why people want a golemancer.Most likely this will have AI -> terribleAnd our last elite spec (holosmith) has already been Asuran flavored. What's the appeal in that? Well, basically I feel like an engineer should build stuff, because... well, he is an engineer. Core engi has kits and shitty turrets (3 turrets =1.5k dps...). Scrapper and Holo are even worse. They did get some kind of background but it really doesn't feel much (Scrapper)/ at all (Holo) like engineering. Both are just brawlers. Re-word the description and they could fit with any class.Hence: an e-spec that really, visually shows you your engineering skills.
  5. I voted for scepter because I would like a good mainhand Option that fits with the e-spec I would love to see, golemmancer.Staff would be great for that too and torch (welding...) would generally be a good fit for engineer, but one pick --> you have to make a choice.
  6. How about having turrets work like the lesser elemental glyph, allowing you to deploy/build multiple of the same turret. That way engineers utilizing turrets would get stronger in prolonged, stationary fights. Obviously that's very specific and situational, but better have one niche than no use at all.
  7. There are some strong points being made for plague doctor... I think, I'm starting to like that idea.However, all potential issues aside, I would really LOVE to see a well made golem/exo-suit e-spec. The racial asura elite ability summoning a combat suit is one of my all-time-favorites. Something about it just get's me excited. If there was an e-spec expanding on that concept I would just be happy.Some ideas:Summon combat suit should be F5.Similar to soulbeast, where all pets are grouped as ferocious, versatile, stout... all engineer 6-10 abilities should be split into groups (enhancing, weakening, aggressive, versatile,...). If you summon your combat suit, it replaces your 6-10 abilities and you get one of X different suits depending on which type of ability you use most in your current build. (So if you use two enhancing and three aggressive abilities you get the aggressive combat suit)Weapon skills could be slightly enhanced while in the suit.The specific weapon could be mace(s), since both wrench and hammer go extremely well with tinkering.Utilities could be a mixture of core-engi ability types. So probably 1 enhanced turret (foreboding a future turret rework), 1 new kit, 2 new gadgets, 2 new elixirs. That is what I would like for the next engi e-spec. :-D
  8. I'ld like to toss in two ideas concerning this. First of all I agree, AI ist far from looking stellar right now. Thus suit would be better than golem in my eyes. I thought of two ways to implement them:1) Make the suit be only the elite skill. If you activate it, it is deployed at target location and replaces the weapon-skillbar of whoever picks it up with five new skills. Those skills are not fixed though but depend on the skills you used prior to deploying. --> some modular design/ addaptive learning. This way it would interact widely with core skills (toolbar skills in case of kits.2) Make a full set of suits (skills 6-0) which replace the utility-skillbar of the wearer. So once you enter one of these suits you gain new skills 6-0 for the time being. This would be something different. I would love either version or any other interesting golemmancer.So far. Btw. please excuse my writing. It's been a while since I've written anything in english.
×
×
  • Create New...