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The Mechanist - new engineer EoD elite spec


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3 minutes ago, Kodama.6453 said:

Hopefully it is a temporary thing. Like you have a normal toolbelt except that your F5 is replaced with a skill that summons the mech. Once you do, the toolbelt skills flip over to commands for the mech. With maybe F5 enabling to switch back to the normal toolbelt.

That's how I hope it works, because we really need our regular toolbelt to be preserved in some way.

Yeah it could work that way, have to wait for 2morrow to learn.

but with how signets sounds to work it seems like their active part only work with the mech out? so not sure its not out all the time.

 

Will be very hard to balance for Anet if we loose toolbelts completly, so i hope your right

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4 minutes ago, Naxos.2503 said:

It looks interesting to say the least ... It seems like rather than specializing the class like the other two elite specs did, this one essentially put a stronger emphasis on the Jack of All Trade potential of the engineer... Might work decently well for a full support engineer rolling elixir gun and med kits. 

What I'm puzzled about is that is it a summon like the AoE appearance of the golem seem to imply, is it a minion in the necromancer sense that is summoned but stays forever, or is it a pet that is toggled like a ranger's ?

The signet/command and their influence on the golem also confuses me. Probably in a good way. it looks like the spec is going to significantly alter the usual playstyle atleast. 

That said I am -not- going to reroll my scrapper and holosmith for it. If I make one, I'll likely make another engineer, the other two classes are far too good at what they do, which is a good thing I guess ?

The support aspect might be really hit or miss.

I already wonder why they are giving us barrier support, since core already gives us really strong healing support capabilities. So there is basically just one question: does this spec provide any unique buffs or boons like alacrity?

If it doesn't, I don't see it competing with scrapper. We have enough healing with heal scrapper already, we don't need additional barrier to fill that role. And scrapper provides quickness. If mechanist doesn't have any unique buff or boon which scrapper doesn't, then why use it over a support scrapper?

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4 minutes ago, Kodama.6453 said:

The support aspect might be really hit or miss.

I already wonder why they are giving us barrier support, since core already gives us really strong healing support capabilities. So there is basically just one question: does this spec provide any unique buffs or boons like alacrity?

If it doesn't, I don't see it competing with scrapper. We have enough healing with heal scrapper already, we don't need additional barrier to fill that role. And scrapper provides quickness. If mechanist doesn't have any unique buff or boon which scrapper doesn't, then why use it over a support scrapper?

That's a good point, I hope somehow the Command/signet mechanic is what's supposed to tell it apart from the existing support classes. Or damage classes, if that spec truly wants to do Jack of All Trades like the teaser seem to imply. The teaser does mention it being ideal in all groups, so I think some measure of support potential was in the design process

I think it has potential, but all will depend on the utility and trait combinations available

Edited by Naxos.2503
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I don't really like it. Of course it is cool - since it seems to be a "pet" like the one of the ranger. (Not like Necro minions.) And therefore a lot different from the other elite specs we already have.

Would have hoped for another 2h weapon though. Mace + the existing off-hand (pretty limited we do not have many weapons to chose from) seems boring. But we'll see at the beta soon ...

Might stay with Holo in PvE and in PvW/WvW I still prefer the core engineer lol.

Main thing I dislike: That they decided to make "Jade tech" out of the Jade stuff. And use this for the engineer. Instead of a regular golem. Don't like the looks of that golem.

Though ... the quote someone made on page 1 where more about the "command" skills and the mace skills is explained - seems interesting. If it really is going to be like this ... might be fun. Really need to wait for the beta. Definitely playing it. (Ignored the other ones mostly but since engineer is my main I need to try this beta.) Sounds like support stuff from the one quote someone posted. (Giving barrier to allies and stuff.) So Signets actually new utility skills. The "commands" are the profession specific stuff then - it seems. (F1-F5.)

Edited by Luthan.5236
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2 minutes ago, Luthan.5236 said:

 

Main thing I dislike: That they decided to make "Jade tech" out of the Jade stuff. And use this for the engineer. Instead of a regular golem. Don't like the looks of that golem.

 

I have to agree with that sentiment too. Green is very... outlandish for an engineer. Engineer typically didn't have as strong a color theme as the other classes have, but Holosmith and Scrapper both kinda respected the light Orange of the class hue. This flies completely in the face of it, and that makes designing something that fits kinda hard.

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20 minutes ago, draxynnic.3719 said:

Don't let the facade of a Canthan theme fool you, it's basically asura golemancer except green. Probably would have been exactly that if they'd kept with the idea of elite specialisations possibly coming with Icebrood Saga (which is an idea that was floated before they decided to switch to a Canthan expansion instead).

 

Just like Holosmith is asura with the debunk of a single NPC in the Elonian desert. Still. Some silver lining at the very least for a disgruntled charr engineer.

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Just now, Stalima.5490 said:

one thing you guys seemed to miss is that it said a "customised" mech, and in the trailer you can see it with gun arms and sort of mace arms which implies you will be to customise the mech to some degree

 

Yes, through traits, ranged, melee or support.

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It is pretty.  I hope we can change the colors and look based on the customization.  It is summoned, so why the rename bug?  Does it move, or is it a FashionWars version of a turret/well?  Not happy that it looks to be power based yet again, and thus may be effectively mace/shield only... or back to rifle again.  Too many questions to evaluate this elite from this teaser.  Going to withhold judgment until more information is available... but I still want to pilot the mecha.

Suspecting that this elite is designed not for Engineers but for people who previously refused to play Engineer.  That might be a theme to all these elites, actually.

 

If this is mace/shield dominant, I would like my engineer to make a legendary Caladbolg shield.  All those ascended Caladbolgs need to become precursors. 🙄

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1 minute ago, MrForz.1953 said:

 

Yes, through traits, ranged, melee or support.

But even if the golem does all that, how will it be in the right place the right time? Will it always follow the engi? Will it chase targets like pets and minions and be away (even worse for pve, especially with no recall command).? If so making a hybrid focused on offense and defense, isnt going to be very heavy on the pathing of the golem?

 

TLDR the anti-AI reasons. Will this truly work?

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1 minute ago, Grand Marshal.4098 said:

But even if the golem does all that, how will it be in the right place the right time? Will it always follow the engi? Will it chase targets like pets and minions and be away (even worse for pve, especially with no recall command).? If so making a hybrid focused on offense and defense, isnt going to be very heavy on the pathing of the golem?

 

TLDR the anti-AI reasons. Will this truly work?

I don't know, but I'm tired of listing these reasons to people that are oblivious to them. If it works it works aand it's cool, if it doesn't I'll just jump back to Core/other specs and simply have nothing nice to say about the Mechanist and maybe bury some of its players under Alpha Siege Golem blueprints.

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Quote

..and somehow the Canthans will be making better golems than the Asura. Just watch it happen... and people bending backwards to rationalize it.


Quoting myself from the "Engineer Elite Specialization Prediction & Speculation Discussion" thread.
Seems to me like "Jade tech" is going to be an awesome drinking game when EoD releases, at this rate anyway.

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The whole thing look like reused Asura racial elite skills... I mean apart from the golem have green shade instead of the pink one of the racial, it does the projectile hate bubble like one of the racial, it does seem to have burst of damage like the other racial golem... etc.

I'll be honest, I'm glad my engineer is an asura...

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That mech looks like an Inquest design (especially the Sandswept isles ones, but with green instead of red). So I'm going to guess that the lore behind the spec is tied with the Aetherblades.

 

The massivelyop write up  (copied below) mention that mace output barriers.  Signet passive are applied on both player and mech while the active are commands (no mention of toolbet skills?).

 

“Choose your mech’s traits and use it to crush your enemies—together, you’re unstoppable. Mech Commands are selected by the player’s trait choices—in effect, the specialization traits you choose customize your mech’s loadout for combat. The mechanist can specialize in various combat roles. They gain access to the mace as a new main-hand weapon, which can be used to apply barriers to allies, synergizing strongly with specific traits in the specialization. Signet utility skills allow them to give further bonuses to themselves and the mech. These signets can have a variety of impacts, such as commanding your mech to emit a large protective force field for allies to shelter inside, creating an electric field around it to confuse enemies, or commanding your mech to unleash its ultimate weapon, the Jade Buster Cannon.”

 

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1 hour ago, Amadeus.5687 said:

Yeah I feel visually its just way to much, a dye system to have colour options would be neat, but no way we are getting that

 

Even better,  give us a choice of skins to use with it. Asura style golem, steam machine, clockwork automaton, etc...

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