santenal.1054 Posted October 22, 2021 Share Posted October 22, 2021 (edited) When the jade mech is not active the mechanist should have access to the toolbelt skills. (the summoning/deactivation of the mech should be done with F5 (like Photon Forge)) Otherwise the mechanist loses all the following skills, which is quite unreasonable: Bandage Self (Main Healing Skill) Healing Mist (Stunbreak) Rumble (Stunbreak) Superspeed (Stunbreak) Toss Elixir S (Stealth) Toss Elixir B (Stability) Toss Elixir C (Condi Cleanses) Grenade Barrage Incendiary Ammo Toss Elixir H (traited it's a condi cleans) Regenerating Mist (Water Field) Static Shock Toss Elixir R Toss Elixir U Launch Personal Battering Ram Rocket Kick Mine Field Detection Pulse Throw Napalm Net Attack Surprise Shot Rocket Big Ol' Bomb Throw Wrench Other suggestions are welcome. Lets try prevent a disaster from happening by talking some sense into the heads of the devs. Edited October 22, 2021 by santenal.1054 11 1 Link to comment Share on other sites More sharing options...
Enxadachim.9450 Posted October 22, 2021 Share Posted October 22, 2021 I don't know who came up with the idea of removing what makes the engineer an engineer. Seems like the devs don't play the class. 5 1 Link to comment Share on other sites More sharing options...
AsheR.1687 Posted October 22, 2021 Share Posted October 22, 2021 The mechanist doesn't lose all of those skills listed. They showed that the mech can trigger static shock. There may be other interactions with the mech skills while he is active. Hard to say at this point. Link to comment Share on other sites More sharing options...
UNOwen.7132 Posted October 22, 2021 Share Posted October 22, 2021 Honestly, yeah, I expect Toolbelt skills are gonna need to be readded. Not just because its core to what Engineer does, but also simply because some utilities stop functioning properly without their associated toolbelt. 1 Link to comment Share on other sites More sharing options...
santenal.1054 Posted October 22, 2021 Author Share Posted October 22, 2021 (edited) 5 minutes ago, AsheR.1687 said: The mechanist doesn't lose all of those skills listed. They showed that the mech can trigger static shock. There may be other interactions with the mech skills while he is active. Hard to say at this point. Static Shock (toolbelt skill) is not Static Discharge (trait) . (They showed that all mech skills work with Static Discharge) Edited October 22, 2021 by santenal.1054 Link to comment Share on other sites More sharing options...
Zzik.5873 Posted October 22, 2021 Share Posted October 22, 2021 Its quite harsh indeed lossimg our toolbelt... Also I wonder if tool kit auto will also heal the mech. Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted October 22, 2021 Share Posted October 22, 2021 "Trade-offs"(TM) 1 Link to comment Share on other sites More sharing options...
Dracomet.3648 Posted October 22, 2021 Share Posted October 22, 2021 I think it is interesting trade off. But definitely somethings are bloody borked. Link to comment Share on other sites More sharing options...
Infusion.7149 Posted October 22, 2021 Share Posted October 22, 2021 (edited) It needs to not be completely reliant on the mech for everything. Loss of toolbelt isn't an issue to me because you get skills when you use the mech so it's the downtime on the mech that is an issue. Is anyone honestly thinking of using med kit with mechanist? That makes no sense to me. Everything about it reeks of lore/theme first and mechanics second. The paragraph-long lore heavy trait descriptions give it away. Edited October 22, 2021 by Infusion.7149 1 1 1 Link to comment Share on other sites More sharing options...
ejax.5170 Posted October 22, 2021 Share Posted October 22, 2021 I am curious to see how it plays on Tuesday, but given what I've seen in the livestream I have very ambivalent expectations for this new spec. The spec is cool in design, but actual implementation seems to have glaring issues. And this isn't a first for the Engineer... Hello, 2015 Scrapper's wonky mobile gyros! From a balance standpoint, the total removal of the toolbelt (Engineer's defining mechanic) seems very poorly thought out. These toolbelt skills heavily factored into play in all modes, and without them Mechanist could very well struggle to be competitive with other classes. Additionally, can you imagine running with this thing in a WvW zerg (especially if they decide to give it a CC bar in this mode)... It's a dumb, giant moving target that will get nuked instantly in zerg fights. Hello, perpetual 100 cd on mech. I can only hope that the mech gets so over tuned that it still performs okay despite its likely clunky AI and to make up for the awful tradeoff that is the toolbelt removal. 2 2 Link to comment Share on other sites More sharing options...
santenal.1054 Posted November 24, 2021 Author Share Posted November 24, 2021 (edited) All hope for Mechanist getting toolbelt skills can be burried (probably forever). Edited November 24, 2021 by santenal.1054 2 Link to comment Share on other sites More sharing options...
Xenash.1245 Posted November 24, 2021 Share Posted November 24, 2021 Wouldn't it be better to ask for the elite spec to be better tuned? I'm not sure why some people seemingly want the mech to do so little just to get the toolbelt back. It just kinda defeats the entire purpose of the elite spec in my mind. 1 2 Link to comment Share on other sites More sharing options...
Kodama.6453 Posted November 24, 2021 Share Posted November 24, 2021 (edited) Well, of course we still keep the harshest trade off of all elite specs in the history of this game. Meanwhile they completely remove the little trade offs untamed had so it is now literally a ranger+ spec. I guess giving up something to get something just applies to some classes and untamed gets to ignore their trade off philosophy. Edited November 25, 2021 by Kodama.6453 2 1 Link to comment Share on other sites More sharing options...
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