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We are getting a new weapon... it's a bow


Calen.8945

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21 minutes ago, Kodama.6453 said:

But if we are looking at how engineer mostly uses electricity, it is mostly associated with CC.

  • static shield (stun and daze)
  • static shock (stun)
  • electrified net (stun)
  • static shot (blind)

Sure, there is static discharge, but this is really more the exception here. Then scrapper even put further emphasis on electricity being connected to CC for engineer:

  • thunderclap (stun)
  • system shocker (daze)
  • spare capacitor (daze)

Additionally, scrapper came with alot of new lightning fields and was always encouraged to use combo finishers with them, especially the (at first) triple leap finisher from rocket charge. And a lightning combo field with a leap finisher results in a daze.

People are asking for a ranged high damage lightning theme for engineer, but to me it seems that electricity as an engineer thematic is mostly connected to CC instead of damage.

 

Guild Wars in general associates electricity with stuns, dazes, and blinds (static shot). Guild Wars 2 added confusion to what is associated to electricity with engineer at least. You claim that hammer is the 'lightning weapon', but it's actually less focused on CC than most hammers. 

But we've had this discussion before. The lightning fields are just there for combos. Scrapper introduces a few electricity-themed skill and abilities, but they're replacing other skills and abilities already on core. Hammer is a fairly typical hammer playstyle with one lightning storm-esque skill, while scrapper's actual theme is drones. If that list is enough to say that the electricity theme is done, then what about poison dart volley, glue shot, the alchemical healing of the medkit, glue bomb, poison grenades, poison and elixir shells, elixir gun, and six elixir utility skills? If a few lightning fields means that the electricity theme is "done", then wouldn't all that mean that the alchemy theme is more than done as well?

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For the shortbow not fitting the Engineer theme: I disagree. They could give us a crossbow skin. Crossbows are pretty Engineerish to me. Especially if our skill will be vials tied to bolts, that do stuff, when we fire them. Or explosives tied to them. Or gadgets tied to them.
 

On 6/28/2023 at 7:06 PM, Dawdler.8521 said:

just so they can avoid fixing the pistol AA which is supposed to have the same cd.

Not just the AA. If it is a condi weapon, which it probably will be, they no longer have to fix pistol 4, that just whiffs half of the time. Don't have to rework Pistol 5, that is almost never worth pressing, and don't have to look at main hand pistol, and think, that it's a weaker version for Necro pistol...

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4 hours ago, draxynnic.3719 said:

Guild Wars in general associates electricity with stuns, dazes, and blinds (static shot). Guild Wars 2 added confusion to what is associated to electricity with engineer at least. You claim that hammer is the 'lightning weapon', but it's actually less focused on CC than most hammers.

First of all, I am speaking about scrapper as a whole design, not just the hammer.

Hammer is not really lacking CC, tbh. As mentioned, hammer 5 into hammer 3 results in 3 instances of hard CC being applied (1 sec stun, 2 instances of 1 sec daze). This is the already nerfed state, remember that the hammer initially released with a triple leap instead of the double leap finisher on 3.

Literally the only skill not themed around electricity on hammer is rocket charge, which is a relic from when the spec was most likely themed around something else (oil, heat, explosions?). But they had to keep that skill, because it got already shown to the playerbase in that early preview of elite specs for HoT.

Every other skill on hammer has electricity as it's theme.

4 hours ago, draxynnic.3719 said:

But we've had this discussion before. The lightning fields are just there for combos.

The lightning fields are there for comboes and because they are associated with the general theme of scrapper. The hammer is almost entirely electricity themed. Traits in the trait line are seperated into 2 major thematics: kinetic energy (mechanical theme) and electricity.

It was even more obvious when the original final salvo trait existed, which made every gyro explode with a lightning field that dazes enemies. That trait got removed, but alot of the original electrical theme is still there.

4 hours ago, draxynnic.3719 said:

Scrapper introduces a few electricity-themed skill and abilities, but they're replacing other skills and abilities already on core.

How is it replacing? Scrapper loses almost nothing from core, except for the F5 skill. All the other electrical stuff from core is still present and even synergizes with the scrapper trait system, because there are traits which procc off dazes and stuns, which electrical themed skills are a very big distribution factor for.

4 hours ago, draxynnic.3719 said:

Hammer is a fairly typical hammer playstyle with one lightning storm-esque skill

I repeat, I said it is electricity themed, not lightning themed. And except skill 3, the entire hammer is electricity themed. Not just one skill.

4 hours ago, draxynnic.3719 said:

while scrapper's actual theme is drones

Drones and electricity are not mutually exclusive. In fact, they were directly connected for the scrapper. Already mentioned final salvo, a trait which gave a lightning field for every drone that died.

Even the function gyro is still creating a lightning field. They could have chosen to make that field adjusted by the same traits which switch out how your function gyro works (system shocker, gyroscopic accelerators, mass momentum), but they didn't. Because electricity is still present as the major thematical theme of the spec.

4 hours ago, draxynnic.3719 said:

If that list is enough to say that the electricity theme is done, then what about poison dart volley, glue shot, the alchemical healing of the medkit, glue bomb, poison grenades, poison and elixir shells, elixir gun, and six elixir utility skills? If a few lightning fields means that the electricity theme is "done", then wouldn't all that mean that the alchemy theme is more than done as well?

Yeah, the alchemy theme is done as well. I am honestly giving up on hope that they will reintroduce the offensive usage of alchemy they have removed over the years from engineer.

Alchemy got almost completely rebranded for engineer to purely supportive features. Poison dart volley and acid bomb are basically the only offensive uses of alchemy left in this game for engineer, everything else is support oriented.

So I am basically in the same boat here. I have a vision of how I would like to see alchemy represented in the game, with acids and other dangerous concoctions used to kill foes and remove boons and such. But that is not the vision Anet has for alchemy on engineer. It is more present on harbinger than it is on engineer, engineer has the supportive alchemy.

Same for this electricity theme in my eyes. People want an electricity theme for engineer that is ranged damage focused, but that doesn't seem to be Anet's vision of engineer electricity.

These themes (electricity and alchemy) are done. Just not in the way we personally would wish them to be.

Edited by Kodama.6453
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25 minutes ago, Kodama.6453 said:

These themes (electricity and alchemy) are done.

I am 90% sure that shortbow will be a condi-weapon. And alchemy theme fits this well, because shortbow will be a core weapon and alchemy is one of core themes of Engi.
However, it will be a different side of alchemy: not about elixirs, but more about chemical warfare.

Or I am wrong and it will be a shortbow that shoots rockets.

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10 hours ago, Kodama.6453 said:

 

People are asking for a ranged high damage lightning theme for engineer, but to me it seems that electricity as an engineer thematic is mostly connected to CC instead of damage.

 

Ethereal theme also makes sense for Engineer.

It could involve time/space/reality warping as a mix of high level engineering + the incomming magical enviroment (wizards, etc...).

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1 hour ago, Ze Ninguem.6708 said:

Ethereal theme also makes sense for Engineer.

It could involve time/space/reality warping as a mix of high level engineering + the incomming magical enviroment (wizards, etc...).

Oh please no. The whole appeal of the class originally was about steampunk-ish and alchemical stuff, but anet already ruined it with holograms of Holo and star wars green beams of Mechanist.
Please no more. For flashy and colorful staff there is mesmer.

Edited by Bomboed.5697
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1 hour ago, Bomboed.5697 said:

Oh please no. The whole appeal of the class originally was about steampunk-ish and alchemical stuff, but anet already ruined it with holograms of Holo and star wars green beams of Mechanist.
Please no more. For flashy and colorful staff there is mesmer.

Yeah, I am also not a fan of how scifi the class has become with holosmith and mechanist. The original more steam/chempunkish feel of the engineer is more appealing for me.

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14 hours ago, wasss.1208 said:

For the shortbow not fitting the Engineer theme: I disagree. They could give us a crossbow skin. Crossbows are pretty Engineerish to me. Especially if our skill will be vials tied to bolts, that do stuff, when we fire them. Or explosives tied to them. Or gadgets tied to them.

Precedent is for crossbows to be alternative rifle skins rather than bow skins. That could change, however. That said, trick arrows would fit the engineer theme nicely, and that is something that people have been asking for.

11 hours ago, Kodama.6453 said:

First of all, I am speaking about scrapper as a whole design, not just the hammer.

Didn't you know, hammer is being decoupled from scrapper in a couple of months? We're going to have to treat them separately in any discussion of future content. Scrapper doesn't even have a direct "improve hammer" trait, although some of the traits do indirectly synergise with it.

11 hours ago, Kodama.6453 said:

Hammer is not really lacking CC, tbh. As mentioned, hammer 5 into hammer 3 results in 3 instances of hard CC being applied (1 sec stun, 2 instances of 1 sec daze). This is the already nerfed state, remember that the hammer initially released with a triple leap instead of the double leap finisher on 3.

So you've basically got one really potent CC. Warrior hammer with three that can be used at separate times says hi. Combine it with a lightning field, and you might be able to use Rocket Charge as a separate CC without being linked to Thunderclap. I'd say that warrior and ranger hammer still beat it out.

11 hours ago, Kodama.6453 said:

Literally the only skill not themed around electricity on hammer is rocket charge, which is a relic from when the spec was most likely themed around something else (oil, heat, explosions?). But they had to keep that skill, because it got already shown to the playerbase in that early preview of elite specs for HoT.

I haven't brought that up because I personally think that the datamine that revealed that actually caught early work on holosmith (similar for weaver and the elementalist sword datamine), but if this is true, don't you think that proves the point? Hard to argue that scrapper and hammer were intended to be "the electricity-themed engineer" when it was something shoehorned in at the last moment.

11 hours ago, Kodama.6453 said:

Every other skill on hammer has electricity as it's theme.

Oh, please. Hammer smack with sparks. Hammer spin with sparks. Hammer block with sparks! I might, if charitable, give that one. But it doesn't exactly scream "electricity theme", it's "hammer with some fancy animations". If the theme was shoehorned in at the last moment, I could see there being no mechanical difference between having electricity and having whatever they were originally planning apart from Thunderclap generating a different field.

11 hours ago, Kodama.6453 said:

The lightning fields are there for comboes and because they are associated with the general theme of scrapper. The hammer is almost entirely electricity themed. Traits in the trait line are seperated into 2 major thematics: kinetic energy (mechanical theme) and electricity.

There is no electrical theme in the traits. There is a CC theme, but that's different. Most of the lightning fields are purely there for a mechanical purpose - they do no damage, they're not exactly fuelling a "generate electrical storms around you" theme, they only exist to trigger combos. By that logic, Inspiring Reinforcement fits an electricity theme, but again, it's only a technical effect because swiftness and dazes fit the general theme of "let's slam the Mists echo of a road on this location". I don't think anyone is going to seriously say Jalis is electricity themed because one skill mechanically counts as a lightning field. 

11 hours ago, Kodama.6453 said:

It was even more obvious when the original final salvo trait existed, which made every gyro explode with a lightning field that dazes enemies. That trait got removed, but alot of the original electrical theme is still there.

See above.

11 hours ago, Kodama.6453 said:

How is it replacing? Scrapper loses almost nothing from core, except for the F5 skill. All the other electrical stuff from core is still present and even synergizes with the scrapper trait system, because there are traits which procc off dazes and stuns, which electrical themed skills are a very big distribution factor for.

We've had this discussion. Both here with Batalix, and with you in previous threads.

Everything electrical in Scrapper is an opportunity cost with something in core engineer that you could have had. Take hammer, and you're giving up pistol/shield (with 2 or 3 electrical-themed skills, depending on whether you count the magnetism of shield 4) as well as the occasional giant lightning bolt from Aim-Assist Rocket. Take scrapper, and you've also given up on the opportunity for a giant lightning bolt from the sky with the mortar kit toolbelt in exchange for that daze with an only-exists-for-combos lightning field that you and Batalix insist is all that's needed for an electricity theme. Even Spare Capacitor is coming at the expense of having a toolbelt skill that works well as fuel for Static Discharge.

The most electricity-themed scrapper build you can make is still no more electricity-themed than what you can do with core. It just reconfigures it from being more ranged-oriented to being more melee-oriented. Which is basically scrapper in a nutshell, really - taking what was already in core and reorienting it to melee. This is why I maintain that holosmith is better for an electrical theme than scrapper: because the electrical sparks are in the  

11 hours ago, Kodama.6453 said:

I repeat, I said it is electricity themed, not lightning themed. And except skill 3, the entire hammer is electricity themed. Not just one skill.

Drones and electricity are not mutually exclusive. In fact, they were directly connected for the scrapper. Already mentioned final salvo, a trait which gave a lightning field for every drone that died.

They're not mutually exclusive. Much the opposite, in fact: once you decouple hammer, electricity is a derived theme. Gyros need an energy source, which could have been either fuel of some kind or electricity, and they went with the latter. This makes gyros the primary theme, and what electricity there is is mostly there purely due to the gyros. It's not an electrical theme, it's a gyro theme that happens to use electricity. There's a pretty big difference between the two. 

11 hours ago, Kodama.6453 said:

Even the function gyro is still creating a lightning field. They could have chosen to make that field adjusted by the same traits which switch out how your function gyro works (system shocker, gyroscopic accelerators, mass momentum), but they didn't. Because electricity is still present as the major thematical theme of the spec.

See above. The major theme is gyros. The electricity is just there because the gyros had to be powered by something.

You see the same in the other elite specialisations. Holosmith is primarily based on zephyrite sun crystals, but some components of the systems are clearly powered by electrical sources as well and they give off electrical discharges, especially at higher heat levels. It's not written into the skill names, but it's there. Mechanist is powered by jade energy that behaves similar enough to electricity that Cantha has modern appliances like washing machines and microwaves. A couple of the skills are explicitly using electrical terms like "superconducting" and "discharge", and pretty much anything ranged associated with a mechanist is also associated with arcs of green lightning.

But the major theme of mechanist is clearly the golem, that it happens to be powered by dragonjade electricity is a secondary theme. The major theme of holosmith is hardlight projection. The major theme of scrappers are the gyros. None of them have electricity as a major theme, the electricity is just a common thread of "engineers use electricity as an energy source".

11 hours ago, Kodama.6453 said:

Yeah, the alchemy theme is done as well. I am honestly giving up on hope that they will reintroduce the offensive usage of alchemy they have removed over the years from engineer.

Alchemy got almost completely rebranded for engineer to purely supportive features. Poison dart volley and acid bomb are basically the only offensive uses of alchemy left in this game for engineer, everything else is support oriented.

So I am basically in the same boat here. I have a vision of how I would like to see alchemy represented in the game, with acids and other dangerous concoctions used to kill foes and remove boons and such. But that is not the vision Anet has for alchemy on engineer. It is more present on harbinger than it is on engineer, engineer has the supportive alchemy.

Same for this electricity theme in my eyes. People want an electricity theme for engineer that is ranged damage focused, but that doesn't seem to be Anet's vision of engineer electricity.

These themes (electricity and alchemy) are done. Just not in the way we personally would wish them to be.

Oh, so now you've gone from arguing based on having an alternative that you'd rather see first to pure denialism.

Thing is, unless the game collapses, I don't think SotO is going to be the final wave of new weapons. If anything, it makes it more practical to introduce a lightning staff or sceptre, since they don't necessarily have to build an entire elite specialisation around it - they can just drop it in and people can use it with mechanist (emulating Inquest golemancers that use a lightning staff), holosmith, core engineer, any future elite specialisation that comes out, and, yes, scrapper if they want to. 

So it comes down to what people want and, well, in the first page of the thread I counted at least four separate accounts asking for it, five if you count Makuragee talking about "completing his golemancer dream", before Batalix came in being denialist and it became a debate. So there's clearly demand for it. And the existence of that demand indicates that, for some players at least, hammer and scrapper just doesn't cut it. 

Edited by draxynnic.3719
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19 hours ago, draxynnic.3719 said:

Precedent is for crossbows to be alternative rifle skins rather than bow skins. That could change, however. That said, trick arrows would fit the engineer theme nicely, and that is something that people have been asking for.

There are both Rifle, and Pistol crossbow skins at the moment. I don't see why they couldn't add a Shortbow crossbow collection, for Engineers, similar to e-spec weapon collections. Just some wishful thinking: if it comes in the second content drop of the expac, they'll probably have like 3 maps open, can tie a collection to map events, masteries, adventures, strikes...
And yes, arrows could be easily made Engineer-ish. If we look at Thief shortbow for example, 2 is literally a handful of grenades tied to an arrow, 4 is a vial of poison.

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17 hours ago, wasss.1208 said:

There are both Rifle, and Pistol crossbow skins at the moment. I don't see why they couldn't add a Shortbow crossbow collection, for Engineers, similar to e-spec weapon collections. Just some wishful thinking: if it comes in the second content drop of the expac, they'll probably have like 3 maps open, can tie a collection to map events, masteries, adventures, strikes...
And yes, arrows could be easily made Engineer-ish. If we look at Thief shortbow for example, 2 is literally a handful of grenades tied to an arrow, 4 is a vial of poison.

I was thinking of full-sized crossbows when I made that statement - something similar to the original pistol bow is if anything less likely to be used as an alternative bow skin. Although we do have the slingshot shortbow skin, so it's not entirely impossible.

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Personally, I think an off hand which can produce a field, such as focus or a twin set such as daggers would make more sense. We need more single weapon variety

Heck, you could get creative with a twin set, your main hand could be positively charged in some way, the off-hand negative, having both equipped together changes the skill 3 to represent a reaction between the two.

Science, baby!

 

...or we could just have a bow, I guess [sigh]

Edited by wolfyrik.2017
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On 7/2/2023 at 10:44 AM, Kodama.6453 said:

First of all, I am speaking about scrapper as a whole design, not just the hammer.

Hammer is not really lacking CC, tbh. As mentioned, hammer 5 into hammer 3 results in 3 instances of hard CC being applied (1 sec stun, 2 instances of 1 sec daze). This is the already nerfed state, remember that the hammer initially released with a triple leap instead of the double leap finisher on 3.

Literally the only skill not themed around electricity on hammer is rocket charge, which is a relic from when the spec was most likely themed around something else (oil, heat, explosions?). But they had to keep that skill, because it got already shown to the playerbase in that early preview of elite specs for HoT.

Every other skill on hammer has electricity as it's theme.

The lightning fields are there for comboes and because they are associated with the general theme of scrapper. The hammer is almost entirely electricity themed. Traits in the trait line are seperated into 2 major thematics: kinetic energy (mechanical theme) and electricity.

It was even more obvious when the original final salvo trait existed, which made every gyro explode with a lightning field that dazes enemies. That trait got removed, but alot of the original electrical theme is still there.

How is it replacing? Scrapper loses almost nothing from core, except for the F5 skill. All the other electrical stuff from core is still present and even synergizes with the scrapper trait system, because there are traits which procc off dazes and stuns, which electrical themed skills are a very big distribution factor for.

I repeat, I said it is electricity themed, not lightning themed. And except skill 3, the entire hammer is electricity themed. Not just one skill.

Drones and electricity are not mutually exclusive. In fact, they were directly connected for the scrapper. Already mentioned final salvo, a trait which gave a lightning field for every drone that died.

Even the function gyro is still creating a lightning field. They could have chosen to make that field adjusted by the same traits which switch out how your function gyro works (system shocker, gyroscopic accelerators, mass momentum), but they didn't. Because electricity is still present as the major thematical theme of the spec.

Yeah, the alchemy theme is done as well. I am honestly giving up on hope that they will reintroduce the offensive usage of alchemy they have removed over the years from engineer.

Alchemy got almost completely rebranded for engineer to purely supportive features. Poison dart volley and acid bomb are basically the only offensive uses of alchemy left in this game for engineer, everything else is support oriented.

So I am basically in the same boat here. I have a vision of how I would like to see alchemy represented in the game, with acids and other dangerous concoctions used to kill foes and remove boons and such. But that is not the vision Anet has for alchemy on engineer. It is more present on harbinger than it is on engineer, engineer has the supportive alchemy.

Same for this electricity theme in my eyes. People want an electricity theme for engineer that is ranged damage focused, but that doesn't seem to be Anet's vision of engineer electricity.

These themes (electricity and alchemy) are done. Just not in the way we personally would wish them to be.

moa is an offensive use of alchemy 🙂

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I really want dual shields (buzzsaw themed).  I could go daggers with dual sonic screwdriver skins.   But another 2 handed weapon... what are they thinking.   It's not like we're short on a bad 2 handed option... but rather than fix it, they're going to upgrade it and use our weapon up.   Plus range will probably be 900, well everyones already forced into nades kit.   Is it going to just compete with that?

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  • 2 weeks later...
On 6/29/2023 at 2:15 PM, Batalix.2873 said:

Engi job fantasies are largely played out no matter how you frame them

dawg... turrets never got their chance to even develop into a fantasy let alone become played out, they're just out played lmao

There are so many possibilities for engineer to explore, I think you're just complaining about how it keeps tripping on its own failure trying to get there

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7 hours ago, Matoro.9708 said:

dawg... turrets never got their chance to even develop into a fantasy let alone become played out, they're just out played lmao

There are so many possibilities for engineer to explore, I think you're just complaining about how it keeps tripping on its own failure trying to get there

Strictly speaking, they did - they could be pretty powerful before ArenaNet boonsmited them in 2015, and because that was before they admitted that skill splitting was necessary, the were boonsmited out of every mode rather than just sPvP.

They probably need to be reworked in a similar way to druid spirits.

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Tech Arrows for bow weapon been something that has been expect for a long time now.

It is such a classic engineer type weapon and skills for those who enjoy Rambo theme characters. Got to use those Engineering skills for survival after all which is something our Engineer should have gotten for a while now due to how far the Commander has explored and in many situations now he/she would only have to use whatever they can scrap together which Tech Arrows being one of the easier things to make. 

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16 minutes ago, Alcatraznc.3869 said:

The old turret build in PvP is like Mechanist. It worked against people who have no idea how to play PvP but after a while, you notice its glaring issue and at that moment, it becomes a free kill

Eh. It was certainly weaker than people thought it was, but it was still a fairly effective bunker than people thought it was. Either way, though, that patch marked its death in all modes. I think ArenaNet is concerned about afk farm potential, but something like the spirit rework would fix that: give the turrets a limited ammunition load before they run out.

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10 hours ago, Areoh.7495 said:

I asked to get my Scrapper back into WvW squad today... NFW, they are dead, you shall now use a Tempest!  Thanks Anet!

I hate my tempest and I love my scrapper.  Granted I don't do WvW but there is no way I'd use a tempest over my scrapper.

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Bow is perfect for Engineer because of fun weapons like the "Bolt Thrower" in Resident Evil 4 Remake; a Crossbow that you attach bombs/mines to that stick to surfaces and enemies that you can detonate, or like Hawkeye's Tech Bow in the Marvel Movies with gadgets attached to arrows. Who knows if that's the plan through but I assume so. All sorts of tech things could be attached to arrows.

 

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3 hours ago, Doggie.3184 said:

Bow is perfect for Engineer because of fun weapons like the "Bolt Thrower" in Resident Evil 4 Remake; a Crossbow that you attach bombs/mines to that stick to surfaces and enemies that you can detonate, or like Hawkeye's Tech Bow in the Marvel Movies with gadgets attached to arrows. Who knows if that's the plan through but I assume so. All sorts of tech things could be attached to arrows.

 

Sticky Bomb Arrows is actually some very basic Engineer skills used by Rogues/Archers in Fantasy RPGs as well.

In most cases, Rogues/Archers act as the Engineers of a Fantasy game based on what path they take due to how creative they have to get with their Arrows and trap skills due to their lack of Magical powers compared to a Mage and lack of great strength a Warrior would have which lead to them having skills such as Explosive arrows that can stick to enemies or surfaces before exploding, specialized Traps with different effects created by them using whatever creative thought they have, certain specialize gadgets for stealth using whatever they find to craft into that tool, sometimes they develop Alchemy skills to make specialize potions and poisons to use, and etc due to how Dexterous and Cunning they must be in engagements.

It is actually interesting how much a Engineer a Rogue/Assassin/Archer can actually be in certain Fantasy games due to the concept they follow.

In GW2 case, Thief has the benefits of Shadow Magic but they still utilize a bit of engineering skills to create their traps and specific arrows for their shortbows. However, Engineer follows more when people invest in crafting tools instead of depending on magic and physical strength.

Edited by EdwinLi.1284
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On 6/28/2023 at 7:24 AM, Darkhart.4769 said:

Yup was surprised with the short bow, would have prefer a main-hand shield XD just for the lols. And also yay for sword on all specialization and core engie 🥳

Double shield sounds nice. When not in combat one shield goes on the back and the other one on the front. Like a ninja turtle.

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