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So what do you think would a ranged Elite Spec look like?


Chemistral.7318

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Curious on what we could get next as both Scrapper and Holosmith are melee so a ranged spec seems ideal. What would it's function be? Scrapper is thematically tank/support, while Holo is power damage and the dev's seem to love the piano style condi playstyle for our core. Just wondering about what we could really need for our profession.

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The more I can post about my longbow idea the better! Everyone likes staff with lightning which would be cool as well, but we kind of have a lightning themed spec with Scrapper already.

I'd like Engineer to get a longbow as a power weapon with good constant damage and at least 1 high powered shot. The skills could be different types of arrows (explosive tipped, alchemical arrow for debilitating conditions, etc). Range would be 1200. The utilities could be a new skill type similar to venoms. So venoms apply conditions when you use an attack I think the new skill type could be called "Augments" and they do more physical effects. One example could be the next attack you deliver sets a magnetic charge on an enemy that pulls nearby enemies to that one (which would work with a longbow skill explosive arrow that deals AoE damage).

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Anything as a ranged option would be great as long as the new range-options are not projectiles.Core Engi has a lot of ranged skills, but all are projectiles (except orbital strike and maybe throw mine).Staff in a mage or necromancer style would be nice in my opinion.

Engi is still missing shouts and signets, so there is a chance these come for the next play.However since all shouts and signets are melee, it goes against the next elite spec being ranged -,-

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@"Dediggefedde.4961" said:Engi is still missing shouts and signets, so there is a chance these come for the next play.However since all shouts and signets are melee, it goes against the next elite spec being ranged -,-Elementalist signets have 1,200 range, as do a few other offensive ones (Bane Signet, Signet of Domination, a couple of Necro ones). In any case, skill types don't have to be identical between professions, e.g. Druid glyphs are quite different from Elementalist glyphs.

Personally I'd like something like the Magneton Hammer, but since we have hammer already, I guess that means lightning staff.

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@Tommo Chocolate.5870 said:

@"Dediggefedde.4961" said:Engi is still missing shouts and signets, so there is a chance these come for the next play.However since all shouts and signets are melee, it goes against the next elite spec being ranged -,-Elementalist signets have 1,200 range, as do a few other offensive ones (Bane Signet, Signet of Domination, a couple of Necro ones). In any case, skill types don't have to be identical between professions, e.g. Druid glyphs are quite different from Elementalist glyphs.

Personally I'd like something like the
, but since we have hammer already, I guess that means lightning staff.

But oh, the magic of elite specialisations lies in the fact they can't share anything. So we can have 2 elite specialisations with hammers all right. ANet doesn't need to do it yet (2 especs of the same profession wielding the same weapon), but they absolutely can.

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@Samug.6512 said:

@"Dediggefedde.4961" said:Engi is still missing shouts and signets, so there is a chance these come for the next play.However since all shouts and signets are melee, it goes against the next elite spec being ranged -,-Elementalist signets have 1,200 range, as do a few other offensive ones (Bane Signet, Signet of Domination, a couple of Necro ones). In any case, skill types don't have to be identical between professions, e.g. Druid glyphs are quite different from Elementalist glyphs.

Personally I'd like something like the
, but since we have hammer already, I guess that means lightning staff.

But oh, the magic of elite specialisations lies in the fact they can't share anything. So we can have 2 elite specialisations with hammers all right. ANet doesn't need to do it yet (2 especs of the same profession wielding the same weapon), but they absolutely can.

True, but I think they're unlikely to do that for Engineer since it has so few weapons to begin with. Also, I'm not actually sure that they can give two elite specs of the same profession the same weapon (without reprogramming the system), since the weapon skills for elite specs appear in hero panel even if you don't have the relevant elite spec equipped. Disclaimer: I know nothing about programming.

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@Tommo Chocolate.5870 said:

@"Dediggefedde.4961" said:Engi is still missing shouts and signets, so there is a chance these come for the next play.However since all shouts and signets are melee, it goes against the next elite spec being ranged -,-Elementalist signets have 1,200 range, as do a few other offensive ones (Bane Signet, Signet of Domination, a couple of Necro ones). In any case, skill types don't have to be identical between professions, e.g. Druid glyphs are quite different from Elementalist glyphs.

Personally I'd like something like the
, but since we have hammer already, I guess that means lightning staff.

But oh, the magic of elite specialisations lies in the fact they can't share anything. So we can have 2 elite specialisations with hammers all right. ANet doesn't need to do it yet (2 especs of the same profession wielding the same weapon), but they absolutely can.

True, but I think they're unlikely to do that for Engineer since it has so few weapons to begin with. Also, I'm not actually sure that they can give two elite specs of the same profession the same weapon (without reprogramming the system), since the weapon skills for elite specs appear in hero panel even if you don't have the relevant elite spec equipped. Disclaimer: I know nothing about programming.

It shouldn't be a problem. Since Hammer isn't a core weapon it would be a simple matter of the Elite granting access to the weapon skills the same way it grants access to Utilities.

So long as I get a Golemancer I'm not sure what ranged weapon we get. Though I've seen the idea that Engineer should get longbow with explosive arrows and what not. I think that would be very cool in a Green Arrow/Hawk Eye kind of way. Or a boomerang. That could be cool too. I guess it would have to be like a dagger that you could toss and have return to you. Or maybe an axe that is skinned as a boomerang. That sounds fun too.

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@Dace.8173 said:

@"Dediggefedde.4961" said:Engi is still missing shouts and signets, so there is a chance these come for the next play.However since all shouts and signets are melee, it goes against the next elite spec being ranged -,-Elementalist signets have 1,200 range, as do a few other offensive ones (Bane Signet, Signet of Domination, a couple of Necro ones). In any case, skill types don't have to be identical between professions, e.g. Druid glyphs are quite different from Elementalist glyphs.

Personally I'd like something like the
, but since we have hammer already, I guess that means lightning staff.

But oh, the magic of elite specialisations lies in the fact they can't share anything. So we can have 2 elite specialisations with hammers all right. ANet doesn't need to do it yet (2 especs of the same profession wielding the same weapon), but they absolutely can.

True, but I think they're unlikely to do that for Engineer since it has so few weapons to begin with. Also, I'm not actually sure that they can give two elite specs of the same profession the same weapon (without reprogramming the system), since the weapon skills for elite specs appear in hero panel even if you don't have the relevant elite spec equipped. Disclaimer: I know nothing about programming.

It shouldn't be a problem. Since Hammer isn't a core weapon it would be a simple matter of the Elite granting access to the weapon skills the same way it grants access to Utilities.

Oh, I know it shouldn't be a problem. I can just imagine ANet saying that they didn't envisage reusing weapons for different elite specs when they came up with them, so they programmed it in such a way that it would be prohibitively difficult to do so. Pure speculation, of course.

So long as I get a Golemancer I'm not sure what ranged weapon we get. Though I've seen the idea that Engineer should get longbow with explosive arrows and what not. I think that would be very cool in a Green Arrow/Hawk Eye kind of way. Or a boomerang. That could be cool too. I guess it would have to be like a dagger that you could toss and have return to you. Or maybe an axe that is skinned as a boomerang. That sounds fun too.

I read "boomerang" and my first thought was this...

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@Vagrant.7206 said:

  • Zapper (Staff)

I'd faint of happiness if we engineers could use Staves, wielding them on Charr it's my favorite battle stance and i'm a player that generally only focus on one or two classes on mmorpgs (currently only have a engineer), i could make a Revenant just to use a staff in battle (and for the Renegade summon, the fact that you can summon Kalla's warband is neat), but If we get the chance of equip staves i'd be the most happy charr on tyria.For the moment I want to buy the Riding broom so I can just unsheath it and pretend i'm going to battle with it :'(

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@Kaiser.9873 said:900 Range electric scepter or 1200(1500)range electric staff imo. What about traps as our new utilities? Fits the techie engineer better than glyphs, signets, or mantras.

I dont like scepter idea but a long range hard hitting electrical staff build with some mechanical electrical traps sounds really good to me.

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Seems like a lot of people want to continue on the electric theme that we already got with scrapper. I'd rather see something new. We got light themed skills with Holosmith. Maybe some gravity manipulation and leverage things like slow, float, alacrity, rooted, pull, torment, etc. Which would fit thematically

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@Frostmane.9734 said:Seems like a lot of people want to continue on the electric theme that we already got with scrapper. I'd rather see something new. We got light themed skills with Holosmith. Maybe some gravity manipulation and leverage things like slow, float, alacrity, rooted, pull, torment, etc. Which would fit thematically

It is my understanding that the Scrapper was a lackluster electric build. Gravity though would be awesome and could easily fit the Engineer real well.

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@Chemistral.7318 said:Curious on what we could get next as both Scrapper and Holosmith are melee so a ranged spec seems ideal. What would it's function be? Scrapper is thematically tank/support, while Holo is power damage and the dev's seem to love the piano style condi playstyle for our core. Just wondering about what we could really need for our profession.

A brand new kit that works in tandem with Sanguine array in Firearms with the same rapidity as Flamethrower currently enjoys;

The Mini Gun: A twelve hundred range gattling style heavy weapon with a per shot damage of half to two thirds a standard rifle's auto shot but which spools up to a blistering rate of fire after a second or two. First button is standard auto attack, the other four are limited duration modifiers for the Auto attack damage while firing.

1) Spray and Pray. Autoattack, Spools up after a couple seconds and is held down.

2) Hollowpoints. Bleeding application.

3) Tracer rounds. Burning application. Chance for short duration application of Revealed.

4) Bloodstone rounds. Poison/Cripple Application.

4) Deldrimor Penetrators. Applies vulnerability. Unblockable.

Let it benefit from juggernaut. Also give it the latent pierce of engineer rifle where if targeting a player or mob with intervening players/creatures in between projectiles will pierce till they reach the intended target. Fun times.

And yes, I know it's projectile based, but come on. IT'S A MINI GUN!!!

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@"Frostmane.9734" said:Seems like a lot of people want to continue on the electric theme that we already got with scrapper. I'd rather see something new. We got light themed skills with Holosmith. Maybe some gravity manipulation and leverage things like slow, float, alacrity, rooted, pull, torment, etc. Which would fit thematically

Could also go ice themed or fire themed.

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