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new engi elite spec would be obvious


Stalima.5490

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Now I know what you are thinking, he's gonna suggest some kinda bio engineer or even a cryogenic engineer right?

 

Wrong, obviously the next evolution of engineer will be a sound engineer, to defeat it's foes with the power of sick beats, turrets that play music! song shouts/mantras! Disco elite!!!

 

It is all so simple now that you think about it i mean how could anyone miss this clear evolution of the profession.

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I was in favor of an engineer elite spec using sonic waves and such, basically building up on dredge technology.

My idea was to let them use a sword they can let vibrate with extreme speed, so they can create sonic waves to slice their foes and such and their utility skills were traps (they were burrowing devices into the ground, again using the dredge theme).

 

But after a while I thought that it would look aesthetically too similar to scrapper, with both specs utilising mechanical devices primarily.

Now I think we need an alchemy themed elite spec. Something that lets me throw around concoctions, spray my enemies with fumes and such. Something to really show off that awesome gasmask skin we have since the toxic alliance attacked.

Edited by Kodama.6453
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3 hours ago, Stalima.5490 said:

Now I know what you are thinking, he's gonna suggest some kinda bio engineer or even a cryogenic engineer right?n.

 

This is already miles ahead of gOleMaNcEr.

 

Also, cryo is dope, almost meaningful contrast with Holosmith's heat.

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8 hours ago, Stalima.5490 said:

Wrong, obviously the next evolution of engineer will be a sound engineer, to defeat it's foes with the power of sick beats, turrets that play music! song shouts/mantras! Disco elite!!!

I could go with that.  Forget Metal Legion...here comes Bass Legion!

 

Annoy mobs to death by blasting out heavy dubstep, phat D&B, crazy J-core, whatever you fancy! Find the most infectious lyrical hooks and get your buddies pumping for the fight to come!  And if you need to use skill 6, have some luscious ambient synthscapes to restore that lost health.

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10 hours ago, Ivantreil.3092 said:

"Like that's ever gonna happen!" - Shrek

Meanwhile over at Anet

"Hey, Steve, did you read these silly players asking for turret improvements in the engineer forum? Can you believe that? As if all towers in WvW would be their property and should be able to deal damage on their own!"

"I think turrets have been an engineer skill category we have been tinkering some years ago unsuccessfully, Michael"

"Wait, they are?"

Michael swiftly googles engineer turrets in GW2, ending up in the wiki

"Oh fuuuuck"

Edited by Kodama.6453
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On 6/4/2021 at 11:26 AM, Kodama.6453 said:

Meanwhile over at Anet

"Hey, Steve, did you read these silly players asking for turret improvements in the engineer forum? Can you believe that? As if all towers in WvW would be their property and should be able to deal damage on their own!"

"I think turrets have been an engineer skill category we have been tinkering some years ago unsuccessfully, Michael"

"Wait, they are?"

Michael swiftly googles engineer turrets in GW2, ending up in the wiki

"Oh fuuuuck"

I honestly don't get why turrets are so bad in this game.  I've played at least a couple other multiplayer/class based games where turret-oriented classes are actually well done.  The best, by far, was global agenda, with the robotics class being able to set up basically a little bunker base with healing stations and turrets, and then heal/repair their turrets in combat using essentially a repair tool.  The turrets came in different flavors, auto/rocket/flame/minigun/etc, and could even serve as tanks in dungeon runs if the robotics player was on the ball with repairs.

Turrets in GW2 FELT good until about level 50-60, and then they started going downhill quick.  I used them a lot on my charr engi while leveling, but now at 80 they haven't seen my action bars in ages.  It's sad.

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1 hour ago, Lynx.9058 said:

I honestly don't get why turrets are so bad in this game.  I've played at least a couple other multiplayer/class based games where turret-oriented classes are actually well done.  The best, by far, was global agenda, with the robotics class being able to set up basically a little bunker base with healing stations and turrets, and then heal/repair their turrets in combat using essentially a repair tool.  The turrets came in different flavors, auto/rocket/flame/minigun/etc, and could even serve as tanks in dungeon runs if the robotics player was on the ball with repairs.

Turrets in GW2 FELT good until about level 50-60, and then they started going downhill quick.  I used them a lot on my charr engi while leveling, but now at 80 they haven't seen my action bars in ages.  It's sad.

The reason is that turrets, like (almost) every other summon in this game, don't scale off of your stats. This means that turrets do just as much damage when you are wearing full minstrel gear compared to when you're using full beserker gear. They also cannot crit. Because of this, they will never find a place on a DPS build, unless the toolbelt skill is strong enough itself to justify it.

 

The main issue why A-Net don't want turrets to be good though is the same reason they gave for nerfing minions a few months back - their current balance team doesn't like AI-heavy mechanics, and turrets are very passive gameplay. There absolutely are ways to make them more active (bring back manual overcharges using the ammunition system, make the toolbelt more effective when the turret is active, increase toolkit's synergies with turrets), but A-Net doesn't seem to want to do any of that.

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