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EdwinLi.1284

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Posts posted by EdwinLi.1284

  1. Honestly, my second pick after Staff will be Daggers (Main and Off-hand) for a Range electric base weapon for Support/Utility Elite Spec.

     

    It can even have a secondary mechanic that turns skill 3 into a new skill based on which weapon combo you have such as dagger/shield is a skill that use shield to be super charged to create the Barrier around allies, dagger/dagger skill 3 is offensive focus being it release large Electric charged AoE field that harm enemies around the Engineer by putting together the two highly electric charged daggers together, dagger/Pistol or Pistol/Dagger has the electric charge in the dagger used to super charge the Pistol to shoot a high Voltage Energy ray with the Ray having different Damage type based on your dagger and pistol combo being Dagger/Pistol is more Power damaged based while Pistol/Dagger is more Condition Damage based.

     

    Think of it as a Weaponize Defibrillator.

  2. > @Iozeph.5617 said:

    > Problem I have with making it a long-range, non-projectile shotty is that why is it good for us to have that and not Guardians? It's going to be hard to sell that after all the hate they were given over complaining about their staff nerfs.

     

    You misunderstand what people want it to be. What people want is for Rifle on Engineer to be a Melee Range Non-Projectile Shotgun weapon.

    The current design for Rifle on Engineer is to be a Melee Range Projectile Multi-ammo Rifle which does not work very well because it is a very mixed design. However, the focus of Rifle for Engineer has always been for it to be a Melee Range Weapon since Core GW2 era which is why people want it to be more designed to its original intent instead of how counter productive it is now as the game gets older.

     

    Shotgun weapon is also a very common default weapon used for Engineer classes in games as well which adds to people wanting the theme for Engineer's Rifle to be a Shotgun instead of this mess we have now.

  3. I would choose for it to be changed to a non-projectile Shotgun blast auto attack.

     

    Though my thoughts on the Rifle is that it need a complete revamp as the desgin for it is everywhere on what it is designed to be compared to Warrior's Rifle being a Scout Rifle and Deadeye's Rifle being a Sniper Rifle.

     

    The design for Engineer's Rifle seems to be trying to go for a Shotgun that use different types of ammos similar to real world shotguns that do have different types of ammo variety.

  4. > @draxynnic.3719 said:

     

    > Eh... I'd say that basically everything on the hammer except Thunderclap was more electricity-themed than lightning-themed if you're going to split that hair. If you have an electrical discharge propagating through air more than about 3-4 hundred units in game terms, I'd call that lightning. If you actually have to hit the enemy with a conductor (such as with the hammer autoattacks), that's electricity but not lightning. In between is a grey area, but of course, it's all electricity!

     

    Scrapper's hammer auto-attack is not Lightning themed but it is a Rocket Hammer which is a left over design from the original theme for Scrapper when it was going to be a Fire theme Rocket Hammer/Drone Elite Spec until they scrapped that idea on the last minute of development and just slapped together some lightning theme attacks for a safer design route and removed the original Heat system from Scrapper which got moved to Holosmith's mechanic.

     

    You can see some of its original design and fire theme attacks in the HoT trailer.

     

    I wish they just kept the original Scrapper theme being a Rocket Hammer Fire/drone theme Elite Spec because it would have been a bit more interesting since they were going for a unique gameplay experience involving Scrapper until they "scrapped" it for a more safer gameplay design being what it is now with Lightning theme hammer attacks and the current drones. Heck, the original drone design was not even going to be AI based but simply small animated Drone that hover over the Scrapper acting as Signets for Utility/Support benefits.

     

    Still, the change to a more safer gameplay design seems to be more to not taking the risk of how different Scrapper was going to be from Engineer's Core Design but I am glad they decided to take the risk with Holosmith since it proved to be quite fun in my opinion.

  5. > @Ves.8236 said:

    > Yea! Bow or Shortbow would be great! But it would be even better if we could get Crossbow! Just imagine that! Crossbow made by Charr Engineer that can shot many arrows before reloading. It could be something like semi-automatic Crossbow (remember Van Helsing? ;))

    >

    > They could make it into another kit in order to not add additional weapon to the game, since they mentioned it's really expensive or something.

    > (I know, another kit... but Crossbows are kitten >D)

     

    Should not be a surprise Mace is in high demand. People have been asking for a Mace Elite Spec for years even back in Core Tyria Era of GW2 life.

     

    Though Staff popularity seem to have picked up as well due to recent developments with PoF elite specs and the Barrier system's introduction which would suite Engineer a lot for a Elite Spec that specializes in barriers making them defensive or offensive due to tech modifications to their tools for creating Barriers.

  6. I would choose dagger for tesla coil theme range weapon but I strongly prefer staff more as it would fit into a more electric Barrier theme Support/Utility Elite Spec as a Range Staff Weapon by having the Staff as a conduit for electric theme attacks with Skill 4 releasing Elctrical Energy to creat Electric Barrier around nearby allies and Skill 5 being about Unleashing a Energy Storm in a Target AoE location that damage enemies in side it and apply Electric Barrier to allies in it.

     

    Focus weapon will also work to if they can some how make it a Main-hand weapon and Off-hand weapon thus Dual weild Focus Elite Spec.

     

    Dagger/Dagger Elite Spec would fit more into a type of DPS Elite Spec more but it could also be used for a Electric Barrior Support/Utility Elite Spec as well if done right. However, as I said I believe staff would fit more for a weapon of choice for being a Electric Barrier theme Support/Utility Elite Spec.

     

    A Trait in this Support/Utility Elite Spec can even apply shock damage to enemies that hit the player or allies with the Electric Barrier on them. The introduction of Barrier mechanic has so much potential for a Engineer's Elite Spec far more than the other Professions.

     

    PS also for the sake of UNLIMITED POWER!!!!

     

  7. Engineer as it needs a serious revamp now due to how the other professions are progressing as the game advances into new content especially now they are adding Mechanics that require players to have both melee and range weapon at hand.

     

    First would be a new mechanic for Core engineer being that each weapon on Engineer have a skill set for melee and range combat with the ability to switch between the melee and range combat skills using the weapon swap.

     

    Second major revamp will be the Engineer's Weapons starting with Rifle as the weapon skills need to be changed and adjusted

     

    Skill 1 needs to be buffed to perform a bit more damage and in Melee Range Skill set the skill turns into a non-projectile melee range shotgun blast auto attack for close range combat.

    Skill 2 Net skill can be moved to the Melee Weapon Skill set and in Range Skill set it fires ammo rounds that does explosive damage and cripple enemies.

    Skill 3 Blunderbuss can remain the same for Meel skill set side since it acts better as a melee range skill. On Range Weapon Side the skill is changed to Target AoE skill that fire a Shrapnel grenade that when hit causes the same effect as Overcharge minus the distance effects.

    Skill 4 can remain the same for Range skill set due to being a distancing skill but adjusted so it counts as a Explosion attack. One Melee Weapon Side the skill is changed to fire a explosive ammo that cause 5 vulnerability when hit.

    Skill 5 remains the same for Melee Side since it acts well for mobility when dealing with escaping or getting close to enemies. On Range Skill side it is adjusted to be a heavy double shot since instead of firing the ammo shot that would cause the Player character to launch into the air at the ground it hits the enemy instead thus causing massive damage.

     

    I would add more but far too much to cover.

  8. > @Arimas.3492 said:

     

    > I sure hope it wouldn't be offhand unless we got a dual wield spec. If we had only and offhand addition in the next elite spec that means every single build would be using pistol man, which isn't good to stand on its own.

     

    > It would be even worse if it was power because again pistol is the only mainhand weapon and its condi.

    >

    > I like the idea of mace but it would either have to be mainhand or dual wield, and in this case I'd most definitely go for dual wield if its power, since currently Holosmith is falling on the same thing with sword, shield or pistol offhand are the only options which make mainhand sword worse because there's no good option for power offhand.

     

    I suspect if they ever give us a new Elite Spec with a Off-hand it most likely may be a Dual weapon type Elite Spec that provide both Main and Off hand.

     

    I still find it interesting if some how they provide a Dual Focus Elite Spec as Tech Core Elite spec that specialize in Projection Technology by using the Focus to create Projected Weapons for range attack or Dual Daggers that act as Tesla Coil theme Elite Spec with weapon skill 3 based on what Dual Weapon combo you have.

  9. Rifle is quite useful for Holosmith in PvE as well because certain fights have mechanics where players are forced to switch between Range and Melee attacks often because the mechanic adds a protective shield on the enemy that greatly reduce damage caused by Melee or Range attacks.

  10. With the introduction of Dual Wield weapon Elite spec, I hope Engineer may also get a Dual Wield Weapon elite spec as well. It can fill in the need for adding in both a Main and off hand weapon such as dual Daggers or dual Scepter acting as a type of tesla coil theme weapon set with the skill 3 being based on what weapon combo you have for main and off hand. They can even twist things up a bit as well by adding in Dual Focus Elite Spec where the Focus use for Main hand has the Engineer shoot out electricity by having the focus act as a Core for the generation of Electricty base attacks and Off-hand Focus acts as a Support/Utility Weapon option to create Barriers. It would be a interesting Elite Spec if Engineer got a Dual Focus Elite Spec for its Utlity/support Elite Spec.

  11. > @Lily.1935 said:

    > Staff, used as a cattle prod, sorta. With an eltie spec that's all about minions and Golemmancy! And assembling contraptions together to create a power suit. Probably from minion parts! Idk, I just want to play as voltron.

     

    I honestly pick Staff more for a Technomancer Elite Spec as the Support because the introduction of Barrier mechanic can do wonders for for a Support/Utility Elite Spec for engineer involving the use of Electricity to provide AoE wide barriers to everyone around the Engineer and also providing Buffs and/or Enhancing the effects of Buffs into a new more stronger evolved buff unique to the Technomancer's mechanics.

    Also we already know the opinions of a lot of people involving Minions, probably the majority, being a big "NO!" due to how horrible the current Minions in the game are in both AI, short term lifespan, and use. Unless Anet makes the Minions Immortal or make them very sturdy so they are not easily killed and improved the AI expecting a new Minion base Elite Spec is unlikely to happen.

     

    > @Adamantium.3682 said:

    > I think it should be 2H, mainly because I think the spec should be very support heavy and wouldn't be good enough if it had only 2-3 skills. It wouldn't synergize with anything we have already anyways.

    >

    > I like shortbow, but implemented like a crossbow. Each skill could be a different type of bolt for supporting and healing our allies. That would be pretty cool and fit the Engineer I think.

     

    If it is shortbow then I would atleast expect atleast 3 offensive skill for combat and 2 being Utility/support or they make it like Mesmer Staff and the attack hits both Ally and Enemy where Ally hit will get Support/utility and Enemy hit gets damage/Condition.

     

    I personally prefer Staff to my main choice for a Elite Spec involving support because it can be used as a conduit for Electric theme skills that can provide damage and Support/Utility such as Barriers. It would make a good 2H weapon to introduce to Engineer as a Utility Weapon and into the game to be a Weapon that can provide a large Barrier amount to allies around the Engineer as their Skill 5 weapon ability by using electricity to create a electrical barrier.

  12. So now that PoF Elite is out of the way...

    Which Weapon you want to see next for the next Elite Spec and what Role do you want it to function as that may be released 2 years from now?

     

    For me I would like to see Staff for a a Utility/DPS Elite Spec preferably for a Technomancer theme Elite Spec.

     

    I know certain people just want Mace but that weapon always felt more made for a Tankish/DPS theme Elite Spec than a Utility Elite Spec in my opinion so my choice of weapon for a Utility theme elite spec went to Staff as my first choice with focus if possible as second choice.

     

    Shortbow or Longbow are still my weapon of choice if Engineer gets a Rambo like DPS Elite Spec because creating tech theme arrows such as "EXPLOSIVE ARROWS!!!! and crafting tech theme Traps.

     

     

  13. > @Zenith.7301 said:

    > What a brilliant idea, to kill a god just for the Elder dragon to absorb his energy.

    >

    > And to kill a god who's been a benevolent patron of warriors all this time. They just completely retconned Balthazar.

     

    Benevolent? He was never Benevolent to begin with. He was only out there to cause war and conflict. He motivated the Human Race to try to take over all of Tyria because he thought Tyria would be easily claimed and the other races defeated without much effort. He murdered his father and cut off his head before entering Tyria and then carried his father head with him as he entered Tyria. He killed a person after loosing a fair bet instead of accepting that he lost honestly against the person.

     

    There is a reason why certain Humans called Balthazar "the God of Mass Murder"

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