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What Engineer Elite Spec you wish to see next?


EdwinLi.1284

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> @"EdwinLi.1284" said:

> > @"Noah Salazar.5430" said:

> > Oh i was wrong than

> > But same, you can put plot to Cantha

> > How thay started using new sorce of power xxx or developed new technology over years

> > So will say again that limiting to Cantha theme isin't much nesesery, eventualy only name

>

> Still too early to say since we know very little about Cantha and their development in Magic, technology, and Science. They have been isolated for years and for all we know they could end up going full anime technology civilization when we finally go there with each layer of Cantha City being Advance tech (highest level with the rich live full of Magic tech mechs, advance combat armor soldiers guarding the area, Advance High Tech Magic Academy, and etc), basic tech (mid level of the city), and old GW1 style builds (lowest level where the poor live) along with their military being more modern by depending on Firearms more while swords, bows, staffs, and etc have become more outdated method of fighting only the poor or mid-level citizens who can't afford the advance firearms would use.

>

>

 

This would be kinda odd, tho.

Usually, isolation has the opposite effect to advancement. Diversity and cultural exchange are beneficial for progress, since it allows exchange of ideas and combination of different views and knowledge about topics.

 

With Cantha throwing out all non-humans and potentially cutting off every interaction with them, that is an additional hindrance. Some of the races with the highest technological level are non-human like Asura and Charr.

So I wouldn't expect Cantha to go super hightech.

 

Sure, they could be super advanced, but it would feel kinda strange for me because of this.

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This would be kinda odd, tho.

Usually, isolation has the opposite effect to advancement. Diversity and cultural exchange are beneficial for progress, since it allows exchange of ideas and combination of different views and knowledge about topics.

 

With Cantha throwing out all non-humans and potentially cutting off every interaction with them, that is an additional hindrance. Some of the races with the highest technological level are non-human like Asura and Charr.

So I wouldn't expect Cantha to go super hightech.

 

Sure, they could be super advanced, but it would feel kinda strange for me because of this.

well similar story is with tengu, thay closed to others but have great weapons

maybe not super advanced like asuras, but have some kind of thay ways, diference is thay trade with others

 

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I know scrappers already have gyros but I think it would be cool if they add true pet builds to the classes that doesn't have pets with the next expansion. imo engineer is the most exciting class to conceptualize a pet build for it. since day 1, I tought it would be cool for them to have an ability to build golem like creatures out of inanimate objects. visually similar to the first boss we kill at the end of the humans' tutorial (defending shaemoor). some ideas can easily be stolen from transformers series or elder scrolls' dwemer constructs.

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> @"artharon.9276" said:

> I know scrappers already have gyros but I think it would be cool if they add true pet builds to the classes that doesn't have pets with the next expansion. imo engineer is the most exciting class to conceptualize a pet build for it. since day 1, I tought it would be cool for them to have an ability to build golem like creatures out of inanimate objects. visually similar to the first boss we kill at the end of the humans' tutorial (defending shaemoor). some ideas can easily be stolen from transformers series or elder scrolls' dwemer constructs.

 

You say it yourself: add pet builds to the classes **which don't have pets**.

 

We do have a pet mechanic, turrets. Instead of giving us a new set of AI minions, they should rework our turrets to actually have any value.

Classes which truly don't have a pet build yet are warrior and thief, everyone else has something similar in one form or another.

 

But engineer is not one of the classes in need of such a build.

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We do have a pet mechanic, turrets. Instead of giving us a new set of AI minions

 

True

it culd be cool if thay rework turrets, to mobile mobs with ai

https://wiki.guildwars2.com/wiki/Mecha_Siege_Devourer

Riffle Turret -> mecha scorpion that shoot from his left arm

Rocect Turret -> mecha scorpion that shoot with rocket from his back

Net Turret -> mecha scorpion that shoot with Net from his right arm

Flame Turret -> mecha scorpion that slit with fire

 

Despend what scorpion you summon, part he using will be marked with red color

Healing Turret/Tuhmber turret actualy can stay

 

Also buff hp of turrets by 100%

https://wiki.guildwars2.com/wiki/Turret

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> @"Kodama.6453" said:

> **Alchemical theme**

> This is something that is really important for me.

> We already have a "mechanical" elite spec (scrapper) and a scifi Asuran flavoured elite spec (holosmith).

> Alchemy and chemical warfare is something that I want to see for the next elite spec. The chemical aspects are my favourite in engineer and I would like to see an elite spec that can enhance that theme.

>

> @"EdwinLi.1284" Biggest problem that I have with staff as our next elite spec weapon is that most people are suggesting it with an electrical theme like you are doing here....

>

> We already have an elite spec with electrical theme: scrapper

> I see no reason to double down on that if we still have so many other thematical niches of the engineer to explore.

> In my own idea here, staff could possibly work as a weapon choice if it is used as a chemical dispenser to spread fumes and splash tinctures around. Still prefer the combo potential of double wielding a onehanded weapon, tho.

>

>

Well, is the scrapper mechanical or electrical?

 

I've said it before, but I think the electricity is a general _engineer_ theme, which carries into the scrapper. Core engineer also has a number of electrical-themed skills and traits (and magnetic, which is closely related), and even holosmith has lightning animations in some of its effects if you look closely (makes sense they'd use lightning crystals rather than sticking purely to sun crystals - some of the holosmith effects seem like they might be making use of wind crystals as well). Hammer as a weapon has an electricity theme, but if you run pistol/shield then 3-5 become themed around electromagnetism. Meanwhile, the rest of scrapper is... well, it's more mechanical than electrical. There's electricity in there, but mostly because electricity is being used as a power source for the actual primary theme of mechanical drones.

 

So I don't think it's fair to say that Scrapper covers the electricity theme for engineer. As I've said before, it's like saying that firebrand covers the fire theme for guardian, or that reaper covers the cold theme for necromancer, or druid covers the plant theme for ranger. Sure, it's _there,_ but it's nothing that wasn't already there in the core profession, and like the examples above, it's not the primary theme of the elite specialisation but, at most, a strong secondary theme. There's room to revisit it in the future.

 

Not necessarily the next time around, since it's probably more important to get better support and condi options for engineer at the moment and expanding on the alchemy theme would cover that a lot better, but I don't think it's fair to say "been there, done that" on it either.

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> @"draxynnic.3719" said:

 

>

> I've said it before, but I think the electricity is a general _engineer_ theme, which carries into the scrapper. Core engineer also has a number of electrical-themed skills and traits (and magnetic, which is closely related), and even holosmith has lightning animations in some of its effects if you look closely (makes sense they'd use lightning crystals rather than sticking purely to sun crystals - some of the holosmith effects seem like they might be making use of wind crystals as well). Hammer as a weapon has an electricity theme, but if you run pistol/shield then 3-5 become themed around electromagnetism. Meanwhile, the rest of scrapper is... well, it's more mechanical than electrical. There's electricity in there, but mostly because electricity is being used as a power source for the actual primary theme of mechanical drones.

>

> So I don't think it's fair to say that Scrapper covers the electricity theme for engineer. As I've said before, it's like saying that firebrand covers the fire theme for guardian, or that reaper covers the cold theme for necromancer, or druid covers the plant theme for ranger. Sure, it's _there,_ but it's nothing that wasn't already there in the core profession, and like the examples above, it's not the primary theme of the elite specialisation but, at most, a strong secondary theme. There's room to revisit it in the future.

>

> Not necessarily the next time around, since it's probably more important to get better support and condi options for engineer at the moment and expanding on the alchemy theme would cover that a lot better, but I don't think it's fair to say "been there, done that" on it either.

 

I believe the issue right now with disagreements for Elite Spec is that there is a strange standard that Elite Specs have to be based on "Elements" when it should not be about that with Engineer, nor other Elite Specs, but about Engineer's ability to craft and create new tools using their skills such as tech that can harness Energy into attacks, modifying their weapons, and etc.

 

The focus of Engineer elite spec, in my belief, is that they should focus on Engineer's ability to craft, modify, and develop new ways of fighting using their engineering skills.

 

Electricity is a very common Element for Engineers because it is a key element to use for powering the Engineer's tools, allow their tools to function, and use other elements. Holomsith's photon forge even needs Electricity to power the electronic parts so that the system and program for the Photon Forge can direct the Zephyrite crystal's light properly into the HoloWeapons. The overheating happens in the Photon Forge because the Electronic parts become overheated due to not being able to handle the built up heat and processing of the light like a outdated computer trying to run a more recently released video game.

 

In fact, I believe the most common elements used for Engineer is basically Electricity and Fire because everything Engineer uses are created using these two things in some way. Fire for their firearms, explosives, and creating Alchemy stuff while Electricity is the heart and life of tools and tech they use.

 

The other Professions have less standard on Elements for some reason but in my opinion it is probably because they have a set Element theme in their skills and lore either being single or multiple.

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> @"draxynnic.3719" said:

> > @"Kodama.6453" said:

> > **Alchemical theme**

> > This is something that is really important for me.

> > We already have a "mechanical" elite spec (scrapper) and a scifi Asuran flavoured elite spec (holosmith).

> > Alchemy and chemical warfare is something that I want to see for the next elite spec. The chemical aspects are my favourite in engineer and I would like to see an elite spec that can enhance that theme.

> >

> > @"EdwinLi.1284" Biggest problem that I have with staff as our next elite spec weapon is that most people are suggesting it with an electrical theme like you are doing here....

> >

> > We already have an elite spec with electrical theme: scrapper

> > I see no reason to double down on that if we still have so many other thematical niches of the engineer to explore.

> > In my own idea here, staff could possibly work as a weapon choice if it is used as a chemical dispenser to spread fumes and splash tinctures around. Still prefer the combo potential of double wielding a onehanded weapon, tho.

> >

> >

> Well, is the scrapper mechanical or electrical?

>

> I've said it before, but I think the electricity is a general _engineer_ theme, which carries into the scrapper. Core engineer also has a number of electrical-themed skills and traits (and magnetic, which is closely related), and even holosmith has lightning animations in some of its effects if you look closely (makes sense they'd use lightning crystals rather than sticking purely to sun crystals - some of the holosmith effects seem like they might be making use of wind crystals as well). Hammer as a weapon has an electricity theme, but if you run pistol/shield then 3-5 become themed around electromagnetism. Meanwhile, the rest of scrapper is... well, it's more mechanical than electrical. There's electricity in there, but mostly because electricity is being used as a power source for the actual primary theme of mechanical drones.

>

> So I don't think it's fair to say that Scrapper covers the electricity theme for engineer. As I've said before, it's like saying that firebrand covers the fire theme for guardian, or that reaper covers the cold theme for necromancer, or druid covers the plant theme for ranger. Sure, it's _there,_ but it's nothing that wasn't already there in the core profession, and like the examples above, it's not the primary theme of the elite specialisation but, at most, a strong secondary theme. There's room to revisit it in the future.

>

> Not necessarily the next time around, since it's probably more important to get better support and condi options for engineer at the moment and expanding on the alchemy theme would cover that a lot better, but I don't think it's fair to say "been there, done that" on it either.

 

Yes, of course electricity is a general theme for engineer. Just like alchemy is one as well which can pop up here and there in the elite specs, like the chemical field from the purge gyro.

 

But the weapons have a leading thematic, some kind of technology they are built around. For scrapper and it's hammer, that is electricity/electromagnetism. For holosmith's sword, lasers and holograms.

Engineers have many different ways to modify their weapons and all I am saying is that building another weapon around electrical enhancements would be extremely boring, since we already saw what engineers can do with a weapon they enhance with electricity.

 

It would simply feel redundant for me, it wouldn't be something new but feel like "oh hey, I saw that already".

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> @"Kodama.6453" said:

> But the weapons have a leading thematic, some kind of technology they are built around. For scrapper and it's hammer, that is electricity/electromagnetism.

 

Is it, though?

 

Put the hammer aside, and it's all drones. Said drones are clearly powered by electricity, but the only scrapper utility that's really associated with electricity is the Shredder Gyro toolbelt skill and Function Gyro producing a lightning field, and there's no actual lightning with the latter. It's a game mechanical thing that gives the scrapper more opportunity to get swiftness or dazes, which are significant parts of the scrapper playstyle.

 

With the hammer... apart from skill 5, it really just feels like a melee weapon with electricity animations attached apart from skill 5, which is another source of a lightning field (albeit one that does have actual lightning). Static discharge holosmith with sword and shield really feels more genuinely electricity-themed than anything you can do with scrapper. Pistol/shield would be even better thematically, but doesn't work mechanically since pistol really wants to be condi-based while Static Discharge _really_ wants max crit chance and high ferocity as well as power.

 

So no, I don't think a melee weapon with a bit of static electricity exhausts the theme. There's definitely room for something similar in nature to, say, the [Ghost Collector bundle](https://wiki.guildwars2.com/wiki/Ghost_Collector) to have a completely different feel and playstyle, and if ArenaNet went the whole hog, a set of electricity and magnetism-themed utilities would probably feel very different to the scrapper's drones (it would probably be at more risk of overlapping with holosmith utilities, to be honest). Just like druid staff having some plant-themed skills shouldn't mean that ranger should never have anything plant-themed again, and reaper having an entire row of traits based around chill doesn't mean that necromancer should never get to play with cold in any future elite specialisations.

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> @"Kodama.6453" said:

> My personal favourite: **Plaguedoctor**

>

When I first read your idea i felt in love with that. A spec themed around chemicals which takes a similar role like scourge would be nice.

It could be based on condition damage while providing boons and barrier group support would bring a new way playing engineer outside of a strict DPS machine.

I am tired of reading "hfb+alac" in LFGs, these roles seems like smashed in the heads of the playerbase. A new competetive PvE support spec brings more versatility and fresh air into this game.

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> @"Kodama.6453" said:

> > @"artharon.9276" said:

> > I know scrappers already have gyros but I think it would be cool if they add true pet builds to the classes that doesn't have pets with the next expansion. imo engineer is the most exciting class to conceptualize a pet build for it. since day 1, I tought it would be cool for them to have an ability to build golem like creatures out of inanimate objects. visually similar to the first boss we kill at the end of the humans' tutorial (defending shaemoor). some ideas can easily be stolen from transformers series or elder scrolls' dwemer constructs.

>

> You say it yourself: add pet builds to the classes **which don't have pets**.

>

> We do have a pet mechanic, turrets. Instead of giving us a new set of AI minions, they should rework our turrets to actually have any value.

> Classes which truly don't have a pet build yet are warrior and thief, everyone else has something similar in one form or another.

>

> But engineer is not one of the classes in need of such a build.

 

maybe I failed to explain myselft right.

a turret is an inanimate object. like a soap in your bathroom. I don't remember calling my soap my best friend. if someone does that then it's really weird.

a car is also an inanimate object, but it's something you can build emotional ties with, we pour soul and personality in it. people shoot movies about them and such.

I hope what I mean and how I categorize what a true pet/companion is clearer now.

 

balance issues are another story, and yes, I agree, many things require fixing. I'm just answering how I envisioned engineers' next elite spec.

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There are 6 different kinds of engineers I think?

Mechanical, Chemical, Civil, Electrical, Management, and Geotechnical

Civil would be interesting, maybe skills that alter how one is attacked (we already have reflect, torment, confuse etc)

Management could be built upon too. How about something like The Karen?

Geotechnical is also something that has a lot that can still be built upon but it might crossover into elementalists i.e. Tempest Overloads territory

Possibly a unique weapon like something I already suggested elsewhere, a blowtorch for melee or a sliderule for ranged

 

Matriarch take you

 

peace

 

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There are some strong points being made for plague doctor... I think, I'm starting to like that idea.

However, all potential issues aside, I would really LOVE to see a well made golem/exo-suit e-spec. The racial asura elite ability summoning a combat suit is one of my all-time-favorites. Something about it just get's me excited. If there was an e-spec expanding on that concept I would just be happy.

Some ideas:

Summon combat suit should be F5.

Similar to soulbeast, where all pets are grouped as ferocious, versatile, stout... all engineer 6-10 abilities should be split into groups (enhancing, weakening, aggressive, versatile,...). If you summon your combat suit, it replaces your 6-10 abilities and you get one of X different suits depending on which type of ability you use most in your current build. (So if you use two enhancing and three aggressive abilities you get the aggressive combat suit)

Weapon skills could be slightly enhanced while in the suit.

The specific weapon could be mace(s), since both wrench and hammer go extremely well with tinkering.

Utilities could be a mixture of core-engi ability types. So probably 1 enhanced turret (foreboding a future turret rework), 1 new kit, 2 new gadgets, 2 new elixirs.

 

That is what I would like for the next engi e-spec. :-D

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> @"Kodama.6453" said:

> > @"EdwinLi.1284" said:

> > > @"Noah Salazar.5430" said:

> > > Oh i was wrong than

> > > But same, you can put plot to Cantha

> > > How thay started using new sorce of power xxx or developed new technology over years

> > > So will say again that limiting to Cantha theme isin't much nesesery, eventualy only name

> >

> > Still too early to say since we know very little about Cantha and their development in Magic, technology, and Science. They have been isolated for years and for all we know they could end up going full anime technology civilization when we finally go there with each layer of Cantha City being Advance tech (highest level with the rich live full of Magic tech mechs, advance combat armor soldiers guarding the area, Advance High Tech Magic Academy, and etc), basic tech (mid level of the city), and old GW1 style builds (lowest level where the poor live) along with their military being more modern by depending on Firearms more while swords, bows, staffs, and etc have become more outdated method of fighting only the poor or mid-level citizens who can't afford the advance firearms would use.

> >

> >

>

> This would be kinda odd, tho.

> Usually, isolation has the opposite effect to advancement. Diversity and cultural exchange are beneficial for progress, since it allows exchange of ideas and combination of different views and knowledge about topics.

>

> With Cantha throwing out all non-humans and potentially cutting off every interaction with them, that is an additional hindrance. Some of the races with the highest technological level are non-human like Asura and Charr.

> So I wouldn't expect Cantha to go super hightech.

>

> Sure, they could be super advanced, but it would feel kinda strange for me because of this.

 

On the contrary, it is Tyria the continent that has been completely isolated by the dragons, not the other way around. Meanwhile, Cantha could have easily changed its policy over 200 years, especially if they have been under pressure by the Deep Sea Dragon to seek new resources, tributaries, and subjects.

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> @"Legion.4198" said:

> > @"Kodama.6453" said:

> > > @"EdwinLi.1284" said:

> > > > @"Noah Salazar.5430" said:

> > > > Oh i was wrong than

> > > > But same, you can put plot to Cantha

> > > > How thay started using new sorce of power xxx or developed new technology over years

> > > > So will say again that limiting to Cantha theme isin't much nesesery, eventualy only name

> > >

> > > Still too early to say since we know very little about Cantha and their development in Magic, technology, and Science. They have been isolated for years and for all we know they could end up going full anime technology civilization when we finally go there with each layer of Cantha City being Advance tech (highest level with the rich live full of Magic tech mechs, advance combat armor soldiers guarding the area, Advance High Tech Magic Academy, and etc), basic tech (mid level of the city), and old GW1 style builds (lowest level where the poor live) along with their military being more modern by depending on Firearms more while swords, bows, staffs, and etc have become more outdated method of fighting only the poor or mid-level citizens who can't afford the advance firearms would use.

> > >

> > >

> >

> > This would be kinda odd, tho.

> > Usually, isolation has the opposite effect to advancement. Diversity and cultural exchange are beneficial for progress, since it allows exchange of ideas and combination of different views and knowledge about topics.

> >

> > With Cantha throwing out all non-humans and potentially cutting off every interaction with them, that is an additional hindrance. Some of the races with the highest technological level are non-human like Asura and Charr.

> > So I wouldn't expect Cantha to go super hightech.

> >

> > Sure, they could be super advanced, but it would feel kinda strange for me because of this.

>

> On the contrary, it is Tyria the continent that has been completely isolated by the dragons, not the other way around. Meanwhile, Cantha could have easily changed its policy over 200 years, especially if they have been under pressure by the Deep Sea Dragon to seek new resources, tributaries, and subjects.

 

Ya in lore stand point, the region in Tyria we play in is also considered isolated from the rest of the world because for hundreds of years that Elder Dragons have all focused thier activity within the current areas of the game and completely prevented any race from leaving the current game regions. They have never expanded beyond the regions of the game which only covers about 20% of the entire planet.

 

The Expansion into Elona was only possible because the defeat of Zhaitan which opened the path for ships both sea and sky to travel into the regions where we started out in PoF Expansion.

 

A lot of focus in current regions of the entire Planet of GW2 is because by lore we can't allow the Elder Dragons to contiue unchallenged since the Elder Dragons are building their army in the current Regions accessable in the game before expanding into the remaining 80% of the Planet we can't explore. Those 80% will no doubt have other civilizations we have never seen and explored yet in the GW series that also are probably unaware of the Elder Dragon's existance due to never making contact with the civilizations of Kryta and Elona.

 

https://i.imgur.com/ruQOuf2.jpg

 

As this map shows we still have unexplored regions such as Gwen, Yeh, Arid, Wetland, Kim, Dahye, and the eastern regions of Tyria.

 

The region we play in now is only the western region of Tyria

 

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Rather then think about this in a thematic or mechanical point as just about anything would be fine by me. I'll just say that I would like a support based spec. Something that has value in 5 man or 10 man content besides just condi cleansing. It heals as well as provides helpful boons like alacrity and quickness but having all of those might be asking for a lot.

 

I want a support spec simply because it feels like that is what is missing for engineers. Core in general works fine as a condition based spec, Holosmith is great for DPS, Scrapper is a strong Tank role so all that is left is the support/healer. Once we have that, then the engineer can run every possible option.

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Personally i like to see an engineer spec with a staff and a gamestyle like the main character of King's avatar( he use a staff like sword, spear, gun and shield) and i think the shout for utility skills are good idea and for f5 skill i think a new set of temporally new UTILITY skill for support for example

And replace TOOL BELT SKILL with some F2, F2, f3, f5 robot minion

OR replace TOOL BELT SKILL in some kit for staff(transform in two sword,, a shield, a staff support or a ranged weapon)

P. S. the name of the elite spec can be adventurer

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I like the plague doctor idea, we could use a true condition spec, but I don't know about it using dual maces. Both of our current elite specs are melee, and even core is close/mid range, might be nice to have a true ranged spec. Longbow and lobbing potion/syringe arrows would be cool, or just give it new rifle abilities and make rifle not suck

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I would personally love something that focuses on Conjures, but obviously with an inventions theme. Like; summon and equip a mecha-arm, or a "heavy gun", or a jetpack, etc.

 

Make the weapon a mace, give the #3 skill a unique interaction with the conjures. Like maybe the mecha-arm skills are all melee punches but there's a flip over skill for #3 that pulls out the mace for something.

 

I can see where this could create problems with kits. It's an insane amount of skills to manage, but it's something I've wanted for Engi for quite some time and still would love to see. I just think it would be so damn fun to literally modify yourself in combat, and imagining the kind of things you could do with those. Like just think about picking up a giant chain gun to blast people, or putting on a jetpack that allows you to blast forwards and knockback a crowd while enhancing your roll distance, or something like that.

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