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[Poll] Weapon for the next Engineer Elite Specialization


Sodeni.6041

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Dual dagger, sabutage / infiltrator , you would work with bombs and shoulder turrets or shooting gloves :D consuming conditions on targets to dmg and heal , and increasing the healing and dmg for each conditions you clean / consume.

 

**fragment grenade:** gives x%dmg to 5 targets applying bleed and burn stacks - **F SKILL**: consume the bleeding stacks on your target and give X direct dmg to it depending how many stacks it consumes 0-5 = x% / 5-10=x% / 10-15=x%

 

**Drill shoot** : fire a shoot from your glove / shoulder turret , giving max 5 hits applying vulnerability - ** F SKILL** - pulse yourself back jumping away from your enemy

 

**Healing spray :** sprays the ground around you healing players in the area and healing for x% and an extra X% for each condition consumed - **F SKILL** - consume conditions on you to creat a shield barrier that absorbs dmg depending how many conditions you absorb

0-5 = x% / 5-10=x% / 10-15=x%

 

**Adrenaline gas** : throw a gas cloud grenade that absorbs conditions on the players in the area and converting their conditions in to boobs - **F SKILL** - shoot a dart at your target transfering the conditions on you to your target.

 

**Smoke grenade**: throw a smoke grenade that blinds enemies - **F SKILL** - shoot a dart with a substance that will blind your target.

 

**Stick grenade ** - throw a grenade to your target that will explode for up 3 times damaging all sorrounding enemies to it - ** F SKILL** - throw a grenade on the ground that will slow enemies

 

 

Something like that :D

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I say Mace MH and OH. I say Mace because I believe they fit the theme of the class better as they can easily skin hammers or other tools for the weapon. Engineer have Pistols and Rifle for their core with not real melee options outside of kits. (TBH I am quite tired of using those weapons as we have been using them since the launch of the game) Giving the Engineer a Main Hand and Offhand version of a Melee weapon gives them more options in terms of weapon combination. They can go Mace/Mace, Mace/Shield (Though Shield does need an overhaul), Mace/Pistol, Pistol/Mace, Pistol/Shield, Pistol/Pistol. So in short going this way might finally let Engineers break away from the P/P Condi and Rifle Power builds. Seriously I really just want to use another weapon besides just those. Also I didn't vote for Staff because as of now only 2 classes can't use the Staff which is Engineer and the Warrior. I like the idea that not all classes can use a single weapon type. Which is why I hope Necros will never get sword.

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Specialist:

Longbow with tactical-ish/high tech connotation (see modern composite bows)

Toolbelt is replaced with "tec quiver" that lets you toggle between different high-tech arrows (kind of elementalist's attunements).

 

New skill type:

Sentries: Non-playable pets that you can leave behind to patrol an area.

 

Guardian Sentry: Protects an area and has very high health and low damage. Enemies cannot contest point while sentry is alive. Periodically heals himself and everyone around him. In PvE it 100% of the time pulls aggro.

 

Assassin Sentry: Low health, very high damage sentry that is left behind stealthed. When an enemy enters his territory, sentry jumps and attacks with quick/high damaging attacks and superspeed. Takes a few hits to kill him.

 

Disruptor sentry: Patrols an area and permanently emits sonic waves that reveal and prevent stealth. Every 5 seconds, it stuns enemies around it.

 

Elite:

Assault Sentry: Summons a sentry with twin-cannons that follows you, has moderate-high damage and is hard to kill.

 

Activation skill is a toggle:

Lock Target: Sentry becomes stationary and exclusively targets the enemy you used the skill on. (Think of flesh golem elite but long range). When killed, his cannons can be picked up for 10 seconds, giving you his abilities.

 

Obviously not really modern aesthetics like what you see in today's military, something steampunkish, fit for GW2 universe.

 

 

 

 

 

 

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I would really like Engineers to get Mace´s as well.

I always feel a bit reluctant to play Engineer as you are either tied to Pure DPS with something like Holo-smith, or you are forced to use kits.

Though I dabble in kits I don't like to stick to them, especially Bomb kit.

How about some kind of support Engineer that is forge themed. Engineer is lore-wise invented by the Charr.

And even though Scrapper was quite the Charr themed Elite, I think we can do better.

So here is my thought, purely PvE:

 

**Elite: Forgemaster**

 

**Main theme: Pressure and industry.**

_My idea is a little bit based on the heat from the Holo-smith, but you are not really forced in switching between modes.

As you use your mace A.A., Toolbelt skills, and other abilities through traits, you gain pressure, up to 4 bars. Depending on the skill and the amount of Pressure you built skills will have special effects. When pressure is consumed the player enjoys Pressure Relief, which heals over time, depending on the amount of pressure consumed.

Normally when switching to kits, all pressure is lost, though this can be mitigated with traits, if really desired.

You also gain acces to Machines, which is the main utility type of the Elite. They function like traps, but have interactions with the pressure mechanic_

 

**Weapons: Mace** ( Main hand/ Off hand)

_As previously stated, you are either tied to kits, or forced to use Rifle or Holo-Smith. With the maces you get the option of a melee weapon more tied to support with some ranged abilities._

**Skill 1a: Steaming Smash:** Deal cone damage, cause vulnerability to target.

**Skill 1b: Glowing Bash:** Deal cone Damage, grant might to yourself and allies around you.

**Skill 1c: Melting Crush:** Deal AOE Damage, cause weakness to target. Creates 1/4 of max pressure gauge.

**Skill 2: Furnace Wall [Machine]:** Create a wall that blocks projectiles. At max pressure, grant vigor to allies, cause burn and cripple to enemies.

**Skill 3: Path of least resistance:** Smash to the ground, pushing enemies away, dealing damage and leaving a fire field that grants swiftness to allies, at least, in the direction it is cast at. At max pressure, Grand allies stability while on the path, when it ends it explodes dealing damage to enemies, cures 1 condition from allies in the blast, grant protection.

**Skill 4: Friendly fix [Machine]:** Tap allies in a cone clearing 1-3 conditions depending on pressure, grants aegis. Grants allies Pressure Relief. Consumes 1 bar of pressure on cast.

**Skill 5: Enemy repair [Machine]:** Throw mace at an enemy, ripping 1-3 boons, daze them, at max pressure also causes vulnerability. Works as Finisher: Projectile.

_The Idea is that you want to use specific skills with specific amounts of pressure, the more the better. The weapons need to be integrated with the Elite and the best support comes with higher amounts of pressure. Also, each of the weapons has at least some ranged attack._

 

**Utility Heal: Steam vent:** Heal yourself. After 1 second you become a walking water field as the Steam cools. The higher the pressure the bigger the area and the longer it lasts.

_Engineers are kings of fields, but the healing skills are always kind of lame. Integrating with the pressure, you become a mobile water field, just like how a Berserker can be a mobile fire field._

**Utility 1: Steam Vent [Machine]:** Creates vent that deals minor damage, pushes enemies away, Allies in the area are affected by Pressure Relief. After casting creates a smoke field. Push power, Smoke field duration, Pressure relief Duration are all increased with Pressure level when the skill is cast. Consumes all pressure when cast.

**Utility 2: Crucible [Machine]:** Create crucible on the ground that cripples enemies in the area, pulses might to allies. Deals damage. Damage, slow duration and amount of might pulses are increased with pressure level. At max pressure enemies are slowed instead of crippled and allies gain Alacrity when in the area when the ability is cast at max pressure. Consumes all pressure when cast.

**Utility 3: Coolant injector [Machine]:** Create a Elixer station that will steadily cure allies of conditions and grants regeneration in pulsing AoE. Is a Stun break. Speed and amount of condition curing depends on Pressure level. At max pressure Grants healing to allies and pulses stability. Consumes all pressure when cast.

**Utility 4: Shell Factory [Machine]:** Creates a mini mortar factory at a location. Which launches grenades in the area towards enemies. Prioritizes your target, but not always. Amount of damage depents on pressure. At max pressure it creates a shockwave when created, grenades cause vulnerability. The Shockwave acts as a Blast Finisher. The Shells act as explosives, in a similair trend as Grenades and Mortar. Consumes pressure all when cast.

**Utility 5: Drum Pump [Machine]:** Creates a Drum machine at location. Alies in the area who hear the drums will gain stacking might and will periodically gain swiftness. Duration and Area is increased with pressure. At max pressure the drums create tremors that will deal small amounts of damage to enemies and grants vigor to allies. Consumes all pressure when cast.

**Elite: Furnace Fire [Machine]:** Create a furnace at your location. Spitting out fireballs to random locations. Pulses might and protection to allies while enemies in the area take continious burn damage. When enemies are hit by the fireballs they are knocked down, take damage and suffer from more burning. Duration is entirely dependant on Pressure. Consumes all pressure when cast.

_All of the utility skills build on the pressure mechanic and consume all of it when it is maxed. It gives steady damage, boons and/or conditions depending on the ability and pressure. Forcing the player to prioritize skills._

 

I will still have to think about the traits, but I might edit that later.

 

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  • 2 weeks later...

# Elite spec: Technomancer

**Role:** Long range constant damage DPS / melee range bunker-bruiser.

 

**Weapon - Staff:** 1200 range power-based weapon.

Electricity-based attacks. Good sustained damage against single target.

Main attack applies _Conduction_ on target. Multiple targets with _Conduction_ create an _Electrical Circuit_ if they are near each other. All enemies in _Electrical Circuit_ take damage when any of them is attacked by Engineer's electricity attacks, but the more enemies in _Electrical Circuit_ the less damage each of them take:

* 1 target - 100% damage

* 2 targets - 80% damage

* 3 targets - 60% damage

* 4+ targets - 40% damage

 

Some skills can apply _Conduction_ on multiple targets, while some other skills can consume _Conduction_ for a more powerful effects.

 

**New ability type - Device:** creates a device that perform AoE effect during its duration. Works like Wells.

Some _Devices_ hurt enemies, while other help allies and apply boons.

 

**New class mechanic - Mech-suit:** all weapon skills generate _Power Charge._ This _Power Charge_ acts like a second health bar similar to Necro's Death Shroud when _Mech_ is activated by F5 key. F5 is a 1200 range _Leap_, which helps to engage melee combat after fighting at long range with Staff. _Power Charge_ depletes by taken damage and can be consumed by some _Mech-suit_ skills.

_Mech-suit_ skills are mostly melee, but with some range options. _Mech_ attacks are slow, powerful, most of them has fairly long CDs. A lot of skills has a CC components like knock-back or knockdown.

 

_Toolbelt_ skills are all changed to special _Mech-suit_ skilll called _Overdrive_. Each _Overdrive_ skill has a very powerful effect, but consumes a lot of _Power Charge _and can be used only **once** per _Mech-suit_ summon. This limitation engages players to switch between normal mode and _Mech_ mode more frequently.

Engineer in _Mech-suit_ mode is quite tanky due to second HP bar in form of _Power Charge_, but staying too long in this mode costs a dps loss due too long CDs.

 

Pressing F5 key when _Mech_ is actives engages a _Self-Destruction_ sequence and allows Engineer to leap away. _Self-Destruction_ destroys _Mech_ and consumes all _Power Charge_. _Self-Destruction_ deals a lot of AoE damage by default, but can have more effects with special Traits. _Self-Destruction_ effect are more powerful if more _Power Charge_ consumed.

_Self-Destruction_ triggers automatically when all Power Charge is depleted, but with very weak effect.

_Self-Destruction_ has a short time window that allows player to choose where to leap away.

 

## PROS:

* Reliable long range option

* Good constant single target damage as well as multi-target chain damage

* Good sustain and bunker potential with Mech-suit

* Engaging gameplay that encourages constant switching between long range damaging and close range tanking and CCing

* **No AI involved**

 

## CONS:

* Low synergy with Conditions

* No in-build mobility except Mech's leap-in and Self-Destruction leap-away skills

* Fairly long CDs

* Toolbelt skills are locked in Mech-suit mode

* Mech-suit attacks are slow and readable in PvP

 

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  • 3 weeks later...

> @"Lumpy Forehead.2193" said:

> > @"Vagrant.7206" said:

>

> > It's simple.

> >

> > ![](https://i.imgur.com/oDMtiqX.gif "")

> >

> >

> >

>

> We already have that, that's the throw wrench toolbelt skill

 

can we get a wrench juggling kit though backpack kit :v

 

 

 

memes aside , I'd say staff Engineer right now is really lacking a non projectile AoE weapon, and proper support skills

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GS (especially with a longsword skin) would be nice so I can finally make that cyberpunk character I've concepted for some of my projects in the game. I hate having to go with necro to do cool green effects and be able to use swords but still no usage of a gun. I'd like to have a cool future assassin engi who can utilize both guns and a longsword! :D

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  • 1 year later...

I would like our next elite spec to allow us dual wielding maces. In my imagination, engineer get a alchemy based elite spec utilising alot of acids, poison gases and other chemical weapons.

 

The ascended elite spec weapon would be called "Magnum Opus" and the head of the mace would have glass elements in which you see some green liquid. Also releasing some fumes.

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> @"Dirame.8521" said:

> Definitely staff as a sonic weapon. But torch sounds cool as well.

 

Call me Doctor who !

 

Ingineer need a melee mainhand weapon : if i want to play shied offhand i must equip a pistol (and this pisto is useless). No more range weapons please.

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I voted short bow because it's one of my favorite weapons and it could be a strong ranged option. I would also like to get daggers, but realistically speaking, I don't think it's gonna happen. I think axes or maces are more likely.

 

So, my favorites would be: short bow (or longbow), daggers, axes, maces

 

I wouldn't mind: greatsword, torch, warhorn

 

I wouldn't like: staff, scepter, focus

 

 

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> @"TheLadyOfTheRings.9148" said:

> I voted short bow because it's one of my favorite weapons and it could be a strong ranged option. I would also like to get daggers, but realistically speaking, I don't think it's gonna happen. I think axes or maces are more likely.

>

> So, my favorites would be: short bow (or longbow), daggers, axes, maces

>

> I wouldn't mind: greatsword, torch, warhorn

>

> I wouldn't like: staff, scepter, focus

>

>

 

Dagger would be a great weapon choice if we ever get a healing spec, in my opinion.

Imagine the engineer with a medic elite spec, using a knife to do surgery on allies and the ascended elite spec weapon skin is a scalpel!

 

Not for the next elite spec with the Cantha expansion, tho. Already said above what I am hoping for. :)

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Engineer really needs to be ranged next time. They got hammer first time and sword second time. I would love a ranged weapon. Staff, Shortbow or longbow. Any of these would be loved.

 

I personally would love minions. Little golems would be dope. But that's an unpopular opinion. A chemist would be cool too that shoots potions with a bow. I'm game for that.

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