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Old Jun 01, 2006, 11:15 AM // 11:15   #1
Wilds Pathfinder
 
Lordhelmos's Avatar
 
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Default New Class Concept: Engineer

I was bored and running Kegs for the Ice Caves of Sorrows mission when I came up with this idea.

ENGINEER:

The engineer is a strategic class that can create a unique array of contraptions and explosive devices that the party can utilize on the battlefield. Demolitions allow the engineer to spawn powerful bombs that he or other party members can pick up and drop to create a large area of devastation. Machine Knowledge allows the engineer to build and deploy turrets on the battlefield that other players can use in order to attack the enemy. Awarness allows the engineer or her to take a variety of stances to defend against traps or harmful skills and Craftsmanship is a primary attribute that allows the engineer to ration materials in order to build contraptions.


PHYSICS OF BEING AN ENGINEER:

When an engineer is played there is a material icon that appears above the engineer's magic meter. The engineer starts with set amount of materials that he or she can use to build contraptions (12 points). As more contraptions are placed on the battlefield this pool of materials shrinks. Materials are only replenished when a bomb is detonated or a turret runs out of ammo or is dismantled. In essence, an engineer can only place so many contraptions in play before exhausting his or her assets. An engineer may increase this pool by putting more points into craftsmanship. Certain weapons bonuses also grant an engineer material bonuses and allow other classes who are using the engineer class as a secondary to increase their pool of materials without having the craftsmanship primary attribute.


ATTRIBUTES:

Demolitions:
As more points are put into demolitions the destructive power of bombs and grenades increases. Demolitions also increases the effeciency of hand cannons.

Machine Knowledge:
As more points are placed in machine knowledge the amount of HP and ammo a turrent can carry are increased. Machine knowledge also increases the effeciency of crossbow weapons by adding an additional 1% armor piercing for each point added.

Awarness:
No inherent effect, but putting points in awarness increases the strength of defensive stance, shouts, and disarming skills an engineer can have.

Craftsmanship (Primary):
Increasing craftsmanship adds 1 point of materials for every 2 attribute points. (A max of +8 materials for a bonus added to the +12 base engineers start with. 20 is the max amount of material resources that can be gained with 16 craftsmanship. Weapons and offhands can add an additional +4 to materials at max as well, boosting the total max possible to 24.)


ENGINEER WEAPONS AND ARMOR SETS:

Engineers are tough and burly. Their strength hails from years of hard labor and mechanic work. Engineers have several sets of armor that they can use. The maximum allowance of armor for an engineer is 70AL, which is equivalent to the AL of a ranger.

ARMOR SETS:

~Goggles~ (Headpieces)

~Crafter's Set~ (Starting armor)
Big tough overalls and a tattered mechanic's shirt with various tools.

~Workshop Set~ (15k granite set #1)
Brown leather armor with countless pockets that feature fancy tools.

~Laborer's Set~ (15k granite set #2)
Tattered worksman's clothes adorned with brigadine studs.

~Technician's Set~ (15k grotto set #1)
Black clad armored pads with hidden toolsets. A more modern look.

~Blacksmith's Set~ (15k grotto set #2)
A thick smithing apron adorned with rows of minature hammers.

~War Strategist's Set~ (15k canthan endgame armor)
A robed look with fancy cloth folds and architectural scrolls adorned at the belt.

~Stone Mason's Set~ (15k kurzick)
Black gothic plates interwoven with petrified stone. Has sharp pronged tools jutting from it and loose chainmail.

~Relic Set~ (15k luxon)
Plates crafted from sea turtles shells. A fishbone vest lined with primeval wooden and stone tools outlines the front.

~Clockworks Set~ (15k Obsidian/FoW)
Machinated iron armor covered with visible internal screws and bolts. A giant gearpiece adorns the back.

WEAPONS:

Engineers are the masters of crafting and explosives so the hand cannons and crossbow devices that they use are fitting to their trade. Hand cannons are small black powder guns that have about 3/4's the range of a ranger shortbow and a slow rate of fire. Crossbows have a slightly longer range of shortbow and a faster rate of fire than hand cannons (About a fraction slower than bows). Unlike ranger bows, engineer weapons fire in a straight line and can be more easily avoided by hiding behind walls. Crossbows can not be used with ranger skills and are usually related to machine knowledge, wheras hand cannons relate to demolitions. Both hand cannons and crossbows are one handed. Engineers also have various tool-esque offhands (Giant wrenches, gears, mini-hammers, etc.) they can use:

~Example of a Green Hand Cannon~

The Destroyer
(Req. 9 Demolitions)
18-33 Damage.
+15% Damage when health is above 50%.
1/2 Recharge of Demolitions Skills. (20%)
+2 Materials

~Example of a Green Crossbow~

Oakenheart Ballista
(Req. 9 Machine Knowledge)
12-24.
+15% Damage while enchanted.
+1 Machine Mastery (20%)
+2 Materials

~Example of a Green Offhand~

The Creator
(Req. 9 Craftsmanship)
1/2 Casting time of skills (10%)
Enchantments last 20% longer.
+2 Materials


EXAMPLES OF SKILLS:


~Demolitions~

Double Barrel (Hand Cannon Skill):
For 7-12 seconds all of your hand cannon attacks will also strike an additional foe adjacent to your target.
<Preparation, Cost: 5, Cast time: 3/4 sec, Recharge: 15>

Sudden Recoil (Hand Cannon Skill):
For 7-12 seconds each time you use a powder skill, any adjacent enemies attacking are knocked down.
<Preparation, Cost: 15, Cast time: 1, Recharge: 20>

Smoldering Powder (Hand Cannon Skill)
For 10-15 seconds your powder skills will deal fire damage and cause burning for 1-3 seconds.
<Preparation, Cost: 15, Cast time: 2, Recharge: 25>

Fragmenting Blast (Hand Cannon Skill):
For 8 seconds your next attack deals an additional +10-20 dmg. If fragmenting blast is blocked or evaded, all foes near the target are dealt 25-40 damage.
<Powder Skill, Cost: 5, Cast time: 1, Recharge: 5>

Silverdust (Hand Cannon Skill):
For 8 seconds your next attack deals and additional 25-50 holy damage to target foe and any adjacent foes. Any minions or transformed dervishes stuck by silverdust burn for 2-4 seconds and are dealt an additional 25-50 holy damage.
<Powder Skill, Cast time: 2, Cost: 10, Recharge: 15>

Scatterpack Blast (Hand Cannon Skill):
For 8 seconds your next attack will hit for an additional +15-35 dmg and also strike all foes adjacent to your target. Scatterpack blast takes an additional 5-3 seconds to recharge for each additional foe it strikes.
<Powder Skill, Cost: 10, Cast time: 1, Recharge: 3>
NOTE: Using another Hand Cannon skill during the 8 second duration will cancel the current one out.

Black Powder Blast (Hand Cannon Skill):
For 8 seconds your next attack will deal double damage but there is a 50-33% chance you will be blinded for 10 seconds afterwards.
<Powder Skill, Cost: 5, Cast time: 1, Recharge: 3>

Explosive Blast (Hand Cannon Skill):
For 8 seconds your next attack will deal triple damage. If there is no ally adjacent to you while using this skill, you are knocked down.
<Powder Skill, Cost: 10, Cast time: 1, Recharge: 10>

Garrote (Hand Cannon Skill):
For 8 seconds your next attack afflicts any foes adjacent to the target with bleeding. The initial target suffers an additional 15-20 damage for each adjacent foe struck by the garrote. This attack causes you to suffer bleeding as well.
<Powder Skill, Cost: 10, Cast time: 1, Recharge: 15>

Unsteady Blast (Hand Cannon Skill):
For 8 seconds your next attack will strike target foe for +15-25 additional damage and blind adjacent targets for 3-5 seconds. This attack knocks down both you and the target.
<Powder Skill, Cost: 15, Cast time: 1, Recharge: 25>

Quick Loader (Hand Cannon Skill):
For 30 seconds your powder skills recharge 33% faster but you suffer a -40 to -25 armor penalty while under the effects of this preparation.
<Preparation, Cost: 10, Cast time: 1, Recharge: 30>

Gunpowder Grenade:
Throw a gunpowder grenade at target foe that deals 25-50 damage to the target and foes adjacent to the target. If no foes are adjacent to the target, Hand Grenade knocks the target down.
<Skill, Cost: 15, Cast time: 2, Recharge: 20>

Tar Grenade:
Throw a tar grenade at target foe. If a foe is stuck with the grenade they become covered in tar for 5-15 seconds. If the tar covered for is dealt fire damage during this time they are dealt 25-35 damage and are set on fire for 2-4 seconds. Any enemies that touch the burning foe are also ignited for 3 seconds.
<Skill, Cost: 10, Cast time: 2, Recharge: 20>

Black Powder Bomb:
Spawn a black powder bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and all creatures nearby are dealt 45-95 damage.
<Skill, Cast time: 3, Cost: 0, Material Cost: 6, Recharge: 25>

Flash Bomb:
Spawn a flash bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and all creatures nearby are blinded for 3-7 seconds.
<Skill, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>

Flechette Bomb:
Spawn a Flechette bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and all creatures nearby are dealt 25-50 damage. This bomb has 25% armor penetration and causes bleeding.
<Skill, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>

Tremor Bomb:
Spawn a tremor bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and all creatures nearby are dealt 31-72 damage and knocked down.
<Skill, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>

Incinidary Bomb:
Spawn an incinidary bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and all creatures nearby are dealt 31-72 damage and set on fire for 1-3 seconds.
<Skill, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>

Magnetic Sphere:
Spawn an magnetic sphere at your location. The bomb can be picked up by you or any ally. Once dropped the jet black sphere resonates with a powerful magnetic aura that causes all creatures nearby to gain 75% evasion against melee attacks for 10-17 seconds. Magnetic Sphere cannot be diffused once dropped.
<Skill, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>

Dud Bomb:
Spawn a dud bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and harmless fireworks sprout from the location. Dud bomb has the appearance and name of the last bomb you created. If you create dud bomb first, it has the appearance of a blackpowder bomb.
<Skill, Cast time: 3, Cost: 0, Material Cost: 4, Recharge: 10>
NOTE: Dud bomb also copies the 50% slow of a massive bomb if it mimics one.

TNT:
When used, TNT is set at your location and replaced by a detonator. When the detonator skill is used all creatures near the TNT are dealt 35-65 damage. The TNT automatically explodes after 45 seconds. TNT cannot be scrapped once planted.
<Skill, Cast time: 5, Cost: 0, Material Cost: 6, Recharge: 30>

Blaze of Glory:
Detonate the current bomb you are holding instantly.
<Skill, Cast time: 1, Cost: 5, Recharge: 5>

Scrap Bomb:
Scrap target inactive bomb and gain 65-105 health.
<Skill, Cast time: N/A, Cost:5, Recharge: 5>

Gatling (Hand Cannon Skill): {Elite}
For 15 seconds you attack 25-40% faster and you hand cannon skills strike all enemies adjacent to your target. For each enemy struck by gatling blast in this way, you lose 1 energy. Gatling blast ends if you run out of energy.
<Preparation, Cast time: 1, Cost: 5, Recharge: 30>

Wide Area Blast (Hand Cannon Skill): {Elite}
For the next 8 seconds your next attack will strike the target for triple damage, adjacent foes for double damage, and nearby foes for normal damage.
<Powder Skill, Cast time: 1, Cost: 10, Recharge: 6>

Sticky Bomb: {Elite}
Target touched enemy has one of their skills randomly replaced by sticky bomb. The target may tag another foe to pass the sticky bomb along to them and again replace their skill randomly. After 20 seconds the holder of the sticky bomb is dealt 100-150 damage and knocked down. Sticky bomb cannot be passed to the person that tagged you with it. A target cannot be tagged by more than one sticky bomb at once.
<Skill, Cast time: N/A, Cost: 0, Material Cost: 4, Recharge: 30>

Smart Bomb: {Elite}
Spawn a smart bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes instantly and all FOES nearby are dealt 45-95 damage.
<Skill, Cast time: 5, Cost: 0, Material Cost: 8, Recharge: 45>

Chain Reaction: {Elite}
For 30 seconds, the next bomb you create is followed by a secondary explosion that deals 25-45 damage to all creatures near the location of the bomb.
<Skill, Cast time: 2, Cost 15, Recharge: 30>

Greave Cutter Bomb: {Elite}
Spawn a disc shaped Greave Cutter Bomb at your location. The bomb can be picked up by you or any ally. Once dropped the bomb explodes after a 3 second timer and all creatures nearby are dealt 31-72 damage and crippled for 5-10 seconds. Creatures adjacent to the greave cutter bomb when it explodes are also afflicted with bleeding.
<Skill, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>

Massive Bomb: {Elite}
Spawn a massive bomb at your location. The bomb can be picked up by you or any ally with a 50% movement penalty to the carrier. Once dropped the bomb explodes after a 3 second timer and all creatures adjacent to the bomb are dealt 50-75 damage, all creatures nearby are dealt 50-75 damage, and all creatures in the area are dealt 50-75 damage. When Massive bomb is dropped all adjacent creatures to the bomb are knocked down except for the carrier. When massive bomb explodes all creatures damaged by massive bomb are knocked down as well. Once active, Massive bomb cannot be disarmed or dampened.
<Skill, Cast time: 5, Cost: 0, Material Cost: 12, Recharge: 45>


~Machine Knowledge~

Repeating Shot (Crossbow Skill):
Repeating shot deals +5-10 additional damage. If repeating shot hits, it is instantly recharges and gains a +5-10 damage bonus the next time it is used. The bonus gained by repeating shot ends if it is not used for 30 seconds or if repeating shot is blocked, evaded, or fails to hit the target.
<Skill, Cast time: 3/4, Cost: 5, Recharge: 25>

Armor Piercing Bolt (Crossbow Skill):
Fire an armor piercing bolt that deals +5-15 damage and penetrates 25-33% through armor. If armor piercing bolt hits it's recharge time is cut in half.
<Skill, Cast time: 1, Cost: 10, Recharge: 8>

Damaging Bolt (Crossbow Skill):
Fire a damaging bolt bolt at target foe that strikes for +10-20 damage. For 5 seconds the next attack target foe is stuck with penetrates 25-33% through armor. If target foe is struck for more than 70-55 damage in the next attack, that foe suffers a deep wound.
<Skill, Cast time: 1, Cost: 10, Recharge: 10>

Screaming Bolt (Crossbow Skill):
Fire a hollowtip quarrel that whistles through the air with a piercing cry. Target foe and any adjacent foes are dealt only 1-12 damage but become deafened and are unable to benefit from the effects of any allied shouts.
<Skill, Cast time: 1/4 sec, Cost: 5, Recharge: 10>
NOTE: The deafened condition also effects shouts that target enemies. For example, a deafened warrior cannot "Coward!" an enemy.

Flatheaded Bolt (Crossbow Skill):
Fire a flatheaded quarrel at target foe. This quarrel travels at half the speed but afflicts the enemy with imbalance if it hits. If an imbalanced foe uses a stance or preparation that foe is knocked down.
<Skill, Cast time: 1, Cost: 10, Recharge: 25>

Bladed Wire (Crossbow Skill):
Fire a wired bolt at target foe. If bladed wire hits, a thin wire is drawn between you and the target foe for 1-3 seconds. Any foe that crosses this line is afflicted with bleeding. Any bleeding foes that touch the bladed wire become afflicted with deep wound.
<Skill, Cast time: 1, Cost: 15, Recharge: 15>
NOTE: Only one wire can be drawn at a time.

Trip Wire (Crossbow Skill):
Fire a wired bolt at target foe. If bladed wire hits, a thin wire is drawn between you and the target foe for 1-3 seconds. Any foe that crosses this line is afflicted with crippling. Any crippled foes that touch the trip wire become knocked down.
<Skill, Cast time: 1, Cost: 25, Recharge: 15>

Steel Twine (Crossbow Skill):
For 30 seconds, the next wire attack you use will last for twice the duration.
<Preparation, Cast time: 2, Cost: 5, Recharge: 25>

Tension Wire (Crossbow Skill):
Fire a wired bolt at target foe. If tension wire hits, for 5-12 seconds target foe suffers -1 health degeneration for each area of effect they stand in distance from you.
<Skill, Cast time: 1, Cost: 10, Recharge: 30>
NOTE: One AoE is about the distance between each ring in the training yard at isle of the nameless. This skill is unaffected by steel twine. When used with extended wire, the second wire deals degen depending on the distance between the first target and the second target.

Flinthead Quarrel (Crossbow Skill):
Fire a flinthead quarrel that deals fire damage. If flinthead quarrel strikes an inactive bomb, the bomb becomes active. If flinthead quarrel strikes an active bomb, the bomb explodes.
<Skill, Cast time: 1/4 sec, Cost: 5, Recharge: 30>

Fuse Cutter (Crossbow Skill):
Fire a fuse cutting quarrel that deals no damage. If fuse cutter quarrel strikes an active bomb, the bomb becomes inactive.
<Skill, Cast time: 1/4 sec, Cost: 5, Recharge: 25>

Rapid Fire Mechanism (Crossbow Skill):
For 10 seconds you fire 25-35% faster. When rapid fire mechanism ends you cannot attack or use crossbow skills for 10-7 seconds.
<Preparation, Cast time: 1, Cost: 10, Recharge: 20>

Longshot Mechanism (Crossbow Skill):
For 10 seconds the range of your crossbow attacks is doubled.
<Preparation, Cast time: 1, Cost: 10, Recharge: 25>

Build Trebuchet:
Build a trebuchet turret at your current location with 3-5 shots. The turret can be used by allies to fire a wooden stake at enemies that deals 15-30 damage with 25% armor penetration. The turret is destroyed when it's ammo reaches 0.
<Turret, Cast time: 4, Cost: 0, Material Cost: 4, Recharge: 30>
DESCRIPTION:
A makeshift looking ballista device that uses a crossbow mechanism to launch wooden spears.

Build Wasp:
Build a wasp turret at your current location with 2-4 shots. The turret can be used by allies to fire a poisonous needle at enemies that deals 12-22 damage and poisons when it hits. The turret is destroyed when it's ammo reaches 0.
<Turret, Cast time: 4, Cost: 0, Material Cost: 6, Recharge: 30>
DESCRIPTION:
A black colored turret that looks like a black crossbow on a mechanical mount. The bowhead design of the crossbow is similar to the shadow bow.

Build Dragon's Breath:
Build a Dragon's Breath turret at your current location with 2-4 shots. The turret can be used by allies to fire a flaming ball at enemies that deals 15-45 damage and causes 2-4 seconds of burning when it hits. The turret is destroyed when it's ammo reaches 0.
<Turret, Cast time: 5, Cost: 0, Material Cost: 6, Recharge: 45>
DESCRIPTION:
Looks like a bronze colored dragon statue that breaths fireballs. A canthan design.

Barbed Wire Barricade:
Build a barbed wire wall two character spaces wide in front of you that lasts for 60 seconds. Any foes that touch the wall suffer bleeding.
<Wall, Cast time: 2, Cost: 0, Material Cost: 4, Recharge: 10>
NOTE: Double clicking on allied walls causes you to move towards the wall and begin scrapping it. A wall is scrapped after 1 second and a progression bar is shown to detail the dismantling.

Blast Shelter:
Build a blast shelter wall two character spaces wide in front of you that lasts for 60 seconds. Any creatures adjacent to the side of the wall facing away from a bomb blast is protected from 50-70% of the damage and any conditions or effects the bomb might cause.
<Wall, Cast time: 2, Cost: 0, Material Cost: 4, Recharge: 10> *ty to action jack for the idea*
NOTE: Double clicking on allied walls causes you to move towards the wall and begin scrapping it. A wall is scrapped after 1 second and a progression bar is shown to detail the dismantling.

Dismantle:
Dismantle touched turret for materials and gain 50-75% of its remaining health.
<Skill, Cast time: N/A, Cost 5, Recharge: 5>

Repair:
Begin repairing target allied turret. For each second you spend repairing, the turret gains +1-3 life regeneration until you stop repairing.
<Skill, Cast time: N/A, Cost 0, Recharge: 0>

Reload:
Repair:
Reload target allied turret. The materials used to make the reload are added to the target turret and are returned if that turret is dismantled or destroyed. (Posted by Rikkimaru)
<Skill, Cast time: N/A, Cost 0, Material Cost: 2 Recharge: 0>

Sabotage:
Begin sabotaging enemy turret. If the sabotage is successful, any enemy that attempts to use the turret within the next 60-90 seconds will cause a misfire and be dealt 50-125 damage. If a misfire is triggered, the enemy turret will explode and be destroyed. You are easily interrupted while using this skill.
<Skill, Cast time: 3, Cost: 10, Recharge: 15>
NOTE: Sabotaged turrets emit a slight cloud of black smoke that is barely detectable. Players with sharp eyes will be able to distinguish a sabotaged turret if they look hard enough.

Bore-headed Bolt (Crossbow Skill): {Elite}
Fire a bore-headed bolt that penetrates walls and obstacles. Bore-headed Bolt ignores armor and cannot be blocked.
<Skill, Cast time: 1/4, Cost: 5, Recharge: 3>

Extended Wire (Crossbow Skill): {Elite}
For 30 seconds, the next wire attack you use will also draw an additional wire between the target and a nearby foe.
<Preparation, Cast time: 1, Cost: 10, Recharge: 15>

Build Iron Plated Cannon: {Elite}
Build an Iron Plated Cannon at your current location with 1-3 shots. The cannon can be used by allies to fire a cannonball at enemies that deals 50-75 damage to target and it's adjacent foes. Any ally using the cannon gain +20 armor. The turret is destroyed when it's ammo reaches 0.
<Turret, Cast time: 6, Cost: 0, Material Cost: 12, Recharge: 45>
DESCRIPTION:
A large cannon that looks similar to a luxon seige turtle weapon places on a rickity metallic mount with cranking gears.

Build Needle Gun: {Elite}
Build a needle gun at your current location with 3-6 shots. The turret can be used by allies to fire thin iron spines that deal 10-25 damage to target foe and interrupt when they hit. The turret is destroyed when it's ammo reaches 0. Any skills interrupted by needle gun take an additional 10 seconds to recharge.
<Turret, Cast time: 5, Cost: 0, Material Cost: 12, Recharge: 45>
DESCRIPTION:
Looks like an early colonial pepperbox machine gun that fires sharp metal rails. A crude medieval design and and crankshaft looking handles.


~Awarness~

Signet of Precision:
Target ally's next 1-3 attacks cannot be blocked or evaded.
<Signet, Cast time: 1, Cost: 0, Recharge: 25>

Quick Delivery:
For 10-20 seconds you move 33% faster while carrying an object.
<Stance, Cast time: 3/4, Cost: 10, Recharge: 15>

Supporting Stance:
For 10-15 seconds, you and any allies next to you during this stance cannot be knocked down.
<Stance, Cast time: N/A, Cost: 10, Recharge: 25>

Rigid Stance:
For 10-15 seconds, whenever you are knocked down all adjacent foes become imbalanced.
<Stance, Cast time: N/A, Cost: 15, Recharge: 30>

"Fire in the Hole!":
All allies near an active bomb move 50% faster for 2-4 seconds.
<Shout, Cast time: 3/4, Cost: 5, Recharge: 8>

Tough as Nails:
For 10 seconds you gain 25-40 armor.
<Stance, Cast time: 3/4, Cost: 10, Recharge: 15>

"Look Out!"
For 5-10 seconds you and adjacent allies gain 75% evasion.
<Shout, Cast time: 3/4, Cost: 15, Recharge: 10>

"Burn Baby Burn!"
Target burning foe remains on fire for an additional 2-4 seconds.
<Shout, Cast time: N/A, Cost: 10, Recharge: 8>

Bandage Wound:
Remove all conditions from target touched ally. The target is healed for 35-60 health if they are suffering from deep wound. Bandage wound is disabled for an additional 8-5 seconds for each condition removed.
<Skill, Cast time: N/A, Cost: 5, Recharge 3>

Anvil's Fury:
For 30 seconds each time target ally is dealt fire damage, that ally gains 1-2 strikes of adrenaline.
<Enchantment Spell, Cast time: 1, Cost: 10, Recharge: 30>

Decoy:
Pretend to cast a chosen skill that is still recharging with the same cast time as the original skill. If you are interrupted while casting, the chosen skill is instantly recharged. If you finish casting uninterrupted, decoy does nothing.
<Skill, Cast time: Special, Cost: 5, Recharge: 10>
NOTE: To use decoy choose decoy first, then choose a recharge spell to use as the decoy itself. High recharge spells with long cast times work great with this spell (I.E. Meteor Shower, Kinetic Armor, Massive Bomb...).

Last Second Save:
Destroy target touched active bomb without causing it to explode. You and any allies near the touched bomb gain 105-135 health.
<Skill, Cast time: N/A, Cost: 5, Recharge: 5>

Fake {Elite}:
Pretend to cast a chosen skill that is still recharging with the same cast time as the original skill. If you are interrupted while casting, the chosen skill and all skills of the same attribute are instantly recharged. If you finish casting uninterrupted, fake does nothing.
<Skill, Cast time: Special, Cost: 5, Recharge: 10>
NOTE: The effects of decoy and fake overpower the effects of interrupts like powerblock. Powerblocking a fake skill will still recharge all of the attribute skills chosen.

Lady Luck: {Elite}
For 15-30 seconds you have a 25-50% chance of completely avoiding bomb damage and effects if caught in the blast zone.
<Elite Enchantment Spell, Cast time: 2, Cost: 15, Recharge: 45>


~Craftsmanship~

Workman's Pride:
You gain 20-35 health for each bomb or turret you created that is currently in play. Sticky bombs, walls, and dud bombs do not count.
<Spell, Cast time: 1, Cost: 15, Recharge: 15>

Scrap Armor:
Target touched foe takes 25% armor penetration vs. attacks and suffers a -10-25% penalty vs. critical strikes for 3-7 seconds.
<Skill, Cast time: N/A, Cost: 10, Recharge: 20>

Fortify Armor:
Target touched other ally gains 10-25 armor and a 50-75% bonus vs. critical strikes for 3-7 seconds.
<Skill, Cast time: N/A, Cost: 10, Recharge: 20>

Flax Coating:
Target ally cannot be set on fire for 10-15 seconds and gains +20 armor against fire attacks.
<Skill, Cast time: N/A, Cost: 10, Recharge: 25>

Temper Weapon:
Target touched ally's weapon becomes tempered for 10-25 seconds and deals an additional 7-15 fire damage on each successful hit. If an enemy is struck within the first 3 seconds of this enchantment, that enemy begins burning for 3 seconds.
<Enchantment Spell, Cast time: N/A, Cost: 10, Recharge: 25>

Strained Concentration:
For 30 seconds you cannot be interrupted while using building skills. Each time you a a foe attempts to interrupt you, you are randomly affected with bleeding, blind, cripple, or deep wound instead. These conditions last for 9-5 seconds.
<Stance, Cast time: N/A, Cost: 5, Recharge: 30>

Ration Materials:
Scrap touched inactive bomb or friendly turret. For 8-12 seconds the next turret or bomb you craft will be created 33-50% faster.
<Skill, Cast time: 1, Cost: 5, Recharge: 3>

Deus Ex Machina: {Elite}
Sacrifice all remaining materials and for 10-15 seconds you gain +1 energy regen for every 2 pieces of materials sacrificed. You cannot reclaim lost materials until Deus Ex Machina Ends.
<Enchantment Spell, Cast time: 1, Cost: 5, Recharge: 30>


~Non-Attribute Skills~

Disarm:
For 25 seconds the next trap you trigger will be set off harmlessly.
<Stance, Cast time: 3/4, Cost: 10, Recharge: 15>

Diffuse:
Target touched active bomb becomes an inactive bomb.
<Skill, Cast time: N/A, Cost: 5, Recharge: 3>

Dampen Fuse:
Target bomb's detonation timer is extended by an additional 3 seconds.
<Skill, Cast time: N/A, Cost: 5, Recharge: 7>

Infernal Signet: {Elite}
Target touched foe is set on fire for 3 seconds. As long as target foe remains on fire you gain +7 health regeneration.
<Signet, Cast time: N/A, Cost: 0, Recharge: 30>


PHYSICS OF THE TURRETS AND BOMBS:

When a turret is built into play by an Engineer it has a set amount of HP (influenced by points in machine knowledge) much like a ritualist spirit and can be attacked by enemies. Turrets can be manned by any ally and once put into play and have a "cone of effect" that they cover. A turret cannot be rotated 360 degrees by a user but instead as a set angle to which it can target enemies that ranges about 45 degrees left and right of the direction it was built. This cone of influence forces the engineer to think about future situations before placing turrets. When a turret is built, an icon similar to an upkeep icon appears next to an engineer's material pool. These turret icons can be double clicked at anytime to disable a turret. Also when these icons are clicked, the turret represented by the icon is automatically targeted (so you know what turret you are going to disable).

When a bomb built by an engineer it is spawned on the ground at the engineer's current location. In this state the bomb is inactive and can be picked up by any ally. When picked up the bomb functions just like any other carried object and the carrier also has a slightly deceased rate of movement (like when holding the orrian text, slow totem, etc.). If the bomb carrier is KD'ed the bomb remains in their grasp. (KD does not make you drop the bomb). When the bomb is dropped a three second timer starts. This timer is indicated by the bomb glowing red 2 times before glowing bright red and blowing up (The bomb is now "active" during the count). If a bomb carrier is killed the bomb is dropped and goes active, exploding after 3 seconds. This makes it possible to spike a weak carrier and cause panic in an enemy team when their own bomb drops into the middle of their group.


ENGINEERS IN REGARDS TO OTHER CLASSES:

~Vs. Warriors~
Engineers have particularly high armor and defensive stances allowing them to hold ground against a wailing warrior. The warrior class takes the least amount of damage from bombs due to high armor. However shock and KD hammer warriors pose a problem due to their ability to interrupt an Engineer's bomb and turret building skills. Warriors work well in conjuction with engineers due to their ability to stance tank and use running skills to ferry an engineer's bombs towards the enemy group. If someone is going to be running bombs, its most likely going to be the tank. Against a tank, engineers can also use their crossbow skill "Flatheaded Bolt" to cancel stances like gladiator's defense and dwarven battle stance.

~Vs. Eles~
An elementalist being hit by a strong bomb blast is a nightmare. The extreme bomb damage downs eles reasonably fast. However, eles are effective against engineers for their ability to drop AOE spells on turret nests and spike down Engineers before they can even act. A KD ele with gale can shut down an Engineer while he is building bombs or turrets to prevent the enemy starting a bomb spike or flooding a hallway with turrets. Elementalist work well with Engineers for their ability to snare enemies into bomb traps with deep freeze. Engineers can also work in conjuction with fire elementalists by using Infernal signet to torch an enemy while the ele uses mark of rodgort and a fire wand to keep the foe on fire. This setup would result in a huge life degen to foes while the engineer gains health from the signet and uses "burn baby burn" to assist the ele in keeping the unlucky enemy torched.

~Vs. Mesmers~
Interrupts will make an engineer's life hell. Also with already long recharge times for building skills, Mesmer skills that shut down or increase to recharge of casting time of skills can easily keep an engineer in check for the entire match. Skill canceling attacks like diversion can KO an engineer's best attacks and signet of humility can seal much needed elite skills. Also because Engineers have no defenses against hexes, mesmers can also raise hell with domination skills. However Engineers can deal massive damage to mesmers with bombing runs and chain reaction spikes. Mesmer stances like mantra of recovery and distortion can also be stopped with flatheaded bolt much like warrior stances.

~Vs. Rangers~
The bane of Engineers. Rangers can cancel engineers from miles away or even crip shot an engineer planting a bomb to get him snared by his own attack. Because rangers have high condition resistance and decent armor, they can survive bombing runs and use evasion skills to swiftly move out of blast zones. Rangers are by far one of the engineer's worst match ups. However Engineers do have the benefit of being able to disarm ranger traps and disable preparations. Pets also fall prey to the destructive power of bombs and turrets. Also, the new skill decoy can really piss a mesmer off and trick him into recharging your skills.

~Vs. Monks~
Prot spirit is a godsend vs. bomb attacks. A good monk will kite out of the blast traps unless snared. Infusers also help against those being hit by a bombing spike. An engineer may be able to deal alot of damage with bombs but bonders can redirect the damage and help debuff the effectiveness of demolitions skills. Monking against a engineer just means you'll have to be extra careful about your position on your map. If you get zoned out watching the party window you might not notice a bomb being dropped next to you. Monks must also be aware of enemy turrets on the map, especially the elite pellet gun, which can cancel their casting.

~Vs. Necromancers~
A total nightmare for a minion master. Bombs can wipe out an entire minion army and one fell swoop. However necromancers can hex an engineer down to nothing with degen, SS, and weaken armor. Blood spike and shadow attacks also cut through armor and can kill an engineer fast. Engineers can counter certain hexes like life transfer by using infernal signet and the burning condition in order to even the degen a necro can cause.

~Vs. Assassins~
Assassins can teleport out of a bomb blast to save themselves. Engineers must also watch out for some of the condition invoking attacks that an assassin is capable of. However turrets placed on the map can limit the places an assassin can strike or shadow step to. Also because bombs count as carried items, shadow stepping causes an assassin to drop the bomb. Dropping the bomb due to a shadow step does not cause the bomb to become active.

~Vs. Ritualists~
Engineers are possibly the best class against a ritualist. Bombs can wipe away spirit nests and force a ritualist to place spirits away from the combats zone in fear of being blown away. Turrents also make placing spirits a hassle. Against a ritualist both classes will be fighting over control of the terrain. Engineers could possibly be the future ritualist shut down class.

~Vs. Dervish~
Although much of these warriors remains shrouded in secrecy, silverdust plays an important role in shutting down their transformation. Also Devishes can also be helpful in dealing increased AoE damage with their scythes and smiting attacks in order to finish of a group of foes hurting from a bomb blast.

~Vs. Paragons~
The angelic paragons also remain a mystery in regards to engineers. Because many of the paragon skills may be based on shouts, an engineer may be able to shut them down by deafening the enemy party with whistling and screaming bolts. Only time can tell how an engineer will fare against those pointed spears of theirs...


NOTES:

Well in theory it sounded like a really fun class to play. Having players run bombs down the battlefield and having turrets being setup to protect the flag stand sounded interesting. Unlike traps bombs don't distinguish between friend of foe. Mistakes from a engineer can really devastate the party. However an experienced engineer who knows how to sneak bombs past the enemy defenses or a well set team that uses tanks to bomb the enemy party can severly limit safe areas another team can move into. Also turrets can be set up to counter enemy flag runners or fortify bridges and key positions.

Because of the limited material pool an engineer (even at max Craftsmanship) can only have a max of say 4-5 turrets and bombs in play at once. These bombs and turrets also have long casting and recharge times to keep the game balanced. Their massive damage is offset by the fact that they can also blow away allies. Bombs can be used for scare tactics, like having a stance tank marching into the enemy base with a massive bomb and causing everyone to run like hell. Bombs and Engineers would be a ton of fun to play around with. The unique skills of an engineer would open up a new kind of area based field control element in guild war's already polished battle system.

Engineers throw an element of chance and uncertainty into the battle. In one match, an engineer might bravely dash towards a bomb in order to try and diffuse it and heal the party that is about to be finished off by the blast. In another scenerio, he misses the bomb by one second and it goes off with chain reaction, nuking down him and 2 other party members. Also if you want, you could always throw self combustion on your skill bar and add new meaning to the term "pyrobomb." Engineers are also the only class capable of disarming ranger traps.


THEORETICAL BUILDS:

E/En: Burning Vigor Elementalist

Skills:
Infernal Signet {E}
Mark of Rodgort
Envenerating Charge
"Burn Baby Burn!"
Burning Speed
Immolate
Aura of Restoration

Attributes:
Fire: 15
Air: 9
Awarness: 9
Energy Storage: 9

The Burning Vigor Ele is a build that focuses on keeping the enemy on fire as long as possible in order to maintain the life regen gained by infernal signet. You would first start by setting up aura of restoration and conjure flame. First burning speed to tag the enemy with infernal signet. Make sure burning speed ends with the enemy close to gain the 9 second burning bonus. Use enverating charge to cover up the burning with weakness and then use mark of rodgort. Continue to alternate by casting immolate first then use "burn baby burn!" in order to extend the duration. If a monk is removing conditions, use enervation charge to cover the burning once again. If the burning is removed, the signet will end and you will be back at square one. A fun degen build that lets an ele pull off an extended life transfer.

Last edited by Lordhelmos; Jul 22, 2006 at 07:36 PM // 19:36..
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Old Jun 01, 2006, 11:36 AM // 11:36   #2
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First of all, the bombs are too overpowered. And Guild wars is set a bit in medieval times, so... turrets wont work. Aside from those 2, i think the class is just fine.
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Old Jun 01, 2006, 11:39 AM // 11:39   #3
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That's an interesting concept class, and thought out pretty well. The one thing I don't like is that you have to pick up the bombs and place them again for them to activate. I don't think other players should have the ability to pick up the bombs. They should work like Ritualist Urns, allowing the Engineer to only do the bomb placing, afterall, that's what their profession is.

Then again, if you did that, it would defeat the purpose of having a set number of materials to build bombs out of.

edit: As for medieval times, if the turrets were basic enough, I think that would be okay, Guild Wars does have trebuchets and crossbows. It wouldn't be much of a step to make a siege type crossbow.
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Old Jun 01, 2006, 11:41 AM // 11:41   #4
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I doubt ANet would create a skill that allows people to move 33% faster when skills like sprint only allow the user to run 25% faster. Most of your spells are too low cost and short recharge time. And the damage numbers are very high for the skills.
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Old Jun 01, 2006, 11:44 AM // 11:44   #5
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Quote:
Originally Posted by NinjaKai
I doubt ANet would create a skill that allows people to move 33% faster when skills like sprint only allow the user to run 25% faster. Most of your spells are too low cost and short recharge time. And the damage numbers are very high for the skills.
Yeah I was sketchy on that myself going to edit that one. Just figured the classes needed some speed to get around the map for placing bombs. I think ill axe that skill altogether. Ty for your input.
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Old Jun 01, 2006, 11:52 AM // 11:52   #6
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Quote:
Originally Posted by Lordhelmos
Yeah I was sketchy on that myself going to edit that one. Just figured the classes needed some speed to get around the map for placing bombs. I think ill axe that skill altogether. Ty for your input.
As a note take a look at existing skills which are similar to these in stats and you'll get an idea into what is balanced for this class of yours.
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Old Jun 01, 2006, 11:56 AM // 11:56   #7
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OMG this class reminds me sooooooo much of MacGuyver. What the hell is this engineer class making all these contraptions from? He can't possibly carry all the materials needed for this stuff in addition to his backpack.

The only solution: Create your contraptions from stuff you find on the battlefield! What's that? You only were able to find a stick, two rocks, and some drool from the last monster you killed? No Problem! MacGuyver the Engineer can create a trap that will cripple, bleed, deep wound, and blind all enemies on the radar!

I like this class. It just seems funny to me.
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Old Jun 01, 2006, 11:58 AM // 11:58   #8
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Quote:
Originally Posted by Spoony
First of all, the bombs are too overpowered. And Guild wars is set a bit in medieval times, so... turrets wont work. Aside from those 2, i think the class is just fine.
As on this one I did alot of thinking about the damage of the bombs. To think about it, the bombs have a cast time of usually 4-5 seconds. Thats about as long as a meteor shower that hits an AOE for up to 300 dmg + KD. Now you have to think that armor also defends against some of the bomb damage so a armored tank would only take about 60% of that damage. The bombs also hit allies as well and require them to be set. Bombs can also be interrupted while being casted. With high cast time, only being able to make a limited amount and relying on others to help you plant them, I dont think the bombs are to unfair at all.

I did also think about having allies being able to place the bombs. It would be too hard to play an engineer and set bombs by yourself when each one is a 4-5 second cast time. By having other players hold bombs theres an element of teamwork involved and you can make 2 bombs away from the fight zone, give one to a tank and use them both to bottle neck enemies in a narrow hall by placing one on each side. Coordinating your bombs with other players adds to the teamwork that is the heart of guildwars. You need to cooperate with your team in order to work out your strategy. There are no stand alone classes that can function on their own, so I made this one the same way. Think of the splinter mines from the Elona's mission.

Also with the turrents they are all pretty much medieval in design. The Iron Plated Cannon is almost like a much weaker stationary Luxon Seige Turtle. Also stronger turrets have higher cost in materials meaning that you wont be able to make as many bombs with those kinds of contraptions set on the field. When I thought of turrets I was think of them shoddy and wooden in design, higher level ones steel with cranking gears. It's not like something off unreal tournament with laser sights and mechanical robo noises.

I do appreciate the crits tho. It always helps.
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Old Jun 01, 2006, 12:01 PM // 12:01   #9
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Quote:
Originally Posted by ShadowStorm
OMG this class reminds me sooooooo much of MacGuyver. What the hell is this engineer class making all these contraptions from? He can't possibly carry all the materials needed for this stuff in addition to his backpack.

The only solution: Create your contraptions from stuff you find on the battlefield! What's that? You only were able to find a stick, two rocks, and some drool from the last monster you killed? No Problem! MacGuyver the Engineer can create a trap that will cripple, bleed, deep wound, and blind all enemies on the radar!

I like this class. It just seems funny to me.
LoL its Guild Wars! Master togo magically makes a 6 foot staff vanish into midair while he rubs his chin, Scorpions shoot arrows out of their tails, Rangers make a drago's flatbow magically disappear while they bust out their cheerleader moves. Hahaha... I don't think spawning turrets and bombs would be too out of the ordinary
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Old Jun 01, 2006, 12:18 PM // 12:18   #10
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It wouldn't work with the guild wars theme. I really don't want to see guns and bombs placed in guild wars. Bombbs might work but defenatly not turrets.

This looks over powered. Has tons of massive AoE. It increases speed, deals AoE damage(bombs), buffs armor, heals, places turrets, evades and blocks, and deals high non-AoE damage. It can do about every thing. I'm afraid this would be quite over powered. Maybe if it did a little less. Take away some of the abilities such as healing, armor buffs, evades and blocks, and maybe speed inceases as they don't have anything to do with engineers. For the most part, its a little like a over powered elementalist.

Brother Gilburt
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Old Jun 01, 2006, 12:25 PM // 12:25   #11
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lol, if does happen, guild wars will turn into third person counter-strike xD
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Old Jun 01, 2006, 03:16 PM // 15:16   #12
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.-. old idea, been suggested in like 3-4 seperate threads already. Nicely written though. >.> Better wording than my post too.

Bombs fit in the game!! We have dwarven kegs!

/signed

edit: found my post: http://www.guildwarsguru.com/forum/s...93&postcount=3

Last edited by lyra_song; Jun 01, 2006 at 03:18 PM // 15:18..
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Old Jun 01, 2006, 03:43 PM // 15:43   #13
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turrets can host archers and crossbow inside.
-------------------------------------------------------------------------

Very nice. I think Engineer is a great class, and you put it very nicely, with its own uniquenss. Its almost how I would revise my Engineer to be! I like the Material Idea, and think it is a great way to "cap" Engeineer's power, and seem to be a nicer way of doing it (than mine, that is)

About Machinary... is it something that can be operate by all allies? And can it move or rotate? I would also suggest adding some Defensive things there as well, like a Blastshield or Walls.

For Demolition, could add some Mines in there as well.

I am not too found of the awareness skills. Could change it to Smith attribute, which will support more self or ally buff, with cost of material.

I would even add a attribute of Gunsmanship (or for those who shy away from guns, Crossbowmastery), which allow them to better use a mid-long range weapon for better offensive support. And can also add skills in there that enchance its use, with cost of material. (like Scope, Balancer, Tighten Coil, etc)

Here is my old Engineer if you want to take a read. It share few similarities, but also has few "mistake" in there that might help you to better add on to yours.
http://www.guildwarsguru.com/forum/s...ad.php?t=85424

Overall, very good. I will add yours on to my list of great CC as well. Kudos

Last edited by actionjack; Jun 01, 2006 at 03:45 PM // 15:45..
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Old Jun 01, 2006, 07:14 PM // 19:14   #14
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Lordhelmos, I have to ask, what is/was your mos?
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Old Jun 01, 2006, 07:24 PM // 19:24   #15
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Engineer spike ftw!
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Old Jun 02, 2006, 12:58 AM // 00:58   #16
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I think this could be a very good idea wiht a little work and testing. I think that when people picture bombs and turrets they think of modern things, and this is probably not the idea, it would be very rustic and explosion wouldn't be very fancy(as mentioned above, somewaht liek dwarven kegs) and the machines would be mostly wooden
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Old Jun 02, 2006, 01:05 AM // 01:05   #17
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Quote:
Originally Posted by BrotherGilburt
It wouldn't work with the guild wars theme. I really don't want to see guns and bombs placed in guild wars. Bombbs might work but defenatly not turrets.

This looks over powered. Has tons of massive AoE. It increases speed, deals AoE damage(bombs), buffs armor, heals, places turrets, evades and blocks, and deals high non-AoE damage. It can do about every thing. I'm afraid this would be quite over powered. Maybe if it did a little less. Take away some of the abilities such as healing, armor buffs, evades and blocks, and maybe speed inceases as they don't have anything to do with engineers. For the most part, its a little like a over powered elementalist.

Brother Gilburt
Guild Wars does have bombs, lots of them . I think you're in the wrong game Gilburt.

-Edit- Actually, now that I think of it, grenades and whatnot are a far stretch from what we currently have. I think the explosives should be more low-tech.

Also, it's a little irrational to create siege weapons with what your carrying around. It'd be like pulling a war hammer out of your pocket. If you want my advice, I think that line should be used to make smaller non-explosive devices.... I can't think of what it could make though...

Last edited by Rikimaru; Jun 02, 2006 at 01:12 AM // 01:12..
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Old Jun 02, 2006, 01:59 AM // 01:59   #18
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Quote:
Originally Posted by BrotherGilburt
It wouldn't work with the guild wars theme. I really don't want to see guns and bombs placed in guild wars. Bombbs might work but defenatly not turrets.

This looks over powered. Has tons of massive AoE. It increases speed, deals AoE damage(bombs), buffs armor, heals, places turrets, evades and blocks, and deals high non-AoE damage. It can do about every thing. I'm afraid this would be quite over powered. Maybe if it did a little less. Take away some of the abilities such as healing, armor buffs, evades and blocks, and maybe speed inceases as they don't have anything to do with engineers. For the most part, its a little like a over powered elementalist.

Brother Gilburt
Take a look at Dwarves... And battle cannon turtles.
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Old Jun 02, 2006, 04:00 AM // 04:00   #19
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It's not like he's asking for guns with 9mm bullets...
Considering Siege Turtles and Powder Kegs this seems appropriate, maybe not in the next chapter though? (African-themed)
I personally like the concept and have tried thinking of ways to do it and you explain it well...
As for complaining about cast/recharge times...he's handing out a concept, not telling Anet how to create skills ready for play, because we all know how Anet makes perfect skills that never need to be nerfed or buffed...
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Old Jun 02, 2006, 05:13 AM // 05:13   #20
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If the biggest complaints are numbers on the skills, he has something here.

I think it's a well-thought out idea, but I can't see it being put into the game. Sounds like a lot of fun to play, though.
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