Feb 21, 2009, 01:27 AM // 01:27
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#21
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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I said that Crossbows would be replaced! Does anyone actually read thoroughly?
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Feb 22, 2009, 02:02 PM // 14:02
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#22
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Wilds Pathfinder
Join Date: Sep 2006
Location: Pie-land
Guild: Warlords Of The Underworld [WoTU]
Profession: Mo/
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Please look at the PvP aspect.
Skills that fully replenishes your health are.... come on! plus your idea of flipping an enemy into an ally... seriously...
plus, i don't see how this profession can synergise with the other professions.
what type of role does it have in a team? no snares, no buffs, no team skills...
on the topic of the weapons, yes guns would be seriously weird in GW... there are no records of equipment in GW that use gunpowder, aside from the powder kegs. things like wands and staffs and other equipment you used as an analogy are magically operated and their projectiles are magical. a gun would travel rediculously fast, making instant interrupting and spike damage, making it imba in PvP (catching ranger spikes are through watching the bow direction, with the flight time of the arrows allowing time to prot the target).
crossbows, yes more suitable for GW but again boast a superior fire power than bows. consider the damage and flight time. and again, how does a crossbow synergise with the engineer's other attributes? how can they use a crossbow with robotics or biology?
please think.
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Feb 22, 2009, 02:38 PM // 14:38
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#23
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Ascalonian Squire
Join Date: Feb 2009
Location: Beavercreek, OH
Guild: Offhand Heroes
Profession: R/Mo
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This class can be saved yet! While I love the idea of robotics and guns (In general, not in GW), perhaps you should take a more medieval approach to the class. For example:
Engineer
Brilliant and resourceful. The Engineer builds bombs, dispensers, and catapults to aid allies in combat.
Creativity: Each point of Creativity increases the maximum health off your creations. Many skills, especially those involving building machines and skills to aid your allies, become more effective with higher Creativity.
Dagger Mastery: Dagger Mastery increases the damage you do with daggers and your chance to inflict a critical hit when using a dagger. Many skills, especially dagger attack skills, become more effective with higher Dagger Mastery.
Mechanisms: No inherent effect. Many skills, especially those involving laying traps and creating damage, become more effective with higher Mechanisms.
Biology: No inherent effect. Many skills, especially those involving aiding your allies, become more effective with higher Biology.
I replaced Crossbows with a single Dagger. Why? Because a crossbow would indicate a more offensive class, which this isn't. Example Skills:
Build Trebuchet
Engineer, Creativity
Energy: 25 - Cast: 30 - Cool-down: 180
Construction. Build a trebuchet at your location. Every 5 seconds, the trebuchet launches a boulder at target foe dealing 10...50...75 damage and knocking down all foes adjacent to your target. This creation falls apart after 60 seconds.
Sever Tendon
Engineer, Dagger Mastery
Energy: 5 - Cast: N/A - Cool-down: 15
Dagger attack. Inflicts crippled condition for 3...8...10 seconds. This attack only hits for 5...10...15 damage.
Bomb Snare
Engineer, Mechanisms
Energy: 10 - Cast: 2 - Cool-down: 60
Trap. (90 seconds.) Affects nearby foes. Deals 10...15...20 fire damage knocks down all nearby foes. Easily interrupted.
Create Target
Engineer, Biology
Energy: 15 - Cast: 10 - Cool-down: 120
Construction. Creates a target at your location with 100...300...480 health and 60...70...80 base armor. This creation falls apart after 60 seconds.
Meh. I still don't like it but only because it doesn't fit too well in a party. I like the idea and it seems like something from another game, but I just can't see it in Guild Wars.
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Feb 24, 2009, 12:34 PM // 12:34
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#24
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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But what about Crossbows! Wouldn't having crossbows be better?
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Feb 24, 2009, 01:48 PM // 13:48
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#25
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Academy Page
Join Date: Apr 2008
Location: England
Guild: Eternal Night Vanguard[TEN]
Profession: Mo/
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guild wars isnt set before guns, its not a part of history as its not real, good idea, but i dont think that the closest you will get to engineer is asura:/
plus wouldnt an engineer use like fire and maybe a hammer;o?
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Feb 24, 2009, 01:56 PM // 13:56
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#26
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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I find that crossbows would be practical than guns/hammer/fire.
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Feb 24, 2009, 02:13 PM // 14:13
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#27
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Krytan Explorer
Join Date: Jan 2009
Location: I'm from Singapore but i live in Shanghai ATM
Guild: Order of [Thay]
Profession: N/
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i was thinking of changing the "enginner" name to "asuran". and the building a robot skill could be a skill suggestion for the new asuran class in GW2.
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Feb 24, 2009, 11:03 PM // 23:03
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#28
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Ascalonian Squire
Join Date: Feb 2009
Location: Beavercreek, OH
Guild: Offhand Heroes
Profession: R/Mo
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Crossbows would be cool, yes. It's more of a balance issue though. If you'd like to use ranged you could always go En/R. A dagger just seems more practical for such a class, especially since the heavy ranged damage would come from something like a catapult.
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Mar 03, 2009, 05:48 PM // 17:48
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#29
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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Or maybe even a slingshot or a yo-yo
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Mar 03, 2009, 09:21 PM // 21:21
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#30
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Ascalonian Squire
Join Date: Jan 2007
Location: Kansas USA
Guild: The Makavelli Lords [TML]
Profession: A/
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Quote:
Originally Posted by infamous16
warhammer online?
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My thought too, been playing WHO?
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Mar 03, 2009, 10:06 PM // 22:06
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#31
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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The only MMorpg's that I have played are Kalonline, runescape and diablo.
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Mar 04, 2009, 08:25 AM // 08:25
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#32
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Ascalonian Squire
Join Date: Jun 2008
Profession: Rt/N
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Quote:
The only MMorpg's that I have played are Kalonline, runescape and diablo.
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Go be fat somewhere else.
B2T: Why you, people, think that only Asura can be engineers in GW world ? They has early manapunk civizliation, so magi would be more useful for them in tough times (like GW2 story)... And I would be pretty happy to see some new human's non-magic techonologies. Clockpunk setting would be most fitting here, IMHO.
Last edited by Society; Mar 05, 2009 at 05:35 AM // 05:35..
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Mar 04, 2009, 03:24 PM // 15:24
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#33
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Lion's Arch Merchant
Join Date: Dec 2008
Location: Between J&K spending time at the spacebar
Guild: Insert here
Profession: A/D
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Quote:
Originally Posted by Society
Go be fat somewhere else.
BtT: Why you thing that only Asura can be engineer in GW world ? They has early manapunk civizliation, so mages would be more useful for them in tough times (like GW2)... And I would be pretty happy to see new humans non-magic techonologies. Clockpunk setting would be most fitting here, IMHO.
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Society, I don't know what you are trying to say...
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Mar 05, 2009, 05:33 AM // 05:33
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#34
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Ascalonian Squire
Join Date: Jun 2008
Profession: Rt/N
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Oh, really... Now better ?
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Mar 05, 2009, 06:16 AM // 06:16
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#35
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Like someone said, Engineer = Asuran.
Probable new add-ons:
EMP discharge: Disables all air elementalist skills in the area for 10-15 seconds. Recharge time: 60 seconds.
Weatherman (elite): Reduces damage from all elemental based attacks or spells by 50% for the next 10 seconds. Recharge time: 20 seconds.
Bloodlust: Enchance other ally and two 3 allies adjacent to this ally (except yourself) to do 25% more damage for the next 5 seconds. Recharge: 20 seconds. Can be used on minions or pets.
Magnifying Glass (elite): Obtain status information (HP, energy, exhaustion, conditions, hexes) of target foe. Allows better planning for next series of counterattacks or attacks. Recharge time: 60 seconds.
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Apr 03, 2009, 07:47 AM // 07:47
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#36
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Academy Page
Join Date: Feb 2009
Location: Irontoe's Lair
Guild: [JAGG]
Profession: R/A
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Quote:
Originally Posted by Daft Shifty
ugh, people seem to forget GW is set before guns, sniper rifles, and sharks with mounted laser beams
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But I need my Crossbows to have Frickin Laser Beams!
Seriously though, this class is a good idea, but just not for GW2. It doesn't fit the lore of the game and would just be, well out of place.
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Apr 03, 2009, 09:18 PM // 21:18
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#37
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Wilds Pathfinder
Join Date: Apr 2007
Location: IN my pocket plane. Obviously!
Guild: Little Tom's Pocket Plane [THom]
Profession: Me/Mo
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GEEZ what's all the hate for firearms, we're not thinking about minigun here, we'd probably get musket-like weapon. Or what was the name, arquebus? If that would be implemented in a future GW2 upgrade, human technology might have evolved. And that means potential powder-power
And why would they no be a team class? From the look of it, they look like Ritualist (a support class, remember) with weapon skill. ALso, the 1dagger idea sound cool, or maybe 1hand hammers.
Quote:
Originally Posted by mage767
Like someone said, Engineer = Asuran.
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Is it????
Let's look at it :
Asuran : Golem (magical engineering), energy technobable (magical engineering), Sorrow's Furnace style... ok that's technological engineering, but in Dwarf hands, I am getting a feeling OOla got a dwarven lab or it is old technology for them. SUMMARY : asura = magical technology
Second most obvious : HUman : they have stable cities (compare to Norn or what we have seen of charrs), relatively peaceful zones (or they still have in GW1 time). THey don't have to fight for their lives. In guess some high-society people would have time to study and do something else than farming, like inventing simple machines. I remember ascalonians had trebuchet, that means they have some building skills beyond houses.
They could be "mechanical" engineers.
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Apr 07, 2009, 06:20 PM // 18:20
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#38
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Wilds Pathfinder
Join Date: Feb 2009
Location: Guild Hall
Profession: R/
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Change the weapon and some of the skills. Except for some of those skills, the idea is nice!
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Apr 09, 2009, 01:43 AM // 01:43
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#39
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Gun...you'd think that would mean professions wouldn't require to have any attributes to go along with it.
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