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Originally Posted by actionjack
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 |
Ty for the input, I did alot of thinking on a crossbow type of weapon for the engineer to use but I came to the conclusions that basically all ranged attacks in the game pretty much are governed by rangers. Adding a crossbow or gun catergory would simply impede on marksmanship. Theres not many categories in the game dealing with range that bows don't cover. Rangers can deal any conditions or interrupt with their bow from longbow range. However I can see how a gun or crossbow might be different in a sense that the arrows fly straight at the enemy instead of lobbing like ranger shots. Also guns and crossbows would hit significantly faster and I think that would throw the balance off the game. "Why use a bow and pump marksmanship when you can use a gun that hits instantly?" Was what I was thinking.
At the end I concluded that the engineer should use a melee weapon because as an engineer you would be spending alot of your time in hot combat zones running and planting bombs as well as building contraptions in key spots. Also the engineer can use their tool weapons to scrap armor and weaken enemies. I gave the engineer a higher AL and added the awarness line because I believe an engineer would need a solid set of defensive skills that allows them to survive while building devices. The turrents and bombs take a long time to make so in my opinion the power of their defensive stances is offset by the idle time it takes them to make a bomb or turret.
Also as for the physics of the turrets and devices, yes the turrets can be used by allies. I would imagine you could click them and man them. They wouldnt be too big and you would be able to swivel them. However I thought of an interesting on how this might work. I will revise the first post with this idea.
Ty again for more input on the idea.

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)
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