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Kosus
04-24-2010, 02:27 AM
Love the idea of The Mechanic, but it still seems very similar to other types of rogues. While running around goofing off, I've noticed the various types of alarm trigger objects out in the world. I'm not sure of how hard it would be to implement something like this, but a granted ability to "sabotage" enviromental objects like this would add a lot of flavor to mechanics. Something above and beyond typical traps, that would really require the focus of someone specialized in highly complex devices.

One other idea. Some sort of return on the repair skill, when using the granted warforged HoT. This would encourage mechanics to keep the skill high (possibly even use +skill items)imo, and allow more use of clever enviromental clues like the damaged warforged in Haywire. Possibly even optional enviromental objects that require
high repair numbers. (Something like a damaged construct that could be activated to assist.)

Just a few ideas, heres hoping whatever changes are coming will brighten the role up some =)

Zachski
04-24-2010, 02:28 AM
You mean... turn the traps against the enemies?

That sounds rather brilliant, actually.

Jay203
04-24-2010, 02:34 AM
You mean... turn the traps against the enemies?

That sounds rather brilliant, actually.

i think we already do that without the mechanic ability :D:D:D:D:D:D

Zachski
04-24-2010, 03:13 AM
i think we already do that without the mechanic ability :D:D:D:D:D:D

More explicitly I mean :P

Kosus
05-01-2010, 05:13 PM
Guess I should have been alittle more specific. Iwas talking about things like the warning gongs (which could be rigged to fall and crush someone hitting them), or the crystal stands in Gwylans Stand being rigged to overcharge and blow up when someone attempts to trigger them.