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5* Gremlin Wrench

8 replies [Last post]
Sat, 02/02/2013 - 18:33
Terra-Necro's picture
Terra-Necro

Just liked to toss this into the forums and see what comes of it.

I've always enjoyed fooling around with the wrench wand, and I was wondering if others would agree that there should be a 5* for it. After all, it is based on the gremlins (part of the main storyline for the game).

Feel free to hate/love this idea.

*tosses hugs at everyone*

~Kiryufazer

Sat, 02/02/2013 - 19:17
#1
Juances's picture
Juances

The weapon is cool and all but outclassed by pretty much every other sword in the game.
It has a standard combo and the charge throws a miserable projectile.

Before upgrading it, find a purpose. Think of some cool attack or anything to make it more appealing.

Sat, 02/02/2013 - 19:19
#2
Skyguarder's picture
Skyguarder
Proceeding the explosion...

Uhhh, no.

Give that to the gremlins.

Sat, 02/02/2013 - 22:24
#3
Qwez's picture
Qwez
Charge attacks?

1a) A piercing, ball projectile that pushes enemies randomly to the left and right (or exclusively left/right).

1b) Shoot 3-5 energy bolts while the arm is extended with a predetermined spread pattern, which cause the enemies to randomly get pushed left and right (or exclusively left/right).

2) Pelts the immediate front area of the player with falling 2* charge attacks from the ceiling, like falling stars. These projectiles do not cause any knockback, unable to pass through a wall.

3) A somewhat slowly moving cloud of poison about 3-4 knights in diameter, that causes slight damage and no interrupt. This would take longer to charge though.

Intended function:
#1 open a path. #2 crowd damage attack. #3 is to be the opposite of a gremlin healer, poison those enemies.

Personal opinion:
#1a is like the Winmillion charge... I'm personally leaning towards the #1b charge, because it gives the player some forgiveness of aiming that the 2* doesn't give. #1 overall keeps closer to the current 2* charge than the rest of 'em.
#2 is kind of weird to me to create falling energy bolts from above.
#3 I'm always up for some weapon that causes good poison, but this seems to mix the Plague Needle, and Venom Veiler (causes guaranteed poison at a distance)

@Juances
That pitiful projectile can move enemies to the left. Why to the left? Everything you own is in a box to the left (is my explanation). I dare thee to face a leaping zombie with the charge attack, it actually works.

Sun, 02/03/2013 - 11:48
#4
Thinslayer's picture
Thinslayer
Suddenly, a wild idea appears!

The wrench wand charge creates a large damage field (like mender healing field) that deals constant damage to any enemy staying in it and heals any NPC standing in the same field. It also energizes friendly mecha knights and turrets for free.

Sun, 02/03/2013 - 12:42
#5
Magnicth's picture
Magnicth
Personally, I see alot of

Personally, I see alot of potential in the wrench wand. I think it could have multiple status branch lines, and the charge could fire out projectiles like that of the mecha knights, and then leave a bubble of pain that damages enemies as they pass through it, like Thinslayer suggested. It could be a very interesting and strategic alternative to the brandishes as an elemental sword. I really do think it needs an upgrade to 5 star. It's just that cool.

~Magnicth

Sun, 02/03/2013 - 20:31
#6
The-Rawrcake's picture
The-Rawrcake
+1 And I also like

+1

And I also like Thinslayer's idea of the mender field.

Except, when the charge attack creates a mender-like field, I think it should do something healer-like, cure any statuses for example.

Sun, 02/03/2013 - 20:58
#7
Hexzyle's picture
Hexzyle
If the charge attack were to

If the charge attack were to do any sort of status curing or energizing knights for free, its main attack would have to be very weak, or just leave it at 2-4 star. The utility would encourage players to bring it despite the low damage.

Mon, 02/04/2013 - 12:08
#8
Thinslayer's picture
Thinslayer
What Hexzyle said

Leave the wrench wand at 2* only and:
1) give it a damage field
2) that energizes mecha knights and turrets for free
3) and cures statuses.

If we give it any healing properties, then health is subtracted from the wielder and given to the target at a rate of 1/2 heart per use (charge only). I don't think it ought to heal, however.

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