Talk:Tool belt
Just be careful not to hold Alt when switching to set 4... «KIrnpt» 07:40, 20 May 2011 (UTC)
- So engineers got tool belt instead of weapon sets. I guess that's some variety there... 62.197.173.242 08:02, 20 May 2011 (UTC)
I updated the Eat Owl Egg and Pain Transference skills but I don't know how to fix the icons for this page. I know that on pages the images link directly to the image file so a single image can be reused but here the images link to a page instead of the image file so I need someone smarter who knows what they are doing. I just couldn't figure out the skill icon template, Sorry and Thank you. -- Fey 11:41, 10 August 2012 (UTC)
- I wish I could have unlocked more of the racial tool belt skills yesterday or viewed them with out unlocking but I don't know of away.-- Fey 11:43, 10 August 2012 (UTC)
Just to point out[edit]
This interview mentions that players can equip kits (in that case, the Mink Kit) to their Tool Belt, so I believe the Tool Belt skills are not limited to 4 and not limited to what you have equipped in the skill bar. Wrong assumption ? -Alarielle- 09:32, 20 May 2011 (UTC)
- Yes and No. The skills on the tool belt change depending on what you have equipped on the skill bar. You don't actually equip kits onto your tool belt, rather, you get an ability that is related to the kit that you have on your skill bar. So for the mine kit, you will always have the skill detonate mines available to you. You wont have that skill if mine kit is not on your skill bar. --Xu Davella 11:15, 20 May 2011 (UTC)
- What if I don't equip a kit on a utility slot? Will it result in a blank slot correspondingly in the tool belt? Glastium | talk 16:26, 21 May 2011 (UTC)
- I would guess so. Zolann The Irreverent 16:54, 21 May 2011 (UTC)
- As the Tool Belt is the profession-specific unique mechanic for the Engineer, it is likely that there are default tool belt skills when not having any kits active due to, as pointed out, it being empty and useless without kits slotted. - Infinite - talk 17:37, 21 May 2011 (UTC)
- I understood that each skill has a corresponding tool belt ability. for example, all turrets has a self destruct ability on the tool belt. User:Sreuiajur
- As the Tool Belt is the profession-specific unique mechanic for the Engineer, it is likely that there are default tool belt skills when not having any kits active due to, as pointed out, it being empty and useless without kits slotted. - Infinite - talk 17:37, 21 May 2011 (UTC)
- I would guess so. Zolann The Irreverent 16:54, 21 May 2011 (UTC)
- What if I don't equip a kit on a utility slot? Will it result in a blank slot correspondingly in the tool belt? Glastium | talk 16:26, 21 May 2011 (UTC)
Racial skills[edit]
So the engineer's special "above the bar" mechanic seems to be his tool belt, which gives an extra skill for each slot from 6-9. Those slots, however, can be occupied by racial skills. Will the tool belt accommodate racial skills, or is an engineer essentially giving up an extra skill in order to bring one? --72.194.109.166 00:25, 29 June 2011 (UTC)
- Well, the Tool Belt allows the engineer to work with their utilities more... And they already stated that the choice to bring a racial skill over a profession skill usually is a bad idea, as the profession counterparts will nearly always be better. I'm sure they'd do something to compensate for putting racial skills in there, like making an additional skill for when racial skills are in the slot... good question though o.o ~~ Kiomadoushi 00:32, 29 June 2011 (UTC)
- Auto-edit (i think) has added racials with tool belt skills. Anyone knows if these are reserved for engineers or not?--Xhosant 19:16, 7 August 2012 (UTC)
- Edit: No, they are reserved for engineers it seems. Shame, was a good way to balance racials, bonus utility exchanged for weakness.--Xhosant 19:26, 7 August 2012 (UTC)
- The tool belt in whole is an engineer-specific mechanic. Obviously only engineers can use the tool belt skills of racial skills. —Dr Ishmael 19:29, 7 August 2012 (UTC)
- Missing tool belt skills for racial skills. I don't have high level engineer, so I can't edit them in 62.78.199.224 17:28, 5 July 2015 (UTC)
more?[edit]
will there be more skills that affect the toolbelt, or only these? 99.110.77.19 14:29, 8 August 2011 (UTC)
- There should be at least one skill for Flamethrower, and possibly more for all weapon and backpack kits like for Elixir Gun and Tool Kit. Mediggo 15:33, 8 August 2011 (UTC)
- There was talk on guildwars2guru that rocket boots and slick shoes have a tool belt skill that grants swiftness or something. do we have any official word about that? because if that is true, then the tool belt would be a lot more interesting.Headache 20:44, 3 September 2011 (UTC)
- There would have to be more skills, no? I mean it doesn't seem like good design to have some utility skills boosted, but not others. It seems strange that you could make an engineer skill bar which doesn't make any use of the tool belt at all while another build might have a tool belt skill for every utility skill you have. This feature is probably going to get some major reworkings before we see the finished product.199.245.34.11 09:07, 5 September 2011 (UTC)
- There's also the Tool Kit, which is supposed to improve utility skills like turrets. Mediggo 10:31, 5 September 2011 (UTC)
- I think Anet said (when introducing the Engi) that there is one tool belt skill for every kit (including the flamethrower, though it wasn't in the demo), and since there's one for at least one turret, we can assume there's one for the other turrets too (otherwise you don't have a self-heal when you bring the healing turret, which is quite a disadvantage, since even the med kit comes with its self-heal). From there… it would make sense that you have a full tool belt no matter what your healing and utilities are. But that means Anet probably still has to create all those other skills. -Alarielle- 12:03, 5 September 2011 (UTC)
- That's what I was thinking as well. But a tool belt skill for every single utility and healing skill... that's going to take some doing. I do like the fact that it essentially gives you more skill slots to mess around with. I always love looking for good skill combos and builds.199.245.34.11 12:40, 5 September 2011 (UTC)
- I think Anet said (when introducing the Engi) that there is one tool belt skill for every kit (including the flamethrower, though it wasn't in the demo), and since there's one for at least one turret, we can assume there's one for the other turrets too (otherwise you don't have a self-heal when you bring the healing turret, which is quite a disadvantage, since even the med kit comes with its self-heal). From there… it would make sense that you have a full tool belt no matter what your healing and utilities are. But that means Anet probably still has to create all those other skills. -Alarielle- 12:03, 5 September 2011 (UTC)
- There's also the Tool Kit, which is supposed to improve utility skills like turrets. Mediggo 10:31, 5 September 2011 (UTC)
- There would have to be more skills, no? I mean it doesn't seem like good design to have some utility skills boosted, but not others. It seems strange that you could make an engineer skill bar which doesn't make any use of the tool belt at all while another build might have a tool belt skill for every utility skill you have. This feature is probably going to get some major reworkings before we see the finished product.199.245.34.11 09:07, 5 September 2011 (UTC)
- There was talk on guildwars2guru that rocket boots and slick shoes have a tool belt skill that grants swiftness or something. do we have any official word about that? because if that is true, then the tool belt would be a lot more interesting.Headache 20:44, 3 September 2011 (UTC)
(Reset indent) Not if you look at it like this: F1 is a tool belt skill (not in the skillbar but above it) that is tied to the healing slot in your skillbar, F2 is tied to the first utility skill, F3 to the second utility etc. Essentially you'd have 4 extra skills which depend on which healing and utility skills you'd be using. But in this sort of setup you have to have one tool belt skill for each utility and each healing skill, as has been stated before. 199.245.34.11 13:08, 5 September 2011 (UTC)
Gathering more skills[edit]
I don't know, where to get the icons, but i spotted another tool belt skill:
Elixir S -> Tool belt: Throw an Elixir for AoE invisibility --The preceding unsigned comment was added by 79.217.162.38 (talk).
Racial elite skills and updated levels[edit]
There are currently no listed toolbelt skills for racial elite skills. Additionally, the notes on when slots are unlocked doesn't say when F5 is unlocked-I think it's at the same level as when you get the elite, but I'm not sure. --69.42.245.23 05:38, 10 March 2017 (UTC)