(edited by Nightmare.1234)
Major proffession changes and overhauls
ENGINEER
(skills)
~improve pistol AA damage by a small amount
~redo pistol skill 4 and 5 allowing it take advantage of piecing shot trait and pistol distance. make skill 4 a rapid fire with flame bullets with 5x hit and 1 sec burning per hit. make skill 5 a sticky bullet causing 1 sec immobilise and 3 sec cripple.
(utility’s)
~Bomb kit and grenade kit needs reworking as they are used in wrong way promoting run in circles and spam all skills that aren’t on cd. id suggest quick fix of just increase the skill activation timers but up the damage. so bombs take longer to plant meaning you stop running for longer increase their fuse time by half a sec but increase damage output x2.(this will allow people time to get out the way and limit spamming) just add a min target distance of 300 to grenades and also small damage boost.
~big ol bomb and grenade barrage increase damage but increase cd of skills by 10 secs
~Turrets reduce all turret base health by 50% giving the engi a better reason to place turrets at a distance and spread out more.
~fix elixir gun skills that are counted as elixir benefit from the elixir traits.
(traits)
~auto defence bomb needs cd reduced to 20 seconds to make it grandmaster worthy
~napalm specialist needs changing to what guard as burning does 33% more damage because burn durations are useless for pvp and wvw as the condition don’t stack and with certain runes and sigils you can get near 50% duration anyway plus with ppl able condition remove so fast it pointless as a grandmaster.
~fortified turrets need to have longer shield duration of 10secs but not a reflective one just absorb projectiles.
~Gadgeteer grandmaster trait needs boost to boon durations to promote people to use gadgets more in builds
THIEF
(skills)
~ heart seeker needs be made 4 initiative use
~Cluster bomb needs to be split into two attacks first stage 2 initiative second stage the blast finisher costing 4 points increase damage on the blast damage stage
~ cloak and dagger needs reduced stealth to 2 secs
(Utility’s)
the community as been saying this for ages revamp traps
~ needle trap square box on ground works like ones in fractals trap lasts for 15 secs (half its cd) triggers when someone steps in zone causes 1 sec immobilise and 3 stacks of bleed for 2 seconds
~shadow trap create a line trap on ground that when target walks through gains 10 secs of revealed and 10 stacks of vulnerability 40 second cd with trap lasting 20 secs
~ tripwire creates line trap on ground cause 1 second of knock down when triggered lasts 15 secs 30 sec cd
~ambush creates square trap on ground when triggered removes up to 3 boons and grants them to thief trap lasts 20 secs skill cd 40 secs
(traits)
~last refuge remove the stealth just leave the blind field with a bigger radius
~ shadow rejuvenation make it apply 2 seconds regeneration boon every 1 second of stealth instead of its normal heal ( this will allow boon stripping fields to negate the healing
~ shadow protector change the granted boon to 2 seconds of protection
~Assassin’s Equilibrium just grant them something like 3 seconds of fury as well as their stability.
RANGERS
(skills)
~the patch seems to have fixed most major skill issues but I think rangers still need their pets sorting out, I know AI cant really be fixed but at least when stowing pet not allow pet to comeback out even when I combat unless you click unstow
(utility’s)
~traps again don’t feel special need to have a duration of 10 seconds lasting once placed where they trigger effects on contact per person for each second they in the trap.
(traits)
~ read the wind is still not grandmaster worthy give rangers a 10% critical chance increase as well
~ eagle eye should also improve short bow range as well
(edited by Nightmare.1234)
saved for light proffessions