(PvX)Engi) A look at the other elixirs
Elixir R
This skill used to be great, it would break stun and give you the endurance to instantly dodge to avoid any further damage but that all changed when people started to use toss elixir R which put this skill into the op state and brought on the nerf hammer.
1. With a small cast time and no stun breaker the potential chances at any clutch plays goes out the window.
2. The toss ability is all this skill is used for and as a whole dosent apply that much to Elixir based builds.
Suggested fix
1. remove the cast time.
This could potentially be powerful with current meta builds but would allow for more clutch plays in a pvp environment
2. also applys 10 seconds of vigor.
Would give Elixir based builds more survive ability and add more focus to a defensive style of elixir build.
Toss Elixir U is a fantastic skill and fits perfectly with the concept of team support engineers.
Elixir X
Sometimes its good sometimes its bad and 90% of the time its never as good as supply drop.
1. RNG makes this elite skill to risky to be used any where near as effective as Supply drop
2. we need to get away from this other class crap
Suggested fixes
1. The engineer grows larger (since we miss that from toss Elixir S) and gains stability, might and fury.
pretty simple change that gives us potentially better Stability upkeep without taking away our weapon and utility skills, which i know alot of engineers would like.
2. One form that is unique to the engineer.
The engineer becomes a large Elixir Spewing beast, lasts 20 seconds
(names of skills are open to change)
Skills
1. swing swing swing (its an auto)
2. Acid spew. Infected area deals damage and applying vulnrability for 5 seconds, 10 sec cd
3. Toxic vomit. Infected area randomly applys poison, confusion, weakness, cripple for 5 seconds. 10 sec cd
4. Healing vomit. Infected area heals ally’s and removes 1 condition per pulse for 5 seconds 20 second cd
5. Detonate. depending on how much time is left in Elixir X form will have different out comes, and prematurely ends elixir X form
5.1. 15+ seconds left, 1000 radius enemys get 5 seconds of burning, knocked back and random conditions. ally’s get a large heal, 2 conditions removed and random boons
5.2 5+ seconds 400 radius, enemys get 2 seconds of burning and random conditions, ally’s get a small heal and random boon
5.3 0+ seconds, 200 radius, random assortment of boons and conditions.
Anyway tell me what you think maybe add a different suggestion and i think it would be fun to try theory craft some builds based on some of my suggestions, also we would most likely never see changes like these because elixir builds are fine and other things are much more important but i was just thinking about it and had nothing better to do so i hope yas like it.
Reserved to talk about some traits
For Elixir C, in my opinion, one way they could make it more appealing is to remove the cast time from it. That way, it would be good as a soft Stun-Breaker, dealing with Fear and the control Condis, as well as making sure you don’t melt from condi burst in the time it takes for you to drink the elixir. It would still be a worse Contemplation of Purity, but it would make it a contender for a slot in non elixir-builds, and help Engies somewhat with their condi issues. You also still wouldn’t be able to guarantee what boons you get, but it would be nice to deal with a Necro dumping condis on you, be it through their burst, your burst, or corrupting your boons.
In my opinion, R has taken quite a few really severe nerfs, making it really worthless as it currently is. ANet needs to either revert the CD change on the toss, since it’s not a guaranteed rez, or make R instant cast. I don’t know what much more could be done to R to improve it without making it almost a must have again, although I always prefer S.
With U, I wish they had gotten rid of Frenzy instead of Quickening Zephyr, because the receiving extra damage, on the builds that would most benefit from Quickness, kills the elixir more than not being able to heal does, because a lot of times, U would be used when first engaging a target, when you shouldn’t need to heal. Haste isn’t as bad as Frenzy, because the Engie has traits that benefit from not having full endurance, and Engies have ways to easily get endurance back once Haste ends.
Elixir X is getting closer to being decent, considering it can be traited down to an 84s CD. One of the best ways to buff it would be to buff Rampage and Tornado, because those skills are seen as lacking by their respective professions. I do like your first suggestion for changing Elixir X, but they would have to increase the CD to compensate. I would rather get away from transforms in general, because losing weapon skills and utilities is extremely detrimental for Engies. The one issue with your first proposed change to X is that it could make decap Engies much stronger than they already are, because giving them any length of Stability that’s easily accessible and letting them keep their skills could make them nigh impossible to get off a point. Also, your first proposed change to X makes it extremely similar to Rampage as One, except without the Swiftness.
These are my thoughts on both the underused elixirs, and on your proposed changes to some of them. Feel free to tell me that my ideas are stupid and that I should uninstall, or whatever sort of response you have to them.
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