Engineer/pvp suggestions

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

[i]Engineer[i/]
*Down state
*Grapple line: has now been replaced with booby trap and has a 10 second cool
down.
*Throw junk: Will now apply 2 seconds of chill and bleeding.
*Booby trap: Has been replace with elixir R(3 second duration).
*Turrets
*Pick up turret: Picking up a turret will allow it to be redeployed without cool down
but the health will not regen when picked up. A destroyed turret will also go on full
cool down before being usable again.
*Metal Plating: This trait now reduces the damage dealt to turrets by 60%
*Rifle Turret: Increase damage by 100%.
*Missile turret: Explosive rockets now has area of effect knock down of 240 radius
*thumper turret: This turrets “thump” skill is now unblockable and activates
without enemies being in range.
*Net turret: Increase the rate of fire by 50%.
*Flame turret: Does 6 second burning instead of 2.
*Healing turret: cleansing burst is now its passive ability that replaces the
regen passive and the burst healing is now an activated skill that is on a
20 second cool down. this should make condition removal possible with a full
turret build engineer.
*Mortar turret: This elite should now auto attack any one skill you manually
adjust it to when the turret is not in use by anyone. Mortar turret can now
be redeployed but goes on a 2 minute cool down if destroyed.
*Device kits
*Medkit: The “drop antidote” skill now removes all conditions and is now on a
12 second cool down. “Drop bandages” healing has been increased by 50%.
*Shrapnel grenade: This skill should now work under water.
*Weapon kits
*Super elixir: corrected an issue where the impact heal was also the pulse heal
*Acid jump: radius has increased from 180 to 240 to make the skill useful as a
offensive as well as defensive.
*Flame Blast: Corrected an issue that made flame blast obstructed if used
Immediately after air blast. Blast damage is increased by 50%.
*Thwack: the damage has increased by 50%.
*Pry bar: Causes 3 seconds of daze instead of confusion.
*Power wrench: this trait now quadruples the heal of the turret with smack and
throw wrench.
*Gadgets
*Super speed: duration has increased by 100%
*Oil slick: This skill should now break stun.
*Throw mine: damage increased by 100% and does a 400 blowout instead of
knock back(similar to big ole bomb).
*Personal battering ram: Reduce cool down from 45 seconds to 15 seconds.
*Launch personal battering ram: Reduce cool down from 25 to 20.
*Utility goggles: Removed immunity to blindness and is now replaced with
seeing an enemy in stealth for 10 seconds.
*Elixirs
*Elixir C: reduced cool down from 40 to 12 seconds.
*Elixir H: Reduce cool down from 25 to 18 and grants you protection, swiftness,
regen.
*Elixir X: Fully heals you.
*Elixir R: Should only revive allies.
[i]PvP[i/]
*Area of effect: Power/condition Damage will be divided equally by the number
of players within the effect. (Npc’s are excluded).
*Revive utilities: All instant revive abilities now gradually revive(Similar
to elixir R).

I know I ask for a lot on my wishlist guys but I would really love this to happen as my Christmas gift. I’ve put much thought into my suggestions and I would love to have some versatility on my engineer. but as far as I’m concerned, bombs and grenades are the only utilities that work. I would even play another class and find all the bugs and solutions to optimize all of its abilities if you found the above to be helpful.

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

Idk why but I followed the the textile examples on the gw2 faq page and yet my stars still don’t turn into bullets…. but ya I tried.

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

Also forgot to include.

  • Break stun: Any utility only skills that break stun will also grant 3 seconds of stability when activated.(this excludes weapon stun breaks)

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Posted by: kagemitsu.3657

kagemitsu.3657

ITT: totally unrealistic expectations.

(class stronger than mine) is OP. (my class) is underpowered. (classes I beat easily) are fine.

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Posted by: Recently.1043

Recently.1043

A wall of buffs.

Good thing you aren’t part of Anet. This is not how one balances a game.

Call me when this game gets fixed…. if it ever does….

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Posted by: Rika.7249

Rika.7249

Holy smokescreen, what have you been smoking?

3 seconds daze on pry bar?
15 sec cooldown on battering ram?
Stealth-vision stunbreaker?

This is all very very unrealistic.

The only notably realistic / should be thing you have listed is picking up turrets.
But your suggestion is horrible.
Half the cooldown if you pick up your turret should be the case, not that whack.
And the downed state? Lol.
Increased thwack damage? Wow.

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Posted by: kimosabe.3452

kimosabe.3452

Only thing I like from this list is the antidote change, except it should be on a 20 sec cd if it scrubs all conditions. Everything is kinda whacky and unrealistic. Also why would you want to change toss elixir R to exclude the engineer? They already increased the CD and its actually pretty easily countered.

sn: Shhh don’t tell people about super elixir your gonna spoil the fun

King of Da Trill-Engineer-http://i48.tinypic.com/29z9d0z.jpg
how i feel about mesmers…http://i45.tinypic.com/260pv7r.jpg

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

It may seem unrealistic but you have to compare all utilities to the bombs and grenades. in the turrets current state, NO one uses them because you cant roam with them and they are horrible for point defense. Not to mention they dont remove conditions either. Medkit removing all conditions would be legit also because rangers pets can passively pull all conditions every TEN seconds just by using his pet and then he swaps the pet so it never dies from damage. wrench is a horrible weapon to use up close because you have no chance to actually auto attack an opponent if you have to be squish to make it crit for at least 3k and believe me when i say you can pull of 3k with bombs and grenades easily without being very glass cannon. oh and to justify battering ram is to compare it to other utilities that do way more damage that a ram with 180 range and a 45 sec cd. throw mine is also the worse skill known to gw2. no one will use it up close. if you compare our damage to the other medium armor classes it really isnt that unrealistic if you consider the fact that thieves crit for 6k easily and has great survivability with stealth.

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Posted by: Seether.7285

Seether.7285

I think a better change to the wrench would be to make it a small AE cone like most melee attacks instead of a single target hit.

Turrets definitely need an overhaul. As do pretty much all the gadgets.

Please don’t change #2 downstate, ours is very good as is and provides utility in several ways.

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

Down state for engineer is horrible. #2 is single target and provides no aoe damage. Atleast when a thief goes stealth, you would have the ae from #3 to help you live a second longer. If you were to have a downstate duel with all classes current down state abilities, Engineers would lose to all of them. Mist form recovers 75% okittenr down health, warriors…. enough said, rangers have their pets and a aoe daze, thieves can telaport as far away as possible to maintain distance and necromancer have this power well they place below you that pretty much ends you in down state.

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Posted by: Soryuju.8164

Soryuju.8164

Just going to say, your downed state changes make the Engi’s downed state almost identical to the Guardian’s in terms of mechanics, but far, far more effective. Wrath, the Guardian’s 1-skill in the downed state, is next to useless, doing minor damage without any bonus effect – I’d trade it for stacking bleeds and chills any day. Booby Trap, on a damage-specced Engineer, will crit for 3k AoE damage (much, much more than Wave of Light), it has a larger knockback than WoL, and it’s a Blast finisher. Symbol of Judgment and Throw Elixir R would basically be the same thing, so there’s nothing there to balance your proposed Engi downed state with the Guardian’s current one.

In general, I agree with others in this thread that a lot of these changes are overtuned. The bug fixes sound fine, of course, and I do agree that turrets could use some help, but the amount of help suggested here is excessive. As things stand, Engi is a class with a high skill ceiling. These changes would instantly demote it to the new FOTM build, since it would have absurd levels of easily-accessible control, cleansing, and damage.

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

I guess they could reduce the damage of the booby trap but the purpose of it is to have an aoe knock back. Engineers are already FOTM, have you not seen how much heals I could pull off in a paid tourney? I can 3v1 people using elixir guns new 30heals every 20 seconds. As for the other utilities, none of them are good as bombs and grenade because I can hit for 10k just by using 2 skills on with the grenades. any good engie knows exactly how to do it. if that seems excessive then perhaps they could do some minor changes to the damage out but no utility will be useful in a paid group if you don’t have aoe damage and distance.

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Posted by: Seether.7285

Seether.7285

Down state for engineer is horrible. #2 is single target and provides no aoe damage. Atleast when a thief goes stealth, you would have the ae from #3 to help you live a second longer. If you were to have a downstate duel with all classes current down state abilities, Engineers would lose to all of them. Mist form recovers 75% of ur down health, warriors…. enough said, rangers have their pets and a aoe daze, thieves can telaport as far away as possible to maintain distance and necromancer have this power well they place below you that pretty much ends you in down state.

It isn’t horrible. You can still hit thieves with your ability in stealth, you just need to do it immediately when they go into stealth. It can stop other allies from getting stomped, it also can punish teams who are leaving you to bleed out. Let them run a bit away from you then pull them back. It is pretty much universally recognized that the ele downstate is now far too strong and the push should be more towards downstates like the engi rather than the current version of the ele.

I would go as far to say that the engi is probably the most balanced downstate and should be the model for other downstates. A single target interrupt on #2 and an ae interrupt on #3.

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Posted by: evilapprentice.6379

evilapprentice.6379

Most of your suggestions sound insane. That’s not be insulting, they just do. I don’t know engineer well enough to comment on specifics, but in general – if the class needed as many ridiculous buffs as you’ve suggested (50-100% damage boosts on multiple abilities, 60-75% CD reduction on multiple abilities, targeted KD turned AoE, 50% faster skill activations, damaging conditions turned into control effects) then it would have to be in an uplayable state right now. Not hard, not underpowered, literally unplayable – a free kill. Seeing as engineers are not currently in that state, alot of your desires just come off as ludicrous.

Could be that there are some good suggestions in the Wall of Buffs, but like I said, I don’t know Engi well enough to comment on that.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

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Posted by: Seether.7285

Seether.7285

While I don’t agree with all of his proposed changes, drastic changes are needed to many abilities to make them viable and the same can be said for many classes.
The fact is, outside of kits and elixir r/s almost all of the engineer utilities remain untouched and that what the OP is trying to address.

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

I guess it seems op to people but perhaps i’ve been playing this game too much. Am I the only engie who knows how to make my grenade kit deal 10k damage with 2 skills? any other engies know how to do this? but I digress, I was only attempting to make the other skills of SOME use in paids but if that sounds outrageous, you havent been hit by a 10k barrage grenade hit yet…. before they nerfed the grenades, i use to do 12k dmg with 2 skills in 1 second. Seether! if your the one I know, you should get on gw2 so I can share the build with ya

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Posted by: Soryuju.8164

Soryuju.8164

10k damage with Grenades isn’t that unusual for a damage spec…I don’t know why you’re treating it like it’s a big secret. Max the Explosives line, take Grenadier, grab Explosive Powder, spec some in Arms, use some sort of damage boosting runes, and take Elixir B in your utilities for the Might and Fury. Grenade Barrage can hit for around 7k if you’re lucky, and a triple hit/crit with your other grenades can provide the other 3k. It’s not always easy to pull off in the middle of battle, but it’s not some super-secret technique that only elite engineers know. I used it for a while before deciding that Bombs and Elixirs were more efficient for my role in PvP. As you’ve mentioned previously, the 3k crit bomb autoattacks and 4-6k crit Big Ol’ Bombs are devastating and, in my opinion, much less awkward to use.

I admit that I’m a little confused about your posts, though – you’re claiming that Bombs and Grenades are the only viable specs, but you’ve stated in this very thread that the Elixir Gun support build is also absurdly powerful. Also, the Tool Kit was recently buffed, and many Engis are taking advantage of the 3 second block and 1200 range pull it now sports. Most point holder/tank Engis also make heavy use of Elixirs and the various CC utilities available. I do agree that Engi needs some help – Flamethrower could still use some tweaking, I already agreed that Turrets need some boosts, and some individual utilities could use some small buffs, but the scale you’re recommending buffs on is way out of line with what the class actually needs. Most classes only have 1-2 viable specs – Engis aren’t alone in this. That doesn’t mean the skills that aren’t being used need 50-75% cooldown reductions and other massive power boosts.

Think about other specs that aren’t popular in paids – what if I were to, say, reduce the cooldowns of Guardian Spirit Weapons by 50-75% without nerfing them in other ways? Or to increase their swing rate, like you suggested with some of the turrets’ firing rates? I imagine you want to be dealing with Spirit Hammer knockbacks every second or two (BWE3, anyone?) about as much as I want to be dealing with the Net Turret’s immobilizes every 5 seconds (3 second immobilizes every 5 seconds, before condition duration buffs, and in addition to traits like Knee Shot? No thanks).

More builds do need to be brought into the meta, and buffing underused skills is a good way to do that, absolutely. I favor Anet’s philosophy of buffing them gradually, though, because even though it may be frustratingly slow, it has a smaller chance of creating new monsters that will terrorize the game until the next monthly update.

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

umm, no sir, that is not how you do the 10k damage. the only elixir you have is R. you’re other utilities…. I would love to tell you the others but i cant afford another 10% Nerf on my grenades. Its approximately 10k damage in ONE second. and its only one skill from the grenade kit with no buffs or conditions on the enemy except the vulnerability from the explosion. Oh and there is no points in arms. that’s a waste of 10 points and good power damage.

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Posted by: Soryuju.8164

Soryuju.8164

umm, no sir, that is not how you do the 10k damage. the only elixir you have is R. you’re other utilities…. I would love to tell you the others but i cant afford another 10% Nerf on my grenades. Its approximately 10k damage in ONE second. and its only one skill from the grenade kit with no buffs or conditions on the enemy except the vulnerability from the explosion. Oh and there is no points in arms. that’s a waste of 10 points and good power damage.

If there are other ways, that’s fine too, but the way I described is also 10k in about one second (the time it takes to Barrage+autoattack). I also don’t understand what you mean by a waste of good power damage, since the build I’m referring to has 3404 base attack (and, like the build you referred to, is not a glass cannon), and the only way to boost it higher would be using different runes than I used to use with it. But, I’m not here to argue about the Engi’s damage, because that’s completely irrelevant to your topic. I still can’t agree that the Engineer needs anything close to the buffs you’ve listed in order to be effective. They’re already a class in a relatively good state of balance when compared to many others, and many of the changes you’ve suggested, such as the various turret and cleansing changes, would detract from the class’s high skill ceiling. That was what I was referring to earlier when they said they’d be the new FOTM class, much in the way that people complain about Backstab Thieves, bunker Guardians, etc. being powerful without requiring much skill to play. I don’t personally want to see the Engi become that, and I don’t think most other Engineer players do, either.

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Posted by: aydenunited.5729

aydenunited.5729

umm, no sir, that is not how you do the 10k damage. the only elixir you have is R. you’re other utilities…. I would love to tell you the others but i cant afford another 10% Nerf on my grenades. Its approximately 10k damage in ONE second. and its only one skill from the grenade kit with no buffs or conditions on the enemy except the vulnerability from the explosion. Oh and there is no points in arms. that’s a waste of 10 points and good power damage.

If there are other ways, that’s fine too, but the way I described is also 10k in about one second (the time it takes to Barrage+autoattack). I also don’t understand what you mean by a waste of good power damage, since the build I’m referring to has 3404 base attack (and, like the build you referred to, is not a glass cannon), and the only way to boost it higher would be using different runes than I used to use with it. But, I’m not here to argue about the Engi’s damage, because that’s completely irrelevant to your topic. I still can’t agree that the Engineer needs anything close to the buffs you’ve listed in order to be effective. They’re already a class in a relatively good state of balance when compared to many others, and many of the changes you’ve suggested, such as the various turret and cleansing changes, would detract from the class’s high skill ceiling. That was what I was referring to earlier when they said they’d be the new FOTM class, much in the way that people complain about Backstab Thieves, bunker Guardians, etc. being powerful without requiring much skill to play. I don’t personally want to see the Engi become that, and I don’t think most other Engineer players do, either.

Coming from an Engineer, reading the completely over the top OP wishlist in the original post, his pretentious reluctance to give info on his spec in the name of “something getting nerfed” as if Anet were dwelling on his every word, and the final nail in the coffin being that he thinks grenades are the best spec for PvP, I would take anything this guy says with a grain of salt.

Jumzi (Ranger), Tarnished Coast

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Posted by: kimosabe.3452

kimosabe.3452

umm, no sir, that is not how you do the 10k damage. the only elixir you have is R. you’re other utilities…. I would love to tell you the others but i cant afford another 10% Nerf on my grenades. Its approximately 10k damage in ONE second. and its only one skill from the grenade kit with no buffs or conditions on the enemy except the vulnerability from the explosion. Oh and there is no points in arms. that’s a waste of 10 points and good power damage.

I dont know what kind of grenade build you’re running but hair trigger is a must in mine, and im not really afraid to share it its 30/10/0/10/20.
I use rifle/grenade/bomb/elixir R, divinity runes and knight amulet with zerk gem. Its a decent crit based build with infinite vigor/swift. It is possible to get really high barrage crits but you have to be right on the target. Though

King of Da Trill-Engineer-http://i48.tinypic.com/29z9d0z.jpg
how i feel about mesmers…http://i45.tinypic.com/260pv7r.jpg

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Posted by: kimosabe.3452

kimosabe.3452

Oh and there is no points in arms. that’s a waste of 10 points and good power damage.

I dont know what kind of grenade build you’re running but the hair trigger trait is a must in my build. The 2 seconds off net shot and more importantly the 3 sec off OP shot makes a huge difference in setting up grenade combos.

And im not really afraid to share my build (theres no point in not disclosing it) 30/10/0/10/20.
I use rifle/medkit/grenade/bomb/elixir R, divinity runes and knight amulet with zerk gem. Its a decent crit based build with infinite vigor/swift. It is possible to get really high barrage crits but you have to be right on the target.

So please share what you guys run, my build might need improvements :P

King of Da Trill-Engineer-http://i48.tinypic.com/29z9d0z.jpg
how i feel about mesmers…http://i45.tinypic.com/260pv7r.jpg

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

Kimosabe, if you add me, I will show you what the dmg looks like if you want to. but i have no points in arms. its only 1 skill. barrage grenade. and it does 10k dmg in 1 sec.. no crit

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Posted by: Beonebee.7385

Beonebee.7385

I run a 0/0/30/20/20 rifle bunker build with tool kit, elixir gun, and elixir r. I have no problems with any classes though it is difficult to take down support eles and bunker guards alone. This build has regen up about 80% of the time and tons of protection. Let me know if you want more info.

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Posted by: Rika.7249

Rika.7249

I like how this guy acts like he knows the overpowered exploit, and ANet are acting like FBI, closely watching his every word in this thread, waiting for him to accidentally spill the secret.

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Posted by: aydenunited.5729

aydenunited.5729

I run a 0/0/30/20/20 rifle bunker build with tool kit, elixir gun, and elixir r. I have no problems with any classes though it is difficult to take down support eles and bunker guards alone. This build has regen up about 80% of the time and tons of protection. Let me know if you want more info.

I was running that build for a while…it’s basically impossible to die 1v1, I just couldn’t take any other defensive oriented build. Of course I was also running it with pistol/shield, so it was a bit more defensive, so that might be why the damage output was so terrible. Still, it’s a fun build to run because it also offers a lot of support to teammates in a group, as well as bunkering, as well as having the potential to be highly mobile depending on if you run with medikit or speedykits trait.

Jumzi (Ranger), Tarnished Coast

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

I like how this guy acts like he knows the overpowered exploit, and ANet are acting like FBI, closely watching his every word in this thread, waiting for him to accidentally spill the secret.

This guy knows all the engineer exploits. Perhaps you didn’t check the amount of hours I’ve spent on this game. 1100/1200 hours played on engie, I assure you I know all the exploits and every build on this class. If my words and my rank 40 aren’t truthful enough for you then you can add me and I will give you visual proof =] I know what Anets focus is in this game and its to feed the casuals. Casuals are the reason why things become imbalanced because they think everything is overpowered until they finally understand how to play.