Short Engi trait improvement

Short Engi trait improvement

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Just had a thought that would help improve traits for engineers and bring the traits in line with the other two adventurer classes. I’m posting these for the Devs not for anyone else for the purpose of showing what is wrong with the engineer class. Particularly in the two damage lines where our mini grey traits (the ones we don’t manually choose) are mostly defensive traits in the explosives line instead of what is typical for the two other adventurer classes. Fixing a couple of these lines would improve damage for engineers considerably. I don’t pvp I only pve but I imagine that the choiced for pvp would improve considerably as well.

Move Juggernaut out of the Firearms line and put it in the Explosives line.

Replace it with a new trait called Sniper. Deal 20% extra damage when the target is below 50% health in the Firearms line.

Move the Autodefense Bomb Dispenser to inventions master level.

Place a new trait in the Firearms line in master levels that gives 2 stacks of might for 20 seconds when switching kits make it a maximum of 20 stacks (since one can get this many easily from elixirs right now from HGH) this would help match the two traits in Thief’s and Ranger’s lines that do the same thing and give engineers a might trait that wouldn’t cost grandmaster or even master cost in points to achieve.

Add a defensive trait that casts Protection on the engineer or causes the engineer’s cloaking device to activate for 5 seconds, when 10% of his hitpoints are taken by 1 attack. To better match the Ranger trait Shared Anguish and/or the Thief’s trait Instinctual Response.

Add an offensive trait in the adept or master lines that gives the engineer the ability to always crit on first attack to better match the Precise Strike.

Change the trait Target the Maimed to do 10% increased damage against foes with a condition rather then just bleeding to better match Exposed Weakness.

Remove the traits Reserve Mines and replace them with something more useful if mines are too difficult to fix in their current state. Something more along the lines of Furious Grip or Hunter’s Tactics (to make an engineer equivolent of Hunter’s Tactics I’d suggest giving engineers a 10% more damage bonus when using a kit).

These changes would balance the adventurer classes because everything that gives a bonus to damage on engineers requires 30 points to achieve while the other adventurer classes received these benefits in their lines for adept and master costs only and help with defensive abilities enjoyed by the other two adventurer classes that get them out of trouble since they wear leather just like the engineer does.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)