Hello,
After doing necro traits in a previous post, i decided to say my ideas for engineer traits.
Explosives-
1. autodefense bomb dispenser- I find the CD on this thing makes it not worth it. I suggest reducing its cooldown by 50%.
2. Acidic Elixers- Increase damage by thowin elixers, have them apply posion and/or weakness.
Inventions-
1. Rifle Barreled turrets – rename to Turret Engineering – has the rifle barreled turrets effects (more damage and range), but it also reduces the cooldown of turrets when picked up by engineers. This adds depth to the gameplay in a few great ways. For one, this makes turrets viable in WvW and dungeons where you are constantly on the move. Engineers will now actually care about their turrets more and will run to pick them up if they start to die. Enemy players may actually have to try to seperate an engineer from his turrets to prevent him from picking them up.
2. Metal Plating- have its current effects, but it also reduces damage to Turrets from AoE skills by another 30% (so turrest get an 80% damage reduction when hit with an AoE in this game. Turrets low health pool and the huge amount of AoEs in the game, this had to be done).
Alchemy
1. Backpack Regenerator – increase the regen by 50%
2. Acidic Coating- change it to any attack that you receive from within a certain range, not just melee attacks.
Gadgets-
1. Adrenal Implant. I had two ideas for this. One would be have its current effect, but also make it so that when the engineer receives a movement skill against them (such as being crippled, chilled, immobilized, etc) they receive 5 stacks of might for 10 seconds. My other idea was having its current effect, but also reduce the duration of all movement impairing conditions by 15%.
2. Armor Mods- reduce the cooldown to 15 seconds. Make it also give you protection for 5 seconds and increase all passive effects from gadgets (well get to that next).
3. Speedy Gadgets- change to Gadget Engineering. Current effect, but now gives a passive effect for every gadget.
A. Throw Mine-You take 10% less damage (20% with armor mods) from blast skills (skills that give a blast finisher). Minefield now cripples foes when they trigger a mine.
B. Slick Shoes- Gain a 15% passive movement speed buff (25% with armor mods).
C. Rocket Boots- Durations of all leap finishers are increased by 10% (15% with armor mods).
D. Personal Battling Ram- All movement impairing effects you apply are increased by 5% (15% with armor mods).
E. Utility Goggles- Increases your precision (goes inline with the current setup for passive buffs). If you have armor mods it increases that amount by another 10%. So since it would be 180 without armor mods, it would now be 198 with armor mods.
4. Packaged Stimulants- This now makes you medkit abilities AoE based when picked up. So when someone picks up a medkit, it not only heals them but allies around them for 50% of the original value (since it scales with your healing). This also increases the radius that they can be picked up (as in you don’t have to go as near to them to pick them up) on top of the original effect of it giving the ability to throw them.
I strongly believe that doing these changes will add a ton of build diversity. It now only preserves the current meta builds of an engineer (that in my opinion is balanced, especially with recent boon interactions), but also adds a lot of other interesting options. Turrets become viable because of their ability to move. Gadgets become viable because of the passive bonuses and good interaction with other skills, armor mods and adrenal become traits that are wanted.