Engineers having more versatility

Engineers having more versatility

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

I’ve been playing Engie since launch. what I mean by that is that my pie chart is 95% Engie game-play that consist of a total of 4000 games played. I’m kind of rebellious when it comes to “the new meta” and I really try my best to make less viable utilities, viable. Of course this either never works or just barely scratches the surface of whats actually viable on a engineer. During my time playing with turrets and gadgets, I’ve noticed some things that I would like to suggest and hopefully others might think about how it might improve versatility and viability on this complex class.

Turrets: I believe this type of utility should be focused more on its over charges and less on its tool belt skills(The surprise shot tool belt skill should be increased from 10 seconds to 15). Because of recent patches, the turrets self destruct and leave it with an awfully long cool down as a consequence. I believe that turrets would be more friendly to other engineers if it had an internal cool down, similar to the “Mine field” tool belt skill. For example, If the rifle turret(which has a 20 second cool down) was placed on the ground and an enemy or its self destruction timer destroys it 20+ seconds later, then the turret should be available for use again after its destruction. However, if the turret is picked up or destroyed intentionally by the placer, then the cool down should be applied as intended.

Gadgets: This utility should be none like the others. This is because gadgets focus less on the utility activation and more on the tool belt activation. Because of this style of game-play, Gadget tool belt skills should all be 10 seconds. This would actually make these interesting and humorous abilities more viable for dps/crowd control, rather than trolling or messing around in a hot join with. Medkit for a fact is the least viable healing skill compared to its other 2 counter parts. This is because the other 2 counter parts, when traited into, Actually have 2 condition removals and much quicker supply of health when in the heat of battle. To compensate for the medkits inferiority, I believe that the “packaged stimulants” trait should allow medkits abilities to not only be thrown, but also to throw 2 of each ability. However, the heals in each individual medkit should be reduced by 30% if this trait is selected. In addition, the packaged stimulant trait should be only accessible in the grandmaster trait line and the “Armor mods” trait can take its place in the master trait line.

I hope this might attract the attention of the other engies and people who are like minded. I am tired of grenades and bombs for the months that I’ve been playing this game. I’m also sick of building other utilities around them too. If all of this sounds too out outrageous then at least take the turret idea of mine, into consideration.

(edited by Xavian Johnson.3428)

Engineers having more versatility

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Posted by: Dirame.8521

Dirame.8521

Ideas I’d like to see;
Packaged Stimulants and Turrets.

Ideas I didn’t like;
Gagdets.

My reasoning;
I agree that these skills need a shorter cooldown but I feel like giving them a 10sec cooldown with all the benefits they have would lead to them being too spammable and considerably OP. The truth is, many people (including myself) have suggested things to improve gadgets and how they function. The idea I liked the most was the one that suggests making gadgets act like the engineers version of signets (because really, it makes perfect sense).

That and a drop in cooldowns would make them slightly more viable but not completely. There still needs to be something that pulls gadgets together to make some cog in a cohesive build (stun breaker for Slick Shoes nudge nudge wink wink).

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

Keep in mind that only the tool belt skills would be 10 seconds and not the utility skill itself. Ya it might seem spammable I suppose. However, take a look at the current meta with hgh condi nades. In all honesty, I’ve seen ppl sit on ledges and spam any grenade throw that’s off cool down to get the 15% bleed proc to stack on top of shrapnel grenade and sigil of earth. Another prime example of how gadgets should work is like the discharge build. That also seems spammable because at any given moment you are going to use surprise shot and throw wrench to get the discharge bolt to burst(especially after over charge shot). O well, if that’s too much then I guess I could settle with slick shoes being a stun breaker…. Seriously, it should be a stun breaker.

Engineers having more versatility

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Posted by: aydenunited.5729

aydenunited.5729

Turrets feel close… some minor changes could bring them into the forefront, and Anet is being very careful, because they are really better than most people think in certain sPvP situations.

Elixirs are obviously ok.

Kits and Gadgets, however, seem to be destined to never have an actual “kit build” or “gadget build”… they feel like they are deliberately designed to bring some random or very specific skill to a set to tweak the way normal Engie builds work. I’m not sure I can see any synergy in a gadget build, and we used to have a kit build before they changed kit refinement, so… obviously Anet doesn’t want us to carry 4 kits into battle. I think gadgets and kits will remain very disjointed, specific sorts of things meant to slot into 1 utility, possibly 2 at most, and never have a specific build based around them anymore.

Just the feeling I get.

Jumzi (Ranger), Tarnished Coast

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Posted by: Super Riceman.8702

Super Riceman.8702

Kits and Gadgets, however, seem to be destined to never have an actual “kit build” or “gadget build”… they feel like they are deliberately designed to bring some random or very specific skill to a set to tweak the way normal Engie builds work. I’m not sure I can see any synergy in a gadget build, and we used to have a kit build before they changed kit refinement, so… obviously Anet doesn’t want us to carry 4 kits into battle. I think gadgets and kits will remain very disjointed, specific sorts of things meant to slot into 1 utility, possibly 2 at most, and never have a specific build based around them anymore.

Just the feeling I get.

I don’t think they don’t dislike a build based on one skill type, the skills are just badly designed and they were against the kind of burst that kit refinement did. They just need to remove the global cooldown and the new kit refinement might be good again.

all kit builds just need 1 stun breaker that way you don’t have to rely on another skill type. (Healing Mist on the Elixir Gun would be a good candidate).

As for Gadgets; they need better stun breakers and condi removal.
Slick shoes could be a stun breaker (justifies cooldown, more options to incorporate gadgets into other builds/ all gadget builds)
It would be nice for Rocket Boots to be a ground target leap (another gap closer besides rifle 5) but all it really needs is the self stun removed.
Personal Battering Ram needs a way shorter cooldown (20 sec maybe) because the effect it has right now doesn’t justify it.
I feel that if Throw Mine and Mine field had their cooldowns slightly lowered they would be at the right place since blast finishers and boon removal are always good.
Elixir R is only 5 sec longer recharge than Utility Goggles so it makes it a harder choice. If Goggles got another unique effect (like seeing stealthed units) it would make gadgets a more attractive option. It also wouldn’t require a nerf to skills that are good.
Not sure if the condi removal should be a trait or tied to a skill.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: Xavian Johnson.3428

Xavian Johnson.3428

Mines use to be good back in the day. There was a point in time where you had 5 mines but then that got nerfed to 1. There was a point in time where the mine field had explosive finishers BUT guess what? that got nerfed to crap too. So now that is useless, kit refinement is useless, power engie is useless just like the rifle. I’d love to make anything but bombs and or grenades work. If some one comes up with a power build that doesn’t involve bomb, grenades, and static discharge then I would love to have your build.