(edited by Rezzet.3614)
Engineer Suggestions
My main is an engineer, so I will put my comments:
Agreed on furnigate (elixir gun #3) should remove at least one condition from engineer. Currently engineer really lacks ways to remove conditions, unless you take cleaning formula 409 (20 level master level trait) and elixirs. Users medkit and healing turret are left with less options to remove conditions. Medkit skill #4, drop antidote, removes just 1 condition, despite the tool says that is removes conditions (plural). Drop antidote is pretty much useless if you are immobilized as you it doesn’t self-consume it until you move over it.
What I would like to add: elixir gun #2 (elixir F) is a very quirky slow-traveling projectile. Even if the enemy is moving away from you in straight line and not dodging, it misses 80% of the time, making it a very bad skill to slow down anything. The projectile speed should be increased. Currently elixir gun #1 is weak when it comes to damage, maybe slightly increase its direct damage.
Increasing the radius of ALL grenade skills to 200 would make the kit too powerful. But grenade skill #3 (flash grenade) does so little damage it could increased to 200 radius. Same of grenade skill #5 (poison grenade) could also be buffed to 200 radius, as it has so long cooldown (25 second).
I think the arch of the grenades is fine. I find their slow speed and lack of damage from grenade skill #1, being the biggest problem. Grenades are extremely easy to dodge from long distance. Basically you can only hit immobile targets from >900 range. In fact grenades are most powerful at very close range (closer than melee range). The 1500 range (with grenadier grandmaster) trait is more or less theoretical, except underwater where grenades really shine. This is true despite the short fuse trait is still bugged underwater: short fuse should reduce the cooldown of all explosive skills by 20%, but it doesn’t do anything underwater, which is a real pity.
If you a fully specced grenadier, you don’t want to use the harpoon gun underwater, as its auto attack has so slow firing rate (1 s), except for harpoon gun #3 (retreating grapple), which is very useful as you can use it as an interrupt as well. Harpoon gun #5 (net wall) has way too long cooldown (25 s), does no damage and misses almost all the time (no effect at all). I agree that the harpoon gun projectiles travel kitten slow and are extremely easy to avoid even without any dodging.
Slick shoes and rocket shoes are fine, except:
rocket shoes still don’t work underwater and inflicts self knockdown (thus rifle #4, overcharged shot is better choice, half the cooldown)
slick shoes has 60 s cooldown, which is a bit too long. Many other engineer utility skills suffer from the same problem. I think those engineer utility skills which have 60 s cooldown, should be reduced to 45 s. They are still less powerful utilities than e.g. the mesmer has (portal, veil).