Engineer Suggestions

Engineer Suggestions

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

now this are my opinions in some things i’d like buffed or changed or removed .

Elixir Gun

the Elixir Labaled skills should proc Elixir traits such as HGH or the increased duration effects

Fumigate the #3 skill should affect the caster as well

tranquilizer dart #1 skill should have faster attack rate and/or 8-10s bleed as it is a weapon focused on condition damage and only has two conditions to apply Poison and Bleed.

Throw Mine

I’d like this replaced for a kit where #1 skill would be the current mine we normally drop and the other 4 keys would be non knock down mines and instead of detonating them make them work like the med kit and remain placed enabling to drop some more mines however capped to maybe 8 mines at a time

Rocket Boots

i’d like this to work as a sigil and grant engineer 15-20% movement speed while inactive

Grenade Kit

better arcing so grenades can actually be thrown over borders.

i’d appreciate it if all grenades had 200 radius

Slick Shoes

maybe make them leave a Trail of oil behind the player instead of just knocking down those who make contact with the engineer like the Elixir Gun’s kit refinement proc.

Turrets

wont really ask for much so i guess give turrets 30% damage reduct and free up the trait slot.

Mortar

great concept of a weapon however nearly useless as even elevation takes away its range i think it needs a 30-50% direct damage increase or Crit chance (1 of them as it would be overpowering having both) and 1800 range now before anyone yells at me Turrets Do Not get bonus damage from the player nor his/her gear they neither proc critical hits .

Bomb Kit

Smoke Bomb’s duration increase

Elixir U

make the tool belt effects bubble effects AKA AoE circle

i’d like it to stop failing randomly as well

Harpoon Gun

attacks need to be faster as even crippled or chilled targets can still swim away from the darn torpedoes.

next i ll look into traits

so what do ya guys think?

(edited by Rezzet.3614)

Engineer Suggestions

in Suggestions

Posted by: Deniara Devious.3948

Deniara Devious.3948

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).

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]