Doing the work for you dev's

Doing the work for you dev's

in Engineer

Posted by: Synosius.9876

Synosius.9876

I was (un)happily getting rekt as usual on my engi so I thought Id take a break write down my ideas for what the patch should have been. The internetz hate everything and even I hate suggestion threads but Im doing it anyway…
feel free to rip on my 30m of brainstorming
I tried to use ideas that make the trait lines work together better like regen triggering a condi clear and add in use of the new buffs or debuffs.

Explosives

Evasive Powder Keg – no ICD
Glass Cannon – swapping to Flame Thrower grants 5s of quickness.
Aim-Assisted Rocket – and 4s blindness, 5s ICD
Shaped Charge- also removes boons from enemy 33% chance
Short Fuse – and when using bomb kit gain 250 toughness.
Siege Rounds – increases the velocity and blast radius of mortar rounds
Shrapnel – Explosions have 50% chance to cripple 5s, ICD 10s
Thermobaric Detonation – using dodge as a blast finisher grants 4s super speed.
Explosive Powder – Increases damage from explosions by 25%. turret knock back becomes baseline.

Inventions

Cleansing Synergy – gaining regen triggers a cleaning pulse.
Over shield- 10s ICD when critically hit gain protection 5s and reduce stun duration by 20%
Automated Medical Response – Triggers A.E.D at 25%
Autodefense Bomb Dispenser – is also a smoke field.
Experimental turrets – and when destroyed daze nearby enemies.
Medical Dispersion Field – 15% and no ICD
Bunker Down – and explosions heal for 15% of dmg dealt to enemies.
Advanced Turrets – and reduce turret recharge time by 20%
Sooting Detonation – heals for 500 and grants 2s resistance.

Tools

Optimized Activation – gain 6s vigor when you critally hit 10s ICD.
Excessive Energy – increased damage while under the effects of vigor
Static Discharge – and does additional dmg for every boon on the target
Power Wrench – and when swapping to tool kit, push back near by enemies.
Reactive Lenses – also grants 3s reflect shield.
Streamline kits – special attacks only activate while in combat.
Lock On – and deal 10% more dmg to targets with revealed.
Takedown round – also applies slow condition.
Kinetic Battery – 12s duration, if not used no ICD
Adrenal Implant – dodging also grants 3s regeneration
Gadgeteer – at 5 charges the next gadget used has no CD.

Firearms

Sharp shooter – cause bleed if using a pistol, cause chill if using a rifle
Chemical Rounds – and reduces recharge on pistol skills 20%
Heavy Armor Exploits – attacks that are blocked or do zero dmg apply 10 vulnerability.
High Caliber – increases dmg 20% range 240, 10% 480.
Hematic Focus – striking a foe with bleeding or chill refreshes the duration.
Pinpoint Distribution – gain condition dmg if using a pistol or ferocity if using a rifle.
Skilled Marksman – and increases rifle range by 300.
No Scope – critical hits remove conditions and apply them to your target.
Serrated Steel – enemies cleansing your conditions gain 4s bleeding.
Juggernaut – and while under the effects of stability you cannot be critically hit.
Modified Ammunition – 33% chance to convert boons on target to conditions.
Incendiary Powder – 3 stacks of burning

Alchemy

Hidden Flask – 20s CD
Protection Injection – and gain retaliation if struck while under the effects of protection.
Invigorating Speed – and boon duration increased 20%
Health Insurance – outgoing healing to allies increased 200% while using med kit.
Transmute – and gain 2s resistance
Inversion Enzyme – and swapping to Elixir Gun grants Stone Skin 2s invulnerablity 10s ICD
Self-Regulating Defenses – and refill endurance
Backpack Regenerator – area heal for 500hp and clear 1 condition when swapping into a kit 10s ICD
Alchemical Tinctures – using any elixir removes a condtion
HGH – its pretty good the way it is
Stimulant Supplier – also add 6s vigor and quickness.
Iron Blooded – dmg reduced 5% per boon.

Med kit – bandage self instant cast and breaks stun. med blaster chills enemies. all throw skills are instant cast, drop at the engineers feet with 5s ICD.

Flame Thrower – Detonate Flame blast counts as an explosion. Napalm – Damage nearby foes, 3 stacks of burning 5s duration to foes who pass through 15s CD

Elixir X – something like this idea https://forum-en.gw2archive.eu/forum/professions/engineer/Idea-The-new-Elixer-X-Brain-Power/first#post5321779

Doing the work for you dev's

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Posted by: Nano.3706

Nano.3706

Lol. /15chars

Doing the work for you dev's

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Posted by: Nubu.6148

Nubu.6148

lol even more !

Nubú -Engie -Asura-
BNF-Bitte nicht füttern-
Smallscale <3 !

Doing the work for you dev's

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Posted by: Woobins.1803

Woobins.1803

“Doing the work for you dev’s”

Instead of ‘work’ all I see is someone farting out an opinion.

Anyone can do that, its not as easy as you make it sound to implement them.

Regardless, the biggest gripes I have is I wish the other healing options were more relevant than the HT, but a lot of these sound a little insane ie; Modified ammunition rendering a 3rd of all profs’ possible boons a liability, free AED’s at 25% while still using Healing Turret, Juggernaut granting might, stability AND cannot be critically hit, perma rifle chill, and others don’t make sense (thematically, anyway), like 250 toughness on short fuse.

The more interesting and creative ones though to me admittedly are Heavy Armor Exploits (provided its with an ICD), Pinpoint Distribution, Static Discharge and Adrenal Implant.

I think it would also be prudent to wait for the engineer elite spec reveal to see how it meshes with our current traits.

(edited by Woobins.1803)

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Posted by: Synosius.9876

Synosius.9876

have you fought a D/D ele? theyre mostly unkillable until they use all their cantrips and boons run out. Im guilty of playing around on a mesmer too, when I go to fight a boon spamming ele or warr I cast null field and its more fair contest.

ele doesnt need a nerf theres just very little counter play options available to a very strong build.
automated medical response – dont we want this to work with AED, why not just get right to it. I also meant this an option to self regulating defense auto elixir s, just different.

short fuse – if your using bomb kit chances are you will be in melee range catching a lot of cleave and extra toughness would be helpful. mesmers get 600 toughness while channeling mantras so I dont think its that crazy.

alot of my ideas came from my habit of blasting my water field 3+ times, believing thats a little more skilled than the average engi and such abilities should reward greater results.

anyway, thx for your feed back