So it’s no secret that Engineer is a complex profession. Adding kits made for wide access to lots of powerful skills. A current metabattle build lists 48 steps in the rotation of a perfectly parsed condition engineer. The profession suffers from a high barrier of entry due to this. Part of the problem engineer suffers from that other professions don’t, is that their weapon skills are less desirable than kit skills almost universally. Offhand pistol is used for the burning in condi builds, rifle is used for the jump slam, and shield is used for a blast finisher. In just about every case, you want to rapidly swap kits to blow out all your damage cooldowns with reckless abandon… Because unlike most professions, your spammable attacks are trash rather than sustainable rotation filler. A kitless engineer is a crippled engineer in many respects. Even the absolutely powerful HGH trait usually benefits more from taking along a kit in place of a third elixir. And some kits are not useful entirely on their own. Grenades, Bombs, and Mortar work well, but they all benefit from the Explosives trait line, which almost entirely caters to those three kits instead of being the general damage trait line that it’d be for most professions.
But, those are broad issues. broad issues just tend to wind up causing a thread full of complaints. I’d like a thread where we come up with specific fixes and QoL improvements to one of engineer’s least loved aspects: the main hand pistol.
Keep in mind, the follwing is all napkin math, and doesn’t account for Crit Chance, Crit Damage, Toughness, or a weapon’s Base Damage.
DPS is damage done as if casting the skill back to back with NO cooldown.
TDPS is damage done as if casting the skill back to back with cooldown. (A little improperly calculated now, I realize, as cooldown doesn’t start until the end of cast time. But most skills are pretty snappy, and TDPS isn’t that important to know.)
Engi Pistol
1: 0.4655 P/Sec. 2.66 Bleed Stacks. 0.1596*C+58.520 C/Sec. 0.75 Cast Time. 1.33 Hits/Sec.
2: 0.8888 P/Sec. 8.88 Poisn Stacks. 0.5328*C+297.48 C/Sec. 2.25 Cast Time. 2.22 Hits/Sec.
3: 0.8000 P/Sec. 12.0 Confu Stacks. 0.4200*C+120.00 C/Sec. 0.50 Cast Time. 2.00 Hits/Sec.
4: 1.0000 P/Sec. 15.0 Burny Stacks. 2.3250*C+1972.5 C/Sec. 1.00 Cast Time. 1.00 Hits/Sec.
5: No Damage.
Baseline: 1000 Pow, 0 Condi
1: 465.00 Pow, 58.520 Condi = 523.520 DPS, 1/1. Seconds = 523.520 TDPS
2: 888.80 Pow, 297.48 Condi = 1186.28 DPS, 1/10 Seconds = 118.628 TDPS
3: 800.00 Pow, 120.00 Condi = 920.000 DPS, 1/15 Seconds = 61.3333 TDPS
4: 1000.0 Pow, 1972.5 Condi = 2972.50 DPS, 1/15 Seconds = 198.166 TDPS
Power Only: 1560 Pow, 0 Condi
1: 725.400 Pow, 58.520 Condi = 783.920 DPS, 1/1. Seconds = 783.920 TDPS
2: 1350.97 Pow, 297.48 Condi = 1648.46 DPS, 1/10 Seconds = 164.846 TDPS
3: 1248.00 Pow, 120.00 Condi = 1368.00 DPS, 1/15 Seconds = 91.2000 TDPS
4: 1560.00 Pow, 1972.5 Condi = 3532.50 DPS, 1/15 Seconds = 235.500 TDPS
Condi Only: 1000 Pow, 560 Condi
1: 465.00 Pow, 147.90 Condi = 612.900 DPS, 1/1. Seconds = 612.900 TDPS
2: 888.80 Pow, 595.85 Condi = 1484.65 DPS, 1/10 Seconds = 148.465 TDPS
3: 800.00 Pow, 355.20 Condi = 1155.20 DPS, 1/15 Seconds = 77.0133 TDPS
4: 1000.0 Pow, 3274.5 Condi = 4274.50 DPS, 1/15 Seconds = 284.966 TDPS
Traited Firearms Line (1/1/3) With +Condi Length———
*Easily reaches 100% condi duration on pistol.
*Bonus minimum 100 Condi Damage due to Master Major Trait 1.
1: 0.4655 P/Sec. 5.33 Bleed Stacks. 0.3192*C+117.04 C/Sec. 0.75 Cast Time. 1.33 Hits/Sec.
2: 0.8888 P/Sec. 17.7 Poisn Stacks. 1.0656*C+594.96 C/Sec. 2.25 Cast Time. 2.22 Hits/Sec.
3: 0.8000 P/Sec. 24.0 Confu Stacks. 0.8400*C+240.00 C/Sec. 0.50 Cast Time. 2.00 Hits/Sec.
4: 1.0000 P/Sec. 30.0 Burny Stacks. 4.6500*C+3945.0 C/Sec. 1.00 Cast Time. 1.00 Hits/Sec.
5: No Damage.
Baseline: 1000 Pow, 100 Condi
1: 465.00 Pow, 148.96 Condi = 613.960 DPS, 1/1. Seconds = 613.960 TDPS
2: 888.80 Pow, 701.52 Condi = 1590.32 DPS, 1/10 Seconds = 159.320 TDPS
3: 800.00 Pow, 324.00 Condi = 1124.00 DPS, 1/15 Seconds = 74.9334 TDPS
4: 1000.0 Pow, 4410.0 Condi = 5410.00 DPS, 1/15 Seconds = 360.667 TDPS
Power Only: 1560 Pow, 100 Condi
1: 725.400 Pow, 148.96 Condi = 874.360 DPS, 1/1. Seconds = 874.360 TDPS
2: 1350.97 Pow, 701.52 Condi = 2052.49 DPS, 1/10 Seconds = 205.249 TDPS
3: 1248.00 Pow, 324.00 Condi = 1572.00 DPS, 1/15 Seconds = 104.800 TDPS
4: 1560.00 Pow, 4410.0 Condi = 5970.00 DPS, 1/15 Seconds = 398.000 TDPS
Condi Only: 1000 Pow, 660 Condi
1: 465.00 Pow, 327.71 Condi = 792.712 DPS, 1/1. Seconds = 792.712 TDPS
2: 888.80 Pow, 1298.3 Condi = 2187.06 DPS, 1/10 Seconds = 218.706 TDPS
3: 800.00 Pow, 794.40 Condi = 1594.40 DPS, 1/15 Seconds = 106.293 TDPS
4: 1000.0 Pow, 7014.0 Condi = 8014.00 DPS, 1/15 Seconds = 534.267 TDPS
Some conclusions I’ve drawn…
1. Pistol 1 is pretty bad as a condi attack, and marginal at best as a power attack. (Not really an earth-shattering observation.)
Unfortunately though, Pistol 1 is less than the sum of its parts, and suffers from all the changes than have happened to GW2 over its lifetime. For example, pistol can no longer be traited to pierce targets. But pistol was balanced around that a long time ago, before Traits 2.0. So now Pistol 1 and 2 are adversely affected by the loss of that trait in a multi-target environment. Especially Pistol 2, which has a wild spread that makes it unreliable compared to Fan of Fire or Poison Volley.
2. In most situations, (due to Pistol 1’s small AoE) Engi Pistol 1 is worse than Thief Pistol 1 in every aspect. (Which also needs some love.)
Pistol 1’s AoE is tiny, so it often hits just one target, and without weapon swapping, Pistol Engineers are rather disadvantaged in single-target fights. This is because everything is weighted towards a proper AoE, but only had it’s full effect on one target. The bleed doesn’t hit all in the AoE, and the size of the AoE makes even slightly spread out targets difficult to hit.
3. The rest of Engi Pistol is fun and awesome, even with the occasional frustration with random spread on Pistol 2.
Engineer pistol is really a fun visual grab-bag of effects. And it does something that no other weapon does: Spam a wide smattering of conditions. It’s like having Quip at level 1, seriously… It’s chaotic and silly, but fits perfectly with the engineer theme… It’s just a shame that Pistol 1 is so underwhelming.
4. Engi Pistol is a melee weapon than can do chip damage at range.
Pistol 2 and 4 incentivize being super-close to a target. Despite being 900 range for 1-3, Pistol is best used at melee range. The two attacks that can effectively be used at 900 range are the two lowest damage attacks. I believe it needs to be recognized and embraced as a shorter range weapon.
Potential Pistol 1 Fixes to incentivize condition damage.
A: Make the Bleed apply in the AoE: AoE Bleed was removed during a time when Pistol could be traited for Piercing, allowing it to AoE around every target it passed through, getting mad value in tightly packed groups. Which was AWESOME! But also kinda broken. Pistol 1 got nerfed to kitten as a result so that the pierce could stay a trait. Now with Traits 2.0, pierce is gone, and Pistol 1 could apply bleed in an AoE again without giving hordes of enemies nightmares.
B: Make the Bleed 3 seconds by default: Condition damage requires a lot of investment to make work. The pistol trait is a great start to that though. But at best, that gives us 4 seconds of bleed on a hit. You know what that is? Thief pistol’s base effect, with slightly less power contribution. And thief pistol 1 is generally regarded as kitten. 3 seconds still makes it weaker than thief pistol 1 to compensate for the AoE… But full condition duration would give us something better than thief pistol 1. It’d give us 956.565 DPS for pistol 1 in Condi gear, compared to 948.84 DPS in Power gear, allowing it to be better in a condition build, which is the intent behind pistol’s design.
C: Alternatively – Retool Pistol 1 to be modeled after Ele’s Stone Shards: Low power coefficient, higher bleed potential. Pistol is meant as a multiple condition damage weapon, able to apply 3-4 conditions simultaneously in an area. Pistol 1 is the only attack that does not embrace that right now. And it’s easily seen as Thief Pistol 1’s inferior in every way. Making it more condition focused instead of a clunky hybrid power/condi attack will distinguish it from Thief’s pistol 1 further than its tiny AoE. If it’s made more condition-focused, it’ll gel better with it’s fellow weapon skills, and help keep a wide pool of damage conditions on a target simultaneously.
D: Traits Serrated Steel and Incendiary Powder: Right now, these both increase Bleeding and Burning durations by 33%. Currently, these are actually very detrimental to Pistol 1 and 4, because the commonly used +40% Condition Duration food buff sees much less effect on those two conditions, but is still needed to make the poison and confusion conditions threatening. But we’ve seen bonuses to the damage conditions deal, such as guardian’s bonus burning damage. So why not here? Say +30% Bleeding damage, and +15% burning damage as just a quick estimate. 15% burn damage is working very well for the guardian, and 30% bleeding damage shouldn’t be OP because let’s face it, bleeding damage is entirely insignificant.
Possible buffs to Pistol 2
A: Give it piercing. The other spread attacks (Fan of Fire, Poison Volley, Splitblade) can all be given piercing, and it’s a fantastic boon. Pistol 2 would still be inconsistent, but at least it’d be able to AoE a bit more consistently.
Or…
Take away Pistol 1’s AoE, and shorten Pistol 2’s Poison duration. AND MAKE THEM BOUNCE.
(edited by Wasdclick.1764)