Engineer balance patch changes

Engineer balance patch changes

in Engineer

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

I posted the following in the official feedback thread but i realized that the discussion will be mostly left out so i thought i would bring it to the forum where people are more likely to show interest in the engineer.

First of, let my start by describing the “perfect specialization scenario” from my point of view:
Everytime you pick a trait you are left pondering if you should have chosen another in its place because they are all good picks.
I think it should be a goal to make all traits worth picking but that’s not the case at the moment.

In regard of the engineer changes let me say that the Power Wrench buff was right in place and the same goes for the scrapper changes. However, I feel disappointed about the rest of the Tool Specialization changes as they are not really a big deal. Thermobaric Detonation from the Explosives Specialization was also left out for some reason which is beyond my comprehension.

Thermobaric Detonation is laughable, the 10 seconds cooldown makes this, supposedly grandmaster worthy trait, completely useless. Let’s compare it to thief’s Bounding Dodger just to illustrate how ridiculously bad this skill. Damage numbers taken from http://en.gw2skills.net/editor/

Evasive Powder Keg traited with Thermobaric Detonation and Explosive Powder
- 449 base damage (the 35% bonus included)
- 10 Seconds Cooldown
- Blastfinisher
- 5 Targets 240 range
- 1 Stack of Vulnerability

Bounding Dodger
- 465 base damage
- No Cooldown
- Blastfinisher
- 5 Targets 180 range
- 10% Damage Increase for 4 seconds

I think Evasive Powder Keg is fine as an Adept Minor BUT when looking at this comparison i think it’s obvious that combined with Thermobaric Detonation it is too weak.
I don’t mind an elite grandmaster being stronger but at least make the trait a viable pick, as of now i see it as a pure filler trait which purpose is ranging from minimal to none.
By reducing the internal cooldown of Thermobaric Detonation to 1 or 2 seconds i think it would be good enough to pick as a grandmaster without outshining Bounding Dodger which should be the stronger trait.

I will still never use Takedown Round as the additional damage is minor when it’s blocked by a 10 second cooldown which is way too long for a skill like that to make any impact. Reduce the cooldown to 5 seconds i would consider it.

Adrenal Implant doesn’t feel very “Grandmastery” as it’s the same as constant vigor without the pros and cons coming with a boon. Sure it stacks with vigor but i don’t think a grandmaster is worth rolling around all the time with no additional effect. I was hoping something additional would be added to this trait. Since you didn’t come up with anything I suggest some reward for staying at full endurance which could be:

- Swiftness, 5 seconds at a 5 second interval when at full endurance (which would be a great life quality improvement compared to the current equip/unequip kit every 20 seconds to have constant swiftness from streamlined kits. This would also compliment Takedown Rounds if Streamlined kits were not a must have to get the swiftness).

- Condition removal at a set interval when at full endurance (1 every 10 second like the other classes).

I hope you will take this into consideration for upcoming balance changes.

Engineer balance patch changes

in Engineer

Posted by: warherox.7943

warherox.7943

Evasive Powder Keg just needs to have the internal cooldown removed.

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Engineer balance patch changes

in Engineer

Posted by: gomen.1238

gomen.1238

is Takedown Round bad?

im using this build. focus burst.
http://gw2skills.net/editor/?vdAQFASlcThqrYJWw8KQ+FLTGl4zcABAdcn3/94I8exHA-TlRBABP8AAoU9HAuAA4pDwMlgXp8DA-w

if target use block, target is good. but if target dont use block, die.
just playstale or situation. now is not bad imo.

Engineer balance patch changes

in Engineer

Posted by: hotcarl.8621

hotcarl.8621

Yeah, I also like takedown round, burst potential is well worth using the trait. On a power rifle build with air and/or fire sigils it does enough extra damage to really help burst an enemy down. While it’s true that the rocket can be blocked, I’d rather see the rocket get blocked than a point blank blunderbuss or jump shot.

For me, takedown round does not get blocked very often in any game mode, since the initial attack has to hit in order to proc it (just like air/fire sigils). Thus, if the initial attack is blocked, takedown round will not trigger until your next attack lands. The tracking on it is exceptional as well, it is quite difficult to avoid, even at long distance. (Personally, I think this is where it shines the most, when you are using rifle AA or mortar kit to chase down an enemy that is running away).