Sorry. I need to rant a bit. I’ll keep it nice if I can.
Elixir H: Randomness isn’t good! The two other healing skills are great! The turret heals and regenerates the party. The kit gives you speed buffs and due to the long staying duration of the stuff you place, you can hold a point like a boss! This finds a place in elixir builds, yes. But that doesn’t make it good. It just happens to fit. Make it so you get all three buffs. It’s not overpowered, especially in comparison to some other skills in the game (Save Yourselves anyone?). Or at least let us know which one we’re going to get! Swiftness and regeneration are NOT the same type of boon! They don’t help in the same situation! Regeneration and protection are about staying in the fight. Swiftness is about getting the kitten out of there!
Toss Elixir U: Someone has to explain to me what they where thinking The issue with this skill is that the ideal use for two of random spells is to put it in front of your party, thus blocking stuff. The ideal use for the last one is to put it on your party, and BEFORE a battle. Not during. Allies will be attacking, and the stealth will be off in a fraction of a second. Either remove veil OR add another skill that does this walling effect. All random skills should be able to be used in the same way or else there’s always a 33% chance that the 60 second recharge skill will do nothing when you are using the skill right.
Toss Elixir B: With random effects, all random outcomes must push towards the same goal. Swiftness and retaliation achieve different goals than fury and might. Just make this give fury and might or swiftness and retaliation. Or just make it give one! But we need to know that if we do take a second or two to throw this skill (which misses a lot), that the skill isn’t going to crap out on us and give us an effect that’s useless at that moment.
Utility Goggles: This skill naturally works against itself. Breaking out of stun is something you do in battle. Applying fury and immunity to blindness is something you do just before battle so you can spike. Thus, you kind of have to screw yourself in one way or another.
Shockwave: You’ve got to be kittening kidding me. I don’t get this skill at all. You deal basically no damage to very few people and it’s a 90 second recharge? Honestly…what? My suggestion is to actually make a skill here. It seems like someone forgot to take out the temp skill.
Rocket: Useless. Hardly any damage and a huge recharge. This skill doesn’t have a to be damaging. That’s what the turret is suppose to do. Just make it useful in some way. What is the purpose of the tool belt if the skills in it are so weak in comparison to their main utility counterparts? You mind as well not have a skill there, and if that’s the case, it makes the whole thing that makes the engineer special, worthless.
Elixir X: Random effects are not good. They’re both bunker skills, I get that, but one is CLEARLY better than the other (Tornado). When I’m charging at a zerg in WvW that’s standing on the edge of a cliff, I don’t want to be some giant that only has one knock back skill.
Mortar: My grenades have a longer range than this. Why on earth would I use this over grenades?
Flame Blast: Just made the kitten kitten kitten skill hit the target I’m selecting. I don’t want it to roll through foes. That’s totally useless, counter intuitive and causes this entire kit to be weak. Warriors hit ONE skill to deal 11k damage. Why can’t we have this skill deal 5k damage?
Tool Kit: If you’re going to make a melee kit, make a melee kit that can actually hurt people. The utility here is great, but why have an auto attack and Pry Bar if there is literally no reason to use it? No one heals turrets. Why on earth would you do that?
Turrets in General: The way people WANT to use them is completely useless. People want to use these like a base, where you get to a point or something and – holy kitten – it’s an engineer and he’s already set up. The problem is, doing this makes you completely defenseless, strangely enough. An elixir build has stun breakers. Kit builds can take a stun breaker because it has so many extra skills. Why can’t a turret build have some kind of stun breaker? Turrets are such a cool ability, yet trying to utilize them to the fullest is punished =/
My main observation of this class is that there are a lot of skills that seem to be there only for consistency’s sake. Tool Kits auto attack, the turrets tool belt skills and Toss Elixir skills to name a few. That’s not a good idea. Why even have them there? Doesn’t that make us exactly like the other classes? Think about it. If we put a utility skill in and the tool belt skill with it says “This skill does nothing”, do we really have two skills there?
We don’t need to have crazy damage buffs on everything, we just need every skill to be useful for something!
Message me any time in game.