After more than a year spent on my norn engineer i’ve gaethered my ideas and decided to post here what IMHO should be the future changes on this class.
first of all a short analisys of the class :
“Engineers are technological and alchemical masterminds. They employ turrets, grenades, elixirs, a variety of other impressive devices, and concoctions to overcome their enemies. As an adventurer profession, engineers wear medium armor.”
SUGGESTION NUMBER 1: RIFLE
I really like the mobility and control skills of engi’s rifle BUT it has a really weak point: skill 1. why should i be able to hit at 1200 distance piercing targets dealing only 1500 critical damage with 3500 attack and in the meantime a ranger can shot a 3000 damage arrow at 1500 range with same stats? and 3 skills have to be in close/mid range to work properly
My suggestion is: increase rifle damage and shorten the range to 700/800 when traited with rifled turret. it’s a combat shotgun let it be what it really is.
SUGGESTION NUMBER 2: TESLA KIT
Essentially a portable backpack reactor with medium/long range skill:
- Focused Lightning : 1 sec cast high damage attack, single target. 900 range
- Flash : instant cast, inflicts 3 sec blindness and 2 stack of 8 sec vulnerability, single target, 900 range, 8 sec cooldown
- Overcharge/Magnetic Repulsion : overcharges enemies that hit you slightly damaging them; atcivating Magnetic Repulsion launches the enemy away by 500. 20-25 sec cooldown. (similar to Guardian’s Binding Blade/Pull but with opposite effect)
- Chain Lightning : cast a lightning that bounces through enemies losing 20% damage per enemy hit. channeled skill, 3-4 sec duration 1 pulse per second, 3-4 target hit. 900 range, 30-35 sec cooldown
- Thunderstruck : electrifies armor and calls a huge thunder to your position dazing enemies and dealing high damage, 5 target hit, 1 sec daze duration, 480 radius, 50 sec cooldown.
Toolbelt : Conducting Armor : same effect as Shocking Aura. 50 sec cooldown
Maybe can be used as a Kit élite skill with 60 sec cooldown after dropping and 60 sec duration.
SUGGESTION NUMBER 3: SNIPER KIT
engineers lack in long range skills (only granade kit can reach 1500 range but i’ll talk about it later) i’d suggest a long range single target kit.
- Marksman’s Shot : 3/4 sec cast long range medium/high damage shot. 1500 range when traited with Rifled Barrels.
- Target Down! : 2 sec cast long range high damage shot, requires standing position (like Warrior’s Hundred Blades or rifle’s burst skill), 10 sec cooldown, 1500 range when traited with Rifled Barrels.
- Armor Piercing Rounds : piercing shot that hits trough enemis dealing medium damage and inflicting 8 stack of vulnerability for 10 sec. 20 sec cooldown, 1500 range when traited with Rifled Barrels.
- Hollow Point Bullet : shorter range shot dealing small damage but inflicting 8 stacks of bleeding for 12 sec. 900 range when traited with Rifled Barrels, 25 sec cooldown.
- Camouflage : grants stealth for 5 sec and a 10% damage bonus on next attack. 45 sec cooldown.
Toolbelt : Flare fires a flare at target location revealing stealthed enemies. 60 sec cooldown, 2000 radius.
SUGGESTION NUMBER 4: GRENADE (launcher) KIT
as said i’d suggest to give the Grenade Kit a ‘nade launcher. skill effects and damage should remain the same so you’d say “Why?” because it’s extremely easy to avoid ‘nades launched at 1500 range without dodging and ends in grenade kit being used at mid/close range. (and it’s really ridiculous that hand thrown ‘nades have longer range than bullets).
So i’d suggest to lower the attack speed increasing instead flight speed. I’d increase grenade skill cast to 3/4 – 1 sec and double the flight speed.
So these are my toughts and suggestions on future changes for Engineer class. it is my favourite class and I think it’s a shame to see so many engineers with so few build variations.
What do you think? Do you agree with me or you’d like to change, add something?