Alright, I’m sure it has happened to all of you. You’re playing your engineer, you get mobbed, you nearly win the battle but one enemy is left standing with 15 or so percent HP. On any other class you’d just finish that mob off in your downed state, but not on an engineer, no not in the slightest. When you go down with an engineer, you’re pretty much down for good.
Let’s look at the kit that players get when it comes to getting back up to their feet.
1) A spammable attack, meant for taking down the enemy.
2) Some sort of ‘get away’ or CC move to prevent damage for a bit.
3) Something unique-esque. High damage move, faster revive, insta revive but die after.
4) Bandage. We all know this one.
However, when it comes to engineers, these skills aren’t exactly good. I’ll tell you why.
Throw Junk
It might throw junk, but this skill is junk as well. I understand that “random” is a gimmick that comes back to the engineer a lot. There are good uses of random (If I use this I might get might or fury, both useful) and there are bad uses of random. (I am rapidly losing HP and instead of doing the last bit of damage on this monster, I am consistently stacking weakness on it.)
Throw Junk does:
Damage: 128
Bleeding (2 stacks): 3 s (255 damage) OR Chilled: 3 s OR Weakness: 3 s
Now in theory this doesn’t look so bad. Bleeding will help kill faster, chilled will stop enemies from using skills as often and weakness will make non-critical hits do 50% less damage at 50% chance.
However, you’re still going to get killed if you chill the enemy (they will just keep auto attacking) and even if you do weakness on them, you only delay the inevitable. Eventually your HP will run out, even if you could get the mob to stop attacking you entirely.
So what do other classes have?
Well, a thief has throw dirt, which does even less damage on it. Seems like Engineer is better of, right? But no, throw dirt bleeds guaranteed on every hit, allowing you to dps faster. Life leech does less damage but restores health, mesmer does more damage and applies a guaranteed debuff that does more damage, etc. The only other class who seems to be screwed with their downed 1 is Guardian, which has it even worse.
Why is this skill bad?
When you’re down and you’re facing an enemy with a bit of HP left, you want reliable damage. “I died because instead of getting bleeding twice, I stacked 25 seconds of weakness on the mob” is not a good way of letting somebody die.
How to fix:
Increase the base damage to make it do more reliable DPS. Alternatively, make it 1 stack of bleed but make it apply all those affects at once instead of randomly. Either way, make this something to reliable kill a mob with.
Grappling Line
As much fun as it might be to shout “get over here”, this skill simply makes no sense. Every other class gets something to help them take less damage (aoe daze, teleport away, 2 second knockdown, aoe knockback), but engineer gets something that actually pulls the enemy towards them, making it easier to damage them. The only reason this skill even seems to exist is to combo into 3, which is just bad design all around because you’ll often die before 3 even becomes available.
Why is this skill bad?
It doesn’t help you in any way. If you’re down, the last thing you want is to have an enemy on top of you beating you to death.
How to fix:
Just get rid of it and move 3 ( Booby Trap ) to this slot.
Booby Trap
You heard me, move this skill to the 2 slot. You’ll want to tone down the damage of it because right now it does a bit too much compared to other skills of other classes, but this gives a reliable way for the engineer to knock enemies away from him/herself, buying them some more time to bandage, call for help, etc.
A new 3?
That obviously leaves one gaping hole, they will need a new 3. I am certain the developers can come up with something good, but here are just some random suggestions that I think could work.
Elixer D
Drink a danger elixer, which instantly rallies you, but applies the following conditions to you:
Chilled, Crippled, Immobilized, Vulnerable * 10, Weakness, immune to condition removal
The idea here being that you instantly get to rally and start fighting again, but you’re at a severe disadvantage, making it quite possible that if you do not manage to get away or kill your foe, you’ll be going down again with less HP than last time.
Jetpack
Launch yourself to safety, possibly up a small slope or at least a decent distance away, dealing damage with your exhaust to the enemies that were near you.
(edited by Theik.9340)