Improving engi in wvw
the juggernaut trait would be completely broken in wvw but I am fine with the rest of them
Mine Field
upgrade to Mines Remove 1 boon from each enemy hit
as it is is useless because it only strips one boon from one enemy even if it hit 5 enemies
One interesting change that would shift the whole meta a bit would be to increase maximum targets for our boons and heals to 10.
Flame Jet
- Increase range to 700.
You can now suicide to retal at 700 range
Just a list of random suggestions to improve engi in wvw.
Flame Jet
- Increase range to 700.
-reduce amount of hits to 5, adjust dmg accordingly…
Blast gyro…launch set to 4500
Big kitten “no” to juggernaut. All I had to say…
Maguuma – Predatory Instinct [HUNT]
Necromancer
Bring back the old mortar. It used to be able to scramble and deter blobs while having perma stability.
From the scrapper side a few things.
Allowing super speed to stack (as it should do).
Making all gyros pulse their effects like the sneak gyro and bulwark does (no more requirement to stand still just to have the gyro cast a skill) in a decent aoe.
The scrappers hammer is strong but the gyros and traits leaves much to be desired (stuff like shocking speed, applied force (go on see how many skills quickness affect on hammer!) or even to a lesser degree mass momentum (with no boon duration a 5 stacks of might for maintaining one of the rarer boons in this game permanently, sure it synergizes with juggernaut but even 25 stacks of might fails to make the flamethrower impressive imho) but at least that got a conversion effect even if its boring.
EDIT
Some things would have to be changed like reducing the number of cleansed condis per pulse to 1 etc.
(edited by miriforst.1290)
ïryss | Engineer
We don’t really need Juggernaut buffed, we need an enhancement to Flamethrower abilities overall.
I’d rather see Flame Jet leave behind a 2s duration fire field at end of autoattack with burning condition (range is 425 so probably a block square field) in lieu of the condition burning applied at the end of the chain. Targets in the field get Burning condition (1s) per tick. Basically the same damage as before but a combo field is left for area of effect ‘soft’ denial.
Then change to Napalm to Burning Speed equivalent. The flamethrower kit needs a gap closer bad since it’s basically a melee weapon. I like Napalm a lot right now but this would be a worthy replacement that fits a lot better with what the kit/playstyle needs.
TL;DR Flamethrower is like playing Fire Dagger in Ele but without the mobility.
Med packs
- Can be picked up by 5 allies.
Get rid of the clunky small target mechanic where if you have an ally run between your mouse pointer and when you use the skill from the kit, it hits the incorrect target, or if you are off one pixel on your target another nearby is automatically taking it.
Instead make it PBoA right on top of the target (or Engineer if none is selected). Med Blaster needs better baseline healing stat scaling. Medkit right now is like playing Ventari Revenant without the heal output, no projectile hate and you can’t even autoattack while doing the healing – so yeah… super clunky AND much worse in actual viability.
(edited by Artaz.3819)
s.
TL;DR Flamethrower is like playing Fire Dagger in Ele but without the mobility.
And also without the damage of fire dagger 2/5
Retal just kills flame thrower atm (number of hits adjust or retal adjust).
Med kit needs serious boosts.
Mortar needs some love.
Retal is also a problem for grenades. I’ll be up on a hill throwing a grenade barrage at a zerg and watch my health immediately drop ~25%.
FT auto needs to not hit so many times. A decent ranged option would be nice; maybe mortar can be rebuffed only in wvw.
BRING BACK TEH HEAL BOMBS. :S
for there you have been and there you will long to return.