Improving engi in wvw

Improving engi in wvw

in Engineer

Posted by: guildabd.6529

guildabd.6529

Just a list of random suggestions to improve engi in wvw.

Flame Jet
- Increase range to 700.

Juggernaut
- Gain might and stability while wielding a flamethrower. When you grant yourself stability, grant it to nearby allies as well (PvE and WvW only).

Bulwark Gyro
- Reduce incoming damage while gyro is active (no damage absorption). (PvE and WvW only)

Purge Gyro
- Cleanse 2 conditions from 5 allies.

Toss Elixirs
- Unblockable.

Throw Mine
- Increase damage by 100%
- Remove 3 boons.

Med packs
- Can be picked up by 5 allies.

Poison Gas Shell
- Unblockable.
- 3 stacks poison per pulse.
- Reduce cooldown to 4 seconds.

Chemical Field
- Pulsing resistance. (PvE and WvW only)

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Posted by: redwing.9580

redwing.9580

the juggernaut trait would be completely broken in wvw but I am fine with the rest of them

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Posted by: Rezzet.3614

Rezzet.3614

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

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Posted by: Tiilimon.6094

Tiilimon.6094

One interesting change that would shift the whole meta a bit would be to increase maximum targets for our boons and heals to 10.

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Posted by: Pride.1734

Pride.1734

Flame Jet
- Increase range to 700.
You can now suicide to retal at 700 range

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Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

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

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Posted by: Reh.5986

Reh.5986

Blast gyro…launch set to 4500

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Posted by: Famine.7915

Famine.7915

Big kitten “no” to juggernaut. All I had to say…

Vee/Volk
Maguuma – Predatory Instinct [HUNT]
Necromancer

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Posted by: cyberzombie.7348

cyberzombie.7348

Bring back the old mortar. It used to be able to scramble and deter blobs while having perma stability.

What good is a medic w/o a patient?

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Posted by: miriforst.1290

miriforst.1290

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)

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Posted by: ampy.1387

ampy.1387

Blast gyro…launch set to 4500

pls hahaha

/10char

Music is the Weapon of the Future.

ïryss | Engineer

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Posted by: Artaz.3819

Artaz.3819

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.

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Posted by: Artaz.3819

Artaz.3819

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)

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Posted by: PierPiero.9142

PierPiero.9142

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

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Posted by: Uther Lightbringer.5718

Uther Lightbringer.5718

Retal just kills flame thrower atm (number of hits adjust or retal adjust).
Med kit needs serious boosts.
Mortar needs some love.

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Posted by: coro.3176

coro.3176

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%.

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Posted by: ArchonWing.9480

ArchonWing.9480

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 once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.