I posted this on gw2guru a few days ago, and thought that I would repost here.
It is my understanding that the weapon kits are intended to function as utility items “out of the box” but investing multiple traits in them should make them viable as standalone weapons.
What niche does everyone think each kit fills (or perhaps should fill if they aren’t effective currently) as a utility and a weapon?
My thoughts below:
Grenades: I think the grenade kit is an example of a kit that doesn’t have much use as a utility, but works well as a weapon. The grenade kit does great damage when fully traited, but I struggle to think of many places where I would want the kit for plain utility purposes. I don’t recall seeing any tPvP builds using untraited grenades either. In fact, most people even suggest that you don’t use them for leveling until you get to level 60. I feel like the extra grenade trait is making this kit slightly overpowered when traited, but too weak without the trait. Additionally, the massive number of attacks makes it hard to balance things like Steel Packed Powder and Shrapnel across kits.
The area that I think it excels is massive condition application over groups/areas. It seems like this should be a more condition oriented kit, but the current iteration scales nearly as well with either zerker or condition setups.
As a thought on how to improve the use of the kit as a utility, I’d suggest making the GM trait less overpowered. My suggestion would be to take the Shrapnel trait (which is worth about 25-30% of a grenade engineer’s DPS in a PvE setting) and put something similar to that on the GM trait in lieu of the 3rd grenade. You’d be able to buff the regular attacks back up to something reasonable, including direct damage and the condition durations so that people could actually use the kit without the trait.
You would probably also want to make the GM version of shrapnel associated with some kind of actual damage stat so something like 100% chance on crit to proc a short bleed instead of 15% chance on all explosions to proc an absurdly long bleed.
You’d end up with roughly the same damage output, but the kit itself would be a stronger piece of the puzzle, and you’d ease up on some of the silly interactions with Confusion/Retaliation and other proc effects that exist today.
Flamethrower: I keep the flamethrower on my bar more often than not because of the knockback and instant cast blind. I don’t feel like it does enough damage to be a standalone weapon at the top end. It seems like the kit should do a better job of taking advantage of the very fast attack rate, but there aren’t enough zero cooldown proc chance type traits to really make that work in the current iteration. I think that the new more attainable Juggernaut trait allows a bit more flexibility in builds, but it may be a bit too powerful for a 20 point investment when running solo. The new Napalm probably needs to be replaced with something that actually increases the damage of the FT to make it competitive as a pure weapon.
I’d like to see the 10% damage to burning foes baked into the FT’s auto attack, and make the Napalm Trait something along the lines of “Burning duration increased by 20%, FT skill Damage increased by 10% on burning foes” which would make the damage of the kit in line with other weapon setups if you wanted to invest fully in the kit. You may need to increase the cooldown on the burst skill slightly if you ramp up the raw damage by that much. It may be better to relocate some of that damage to the Auto attack instead.
Overall, I think that change would make the FT into a fearsome weapon for the people who want to use it as such, while still retaining the majority of the usefulness that it has today.
Bombs: As a utility setup, I typically use it for the spammable fire field, and Smoke field that blinds in an area. The snare is nice, but is again duplicated on the pistol skills. As a weapon kit, I think it does fine in PvE, but is weak without any investment in PvP scenarios where people won’t actually chase you non-stop. I also feel like the damage is too spread out between power and condition damage. Burning isn’t strong enough as a condition for top end damage, and the auto attack is one of the best power scaling attacks in the game. I’d really like to see the auto-attack range bumped up slightly (maybe 150 range for skills 1-3) and the 2 and 3 skills tweaked to use less conditions and more direct damage. This really should probably be the hardest hitting weapon kit available to the engineer due to the positional requirements, but it currently is not.
Continued…..
(edited by Knox.8962)