Ok everyone, we all know that at this current time the Engineer feels sub-par to all other classes. This includes, DPS, little healing power scaling, the recent nerf to grenades, turrets dying to one boss aoe and grabbing aggro almost immediately, the misses on flamethrower #1 & 2 skill as well as elixir gun #3 skill. And a myriad of others.
But I think we need to as a community all agree on some suggestions that would fix and balance our class to pass along to the dev’s. Here is a list of compilations I have found through many threads as well as some of my own.
1) Melee Option: This includes giving the Engineer the ability to wear Heavy Armor and weild a hammer (as mace/shield, mace/mace, deter from the role of engineer and don’t feel right) Along with this change, weapon damage for 2H should be comparable to that of a warrior / guardian for melee combat. (This also includes the tool kit receiving a damage buff for the #1 and 3 skills)
2) Turrets: They die far too often, are usually destroyed by aoes and targetted by bosses and mobs almost immediately. Cool-downs are also far too high for the Engineer to be viable upon picking up the turret and moving with his party to the next group of mobs. They also have far too little defense and HP considering that they are stationary and a prime source of damage, as well as being the trademark skill of the class. Solution is to reduce the cooldowns drastically when picked up. Turret HP should be at least 5x what it is currently and damage should be reduced to turrets from aoe attacks by at least 50%. They should also have their damaged linked to the players stats and weapon stats. If the turrets continue to occupy the utility slots these changes should be looked at heavily, and if not then they should become the F1-4 skills.
3) Tool-belt skills: These skills hardly make up for a utility slot being occupied by a weapon kit. Seeing as how other classes can easily switch weapons or attunements without giving up their utility skills, we should have a revamp of these skills. Make the engineer able to equip 2-4 weapon kits and have these occupy the F1-4 slots that the tool-belt currently holds. By allowing the weapons to be actually weapons it would further reduce the classes lack of utility skills.
4) Utility skills: In addition to the toolkit revamp, utility skills should be combed over and refined to be more beneficial as their tool-belt counterparts would be eliminated. Ex. Elixir U, could become a group quickness buff but with almost twice the cooldown. In short these skills need to be buffed and changed so that they can be thrown into the engineers skill setup to keep its versatility without harming the class or forcing it into a set specialization (which detracts from its jack of all trades push the company has claimed the class is).