My opinion: Engineer: The Good, The Bad, The Ugly

My opinion: Engineer: The Good, The Bad, The Ugly

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Posted by: onzo.6987

onzo.6987

Scoring System: 0-5. Each are worth one point: Fun, Creative, Effective, Functional, Useful.

Flame Thrower - 3
Some flawed functionality with evading, missing, and obstructed mobs. Not useful when compared to other options for both AOE and single target damage. The #2 skill requires perfect distance, the #1 severely limits mobility, #3 is crazily short-ranged.
FIX ME: Allow #2 to be detonate-able (like many under-water skills). Make #1 a chain attack that increases the intensity of the flame/damage the longer you’re able to channel it. Reduce the cool down on #5.

Elixir Gun - 3
Similar to the flame thrower, it has some functionality issues with the frontal cone attack (#3). This is not an effective weapon due mainly to the loss of stats while using a kit.
FIX ME: Fix #3 attack so it stops getting evade and obstruction messages.

Tool Kit - 1
This kit gets one point for being creative.If anything, this is the kit that should reward toughness for equipping it, not the Flamethrower. The risk associated with going into melee far outweighs any potential rewards. #1 is good, until the third swing, when you telegraph your attack for what feels like an eternity before you swing. #2 casts too slowly to be efficient. #5 is far too slow to be reliable.
FIX ME: Apply a toughness buff to this kit that brings you in line (or slightly below) warrior and guardian level armor. Reduce casting times for #2 and #5. Until then, this kit will not be used.

Elixirs - 4
Elixirs are very strong. The main complaint that I have is the level of effectiveness.
FIX ME: Being that only one of the Thrown Elixir effects is extremely powerful (Elixir R), the effectiveness of the elixirs would be greatly improved by larger areas of effect. Unless you’re in a coordinated group, you will have a hard time hitting more than one target with a thrown elixir. What does this mean? It means you’re really just going to throw the elixir on yourself for that one additional buff; which is not the general intent.

Pistols - 4
Pistols are very nice weapons in AOE situations. Since the bleed duration reduction, pistols are very weak for single target encounters.
FIX ME: Being that only targets that are hit directly with a pistol bullet acquire the bleed affect (not counting any proc’d effects), I think upping the bleed duration isn’t an outrageous request.

Rifle - 5
No complaints. I like the rifle as it is.

Grenade Kit - 4
This is the best kit without question. The damage is very strong. You can stack vulnerability for your group very quickly. You get a combo field. You get great debuffs.
FIX ME: Tossing grenades is extremely clunky. Even if you enable quick ground targets, it just feels poorly implemented. To be fair to ArenaNet, I love the game, and I love their effort. The grenade tossing mechanic is very slow and unnatural feeling. They could probably stand to have their damage reduced a little bit.

Bomb Kit - 2
One point for fun. One point for creativity. That’s it.
FIX ME: The default AOE radius on bombs makes them obsolete unless you spec into them. So, by nature, they’re unusable. Please increase the default radius. Also, being that a Grenadier gets three explosions per toss, they’re doing 1) more damage 2) more conditions 3) staying alive from range. Bombs need some serious love; in the form of damage increases, AOE increases and/or fuse and placement rate reductions.

Turrets - 3
Fun, Creative, Useful. I love turrets. I just can’t love them all the time. This feature is a huge draw to the Engineer class. It’s also a huge draw-back. We have several traits and several utility slots and one healing slot dedicated to these. However, they force you to stay in one spot. If you rely on them, their cool downs WILL kill you if you need to relocate.
FIX ME: Rather than reducing the cool down of a turret by a set amount when picking it up, instead reduce the cool down of your next turret by the duration your turret has been deployed upon picking it up. For example, if I place a Rocket Turret while defending a point in SPvP, if I run to pick it up when I leave, reduce the cool down according to the duration I kept it out. This solves two problems: one, it increases mobility; two, it gives enemies an incentive to destroy your turrets. Also, it would be beneficial if there was a trait that helped reduce cool downs like every other utility in this game!

Med Kit - 3
My favorite idea for a kit. It’s a useful kit for... yourself. There’s almost no way to effectively help your teammates with it. Especially in the heat of battle.
FIX ME: Triple the healing of the individual kit drops. Then, give each player an internal cool down for picking up packs. For example, you can only pick up one med pack every 30 seconds. Give the med packs a white circle underneath them so they can be identified the same way other friendly ground targets are.

Gadgets - 5
Gadgets are in a good place.

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Posted by: Tigger.8035

Tigger.8035

I agree with

Everything except med kit.

to get the benefits from med kit you simply walk over them. when you get the ground targetting passive for them you just throw them at peoples directions and hope they walk over them, with good aim and good prediction skills you’ll heal them

the average heal heals up to about 5-8k HP, not counting the human racial skill that heals a percentage amount.

at lvl 80 each kit is about 1.2k HP a pop, they each have an individual cool down of 12 seconds, and supply crate drops a lot of them, even more when they fix elite supplies.

That suggestion would make med kit broken….. and then I see the 30 second cool down for use?

What. No.

Med kits burst heal is only on a 20 second cool downs.

for it to heal (since you said triple) 3.6k HP and have a 30 second cool down for people to pick them up would be plain dumb.

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Posted by: CultureVulture.4628

CultureVulture.4628

FT – 3?

Juggernaut + HGH = 12-17 stacks of might in combat and 200 tougness. Plus cond. damage from burning and bleeding… even with some bugs its awesome weapon, if you know how to use it.
But its ok when ppls says that it suxx – anet wont nerf it

P.S Granades are OP underwater

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Posted by: Candiru.5279

Candiru.5279

FT – 3?

Juggernaut + HGH = 12-17 stacks of might in combat and 200 tougness. Plus cond. damage from burning and bleeding… even with some bugs its awesome weapon, if you know how to use it.
But its ok when ppls says that it suxx – anet wont nerf it

P.S Granades are OP underwater

[delete]

(edited by Candiru.5279)

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Posted by: onzo.6987

onzo.6987

Med kits burst heal is only on a 20 second cool downs.

for it to heal (since you said triple) 3.6k HP and have a 30 second cool down for people to pick them up would be plain dumb.

First, to the guy above… HGH is a 30 point trait in the alchemy tree that makes all elixirs grant a 20 second stack of might.

As to the quoted… My suggestion would be a net healing INCREASE and would place a white circle under the med kits so people can more easily identify that it’s friendly. The ability cool down would not be affected. Players would just get a debuff that essentially says… you can’t pick up another kit for 30 seconds. This gives you the ability to heal 3 people for 3.6k every 30 seconds. Plus your normal heal. As it stands right now, med kits are really only useful to heal yourself while you run away from a fight.

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Posted by: Lyuben.2613

Lyuben.2613

Hey I made a thread with this title back in the betas. Good memories.

I agree with most of your assessments, but I might consider functional for rifle.

Blunderbuss has the same aiming issue of the flamethrower, and jump shot is probably among the clunkiest skills out there.

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: Choxie.9438

Choxie.9438

I personally disagree about the toolkit, I’ve been in love with it ever since I tried it out. It’s great for PvP and WvW. Reasons being:

1 – Causes vulnerability and does ALOT of damage, combined with glue shot or tacks, it’s really easy to land a couple 3-hit combos, just takes a good hand.

2 – Spread out tacks to cause bleeding and cripple, great in combination with 1, great to just throw out in a mob of people, and great for escapes

3 – Deals about the same if not, more damage than the 3rd hit from the 1 combo. And confuses opponent with 3 stacks. This will cause even more damage to opponents you’re fighting or even trying to run away, it just increases dps.

4 – A block, what other engi skill can block for 2 seconds aside from having a shield? I just LOVE this skill to swap to when I get hundred bladed or getting beatdown by a thief. Also, to run into castles in WvW with a big mob at the entrance.

5 – Pulls the opponent towards you and interrupts. One of my FAVORITE SKILLS OF ALL TIME. Use it on someone healing or channeling, save an ally from getting a flag in their chest. Grab someone trying to escape, keep the fight to YOU.

Utility skill – Throws your wrench like a boomerang, does a feasible amount of damage and does damage on the way out and back. Nothing CRAZY about this, but it’s a nice dps boost.

Definitely a must have in my book, well, for my build <3

Oh, and I don’t build toughness either, just quite abit of vit (26k HP lol)

EXCALIBURRRRRR !! -Rika Shiguma
Mina Sekurai – Asura Necromancer (Blackgate)

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Posted by: onzo.6987

onzo.6987

Don’t get me wrong, I like the toolkit. I just think that, in it’s current state, it’s not worth equipping (minus the toolbelt skill which is very powerful). With some improved cast times and a passive toughness boost, it could be a competitive kit.

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Posted by: Candiru.5279

Candiru.5279

Don’t get me wrong, I like the toolkit. I just think that, in it’s current state, it’s not worth equipping (minus the toolbelt skill which is very powerful). With some improved cast times and a passive toughness boost, it could be a competitive kit.

juggernaut trait for toolkit = +200thougness and might

https://forum-en.gw2archive.eu/forum/professions/engineer/idea-for-Trait-juggernaut/first#post75852

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Posted by: Gurpsmeister.9068

Gurpsmeister.9068

Bombs do less dmg then nades eh? You’re doing it wrong. I personally love the bomb kit, in fact a combination of grenades, Bombs, rifles can be crippling.

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Posted by: onzo.6987

onzo.6987

Bombs do less dmg then nades eh? You’re doing it wrong. I personally love the bomb kit, in fact a combination of grenades, Bombs, rifles can be crippling.

Math doesn’t stop working because I’m “doing it wrong”. Grenades are superior to bombs without question. I love the bomb kit, too. It’s just a very poor option right now.

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Posted by: Mongo.2490

Mongo.2490

I like that you seem to have taken a fairly objective stance here. Nice to see someone not just saying “engineers suck”.