A lot of people in the community have been wondering what was in store for Engineers’s meta PvP builds after the newly announced specializations come in, and the answer to that is: Who knows yet!
It’s of course guaranteed that the top PvP builds will completely depend on tons of tweaking & brand new traits to come. But it’s still great and constructive to provide feedback and discussion on what’s been revealed. I’ll cover the overviews, what’s gotten buffed, nerfed, and then finally suggestions for all the TBD’s that remain. This will be a hell of a long read.
So, let’s start with the general Engineer changes.
Profession Changes:
- Forceful Explosives baseline.
- Accellerant-Packed Turrets baseline. Turrets will only knock back on detonation, not death.
- Rifled Barrels baseline.
- Coated Bullets baseline.
- Med Kit will see a re-work.
- Elites will get a corresponding f5 Toolbelt ability
- Mortar becomes a kit, and a re-work.
- Supply Crate will become a detonatable Turret, ie, reworked.
- Toss Elixir X, a new f5 ability that will transform any enemies affected briefly into a Moa.
- Grenadier’s ‘throw an extra nade’ functionality is now baseline.
- Grenade kit’s range will be nerfed to 900.
- Pistol 1 and Rifle 5 become explosions, benefitting from all explosion related traits.
The following current functionalities have been deleted, and likely won’t be reworked, moved, or re-introduced. If these really underutilized traits that very few people took were things that you absolutely needed for your build/playstyle to work, and new traits don’t provide it, then you might as well speak up!
- Acidic Elixirs.
- Empowering Adrenaline.
- Exploit Weakness.
- Reserve Mines.
- Enhanced Performance.
- Short Fuse.
- Synaptic Overload.
- Fireforged Trigger.
- Sitting Duck.
- Rifle Mod
- Go For The Eyes.
- Bunker Down.
- (All Inventions Minor Traits, including Automated Medical Response)
- Protective Shield.
- Stabilized Armor.
- Energized Armor.
- Cloaking Device.
- Power Shoes.
- Elite Supplies.
- Auto-Tool Installation.
- Rifled Turret Barrels.
- Energy Conversion Matrix.
- Acidic Coating.
- Blood Injection.
- Potent Elixirs.
- Enduring Damage.
- Deployable Turrets.
- Scope.
- Armor Mods.
So now I’ll talk about each specialization. I’ll explain the new synergies that just might be the new hotness in PvP.
Explosives:
- It’s pretty clear to see that Explosives has definitely seen some love, and some much needed setbacks to slow its roll. First on the list, the current Master trait, Explosive Powder: +10% Explosion damage has now essentially replaced Reserve Mines in the grand scheme of things. That’s really nice because Reserve Mines yanking me out of stealth has happened far too many times for me to shed even a single tear for its passing.
- Recall that Pistol #1 (and Rifle #5) was put in the ‘Explosion’ category, and that it naturally pierces now. Now Shrapnel, the newly moved Explosives Grandmaster will have a chance to apply a bleed & cripple, every time an explosion happens. Pistol #1 will bleed and create an explosion on every target that it pierces, allowing for many rolls for a Shrapnel proc.
- Despite Grenade Kit range being nerfed to 900, traiting for Grenadier as an adept trait will increase the velocity and radius of nades. To me, this is more than justified for reducing the range of Grenades, I expect this to increase Engineer’s overall pressure when used.
- Short Fuse will now reduces the arming time of Bombs. This will have synergy with Evasive Powder Keg, Auto-Defense Bomb Dispenser, Big Ol’ Bomb and so on. Bombs currently need this pick-me-up to compete with Grenades for the main damage Kit, or even Tool Kit for the Utility Kit spot in PvP. With the upcoming increase in blast finishers available to the Engineer, I feel Bomb Kit will surely be in a better spot due to its powerful fields.
- The increased amount of blast finishers I previously mentioned come from the two other Explosives Grandmaster traits. Either take the NEW Grandmaster that makes Evasive Powder Keg perform a blast, and gain far greater ability to blast stealth or water when pressured, or take the other NEW Grandmaster that grants a blast finisher on Mortar #1 to blast combos out of combat as well as in, such as stealth, might, and so on.
- Incendiary Powder is gone from Explosives. This is a high significant and highly justified nerf to explosives. With the uncoupling of Incendiary Powder, and now baseline traits like Forceful Explosives, and Grenadier’s 50% damage increase, Explosives is not required and is noticeably more well balanced than the tyranny it currently holds over Engi builds.
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