Reasonable engineer buff/fix suggestions

Reasonable engineer buff/fix suggestions

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Anet has been very careful so far in buffing underplayed professions, so I thought I’d suggest some very small buffs that might make engineers better represented in dungeons and paid tournaments. D/D eles have recently become very popular and effective, but engineers lack the versatility of having twenty weapon skills and still being able to equip stunbreaks, condition removals, or support skills as utilities. The following are possible ways to address this issue without making the engineer a clone of the ele.

1. Fix the kit refinement effects for the flamethrower, bomb kit, and med kit. These effects are flat-out bad (in the case of flamethrower or med kit) or non-functional (in the case of bomb kit, which is bugged when forceful explosions is traited).

—Med kit: the tiny explosion the med kit causes makes no sense (why is a med kit exploding?) and doesn’t do noticable damage. I’d recommend making this kit create a short AoE regen, vigor, or single condition removal on equip, with internal CD, of course.

—Bomb kit: even if the current effect worked, it wouldn’t be very useful. If it has to be one of the current bomb kit skills, let’s make it the immobilize (smoke or concussion would be too powerful). I’d rather see a large-AoE vulnerability bomb or a small-AoE .5-sec daze bomb.

—Flamethrower: the 1-sec burn at melee range just isn’t useful. I’d say change it out for smoke vent. If that’s too powerful (it’s not like any professions have a blind on a 10-sec cooldown, right?) it could be swapped for a chill/immobilize removal.

2. Fix turrets. Right now, they offer bad damage, some control (net turret, rocket turret, knockbacks) and zero support. I’d like to see turrets become a staple of dungeon support builds—for example, the flame turret toolbelt could be a smoke wall to give give us a small fraction of the projectile-stopping power of the guardian. (On that note, elixir U toolbelt could stop projectiles 100% of the time instead of 66%…) Even if both changes were implemented, we still wouldn’t come close to a projectile-blocking guardian, but maybe with our other utility it would be enough to play fractals support.

3. Buff toolbelt skills: Several of our best kits/utilities have sub-par utility skills. This could be a nice place to put a stunbreaker for kit or turret builds.

tl;dr: Kits and turrets are our signature moves, but currently contain zero stunbreaks and very little condition removal. Since you can swap kits while cc’d, a blind or interrupt on swap would be a way of standing in for that missing stunbreak without being overpowered like the old juggernaut (stunbreak+stability any time, no cooldown). An alternative could be to add a stunbreak to a kit or turret toolbelt skill (perhaps flamethrower or elixir gun). Our support builds are nice but lack the projectile blocking needed for fractals, and I feel like turrets could step up to that challenge.

Reasonable engineer buff/fix suggestions

in Engineer

Posted by: Bargaw.4832

Bargaw.4832

Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.

Reasonable engineer buff/fix suggestions

in Engineer

Posted by: Clip.6845

Clip.6845

Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.

fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.

80’s: Engineer/Warrior/Necromancer/Mesmer/Thief/Elementalist/Guardian [Seafarer’s Rest]

Reasonable engineer buff/fix suggestions

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Posted by: Bargaw.4832

Bargaw.4832

Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.

fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.

How does it compare to shout warrior with soldier runes that still deals nice amount of damage? Healing turret waterfield doesn’t even work properly and rest of the skills provide only regen buff and minor amount condition removal, also I wouldn’t call 3blinds on 20+s cd (that take 2utility slots) ‘massive’.
Supply Crate? kitten please, have you seen battle standard?

Reasonable engineer buff/fix suggestions

in Engineer

Posted by: Sabyne.6329

Sabyne.6329

1. Fix the kit refinement effects for the flamethrower, bomb kit, and med kit. These effects are flat-out bad (in the case of flamethrower or med kit) or non-functional (in the case of bomb kit, which is bugged when forceful explosions is traited).

Agreed, I only use it for the double super elixir. It could use a buff.

—Med kit: the tiny explosion the med kit causes makes no sense (why is a med kit exploding?) and doesn’t do noticable damage. I’d recommend making this kit create a short AoE regen, vigor, or single condition removal on equip, with internal CD, of course.

One of these would be fine or maybe short protection?

—Bomb kit: even if the current effect worked, it wouldn’t be very useful. If it has to be one of the current bomb kit skills, let’s make it the immobilize (smoke or concussion would be too powerful). I’d rather see a large-AoE vulnerability bomb or a small-AoE .5-sec daze bomb.

Aoe vuln or short daze bomb would be nice indeed. As it is now, it seems pointless.

2. Fix turrets. Right now, they offer bad damage, some control (net turret, rocket turret, knockbacks) and zero support. I’d like to see turrets become a staple of dungeon support builds—for example, the flame turret toolbelt could be a smoke wall to give give us a small fraction of the projectile-stopping power of the guardian. (On that note, elixir U toolbelt could stop projectiles 100% of the time instead of 66%…) Even if both changes were implemented, we still wouldn’t come close to a projectile-blocking guardian, but maybe with our other utility it would be enough to play fractals support.

Agreed, we need a more reliable reflecting/blocking projectile skill than Elixir U as it is now. We really lack in this area and for some dungeons or fractals, it’s really something we need. I use #4 of shield but it doesn’t last long and if you’re not focused, it’s useless.

Reasonable engineer buff/fix suggestions

in Engineer

Posted by: Clip.6845

Clip.6845

Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.

fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.

How does it compare to shout warrior with soldier runes that still deals nice amount of damage? Healing turret waterfield doesn’t even work properly and rest of the skills provide only regen buff and minor amount condition removal, also I wouldn’t call 3blinds on 20+s cd (that take 2utility slots) ‘massive’.
Supply Crate? kitten please, have you seen battle standard?

well, 100% regen uptime and 100% condition removal uptime isn’t minor support.
And the waterfield works just fine, it only has a 20s cooldown and heals for 1300 hp in full berserker gear. I get 2 blast finishers off in them without trying. The warrior has to choose between regen & shouts, engi’s get regen 100% AND a waterfield burst heal while doing better damage than the warrior.
3 blinds on 20s cooldown? what have you been playing :p static discharge is 12s traited or rifle on crit blind has 10s cooldown. The other blinds are 20s yes.
And battle standard is for when it’s too late. I prefer too keep my team alive before they go down.

80’s: Engineer/Warrior/Necromancer/Mesmer/Thief/Elementalist/Guardian [Seafarer’s Rest]

Reasonable engineer buff/fix suggestions

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Posted by: Sabyne.6329

Sabyne.6329

Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.

fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.

How does it compare to shout warrior with soldier runes that still deals nice amount of damage? Healing turret waterfield doesn’t even work properly and rest of the skills provide only regen buff and minor amount condition removal, also I wouldn’t call 3blinds on 20+s cd (that take 2utility slots) ‘massive’.
Supply Crate? kitten please, have you seen battle standard?

Same can be said about dps so why are you playing your engineer instead of a warrior?

Reasonable engineer buff/fix suggestions

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Posted by: Bargaw.4832

Bargaw.4832

while doing better damage than the warrior.

I lol’d.

Do you really wear berserker’s armor, try to support and claim to be more useful than a warrior?

Reasonable engineer buff/fix suggestions

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Posted by: Clip.6845

Clip.6845

while doing better damage than the warrior.

I lol’d.

Do you really wear berserker’s armor, try to support and claim to be more useful than a warrior?

I don’t wear berserker armor. I just told you it heals for 1300 without any healing stats.
And I don’t claim to be more useful than a warrior, I said I do more damage and heal about the same, but I can never take as much hits on my engineer as on my warrior.

80’s: Engineer/Warrior/Necromancer/Mesmer/Thief/Elementalist/Guardian [Seafarer’s Rest]

(edited by Clip.6845)

Reasonable engineer buff/fix suggestions

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Posted by: Bargaw.4832

Bargaw.4832

Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.

fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.

How does it compare to shout warrior with soldier runes that still deals nice amount of damage? Healing turret waterfield doesn’t even work properly and rest of the skills provide only regen buff and minor amount condition removal, also I wouldn’t call 3blinds on 20+s cd (that take 2utility slots) ‘massive’.
Supply Crate? kitten please, have you seen battle standard?

Same can be said about dps so why are you playing your engineer instead of a warrior?

Because I don’t like warriors. ANet stated that all classes will be equal, so far people are kicking engineers from higher fractal groups. I’m forced to do fractals on my Guardian, because engineer just can’t hold his ground.

Reasonable engineer buff/fix suggestions

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Posted by: NevirSayDie.6235

NevirSayDie.6235

@Bargaw—I originally typed “engineer support builds are cute,” but then changed it to “nice” because I didn’t want to sound too whiny/troll-ish. My point was that engineer support builds are cool but ineffective in fractals.

@Sabyne—yep, protection would be even better. I think Anet might actually go for condi removal, regen, or vigor; because of bunker guardians, they’ve had to nerf protection skills pretty hard.

I really think that a couple of small buffs could make up for our inability to afford “utilities” (i.e. stunbreaks, support, condi removal) in our “utility” slots. Because of the way fractals are designed, support builds need to come close to the projectile stopping of a guardian to even be considered useful.