So Suggestions
I like the Mine kit idea. The others seems either too strong or not necessary.
the thing is most changes dont seem unnecesary because everyone is used to playing 1 of possibly 3 builds this lil changes would make elixir gun a full time use kit instead of a back row support kit. but lets be honest as it stands we laugh at flamethrower engies or turret engies in wvw as a single grenade barrage wipes even a whole turrets+supply crate setup leaving the turret engi almost a sitting duck. underwater who uses harpoon gun we either use elixir gun or grenades since its near impossible landing hits with the harpoon gun without an ally immobilizing your target.
mines for example engineers with a mine kit could make an actual small mine field in choke pointsinstead of closing their eyes and flinging mines all over the place except where you need them (example behind gate or stairs leading to lord rooms in wvw towers)
not having a passive 25% movement speed other than major trait makes us turtles ever wondered why we cant outrun other classes? they have sigils boosting speed + 25% boost from traits.
Elixir U failing abut 40% of the time is a serious issue since it has such a long cooldown.
Grenades i ll admit i dint know much about range so yeah 200 radius would be overpowering.
theres also no doubt mortar as it stands its a joke mediocre range mediocre damage without crit chance has no scaling damage other than condition however damage could be forgiven if it had 1800 range .
They should change the Juggernaut trait to include the Elixir Gun. That would actually make that weapon relevant.
They should change the Juggernaut trait to include the Elixir Gun. That would actually make that weapon relevant.
ah thanks i knew i forgot to mention something if elixir gun skills and traits are linked to FT why does elixir gun has no take at that grandmaster trait or a special grandmaster trait for itself.