Something to be done about down skil

Something to be done about down skil

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Posted by: Knighthonor.4061

Knighthonor.4061

Something need to be done about Engineer Down skills in WvW.

the 3rd skill starter cooldown is too long. I never been able to use it in WvW so far.
and the number 2 skill seem backward. I dont want people pulled to me(since main attack is ranged), I want people knocked away from me.

the heal is useless most of the time in combat.

and the first skill is pretty weak in terms of damage.

Yes I know the downed mechanics in general is bad across all classes, but thats no excuse for not buffing this.

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Posted by: AuRiley.5287

AuRiley.5287

The Engineer’s down skills are design as such to trap enemies if they get too close. Your number 2 skill is suppose to be used in conjunction with your number 3 skill (Which does immense damage and also knocks-down.)

Aldonargo – Lvl.80 Asura Engineer [Anvil Rock]

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Posted by: Rezzet.3614

Rezzet.3614

The Engineer’s down skills are design as such to trap enemies if they get too close. Your number 2 skill is suppose to be used in conjunction with your number 3 skill (Which does immense damage and also knocks-down.)

problem is this isnt the case when the number 3’s load time is 3-4 times as long as the number 2 skill.

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Posted by: Mif.3471

Mif.3471

It really is bad design.

Skill 2 is meant to have synchronicity with skill 3; but the problem with that is it makes skill 2 only useful once skill 3 is off cooldown. It thereby effectively make skill 2’s cooldown equal to skill 3, which only gives us skill 1 to use.

Tarnished Coast | Best cookies in all of Tyria

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Posted by: Chickenshoes.6250

Chickenshoes.6250

You don’t ever get to use skill 3. You practically bleed out by the time it’s ready.

Other classes, they use their skills all the time even if they don’t do much but delay the inevitable. The engineer never gets to use his. Either you get stomped too fast for it to be readied, You’re saved before you get a chance to use it, or you’re picking yourself up off the floor where stopping the heal channeling to use this ability would be stupid.

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Posted by: Kyon.9735

Kyon.9735

How about changing #2 to a Surprise Battering Ram which knockbacks 1 target. Then lower Booby Trap’s cooldown a bit.

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Posted by: Chickenshoes.6250

Chickenshoes.6250

Making the grapple a ram would be worse. The grapple already interrupts, and the explosion is what’s supposed to be the knockback component.

You combo the grapple with the explosion. A ram would do no such thing and you’d have no way to guarantee you blow anything up.

Just making the trap faster would be perfect.

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Posted by: aydenunited.5729

aydenunited.5729

We are basically the only profession whose downstate can help other players on our team. In a team play scenario, it’s not too bad, perhaps a 1 second reduction on the timing of #3 would suffice, but from our downstate our regular attack can add chill, which slows down an enemy player as well. We can do a lot from downstate to help the team unless you are only concerned about yourself, in which case, yes, our downstate isn’t a very good one.

Jumzi (Ranger), Tarnished Coast

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Posted by: Chickenshoes.6250

Chickenshoes.6250

The thing is the number of times people use teamwork with a downed ally are very few. Either you get stomped where nobody was around to give a crap or teammates stop whatever they’re doing to remove you from the downstate as quick as possible.

Team skirmish with a downed and “dangerous” engi floor turret hardly ever happens.

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Posted by: Kyon.9735

Kyon.9735

Making the grapple a ram would be worse. The grapple already interrupts, and the explosion is what’s supposed to be the knockback component.

You combo the grapple with the explosion. A ram would do no such thing and you’d have no way to guarantee you blow anything up.

Just making the trap faster would be perfect.

The thing is even if they reduce the cool down of Booby Trap it won’t always sync with Grapple. There will be times when you can sync them together, but there will be times when you can’t. If they can make it that those 2 skills will always sync together, which is impossible, then yes I’d go for grapple as well.

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Posted by: Redfeather.6401

Redfeather.6401

Grapple and Booby Trap interrupt PvP Stomps. The timing is balanced around that in sPvP. But in WvW it might be nice to have those in separate CDs that are tweaked.
Only once did I manage to avoid 2 stomps in WvW with grapple and booby trap. And I was only kitten (that seriously got censored?! What is this 1929. lol) lucky there.

(edited by Redfeather.6401)

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Posted by: Icarus Pherae.4680

Icarus Pherae.4680

We are basically the only profession whose downstate can help other players on our team. In a team play scenario, it’s not too bad, perhaps a 1 second reduction on the timing of #3 would suffice, but from our downstate our regular attack can add chill, which slows down an enemy player as well. We can do a lot from downstate to help the team unless you are only concerned about yourself, in which case, yes, our downstate isn’t a very good one.

guardian’s pulsing heal symbol says hi!

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Posted by: Durzlla.6295

Durzlla.6295

I kinda would like to see Grapple become an AoE where you grab 5 nearby victims and rip them over to you… granted that may make it -too- strong at supporting your allies, i know in sPvP and PvE i’ve never had an issue with our downed skills, in WvW, well i’m underleveled so my opinion there would just be all sorts of screwed up.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Kyon.9735

Kyon.9735

I kinda would like to see Grapple become an AoE where you grab 5 nearby victims and rip them over to you… granted that may make it -too- strong at supporting your allies, i know in sPvP and PvE i’ve never had an issue with our downed skills, in WvW, well i’m underleveled so my opinion there would just be all sorts of screwed up.

I think all interrupt #2 downed skills are single target? Someone correct me if I’m wrong.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

guardian and rangers#2 are both AoE rupt, eles mist form, mesmers, and theifs might as well be considered too.

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Posted by: Kimbald.2697

Kimbald.2697

reduce the cooldown of #3 and I think things would be ok.

Quite simple as a change, but the effect would be huge.

And for a bigger change: why should #2 be a pull of your enemy?
Why can’t it be a pull from you to an ally?
But that would mean losing the interrupt of course, which is the main way of using #2 of course…

As said: simply lowering the cooldown of #3 drastically would solve it for me.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: tigirius.9014

tigirius.9014

I agree but it doesn’t do anything for any gameplay style much less wvw. It’s crazy if you actually make it back up without help in pve as well. The explosion hardly doesn enough damage at all it’s like throwing three grenades and that’s it, just a couple of fireworks when it’s supposed to be setting off all of what we got left at once while downed, the pull cord is ridiculous as most things come to us anyways and the junk should really be bombs even if they were the equivolent of throwing grenades they would hit more then 1 enemy at once improving our chances of rallying.

Of course that’s if they fixed the explosion radius thing.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I really like our downed #3 when I can get it off, I don’t like it when I can’t.

Basically, if people focus on stomping you immediately when you go down, there’s nothing you can do aside from a single grapple interrupt. It’s sort of the same deal with warriors… if you focus on stomping them as soon as they go down, there’s now way they’ll get their #3 off (unless you get downed as well in the process).

The #3 skill can be very useful though. It does a fair bit of damage and does not need to be targeted, meaning it will cause a blowout tostealthed stompers. I have some scenarios where I was able to grapple, detonate, and grapple again… but that’s only if the enemies are distracted from stomping you.

There was one very rare instance where I actually knocked someone off a ledge with #3 when they died and I rallied from their fall of death, but that is completely down to luck if anything.

I agree that the #3 could maybe use a bit of a CD reduction… It’s not often that you can combo it with #2 because you usually have to expend the grapple before #3 is even close to being available. But in some ways we have it better than necros… even guardians downed state isn’t terrific.

I’m just more annoyed that eles can still run through WvW gates with theirs… X(

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Posted by: Kyon.9735

Kyon.9735

guardian and rangers#2 are both AoE rupt, eles mist form, mesmers, and theifs might as well be considered too.

O yeah, guard #2 is that knockback bubble and #3 is Heal. Thanks.

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Posted by: ButterOfDeath.2873

ButterOfDeath.2873

Idea: swap skill 2 and skill 3,and their cooldowns.

Bam,done. easy and fast fix to do.

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Posted by: Durzlla.6295

Durzlla.6295

Idea: swap skill 2 and skill 3,and their cooldowns.

Bam,done. easy and fast fix to do.

That wouldn’t be stupidly OP or anything xD, as much as I would LOVE that swap, it just won’t work well…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Aristio.2784

Aristio.2784

Why can’t it be a pull from you to an ally?

There are currently zero skills in the game that require an allied target to cast. Also, there are no skills in the game that you can “cast” on other players other than Revival skills.

Skills aren’t there to insure 100% survival, but to give you that tiny glimmer of hope to keep on fighting. Any class, cannot guarantee survival when downed. (Minus players who don’t know how Thieves’ number 3 skill work)

Our downed skills are up there with being some of the most useful downed skills in the game. The only thing I would personally change is the RNG on the number 1 skill.

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Posted by: MeateaW.3519

MeateaW.3519

Theres a guardian skill that teleports you to the “ally nearest you with the lowest health”

No targeting required.

Just make it teleport you to: “The nearest ally”. Balanced by the fact that the nearest ally may in fact not be a “better” place; you need to have situational awareness instead of just hammering the teleport button.

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Posted by: Durzlla.6295

Durzlla.6295

Theres a guardian skill that teleports you to the “ally nearest you with the lowest health”

No targeting required.

Just make it teleport you to: “The nearest ally”. Balanced by the fact that the nearest ally may in fact not be a “better” place; you need to have situational awareness instead of just hammering the teleport button.

No, I would much rather have a useful #2 skill, IE something that actually interrupts the guy trying to smash a pole in my head, than some extremely situational one.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: CriSPeH.8512

CriSPeH.8512

The problem I have with our downed skills is Engineers are basically a free stomp to anyone who can apply stealth or stability. So if another Engineer downs you Elixir S will gaurantee they stomp you.

Our #2 skill doesnt fit with the Engineer at all, a magnetic pull would at least have gone along with the profession.

I am not really that fond of the whole downed state thing in PvP and mostly its because it is completely unbalanced. If certain profession get gauranteed interupts like Ele/Thief/Mesmer then every profession should also get one. If any of those professions get downed it is basically useless to try and stomp them right away, even speed stomping, you know that the Ele will be able to get up and run away (even into a door with is total BS) the Thief will stealth and teleport same as the Mesmer. It doesnt always save them from getting spiked or finished off but even still they all have a gauranteed chance to avoid the first round of stomping. This needs to also apply to all the other professions.

I think an AoE pull would be a nice idea and not at all OP since it can still be avoided by stealth/stability.

Or something like a backpack mine that blasts your body a good distance away, that would be funny.

Or even turning the #3 into more of a suicide bomb that you can activate right away then after 5 second countdown its causes and even bigger explosion then it does now but also kills you. Then we at least have a little flavor and it would make us somthing to be feared when we are downed rather then the profession everyone runs to so they can get a free easy spike.

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Posted by: JohnDied.3476

JohnDied.3476

Our number #2 should be a reverse rocket boots. You activate it and propel forwards to fall flat on your face. Even fits in with the profession’s gimmicky style :p

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

I once suggested it be changed to a channel skill, click to rupt, hold to pull.

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Posted by: Aristio.2784

Aristio.2784

Theres a guardian skill that teleports you to the “ally nearest you with the lowest health”

No targeting required.

Just make it teleport you to: “The nearest ally”. Balanced by the fact that the nearest ally may in fact not be a “better” place; you need to have situational awareness instead of just hammering the teleport button.

You can cast that ability on yourself. Thus, not requiring an ally. Nor, can you choose which ally it actually targets other than knowing the % of the members’ health.

Our downed skills are fine.

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Posted by: wolfyrik.2017

wolfyrik.2017

Personal shield instead of grapple, delay damage and buy time til 3 is ready? Alternatively, grapple becomes whip (like the whip in the Nightmare court sylvari personal story) until 3 is available?

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Posted by: Durzlla.6295

Durzlla.6295

@yamsandjams stealth doesn’t save them bud, throw the tow cable in the direction they’re stealthed and you’ll still get them, stealth NEVER guarantees a stomp when I PvP with my friends because we all scream over a VOIP when someone’s trying to stealth stomp, then me (the engi of a thousand launches) throw the poor kitten out of there or out CC into oblivion warrior earth shatters onto the downed player. Stealth =/= unhitable like in other MMOs it means you can’t -see- them.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Ayestes.1273

Ayestes.1273

Most Thieves don’t move when they stealth stomp, but I do know a couple that do. That is nearly impossible to catch with the spear. That said, I think it’s fine that our downed #2 can be mitigated by stealth.

I just think the Pull needs a good chunk of Bleeds attached to it and the Explosion needs to have a good Burning effect on it as well. They just need to be a bit more threatening damage wise.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Halcyon.7352

Halcyon.7352

As I’ve said before (And dunno if someone’s suggested in this thread yet):

Make #2 like Harpoon Gun #3. It retains its current function as an interrupt, but also gives the engineer some mobility that other downed states have, and a chance at moving to a safer location.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

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Posted by: Durzlla.6295

Durzlla.6295

Most Thieves don’t move when they stealth stomp, but I do know a couple that do. That is nearly impossible to catch with the spear. That said, I think it’s fine that our downed #2 can be mitigated by stealth.

I just think the Pull needs a good chunk of Bleeds attached to it and the Explosion needs to have a good Burning effect on it as well. They just need to be a bit more threatening damage wise.

This would be awesome, having some more damage tied to the two (because as much as I love the 1 skill, it can’t be relied on for the needed damage) and moving after steal thing is a good strat, not done by most though.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna