ELITE SKILLS
Mortar
- Base range increased to 2000.
- Range when traited increased to 2400.
Elixir X
- Refer to Attachment 1.
- There is also the possibility of assigning 3 Elite Skills to the Engineer’s Utility Skill slots and then simply allowing the Engineer to choose only one or two of them and then the effects of Elixir X would end immediately. That kind of restriction would require duration buffs to the suggestions that I make in the infographic below.
RIFLE
Blunderbuss
- Range for maximum damage and Bleed stacks increased from 100 to 180.
Jump Shot
- Damage radius increased from 120 to 150.
- The Rifled Barrels trait now also reduces Jump Shot’s hang time. As it stands, the trait is almost more liability than help for the Rifle since it extends Jump Shot’s leap animation to an inconveniently long duration compared to what it is without the trait.
FLAMETHROWER
Smoke Vent
- Now part of a Chain Skill (Smoke Vent —> Phlogiston Discharge)
- Smoke Vent remains unchanged.
Phlogiston Discharge
- 0 second cast-time (instant cast)
- Further discharge oxidized residue, creating a Smoke Field at your location but increasing the skill’s recharge time by 50%.
- Duration: 4 seconds
- Radius: 180
Napalm
- Recharge reduced from 30 to 25 seconds.
- Duration reduced from 10 to 8 seconds.
TOOL KIT
Box of Nails
- Cast time reduced from 1 to ¼ second.
- Bleeding inflicted increased to 3 stacks.
- As the skill does no direct damage, it justifies a buff to the Bleed damage (especially since the duration is a base of only 2 seconds). Honestly, the same could be said for Caltrops Mortar (Mortar skill 2) and Caltrops (the Thief Utility Skill).
UTILITIES
Rocket Shoes
- Activation no longer interrupts the player. Player simply jumps backwards 900 range. Animation and effect identical to Acid Bomb’s retreating leap.
Slick Shoes
- Now breaks Stun.
- I would petition a slight cool-down reduction as well (something like from 60 down to 55 seconds), but as it was mentioned, this skill is strong and any further buff beyond the addition of stun-break might push it overboard.
Throw Mine
- Recharge increased from 18 to 25 seconds.
- Now removes 3 boons.
ALL ELIXIR TOOL-BELT SKILLS
- See Attachment 2
- I use Elixir U (pardon the MS Paint reproduction) as an example for the visual application of this idea. What I mean to say is that all tool-belt Elixirs as of now give the Engineer an RNG chance for some boon or effect. RNG IS BAD. Good skills in GW2 are good because when people use them, they expect a specific effect, and then receive THAT SPECIFIC EFFECT. Shocking Aura wouldn’t be NEARLY as good as it is now if it had a chance to stun, cripple, bleed or knock-back enemies with effects decided by a random number generator. It’s good BECAUSE YOU KNOW WHAT IT DOES. IT STUNS PEOPLE 100% OF THE TIME.
- Tool-belt Elixirs should have predictable effects in order that they can have a constant and reliable impact on the flow of a battle. I propose that ANet split all of the possible effects of Thrown Elixirs up into unique iterations of the same skill that can be selected in the Tool-belt Skill slot.
TOOL-BELT SKILLS
Rocket Kick (Rocket Shoes tool-belt skill)
- Range increased from 300 to 600.
Incendiary Ammo (Flamethrower tool-belt skill)
- Recharge reduced from 60 to 30 seconds.
- Burning duration per attack reduced from 3 to 1½ seconds.
Super Speed (Slick Shoes tool-belt skill)
- Recharge reduced to from 45 to 40 seconds.
- Now removes Crippled, Chilled and Immobilized.
Shockwave (Thumper Turret tool-belt skill)
- Recharge reduced from 90 to 40 seconds.
Net Attack (Net Turret tool-belt skill)
- Recharge reduced from 60 to 30 seconds.
Napalm Bomb (Flame Turret tool-belt skill)
- Recharge reduced from 60 to 40 seconds.
Smoke Screen (Flame Turret overcharge)
- Now triggers instantly and generates the Smoke Field and initial Blind effect at the player’s location.
Cleansing Burst (Healing Turret overcharge)
- Now triggers instantly and applies its effects at the player’s location.
RE-WORKING THE PROFESSION SKILLS (F-SKILLS)
See attachment 3
- All skills slotted into the F-skills would still exclusively be considered Tool-belt Skills (all effects related to and triggered by Tool-Belt skills would still proc even if you slotted in a Weapon Kit or Turret).
- Turrets slotted as an F-skill lose their self-destruct skill (no place for it).
- Weapon Kits slotted as an F-skill lose their corresponding Tool-Belt Skill (no place for it).
- Due to Weapon Kits having no cool-down, there would need to be some work done to balance that with some of the “Generate this effect upon using a Tool-belt skill” traits and abilities unique to the Engineer.
(edited by Swagg.9236)