As we all know engineer got hit hard by the recent patch. While many other professions got 3 traits condensed into one, GM traits moved to lower in the tree and things made into baseline, engineer got a lot of promises, but the recent patch delivered little. Celestial rifle is mediocre. Engineer cannot compete as bunker with guardian nor elementalist. Mesmer, thief, elementalist and warrior all got better burst and dps. Medkit was butchered in the patch and I am trying to suggest reasonable (yet easy to implement changes) to make it viable.
I have spend a lot of time reading the comments on these forums and over 2500 hours playing as engineer. Here are my suggested list of changes to the engineer. The list includes minor nerfs, but more buffs:
Made into baseline:
rifled barrels (increase range for elixir gun/harpoon gun skills, maybe also pistol, rifle was done on Jun 28 patch)
240 radius bomb kit skills (or merged with short fuse trait)
Skill changes:
orbital strike, increase base damage by 50% (this skill has a big tell it is coming and does relatively low damage for so long activation skill)
napalm (flame thrower #4) reduce burning per pulse to 2 s per pulse
blowtorch (pistol #4) reduce the burning duration to 4 s
medkit throw skills all revert back to drop vial (like before)
medkit skill #3: reduce activation time to 1/2 s, no aftercast
medkit skill #4: reduce activation time to 1/2 s, no aftercast
medkit #1, med blaster, will heal 250+8*boon per second
on the engineer himself + up to 5 allies 600 radius burst, scaling with healing power
0.05*healing power+0.005 per boon (basically weak ~280 area heal/s and engi
is not doing damage or anything else while using this)
medkit works underwater again
elixir gun #2 (elixir F) and #5 super elixir count as elixirs, would also offer
much better synergy with inversion enzyme + alchemical tinctures traits
Trait changes:
Some of the engineer traits are currently very weak and boring e.g. shaped charge, which offers mere 5% conditional damage increase and it is major trait. Some traits are too situational e.g. shrapnel is useless without grenades + being able to have multiple grenades hit repeatedly. The trait synergy is gone. Incendiary Powder is clearly weaker now. Thermobaric Detonation sounds good on paper, but with 5 s icd on Evasive Powder Keg and vigor nerf, it is very weak GM trait and why to waste precious dodges on such?
Evasive Powder Keg – icd removed (would make thermobaric detonation more useful)
Shaped Charge renamed into Amazing grenadier: increase grenade range back to 1500, 20%
reduced cooldown on grenade kit skills
Shrapnel: explosions have 33% chance to 10 s bleed + 2 s cripple, 3 s icd
Thermobaric Detonation: in addition double damage from Evasive Powder Keg
Pinpoint precision: critical hits cause 3 s blind, 10 icd
Chemical rounds: condition duration increase 30% (previously 50%), 20% reduction of cd of pistol skills
Heal resonator, increase range to 360 (still much smaller than the shout radius)
Autodefense bomb dispenser renamed into autodefense protector: 4 s protection when hit by a critical hit, 10 s icd (current meta has several hard hitting unblockable hits or burst from stealth)
Automated medical response: reduce icd to 60 s, activates only if health is 25% and healing skill is already in cooldown,, making it actually useful
Energy amplifier —> http://wiki.guildwars2.com/wiki/Enhance_Performance
(3 stacks of 15 s might, when using healing skill #6, 10 icd, allowing to stack might with medkit stowing)
Medical Dispersion Field --> http://wiki.guildwars2.com/wiki/Elixir-Infused_Bombs
( Bomb explosions heal allies 145 + 0.15* healing power, alternative to bunker down, elixir infused bombs were a well-loved and balanced trait, which was deleted for no reason)
Takedown round: reduce icd to 5 s
Streamlined kits: reduce swiftness to 10 s, reduce internal cooldown to 10 s
Gadgeteer: remove the need for static charges, always improves gadgets, 20% reduced cd
Most of my suggested changes are simply tweaking some numbers or reverting back to old behavior which was already in the game, so they shouldn’t be too difficult to implement.
Please discuss!
(edited by Deniara Devious.3948)