Suggestions for build diversity

Suggestions for build diversity

in Engineer

Posted by: DrRockDaPus.6053

DrRockDaPus.6053

Ok so first replace armor mods trait with new grandmaster trait doing one of the following: medkit 4 removes all conditions, all medkit skills remove a condition, or bandages remove conditions. Bandages removing conditions would bring medkit almost perfectly in line with elixir cleansing coz the throws and drinks are 1/2 second casts also. So still slow and clunky but at least you have some condi removal. This will help builds with gadgets, multikits, and really everything that is off limits because you have to take elixirs to survive 10 seconds against the now ever present bleed teams. Plus it keeps all the good medkit traits in the tools tree where they belong.

Second Obviously something needs to be done for gadgets. I think my first suggestion goes a long way toward helping them coz right now even one of them takes away 2 condi cleanses and that’s sadly unacceptable. I actually think you went in the right direction by giving mines boon hate. Keep going. A good trait would be the tool belt skills from gadgets remove a boon. Yes i mean rocket kick and analyze being single target, and even slick shoes run speed thing doing an aoe boonhate. Or just your target. Traited mine remove one on the throw skill too. This would make them very useful to folks like FT users who currently have to just pack it away if anyone uses retaliation. As for where in the trees, well that depends on how powerful you judge this. I would say some weak traits ripe for replacement are auto smoke bomb crap in explosives, stabilized armor in inventions, and of course scope. In the explosives tree it adds synergies with the mines trait. Replacing scope would give it synergy with speedy gadgets and my first suggestion. Instantly a good build would be FT and any main weaps with medkit and 2 gadgets. Personally I would prefer gadgets traits to be in inventions with speedy gadgets replacing stabilized armor and this suggested trait replacing EIB then EIB replacing auto smoke bomb and actually synergizing with bomb builds! In this vein you could even think about switching the +heal from inventions with the +vit from alchemy. I don’t have enough time righ now to go into why so I might oughta save that for later but I’m just gonna leave it.

Thirdly turrets shouldn’t be this hard to fix. Screw up and make them OP for a while. Do it. All those die hards who have been using turrets even tho they are a joke would kittening love you for making them flavor of the month. Then scale them back just a hair and you are there. Here’s how I would make them OP. Across the board give them a base of 4k HP then add 25% of engis HP and toughness. If you want kill them you will have to dedicate a burst skill toward them. This what you would scale back too, but come on you misers. Let them have one. So traits are lined up pretty well where in the trees they are at but they need these changes. Metal Plating reduces dmg taken by 30% and aoe dmg taken by 80%. Yeah you might need to scale that one back but I wouldn’t be surprised if you didn’t. Autotool installation gives turrets a full heal after 10 seconds. Maybe it goes to 15 seconds with scale back but the point is if you don’t pay some attention to your enemy’s turrets they will be up the whole time so full heal is a must. Right now incidental dmg drops them like flies. And fix the kitten hit box. They’re just values.

So in summary:
Replace armor mods trait with trait for condi removal on medkit.
Add boon hate to gadgets through trait.
Move EIB to explosives tree.
Switch stabilized armor with speedy gadgets.
Buff turrets through the roof then bring them back down.