Note: This is a long read.
The purpose of this post is to bring together all the suggestions on how to improve the Engie in all game modes, not just PvP.
This old post from Chaith details a bunch of things that needs to happen for the Scrapper in order to improve that: https://forum-en.gw2archive.eu/forum/game/pvp/5-Ways-to-make-PvP-Engineer-not-lame-again/first#post6137984
1.) Functionality changes to Gyros & Final Salvo.
Gyro Self-Destruct – Gyro Self Destruct Daze & Damage now occurs on the Scrapper’s location. This increases the responsiveness and accuracy of Gyro dazing.
Final Salvo – Field Effect is established on the Engineer’s location as he travels. Visual noise reduced! This allows the Scrapper to be mobile without being punished, and apply super speed to allies better.
2.) Improved Crippling ability to Elixir Gun.
Glob Shot – Projectile Speed increased 20%, projectile tracking added so projectiles won’t be walked away from.
These changes will allow the Engineer to catch fleeing opponents better.
3.) Shocking Speed never being used in any game mode – Instead of the current effects, When hit while under the effects of super speed: stuns nearby attacking foes with an electric shock (only once per 10 seconds for each attacker).
This trait could be utilized well by offensive non-hammer Scrappers to recover some slipperiness/counter pressure.
4.) Expert Examination never being used in any game mode – Stunning or dazing a foe causes damage in addition to it’s current effects. 400 base damage at level80, (1000 power), .40 power scaling.
Providing a damage option for offensive Scrappers not wanting to stack healing effects / Stability in the Master Tier
5.) Buffs to accuracy / power / cooldowns of various Pistol/Rifle/Shield skills. Goal is to have interchangeable weapon options outside Hammer.
Non-Hammer weapons are completely lacking in overall budget, even with recent pistol tweaks. Hammer leading in damage, utility, and defense really highlights this.
Here are my posts in the same topic suggesting things to improve the Engie as it stands right now: https://forum-en.gw2archive.eu/forum/game/pvp/5-Ways-to-make-PvP-Engineer-not-lame-again/first#post6141385
ADEPT TIER
Minor remains the same, Grenadier remains the same.
Merge Explosive Descent and Glass Cannon. – Do this in order to make Explosive descent feel like less of a useless trait in almost all game modes.
New Trait: Thermite powder
Explosions apply twice the vulnerability. You explode when downed, knocking targets back – This trait is an enabler to another trait that I concocted in the Grandmaster Tier.
MASTER TIER:
Modify Minor trait Steel-Packed Powder to include Thermobaric Detonation – Thermobaric Detonation on it’s own, is not a good trait that does anything for the engineer. It’s currently not even used for style points either. Moving it to being a minor trait in the Master tier just feels right.
Merge Aim-assisted rocket with Shaped charge, gives us space for another new trait.
Sticky Grenade Hitting targets in Melee range places a sticky charge on them that explodes after 1s. The explosion applies 5 stacks of vuln dazes them and is unblockable. ICD (10s). – I suggest this mainly to have something that rewards us for how we play on different ranges. This trait would also synergize with Grenadier and Thermite Powder.
Modify Short Fuse; Bombs Explode faster and have a faster cooldown. Big Ol’ Bomb now applies 10 stacks of vulnerability.
GRANDMASTER TIER
Minor trait Explosive Powder remains the same.
Siege Rounds remains the same.
Replace Shrapnel with Forceful Explosives: Blast Finishers knockdown and apply 3 stacks of bleed, 3 stacks of vuln and cripples foes in the area of it’s activation. Blast Finishers also strip 2 boons on 30s cooldown. (Reasoning: With the rise of the Warrior and even the Necro, I’ve come to find that one of the things lacking in the engineer’s kit is boon stripping. Giving them the potential to strip boons can be crucial for them to stay in the meta without getting schooled.)
Move Thermobaric Detonation to Minor trait master tier, merged with Steel-Packed Powder as said earlier. This gives us space for a new trait.
Concussive Blast;
Hitting a foe that has vuln above the threshold [15 stacks] with an explosive applies 5 stacks of Bleeding, 5 stacks of confusion, weakness for 5s. [ICD 10s] Foes that block your explosives when they have 15 stacks of vuln are dazed for 1s. (Reasoning: I felt that there was no incentive to use skills like the Bomb Kit and some other obscure utilities and traits. Since this trait synergizes with my suggested trait in the Master Tier, sticky grenade, it allows for almost any build to use this trait as long as it can reach 15 stacks of vuln).
I think the suggestions above would do wonders for the Engie’s build viability. If you imagine them on the trait table right now, you can see how synergistic the traits are with current traits and utilies. For example; Flamethrower gets a knockdown with Forceful explosives. I’m not sure about meta viability but making changes like this to any class, puts it into the meta. Especially if those changes allow for a cool combination.
And here is my suggestion for fixing the Firearms line as well; let’s do what we’ve done for all the other classes, have each trait synergize with the next trait on the same level.
So the first line: Chemical Rounds – Pinpoint Distribution – Incendiary Powder would be the line built for Pistol/Conditions
Second Line: Heavy Armour Exploit – Skilled Marksman – Modified Ammunition but in order for the line to synergize. Skilled Marksman has to do more. Here’s a suggestion for there to be more synergy;
Skilled Marksman – Reduce Rifle/Harpoon damage by 10%. Rifle skills now apply additional conditions, attack faster and have lower cooldowns. Hip Shot applies Bleed, Net Shot applies 5 stacks of Vulnerability, Blunderbuss applies blind, Overcharged shot Applies 10 stacks of Vulnerability and Jump Shot no longer applies vuln but now applies Cripple and Bleeds.
Calculating each unique condition from the above trait using Modified ammunition (immob, vuln, bleed, blind and cripple) without counting the damage added by vuln, you pretty much get your 10% damage back, barring any condi removal from your target. I think it would be the perfect solution to making Rifle and Modified Ammunition an interesting choice. It doesn’t fix the problem with Rifle, which I’ll get to in a bit, but it definitely makes the rifle a great power weapon and potentially a good condi weapon because of the diversity of cover conditions.
Third Line: High Caliber – No Scope – Juggernaut
Juggernaut can remain the same, I don’t have any qualms with it but the other traits need to change because they do nothing for the viability of the engie. And they definitely don’t synergize with ANYTHING in this line, talk less of any other trait on the engie. So here’s how I think it should change;
Replace High Caliber with
Bullet Penetration (move this to master tier and bring No Scope to adept): Your flamethrower and projectile attacks become unblockable for 5s after they are first resisted (30s cooldown) (Reasoning: This is me trying to get to the core of the Rifle’s viability problem. In the meta now there is so much projectile reflect, deflect and blocks that it’s extremely difficult for the Engie to play anything other than Hammer. Creating a trait that targets that meta, gives the Engie a fighting chance.)
Replace No Scope with
Steady Marksman: Whilst you have stability, your attacks have 15% critical chance. (Reasoning: It synergizes well with the GM trait, Juggernaut and consequently, quite a few other builds on the engie. Also gives the engie more gearing options by reducing the need for crit chance if this trait is selected.)
These are my thoughts (and the thoughts of Chaith obviously) but let’s bring all our thoughts on what needs to improve for the engie in all game modes here. That way we can make sure Anet sees all of them.
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(edited by Dirame.8521)