I originally wrote this post as a reply to something in the “is engineer that bad? common” thread.
I decided to create a new topic because I actually wanted the following to be discussed in detail. Sorry if this seems like a rant, but it’s something that’s been bothering me for some time.
Anyone is more than welcome to tell me that they disagree with my opinions, this topic is to elicit though and discussion on something I consider an issue for the engineer class. That being said, please be kind, we’re all friends here
Take for example Mesmers, elementalists and thieves, who can both stack utilities that are helpful both offensively and defensively, while putting out far superior damage over time. Even if we have a build that does not focus on kits many of our utilities are flat out worse than comparable utilities in other classes and either possess a significant drawback such as a self root or have a random effect that means most of the time you re rolling the dice and hoping for the effect you want.
After having made elementalist and mesmer alts, after the whole OMG this is so OP wore off, I kept note of something that I’ve noticed when making alts for any other profession in the game. What I noticed was that those classes (Ranger, Guardian, Elementalist, Mesmer) aren’t completely dependent on slot skills to be effective. Those professions are solid without their slot skills and better with them. The engineer isn’t solid without slot skills, in fact, it is kitten useless without them.
This reflects something the devs need to address with regards to the engineer, they need to address the issue that our main-hand weapons are inefficient and ineffective. Some may not agree with me, but I think this is symptomized by two kinds of builds the engineer has, the kit engineer and the might stacking engineer.
The kit engineer tries to make up for our inefficient main-hand weapons by loading himself with kits, which are themselves mostly inefficient by design (bar a few). He equips himself with a lot of kits to be able to acquire (what he considers) a necessary amount of useful skills. Why? because our our main-hand weapons lack enough useful skills for a good build and no one kit contains all the skills which we will need. That is why you see 4 kit engineers running around without stun breakers because they want to have at least two damage kits (like grenade or bombs) and the elixir gun (for one skill, SE). Grenades and bombs are a whopping 10 skills, on top of our 5 main weapon skills. Why do we need 10+ damage skills? Why have the devs made the engineer’s damage so low that some consider 10+ skills necessary to kill things? Why have they made our utilities so minor and spread out across so many kits to the point where some need 4?
A well built ranger only needs 14 skills. A 4 kit engineer gets 29 skills. I don’t see why we need 29 skills at once. Our kits and weapons need a much needed clean up or redesign.
On the other side of the engineer spectrum we have the might stacking (as well as the static discharge) engineers. These builds embrace our main-hand weapons, they focus on using every skill they provide and are perceptive of the nuances and quirks of each weapon or kit they use. The might stacking or static discharge engineer likes our main-hand weapon skills, but they thing they just need a little kick to them because they’re ineffective on their own. So the SD or Might engineer uses our all to valuable slot skills to buff our damage, in any way possible. If the person is capable enough to go without stun breakers or defenses, they can go full GC and dedicate every slot skill to be able to achieve the effectiveness they want out of our main weapons.
A warrior/thief/mesmer/elementalist doesn’t need to use 4+ skills to buff themselves to be able to do great damage as a glass cannon. Why then do static discharge/might stacking engineers do that? What I can discern from this is that our weapon damage needs a well deserved increase
The devs have said that the engineer sacrifices damage on our main-hand weapons in order to be a versatile profession. The problem with this is that we are not versatile if we are both ineffective and inefficient. I’m talking about our main-hand weapons because fixing them would be a good start, but If you look at kits you would see that they have the same problems. Just take a look at the might stacking flamethrower.
(edited by JohnDied.3476)