Engineer
Weapon Skills
Blunderbuss: This skill now applies 2 stacks of bleeding at the high range value and 5 stacks of bleeding at the low range value.
Jump Shot: This skill now applies 3 stacks of vulnerability with both the leap and landing effect regardless of the amount of foes hit.
Poison Dart Volley: This skill’s projectiles have been modified to more reliably hit foes.
Homing Torpedo: This skill now has a cast time of 3/4 second, down from 1 second.
Poison Grenade: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
Box of Nails: This skill now has a cast time of 3/4 second, down from 1 second.
Box of Piranhas: This skill now has a cast time of 3/4 second, down from 1 second.
Napalm: This skill now has a 20 seconds recharge time, down from 30 seconds.
Smoke Vent: This skill now removes weakness when used.
Healing Skills
A.E.D.: This skill now has a cast time of 3/4 second, down from 1 second.
Utility Skills
Personal Battering Ram: This skill now deals an additional 20% damage if the target is affected by immobilized and will remove immobilized before launching them.
Launch Personal Battering Ram: This skill no longer has a cast time.
Slick Shoes: This skill now has a 40 seconds recharge time when used underwater, down from 60 seconds.
General Turret changes: All turrets have had their hitboxes modified to closer resemble their respective turret models. Turrets now self-destruct after 15 minutes once deployed, up from 5 minutes. Picking up a turret will now reduce the recharge time by 50%, up from 25%. Base recharge times have been modified to accompany this change.
Flame Turret: This turret now consistently fires every 3 seconds. This skill now has a recharge time of 30 seconds, up from 25 seconds, and a pickup recharge time of 15 seconds, down from 18.75 seconds.
Net Turret: This turret’s rate of fire has been restored to 10 seconds. This skill now applies 2 seconds of immobilized, down from 3 seconds. The overcharged version is unaffected by this change. This skill now has a recharge time of 40 seconds, up from 30 seconds, and a pickup recharge time of 20 seconds, down from 22.5 seconds.
Electrified Net: Removed the rate of fire increase skill fact from this skill’s tooltip.
Rifle Turret: This turret now consistently fires every 2 seconds and is now able to fire while rotating. This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Automatic Fire: This skill now properly affects the rifle turret. This skill now causes the turret to apply 2 stacks of vulnerability for 4 seconds per shot for the duration of the overcharge.
Harpoon Turret: This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Harpoon: This skill no longer has a cast time and now has a recharge time of 10 seconds, down from 20 seconds.
Rocket Turret: This turret now consistently fires every 4 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Explosive Rockets: This skill now has a duration of 8 seconds, up from 7 seconds.
Thumper Turret: This turret now consistently fires every 3 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Healing Mist: This skill is no longer listed as an elixir skill.
Incendiary Ammo: This skill now has a recharge time of 45 seconds, down from 60 seconds. The effect applied by this skill now lasts for 30 seconds, down from 45 seconds.
Traits
Firearms VIII—Juggernaut: This trait now halves retaliation damage taken while using flame jet in addition to its current effects.
Firearms X—Go for the Eyes: This trait now has a 100% chance to apply blindness on critical hit with a rifle.
Inventions VII—Reinforced Shield: This trait now increases toughness by 150 when wielding a shield.
Inventions XII—Rifled Turret Barrels: This trait now continues to function properly when a turret is overcharged.
Alchemy XII—Automated Response: This trait now starts functioning at a health threshold of 20%, down from 25%.
Tools IV—Kit Refinement: This trait now has a recharge time of 10 seconds, down from 20 seconds.
Flamethrower—Fire Shield: This skill now applies the fire shield effect for 10 seconds, up from 4 seconds.
Grenade Kit—Enfeebling Grenade: This skill replaces Drop Mine and throws two grenades at the target that apply 2 seconds of weakness to foes caught in the explosion.
Tool Kit—Super Speed: This skill now applies the haste effect for 5 seconds, up from 2 seconds.
Med Kit—Magnetic Aura: This skill now applies the magnetic aura effect for 4 seconds, up from 2 seconds.
Tools XI—Armor Mods: This trait now has a recharge time of 10 seconds, down from 15 seconds.
patch notes pposssible
Where did you take this?
EDIT: I’ve read them. I can alraedy foresee the flamethrower/bomb kit builds, with burning up all time, kit refinement, juggernaut to get tons of might (in addition to fire shield), sigil of doom for poison beside pistol #2 and GG. You won’t even need incendiary powder.
Something like THIS.
It’s a shame that they didn’t change automated response. I hate this trait, but rather than nerfing it I would have prefered it to be drastically changed.
(edited by Frenk.5917)
Yea I’m like 90% sure these are real. However, this post will be removed shortly because anet has been blowing up all these posts on every prof. Forum fast.
On topic: happy poison darts will be more accurate now. Torrents will still suck imo
whoa healing turret nerf. qq
nerf? you mean buff? only change i see for it is reducing cd when picked up
head here to discuss wvw without fear of infractions
Engineer
Weapon Skills
Blunderbuss: This skill now applies 2 stacks of bleeding at the high range value and 5 stacks of bleeding at the low range value.
Jump Shot: This skill now applies 3 stacks of vulnerability with both the leap and landing effect regardless of the amount of foes hit.
More buffs for rifle? Alright not bad
Poison Dart Volley: This skill’s projectiles have been modified to more reliably hit foes.
yesss
Homing Torpedo: This skill now has a cast time of 3/4 second, down from 1 second.
Even then I’ll rather still auto attack with a kit if I have to auto attack
Poison Grenade: This skill now applies 3 seconds of poison per pulse, down from 5 seconds.
Napalm: This skill now has a 20 seconds recharge time, down from 30 seconds.
Smoke Vent: This skill now removes weakness when used.
Wut
Healing Skills
A.E.D.: This skill now has a cast time of 3/4 second, down from 1 second.
Utility Skills
Personal Battering Ram: This skill now deals an additional 20% damage if the target is affected by immobilized and will remove immobilized before launching them.
Wut #2
Launch Personal Battering Ram: This skill no longer has a cast time.
Slick Shoes: This skill now has a 40 seconds recharge time when used underwater, down from 60 seconds.
General Turret changes: All turrets have had their hitboxes modified to closer resemble their respective turret models. Turrets now self-destruct after 15 minutes once deployed, up from 5 minutes. Picking up a turret will now reduce the recharge time by 50%, up from 25%. Base recharge times have been modified to accompany this change.
Flame Turret: This turret now consistently fires every 3 seconds. This skill now has a recharge time of 30 seconds, up from 25 seconds, and a pickup recharge time of 15 seconds, down from 18.75 seconds.
Net Turret: This turret’s rate of fire has been restored to 10 seconds. This skill now applies 2 seconds of immobilized, down from 3 seconds. The overcharged version is unaffected by this change. This skill now has a recharge time of 40 seconds, up from 30 seconds, and a pickup recharge time of 20 seconds, down from 22.5 seconds.
Electrified Net: Removed the rate of fire increase skill fact from this skill’s tooltip.
Rifle Turret: This turret now consistently fires every 2 seconds and is now able to fire while rotating. This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Automatic Fire: This skill now properly affects the rifle turret. This skill now causes the turret to apply 2 stacks of vulnerability for 4 seconds per shot for the duration of the overcharge.
Harpoon Turret: This skill now has a pickup recharge time of 10 seconds, down from 15 seconds.
Harpoon: This skill no longer has a cast time and now has a recharge time of 10 seconds, down from 20 seconds.
Rocket Turret: This turret now consistently fires every 4 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Explosive Rockets: This skill now has a duration of 8 seconds, up from 7 seconds.
Thumper Turret: This turret now consistently fires every 3 seconds. This skill now has a pickup recharge time of 25 seconds, down from 37.5 seconds.
Alriiight turret fixes
Healing Mist: This skill is no longer listed as an elixir skill.
Incendiary Ammo: This skill now has a recharge time of 45 seconds, down from 60 seconds. The effect applied by this skill now lasts for 30 seconds, down from 45 seconds.
Traits
Firearms VIII—Juggernaut: This trait now halves retaliation damage taken while using flame jet in addition to its current effects.
Guess I can’t complain, tho I wish it this effect was inherent with flamethrower instead of stacking more on juggernaut
Firearms X—Go for the Eyes: This trait now has a 100% chance to apply blindness on critical hit with a rifle.
Inventions VII—Reinforced Shield: This trait now increases toughness by 150 when wielding a shield.
Inventions XII—Rifled Turret Barrels: This trait now continues to function properly when a turret is overcharged.
Alchemy XII—Automated Response: This trait now starts functioning at a health threshold of 20%, down from 25%.
Sadly qqers will still cry
Tools IV—Kit Refinement: This trait now has a recharge time of 10 seconds, down from 20 seconds.
YESSSSSSS
Flamethrower—Fire Shield: This skill now applies the fire shield effect for 10 seconds, up from 4 seconds.
NICE BUFF FOR FLAMETHROWER IF ITS TRUE
Grenade Kit—Enfeebling Grenade: This skill replaces Drop Mine and throws two grenades at the target that apply 2 seconds of weakness to foes caught in the explosion.
Tools XI—Armor Mods: This trait now has a recharge time of 10 seconds, down from 15 seconds.
Its looking slightly better now, although it still needs an offensive gm
I’ll remain a bit skeptical but would be awesome to have kr back
nerf? you mean buff? only change i see for it is reducing cd when picked up
they mentioned the new buffed turret cooldowns when picked up like rocket turret and thumper turret. they didn’t say anything about healing turret having a reduced cd when picked up. i take that as healing turret will remain as a 15 sec cd when picked up, and a 30 second cd (up from 20) when detonated/destroyed as per the new 50% cd reduction change. an additional 10 seconds on the heal is a huge nerf. but i’m just speculating.
i’m also pumped for KR. maybe it will be viable in pvp? gonna test this pvp build out assuming the runes and sigils didn’t change:
http://gw2skills.net/editor/?fcAQJAqelIqyX3zSiF17IyIFd2nJSh+ZZfeIXsFEC-ToAAzCpI0SplTLjWStsaN+YuA
or maybe bomb/FT
http://gw2skills.net/editor/?fcAQJAqelIqSY3zSrF17IxIFd+ziekf9b5PKkLbB-ToAAzCpI0SplTLjWStsaNEZuA
(edited by ellesee.8297)
whoa healing turret nerf. qq
I don’t see them mentioning Healing Turret there, so one can asume they didn’t change pickup recharge and therefore nerfed base recharge (as ellesee does) or they didn’t nerf base recharge and therefore buffed pickup recharge. Or am I missing something obvious?
But yeah, it is probably a nerf because buffing the turret to 10s pickup recharge would made it really strong in some scenarios.
Also don’t forget that Tornado/Whirpool got buffed and that should affect engineers too.
(edited by kubetz.3058)
This actually looks more or less believable. Here’s hoping, cuz it’ll make my favorite kit (Flamethrower!) more viable and fun to play. The reemergence of Kit Refinement will make me happy too. Juggernaut + KR + Go For The Eyes = Awesome!
[TTBH] [HATE], Yak’s Bend(NA)
Also do you remember that topic with possible elite skills that got deleted few days ago? For engineer there was a new “exceptional” kit with powerful gadgets as a elite and it all looked pretty fake.
What I am finding interesting that in that list of possible elite skills there was a necromancer shark elite that is in these patch notes in pretty much the same form. So there is either something true about that elite skill leak or this is fake too.
Some good changes. But I can see some changes that will come back and bite someone in the butt.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
I’m really hoping, for my engi’s sake, that these are real.
For the sake of some of my alts however, I hope they’re incomplete.
[TTBH] [HATE], Yak’s Bend(NA)
Firearms VIII—Juggernaut: This trait now halves retaliation damage taken while using flame jet in addition to its current effects
So FT might be usable in WvW now.
heh.. if this is true id be a happy engineer.. minus the automated responce…but that is a small bitter pill if the turrets work and even the flamer gets buffed. Lets hope thats real
Okay… I highly doubt that they´ll let us pick our good ol Healing turret up every 10 seconds… In terms of numbers it´s already a kitten powerful heal with a kitten amazing water field… there MUST be some kind of nerf coming for it…
And for the KR buff… I already see people qq’ing about FT-KR engineers that can put lots of burning on them, gain might from it AND still be tanky as hell WITHOUT investing 20 points for incendiary powder.
From a tpvp-point that all sounds disastrous but funny as hell xD
also from my point of view they made at least 2 toolbelt skills (incendiary ammo and launch personal battering ram) even more sd-compatible…
In my point of view those are some daaaamn heavy buffs O_O
All I want to see now is the Runes and Sigil changes.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
Okay… I highly doubt that they´ll let us pick our good ol Healing turret up every 10 seconds… In terms of numbers it´s already a kitten powerful heal with a kitten amazing water field… there MUST be some kind of nerf coming for it…
What I would expect is the recharge of Cleansing Burst will remain 15s so you won’t be able to activate it everytime you drop down the turret if you drop it on recharge. If you drop turret after 10s and you still need need some seconds for the overcharge and your turret get destroyed, then you are locked out of the stronger heal. So unless they changed overcharge recharge it would make spamming the turret on recharge not a great idea.
And for the KR buff… I already see people qq’ing about FT-KR engineers that can put lots of burning on them, gain might from it AND still be tanky as hell WITHOUT investing 20 points for incendiary powder.
From a tpvp-point that all sounds disastrous but funny as hell xD
People were really complaining about KR engineer running with FT in current state? Probably same people that were getting killed by tanky guardian because they suicided to retaliation.
We will see how it pans out, but I have on my mind one other profession can be more tanky and still have a lot of might and fury just by pressing one button.
It sounds pretty strong and I guess we should prepare for a lot of QQ if it really goes live especially at the beginning when a lot of engineers will experiment with KR and players of other profession won’t be paying much attention to that aura.
People were really complaining about KR engineer running with FT in current state? Probably same people that were getting killed by tanky guardian because they suicided to retaliation.
yeeeh that was actually my bad english skill striking again :P what I wanted to say was that we´ll see a lot of qq in the future
“Re emergence of KR”? Not sure I agree with that. Still has negative synergy with more than 1 kit. Definitely looks more usable though. I could see making a FT build if these are real.
Still not enough for me to make a serious turret build, but it’s nice that you can pick up the longer cd turrets now for only 25s recharge.
Jade Quarry
KR effects are strong enough that they can carry you to victory by themselves if you ar smart with swapping. This will be over-the-top.
Glad my engie is already 80. :-)
Carry you to victory? I know these changes look great but let’s not get carried away. KR is currently a terrible trait, and these changes only make it useful with 1 or maybe 2 kit builds.
Jade Quarry
Carry you to victory? I know these changes look great but let’s not get carried away. KR is currently a terrible trait, and these changes only make it useful with 1 or maybe 2 kit builds.
Med Kit: 40% uptime of magnetic shield. This forces and opponent into melee, or they will die as a 40% reduction in dps should win you the fight vs. anyone.
Toolkit: 50% uptime on super-speed, further improving the superior kiting abilities of an engineer (after forcing someone to commit to melee). Anybody who tries to melee vs. an engineer will be destroyed and unable to stick them. Chill? Cripple? Nah bro, eat some nades as I keep you at distance with my trusty 50% uptime of Out-of-combat swiftness speed, while you hobble with cripple/chill.
These 2 alone, if used properly, are enough to win any fight. The only class who should be able to stick to an engie in melee would be a thief…and we all know how bad thieves are vs. engies.
Some of these seem interesting if real. Can’t wait to give it a whirl.
How ridiculously op.
don’t worry guys they are fake, how ever the idea that turrets where getting fixxed was a nice one and the idea that kit refinement was getting fixed was also good.
although with warriors getting the opportunity to use 4 swap sigils compared to every others classes 2 it would have been nice to also have the ability to bring something that makes our swapping a bit more dramatic but hell i cant ask to much specially when 2 sigils on an engineer is something we’ve never got the chance to have fun with before.
Carry you to victory? I know these changes look great but let’s not get carried away. KR is currently a terrible trait, and these changes only make it useful with 1 or maybe 2 kit builds.
Med Kit: 40% uptime of magnetic shield. This forces and opponent into melee, or they will die as a 40% reduction in dps should win you the fight vs. anyone.
Toolkit: 50% uptime on super-speed, further improving the superior kiting abilities of an engineer (after forcing someone to commit to melee). Anybody who tries to melee vs. an engineer will be destroyed and unable to stick them. Chill? Cripple? Nah bro, eat some nades as I keep you at distance with my trusty 50% uptime of Out-of-combat swiftness speed, while you hobble with cripple/chill.
These 2 alone, if used properly, are enough to win any fight. The only class who should be able to stick to an engie in melee would be a thief…and we all know how bad thieves are vs. engies.
I don’t think either of these are OP. The amount of micro management that would be required to pull of anything close to the ideal uptimes that you quote here easily justify the possibilities. A 40% uptime reflect is not as powerful as you claim though either (as it sounds like you’re talking about PvP). Any player who doesn’t run at least 1 weapon set that doesn’t use projectiles is just asking to die. Any competent PvPer will have something they can go to while your reflect is up if they had projectiles at all. Similarly, super speed is awesome no doubt but you’re acting as if our opponent is forced to chase us. Most PvPers will have some way to range you or teleport around.
Many other professions have just as powerful capabilities if not more so with a tenth of the micro.
Don’t get me wrong, if this is real then the new KR is going to be pretty cool. It will actually be worth traiting if you’re only using 1 maybe 2 kits. I just think some of these ideal situations in which no opponent can answer to the power that is Kit Refinement are a bit over the top.
Jade Quarry
FYI: Statement from ANet about the patch notes:
https://forum-en.gw2archive.eu/forum/professions/balance/RE-Leaked-patch-notes
at least healing turret isn’t nerfed. n_n