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Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.
The above description envisions a dynamic versatility—one where the engineer can swap roles within the thick of combat based on what the situation requires. If only this were actually true, the engineer might not be one of the least popular classes in the game.
Sure, I can use lots of different kits inside of 1200 range. Unfortunately, all of them are woefully underpowered.
How am I supposed to achieve “extreme versatility” if I have to itemize for a particular role? The reality is that I have to choose my role before I even enter the fray. If I want to be a good support, I have to gear heavily for it. If I want to lay down a lot of heavy conditions, I have to gear for it. If I want to be able to control my enemies, I have to spec out of the traits/skills that allow me to kill them. If I want to be able to deal a respectable amount of damage, I have to spec out of the traits/skills that provide me with utility.
Even with grenades, I had to sacrifice some amount of survivability and healing just to get my damage on par with what other classes are putting out. These choices are built into my gear, skill, and trait selection.
Now, I’ll need to seriously re-evaluate that choice. It may be that I will need to change from my familiar role as a decent ranged damage dealer with occasional heals and crowd control—to the new role that ArenaNet has chosen for me:
Mediocrity.