You can actually still free transfer to some servers until April 1st. The removal of free transfers was done to stabilize the wildly fluctuating population caused by people leaving their server as soon as it started doing “poorly” and jumping to one that was doing well. So basically you’re asking for the population to remain stable but for you yourself to be able to transfer to a server that’s currently doing well. That’s impossible.
The new effects are actually interesting and might be useful if it weren’t for the shared invisible cooldown making it difficult to get the strong effects. The issue is that the new kit refinement cannot fill the roles that the old one did (namely, condition removal).
So the issue is that engineers can now choose two out of three of the following: effective condition removal; a stunbreaker; more than 1 kit. If you’re a smart tournament player you’ll choose effective condition removal and a stunbreaker, aka the HGH nades build.
…
Everyone is wrong sometimes. A few days ago you were insisting that backpack regenerator scaled with healing power and could reach 350 hps. So if someone else is wrong on the Internet and making ridiculous claims, like turrets not being viable, I recommend reacting calmly. Especially since turrets are at best a niche build.
At least evasive powder keg works now. It was very frustrating to be take confusion damage on dodge because of a broken minor trait that you couldn’t avoid that didn’t even work (I was a bomber).
You will probably be constantly disappointed if you try to use only main hand weapons. I haven’t done a whole lot of fractals but from what I’ve done it doesn’t seem to be a good idea to go melee-only. That would mean you should probably keep using grenades.
This is really interesting. There are tons of threads on Guardian that go into why Hammer and Staff are good in WvW, AH and such, but both use at least some AoE (especially Staff). If retaliation is such a problem, are these weapons still good and if so why? Would Mace/Shield or Scepter/Focus work better?
I’m asking as a Guardian who utterly sucks in WvW. In a 1v1 against my 80 yr old grandma I would still have no chance! I want to get better. Help me out!
AoE is not generally a huge problem. Guardian staff can potentially proc retaliation five times if everyone in front of him has the boon on, which would be just over a thousand damage in rare situations.
Most of the complaints here are coming from people using whirling attacks ikittenerg (lol) or engineer attacks. Flamethrower does about 5 weak hits to a maximum of 3 targets every seconds, so sending flame jet into a group with retaliation would deal somewhere around 3500 damage per second back to the engineer, which is much more than his attack would hit for. In a freak scenario where an engineer throws grenade barrage into a portal bomb in which everyone had retal, the engineer would take somewhere around 10000 damage.
I do agree that SBI has stepped up, with the influx of players giving us a boost and all. Maybe this next matchup will be a lot closer than this week has been…
I do think that next week will be closer. This week at reset, SBI did next to nothing for a few days until that patch. CD definitely gained a large chunk of population too, but the difference was night and day for SBI.
Mag gained a lot people too but was already hitting queues for EB in primetime, so a much smaller effective gain of having larger groups taking camps, doing fight club, etc.
My point was that you were making an obviously gross exaggeration.
I would sure hate it if people started exaggerating in this thread.
So indeed you are nuts. You know how long a year is?
Needed is nothing new shying from updates because of psychological issues in bands? Lol wot. People got face rolled by 100 blades too, let’s not touch warriors for a year to appease other people. That’s what you are saying.
I’m not saying this is the way things ought to be. I’m merely explaining why it probably will be this way for quite some time.
^ to hell with your opinion.
Build diversity is lacking significantly across the board where it should not. A year? Without balance updates? You are insane
People hated the Assassin in gw1 too, adamantly calling for it to be removed its balance was in flux but they weren’t stupid enough to think throwing a portion of their player base into a year of mediocrity was smart.
I was being serious. Anet has a some dedicated thief players, but I guarantee they have lost a larger number of players who perceived thieves to be OP in the first months of the game.
I’m not saying there will be no QoL changes or minor buffs that probably won’t take thieves back to being a super-high-demand tournament profession. If Anet does not significantly buff thieves in the next year they will probably completely lose about ten serious tournament thief players and maybe a hundred hotjoin/WvW thieves. I predict that is a risk Anet is willing to take.
It’s an inherent danger of playing the assassin archetype. They usually stay powerful for a bit and then get nerfed down bad, because it’s impossible keep them powerful in tournaments AND not let them be too good at ganking noobs.
I understand that it could be an issue which requires a lot of coding to fix, and it may have simply not been possible for Anet’s team to tackle it yet without ignoring larger projects. It’s possible (although unlikely) that the thief hotfix took 15 minutes while fixing scope could take days or weeks of man hours, but I’m willing to give the benefit of the doubt.
However, they should at least remove the trait from the game until they’re ready to address it. It’s potentially a very strong trait and there are probably a lot of PvE engineers using it without being aware that they’d be just as effective leaving that trait slot empty.
In WvW many things work that don’t work in tourneys, stats aren’t limited to ammys and runes and the only goal is to kill the hell outa people.
I just wanted to point out though that there were many incremental changes that made hundred nades actually a viable build. For one, grenade barrage used to be bugged on both to not be effected by the grenadier trait. Also, the tool kit was changed to have a 3 second block and 1200 range magnet. AAAAAAAANd finally, sigils added an incredible number of deeps. If you tried running hundred nades back in november then you would have called it a kittenty build.
QFE. People don’t realize how restrictive tournaments are. And of course the changes to toolkit, grenadier, and sigils are a huge part of why 100nades was possible.
I’ve been enjoying WvW recently because you can make creative stuff work there.
Everyone is biased, but I do think we can say engineers have been nerfed more than any other profession. The juggernaut nerf at launch, repeated grenade nerfs, the recent removal of the 100nades build (the only build that Anet has purposefully removed from the game), etc.
However, thieves have been nerfed hard as well. The recent 1-second revealed nerf is tiny compared to nerfs to offhand dagger, perma-daze builds, and signet nerf. Warriors haven’t really been nerfed much but were already really, really bad at tournaments before this patch, and with the quickness nerf they’re practically gone. Necros haven’t been nerfed much but have also never been a really, really strong profession in any area of the game.
I think the zergs are bigger in some servers since a lot of people came back. Also, the best way to get Wexp is to zerg, so more people zerged up to gain ranks fast.
Being able to see your opponents is awesome. As a solo/small group roamer, I’ve found it’s made my life much easier because I see zergs before I run into the middle of them now. How can that be a bad thing? I can usually run/wp away before I get swallowed by a 60-man now.
1. Please allow us to disable the really annoying titles below people’s names.
2. Please give me permanent invulnerability in all WvW maps. But just me, nobody else.Thanks!
1. Our goal is to make the WvW gameplay experience as good as it can be. To that end we are always taking feedback about changes and deciding how best to turn that into action.
2. I just checked in a change to give this to you. But it won’t activate until you run into the next group of 5+ enemies you see and /dance. If it doesn’t work the first time you do that, it’s probably because the group wasn’t large enough, so try with another group until you are invulnerable.
This guy is amazing!
Oh, and be sure to video or screenshot it so you can send it to Anet if it doesn’t work.
Just wanted to thank [durp] for some good skirmishes in the mag bl just now! I will never in my life understand how you guys have the patience to stand watch over an all-green borderland with literally zero players from SBI or CD in it. But you’re good at it, and it’s important, so I tip my hat to you.
Anyway, just wanted to say thanks for some fun 1v1s. I enjoy solo capping camps but of course [durp] doesn’t let that happen often, even if there’s only one lone SBI engi in the entire bl. So I was pleasantly surprised when I got two very fun fights against a thief and an ele, and managed to do all right even with most of my health and cooldowns gone from killing camp guards while you snuck up behind me
I suspect we may find ourselves in the same matchup again next week. If that happens, keep watching your borderland, even when it’s all green like it was tonight…
Static shot is very important to get off, I’ve found. Since both of you have confusion and probably neither of you have great condition removal, a lot of the fight kind of depends on what lands first. That doesn’t necessarily mean to open with static shot. It’s pretty easy to dodge because it moves so slow, so you may have to dodge a phantasm and then static shot, or wait to see if the mesmer blows both of his dodges for clones.
Make sure you don’t have any turrets in your build, since they’ll just fire at the nearest clone, making them effectively useless. Toolkit is very good, since mesmer’s melee burst is immobilize—>invulnerable burst. You can swap to gear shield real quick and mitigate at least some of the burst. It’s also great for negating shatters. And of course, elixir S is good to have.
“Just aoe” does work occasionally, but only against bad mesmers. If we’re talking bombs or grenades, you’ll have to get in so close that you’ll be in huge shatter danger the whole time. At the same time, you can’t afford to let the mesmer kite you through his phantasms, so you’ll have to dance very carefully. Even just autoattacking keeps a little pressure on, and it’s better than missing with grenades from long range.
I think mesmer is the most difficult profession to learn to fight against, and I am far from mastering it. Our hgh condi nades spec in PvP, or a variant of it in WvW, is probably our best build vs. mesmers.
cond build with grenades/toolkit/bomb kit. Confuse all the things! Fairly squishy, so Gearshield to run to safety. But seeing all the numbers all over the place is just fun.
I love that combination. Sure there’s no stunbreaker or condition removal, but the sheer power is terrifyingly awesome.
I have yet to try the new version but as someone who ran double super elixir build I can say that it was very annoying to have no control over where the first one landed and since it shared CD with other KR effects I’d often find it on CD when I needed it most. The buff to SE to make up for this seems rather massive and if they can even make the new heal numbers even close to the old one then this is a nice solution imo. Let’s also look at the positive aspect. SE, even the double version, could easily be out damaged by a decent melee build. The new immobilize effect seems to give a nice little remedy to that.
Also, having a flameshield with the flamethrower is WAY better than the old effect, and this magnetic mine sounds interesting. Also remember that this frees engineers from the burden of having to spend 10 points only to maximixe the healing effect of SE. so if you’re fine with not having an extra glue then this means 10 points you can spend elsewhere.
All in all, I’m not sure why people complain.
You do know the old flamethrower effect also removed a condition, right?
Also, super elixir was not buffed this patch. That was a typo left over from a previous patch.
Anet has to be very careful when buffing thief. In my opinion, they can’t even consider it for about a year.
The reason is that thieves inspired so much hate in WvW due to culling, new players getting 1-shot, C&D abuse, perma-daze, perma-stealth, perma-contested, etc. Those issues have all been dealt with now, but hate for thieves in general remains. To a lesser extent, hotjoins experienced all-thief mode for a couple months.
In short, no matter how bad thieves are, they simply cannot be buffed until people forget about those things a little. It’s a business decision: thieves have probably made more people uninstall than anything else, and Anet would like to hold on to their playerbase if possible.
I’ve heard stuff about the numbers fluctuating slightly—125, 129, 131. Nothing has been said about in patch notes about changing it to scale with healing power.
My guess is that it’s 125 base, unaffected by healing power, but possibly affected by random WvW bonuses. So in PvP it would always be exactly 125, but in PvE/WvW it could maybe get up to the 130s. 325 per second would be incredible, but I’m almost positive that’s not possible. I would love to be proven wrong, though.
“the only build for any profession that Anet considered so OP it had to be removed from the game.”
It’s a little funny when you phrase it like that. Sure I’ll miss the unique 100nade play style that I ….practiced obsessively for a while (hehheh) – but I am happier that GW2 gameplay took a step forward by removing a 1shot mechanic. Unfortunately, Engineer gameplay then took two steps backward to achieve this, but not all is lost.
I’m right there with you.
Oh well, another Guardian mechanic the mob wants to be nerfed…
btw Retaliation uptime is pretty short in general. Light + Blast is 3 sec Retaliation against 20 sec of 3 stacks might for fire + blast. Dedicated Retaliation guardians sacrifice most of their damage output for + % boon duration.
/edit: I forgt something:
Guardians do say “I’m out of position and that thief just stealthed, time for an aegis.”
Only that blocking doesn’t put the thief out of stealth.
I’ve wondered about that, too. The point was that blocks are a “counter,” used at a certain time for a certain reason. Retaliation is currently more of a damage add, which is why it feels so out of balance to professions that rely on fast hits or AoE to deal damage.
My Thief can BS for 8K and take 350hp from ret, My Eng can shoot same person for 450 crit and get hit with same dmg. This is stupid mechanic IMO. It should reflect back a % of the hit.
Engineer can do 8k damage too, what’s your point?
First off. No, Engineer doesn’t do 8K single hits.
How about double with jump shot?
Secondly, certain builds/playstyles/weapons are utterly screwed by Retaliation.
That of course is true. I’d just rephrase it by saying that certain builds are not optimal for certain situations. Like builds that rely on hits per second rather than raw damage against retaliation-heavy single or multi targets. However, “my build doesn’t work here” does not translate to “the world should change so I can has my build and pwn”.
Double jump shot would be 2 hits, which kind of supports your opponent’s argument better than your own. Landing a double jump shot is pretty rare so it’s hard to know for sure, but I think in full glass it could get up around 6k-8k with two crits.
I think retaliation was meant to be a counter to multiple small hits while blocking was a counter to single large hits. In practice, retaliation is more of a constant damage source than a counter to anything. Does a guardian say, “here’s a flamethrower engineer, better put up retal”?
Guardians do say “I’m out of position and that thief just stealthed, time for an aegis.”
It’s not that they’re bad mechanics, it’s that one is working as a counter and one is working as a damage bonus with a huge range of possible damage output, from adding a couple hundred damage all the way up to 1-shotting in certain situations.
My problem with cool kit builds, like yours, that I WANT to be able to play, now have next to no condition removal, sustained healing, and still no threatening killing power. You can’t make your enemies dead before they make you dead, and you can’t sustain yourself or allies with condition removal, or healing. It’s the numbers I feel are weak. There’s so much sacrifice, for that air blast, fumigate and super elixir utility, when you look at how hard you can rock with grenades & toolkit numbers.
Chaith hits the nail on the head again! I would expect nothing less from the engineer who created the only build for any profession that Anet considered so OP it had to be removed from the game. It’s all about the condi removal, which now means elixirs and 409. Handy, because HGH is only 10 points further in.
Also, to the OP, incendiary powder is a 33% chance to proc burning, not a 10% chance. And you get almost five hits a second with flame jet. That would be why people keep telling you to take it.
I agree that the new KR effects are more fun and well-thought-out than the previous ones, but the other posters are correct, unfortunately. Incendiary powder is a 33% chance to burn, and flame jet hits almost 5 times per second. Even if you have zero precision from gear, the 300 from your traitline alone will proc a lot of burning.
Although if we’re talking about a dungeon build, I could potentially see the vulnerability/immobilizes being very nice, since 1 guardian will keep burning going for your party pretty steadily anyway. It sounded like you were talking about WvW, though. It’s not too late—looking back I don’t see WvW specifically mentioned, so just say it’s a dungeon build and people will stop bothering you 
That was absolutely hilarious, nice twist. I never saw it coming. I’m also playing better after the patch, but only because I finally had to switch to the good build.
Don’t forget that an elementalist made a youtube video with exactly the same premise several months ago, only he talked about how much better he got after switching to thief. No one considers eles underpowered now, so perhaps in time we’ll get there, too.
Well, you guys usually are at 250k+ score on friday, but this time Mag is at 210+ on thursday, is CD and SBI improving or something?, because that’s a massive difference…
I actually believe that CD is improving. I also believe that CD and SBI have gotten more benefit in NA from the burst of additional players that the patch brought. I made a comment to someone on Mumble last night that everyone gained proportionately, but as I consider how things have gone over the past few days, I don’t believe its true.
That said… Gaining another 40k points in the next 34 hours doesn’t seem unreasonable. That works out to 1,111 per hour or an average PPT of 277. I’m pretty sure that’s still well within our grasp.
All servers probably did gain proportionally, but there’s also the “Queue” factor. Mag was already getting queues before the patch hit; CD and SBI generally weren’t (and still aren’t, but this week have sometimes hit the queue for EB, if I understand correctly). No matter how good one server is, they can’t steamroll EB if the other two servers are maxed out there as well. And, each other server will probably also be able to defend its own BL reasonably well. Result = most populated server maintains control of SM most of the time but everything else is fairly even, except during off hours, of course. Well shucks, guess this matchup isn’t so lopsided after all. The scores could be even closer next week since CD and SBI could have more comparable numbers to Mag all week, as opposed to the influx on Tuesday of this week.
I’ll agree that build variety took a hit this patch. I do think Anet knows what it wants playing an engineer to feel like, but I don’t have much evidence to back up that theory.
My bet is on a nerf for +condition-duration food
Why? There’s absolutely no reason to. There is -duartion food and -duration runes. Both give better gain than whatever their “+” counterparts.
2seconds + 100% = 4seconds
4 seconds -50% = 2secondseasier to get 50% shorter conditions than +100% conditions too.
I agree, and it’s actually even easier than that.
2 second bleed + 100% condition duration = 4 tics.
4 second bleed – 25% condition duration = 3 tics.
4 second bleed -26% condition duration = 2 tics. (there may be a rounding effect I’m not aware of. In general, my understanding is that any bleed under 3 seconds will not tic the third time.)
In other words, just eating the food for -40% condition duration on you could reduce condition damage by 50% or more. For example, take 40% off of a 3 second bleed and you have a bleed that tics once. I choose to use the + condition duration, but if this works the way I understand it, -condition duration is a much stronger buff in general.
This pretty much sums up my feels exactly, only way to beat an ele as a Engi if you are on a roughly equal skill level that I’ve found atm is to use HGH grenades and condition them to death, that’s assuming they don’t just run halfway across the map the second things look bad.
Definitely, our standard build has the best shot at 1v1ing an ele successfully. Although actually net turret is actually incredibly strong against eles 1v1. If you drop it after they leave fire attunement they’ll have a hard time AoEing it down and for an ele, not being able to move/dodge is bad.
I agree, there’s so much potential for build crafting with engineers. Every single trait and utility choice has the potential to completely change a build.
That doesn’t mean everything is daisies. When people say our best build in tournaments is HGH condi nades, that’s exactly what they mean, and it’s not a subjective opinion. Sometimes patches restrict our working build options instead of open them up. But still people find ways to rise above and make something new and creative.
Well besides for 100 nades and double stack healing, it was a fail trait. Nerfing 100nades alone would have just made the trait utterly useless to anyone. Better to just redo it rather than removing the one use of the trait.
Right, the trait was only good for 100nades (the barrage was useless outside of a glass cannon build) and condition removal. It wasn’t even the double stack healing IMO, it was the second option to elixirs to have any condition removal at all.
The new effects are way cooler than the old effects. They just don’t help new builds become viable.
PvE centered, for dungeons.
Anyway, I wasnt gonna get Healing Power gear or too much healing (with bombs). Im mostly aiming for a multi kit with elixir gun for Super Elixir or FT or Toolkit without Elixir Gun for tanking PvE.
In that case, certainly still viable. It can even be a total beast if you’re willing to put some coin down for it. If you just want to soak damage, PVT gear is probably your best bet, and then dump bombs, blocks, acid, and super elixirs constantly.
You could potentially go cleric’s to be more of a party healer, though engineers don’t benefit that much from healing power so being more beefy is probably better.
Great. Now i can’t even use my support build anymore. clap clap clap Oh, was super elixir buffed!? It’s still useless because it’s localized healing and you know that people move away from it not to get bursted down in. Screw this, i’m going back to guardian.
Actually super elixir was unchanged this patch. The lines about super elixir being changed were left over from a previous patch and included by mistake.
I think the changes show how much the devs are concentrating on the engineer profession. I agree that engineers have multiple viable builds for WvW, and of course anything goes in PvE.
However, some things were not handled well last patch. For example, turrets got all kinds of buffs but they still just shoot whatever’s closest to them. In other words, turrets are all right for fighting a thief or warrior or ele, but useless when fighting a necro, ranger, or mesmer. There will probably be very, very few moments when one of those professions will be closer to your turret than their adds. Turrets still shoot gates constantly, even net turret. They still fire even when their LoS is obstructed, which is particularly bad for net turret with the slow rate of fire.
Kit refinement change removed the only real source of any condition removal at all outside of elixirs.
So there is still some build variety left, but most of them look like 10+/10+/0/30/0 with p/p, 2-3 elixirs and 1-2 kits.
Right, if the new effects had individual cooldowns there would be tons of great ways to use them. My point was that the thing missing from the old KR wasn’t the ability to chain effects together quickly because even with four kits on your bar, you could probably only get 1-2 noticeable effects.
I was just pointing out that no matter how many creative things you do with utility slots, people still need to have condition removal and a stunbreak in competitive builds. If there’s only one decent way for a profession to get those, that profession will have only 1 competitive build.
Weapon kits have the base “attack” power of a top-level pistol of whatever level you are. Each skill also has a power coefficient that determines how much stronger it becomes based on your “power” stat.
So, toolbelt skills do their damage based on your power, precision, critical damage, and condition damage stats. Kits are the same but also have a base “attack power.”
I think that would be a good change. There are so few situations in which you’re able to constantly spam bombs—and those are rarely situations where anyone needs healing.
By the way, engineers no longer have invisible cooldowns on their invisible cooldowns, so I guess you’ll have to change the sig
How long did you play with it? I’ve actually found it drastically better – yes, you can’t stand at the back of a keep wall and lob across, but you can definitely creep much further back than previously required. It’s also amazing for hiding behind low walls/terrain lobbing away while somewhat safe from charging melee.
I also found it much better for throwing from walls. It’s a QoL fix, nothing major, basically just removed the “No line of sight” message when it won’t prevent the grenades from landing anyway.
This is a great idea. The current kit refinement has terrible interaction with speedy kits and especially with the med kit in general. Even with a global cooldown still attached, this would be a good change.
It wasn’t grenade barrage, box of nails, med kit bomb, or bomb kit bomb. It wasn’t being able to use those four effects in a row as you could originally, because even all four of those KR effects didn’t amount to much in most fights (except for the well-timed barrage in a glass cannon build, of course). In other words, if you were to spam all of those effects at the same time, the only one you’d really notice is the barrage and maybe the nails.
No, the one thing that engineers miss about kit refinement is the condition removal. Most used elixir gun, a few used flamethrower—but the important thing was you could have condition removal without needing 20 points in alchemy and/or elixirs on your utility bar.
People are reacting strongly against the patch because even though the new KR effects are cool, they don’t fill that hole in a non-elixir build.
Are we talking PvE, WvW or PvP? My favorite PvP build was tanky 4-kit, so I’m hoping it will still be acceptable enough to play. I think three turrets and toolkit might be almost viable, except you would only be able to cleanse conditions once every 60 seconds (and not very reliably). So, probably not usable in PvP but possibly good in some WvW situations.
Right now, I’m hoping elixir gun/bombs/3rd kit will still be viable for PvP (pretty much what tanky 4 kit builds used before the nerf). Drop antidote is a large part of the condition removal of that build, super elixir being the other part. Super elixir just got cut in half (i.e. one per 20 seconds instead of 2 per 20 seconds) but it may still be good enough. Losing the instant part hurts, but you can still remove 2 conditions every 20 seconds, instead of 3 like before. Much less healing, of course.
For WvW you might drop bombs for toolkit and/or grenades.
Server side skill lag wouldn’t really be changed, but for me and most people who aren’t running super high-end machines there’s quite a bit of pseudo-lag from your personal CPU not being able to handle rendering 250 models and twice that number of explosions, etc. I’m logging on now to try out the patch for the first time, and I don’t care if I have to set every setting as low as it will go. Being able to see opponents and getting more than two frames per second in big fights is all I’m asking.
I adepted after every patch engineer got nerfed which is and im not kidding every single patch since bwe1 but this went to far i was thinking about altenatives today and couldnt find any viable build without having some 409 elixir crap.
I had a strong build with medkit, e-gun, elixir s and toolkit. Damage was already low but i did fine. I build for boon duration with enhanced performance and altruism runes + sigil of battle. This build relied on e-gun + KR for condition remove its so utterly broken now and no im not going to get complete new gear again.
I sticked to this class since bwe1 but now its dead for me.
You could try saffron soup for extra condi removal. Even 409 with just elixir S is pretty decent (2 conditions every 60 seconds, plus you get a removal at 75% health with auto elixir B ).
For PvE you shouldn’t have any problem continuing to run a power grenade build. How much does losing that extra barrage really affect your damage over time? It only really removed the PvP burst build that centered on landing both barrages at exactly the same time.
Are you talking about dungeons? Solo PvE? Fractals?
All the effects are very strong, so they need a long cooldown.
Can’t exactly agree there…drop a mine? Gain fire aura? Those aren’t exactly things you spend a trait to be able to do once every 20 seconds, especially since you can only do one or the other every 20 seconds, not both.
I agree that warriors are possibly even worse off after this build, but my point was that no other build has been targeted and completely removed like this one. 100nades isn’t weak like 100blades is, it doesn’t exist anymore. Thief burst builds have been significantly reduced in the past after dozens of pages of complaints. Ele healing has been very slightly reduced after dozens of pages of complaints. Nothing has ever been completely removed before, and the first thing to be completely removed from the game is something very few people were using or concerned about.
Looks good to me. It won’t feel too much like a node defender since there’s only one block and elixir S with zero healing outside of elixir H, but it should do pretty well in as a melee version of condi nades.
You’d probably want to trade shrapnel for incendiary powder. The chance for bleed can be nice but you can get the burn to proc from your pistol skills, which is good since main hand pistol is the only three ranged skills in this build.
I just want to understand a thing: they said Super Elixir was buffed, but to me it heals the same amount of health as before 274 per second. Now they are trying to nerf engineer bunkers, too.
That was a misprint left over from last patch. Super elixir has not been changed. The big hurt to bunker builds came with kit refinement, since most kit bunkers used med kit for one condi removal and elixir gun for two more every 20 seconds. A third of that is gone but engi bunker is probably still pretty decent, although definitely not as good as guard or ele.