When disabled by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch, inflict weakness and vulnerability. (weakness 6s. vulnerability 6s, 25 stacks.)
I remember when someone asked what is scrappers role in raids, anet answered the role is to break cc bar.
Even then, no one played scrapper in raids. Anet dedices to nerf slick shoes. No one played scrapper still. Anet removes gyro daze.
So what is the role of scrapper in raids now?
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Dont forget pistol piercing, mortar projectile finisher, grenade blindness bug, rocket boots and rocket charge change direction mid air, elixir u interrupt, toss elixir reflect, med kit is bad, purge gyro cleanse single ally and shredder gyro is bad.
Those are not unblockable.
Why does it need to be?
Because blocks. And because every single poison field is unblockable (except the engi one big surprise here).
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
Engi already has two poison fields, Poison Dart Volley, and Fumigate. I hardly see any much more need than that.
And mortar poison field, don’t forget that one, these 3 make a decent damage for a poison condition, we dont need more poison, what about adding torment instead?
Those are not unblockable.
Rework it ground targeted, unblockable poison field that pulses 3 stacks of poison per second + high initial damage.
Because pistol isn’t very good in power, i want to post few suggestions improving it in power builds.
- Bring back pistol piercing (coated bullets).
- Fragmentation shot: Increase damage by 20%. Is now explosion.
- Static shot: aoe damage when bounce. No aoe confusion. Increase damage by 20%.
- Chemical Rounds: Also makes poison dart volley unblockable.
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Should change toughness stacking to flat 20% damage reduction. Atm it’s only useful against condis.
Let us choose a set of toolbelt skills like revenant legends but without swapping.
Choice 1: Toolbelt skills. (like its now)
Choice 2: Turrets.
Choice 3: Kits.
Choice 4: Gadgets.
Choice 5: Elixirs.
Choice 6: Elite spec utility skills.
From PvP subforum:
We’ve been making some gradual changes to pistol and rifle, hoping to bring them a bit more in line with hammer.
Patch notes:
- Blunderbuss: The damage of this ability has been increased by 10% at all range thresholds in PvP only.
- Jump Shot: The damage of the initial jump has been reduced by 56%. The damage of the landing has been increased by 28%.
Was pistol changed? Why there is nothing about pistol in patch notes?
Make turrets our PvE thing. Give them some significant pve only buffs like increasing damage by 500% and have 5 second cooldown when picked up.
Harpoon gun was also in the video.
1s burning per hit. 3 stack burning cap for balance.
The problem with elixir s is it makes you slow.
Make it work with all kits:
Flamethrower kit: Stability and might.
Bomb kit: Swiftness.
Tool kit: Super speed.
Elixir gun: Resistance.
Grenade kit: Fury.
Med kit: Regen for yourself and nearby allies. Radius 600.
Mortar kit: Quickness.
Full zerk flamethrower would be pretty good if we had stances and some protection against retaliation.
Imagine a zerg of flamethrower engis: stack some quickness and super speed then roll over everything.
Only if IP was aoe and not grandmaster trait.
Strangely enough, the flamethrower seems pitifully weak at generating burns.
Want a burning flamethrower? Make a guardian and use staff.
Thwacking turrets with tool kit should add damage reduction to them.
There is no point repairing already destroyed turrets…
+1
Make Jump Shot an evade.
3 stacks confusion per pulse. 4 Pulses. Etheral field.
Pros: We get etheral field outside streamlined kits.
Cons: Easier to avoid.
Merge it with Expert Examination (as minor trait).
Should be decent in shield focused build.
Actually making it a minor trait is better idea. Merge it with Impact Savant.
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Because our dev is a slacker. (or we don’t have any dev)
#EngiTBDForever
With the removal of gyro daze Expert Examination become obsolote.
Could it be replaced with something else?
New trait suggestion: Using a toolbelt skill grants 2s super speed to nearby allies.
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“We’ve been looking to improve the engineer and to support the areas it’s been lacking in”
The area we are lacking is supporting allies (med kit). Why wasn’t that improved?
Med kit has been long enough in its crappy state.
Not a single engi takes seriously.
Its been said here in forums for a millionth time.
Please take your time to buff it before 18th, for real.
Our survivability is at a good place.
False. Do you play wvw? Our surviability is trash even in full nomads.
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Make current Siege Rounds baseline and rework it.
Siege Rounds: Increase Mortar Shot radius to 240. Mortar shells are now unblockable.
The passive should absorb conditions from 5 allies and grant resistance per condition.
Like Pain Absorption but without granting resistance to allies.
Disable all passives (retaliation, auras, taunt when stun) and wvw will be perfeclty balanced.
Mortar shell never hits anyone directly, and knowing most projectile finishers aren’t that good what’s the point keeping it like its now?
It needs to be aoe.
I just tested hitting cannon in stonemist castle:
Engineer rifle 1 (range 1200): “out of range”.
Engineer mortar 1 (range 1500): “out of range”.
Revenant hammer 1 (range 1200): Can hit.
Guardian longbow 1 (range 1200): Can hit.
Necromancer staff 1 (range 1200): “out of range”.
Warrior rifle 1 (range 1200): “out of range”.
Looks like genenal range bug. Maybe it has something to do with projectile speed?
You can try engi rifle 1 vs revenant hammer 1 in pvp lobby. Rev hammer has much longer range, yet they both say 1200.
Same with wvw stonemist cannon: rev hammer can hit it, engi rifle says “out of range”.
- 1 skill is given a damage coefficient.
No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).
Some random suggestions:
Med blaster: Increase healing by 20%. Remove poison from allies. Remove might from foes.
Med packs reworked to pylons. Pylons pulse boons and healing every second.
Go condi (dire armor and balthazar runes). Staff, scepter and torch.
Then just drop symbols and purging in middle of enemy zerg.
Kills 5 or more almost every time.
Let us share kits.
Sublime Conversion: Grant regen to allies who cross it and no target limit.
Don’t forget revenants tablet (6k every 3 seconds) and their regen (700 every second) easily outheals med kit.
A way to apply ‘unblockable’ for a period of time
Yes pls. Utility goggles is good candidate for this.
Long range condition weapon.
not needed. it would offer less conditions than pistols.
Pistols are short range.
Long range condition weapon.
I would like to see it become something like rev hammer 2, but only with one explosion at front.
All i see is nerfs.
Disagree with every suggestion.
Just a list of random suggestions to improve engi in wvw.
Flame Jet
- Increase range to 700.
Juggernaut
- Gain might and stability while wielding a flamethrower. When you grant yourself stability, grant it to nearby allies as well (PvE and WvW only).
Bulwark Gyro
- Reduce incoming damage while gyro is active (no damage absorption). (PvE and WvW only)
Purge Gyro
- Cleanse 2 conditions from 5 allies.
Toss Elixirs
- Unblockable.
Throw Mine
- Increase damage by 100%
- Remove 3 boons.
Med packs
- Can be picked up by 5 allies.
Poison Gas Shell
- Unblockable.
- 3 stacks poison per pulse.
- Reduce cooldown to 4 seconds.
Chemical Field
- Pulsing resistance. (PvE and WvW only)
Really? No one read first post? I said allies not foes. Protection shouldn’t be limited to 10 allies.
Guardian has a staff, which is a lot like our flamethrower.
Except its a lot better: has longer range, wider cone, takes less retaliation and it even burns more.
However guardian is slow, really slow. Engi is still more fun to play.
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It just disappears after 10 allies cross it. What is wrong with that skill?