Updated JAN 2020
Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.
Disclaimer, these are the changes I think are necessary to individually bring each dead skill or trait into a balanced side-grade, or part of a brand new build, and do this with the least amount of functionality changes. For Holosmith and Scrapper, before any suggestions should be considered, first assume all of my suggested nerfs have taken place.
This thread is a no power creep zone, that means not raising the current strongest PvP builds past their current limit.
General Changes: Projectile changes: Thrown Elixirs, Med Kits, these are now ALL unblockable.
1.) Pistol #1: Fragmentation shot increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile. Decreased aftercasts so an attack roughly fires every .5s.
2.) Pistol #2: Poison Dart Volley Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.
1.) Toolkit #2. Box of Nails increased Radius from 240 to 300. Cripple increases from 2s to 3s per pulse. Cast time reduced from 3/4s to 1/2s
2.) Toolkit #3: Pry Bar Damage increased by 15%.
3.) Elixir Gun #1: Tranquilizer Dart Bleeding removed and bleeding damage re-added to the base damage. PuRiTy of PuRpOsE
4.) Elixir Gun #2: Glob Shot cooldown reduced to 5s from 8s, grants 4s swiftness to the Engineer for each target hit. Damage increased by 15%. Now homes in on the initial target and bounces between enemies only. This change will allow invigorating speed to be reliably harnessed by core/scrapper.
5.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds. No longer tracks targets, rather fires in a frontal cone.
6.) Elixir Gun #4: Acid Bomb damage increased by 15%
7.) Flamethrower #1: Reduced amount of strikes from 10 to 3. Each strike causes burning, like how the 10th hit previously did.
8.) Flamethrower #4: Napalm, this skill now destroys enemy projectiles.
9.) Flamethrower toolbelt: Skills used while under the effects of Incendiary Ammunition are unblockable. In Pvp/WvW, Incendiary Ammo cooldown decreased from 50s to 30s to be more in line with push toward slow, ramping damage changes.
8.) Flamethrower #5: Smoke vent, this skill has two ammunition. (2s ICD between charges.)
9.) Med Kit #2: Bandage blast, reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.**
10.) Bomb Kit #2: Fire Bomb's pulses apply 2 burning instead of one in PvP and WvW
11.) Bomb Kit #5: All Glue Bomb pulses will immobilize enemies, not just the initial pulse - however, each target may only be affected by the immobilize once. Puddle duration increased to 5 seconds.
12.) Bomb Kit Toolbelt: Big Ol' Bomb now unblockable, suggestion by Zex Anthon.8673.
13.) Mortar Toolbelt: Orbital strike Toolbelt skill damage increased by 40%.
Turret Related Changes:
1.) General Turret changes:
2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current effects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Reflective shields activate without delay, but are reduced to 2s duration.
1.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target limit increased to 5, and range of Ram attack extended to 450. No longer tracks targets, rather fires in a frontal cone.
2.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)
3.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.
4.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 2 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)
5.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now actually removes one condition per pulse.
1.) Elixir X: New: Drink Elixir X to become a monstrous alchemical being. (Bar icon mouseover: Test Subject X). Transform looks like a potion/alchemy re-skinned version of: https://wiki.guildwars2.com/wiki/File:Subject_Alpha.jpg . Engineers while transformed into Test Subject X gain 2,000 toughness and vitality, a similar durability compared to Rampage. Stability x2, 3s, boon interval: 3s.
1.) Toss Elixir H: **New: Instead of it's current effects, Toss Elixir H now grants a stability, protection, and resistance for 2 seconds.
2.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.
Core Engineer Traits
General trait changes:
Explosives 'Short Fuse' trait no longer has cooldown reduction for bombs.
1.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
New: Damage increased to befit a grandmaster trait. Lesser Orbital Strike now follows the target's position.
1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Effect extended to Bomb Kit and Grenade Kit.
2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, inflicting Bleeding on a Target will also inflict torment (2s) (1s ICD)
3.) Incendiary Powder: Cooldown decreased from 10s to 5s to be more in line with push toward ramping condition damage over time.
1.) Automated Medical Response: Currently: Heal skills recharged when you're struck below 25% health. New: When you begin to revive an ally, an Elixir R is tossed on their position.
2.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects empowered to grant 3 seconds of stealth to up to 5 allies on the first pulse.
3.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos grant regeneration and create an additional Blast combo: Water. 2s ICD added.
4.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your healing to allies is increased by 5/10/15% for each 25/50/75% target's health missing.
5.) Bunker down, now Elixir Infused Bombs Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, bomb explosions heal allies 145 (.15).
1.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Healing reduced to 80 per second, down from 117. Using a skill in a kit grants the stacking buff for 5 seconds, one stack per unique kit. Regeneration effect stacks up to 3 times.
1.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 20 seconds of swiftness. 20s Global ICD on gaining the swiftness portion, but each kit has a separate 20s ICD for the condition removal.
1.) Increased the range of the Hammer Auto-Attack from 130 to 180
2.) Electro Whirl's reflecting effect activates immediately.
3.) Rocket Charge now evades for the entire animation instead of 3 miniature evades, added 3s of cripple per hit. Damage reduced by 25% to compensate.
4.) Shock shield now provides a barrier to allies as well as the Scrapper, the barrier for other allies would be stronger: appr. 400/pulse.
5.) Thunderclap now inflicts 3 vulnerability per pulse, up from 1.
1.) Medic Gyro: Reconstruction Field instant to return to consistency with Defense Field.
2.) Shredder Gyro: No longer creates whirl finishers. Now, each strike from shredder gyro rends the protection boon from enemies, and applies 2 vulnerability for 6s
3.) Spare Capacitor: Dazes over the 4 pulses, daze duration reduced from 2s to .5s. Damage tripled, current damage is non-existent
1.) System Shocker - No longer increases the effectiveness of finishers in lightning fields - now adds 2 more pulses to the Scrapper's lightning fields. Increased Daze Duration from 1s to 2s.
2.) Damage Dampener - No longer delays damage by 2 seconds. New: Reduce damage taken by 15% while under the effects of Superspeed.
3.) Expert Examination - Your lightning fields daze foes at or above the vulnerability threshold. 1/2s daze, threshold: 6. Interval: 1s.
Yes, nerf suggestions first.
Additional Holosmith Nerf Suggestions:
Corona Burst: No longer "charges up" and detonates faster when used with Quickness. Quickness still properly affects the initial cast time.
Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.
1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Vents 25 heat. No longer chills or applies frost aura.
2.) Hard Light Arena - Skill is now instant - this is to ensure Holosmiths don't have their entire defensive kits bypassed by chain CC.
1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. New: In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)
2.) New Suggestion for Crystal Configuration: Storm:
Crystal Configuration: Storm: - Photon Forge abilities explode on contact and have increased radius.
4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed in place of swiftness, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade to Holo Leap. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.
5) Photonic Blasting Module: New: In addition to its current effects, PBM allows use of Toolbelt skills while overheated - while overheated, all heat % bonuses are energized to the highest tier available to the skill and heat immediately starts to vent at 10 heat per second.
Forum Lord Chaith