Hi gang! I'm a big fan of the evolution of the Med Kit. From humble beginnings it's become a unique and powerful option. Most importantly, fun. The recent Scrapper patch completely wrecked the way I played with the Med Kit so I took another look at the other kits to find more fun. Unfortunately they haven't really evolved much, have they? I sat down and had a good think.
Okay, so what's wrong with the old kits? Well for a start, they don't have very good stat purity with the exception of the Med Kit. With the Med Kit, you take healing power and you're good to go. Because barrier scales off healing power, I really enjoyed the barrier abilities scrappers used to have and I'd play medic bot at bounties. But which kit do you take if you want to compliment your condition pistols, or your power rifle? This is where kits get messy, because they tend to have skills that are all over the place with their stat requirement.
This is what has lead engineer players to "piano style", where you'd use one or two skills per kit and cycle through an ungodly rotation. Some would say, rather generously, that this is "skilful". It requires developing muscle memory and dexterity to yield the damage output of what should be a single weapon by spreading skills all over the place. Some would say then, rather more bluntly, that this is a god awful user experience! I'm in the latter camp. The Med Kit is a good example of design iteration and stat purity that should, quite frankly, be applied to the other kits. So, I had a go at that. (Edited for formatting.)
First I'm going to split our kits into two groups.
"Area Kits" - 3 kits: grenades, bombs, mortars.
"Assault Kits" - 3 kits: flame thrower, elixir gun, tool kit.
Okay, so engineers have three kits that we can designate "area kits", and we can say these are meant to compliment the more single target base weapons such as the pistol and rifle, or give a ranged area option to the base melee weapons of the sword and hammer. These area kits are grenades, bombs, and mortars.
I'm going to designate a focus for each kit that feels like it fits their theme.
Grenades: Damage Conditions.
Bombs: Power Damage.
Mortars: Blast Finishers and Combo Fields.
With that done I'll go over each kit with their rough skills.
Grenades will roughly follow the pistols. Granting an area version of each pistol skill, grenades should be inferior against a single foe, but better against many.
The damage type is conditions.
1) Shrapnel Grenade - inflicts bleeding. Auto attack.
2) Toxic Gas Grenade - inflicts poison, and confusion. 8s cooldown.
3) Concussion Grenade - inflicts blind, confusion, and daze. 16s cooldown.
4) Incendiary Grenade - inflicts burning, fear, and torment. 16s cooldown.
5) Sticky Grenade - inflicts cripple and immobilise. 16s cooldown.
F) Shrapnel Barrage - 6 Shrapnel Grenades around your feet in a circle. Fall trait copies this.
Bombs are going to be the "hammer kit" of the engineer. Raw power damage, armour penetration, and crowd control are the order of the day.
The damage type is power.
1) Battle Bomb - wide area damage. Auto attack.
2) Cluster Bomb - area damage, then more area damage bomblets. 4s cooldown.
3) Acid Bomb - area power damage over time, and vulnerability. 8s cooldown.
4) What The Bomb - creates a rift in space. After a 1s delay, enemies are pulled together. Does no damage. 30s cooldown.
5) Gravity Bomb - creates a shockwave of immediate area damage. After a 1s delay, enemies are damaged again and knocked down. 30s cooldown.
F) Big Ol' Bomb - no change. Area damage, and blowout.
The elite Mortar kit will focus on blast finishing in combo fields for various group utility effects. The fields themselves will be useful on their own to a lesser degree. Skills are going to have a "fire and ice" theme, with a focus on smoke, fire, ice, and water fields. Stealth and healing for small groups should be especially exciting in a variety of game formats.
1) Mortar Shell - area damage and blast finisher. Auto attack.
2) Fire Shell - Burns enemies on landing and every 2s after, for 3 burns total. Blasts for area might. Lasts 4s. 8s cooldown.
3) Smoke Shell - Blinds enemies on landing and every 2s after, for 3 blinds total. Blasts for area stealth. Lasts 4s. 30s cooldown.
4) Ice Shell - Chills enemies on landing and every 2s after, for 3 chills total. Blasts for area frost aura. Lasts 4s. 16s cooldown.
5) Water Shell - Cures a condition on landing and every 2s after, for 3 cures total. Blasts for area healing. Lasts 4s. 30s cooldown.
F) Orbital Strike - A targeting laser paints the ground. After 2s, a pulsing blast finisher causes heavy damage to the targetted area and repeatedly blasts combo fields. Pulses twice per second for 2s, for 4 pulses total. 60s cooldown.
So, the assault kits have a themes combining frontal cones with other short range effects. The tool kit is a melee option that could be a fun tanking kit. The flamer in particular has some very old technology in it that I'm surprised hasn't been updated with the Heart of Thorns technology advancements, so let's have a go at that now.
The flamer is a hybrid weapon split between power and condition damage. However, the current form has a poor auto attack for condition damage. Utility effects also needs a little love. Nothing too radical to change with this kit, although you might find some changes rather juicy.
1) Flamethrower - 4 pulses of damage, inflicting 1s of burning on each hit. Auto attack.
Notes: the current version inflicts 10 strikes, with 4s of burning on the final strike. That means if you dodge after the 9th strike, you don't inflict burning. This is despite the fact that you're literally wielding a flame thrower. That's stupid! This change means you inflict burning with every strike, and the 4 seconds are spread over 4 separate strikes.
Reducing the number of strikes down from 10 to 4 also diminishes the engineer's ability to swiftly kill themselves on retaliation, what with the 50 possible retaliation procs per auto attack. That was also pretty stupid, especially in the Mad King's labyrinth where Lich retaliation could do ~900+ damage per proc, for about 23,000 DPS of reflected retaliation damage. That was enough to kill you around 3 times over per auto attack.
2) Napalm Blast - no change.
3) Air Blast - add a "swirling winds" visual effect for the invisible reflection bubble that surrounds the engineer.
4) Flame Wall - replace area with Heart of Thorns technology. See notes.
5) Vent Smoke - create a smoke field for 2s, blinding foes on the first and final pulses. Blasts for area stealth. No change on cooldown.
F) Incendiary Ammo - Grants burning to every hit of the next attack skill. 20s cooldown.
Apparently this is quite good in PvP. However, its awful elsewhere besides a few heals and utilities. The auto attack is hopeless in PvE. Stat wise, it's the most schizophrenic kit imaginable, requiring power for acid bomb, condition damage for the bleed and poison, healing power for the super elixir, and perhaps concentration for the boons.
Seeing as this thing fires liquids, it would make most sense to concentrate on healing, boons, and conditions. It also needs an auto attack that can take on multiple foes at short range. Let's begin!
1) Nerve Agent - Elixir. Spray a cone of elixir fumes, inflicting poison and vulnerability on foes with every strike. 4 strikes.
2) Nightmare Fuel - Elixir. Spray a cone of elixir fumes, inflicting confusion and torment on foes with every strike. 4 strikes. 8s cooldown.
3) Cleansing Mist - Elixir. Spray a cone of elixir fumes, cleansing conditions on allies with every strike. Also cleanses the engineer. 2 strikes. 12s cooldown.
4) Red Mist - Elixir. Spray a cone of elixir fumes, granting 4s of fury, 12s of might and 4s of regeneration to allies with every strike. Also buffs the engineer. 3 strikes. 16s cooldown.
5) Super Elixir - Elixir. No changes.
F) Healing Mist - Elixir. 30s cooldown.
Trait notes: I'd change HGH's might down from 15s to 12s. Partly this is to give it the same might duration as Red Mist, but also because it has more skills to proc from. HGH is now granting might from Cleansing Mist and Red Mist, in addition to previous elixirs.
The underwater version of this kit is slightly better than the land version, and not just because of the Box of Piranhas, coolest named skill in the game. With the hammer being more offensive, with advancing attacks, I decided to give the Tool Kit a more defensive flavour with a tankish fighting style. Damage output is modest, while CC output is quite high. The "Power Wrench" trait makes the CC especially potent. This kit's damage type is power.
NB: if the engineer has a shield equipped, it should appear in their offhand. If not, they should be equipped with the Gear Shield.
1) Auto chain. Uses the underwater version, with evade on the 3rd attack.
2) Box of Bees - micro "Bee" gyros envelop the engineer for 3s, dazing foes for 1/4s after 1s and 3s. 180 radius. 12s cooldown.
3) Pry Bar - smack a foe for heavy damage and stun them for 2s. 18s cooldown.
4) Gear Shield - no functional changes. 18s cooldown.
5) Magnet - no functional changes. 18s cooldown.
F) Throw Wrench - Throw a wrench that returns to you, taunting foes it hits for 3s. Can only apply taunt once per foe. 18s cooldown.
Trait notes: "Power Wrench" is an especially strong cooldown trait, at 33%. BoB reduces to 8s, and the rest down to 12s.
I don't expect any of this to actually happen, but if I've entertained you a little then I consider this a complete win!