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Engie Utilities Buff Suggestions


Taril.8619

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Preface: These are probably terrible suggestions and broken but whatever xD

Generic:

  • Toolbelt skills no longer have cast times.Reason: Some toolbelt skills already have no cast time, while others have really short cast times which interrupt skills. Given that these effects are all coming from your toolbelt, they should have similar ease of use. (Possible exceptions: Bandage Self because that's the actual heal skill portion of Med Kit hence its 1s cast time. Though given the prominence of Healing Turret due to its power, maybe instant self heal could be what Med Kit needs to see more use). In addition, many toolbelt skills also have travel time due to using projectiles which can give enough of a delay to prevent WTFBurst from dropping an entire toolbelt on someone (If needed for balance reasons, increase travel times by a few miliseconds at point blank range)

Elixirs:

  • Elixir H - Now also includes 2s Resistance. Both on the skill and its toolbelt action.Reason: - Healing Turret provides a lot between Regen, AoE healing, Blast finisher, lowered CD if you pick it up and Condi Cleanse. Elixir H having some Resistance alongside its Protection could make it more desirable in lieu of HT especially in an Elixir focused build with Alchemy and Concentration.

  • Elixir B - Cooldown decreased to 30s. Duration increased to 15s.Reason: - In an age where Herald exists and can provide perma Regen, Swiftness, 25 Might, Fury and Protection to themselves and several allies with baseline Glint and no Concentration (While also still being able to use the Consume skills meaning they still get full Utility slots) ON TOP of their extra boon duration aura, Engie at the very least should be able to provide themselves with Perma-Boons when taking HGH and having a little extra Concentration with Elixir B. (With HGH the CD of EB would be 24s and the duration would be 18s base and 21s with the Concentration provided by Compounding Chemicals)

  • Elixir U - Cooldown decreased to 30s. Duration increased to 10s.Reason: - Again, in an age where Firebrand and Chrono can apply perma-Quickness to multiple allies with relative ease, so should an Alchy Elixir Concentration Engie be able to provide high uptime of Quickness themselves. This duration/CD with HGH and high Boon duration could allow an Engie to have perma Quickness if they wish (Which might impact Scrapper DPS if they can justify the stat and spec usage over your typcial Berzerkers + Firearms/Explosive which is the go-to for DPS on Engie)

  • Elixir C - Reworked. Now sprays the Elixir in a PBAoE converting Condi's into Boons for allies in the area. 5 Condi's converted, 5 targets max.

  • Toss Elixir C - Reworked. Now converts Boons on enemies into Condi's. 2 Boons converted, 5 targets max.Reason: Elixir C is a little underwhelming due to its incredibly niche usage. There are so few times where the full 13 condi conversion is needed and it has limited utility because the team application is only a minimal part of the overall skill. Changing the base skill into something more party friendly and providing the toolbelt skill with a unique utility of boonstrip could make the skill more desirable. (Concerns could be adding more Condi cleanse to Scrapper in WvW, though, whether or not Scrappers would make use of it or if they feel they already had enough access to Condi cleanse is debatable)

  • Elixir R - Also removes Chilled and Cripple.Reason: While Elixir R can be pretty good with its Endurance gain, adding another layer of movement impairing removal could make it see more use, though this suggestion is made cautiously given how nice the 100 Endurance gain is.

Kits

  • Flamethrower - Flame Jet cast time and number of attacks reduced by 50% (5 attacks, 1s cast time)Reason: Flamethrower ironically sucks at applying Burning. Shorter cast time on Flame Jet means more opportunity to proc the Burning effect from the final hit. Making it comparable to Pistol auto's (With Chemical Rounds) in a Condi build (This change will make it do slightly higher DPS than pistol auto's while Pistol will provide longer range and be less impacted by interrupts or by enemies evading the last hit from Flame Jet)

  • Bomb Kit - Bomb now has a 20% chance to be a Blast finisher.Reason: Bomb Kit is pretty much superceded by Grenade Kit in the majority of the game especially with its limited range. Having a unique effect of RNG Blast finishers could be an interesting way to spice the kit up especially for Scrappers. (BOB is supposedly being worked on alongside other long delay skills so I won't address that here)

Gadgets

  • Slick Shoes - Now also provides Swiftness for 15s.Reason: Gotta go fast.

  • Rocket Boots - Is now a ground target ability. Allowing you to choose where you land (Including allowing you to jump in place)Reason: Adds more flexibility, especially when trying to use the damage and Blast finisher. Also prevents annoying things like being screwed due to facing something like the edge of a cliff, while being Immobilized so you can't turn around to not fling yourself to your death...

  • Utility Goggles - Detection Pulse now also applies Fury to allies in the area. Max targets 5.Reason: Ze goggles, zey do nothing! More seriously, provides a little more utility to the utility goggles, adds a thematic bonus of being able to crit more (Points out weak spots). Makes the toolbelt skill have a use in more situations.

Final Comments:

I've purposely left out Tool Kit, Elixir X and Turrets, because I feel they require a more involved rework/overhaul to make them more useful. With changing of their effects, abilities and more rather than just a few tweaks here and there.

Other skills that don't appear here are either fine, or should be improved enough by the generic change to toolbelt cast times that I feel they would be fine as is

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@Dawdler.8521 said:

@"Taril.8619" said:There are so few times where the full 13 condi conversion is neededYou've never played WvW, have you, lol?

In all of the game, WvW marks a small portion of the total.

Between PvE (All modes, OW, Dungeon, Fractals, Strikes and Raids), WvW and sPvP. The number of times in which 13 condi's are applied to players is few, with it being relegated nearly entirely to WvW.

Add in the fact that in WvW, since the mode is blob vs blob, you also receive the benefit that is multiple players AoE condi cleanses which can mitigate numerous condi's to make a full 13 condi stack even less pronounced. Will it happen? Yes. Can it happen regularly? Yes. Is it a large or even moderate portion of the entire game so much so that a utility that is explicitly just "Remove 13 condi's" is worthwhile? No. (The fact that no meta WvW builds even run the Elixir should provide evidence for this, especially when WvW builds vastly favour AoE effects such as Purge Gyro, Medkit for Cleansing Field and Elixir Gun for Fumigate - Not to mention the light fields to proc finishers for more AoE condi cleanse)

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