The Next Elite Spec; What Is Engineer Missing? — Guild Wars 2 Forums

The Next Elite Spec; What Is Engineer Missing?

The Engineer has a decent array of skills, abilities and builds and I've been wondering what is missing from the Engineer's capabilities. Rather than try and propose what the next elite spec should be based off of a concept of what seems cool, I wanted to think about it in terms of how Arenanet goes about designing elite specializations. By going off of what a profession is lacking and how it would benefit the profession as a whole.

Personally I feel the profession lacks a dedicated support/team role that can be used effectively in WvW and raids specifically. There are DPS and tanking options, but I feel there is some room for improvement in the area I mentioned.

Where does the rest of the Engineer playing community stand though? I'm interested in hearing what others feel the profession needs or would like to see.

<13

Comments

  • Lunateric.3708Lunateric.3708 Member ✭✭✭

    Answering your question would be easier if Scrapper had a defined niche. As it stands it's one of the weakest if not the weakest overall elite spec and most of the reason why it is like that comes in the form of not having a set identity outside trying to mimic a "tank" in a game where tanking has little value outside very specific scenarios.

    Their class mechanic (gyros in general) serve no meaningful purpose too, imo.

  • archmagus.7249archmagus.7249 Member ✭✭✭

    Reliable boonstrip. Mine and minefield remove boons, but have long cooldowns.

  • MrForz.1953MrForz.1953 Member ✭✭✭

    The concept of dedicated support scares me nowadays. I'm not going to lie.

    Disgruntled Charr Engineer and Pirate - Jade Quarry

  • derd.6413derd.6413 Member ✭✭✭✭

    @Vagrant.7206 said:
    Engineer is definitively missing a few things:

    • Reliable, non-projectile ranged damage (not just orbital strike).
    • AoE buffs beyond pinpoint precision (IE Shouts)
    • Boon strips beyond throw mine.
    • Passive buffs (IE Signets)
    • "Cone" attacks besides blunderbuss.
    • An elite gadget and elite turret

    All of the other potential builds can be played if you know what you're doing, but these particular aspects are missing.

    From this, I can actually picture a "Soundsmith" or "Sonic Striker" or similar archetype of engineer that uses sound as a weapon.

    supply crate is the elite turret skill

    I Have No friends, so I Must pug

  • rrusse.7058rrusse.7058 Member ✭✭

    @Vagrant.7206 said:
    Engineer is definitively missing a few things:

    • Reliable, non-projectile ranged damage (not just orbital strike).
    • AoE buffs beyond pinpoint precision (IE Shouts)
    • Boon strips beyond throw mine.
    • Passive buffs (IE Signets)
    • "Cone" attacks besides blunderbuss.
    • An elite gadget and elite turret

    All of the other potential builds can be played if you know what you're doing, but these particular aspects are missing.

    From this, I can actually picture a "Soundsmith" or "Sonic Striker" or similar archetype of engineer that uses sound as a weapon.

    That's pretty interesting to think about. In particular I am interested in mention of Engineer lacking AoE buffs and not having a good way to strip boons. Perhaps there is some room for some sort of Saboteur? Maybe the next spec doesn't have to go the route of being a support based spec and it could be one that tries to punish enemies and reward players with correct positioning and attacking while also granting those benefits to allies?

    I keep imagining something like the Spellbreaker, but does more than just cast a bubble and run back out again. The theme of a sound based profession could work too as it still fits in lore with the dredge and even Scarlet and her machinations.

  • pocky.1597pocky.1597 Member ✭✭

    I'd like a long range nuker elite spec. Longbow with laser abilities. Huge laser attack that is a large destructive AOE. Multiple thin lasers zig zagging or curving in the air to hit foes. Launching a bomb and detonating it high in the air to shower an area with laser bombardments.

  • Tehologist.5841Tehologist.5841 Member ✭✭✭

    I am honestly really happy with engi, the one thing lacking was reliable stab and I feel last update helped with this issue. Core engi lacks sustain and still very weak to ranged attacks. The melee damage could use some help, maybe make tool kit the melee kit and give it some much needed damage.

  • Thematically I rly want the devs to explore explosives and rockets on engie more.

  • derd.6413derd.6413 Member ✭✭✭✭

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    I Have No friends, so I Must pug

  • @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    i guess the core part of engie consists of alot of explosives but i defo think theres alot of explore in terms of niches. I also think tis a very fitting theme for engie

  • derd.6413derd.6413 Member ✭✭✭✭

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    i guess the core part of engie consists of alot of explosives but i defo think theres alot of explore in terms of niches. I also think tis a very fitting theme for engie

    my question was what those niches are

    I Have No friends, so I Must pug

  • @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    i guess the core part of engie consists of alot of explosives but i defo think theres alot of explore in terms of niches. I also think tis a very fitting theme for engie

    my question was what those niches are

    Anything that can fit in an elite spec? I really dont see where it doesnt fit in.

  • derd.6413derd.6413 Member ✭✭✭✭

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    i guess the core part of engie consists of alot of explosives but i defo think theres alot of explore in terms of niches. I also think tis a very fitting theme for engie

    my question was what those niches are

    Anything that can fit in an elite spec? I really dont see where it doesnt fit in.

    M8, i'm not saying that it doesn't fit, i'm asking what "it" is. Because i can't come up with an explosive theme that's strong enough to carry an elite spec and isn't core explosives.

    I Have No friends, so I Must pug

  • @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    i guess the core part of engie consists of alot of explosives but i defo think theres alot of explore in terms of niches. I also think tis a very fitting theme for engie

    my question was what those niches are

    Anything that can fit in an elite spec? I really dont see where it doesnt fit in.

    M8, i'm not saying that it doesn't fit, i'm asking what "it" is. Because i can't come up with an explosive theme that's strong enough to carry an elite spec and isn't core explosives.

    I feel like its a matter of taste.. and imagination. Maybe the reason you can't come up with something with an explosives theme is because you dont want to? Explosives bow spec, explosive staff spec. Maybe the reason why I cna come up with ideas for explosive specs is because I realy want one? Hmm. I really do wanna hear what kind of e-spec you want tho, that isnt explovies

  • derd.6413derd.6413 Member ✭✭✭✭

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:

    @derd.6413 said:

    @Ovalkvadratcylinder.9365 said:
    Thematically I rly want the devs to explore explosives and rockets on engie more.

    i don't really see how you can expand explosives on engi seeing how explosives make up a large part of core engi

    i guess the core part of engie consists of alot of explosives but i defo think theres alot of explore in terms of niches. I also think tis a very fitting theme for engie

    my question was what those niches are

    Anything that can fit in an elite spec? I really dont see where it doesnt fit in.

    M8, i'm not saying that it doesn't fit, i'm asking what "it" is. Because i can't come up with an explosive theme that's strong enough to carry an elite spec and isn't core explosives.

    I feel like its a matter of taste.. and imagination. Maybe the reason you can't come up with something with an explosives theme is because you dont want to? Explosives bow spec, explosive staff spec. Maybe the reason why I cna come up with ideas for explosive specs is because I realy want one? Hmm. I really do wanna hear what kind of e-spec you want tho, that isnt explovies

    Explosive bow/staff isn't a new theme, that's the same theme on a new weapon.

    A few suggestions i've heard with potential was technomancer and sound engineer

    I Have No friends, so I Must pug

  • Question here the Gyro is useful? I am not seeing anyone using it

  • Rezzet.3614Rezzet.3614 Member ✭✭✭

    Staff elite, engineer is massively lacking Non Projectile AoE , as well as boon strip and proper boon application , the boon turret trait is a decent idea but unfortunetly turrets are absolute garbage , also stationary .

  • Tehologist.5841Tehologist.5841 Member ✭✭✭
    edited August 8, 2018

    Non Projectile AoE

    Bomb kit?

    boon strip

    Throw mine has boon strip and it isn't used that often, the tool kit ability throws out 5 and can be remotely detonated. The regular ability also has a blast finisher and knock back, great fun for knocking people off keep walls. Has great range and can be thrown on top of them I found with much enjoyment. It is also really fun to mess with zergs, hardly a game changing ability though. Boon corrupt is really strong as is winds, it stops new boons (aegis which also heals when traited) and projectiles, the boon strip isn't what makes those abilities great.

    Net, rifle and rocket turrets need updated. I would love a portal ability that lets me summon my turrets similar to ritualist ability. A portal gun or mode similar to holo forge would be awesome. I really enjoyed ritualist weapon skills, skill that make allies weapons look really cool and get new abilities or possibly our own rifle go full auto like a gatling gun.

  • Duration based unblockable buff would be nice. Like Unstoppable_Union_(effect)
    Maybe even share it with nearby allies.

  • Tehologist.5841Tehologist.5841 Member ✭✭✭
    edited August 8, 2018

    Weapon swap!!

  • coro.3176coro.3176 Member ✭✭✭✭

    Last two elite specs:

    • Scrapper: Melee, Power, Tank/Support
    • Holo: Melee, Power, DPS

    Next elite spec:

    • probably ranged
    • probably condi
    • possibly support, possibly dps
  • Dace.8173Dace.8173 Member ✭✭✭✭

    @Frostmane.9734 said:
    This won't be a fun answer, but I personally hope they don't develop another e-spec and use the energy to revamp core specs. There are tons for fun builds, across all professions, that the core game had that are just unplayable now. Let's get some remediation and build diversity before we expand again.

    I actually love the E-specs. Sure it takes time away from old core builds but it interjects new life into a profession and opens up new playstyles. Core stuff can always be buffed via patches, which they do do from time to time. But I can promise you sales would likely drop for a new expansion if it just focused on core material. People want new toys when they buy expansions. Afterall, not everyone is involved in Endgame level story content.

    As for what the profession could use, I want a second long range combat outside of rifle. We've gotten two melee specs and they're lots of fun but I'd also like to be up to blow stuff up at a distance with something other than the rifle.

  • Engi clearly needs an espec focused on condis

  • Iozeph.5617Iozeph.5617 Member ✭✭✭
    edited August 10, 2018

    Simple: A GATLING BAZOOKA, HOVER SHOES, PERMA-SUPSERSPEED BUILD WITH HOT-BLOODED, THROAT-BLEEDING, BATTLE-SCREAMING ACTION!!!

    And the 'kung-fu' grip.

    Edit:

    And we get this playing in the background whenever we fight -

  • JETWING.2759JETWING.2759 Member ✭✭✭
    • Sereval traits do not Works on downed state. Fix that (unfair Ranger Profession able to use his mecanic, pet skills, while the engineer can't least use his traits).
    • Ranged damage that do not requires spend 2 toolbelt slot + static discharge trait.
    • Sword Skills (Sword stills useless).
    • T3 Exceed Skills.
    • F5 skill on Holosmith.
    • Burn damage on Flamethrower.
    • Mine stills useless, remove that.
    • Teleport (May be good change Throw Mine to a transport device that transports the engineer to Mine/Transport device location; )
  • Im hoping for a staff engineer that uses ‘nanobots’ (purely flavour text, no AI nonsense) to inflict debilitating conditions onto the enemy from the inside out. Staff skills play with Nanotech idea and are themed around Electrical AoEs.

    Due to the fact these nanobots are ‘inside’ the enemy’ bloodstream, maybe a few of the soft cc debuffs could be uncleansable.

    F-skills replace the toolkit and allow the Engie to have an array of nanobots deployable at all times.

    Utility type: Nanotech
    Heal skill = Low initial heal paired with rapid regen over 8s as the Nanomachines mend you from within.

    I’d post more but I don’t want my post too long.

  • Arimas.3492Arimas.3492 Member ✭✭✭

    I'm firm with the reliable long range damage as the next elite spec, preferably power too since engineer's have a lot of options for conditions already with pistols and kits, even if they aren't new condi's aren't really lacking so I'd say some power damage. My first idea which I've posted before was a longbow, 1200 range with different arrow tips for damage and weapon augments (like thief venoms but physical instead of conditions) like a magnetic augment that would pull nearby foes to the enemy you hit when applied.

    I got another idea now too with Staff for those of you who like that weapon. This one would be a power DoT spec with a burst attack you can access by consuming the DoT's applied. I don't really have all the specifics made up but basically you'd have a staff auto which would be a 3 chain set up, first two attacks fire laser bolts at the enemy and the final attack fires a shredder bolt which basically would apply a very small damage but long duration DoT, similar effect to how a thief's pulmonary impact works, just over time. the other staff skills would have some other power DoT abilities too, maybe with some extra effect on the first impact since power DoT really isn't interesting on its own. then the 5 skill would be a ammo skill that consumes the DoT's for a burst that scales with how many DoT's were applied.

    You'd have to hit the initial strike for any of the DoT's to apply of course and since there would be a lot of power DoT's they would not be unblockable and any damage mitigating effects would apply to the DoT's as well (so like weakness could cause glances and dodging would evade them and the damage would be blocked as well.

    Just an idea I had for something different that we haven't seen, since pretty much all power damage is actively striking except a few skills (like Ray of Judgement).

    Personally out of theme I like my longbow with arrow tips idea better but this one has an interesting concept IMO.

  • Peutrifectus.4830Peutrifectus.4830 Member ✭✭✭
    edited August 22, 2018

    @Vagrant.7206 said:

    • Boon strips beyond throw mine.

    I was thinking this only a few days ago, that adding boon strip to bunker down would be ideal. Then with gadgeteer traited thrown mine and sigil of annulment, you'd have a fair bit going on.

    If that's not enough for you, it could be reasoned that analyse foe (goggles toolbelt skill) would be a good thematic fit for 1x boon removal and also continues on the gadget theme, which could do with the attention.

    Sparkr's Wonderful World of Engineering - https://www.youtube.com/channel/UCEONFRaJV2u2f12ytXEir9A

  • Nephalem.8921Nephalem.8921 Member ✭✭✭

    There can't really be a condi elite spec without heavy core condi nerfs since condi engi is in a solid spot now.

    I would prefer a support spec as new elite. One that focusses on buffs instead of healing to have finally some competition on that role. Currently chrono is the only profession able to provide quickness + alacrity. Would be nice to have more than one profession being able to do that.
    Should limit healing output though since having boons + heal on one build would be way too op.

  • Tehologist.5841Tehologist.5841 Member ✭✭✭

    I just want a dagger with screw driver skin.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    im thinking next espec might be similar to scourge considering what engi lacks.

  • @Tehologist.5841 said:
    I just want a dagger with screw driver skin.

    Dual wield screwdriver (dagger) and/or spanner/hammer (mace)

    Either could work with offhand pistol :)

    Sparkr's Wonderful World of Engineering - https://www.youtube.com/channel/UCEONFRaJV2u2f12ytXEir9A

  • Peutrifectus.4830Peutrifectus.4830 Member ✭✭✭
    edited August 25, 2018

    I had a thought on this last night...

    Heavy Weaponist
    Loses access to kits, all f# skills are replaced with heavy weapons.

    Example: f1 - rocket launcher: all weapon skills are replaced with (none-ground) targetted arcing prjectiles (not as long range or high arcing as mortar). Rocket: an area blast (20% chance finisher) auto attack, bunker buster: an armour piercing missile, incendiary missile clues in the name,** multiple rocket pod** (channelled single target small missiles), chaff launcher (defensive aoe blind and smoke field) and seeker missile (lond cd powerful missile with big telegraph).

    f2 could be mini gun, short range cone firing style, f3 power gaultlets for melee range low dmg high cc, f4

    Sparkr's Wonderful World of Engineering - https://www.youtube.com/channel/UCEONFRaJV2u2f12ytXEir9A

  • Tails.9372Tails.9372 Member ✭✭✭✭

    I'd like to see something focused around either turrets, a "mini drone army" or power suits.

  • Am i the only one who wants to use the next Elite spec as an opportunity to expand our abilities as a reliable Healer?

    The recent Med Kit rework was a mark to the right step, and i think it only needs a little push that could integrate the reamining missing aspects of a great support build (dmg coeficient buffs, boon spread, healing boosts, you name it).

    Even if this e-spec wasn't at the mark of druid usefulness, at least reach to a decent firebrand support tier in terms of versatility for the team.

  • A healing focused engineer wouldnt really be interesting unless it was a RNG boon alchemist imo. At that point just buff elixirs.

  • Milan.9035Milan.9035 Member ✭✭✭

    I am seeing a staff lighting focused high range and damage espec.

    If i had to bet this would be it.

    I would really be pissed if it was healing or something ai like turrets or gyros.

  • @Frostmane.9734 said:
    This won't be a fun answer, but I personally hope they don't develop another e-spec and use the energy to revamp core specs. There are tons for fun builds, across all professions, that the core game had that are just unplayable now. Let's get some remediation and build diversity before we expand again.

    i would love to see that they add a new weapon for all base classes...
    And a new set of traits and utillity skills
    Not with the next expansion.. (expansions are for elite specs)
    But with the release of season 5...
    This indeed would be the right moment to do so...

    I would be nice if the engineer could get a new utility skills in every cattegory.. and finally a gadget elite...
    As weapon i would love to see a long bow...

  • @Milan.9035 said:
    I am seeing a staff lighting focused high range and damage espec.

    @Bomboed.5697 said:

    Elite spec: Technomancer

    Role: Long range constant damage DPS / melee range bunker-bruiser.

    Weapon - Staff

    1200 range power-based weapon.
    Staff is an electricity based weapon that has it's own unique mechanic - Conduction.
    Some staff skills apply Conduction on enemies while others benefit from it. Conduction can be applied on multiple targets to create Electrical Circuit between them. Some staff attack can chain between targets in Electrical Circuit or their strength can depend on number of targets in Electrical Circuit.
    Examples:

    • Skill #1 is main attack that damages main target with lighting, applies and refreshes Conduction and chains to other targets with Conduction.
    • Skill #2 is attack that launches a ball of lighting at target and than bounces between all nearby targets with Conduction. Each time when this attack damages target it also applies Vulnerability. Can damage the same target X number of times. After final bounce from enemy the ball bounces back to Engineer and gives him stack of Might for each applied stack of Vulnerability.
    • Skill #3 is main way to apply Conduction on multiple targets at once. It is a ground targeted ability with a little delay that damages multiple enemies and applies Conduction and Cripple on them.
    • Skill #4 is heavy burst single target attacks, that clears all Conduction stacks on targets around main target and deals damage and immobilizes target. Damage and immobilize duration are based on number of cleared Conduction effects.
    • Skill #5 is ability that teleports Engineer in targeted location, clears Conduction from all enemies and grants Engineer X amount of Absorb shield for each cleared Conduction.

    New ability type - Device

    Device are ground target abilities similar to Wells, but all Devices have 3 effects:

    • Initial effects that activates when Device is deployed
    • Persistent effect that is pulses while Device is active
    • Final effect that activates when Device duration expires

    Example:
    Gravity Polarizator: places Device in targeted location that pulls all enemies towards it after a brief delay and then pulses damage and stacks of Vulnerability. When Device duration expires it knocks all enemies away.

    New class mechanic - Mech-suit

    All weapon skills generate Power Charge. This Power Charge acts like a second health bar similar to Necro's Death Shroud when Mech is activated by F5 key. F5 is a 1200 range Leap, which helps to engage melee combat after fighting at long range with Staff. Power Charge depletes by taking damage.
    Mech-suit skills are mostly melee, but with some range options. Mech attacks are slow, powerful, most of them has fairly long CDs. A lot of skills has a CC components like knock-back or knockdown.
    All Toolbelt skills are changed to special Mech-suit skills called Overdrive. Each Overdrive skill has a very powerful effect, but can be used only once per Mech-suit summon. This limitation engages players to switch between normal mode and Mech mode more frequently.
    Engineer in Mech-suit mode is quite tanky due to second HP bar in form of Power Charge, but staying too long in this mode costs a dps loss due too long CDs.
    Pressing F5 key when Mech is active engages a Self-Destruction sequence and allows Engineer to leap away. Self-Destruction destroys Mech and consumes all Power Charge. Self-Destruction deals a lot of AoE damage by default, but can have more effects with special Traits. Self-Destruction effect are more powerful if more Power Charge consumed.
    Self-Destruction triggers automatically when all Power Charge is depleted, but with very weak effect.
    Self-Destruction has a short time window that allows player to choose where to leap away.

    PROS:

    • Reliable long range option
    • Good constant damage with a little CC options
    • Good sustain and bunker potential with Mech-suit
    • Engaging gameplay that encourages constant switching between long range damaging and close range tanking and CCing
    • No AI involved

    CONS:

    • Fairly long CDs
    • Toolbelt skills are locked in Mech-suit mode
    • Mech-suit attacks are slow and readable in PvP
  • Milan.9035Milan.9035 Member ✭✭✭

    @Bomboed.5697 said:

    @Milan.9035 said:
    I am seeing a staff lighting focused high range and damage espec.

    @Bomboed.5697 said:

    Elite spec: Technomancer

    Role: Long range constant damage DPS / melee range bunker-bruiser.

    Weapon - Staff

    1200 range power-based weapon.
    Staff is an electricity based weapon that has it's own unique mechanic - Conduction.
    Some staff skills apply Conduction on enemies while others benefit from it. Conduction can be applied on multiple targets to create Electrical Circuit between them. Some staff attack can chain between targets in Electrical Circuit or their strength can depend on number of targets in Electrical Circuit.
    Examples:

    • Skill #1 is main attack that damages main target with lighting, applies and refreshes Conduction and chains to other targets with Conduction.
    • Skill #2 is attack that launches a ball of lighting at target and than bounces between all nearby targets with Conduction. Each time when this attack damages target it also applies Vulnerability. Can damage the same target X number of times. After final bounce from enemy the ball bounces back to Engineer and gives him stack of Might for each applied stack of Vulnerability.
    • Skill #3 is main way to apply Conduction on multiple targets at once. It is a ground targeted ability with a little delay that damages multiple enemies and applies Conduction and Cripple on them.
    • Skill #4 is heavy burst single target attacks, that clears all Conduction stacks on targets around main target and deals damage and immobilizes target. Damage and immobilize duration are based on number of cleared Conduction effects.
    • Skill #5 is ability that teleports Engineer in targeted location, clears Conduction from all enemies and grants Engineer X amount of Absorb shield for each cleared Conduction.

    New ability type - Device

    Device are ground target abilities similar to Wells, but all Devices have 3 effects:

    • Initial effects that activates when Device is deployed
    • Persistent effect that is pulses while Device is active
    • Final effect that activates when Device duration expires

    Example:
    Gravity Polarizator: places Device in targeted location that pulls all enemies towards it after a brief delay and then pulses damage and stacks of Vulnerability. When Device duration expires it knocks all enemies away.

    New class mechanic - Mech-suit

    All weapon skills generate Power Charge. This Power Charge acts like a second health bar similar to Necro's Death Shroud when Mech is activated by F5 key. F5 is a 1200 range Leap, which helps to engage melee combat after fighting at long range with Staff. Power Charge depletes by taking damage.
    Mech-suit skills are mostly melee, but with some range options. Mech attacks are slow, powerful, most of them has fairly long CDs. A lot of skills has a CC components like knock-back or knockdown.
    All Toolbelt skills are changed to special Mech-suit skills called Overdrive. Each Overdrive skill has a very powerful effect, but can be used only once per Mech-suit summon. This limitation engages players to switch between normal mode and Mech mode more frequently.
    Engineer in Mech-suit mode is quite tanky due to second HP bar in form of Power Charge, but staying too long in this mode costs a dps loss due too long CDs.
    Pressing F5 key when Mech is active engages a Self-Destruction sequence and allows Engineer to leap away. Self-Destruction destroys Mech and consumes all Power Charge. Self-Destruction deals a lot of AoE damage by default, but can have more effects with special Traits. Self-Destruction effect are more powerful if more Power Charge consumed.
    Self-Destruction triggers automatically when all Power Charge is depleted, but with very weak effect.
    Self-Destruction has a short time window that allows player to choose where to leap away.

    PROS:

    • Reliable long range option
    • Good constant damage with a little CC options
    • Good sustain and bunker potential with Mech-suit
    • Engaging gameplay that encourages constant switching between long range damaging and close range tanking and CCing
    • No AI involved

    CONS:

    • Fairly long CDs
    • Toolbelt skills are locked in Mech-suit mode
    • Mech-suit attacks are slow and readable in PvP

    Yea plz do this.

  • @Nephalem.8921 said:
    There can't really be a condi elite spec without heavy core condi nerfs since condi engi is in a solid spot now.

    I would prefer a support spec as new elite. One that focusses on buffs instead of healing to have finally some competition on that role. Currently chrono is the only profession able to provide quickness + alacrity. Would be nice to have more than one profession being able to do that.
    Should limit healing output though since having boons + heal on one build would be way too op.

    I disagree.

    Core condi is unnecessarily complicated for the value it brings. If getting a sane condi spec requires razing core condi to the ground: so be it it.

  • Arantheal.7396Arantheal.7396 Member
    edited September 12, 2018

    How about some mace-swinging support engi?

    Artificer:
    The artificer uses ley-infused crystals as cores for small machinations that allow him to alter himself and his surroundings (think signets)
    Mainhand weapon would be a mace with a ley-infused core.
    The #1 rota would consist of 2 swings that cause linear aoe's in a short to medium range in front of him, and a 3rd to cause cripple for 2 seconds in the same area. The first 2 hits inflict the unique condition "ley-radiated", which in itself does damage similar to poison, lasts for 3 seconds and can be cleaned by normal means.
    The #2 skill pulls all enemies in a 1.2k range who are currently ley-radiated towards the engi. All Targets within 240 range will receive ley-radiated and blind.
    The #3 skill is a blast-finisher & inflicts burning and confusion on any target in a 240 range. Lay-radiated targets get additionally rooted for a short time.
    This weapon can be combined with shield or pistol, and should synergize well with both.

    Utilities:
    Crystal Cores work similar to signets, in that they grant unique buffs to the wearer and offer offensive use upon activation. Additionally Crystal Cores block their corresponding Toolbelt-Skill with an aura that grants supportive effects to allies, who mirror the Actual Crystal Core to a lesser degree. Ofc these shut down too once a Core goes on cd.

    Healing-Skill
    Life-Core
    Off cd: Pulses Healing equal to 3 times regeneration (scales with healingpower like regeneration) to the engi.
    Toolbelt: Pulses regeneration to allies
    Activation: Projects a waterfield. Syphons life from enemies in 480 range. Inflicts direct damage equal to 20% of the engineers total health to enemies. Heals the engi as much as total damage dealt. Allies in range receive 15% of dealt damage as healing, too

    Utility
    Speed-Core
    Off cd: Pulses a unique form of superspeed to the engi that only increases his movement-speed, not his attack speed. Ignores cripple and immobilize, but can still be pulled / knocked around
    Toolbelt: Pulses swiftness to allies.
    Activation: Stun-breaker. Projects a smoke-field. Grants superspeed to the engi and cripples enemies in a 480 range. Ley-radiated targets get immobilized. Consumes Lay-radiation

    Light-Core
    Off cd: Transmutes 1 condition on the Engi every 10 seconds into a boon. Has an internal cd that triggers only upon receiving a condition
    Toolbelt: Cleanses 1 condition every 10 seconds from allies.
    Activation: Projects a light-field. Transmutes 2 conditions on allies into boons, and 2 boons on enemies into conditions. Lay radiated targets have up to 4 boons transmuted. Consumes lay-radiation

    Storm-Core
    Off cd: Pulse 5 seconds of fury every 10 seconds on the engi
    Toolbelt: Grant a uniqe buff that increases precision on allies by 150
    Activation: Stun-breaker. Projects a lightning-field. Daze enemies in 240 range for 2 seconds. Lay-radiated targets get stunned for 1 sec. Consumes lay-radiation.

    Force-Core
    Off cd: Grant a unique buff to the engi that increases toughness by 150
    Toolbelt: Pulses 3sec of protection every 10 seconds to allies
    Activation: Projects a light-field. Projects a projectile-destroying bubble centered on the engineer. Lay-radiated targets have their projectiles reflected and are dazed for 1 second. The daze-proc consumes lay-radiation.

    Might-Core
    Off cd: Grants a unique Buff that increases condition-damage to the engineer by 150
    Toolbelt: Stacks 1 might on allies every 5 seconds. Lasts 15 seconds.
    Activation: Projects a fire-field. Inflicts 10 Stacks of vulnerability on enemies in a 240 range. Lay-radiated enemies suffer from weakness. Consumes lay-radiation.

    Elite:
    I'm kinda lost on this one.
    Could be either a device that resets core (utility?)-cd's instantly on a 90sec cd, that pulses 3sec of alacrity every 10sec for the engi only, and inflicts slow on ley-radiated targets upon activation.
    or:
    Magneton-Core
    Off cd: Grants 2 Stacks of stability to the engineer every 10 sec
    Toolbelt: Grants 1 Stack of Stability to allies every 10 sec
    Activation: Stun-Breaker. Unleashes an AoE-Knockback. Inflicts 10 Stacks of confusion on lay-radiated targets. Consumes lay-radiation.

    Traits should revolve around improvements on certain Cores on the top-lane, Maze-Improvements on the middle, and lay-radiation at the bottom. After unlocking the weapon, general core traits should revolve around general condi-dmg and survivability.

  • Fipmip.7219Fipmip.7219 Member ✭✭✭
    edited September 13, 2018

    I'm a huge fan of the heavy weapon idea for a long range spec - like a kit capable of big sustained damage but is slow moving, and can knock over or apply continual cripple and weakness in an AOE cone. Alternatively can used as a good range damage defense class with multiple options for missile destruction and some reflect. new weapon is mainhand mace.

  • Peutrifectus.4830Peutrifectus.4830 Member ✭✭✭
    edited September 13, 2018

    @Fipmip.7219 said:
    I'm a huge fan of the heavy weapon idea for a long range spec - like a kit capable of big sustained damage but is slow moving, and can knock over or apply continual cripple and weakness in an AOE cone. Alternatively can used as a good range damage defense class with multiple options for missile destruction and some reflect. new weapon is mainhand mace.

    You know you want it ...

    https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/126473/horrik.jpg

    Sparkr's Wonderful World of Engineering - https://www.youtube.com/channel/UCEONFRaJV2u2f12ytXEir9A

  • Fipmip.7219Fipmip.7219 Member ✭✭✭

    @Peutrifectus.4830 said:

    @Fipmip.7219 said:
    I'm a huge fan of the heavy weapon idea for a long range spec - like a kit capable of big sustained damage but is slow moving, and can knock over or apply continual cripple and weakness in an AOE cone. Alternatively can used as a good range damage defense class with multiple options for missile destruction and some reflect. new weapon is mainhand mace.

    You know you want it ...

    https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/126473/horrik.jpg

    I was thinking more along the lines of a gatling gun with suppression style skills... rocket launcher is cool but imo just blends in with the rest of the explosive options too much.

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