BWE3 Engineer Skills

All skills at level 80 PvP Character
From the BWE3 7/20-7/22
LEGEND
Skill Name
Skill Requirement (Toolbelt)
Description
Statistics of skills
Because kits change your weapon skills, they will look like this
Kit Name
Kit Description
Kit Skill 1
Kit Skill 1 description
Skill 1 stats

Traits work differently, you have 3 Minors where you have no choice but to get them, and then you have 3 choice slots with a lot of different options.
Trait Tree
Rank
Trait Name
Trait Description
Passive traits are stats you gain for placing trait points into the various trees.
Mine Kit’s skills change based on if the mine is deployed or not. All 5 skills throw out a land mine, but once it is out, it turns into detonate, allowing you to detonate your mines.

ALL STATS ARE WITHOUT ANY TRAITS ACTIVE

Pistol
Main Hand
Explosive Shot
Fires a shot that explodes on impact, bleeding nearby foes.
Damage: 251
Bleed (4s) -182 Damage over time

Radius: 120
Combo Finisher: Physical Projectile (20% chance)
Range: 900

Poison Dart Volley
Fire a volley of darts that poison foes.
Cooldown 10s
Damage: 251
Poison (2s) 180 Damage, -33% Reduced Healing
Number of Darts: 5
Range: 900

Static Shot
Discharge a lightning shot that bounces Blind and Confusion to multiple enemies.
Cooldown 15s
Damage: 251
Blindness (3s) Next outgoing attack misses
Confusion (3s) 70Damage on Skill Use
Maximum Targets: 4
Range: 900

Off Hand

Blow Torch
Unleash flames from your pistol to burn foes. Deal more damage the closer you are to your enemy.
Cooldown 15s
Damage at 200 Distance: 621
Damage at 600 Distance: 207
Burning at 200 Distance(2s): 2,054 Damage
Burning at 600 Diastance(2s): 685 Damage
Range: 600

Glue Shot
Coat the target area with a glue puddle that immobilizes foes on impact, then cripples enemies that remain within the puddle’s radius.
Cooldown 30s
Immobilize (1s): Unable to move
Cripple (1s): -50% Movement Speed
Glue puddle duration: 6s
Radius: 240
Range: 700

Rifle
Hip Shot
Deliver a quick rifle shot from the hip that pierces targets.
Damage: 407
Combo Finisher: Physical Projectile (20% chance)
Range: 1,000

Net Shot
Immobilize foes with a net shot.
Cooldown 10s
Immobilize (2s) unable to move
Range: 1,000

Blunderbuss
Fire a cloud of shrapnel that causes more damage the closer you are to your foe.
Cooldown 10s
Damage at 100 Distance: 1,002
Damage at 400 Distance: 626
Bleeding at 100 Distance(4s): 726 Damage
Bleeding at 400 Distance(4s): 182 Damage
Range: 400

Overcharged Shot
Fire a blast so strong it launches your foe as you fall backward, removes immobilize, cripple, and chilled.
Cooldown 20s
Damage: 626
Enemy launch distance 450
Self knockback distance 300
Range: 400

Jump Shot
Blast the ground, damaging nearby foes and leaping to your target.
Cooldown 20s
Leap Damage: 564
Landing damage: 1,128
Radius: 120
Combo Finisher: Leap
Range: 700

Shield
Magnetic Field
Create a magnetic field that reflects projectiles and can be released to push back foes.
Cooldown 30s
Duration: 3 seconds
Knockback: 300

Static Shield
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your attacker.
Cooldown 40s
Stun: 2 seconds
Block Duration: 2 seconds

Harpoon Gun
Homing Torpedo
Fire a shot that homes in on your foes.
Damage: 376
Range: 1,000

Scatter Mines
Shoot out a spread of remote-detonated mines.
Cooldown 12s
Damage: 2,631
Range: 1,000

Retreating Grapple
Retreat while firing a grappling line at your foe, then pull them toward you.
Cooldown 18s
Damage: 251
Retreat Distance: 545 Feet
Pull Distance: 600 Feet
Range: 1,000

Timed Charge
Fire a timed charge at your target, damaging nearby foes when it detonates.
Cooldown 18s
Damage: 1,096
Radius: 180

Vulnerability(10s): -150 Defense
Range: 1,000

Net Wall
Launch a deployable net wall to immobilize foes caught within.
Cooldown 25s
Immobilize (3s): Unable to move

Healing

Elixir H
Elixir: Drink Elixir H, healing yourself and randomly gaining Protection, Regeneration, or
Swiftness.
Cooldown 25s
Healing: 120
Regen (10s): +1,300 Health regen
Protection (5s): 33% damage reduction
Swiftness (10s) +33% Movement speed

Med Kit
Device Kit: Equip a kit that replaces your weapon with healing skills.
Drop Bandage(Skill slots 1,2,3)
Drop a pack of bandaged that provide a little healing.
Cooldown 15s
Healing 40

Drop Antidote
Drop a vial of antidote that removes conditions.
Range: 1
Cooldown 15s

Drop Stim Brew
Drop a bottle of stimulating liquor, granting Fury and Swiftness.
Cooldown 20s
Fury (10s): +20% Critical
Swiftness (10s): +33% Movement Speed

Healing Turret
Turret: Deploy a turret that heals you briefly, then continues to apply regeneration to you and nearby allies.
Cooldown 20s
Healing: 4,920
Regen(8s): 1,040 Heal
Healing Radius: 480
Range: 100

Utility

Rifle Turret
Turret: Build a rifle turret that shoots at foes.
Cooldown 20s
Damage: 318
Max Range: 1,000
Rate of Fire: 2 seconds

Flame Turret
Turret: Deploy a turret that burns foes.
Cooldown 40s
Damage: 127
Burning(2s): 685 Damage
Turret Attack Range: 450

Net Turret
Turret: Build a net turret that immobilizes nearby foes.
Cooldown 30s
Immobilize (3s): Unable to move
Net Range: 600
Rate of Fire: 10 seconds

Thumper Turret
Turret: Build a high-health thumper turret that damages nearby foes.
Cooldown 50s
Damage: 381
Attack range: 240
Rate of fire: 3 seconds

Rocket Turret
Turret: Build a turret that fires rockets.
Cooldown 60s
Damage: 794
Burning (3s): -1,027 Health
Rate of Fire: 4 seconds
Radius: 240

Elixir B
Elixir: Drink Elixir B, gaining Fury, Might, Retaliation and Swiftness.
Cooldown 40s
Might (30s): +35 Power, 35 Condition Damage
Fury (10s): +20% Critical
Swiftness (10s): +33% Movement Speed
Retaliation(10s): Reflect incoming damage back to its source.

Elixir U
Elixir: Drink Elixir U, gaining Quickness and a random utility buff from another profession.
Cooldown 60s
Quickness(5s) Skills and actions are twice as fast.
Haste(5s): Regenerate no endurance.
Frenzy (5s): You take 50% more damage.
Quickening Zephyr(5s): You cannot be healed.

Elixir S
Elixir: Transformation: Drink Elixir S, shrinking yourself, recovering from stun, and evading attacks.
Cooldown 60s
Duration 4s
Breaks Stun

Elixir C
Elixir: Drink Elixir C, converting all conditions into random boons.
Cooldown 60s
Duration 5s

Elixir R
Elixir: Drink Elixir R, recovering from stun and losing all conditions.
Cooldown 45s
Break Stun
Range: 40

Grenade Kit
Device Kit: Equip a kit that replaces your weapon kit with grenade skills.

Grenade
Throw a grenade that explodes.
Damage: 160
Explosion Radius: 150
Range: 1,200

Shrapnel Grenade
Throw a grenade that explodes in a hail of shrapnel, causing bleeding.
Cooldown 5s
Damage: 176
Bleeding (12s): 545 Damage
Explosion Radius: 150
Range: 1,200

Flash Grenade
Throw a grenade that explodes in a blinding flash.
Cooldown 10s
Blindness (5s): Next outgoing attack misses
Explosion Radius: 150
Range: 1,200

Freeze Grenade
Throw a grenade that chills enemies with a frigid blast.
Cooldown 15s
Damage: 160
Chilled (3s): -66% Movement speed and skill recharge rate
Explosion Radius: 240
Range: 1,200

Poison Grenade
Throw a grenade that explodes in a Poisonous Cloud.
Cooldown 15s
Poison (5s): 449 Damage, -33% reduced healing
Poison Cloud Duration: 5s
Poison Cloud Radius: 150
Combo Field: Poison
Range 1,200

Throw Mine
Throw out a remote-controlled land mine that damages, knockbacks and removes a boon from nearby foes.
Cooldown: 10s
Damage: 495
Explosion Radius: 180
Proximity Radius: 60
Knockback: 300
Range: 900
Detonate
Detonate your mine, causing damage to nearby enemies and removing a boon from them.
Damage: 494
Explosion Radius: 180
Combo Finisher: Blast

Bomb Kit
Device Kit: Equip a kit that replaces your weapon with bomb skills.

Bomb
Set a timed charge that damages nearby foes.
Damage: 502
Range 240

Fire Bomb
Set a timed charge that burns nearby foes.
Cooldown 10s
Damage: 80
Burning (1s): 343 Damage
Duration: 3 seconds
Radius: 240
Combo Field: Fire

Concussion Bomb
Set a timed charge that dazes nearby foes.
Cooldown 18s
Damage: 201
Confusion(5s): 347 Damage on Skill Use
Range 180

Smoke Bomb
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Cooldown 25s
Blindness (5s): Next outgoing attack misses
Duration: 3 seconds
Radius: 240
Combo Field: Smoke

Glue Bomb
Set a timed charge that creates a puddle of glue, immobilizing and crippling nearby foes.
Cooldown 25s
Immobilize (1s): Unable to move
Cripple(1s): -150% Movement Speed
Radius: 240
Puddle of Glue Duration: 3 seconds

Flamethrower
Weapon Kit: Arm yourself with a flamethrower that replaces your weapon skills.

Flame Jet
Spray Fire in a cone pattern while on the move, burning enemies on the final attack.
Damage: 600
Burning(1s): 343
Hits per second: 5
Range: 425

Flame Blast
Fire a napalm ball that rolls through foes and explodes.
Cooldown 6s
Damage: 301
Blast Damage: 702
Blast Radius: 240
Range: 600

Air Blast
Push back foes and projectiles with a blast of hot air.
Cooldown 15s
Knockback Distance: 400
Range: 300

Napalm
Burn foes with a wall of napalm at the target location.
Cooldown 30s
Burning per Pulse(1s): 343 Damage
Combo Field: Fire
Range: 600

Backdraft
Vent smoke from your flamethrower blinding nearby foes.
Cooldown 20
Blindness(5s): Next outgoing attack misses.
Radius: 180
Range: 180

Elixir Gun
Weapon Kit: Arm yourself with an Elixir Gun that replaces your weapon skills.

Tranquilizer Dart
Fire a dart that Bleeds and Weakens foes.
Damage: 161
Weakness (1s): -50% endurance regen, -50% Fumble
Bleeding(4s): 182 Damage
Combo Finisher: Physical Projectile
Range: 900

Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants Swiftness to you and your allies.
Cooldown 8s
Damage: 296
Cripple (3s): -50% Movement Speed
Swiftness (3s): +33% movement speed.
Range: 900

Fumigate
Spray a cone of elixir fumes, applying Posion and Vulnerability to enemies and removing conditions from allies with every strike.
Cooldown 12s
Poison (1s): 449 Damage, -165% Heal Effectiveness
Range: 450

Acid Bomb
Leap backwards, spraying an acidic elixir on the ground that damages nearby foes.
Cooldown 15s
Damage: 341
Duration: 5 seconds

Super Elixir
Elixir: Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Cooldown 20s
Impact Heal: 380
Pulse Heal: 140
Duration: 10 seconds
Range: 240
Combo Field: Light
Range: 900

Tool Kit
Weapon Kit: Equip a kit that gives you a variety of tools to use.

Smack
Chain: Smack your foe. Repairs turrets.
Damage: 257
Vulnerability(6s): -30 Defense
Range: 130

Whack
Chain: Whack your foes.
Damage: 257
Vulnerability(6s): -30 Defense
Range: 130

Thwack
Chain: Thwak your foes leaving them weakened.
Damage: 561
Range: 130

Box of Nails
Scatter nails that bleed and cripple foes.
Cooldown 10s
Bleeding (2s): 91 Damage
Cripple (2s): -50% Movement Speed
Radius: 240
Box of Nails Duration: 4 seconds

Pry Bar
Launch your foes with a smack of your pry bar.
Cooldown 15s
Damage: 642
Confusion(4s): 208 Damage on Skill Use
Range: 130

Gear Shield
Block incoming attacks.
Cooldown 20s

Magnet
Pull your target to you.
Cooldown 25s
Range: 600

Utility Goggles
Gadget: Break out of stun, gaining Fury and immunity to blindness.
Cooldown 40s
Fury (10s): +20% Critical Chance
Blind Immunity Duration: 10 seconds
Break Stun

Rocket Boots
Gadget: Fly backwards, damaging foes with your Rocket exhaust.
Cooldown 30s
Damage: 395
Rocket Distance: 900
Radius: 120
Break Stun
Combo Finisher: Blast

Personal Battering Ram
Gadget: Launch a target foe with a concealed ram’s head.
Cooldown 45s
Damage: 197
Blowout: 450
Range: 180

Slick Shoes
Gadget: Spray oil behind you, knocking down foes. If underwater, blind foes that enter the oil field.
Cooldown 60s
Knockdown: 2 seconds
Oil slick duration: 1 second
Blindness (5s): Next outgoing attack misses.

Elite

Supply Crate
Request a massive supply drop, complete with turrets and bandages.
Cooldown 180s
Damage: 395
Stun: 2 seconds
Radius: 240
Combo Finisher: Blast
Range: 1,200
Note: Drops 8 Healing packs, a flame turret, a net turret and a healing turret.

Elixir X
Elixir: Transformation: Drink Elixir X, becoming a rampaging brute, withering plague, or whirling tornado. Underwater, become either a withering plague or a whirlpool.
Cooldown 120s
Tornado(15s): Transformed into a tornado
Rampage(20s): Assumed the form of a massive juggernaut.

Mortar
Turret. Build a stationary mortar that you or your allies can fire.
Cooldown 120s
Mortar Duration: 120s

Launch Mortar Shot
Launch an explosive round from your mortar, damaging foes in the target area.
Cooldown 2s
Damage: 97
Range 1,400

Launch Caltrops Mortar
Launch a mortar round that spreads caltrops in the target area, Bleeding and Crippling foes who walk though.
Cooldown 12s
Cripple(2s) -50% Movement Speed
Bleeding(12s) 545 Damage
Range 1,400

Launch Elixir
Elixir: Launch a mortar round that heals allies in the target area.
Cooldown 15s
Healing: 370

Radius: 240
Range 1,400

Launch Ice Mortar
Launch a mortar round that Chills foes in the target area.
Cooldown 30s
Chilled(1s) -66% Movement Speed and Skill recharge

Damage: 48

Radius: 240
Combo Field: Ice
Range 1,400

Launch Concussion Barrage
Launch a barrage of arounds that Pushes back foes where they land.
Cooldown 30s
Damage: 485
Range 1,400

Toolbelt

Toss Elixir H
Elixir H
Elixir: Toss Elixir H, randomly granting Protection, Regeneration, or Swiftness to allies in the area.
Cooldown 30s
Protection (5s): 33% damage reduction
Vigor (10s): +100% endurance Regen
Regen (10s) 1,300 Heal
Range 900

Bandage Self
Med Kit
Bandage your wounds, healing yourself.
Cooldown 20s
Healing: 120

Healing Mist
Elixir Gun
Elixir: Vent a healing mist, granting regeneration to yourself and allies.
Cooldown 40s
Regen (10s): 1,300 Heal

Throw Wrench
Tool Kit
Boomerang your wrench in a line, striking foes each way. Repair any turrets that the wrench hits.
Cooldown 20s
Damage: 395
Combo Finisher: Physical Projectile
Range: 900

Grenade Barrage
Grenade Kit
Throw several grenades at once
Cooldown 30s
Damage: 197
Explosion Radius: 150
Number of Grenades: 6
Range 1,200

Big Ol’ Bomb
Bomb Kit
Set a timed charge with a big blast that launches nearby foes.
Cooldown 30s
Damage: 888
Blowout: 400
Combo Finisher: Blast

Mine Field
Mine Kit
Plant 5 mines around yourself.
Damage Per Mine: 276
Explosion Radius: 120
Range: 360

Launch Personal Battering Ram
Personal Battering Ram
Shoot out a ram’s head in front of you, Crippling any struck foes.
Cooldown 18s
Damage 197
Cripple(5s) -50% Movement Speed
Combo Finisher: Physical Projectile
Range: 900

Analyze
Utility Goggles
Cooldown 40s
Analyze a foe, applying Vulnerability.
Vulnerability (10s): -150 defense
Range: 1,200

Rocket Kick
Rocket Boots
Use your rocket boots to do an explosive kick that Burns enemies.
Damage: 470
Burning(5s): 1,712 Damage
Range: 300

Super Speed
Slick Shoes
Run at double speed.
Cooldown 45s
Duration: 5 seconds

Incendiary Ammo
Flamethrower
Cooldown 60s
Burn foes with your next three attacks.
Burning (3s): 1,027 Damage
Incendiary Ammo Duration: 60 seconds

Toss Elixir C
Elixir C
Elixir: Toss Elixir C, converting one condition to a random boon for all allies in the area.
Cooldown 30s
Duration: 5s
Range: 900

Toss Elixir R
Elixir R
Elixir: Toss Elixir R, removing conditions and reviving allies in the area.
Cooldown 85s
Revive Percent per Pulse: 20%
Duration: 6 seconds
Range: 1,200

Toss Elixir B
Elixir B
Elixir: Toss Elixir B randomly granting Fury, Might, Retaliation and Swiftness to allies in the area.
Cooldown 20s
Might (30s): +35 Power, 35 Condition Damage
Fury (10s): +20% Critical Chance
Swiftness (1s): +33% Movement speed

Retaliation(10s): Reflect incoming damage back to its source.
Range: 900

Toss Elixir U
Elixir U
Elixir: Toss Elixir U, creating a random spell at the target location
Cooldown 60s
Duration: 3 seconds
Range: 900

Toss Elixir S
Elixir S
Elixir: Toss Elixir S, either growing allies in the area and granting Stability, or granting them Stealth
CD 60s
Stability (6s): Ignore control effects (Stun, Knockback, Launch, Knockdown, Sink, Float, Fear, Daze).
Stealth(6s): Invisible to enemies
Range: 900

Detonate X Turret
Detonate your X turret
Cooldown is equal to the turret’s cooldown

Future Engineer Weapons

Before reading these ideas please remember these are all my ideas nothing is from ArenaNet or confirmed in Guild Wars 2.

So it’s been awhile since I’ve posted one of my wild ideas for Engineer. Before the release date was announced I decided to browse some forums and I ended up coming across some people talking about what weapons they would like to see added to current classes. The only issue I had reading these were very few of the posters went into detail they would just say “Give Ranger staves “as an example and not mention what skills they would gain. So below are a few weapons I feel fit the Engineer lose-wise and would not make us some flavor of the month overpowered profession.

Main Hand

Mace– This weapon makes the most sense because essentially the mace is a hammer the Engineer uses to construct their turrets and other gadgets. With having Mace in the main hand I feel that our Tool Kit weapon kit should be removed and have some of their skills reworked into the Mace weapon skills.

Skill 1 – Smack-Deals damage to foes or repairs turrets. No cooldown.

                      Whack– Deals damage to foes and applies Cripple or a stronger repair to turrets.

                      Thwack– Deals damage to foes and applies Weakness or applies a Overcharge charge to your turret allowing them to act as if their overcharge skill was in effect for the next 10 seconds.

Skill 2 – Magnet Pull– Pulls your Target to you and causes them to be unable to use weapon skills for 2 seconds. 15 second cooldown.

                     Magnet Push– Can only be used within 3 seconds of using Magnet Pull, but knocks your target back and applies Cripple.

Skill 3 – Throw Wrench– Boomerang your Wrench out in a line applying a random condition (Cripple, Daze, Weakness) to each foe it hits, can strike the same foe more than once. 10 second cooldown.

2 Hands

Staff– This is my personal favorite to hope for because the way I describe it, it follows the lore that it was used in the book Ghost of Ascalon. The Asuran Engineer Kranxx uses something he calls his Spark Stick and along with the glowing gems he makes reference to this is where my idea for Engineer Staff skills come from.

Skill 1 – Shock– Shock your foe with a quick bolt of electricity. This move has a higher critical damage multiplier. No cooldown

Skill 2- Flash– Blinds nearby foes for 2 seconds and deals a small amount of damage. 10 second cooldown.

Skill 3- Charge– A long cast time to store electricity. 20 second cooldown.

                     Discharge– In an instant release all stored energy stunning all nearby foes while granting nearby allies Fury and Might.

Skill 4- Extending Arm– Shoots out an extending arm that brings your for to you if hit. 15 second cooldown.

Skill 5- Tether– Throw your staff to target location and having a chain connecting both of you. While you are connected you cause any enemies to pass though the line to be knocked down for 1second. 30 second cooldown.

                      Retract-While connected you can quickly jumped yourself to the Staffs location. Any enemies you pass though will be stunned for 1 second, any allies you pass though gain Protection for 5 seconds.

Hammer– This 2 handed version of the mace focuses less on control and conditions and instead just focuses on raw damage. The Hammer can be seen almost like the melee version of our rifle.

Skill 1-Bend– A large overhead swing to bend any metal it finds beneath it. No cooldown.

                    Break– A stronger overhead swing that breaks what you were crafting!

                    Destroy!– Out of anger you use your hammers secret gadget and have it spout off a burst of flames to incinerate your target.

Skill 2- Spike Swing– Hitting a button causes spikes to pop out of your hammer. This swing will cause a moderate amount of damage while causing 3 stacks of bleeding and poison. 10 second cooldown.

Skill 3- T.N.T.– You stick your hammers handle into the ground and cower underneath the hammer’s head, exposing a large batch of T.N .T. on the top of your hammer. This skill deals a large amount of area of effect damage and knocks your foes backwards. While at the same time deals a small amount of damage to the Engineer and knocks him/her down for 1 second. 20 second cooldown.

Skill 4- Golf Swing– You swing your hammer like a gold club at the target and as you make contact with your target the hammers head explodes dealing a massive amount of burning damage and knocking your foe backwards. 20 second cooldown

Skill 5- Hop!– You place your hammers head on the ground and stand on it and propel yourself in the air and in a particular direction dealing damage only where you land, Hop! can be used twice before it goes on cooldown. 15 second cooldown.

Crossbow– the last weapon I’m going to talk about it one that is not even in the game at the moment. I saw some users post about Thief’s and Ranger’s gaining access to the crossbow and though it also belonged as part of the Engineer’s arsenal. The Engineer’s crossbow is rather un-extraordinary but instead the bolts he uses as ammo is where you see his ingenuity shines. When you activate a Bolt it causes the skill the change into a stronger skill with a longer cooldown.

Skill 1- Fire!– You shot your crossbow bolt at your target, if you have no ammo active it causes bleeding when it hits. Fire! has different outcomes based on which bolt ammo you have active.

While Explosive Bolts is active Fire! will have no cooldown and will put a stacking debuff on the target that can stack up to 5 and on the 6th shot causes all the bolts to explode at once dealing a moderate amount of area of effect damage and knocking all foes around the target to get knocked back.

While Alchemic Bolts is active it causes Fire! to have a chance to cause Poison, Weakness, Blind, or Confusion on impact.

While Rocket Bolts is active it causes Fire! to cause burning when the target is hit.

Skill 2- Explosive Bolts– You start to load explosive bolts for ammo into your crossbow. These bolts hold a small amount of explosives that does not detonate on impact. 3 second cooldown.

                        Impact– Your next 5 Fire! uses will explode on impact and cause 1 stack of bleeding. 10 second cooldown.

Skill 3- Alchemic Bolts– You start to load alchemic bolts for ammo into your crossbow. 3 second cooldown.

                       Amplified Dose– Your next use of Fire! will cause the target to be infected with a strong poison that causes them to run in fear for 2 seconds. 25 second cooldown.

Skill 4- Rocket Bolts– You start to load Rocket Bolts for ammo into your crossbow. 3 second cooldown.

                      Heat Seeking Missile– You channel your cast for 3 seconds then send out a large missile at your target. If hit this missile causes a large amount of damage. 20 second cooldown.

Skill 5- Harpoon Bolt– You load your crossbow with a harpoon bolt causing your next Fire! to chain your target to you. If your target runs out of range they are knocked down for 2 seconds. 15 second cooldown.

Well there you have it, my ideas for what weapons the Engineer should get in the future. I can not stress this enough that these are my ideas and no one else’s. This was just something fun I decided to start writing and would love to hear what feedback you have or other ideas you think I should have done instead.

Engineer Turret Ideas

All of the following is my opinion and each idea for change stands on its own I do not expect to see any or all of these changes at once just something I think would help the Engineer class without overpowering it.

So over the last Beta Weekend Event I felt the general agreement from those around me was that the Engineer was one of the weakest class this beta. Excluding bugs like Blunderbuss failing to hit your target that is immobilized the Engineer was caught in such a middle ground it seemed to be lacking everywhere. From what ArenaNet has stated it can be assumed the Engineer is designed to be a support profession that is able to do some damage either conditional or direct while having access to weapon kits, elixirs, turrets, and gadgets that allow the Engineer to do a bit of everything.

My biggest problem with the Engineer is their Turrets. Turrets are very weak and easy to counter if you come across them in PvP, you can either walk out of their range or just kill them since they don’t have a very large HP pool. In PvE you are never just standing in one spot and if you place a Turret down kill your enemy and then move you have to wait for your cooldown to finish before you can place the Turret back down. Buffing the turrets however is not as simple as giving them that extra damage or a larger HP pool because that could lead into a lot of unnecessary patches to get the numbers just right. One of my ideas for a Turret fix is I think the Turrets should become the Signets for the Engineer class. Signets are available for every profession except the Engineer so my idea is since the toolbelt skills are just Place here/Detonate for Turrets and they are an easy counter let them give us a passive buff when they are not on the ground or off cooldown.

I’ll start with Healing Turret since it really is the most straight forward change. While Healing Turret is not on cooldown and is stored on your back you gain a passive regenerative buff that would be a little weaker than the Warrior’s Healing Signet or the Guardians Virtue of Resolve.

Rifle Turret would provide an increase to Precision.

Net Turret would provide an increased Toughness.

Flame Turret would provide an increased Conditional Damage.

Thumper Turret would provide an increase to Power.

Rocket Turret would provide the buff Fury.

Now maybe the Turret Signets are a dry idea to you and you fear it will just make the Engineer a copy of every other profession out there. Then here is where I propose my next idea for change to the Turrets and this is focusing on the self-destruct aspect. At the moment the self-destruct is either a ranged “turret retrieval” or a “deal some damage before it’s killed”. What I propose is adding an additional effect to self-destruct for each turret to give them an added use in combat.

I’ll start with the Healing Turret like before and when you use Detonate Healing Turret it gives off the same cross class combination as Water and Blast Finisher creating an area of effect healing.

Detonate Rifle Turret will cause an Area Weakness effect.

Detonate Net Turret will cause Immobilization to all nearby foes within a certain radius.

Detonate Flame Turret will cause an Area Blindness.

Detonate Thumper Turret will cause nearby allies to gain Stability.

Detonate Rocket Turret will give allies nearby three stacks of Might.

The final change I would suggest adding onto one of the changes I talked about above is that if I decide to pick up my turret instead of letting it get killed or me detonating it there should be a reduced cooldown or be no cooldown at all.

Regardless of my ideas it will be interesting to see what ArenaNet has in store for the Engineer though the next Beta Weekend Event and launch.