I don't really like the premise of a hammer. Playing short range with an engineer is doable, but you don't have the regen of an elementalist nor the sustain of a warrior or necromancer. Dealing hefty damage at such close range could work if they increase mobility...
Drones don't really excite me right now. A healing drone skill could be useful if it had a nice passive like healing a condition every few seconds... or if the heal was slightly higher than a necros minion heal. How is this going to synergize with turrets? They've become completely useless... and then more so if drone show up and you have mobile turrets.
Right now I'm playing my engineer the most. He really does put out much more damage on enemies than most classes now that conditions can stack.
I know for sure that when the beta weekend happens and I'm able to test it out....it will be pretty much the only class I play that weekend.
dont necessarily agree with that - i play mostly ft and that is pretty short range - and it is probably one of my toughest to kill builds...if you use toughness gear, bunker down, iron blooded, protection injection, automated medical response etc. your very defensive
besides, since neaerly all elite specs bring something to the party i believe the engis thing will be protection or aegis...which would fit the theme (you need protection when you use close range blasting caps)
My build also uses flamethrower, and while it is close range, unless you're using it as primarily defensive and making use of the permastability, but generally bunker specs as an engineer aren't nearly as viable as they used to be. Low condition cleanses make the bunker engi a hard sell. All of the flamethrower abilities are useful, and incendiary ammo coupled with incendiary powder can quickly stack 3 - 4K burning on a target per tick. I feel engi's right now play better as hit hard and fast, survive and repeat.
What really kinda makes me angry is that Alchemical Tinctures only partially works with the Elixir Gun. While it still makes sense to take elixir gun for the 1 extra condi cleanse but more importantly for regen and might stacking, each elixir skill SHOULD provide 1 condition removal. Currently you can stack 6 might using the elixirs, but only cleanse 1 condition. Nobody runs elixir gun either because the utility and damage is extremely low - and it only has modest support benefits.
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What really kinda makes me angry is that Alchemical Tinctures only partially works with the Elixir Gun. While it still makes sense to take elixir gun for the 1 extra condi cleanse but more importantly for regen and might stacking, each elixir skill SHOULD provide 1 condition removal. Currently you can stack 6 might using the elixirs, but only cleanse 1 condition. Nobody runs elixir gun either because the utility and damage is extremely low - and it only has modest support benefits.
I can definitely see the contempt, I just don't see any coming from Anet.
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