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Thread: Engineer News

  1. #1
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    Engineer News

    I'll keep this updated as much as I can with the latest news and info on the engineer. I expect this will mostly be skill updates and the like but if anyone discovers any undocumented changes that have been confirmed then post them up here.
    Go, Evil Bunny Ninjas! Go!

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    UPDATE NOTES – 09.08.12
    Traits
    Engineer
    · Updated the Engineer’s Firearms trait – Juggernaut. New text for the trait: You gain 200 Toughness while wielding a Flamethrower. In addition, gain might for 15 seconds every 3 seconds, as long as you remain in this weapon kit
    · Fixed a bug with Go For The Eyes. It can now only trigger once every 10 seconds.
    Go, Evil Bunny Ninjas! Go!

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    UPDATE NOTES – 09.14.12

    Engineer


    • Disabled the “stowing” auto-attack to prevent players from getting stuck holding these kits: Bomb Kit, Elixir Gun, Flamethrower, Grenade Kit, Med Kit, and Tool Kit.
    Go, Evil Bunny Ninjas! Go!

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    UPDATE NOTES -17.09.12

    Engineer



    • Rocket Boots: This skill is no longer usable underwater. This is a temporary change until we can figure out why players can launch themselves into the sky using this skill.
    • Detonate Mine Field: This skill is no longer a blast finisher.
    Go, Evil Bunny Ninjas! Go!

  5. #5
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    25/09/2012

    Engineer

    • Grenade Barrage: This Grenade Kit skill should now be usable underwater.
    • Short Fuse: This trait is no longer overwritten by the Grenadier trait. Also, this trait now works with underwater grenades.
    • Speedy Kits: Added a 5-second recharge to the trigger for this trait. This was to prevent players from exploiting it to gain vigor buffs of extreme duration.
    • Invigorating Speed: Added a 5-second recharge to the trigger for this trait. This was to prevent players from exploiting it to gain vigor buffs of extreme duration.
    Go, Evil Bunny Ninjas! Go!

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    01/10/2012

    Engineer



    • Elixir X: This skill now gains a duration increase from both the Inventions trait Elite Supplies and the Alchemy trait Potent Elixirs.
    • Freeze Grenade: This skill no longer benefits from the Explosives trait Grenadier for 5-second cooldown reduction.
    • Knee Shot: This Firearms trait now effects all immobilize skills for engineers. The effect can only trigger once every 5 seconds to prevent players from exploiting it to stack massive amounts of cripple.
    • Mortar: This skill is now properly affected by the Inventions trait Rifled Turret Barrels.
    • Rifled Barrels: This Firearms trait now works with the Elixir Gun kit when underwater.
    Go, Evil Bunny Ninjas! Go!

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    07/10/2012

    Engineer



    • Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.
    • Explosives Trait Grenadier: This trait now gives a bonus to underwater grenade skills.
    • Big Ol’ Bomb: This skill has been updated to be a blast finisher.
    Go, Evil Bunny Ninjas! Go!

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    15/11/2012
    Engineer



    • Elixir
      • Elixir X: This skill now only requires one cast to transform the user.
      • Toss Elixir R: This skill’s recharge is increased from 85 seconds to 120 seconds.
      • Elixir S: This skill is now improved by the Alchemy trait Fast-Acting Elixirs.

    • Tool Kit
      • Box of Nails: This skill now shows its proper area of effect.
      • Gear Shield: This skill now blocks for an extra second.
      • Magnet: This skill’s range has been doubled.

    • Grenades
      • The projectile speed of all grenades has been increased by 10-15%.
      • Grenade: This skill’s damage has been decreased by 10% in PvP only.
      • Shrapnel Grenade: This skill’s damage has been decreased by 15% in PvP only.
      • Freeze Grenade: This skill’s damage has been decreased by 10% in PvP only.
      • Grenade Barrage: This skill’s damage has been decreased by 10% in PvP only. It also now works correctly with the Explosives trait Grenadier while underwater.

    • Turrets
      • Smoke Screen: This skill’s graphic has been updated to show the area of the screen. It now pulses every 2 seconds for 6 seconds instead of every second for 5 seconds. This makes it more effective against enemies using attacks at normal speeds but prevents it from being abused to shut down quick-attacking enemies completely.
      • Automatic Fire: Increased the duration of this skill’s Overcharge by 100% on Harpoon Turret and 25% on Rifle Turret.
      • Electrified Net: Increased the velocity of the Electrified Net by 100%.
      • Thump: Increased the damage of the Overcharged attack by 25%.

    • Bomb Kit, Med Kit, Tool Kit, and Elixir Gun: These skills can now be equipped in the air.
    • All kits can be stowed in the air now.
    • Toss Elixir C: This skill’s cooldown will be set from 60 seconds to 30 seconds when underwater.
    • Elixir Gun’s Fumigate: This skill will now be cancelled when using other skills on the weapon to improve responsiveness.
    • Rocket Turret: This turret can now be detonated underwater.
    • Power Wrench: This trait now applies to Gear Shield and Magnet.
    • Incendiary Powder: This trait now states that it can only trigger once every 3 seconds.
    • Elixir U and Elixir C: These skills have had outdated skill facts removed.
    • Potent Elixirs: This skill no longer grants improper boon durations.
    • Elixir B: This skill grants fury, retaliation, and swiftness for 10 seconds base, with might being applied for 30 seconds base.
    • Smoke Bomb: This skill’s radius has been reduced to 180 from 240 when traited. Smoke Bomb is now active for 4 seconds, pulsing every 2. This change also affects the Autodefense Bomb Dispenser trait.
    • Homing Torpedo: This skill is now a small projectile combo finisher.
    • Retreating Grapple: This skill is now a projectile combo finisher.
    • Timed Charge: This skill is now a projectile combo finisher.
    • Net Wall: This skill is now a projectile combo finisher.
    • Harpoon Turret: This turret will now spawn at the engineer when the Deployable Turrets trait is equipped.
    Go, Evil Bunny Ninjas! Go!

  9. #9
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    15/12/2012
    Engineer



    • Engineer kits now inherit the bonuses from currently equipped weapon sigils.
    • “Grenade” skill now does 30% less damage to balance against using sigils.
    • Grenade kit damage is now equal in PvP and PvE.
    • Flash grenades and poison grenades now do damage when they explode.
    • Elixir Gun—Super Elixir: Reverted the pulse healing effect to its previous intended state. Updated skill facts for this skill’s underwater version.
    • Timed Charge: This skill no longer does bleeding, but applies a three second burn.
    • Retreating Grapple: This skill now causes three stacks of bleed for six seconds.
    • Homing Torpedo: This skill is now a small projectile finisher with the rifled barrels trait equipped.
    • Grappling Line: This skill is now a small projectile finisher with the rifled barrels trait equipped.
    • Timed Charge: This skill is now a small projectile finisher with the rifled barrels trait equipped.
    • Net Wall: This skill is now a small projectile finisher with the rifled barrels trait equipped.
    • Power Shoes: Increased move speed to 25%.
    • Always Prepared: Now also increases downed damage by 25%.
    • HGH: Drinking an elixir now grants two stacks of might instead of one.
    • Sitting Duck: Instead of 5% damage, now applies five stacks of vulnerability for eight seconds.
    • Shrapnel: Increased bleed chance from 6% to 15%.
    Go, Evil Bunny Ninjas! Go!

  10. #10
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    Yay for kits using sigils! It is so sweet that I don't have to run around shooting monsters for half an hour to build up 25 stacks of Bloodlust. I can go to my kits right away.

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