Some of the Engineer skills are skipped by 99% of community, and for good reason. They suck, big time. There were threads about this before, but most of them are from 2013, and nothing was done about it, so I decided to post a new one and give some suggestions for improvements.Bulwark:
Armor is not effective on higher levels, and physical damage reduction is worthless because you need to stack elemental resistance as well.
Possible rework 1: Add Elemental damage reduction to physical damage reduction, will result in freeing up sockets normally used for %reductions at the expense of skill points.
Possible rework 2: Remove other bonuses and add Blocking to the skill, but make it require Great Axe/Mace/Sword or Polearm. On Veteran/Elite no self respecting Engineer will use a 2h melee weapon, which is a shame because that's how he is portrayed on concept arts. 2% per skill point will make 2h melee Engineer not an overpowering character, but a viable alternative to sword and board. Personally I like this one better, as I always wanted to play 2h Engineer and finally make use of the Heavy Lifting instead of going shield/mace from level 1 to 100.Sword and Board:
It's just plain weak for the skill investement.
Possible Rework 1: Make all your armor count for the damage, not only your shield armor.
Possible Rework 2: Increase skill progression from 20-90% to 40-500%. Aegis of Fate:
Force Field prevents it from procing most of the time, and proc chance is too low.
Possible Rework 1: Proc chance from 2-16% to 4-32%.
Possible Rework 2: Add 50% resistance to slow, stun and immobilize on top of usual buffs when it procs, making it high risk, high reward buff.
Possible Rework 3: Make it an interval proc, recharging every x seconds without being hit.
On top of any of the options above, damage absorbed should scale with skill point investment, 10% per skill point. Level 1 - 200% armor, level 15 - 340% armor.Charge Reconstitution:
Healing is sub par and you don't notice it even with 15 points. Completely useless on higher levels, and almost useless on lower levels.
Possible Rework 1: Double (or even triple?) the healing.
Possible Rework 2: Heals 30% of your max HP over 3 seconds, each skill point decreases time by 0.1 second and increases amount healed by 1%.
Possible Rework 3: When charge is used for skills, healing from all sources (potions, Healbot, HP steal) is magnified by x% for duration of x seconds. Example, 5% and 0.3 second with every skill point:
level 1, healing is more effective by 30% for 3 seconds,
level 5, healing is more effective by 50% for 4.2 seconds,
level 10, healing is more effective by 75% for 5.7 seconds,
level 15, healing is more effective by 100% for 7.2 seconds.Fire Bash:
Only (if ever) taken for the last tier bonus. Otherwise quite useless skill.
Possible rework: Add equivalent of Tier III bonus to previous tiers.
Tier I - targets take 20% more fire damage for 5 seconds,
Tier II - targets take 35% more fire damage for 5 seconds.
Physical damage is tied to shield armor, depending on skill level it is 100-150% of shield armor, which is very low. Can be increased to 100-450% and converted to Fire damage.Fusillade:
Missiles miss more often then they hit, and it makes Blast Cannon so much better until you get to Tier II making them AoE.
Possible rework: Make them AoE right from the start. Tier II bonus can be changed to 20% or 30% mana reduction, not overpowering but still nice to have.Ember Reach:
Nobody uses it and for a good reason. Stun is worthless on Hero/Elite/Bosses, and it is a single target skill dealing no damage. Another problem with it is that it increases Physical damage taken, and most Engineer skills deal either Electric or Fire damage.
Possible rework: Replace Physical debuff with Electric. There is already Fire Bash for fire debuff, and Tremor for physical. Also, add 1 more target in 5m radius to be drawn to you at Tier I, another at Tier II (and increasing radius to 7m) and two more at Tier III.Storm Burst:
Along with Onslaught, 1 point wonder for quick escape. Onslaught at least can slow down your enemies, but Storm Burst damage is quite low and it is not worth it to put more then 1 point in here.
Possible rework: Add +0.5m to traveled distance per skill point.Coup the Grace:
Static damage, hard/impossible to proc on elite/hero/boss monsters. Needs to be redone/improved, here are couple of good options http://forums.synergiesmod.com/index.php?topic=2378.0 Ember Hammer:
1 point wonder and that's it, not worth the further skill point investment.
Possible rework: 4% chance to Shock targets for 5 seconds per skill point, each Tier increases Ember Hammer range by 0.5m.