If you’ve played the Engineer over the course of all 3 Beta Weekend Events, you might have noticed changes to some of your favorite Engineer skills. ArenaNet has done some behind-the-scenes number balancing as well as complete skill reworks. I’m going to look at four previously lacking aspects of the Engineer’s arsenal and what the developers have done to revamp them!
Elixirs have been a major source of grief for many an Engineer. While I love the cool effects you can get through the elixirs, the randomness prevented them from making it into my arsenal. For example, the tool belt skill for Elixir B (Toss Elixir B) used to randomly give protection, regeneration, or swiftness. When I was in World vs World trying to move across the map, I would always want swiftness, so it was frustrating to not be able get that boon when I wanted it. I’m not going to say that all randomness is bad, but as a player you want to be able to react to different situations appropriately; having each effect be extremely situational and also be random is not going to be the best
ArenaNet acknowledged this criticism from it’s playerbase and made some nice changes for the better. They took Toss Elixir B and made it always grant Might, Fury, Swiftness, and Retaliation to allies in the area. Elixir U was changed to always grant Quickness but additionally grant a negative effect, which can be either 50% additional damage taken, being unable to be healed, or inability to regenerate endurance. They also changed Elixir X to only choose between Tornado and Rampage and not Plague. I think Elixirs for the Engineer are now definitely viable in all modes! I used them and rarely felt like I was rolling the dice to get the effect I wanted. I think that Toss Elixir S could still use a slight change, however.