Engineering profession idea

First of all, absolutely incredible job you’ve done Blizzard with the profession revamp. I don’t usually care about this sort of stuff, but I am loving it! I would put it on par/ maybe a little bit better than New World’s profession system.

I wanted to talk about Engineering because:

  1. I am an Engineer
  2. I think that relative to other professions we have less to offer, but our potential impact on gameplay is MASSIVE

With that in mind, let’s talk about some things I think we can tune/add to make this profession incredible.

:gem: :gem: :gem: Tinker gems :gem: :gem: :gem:

This new concept/mechanic is the only reason you would see an engineer for gear over, say, a blacksmith, tailor, jewel-crafter or leatherworker, because their gear has embellished effects (which grants more damage), and we do not.

There are currently a few very interesting tinker gems, including the Neltharion’s breath (AoE cone flamethrowerthat does massive damage on 10 min cd), the Battle Rez, the Invisibility one (useful mainly in M+) and the “The Hunt”-like gem that stuns you and thr target on contact. However, I think you could expand that selection to provide incredibly useful effects for all content.

Below is a list of tinker gems that I would recommend considering:

  1. Movement speed boost: A “Sprint”-like speed buff with massive speed increase (ie 150%) over a short duration (ie 4 seconds). Useful in raid, m+ and PvP.
  2. Single Target nuke: A single-target version of Neltharion’s Flame that deals of bunch of damage on a large cooldown (ie 15 mins). Useful in raid and PvP, potentially in M+ as well
  3. Blink: A “Blink”-like gem that teleports you forward instantly with a 2 minute cooldown.
  4. Tanking dummy: A “Earth elemental”-like gem that summons a tanking mob for 10 seconds, useful in M+/raid when the tank dies
  5. Immunity: A “Divine shield”-like immunity for 3 seconds on a 10 minute cooldown. Useful in all content, especially raid.
  6. Cheat Death: A “Cheat Death”-like gem where the once it procs, the gem breaks and a new one must be slotted in (i.e. only 1 per key, arena match or raid boss encounter). Useful in all contents, I actually think this is as strong/stronger than immunity.
  7. Defensive: A passive defensive gem that reduces all damage taken by 5-10% at all times. This is mainly for tanks.
  8. Heal: A health potion-like instant cast heal on a 5 minute cooldown, could make it share cooldown with healing potions or make it an additional source of self-sustain. Useful in all content
  9. Mana: A mana-potion like gem that allows the cast to regain ~20% (or whatever number) of their mana. Useful for healers.
  10. Party/Raid-wide defensive: An AMZ-like raid-wide defensive that gives your group ~10%? damage reduction for 5 seconds, but puts a 10 minute debuff that prevents another person in your raid from applying a second buff (so you can’t have a permanent buff in a raid fight, for example). Useful in all content, RWF use potential?
  11. Lust: A lust-like gem effect that grants 25% Haste (down from 30% Haste of normal Lust, but up from 15% Haste of drums)
  12. Execute: A gem that increases your damage dealt to targets with HP<35% by 10%. Useful in all contents, especially by DPS.

More ideas to come…

Tinkers need to stop backfiring for engineers. The best engineering tinkers are still nitro boosts from wrath and goblin glider from mists of pandaria. Having an invis tinker on a longer cooldown than the potion, that can fail, and then also put the same potion on CD as well makes it a universally worse alternative to just using free potions I got from digging up dirt. Why is dirt better than engineering? Breath of neltharion could be a nice option as well but some of the other tinkers are virtually useless.

I’d like them to make these universally better before we get more sub optimal item enhancements but I agree there should be more options, it should be attactive to take engineering, not consolation prize. It’s especially frustrating when tinkers come at the opportunity cost of embellishments…

As a compromise I’d like to at least have them not backfire in dungeons/raids etc… as something like the nitro boosts do. So many engineering crafting items and points wasted on reducing tinker backfire chance when we don’t even know what those chances are, and if its possible to totally eliminate backfiring…