A few trait change ideas
Good post. I agree the traits are great for the most part. Decisive Renown is by far the weakest. I can buy into the profession mechanic of the Function Gyro despite how niche it is. What I can’t buy into is an even more niche minor trait taking up space of something that could be much more widely useful.
With that freed up minor slot I would really like to see a minor trait that adds a unique effect to Superspeed to make the Scrapper spec as a whole more desirable in PvE. Make a trail of electricity on the ground when the Scrapper has superspeed, something that is not a field but does some pulsing damage for a few seconds, like the lightning canon fire in the Mai Trin fight. Or have Superspeed “build up a charge in the Scrapper” and give a +10% damage buff to Scrapper while active or something. The Regeneration trait is nice, but something that would make the PvE crowd happy would be great here.
I like Mass Momentum but like you said it may be too much of a good thing. Engineers can already selfishly stack might pretty well, it would be nice if this trait was more group oriented. It doesn’t necessarily have to be group might, but something to the group would be nice.
Jade Quarry
Mass Momentum would be a lot more interesting as stacking 6% toughness to power conversions based on dealing damage to enemies close to you.
No might generation.
I would love too see mass momentum give you an effect on evade so if you dodge roll or rocket hammer your way towards someone you unleash some kinda of direct short range knock back or displace. This would be amazing in pvp and pve allowing you to reposition mobs and peeling players off your teamates by using up your dodge rolls as a last resort. Would kinda fit the name as well. I suppose a bit of damage could be tacked on for pve purposes.
No no no!
No no no!
</koptev>
I’m looking forward to finally being able to have a viable power build that doesn’t punish me out of stealth for dodging near anything.
If you want damage on dodge, go take Explosives and Evasive Powder Keg. Please don’t taint another traitline with a trait that does that. Same goes for damage on superspeed - I don’t want to get ripped out of stealth for switching to toolkit.
(edited by tyrellian.3706)
I like the increased damage part. Making it party wide would be amazing. 10% is a little much, maybe 7% damage given to yourself with super speed and allies you give super speed to.
I just think mass momentum is just far too passive and limited the 10% power increase is nice and all but there should be more interaction with a better pay off. The might is fine I think.
Mass Momentum: Gain 2 stacks of might when your daze,knockback,stun,blowout,etc Gain a 10% damage increase after Incapacitating a foe for 3-5 sec or change it too a 10% damage increase while effected by stab.
Then change perfectly weighted a bit
Perfectly Weighted: Hammer skills deal 10% more damage, Stab on evade, Evading an attack will reset the cd of rocket charge 10 icd for both the stab and reset. Increase the stab duration too 5sec.
(edited by Frightlight.3796)
I just think mass momentum is just far too passive and limited the 10% power increase is nice and all but there should be more interaction with a better pay off. The might is fine I think.
Mass Momentum: Gain 2 stacks of might when your daze,knockback,stun,blowout,etc Gain a 10% damage increase after Incapacitating a foe for 3-5 sec or change it too a 10% damage increase while effected by stab.Then change perfectly weighted a bit
Perfectly Weighted: Hammer skills deal 10% more damage, Stab on evade, Evading an attack will reset the cd of rocket charge 10 icd for both the stab and reset. Increase the stab duration too 5sec.
I do not like those changes, but I agree 110% that the trait should be active.
Mass Momentum should really focus on the “mass” part. Change it so that when you have stability, you gain might and nearby allies also gain stability and might. Keep the self part the same(maybe up the might duration a couple seconds), have the ally pulse be 1 stack of stability for 5 seconds and 3 stacks of might for 10 seconds with a 10 second cooldown(to prevent you from giving 4 or 5 other people perma stability with Juggernaut).
I just want a more interesting hammer trait. Just having 10% damage increase is pretty boring, even with having the stability on evade.
Probably still kinda lame but I’d like a trait that would cast Thunderclap centered on target when it is hit at less than 50% health.
twitch.tv/doctorbeetus
I just think mass momentum is just far too passive and limited the 10% power increase is nice and all but there should be more interaction with a better pay off. The might is fine I think.
Mass Momentum: Gain 2 stacks of might when your daze,knockback,stun,blowout,etc Gain a 10% damage increase after Incapacitating a foe for 3-5 sec or change it too a 10% damage increase while effected by stab.Then change perfectly weighted a bit
Perfectly Weighted: Hammer skills deal 10% more damage, Stab on evade, Evading an attack will reset the cd of rocket charge 10 icd for both the stab and reset. Increase the stab duration too 5sec.I do not like those changes, but I agree 110% that the trait should be active.
I had only brought the change up idea so the spec could still be useful with bombs,rifle,and flamethrower as well as some gadgets the might per cc would be pretty amazing and a 10% flat boost in damage with stab up or around there would still make it useful as a damaging trait in pve
I just want a more interesting hammer trait. Just having 10% damage increase is pretty boring, even with having the stability on evade.
Probably still kinda lame but I’d like a trait that would cast Thunderclap centered on target when it is hit at less than 50% health.
As amazing as that sounds that would get insane qq in pvp imagine opening with thunderclap then rocketcharge through it daze them each time bame 50% another stun and you just finish them off single target and aoe that would be crazy powerful for a passive proc.
I just want a more interesting hammer trait. Just having 10% damage increase is pretty boring, even with having the stability on evade.
Probably still kinda lame but I’d like a trait that would cast Thunderclap centered on target when it is hit at less than 50% health.
As amazing as that sounds that would get insane qq in pvp imagine opening with thunderclap then rocketcharge through it daze them each time bame 50% another stun and you just finish them off single target and aoe that would be crazy powerful for a passive proc.
I really like that idea as a DPS trait. It would be great for pvp, but not so great for pve since you want to control your stuns for boss fights.
it’s not terrible since right now you can get bursted down by a shatter mes faster in spvp. so if we ran glass and i dont see why we shouldnt be able to burst someone down and daze them
An idea for Hammer trait:
Inflicting daze reduces the cooldown of Rocket Charge by 2 seconds.
Lets be honest, Rocket Charge is the main reason we take Hammer, seeing it get the same treatment as Gravedigger or Death’s Charge on the reaper would be nice and help support builds that want to focus on hammer and not kits.
An idea for Hammer trait:
Inflicting daze reduces the cooldown of Hammer Skills by 2 seconds (1s icd).Lets be honest, Rocket Charge is the main reason we take Hammer, seeing it get the same treatment as Gravedigger or Death’s Charge on the reaper would be nice and help support builds that want to focus on hammer and not kits.
fixed
An idea for Hammer trait:
Inflicting daze reduces the cooldown of Hammer Skills by 2 seconds (1s icd).Lets be honest, Rocket Charge is the main reason we take Hammer, seeing it get the same treatment as Gravedigger or Death’s Charge on the reaper would be nice and help support builds that want to focus on hammer and not kits.
fixed
That could also work. With the benefit of reducing the cooldown of all your hammer skills you do however lose the benefit of hitting multiple enemies with the same daze. Both options are miles more interesting than a flat 10% damage buff.
An idea for Hammer trait:
Inflicting daze reduces the cooldown of Hammer Skills by 2 seconds (1s icd).Lets be honest, Rocket Charge is the main reason we take Hammer, seeing it get the same treatment as Gravedigger or Death’s Charge on the reaper would be nice and help support builds that want to focus on hammer and not kits.
fixed
That could also work. With the benefit of reducing the cooldown of all your hammer skills you do however lose the benefit of hitting multiple enemies with the same daze. Both options are miles more interesting than a flat 10% damage buff.
Oh no i was keeping the dazing several enemies the same, just the reduced hammer cooldowns is on a short icd
superspeed is great, but I don’t see it being something we need to bring to a raid(pve or wvw) for the group.
hmm do you know something i dont know?
head here to discuss wvw without fear of infractions
superspeed is great, but I don’t see it being something we need to bring to a raid(pve or wvw) for the group.
hmm do you know something i dont know?
nah, im just giving my opinion. other classes have other group utility like damage or defense. while running faster could be considered defense, i like to see those extra stats.
superspeed is great, but I don’t see it being something we need to bring to a raid(pve or wvw) for the group.
hmm do you know something i dont know?
nah, im just giving my opinion. other classes have other group utility like damage or defense. while running faster could be considered defense, i like to see those extra stats.
i was actually kinda hoping youd respond, cuz i thought of a couple things after posting this. its fairly simple to work superspeed and mobility skills into a raid or dungeon instance as a required mechanic. i thought of a couple examples off the top of my head:
- simply insert a deep crevasse in the middle of a boss’s platform, surround it with a cripple/chill field. make it 140 units wide, because swiftness allows you to jump 133 units and superspeed allows 150. have the boss teleport/move across it at some point during the battle and get out of range of attacks from the wrong side of the crevasse. then the players have to be able to cross. they can do this in about 1 of 3 ways:
- leaps that make you lose ground contact
- dodge jump
- superspeed
- force players to run thru a collapsing tunnel. make it collapse fast enough that swiftness doesnt cut it. then they have to use either mobility skills or superspeed or both. obviously placing a cripple/chill field can make it harder.
head here to discuss wvw without fear of infractions
I can see how that would work, but they said in the stream they don’t want to require you to bring certain classes to a raid. I’m sure swiftness will cut it based on that comment.
I can see how that would work, but they said in the stream they don’t want to require you to bring certain classes to a raid. I’m sure swiftness will cut it based on that comment.
Well both Druid, Mesmer and Tempest can give super speed to allies. Rangers and Revenants can also give them to themself. Thief and Dragon Hunters can place traps that give them super speed if they have Rune of the Trapper.
Considering how they are adding super speed to everything, it would not suprice me if you would need it.
Edit: Herald can also give it to allies with their elite skill.
(edited by Are.1326)
I can see how that would work, but they said in the stream they don’t want to require you to bring certain classes to a raid. I’m sure swiftness will cut it based on that comment.
Well both Druid, Mesmer and Tempest can give super speed to allies. Rangers and Revenants can also give them to themself. Thief and Dragon Hunters can place traps that give them super speed if they have Rune of the Trapper.
Considering how they are adding super speed to everything, it would not suprice me if you would need it.
Edit: Herald can also give it to allies with their elite skill.
ignore my idiocy then lol! i completely forgot how accessible it is to the classes now