Beta Weekend Scrapper Feedback Thread
Hammer
The yellow lightnings on #2, 3 and 5 look great. Would like to see some on #1 as well.
- 1 AA: dmg seems still low and it’s too slow. We need to go in melee range and keep the enemy close. That’s much more work than just sitting with rifle and camping on the AA. Therefore higher risk should equal higher reward. Maybe even opening the possibility to run hammer without kits.
Suggestions:
- Add a lightning pulse to the third attack on top for extra dmg, like Guardians Hammer #1 symbol
- Positive Bash puts a positive and Negative Bash a negative charge on the struck enemies. Equalizing Blow consumes both and causes an electric explosion (with nice lightnings as eye candy).
- perma cripple or chill would be nice to keep enemies near the Scrapper, since we loose rifle/pistol as auto targeting weapons and nades/mortar only hit randomly on kiting/evading targets.
- 2 Electro-Whirl: Seems ok, dmg could be higher.
- 3 Rocket Jump: Feels weird, clunky and slow. Increase speed to make it a reliable gap closer, since it’s the only one we have. No Bull’s Charge, Steal, Judge’s Intervention or something, so Rocket Jump has to work.
- 4 Shock Shield: The blocking radius seems weird, maybe spread it up a little.
Additional suggestion: If you don’t move it should block from every direction, if you move it would block only in front of you. - 5 Thunderclap: Good, cd could be shorter.
What I am missing, when I take the Hammer is the possibility to camp on a ranged AA during big events or as filler in PvP when kited. Rifle/Pistol had this, but with Hammer I can only spam nades/mortar – tenosynovitis incoming yay!!! Need toggleable AA and autotarget on nades/mortar for slow moving/stationary bosses.
Traits
Minor
- Function Gyro
Compared to other specialization mechanics this is by far the worst imo. While other classes can use their mechanic frequently and actually achieve something, the F-Gyro is only useable in a specific scenario and can’t even do its job in 90% of the cases because it gets destroyed nearly instant or the AI kitten it up or simply doing it by yourself is easier. Imagine Reaper Shroud could be destroyed by few AA hits and set on a 30s cd. Wouldn’t this be awesome?
All in all I don’t see how this can be considered a specialization mechanic, it’s far from being comparable to other specializations.
Besides: Releasing such a potentially problematic mechanic as one of the last revealed, a few weeks before HoT release, with only one BWE to fix it, is really bad project management.
Problems with F-Gyro:
- dies far too quickly: HP need to be increased significantly or made invulnerable
- cd way too high: remove cd (one Gyro per time active)
- stomp speed very slow: increase speed
- targeting downed allies is troublesome. I tried to use every possibility, but just running to them while keep attacking was mostly the better, faster and more reliable solution.
- can’t rez dead player (dead, not downed)
- if cced while attempting to rez it often just runs to another downed ally, right into the AoE and dies
- F-Gyro doesn’t even have its own skin. Reaper Shroud, Celestial Avatar + new pets, Daredevil dodges, Virtues and we get a lazy copy & paste Bulwark for our mechanic?
Further improvements:
- Make F-Gyro able to rez yourself in downstate (at least some kind of use in PvE) or finish other players while both of you are in downstate.
- Introduce F-Gyro-stacks (already been mentioned several times): Every x seconds a new F-Gyro is created. They stack up to 5 times and can be used without cd (one active). Combined with the following overhauled minor traits:
- Decisive Renowned: Bad trait, merge it with the adept trait (Function Gyro) or delete it and create a new one, e.g. -5% dmg if F-Gyro is ready.
- Impact Savant: Needs a complete overhaul to something actually useful, e.g. +10% dmg if F-Gyro is ready. It’s the worst minor GM-Trait of all specializations by far. It’s even worse than most minor master traits from the other specializations.
Adept
- Shocking Speed: Should be a minor rather than an adept trait.
- Stabilization Core: Main problem is the fragile F-Gyro.
- Recovery Matrix: great trait
Master
- Rapid Regeneration: ok
- Expert Examination: ok
- Mass Momentum: ok
Grandmaster
- Adaptive Armor: good trait, no complaints
- Final Salvo: I’m really not impressed by this trait, imo it’s the worst of these three GM. Should be moved to adept lvl or made baseline/minor.
- Perfectly Weighted: isn’t on pair with other GM traits (not only Scrapper ones).
Perfectly Weighted: 2 stacks stability for 3s on successful evade on 5s ICD.
Revenant gets 1 stack stability for 2,5s on dodge (already superior to PW) with Unwavering Avoidance as a minor (superior²) master trait without ICD (superior³).
Perfectly Weighted should be changed to stability being activated on dodge without ICD. Endurance regeneration works as natural ICD.
Additionaly:
- more dmg or
- 20 cd on Hammer skills or
- shifted to master level.
But what Scrapper really misses (in WvW zerging) is something like Balanced Stance, Dolyak Signet or Armor of Earth. A Stunbreak with a bunch of stability stacks, not only 1 or 2. That’s what a frontliner needs.
Gyros
In short: Some tool belt skills are great (Defense Field, Reconstruction Field, Spare Capacitor and Detection Pulse), Gyros are meh.
Merge these four tool belt skills in two utilities and delete Gyros – problems solved.
- Why hammer auto-attack doesn’t have any particle effets like rest of the melee auto-attacks in Guild Wars 2 ?
A lot of the traits feel designed for very specific builds or abilities:
- Impact Savant durration affect to few abilities, seems made for Hammer #5 only.
- Mass Momentum don’t do much without Juggernaut, since the stab from Perfectly Weighted is so short and Stabilization Core is tied to a very specific ability on 30 sec recharge.
- Shocking Speed does nothing unless you run Hammer or Final Salvo and is not worth it without anything Rapid Regeneration.
- Final Salvos Lightning field don’t do much unles syou run Shocking Speed and Rapid Regeneration
- Expert Examination only trigger on a few base Engineer CC abilities. Seems made for Hammer or Final Salvo and nothing else.
It would be nice to see traits that affect base engineer stuff.
- Why hammer auto-attack doesn’t have any particle effets like rest of the melee auto-attacks in Guild Wars 2 ?
Cause its engi.. we always get the worst of the worst visuals. Look at the kits, our legendary effects, even at the REVAMPED kits and so on.. should make it obvios.
- Why hammer auto-attack doesn’t have any particle effets like rest of the melee auto-attacks in Guild Wars 2 ?
Cause its engi.. we always get the worst of the worst visuals. Look at the kits, our legendary effects, even at the REVAMPED kits and so on.. should make it obvios.
Not to forget how many of the new Elite specs gets fancy GUI effects when they use their mechanic while we get a trait-boon.
- Why hammer auto-attack doesn’t have any particle effets like rest of the melee auto-attacks in Guild Wars 2 ?
Cause its engi.. we always get the worst of the worst visuals. Look at the kits, our legendary effects, even at the REVAMPED kits and so on.. should make it obvios.
Not to forget how many of the new Elite specs gets fancy GUI effects when they use their mechanic while we get a trait-boon.
yeap.. wouldnt want to have anything pretty for once… -_-
Good:
Hammer – Acceptable damage and utility. However, if the plan was to let us camp a weapon and not HAVE to take kits then it fails. This needs a ton of additional synergy with other skills and itself to be worth using for more than a quick rotation and back to kits.
Non-minor Traits – Overall pretty good, some are very good and some are just OK but thats all lines in general.
Awful:
F-Gyro – NOT A CLASS MECHANIC. All there is to say really, its underwhelming in its objective as the class mechanic AND its horribly programmed and balanced right now. This is 100% fail.
Minor Traits – For a “lockdown” build none of these do anything for your lockdown. 25% duration increase to our TWO available stun skills is just a joke right? F-Gyro being useless makes the first two minors even more hilariously bad than they already were.
Gyro Utilities – Some cool ideas buried in total trash execution. Bulwark, Shredder and Purge could all be good if they were not tied to AI with zero hp AND low durations AND high cooldowns. How strong do you think AI is in this game? Have you ever used it? WE ALREADY HAVE TURRETS THAT SUFFER FROM THE SAME FAILURES WHY REPEAT THIS!?!?!
I love engineer and the flavor of scrapper is great but the execution right now is just sad. Engineer already suffers from being underpowered compared to other classes right now and Scrapper does nothing to address this. For the supposed lockdown build we have very little actual lockdown and since super speed doesnt stack and is a pain to generate it barely feels like a theme.
A couple of other observations after playing the raid:
- The unreliable nature of Rocket Charge in hitting the target and proccing leaps becomes more pronounced with more difficult content. Scrapper can (almost?) take down the whole break bar with Thunderclap + Rocket Charge, and maybe popping a gyro or two, but that seems to vary on the charge. Also noticed the evade is not consistent during execution of the leaps, which is problematic when there’s lots of red circles and you’re bounding in what feels like random directions. Most confusing moment: using Rocket Charge to close back to the guardian after a lightning pillar, thinking it will evade intervening teleport circles. It does not. Get teleported further away, charging in wrong direction, and ending on top of a Seeker. o_O
- Slotting 1 or 2 Gyros is actually helpful in the raid. In particular, Reconstruction Field blasting with double orbital strike combined with other blasts from the team helped keep a split subteam up in phase 2 with the Druid elsewhere. Blast Gyro’s weird combination of superspeed on toolbelt and a damage spike seems to be specifically useful in this case because of the lightning pillar mechanic and the boss enrage mechanic requiring lots of DPS. Still definitely not good enough to take more than one or two at a time, but certainly utility worth dipping into for specific scenarios.
- Shocking Speed seems like a good trait for the raid, but turns out to be surprisingly difficult to proc reliably. In theory it’s just Thunderclap + Rocket Charge again, but sometimes there are other fields on top of the target already, other times Rocket Charge doesn’t proc it right away or at all (maybe because of cooldown, I didn’t check), or it doesn’t proc close enough to the group. For all purposes I can think of when you want group superspeed (e.g. reacting to a distant lightning pillar or escaping as a group) your reaction window is small enough that cast times for combo already makes it inconvenient and any additional uncertainty on top of that makes it unsuitable. Temporal Enchanter is almost definitely the go-to skill if group superspeed becomes necessary. I think the trait would get more play if it simply shared superspeed with the group (ideally on the larger 360 radius) when you get superspeed, with a really short cooldown (e.g. 1 second) only to prevent recursive proccing on groups of scrappers; superspeed itself doesn’t stack duration anyway.
I’m sure a lot of these have been said before, but I’ll give my feedback anyway:
Hammer:
Skill 1 – Could use better visual effects
Skill 3 – Besides the obvious bugs with it not always going towards your target, I think when you press 3, it should do a charge. Then give you a few seconds to activate the next charge on your own. Then another few seconds to activate the 3rd and final charge. If you don’t activate the consecutive charges, it still goes on normal cooldown.
Skill 4 – Weird animation.
Gyros:
As much as I like the flavor of these, I can’t see myself using any of them. Their most redeeming quality is their toolbelt skills. They really should have simply been skill effects for a signet type skill for engineers. I know you’re not going to scrap them and make them signets, but how about some compromise? Can we make them like spirit weapons? Why can’t the be balanced around being unattackable? I loved playing spirit weapon guardian before you changed that. I’m sure players in PvP would rather have them be unattackable than have EVEN MORE attackable things cluttering up the field.
At very least, their following need to be tightened up. They really need to stick to the engi. Also, right now they are randomly going off and trying to attack enemies.
(edited by BeardRex.6739)
Hammer skills are amazing and provide great utility/damage, except for the lackluster auto that’s really dragging this down(give it a bit of a faster cast time and I’ll be a happy engineer) and the rocket charge’s obnoxious flying, needs to stick to targets better
Traits are very good and that give the scrapper good sustain and much needed stability, my only problem with them is that they don’t really support condi specs but oh well, I’m still very happy with them.
Gyros we don’t really need to talk about how horrible gyros are with their hit/miss path-finding , sluggish speed and their 30% responsiveness.
IMO they should be entirely reworked and implemented with the fuel resource you’ve mentioned a long time ago. the engi community said it 5 seconds after seeing them back in the HoT announcement trailer “For the love of god NO AI”
EDIT: the Abjured’s Chaith/Five Gauge went into more detail with possible solutions for the gyros in his forum post .
hammer auto needs a damage buff
hammer 3 needs to stick to the target more
hammer trait should have cd decrease also
function gyro needs reduced cd, or better yet 5guages revamp.
other than the awful gyros I’ve had a great time with scrapper & am keen to play more.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
Where is the LOCKDOWN on the LOCKDOWN spec?
I’d like to sugest 2 things for the core engineer and scrapper.
1) Could we swap Sharpnell (Adding pistol auto is considered as an explosion.) to the Firearms trait line for the Incendary powder into explosives ?
This will leave meta builds untouched. It will open up more possibilities for flamethrower & bombs , wich are underused kits. Bomb will benefit from having both of it’s essenial traits in one trait line ,
whyle flame thrower can be combined with jug + IP. It also will help hybrid builds (cele riffle , etc …) not forcing them into 2 offencive trait lines. (at the moment they deal less damage and are less survivable than the marauder builds)
2) Adrenal implant making this trait into vigor regen 100% faster endurence and vigor last longer by x%.
Right now this trait doesn’t combine it self with vigor and that trait line gives you a good chunk of vigor wich make the trait a bit obsolete. Changing it will also make invigorating speed + stream linded a good trait combo (right now 90% of pvp player will take the protection injection since vigor has been nerfed from 100% to 50% )and this could open more trait diversity.
3) Scrapper :
The rocket charge is clunky right now , the Block doesn’t block CC , the gyros are to slow , targetable and some of them are realy useless. (the stealth gyro sometime chase the enemy player instead of staying next to the engi).
I think reworking Scrapper gyros is something that needs to happen.
I’d like having untargetable giros gravitating around you (The gyro you take in utility slots + the core one.) giving you smal bonuses passively (like signets). And having a Fuel ressource than regen slowly (like an energy bar) but drains each time you activates the gyro during the active mode the gyro would be targetable during that time and give a strong effect (you can recal them , if they get destroyed you lose extra fuel.)
Hammer:
The biggest issue with this weapon is the after cast on Hammer 1 and Hammer 2.
Reducing these would make the weapon feel much nicer to use and increase DPS in a more organic way.
The might and vuln are useless:
-In Solo PvE: You should not be camping hammer long enough to have more than 1 or 2 stacks of each. Useless.
-In organized PvE: the might/vuln bots are already taking care of this. Useless.
-In PvP: Better here. Some fiddling needs to the might an vuln stacks to make it better.
Either way, there is way too much might and vuln being thrown about right now In general and definitely too much on the engineer.
My secret dream/hope? Keep the aftercast as they are and swap out Might and Vuln:
-Chain 1: confusion
-Chain 2: torment
-Chain 3: burn
Or really, any damaging conditions at all would be nice on Hammer 1.
(edited by lorddarkflare.9186)
Does anyone here agree with making rocket charge, the 3 on the hammer, have 3 separate leaps like an auto attack chain but after expending the 3 leaps it goes on a cooldown. This would make it so you have more control over the leaps rather than the three sporadic leaps it currently has. In the Verdant Brink, there are enemies of many and sometimes they are close to cliff edges, I have fallen off these edges due to the nature of the ability just double leaping forward instead of leaping back and forth.
Played Scrapper in pve and spvp and though I found it initially underwhelming it does have some perks. The gyros, which need fine tuning, specifically on the AI end, are still useful since you can use them while stunned. Likewise, the blocks, the mobility, and the reliable reflects are very very useful in pvp. In essence, you can be extremely tanky even using the zerker amulet. That said, I like the engi because it is versatile. I want to see that in its elite spec to. There should be more conditions on the hammer/ traits/ utilities. I know engi is already extremely well off on the condition side of things, but I would like to see room for it on its first elite spec. Maybe some burn on hammer #3.
There are some parts of the current scrapper that need fixing though. First foremost, fix the sneak gyro. I’m fine with it not being able to stealth, I’m even fine with it being squishy! But please turn down the aggression on the thing. I used it in pvp, and whenever someone hit it once and ran away, the gyro woudl aggro on to them and effectively abandon the engi. Otherwise, bulwark is pretty squishy in group situations. I’d rather it have its own health bar which is unaffected by the health loss of nearby players. Instead, like the other gyros, have the bulwark gyro be independent and lose health when attacked directly. Oh, and medic gyro does not function well with automated medical response, intended?
All in all, fun spec, a little limited by its supposed ‘role’(‘Lockdown?’), but getting there. Fix Sneak Gyros’ aggro, tune the bulwark gyro, and sprinkle conditions on top.
Does anyone here agree with making rocket charge, the 3 on the hammer, have 3 separate leaps like an auto attack chain but after expending the 3 leaps it goes on a cooldown.
This really would be great in terms of quality of life, with emphasis on life. But I think it need to start leaping in the right direction every time as well. Works great on imobile enemies, but as soon as they start moving, the skill attempts to predicts the landing spot and misses by miles.
Why would typical engineer pick Gyros instead of Kit or Elixir ?
I wouldn’t. I have Quip so it would take something fantastic to keep me from using my condi build and aside from the elite gyro (which is drop dead sexy) I’d rather run what I always do
Unlucky since launch, RNG isn’t random
PugLife SoloQ
So after reading all 7 pages plus giving my own feedback at page 5, I see that everyone overall agrees with this:
- hammer is great, but we would enjoy a blast somewhere
- traits are ok, but some of them are no solid picks or just “ok”
- gyros have their true strength in roleplay action – other gamemodes, we still pick a kit
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Does anyone here agree with making rocket charge, the 3 on the hammer, have 3 separate leaps like an auto attack chain but after expending the 3 leaps it goes on a cooldown. This would make it so you have more control over the leaps rather than the three sporadic leaps it currently has. In the Verdant Brink, there are enemies of many and sometimes they are close to cliff edges, I have fallen off these edges due to the nature of the ability just double leaping forward instead of leaping back and forth.
I would much rather just see the ability get fixed to lock to your target and not always go the same distance forward.
I don’t want it to be 3 separate button presses personally, it would just lead to more button mashing. Also it’s a unique skill I would like it to stay unique and just fix the random leaping by locking it to our target. I feel that making it 3 separate leaps is boring, it’s just the same leap as any other leap in the game at that point. I like how it is now I just want it to work right.
Changing the last finisher to blast would be great as well. Leap, leap, blast.
Jade Quarry
So after reading all 7 pages plus giving my own feedback at page 5, I see that everyone overall agrees with this:
- hammer is great, but we would enjoy a blast somewhere
Hammer is definitively not great at this point.
And if you had read all 7 pages you’d know that the vast mayority of people were complaining about either of the following points:
- AA too weak
- Aftercast on most skills (including AA) too long
- #3 behaving oddly, mostly not being able to connect all 3 hits, even if triggered on point blank & not being a true gapcloser since people with swiftness can actually outrun it, since the 2 breaks in between & the big one at the end slow you down quite a lot. Also many were complaining about the weid pathing on it, leaving you quite often in spots that you’ve never intended to go to.
And a good amount of posts were complaining about all 3 points above together…
The concept behind hammer is definitively great, and we can definitively notice it being present, but the execution of this concept still needs a lot of polish before HoT ships.
… funnily enough, not that many people were even asking for a blast on hammer, even tho a few did. Please don’t make false claims about the broad opinion on things to forward your own agenda.
Your feedback is as welcome & valuable as that of everyone else. Not more, nor less. In case a-net cares enough, the devs will have to dig trough these 7 (or more by the time) pages as well and will be completely capable of coming to their own conclusions.
So I want to start off with saying I don’t really play engineer all that much, despite the fact that I have 3 different armor sets for different builds for my current engi. There’s a lot of bookkeeping with several of the play styles I’ve tried and quite frankly I’m not enamored with the rifle, and really only thematically pleased with pistols.
That being said, I friggin’ love the scrapper. The static damage built into the hammer attacks is monstrous. When I play, it’s mostly PVE and I obliterate single enemies with reckless abandon. The combo fields that engi can already produce play so very nicely with the hammer skills readily available. With the whirling drone, and hammer, I can do so much simultaneously it almost seems unfair. I love the damage alone, but the playstyle is so much more fun and captivating than pistols, rifles, grenades, bombs, and so on that my engineer will DEFINITELY be making it into my forefront of heavily played characters.
The hammer skill set I feel is very solid, so much synergy and utility with them, I love the damage output and it will completely change how I run my engineer. I have no complaints whatsoever on hammer skills.
The gyros might need a little work. I think their functionality is great and them blowing up afterward for a little light damage and a daze is some nice icing on the cake but tweaking for their little recharge skills are in order.
The medic gyro for instance can end up being a little spotty for it’s follow up heals. While the initial heal is great and it’s cast time is very responsive (very good for melee) I find that if I need to back off a little from the fight, it tends to miss its follow up heals. I can see the field go down while I’m still moving and not in it.
The blast gyro seems cool, but is a bit clunky in execution, specifically against pretty darty enemies. Sometimes it seems more like a lost puppy in some cases hopelessly following after enemies too fast for it. I don’t if it might be specific enemy types it has a problem with as I didn’t use it extensively but it might need to increase speed. It might play out just fine, but ultimately, I didn’t use it that much.
I didn’t seem to find any problems with the purge gyro
The stealth gyro seemed a bit slow, I’m not sure if that’s by design or not but it’s somewhat aggravating to stop my pace to wait for it. I don’t know that I see myself using this frequently, but it’s current use doesn’t have me desiring more.
All in all, I’d say the scrapper was a big success. and right out of the gate, no less.
ok ill keep this as short as i can.
most of the traits are ok.
Recovery Matrix is a bit boring, i dont really see this being useful. if possible can you give it something like 3 sec of another boon to go with it? or maybe it clears a condition?
Final Salvo should give the Gyros more hp or def.
Hammer is great i like it.
Gyros do not last long enough to be of any use, too low survive ability. they also tend to fly off and do their own thing they need to prioritize the scrapper more than allies. At the moment they just don’t feel worthwhile to use as they can be killed in 2-3 hits.
Function Gyro is broken at times, its revival time and stomp times are too low and while i was in WvW i could never get it to activate properly it refused to give me the option to have it revive or stomp.
thank you for the chance to test it, good work so far on a class i wasn’t excited for at first now i cant wait to use it…as soon as the gyros are fixed…
Guild Wars 2: waiting for content simulator.
So after reading all 7 pages plus giving my own feedback at page 5, I see that everyone overall agrees with this:
- hammer is great, but we would enjoy a blast somewhere
Hammer is definitively not great at this point.
And if you had read all 7 pages you’d know that the vast mayority of people were complaining about either of the following points:
- AA too weak
- Aftercast on most skills (including AA) too long
- #3 behaving oddly, mostly not being able to connect all 3 hits, even if triggered on point blank & not being a true gapcloser since people with swiftness can actually outrun it, since the 2 breaks in between & the big one at the end slow you down quite a lot. Also many were complaining about the weid pathing on it, leaving you quite often in spots that you’ve never intended to go to.And a good amount of posts were complaining about all 3 points above together…
The concept behind hammer is definitively great, and we can definitively notice it being present, but the execution of this concept still needs a lot of polish before HoT ships.… funnily enough, not that many people were even asking for a blast on hammer, even tho a few did. Please don’t make false claims about the broad opinion on things to forward your own agenda.
Your feedback is as welcome & valuable as that of everyone else. Not more, nor less. In case a-net cares enough, the devs will have to dig trough these 7 (or more by the time) pages as well and will be completely capable of coming to their own conclusions.
You’re doing the exact same thing you’re calling him out on with your “definitive” claim starting with the very first sentence of your post.
Why don’t we just stick to giving our own personal feedback and let other people speak for themselves. If everyone is giving the same feedback I bet the devs are smart enough to connect the dots without us doing it for them and injecting our own agenda into it.
Jade Quarry
Hammer feedback:
- Hammer #1: Slow. Should be faster.
- Hammer #2: Hits 3 targets. Should hit 5 like other whirls.
- Hammer #3: Sometimes miss. Great for healing.
- Hammer #4: Blocking only works at front. Should block attacks from side and behind.
- Hammer #5: Yellow lightning field?
…
- Hammer #4: Blocking only works at front. Should block attacks from side and behind.
…
I’ve said this in a few places, but the block is working normally for me. The problem is that it is delayed, but it definitely is working from behind and from range as well.
Try pulling a profession NPC in Heart of the Mists, turn around and run away from them a decent bit then use the block. You’ll block an attack, at least I did.
Jade Quarry
The scrapper seems fun and the hammer has nice DPS, but it definitely feels a lot more geared toward pvp, and even then just the utility set and function gyro. the sneak gyro as is can only be used for its toolbelt application of revealing stealth players in an area, but its following AI makes it almost completely useless for any other application outside of standing in place, or at least within its circle, since it has a terrible time of actually keeping up with the player. It can work in pvp still in that sense, similar to Shadow refuge where you simply run around avoiding attacks till the AOE is done, and in this case waiting for the pulses to bring you to 12s before detonating it (except that requires waiting in that circle for 24s which serves almost no use in conquest). As it stands though the scrapper has little to no pve application outside of the hammer since kits and elixirs perform the job of the gyros far better.
@Arantheal.7396
Not everyone beleves the aa is too weak. I’m not alone being happy engi won’t turn in another aa profession. It’s nice to keep the “don’t stay on your weapon too long” thing the engi is famous for.
@guildabd.6529:
Afaik, I’ve tested this and I blocked stuff behind me aswell. But tbh I’d be ok if it would only block attacks 180° in front of me but then give it a small buff in terms of dps or duration. It’s pretty weird to put the hammer up in the air in front of me and block attacks from behind …
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
The scrapper is fantastic, it really is amazing. The only probably that I seem to have is the speed of the gyros and how unreliable they can be when their trying to keep up with you.
My suggestion would be for the bulwark and sneak gyro, instead of having the follow you I would have them technically on you like the shiro heal for the revenant. And finally for the bast gyro, making the target dart ground targeted because if your target is moving it takes way too long for it to find a way to get to it, if it was ground targeted it would make it a lot more useful because it would be a lot more reliable when it comes to getting it were you want it.
Keep up the good work. I main Engi and I’m loving the Scrapper.
After 30-40 unranked matches and 1v1ing a ton with this build over the past 48 hours, I think I can give an honest assessment of this setup and some ideas that may help Scrapper in general.
During the livestream Irenio Calmon-Huang heavily hinted that Mass Momentum would work well with Juggernaut. And as someone that has for a long time desired the FT/EG combo to be a viable choice in top-level PvP and in end-game PvE, I became naturally excited and had high hopes for this new trait line. The FT has had its moments in the meta in both PvE and PvP, but generally speaking it has always operated more as a cog in the wheel than a bona fide, self-contained build similar to what the Grenade Kit or Bomb Kit have had.
In PvP, the decap engi was popular for a time and part of its success was Air Blast. The current FT/TK condi spec, by comparison, relies heavily on Incendiary Ammo but not much else. There really just hasn’t been a build out there that’s truly competitive and revolves around the FT, but I do think the Scrapper helps put the kit on that path.
The primary problem with Mass Momentum and Juggernaut combo, however, is that Juggernaut imposes such heavy limitations on you. Spending just five to six seconds outside of the kit results in a massive might sustain loss that Elixir-focused Scrapper builds don’t deal with, which means to maximize Mass Momentum, you have to spend most of your time camping the Flamethrower.
The fundamental issue there, however, is that the FT does significantly less damage than the hammer, both in its auto-attack and its overall skill set, which means you are effectively forced to weaken your damage to theoretically gain in damage. It seems weird to me, because on paper I think the hammer and the FT complement each other well: they’re both melee weapons, they’re both power weapons, and they’re both CC weapons.
To make this FT Scrapper build an actual reality in higher level PvP, I have a couple suggestions:
1. Remove the 10% damage modifier to burning targets with Flame Jet and simply make it baseline. I think right now Flame Jet’s damage is “good enough” for bruiser/CC builds when targets are burned, but you took condition duration out of the Explosives line and merged Napalm Specialist with Incendiary Powder, and now make us choose between Incendiary Powder and Juggernaut. Essentially, no build with Juggernaut and Mass Momentum will have enough burning to where this damage buff makes sense. This burning damage buff is a forgotten relic from a previous era, and it’d be good to bring Flame Jet up to modern times.
2. Remove the might stacking from Juggernaut because most engineers end up double-dipping with HGH and hitting the cap (with Mass Momentum) without it. Instead, alongside stability, have Juggernaut give Flame Jet some kind of debilitating effect like chill, cripple, or torment.
These changes will keep the Juggernaut and Mass Momentum synergy alive, but will also make spamming Flame Jet actually worthwhile when hammer skills are off cooldown by keeping enemies within range. This will also maintain the purity of the FT as a decapper weapon, as it will give us the Air Blast knockback to coincide with a soft CC to keep them out.
(edited by Phineas Poe.3018)
My feelings regarding the scrapper are similar to many of the ideas already expressed here, but I will detail them below:
I really wanted to love the gyros. I was looking forward to filling up my skill slots with them and finding the best combo, but unfortunately I never found much use for them. The Shredder Gyro does exactly what it says it will do, but I did not find much use for it, even when able to produce lightning, fire, and water fields. The toolbelt skill is pretty good, but all in all it just seems like it could have been a turret since it doesn’t move anywhere. I tried using the Bulkwark Gyro a lot, but one hammer-3 skill and I was out of its range for an entire fight. If you activate it before engaging it will never catch up with you, and if you activate it after engaging it is down before it does the first watchful eye (or has flown off to have word with whoever hit it). Again the toolbelt skill is good, but Elixir-U has a reflect that lasts a lot longer. The Sneak Gyro is so slow and meanders so much that you can only cover a small distance under it, so I decided to use it in one place to build up stealth, however when a group of players ran past me, the Sneak Gyro decided to head off with them and left me stranded. The Detection Pulse worked well, and I used it nicely in WvW.
I thought the hammer was a lot of fun, and enjoyed using it. It would be nice if skill 3 could be counted on not to let us fall from a cliff when we attacked an enemy that was near an edge, but if that’s the price we pay for it I’m OK with that. I found skill 2 (Electro-whirl)‘s animation and reflective effect didn’t line up exactly.
(edited by Variessa.6503)
So after playing around with the scrapper heres what I found.
I tried using Scrapper with Flamethrower/Toolkit. Using stacking stability and might build.
Wasn’t fun and I felt the Scrapper sucked. I used Adaptive Armor and Final Salvo, didn’t make that much of a difference. Along with Trying a few Gyros
For fun, I discarded all kits and just focused on using hammer, with elixir HGH, and superspeed/swiftness regen.
Here’s what I learned, Scrapper WAS NOT meant to be used with kits. Hammer can literally do everything with Perfectly Weighted Grandmaster with Stability on evade.
And I use Elixir U for DPS, and use Oil Slick and Shredder Gyro toolbelt skills to get more Superspeed for extra heals.
I feel if more builds wanted to be opened up with Scrapper, the 10% extra damage for Hammer should be baseline.
Because without it, the Hammer dmg is really undertuned.
With that said, the traditional engineer uses alot of kits in its aresenal. Using as much in it’s bag of tricks as possible.
On the other hand, for the Scrapper, less is more, and it will be more effective.
Just for those who are having a hard time playing with scrapper at the moment. Scrapper is basically for Engineers who don’t want to use kits. IMO
(edited by Tzozef.9841)
Function Gyro- Too buggy, and should have no cooldown. Rather, I suggest, you can only summon one at a time, once it stomps OR rezzes, it disappears, without cooldown.
It gets destroyed really easily and stunned anyway unless traited, so it’s not really “functional”
Perfectly Weighted Hammer 10% dmg, needs to be baseline, Hammer is undertuned without this trait.
Gyros, need changes They get killed to easily and killing them only has use with Final Salvo trait. I would rather they dont take damage at all, kind of like Ventari Tablet. And you choose when they explode or not. And just balance them accordingly.
Otherwise the Hammer and Gyro Toolbelt skills feel really good, and most of the traits are decent.
https://forum-en.gw2archive.eu/forum/professions/engineer/My-Insight-on-Scrapper/first#post5571697
(edited by Tzozef.9841)
scrapper vs a necro necro wins >.>
The Gyros feel too low on HP. They’re also too slow.
The hammer feels close to right overall, maybe a little more damage would be nice. I know several people that want the #3 skill to be cancel-capable. I know a guy who even pulled out a flamethrower and kept leaping, and flew off of a cliff.
I didn’t try all of the traits, but at least a lot of the concepts seem useful, and most of the numbers seem reasonable.
It’s fun but not very competitive. Your basically lack skills without a single kit.
My feedback:
Damage on hammer needs to be increased slightly.
Rocket charge is really hard to control and just feels wonky. It needs to be reworked a bit so its smoother and we have more control or it just consistently follows our target.
Gyros are too slow, they can’t keep up when I’m moving.
Only gyro I ended up using consistently was sneak gyro, bulwark gyro might be OK in a bunker build but dies too easily. But as noted in my point above it didn’t keep up with me.
Function gyro I didn’t see any feedback as to its rezzing or stomping and so didn’t know if it was effective or if it had been knocked off. Needs to be some sort of status indicator.
As has been noted in other threads before the weekend function gyro is a poor elite mechanic, a very minor mechanic change to base engineers as compared with other elite specs. This is exactly how it turned out.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
(edited by morrolan.9608)
I’d like to say, when gyros are destroyed, they deal 4k damage
Here’s my feedback for the lovely devs after playing scrapper this beta weekend—
First off, I really really enjoyed playing scrapper. One of my two mains is an engineer and I was happy to see how fluid and natural things felt in his hands. I initially thought I wouldn’t go the way of scrapper in HoT, but playing scrapper in BWE3 convinced me that I actually could switch it up and enjoy it immensely, if not run that by default now.
There is one very important thing I would like to point out though, and that’s that, to me, it felt like one very important thing (and only this one glaring thing) was missing: weapon swap. I expect a negative response but honestly, it’s big enough I wanted to come here after playing and point it out, and leave the rest up to the devs. I normally play pistolxpistol engie, with rocket boot, radiation field, and flamethrower kit skills. I love this build. It may be a little unorthodox for an engie build but I don’t care for picking up turrets all the time, and it’s been fantastic for me (I play mostly PvE). Though the downside is that it felt like there was nothing that felt “right” in smacking something up close and having it feel damaging or rewarding enough.
Now with the hammer, smacking things up close feels fantastic. However as soon as there’s AoE all over the ground and I can’t get anywhere near my target, suddenly I’m really missing my pistols again. I found myself having to wait around to attack when the ground was saturated, and it was disappointing. You could argue it’s give and take, but it really is a shame when every other profession I’ve played felt like it had solutions for both at the push of a button, without using kits. The gyros aren’t a sound enough ranged solution in my opinion- I don’t like relying on the AI. The grenade kit has never been my cup of tea (I like to run on the go without aoe aiming) and the flamethrower kit doesn’t have the range my pistols have. Elixir gun has never felt particularly fun, either. So that’s my one big thing, Anet: /please/ let me keep my pistols, too, without having to constantly un/re-equip. <3
Other feedback on scrapper: The animations, weight, and up close and personal damage all felt good, assuming others are better at pointing out specific number tweaks. I do encounter an issue where my asura “snaps backward” when jumping with the hammer wielded (latency issue?), but other than that, it’s very sound. I enjoyed the gyros, but overall felt that they weren’t useful enough (both in AI and damage) to replace my existing skills. The trait line, I was happy to discover, did not negate my previous build as I worried it might.
I did find that the rocket charge (3) skill was inconsistent in movement, especially when playing in the Silverwastes- I would easily get stuck on very low rocks I could normally run right over, and I would also launch and fall right off fort walls when attacking up top, even with a target if the target was close to the edge. I do love the attack and its movement+animation, though. But the issues pointed out above could use a little refinement.
Overall it played fantastic and is easily up near the top of new favorite class specialization.
Server: Sanctum of Rall
I feel if more builds wanted to be opened up with Scrapper, the 10% extra damage for Hammer should be baseline.
Because without it, the Hammer dmg is really undertuned.
Yep I agree and rework the trait into something else.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Overall, the gyros felt “cute” but didn’t actually feel like they accomplished much. When I first saw the trailer, I thought “new and improved turrets” but it feels like a waste, visually, to have these neat little guys who are mostly just doomed to explode within a couple of seconds. When I play engineer, I like to build things and have them stay built for awhile.
I also think weapon switch would be great, even if it did something like say, disable the ability to use kits for the sake of balance. I had a lot of fun with the hammer and gave me a feel of “oh, this is what’s been missing”, but I started regretting not having my distance based attacks really quickly without my rifle.
Overall, hammer attacks were fun and I enjoyed the animation and speed.
I’m still really enjoying what HoTs in bringing to the table. Keep up good work.
keepin’ it simple.
i’ve played the 3 days mostly PvE in Verd Brink exclusively scrapper.
-hammer
h3: in narrow terrain will send you off course often. ive had many instances in which the enemy dies mid-ability and you just fly off the cliff on the last leap. very frustrating cause its the bread and butter of the hammer.
h4: not bad. cool mechanic, block and attack (would like synergy maybe with gyro, if bulwark up=+1 sec block duration)
the rest is fine i figure it’s all gonna be tweaked/tuned until or after launch.
-gyros
function: easily counterable. but cool unique mechanic. needs more testing
medic: good but movement too eclectic for non-initial pulses to get value. (making it static would not be bad)
purge: should focus more on you than allies.
(these last 2 barely come close to HealTurret but the toolbelt fields makes them kinda even.)
shredder: very very good.
bulwark: requires odd re-positioning for melee combat. overall effective.
blast and sneak: very niche but useful.
for many of them i would consider a little CD reduction.
it’s not far from being viable to use only gyros. needs a bit more reliability (the core mechanic of some of them could change i.e cannot be damaged, cannot be buffed, shorter up-time, if destroyed by incoming damage=reduced cd, if self-destruct=specific effects depending on gyro etc)
the trait(s) regarding gyros should offer more synergy if you decide to run lots of them. now, not really rewarding.
all in all, very good spec. looking forward to play it extensively.
Actually the idea of being able to swap weapons it’s not a bad idea , compared to the elementalist that always have 20 skills no matter what set of weapons u use , an enginner with no tool kits on his build will be completely underpower compared to the other classees .
Instead of trying the heart of thorns content . I decide to take my character out to the regular world and test it with party members and well this is my opinions based off of it
This is my feedback on the scrapper
I wish I could put more feedback on the hammer, but I think it’s perfect where it is at. I found it very useful especially mixing it with certain kits and it seemed to be useful and fun to play with. I honestly have nothing bad to say about it
The traits again, I am stuck like with the hammer . Most of them are pretty good, and they work with many other kits and other skills perfectly I can find many different builds that are a lot of fun to play with using those skills.
The gyros . This is where the scrapper begins to fall apart to be brutally honest, most the skills are for the most part, worthless currently all I think of one Gyro. I like
functional Gyro my opinion on this skill is it so broken. They should just remove it completely in all honesty, it’s really useless in every sense of the word i don’t mean to be so harsh. It’s just I could never find a use for it no matter what I did in the game, it dies way to easily and only useful in certain circumstances . For example, I see one of my party members is in bleed out. I send out my robot to help him needless to say the robot didn’t make it and once they’re dead . It’s impossible for it to revive them
The medic Gyro . I can’t give feedback on this one because I never used it didn’t see the need to
The blast Gyro is not that bad in my opinion, it’s very circumstantial, but it works extremely well
shredder Gyro has to be my favorite one currently it has a perfectly long lifespan and it does a lot of stuff during that timeframe. It is great for combos I been able to pull off lots of combos with it. To simply put, I give it five out of five truly love it
Purge Gyro . I been trying to use this thing but never had a good opportunity to it just seemed kind of useless, especially with how little time he can exist out in the world
Sneak Gyro . This one’s might as well just be a regular skill , it only is able to hide five people . And sticks out like a sore thumb . people even talk about ways to just completely destroy its usefulness. Not even five minutes after it was revealed
the Bulwark Gyro . I think it works very well. It’s great for rough situations when you need extra defense, especially with your party . The problem is it’s lifespan is so short, it defeats the whole purpose when during its somewhat useless in my personal opinion , the lifespan of it should be set at 1 minute 30 seconds and it’s cool down be set to 3 minutes that way you will have to plan ahead befor using it. Yes, it does stay out for a long.Time but once it’s gone, you got 3 minutes until you can do something about it
That is so far my feedback of the class
I’ll try to give my PvE feedback based on the numbers and feel of the spec in dungeons/fractals.
First of all, I think the numbers on the hammer skills 2-5 are in a really really good spot. They’re not overtuned, they’re all worth using in a maximum DPS rotation, but only barely. This is probably what the scrapper PvE rotation would look like: https://www.youtube.com/watch?v=OX_DcncbwHA
The rotation is a lot easier to do than the rifle one because of the long cast times on the hammer skills which gives you time to think about your next skills.
The auto attack chain is still on the low side with 0.8, 0.8, 1.0 coefficients on the skill compared to grenade auto attack at 0.99. (identical attack speeds) But please don’t nerf the other skills in order to buff the auto attack, that would make the weapon a lot less viable even if the auto attack was at like 1.2, 1.2, 1.5. PvE Engineers have been wanting a good melee option for a long time.
As for the feel of the skills, they feel a little bit clunky because the reflect and block on Electro Whirl and Shock Shield are delayed, meaning that skills can interrupt the defensive skills making them kinda unreliable and random. The time between the skill activation and block is so small, that you can’t really interrupt it on reaction, but random skills can still go through. These 2 skills feel great besides that.
The leap on Rocket Charge is a little bit unpredictable and goes everywhere if the target is right in front of you. The bigger issue that I have with it, is that you are vulnerable in between the leaps. Even though the tooltip states you have a long duration evade, its still 3 short evades that don’t link together. This again means that random CC’s can hit you inbetween the leaps of Rocket Charge. This makes it kinda dangerous to use as a defensive option against big skills because you can still be hit, also you cannot cancel the skill yourself with dodges so you have no choice to take the hit. At the end of the 3rd hit, you’re also stuck and cannot dodge while still being vulnerable to hits for 1/4s.
My advice would be to lengthen the evades on each of the Rocket Charge leaps a little bit so they chain together properly, and maybe allow for dodging during the animation (Also lengthen the evade of the last hit, just don’t take control away while not evading)
I’ve also been hit by projectiles like Lupi’s auto attack which curve around a lot during Shock Shield’s block. (Might need to increase the blocking hitbox thing a bit, it could also have been just lag).
As for the gyro’s, it’s nice that Stealth Gyro does not aggro mobs, even though there are still several places where it messes up things. (Turrets in Arah and mines in CoF p3 still hit the gyro). It also can really not keep up, even when running in a straight line without swiftness i got destealthed. Having to constantly stop and wait for the gyro was annoying. Also it will randomly go off and stand in front of any enemy that hit it, staring at it menacingly.
I don’t think gyro’s will ever work well as long as they have AI (Looking at pets and minions). The best/easiest solution i can think of, is to just have the gyro’s be attached to the engineer (Like in the HoT announcement trailer). Allowing them run off to heal/cleanse allies and stare at enemies doesn’t really add anything to the game in any gamemode. It just makes them unreliable, which is bad for esports and annoying in PvE.
As for the skill effects of the gyros, Shredder gyro is really underwhelming, whirl finishers just really don’t have much of an impact. They’re really random and even if you can guarantee that all the projectiles hit your target, its still not worth taking over a kit. Bulwak gyro still seemed to have way too little health. It could just absorb one hit of the Archdiviner in fractals.
You cannot just look at the strength of a skill and compare them to utilities/skills of other classes because the engineers’ class mechanic is basically based on them having really strong utilities, we do not have a weapon swap. Any utility needs to be on par with a kit at the least.
(edited by ocirne.7915)
Ok So my Gyro suggestions. I’ll just be posting ideas not numbers will leave that up to you. I like the idea of gyro’s circling the scrapper when they are in the utility slot. And none combative. That being said I would rather then function more like a signet Giving a small passive effect and an active effect.
Medic gyro-
Passive a small heal over time.
Active purge of conditions and an area heal over time
Tool belt. Same as before maybe a initial healing when active added
Purge Gyro turned into toxic tyro
Passive- On critical shoot poison dart.
Active- Produces a poison field in a line like the fire horn skill of elementalist.
Tool Belt- Either a poison field as is just a little stronger or a dark toxic field ground targeted
Blast Gyro-
Passive I’m not sure possibly a fury on crit or when critically hit Or maybe a fire bolt
Active- A laser blast in a line in front of the scrapper Or a Missile/mortar barrage
Tool Belt: I’d rather see quickness then supper speed
Bulwark
Passive – Chance of reduced damage through force field
Active- no damage for short time for those within a close range
tool belt- defense field as is is very nice
Shredder -
This one I’m not sure on Have a few ideas since it is decent just low damage.
Passive- gives increased crit chance
Active drops a spinning top as it does now
tool belt- same just able to ground target it
Other suggestion is to actually turn this one into a kit that drops traps The shredder as it is, a spinning flame trap, a electrical exploding trap But giving a trap kit that the gyro drops onto the ground. both sound good for this gyro.
Stealth gyro
passive smoke puff in combat releases a blinding smoke puff every so often
active – grants stealth for a set time and gives super speed to match that time or quickness
tool belt is good as is
As for Function gyro. I think there should be two that show. One would be just for rez and stomp as it is now. The other being the true core mechanic. Giving a buff based on friendly field your in. Active function absorbing field or copy field. Allows you to store a field for later use. Possibly granting a boon based on the field in storage or just waiting for it’s release.
If field is released then it would do an effect and leave a field at location of the avatar. It would go on a cool down so you can’t drop a field and then pick it back up quickly.
The field being stored could also effect the gyros in some way if possible. Those are just suggestions. And the mechanic is just tweeked a little from another posted on another thread.
(edited by RunicAura.9860)
After toying around all BWE long, and reading a bit on the forums, I have a little more gyro feedback.
General Feedback:
I feel like the gyros have a thematic problem. I believe they should be a selfish mechanic, helping mostly the scrapper, or at least favoring him over other players. Right now as it stands, your gyros can abandon you (medic, purge) or be significantly worse while in the presence of other players (bulwark).
Medic Gyro: Feels like a re-skin on healing turret. Like someone thought – well, healing turret was designed so they keep it up and it heals them, but everyone uses it, burst heals and destroys it! so lets make a healing skill that they HAVE to keep up!
It’s a cool concept, but we already have it in healing turret. It should be re-designed.
- to give it a healing turret feel, the heal should be bumped down to 4k~, and the gyro should hover around the player, untargetable, and pulse 600~ heals, 5-7 times in a 240-300 radius.
- to give it another concept, instead of it pulsing heals, it could heal the player as he takes damage. heal for 4k initially, then heal for 600~ every time you take over 600~ damage (on a small icd).
Utility – Reconstruction Field: Love it. It was clearly made in mind with hammer 3.
Purge Gyro: I actually have no complaints about this. It manages to keep up conditions off me well enough in small brawls. It allows me to let it fly and forget about the conditions, not having to constantly worry about using elixirs to clear them, and allows me to pump up more DPS. The AI should be modified to favor the scrapper first, and maybe a small HP increase is due, but the concept of this is good.
Utility – Chemical Field: I don’t like it. I feel like a poison field is very situational, leaping through it doesn’t give me such great bonuses, and I like it more on the mortar, where it’s not at my feet but I can shoot it far far away.
Bulwark Gyro: I like the concept. But, the fact that the buff is party-wide makes it die very very VERY fast in group situations. I feel like an appropriate fix would be to bump its HP by a little (i’d say between x1.2 and x1.5), and change it so it functions in the following way: when you cast it, everyone in a 300 range gets a small bulwark gyro to circle them and absorb damage for 15 seconds. the gyro is untargetable, and absorbs 50% of the damage dealt, until the duration is over or it is destroyed.
I believe this is the best way to fix this gyro, as increasing the HP too much would be OP in 1v1 situations, and making it take 50%/(Number of people in its radius) damage would make its impact very small.
Utility – Defense Field: LOVE it.
Blast Gyro: I don’t like it. I have personal battering ram, why would I want this? It has the exact same effect, except it’s “better”, so it’s nullifying PBR. The AI on it is not good and clunky, and besides some fun moments in skyhammer, I don’t see any usage for this. It could be reworks to go around its target, circle it and daze/stun it for 1/4 second every second for 3-5 seconds. It would also synergize better with our traits.
Utility – Bypass Coating: We have it on slick shoes. You could just make Super Speed (slicks shoes utility) add super speed to allies, and rework this to a fire field or something…
Shredder Gyro: I like the concept, but it doesn’t throw down enough whirls to be useful, so it just feels lackluster. I’d want it to be more consistent (like reaper shroud 4…), so it could be useful with the many fields we have access to.
Utility – Spare Capacitor: Also a bit meh… not very excited by it. I’d swap it for a smoke field instead, would give a good incentive to take it (either for stealth or for MASSIVE blinds with the whirl)
Sneak Gyro: Ah, the crème de la crème, the mobile shadow refuge, the “Is it a 50 man zerg or just one scrapper?”… is a huge disappointment. I couldn’t even test it properly, and why is that? because it wouldn’t keep up. I didn’t even have swiftness up, only mecha legs. and it just couldn’t keep up with me. It should just hover over my head. Still visible, but at least it could keep up with me.
Utility – Detection Pulse: Is a good idea, but I just couldn’t take the elite and not use it just to test out the utility.
Scrapper is my least favorite elite specialization if compared to others. The abilities are Okay but the way the spec has been designed i dont see it working out great compared to other specs in PVP. With the main 5 abilities on the hammer i kind of agree with everybody else just damage is low, auto attacks are boring, 3 is not accurate etc. Gyros are underwhelming and other abilities even if the gyros are buffed will be better. I also dislike the traits as the only real thing you can bring over to other specs is the adaptive armor. Other than that its a huge letdown in comparison to the other elite specializations.
(edited by BlackBunny.3681)
My Thoughts on the Scrapper:
Positives:
- Takes quite a bit of getting used to. This is a good thing.
- Has incredible sustainability when played well in both bunker and DPS specs. I feel that was intentional
- Blast Gyro and Sneak Gyro are really good.
- Hammer is great but Rocket Charge still feels clunky with the way it leaps past your target. I guess that was intended maybe.
- Traits are good, may need some tuning down on the sustain as well as the toughness on adpative armour.
Negatives with some Suggestions
-Shredder Gyro needs to deal more damage and be a like a Spinning top, revolving around the area you cast it in whilst also whirling. Would work really well in PvE if it did more damage.
-Bulwark Gyro needs to be a stun break. Either on the toolbelt or the skill itself. This will guarantee that it sees more use.
-Healbot Gyro and Purge gyro might need to be combined and a new Gyro might have to take Purge Gyros place because, I don’t see myself taking Purge Gyro or Healbot Gyro when I’ve got healing turret. I suggest a Magnetic Gyro, works similar to Blast Gyro, tag someone and pull all targets within a 450 radius towards that target. That would set up Blast Gyro and Shredder Gyro perfectly. Or if we’re not into copying functionality another suggestion would be Graviton Gyro, Gravity within this Gyro’s area of effect is greater for enemies and lower for allies, foes are slowed/crippled and allies move 33% faster.
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