Final Salvo Should Do More For Gyros
I disagree, it would just add another mandatory trait. If Gyros need such a drastic cooldown reduction (which they absolutely do, and cooldowns should start when they’re cast anyways) then the bulk of that improvement should be baseline. Give the trait an additional -15-20% or so like similar traits.
Putting so much on a trait just to fix Gyros just leads to another problem IMO. Gyros should be functional on their own.
Jade Quarry
I disagree, it would just add another mandatory trait. If Gyros need such a drastic cooldown reduction (which they absolutely do, and cooldowns should start when they’re cast anyways) then the bulk of that improvement should be baseline. Give the trait an additional -15-20% or so like similar traits.
Putting so much on a trait just to fix Gyros just leads to another problem IMO. Gyros should be functional on their own.
That is the thing though, I think Gyros for the most part WILL be usable on their own.
With some tweaks here and there they will most likely be solid, although largely unimpressive utilities. Going from what little we know, I think any actual changes to them will center around buffing their on-creation and on-destruction effects.
The thing though, is that since our utilites slots have such an insane amount of competition. No amount of buff to the baseline gyros will justify taking more than two at MOST. Realistically, most people will probably run with one or none.
This suggestion entices people to use two or three of them. In exchange, they lose out on the excellent Adaptive Armor and the hopefully buffed Perfectly Weighted.
In short, this is not a suggestion to fix Gyros, it is an effort to make our Grandmasters and utilites more competitive.
(edited by lorddarkflare.9186)
I thought that Final Salvo turned the daze on Gyro destruction to a stun. It doesn’t show up in the tooltips though but I believe it was in the preview article. If that is true then I think it’s just fine for a GM trait as it is. It already provides a rare field that allows a lot of CC, and pulsing AOE Superspeed. That’s pretty good.
Honestly Scrapper is rare (not just in the elite specs, but across the whole game) to have what I consider are 3 solid choices for GM.
To me the trait isn’t the problem, the Gyros are.
Jade Quarry
A flat reduction of that magnitude isn’t what they need, assuming they’re met with a luke-warm response this coming weekend we’ll need to come up with something better than a idea. Mediocre skill effects on a low CD is mostly just obnoxious and under-rewarding.
I think a good trait to look at for comparison is the Mortar trait, Siege Rounds.
It increases the fields’ effectiveness by improving what they do, while also changing Orbital Strike. Instead of making the otherwise mediocre fields/orbital strike happen more often, they have more weight on their own. Fields/attacks like that should have more weight rather than just be more spammy after all, the same goes for Gyros.
A gyro trait should improve all of the gyro’s base functionality so that they become effective in more situations, or are more effective in their current situations. Example; Shredder Gyro hits more often and has a bigger radius. (I also think Shredder Gyro should do a bit more base damage)
Another example; Blast gyro sends out a fan of grenades upon detonation
Fun effects that add to the skill without changing functionality and without making them mandatory for their original purpose, but make them effective in different builds is what I want to see.
Kluzukaze – Mesmer
Rhomulos Prime – Revenant