Gyros need work.

Gyros need work.

in Engineer

Posted by: Stark.1350

Stark.1350

I looooooooove playing with gyros, but they have a ton of issues.

Blast gyro only hits it’s target about 50% of the time.
Shredder gyro seems completely useless – not enough AoE radius, not enough damage.
Sneak gyro, while fun, doesn’t follow you nearly as well.
I don’t run purge gyro.
Bulwark gyro seems okay.

Gyros need work.

in Engineer

Posted by: Toolbox.9375

Toolbox.9375

I mostly want to see them implement the cooldown change they had originally been talking about, where the Gyros start their cooldown immediately upon being summoned. Just like Turrets, having the cooldown start upon death means that you have little incentive to keep them alive. It’s admittedly a little less of an issue with Gyros only because they aren’t frontloaded with their best functionality being applied immediately upon creation like Turrets, but you’re still not really encouraged to keep them alive as long as possible.

That aside, I mostly agree on what you’ve said. X)

Blast needs to act faster, maybe receive Superspeed or have its attack change to incorporate a Shadowstep just to ensure that it actually reaches the target (or maybe just a larger AoE).

I don’t think Shredder necessarily needs more AoE or damage, but the massively random nature of Whirl Finishers in general makes it pretty unreliable; it could do with an increase in Whirl frequency so you can actually count on it to get something done. That, or change Whirl Finishers in general to be less bonkers.

Sneak mostly needs to notice when you’re gone more quickly. As it stands, if it gets up next to you, it’ll sit still for two or three seconds, at which point it has no hope of ever catching up again unless you stop and wait for it. It needs to rush after you at all times, or at least pause for a much shorter period upon catching up. It may need a minor speed boost, as well, to keep up when you have Swiftness. It does fine when you only have a 25% speed boost, though.
Alternatively, it could just get the same AoE as Bulwark Gyro. The Bulwark seems to keep you in its effect pretty reliably.
Another thing I’d like to see is making the Toolblet ability actually have a friggin’ effect on PvE enemies. XD But that’s a problem with the Revealed debuff as a whole, not just Sneak Gyro.

I don’t use Purge much myself, but its basic functionality seems okay. It’s the Toolbelt ability that’s disappointing. One suggestion I like is making that Poison cloud also whittle away at an enemy’s Boons. X)

I agree on Bulwark. The large AoE makes it catch you in the effect quite reliably, and the reflection dome is awesome.

The class is always greener on the other side.

Gyros need work.

in Engineer

Posted by: The V.8759

The V.8759

My proposed gyro changes:

  • Medic Gyro: Seems fine to me.
  • Blast Gyro: Increase movement speed at least.
  • Shredder Gyro: Make it start whirling again after its interrupted instantly. A general change to whirl projectiles should be that they become homing. This would help alot. A small buff to Lightning bolts would be nice too.
  • Bulwark: Doesnt need change IMO
  • Purge Gyro: Better tracing AI would solve alot. Maybe let toolbelt rip off boons.
  • Sneak Gyro: Very good gyro, no change needed.
One of the Firstborn Channel of Fvux

Gyros need work.

in Engineer

Posted by: lorddarkflare.9186

lorddarkflare.9186

Systemic changes:
-1/2 of whirl finisher projectiles should home.
-All Gyro detonations should be unique skills
-Gyros should have a VERY aggressive leash
-Final Salvo needs an HGH-type buff.
-Stabilization core should apply to all Gyros, should be AoE, but have 1/2 to 2/3 duration reduction.

Gyro Changes:
-Sneak: Good. Toolbelt could be less PvP-centric I though.
-Medic: Good. Needs condi removal. Should scale better than HT if healing power.
-Bulwark: Good. Toolbelt could use a lower recharge.

-Purge: Needs a complete redesign. Toolbelt as well. One of them should be good.
-Shredder: Needs additional functionality. Toolbelt is very good.
-Blast: Needs complete redesign. Toolbelt is functional, but redundant.

Gyros need work.

in Engineer

Posted by: bluesnacks.2301

bluesnacks.2301

My sneak gyro has been following me exceptionally well lately

Quand on parle du loup, on en voit la queue.

Gyros need work.

in Engineer

Posted by: That Guy.5704

That Guy.5704

My sneak gyro has been following me exceptionally well lately

It does very well on flat terrain, I have found I often need to wait for it on any terrain that varies. snowblind fractal, many places in the new map, etc. the pathing needs some work. Imo, thematically, since it is “hovering”, gyros, at least the sneak gyro, needs to be able to go “jump” up terrain that players can, and should be able to “fall off” terrain as well.

EDIT: I would also like a echo the desire for a pve toolbelt for sneak gyro.

Gyros need work.

in Engineer

Posted by: That Guy.5704

That Guy.5704

Systemic changes:
-1/2 of whirl finisher projectiles should home.
-All Gyro detonations should be unique skills
-Gyros should have a VERY aggressive leash
-Final Salvo needs an HGH-type buff.
-Stabilization core should apply to all Gyros, should be AoE, but have 1/2 to 2/3 duration reduction.

Gyro Changes:
-Sneak: Good. Toolbelt could be less PvP-centric I though.
-Medic: Good. Needs condi removal. Should scale better than HT if healing power.
-Bulwark: Good. Toolbelt could use a lower recharge.

-Purge: Needs a complete redesign. Toolbelt as well. One of them should be good.
-Shredder: Needs additional functionality. Toolbelt is very good.
-Blast: Needs complete redesign. Toolbelt is functional, but redundant.

I wish medic had a little longer uptime. This should be one in particular that begins its cooldown on spawn.

When running hammer, I find blast is good in group content for breakbars. blast +hammer 5→3 destroys almost any break bar in the fractals I have done so far with a hammer (still need an ascended hammer) without others needing to contribute (which, yes, they should be doing), also, blast could be a blast finisher.

Gyros need work.

in Engineer

Posted by: coglin.1867

coglin.1867

They need to make the active gyro effects work off the engineer similarly to how the toolbelt skills from bulwark and medic gryo do. That way when the gyro pathing gets wonky we don’t lose out.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Gyros need work.

in Engineer

Posted by: Stark.1350

Stark.1350

Detonating gyros should be explosives. Shredder gyro and it’s toolbelt should be instant cast.

Gyros need work.

in Engineer

Posted by: Stark.1350

Stark.1350

sneak gyro needs to do more than it does.

Gyros need work.

in Engineer

Posted by: coglin.1867

coglin.1867

Detonating gyros should be explosives. Shredder gyro and it’s toolbelt should be instant cast.

Why “should” they be explosives?

I have seen this claimed a time or two, yet no one making this claim offers a reason or logic behind it.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Gyros need work.

in Engineer

Posted by: Allie.4925

Allie.4925

Detonating gyros should be explosives. Shredder gyro and it’s toolbelt should be instant cast.

Why “should” they be explosives?

I have seen this claimed a time or two, yet no one making this claim offers a reason or logic behind it.

In short? Nothing really improves our gyro’s other then the scrapper tree, at the moment. And it almost doesn’t improve them at all. Making them explosives would allow them to benefit from traits in the explosive trait-line, and make them more viable.

Gyros need work.

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Posted by: Stark.1350

Stark.1350

What Allie said. Besides, I think a mechanical device being detonated is kind of making it explode.

Gyros need work.

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Posted by: coglin.1867

coglin.1867

Although I see where your comming from, I feel it is a bad idea. It is already too valuable for grenades, bombs, and mortar kit. I would prefer not to put all of our eggs in one basket, so to speak. I do not like trait lines thay feel like “must haves” because they support too many skills. I would prefer traits that support them, in the tools or inventions line.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Gyros need work.

in Engineer

Posted by: Shoe.5821

Shoe.5821

sneak gyro needs to do more than it does.

Every single scrapper i’ve seen in WvW is running sneak gyro

Gyros need work.

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Posted by: tokyoshoe.6308

tokyoshoe.6308

After getting my Revenant to 80 and finishing out my Herald elite spec for it, all I can think of when playing my Engineer is that Gyros should have been what Herald Facets ended up being.

My biggest issue with ALL of the Gyros is travel speed. They simply do not perform well when it comes to following AI as well. Also I really do think that from a PvE player perspective the Function Gyro is fairly bland and underwhelming. It really does need some improvement or better features somehow because it comes across as fairly crap when compared to the perks of other elite classes.

< Ferguson’s Crossing >
WAY too many alts to list here.

Gyros need work.

in Engineer

Posted by: Daralii.8940

Daralii.8940

Systemic changes:
-1/2 of whirl finisher projectiles should home.
-All Gyro detonations should be unique skills
-Gyros should have a VERY aggressive leash
-Final Salvo needs an HGH-type buff.
-Stabilization core should apply to all Gyros, should be AoE, but have 1/2 to 2/3 duration reduction.

Gyro Changes:
-Sneak: Good. Toolbelt could be less PvP-centric I though.
-Medic: Good. Needs condi removal. Should scale better than HT if healing power.
-Bulwark: Good. Toolbelt could use a lower recharge.

-Purge: Needs a complete redesign. Toolbelt as well. One of them should be good.
-Shredder: Needs additional functionality. Toolbelt is very good.
-Blast: Needs complete redesign. Toolbelt is functional, but redundant.

Another problem with medic is that it stops to cast its heal, which has a decently long cast time. Just moving at normal speed it’s possible to never get anything out of it apart from the initial heal on summoning.

Gyros need work.

in Engineer

Posted by: starlinvf.1358

starlinvf.1358

One thing that got overlooked, and is driving me insane….

Why are Gyros not eligible Underwater skills? With the exception of Shreader, due to ground targeting, none of the other Gyros behave in a way that would prevent them from being functional underwater. In fact, they’d be great additions because their skill functions are just AOE passive effects. Even the Tool belt skills would be incredible for bunker and support roles in their own right, since the tool kits don’t synergize the same way they do on land.

Gyros need work.

in Engineer

Posted by: Daralii.8940

Daralii.8940

One thing that got overlooked, and is driving me insane….

Why are Gyros not eligible Underwater skills? With the exception of Shreader, due to ground targeting, none of the other Gyros behave in a way that would prevent them from being functional underwater. In fact, they’d be great additions because their skill functions are just AOE passive effects. Even the Tool belt skills would be incredible for bunker and support roles in their own right, since the tool kits don’t synergize the same way they do on land.

Probably because underwater combat was completely ignored with HoT. Just look at revenants.