Meet the Scrapper [Elite Spec Discussion]
So gyros use fuel while theyre active and when they run out of fuel theyre destroyed. Wanna know what else uses fuel?
Necro minions.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.
Wait, do we know for a fact the gyro will be visible?
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yep, it said so right on the thing
Sneak Gyro
Deploy a sneak gyro to provide stealth to nearby allies.
The scrapper’s elite utility provides a pulsing cloak field around it veiling you and your allies from enemies. The gyro itself remains visible.
Purity of Purpose
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable → useless in PvE, new class mechanic is about rezzing and stomping → useless in PvE
Seems like we shouldn’t go PvE as scrappers….
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, and thieves get a third dodge, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
Scrapper looks good for PvP. I had my worries for PvE as well, but I want to see it play out first.
Reasons:
1) Hammer might be a solid weapon dps wise
2) The ability to ranged stomp and rez can be really useful in the upcoming raids. I’m not really sure how the gyro reacts to damage. We know the gyro can be interrupted with CC (otherwise there is no need for the stability); but if the gyro can’t be damaged, we might have a very powerful PvE tool in hands for rezzing people in dangerous spots.
Similarily, I wouldn’t be surprised if some mobs/bosses have downed states. ANet experimented a lot with it.
3) Gyro utilities might be beneficial.
If we can provide long duration cleansing and some other stuff through the gyro’s we dont know of yet. It might play out interesting.
I’m slightly disappointed how PvP focused this is (even though I PvP regularly as engi), but I’m not sure yet if this is really all that bad for PvE just yet.
2) The ability to ranged stomp and rez can be really useful in the upcoming raids. I’m not really sure how the gyro reacts to damage. We know the gyro can be interrupted with CC (otherwise there is no need for the stability); but if the gyro can’t be damaged, we might have a very powerful PvE tool in hands for rezzing people in dangerous spots.
Similarily, I wouldn’t be surprised if some mobs/bosses have downed states. ANet experimented a lot with it.
Does anyone actually know how functional gyroscopes are going to work? Seems like we still have to go to the target and press f. Only difference: after pressing f to summon the gyroscope we can go away.
I know, I know – this is actually the “Engineer PvP Complaints” subforum, and I’m showing my useless noobocity just by saying this – but…well, the Function Gyro is a big fat waste of time for the PvE side of the game. To me it’d be something you do for a trait, not the big profession mechanic change, considering it’s essentially useless in the most densely populated/played third of the game.
Don’t get me wrong – I actually really enjoyed the Toxic Alliance needing stomping, and I wish that the mechanic would proliferate to other PvE enemies. I am sorely disappointed that the Mordrem Guard doesn’t need stepping on. But if they’re not going to proliferate the requirement to finish downed foes throughout PvE…then building an elite spec around the notion of being uncommonly good at finishing enemies seems just a twitch unfair to folks who don’t spend all their time in the competitive modes.
Hell, if you’re going to make it a function gyro, make it a FUNCTION Gyro. Let me dump the kitten thing at everything that needs an ‘F’ prompt. Have it gather remotely for me or hit in-world prompts from a distance. Hell, let’s be honest – being able to point it at a gathering node, send it off, and continue on our merry way would be more than sufficient compensation for the utter lack of half the gyro’s nominal purpose in PvE.
It wouldn’t be great, mind – ‘automated mining, yay!’ is not really the basis of a solid elite spec – but at least it would be something. Which is more than the PvE leg of the game gets right now.
So this is what I’m thinking:
Firearms traits: 3, 3, 1
Tools: 2, 2, whatever
Scrapper: ??, Mass Momentum, Adaptive Armor
Tanky, fury-stacking might stacking thief hunting goodness using a flame thrower. Probably wear either Knights or captains gear; obviously will wait to be sure until we see some actual numbers
not sure about runes yet.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.
It’s most likely referring to Final Salvo. …If so, that trait is pretty stacked
- Lightning Field
- Stuns enemies
- Super Speed
- Reduced Gyro Recharge
Purity of Purpose
Guys we know for sure that gyros can be killed.
" Each gyro model has a limited amount of fuel before it detonates or is destroyed in a hail of dazing sparks."
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yep, it said so right on the thing
Sneak Gyro
Deploy a sneak gyro to provide stealth to nearby allies.
The scrapper’s elite utility provides a pulsing cloak field around it veiling you and your allies from enemies. The gyro itself remains visible.
Wow, that’s…. very questionable. Still, the tool belt part is great for anti stealth, but with the gyro visible… ???
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable -> useless in PvE, new class mechanic is about rezzing and stomping -> useless in PvESeems like we shouldn’t go PvE as scrappers….
Yeah, I completely missed the visible part. wow.
But I wouldnt completely discount them for pve; after all, sometimes allies do go down even in pve, and being able to revive them while doing something else is very nice methinks, esp since it doesnt take a skill slot, unlike the search and rescue of rangers.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Let’s see how it works out first.
The Gyro being visible is a weakness, but that doesn’t make the ability useless.
- The cooldown could be short.
- There could just be the engi in the cloak field, there could be a whole zerg in the cloak field, they don’t know.
- The gyro might disappear long before the actual stealth fades.
- Insert a few more reasons.
Hm, I wonder if gyros by themselves will auto aggro? I mean, what if the stealth gyro lasts as long as its fuel, however long that is, and if it follows you, and doesnt aggro, it could make, for example, running through Arah a snap.
But geez, its only going to help in pvp and wvw if your enemies don’t have much aoe or cleave.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Let’s see how it works out first.
The Gyro being visible is a weakness, but that doesn’t make the ability useless.- The cooldown could be short.
- There could just be the engi in the cloak field, there could be a whole zerg in the cloak field, they don’t know.
- The gyro might disappear long before the actual stealth fades.
- Insert a few more reasons.
good point. wait and see. Tomorrow’s poi will hopefully enlighten.
Does anyone actually know how functional gyroscopes are going to work? Seems like we still have to go to the target and press f. Only difference: after pressing f to summon the gyroscope we can go away.
The posts actually states you can rez people from range.
Becoming a scrapper changes your interaction prompt (usually done with the F key) to summon a multipurpose function gyro to rally a targeted downed ally or finish a targeted downed foe at range.
That is what the blog post states. If you read that, it litterally says we can press F when we target a ranged ally or enemy and it will send out a gyro that goes out to rez/stomp. There is probably a max range of 900 or so.
Hell, if you’re going to make it a function gyro, make it a FUNCTION Gyro. Let me dump the kitten thing at everything that needs an ‘F’ prompt. Have it gather remotely for me or hit in-world prompts from a distance. Hell, let’s be honest – being able to point it at a gathering node, send it off, and continue on our merry way would be more than sufficient compensation for the utter lack of half the gyro’s nominal purpose in PvE.
A pet that gathers at nodes and loots enemies at range? Oh man. It’s like my video game Engineers are merging.
Purity of Purpose
The interesting thing about the fuel mechanic would be if it affected other skills other than gyros. Also with all this reveal going around anyone think HoT will bring mobs that can stealth to raids or even open world content?
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
>Half
>PvE
Welp, in the other 2/3rds it’s extremely awesome.
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
>Half
>PvE
Welp, in the other 2/3rds it’s extremely awesome.
Extremely awesome. Well, it seems like the functional gyroscope is destroyable. If so and it is dying as fast as our turrets, it won’t be able to deliver just a single stomp. ^^
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
>Half
>PvE
Welp, in the other 2/3rds it’s extremely awesome.Extremely awesome. Well, it seems like the functional gyroscope is destroyable. If so and it is dying as fast as our turrets, it won’t be able to deliver just a single stomp. ^^
Jupp, that’s the last concern I have. If they tell me they’re indestructible, but interruptable I’m a happy engi.
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
>Half
>PvE
Welp, in the other 2/3rds it’s extremely awesome.Extremely awesome. Well, it seems like the functional gyroscope is destroyable. If so and it is dying as fast as our turrets, it won’t be able to deliver just a single stomp. ^^
Jupp, that’s the last concern I have. If they tell me they’re indestructible, but interruptable I’m a happy engi.
You’re trying to stomp someone and the enemy has an ally trying to stop that? F and go fight guy #2. Trying to revive someone and an enemy is trying to stop you? F and go fight enemy #1.
In other words, although the gyro is destructable, in small scales you may well be able to give the gyro time to do its work.
In an aoe rich environment though that may be another story.
sounds good for WvW… can’t wait to test it. Lots of leaps, stability and rez bots (but the good kind)
I like the mission statement as well
Jupp, that’s the last concern I have. If they tell me they’re indestructible, but interruptable I’m a happy engi.
Well, they did flat out say they can be destroyed. But it seems that they daze enemies when destroyed so there’s that.
Purity of Purpose
Extremely awesome. Well, it seems like the functional gyroscope is destroyable. If so and it is dying as fast as our turrets, it won’t be able to deliver just a single stomp. ^^
Jupp, that’s the last concern I have. If they tell me they’re indestructible, but interruptable I’m a happy engi.
Ye I’m really curious about this.
The ideal would be if they are interruptable but not destroyable; but that might also be too strong.
Maybe something more likely would be that they are immune to damage when they hover around you and when you send them out to do stuff, they become destroyable.
Or maybe they’ll make it so that they only take direct damage and no AoE cleave.
Guess we’ll know by this time tomorrow.
From a WvW Standpoint
Very excited for the next BWE and some actual CDs/ICD and numbers tomorrow afternoon to get theorycrafting! Words that aren’t uttered often but: Engi is going to be a force to be reckoned with! The trait synergy is spectacular, the stability, might and swiftness, regen, oh my!
Going to be very difficult not to take the flamethrower as a WvW frontliner and have essentially permanent stability and 25x might stacks, swap to hammer, do you r thing, back to FT, unless hammer hits lIke a truck, who knows. Really shaping up to be the Engi that can fill a solid role in a WvW raid environment.
The Gyros also sound very interesting, it’s going to be so hard to choose only 3 utilities as a frontliner, I think Gyros may be better suited outside of the frontline(revealing enemy pick team members from stealth, rezzing/finishing from a distance and providing backline support) we shall see! Numbers and a more in depth view of every thing on tomorrow’s PoI will hopefully not disappoint, on paper it sounds fantastic!
Engi Build Compilation
Hmm not sure our drones will be able to be killed in the normal sense. I mean what would the purpose be of having too micro manage 2 health bars fuel and normal health? They are pretty much the same thing. The idea I have is they actually are invincible but can be hit with condis to slow them blind them you can knock them back all the norm, but what when they mentioned destroyed I think its through other means like transforms if you get moaed boom they all explode. That new trait might actually be a way to punish being transformed and imagine if elixer x detonates them on transformation?
Does Scrapper get new class mechanics?
That stability will be nerfed before release. Did you all forget what happen to the yellow brick road?
Extremely awesome. Well, it seems like the functional gyroscope is destroyable. If so and it is dying as fast as our turrets, it won’t be able to deliver just a single stomp. ^^
Jupp, that’s the last concern I have. If they tell me they’re indestructible, but interruptable I’m a happy engi.
Ye I’m really curious about this.
The ideal would be if they are interruptable but not destroyable; but that might also be too strong.
Maybe something more likely would be that they are immune to damage when they hover around you and when you send them out to do stuff, they become destroyable.
Or maybe they’ll make it so that they only take direct damage and no AoE cleave.Guess we’ll know by this time tomorrow.
“Each gyro model has a limited amount of fuel before it detonates or is destroyed in a hail of dazing sparks.”
That stability will be nerfed before release. Did you all forget what happen to the yellow brick road?
The Jalis skill, right? I haven’t paid attention to Revenant changes. What happened to it?
Purity of Purpose
When you think about it the scrapper is gonna to become the best elite spec. Think about it, it’s completly optionnal, bringing new playstyle (the goal of an elite spec) AND if you take it it have strong synergy with core talents. Think about reaper or tempest or dragonhunter. They traitline is only on the new mecanic of the class, no real synergy with existing talents. Scrapper seems to have both. Really nice elite spec
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable -> useless in PvE, new class mechanic is about rezzing and stomping -> useless in PvESeems like we shouldn’t go PvE as scrappers….
Yeah, I completely missed the visible part. wow.
But I wouldnt completely discount them for pve; after all, sometimes allies do go down even in pve, and being able to revive them while doing something else is very nice methinks, esp since it doesnt take a skill slot, unlike the search and rescue of rangers.
From the sounds of it, it’ll block out toolbelt skills just speccing for Scrapper. Really doesn’t feel worthwhile to me.
Overall the only benefit I am seeing for the current PVE style play is that stealth bot for longer/tougher runs where our normal stealth options just arent’ quite enough. So basically a handful of situations.
I’m quite disappointed right now, I know they love their PVP, but leaving PVE behind again and again and again is really getting old. I was so looking forward to this new setup. I had high hopes for hammer. But, from the sounds of it (I could be wrong) they have pigeon holed it into a situation where I simply lose a lot of good things to get a bunch of stuff I won’t use and a hammer.
Well i don’t think speccing into scrapper block the toolbelt. It’s gonna have a toolbelt skill when you use a gyro utility that’s it.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable -> useless in PvE, new class mechanic is about rezzing and stomping -> useless in PvESeems like we shouldn’t go PvE as scrappers….
Yeah, I completely missed the visible part. wow.
But I wouldnt completely discount them for pve; after all, sometimes allies do go down even in pve, and being able to revive them while doing something else is very nice methinks, esp since it doesnt take a skill slot, unlike the search and rescue of rangers.
From the sounds of it, it’ll block out toolbelt skills just speccing for Scrapper. Really doesn’t feel worthwhile to me.
Overall the only benefit I am seeing for the current PVE style play is that stealth bot for longer/tougher runs where our normal stealth options just arent’ quite enough. So basically a handful of situations.
I’m quite disappointed right now, I know they love their PVP, but leaving PVE behind again and again and again is really getting old. I was so looking forward to this new setup. I had high hopes for hammer. But, from the sounds of it (I could be wrong) they have pigeon holed it into a situation where I simply lose a lot of good things to get a bunch of stuff I won’t use and a hammer.
The revive/finisher gyro uses your interaction key.
The utility gyros have toolbelt skills (like all other utility skills)
Purity of Purpose
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable -> useless in PvE, new class mechanic is about rezzing and stomping -> useless in PvESeems like we shouldn’t go PvE as scrappers….
Yeah, I completely missed the visible part. wow.
But I wouldnt completely discount them for pve; after all, sometimes allies do go down even in pve, and being able to revive them while doing something else is very nice methinks, esp since it doesnt take a skill slot, unlike the search and rescue of rangers.
From the sounds of it, it’ll block out toolbelt skills just speccing for Scrapper. Really doesn’t feel worthwhile to me.
Overall the only benefit I am seeing for the current PVE style play is that stealth bot for longer/tougher runs where our normal stealth options just arent’ quite enough. So basically a handful of situations.
I’m quite disappointed right now, I know they love their PVP, but leaving PVE behind again and again and again is really getting old. I was so looking forward to this new setup. I had high hopes for hammer. But, from the sounds of it (I could be wrong) they have pigeon holed it into a situation where I simply lose a lot of good things to get a bunch of stuff I won’t use and a hammer.
The revive/finisher gyro uses your interaction key.
The utility gyros have toolbelt skills (like all other utility skills)
Thanks, that’s much better, I read that part as “F keys” not “F key” as in I thought it was taking F1-5 not just interaction key. My bad, thanks again.
Becoming a scrapper changes your interaction prompt (usually done with the F key) to summon a multipurpose function gyro to rally a targeted downed ally or finish a targeted downed foe at range.
That makes me think that there’s no choice involved that your toolbelt will simply be taken over by gyros. I hope I misread that, very much looking forward to the POI and BWE because right now it’s quite disappointing from my view.
No I believe they talking about the actual “F” button on keyboard and not F1-5 keys which has additional skills for Gyro.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable -> useless in PvE, new class mechanic is about rezzing and stomping -> useless in PvESeems like we shouldn’t go PvE as scrappers….
Yeah, I completely missed the visible part. wow.
But I wouldnt completely discount them for pve; after all, sometimes allies do go down even in pve, and being able to revive them while doing something else is very nice methinks, esp since it doesnt take a skill slot, unlike the search and rescue of rangers.
From the sounds of it, it’ll block out toolbelt skills just speccing for Scrapper. Really doesn’t feel worthwhile to me.
Overall the only benefit I am seeing for the current PVE style play is that stealth bot for longer/tougher runs where our normal stealth options just arent’ quite enough. So basically a handful of situations.
I’m quite disappointed right now, I know they love their PVP, but leaving PVE behind again and again and again is really getting old. I was so looking forward to this new setup. I had high hopes for hammer. But, from the sounds of it (I could be wrong) they have pigeon holed it into a situation where I simply lose a lot of good things to get a bunch of stuff I won’t use and a hammer.
Woah there calm down we don’t know how hard hammer hits it could be a monster or close too reaper gs just faster and more about chaining the skills for large bursts plus mobility is something we need as a medium armor brawler and we are getting it. We also dont know how good the auto attack will work it might actually refuel bots or heal them while we deal damage? and the 2 skill is still unknown it might be our version of a mighty blow or heck a rocket hammer 100bashes.
Edit: Forgot to add considering they left the 2 skill out I think it will be a stationary burst ability or high burst short range since we are about locking someone down this would make the most sense by using bots and skill 5 to lock a player down then using 2 too take out chunks of health and using 3 too gap close if they get away.
(edited by Frightlight.3796)
Hammer + Wrench tool kit
what if Wrench toolkit auto heals Gyros as well?
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.
As do I.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable -> useless in PvE, new class mechanic is about rezzing and stomping -> useless in PvESeems like we shouldn’t go PvE as scrappers….
Yeah, I completely missed the visible part. wow.
But I wouldnt completely discount them for pve; after all, sometimes allies do go down even in pve, and being able to revive them while doing something else is very nice methinks, esp since it doesnt take a skill slot, unlike the search and rescue of rangers.
From the sounds of it, it’ll block out toolbelt skills just speccing for Scrapper. Really doesn’t feel worthwhile to me.
Overall the only benefit I am seeing for the current PVE style play is that stealth bot for longer/tougher runs where our normal stealth options just arent’ quite enough. So basically a handful of situations.
I’m quite disappointed right now, I know they love their PVP, but leaving PVE behind again and again and again is really getting old. I was so looking forward to this new setup. I had high hopes for hammer. But, from the sounds of it (I could be wrong) they have pigeon holed it into a situation where I simply lose a lot of good things to get a bunch of stuff I won’t use and a hammer.
Woah there calm down we don’t know how hard hammer hits it could be a monster or close too reaper gs just faster and more about chaining the skills for large bursts plus mobility is something we need as a medium armor brawler and we are getting it. We also dont know how good the auto attack will work it might actually refuel bots or heal them while we deal damage? and the 2 skill is still unknown it might be our version of a mighty blow or heck a rocket hammer 100bashes.
Edit: Forgot to add considering they left the 2 skill out I think it will be a stationary burst ability or high burst short range since we are about locking someone down this would make the most sense by using bots and skill 5 to lock a player down then using 2 too take out chunks of health and using 3 too gap close if they get away.
Yeah I made a mistake in my understanding and it really irked me, was my bad. Really pretty much take back most of what I said, though I do still feel a lot of the traits are a bit inappropriate for PVE use and I’d like to see something in that direction (and no I don’t just mean a damage modifier, fun stuff is cool too, just passive defense isn’t the style of this game’s PVE and I hope that continues).
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
1/3.
And frankly, PvE needed the least help.
1/3.
And frankly, PvE needed the least help.
So you’re completely okay with PvE Engineers not getting an elite specialization?
I get it, PvP guys are pretty well known for being…well, things ArenaNet doesn’t want me calling my fellow players, but c’mon, man. C’mon. Nobody’s even really talking about changing this ‘extremely satisfying’ mechanic, just adding to it such that it’s not a nonfactor in what is inargueably the most densely populated and played leg of the game. And yet your response is basically “Cry some more. You guys don’t need anything else.”
Given that sPvP has utterly dominated game balancing passes since the game’s inception, methinks maybe – maybe - you could show a bit more empathy and solidarity with your fellow players, regardless of game mode. After all, I haven’t tromped in here after every balance pass going “WHERE’S THE FIXES FOR *” on the PvE side, hm?
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
1/3.
And frankly, PvE needed the least help.
Why do people feel it’s reasonable to split the two PVP gamemodes but not for PVE? WvW and sPVP are both PVP, and they’re as similar/dissimilar as Dungeon/Fractal/Open World
Now, unsure if someone else pointed it out, but it could be cool if gyros could do anything you could interact with, such as looting and channeling [in Temple of the Silent Storm] and so forth.
And, while it would be a stretch, I’d love to see Gyros be able to interact with Conjured Weapons and “fuse” to become some sort of Flame/Lava/Ice/Magnetic/Lightning Gyro which has some altered effects.
The way it was worded seems to imply Function Gyros only function to revive or finish off. It’d be cool if they did other things, who knows, maybe we’re in for a surprise?
Re Sneak Gyro being visible: so are Shadow Refuge and Veil.
Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger
I’m thinking more along the lines of running the no kit rifle power engie build with alch, firearms, and the new spec line. I do not care for Hammer at all, If I can maintain perma swiftness then I will have all I need. It’s going to be interesting to see how this plays out.
Re Sneak Gyro being visible: so are Shadow Refuge and Veil.
Not for the entirety of your stealth duration though, and you can move from that point once the stealth is applied, walking away with a very hefty duration from SR, and a decent duration from veil. The gyro will constantly be the person who has their feet sticking out of the curtains when trying to hide… essentially rendering your stealth useless, and making counter play too easy from: AoE, and other Engis/Scrappers.
Engi Build Compilation