Scope, your so silly.
Even then you can’t hit anything with nades a +600 range if its moving.
Yeah, it’s a pretty poorly designed trait.
Hip Shot – Ok its useful here
Net shot – no damage, doesn’t benefit
Blunderbuss – 600 range traited, does more damage in melee, no benefit
Overcharged Shot – 600 range traited, no benefit
Jump Shot – Damage is melee aoe, no benefit
Pistols, ok, I can see it working here, but really does a weapon with horrible power scaling need this? Let’s see.
Explosive Shot – Benefits, but pistol 1 has .3 power scaling. And really, how many power, crit, crit damage pistol builds are there?
Poison Dart Volley – Wildly misses 75 percent of its shots beyond 600 range, no benefit really.
Static Shot – Very poor power scaling, see explosive shot.
Blowtorch – Deals more damage the closer you are, no benefit.
Glue Shot – No damage, no benefit.
Now, let’s look at kits.
Elixir Gun
Tranq Dart – Poor power scaling, no real benefit
Elixir F – Great power scaling, actual benefit
Fumigate – Even traited, cannot get enough range to benefit
Acid – Melee damage, no benefit
Super Elixir – No damage, no beneift
Bomb Kit
All skills are melee range, so no real benefit
Tool Kit
All damaging skills are melee range, no real benefit
Med Kit
Umm no lol
Flamethrower
Useful with the number 2 skill, and that is all
Grenade Kit
I can see it have a use here in pve setting
So, you have to ask yourself, is this trait really worth taking if it only really benefits one kit, and to a much lesser extent another (flamethrower)? Or, do you see it as going against anets idea behind our class design, strong mid range fighter? I see it as a poorly designed trait, but that’s just my opinion.
inb4 phineas poe quotes my post and states “why do you think its a poorly design trait” :p
At least it functions now.
…sure, it still sucks, but now it sucks functionally.
Yeah, it’s a pretty poorly designed trait.
Hip Shot – Ok its useful here
Net shot – no damage, doesn’t benefit
Blunderbuss – 600 range traited, does more damage in melee, no benefit
Overcharged Shot – 600 range traited, no benefit
Jump Shot – Damage is melee aoe, no benefitPistols, ok, I can see it working here, but really does a weapon with horrible power scaling need this? Let’s see.
Explosive Shot – Benefits, but pistol 1 has .3 power scaling. And really, how many power, crit, crit damage pistol builds are there?
Poison Dart Volley – Wildly misses 75 percent of its shots beyond 600 range, no benefit really.
Static Shot – Very poor power scaling, see explosive shot.
Blowtorch – Deals more damage the closer you are, no benefit.
Glue Shot – No damage, no benefit.Now, let’s look at kits.
Elixir Gun
Tranq Dart – Poor power scaling, no real benefit
Elixir F – Great power scaling, actual benefit
Fumigate – Even traited, cannot get enough range to benefit
Acid – Melee damage, no benefit
Super Elixir – No damage, no beneiftBomb Kit
All skills are melee range, so no real benefitTool Kit
All damaging skills are melee range, no real benefitMed Kit
Umm no lolFlamethrower
Useful with the number 2 skill, and that is allGrenade Kit
I can see it have a use here in pve settingSo, you have to ask yourself, is this trait really worth taking if it only really benefits one kit, and to a much lesser extent another (flamethrower)? Or, do you see it as going against anets idea behind our class design, strong mid range fighter? I see it as a poorly designed trait, but that’s just my opinion.
inb4 phineas poe quotes my post and states “why do you think its a poorly design trait” :p
Nice post but Flamer 2 is only 600 range max. So it won’t work.
Nice post but Flamer 2 is only 600 range max. So it won’t work.
you can dodge roll backwards cuz it has hang time….
maybe
head here to discuss wvw without fear of infractions
Scope is used in some rifle SD berserker builds, especially in ZvZ play. With that, you can stay back beyond 600 range and focus on auto-attacking and spamming tool belt skills. You generally don’t want to run up into the front lines with berserker stuff on, so you stay in the mid/back line and send you SDs in there for some high damage pseudo-AoEs. You can use your closer range abilities as needed, but scope will allow you to get an extra boost while sitting behind your zerg’s frontline.
As for roaming or small scale fighting, I don’t think scope is that useful because, as mentioned, a lot of your skills won’t reach that far. Plus, it won’t be uncommon for the opponents to run that close to you anyways.
You could probably make decent use of it in PvE, but everything essentially works in PvE.
I actually like it on Nades in WvW, either for zerg-v-zerg or defending/assaulting a structure. In ZvZ, you don’t have a single nonmoving enemy, but the overall cluster of enemies should be large enough that you don’t miss, and assault/defense allows you to bombard a point and let anyone at that point die.
Ferguson’s Crossing
The best part about scope is that they introduced torment, a condition that deals a different amount of damage if you’re standing still.
At the same time, they changed scope because they couldn’t figure out how to get it to have a certain function if you’re standing still.
Rifle auto attack is actually pretty strong, so I think the current scope is effective in a power WvW nade build. It’s just disheartening to see a re-design instead of a simple bugfix.
I use it on my SD build i like to stay at max distance and “snipe” I use it in WvW