Since the Scrapper Reveal

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Posted by: Adamantium.3682

Adamantium.3682

Scrapper has a few issues, some minor some major, but range is none of them.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.

I don’t understand why someone would use the Scrapper trait line if they don’t intend to actually use the hammer or gyros. That’s like taking Explosives and not using grenades or bombs.

[EG] Ethereal Guardians

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Posted by: Adamantium.3682

Adamantium.3682

I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.

I don’t understand why someone would use the Scrapper trait line if they don’t intend to actually use the hammer or gyros. That’s like taking Explosives and not using grenades or bombs.

That might be his point. There’s no inherent benefit to taking Scrapper because the unique mechanic is bland and rarely useful.

Every other elite spec grants you something useful even if you don’t take the weapon or utilities. An extra dodge, different virtues, new shroud, new boons, etc.

[TNO] Gizmo Gigawatt (Engineer)
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Posted by: morrolan.9608

morrolan.9608

I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.

I don’t understand why someone would use the Scrapper trait line if they don’t intend to actually use the hammer or gyros. That’s like taking Explosives and not using grenades or bombs.

The traits do benefit other weapons and utilities. Chronomancer is similar in that shield won’t be required to use the spec effectively. This is why they are the elite specs with the 2 best set of traits.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

(edited by morrolan.9608)

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Posted by: Ricky Rouse.1583

Ricky Rouse.1583

I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.

I don’t understand why someone would use the Scrapper trait line if they don’t intend to actually use the hammer or gyros. That’s like taking Explosives and not using grenades or bombs.

The problem is it’s only half true. If you take the Scrapper line you’re going to be using the hammer and at most 1 gyro.

Woodenpotatoes even said it in his video on the Scrapper:

“What a lot of Engineers are going to do is use the gyro toolbelt out of combat and swap to a more useful utility”

If that is the initial impression upon looking at an ability than we have a problem. Even someone who only had 40 minutes to throw together a build used only the whirling gyro and the stealth gyro, and I feel like he shoehorned the stealth gyro in over Supply Crate just to not make the elite spec seem entirely irrelevant

Also does anyone else feel that the stealth gyro is a complete thematic disconnect?

“You’re a rough and tumble melee basher who swings a hammer around”

“By the way here’s discount shadow refuge so you can be a sneaky not-thief”

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Posted by: Yashuoa.9527

Yashuoa.9527

erm… you do know we have a rifle AND pistol for ranged right? the hammer was given to allow a melee alternative and does not need to be used… you can also equip a kit if you want to be ranged and not taint the hammers purpose

I have explained in my post above yours, with the rifle example, how such weapons are more melee dominant than range, due to the strongest attacks being in melee range.

My suggestion would also not taint hammer.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

That might be his point. There’s no inherent benefit to taking Scrapper because the unique mechanic is bland and rarely useful.

Every other elite spec grants you something useful even if you don’t take the weapon or utilities. An extra dodge, different virtues, new shroud, new boons, etc.

Gyros are going to give us a safe stomp on a 30 second cooldown if traited for it while simultaneously giving us either a reflect, a poison field, a stealth reveal, or a daze in the tool belt. These are all useful to prevent the other team from ressing. The blast gyro in particular is interesting, because you’ll be able to safe stomp with it while having it AoE knockback opponents 450 range. For perspective, Big Ol’ Bomb is only 400, and with a huge delay.

This is “rarely useful” to a PvE-only player, perhaps, but as a PvX player I think the gyros will be great. We no longer are forced into elixirs for safe stomps, but I think we’ll still find application for gyros in PvE. The blast gyro alone will probably shatter a defiance bar.

But let’s take your statement and imagine someone has zero interest in using them or the hammer. There’s still plenty the tree offers:

  • Recovery Matrix gives 5 seconds of protection on heal.
  • Mass Momentum gives might on stability (e.g., Juggernaut)
  • Rapid Regeneration gives health on super speed/swiftness (e.g., Tool Kit + Streamlined Kits, or just SK in general)
  • Impact Savant reduces stuns by 25%.
  • Adaptive Armor reduces condition damage by 20% and stacks up to 500 additional toughness.
  • Perfectly Weighted gives you stability when you evade even if you don’t use your hammer.

I think a lot of these things are very useful and fill a lot of gaps that Inventions and Alchemy fail to cover. Will Scrapper ultimately replace them? I doubt it, especially if you don’t utilize the best traits in the line. An elixir build will obviously favor Alchemy, and a gyro build will obviously favor Scrapper.

But there’s obviously nothing wrong with taking both, and if an engineer were to run the current HGH build with Adaptive Armor, they really wouldn’t find condition damage any longer to be much a threat.

The problem is it’s only half true. If you take the Scrapper line you’re going to be using the hammer and at most 1 gyro.

Woodenpotatoes even said it in his video on the Scrapper:

“What a lot of Engineers are going to do is use the gyro toolbelt out of combat and swap to a more useful utility”

If that is the initial impression upon looking at an ability than we have a problem.

No disrespect to Wooden Potatoes, but I wouldn’t go to him for build advice. He’s great at lore videos and I loved a lot of his content during the living story seasons, but he is not a respected voice for engineer builds. I think there are better sources for that kind of information, several of whom have already provided their input in this thread.

The traits do benefit other weapons and utilities. Chronomancer is similar in that shield won’t be required to use the spec effectively. This is why they are the elite specs with the 2 best set of traits.

I never said they didn’t.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Renny.6571

Renny.6571

Gyros are going to give us a safe stomp on a 30 second cooldown if traited for it while simultaneously giving us either a reflect, a poison field, a stealth reveal, or a daze in the tool belt. These are all useful to prevent the other team from ressing. The blast gyro in particular is interesting, because you’ll be able to safe stomp with it while having it AoE knockback opponents 450 range. For perspective, Big Ol’ Bomb is only 400, and with a huge delay.

“Safe stomp” is debatable. It needs the adept trait slot for stability, requires los+target and can be prematurely destroyed. We’ve also yet to see how fast it restarts the action after being interrupted or ported from, in the case of thieves and mesmers.

I’m not sure why you’re bringing up the gyros toolbelt skills as if they’re so much better than our other options for ressing/stomping, let alone filling our utility slots with multiple gyros. To use your example, they demonstrated the blast gyro projectile, which is susceptible to body blocking and blinds, has to actually hit the target before it even begins moving and without super speed took about as long as BoB to deliver the cc. Further, bomb kit is extremely good for focused condi pressure while providing the area control on the toolbelt; its utility is just leagues ahead of blast gyro, to the point they’re not even comparable, honestly.

elite specs ruined pvp.

(edited by Renny.6571)

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Posted by: Haralin.1473

Haralin.1473

It is by far not a safe stomb it can get feared, blinded and if the player go to stealth what will the gyro do?

“The blast gyro in particular is interesting, because you’ll be able to safe stomp with it while having it AoE knockback opponents 450 range. For perspective, Big Ol’ Bomb is only 400, and with a huge delay.”

So if you do this your stomp target will get knocked back too or not?

Haralin Engineer
[Skol]

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Posted by: Kodama.6453

Kodama.6453

So if you do this your stomp target will get knocked back too or not?

Knock back doesn’t have an effect on down stated enemies. Just launch will change their position on the field.

Getting the new gyros is ok for me, even if it seems some of them need serious buffs like less cd and more hp. But a class mechanic, which doesn’t have an effect on my playstyle at all is just bad. We are able to rez from afar with toss elixir r and the stomp will have no impact for PvE. Please, just give us a class mechanic, which will impact our in game decisions in ALL game modes. Just like all other elite specs.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right? Whether the gyro successfully stomps or not is irrelevant. What matters is that it gives you stability, too.

As for the blast, I meant in the sense of targeting someone else in the area and knocking them back, not directly on the downed, of course. The fact that Scrapper has a strong safe stomp with a decent CD coinciding with a ton of CC will give us teamfighting potential we didn’t have previously.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Kodama.6453

Kodama.6453

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro → “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

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Posted by: Renny.6571

Renny.6571

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right? Whether the gyro successfully stomps or not is irrelevant. What matters is that it gives you stability, too.

When you activate Function Gyro.
https://wiki.guildwars2.com/wiki/Stabilization_Core

elite specs ruined pvp.

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Posted by: insanemaniac.2456

insanemaniac.2456

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro -> “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

seems like its a stronger search and rescue to me. we dont sacrifice dps to call it. we dont sacrifice a utility slot. if were using hammer for its own sake, we arent even sacrificing a spec. the cd is 30, not 85.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Haralin.1473

Haralin.1473

what i noticed too, we dont get access to one of the new buffs/conditions slow/taunt/resistance would be nice to see such things on gyros

Haralin Engineer
[Skol]

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Posted by: Kodama.6453

Kodama.6453

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro -> “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

seems like its a stronger search and rescue to me. we dont sacrifice dps to call it. we dont sacrifice a utility slot. if were using hammer for its own sake, we arent even sacrificing a spec. the cd is 30, not 85.

You are right about the cd, even if I think we won’t need this small cd if all players learned the new mechanics of the encounters. But I expect the function gyro to get MUCH easier destroyed than the ranger pets. So, which one is weaker is situational.

And for me, I see it that way that we sacrifice a class mechanic for function gyro.
All other elite specs got something that will effect their in game decisions and playstyle. How will function gyro change your playstyle in pve?

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Posted by: insanemaniac.2456

insanemaniac.2456

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro -> “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

seems like its a stronger search and rescue to me. we dont sacrifice dps to call it. we dont sacrifice a utility slot. if were using hammer for its own sake, we arent even sacrificing a spec. the cd is 30, not 85.

You are right about the cd, even if I think we won’t need this small cd if all players learned the new mechanics of the encounters. But I expect the function gyro to get MUCH easier destroyed than the ranger pets. So, which one is weaker is situational.

And for me, I see it that way that we sacrifice a class mechanic for function gyro.
All other elite specs got something that will effect their in game decisions and playstyle. How will function gyro change your playstyle in pve?

only marginally unless stomping is in raiding. but it will drastically change my playstyle while roaming wvw. ive always felt unable to rez/stomp, especially since my optimal playstyle for about 2 years was stunbreakless.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Kodama.6453

Kodama.6453

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro -> “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

seems like its a stronger search and rescue to me. we dont sacrifice dps to call it. we dont sacrifice a utility slot. if were using hammer for its own sake, we arent even sacrificing a spec. the cd is 30, not 85.

You are right about the cd, even if I think we won’t need this small cd if all players learned the new mechanics of the encounters. But I expect the function gyro to get MUCH easier destroyed than the ranger pets. So, which one is weaker is situational.

And for me, I see it that way that we sacrifice a class mechanic for function gyro.
All other elite specs got something that will effect their in game decisions and playstyle. How will function gyro change your playstyle in pve?

only marginally unless stomping is in raiding. but it will drastically change my playstyle while roaming wvw. ive always felt unable to rez/stomp, especially since my optimal playstyle for about 2 years was stunbreakless.

Even if stomping is in raids or even all HoT environment. This means there is just one situation in PvE where function gyro will have an impact. I don’t think this is enough.

I understand that Anet wants to improve engineers viability in WvW zergs, but why does this have to mean we just deserve a mechanic which is just about these game modes? Why can’t we get a small little extra feature, which will have an impact in all game modes? It doesn’t have to be something super strong, there were several good suggestions in this forum for small changes which would give us the feeling of having an actual class mechanic change.

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Posted by: dancingmonkey.4902

dancingmonkey.4902

erm… you do know we have a rifle AND pistol for ranged right? the hammer was given to allow a melee alternative and does not need to be used… you can also equip a kit if you want to be ranged and not taint the hammers purpose

I have explained in my post above yours, with the rifle example, how such weapons are more melee dominant than range, due to the strongest attacks being in melee range.

My suggestion would also not taint hammer.

Yeah, your suggest would absolutely taint the hammer. You cannot reasonable expect aspects and effects to be added to skills with out losing something else or having the cool down extended. Either of which absolutely taint what we have now.

“What a lot of Engineers are going to do is use the gyro toolbelt out of combat and swap to a more useful utility”

If that is the initial impression upon looking at an ability than we have a problem. Even someone who only had 40 minutes to throw together a build used only the whirling gyro and the stealth gyro, and I feel like he shoehorned the stealth gyro in over Supply Crate just to not make the elite spec seem entirely irrelevant

He also swore before release, that grenades were a bad concept and no engineer will ever use them.

(edited by dancingmonkey.4902)

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Posted by: Yashuoa.9527

Yashuoa.9527

erm… you do know we have a rifle AND pistol for ranged right? the hammer was given to allow a melee alternative and does not need to be used… you can also equip a kit if you want to be ranged and not taint the hammers purpose

I have explained in my post above yours, with the rifle example, how such weapons are more melee dominant than range, due to the strongest attacks being in melee range.

My suggestion would also not taint hammer.

Yeah, your suggest would absolutely taint the hammer. You cannot reasonable expect aspects and effects to be added to skills with out losing something else or having the cool down extended. Either of which absolutely taint what we have now.

No it would not taint the hammer because I am not talking about losing something else or having a cooldown extended.
That is what you believe that would happen. Not what I said.

It would not be weird at all to have the cooldowns remain the same and not losing something else, while still getting the 2 changes I suggested.
Meaning it wont taint the hammer.

You wont get to do a full electrowhirl if you want to use the ranged part.
You will choose which of the 2 parts you will use when using the ability.
Either a full electro whirl, or you use your second press and go for the ranged part.

Same for the block.
You can not do a full block, if you want to use the ranged part, because you need to cancel the block with the second press. So its either a full shock shield or you move onto the ranged part with a second press.

These are not huge changes and they would not require losing out on something or having a cooldown increased.

Similar abilities exist in the game, where a second press activates a different part on the ability. The cooldowns on those are low (warrior and ranger have them for example).

If you would not lose something and not have a cooldown increase, then there is no reason to be against it right?

(edited by Yashuoa.9527)

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Posted by: Ardid.7203

Ardid.7203

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right? Whether the gyro successfully stomps or not is irrelevant. What matters is that it gives you stability, too.

Thats exactly my point. All the “new mechanic” do right now is to give you an irrelevant gyro. The stability comes from a trait that depends on the use of the f-gyro, but the gyro itself is barely meaningful.

I never said the traits were bad. I say the “new mechanic” is too circumstantial to count.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: Phineas Poe.3018

Phineas Poe.3018

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right? Whether the gyro successfully stomps or not is irrelevant. What matters is that it gives you stability, too.

When you activate Function Gyro.
https://wiki.guildwars2.com/wiki/Stabilization_Core

Thanks for the clarification. I thought it extended to all gyros, but I suppose it’s just the one. I don’t see how this changes my overall point about the Scrapper resolving our need to take elixirs for a safe stomp, and if anything this makes the trait line only seem stronger since you get a safe stomp every 30 seconds while still getting three utilities to choose from.

I never said the traits were bad. I say the “new mechanic” is too circumstantial to count.

If you’re a PvE-only player, maybe. And I know this statement may sound frustrating, but I don’t think ArenaNet is concerned with catering to PvE-only players, especially in the state the engineer currently is there.

And even then, there are a lot of instances where a secure resurrection is huge in PvE. There are times like when you’re fighting Mai Trin or Grawl Shaman where trying to res someone will only get you killed as well. In such instances the function gyro will be very useful, and I wouldn’t be surprised if people end up using it off cooldown over the weekend when learning the new raid. Let’s ease up on calling it irrelevant just yet.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: lorddarkflare.9186

lorddarkflare.9186

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right? Whether the gyro successfully stomps or not is irrelevant. What matters is that it gives you stability, too.

When you activate Function Gyro.
https://wiki.guildwars2.com/wiki/Stabilization_Core

Thanks for the clarification. I thought it extended to all gyros, but I suppose it’s just the one. I don’t see how this changes my overall point about the Scrapper resolving our need to take elixirs for a safe stomp, and if anything this makes the trait line only seem stronger since you get a safe stomp every 30 seconds while still getting three utilities to choose from.

I never said the traits were bad. I say the “new mechanic” is too circumstantial to count.

If you’re a PvE-only player, maybe. And I know this statement may sound frustrating, but I don’t think ArenaNet is concerned with catering to PvE-only players, especially in the state the engineer currently is there.

And even then, there are a lot of instances where a secure resurrection is huge in PvE. There are times like when you’re fighting Mai Trin or Grawl Shaman where trying to res someone will only get you killed as well. In such instances the function gyro will be very useful, and I wouldn’t be surprised if people end up using it off cooldown over the weekend when learning the new raid. Let’s ease up on calling it irrelevant just yet.

Pretty much.

I think Scrapper is lacking in a LOT of flavor when it comes to the class mechanic, but the actual nuts and bolts of the class are really interesting and worthy of consideration. Especially in PvE and WvW to a lesser extent.

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Posted by: Ricky Rouse.1583

Ricky Rouse.1583

That might be his point. There’s no inherent benefit to taking Scrapper because the unique mechanic is bland and rarely useful.

Every other elite spec grants you something useful even if you don’t take the weapon or utilities. An extra dodge, different virtues, new shroud, new boons, etc.

Gyros are going to give us a safe stomp on a 30 second cooldown if traited for it while simultaneously giving us either a reflect, a poison field, a stealth reveal, or a daze in the tool belt. These are all useful to prevent the other team from ressing. The blast gyro in particular is interesting, because you’ll be able to safe stomp with it while having it AoE knockback opponents 450 range. For perspective, Big Ol’ Bomb is only 400, and with a huge delay.

This is “rarely useful” to a PvE-only player, perhaps, but as a PvX player I think the gyros will be great. We no longer are forced into elixirs for safe stomps, but I think we’ll still find application for gyros in PvE. The blast gyro alone will probably shatter a defiance bar.

But let’s take your statement and imagine someone has zero interest in using them or the hammer. There’s still plenty the tree offers:

  • Recovery Matrix gives 5 seconds of protection on heal.
  • Mass Momentum gives might on stability (e.g., Juggernaut)
  • Rapid Regeneration gives health on super speed/swiftness (e.g., Tool Kit + Streamlined Kits, or just SK in general)
  • Impact Savant reduces stuns by 25%.
  • Adaptive Armor reduces condition damage by 20% and stacks up to 500 additional toughness.
  • Perfectly Weighted gives you stability when you evade even if you don’t use your hammer.

I think a lot of these things are very useful and fill a lot of gaps that Inventions and Alchemy fail to cover. Will Scrapper ultimately replace them? I doubt it, especially if you don’t utilize the best traits in the line. An elixir build will obviously favor Alchemy, and a gyro build will obviously favor Scrapper.

But there’s obviously nothing wrong with taking both, and if an engineer were to run the current HGH build with Adaptive Armor, they really wouldn’t find condition damage any longer to be much a threat.

The problem is it’s only half true. If you take the Scrapper line you’re going to be using the hammer and at most 1 gyro.

Woodenpotatoes even said it in his video on the Scrapper:

“What a lot of Engineers are going to do is use the gyro toolbelt out of combat and swap to a more useful utility”

If that is the initial impression upon looking at an ability than we have a problem.

No disrespect to Wooden Potatoes, but I wouldn’t go to him for build advice. He’s great at lore videos and I loved a lot of his content during the living story seasons, but he is not a respected voice for engineer builds. I think there are better sources for that kind of information, several of whom have already provided their input in this thread.

The traits do benefit other weapons and utilities. Chronomancer is similar in that shield won’t be required to use the spec effectively. This is why they are the elite specs with the 2 best set of traits.

I never said they didn’t.

The problem is that none of those traits help any build I can think of.

I mean think about it: We have Soldier Rifle and Cleric Engineer right now.

What do ANY of those traits do for either of those builds aside from a remote stomp? And don’t say “W-well boyo you can get even TANKIER with that one GM trait that is basically the only good trait in the entire line next to mass momentum” because Soldier Rifle and Cleric Medic are basically immortal as it stands, if you’re dying as either its probably because they coordinated a burst spike on you, at which point more toughness probably isn’t going to help because they were going to overkill you no matter what. It won’t help you in a 1 v 1, because you can’t die anyways, and it won’t help you in a 2 v 2, because you were immortal regardless.

I can see it helping in a 2 v 1 for soldier rifle (hammer) build, but I don’t know exactly how much. Even in full soldiers in gives you only about 200 more toughness than a warrior in soldiers.

(edited by Ricky Rouse.1583)

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Posted by: Ardid.7203

Ardid.7203

I have never said the Scraper is irrelevant. It is the more important of all specs to me, because I play Engie, and I want to get a fun, interesting spec to use.

It also doesn’t look bad: the Hammer alone is an incredible addition. We all know how bad AIs are, but skill gyros can still be useful for some builds, and I’m not forced to use them, so I can forgive that.

What is hardly impactful is the spec mechanic.
- Aesthetically weak (The gyro doesn’te even exists until you press F!)
- Useful in one mode only (And even then, the point is the stability, not the gyro)
- AI = unreliable (And, usually, dead)
- Will not be used as frequently as any other “spec mechanic”. (Are you seriously going to kill someone every 30 secs?)
- Doesn’t really change how you play (Ok yes, you will be pressing F now and then. IF you are not in PvE.)

As it is right now, the spec mechanic is simply weak. The reasons are many: the fact that they don’t afect some specific people (Those who prefer the new mechanic to be as invisible as possible, maybe?) doesn’t make that reasons less real.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I have never said the Scraper is irrelevant.

I was talking about the function gyro, not the Scrapper at large. And you did call it irrelevant.

All the “new mechanic” do right now is to give you an irrelevant gyro.

[EG] Ethereal Guardians

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Personally I find the scrapper traits to be a mixed bag. Some things are good, but most things are just kind of weird.

Function Gyro: I am not a big fan of “win moar” abilities. If you are using this to stomp an enemy, then the enemy is already dead and thus this contributed nothing to your victory. Basically this serves as an alternate to stealth/blind/invuln stomping, and I suppose if you trait for it and are in a 2 vs. 1 situation this might help if you want to distract the other player. As a rezzing utility it is alright, since it allows you to simultaneously rez and fight without occupying a slot. This is the best use of the Gyro, since rezzing an ally helps you to win. But… since it is on a 30 second cooldown, you may find yourself involuntarily blowing your rez on a stomp.

Recovery Matrix: This isn’t bad. I do wonder if it triggers multiple times for something like the healing turret.

Shocking Speed: This is a gimmick. The 10 second ICD really kills a lot of the synergy, and personally I just don’t find superspeed to be all that useful.

Stabilization Core: Necessary for Gyro stomps, and it helps with gyro heals. While necessary to make use of the function gyro, I’d argue it is inferior to recovery matrix, due to the situational usage of the function gyro.

Decisive Renown: Half of this trait is a win moar trait. There’s little reason to get boons after your opponent is already dead. I guess if you’re fighting off-point it can help you get to an objective faster, and it can give a bit of extra umph to a hammer train. But the situation this requires to be useful is that you are killing opponents and simultaneously losing, and that is quite rare. The revival half is better, since downed allies means you’re losing and the might + superspeed would help there.

Expert Examination: This trait is solid. The scrapper gets a lot of dazes, and it really helps to add on the pressure.

Mass Momentum: I feel like this traits use will be kind of gimmicky, but not too bad. The toughness to power is alright, and up to 5 stacks of might under stability is alright. Add them together, and they’re better than alight (particularly when ran with Juggernaut.

Rapid Regeneration: This is pretty good. It lets the scrapper become even more tanky, given the amount of superspeed it can get. Each “burst” of speed counts as a 1.4k heal on top of everything else.

Impact Savant: This trait is worse than it looks. The stun duration isn’t as good as you’d expect, since most of what the Juggernaut does is daze, but it does help with Thunderclap. Likewise, if it only works on incoming stuns, then the massive number of dazes, knockdowns, fears, and taunts will be unhindered. If this trait affected all control effects then it would be utterly brutal, but with how specific it is now it is hardly noticeable.

Adaptive Armor: This trait, however, is what makes other classes jealous. A straight up 20% reduction to conditions and up to 500 armor (maximum 24% reduction to direct damage on full GC) makes this class incredibly tanky.

Final Salvo: The problem with this trait is that gyros are sub-par. The lightning field is nice to combo through personally, but I’m not sure that a localized superspeed pulse and a combo-only lightning field will be that useful.

Perfectly Weighted: I’m not sure how many evade skills the engi has. The stability is half decent against spammers who just load up controls or zergs, but tactically I’m not sure how useful it will really be. The 10% on hammer damage is good, though.

Overall, I don’t like them that much. The master tier is good, and adaptive armor is an excellent trait, but the rest of the traits are best described as “some weird thing that sort of does stuff in places”.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: choovanski.5462

choovanski.5462

mass momentum’s synergy with perfectly weighted looks fun for hgh.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Perfectly Weighted: I’m not sure how many evade skills the engi has. The stability is half decent against spammers who just load up controls or zergs, but tactically I’m not sure how useful it will really be. The 10% on hammer damage is good, though.

I believe Rocket Charge is an evade, but the tool tip says it’s only one second … so I’m not sure if it’s 1s per leap or 1s for the whole thing. Something to figure out for today.

I’m also pretty sure dodges count as evades.

[EG] Ethereal Guardians

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Posted by: ellesee.8297

ellesee.8297

No weapon or skillset should be the top of everything.

Meanwhile grenades. Since launch.

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