[Suggestion] Scrapper - unpolished diamond

[Suggestion] Scrapper - unpolished diamond

in Engineer

Posted by: Miltek.2104

Miltek.2104

Hello fellow engineers.

I would like to share my ideas about changes I would like to see in Scrapper specialization.
I have in mind, that we haven’t played this Elite specialization yet, but Engineers and Rangers have least amount of time to have changes.

Before me there were some amaizing sugestions from other players
Fuel – Redesigning the Gyros
Fuel system – what it should have been

Hammer:
From my perspective hammer looks like realy solid weapon, and it doesn’t need any drastic changes:

  • Autoattack – what I would love to see here is visual changes. Right now whole chain doesn’t have any special graphical effect on it . Player charracter is just bashing enemy with hammer, even Warrior’s hammer auto attack leaves some sort of trail fallowing hammer’s head and massive thumb at end of the chain. Adding lightining trail fallowing each swing and lightining explosion at end of chain would be awsome – something like Rocket Charge .

Utilty skills:
Gloryfied “Fuel System” looks like being cut at the end of develepment of Gyros, few players before me explained how they would bring back this class mechanics, so I won’t bring up this. However, there’s only one month till launch of expansion and I don’t think Anet has time to apply Fuel Mechanics to Scrapper.

General Changes to Gyros:

  • Cooldown of Gyros should start while they are being summoned. With this change, player will be rewarded for keeping your Gyro alive for it’s full durration, meaning if you make them survive for X seconds, their cooldown will be reduced by X seconds.
  • Static Gyros – Shredder Gyro and Blast Gyro(which I will talk later) can now be ordered to move like ventari tablet, this skill will be chain ability allowing to destruct gyro right after relocate.
    Relocate – command your Gyro to move in target place (2 second cooldown) -> Destruct X Gyro – order your X Gyro to self-destruct.
  • Nomalize Gyro durration. Now all gyros will last 15 seconds to make them little more streamlined and easier to use.

Gyros:

  • Medic Gyro – right now this healing skill looses versus Healing Turret at all fields, even in sustained healing HP/s. I would love to see it as AoE Healing Signet, which has counter play – destroying gyro. My proposition is to:
    - Completely remove it’s “personal heal” component at the begining
    - Increase it’s pulse rate to pulse/1s
    - Reduce pulse healing (to compensate increased pulse rate)
    Reconstructoin field – right now this skill works like waterfield only, it doesn’t bring anything beside it. I would add some increased Gyros surviabilty here, to make them easier to survive in mid-fight:
    - Increase protection durration to 1,5 seconds per pulse – 6 seconds total (4 seconds of protection, at 25 second cooldown realy looks bad)
    - Now repairs nearby Gyros with 10% per pulse
  • Bulwark Gyro – idea of this gyro is indeed great – AoE iDefender, but the problem is surviability of this skill. Right now this gyro has about 13k health with almost minimal amount of armor, meaning it will die almost instantly even in 1v1 scenarios. Protection and Repair from Reconstrution field will help this Gyro survive little longer, but this won’t make it industructable.
    - Damage taken by Bulwark Gyro from Watchfull Eye abilty is now reduced by 50%. (with this change bulwark Gyro still will be easy to destroy if targeted, but it won’t easly die while supporting allies)
    Defence Field – It’s good!
  • Shredder Gyro – another great gyro, it has almost 0 damage and it could have bigger radius.
    - Damage per strike increased to ~500.
    - Increased radius to 240 units.
    - Gains chain ability Relocate -> Destruct (you don’t need to continue chain after relocate)
    Spare Capacicator – it’s great!
  • Blast Gyro – my biggest dissapointment of the show. Personaly I see Gyros as sustained tools of controlling the field of battle. Blast gyro in otherhand feels like one-trick ponny, gadget-like skill with way to much counterplay-ability. I hate to say that but I would love to see that skill being reworked from the ground.
    - Blast Gyro – Deploy a blast gyro to drop bombs at a target location, striking foes and using combo fields.
    Strike interval: 1,5 seconds, Combo finisher blast interval: 3 seconds, Duration 15 seconds, Cooldown 45 seconds
    Bypass-Coating – this skill is designed straight to combo with old version of Blast Gyro. Gyros are lacking of stunbreak, so adding one here would help “pure scrapper builds”.
  • Purge Gyro – this Gyro looks realy good. However it lacks little of responsebility:
    - Now proc it’s condition cleansing effect right after being summoned
    Chemical Field – another toolbelt ability which doesn’t fit to it’s base skill. Changing this skill to light field with addition to some healing/regeneration will fit to “supportish Purge Gyro role”. Additinaly light field in combination with Whirl finisher will grant us huge amount of condition clearing.
  • Sneak Gyro – personally, I don’t like this gyro at all (it’s toolbelt is great though). Having stealth doesn’t fit to idea of unstopable juggernaut at all, we have tons of stability and superspeed, so as player we are almost immune to controll effects, so stealth as “elite” of this specializaiton doesn’t fit and combo with it at all! Anyway visable Gyro is bad idea too, there are 2 options here:
    - Rework gyro effect only to fit more “frontline” role: like applying blind every 3 seconds to nearby enemies, or some sort of deffensive boon to allies.
    or
    - Make Sneak gyro also invisible, for true stealth not just “element of suprise”
    - Or rework this Gryo to something more “controlish type” like:
    Blackout Gyro(realy fitting to scrapper) – Summon Gyro which will remove boon from nearby emies each pulse, and daze them every third pulse. Pulse rate 1,5 seconds.
    Detection Pulse – it’s great!

Soon I’ll share my ideas for traits and Function Gyro

Trust me. I’m engineer

(edited by Miltek.2104)

[Suggestion] Scrapper - unpolished diamond

in Engineer

Posted by: Krikett.5298

Krikett.5298

This is such a great suggestion, very well thought out! As a long-time engineer player I have to agree with everything you wrote. The hammer seems to be in a decent place, but the Gyro’s (especially the elite) have been such a disappointment to many. They feel like slightly better turrets, in fact they feel like what turrets should have been. I think out of all the elite specs, Scrapper’s utility skills will definitely be the least used.

[Suggestion] Scrapper - unpolished diamond

in Engineer

Posted by: Are.1326

Are.1326

Personally, I feel like the Sneak Gyro can work really well for the scrapper, we just have to stop thinking of it like a thief. It’s instant cast stealth on a non-stealth based class, it can be incredibly useful mid fight in sPvP for both landing big tells, breaking agroo messy fights or to res/stomp (Because I don’t trust the Function Gyro to manage that on it’s own).

For PvE, it probably won’t see much play unless it avoids taking agroo.

I think we should wait and see how well it preforms durring the beta, especially how it works in Stronghold. To quote NapToon in this thread

The Stealth Gyro is great against Nika and absolutely mega awesome WITH Nika.

The Gyro gives Stealth to Nika which removes her from the Minimap, while Nika gives Stealth to the Gyro, removing it from the field of view.

[Suggestion] Scrapper - unpolished diamond

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Stealth Gyro is by far the least of the gyro problems. Even drawing aggro it still has its uses, but to not draw aggro would be a big QOL change for PVE where you’re just going to use it to skip past stuff anyways.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry