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
(edited by Miltek.2104)