Showing Posts For Diet Plain.4513:
If it is a team situation in PvE like fractals like you said, odds are you don’t have toughness as a stat on your armor. If you do… change your armor out already. in a solo situation, you’re not going to have stability up all the time as an engineer unless you time all your evades and use throw elixir b. Even then, it’s only a 5 second might. i can see it being used in a power or maybe cele build, but i like the other 2 traits more in different situations.
the sneak gyro sounds like unbelievable bullkitten… 30s of stealth for an unlimited number of people… gee where have i seen something similar? oh right the EB mass stealth fountain!
WvW is gonna be gross, PVE skipping will be a huge joke… wow wtf were they thinking with this.
First off… did you even use stealth gyro during the beta? its not like it just poofs up 30s of invis for everyone around you. second, where does it say it’s for unlimited amount of people?….. pretty sure it’s only 5 people. Even if it is unlimited the gyro itself wont ever be cloaked since it has perma reveal, so it would be the same as someone with a mini out after the zerg veiled. idk if you knew this, but those people get yelled at constantly because it gives the enemy zerg something to target.
Why is everyone putting mass momentum in their builds? With scrapper’s ability to daze/stun using expert examination is much better for solo or group play. Adds weakness and vuln with no icd. hammer 5 > 3 will grant 20 stacks itself with a ton of weakness for a lot of added defense. When in a group, your warrior or guard will be granting team might, so your ability to stack it yourself is overboard and selfish.
i like how we have a “meta” for something that isn’t even out yet.
A few things I would change:
Switch to soldier’s armor, keep zerker accessories.
I would say to definitely use Slick Shoes with any frontline scrapper setup. The CC it provides is a huge advantage and the toolbelt skill will give you more super speed and a quick stunbreak. Hammer #3 > Slick Shoes right through an enemy zerg can split up their group very well.
Drop HGH for Iron Blooded.
Drop Adaptive Armor for Perfectly Weighted. This one I ALWAYS used in zerg fights. Short cd stab for engineer is huge.
Try out Self-Regulating Defenses compared to Backpack regen.
I kept superspeed uptime a priority, I took off alchemy for Tools so I could use it’s cc break, the speedy kits, and gadgeteer for faster slick shoes cd.
I know people will most likely disagree with me, but I prefer the use of medic gyro for zergs. It’s toolbelt gives a waterfield that follows you AND lasts long enough for allies to see it and blast. Healing turret’s waterfield is very short, and tough for allies to respond to. It also gives AoE protection for it’s duration and is instant cast. Don’t cast medic gyro and let it sit there and try to use it’s tick heals though. Use it, and blow it up immediately if there are enemies nearby. It’s AoE daze is very useful.
I also loved Bulwark Gyro, the gyro itself mitigated a small amount of my damage, because it was soaking up ally damage also. The toolbelt skill though I found to be extremely useful with the pirateships going around.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
you do realize dazing enemies would put reveal on you and make all that stealth irrelevant
Please make invigorating speed also proc with super speed. It’s very hard to get swiftness with the scrapper without streamlined kits and heavy armor exploit, only once in a while with a lightning field and a finisher.
We have streamlined kits/heavy armor exploit yes… but if your’e taking invig speed, then you also get a free elixir b use from minor trait. You can also take elixir b on top of that, or a swiftness proc rune on top of that. Pack being the most favored one. It’s not very hard for scrapper to get swiftness.
Final thoughts on Scrapper
-Toolbelt skills were my deciding factors when choosing which gyros to use for which situation.
-Gyro’s need to stay on the caster and not have a built in AI to go elsewhere and help someone else. Would like to see them(Sneak/Medic/Bulwark/Purge) give out their buffs from the caster’s position( they keep their life since they have a good AoE ally buff). It is very easy to outrun them, or for them to take massive damage anywhere. ie- there’s a red circle on you, you dodge and get out of the way while your gyro sits there for a second and continues to take damage. I think their health wouldn’t be a huge issue if they stayed ON you.
New Weapon/Skills -
Hammer-
1- Basic attack feels too slow. Think we should attack a little faster or increase damage a small amount to makeup for it.
2- No worries here
3- Would like the leap to be changed to independent button presses up to 3. This would let us control the leaps much better. It is a fairly common complaint that we seem to whip around places, and this skill is a bad idea if there’s a cliff nearby.
4- No problems, love it
5- Same thing here, Great skill. Used it everywhere.
Gyros – Let them be buffs given from the caster, remain killable. Their AI is tough to control, and in heavy damage scenarios, they will be dead in an instant from slow reaction times.
Medic- Change the high single target heal pulse to, a low ally pulse. This guy trying to chase down allies to heal isn’t worth keeping him alive except for soaking up damage.
Purge- convert 1 condi to a boon on allies per pulse, convert 1 boon on enemies to a condi on pulse. Same problem as medic gyro, him chasing down allies to cleanse isn’t worth it since he can’t keep up.
Bulwark- Slow reaction time would get him killed more than him taking 50% of the damage allies were taking. would be fixed by staying on the caster.
Sneak- would like to see a longer stealth per pulse, less pulses given to accomodate.
Shredder- Damage a little low, and the whirl is a very small aoe. If the enemy moves a tiny bit, he’s useless.
Blast- He would sometimes attack targets that were not the ones I targeted. He would also move up to the target and just stand there until fuel ran out other times. Good damage and knockback when he did work though.
Traits
Adept-
Shocking Speed- enjoyed this one a lot with the other super speed trait
Stabilization core- change to major trait, make it give stab per gyro used. The stab only when function is used is a bit underwhelming.
Recovery Matrix- Good defensive option. keep it!
Major-
Rapid Regeneration- Love it, this is my goto major trait
Expert Examination- Very useful trait! Would like to see this be changed with Stabilization core to give a good offensive option for adept tier.
Mass Momentum- I’ve said this before, but the amount of might stacking we have is great before this trait. I’d like to see something to go with momentum like: Remove a movement impairing condition when you critically hit 7s icd.
Grand Master-
Adaptive Armor- Great defensive option, very strong
Final Salvo- I ended up using this more during the end of the beta and I really do like it. It feels a little underwhelming as a grand master trait though. Can we add some offensive aspect to it like adding a damage effect like Glyph of Storms( less damage obviously) to it
Perfectly Weighted- If you proc this with your first leap, the stab will end up with 1s left of life before it ends. I would like to see the stab lifetime increased and the icd increased accordingly. something like 5s of stab, 9s icd.
I ran the following build in pve. I’m not bothering with wvw because I ran with flamethrower and hammer in wvw, and discovered that not having a long distance option was a serious mistake in wvw, lol.
Mortar is your longest range skill so… your best option is still available :P
Good info tho!
Suggestion: Include a way for this skill to be cancelled while executing especially after the first leap, such as tapping 3 again.
switch to a kit, then switch out. it will cancel the skill
With the trait “Shocking Speed” on while it is on cooldown, the dazing strike from leap finishers won’t proc.
Sometimes using Hammer 3 through Hammer 5, right after blowing up one of your gyros for super speed, won’t proc dazing strike OR the Shocking Speed trait for super speed to allies
(edited by Diet Plain.4513)
yeah pretty much what i said. you have good access to superspeed and thats why you could keep up – especially in combat superspeed is really powerful
there is one superspeed for 2 seconds from kit swapping. the other is my stunbreak. 2 seconds of superspeed while getting in isn’t making a huge bit of difference.
Hammer 3 is the only leap I used when raiding last night. it is not hard at all to bomb with the commander when using it when theyre using the gs leap.
http://gw2skills.net/editor/?vdAQFASncoClchdeBGpCEqilKji+tj79WcZCgyb88igGA-TFCEAB2t8ggKBxU9HtU+1nOAAeAAxsDwDXAgAAIAeuzduzduz53+252852sUAeN1C-w This is the build I used last night when raiding. soldier/zerk armor mix with hoelbrak tho.
Celestial for frontline?… no frontline classes use celestial. You have some single target condi spike… ok… why? In zerg fights you want AoE to hurt the group of people, frontline or backline, unless you’re running with the pick group. Use soldiers with a little of zerk. Our leap is definitely enough to keep up with the zerg. You should be ON your commander as frontline, not a little bit off like backline usually is. The skill does need some polishing, but as it is i had no problem on reset night staying on the commander and helping with the bombs
Hammer 3 could use a little smoothing out. If youre on a narrow area, you do not want to use this at all, or you will most likely fly off the edge. As this is your best defensive hammer skill, that sucks. I’ve been interrupted between leaps. It goes like this: leap 1 stop split second, leap 2, stop split second, leap 3, stop split second. It’s tough to control with this.
1- Gyro’s too slow. Will not follow engi around even if they are walking normal. Can we please get these to stay on the caster at all times? In a few instances the gyro would move away from me and heal an ally, even if i needed a heal. Also, if we have a gyro summoned and we need to get out of AoE, they will stand there in it for a second, and then follow us. That allows enough time for the gyro to take enough damage to die.
2- Shredder gyro – very small aoe whirl. The whirl is amazing, i love it, but the radius is very small so if the enemy isn’t a boss standing still, shredder will only get a few hits before he just walks away.
3- Purge gyro – It’s a nice idea, but he’s very underwhelming. maybe he should cleanse condis into boons.
4- Bulwark Gyro- Please please please, put a stunbreak on this. During fights when you are knocked down, and need to use bulwark, you’ll be taking heavy damage. by the time you get up the gyro is dead and you’re SOL.
5- Adaptive Armor / Final Salvo. Seems like we got 2 defensive GM traits. I love the idea of final salvo for giving us a reason to explode our gyro’s but can we add some DoT effect, like the shredder gyro’s toolbelt skill to give us some damage with it? It would give the scrapper a real reason to do it, besides for extra kiting ability.
6- Decisive Renown – underwhelming trait. It should be added to the first minor, and give us something that everyone can use.
I can see how that would work, but they said in the stream they don’t want to require you to bring certain classes to a raid. I’m sure swiftness will cut it based on that comment.
Well both Druid, Mesmer and Tempest can give super speed to allies. Rangers and Revenants can also give them to themself. Thief and Dragon Hunters can place traps that give them super speed if they have Rune of the Trapper.
Considering how they are adding super speed to everything, it would not suprice me if you would need it.
Edit: Herald can also give it to allies with their elite skill.
ignore my idiocy then lol! i completely forgot how accessible it is to the classes now
I can see how that would work, but they said in the stream they don’t want to require you to bring certain classes to a raid. I’m sure swiftness will cut it based on that comment.
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative (unable to be damaged or targeted) Function Gyros which closely encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray (becoming targetable) to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Insert Universally Appealing Effect here, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
Ideas for Impact Savant that are based on how many Function Gyros are available:
- Apply Slow when disabling foes
- % Condi durration increase (helps with vulnerability as well as dmg-condi).
- % Boon durration increase.
- % Movementspeed.
- Regular might/boon stacking.
- Regular vulnerability stacking (Gyros fire weak vuln stacking bolts).
Further ideas for a complete change to Impact Savant:
- ‘Gain +x% damage for xs when CCing your foe. You also gain x Endurance when hit by CC.’
- ‘When CCing a foe, deal moderate damage to nearby enemies and Cripple them. When hit while CCed, your foes are Slowed for xs.’
- ’Grant x Stacks of Might for xs to nearby allies when CCing a foe. Gain Regeneration when hit while CCed.
- ‘Super Speed applied by you also grants a x% damage bonus. You receive x% less damage while under the effect of Super Speed.’
I love this idea. I would just like to maybe make it a party wide buff so we have something to give allies. I don’t know if it would be a good way to go, but maybe our GM traits could control how the function gyro operates. 1 condi 1 defense 1 power, similar to how the thieves DD traits went.
superspeed is great, but I don’t see it being something we need to bring to a raid(pve or wvw) for the group.
hmm do you know something i dont know?
nah, im just giving my opinion. other classes have other group utility like damage or defense. while running faster could be considered defense, i like to see those extra stats.
An idea for Hammer trait:
Inflicting daze reduces the cooldown of Hammer Skills by 2 seconds (1s icd).Lets be honest, Rocket Charge is the main reason we take Hammer, seeing it get the same treatment as Gravedigger or Death’s Charge on the reaper would be nice and help support builds that want to focus on hammer and not kits.
fixed
That could also work. With the benefit of reducing the cooldown of all your hammer skills you do however lose the benefit of hitting multiple enemies with the same daze. Both options are miles more interesting than a flat 10% damage buff.
Oh no i was keeping the dazing several enemies the same, just the reduced hammer cooldowns is on a short icd
An idea for Hammer trait:
Inflicting daze reduces the cooldown of Hammer Skills by 2 seconds (1s icd).Lets be honest, Rocket Charge is the main reason we take Hammer, seeing it get the same treatment as Gravedigger or Death’s Charge on the reaper would be nice and help support builds that want to focus on hammer and not kits.
fixed
I just want a more interesting hammer trait. Just having 10% damage increase is pretty boring, even with having the stability on evade.
Probably still kinda lame but I’d like a trait that would cast Thunderclap centered on target when it is hit at less than 50% health.
As amazing as that sounds that would get insane qq in pvp imagine opening with thunderclap then rocketcharge through it daze them each time bame 50% another stun and you just finish them off single target and aoe that would be crazy powerful for a passive proc.
I really like that idea as a DPS trait. It would be great for pvp, but not so great for pve since you want to control your stuns for boss fights.
it’s not terrible since right now you can get bursted down by a shatter mes faster in spvp. so if we ran glass and i dont see why we shouldnt be able to burst someone down and daze them
I like the increased damage part. Making it party wide would be amazing. 10% is a little much, maybe 7% damage given to yourself with super speed and allies you give super speed to.
Scrapper’s traits to be specific. I like them for the most part, but there’s a few that just.. don’t look right.
Stabilization Core/Decisive renown: these 2 should be pushed together into one trait and we should be given a new minor trait OR push stab core into the first trait, and take out decisive renown altogether for a different one. What it looks like we need is a sort of group buff that the others dont have. Ranger has precision, war has power, guard has toughness etc. superspeed is great, but I don’t see it being something we need to bring to a raid(pve or wvw) for the group. Bulwark gyro summon put onto this would be a great option. Something along the lines of "When you hit 50% hp, summon a bulwark gyro to protect you and allies(60scd)
Something else I’d like a change to is:
Mass Momentum: Might application when you have stability. We already have tons of might generation, this is not needed at all. With all of the might you get from other party members, us getting selfish might really isn’t a great thing.
I’m using something close to your build with a few exceptions.
http://gw2skills.net/editor/?fdAQFAUlUUpkr1UxtLseRCdBN6wMlSDyFUBR1wPFAA-TlCBwAQuAAY3fUu5VJBO1fA8AASpDgiSw8aISYCixBCgMALbB-w
or
http://gw2skills.net/editor/?fdAQFAUlUUpkr1UxtLseNCbBN64MmaDqN85IEgWD-TlCBwAQuAAY3fUu5VJBO1fA8AASpDgiSw8aISYCixBCgMALbB-w
Gadgeteer is great with SD. Utility goggles now gives 5 stacks of might and fury. After a knockback ( any turret,rifle #4, or you can swap out rifle turret for Battering Ram) pop utility, and hit your f4 f2 f3. You will have a good burst and it will be extremely fast due to your quickness from the knockback.
I put in the trait for exploding turrets due to the sort of “get off me” you may need to get some distance from heavy melee hitters. Damage isn’t great, but it’s better than nothing.
(edited by Diet Plain.4513)
The tooltips for this skill are off and it’d be nice to see a fix.
1) the damage numbers are wrong. in a lvl 80 area it’s telling me 1,970 damage. Does around 1-1.2k.
2) In Blazeridge Steppes( level 50 area) the tooltip says the damage is 2034. Does around 800-1500
3) Detonate turret doesn’t show up in the combat log.
For some reason the damage numbers are messing up and giving more damage in lower areas.
Probably the best skill set I’ve seen for the sniper kit. +1!
agreed mustbeatleast15characters
I am very pleased with the engineer changes, but I would like to suggest a change also. Adding kit refinement to activate only in combat, this will allow people in wvw to use their swiftness without burning through the kit refinement when it wasn’t needed. I’ve tried to use it in wvw, but it’s too much of a burden to control that cooldown while trying to catchup/keep up with the group
The problem with a kit elite is that the whole elite concept is a skill you use to instantaneously give you an advantage over your enemy to turn the tide of a fight.
If they added in a channel for the kit, say 4 seconds, it would make it more balanced. Not allowing you to just hit the kit, and start using it immediately would be useful to keep it different and not just another spammable kit when you need it.
I like the skills you suggested, but would also like a piercing shot, or poison on that last shot.
This is one I use on my engineer sometimes. Works well in dungeons! http://intothemists.com/guides/1372-wvw_heals_engi
Did people know about this? Elixir gun #4 causes you to fly back and drop acid on the ground where you were. If you quickly hit switch weapon after hitting 4, you will cancel the flight animation and stop where you are. This is a nice option to have in case you want to drop a lot of dps in a single area without having to run all the way back. Ex- Elixir gun 4>flight cancel> bomb kit> bombs. enables a good amount more aoe dps in that area. Forgive me if this was already widely known.
I would say run bombs with 10/0/20/30/10. When I run with the melee train I use both the prot traits to try to keep it up as much as possible, perma vig/swift/ backpack regen/ 20% less dmg while stunned and bombs have larger radius. I use Elixir X just because it gives all that stability and it’s nice to lead the charge with.
The problem you’re probably seeing is you’re facing full geared 80s, compared to your blues/greens at 40. They will have much higher stats and also full trait lines. I wouldn’t say engineer is weak leveling up, but I wouldn’t say you can survive zerg fights at lvl 40 either unless you’re careful. If you intent on staying in wvw to level up, I’d suggest making sure your gear is as close to your level as possible.
I do like the change you’re suggesting for Elixir X but engineers are viable in WvW. If you are having trouble with being knocked down, bring stun breaks/blocks or trait to take less damage when knocked down. With food/traits I have 70% less dmg taken while knocked down( 20% trait/30% protection from trait/20% food).
Bomb Engineers do well in zerg fights as long as you’re specced to be able to take dmg. Drop glue bombat the start to cc lay down fire and conc bomb. I usually save smoke bomb for aoe cloak incase i need to revive someone. I use PVT 20/0/20/20/10. Taking all those prot traits and elixir s at 25% hp. Takes a lot to kill me.
http://gw2skills.net/editor/?fcQQFAUlIq6ZH5SfF1LJxoCdO0jCbf1KSRl1/nCyF-jkxAorgQFAyiFRjtmWENWlNm6lIqWIAZjBA-w This is close to what I run in WvW, using Melandru runes with -cond duration food. Very survivable. I’ve run through zergs no problem without being downed or using my utility elixir s. As the other guys said, P/S is better than rifle for this because of how good the shield skills are for tanking and for the extra sigil.
Was missing those 3 and calx’s hideout thanks a lot all done finally!
I’ve done every jumping puzzle, finished world exploration, but am still missing 2 spots (173/175) in shiverpeaks and 2 spots in Maguuma (165/167). Is there a better way to figure out what I missed without just grinding every area of every map to find the few spots? I have even been to spots I’ve never seen before, but they didn’t count so I was getting a little aggravated that I didn’t think about this map completion achievement when I was finishing completing maps.
http://www.guildhead.com/skill-calc#mcMM9cz0oNhGMoNTrMa0xGaccVqzso8khf7khT7070c7kIQ70V7ow170m
This is what I’m currently using in WvW. PTV armor with zerker jewelery, haven’t decided on runes yet. Blast finishers are used for several things: Aoe Heals, AoE Might stacking, AoE cloaks. Thumper turret allows for 2 blast finishers with overcharge and the tool belt skill. If you are getting a lot of conditions in zerg fights switch out the turret for elixir C.I am using this exact trait layout right now. I have protection injection and the protection on crit skills though, instead of metal plating and invigorating speed. I’m using a mix of PVT and knights armor with rampager accessories (they are what I had and I haven’t bought new yet). I did run it with a healing turret, thumper turret, elixir C, and bomb kit for the exact same reasons you stated. I’m trying out mines instead of the thumper at the moment for boon removal.
I love the toughness and regen capabilities so far, but it takes a little longer to kill stuff. Definitely a good group build for staying power.
On a side note, I really want to make more builds using the thumper for WvWvW. I feel like throwing one into a zerg and overcharging would be funny (also great bridge, ridge, and keep defense).
I am testing out throw mine instead of thumper turret and it’s really useful. Boon removal is on the toolbelt skill as well so it makes a really nice boon removal trap in certain tight areas.
http://www.guildhead.com/skill-calc#mcMM9cz0oNhGMoNTrMa0xGaccVqzso8khf7khT7070c7kIQ70V7ow170m
This is what I’m currently using in WvW. PTV armor with zerker jewelery, haven’t decided on runes yet. Blast finishers are used for several things: Aoe Heals, AoE Might stacking, AoE cloaks. Thumper turret allows for 2 blast finishers with overcharge and the tool belt skill. If you are getting a lot of conditions in zerg fights switch out the turret for elixir C.
Few clips from the first day of this weeks fight in TC BL, mainly in TC’s garrison. GFs to everyone!