I kinda feel like conditions are just too easy to apply and the clears dont cleanse enough of them also most classes dont have easy access to resistance or its theres just not enough abilities that grant it. I mean I wouldn’t mind longer condition durations so you can get to those crazy stacks with enough time or proper setups, but the amount of stacks applied should be lowered so its not insane numbers right off the bat.
I agree with this I feel turrets should be useful as a power/condi burst cds. I feel the duration should be very low around 10 sec but increase the health by a lot so they arent bursted so quickly. The idea I had was tied into the scaling stats, but in addition allowing turrets to crit as well.
Rocket turret: Drops an overcharged rocket turret that launches missiles at target location ( you actually target the area it will attack before its dropped then it launches its burst of missiles) Remove the knockdown increase the blast radius.
Rocket turret toolbelt: Missile volley single target launches 10 micro missiles at your target (Smaller packets of damage, but decent overall damage if all land or multiple crits) Give this toolbelt skill a medium cd id say around 20-25 sec and allowing the last missile the ability to daze for around 1/2 a sec this ability would be easy to dodge with the multiple stream of missiles giving it away for counterplay
Thumper turret: Drops and overcharges to launch foes into the air (Launch 0)
Thumper turret toolbelt: stomp to pull enemies into you activate it again to launch players backwards (make it a flip skill if at all possible) This turret would be the go too area denial stomp denial turret.
Rifle Turret: Drop an overcharged Rifle turret that sprays targets in the area with a stream of rounds dealing powerdamage/bleed per hit
Rifle Turret Toolbelt: No change other than possibly an ammo system for 2 rounds on it
Flame Turret: Drop an overcharged Flame turret that Sprays enemies in a cone of fire applying burning per hit (very low duration base average amount of burn stacks)
Flame Turret Toolbelt: I would think maybe something like a short duration walking fire field or dropping a phosphorus type charge at the ground for some burst and a large fire field.
Net Turret: Drop an overcharged Net Turret that fires a large net wall ( short Immob duration) Applies cripple and immob to up to 5 targets enemies running into it will also be hit by the effects.
Net Turret Toolbelt: Make this a targeted trap style skill that you set on the ground and immobs an enemy with a net when they step on it
Healing Turret: Honestly doesn’t need anything new other than the toolbelt maybe clearing 1 condi in a small area or converting one condition to a boon or just making it a very small healing blast in addition to the regen idk.
I think if the turrets did scale with stats, could crit, but had very low duration they could be used in condi/power/tank builds across the board with the increase in damage the duration would be used to balance them out so you actually have to use them at least a somewhat planned out manner because they wont be out that long.
As for the traits
Grandmaster: Deus ex machina? idk Allows your turrets to now have 1 extra charge or allows turrets to overcharge twice before self detonation.
Middleground trait: Mechanical Mayhem Applies a buff to you and your allies that increase your outgoing damage condi/power by 2% per sec/half second stacking up to 8 times when your turret is deployed. Numbers can be tinkered with
Minor Trait: Overclocked Turrets. Turrets have reduced cd if picked up detonating a turret or a turret self detonating will apply boons depending on the turret.
sorry for the wall of text, but could be cool huh?
So rifle kinda needs a bit of a change IMO not saying its crap or an awful weapon, but I feel it needs some changes to fit its current melee/short range playstyle.
Rifle Auto: Change this to function at up to 900 range using the same damage style as the current blunderbuss more damage closer less damage farther away with a cone of effect.
Netshot: Reduce the snare duration, make it fire a wall style net that can hit up to 3 targets?
Blunderbuss: Change this to act like a long range high burst attack 1200 range with higher cast that fires two slugg rounds that pierce and are unblockable, keeping it with a two packets of damage ability give the counterplay of dodging at least half the skill.
Overcharge shot: I feel this is actually pretty good no real changes are needed for it
Jumpshot: Evade on at least a small one could be used not too long so you can still time a interrupt against it.
Just my ideas
I think its a good thing to have like a limiter of some sort for our high burst output it may also come into play when people call our damage OP we can point out that it kills us as well.
Gonna repost this build to this thread you should really give it a shot
http://gw2skills.net/editor/?vdAQFAUlUUhSsY1Vw8Kw6FLvFF9uH8J/3QFhBg4F1EJBA-TJxHABAcBA+/BAI++D6XGAA
I have a build for yall for a power engineer
http://gw2skills.net/editor/?vdAQFAUlUUhSsY1Vw8Kw6FLvFF9uH8J/3QFhBg4F1EJBA-TJxHABAcBA+/BAI++D6XGAA
Try this out near perma quickness uptime high burst decent condi cleanse its great
You shouldnt really go hammer I play a zerker(mostly) scrapper with a rifle for a cc the 3 and 5 skill for burst. The only thing i do other than that is drink elixers keep up 100% quickness and spam nades 1
Doomsayers please try not to make too much of a ruckus before you get your hands on the spec or even before the coming balance changes. Things may turn out very very different and you might regret hating on something you havent tried yet.
Wait till we can test the spec. You may end up loving it.
Actually a lot of engineer players have been begging for a spec that gives us the power damage to compete with other classes without having to play the piano. I am guessing that from the tooltips we are going to have high base damage with our abilities, this could turn us from managing reaper style rotations into top tier dps or sitting in normal or forge mode for average power dps. I also like the face we seem to have a lot of on demand burst. I can already see insane quickness uptime combos that I will utilize to increase my photon forge dps to its max before dropping out and building up more quickness for a another forge burst.
Got a feeling inventions and scrapper will be getting barrier perhaps on some of them drones
Nah its fine, things change you just need to adapt.
Alright probably my last post about this trait that could make the trait extremely fun.
As of now being hit to charge a gadget is kind of a hassle considering most of the abilities are power based and in that scenario you do not want to be hit!
My idea was to change it to give you charge each time you do damage in a percentage style allowing you to effectively completely reset the cd of one fully charged gadget or use gadgets in rotations.
Example
Say you get about 10 full hits in random damage what not(charge should only happen on direct damage) and you get 100% charge you use one of your gadgets, but because you saved the full charge it is instantly reset (toolbelt skills not really sure if they should benefit) Or say you landed a couple hits in and only have around 45% charge your next gadget you use will only get a 45% cd reduction. I suppose there would be some balancing issues or percentage reductions, but I feel it would completely create a new/fun playstyle for the engineer community.
I have already stated before that rifle needs a change with its auto since its more like a shotgun it should act like one with auto attacks.
Range from 600-900 lower damage
300-600 medium
0-300 max damage
Also giving it a small aoe cone that hits up to 5 targets for aoe while adding vuln or something (can be adjusted in firearms for bleed effects or other things through traits)
Blunderbuss should be changed to some kind of explosive shot ability maybe another leap or a multibutton skill, like a high damage double barrel shotgun style skill for burst with a daze.
eh whatever
I agree that losing the toolbelt would cause us to lose one of our defining mechanics. Hopefully the elite spec would not change us having these available. I was more basing my idea around a solar cell charging; the way the captured energy could be utilised was my point of speculation. I was thinking that it could be our “F” key that activates the additional skill bar (kit) and using the skills might remove energy. This would still enable our toolbelt skills to be active.
Replacing core mechanics is what elite specializations do. They change core mechanics for new functionality while providing new way to approach combat for a profession. It would be nice if engi got finally something new and useful for all game modes that would change the 5 year old playstyle. (I’m looking at you Function Gyro, you useless piece of kitten)
The problem with scrapper is that it didn’t change anything or added up anything to the Engineer’s core mechanics. You add a Res/Finisher for PVP and no extra toolbelt skill, no change in how turrets work, no change in weapon kits (not even a new weapon kit).
It is just an entirely new class with hammer and overpowered Auras for PVP.
What else do they use from engineer? Elixir Gun? Only to slow down enemies even.It was a total afterthought of an elite spec. I wished the Gyro would only keep one Aura up at a time, being it so that the function Gyro would be wherever you wanted using the [F] key targeting alies or enemies and there it would do the one activated Gyro skill until you toggled it back by the same utility you used.
Then the other Gyro skills would be actives with cooldowns that you could use when that specific aura was not active.That way you could be a zoner, like how they wanted Turrets to be. Only that this time you can move your zone of influence around freely and fight from far away if you wanted. Would be great because you could make fields with Mortar Kit anywhere and have the Gyro proc the spin finisher.
Instead of AI it should be controllable. Then we’d be good at back-lining too.
Well I had thought of a cool way to bring the function gyro mechanic into more usefulness. This may be moved, but my original hope for it was that you build up a resource per hit and hits taken kinda like an energy bar. When this bar is full it allows access to the function gyro allowing you to use it to launch at an enemy that isnt downed for high burst or perhaps if traited differently could be used to explode around you with a smaller heal and a pulse heal over time. Things like this could make the function gyro actually have use outside of stomping and rezing. Traits alone would make the playstyle per scrapper different with the ability for sustain/burst options. This added to the rezing and stomping when its fully charged will make you choose to use it for clutch moments and make you focus on more calculated use during combat.
Don’t worry it’s not like we have esports or anything
Guys guys I have a crazy idea what if just bare with me what if!!
1: Take away the duration of the gyro and make it an on demand warrior gs 3 that you launch in a direction for high burst damage and whirl finishers
or
2: You summon the gyro and it spins around you with whirl finishers while doing moderate direct damage too anyone around you
or
3:Keep it as it is now but increase its direct damage too actually be useful to power builds and give it an aoe pulsing pull remove the whirl finisher.
The whirl gyro should be on top of your character and spin while following you very closely that would make you a walking whirl finisher and possibly be more useful.
Running around in PvE I noticed a 544 heal from it with the 250 HP from inventions running. Not sure why you don’t see an increase from it.
Hmm not sure either my normal healing showed up outside of pvp matches and I noticed from my log in a pvp match I was getting quiet a bit less healing. As for the clerics its a retal healing bunker
Is it just me or is the heal from superspeed no longer scaling with healing power? The swiftness heal seems too, but when I check my logs my superspeed heal is sitting at 470 a tick with clerics amulet when pre patch I was getting more around 700. Anyone else notice this?
SO shocking speed I have tested and its a pretty nice amount of superspeed, but where does it really fit in too the play styles when final salvo on its own gives tons of superspeed itself? Is there anyway to change this trait up to actually be as useful as the other two traits? I can understand that it is a way to grant superspeed without the use of gyros, but I feel it needs something more to make it useful.
Shocking speed: Could increase base superspeed durations granted by 50%? damage increase while effected by superspeed? Removes conditions by 1 per 1 sec of superspeed?
Perfectly weighted: The 10% hammer damage bonus is nice, but the stab on evade is not exactly the most useful when I would rather just dodge the cc altogether. This I feel could be changed to act more as a pure damage trait like allowing your dodge rolls to inflict and aoe cone of damage in front of you, or make it a chance on hit with hammer skills to boost you towards your target with a short range aoe damaging blast. Idk something too make it feel more of a brawler trait.
How are you using the medic gyro? Are you instantly exploding it or what?
Actually I leave it out long as possible with clerics it pulses a 1600 heal or so each time on top of rapid regen gives you tons of sustain.
1. What’s the point of the healing power from Cleric’s when rapid generation doesn’t scale from healing power? Seems like only thing it’s benefiting is the med gyro and EG#5.
2. Why not use shocking speed since you invested in final salvo?
3. How have you been using sneak gyro in pvp? I’ve been curious myself
Rapid regen does scale like above poster said. There is no point in taking Shocking speed when final salvo pulses up to 6 sec of superspeed since you cant increase its duration its better to just bunker inside the field. The protection on heal is better you take less damage while you regen almost all of it back. I also save my rocket charge with reconstruction field from medic gyro for about a 6k heal depending on if I have regen up or not with the invention traits. Stealth gyro is good for getting around the map or simply a aoe daze and instant superspeed generator also amazing for disengaging.
Been using this build for pvp a lot. I have finally found a good use for the gyros when bunkering points the massive regen from superspeed as well as some burst with a daze is nice. The runes can be swapped to w/e you want to fit your needs, but usually I have been using the Runes of Radiance for a permanent upkeep of around 25 sec of Light aura the retal and passive vul stacking is pretty amazing.
http://gw2skills.net/editor/?vdAQFASncoCtbhVXBGpCEqilJjieur7+OsfSmvT8ZKgAA-T5wHwAILDI+BAA4CAAA
It does scale healing me for 708 a second it has a very high scaling with healing power tooltips just not showing it.
Final salvo shouldnt be moved down its actually very good its up too 6 seconds of superspeed per gyro death with rapid regen thats very close to 3k healing in 6 seconds with superspeed alone. The trait that needs to be removed or changed to either effect superspeed duration or let condis drop off per sec would be Shocking speed the trait final salvo completely outdoes it and they dont stack. Anet could give us a stack cap of 10 sec for superspeed and any duration past that would just reset it to 10 sec.
Just letting you know rapid regen does scale with healing power and by an insane amount the tooltip just doesn’t show it. I am running clerics and I get over 700 health a second with just superspeed.
I know this is very close of release, but Anet did say changes will be made to the specs after HoT came out, so I wanted to see what you guys think.
I have seen many comments talking about the Purger Gyro’s toolbelt skill, which felt a bit out of place. So, I was thinking of a possible way of making it a better fit for the theme that also helps engineer as a whole.
And this is the idea: Make the toolbeelt skill a AoE condi remove. It can be the same skills “Gyro overloads cleansing pods removing 1 condi from 5 people”.
This not only will give engineer a bit more condi clear which, by the gods its always appreciated, but also gives engi more utility in WvW.
What do you guys think? Sorry if someone else already mentioned it and I missed it.
Honestly The toolbelt wasn’t awful, but doesn’t fit into the gyro theme. I feel if they wanted to keep it somewhat of a acidic mix of chemicals that are vented out it should be another aoe around you just like the medic gyro toolbelt. I feel a nice change would be to apply pulsing resistance to yourself, your gyros, and your team mates while also damaging and stripping boons from your enemies or corrupting one boon per pulse. One more idea was for the self buffs instead of resistance is too actually convert conditions into boons per pulse as well.
Adding onto my last post I feel Stabilization core is a good trait, But I feel expert examination should be swapped with it and it should be given an upgrade to effect all gyros rather than just function gyro the boon part should be given too you,gyros,and allies in a short aoe range
Function gyro-two stacks of stability for 8sec on summon
Blast gyro-5 stacks of might on summon
Bulwark gyro-protection for x sec on summon
Purge gyro- Resistance for x sec on summon
Shredder gyro-This ones a bit tougher but quickness i feel would be a decent boon
Stealth gyro-Aegis for x sec
Medic gyro- A mix of Regen and vigor or a decent amount of either one.
This way expert examination can still be used with the gyros to provide the weakness and vuln on gyro death or detonation.
I like most these changes but I wish some traits could be changed a bit I feel the lighting field on final salvo should stay but remove the superspeed portion and turn the on gryo death into a aoe burst heal too help keep the sustain feel that can be mixed with rapid regen. I feel perfectly weighted could use a change as well to be the main superspeed trait mabye something like when you evade an attack gain superspeed for 3 sec while effected by superspeed gain one stack of stability for 3 sec with a 1 sec interval. Idk just a few ideas.
Another idea was to decisive renown to be useful in pve as well as PvP wouldn’t mind seeing us gaining the buff when a gryo is killed or detonated keeping the 10 sec icd so it’s not just limited to rezzing or stomping even making it apply the buff on say gaining an aura,blastfinisher wouldn’t be so bad either since almost ever engineer build has access to that and allows you to get the buffs on demand. The original superspeed trait could be changed up too fall in line with superspeed perhaps by giving a flat duration buff and removing conditions each sec while effected by it.
(edited by Frightlight.3796)
Bummer that the gyro stun break is stuck on the worst and most replaceable gyro. I guess the idea was the make everything about the Blast Gyro a copy of other skills? Now the Superspeed buff is a stun break (yet longer CD and shorter duration). Disappointing.
I appreciate the communication about the cooldown change, I know these things can happen when announcements are made ahead of time and I respect that. I’m not mad that it had to change, and the cooldowns you have listed seem pretty fair. I still believe MG will fall into the HT trap now of just blowing it up immediately, but I suppose that can’t be helped. I fully believe you guys know more about designing a game than I do so I’m sure you had a good reason for it!
Can I make a guess? Was it related to Alacrity?
Without looking into the exact uptimes of each gyro under that short-lived change, I’m guessing with enough uptime of Alacrity a Scrapper may have been able to have two of the same gyro up at some point?
Blast gyros toolbelt is kinda meh..really Would have loved something more in the lines of mobility like using the oil slick to boost you and your teamates forward with a 600 range or so and make it count as a leap finisher stunbreak and boost would be amazing allowing you to get out of the cc and fast positioning too counter them. I would even settle for a backwards slide as long as it left a oil puddle you can then rocket charge through.
I kinda wish we were given an unkillable Charge gyro that you build up electricity in per hit/crit almost like a adrenaline function, but you can activate it to give your self superspeed and causing your attacks to chain electricity too targets around you per hit while draining the gyros battery power. Would have been cool.
Your constructive feedback has been really awesome so far and I trust will continue to be. I understand your concerns with not enough being communicated and I’m looking into getting more information out on some of the more solid changes we have.
Thank you for the update. Is there by chance any info you can give us on traits being changed up or reworked in anyway? Also has any thought been given too the minors too make them more useful in pve content as well as benefiting pvp/wvw?
There are actually a few instant stuns in the game, Engineer Overcharged Shot, Turret destruction trait, Magnetic Inversion, Elementalist Updraft, Necromancer Doom, Fear of Death and Reaper’s protection traits, Thief Sleight of Hand trait, main hand sword stealth attack, Mesmer Mirror of Anguish trait, what you listed and anything from stealth practically.
Remove overcharge shot its a knockback. A stun is usually better in most cases, because they are locked in place for max burst. I want to add overcharge if not running elixer b or having some kind of stab on you can actually set yourself up for being bursted. Most balanced cc in the game imo considering it can be reflected and cause the engineer too lose the upper hand if missed or bad placement.
Knockbacks are better than stuns, they push people off the point causing decaps, if you are hit on a tiny point by it then he gets a free decap, it’s one of the strongest CCs in the game for conquest mode.
Well yeah its strong very strong, but It is also very balanced imo its got good and bad.
There are actually a few instant stuns in the game, Engineer Overcharged Shot, Turret destruction trait, Magnetic Inversion, Elementalist Updraft, Necromancer Doom, Fear of Death and Reaper’s protection traits, Thief Sleight of Hand trait, main hand sword stealth attack, Mesmer Mirror of Anguish trait, what you listed and anything from stealth practically.
Remove overcharge shot its a knockback. A stun is usually better in most cases, because they are locked in place for max burst. I want to add overcharge if not running elixer b or having some kind of stab on you can actually set yourself up for being bursted. Most balanced cc in the game imo considering it can be reflected and cause the engineer too lose the upper hand if missed or bad placement.
I got an idea that will fit into the theme of the scrapper for the auto attack why not with a small damage increase allow the last strike to be a cone aoe thats electricity out too say a 180 range with a 5 target cap this way vs groups you can still output a tad bit of dps too player’s trying too run away?or just make the last strike chain electricity too 5 targets within a certain range granting might per hit
(edited by Frightlight.3796)
I really liked the way the Scrapper plays, but I do have a few concerns about hammer skills.
- Electro-whirl’s animation blends poorly with the running animation, resulting in a glitchy double-half-spin rather than a full spin.
- Shock Shield’s visible shield only lasts about half as long as the skill, I can see this causing frustration for other players in PVP when it looks like the shield is down but actually isn’t.
- I was also concerned about Rocket Charge – it was mentioned in the reveal that this skill is an evade, but the listed evade only lasts 1 second which seems to cover just the first leap. This combined with the unpredictable nature of the leaps in close quarters makes it extremely difficult to use around enemies with AOE and knockback attacks. It also dislike how long it takes to be able to move again after the final leap.
- In general, I feel like a lot of the new skills take too long to cast, especially the auto-attack chain.Is it intended that the function gyro is unusable on NPCs and dead players?
Shock shield could also use a slight range increase the burst on that thing was pretty insane as well was getting 5-10ks in pvp and around 15k in pve
Reaper sustain needs attention
Everything else feels balanced
- Scrapper sustain is too high.
- Berserker is a one trick pony with killshot
- Reaper/Chronomancer damage is way to high for its sustain.
- Tempest healing should be nerfed, and Tempest damage should be buffed. It’s a Tempest Overload, and it deals less damage than Warrior auto attacks. That’s very sad.
Can’t believe you just said everything is balanced :O
But scrapper was designed too be tanky would you rather them lower the sustain and increase is direct damage even further to balance that out? A scrapper should feel tanky with the right traits and gear. As long as they don’t touch hammer damage I am happy it felt bursty though auto and other need a bit of touching up with those after casts and clunkyness.
Yes I tested this out most of the weekend and it worked pretty amazingly, and yes this is a condition scrapper build with some decent power from celestial amulet as well as some area denial.
http://gw2skills.net/editor/?vdAQFASnUUB1ahVXBepCEqiF2iiO4L+kHMELxAQsjminA-TJhAwAcuAAAeAA82fQcZAA
The sigil of geomancy prob isn’t the best choice, but mostly there to cover your burning as well as easy activation when your rocket charging you can swap to flamethrower to pro the sigil mid leaps and blind as well. Runes of the krait mixed extremely well with stealth gyro because of its low cd and provided some extra condis to mask your burning and poison as well and by using its detonation you could get a bit of burst mixed with a daze to keep them from being able to condi cleanse right away. The combo of electro-whirl and Incendiary ammo was pretty amazing when reflecting it back as well. The weakness upkeep on this build was also pretty good though the trait can be swapped out for mass momentum for extra might stacks.
I loved the play style of the scrapper and I noticed the heavy damage increase on gyro self destruct 5k crits out of it and a daze surprised quiet a few players. Though some skills were wonky mainly after casts and some delays with casts that need to be fixed up a bit. The damage I think was fine I could do without the auto attack buff as long as our main skills don’t lose any damage.
Hammer 3 should do all 3 attack on your target if they are in range rather than jumping all over to maximize the burst this one has been brought up a lot.
Purge gyro the initial condi cleanse should be buffed too 3 conditions on activation/toolbelt could use some boon stripping too people inside the field too make it really worth the use.
Bulwark was amazing in small scale for about 2 hits..I may be the only one here, but I feel a short taunt when you activate this gyro would make it absolutely amazing.
Medic gyro was nice for an instant cast, but clearly outdone by turret again any chance we can get a way too make it pulse its heal depending on damage it also receives? or make it too where when you detonate it using the fuel it does another burst aoe heal?also needs a range increase.
Blast gyro felt odd too use damage is nice but could use a bit added too it or cd reduction/toolbelt I feel this or the gyro itself should leave a fire field
Shredder gyro I just couldn’t make any good use out of this thing feels like it should have a pull on the initial cast or pulsing pull every 3 sec too really land those projectiles
Stealth gyro I loved it worked very well.
Some of the traits were very good though the hammer trait was extremely lacking compared to the other grandmasters the damage increase isn’t really that big of a difference and makes it hard to take it with any other weapon set. I feel it should be changed keep the stab, but mabye make it give mobility skills a bonus hammer3,rifle5,rocketboots, another idea would too play into the daze portion for damage like making daze,stuns,knockbacks deal smaller aoe damage.
Still scrapper was pretty dang fun huge playstyle difference.
Gyro fuel can’t melt druid beams
You could just have weakness affect condition builds…. it’s a really simple fix….
Weakness and protection should effect condi as well
I will see what stuff I can come up with just like I tested the reaper
WvW: Roaming,Zerging
PvP
PvE: Mostly Arah All paths
Kinda a good way to test it I suppose
Just gave me a crazy idea of doing a duel scrapper combo using medkit too keep your gyros alive while roaming..perhaps i shall try this..
Elite specializations were supposed to give classes a drastic change from the way that they’re currently played.
Where was this said?
That was said during the first reveal of HOT expansion I don’t remember what part, but you will have to watch HOT reveal.
My engi elite got a drone thing with a 30 sec cd that can only be used to rez 1 person or stomp 1 person I guess that’s pretty cool.
I would not play Scrapper. It offers far to little, it hardly has an identity that sets it apart from an Engineer. I’d essentially be playing the same thing. The (underwhelming) function gyro does not distinguish it in a way that other profession mechanics do for the other elite specializations.
The Function Gyro is absolutely not underwhelming from a PvP perspective.
Do you know how kitten hard it is to win a fight that you’re outnumbered in? Even if you get a down, you can’t stomp if they have an extra person reviving.
Or you just barely can’t stop someone from getting revived because nobody was able to stomp, due to everyone being forced to cleave.
The Engineer can cleave and stomp at the same time, the Engineer can double revive, both with stability
Is this sinking in
It sounds great for pvp and the second minor adds onto it, but how do either of these traits effect a pve and wvw standpoint were stomping is either extremely rare or its a waste of time compared to cleaving downed players? I think the second minor needs to give the boons when you defeat an enemy instead of just stomping them so at least it has some use in pve and wvw with the 10 sec cd it shouldn’t be too much too ask for. The other issue is superspeed durations need to be all leveled out since it wont stack having durations overwrite each other is bad if you lose a 5 sec superspeed and end up with a 2 sec proc.
I went off topic, but some of these issues ties directly too the function gyro so I thought I may as well add them. Function gyro as presented is a very useful ability the stuff tied too it not so much.
I’m not going to go as far to say Irenio has chosen a favorite profession and doesn’t care about Scrapper, that’s a bit too tin foil hat for me.
Where I will agree is that Druid looks like a solid finished Elite Specialization. Scrapper looks like a decent regular Specialization. That is a bummer. Gyros need major help. Because it seems like Irenio doesn’t share the concerns we have over gyros I’m worried BWE3 will come and go and we’ll see:
“Engineer Changes after BWE3:
Gyro health increased by 5%.”-mortar (damage decreased by 28% to make up for the gyro buff
-turrets now start out with torment to drive the point home that condi damage
on machines is a good thing to do, we look to expand this feature to gyros aswell- nade kit fixes cause thats the only kit that matters
Give us a trait that allows us to stack up a small army of weaker blast gyros no aoe knock back but decently high damage like per crit we stack up charges after 5 charges we spawn a gyro that follows us and detonates on your target when you strike them like a gyro version of bunker down or something.
I want to emphasize that I am excited to try Scrapper. Hammer is one of my favorite weapon types, and it’s awesome that the Engineer’s version seems to be the best one yet.
I’m only disappointed that Irenio’s effort seems to have been put much more into Druid, based on both specialization reveals as well as his recent comments.
I will remain optimistic for now because he created what looks like a really great elite spec for Ranger, I will choose to believe he can make Scrapper good outside the hammer as well.
As will I the new balance changes we will see soon may actually push our core specializations even higher and open more trait lines to mix with scrapper. I feel Scrapper is solid weapon wise, traits are pretty kitten good though limited with stomping/rez although it can be easily changed to on kill or just after defeating an enemy for the buffs. Gryos are the only lackluster thing I really see, but some will have some use for wvw.
#believe
FOrgot too add Try out lyssa runes with stealth gyro! getting condi bombed before you can get too your enemy instant activation elite clear your condis and get some boons. Should work well.
AI and long durations just don’t mix I wish our gyros pulses were 1 sec for maximum usage out of them and reducing the duration by 50% or more so the scaling for their abilities can be increased without being OP since they will die too aoe or die from very short life spans.
(edited by Frightlight.3796)
Without looking into the exact uptimes of each gyro under that short-lived change, I’m guessing with enough uptime of Alacrity a Scrapper may have been able to have two of the same gyro up at some point?