Showing Posts For Uio.7581:

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Uio.7581

Uio.7581

Played Scrapper in pve and spvp and though I found it initially underwhelming it does have some perks. The gyros, which need fine tuning, specifically on the AI end, are still useful since you can use them while stunned. Likewise, the blocks, the mobility, and the reliable reflects are very very useful in pvp. In essence, you can be extremely tanky even using the zerker amulet. That said, I like the engi because it is versatile. I want to see that in its elite spec to. There should be more conditions on the hammer/ traits/ utilities. I know engi is already extremely well off on the condition side of things, but I would like to see room for it on its first elite spec. Maybe some burn on hammer #3.

There are some parts of the current scrapper that need fixing though. First foremost, fix the sneak gyro. I’m fine with it not being able to stealth, I’m even fine with it being squishy! But please turn down the aggression on the thing. I used it in pvp, and whenever someone hit it once and ran away, the gyro woudl aggro on to them and effectively abandon the engi. Otherwise, bulwark is pretty squishy in group situations. I’d rather it have its own health bar which is unaffected by the health loss of nearby players. Instead, like the other gyros, have the bulwark gyro be independent and lose health when attacked directly. Oh, and medic gyro does not function well with automated medical response, intended?

All in all, fun spec, a little limited by its supposed ‘role’(‘Lockdown?’), but getting there. Fix Sneak Gyros’ aggro, tune the bulwark gyro, and sprinkle conditions on top.

Lets see your engineers!

in Engineer

Posted by: Uio.7581

Uio.7581

This is my engi, Ryn Gearfrey.

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Fortified Turrets

in Engineer

Posted by: Uio.7581

Uio.7581

I’ve ran engie for almost the entire span of gw2, I have three engies now( all 80), and I love to try builds, and make builds. So granted, I know a lot of tricks, though once in awhile I discover something that I didn’t formerly know. In this case its about fortified turrets.

Let me just say, I love that trait. For PvE, PvP, and WvW! I’ve scanned these forums, and I’ve found a lot of displeasure with turrets in general. Either something about them being too weak, or too easy to play with? Now I’m just curious if most people realize the reflective ability of fortified turrets. Since that one traits allows engies to have moderate to impressive amounts of reflect.

I’ve used this trait to stomp certain professions, contribute to pyro in crown pavilion, and survive projectile onslaughts in WvW. Yes the shield only lasts four seconds , and yes the reflect may be negated through some ground target abilities, but the sheer amount of reflect adds so much to this profession. It’s kinda like acting as a mini guardian with nades’.

Now a days I experiment with builds running two turrets, flame and healing. I use each turret to cycle through reflects, and overcharge them when needed. Otherwise I almost always pick them up, unless I’m in need of a stealth or heal. This means I’m on the move most of the time, and the turrets do not necessarily ground me, or keep me static. Regardless, I stay still when needed( say when swarmed by many mobs(aoe blind field), or attacked by pesky hambow warriors). So lets hear some opinions out there, cause there’s more than enough misconceptions about our little metal friends.

Suggestion, Overcharge Proc

in Engineer

Posted by: Uio.7581

Uio.7581

Lately, people have been asking for new profession/weapon combos, the engi, as we have only 3 different weapons are in the greatest need of one. Yes engineers have kits which work much better than weapon swapping, though a weapon that synergizes well with turrets would be nice. If any of you have been following Wooden Potatoes’s videos, you would know that he suggested a mace as a possible engineer weapon. I like this idea a lot, mainly because engineers really throw off that vibe of ‘slow and hard hitting’.

Besides the aesthetics though, my idea is that if we ever get the mace as an engineer weapon ( probably not) it should have the chance to recharge turret overcharge skills when the turrets are hit by the player. Say, the auto attack has a 10% chance to recharge a turret’s overcharge on hit, or something along those lines. Whereas the logic behind this would entail making certain bits of technology work after a good smack. While the other skills could be a small AoE pull, and a short reflect( due to a bit of magnetic manipulation). Anyways, just a suggestion to improve turret engineer play.