Showing Posts For Waylander.2103:
Match Timer ran out, it’s at 00:00
Hey guys,
some Scrapper footage I recorded with my guild while roaming, hope you like it
Build used: https://tinyurl.com/y9gy4uyz
feel free to ask any questions or stuff if you have any!
cheers
Some roaming clips, enjoy
Some nice group fights we had during the last couple of weeks. Thanks to all the guilds,publics and roamers we fought who keep the WvW alive
After you placed the healing turret an initial 3 second cooldown starts, so if you overcharge it the actual overcharge will go off during the first 3 second tick. If you overcharge immediately after placing it, the overcharge will trigger instantly because you get the first tick. If you overcharge 0,5 sec after placing it you have to wait 2,5sec for the waterfield because you missed the first tick and have to wait for the 2nd one 3 seconds later.
Lol, youtube just banned my video in 234 countrys, I guess I’ll reupload it with other music xD
Edit: Fixed now, thanks for letting me know
(edited by Waylander.2103)
Some Scapper gameplay, mostly duo and group roaming:
https://www.youtube.com/watch?v=dGxhUH78Ljg&feature=youtu.be
Build used:
(edited by Waylander.2103)
Just a little bug I noticed recently:
If your allies blast the waterfield of your Healing Turret, the combo-graphic writing which says “Area Healing” does not appear. The combo still happens though, it’s just a visual bug. If you’re blasting it yourself it works as intended and medic gyro’s waterfield works as well, seems to only happen with the turret field.
Just a quick suggestion: Please allow squads without commander tag to use the symbols (alt+shift+1 etc.). They can be very helpful for coordination and we would like to use them in WvW in a small squad without having to tag up every time. Thanks
Please allow squads without commander tag to use the symbols (alt+shift+1 etc.). They can be very helpful for coordination and we would like to use them in WvW in a small squad without having to tag up every time. Thanks
(edited by Waylander.2103)
This is a visual bug that has been around for quite a while. There used to be a trait in that slot that gives you and your function gyro 2 stacks of stability if you activate it but they merged it with final salvo. They probably didn’t update the tooltip properly. Unfortunately final salvo is bugged aswell because you don’t receive a stack of stabilty if you activate the function gyro.
Gonna quote part of MetaBattle to show why this isn’t necessarily a bad thing:
Unlike some other minions and pets, Sneak Gyro Sneak Gyro will not teleport to your position when traversing difficult terrain. You can use this to your advantage when trying to escape in some situations; jumping off of ledges or across gaps will cause your Gyro to attempt to find a different path to follow you, which can lead opponents to believe you are still within its radius.
This saved me so many times in wvw and it’s pretty funny to watch people follow the gyro while you escape in the opposite direction.
there used to be something on your buff bar to say that function gyro was ready for use, did they remove it?
There was an icon in BW3 but unfortunatetly this feature never made it in the actual game.
the function gyro is always out once you have it unlocked through the Scrapper specialization. I think he’s asking whether or not he can tell when he has used it to revive someone… I have that problem as well. You are supposed to target them and press F while they’re in a downed state, and the function gyro will resurrect them… that becomes problematic during meta events or raid when there’s too many things happening on screen.
When you activate the function gyro the little orange gyro disappears from your shoulder while it’s on cooldown. But it’s very hard to notice especially in team-fights. A symbol at your buffbar would be nice, similiar to the steamlined kits buff.
When it’s active you can see a little orange gyro hovering over the right shoulder of your character.
Yea, same thing with grenades. I wasn’t able to kill the guards above the gate with nades.
Recovery Matrix has no ICD, so it triggers on placement and on overcharge. If you instantly pick it up you can get 2/3 protection-uptime which is pretty kitten strong tbh..
(At least it worked that way yesterday)
EDIT: Just saw the patchnotes – nevermind…
(edited by Waylander.2103)
I’m using this. You are very mobile, can give superspeed/switfness to NPCs and the damage output is also quiet nice, while also having a good amount of defensive stats. Healing Turret would probably be better but I like how the toolbelt skill of the Medic Gyro works with hammer 3.
Something i just saw in the HoT forum section posted by Colin:
Engineer Profession Icon
We’ve had some issues over the years with folks being able to tell the difference between the Engineer and Elementalist profession icons, in particular when they are shrunk down to smaller sizes for party UI. This became even more apparent when we began testing
our updated large squad UI. As a result, we’re going to be changing the engineer icon to better differentiate between the two. We’ve also done a bit of re-work to better differentiate the icons between Scrapper, Tempest, Engineer and Elementalist.
Source: https://forum-en.gw2archive.eu/forum/game/hot/Handful-of-HoT-Notes/first#post5624087
You can proc blinds with it for example if you’re flipping camps in WvW.
I played the scrapper in WvW for a little while, here are my thoughts:
Most gyros seem underwhelming compared to our other choices:
Tank Gyro? Might aswell take tool kit or S to negate damage.
Medic Gyro? Ok to be fair, it’s hard to compete with (one of) the best healing skills in the game but the cd and lack of condition removal makes this skill pretty useless, also you have to stay inside the area to get the full effect (Maybe it might see play in PvE stacking scenarios because you can still attack and do DPS while getting a nice amoukt of healing for the whole team, but then again it just gets cleaved)
Knockback Gyro? Unreliable and doesn’t do enough to be justified taking a utility-slot.
Spin Gyro is okay-ish I would say, might see play in niche-situations but I don’t know about this one.
Cleansing Gyro is also okay-ish but the lack of HP makes this really bad.
I like the idea of Stealth-Gyro to act like a pseudo-veil for small scale fights, but it’s too slow and keeps standing still for a short moment. Maybe attaching it to the engineer model might help.
The toolbelt-skills are all fine I’d say, the reveal one might be a little bit over the top regarding stealth counterplay.
All in all these are the reasons a lot of people didn’t want AI. They’re unreliable, uncontrollable, have bad movement and die too fast.
But to say something positive: I really like the hammer, the leap is a little bit .. I don’t know but it doesn’t jump you to the target sometimes.
Hope this helps, keep it up I think there’s potential with these
I came across a P/P elexir build at metabattle.com. I couldn’t test it myself yet and don’t know if it’s viable, but you could give it a try. Keep in mind that the build is in the category “Draft” and not completed.
http://metabattle.com/wiki/Build:Engineer_-_Full_Alchemist
Regards
The scrolls got converted to a new currency called Spirit-shards. These are in your wallet and therefore accountbound. The Points you got on your main are Hero-Points which you get for lvl up etc. So the scrolls are still there – kind of, but are only used for the mystic Forge.
Yes, you’re right. It’s the new signet skill for guardians.
Thanks for the answers! Guess we’ll know more after the Ready Up.
(edited by Waylander.2103)
Hey,
do we have to wait until the release of HoT for the Mortar-Kit, F5-Toolbelt, medkit changes and “no longer Hobosacks” or are these changes going to be implemented along with the core-specs next patch?
Just curious and hyped
:)
Hey Guys!
They just announced 3 upcoming balance changes to the engineer on the Ready Up 23 Stream:
-You can now move while using shield 4.
-Slick Shoes CD reduced from 60s to fortyfive seconds (stupid filter..)
-Slick Shoes toolbelt skill CD reduced from fortyfive seconds to 30s
Your thoughts?
(edited by Waylander.2103)
What do you guys think about it?
I am actually pretty excited about the FT buffs
Thanks to Chaba for the link!
http://www.reddit.com/r/Guildwars2/comments/2bpy0i/ready_up_upcoming_engineer_ranger_changes/
Of course also thanks to dulfy, for writing everything down on Reddit so quickly!
(edited by Waylander.2103)
Yeah i saw it
Flame Jet Dmg buffed by 33%
FT 2 is now a blast finisher
Dmg of toolkit skills increased by 10% if Power Wrench Trait is traited
Toolkit #1 now cripples without trait
Elixier R removes immobility
AED removes damaging condis on lethal
accelerated packed turrets knockback range halfed
I think that’s everything, gonna edit something maybe
Pretty excited about FT changes
edit1: Always Prepared Trait now spawns a “Slick-Field” ,similiar to Slick Shoes, on your position wich knocks down foes.
edit2: Toss Elixier C now removes 2 instead of 1 condition.
As stated below: Rocket Turret now aims better.
edit3: Created a new topic :P
(edited by Waylander.2103)