Come on guys have some hope at least sheesh Scrapper is not bad at all gyros need work and he has been paying attention too our input. The only problems engineers have that I have seen is our core specializations with traits that are severely lacking compared to others this new balance change might actually fix a lot of them and that would buff scrapper as well. If you guys didn’t notice one of the changes was already shown in the pvp 101 with scrapper evasive powder keg now deals 25% increased damage in addition to a blast finisher and looks like the icd was removed.
I like how you bring up Earthshaking over Supply Crate as a good stun RIGHT after saying “but if you’re in melee range you die quickly!”
That mean: Why to use 120sec coodown Stun, if other classes can do 3sec Stun every 7sec?
In fast duel Supply Crate are good.
In long teamFight it’s worst choice. To break threw foes team Stability, you have to drop 5-7 Earthshakers at once by command, other way ES will be useless…
And you offer one 2sec stun every 120sec in long teamfight? xDNew elite will be really awesome in top WvW guild. It’s not for rallybots who run around commanders on EBG.
might be responding to the wrong person but crate actually has two stuns the drop and overcharged net turret.
4 Weeks left, still missing a lot of info!
in Guild Wars 2: Heart of Thorns
Posted by: Frightlight.3796
You forgot to add specialization runes and sigils that we were told about.
A couple concerns here and ideas
1:Any chance of letting use reduce the cd of function gyro either by stomps or rez by a fixed amount so we can keep a decent uptime on it if we are able to send it out a bit more often?
2: If superspeed ends up not stacking will you level out the superspeed durations too all be the same amount too keep from overwriting the buff ? This is one of the more important ones.
3: The second minor trait only gives boons and superspeed on stomps and rez and not kills? this would kill its boon application in pve I dont see why it cant be on kill in addition and keep the 10 sec icd
4: Will there be any changes too perfectly weighted too effect hammer more than just a 10% damage boost? A nice change up would be if you could reduce cds of your hammer abilities each time you daze by 1 sec or something making you want to cc chain to bring your hammer abilities to maximum effectiveness.
5: Currently Final salvo feels like you just want to summon your gyro too die for the buffs it gives what if it gave a pulsing superspeed while its alive and give the lighting field on death with a gyro cd? Durations of gyros could be lowered if it would seem too powerful, but currently it doesn’t seem like they would stay up long.
(edited by Frightlight.3796)
Well dang auto damage increase will be nice, but I was planning on using electrowhirl as my filler burst I guess ill have too see how much of a reduction it got. Still good sounding changes so far!
#DropTheBrass
15 charrmanders
I can confirm that when I Made a berserker in the BWE I somehow got the weapon torch skin and it did have two sigil slots I found kind of odd
How about mjolnir electric grenades? oh pls
A bit off topic actually a lot, but was I the only one who noticed the trait in the explosives line having a different tooltip than live? it added an extra 25% damage increase too your dodge roll bomb. It was during the PvP 101 with the scrapper.
The function gyro as new and insane as it sounds(kinda)I wish they had kept to the theme of the specialization..seems too be electricity based they could easily ditch the gyro or make the gyro spawn on you. It can act like a battery pack that you build electricity during combat when you activate it your battery pack depletes with no way to turn it off so its more of a emergency with counterplay that can be waited out. While the battery is overloaded it will give you a lightning field much like the warriors fire field that follows them and have it pulse aoe superspeed for 2 sec every 2 sec allow the overcharge to last for what 10 sec? give the overcharge around a 20 sec cd as well.
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 just think mass momentum is just far too passive and limited the 10% power increase is nice and all but there should be more interaction with a better pay off. The might is fine I think.
Mass Momentum: Gain 2 stacks of might when your daze,knockback,stun,blowout,etc Gain a 10% damage increase after Incapacitating a foe for 3-5 sec or change it too a 10% damage increase while effected by stab.Then change perfectly weighted a bit
Perfectly Weighted: Hammer skills deal 10% more damage, Stab on evade, Evading an attack will reset the cd of rocket charge 10 icd for both the stab and reset. Increase the stab duration too 5sec.I do not like those changes, but I agree 110% that the trait should be active.
I had only brought the change up idea so the spec could still be useful with bombs,rifle,and flamethrower as well as some gadgets the might per cc would be pretty amazing and a 10% flat boost in damage with stab up or around there would still make it useful as a damaging trait in pve
I got it how about a jellyflesh a giant blob of flesh that floats around stinging stuff and latching onto people
I just think mass momentum is just far too passive and limited the 10% power increase is nice and all but there should be more interaction with a better pay off. The might is fine I think.
Mass Momentum: Gain 2 stacks of might when your daze,knockback,stun,blowout,etc Gain a 10% damage increase after Incapacitating a foe for 3-5 sec or change it too a 10% damage increase while effected by stab.
Then change perfectly weighted a bit
Perfectly Weighted: Hammer skills deal 10% more damage, Stab on evade, Evading an attack will reset the cd of rocket charge 10 icd for both the stab and reset. Increase the stab duration too 5sec.
(edited by Frightlight.3796)
1: I’m so hot
2: M’lady
3: Boons boons boons
4: Throw some leafs
5: 3 Whole Bars!
6: #Dropthebrass
7: LOUD NOISES
8: FIRE EVERYTHING
9: Deja vu
I would love too see mass momentum give you an effect on evade so if you dodge roll or rocket hammer your way towards someone you unleash some kinda of direct short range knock back or displace. This would be amazing in pvp and pve allowing you to reposition mobs and peeling players off your teamates by using up your dodge rolls as a last resort. Would kinda fit the name as well. I suppose a bit of damage could be tacked on for pve purposes.
But the fuel doesnt matter because they will die too fast too stay out past the duration of the fuel..:( I am pretty sure anet wouldnt make them immune to damage either..
Never really saw reveal as a shut down a class completely I kind of look at this toolbelt as more of a chance at shutting down thief or mesmer burst if used at the right time. Could just be because I play defensively and wait for them too blow cds before I blow them up.
just give me the 28% back you stole 24 hours after its release and its perfect….cept its visuals that look lame but thats not the point here
Why not increase the aoe and just give the auto attack a 1 sec cripple it would match a more realistic mortar.
cause its a-net.. and especially engineer devs who love to do weird stuff to everything nice. Just give back what you stole and dont try to improve it…always ends in a mess.
Hey don’t worry we are engineers heck I was a combat engineer in real life we will adapt we always do.
maybe i dont want to adapt for once, maybe i want to have something perfectly nice and working that can replace certain other kits for once. Id surely love a perfectly viable ranged kit thats not named grenade kit. Mortar was perfect for that till they nerfed the auto. Now i just use it to shoot fields to blast em or aggro certain mobs before i switch back to my rifle. With the upcoming scrapper ill be pretty much heavy on melee and ill need different utilities for that. The mortar would make a perfect ranged option…if it wouldnt be so pathetic weak in direct damage compared to nades. But alas.. its atleast a nice field dispenser and the toolbelt is amazing
I feel you there honestly I think something like nade kit should be changed. The reason why its so powerful is it hits 3 times thats 3 chances too proc sigils and traits. They should change it too one grenade per throw adjust the damage so its almost the same have it give 1 stack of vuln base and you get another through the trait. change nade barrage to be about the same damage but only 5 nades thrown have it throw 1 of each grenade so it has some play with condition builds increase its cd too 30 sec just some ideas.
The mortar just needs to hit harder (like it did before) and maybe the fields (cept 5 obviosly) should pulse some damage or have some impact damage and all is good. It got the “advance”(if you look at it from my perspective) that it does not take up an utility skill slot. No need to “waste” a slot for a nade kit if you want a ranged option in your “mostly” melee setup and hey.. mortar comes with a blast finish on toolbelt…or two if you trait for it. Nades are fine how they are right now, just the mortar should be atleast in AA damage rival the nades, thats all id want. With 28% extra damage it sorta did that..sure still not quite there but id take that over the unexplained sudden nerf anytime.
edit: yea.. im aware nades can be used in melee too, but that doesnt change my view on it.
I wouldn’t mind the damage portion back since its a terrible kit for procs and should be able to do some burst at longer ranges if you hit someone not sure why it was nerfed in the first place max I was able to crit for was 6k on autos with might and vuln , but you can do that with grenade autos under the same conditions.
Use the gyro against them you can use gs 2 too hit the gyro and it will bounce and hit the engi and anyone inside
Oh man that’s just a whole different level of beautiful. Any close-range gyro on an engie is a free point blank mirror blade burst without having to be point blank range xD.
Yup just thought I could throw that out there I main engineer I like too think outside the box, adding too this if the engineer has his wits he can counter your mirror blade by using electrowhirl in front of the drone too reflect the mirror blade if it can be reflected I think it can thus creating counterplay for both classes.
Use the gyro against them you can use gs 2 too hit the gyro and it will bounce and hit the engi and anyone inside then simply gs 3 into the group and destroy the gyro and doing some burst making the engi and others have too blow some cds its pretty much a here I am hit me drone also gs5 too push them out of stealth making the gyro have to catch up and mabye miss a stealth tick.
just give me the 28% back you stole 24 hours after its release and its perfect….cept its visuals that look lame but thats not the point here
Why not increase the aoe and just give the auto attack a 1 sec cripple it would match a more realistic mortar.
cause its a-net.. and especially engineer devs who love to do weird stuff to everything nice. Just give back what you stole and dont try to improve it…always ends in a mess.
Hey don’t worry we are engineers heck I was a combat engineer in real life we will adapt we always do.
maybe i dont want to adapt for once, maybe i want to have something perfectly nice and working that can replace certain other kits for once. Id surely love a perfectly viable ranged kit thats not named grenade kit. Mortar was perfect for that till they nerfed the auto. Now i just use it to shoot fields to blast em or aggro certain mobs before i switch back to my rifle. With the upcoming scrapper ill be pretty much heavy on melee and ill need different utilities for that. The mortar would make a perfect ranged option…if it wouldnt be so pathetic weak in direct damage compared to nades. But alas.. its atleast a nice field dispenser and the toolbelt is amazing
I feel you there honestly I think something like nade kit should be changed. The reason why its so powerful is it hits 3 times thats 3 chances too proc sigils and traits. They should change it too one grenade per throw adjust the damage so its almost the same have it give 1 stack of vuln base and you get another through the trait. change nade barrage to be about the same damage but only 5 nades thrown have it throw 1 of each grenade so it has some play with condition builds increase its cd too 30 sec just some ideas.
Just make it heal for 50% less normally and heal for its current amount on criticals? That might make it a bit more balanced they may have to make it proc only on the first target hit. They could also just give it a 1 sec idc and reduce the healing just a tad bit.
Hammer damage is on par with guardianns gs, theirlast hit hits harder but we get twice as much might and 2 vul.
Pluss the rest of our skill on the hammer are miles ahead from most if not all melee weapons out there.
As it should be our weapon skills should feel powerful considering we can’t swap weapons and the whole “but you have kits” thing doesn’t cut it. Kits are not our mechanic and it never should be they are extra skills we have an option too take they should never be mandatory.
just give me the 28% back you stole 24 hours after its release and its perfect….cept its visuals that look lame but thats not the point here
Why not increase the aoe and just give the auto attack a 1 sec cripple it would match a more realistic mortar.
cause its a-net.. and especially engineer devs who love to do weird stuff to everything nice. Just give back what you stole and dont try to improve it…always ends in a mess.
Hey don’t worry we are engineers heck I was a combat engineer in real life we will adapt we always do.
So the scrapper I think looks pretty good some traits are solid hammer is well designed and some gyros look useful I have a few ideas that can be done with detonating your gyros and changing a few functions. I do not think we need invulnerable gyros they need some counterplay, but they need to have abilities too make them worth the use and trying too keep them alive. This is all just opinions based on what I saw during the stream. My opinion may change during BWE since no one here has tested them yet.
First off is the gyros. NO I do not think they need blast finishers we have too many, but they should have some kinda of bonus too the detonation making them useful for an emergency and a 1 sec daze isn’t exactly amazing or extremely useful with the cds right now.
Medic gyro: Reduce this thing too a 20sec cd. Activating it will Heal you for a small amount reduce the pulse too around 300 health make it pulse every 1 sec make its duration 10 secs. At the end of the 10 seconds it will detonate for another heal. Detonate gyro early for regen and a small aoe heal.
Bulwark: I think this is a solid gyro honestly. Early detonation could grant 1 stack of stab too yourself and allies for a short time or a few seconds or protection for a short duration.
Blast gyro: should be able to crit if it can get fury why shouldn’kitten I think it does what it needs too do well just a shorter cd is needed. Early detonation could leave a fire field kind of acting like your using its fuel to burn up the area. Toolbelt needs a change slickshoes is pretty much the same thing with better duration. I would love too see something like mini blast gyros spawn mabye 3 of them that each do a 1/3 of the damage of the normal blast gyro with no knockback make these invulnerable but give them each a 1 sec icd on detonation, but only detonate when you strike a foe in melee I am sure it can be done.
Shredder gyro: This seems pretty useful has its perks. Self detonation should throw shrapnel too enemies around it causing cripple and bleeding amount and duration can be done by anet for balance. Toolbelt I feel should be targeted gunk throw making this work with condi builds or hybrid builds if wanted.
Purge Gyro: Poor thing I would like too see this thing spawn with resistance and gather condis over its duration from team mates allowing it too apply resistance per condi it gathers. Self detonation converts up too 3 conditions into boons in an aoe. Toolbelt the purge drone rushes a target and detonates transferring the conditions it has gathered too your target.
Sneak gyro: This is good nice counter play increase toolbelt cd too powerful. Self detonation 900 range Teleport cause why the hell not the drone is destroyed so it just provides a bit of mobility to get out of the fight if needed or into the fight.
These are some ideas just ideas atm who knows I could be completely wrong about the gyros, but I feel self detonating them should be a nice emergency ability. Traits will come a bit later most are good though so not a whole lot of ideas for changes there.
Forgot too add you do not get the detonation effects if the gyro is destroyed unless its the traited superspeed.
(edited by Frightlight.3796)
just give me the 28% back you stole 24 hours after its release and its perfect….cept its visuals that look lame but thats not the point here
Why not increase the aoe and just give the auto attack a 1 sec cripple it would match a more realistic mortar.
Any one have the amount that rocket charge can possibly hit you for with a full power build? I believe in the stream he was using rabid and if I remember correctly the tooltip showed around 1500 base for a 3 part leap with around 1k crits. If he was critting 1k I have a feeling this ability scales extremely well with power same with electrowhirl saw that was critting around 2k aoe not including the reflects. With a power build I am pretty sure electrowhirl could be critting in the 5-6ks pretty much on par with guardian mighty blow with a tad bit more cd reflect and whirl instead of blast finisher. With a few auto attacks and might we can use these 2 abilities too do some heavy burst within a rotation.
Edit:He was also hitting for this much on a Heavy golem so medium and light armor targets could possibly be bursted extremely hard with these.
I think Mortar is fine the damage nerf was sad. If I could suggest a fix I would say the AA on this kit should be the same aoe size as the rest of the skills it is kinda hard to hit at long range and with the huge damage nerf the increased size would make up for it letting us hit more often and more people. I would suggest this only as a tack on too the trait for mortar kit.
Well Hammer the way I see it is a damage/utility hybrid weapon much like the rifle it seems too be lacking the burst, but rifle covers that well hammer seems to be more sustained dps a few things look like they have some burst such as the rocket hammer and electrowhirl. The only ability I see slightly lacking on the hammer is the auto atm the might stacks are great as well as vuln but I don’t see why we cant get a small aoe on the last hit making the chain worthwhile too complete. If it was up too me I would make it just like guardian Auto and keep the damage the same on the last hit but increase its cast too 1 sec and have it grant a lightning field for 1.5 sec might be a bit op though.
all i can see from all the new 2h specks is how kitten slow the reaper sword really is. This engineer is hopping around like Bugs bunny…
Well from my testing of the reaper i was getting 5-8k auto attack crits quiet a bit thats a pretty hard hitting auto compared to any other class auto. The gravedigger critting in the 20ks inside a zerg or with a group of mobs is pretty much spammable for a short while as well.
Thats the fine part, the ugly part is landing gravedigger. And even more annoying is missing the first time and its going on cd…
That is true but blind seems too be the perfect counter as well as positioning against this ability even using it off the bat can just take out a massive chunk of health. I think its a pretty kitten balanced ability as well as most of the other gs and shroud abilities.
Engineer also has no weapon swapp for combos and kits shouldn’t be mandatory it isn’t even the class mechanic. In my opinion engi weapons should both be really really good too make them worth using.
(edited by Frightlight.3796)
Reaper is one of the most solid of the specializations right now.. it hits like a truck with some great stability and sustain.The traits are great imo they are some of the best of the bunch.
all i can see from all the new 2h specks is how kitten slow the reaper sword really is. This engineer is hopping around like Bugs bunny…
Well from my testing of the reaper i was getting 5-8k auto attack crits quiet a bit thats a pretty hard hitting auto compared to any other class auto. The gravedigger critting in the 20ks inside a zerg or with a group of mobs is pretty much spammable for a short while as well.
Well one idea they can do is make the medic gyro pulse its heal every 2 sec rather than 3 give it a 20 sec cd give it a 10 sec lifespan it will detonate for a large heal or you can self detonate it early for a smaller heal earlier. Almost like a mix of AED and healing signet.
I would just like a way to spawn weaker versions of the blast gyro by staying in combat either every 10 sec or allowing us to gain charges through melee combat and once the charges are built you spawn the gyro for some extra dps and sustained buffs through traits. Thats just my wish.
Defender runes will be amazing we get a block so we can rotate skills to proc them. With cele gear My engi will heal for close to 5.5k maby more with a block. Also I hope the healing gyro will get a buff because as soon as you activate it it will proc aegis through the runes as long as it can live 15 sec and the pulse heal counts as a heal or detonate counts you can proc aegis twice through one gyro. Still doesn’t help the gyro sucks a bit atm but I am sure it will get a slight buff rather have a lower heal per pulse but 1 pulse every second would be pretty amazing over the entire duration.
Some of the cds are kinda bad even with a 20% reduction in traits I think this specific drone should be in the 15 sec to 20 sec cd. The cleansing should be around 20 sec as well heck most of them should be in the 20 sec range other than bulwark and the spinning drone and stealth. I honestly would love if they merge the second minor with the first and move the stun reduction/increase too the second one and make the last minor a way to spawn smaller versions of the blast gyro on kills with an icd that way we can keep a few more fields up and a bit of dps pressure. Why not just make it charges whenever you deal damage you charge up after a certain amount of stacks you spawn the drone would be amazing while in combat but not easily available outside of it since it would just rush and blow up.
Was the guy testing the scrapper in rabid gear ? because even with rabid it still had a few hard hits
Whenever you are stunned, disabled etc..summon a blast gyro that rushes your target 30 sec icd ?
Giving or receiving critical hits grants your electrical charges once x stacks are reached your next damaging ability will pulse out an electrical wave from your toon 300 units that damages and dazes for 1 sec?
Being stunned disabled etc.. Will break stun break and activate shock shield , drone bubble?
Literally ANY of those would be perfect as opposed to what we have. Please speak up this beta weekend guys and gals!
I will I am only gonna spend time on the scrapper. I am trying to keep the minor idea within the playstyle and theme of the scrapper I feel like the second proposed idea would be a great damage/cc addition while tanking and doing damage in melee
They should crit if they scale with boons why shouldnt they crit since they can benefit from fury?
A little bit derailing, but ok. You are right, they should be able to crit. That would be nice especially for the bomb drone (which seems to be the only one, which is actually dealing moderate damage).
Sorry but yes they should be blast finishers since you can detonate them early a 1 sec daze isnt really a payoff for a early destruction and would be on demand field/superspeed the blast would be great.
The reflection is amazing we can actually make it into combat now by putting some pressure on range before we leap in. I can see the want for aegis but it looks like we have so much passive regen and toughness/condi reduction now it may bring it over the top.
They should crit if they scale with boons why shouldnt they crit since they can benefit from fury?
Defender runes instant aegis when you use a heal skill plus huge burst heal when you block an attack its what im gonna roll with till a better rune set shows its face.
Whenever you are stunned, disabled etc..summon a blast gyro that rushes your target 30 sec icd ?
Giving or receiving critical hits grants your electrical charges once x stacks are reached your next damaging ability will pulse out an electrical wave from your toon 300 units that damages and dazes for 1 sec?
Being stunned disabled etc.. Will break stun break and activate shock shield , drone bubble?
(edited by Frightlight.3796)
The second trait for boons and superspeed should be changed too on kill this way it will be freakin amazing for for some pve sustain in might and speed having to rely on just finishing a player or rezing is kinda useless even in pvp when you can just cleave them down. The first minor well i wish there was a way to activate it before you go down so it will rush an rez you up instead.
A few things were a bit weak. Auto attack isnt all that, but over the test I am sure things can get swapped or sorted out. The traits are pretty dang good atm wouldn’t mind seeing a hammer cd on that grandmaster and possibly your drone detonations becoming blast finishers as I noticed wasn’t listed on the skills. I think this is gonna be insanely fun too play cannot wait too try a cele build with defender runes since we get a block it will make the runes pretty amazing for some instant in combat burst heals.
Technophile would have been glorious
yep, having sex with Scarlet’s Steam Creatures sounds totally glorious.
You should probably look up the meaning of technophile
Sneak Gyro
Deploy a sneak gyro to provide stealth to nearby allies.
The scrapper’s elite utility provides a pulsing cloak field around it veiling you and your allies from enemies. The gyro itself remains visible.
Tool Belt Skill—Detection Pulse: Remove stealth from enemies in a large area.
On a short recharge, this toolbelt skill helps ensure that you are the one getting the drop on foes and not vice versa.
Please tell me I am not the only one that is just massively let down to have this as an “elite”
What if the recharge was 20 sec how would you feel then?
