Class mechanics: F1-F4 skills are replaced with Dragon Pulse.
F1 – Dragon Pulse: Fire. Gain flat power bonus depending on your mastery level. 70% chance to get might on hit.
F2 – Dragon Pulse: Ice. Gain permanent aura that applies frozen condition to nearby enemies (range of 250). 70% chance to get regen on hit.
F3 – Dragon Pulse: Mind. Gain increased attack speed depending on your mastery level. 60% chance to gain fury on hit.
F4 – Dragon Pulse: Crystal. Gain increased toughness depending on mastery level, cannot be critically hit. 70% chance to apply Crystal seeds debuff on hit.
As long as I can see, Dragon Pulse Crystal would replace the Earth attunement in your imagination? If so, it would need another mechanic attached to it, because it is exactly what the earth grandmaster trait Stone Heart is doing. ^^
Engi hammer is kind of a bad example for your point. It would be an argument, if engineer had weapon swap like other professions.
There are still kits, but they are a lot less versatile because each kit has 5 skills fix. They can’t be combined in different ways like MH and OH weapons can.
And kits don’t have many defensive mechanics too (not a single evade, 1 reflec on flamethrower, 1 block on toolkit, some blinds (just 1 time or just simple to avoid because they are aoe skills)).
I would improve warrior survivability by giving it protection and more sustain, rather than give them more defensive mechanics for weapons.
As it turns out I was faster than expected, so here are the Glyphs, and they are an other old favorite of mine, Spirit Summoning!
Glyphs:
Glyphs summon spirits from the Underworld at the caster’s location to serve his/her bidding.Glyph Utility Skills:
Glyph of Recovery
1 1/4s Activation time – 35s Recharge time
Summons a Spirit that heals you and nearby allies
Initial Self Heal: 5,240 (1.0)?
Health per Second: 280 (0.4)?
Number of Targets: 5
Duration: 6s
Radius: 240Glyph of Displacement
1 1/4s Activation time – 40s Recharge time
Summons a Spirit that grants you and nearby allies 75% chance to Evade.
Number of Targets: 5
Duration: 3s
Radius: 240Glyph of Dissonance
1 1/4s Activation time – kitten Recharge time
Summons a Spirit that attacks and interrupts actions
Duration: 3s
Range: 900Glyph of Agony
1s Activation time – 30s Recharge time
Summons a Spirit that attacks and removes 1 boon with each attack.
Duration: 4s
Range: 900Glyph of Shelter
2s Activation time – 40s Recharge time
Summons a Spirit that grants you and nearby allies 50% chance to block incoming attacks.
Number of Targets: 5
Duration: 5s
Radius: 240Glyph of Ritual Binding [ELITE]
2s Activation time – 90s Recharge time
Spirits you control Shadow Step to your location and gain Health.These Spirits make up a few of the things the base Necromancer has been lacking, access to Evades and Blocks.
And yes they are ofcourse taken from the old Guild Wars 1 Ritualist.
Again, your feedback would be greatly appreciated.
Kind regards,
Courage
Having spirits in this game would be kinda interesting. But I think their role is already filled with turrets (immobile minion type). Anet already mentioned that engineer is what they had in mind for ritualist back in gw1 times.
And another problem: The skill type shouldn’t be glyphes if they aren’t changing with some mechanic of the new elite spec like a new shroud. ^^
Typically, glyphes change what they are doing, if you are in a different stance. Elementalist glyphes change for their attunement, druid gylphes change if you are in celestial avatar mode. So if necromancers get glyphes, they should change if you are in shroud.
Engineer
Name: The Drill (?)
Weapon: MH Sword
Utilities: Traps
Description: Elite Spec focus is heavy damage, they attached Dredge technology to their swords, to make it vibrate at high rate to cut through the tickest armors. They can surprise enemies with traps, like little underground drones, which will break to the surface and drill through the bodies of the enemies, if they place a foot on their ground.
Suggestion for sword 3: The engineer is sticking his sword in the ground. It will vibrate with high rate, which will cause shock waves (like the Molten Berserker you can jump over them) from the position of the sword. Engineer sword skills 1 and 2 are disabled, but there will a follow skill for 3 to get the sword back with a last heavy damage blow. Disabling the first 2 skills for some time for heavy damage would be ok for engineer, because we have kits to fill the time.
(edited by Kodama.6453)
The trait Applied Force has a base uptime of 30% with the requirement of permanent 10 stacks might. I think this is ok for a grandmaster trait. It is supposed to be strong.
And ranger was a complete different thing with WhaO, if you want to run high quickness uptime as engineer now, you have to invest heavily for it (like equip, runes and traits all focusing on this one grandmaster trait to improve boon duration). Ranger didn’t had to invest anything for permaboonspam, they just had to use the healing skill WhaO. I think this is a large difference.
I think the suggestion seems right.
Something has to happen asap, because getting the damage reduction without damage to the pet is broken.
And the range thing makes sense. There are 2 other skills, which have the same effect like “Guard!” now: Phantasmal Defender and Bulwark Gyro. Both need your allies to stay within their range to give you the damage reduction. Why shouldn’t this be the same for “Guard!” ?
If the chance get buffed, I’m afraid of anet giving it an ICD. This trait is really strong with grenades, because you are throwing 3 at once and so you have a bigger chance to trigger it. That’s actually the problem, this trait is balanced around grenades and so all other explosions, which could trigger it, can’t be efficient with this trait, because they just hit one time. Like mines, bombs, all turret explosions, etc.
Actually, it would be nice if anet would test with the numbers, increase the trigger chance and then slap an icd on it, which would lead to the same amount of bleeds with grenades like before, but still giving significantly more bleeds with other explosions.
[…]You do know chronomancer’s entire traitline is built around alacrity right? […]
The whole traitline? There is 1 minor trait and 2 major traits which have something to do with alacrity. So this is the whole traitline?
Alacrity is one choosable aspect of chronomancer, not its whole concept. The other aspects are slow/quickness and resummoning illusions. Just because you choose to ignore these doesn’t mean there isn’t anything else about chronomancer.
Why is this thread called “The Bard”? XD
I thought this would be a suggestion for a new elite spec. Did you call it that way because the portals of bard from lol work like this?
And I don’t think most of the mesmers would like a change like this. ^^
[…]
Pure power damage relative dps modifiers (sorted): […]
Can you tell me please how you got those numbers? It seems odd to me, if I look at the numbers listed in the wiki, it seems there is no way engineer rifle is the same like guardian longbow. Just curious how this can be….
That’s why I would prefer to make all gyros usable under water. Would give scrapper stability under water for master trait, superspeed too and dazes. Scrapper would actually give something under water. At this moment, slotting in scrapper if you are doing something like under water fractal is complete useless.
We just had a major patch release, what more do you want?! Go do some fractals or the retweaked shatterer. Wait and see in three months.
So that would mean we have to wait 6 months for 3 new legendaries.
With the amount of missing legendaries this means we have to wait more than 2 years for the full set of new legendaries. I think this is waaaay too much time.
Ohhh nooo, I can’t speed past those pocket raptors as fast.
But seriously, those maps were quite difficult without stealth.
We joke about this, but I won’t lie. Putting pocket raptors mobs next to every other Flax node is half the reason I run Stealth Gyro. I just want to make some Linseed Oil without a reenactment of Jurassic Park.
Cast hammer 5 on pocket raptors, cast 3 in it, to daze all of them, use 4 and follow up with 2, all dead.
Does hammer 3 in a lightning field actually daze aoe? I’m not sure about this, I thought it just dazes the target and not everyone hit by the skill. Can someone confirm?
Please, Anet, speak to us at that topic! I really want to know the design of the new legendary rifle.
I know this has absolutely no priority, Anet doesn’t care to give scrappers a noticable class mechanic and gave up on under water battle. But I think it is unfair that scrapper is the only elite specialization, which has 0 benefit under water.
You can’t use the hammer, you can’t use gyros and you can’t even use the function gyro.
Let’s take a look at the traits.
Adept: Hammer and Super Speed trait useless (no lightning field)
Master: All can be used, but Rapid Regeneration is less useful because there are no gyros for super speed (just toolkit and slick shoes as sources) and Expert Examination too (just 3 sources: aed toolbelt, pbr toolbelt and supply crate (elite)). Close to zero stability under water (elixir b and x, but no Juggernaut, no Final Salvo, no hammer)
Grandmaster: Applied Force less useful cause no Juggernaut, Final Salvo useless.
It would be really nice to have gyros work under water. Would give scrapper potential under water and who wouldn’t love to have cute little submarines at his side?
Just give scrapper something under water please…. even if it’s just the function gyro. To be the only elite spec which has nothing of its tools under water is frustrating.
(edited by Kodama.6453)
No, this means the skill to destroy the gyro has a cd of 10s. But because the gyros themselves all have cds longer than this, it has absolutely no impact for you. Bulwark gyro will always have 20s cooldown, just ignore these 10s.
This is to give other players the opportunity to counter it. If you see the shadow refuge icon, you can use a knockback or launch to get them out of the circle and reveal them.
So like already said, you have to wait the whole duration.
I actually read it, thank you.
Maybe it wasn’t clear what I meant. My bad.
Thieves hit like a truck at this time, but that’s all what they can do. They are squishie and their concept is “kill them before they can kill you”. Ranger got an elite spec which is very strong at healing, so their sustain is much better than thief. I don’t mean there shouldn’t be some work on ranger weapons (like sword aa rework to get rid of the root), but I don’t think it should be done by increasing the damage by 20%.
To get superior damage, it is fine to wait for a damage elite spec. Rework weapon, make them easier to use, give them new attacks etc. But don’t just slap 20% damage on them.
Actually, you can’t expect to do damage at the same level like classes which got a damage elite spec. Elite specs are better at doing their stuff than the base professions, that’s just how it is.
If you really think that way, this would mean we had to buff ALL base professions to do the same healing like a druid. Do you really want that? Welcome back to the bunker meta.
Damage elite specs like Berzerker and Reaper are supposed to do more damage than base ranger. Let’s just wait for the next elite spec round, maybe ranger will get dps there.
I really miss this part of gw1, too! Let’s hope the next elite specs will find their way in the game like this, so maybe we get another new area and there are people in this area which know these specs and want to teach us. So we have to do something like a collection, doing several events in the area and getting drops for it and when the collection is done, you can unlock the spec with points. I would love that.
Especially if this would take place in cantha. ^__^
If there would be a skill switching positions it really NEEDS valid path to target. Just imagine some wvw scenarios, you could encounter an enemy, jump off a cliff where you can’t walk up again, so trapped on a little place, then switch positions and boom, the enemy is defenseless and has to die otherwise he can’t go anywhere. There are several places in wvw where this would be able to do. Or like already mentioned: switching positions with a defending npc on a tower wall, so you are instantly IN the tower. All would zerg wvw as thiefs just to not have to break the doors.
And we all know how thiefs hate this “no valid path to target”, but it really would be needed for something like this.
5) reduced engi defense by up’ing their healing.
Let’s take a look for the “increased healing”
Health Insurance from 15% to 33%: doesn’t give anything to engineer himself, just for his allies and is bound to Med-Kit
Automated Medical Response: Increase cd from 90s to 120s. So a nerf for engineer healing.
Soothing Detonation: Increased scaling with healing power. Yeah, 500 health per blast finisher with healing power equip seems pretty op…. not really.
Medical Dispersion Field: Just range increase and again, nothing for engineer himself, just allies.
That’s it. So where exactly did they buff engineer healing?
I had hope they are going to add something to the function gyro in this patch. But sadly there isn’t anything happening…. I think they just don’t have an idea what to do about it (even if we players gave MANY ideas for them).
Function is nice but PLEASE work on another icon for it. The old Stabilization Core trait icon has nothing to do with its function….
How should a thief be able to delay a bullet in time?
I think Delayed Shot would be something Anet was thinking as they had the concept in mind to give the Chronomancer the rifle. ^^
I understand the theme to distract the enemy but it doesn’t fit the thief theme how you implemented it.
And your Steal replacement: switching positions with the enemy is a really bad idea…. there would be so many trolls it wouldn’t be funny. You couldn’t even balance it by giving it a obvious cast to dodge with long charge, because thief has so much stealth. To balance this it would need to have a large charge time, an obvious telegraph AND has to put reveal on the thie at the beginning of the cast.
@Floplag ahh I read the tone of your post wrong. My apologies for that.
All good i didnt really specify as i was kinda baiting the haters. Bottom line they want to ignore the pet and trivialize the class mechanic when it really should be a problem for them. They really just dont get the class concept.
Turrets were supposed to defend a specific area and that was what they did some time ago. Engineers just had to defend themself because the turrets were dealing damage for them and their ability for heavy cc made it easy to survive.
What happened? Turrets got nerfed really hard.
Druids do the exact same thing now, druids just have to keep themselves alive with absurde healing and cc ability, so surviving is easy mode. Meanwhile the Bristleback is dealing heavy damage for them. Druids do the EXACT SAME THING everyone complained about turret engineer. Anet meant it is a too passive playstyle, so druids should get the same treatment. They are meant to heal really good (for raids sake), so where can we fix this problem? Reduce the damage of the Bristleback.
Concept isn’t an arguement, turrets had a concept too, but it was too strong and so it got nerfed.
(edited by Kodama.6453)
What I like:
- the icon (I really love it)
- torch for necromancer
- glyphes changing their ability while in shroud (finally utilities which are able to use in shroud)
- sacrifices (really like this gw1 skill mechanic)
What I don’t like:
- many numbers in the concept are absolutely overpowered (for example: torch 5…. just too much burn application, especially with the condition spam necromancer is able to do)
- celestial concept: it shouldn’t have to do with gravity and the heaven (like druid), at least I think so. That has nothing to do with necromancers. The name fits perfectly, you should get your new power from a dark new realm called the void.
- try to get too much new stuff at once (like reflect, invisibility, condition burst, hard cc), make this spec focus on 1 thing and stay with it
- convert shroud to healing (that’s too much self sustain, necromancer already is hell of a duelist, this would make it completely broken)
- 50% healing in shroud trait: I think the number is too large, mechanic seems like a good idea but I would decrease the percentage
trait suggestion: dealing damage when enemy is moving by force (launch, knockback, fear…)
It would be nice to have some more boon strip on engineer. Maybe with an future elite spec.
To improve mines, all I want is that each mine of minefield will remove 1 boon from ALL enemies hit by it. Actually, each mine just removes 1 boon in total, so just 1 enemy out of 5 that get hit will get 1 boon removed.
Don’t know why it is like that, no other skill that removes boons works like this if I remember it correctly. So please just do this. If someone manages to hit a large group of enemies with multiple mines at ones, it should be rewarded.
All self-targeted aoes should be immune to blind. The stronger ones (with or without enemy components) still have a cast time which makes them vulnerable to interrupts. There’s your counter-play. Ranged aoe’s I can let slide.
Missing a cast centered on yourself makes little sense. Blinding a guardian doesn’t make his Retreat! go on cooldown with no swiftness to himself. There’s a double standard here if you can’t even receive the boons.
It is no double standard, these 2 shouts just work differently. “Retreat!” gives aegis and swiftness to allies in range. CTTB is a damaging shout, which also stuns and chills and will give stability for each enemy hit by it. If you get blinded, you didn’t hit anyone and so you get stability * 0 = 0
They are just different. You can’t blind a druids heal, because this is an effect for his allies. CTTB is no effect for allies, it is an offensive effect.
1. In PvP, I think no one is using it’s aa. Actually, tool kit isn’t used in the current pvp meta, but even the time it was, most engineers just used magnet, prybar and gear shield. Like you already said, the aa is REAAAAALLY slow and so the dps just isn’t worth it. Even if the 3rd hit can hit kinda hard, you actually won’t hit someone with it. ^^
2. It was just mentioned that the cd reduction will get from 20% up to 33%. No information about the damage increase, but I guess it will stay the same. The cooldown of gear shield will go down to 13,25s.
3. Tool Kit is meant as a melee kit which dosn’t let the enemy get away from you. That’s why you have cripple on auto attack, a pull and cripple on Box Of Nails. But mostly this skill is used if you want to retreat. So, if someone is chasing you, you can cast it to give your enemy cripple. It won’t last long, but it is still a small advantage in speed you get out of it. The skill isn’t worth using it for bleeding damage…
4. The damage coefficient of Prybar is 2.0
We just saw a preview guys. Wait for the complete patch notes and see what will come.
Since anet wants to improve base engineer traits, which no one takes anymore, I hope they are planning to do something about gadgeteer. For a grandmaster trait, it lacks just something that makes it worth taking it.
As it is, it just improves what the gadgets are already doing a bit. I think it is not worth to take a grandmaster trait with the need to get hit just to launch my enemy a little bit further with my battering ram. Or to just get 3 stacks of might by utility goggles.
Actually, this trait should give strong additional effects for the gadgets.
For example, for A.E.D. I would like that if you manage to get the lethal damage, it releases aoe damage and daze. So you get healed pretty high and then an additional cc stops the enemy to instantly shred through your healthpool again.
Rocket Boots could create a short lasting fire field the way you passed.
(edited by Kodama.6453)
I would say they are unique since all of them guarantee at least 1 critical hit without precision investment. And all of them except the heal skill are instacast, so you are able to cast them while wind up other skills (and elementalist has many skills with large charge time).
About useful and rework: I really don’t know. It would be fun to make them a way to get constant critical hits. So you can trigger effects on demand without precision investment. But many of them have large cooldowns, that’s in the way for that.
Because the 90s cd get mentioned so often: there also is a trait which will lower the cd to 84s if 1 target is hit with it and to 58,5s if 5 targets get hit. This makes this elite skill perfect for team fights.
I think blinding on a self targeted aoe is unrealistic. Its like putting a blindfold on a suicide bomber and expecting to live while standing 3 feet away. Blind should target drop the same as stealth and blackout the screen, allowing for wild casts that could still hit or miss completely.
It is unrealistic, that enemies are able to dodge and blind my engineers bomb explosion. That doesn’t mean bomb kit should get undodgeable or immune to blind.
Blind on CTTB is fine, it is a really strong skill and you just have to pay attention if you are using it (like many others already said).
[…] You could argue with shadow refuge giving a decent amount, which is true, but might as well sound a horn when we put it down and add a giant sign saying “SPAM TRAPS/PULSING CC HERE”. Like come on, even engineers get in stealth easier than us. […]
Okay, I really don’t understand the point here. You are complaining about SR saying “spam traps/pulsing cc here” and then you are complaining scrapper has too good access to stealth? Sneak Gyro shows the position of the scrapper in stealth the whole time, because it is following him. Also Sneak Gyro is an elite skill, SR is just a utility.
[…] You could argue with shadow refuge giving a decent amount, which is true, but might as well sound a horn when we put it down and add a giant sign saying “SPAM TRAPS/PULSING CC HERE”. Like come on, even engineers get in stealth easier than us.
Okay, I really don’t understand the point here. You are complaining about SR saying “spam traps/pulsing cc here” and then you are complaining scrapper has too good access to stealth? Sneak Gyro shows the position of the scrapper in stealth the whole time, because it is following him. Also Sneak Gyro is an elite skill, SR is just a utility.
If it has a 40 sec cooldown make its duration 40 seconds as well. Otherwise this is too powerful of a nerf. I do not think sneak gyro will be dead, like so many otheres, but scrappers need work via gyros as is. I think a simple radius increase would solve pathing issues.
There are a ton of useless skills and traits which need revised. Even among elite specialization lines like scrapper.
Gyro was broken on PvP, and it will still be…
Why should it? It still has the downside to have a targetable gyro.
Just kill the Sneak Gyro (which shouldn’t be a problem, they die in seconds), then you have 40 seconds to burst the scrapper.
Wouldn’t relog help in that case? I would have done so immediatly instead of just staying in there and shout at my team members.
It was really sad. Turrets were designed to defend an area and that was exactly what they did! And where do we benefit from defending a specific area? PvP, everyone cried that turrets would be too strong and so they got nerfed. So they aren’t able to do the one thing they are supposed to do and what’s left is….. nothing…..
Turrets got all downsides like being unable to move, not able to crit, have a really slow attacking rate, are able to receive critical hits and conditions.
Which upsides of other minion types did they get? Nothing.
They can’t get boons, they can’t get healed except with tool kit which would make the engineer a sitting duck too, not just the turrets.
And the one point I laughed the most: Scrapper gave us another minion type (gyros), which have these upsides all other minions have and it is presented like a new amazing game mechanic.
“You will be able to give gyros boons and heal them!” yeahaaa…..
https://m.youtube.com/watch?v=WLZppw3QMAk&rdm=1us9zu6t2&client=mv-google
Check the video above and see how cheesy mode and lame playstyle that druid has.
all he does in the video just runs kite and massive heal repeat rotation and his pet doing all the work. And no, dont compare thief to a ranger because thief require skills at least to play effective and more likely d/p and s/d are the only competible weapon set.
and, Why not nerf those 2 pets (not the whole pets and the mechanics) and buff other ranger stuff because pet is just there to support u in combat but look at that video lol funny that pet > ranger. Half of the time in that video all he does as ranger = heals and run.Working as intended
I have to agree with Midori, this fights are really lame to watch and I don’t understand the druids attitude like he would be a great player…. actually he got carried by druids extreme healing potential paired with the high damage of the 2 new pets.
It seems to really need no skill at all to play like this. I don’t know about smokescale, anet already nerfed it and it seems ok for me, but bristleback should get its damage reduced.
What you have described is very unlikely to happen, at least with a ranged weapon set like rifle or longbow.
An Elite Spec which does huge damage out of stealth shouldn’t be ranged, that would mean too many upsides for the Spec. But I could imagine a melee weapon spec with this theme.
IF thief is getting a new ranged weapon AND this has to be a damage spec, it should focus on getting additional damage while revealt. Give it high telegraphed attacks, so you are able to mitigate the damage, and you should built in a reveal mechanic. So if you are using this really strong ranged attack, you get revealed while casting it, but traitwise you get extra benefits as long as you have the revealt debuff on you.
Engineer Elite Specialization
Alchemage- The Alchemage is a specialization that uses Tonics made of dragon energy that allow the engineer to transform themselves temporarily into dragon minions and gives them access to the Focus
Mechanic: Potion Belt- Transform your Tool Belt into a Tonic Belt.
[…]
I really like the concept of an alchemy based elite spec (as everyone can see in my own suggestion), but there are some details I don’t like.
First of all: The tonic belt. I really hope a mechanic like this will never finds its way to engineer, basically you are removing 27 skills (some of them are really important like BoB or mine field (without this we could just remove boons with the throw mine itself)) for 5 new skills which are fix. I really don’t like that, it would ruin build diversity.
That’s the actual problem about giving engineers new mechanics, because you can’t just replace the toolbelt with something else without ruining build diversity, but it seems odd to add another skill because engineer already has F1 – F5.
Second: Maybe it is just me but I don’t like to add magical weapons to engineer. That’s why I would prefer the following weapons for the next engineer ES: axe, sword, torch, dagger, greatsword….
About the idea of a golemancer: PLEASE not another ES with ai utility skills. >__<
We already have turrets and gyros, we really don’t need another minion type.
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Shroud is active defense, it’s basically an (conditional) invulnerable on 10 second cooldown.
Sry to say that, but it seems you have no idea what active defense means yourself.
You said several times CC is no active defense (I think it is), then you say static aura is one of the two only active defenses elementalists have? Did I miss the part where static aura is not CC?
Healing is active defense, blind and CC are active defense, block and evades are active defense…. just accept this. And elementalists have many of those skills. And the guys which gave you listes of them didn’t even mention all, like the skills on conjured weapons.
- But just to make it different to boon corruption from Necro.. Something that allow the ranger to get the boons from the targets and send his conditions to them?
The boon exchange could work like the shout WHaO, for each boon stack from each target you get 1 stack/ X seconds of that boon to avoid OP skill.The conditions could be sent in full just to keep it simple.
So basically you want to make it different from necromancers corrupting by copying mesmers Arcane Thievery? xD
This mechanic already exists in game. ^^
I would love to get more boon strip on my engineer, but even if it seems to fit thematically to give it to Inversion Enzyme, I wouldn’t want it because this would make the Elixir Gun an even more must have.
I’m going to post my suggestion for a new Elite Specialization, which will focus on boon management (removing from foes and removing them from the engineer himself for powerful effects, so weakening yourself for a better effect like corruptions).
The whip wielding Nightmare Courtiers are in the game for a very long time, if I remember correctly since release, when they didn’t even think about elite specs. So I don’t think this is a hint for an upcoming elite spec. But a beastmaster spec still would b nice.
I think another way. No one complained about Bunker Down (and I really hope they leave this grandmaster trait alone, this time it is the only viable grandmaster choice in Inventions and it is crucial for many engineer builds) before the release of Scrapper, which provided another source of regeneration. I still think they should adjust Rapid Regeneration.
Uhh no. Nerfing dash would mean no one would pick it. The perma swiftness is the only reason to get it over the other two so NO don’t nerf
LOL sign of a bad thief is this comment.
LOL all I said was it would be pointless to take dash if u nerf it. Did I kill you with my Thief? Lol
I think the part that movement impairing conditions get removed is much more important on this grandmaster trait than the swiftness. So this nerf wouldn’t have such a big impact. It still isn’t necessary.
Either minimally shave sustain or a bit of damage on hammer. Playing marauder amulet with quite decent dmg and with that good sustain makes it OP imho.
In my opinion the following 2 segments actually need to be looked at:
– armor on crit trait, I think 5sec ICD actually makes it one of the most OP traits in game, I think like 8sec ICD would be OK.
– regen access: sorry, but seeing scrappers with 40+ sec of regeneration is not fine when coupled with amount of blocks, invulnrs and stealth we have.Just my 2 cents.
I feel sorry to say that, but it seems like you have no idea how engineer/scrapper is working.
Armor on crit? Because you call the 5s ICD I think you are talking about the trait which will give you protection if you get cc’ed. Big difference. And this trait is just so strong because there is hard cc flying around the whole time. There were times hard cc was something you timed right to land a combo,not just spam it so the enemy is basically unable to do anything until you killed him.
And permanent regeneration is not a big deal, many professions are able to keep this boon up permanent. The bigger problem seems to be the new trait Rapid Regeneration, which grants healing while under switness and superspeed. This maybe should be tuned down, but give Final Salvo an additional effect to make up for the loss of usefulness (this grandmaster trait already is underperforming).
(edited by Kodama.6453)