If this is working like I imagine it, then the bonus will stack. 60s duration and 10s ICD means that you can have 6 stacks of this up at the same time (as long as a fight is longer than 1 minute). This would mean 300 extra condition damage and this would be huge.
Gave too much compared to traits that did the exact same thing except it was easier to stack. Now it’s the same as the Necromancer one but still easier to stack.
Necromancer gives more toughness (400 against 300 from Adaptive Armor now) and Necromancers version is MUCH easier to stack. You just have to give 10 conditions to an enemy without CD, so you just can have all 10 stacks INSTANT.
Adaptive Armor builds up much slower and needs you to get hit. So, you have to eat damage first to get the stacks. Necromancer can have all stacks without eating any damage.
I would like to hear a statement for this. Especially Adaptive Armor. The Scrapper is meant as an tank elite spec, we already got a good tank grandmaster trait and now it is nerfed way too much. It gives less toughness than the necromancer trait now, they can have all their stacks INSTANT without taking any damage. We have to build them up slowly and need to get hit for it.
Adaptive armor should stay as it is. Necromancers have a grandmaster trait, which does close to the same thing. But building up stacks is much easier for them, since they don’t have ICD for them and have to do conditions. So, they don’t need to eat damage to get their stacks, they can have their 10 stacks instant without receiving any damage.
So, adaptive armor has to be stronger than this trait, because you need to get hit to get the stacks and keep them.
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)
They changed it, recovery matrix will only proc on turret placement now. I understand, why they didn’t wanted a double proc. But why do it on turret placement instead of the overcharge? Like said, it is like Anet is saying us it is intended for healing turret to not stay outside in a battle.
Please change the proc for this trait to cleansing burst instead of the turret placement. I know it isn’t effective to let the turret outside, but that SHOULD actually be the theme. It is a turret, we should get rewarded to let it outside. Giving the recovery matrix proc on turret placement means, it is even more uneffective to let the turret outside as it already was.
Gyros:
- Still cant keep up with the player (u have to stop every 10 seconds)
- wont follow the player on stairs,bridges or Keep/towers door
- sometimes they still zigzag around,not like the last beta…still annoying
Don’t worry, our bugs are getting fixed, proof:
Engineer—Recovery Matrix: Fixed a bug causing this trait to trigger on use of Overcharge. It now triggers just on the placement of Healing Turret.
I don’t get it…. this way Anet is telling us again, that they don’t want healing turret to stay there (like it should be intended for a turret). I understand, that they don’t want the double proc for this trait, but PLEASE move the proc to cleansing burst and give no proc on turret placement. Otherwise you are just telling us “yeah, we know it is a turret, but we don’t want it to stay outside. It is just a water bomb, deal with it.”
No one is calling numbers, so I just want to ask:
What is the new CD of glyphe of unity?
Fine I got it, most people seem to want rune of scrapper stay as it is. How about creating a new rune, which is improving a skill category of engineer? Like rune of alchemist or something.
I’m open for suggestion. I just would like to see engineer getting the same treatment like every other profession.
1) +25 healing power
2) +35 vitality
3) +50 healing power
4) +65 vitality
5) +100 healing power
6) gain +500 healing power for 3 seconds after using a glyphe
I think you wanted this information?
The point “tons of their classes are already imroved by trait” is the same for other professions. Rangers can improve their traps, there is still a trapper rune for them. And elementalist has tons of skills too, but they have 3 skill categories, which can be improved by runes: shouts, signets and glyphes.
And about being happy to not get forced….. so lets just change trapper runes to something else like “+5% damage while moving”? Because the way it is now, it is forcing you to use traps if you want to use trapper rune.
It is about playstyle: if you want to use traps on a large amount, you are able to do so and get rewarded by using the trapper rune. Same for signets or shouts and other categories. Why shouldn’t there be something similar for scrapper?
You’re funny.
Reaper Runes = Shouts apply chill (Reaper, Ranger, Ele, Warrior)
If it should be changed to anything, it would be; Whilst you have a companion, gain 7% damage reduction. But I think it’s fine as is, what’s wrong with a rune named Scrapper being able to be used by everyone?
The thing I think isn’t fair is, that there are many runes out there which improve specific utility skills. Engineer can’t use any of them, cause all utility skills are unique.
So basically, engineer is only able to use runes, which are usable for everyone.
But that’s not the case for other professions.
Look at reaper: it can use all runes which can be used by engineer/scrapper, but also: rune of trooper (shouts), chronomancer (wells), reaper (shouts), resistance (signets).
All professions are able to use more runes than engineer, because they have utility types which can be improved by said runes.
1) +25 power
2) +35 toughness
3) +50 power
4) +65 toughness
5) +100 power
6) 7% damage reduction against foes in 600 range
I know it is really strong and I’m glad about that. But I don’t get why engineer is the only profession which doesn’t get a single rune which is improving their utility skills. Engi just can use runes which can be used by everyone, all other professions can choose more runes because they have the right utility types to do so….
(edited by Kodama.6453)
I think it is a little bit unfair. The new scrapper rune is useful for EVERYONE. But the new runes of the other elite specializations aren’t useful for the scrapper, the 6th bonus needs you to use their specific utility skills. Scrapper doesn’t have any of them, cause we just have unique utility types.
Maybe there should be added a new effect for scrapper rune, which gives more damage reduction if a gyro is up?
Thoughts?
I liked both old icons (engineer and scrapper) more like the new ones. Why is the new scrapper icon a hammer? Wouldn’t a gyro fit much more?
They changed their mind about that. Actually, CD of gyros will still start after being destroyed, but they reduced the CD of the gyros by a large amount.
Situation first: Medic gyro has 35s cd, it starts if deployed. If it survives its duration, there are 21s CD left
Now: Medic gyro has 20s base cd, starts when destroyed.
So it is a buff, they didn’t want to punish players, if the gyros get destroyed early.
Really sad about that, was able to outrun my medic gyro without any speed buff on me…. I thought the speed of gyros got increased?
You have to slot in the elite spec to equip a torch. Did you do that?
Which should tell you that damage is not its primary function.
I think it tells me that glyphs have no actual design function. What are they supposed to do? What is their supposed function? One dazes, one does knockback, one buffs damage, and one applies condis. Are they supposed to do damage? Or are they supposed to be more garbage hybrid skills that we don’t want to be hybrid.
They are designed to support and there are many ways to support in this game. The healing skill is heal support, daze and knockback are CC support, one is providing damage support, condis are debuffing support and the elite can be seen as some kind of soft cc (stopping intelligent enemies attacking the druid, who is healing) or healing support.
I don’t think glyphes were ever meant to provide aoe damage. Ranger is lacking this stuff, that’s right and I really hoped druid would have it. Seems like have to wait for next round.
Phalanx Strength is increasing the dps of party members. And it is capped at 25 might stacks. Don’t get me wrong, it is really powerful, but needs much investment to get like this. It is a grandmaster trait, which is doing nothing on it’s own. You can’t just slot it in in all builds you can imagine like vampiric aura, you have to invest might sources in your build, otherwise this trait is useless.
Vampiric aura is increasing dps and healing for all party members, so it has 2 upsides instead of 1. Let’s look at the numbers. Vampiric aura siphons 33 health per hit. Like said (simplest example I can find this far), engineer is able to hit 15 times per second. This means engineer gets his dps increased by 495 and it is providing 495 hps. All you have to invest for this is 1 master trait, nothing more.
If we just would double the numbers, engineer would get 990 dps increase and gain 990 health per second.
But why not the idea with ICD? If we increase the health siphoned by a large amount and put an ICD on it, it could be really good and this for EVERYONE. It didn’t have to be tuned down just because 1 profession is able to do crazy stuff with this. I think this is the much better solution.
(edited by Kodama.6453)
Vampiric aura shouldn’t be buffed, because it is balanced around the fact it doesn’t have an ICD. If you want to raise the amount of life siphoned, you have to put an ICD on it, that’s for sure.
For example: engineer is able to hit 15 times per second. With no ICD and raised stats for vampiric aura, the amount of life siphoned would be ridiculous.
The vampiric trait, which is just benefiting the necromancer himself, could be improved, because necromancers aren’t able to hit so many times just by using AA.
Does steel packed powder does have an icd? Or focefull greatsword? or sharper images?
Don’t know what’s the point here. These traits aren’t like vampiric aura, they are effecting the profession which takes them. Steel packed powder for example, it is just improving the explosions of the engineer, it doesn’t do anything for other party members.
But if you have a trait like vampiric aura, you have to balance it around what is able to do with it with all combinations. So, you have to keep in mind how fast other professions can proc it if you want to balance it right. If you don’t want that, give it more life siphon but with ICD (extra ICD for each party member), that way all profession will get the same benefit. If you just raise the numbers, professions like engineer would be able to proc it on an extreme level, which would have the possibility to be OP. I think it would be better that way, giving it a much larger life siphon, but with ICD. That way it will be great for everyone, not ok for most professions and really good for just some of them.
(edited by Kodama.6453)
Vampiric aura shouldn’t be buffed, because it is balanced around the fact it doesn’t have an ICD. If you want to raise the amount of life siphoned, you have to put an ICD on it, that’s for sure.
For example: engineer is able to hit 15 times per second. With no ICD and raised stats for vampiric aura, the amount of life siphoned would be ridiculous.
The vampiric trait, which is just benefiting the necromancer himself, could be improved, because necromancers aren’t able to hit so many times just by using AA.
I was just kidding, I think it is meant as a bomb too. But maybe there got something recycled one way or another, because Elixir B has the exact same shape like the icon except the fuse.
its actually a bomb
It’s an elixir. The fuse wouldn’t be in the right place.
Also it should be a wrench.
He is right. You are wrong. Elixirs dont have fuses. And grenades dont have wicks.
Why not both? The designer may have intended the fuse and stopper to be bomb and elixir
Because that same designer wouldn’t put that image on the bomb kit.
At the time this images were made, there was a trait in game called “Elixir Infused Bombs”.
Mind blown.
This really has to happen. I don’t care much about the new scrapper trait in this scenario, because it is a major trait and you can choose to not take it. But the inventions line is really painful here. Anet always told us about the great synergy of AMR and A.E.D., because you will get hit under 25% if you use it correctly and so your heal skill will recharge. But the minor traits of this line are bad for the use of A.E.D.
Why is it called adamant? I see the idea is a “invincible” theme but I don’t think this name is fitting for a necromancer spec (would fit better to elementalist). Maybe there should be a name which is focusing more on the spirit aspect.
And I think you want too many things at the same time. You want to grant many boons to the party, you want to heal, you want to deal spike damage, you want to stunlock….. actually, there isn’t a single thing in this game you don’t want to do with this spec.
Just look at some skills. The 3rd skill of your longbow is dealing damage, healing, dazing, ripping boons and blocking projectiles. That is waaaaaay too much.
And I don’t think there should be so many traits for critical chance. Necromancer and Reaper already are pretty independant of precision, why should we do another one of this?
forum new site bug
Finally a Legendary pistol that looks great & suits perfect for my Engineer,
I just wish there was also a legendary rifle that suited the Engineer.
The Predator’s got a Scope and it’s looks great with Warrior class but
when used by the Engineer its held like a shotgun so looks rubbish, I hope the GW2 : HOT has a Legendary shotgun (side x side sawn off would be great )
.
Same for me, I love H.O.P.E. and will definitely get it.
And even if it isn’t fitting the shotgun of engineer skills, I would love to see a legendary gatling gun as a new legendary rifle.
Let’s make it that way we are preparing a giant skritt meeting where they all connect their minds to create a new weapon to fight the dragons out of scrap. And this would be the new legendary gatling gun Ratatat! Effects when pulling the weapon and foot prints would be bullet casings spreading around!
I think they will be more like: “when using shouts x happens” or “when placing a trap y happens” so they can be used by the elite specs but also by other professions.
That would be some kind of unfair for scrapper, because scrappers just have unique utility skill types and wouldn’t be able to use any of those runes effectively….
I prefer the asymmetrical version and I don’t think anet will give an option to select between the symmetrical and asymmetrical arm effect. Please keep the original.
I strongly disagree here, it sounds like you don’t know that everything you listed also applies to Slick Shoes (except AOE). The only thing Blast Gyro toolbelt has going for it is the AOE, which is pretty small anyways.
Compared to Slick Shoes toolbelt, the Blast Gyro toolbelt is…
- longer cooldown
- shorter Superspeed duration
- attached to a much worse utility
Blast Gyro <<< Throw Mine (a case could even be made for PBR), and now the toolbelt <<< Slick Shoes. I’m struggling to find any reason why someone would objectively want to use this skill.
Sry, it seems like I wasn’t able to show my point. The thing I mean is, the toolbelt skill of slick shoes and blast gyro are doing the exact same thing, they are stun breaking super speed sources. The only difference is that bypass coating is aoe and super speed has less CD and 2s longer duration (like you already pointed out).
So, it just doesn’t feel like a new skill to me. It is an existing skill with tweaked numbers. To improve bypass coating, I would like to see something else added to it and give the stun break to another skill.
One idea for bypass coating: maybe allies which got the effect could be immune to movement impairing conditions for the duration
Oh and btw: the explosion of blast gyro should be unblockable too, not just the tagging dart part.
Well, now with bypass coating being a stun break, it is better in all aspects than super speed of the slick shoes. It gives superspeed, is a stun break and it is aoe. I would prefer to give the stunbreak to another gyro, like bulwark….
I think it is intended and should be. One thing I was really afraid of as I saw gyros was, that I thought there would be another ai skill type, which isn’t dealing any damage cause they aren’t scaling with our stats. Gyros themself don’t do any damage the time they are activated, so it is just fair they do some damage if they die.
I don’t know about that. I’m afraid that some content in game like wvw zerg fights or world bosses would be a mess, if we see the health bars of all allies on the field.
So the Ranger who was stacking the boons was getting them for free? I suppose it was a gift sent from heaven.
With the scrapper, you know what the Engi has to do to get the boons? Equip two traits and turn on flame thrower. Or just auto attack. Or mindlessly use elixirs who also clear conditions.
Noone here is arguing that the boon copy needed to be put in check duration wise, but saying that the Ranger did not have to invest anything is just…
You needed to take shouts. You needed to trait them. You needed to get Nature magic. Thats your utility bar and 2 out of 3 lines.
That’s the point, if you got these 10s of a boon, you didn’t need to hold Nature Magic and Resounding Timbre for your build. After using WHaO at a 10s boon, you have 20s now because of nature magic. After the next use of WHaO, you will have 23s of the boon. It is raising each time you use it. And 23s is long enough, so you even can slot out Resounding Timbre now. And you don’t need Nature Magic for boon sharing with your pet too, you just needed it at the start to lower the border to 10s. So, after you got the boons with this duration, you only need one single thing to keep these boons up for eternity: WHaO.
About might, Heimskarl already explained it.
About how to get the protection: You already have nature magic so use blue moa → 6s of protection for f2. Use stone spirit against a weak mob. Dodge roll gives you 2s and Protective Ward 4s if you let a weak mob hit you. Use WHaO and enjoy your perma protection. Or just run the easy way Heimskarl already said and just use traited Guard. Ranger has many protection sources, it isn’t that hard.
(edited by Kodama.6453)
Engineer has a very easy time in stacking 25 might and all boons and maintaining them. Yet I see no one nerfing it…
They are able to do so, because they are specced and skilled for that. That wasn’t the case for WHaO.
To give an example what was able to do with the old WHaO:
Stay in the WvW base, have nature magic and resounding timbre slotted in the whole time, slot in all skills for fury. Acivate these and get fury over the 10s. Activate WHaO now, you will have 18s fury which is more than the cd of your traited heal skill. Put WHaO on auto attack, slot out all skills and traits for skills and traits which will give you swiftness and regeneration. Use them before WHaO kicks in. You have perma fury, swiftness and regeneration now. Slot them out and replace them for another boon. You were able to do this to every single boon except aegis and stability. It’s even easier if someone in the base helps you build up the boons.
Since you got all boons you wanted and stacked them high enough, you can slot in all skills and traits you want and still have all boons with 100% uptime.
Compare this to the engineer: is he able to do so? No, if he wants permanent 25 stacks of might, he has to invest skills and traits for it.
(edited by Kodama.6453)
Don’t know if this is intended: Converting conditions of allies in downstate into boons with elixir gun and the trait doesn’t work. It isn’t removing the conditions nor giving boons.
Well of Crows. 2 second channel, then does a 1500 range shadowstep and drops the well at your destination. Does 50% more damage than WoS and immobilizes.
comes with cawcawcaw sound effect
So necromancers become fiddlesticks? ^^
I don’t think this would fit the theme of wells, but whatever.
Since Anet wants to introduce more stomping skills, how about that.
Well of corpses. Summons a well at the target location. Deals damage and inflicts some conditions on the enemies like poison and bleeding. If there is an enemy in downstate inside of the well, the next pulse will stomp him immediately. Would have a nice animation, the hands of the dead would pull him below the ground.
Oh I just love this…. https://forum-en.gw2archive.eu/forum/game/wuv/Stacking-buffs-out-of-control/first#post5598817
Look through the reddit responses… “Just strip/corrupt them”
See guys, there is no problem with people running around with 2 min of every boon including quickness. It’s only a problem if rangers are running around with them.
I’m sure this will be fixed as soon as an anet dev sees a ranger running with one of these zergs.
I guess a zerg with 2 mins of every boon loaded is not OP. Ranger, however, is. LOL It just shows how utterly inappropiate the response of devs was. How about this, dear devs? Any comments? Nah, still reading., Aren’t we lucky to have your ears.
Apples and oranges, guys. Of course a zerg has many boons with high uptime, it’s a zerg. Many sources for boons which will be shared. It is only able to do so because there are so many people.
But if a roaming ranger, which is travelling alone, is able to have 100% uptime of all boons in the game without traiting or skilling for them except having 1 specific skill: WHaO, then it is a problem. I agree that the stack cap for might could get up a bit and maybe the duration for the boons too. But the old version was a problem, that’s for sure.
(edited by Kodama.6453)
^ This to me makes no sense. Running full soldiers gear is a detriment to your zerg as you’re sacrificing damage output to keep yourself alive. Scrapper could run soldiers gear and be an invincible monster with over 3.5k armor and 25k hp. The point is, as I said, Scrapper doesnt need full soldiers to survive
I think you didn’t get the point here. The problem is reaper is able to take one defensive stat and still deal the same damage as a berzerker. If a reaper takes valkyrie for example, he is doing berzerker damage because their traits make them able to be completely independent from precision. They can have the same crit chance like berzerker without investing points for their crit chance. They aren’t sacrificing damage for more survivability.
Not a fan. Nightfall being a Dark Field is fine.
I´d much rather see Well of Blood finally being changed to being a kittening Water Field =P
As far as I know it used to be a water combo field but they changed that because it was too strong.
They are not capped in the same way though. All other minions are capped due to the number of minion skills you can slot, the duration of those minions and the cooldown time of the skills/traits. These caps already exist for minion masters. The cap that is discussed here, is creating a cap on top of the cap imposed by those other things.
Sry but that is wrong.
Phantasmals and illusions. Mesmers aren’t able to have more than 3 of them at the same time. That’s an example for an already existing hard cap for minions which is discussed in this thread. And I think the same should be for Rise!
Make it that way you are able to just have 6 of them at the same time.
We don’t know if they will get melted in raids, we just had the chance to test 1 encounter and it doesn’t look like minions get affected by the damage in there. I was in a raid with 2 friends of mine, they played druid and reaper and told me it seems like minions and pets get no damage at all. We entered the instance with just the 3 of us (didn’t think we were able to kill the vale guard, just were interested in the mechanic).
Me and the druid died really fast. But the vale guard wasn’t even able to kill the reaper, even as he was alone on the field. Guess what was a big part of this heavy defense the reaper had? Rise!
And why shouldn’t there be a minion cap? All other professions (with exception of warrior and revenant) have minion like skills too. They all are capped.
I understand that it is a fun thing to someone but I think there should be a cap because necromancer is a profession which can improve their minions very far and it is kind of ridiculous to have so many minions at the same time. Even in the old days of gw1 there wasn’t something like this able to do. And these minions had a larger requirement to get them.
(edited by Kodama.6453)
If the shambling horrors actually did something themselves rather than absorb..
I’m not sure because I didn’t test it in BWE (tried reaper but not this specific point), but shambling horrors count as minions for traits, don’t they? So “actually did something themselves rather than absorb”…. let’s see…
- +20 toughness for each minion means 120 toughness for a Rise with 5 targets. They
get 50% extra health to absorb more damage for their master
- their damage can be increased by 25% and there are many of them
- 1 condition taken away from reaper per minion (10s CD per minion) and the
condition will be sent to the enemy with next attack → with that many minions you
gain perma condition transfer
- each of them will explode in a poison nova if they die
- each of them will siphon health for you.
If you have 20 shambling horrors that means: close to perma 50% damage reduction, perma condition transfer, 400 extra toughness. I don’t know their attack speed, let’s say they attack once each 3 seconds that means 200 hps for life siphon. Can’t say something about their damage so we can ignore that fact. But this whole thing seems to be unkillable in PvE.
You realize that Gravedigger is balanced around the fact it is heavily adressed? If you want to take that away to give greatsword the option to get stealth, say good bye to Gravediggers damage.
The suggested change to SoL would be totally op, that’s for sure. Like some guys already said, the revenant energy regeneration would break it.
You can’t be in perma celestial, that’s right. We don’t know how much it will change, but in a full team druid was really really close to be perma celes. And you can spawn SoL by using glyphes too if you are using the trait for it.
This trait is not broken. Scrapper is meant to give engineer the option to be a frontliner. As a frontliner, you have to be able to take some damage. TAKE damage, not blocking or being invulnerable and unable to do damage yourself. With the new specialization system anet took away several defensive traits. There was a reason for that, scrapper is meant to be our new tank traitline. The trait is ok as it is, please let it stay at this state.
I don’t think this trait is too strong as it is. Necromancers have a trait which will grant them 20% condi reduction and 300 touchness too. And they achieve this a lot easier. So adaptive armor is justified to have a higher toughness bonus. Adaptive armor has it’s downsides, to get the full amount of stacks you HAVE to get hit and most defensive mechanics of engineers is about avoid damage, not just eat it up.
This simply is not true. A lot of the pets were very good before the massive pet damage nerf patch. Pretty much every spike ability got reduced by 50% damage, cat maul, birds f2 and so on and so forth.
This will probably get the same treatment
It’s not even about how much damage the skills do but rather the skills doing damage at all. The Smokescale has a very reliable source of dealing damage to enemy targets while other pets struggle to even get within range of an attack. Second, the smokefield creates a beautiful synergy between the pet and the ranger which is also something other pets lack.
This.
Yeah, plus you have to blow every CD to do it. Why is it that people do not look at pets as a threat at all until they are downed by one, then they QQ? Ah, BM rangers are meant to kill people with pets. In the OPs video, the people he downed could have prevented it every single time by CCing the pet but not one of them even did anything to it, they just ignored it and paid the price.
I really hope they do not nerf this pet too hard, its just the thing for Rangers and pets to be taken seriously.
The smoke scale is evading for the attack for 2 seconds. How do you cc something that evades?