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Druid mechanic: switchable transforms (kit)

in Ranger

Posted by: Kodama.6453

Kodama.6453

If you want to make traps in an elite kit, than you have to nerf traps by a HUGE amount. Ranger traps provide immense condi pressure and are unblockable, getting all these by one slot is totally op.

How would it differ from a 5 kit engi with access to 35 skills at any time, or a Conjure Tempest with access to 45? Ranger has access to 16 skills, 10 of which are locked behind a 10s weapon swap. If traps had an elite kit, that would rise to 20 possible skills, assuming they also added an elite trap to make the kit have 5 skills, Ele has that many just with weapon skills. The reason condi Engi is far better than condi Ranger in is the amount of condi pressure they can put out due to kits. 5 unblockable traps with CDs of 15, 20, 30, 45 and 60s (elite) is hardly OP when you compare it to that.

Engineer weapons itself are balanced around the ability to have kits for equipping, they are weaker than most weapons of other professions. Ranger doesn’t have this treatment and traps are balanced around the fact that you can equip just one of them per utility slot. Maybe you don’t see it that way, but for me it is absoutely clear that traps would need a nerf when you want them to be a kit.

No kit of engineers have 5 unblockable skills. IF they have any, then just one per kit.

Druid mechanic: switchable transforms (kit)

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Kodama.6453

If you want to make traps in an elite kit, than you have to nerf traps by a HUGE amount. Ranger traps provide immense condi pressure and are unblockable, getting all these by one slot is totally op.

Want to see Ranger players lose their minds?

in Ranger

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Kodama.6453

No other elite spec so far got a trait, which has an effect on core class skills. That’s fact and it makes sense. Why should it be a requirement to take a specific elite spec just to make an aspect of the core class viable? That would be terrible design.

They just have to buff spirits for the core class, that’s all.

Druid mechanic: switchable transforms (kit)

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Kodama.6453

Why should they make traps to an elite kit? If they would do so, thieves and dragonhunters would complain, why their traps don’t get the same treatment and so on. If traps aren’t “worth a utility slot”, they should buff them, but don’t make them an elite kit. And ranger traps aren’t that bad, there are several condi rangers in PvP doing very well with them.

And a transformation for ranger which gives you the ability to use your utility skills in it, well, the cd doesn’t have to be that long like tornado. But there has to be a decent one (like 30-40s) and a cast time. It would be too much balancing work for Anet otherwise.

And even with cd and cast time, the balancing work is insane. Why do kits on engineer work like they do? They just have to balance it with 1 of 3 weapon sets the same time. Rangers have 11 weapon sets (correct me pls if I’m wrong) and are able to use 2 of them at the same time. ALL new “kits” for rangers have to be balanced for ALL kit AND weapon set combinations. Do you realize how hard this would be to achieve?

Druid mechanic: switchable transforms (kit)

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Kodama.6453

I don’t share your opinion that kits for rangers wouldn’t be unfair. But even if I would: why should this new shape shifting ability be kits?

Your suggestion was to transform to an animal. I think it would be better to make these new skills to a new form of transformation, where you are still able to use your utility skills. But if you leave the transformation, it will go on CD. I think it would be odd to blink from deer to wolf and back in a time frame of just a second.

Druid mechanic: switchable transforms (kit)

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Kodama.6453

Everyone wants kits these days. But there are just very few people, who get that you have to pay for something like that. Engineers have kits, but the fewest weapon sets of all professions (3 sets, 4 including scrapper). Also engineer don’t have weapon swap. There are traits, which will grant effects for the ranger on weapon swap, so it doesn’t seem like they will remove it. If they don’t remove weapon swap, these new kits for ranger must be very very VERY weak to get this balanced.

Superspeed vs. The Reaper

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Greatsword is really strong in PvP because enemies are always forced to fight on point with you (or near another objective), it has the potential to nearly one shot people with gravedigger, and its 4 skill is a really strong denial. GS is quite nice in PvP, and the addition of even more superspeed is annoying. That said, I don’t think the superspeed that is accessible is actually going to be used/abused much, it requires a really heavy investment most people won’t make.

Except that it isn’t. Since every other profession will try to permablind you with everything they do, GS hits will be knows as ultimate luck attacks, while d/wh provides the best anti-blind skill ever + acces to immob/daze/swiftness & High damage on mara/zerk.

Cast Plague Signet mid gravedigger to surprise oneshot the blindspammer -> Profit.

Using a 24 cooldown (which has better uses then just remove blind) to cast 1 gravedigger which won’t hurt anyone unless you’ll run zerker and even then can still be interrupted during cast / won’t be able to oneshot anything that runs cele/soldier+
-> No profit.

“which won’t hurt anyone unless you’ll run zerker”

Reaper is able to do zerker damage without using zerker amulet, you are able to completely replace precision for a defensive stat.
And seriously, gravedigger “won’t hurt”….. it is one of the most hurting skills in the entire game dude.

It doesn’t have to be able to oneshot people with defensive stats. It’s a really god kitten hard hitting skill with 8 seconds cd! And that’s just a thing if you are hitting something above 50% life. I really can’t understand someone who is complaining about gravedigger.

Since the Scrapper Reveal

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Kodama.6453

I’m glad to see that something is happening to the scrapper.

But I think the biggest problem isn’t adressed yet.
The scrapper concept and utility skills are anti-synergetic. Scrapper theme is about heavy amount of mobility and gyros just don’t have the ability to keep up (as seen in PoI). But their effects need them to stay close to the scrapper. So, if I use hammer in combination with gyros, I will never have the full benefit of the gyros. Their radius is just too low and they can’t handle the great movement of the scrapper. I hope there will be some work for this.

I think you—and I until recently—were looking at the Gyros wrong.

They are not pets. Their design is not to summon them and have them survive multiple engagements.

I see two scenarios for their use:

-Summon them right before engaging the enemy: i.e. summon bulwark or purge gyro as you approach a point being held by an enemy.

-Summon them whilst in the midst of bashing someone’s head in: i.e Blast Gyro.

In both of these cases, there is a consistent theme: make sure the initial summon is good enough, such that gyro death is not really an issue. It is the expected result.

The medic gyro update definitely shows an understanding of this. Somewhat.

My suggested further fixes:

-Significantly improve initial effect
-Improve each additional pulse
-make detonations more impressive (more damage and a blast finisher perhaps)
-Lower all gyro cooldowns between 5 and 10 seconds. I am okay with not having a CD trait, but the CDs need to be more reasonable

The goal here is to force the question of how long the cooldown is to be for a given Gyro onto the player.

I don’t think so. You are right about the fact that it is intended that the gyros will die. They will deal damage that way, give superspeed, lightning field, stun …. so, many effects. Scrapper seems to be a revival of the minion bomber from gw1.

BUT the effects of the gyros itself don’t fit at this theme. They are pulsing effects which needs you to stay close to them. They are meant as mobile minions, not immobile like turrets. So I want to still get the benefit if I am moving around. I don’t want to be forced to stand at a point just to get the full benefit.

I get the point that their death will provide us great effects. But they also should give us their effect when they are alive.

Since the Scrapper Reveal

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Posted by: Kodama.6453

Kodama.6453

I’m glad to see that something is happening to the scrapper.

But I think the biggest problem isn’t adressed yet.
The scrapper concept and utility skills are anti-synergetic. Scrapper theme is about heavy amount of mobility and gyros just don’t have the ability to keep up (as seen in PoI). But their effects need them to stay close to the scrapper. So, if I use hammer in combination with gyros, I will never have the full benefit of the gyros. Their radius is just too low and they can’t handle the great movement of the scrapper. I hope there will be some work for this.

[Streeder Gyro][Game Breaking]

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Kodama.6453

The projectiles are random, meaning there is both a possibility for you to win the slot machine and have some poor schmuck die to 1,000 poison darts, but it is just as likely to be an old Gangplank ult and enact the nightmare scenario where someone with low health doesn’t get hit by a single dart, in which case you just wasted a utility slot on nothing.

And the raw damage is incredibly negligible and only useful for the occasional proc or burning an aegis off something.

The raw damage was weak because the devs were using a non-power amulet when showing it off. I believe the damage will be around 500 with 1k crits with power amulets.

Turret damage doesn’t scale with player stats. We have no reason to believe gyro damage will scale now. So I think the damage will be the same with power amulet.

Future Specializations

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

Thief:
Trickster-taking this spec would give new skill sets to sword and dagger. (was thinking something similar to nightcrawler from X-men)

thief already have specialisation named that…

ah wait its “Trickery”

but then again – considering we have already specialisation of “trickery” getting elite specialisation of “trickster” sounds irratinal – its like just giving out upgraded version of already existing spec…..

Sry but this isn’t a reason since we know the elite spec of necromancer is reaper.

Soul Reaping – Reaper

That’s the same thing like trickery and trickster. ^^

Scrapper questions

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Kodama.6453

Would be really nice if anet turns superspeed to a boon and giving it a small extra effect to be slightly more useful as swiftness. Would make it possible to stack it.

Why hate on Function Gyro ??

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Kodama.6453

What i dont understand is, the mesmer gets his new F skill without skilling it with a trait, the thief get 3 doges without the need to skill it with a trait, the necro gets the new f skill also for free. We must skill it and lose one Trait for it and in my opinion a very good one 25% Stunduration -25% stunduration on me.

What are you talking about? What does “skilling it” supposed to mean?

We need to select a trait to get the gyro function, mesmer and other classes dont need this to get there new elite class ability, Mesmer gets a new Fx Skill, Thief get more dodges and Necro a new Fx skill without wasting a traitslot for it.

The function should be in the first minor trait.

You got the concept wrong. The function gyro IS in the first minor trait. There is just a adept trait which provides your function gyro and yourself stability while you are stomping/rezzing.

Why hate on Function Gyro ??

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Kodama.6453

And in PvP, I fear it may be something so OP that it gets nerfed. I mean, being able to instantly stability stomp, regardless of any CC or distance from an enemy may not leave enough room for counterplay. Course, this may just make stealth rezzes that much more important.

Just if it has enough HP to survive the attacks of an power specced downed enemy. Maybe it is so easily destroyed, that it will never be able to deliver a single stomp?

No one knows so far, so we have to test it in the BWE. But I don’t think it will be hard enough to kill it.

Hammer Shield comparison

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Kodama.6453

I’m a huge fan of the upcoming hammer, no question. But am I the only one who finds it extremly odd that for example the hammer reflect has 6 sec CD whereas the shield reflect has 30 sec CD, aswell the hammer block is around 10 (don’t know the exact number on this one) sec and the shield stun has a 40 sec CD.

I mean sure, those aren’t the same skills and you got like a blast and a throwable stun on shield, but my god look at these numbers!? 6 sec -> 30 sec / ~10 sec -> 40 sec

Shouldn’t the shield be the most rewarding defensive option a profession has to offer?? I know the skills 1-5 are sorted by CD, but the guard has exactly the same problem: Skill 4-5 are just too weak for their CD on the shield. They evaded this rule at the mesmer by reducing the CD of skill 5 when you catch it again … Why not just drop that silly “rule” since it’s no help anyway …

I don’t think so. Actually, because engineer has just one MH option → pistol, the weapon set P/S is our condition defensive set. Hammer is our power defensive set now. I’m totally fine with that.

And engineer shield still has some advantages. Like one extra blast finisher. Skill 5 is able to interrupt evasion skills (very rare in this game, I just know shocking aura and this skill that are able to do that).

Rapid Regeneration should heal allies

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Kodama.6453

This is to overpowered remember Speedy kits will give you perma Swiftness this would be a perma heal for allies, i think this would be to strong.

Perma heal for allies too strong? Did you ever stay next to an elementalist in water attunement? ^^

Point of Medic Gyro?

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Kodama.6453

So its basically, burst group healing with 1 protection vs sustained group healing with 2.

If its really 2 seconds per interval on medic gyro heals, i think it would be pretty balanced in which one you want to use.

Looking a bit more into the scrapper traits. Im seeing Final salvo + Rapid regeneration as a pretty nice combo if you plan on using Medic gyro + 1 or 2 more gyros and wanna squeeze a bit more into some team support.

With just medic gyro exploding, final salvo will cast 2 seconds of superspeed ticking 2 heals of 470 each. 940 additional healing for a 30 second cooldown, providing a mere 31 hps in addition to it’s main heal from termination to reactivation. And still no condition cleanse.

Well Whoopee do, you sure convinced me.

[/sarcasm]

Just to be correct: they said the superspeed is pulsing three times. So you will have a total superspeed of 5 seconds, which means 5*470=2350 healing.

I think you made a calculation error somewhere but it should be 4 seconds in total of superspeed… making the heal 1880

You’re right, thanks for that. Got a bit confused about the superspeed is not stacking part.

Point of Medic Gyro?

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Posted by: Kodama.6453

Kodama.6453

So its basically, burst group healing with 1 protection vs sustained group healing with 2.

If its really 2 seconds per interval on medic gyro heals, i think it would be pretty balanced in which one you want to use.

Looking a bit more into the scrapper traits. Im seeing Final salvo + Rapid regeneration as a pretty nice combo if you plan on using Medic gyro + 1 or 2 more gyros and wanna squeeze a bit more into some team support.

With just medic gyro exploding, final salvo will cast 2 seconds of superspeed ticking 2 heals of 470 each. 940 additional healing for a 30 second cooldown, providing a mere 31 hps in addition to it’s main heal from termination to reactivation. And still no condition cleanse.

Well Whoopee do, you sure convinced me.

[/sarcasm]

Just to be correct: they said the superspeed is pulsing three times. So you will have a total superspeed of 5 seconds, which means 5*470=2350 healing.

Complaints about hit points on gyros

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Kodama.6453

Making them invunerable to damage would be lame, not even fun to play with (or against) them, 0 counterplay possiblities… Sad that alot of people don’t see that..

Just because they can’t take damage doesn’t mean there are 0 counter play. Non-minion abilities can’t be completly shut down by damage, but most of them have tons of counter play. Even if the gyros could only be CCed or soft CCed, they would have more counterplay than all other non-minion skills. Also, 4 of the gyros are utility or support based, they don’t need as much counterplay as something offensive.

I think so too, they most of them are just passive pulsing effects in a small area.

And we all know it is ok to have skills, which doesn’t fit in a specific environment. All professions got skills like this. But the problem is, engineer already has less skill categories than all other professions and now the new skill category has the same downsides like an actually existing.

This means 2 of 5 skill categories are near to useless in an AoE heavy area now. 40% of the skills are useless, if you have to mitigate damage with active defenses (which they don’t have).

[BUG] Scrapper 3rd Minor is 'Broken'

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Kodama.6453

The grandmaster trait for gyros was said to make them stun instead of daze. So there we have several more stuns.

The tooltips do not support this. Maybe that is something that they PoI build does not support yet?

At the end of the PoI where Jebro was showing his build with the scrapper he had this trait equipped, the tooltip didn’t change to a stun. sorry but I think that we can expect a fault made in the tooltip of the 3rd minor trait then in the tooltip of the grandmaster trait & the tooltip of the detonation itself..

It wasn’t said in the tooltip but in the blogpost. And they said the version we saw in the PoI isn’t the final, so I guess they just didn’t implement what they were saying in the blogpost.

Remember: We will be always marked as TBD, engineer ever was the profession which got polished at last. I don’t think they changed their mind in the small time window between blogpost and PoI. But maybe they did, scrapper actually looks like they improvised it the last days….

[BUG] Scrapper 3rd Minor is 'Broken'

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Kodama.6453

The grandmaster trait for gyros was said to make them stun instead of daze. So there we have several more stuns.

Request: The "original" scrapper

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Kodama.6453

Looking at the PoI for the scrapper elite specialization, I got the feeling this wasn’t the original first concept of the scrapper. It looks like the spec got a rework some time ago.

There are some reasons for this. The first skill we got to see in a trailer was rocket charge. This one has a explosive theme. All other skills of the hammer have a electric theme. So rocket charge seems displaced here.

But that’s not all. The icons of the utility skills doesn’t match what they are doing. Bulwark Gyros toolbelt skill has a dome with the aegis icon on it. Why is there an aegis icon if it is just a reflection? Why does the dome of Medic Gyro have a plus symbol on it, the symbol for healing in this game, if it is just pulsing protection? Toolbelt skill of Blast Gyro is an explosion, but it is just aoe superspeed. Shredder Gyro toolbelt skill even doesn’t have an own icon, you used the BoB icon as a replacement. Aaaaand so on.

Looking at the icons and all, it seems like the original concept wasn’t about group superspeed and an electric theme. It seems to be about group defensive support.

Maybe it is too much to ask for and it is too late already, but I just want to try it: show us the original concept of the scrapper and let us discuss about which one will do better.

If someone in this forum is with me, please write in here.

How good is Healing Turret suposed to become?

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Posted by: Kodama.6453

Kodama.6453

3 seconds regeneration from placing the turret. If you have inventions (and most people will use it with scrapper I guess), you get 6 seconds for the minor trait. Overcharge gives 5 seconds.

In total you get 14 seconds of regeneration. So if you just have 15 seconds cd for picking the turret up, you have a regeneration uptime of 93%. That’s really close to 100% and you will get more than this if you use alchemy too, to get more boon duration.

(edited by Kodama.6453)

Rocket Charge Q

in Engineer

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Kodama.6453

Tested with swoop on ranger and poison field. Actually, just the target gets the weakness. ô.o

If the combo finisher is really just giving the effects to the target, instead of all enemies struck, then we should adress this at the beta.

If the leap skill is hitting multiple targets, all should get the combo effect!

How good is Healing Turret suposed to become?

in Engineer

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Kodama.6453

Btw, a bit of a side note, but didn’t they mention that finishers from leaps on Rocket Charge will stack? Are we looking at 15 seconds worth of Chaos Armor with full RC in ethereal field?:P

Or Fireaura for even more Might Stacking hrhr

I doubt it. I think he was talking about the possibility to stack multiple different auras with this one skill. If we can manage to jump through 3 different combo fields with this skill, it should be possible to get 3 auras.

I know, that would be really sad, because it is close to impossible to get this to work. But like always, I think that was just a note about what is possible, not what will be realistic.

Hooray! The worst utilities of any elite spec

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Kodama.6453

I would really like to see the original concept of the scrapper. I don’t believe what they gave us was what they had in their mind first.

Icons look like we were supposed to get group defensive mechanics like aoe aegis and such things.

I’m sad because I think a really amazing elite spec got dumped because they have choosen that these electric theme would “fit better”.

Gyros and Explosions

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Kodama.6453

The op isn’t talking about blast finishers. He is asking if the exploding gyros will count as an explosion for traits like steel packed powder.

I really hope they do and if not they will have to change that. It obviously should count as an explosion.

Btw, make pistol 1, rifle 5 and hammer 3 counting as explosion. Each weapon set of engineers should have at least 1 explosion.

Scrapper questions and feed back

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Kodama.6453

On the healing gyro toolbelt, keep in mind it is also a water field. We have plenty of blast finishers on our current builds, and the hammer engi will be able to get 3 leap finishers in that water field from a single attack.

I still would like to get some ticking healing from this field. The icon even has the plus symbol on it, so it seems to be a direct heal, not a combo field supposed to give the option to heal.

Scrapper = No love for PVE :(

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Kodama.6453

Thats what i want to say

Scrappers seems to be developed in a hurry to have something to show, for me the results are very disappointing.

Exactly. Am I the only one who thinks this elite spec got a complete rework a few days before? The icons from the new toolbelt skills for example. They don’t match for what they are actually doing.

The reflection bubble has a bubble icon with the aegis symbol on it.
The aoe superspeed from the explosive gyro has an explosion icon.
The poison field has an icon with flying shields.
The shredder gyro toolbelt skill even hasn’t an icon, they used BoB for this.

And there were some datamined icons, which wasn’t there. Like the one with the gas mask wearing engineer under a bubble.

I guess they were in hurry.

Final Salvo CD Reduction

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Kodama.6453

There is a suggestion in this forum I want to address here.

PLEASE do this for the trait final salvo.

Destroyed gyroscopes will leave scrap at their location. If the scrapper is running through them, this scraps will reduce the cooldown of ALL gyroscope by a set amount.

Much more fun than a simple CD reduction.

My honest 1st impression on Scrapper

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Kodama.6453

I just realized with all the “internal trait line synergy” Scrapper cannot blast lightning fields. Lol. So the normal way you get swiftness from a lightning field, blast, they totally forgot. Every self destruct gyro should blast the field. I’m getting angrier by the second Anet.
And yes I realize there is a leap trait for swiftness and superspeed. But with all the lightning fields they should be able, WITHOUT like a turret or big ole bomb, to blast a lightning field for swiftness. What a pathetic oversight.

That’s really strange. We didn’t get a single blast finisher with this elite spec. I really mean it, even the explosive gyroscope doesn’t give an blast finisher?

I had hope for the trait soothing detonations, because I thought we would get some more spammable blast finishers to get some heal back. But we didn’t.

Some scrapper feedback

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Kodama.6453

But it is tied to an gyroscope, which will get easily destroyed (I think even an down stated enemy can destroy them before getting stomped). So they aren’t as powerful as most revive skills.

Scrapper

in Necromancer

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Kodama.6453

What i am most mad at scrapper and others specializations and ofc Anet because they did it, is that they are trying to kill condition builds slowly.
Berserkers can remove 3 conditions every 4 seconds if they play it right.
Scrappers now can remove 2 conditions every 3 seconds …

No condition build will kill them once everyone learn their classes, unless the player sucks.

Oh don’t you worry engineer is cursed with double kit and elixer S will always be strong contender so I’m not worried about the gyro. The hammer on the other hand, …. .

I do share your sentiment with the condition hate in this game though.

You guys realize that there will be a gyroscope for this? Kill the gyroscope, no condi clean. It’s simple.

Some scrapper feedback

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Kodama.6453

Function gyro needs to have a long cd or it would be kinda op when you can spam it.
Super speed is most likely gonna become a boon after all, like quickness did.

Those are really the tiniest problems the scrapper has right now :P But yea the traits seem indeed kinda underwhelming too

I don’t think it needs a CD. Rezzing and Stomping has no CD either, so why should this new class mechanic have one? Just make it that way you can just have 1 functional gyro up at the same time. So you can’t stomp someone with 5 gyros simultanously, but still have a good working class mechanic.

Final Salvo CD Reduction

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Kodama.6453

The blogpost said, that this grandmaster trait will reduce the cd of your gyroscope skills. But the PoI didn’t state something like that.

So, is it giving cd reduction or is it removed from the trait?

Rocket Charge / Gyros Anti-Synergy

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Kodama.6453

As seen in the PoI, the new hammer skill Rocket Charge provides large movement for the scrapper. That’s really great, because engineer lacked these things, but the new utility skills don’t work well together with this new skill.

There are 3 new gyroscopes, which need to stay close to the scrapper to do their job:
Medic, Purge and Sneak.

All of them have a really small radius where they give their benefits. Especially the Medic Gyroscope, our new healing skill, has a small area and does just heal every 3 seconds.

So this means if we run hammer and gyroscopes, we get punished. Because gyroscopes aren’t able to close he gap between them and us fast enough.

Maybe we should discuss some ways to improve this.

Access to HAMMER not in the minor traits.

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Kodama.6453

I do agree that it is a bad decision to have such a good offensive weapon locked behind a very defensive trait line.

Hammer seems to be much more defensive to me.

Skill 2: reflecting missiles
Skill 3: evade
Skill 4: block
Skill 5: stun

Actually, it has access near to ALL defensive mechanics in this game.

Scrapper Brainstorm: Replace the 2nd minor

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Kodama.6453

To be fair: there already is a specialization in this game, which has minor traits giving benefit to rezzing (and rezzing only).

Warrior: Tactics

Soooo… I really hate to say that but I think we have to deal with it. We get improved rez ability.

Meet the Crapper! Engi's elite disappointment

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Kodama.6453

well we don’t know for sure what amulet he was using.

I’m talking about the “showing some PvP builds” part, where he stated he is using Marauder.

Meet the Crapper! Engi's elite disappointment

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Kodama.6453

The Hammer looked really cool, stealth gyro was cool, and I like the stacking toughness+superspeed regen traits. The other gyro’s are not that great, sure but as someone else in this thread said, YOU DONT HAVE TO RUN THEM.

I was a little bit disappointed as I saw the damage numbers of the hammer. The AA critted with 1,5k if my memory isn’t fooling me. I know it is meant as a defensive weapon, but I hoped it would get a stronger AA than rifle….

"Permanent" drones

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Kodama.6453

The real question is: can you Moa a gyro?

By way of fairness all gyros should instantly explode when the Engi gets Moa’d.

Sooooo…. spike damage inc? XD

Hopefully they don’t explode. They are machines, not unholy creatures resurrected by magic. If I would be a dead corpse, I wouldn’t follow a moa too. ^^

Jk, but I really don’t think they will get destroyed by that, because turrets don’t get destroyed too.

Which is pretty kitten unfair if you ask me…why is it only our Necro minions die by that? One skill to counter an entire playstyle is BS. But back to topic.

Drones will have that fuel system, so they won’t be permanent (except maybe the interaction drone), and I wish you people that they are indestructable otherwise. Affected by CC but indestructable.

Hopes got crushed. Engineer is now the only profession with 2 ai skill categories, which will get destroyed easily. ^^

Bulwark Gyroscope toolbelt skill

in Engineer

Posted by: Kodama.6453

Kodama.6453

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.

Well, but that wasn’t the topic. ^^

How do you feel about the reflection?

gyro self-destruct = explosion?

in Engineer

Posted by: Kodama.6453

Kodama.6453

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).

Sneak Gyro

in Engineer

Posted by: Kodama.6453

Kodama.6453

Seems like this “elite” gyro is getting aggro from PvE mobs. If this is true, it’s viability in PvE is gutted.

I hope this isn’t a thing and if so I will address this for the next BWE.

gyro self-destruct = explosion?

in Engineer

Posted by: Kodama.6453

Kodama.6453

I think so. It would be strange, if this isn’t flagged as an explosion.

And I think these self destruct could receive some tuning, like dealing more damage as it actually does.

Bulwark Gyroscope toolbelt skill

in Engineer

Posted by: Kodama.6453

Kodama.6453

I want to discuss this one specific skill of the scrapper.

Engineer already has lot of access to reflection:
all turrets (including: healing, rifle, thumper, net, rocket, flame, supply crate)
shield OH 4
med kit (traited: magnet aura)
flamethrower 3

Scrapper even gets another reflection for his hammer (skill 2).

So, do we really need this reflection skill?
The icon looks more like a block/aegis shield to me and I would like to have access for aegis as an engineer.
Or maybe it can be reflec AND give all allies in the orb aegis a single time?

Discuss please.

Scrapper Brainstorm: Replace the 2nd minor

in Engineer

Posted by: Kodama.6453

Kodama.6453

It would be really nice to get another trait, which will have an impact in PvE. The actual minors seem like they won’t get any use most of the time in this environment.

Scrapper seems to be a tanky spec. Maybe we could get a minor trait, which gives us access to some aegis? Like the old Armor Modification.

Gyros HP vs Turret HP

in Engineer

Posted by: Kodama.6453

Kodama.6453

Gyros should have more HP than turrets. Turrets can shoot from distance and you can place them in a “safe” area. Gyros are supposed to follow you in close combat → more dangerous.

So gyros need to be tanky to stand for a few seconds.

Sneak Gryo for Engi

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

Why is the gyro visible? Wouldn’t that defeat the point of trying to make the group invisible? Not that it mentions how long it lasts anyways.

https://www.guildwars2.com/en/news/meet-the-scrapper-engineers-elite-specialization/

The point that its visible is for counter play else it would potentially be way OP. This is a nice balance based on the concept that has been shared so far.

If the gyro isn’t getting aggro from mobs, this seems to be the best balanced stealth ability in the entire game so I have to agree.

"Permanent" drones

in Engineer

Posted by: Kodama.6453

Kodama.6453

The real question is: can you Moa a gyro?

By way of fairness all gyros should instantly explode when the Engi gets Moa’d.

Sooooo…. spike damage inc? XD

Hopefully they don’t explode. They are machines, not unholy creatures resurrected by magic. If I would be a dead corpse, I wouldn’t follow a moa too. ^^

Jk, but I really don’t think they will get destroyed by that, because turrets don’t get destroyed too.