Kodama, you could, you know, use the function gyro to Rez people in PvE. But if it’s not a fire field or an icebox with you guys, it’s just useless, isn’kitten
I know that and I will test it in the next BWE. We also have to see how it will work exactly in the stream today. I just got the feeling this new class mechanic could feel a bit underwhelming if you compete them to what all the other elite specs got.
A class mechanic which you just don’t notice most of the time (let’s be honost, or are your party members in down state each 15 seconds?) is a little bit depressing. Like I said, adding something that you are noticing the whole time in a battle could be a thing. It doesn’t have to be something powerful, just something to notice and say “yeah, there is something happening”.
- What would you have done differently?
Maybe don’t use minions against an elite spec with tons of aoe?
Aaaaaaand another of those unconstructive joke topics.
Close pls.
I didn’t say the new gyro isn’t a class mechanic change, but it isn’t a good one for PvE. This mechanic won’t be worth it 99% of the time. That’s why I would like to get something minor added to this, to actually feel a change in PvE.
I even did suggestions, you don’t have to change the toolbelt skills itself, just add something just like tools do -> vigor on toolbelt activation.
I don’t think my suggestion is too much to ask for.
Stomping may not be useful for PvE, so far as we know (we’ll see if it becomes a thing in raids), but rezzing absolutely is. What if you don’t even have to stand in place while you command your gyro to rez your downed ally and you get to continue to DPS the boss? Isn’t this a lot of the issue as to why people don’t stop to rez in the first place; they lose DPS?
I know you’re just using the boon-on-activation as an example, but let’s roll with that for now. Is getting a single boon an acceptable change to the class mechanic? I would say no there would almost certainly be rage threads about that.
Do you get different boons? Are those decided by which F-key you press or by what is slotted in the toolbelt? If the first, then it’s 5 instances of boons disconnected from the utility. If it’s the latter, then it’s 27 different instances of boons, which is a lot. If it’s 1 boon per utility type, that could fit better. If it’s only for the drones, that’s obviously an issue.
This shows me you didn’t even bother to read my suggestion.
My suggestion was the following: Activating a toolbelt skill (or 3 or whatever seems balanced) will spawn protective gyroscope. This gyroscope isn’t attackable directly, but it absorbs a set amount of direct damage for the scrapper (let’s say for example 1k, numbers can change). The gyroscope also is gated by an ICD.
You don’t have to think about different toolbelt skills, because this is just counting how many you are activating and doesn’t care which one it actually is. Nor is it possible to abuse low cd toolbelt skills, because the gyroscope itself is gated behind an ICD.
I don’t think this will be a bad idea and would fit the tank theme of the scrapper, while also using his new shiny gyros.
Think about it. Engis original class mechanic will always make him gain new F skills with any skill added. A new class mechanic would basically have to alter this fact which would efficiently add less new stuff than we get right now anyway.
Personally I am completely fine with that. Engis core mechanic makes him change more than any other class just by adding new skills even if those other classes gain new F skills.
I don’t think this is a good reason for what we are getting.
If you think so, why did elementalist get overcharge? Their old class mechanic gives them more new weapon skills than any other (with offhand 8 instead of 5). And they still got reworked attunements.So if elementalist gets a 2h weapon in future, they don’t deserve any new mechanic because they get so many new skills?
And engineer doesn’t deserve any meaningful class mechanic change just because their toolbelt gives them more skills with theit utilities?
If you think so, we will get some really depressing future expansions…..
Well, Engineers have 27 different heals/utilities/elites, so that means they have 27 different toolbelt skills that are affected by core mechanic changes. Implementing Elementalist overloads on attunements are child’s play compared to the task of altering 27 different skills.
Frankly though, long-range rezzing and stomping is a mechanic change; it’s a combat mechanic change. The Dardevil didn’t get a change to its class mechanic either and instead found itself with a combat mechanic change through its dodge (which is hopefully being fixed well, though I digress).
As for the number of new weapon skills and class mechanic skills classes get, it’s not universally 5:
2-Handed Weapons:
Reaper: 10 5 updated class mechanic skills, 5 new weapon skills
Dragonhunter: 8 3 updated class mechanic skills, 5 new weapon skills
Daredevil: 6 1 new combat mechanic, 5 new weapon skills
Scrapper: 11 1 new combat mechanic, 5 new class mechanic skills, 5 new weapon skills
Druid: X Unknown1-Handed Weapons:
Chronomancer: 3 1 new class mechanic, 2 new weapon skills
Tempest: 12 4 attunement overloads, 8 weapon skills
Berserker: 11 9 new class mechanic skills, 2 new weapon skills
Herald: 3 1 new class mechanic skill, 2 new weapon skillsAs you can see, Tempest got the most, but only by 1. Scrapper and Berserker tie for second, and Reaper comes in a close third.
I didn’t say the new gyro isn’t a class mechanic change, but it isn’t a good one for PvE. This mechanic won’t be worth it 99% of the time. That’s why I would like to get something minor added to this, to actually feel a change in PvE.
I even did suggestions, you don’t have to change the toolbelt skills itself, just add something just like tools do → vigor on toolbelt activation.
I don’t think my suggestion is too much to ask for.
As an Ele main, let me tell you that the Tempest very much does not feel like an upgrade. The Warhorn has a hard time justifying itself over offhand Dagger or even Focus, the trait line is a grab bag of random effects that barely help us, and Overloads have their risk/reward ratio skewed hilariously towards risk. Oh, and the Ele shouts are meh.
Even if you don’t think that it feels like an upgrade, actually it is. Elementalist gets the ability to overcharge their attunements, so they get more skills to choose from. More skills available is an upgrade, because you are getting more versatile. If you choose to not use them, ok, but don’t negate the fact that it is an upgrade.
It isn’t an upgrade because Overloads aren’t free. We have to pay an opportunity cost to actually use them (5 seconds staying in the attunement, 4 seconds of of channeling while in close range of your target, and then 7 seconds longer lock-out if you switch to another attunement), and beyond that, we have to invest in a trait line that isn’t remotely competitive with the other options.
The Reaper trait line, on the other hand, has all sorts of goodies for us on top of the switch to Reaper’s Shroud, the Greatsword is a really competitive weapon choice (though IMO kinda duplicative with Reaper’s Shroud), and we have enough built-in durability that swapping out Wells or Spectral skills for Shouts is actually somewhat feasible.
I don’t normally like comparing two professions with each other but when it comes to Elite Specializations, the Necromancer is coming out solidly ahead of the Elementalist. Reaper is going to be very popular, a strong choice, whereas I would be surprised to see Tempests much outside of gimmick teams if they don’t see a major rework.
I don’t get your logic. If you think that way, then adding all weapons available in game to one class wouldn’t be an upgrade too? Because, well, if you use this one specific weapon, you are not able to use another one. That’s just false, to have more options to choose from is an upgrade.
You only have the right to complain about stability and gap cloers if your a necro
And minions that don’t even take a utility slot? Please
Actually, the new gyroscopes do take a utility slot. And the new “class mechanic” is just for stomping and rezzing so…. not that great.
There was already stated that drones will be limited by something named “fuel”. So they aren’t permanent.
Were did you get the information about the hot trailer? And even if so, it doesn’t mean there won’t be a reveal next week. They don’t dare doing the 3. BWE without druid, that’s for sure. ^^
“While blocking attacks you inflict heavy vulnerability…”
Yet another way to totally obsolete axe.
Comments on Engi elite?
I actually expect the skill to do even more than just that. I really hope I didn’t misunderstood the skill and it will do damage in front of you. If it is a block with vuln. only, that would be pretty lame. Engineers have LOTS of vulnerability.
And to pick this specific skill to complain about in necromancer forum…. reaper is going to destroy scrapper, because you got a shout that makes you UNBLOCKABLE.
As an Ele main, let me tell you that the Tempest very much does not feel like an upgrade. The Warhorn has a hard time justifying itself over offhand Dagger or even Focus, the trait line is a grab bag of random effects that barely help us, and Overloads have their risk/reward ratio skewed hilariously towards risk. Oh, and the Ele shouts are meh.
Even if you don’t think that it feels like an upgrade, actually it is. Elementalist gets the ability to overcharge their attunements, so they get more skills to choose from. More skills available is an upgrade, because you are getting more versatile. If you choose to not use them, ok, but don’t negate the fact that it is an upgrade.
I don’t want to get the functional gyros completely replaced by something else. I just want the devs to add something that will actually WORK in pve. It doesn’t have to be powerful, just give us something.
Like: if you use a toolbelt skill, you summon a protecting gyros, which will absorb 1k damage for you. (Isn’t attackable for itself, if enemy attacks you, damage is reduced by 1k). Add an ICD to this and I would be totally fine with scrapper.
Think about it. Engis original class mechanic will always make him gain new F skills with any skill added. A new class mechanic would basically have to alter this fact which would efficiently add less new stuff than we get right now anyway.
Personally I am completely fine with that. Engis core mechanic makes him change more than any other class just by adding new skills even if those other classes gain new F skills.
I don’t think this is a good reason for what we are getting.
If you think so, why did elementalist get overcharge? Their old class mechanic gives them more new weapon skills than any other (with offhand 8 instead of 5). And they still got reworked attunements.
So if elementalist gets a 2h weapon in future, they don’t deserve any new mechanic because they get so many new skills?
And engineer doesn’t deserve any meaningful class mechanic change just because their toolbelt gives them more skills with theit utilities?
If you think so, we will get some really depressing future expansions…..
In all seriousness, you’re right OP. The reaper is, so far, the only elite spec that trades its class mechanic for something else. However, the new class is so well-designed and powerful compared to some other elite specs (such as the tempest – /cries) that this fact becomes an insignificant detail.
I don’t think so. Guardians got their class mechanic “replaced” too, even if you guys keep saying it isn’t that way. They don’t have their old class mechanic skills, but have new ones.
Bad joke, pls close this topic.
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, and thieves get a third dodge, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
It is because pve right now is laughable at best. 5 man dungeons are about might stacking aoe-ing and skipping mobs optionally with aoe stealth. World events are pure pewpew. Higher level fractals are somewhat better but still mostly pewpewpew with might stacks. You might find the new spec’s utilities useful in raids.
Btw kind of new mechanics are expected too in pve. For example in Stronghold you need to finish off the pve boss like you would do a normal player in pvp. You might need to do that in certain scenarios in the pve content too, then your stomping drone will be very useful. It all comes down to what new things arenanet packs into expansion’s pve. This spec could be the absolute counter to some specific situations. Remember that GW2 is not about having a universal build for everything.
Maybe it will be the absolute counter for some situations, but that’s actually the problem. This elite spec mechanism is the most niche of all, I think it will be useless in pve for 99% of the time.
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
We have no idea on the hammer cd’s & power-scaling so you may want to wait before calling it useless.
Also, do you remember the toxic alliance? I wouldn’t be surprised if you meet a lot of mordrem in the future that need to be stompedThey’re talking about the stealth elite and the function gyro being near useless, not the entire spec. I’m not sure about the elite, but the gyro is certainly near pointless in PvE from what we understand of it. It makes almost zero difference in open world.
Not to mention that they MENTIONED Toxic Alliance in their post. Assuming there’ll be a bunch of mobs to finish off is wishful thinking at best considering they seem to have ran away from that mechanic in PvE. Was there even any in the beta yet? Maybe that mounted boss from the story…? I don’t recall running into a single one.
It’s a heavily PvP skewed mechanic change, moreso than any other class’ and that’s extremely disappointing.
Opinions.
I for example find it extremely satisfying.No, not opinions. In half of the game it’s use is minimal.
>Half
>PvE
Welp, in the other 2/3rds it’s extremely awesome.
Extremely awesome. Well, it seems like the functional gyroscope is destroyable. If so and it is dying as fast as our turrets, it won’t be able to deliver just a single stomp. ^^
2) The ability to ranged stomp and rez can be really useful in the upcoming raids. I’m not really sure how the gyro reacts to damage. We know the gyro can be interrupted with CC (otherwise there is no need for the stability); but if the gyro can’t be damaged, we might have a very powerful PvE tool in hands for rezzing people in dangerous spots.
Similarily, I wouldn’t be surprised if some mobs/bosses have downed states. ANet experimented a lot with it.
Does anyone actually know how functional gyroscopes are going to work? Seems like we still have to go to the target and press f. Only difference: after pressing f to summon the gyroscope we can go away.
Can’t see what’s the point of the Sneak Gyro. It stealths people…and then gives the location away with the gyro itself, as that is still visible. It essentially depends on your enemies not noticing it.
Aside from that, the article mentions about gyro that “If traited, they’ll explode in a larger area while stunning foes.”
Where is that trait? We have a full list below (3 minor, 9 others) and there is nothing doing that.Wait, do we know for a fact the gyro will be visible?
Yes, they stated the gyroscope will stay visible.
So, what do we have so far: Seems like we get AI which is limited by fuel AND is destroyable → useless in PvE, new class mechanic is about rezzing and stomping → useless in PvE
Seems like we shouldn’t go PvE as scrappers….
as someone who doesn’t PvP or WvW, I’m underwhelmed as hell.
the big profession mechanic is utterly useless in PvE unless there is someone dying nearby, and the elite is purely a PvP ability considering how insanely situational stealth is in PvE for non-thieves.
consider that for the elite mechanic revenants get a new legend, necros get a new death shroud, mesmers get to save-scum, and thieves get a third dodge, the ability to rez/finish someone at range is so situational outside of PvP that unless HoT adds a LOT of finishable enemies like the toxic alliance, it may as well not exist.
Pure Curiosity: What do you do in this game if you don’t sPvP or WvW. There isn’t a ton of PvE content past dungeons, world events, and world exploration.
We will see, maybe we will get some explanation why they did this in the PoI. But I still would like to add something. Maybe creating an explosive gyroscope if we get struck? Or something close to old Armor Modification (getting aegis?).
Another question: it seems like gyroscope will be AI, but they don’t have an overcharge skill? Can this be a thing? I hope Anet remembers the past, some AI in game used to don’t have overcharge skills. But they added them FOR EVERY SINGLE ONE later. Pls Anet, don’t repeat old mistakes. Let gyroscopes have an overcharge.
Sneak Gyro
Deploy a sneak gyro to provide stealth to nearby allies.
The scrapper’s elite utility provides a pulsing cloak field around it veiling you and your allies from enemies. The gyro itself remains visible.
Tool Belt Skill—Detection Pulse: Remove stealth from enemies in a large area.
On a short recharge, this toolbelt skill helps ensure that you are the one getting the drop on foes and not vice versa.
Please tell me I am not the only one that is just massively let down to have this as an “elite”
Seems like Anet is trying to make them anti-stealth-squad. First Utility Goggles, then a trait to reveal and now AoE reveal for elite. And yes, it seems kinda weak, because the gyroscope is still visible.
HOLY mother I am LOVING the traits!
me too…and that means…nerf incoming
I don’t know how to feel about the new traits. Some of them seem to be useless in PvE, especially the minor traits. Reviving an ally is pretty rare if your team knows what they are doing and stomping? Close to 0 stomping in PvE. And I really hoped to get some protection and aegis, but we got nothing like that.
I like scrapper, it fits the steam punk theme and it makes sense lore wise. We are building drones and other stuff with the “scrap” from the pact fleet, which got destroyed in the maguuma jungle.
I really like the name scrapper, it perfectly fits the steam punk theme of the engineer.
But I’m afraid too, I was thinking the scrapper will have tons of aegis and protection, so being a real tanky elite spec. They state it is about locking down enemies and superspeed. I hope we will get aegis too….
I don’t think so. AoE condi duration reduction for allies is more likely. I think drones will be protective, not about max our damage. One exception: mine drone (the dark one with the light).
(edited by Kodama.6453)
For anything mentioned here, keep in mind:
1) We have never seen a moving environmental object. Ever. Examples are turrets, arrow carts, banners, etc.
2) Anything that could move on its own was an NPC (meaning it had an HP bar).
That doesn’t mean anything. Just because drones will have HP bars, doesn’t mean they are destroyable. We have an invuln effect in the game. And just look at the (soon fixed) continuum rift of chronomancers. It has a HP bar too, but wasn’t attackable and so not destroyable. So there is still a chance that drones will not be destroyable.
I don’t see any problem.
About sylvari: there IS a hive sense, like you already said discussed the dream, but the pale tree sylvari just seperated from the mordrem part with their own little “island”. They are still in the system, but got a barrier between them and mordrem.
Dragon minions don’t collect magical artifacts for their own, they are collecting them for their dragon master. The dragon does consume magic, not the minions. Mordrem don’t need to collect something like that, cause mordremoth is able to drain the magical lines of the world with his roots.
About corruption, how about that: mordremoth is corrupting existing plants to minions, which will produce minions for him.
Actually, necromancer is the last profession, which doesn’t have any blocks.
The irony…
Well, at least it is some kind of funny. Like reaper is shouting “I can’t block, so you can’t do it too!”
A little something interesting to take notice of about Forge.
The Forge Hammer attacks comes with a Rocket Attachment on the hammer when he uses a Hammer skill.
In slow motion during the HoT Trailer you can see a Rocket Attachment on the Hammer to provide the force needed for the Engi’s Hammer damage when the Forge use his Hammer Skills and it is also where the flame animation is coming from.
Seriously Anet? Rocket hammer,,,, come on,, they clearly modeled these Elite Specializations after Super Heroes,,,,
Rocket Hammer is clearly Steel from DC Comics…
I prefer anime and manga so no, it clearly is designed as a reference to battle angel alita
I disagree with the reveal thing. It may fit the theme of the skill, but “disabling all healing skills” would fit the theme as well, but still would make it op. The skill already has vuln., aoe boon rip and makes reaper attacks unblockable. That’s a lot for one single skill. Adding aoe reveal (there isn’t even a single skill in this game which does that, all revealing skills are single target) would be just too much.
Well its not really too much. Unblockable basicly does nothing on its own, it just negates the benefit of a rather rarely used mechanic, so it really only does something effective against some classes that use some skills whle you also use this shout. The classes that use block, generally dont have access to stealth (mesmer with 1 block skill aside) so the functions on the skill would seem like " a lot" gameplay wise they still dont overlap, it only makes the skill more usefull against comparable defensive mechanics.
The vulnerability is also just the result of the boon corruption, no boons = no vuln.
If i would have to describe this skills functionality as simple as i could i would say its for instant boon removal, as this part is much more reliable and skill defining then the unblockable aspect.
Well, I don’t think that way.
First: Not only mesmers have access to stealth and blocks. Engineers do so as well.
Second: Blocks aren’t that uncommon, especially when the elite specs are out. Guardians whole defensive mechanics are about blocks and aegis. Forge seems to get another block skill (and likely some aegis). Chronomancer has a channeled block now with shield. Daredevils gets a blocks skill with the expansion too. Actually, necromancer is the last profession, which doesn’t have any blocks.
If the skill would hit just a single target, I would be fine with that. But it is aoe and aoe reveal seems to be too powerful for me.
Maybe they will be AI, but I really hope they won’t be targetable. It seems like they are tied to some kind of energy management (“fuel”) and if they are destroyable too, that would just be too much downsides for those skills. Or, if they are able to get destroyed, their effects have to be MASSIVELY op to compensate that.
But I don’t get why everyone thinks from all minion types in the game, the spirit weapons are the thing for forge/scrapper? They don’t have anything attached which seems like they are able to attack. I still think they will be more like ranger spirits.
I disagree with the reveal thing. It may fit the theme of the skill, but “disabling all healing skills” would fit the theme as well, but still would make it op. The skill already has vuln., aoe boon rip and makes reaper attacks unblockable. That’s a lot for one single skill. Adding aoe reveal (there isn’t even a single skill in this game which does that, all revealing skills are single target) would be just too much.
It should give the enemies it hits a debuff, which will cause all of their blocks won’t work. The concept seem to be to demoralize your enemies, not buffing yourself or your allies.
At least that is the concept I have in my head.
People don’t like giving themself disadvantages (just look at the whole necromancer corruption skill discussion).
Whoah there, go ahead and back that on up. The only reason that was ever an issue was due to how weak those corruption skills were, and the fact that they added even more punishment to the skills without adjusting the benefits of the skills.
I didn’t want to offense you, sorry for that. My opinion about corruption skills is different though, because I don’t think it is a weakness to get these conditions. Anet has shown that they want corruptions to get used that way, that you inflict conditions on yourself and the enemy and then transfer your own conditions to the enemy too. I really like that concept, but it seems like there are not many people with the same opinion.
I just quoted it because I saw the discussion about corruption skills and think there is some kind of psychological issue. People have bad experiences with something like defiance bar, cause they get stunned in pvp because of it. That’s why they don’t want something like that anymore. And people get bad experiences with corruptions too, if they don’t run a condition transfer. That’s all.
And I want to apologize one more time.
4. Lightning Reflexes still get cancelled if it hits an Ele with Shocking Aura.
Actually, this is working as intended, I guess. Engineers static shield works the same way, and it does so, because these seem to be coded that you have inflicted the stun by yourself and you aren’t evading effects you are inflicting by yourself. Other attacks like pistol whip, which lets you evade too, get interrupted the same way. I would like to keep that mechanic, cause it is very interesting gameplay. Those 2 skills (shocking aura and static shield) are the only ones which can cancel the whirling attack of foreman spur.
Is the armor from that pic currently obtainable? o_____________o
magitech armor from the gem store… pretty much one of the very VERY view medium armors that look like they are made for engineers…whats pretty sad. Its available since 2 years now atleast and costs 800 gems. The helmet is the specialisation armor piece and isnt available atm
well magitech armor i think is okayish for an engineer…but i still think we are lacking armors that actually look like a medieval engineer – magitech looks way too futuristic for my taste…id rather want something that looks like an ork mekboy
http://cfs9.tistory.com/image/7/tistory/2008/10/06/17/35/48e9cdb8dcbf2im also curious about why they suddenly went for lightning instead of fire…interesting tough
I agree, I hope they don’t got the idea to let go of the steampunk theme for a more scifi theme.
About the “lightning instead of fire” thing …. it isn’t instead, it is both. We still get the explosive looking rocket charge we saw in the trailer, but also getting some electric devices for the hammer. As long as I get another block for my engi, I’m fine with that.
And I hope the AA of the hammer is looking quite explosive. Would really enjoy that.
It would be terrible design if druid staff had 1500 range. Why would they do that? This range is really rare in this game, only 2 professions have this: ranger and engineer. And that’s it, ranger already has 1500 range, why should they give them another weapon like that?
Range of staff will be 1000-1200 but not more, I call it now.
as the thread name says “one can dream” :P
but answering your question – simple – because they need to somehow make a staff that will be different than all other staffs and as we have 1200 range staffs, 600 range staff, two fresh melee staffs there are only two options left – sniper staff (1500 range) and medium range staff (900 range). but then there is a lot of weapons with varied roles at 900 range so the easiest way to make that stuff somewhat diferent from all stuff out there is to make it 1500 range staff
we can already snipe-damage with longbows – why shouldn’t we be able to snipe-support with a staff?
I think ranger staff will be something new too, but not that way. Just giving it a large range wouldn’t cut it for me. And I still don’t think ranger needs another high range option. ^^
I expect an aoe attack similar to the ones we saw in the beta: aoe vines which will grow slowly,so the aoe field gets bigger each second. Maybe the damage could scale somehow with it, so at the beginning the damage is “concentrated” and while growing the damage will get less. Or the other way around.
Upkeep skills, perhaps? Sure, you could run all your drones constantly, but when you run out of energy they all come crashing down.
But we don’t have any natural energy source like the revenant. And I really doubt it is the class mechanic. And if it is the new class mechanic, how could we generate it? By using toolbelt skills? Don’t know, but I got the feeling it is something completely different from upkeep skills.
I am also suspect of the idea, but it’s not impossible. Because we’re getting a 2-H weapon the class mechanic is theoretically supposed to be less-impacted than if we only got a 1-H. However, if they’re bringing “fuel” into the mix then there are two existing mechanics (upkeep and initiative) that could be used to accomplish this and I feel like upkeep is more flavorful.
Also, I think the Herald is in a really good spot with the balance they gave its upkeep skills and I would not be disappointed seeing that balance applied to the engineer.
But I see another problem with that. Let’s say the new class mechanic is a new energy resource named fuel. It has to have an effect on another things as our new utilities too, because class mechanic are there to have an effect in all builds, not just when you are running the right skills.
So if there is a new resource, it has to do more than just give us the new upkeep skills. Like improve our toolbelt skills or something like that.
I think the drones will be a turret overhaul for the entire engi class, not just forge. That’s why they removed deplorable turrets! Forge will bring something cool in addition to mobile turrets.
https://www.reddit.com/r/Guildwars2/comments/3l1ldo/spoiler_engineer_elite_spec_some_details/
Sry but this one sais you are wrong. Drones will be something for the forge only for sure. And if the drones were an “overhaul for entire engi class, not just forge”, why should there be drones on every single forge (or should I say scrapper now) artwork, if it isn’t tied to it? ^^
scrapper huh… well i cant say i like that one at all
I just hope it will get a good translation in my native language.
Sappeur would be nice.
Upkeep skills, perhaps? Sure, you could run all your drones constantly, but when you run out of energy they all come crashing down.
But we don’t have any natural energy source like the revenant. And I really doubt it is the class mechanic. And if it is the new class mechanic, how could we generate it? By using toolbelt skills? Don’t know, but I got the feeling it is something completely different from upkeep skills.
I’m curious what is meant by “limited fuel” for the drones. I don’t think it is our new class mechanic, cause this should affect everything, not just the new utilities. That said, maybe drones are mantras? And the limited fuel are their charges? No idea.
Leaving some information here.
https://www.reddit.com/r/Guildwars2/comments/3l1ldo/spoiler_engineer_elite_spec_some_details/
Seems like we are not going to get called forge.
It seems like a logical step, because every single other trap skill in the game has a cast time of 1/2s. So why not keep this concept? But I don’t think they will make guardian traps throwable, Anet already said it just doesn’t feel right and they won’t break with that statement.
I don’t get why people keep saying it is a disadvantage. Look at reaper, yes some traits doesn’t work for the defiance bar enemies, but on another hand, they have TONS of chill and so they are able to just melt through the defiance bar, don’t they? And it is needed to make soft cc working on defiance bar that way, not all professions have access to many hard cc sources. This way these professions are able to help breaking the bar.
It’s a disadvantage because every trait in the reaper line requires you to have chill on the target. What is the point of having traits if none of them work? Also no one cares about break bars. They melt in 3s, cause a 2s stun and then the boss is immune to CC like normal for the rest of the fight. It is no different than defiance except now your traits and conditions don’t work either.
We have no idea about the upcoming challenges in HoT, maybe in a raid our group is split in 2 teams of 5 members and each has to encounter a boss with a defiance bar, which doesn’t melt so easily, but we have to do that to prevent a wipe? Classes without hard CC would be a burden in this scenario, that’s why I think they did it. To give every profession the ability to properly break that bar.
I don’t think Anet did this without having something like that in mind.
Then in that case it is a lame gimmick that renders our traits useless in the rest of the raid and should still be redesigned. I’d rather defiance come back then have to deal with my traits and builds being useless everywhere except a single raid fight encounter.
Well it is a trade off. I guess it depends on the number of creatures with a defiance bar, we will encounter. As long as not every single trash mob gets a defiance bar, I’m ok with that trade off.
I would like the name forge, especially BECAUSE it is n inanimate object. I’m an engineer with mecha legs, I want to get recognize as a unhuman killing machine.
Even if you wanted a title that depicts your imaginary conceptualization of the engineer in gw2, ‘Forge’ is far from the appropriate describer. Unless of course if you are a stationairy location in which meral is wrought. You could employ other, more accurate, titles to describe your ‘inhuman mecha engi’.
It’s simple infallible logic. A 7ft tall wookie living on a planet with 3foot tall ewoks does not make any sense. Forge as a title to describe a person’s specialization does not make any sense.
Forger hype.
You know the whole thing could be meant as a metaphor? Just like what they did to tempest? The tempest himself isn’t a rainy windstorm, but it is used as a metaphor for the natural power he is controling. Forge could be a metaphor for a person, which is hardening his allies and preparing them for the battlefield.
I feared to have turned a bit pessimistic with age but right now I’m a bit scared that forge will actually transform our turrets in drones.
That means no new skill type per se but a adaptation of an existing one. In that they “fix” turret problem by saying “Ok if you want a mobile turret build just play forge”. All traits from turret will works with drones like DS traits work with reaper shroud.
No way it is like that, forge will get a new skill type for sure. And the drones surely are NOT improved turrets, don’t know why everybody seems to believe that. They don’t have something attached to them to look like turrets, like rifle barrels or a little flame thrower.
Maybe they are a new AI skill type for forge, like ranger spirits (can’t attack, but buffing the allies in an area). Maybe they are just visuals for engineers signet version. We will see, but they surely are NOT TURRETS.
I don’t get why people keep saying it is a disadvantage. Look at reaper, yes some traits doesn’t work for the defiance bar enemies, but on another hand, they have TONS of chill and so they are able to just melt through the defiance bar, don’t they? And it is needed to make soft cc working on defiance bar that way, not all professions have access to many hard cc sources. This way these professions are able to help breaking the bar.
It’s a disadvantage because every trait in the reaper line requires you to have chill on the target. What is the point of having traits if none of them work? Also no one cares about break bars. They melt in 3s, cause a 2s stun and then the boss is immune to CC like normal for the rest of the fight. It is no different than defiance except now your traits and conditions don’t work either.
We have no idea about the upcoming challenges in HoT, maybe in a raid our group is split in 2 teams of 5 members and each has to encounter a boss with a defiance bar, which doesn’t melt so easily, but we have to do that to prevent a wipe? Classes without hard CC would be a burden in this scenario, that’s why I think they did it. To give every profession the ability to properly break that bar.
I don’t think Anet did this without having something like that in mind.