Showing Posts For MrTJpwnz.4710:

Scrapper in WvW Zerg-busting Frontline

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I would change the alchemy trait line to protection injection, self-regulating defenses and iron blooded for a bid more defense in this trait line. This allows us to swap inventions out to either firearms (High Caliber, No scope and modified ammunition) or tools (reactive lenses, speedy kits or takedown round and Adrenal Implant). If you choose fire arms and you really miss the perma +50% endurance regen you could take Heavy armor exploit in firearms with Invigorating Speed in alchemy.

For the scrapper traitline I do not agree with the fact that Mass Momentum doesn’t do anything… As you will have like 3.1k armor (with 5 stacks of adaptive armor) which would give you another 310 power from the conversion only. This is a little bit more then 10 stacks of might. Also the extra might stacks you get once you have stability allows you to stay on your 25 might stacks longer. I think you don’t need all the regen because you have enough defense with these traits + hammer + toolkit.

For the skills, Elixir gun isn’t that great anymore because I don’t run HGH anymore, also I don’t really like Elixir U. What I would use is slick shoes for sure, as that is probably the main task for engi’s in melee train, control. For the other utility I don’t know yet what to choose.. If you want to go for the most damage you should take bomb kit, higher damage then hammer AA while not being killed by retal fast compared to grenade kit. Otherwise maybe bulwark gyro could be a good choice (very good reflect toolbelt skill, very little damage reduction, AoE daze) or maybe something like elixir B.

I’ll try to respond to everything point you raised as best as I can

In alchemy, the swap to SRD and IB are very viable. My trait choices in alchemy are just what I tried, as I only had a couple of hours raiding to test the entire setup. I will definitely be trying these as alternatives come HoT release.

Now if you drop inventions, you drop healing power, condi cleanse (which the engineer lacks to begin with), mecha legs (this is the most important), and either the middle or bottom trait of both the first and third lines, depending on preference. Everything in the line is useful. With the swap to firearms, the only thing you gain is +20% crit chance and +2% damage per condition on foe. The bleeds are irrelevant (aside from the crit chance gain, which I considered), and No Scope is pretty pointless as the party already provides perma-fury with pack runes.

If you swap to tools and take adrenal implant (the obvious choice, as you suggested), the first and third minor are COMPLETELY wasted. Vigor doesn’t stack with adrenal implant and your endurance is almost never full when in heated combat. If it is, it means you’re probably not dodging. Steamlines kits is pointless as we already have perma swiftness (guard staff3, warrior horn, pack runes, etc.), which leaves us with takedown round, which is lackluster. Mechanized deployment and Reactive lenses are very good.

We get two clear and different benefits from swapping to tools or firearms, as I discussed above. However, when losing inventions, we lose 3 very viable minors as well as 3 viable major traits. In addition, asking a Scrapper to run without mecha legs is like asking a warrior to run without Dogged March. It just doesn’t happen.

Keep in mind, I wrote this build for a coordinated melee train. Mass Momentum is indeed useless (atleast for my guild). I’m not sure what other guilds run, but warriors in my guild run Phalanx Strength which, between two in a party, is a sustained 25 stacks of might. Any personal might I apply is more often than not wasted. In addition, I tried to avoid selfish damage traits like MM in my build. If you run in a guild where your parties lack 25 stacks of might in combat, then MM is absolutely the best choice. Otherwise, stick with RR.

In terms of the utility changes, the three utilities I included are not at all cemented utilities. The benefit of an engineer is that we can change utilities on demand without a build change to fit the group composition. Slick shoes is absolutely a viable trait which I will most likely take instead of E-Gun myself.

On the contrary, I disagree with the next two suggestions. Bomb kit is far less damage than hammer. First of all, the explosions are delayed which does little good for a melee train pushing into enemies. In addition, bomb kit is well known as a bunker condition kit. The only power-based bomb is the auto attack, as the next 4 are burn, confusion, smoke, and immobilize with small direct damage additions. Bomb kit seems very weak in the melee train. Also, Bulwark gyro seems weak as well. The gyro itself is awful as it currently dies very fast in a zerg setting. The daze could be good if used correctly. The reflection dome is good as well, however our guardians run Wall of Reflections and… going back to elixir U, I could get the same reflects but have quickness, fury, and might to go with it from a not-terrible utility such as B-Gyro.

Let me know what you think

I don’t completely agree. 2nd and 3rd minor traits are pretty useless in my opinion, the regen you’ll get from the healing is not that great, and the healing power stat is very weak.

As for mecha legs I am not sure that it always works. Stopped using it once I saw I got immobilized for 4 seconds while having it equipped together with hoelbrak runes and lemongrass food (should give like 93% duration reduction). Shouldn’t be able to happen as I didn’t get focussed. Not sure if there is a max to -condi duration. As I’m probably always running with hoelbrak runes and lemon grass I feel Mecha leggs is a bit overkill.

As I’m not running with pack runes I won’t have the perma fury (atleast probably not), which makes the firearms traitline a bit better. As for the Tools traitline you are right, 1st minor doesn’t work with Adrenal implant sadly enough, it still does with Iron Blooded, so not totally wasted. Would be nice to see that vigor works together with adrenal implant. Also you won’t have a 100% upkeep to the 3rd minor trait, but adrenal implant allows you to have the extra uptime. Also you are pretty tanky cause of Adaptive armor so you can take a few hits without the need to evade.

Steamlined kits isn’t the best option in a organized group for sure. Takedown round is just a bit extra DPS, not very spectacular anyway. Firearms is the offensive version, tools is the more defensive version..

Personally I think that the build with just the alchemy line, and adaptive armor is already tanky enough to survive assuming you have the hammer with a block and reflect, and toolkit. I am personally more offensive orientated, thats why I like the 310 extra power from Mass Momentum (again that is more then 10 stacks of might that don’t count as might stacks, it’s like the max stacks of might is 35 and you’re running around with 10 stacks perma). The might stacks Mass Momentum gives are negligible to the main buff the trait gives, also because you have a relative low stability uptime.

As for the bombkit AA vs hammer AA, bomb kit will probably win. Hammer AA is very very slow. Bombkit may have a delay in it but the cast time is fast compared to hammer AA. Also don’t forget that might also buffs your condi damage so the burning now the stacks stack in intensity rather in duration can hit pretty hard. That bombkit is a utility where you could have doubts that it works is true. I played with it alot (with just regular engi frontline) and I personally think it works pretty well, although it was traited with halve fuse time.

Bulwark gyro isn’t maybe the best choice but there are better skills then elixir U thb (especially if not traited with HGH). Also the Dome reflect moves with you, which can situational be better then elixir U’s wall, don’t forget that point.

Main difference between us is that I think more offensive then you do, and actually neither of us is wrong, aslong as you can manage to stay alive, which I don’t think is a problem with the traits I gave. Hope this makes it a bit more clear of how I think about the traits and stuff.

Hammer power meta builds

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Hammer will be surely used in some meta PvP build. In fact i’m already tweaking a marauder SD/HGH build.

Now in PvE, let’s see some numbers, assuming marauder amulet (1050Pow, 1050Pre, 560Vit, 560 Feroc, so numbers can even be higher, but fthe difference is not massive)
HAMMER:

  • 766+766+957 in 1.5s
  • 2106 in 1s, 6s CD
  • 2871 in 1.75, 10s CD
  • 2390 in 1.75, 20s CD
  • 3450 in 0.75 (5s field), 24s CD

RIFLE:

  • 651 in 0.75
  • 0
  • max 1600 in 0.5, 10s CD
  • 999 instant, 15s CD
  • 2700 in 1s, 20s CD

Now calculating DPS is not simple since you can’t only factor damage/CD but also cast time, and proper rotation (a skill is better then another when off CD). But just looking at numbers (without talking about uilities) I see the hammer in solid place for Power builds.

Now on condis: pistol #3 is not major chunk of damage, neither #2 (i guess togheter are way <5%) blowtorch insted is a nice chunk BUT with all the utility you bring with hammer, i do not see it as a bad choice in difficult encounters, depending of what you might need to do (like tanking or eating breakbars).

Back to your problem: you need to spend carefully. If you run condi, you are totally in sinister build, so nice power/prec anyway. I’d take a zerker hammer.
Even in condi build you’d loose 179 condi damage for 251 power which is almost acceptable if you are not a minimaxer, and it’s perfect in power builds.

That’s what i’m gonna do, anyway ^ _ ^

Don’t forget about the aftercast on hammer autoattack at the moment..

any scrapper pvp or wvw vids?

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Are there really no other videos of WvW Scrapper play, especially in zergs? Seems like a sad indication of how marginalized Engineer has become in the WvW game mode.

I did play scrapper in a zerg, didn’t record it though

Scrapper in WvW Zerg-busting Frontline

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I would change the alchemy trait line to protection injection, self-regulating defenses and iron blooded for a bid more defense in this trait line. This allows us to swap inventions out to either firearms (High Caliber, No scope and modified ammunition) or tools (reactive lenses, speedy kits or takedown round and Adrenal Implant). If you choose fire arms and you really miss the perma +50% endurance regen you could take Heavy armor exploit in firearms with Invigorating Speed in alchemy.

For the scrapper traitline I do not agree with the fact that Mass Momentum doesn’t do anything… As you will have like 3.1k armor (with 5 stacks of adaptive armor) which would give you another 310 power from the conversion only. This is a little bit more then 10 stacks of might. Also the extra might stacks you get once you have stability allows you to stay on your 25 might stacks longer. I think you don’t need all the regen because you have enough defense with these traits + hammer + toolkit.

For the skills, Elixir gun isn’t that great anymore because I don’t run HGH anymore, also I don’t really like Elixir U. What I would use is slick shoes for sure, as that is probably the main task for engi’s in melee train, control. For the other utility I don’t know yet what to choose.. If you want to go for the most damage you should take bomb kit, higher damage then hammer AA while not being killed by retal fast compared to grenade kit. Otherwise maybe bulwark gyro could be a good choice (very good reflect toolbelt skill, very little damage reduction, AoE daze) or maybe something like elixir B.

any scrapper pvp or wvw vids?

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

hey man not bad at all. I see you favor nades in a lot of situations! pretty good scrap… pun intended

Thx, the nades are still decently better then the slow AA of the hammer so if you have nade kit you should use that mostly. Also the chill on the nades is pretty good in PvP.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I played alot on Scrapper during the beta (played stronghold, WvW, PvE / raid) and I see some things that should be changed / improved in my opinion.

Hammer:
The hammer is a cool looking weapon with nice ability’s. Although there are 2 major problems. The first one is the auto attack chain. Alot of people have been arguing about this but I think the damage of the weapon is ok, but the aftercast / casttime on the skills are just too high. The tooltip says it’s 0.5 sec per skill of the chain, so it would take 1.5 sec to go through the full chain theoretically. But in the beta it took like 2.5 – 3 seconds to complete the chain, which is just too much.

Second thing is the #3 skill rocket charge. This skill is damage wise ok but the leaps are awfull. I jumped off a cliff alot of times cause this skill leaps around your target randomly (a bit like unrelenting assault of the revenant). Also the first leap seems to always go to the direction your character is looking, 2nd and 3rd leap are going towards the target then. Also the leap finisher only seems to trigger if the leap ends in a field where other leap finishers will trigger also if you start or go through a field.

Also a little minor thing is the skill #2’s attack radius. Other people also said things about this, but basicly with the current radius it would have a lower range then a normal melee attack.

Gyro’s
Here I have to admit that I didn’t use all of the gyro’s, I only used the bulwark gyro, blast gyro, shredder gyro and sneak gyro. All of the other gyro’s are in my opinion useless in it’s current state.

Bulwark gyro
Bulwark gyro still has too less HP to be really usefull in my opinion. Also something that can make the gyro 100% complete useless is the fact that it applies it’s buff after 3 seconds once it’s summoned. I think that it’s buff should be applied immediately when summoned. The toolbelt skill is good.

Blast gyro
The blast gyro once I used it felt useless. It’s dodgeable twice and it’s damage is very low. Also it takes pretty long for the gyro to start moving or to detonate. Also the AI isn’t that great. Also the toolbelt skill doesn’t add that much. Looked like a promising skill but at this point it looks a bit dissapointing.

Shredder gyro
Alot of people said that this is probably the best gyro there is. Personally I don’t like it, I don’t feel like the whirl finisher is adding that much to the engineer. Toolbelt skill is ok, not great but ok.

Sneak Gyro
For this gyro the AI is the major problem. The gyro seems to follow the enemy, but he’s not the one to get stealthed. Also I would increase the radius of the gyro so you have a bit more space to walk around. It would also be nice if the toolbelt skill reveals targets that are not stealthed.

Traits
Most of the traits are ok just 1 thing I am not sure of that it works. The 2nd minor trait that gives you might and superspeed on a finish didn’t pop up on a finish I did myself, only from my function gyro. Also I get them if my function gyro was busy finishing but someone else finished my enemy earlier. Not sure if this is intended though.

Overall the scrapper looks like alot of fun to me!

any scrapper pvp or wvw vids?

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

2 vids of a stronghold match of me playing a hammer scrapper with a few guild mates of mine. played with a maurader amulet with explosives (grenadier, aim assisted rocket, shrapnel) inventions (AMR, mecha legs, bunker down) and scrapper ofcourse (stabilizing core, expert extermination, adaptive armor).

I’m not the best player / engineer, also not a PvP only player (I play almost all of the content of gw2, mostly PvE though) so don’t expect the best gameplay but still. Hope you enjoy!

Ignore the ppl talking etc. btw :P

Scrapper class mechanic

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

What if using a toolbelt skill will drop a random improvised weapon in the area? just like the rangers Porcine pet’s (the pig, warthog etc.) have. It would totally fit the theme of the scrapper which are the masters of improvising.

What Ardid.7203 said is also a nice idea to be honest.

Best looking engineer race IYO

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Norn, just cause norn are the coolest race available :P

Complaints about hit points on gyros

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

They should treat them as structures, so that they’re immune to conditions and crits.

that would be a good option aswell

Complaints about hit points on gyros

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

That there are hit points isn’t the problem to be honest… it’s just the amount of hit points that is a problem…

Really? AI with HP that is supposed to survive for any real length of in this game is a total failure, be it minions, turrets, ranger pets, whatever, you can’t balance HP, when even if we just take PvP, it can be a 1v1 or a 5v5. (and that is PvP, can you imagine WvW with these things they will insta die)

Ele’s Earth elemental stays alive pretty well, so AI that is supposed to stay alive for a decent amount of time is possible… Also the HP is to stay alive, too make it possible to have counter play against the gyro’s. Of course the HP will stay the same in the different game modes we have (PvP PvE WvW) so we shouldn’t expect it to be viable taking it with WvW zerging anyway, next to the fact that there are better skills to take instead of those gyro’s imo. You don’t balance stuff only by their HP , no you balance stuff on their function/ cooldown / casttime etc etc. … They should focus on those points after given them a decent amount of health so they are viable taking when still having the counterplay possible.

Can’t really imagine that people wanna run with Gyro’s that are invulnerable, I mean why don’t they just give us signets then with a stun on each active..

Complaints about hit points on gyros

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

a) Long/infinite duration, long recharging, destructible (making the virtue of looking after and maintaining your gyros important).

This option won’t make the gyro better, as their health pool is the problem and not the fact that they are destructable. This option will make it look better in the tooltip but in fact it doesn’t matter as it won’t reach it’s full duration / long duration anyway.

b) Short duration, short recharging, destructible (meaning a frail and short duration but frequently available gyro, similar to phantasms in play)

This should be the way to go, which is actually what alot of people already suggested. For instance making the cooldown start once the gyro is activated. Not sure if that change is enough but that has to be decided per gyro.

c) Short duration, long recharging , invulnerable (fancy stances or signets with positional elements, allows for usability even in the thickest of battles)

I see the word invunerable, won’t even argue about this one as I think it’s just lame…

But still if the gyro’s stay damageable, the health pool needs to be increased (assuming they are all 11k hp) of all of them..

Point of Medic Gyro?

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

What gives superspeed?
Every Gyro.
Blast gyro utility.
Slick shoes utility.

Don’t forget the first Major Adept trait that gives you super speed on leap or blast finisher in Lightning field

Point of Medic Gyro?

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

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

[BUG] Scrapper 3rd Minor is 'Broken'

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

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….

Fair enough it could be that the footage wasn’t up to date.
quote from the PoI: “Last week Jebro was here blablablabla
So ye from that it’s atleast a while ago that he was there and alot could have changed since then.

Anyway apart from that, If the trait makes gyro’s stun them instead of daze then I really dislike both traits (the 3rd minor & Final Salvo grandmaster trait). It kind of forces you to take that or you have a kind of worthless minor trait..

Complaints about hit points on gyros

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

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.

Well I don’t see it so how about give some examples if a gyro is invunerable to everything how to counterplay it…

[BUG] Scrapper 3rd Minor is 'Broken'

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

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..

Complaints about hit points on gyros

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

That there are hit points isn’t the problem to be honest… it’s just the amount of hit points that is a problem…

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..

I agree. The problem is, do we really know what the gyro hit points is based on stats? I assume it scales with the players stats.

what we should do I think is check the stats on exotic armor for Celestial, Berserker, and, I don’t know, maybe Knight’s or Nomads or something.

Here is the reason why I think this is important. If their stats scale the way illusions do for mesmers, then it makes a big difference in their survivability based on what gear you use. For instance, a Bulwark Gyro may be far better for Sentinel gear than for Berserker.

I guess this all comes back to the zerker mentality. So many people look at zerker as the meta and then say “pDefender sucks!” Well, yes, when it adopts its own stats off yours, and its a fully defensive phantasm, and you GAVE it crappy vitality, don’t be surprised.

If you go beyond fully offensive gear and stats, then that might well change things.

It would make alot of sense if it worked that way, but then still I think the health pool needs to be increased a bit..

Scrapper questions and feed back

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

What if using a toolbelt skill will drop a random improvised weapon? just like the rangers Porcine pet’s (the pig, warthog etc.) have.

Complaints about hit points on gyros

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

That there are hit points isn’t the problem to be honest… it’s just the amount of hit points that is a problem…

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..

Request: The "original" scrapper

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

It could have been that the scrapper got reworked in a late stage.. Would be nice to know what they were thinking off.. They probably had a good reason to start over on the elite spec though, and also that they started over doesn’t mean that what we get sucks, or what they did have was way better then this..

Rocket Charge Q

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

The daze / weakness / other effect will only apply on your target. Although with RC and a lightning field doesn’t seem to work yet as intended… more info about that in this thread:
https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-Scraper-dazing-strike-bug/first#post5510834

Purge gyro toolbelt skill

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

You can do your triple leap finisher and apply lot of weakness.

Or you could leap in a lightning field with the Expert Exermination and daze your oppnonent, give him 27 seconds of weakness and 15 stacks of vulnerability for 9 seconds and dazing him for 1,5 sec or so…

[BUG] Scrapper 3rd Minor is 'Broken'

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

5 stuns in total on enigneer, 2 on different weapons, 1 elite, net turret overcharge and toolbelt of AED. So acutally it’s max 4 on the same time assuming that you take these worthless skills with you…

It makes way more sense that the trait would count for dazes instead of stuns (both would be nice though) as the elite spec has alot of acces to dazes through skills but also combo’s with the hammer triple leap.

Medi Gyro, a focussed discussion

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

3 seconds looks weird as the duration is 14 which is not dividable by 3… I think they used 2 seconds during the POI

[BUG?]Scraper dazing strike bug

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

The wiki says this about leap finishers:

A leap finisher is a skill that can create a combo effect by interacting with a combo field. Leap effects are applied directly to either the skill’s user or the skill’s target.

According to this the daze should be applied only on your target. Guess it’s something they just have to fix and the randomness is not intended..

Will Super Speed Stack?

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

It doesn’t stack right now, but I think it should. I mean stealth for example stacks aswell but there is a cap on it too. And I think stealth is good, but defenitly not over powered. If it’s overpowered then there should be some more ICD’s on the traits and stuff. And there is still some counterplay to Superspeed with chilled, cripple and immobilize. Also the Final salvo trait is pulsing 2 seconds of super speed (1 pulse per second) so they might have implemented it already and it will come once HoT will release.

Things that should be changed to the scrapper

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

With everything of the Scrapper revealed, most people have some doubts by the scrapper. The Gyro’s play a huge role in this as they are basicly not good enough compared to the other skills engi has (long cd, small damage, lacking functionality). The Gyro skills aren’t just really it at this moment. I personally am pretty positive on the scrapper, although I see alot of issues that can / should be fixed. So let’s go over all the things that come with the Scrapper and discuss what should / could be changed.

Hammer:
The hammer looks like it’s a pretty good weapon. The ability’s on the hammer are pretty decent. The hammer is in a pretty good state at this moment and I think that alot of people agree with me on that. Of course we don’t really know how much damage the hammer does but I think it’s decent. Maybe a small tweak in the CD of Electro Whirl, increasing it with 1 or 2 seconds.

Gyro’s:
As for the gyro’s there are a few major problems. The first one is their health. I am aware that we don’t know yet how much health every gyro has, and if they are all the same, but looking to the sneaky gyro and the bulwark gyro in the stream they have around 11k – 12k hp. Atleast not alot. This health pool needs to be increased or no one will ever use the gyro’s. Note that Gyro’s can’t evade or block any attacks without the help of another player, so they are very vulnerable.

Alot of people say that they shouldn’t have a health pool and just be invunerable (or just don’t take any damage but that they are CC’able) but I don’t agree on that point. This will mean that there is no counter play to the gyro’s, making it rather boring to play with and against. Having the counter play makes fights way more interesting for both players. What I suggest is giving the gyro’s 20k hp (maybe even more but we will have to see how it goes).

The second thing on the Gyro’s is their cooldown, which is way to high. There is an easy fix for this and that is to start the cooldown when you activate the Gyro. This will reward the player for keeping them alive so he can have a better uptime of the Gyro’s. Of course the cooldown of some Gyro’s have to be adjusted (like the sneaky gyro for example).

The last major problem with the Gyro’s is their movement speed / AI (I personally think that movement speed solves the problem). As we could see in the stream the sneaky gyro wasn’t able to follow Irenio properly. This could be a bad AI, but it’s also a matter of movement speed. Also Gyro’s like the purging gyro are useless when you are using streamlined kits for example (which is basicly perma swiftness) as you are running faster then the gyro, which means no condi cleanses for you (assuming you are running around alot which you are most of the times). I think that giving them a baseline speed boost (or a self pulsing swiftness once every 10 sec so there is a very little bit more counter play) will solve some of these problems. Of course there is still a part of the AI that needs to be improved.

The gyro’s itself have some problems aswell.

Medic Gyro
The medic gyro’s main problem is the amount of healing. The initial self heal is Ok, but it could be changed to maybe 3k – 3.5k heal. As for it’s pulsing healing they should change the amount of healing to something like 600- 650 and the interval to 1 second. This will be a little healing increase compared to what it was before and the change in interval will make it a more reliable source of healing. The toolbelt skill is pretty good.

bulwark Gyro
Ok the problem with the bulwark gyro is it’s health. It can get 50% damage from 5 players which will result in the gyro staying alive for just a few seconds. So what I suggest is giving the gyro 40k hp, which is alot assuming he only gets 50% damage, but also giving him less armor so it will take more damage when it’s targeted itself. The toolbelt skill it pretty strong and I think it should stay like that to compensate for it’s weaker base skill.

Shredder Gyro
The shredder gyro is probably the best gyro there is at this point. I think the damage could be a bit increased though and the cooldown reduced by a 5 seconds. The toolbelt skill looks fine at this point.

Blast Gyro
I personally like this gyro. That doesn’t mean it’s rather weak though at this point. It’s a stronger (in terms of damage) and a weaker (in terms of utility) version of the throw mine skill. Also it isn’t very rewarding yet for a skill that is dodge able twice.

What I suggest is making the detonation a blast finisher, like the name of the skill already says. As we don’t know how much damage the skill does at this point i can’t really say in what position it is now. But if the skill still is lacking then they could add something like once the gyro is detonated the parts of the gyro will fly around cause of the explosion. If someone gets hit it will take some damage and will get some bleeding and crippled.

The toolbelt skill of the blast gyro is rather weak, I feel like something is missing. Maybe a stunbreaker (not a AoE stunbreaker) or a random boon will make it a bit better.

Also the detonation should work with the explosions traitline..

Purge Gyro
The Purge Gyro’s funtionality is pretty good actually. It is lacking in 3 places though. The first one is it’s cooldown as stated before. The seconds one it that it’s a melee range gyro at this point, making it die very quickly due to AoE and cleave damage. To fix this I suggest make the gyro to his stuff on range. Like a 320 range for cleansing and a 400 – 500 range for scanning players with conditions.

The toolbelt skill is the last bad thing of the purge gyro. At this point is looks weird and useless. I would change it to a AoE condi cleanse that removes 1 condition in a small range from 5 allies.

Sneaky Gyro
The sneaky gyro is the most interesting one, but it still has some huge problems. First I think the stealth radius has to be doubled. This will make there is plenty of space to walk around stealthy.

Secondly the AI should be changed so it’s less predictable where the player is walking. The baseline increased movement speed is pretty helpful for this.

Then I would change the duration of the stealth you get and change the interval of it. I would change the interval to 5 seconds and the stealth duration to 6 seconds. This has benefits for in combat aswell as out of combat. In combat you will get revealed alot. The revealed will have a duration of 3 seconds in WvW and PvE and 4 seconds in PvP. This change will make it easier to have a high stealth uptime. As for out of combat you are able to stack up to 10 seconds of stealth (which is 2 seconds more then it is now).

Last thing is that the detonation / destruction of the Gyro should get you revealed ( or any other of the gyro’s) as it would work against itself then.

The toolbelt skill is pretty strong. I think it’s even slightly too good, so increasing the cooldown by 4 – 5 seconds would be better for the balancing.

Last thing I want to mention about the Gyro’s is their detonation. In the tooltip is some difference between them. 2 of the 6 Gyro’s at this point have a cast time on the detonation (Bulwark Gyro and the Sneaky Gyro). I personally think that this should have a cast time at all. Also all the detonations should work with the explosions traitline.

Traits
The traits are overall pretty good and solid and I don’t see alot of changes needed. Although there are some things that I think could need a little change in ICD / duration’s etc. I’ll go over the traits that I think that need a change.

Function Gyro
Good trait / mechanic but the ICD is just a bit too long. Reduce it to 15 – 20 seconds would be fair I think.

Impact Savant
It states that it’s only for outgoing stuns and incoming stuns. I personally think this is kinda weird. This elite spec only gives us 1 stun and a ton of dazes. I would add the daze effect to this minor trait aswell to have a bit more synergy between the trait and the elite spec.

Recovery Matrix
This trait really sucks actually… A bit extra regeneration and vigor would be on it’s place here.

Expert Extermination
I think this trait is rather OP in PvP and WvW. Weakness good condition and you can stack it up heavily. I would halve the weakness duration and keep the vulnerability as it is now.

Adaptive Amor
Just wow, this trait is way too good in my opinion. The -20% condi damge is ok, but the +500 thoughness is just a bit too much. Reduce it to 80 thoughness per stack so you’ll get a total of 400 thoughness. Maybe even that is too much but we’ll see.

Final Salvo
This trait is weak compared to the other two in it’s tier. What I would change to this is once a gyro is destroyed or detonated it creates a mix of a Static field (From ele staff in air) and what it is now. Makes this trait way more viable to take aswell to bring the gyro’s in a better spot to take as utility’s. Also not sure if it does, but this trait should work with the blast gyro if it is self detonating.

Perfectly Weighted
This trait is ok at this moment but not as good as Adaptive armor. I am really missing a -20% cooldown reduction for hammer in this trait, think that will make it more competitive to the other traits.

That was all about the scrapper itself. Now there is one big issue that alot already mentioned and that is that Super speed should be stacking in duration. And yes that is actually kind of needed. Also Super speed should do stuff out of combat, and then I mean a bit more then just giving the swiftness.

That is all for now, let me know what you think but please keep it realistic, try to keep stuff balanced.

Boring Dungeons: My Solution

in Fractals, Dungeons & Raids

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

SPOILERS LINDY SPOILERZ!!

I 100% agree with Wynne. It’s not for everyone, but I’ve had a lot of fun taking newer players through dungeons over the years. Sometimes it’s frustrating, sometimes you get some guy who just won’t listen and causes all sorts of problems…but it is a nice way to add some challenge to the game while helping people out.

Plus there’s all the warm fuzzies when you get that group that is completely new and totally appreciative of the help. I actually screenshot and save things like the attached when ever they happen.

Totally worth it

#ForTheFuzzies

Agree 100%!

I get a lot of flak from my guildees because I won’t join “good” groups anymore because I’ve run everything to death and it just isn’t fun. I get my jollies from teaching and solo/shortmanning/play what you want/naked/bad stats runs now. Met some interesting people along the way and that is far more entertaining than the quiet and efficient runs that most yearn for.

Ha ha ha. Right Danyl, I certainly know all about those gfs! Because I have one! Just like a normal person! Aren’t they just something! Ha ha ha.

how much did you pay him to send those mails to you? haha just joking..

I totally agree, it is fun to run with low levels or less experienced players. When running in a exp pug group there is always complains about some1 not doing his job right etc. etc. It’s just less fun with a group of pugs who think that they are exp…

Revenant OP, needs nerf

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Because glyph eles are really wrecking spvp

Why does everyone think it works like glyph’s? #GlyphsAreLame

patch after expansion

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

ow gosh please no… Germans, french and spanish ppl are enough… no offense but those people don’t speak english and expect everyone to speak in their language, and LFG language option doesn’t help cause people don’t even read what is listed in the LFG…

http://en.lmgtfy.com/?q=google+translate&l=1

#SpeakEnglishOrDutch

Achivements for the Precursor hunt

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

it’s expansion pack content so it’s probably more related to that…

I see what Anet's strategy is

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

SO basically what anet wants to do is do free living story all the way up to the climax and then put the end behind a pay wall.

Brilliant.

just don’t do living story… #SolvingProblemsTheEasyWay

Teeny Tiny Expansion

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Hard to be excited with the expansion when there’s so little they’re adding. Factions itself added a whole new continent with 20+ new maps, a full narrative, 3 new pvp game modes, 2 new professions, 2 new elite zones, new armors, new skills, new weapons, new titles, 4 new guild halls and more that I haven’t though off. And they made all of this in 1 year with less than half of the number of employees they currently have.

Gotta say, pretty disappointing.

Again don’t compare factions and nightfall with HoT. factions and nightfall were standalone games, HoT aint. Those 20+ maps of factions were small, boring and had no depth. The map(s) we will get have more depth and have much more diversity.

We will get 1 new class, + specializations for each class. kind of the same as 2 classes. The map(s) that will become available will be end game content with group content. So the elite zones will be in there as well, maybe not instanced like the deep and urgoz but it’s there.

Also I have seen weapon and armor skins I haven’t seen before.

new skills become available through specialization, the new weapon in factions was only a dagger for assassin if I remember correctly and still I do believe rythlock is wielding a spear and if that is not the case it’s a staff that plays very differently then normally. New titles, well we don’t know if we will get new titles, but we will get new collections and stuff like that.

We also will get guild halls, how many different guild halls we don’t know but hey we’ll get it.

We will get 1 new PvP mode + a WvW map. Maybe the expansion is a bit less attractive in pvp, but it’s a expansion and not a stand alone game.

Next to those things we will get the mastery system which will allow us to kind of level up our character after the max level. Also this will give us new abilities to get at places we haven’t been before are talk to races we couldn’t talk to before.

And actually we don’t know for how long the have been working in the expansion. Maybe it’s longer but don’t forget, the map(s) are much deeper and vertically high. Also with HoT they give us totally new things like the mastery system that has to be build up from the beginning, factions didn’t have that. There is much more stuff to do in those map(s) then there is in factions or nightfall.

So after all these points HoT is actually pretty equal to factions. It lacks a bit in pvp but the pve content is much much much better.

But well if you don’t like what they implement in the game by the expansion then don’t buy it. They don’t increase level cap or add another gear tier so you are still valuable even if you don’t have to expansion. But just don’t whine if all content mentioned at pax doesn’t come available for people who didn’t buy the expansion pack… (if stuff like pvp comes with the expansion pack sounds logic to me but it’s not confirmed as far as I know).

Let's end the "divide the playerbase" charade

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

The big question here is which parts of expansion will remain expansion only features and which will be general upgrades to the game available to all.

why would they announce game feature updates outside the expansion pack when they are announcing an expansion pack? Exactly it makes no sense…

Everything that is said at PAX will be in the expansion, and you’ll have to pay for it. If you don’t, it’s not a big deal because you can still play the game as before as the expansion pack doesn’t change the level cap or adds higher gear tiers.

I don’t really get how people can get such things on their mind. HoT is a expansion, not a free feature pack and a optional expansion if you want the specialisations and revenant…

Revenant Speculations

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Revenant chooses 3 out of a pool of legends, similar to Ranger and pets.

The legend changes the back half of skill bar.

So Heals, utilities, and Elites all function as a sort of Glyph that changes based on what Channel you are in.

they said that channeling a legend will change the skills, not change the way they work. I still have hope…

Precursors Collection

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I really, really hope that the collection items will involve a fair mix of PvP, WvW and PvE, but I doubt it. But it’s the only way for the weapon to be truly legendary, imo.

WvW players will complain of PvE / PvP players in their area not doing the jobs they should have done. Not being on TS and not following the commander or his orders.

PvP players will complain cause they actually always do. Next to that there are WvW / PvE players ruining their games and they’ll rage even more.

PvE players (dungeon / fractal runners) will complain cause WvW / PvP players are not exp in dungeons, don’t know what to do, and can’t stay alive against slow attacking mobs / bosses.

Conclusion:
Everyone will rage and complain for doing content they don’t like and for others ruining the content they do like..

So the collection should be in open world, with other words in the non-instanced jungle (if there even are instances in the jungle).

No one should complain.
if you’re good enough on WvW you should be on a guild that does closed raids with only the “Pros”
if you’re good enough on PvP you should have your own team, don’t queue alone and then rage because the pugs aren’t doing what you want because no one cares about what you want.
if you’re good in PvE and dungeons you should have your own group, YOU CAN EVEN SOLO DUNGEONS.

If you want to do things with pugs then you don’t have the right to rage about them.

all true, now go tell it to all gw2 players… gl with that…

There are always ppl that will complain.

Ow and not all dungeons are soloable… Next to the fact that not always your guildies / friends are online to group up with.. what should they do then? nothing?

Precursors Collection

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I really, really hope that the collection items will involve a fair mix of PvP, WvW and PvE, but I doubt it. But it’s the only way for the weapon to be truly legendary, imo.

WvW players will complain of PvE / PvP players in their area not doing the jobs they should have done. Not being on TS and not following the commander or his orders.

PvP players will complain cause they actually always do. Next to that there are WvW / PvE players ruining their games and they’ll rage even more.

PvE players (dungeon / fractal runners) will complain cause WvW / PvP players are not exp in dungeons, don’t know what to do, and can’t stay alive against slow attacking mobs / bosses.

Conclusion:
Everyone will rage and complain for doing content they don’t like and for others ruining the content they do like..

So the collection should be in open world, with other words in the non-instanced jungle (if there even are instances in the jungle).

Once u go kit, u don't go back

in Engineer

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Maybe a new support healing kit would be a welcome addition as well.

The Med kit does that actually. It sucks though and healing turret is way way way way (can’t say it enough) better. More kits may be coming with the expansion, but we don’t know that yet. I wouldn’t count on it as it probably focusses on specializations only and not the base profession..

Revenant Speculations

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I hope it’s none of those. I really do. We already have Elementalists and Engineers. If a Revenant gets to freely channel different Heroes as his class mechanic I think both Ele’s and Engi’s will be justifiably kittened.
Because that’s basicly taking the best of both their thing and molding it together with none of the drawbacks and throwing Heavy armor on top. An Engimentalist.

engi’s can choose their kits…. Not all kits are that good (it depends on where u are, all of them can be usefull somewhere though) but maybe those channels of the revenant aren’t that good aswell…

evil idea - stranded!

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

you can force yourself to do that with 1 character…

But what the OP is suggesting is that we need certain “skills” to get out…

Maybe we do get that, but we don’t know that yet as they haven’t really looked into the system with us

evil idea - stranded!

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

you can force yourself to do that with 1 character…

Will there be bodies of water in the jungle?

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

well we saw waterfalls… So if you are going to stand underneath them you got your underwater combat

Your picked races for your Revenant?

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Norn all the way, all the time

#NornFamily

This may be interesting to read guys!

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

If you’ve read one interview with ANet, you’ve read them all. The only thing interesting with this one, is you might want to make a Sylvari alt prior to release. Something might happen.

What I hope that happens is that when you are at a certain point of the story all sylvari’s will be deleted from your account and your account will be suspended from making any new sylvari’s… #WeedDoesntBelongInGames

Dungeon runners.. will you buy expansion?

in Fractals, Dungeons & Raids

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Of course I’ll buy it! #HoTIsHot

WvW Updates - I Is Disappoint

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Ok then the next question is if it will be “balanced” like EB or will it have a clear “home” faction with an inherent advantage.

If it is balanced, will we have 3 instances of it (would be boring) or just one, which would lead into having a long queue to both it and EB.

If it favors one faction, then there will of course be 3 instances of it like the original BLs.

Darn. Now I’m looking forward to them explaining this to us even more.

And yeah if it replaces all three it has to be free for all, expansion or not.

Yeah, in the trailer they said it’d be in the new borderland rotation implying it would be 3 instances of the map as it is now, otherwise they’d need to rework the PPT system.

Sorry for the misunderstanding, I was arguing with you because I assumed you saw the rotation part in the trailer and didn’t understand why you’d think it would be locked to only paying players, I watched it a few dozen times so I was a it presumptuous, my bad!

maybe it’s one very big map?

Mastery abilities will be earned accountwide

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I am not really a fan of a account wide mastery system at all. They said they wanted that we are able to level our characters after getting to the max level right? So why then make a account wide mastery system? I mean it makes no sense that if I earned 100 points on my war, my new necromancer can use those 100 points instantly. So a character that never has been in the jungle can already be a master in surviving there.

If they are going to implement this account wide mastery system then I prefer the way you described (same for all the characters).

The outrage would be insane by the GW2’s population. More often than not every form of meaningful progression is seen as grind.
I’m already worried for the community’s outlash on the mastery system as content will be gated behind it.

From the sound of it, I however think it’ll be a fun system.

True some people will rage, but hey, people are always raging…

I’d prefer a individual system for now. Maybe my opinion changes when I know more about what we can do in the forest, how fast we get the points, how big the forest is, how rewarding it is (#lootwars2) and if there is a maximum amount of mastery points we can get.

And yes if we get the points account wide alot of people won’t really care about the forest anymore because they can choose whatever they want. So yeah I’d rather make a choice between masteries and have them account bound rather then set them up individually without the need to spend time in it.

Maybe they should implement a variable system that allows us to choose ourselves..

#SoulboundMasterySystem

xpac and base professions

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

I don’t think anything changes if you don’t specialize.. So yeah same traits skills and weapons…

Revenant Legends - Who would you channel?

in Guild Wars 2: Heart of Thorns

Posted by: MrTJpwnz.4710

MrTJpwnz.4710

Brutus and Sheena

but but.. Those are filthy Kurzicks!

#KurzicksGoHome #LuxonsToGw2