Deal damage = loot.
Heal allies = no loot.
Will healers get their reward in HoT?
Pistol 1 pierce or AoE bleed.
Pistol 2 pierce.
Mortar 1 AoE projectile finisher.
Thermobatic Detonation: Remove cooldown.
Medkit buffs.
Super Speed made stackable.
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Nothing about pistol piercing and mortar 1 projectile finisher?
I just noticed this from druid notes:
Glyph of Unity: All allies nearby are tethered, whenever you are healed, allies you are tethered to are also healed.
Looks like Medical Dispersion Field without icd.
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Will Super Speed stack?
Wish medkits were pickup-able by 5 separate allies (including Bunker Down trait).
I usually pick them up myself before anyone sees them.
Can you stealth sneak gyro with toss elixir s?
I’d like mechanic that isn’t time gated nor is dependent to the AI.
Previously -20% staff skills recharge. I want that back.
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As title says. I don’t see why it shouldn’t.
Purge gyro toolbelt skill spawns a chemical field. Why? I don’t see any synergy with removing conditions and applying poison.
The field should remove a condition per pulse at least.
Was talking about medic gyro not toolbelt skill. Toolbelt skill is fine.
Hammer third chain should be a blast finisher.
Reduce cooldown to 15 seconds.
Reduce Medic Gyro cd to 15 seconds. There is no point having it at 30s.
Too strong? No. Why else Shocking Speed would have icd?
Think about 5 scrappers blasting to lighting field for 15s super speed. But nope, that does not work.
It stacks only once so there will be just 3s super speed.
Is there any plans making super speed stackable?
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Immunity to damage and condition damage, vulnerable to cc and non damaging conditions.
Hammer #1 third chain increases all remaining gyros lifetime by 2 second when it hits something.
Bulwark gyro still takes 50% damage.
Best way how to start fixing gyros is invulnerability. Ofc they still should be interruptable.
+1 make gyros immune to damage and vulnerable to cc.
A trait that passively apply toughness, condition duration, a boon or anything for nearby allies every few seconds is what i want. Scrapper doesn’t have any.
Function Gyro: Function gyro stays up for 15s so why 30s cooldown? Reduce cooldown to 15s.
Shocking Speed: Super speed does not stack. Remove cooldown.
Perfectly Weighted: Stability duration increased to 5s.
i keep wondering why irenio was saying superspeed instead of swiftness when lightning fields give brutal bolts, dazing strikes, and aoe swiftness hmm
There might be trait that converts swiftness to super speed or something.
“The Scrapper is skilled at locking down enemies and when traited for it, granting super speed to allies.”
Can you kill gyros or not???
+50% condition duration for nearby allies please.
- Well of Precognition: Updated functionality. Now gives blur for 1 second per pulse during its active portion instead of on end. When it ends, allies within the well regain
Unblockable from this was the only thing that made me excited about chrono. Don’t remove it. Guards have too much power in WvW and need a counter.
I always though that mines should remove stability and maybe apply some condition that stops having it for a while.
Some calculations:
A.E.D: 12,280 * 0.15 = 1842 heal
Elixir H: 5560 * 0.15 = 843 heal
Bandage Self: 4920 * 0.15 = 738 heal
Healing Turret: 2520 * 0.15 = 378 heal
So yes this trait is worthless.
You can still kill them with conditions, right?
Just like other professions Revenant needs it’s rune.
My suggestion:
Superior Rune of the Revenant
(1): +25 Vitality
(2): +5% Boon Duration
(3): +50 Vitality
(4): +10% Boon Duration
(5): +100 Vitality
(6): +10% Energy Recharge Rate
Make it baseline. Necro is too weak without it.
Anyone here have tried sentinel armor for engi? What is it like? Damage? Surviability? Conditions?
Sentinel: Vitality (highest), Toughness, Power.
Hope there will be trait that makes allies immune to retaliation.
Please no.
I like supporting allies behind a wall.
Mechanized Deployment does not reduce recharge of Bandage Self.
i bet forge is all about protection and burning so it might have trait that works like phalanx expect with protection.
When you grant yourself protection, grant it to nearby allies as well.
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Just another reminder to enable piercing for pistol 1 and pistol 2.
It was supposed to be baseline.
Detonate Supply Crate detonates three turrets but is a single blast finisher.
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Cooldown per target and combine it with Juggernaut.
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Minions.
My suggestion to improve scepter AA:
1# chain: 2 stacks of bleeding.
2# chain: 2 stacks of poison.
3# chain: corrupt a boon.
Make pistol 5 a Glue Field.
Glue Field:
Blast: 5s stability.
Projectile: 1s immobilize.
Whirl: 3s cripple.
Leap: 2s immobilize.
Adept – Piercing Light: The bleeding effect only really benefited a couple traps, where we wanted the effects of this trait to enhance each one in the same way.
- The bleeding functionality has been removed and will now daze enemies for 1 second when traps enter their ‘activating’ state.
Please don’t remove bleeding from this trait. It is good as a cover condition.
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I just soloed AC and CM story mode with minions. My health was at 100% most time.
Big Ol’ Bomb radius is still 300. It should be 360.
I don’t feel the healing nor does anyone else. Why does this trait exist?
Necro minons rally too.
For WvW just reduce their cooldown to 1 second.