Which traits and skills are you refering to?
Why cant you do both dps and heal, like being a hyrbid?
Its not like you lost access to other weapons and traits. Even the Staff 1 was pumping out some decent damage.
Have you seen how garbage your damage is with healer runes/sigils/accessories ? If you want to even remotely deal decent damage you dress for success.
I think all of you who are celebrating the new Druid revelation do not seriously main as a ranger.
If i was interested in main healing i seriously doubted i would have made a ranger 3 years ago. I more than likely would have expected my Guardian to be the main heals.
Agreed with all you said. Also want to point out that if they do allow druid to do decent DPS and main heal at the same time then druids will be vastly overpowered.
Maybe that’s what we’ll see, 5 druids crushing all the content.
Color me very dissapointed, first ventari now druid. Trinity or bust!
-Jeff
The thing is, Ranger already deals some pretty decent damage ontop of having some very amazing range. Im sure a lot more people would hate it if all they got for a elite spec was more damage, but atleast now there is another role that rangers can fulfil in the game, a more team based role in which they were severly lacking before.
Nobody is forcing you to be a druid, and if they are, just leave there group and make your own.
In the end, you gained a new playstyle, very interesting mechanics, a very good looking spot in team play and also got some new pets that are able to stick in combat a bit more. Be happy and stop brooding over stuff you already had that wasnt even bad.
Why cant you do both dps and heal, like being a hyrbid?
Its not like you lost access to other weapons and traits. Even the Staff 1 was pumping out some decent damage.
Wont main it till i play it in HoT. But its definitely gonna be my second while engie is my first for now ^^
What they showed us has potentital to be a WoW druid + Shaman, which i love with a passion.
Yeah i’d be careful with how amazing you call it. Tool kit as it stands fills the exact same niche, lacking only a lower cooldown whirl.
Can you go into a bit more detail with this?
Are you comparing Tool kit to Hammer?
Im pretty sure he touched on there survivability as well, massive evade times.
He saw that rangers didnt have a good place in groups and touched on it (Amazingly i should say.)
Quit the complaining and be happy that he actually gave the ranger community what it needed.
Irenio did a truly amazing job with both professions. And Really made me want to dust off or make a new ranger lol.
But im still going to hold scrapper close ^^
I’m not a ranger main, but i can gladly say, you did both the class and the game a huge improvment with this idea.
Itl bring more to the game, give the devs a bit more space to throw down more challenging content.
Loving the designs you did for both the Druid and Scrapper.
Because they stack.
Rapid Regeneration (Swiftness): 105 +
Rapid Regeneration (Super Speed): 470 +
Backpack Regenerator: 117 +
Regeneration: 130
= 822HPS base
And thats without healing power :P
Scrapper doesnt focus on kits or have any trait that revolves around them. Also this is a more passive heal opposed to scrapper needing boons for theres.
I know people that only play PvE may find this statement baffling, but weapons are balanced around more than just damage.
So much yes, this is how it should be.
Weve had a counter for a long time against thieves.
Heavy Condi pressure.
Goggles for anti blind and reveal.
Minefield + the mine itself served as a alert system.
Glad to read a post from you Irenio, really love the work you did for the Scrapper.
Also thank you for explaining to the forum how bulwark should be. A lot of people cant seem to grasp the fact that if its hp is buffed, it would be to strong in certain situations. (1v1, 2+v1)
Medic Gyro seems to be up to par with the other heals now ^^ Well Elixir H and Turret. I feel as though bandage heal is also in a good spot but its just held down by the med kit itself. A.e.D on the other hands, needs some love.
And please let us know about Final Salvo. If it does indeed hold the Gyro CD reduction, it would be perfect for gyro users.
Mortar and gyro toolbelt should be enough ^^. Toss down a elixir 5 for a cleansing whirl.
Don’t just look at the damage aspects, but the support aspects as well.
Drop a water field, drop a gyro, stand ontop of the gyro and profit
Recovery matrix will probably only work for your F1 skill and not equipping your kit.
I feel like it should just get a skill rehaul. Something that adds more then just more power heals if you know what a mean. Like a Utility healing kit.
Skill #1 : Med Blast- Increase range and radius of cone, clear a condition on the third pulse. Ofc, more healing power as well.
Skill #2: Pain Killer – A horizontal blast (Gaurdian staff 1). Grants protections and retal.
Skill #3: Place Holder
Skill #4 Place Holder
Skill #5: Cleasing Rain – A raining field that clears condis at a pulse or offers Resistance. (A shorter radius of Ele’s Healing rain)
(edited by iKeostuKen.2738)
Im also questioning this atm because i saw this information somewhere as well.
It wouldnt be a bad thing if Final Salvo did reduce gyro CD, since its a gyro trait itself and atm we are without a gyro CD reduction trait like all of our other skill types.
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]
Reading the tooltip for the skill. Superspeed lasts 2 seconds but pulses 3 times. Thats basically 6 seconds of superspeed that is being dumped into Rapid regeneration. Rapid Regeneration also scales with healing power.
6 × 470 = 2820 Minimum if you only have superspeed without healing power
6 × 105 = 630 Minimum with only Swiftness.
2820 + 630 = 3450 Minimum if you have both on at the same time.What gives superspeed?
Every Gyro.
Blast gyro utility.
Slick shoes utility.So if you roll with medic gyro, your burst heal wont be as high. But you get a potential.
2590 + 3826 or 5880 (Depending on ticks) = 6416 or 8470. + 2820 = 9236 or 11290.
If we throw in swiftness, that would be 11920This is base with no healing power ontop of having a good amount of protection uptime.
As far as i know super speed does not stack. Yet.
It would be lovely if it would though, maybe it could happen with the expansion given the widespread amount of aoe superspeed being added?
If it doesn’t stack. There wouldn’t be a need to nerf the superspeed traits in any way if this one day gets out of hand :P. Kind of sweet that this has no interval and stacks with a common boon. (Hello to swiftness runes, or that rifle barreled trait)
Also I was thinking those lightning fields were going to last 6 seconds.
-Snip-
You nitpicked through nearly every little sentence trying to squeeze out any arguement you could possibly make. I honestly would not like to keep going back and forth in this type of way cause its just to time consuming. This discussion wont change any thing cause we see two different ways of how things should be so im just going to end it here.
Im addressing the point you made that they are apparently frequently used somewhere in pve and wvw (okay, used is one thing, i have activated avatar of grenth once to see the effect, that does not mean its “used”).
Then i do my best to explain why people don’t and i explain the reason for them being viable at all in pvp, and which strengths does not carry over to wvw. This is more directed to the specific quote provided and can be considered nitpicking. But the turret catastrophe and the analysis thereof serves (or should serve) as a grim reminder how to make these kind of skills work in different environments and how not to make them work. That is why i try going over them strength by strength and gamemode by gamemode while also making a comment on why it was just then (turrets really hadn’t been that buffed and the buffs that where like the reflective shields where not used in the version frequently complained about) that the thing became popular (more widespread celestial builds amongst other things). I am sorry to have gone so off topic, i guess i “trigger” to easy when people discuss turrets in general.
We stand here with a new utility type which share some similar traits and we can’t help but cross compare a bit. And while these are more mobile (with the exception of shredder) they still have long recharges, are as killable statwise as the turrets that are not considered for serious use at the moment and have a duration slapped on just in case people didn’t figure out you can kill that spinning bot over there.
And the reason we are loud are because we want to show that we care, and that there are other options. Silence can be taken as acceptance when it comes to development of things such as these, and that’s why people (me included) get on a bit of an offensive when the wait and see argument come up when we have a lot of the numbers, we have a lot of experience with similar mechanics and we are afraid that its going to end up like the biweekly balance patches after the single greatest revamp of our character building system yet. Like medical dispersion field. We said it was ugly and it was. Now we have proof of the other professions receiving lots of updates during this rare period (and some professions will have gotten twice or triple the number of public testing opportunities) and we naturally want an equal piece of the cake when it comes to feedback because we don’t trust arenanet to keep this up after the scrapper is shipped, and we would rather have blatantly obvious design misses addressed before the weekend to not waste the very precious time we got.
On an unrelated note for people who are interested in why i considered turrets stronger before they were buffed to brainless levels or whatever, here are some things that had been tweaked down long before turrets where literally all the rage, some compensated with the targeting fixes (which worked to varying degrees, and foremost against professions like mesmers):
Net turret immobilized for 3 seconds.
Net turret overcharge fired 2 nets.
Rocket turret fired 2 overcharged shots.
Rifle turret overcharge bled instead of vulned.
Rifle turret permanently firing faster when activating overcharge on deployment.
Rocket turret burned (for a little while even in a big aoe, one of those rockets could strip a lot of hp)
Used to be used. And I understand what your saying. And dw, its cool to read about some experiences ^^
I get that people dont want another turret catastrophe. But These also have something turrets didnt before. Roles instead of just dps numbers. Turrets were limited in a lot of ways ontop of having very limited team support. But gyros come with many options that tie in with a ton build diversity and team support. You cant basically look at these and say Turrets 2.0 because they share nothing in common besides being AI. Turrets couldnt gain boons, Gyros can, meaning there is a chance theyl be a bit more tankier if they receive things like Protection and regeneration.
Im not saying dont give feedback, but a lot of if truly sounds like nonsense when people havent really put a ton of thought into the full picture and are just looking at the skill in general. In the old days, would a turret build run with just 1 turret? Or would it take a bit more then that to build up a turret build? Hopefully youl understand what i mean by this and if not i can go into a bit more detail.
(edited by iKeostuKen.2738)
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]
Reading the tooltip for the skill. Superspeed lasts 2 seconds but pulses 3 times. Thats basically 6 seconds of superspeed that is being dumped into Rapid regeneration. Rapid Regeneration also scales with healing power.
6 × 470 = 2820 Minimum if you only have superspeed without healing power
6 × 105 = 630 Minimum with only Swiftness.
2820 + 630 = 3450 Minimum if you have both on at the same time.
What gives superspeed?
Every Gyro.
Blast gyro utility.
Slick shoes utility.
So if you roll with medic gyro, your burst heal wont be as high. But you get a potential.
2590 + 3826 or 5880 (Depending on ticks) = 6416 or 8470. + 2820 = 9236 or 11290.
If we throw in swiftness, that would be 11920
This is base with no healing power ontop of having a good amount of protection uptime.
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.
The toolbelt skill actually pulses aoe protection not stability.
No, it means that it’s unreliable. Unreliability that we cannot afford.
Counterplay? Are elixirs unreliable because theres boon stripping and condition reapplications? Or Traits that deal more damage for the more boons you have?
Gross exaggeration at best and that Ele’s have long cooldowns is completely irrelevent. They’re a different class, with different skills, different mechanics and different weapons.
Its not irrelevant, thats an example of long cooldowns, most of them double ours.
Bad feedback? That is just pure speculation and nonsense. When has Anet ever felt the need to run changes by players before this? They get an idea, they implement it, it doesn’t work or works badly. We complain. That’s how this normally works. As for the gyro information, we think it’s bad because AI that you have to support has been proven to be bad. Turrets. The idea of supporting an AI is not new to Engi, why do you think toolkit repairs turrets? Why do you think turrets received an overhaul? why do you think they were nerfed again afterwards? Because this model of utility skill simply does not work. It’s been tried, it’s been tested and it has failed every single time.
Yes, speculation. Like people saying Gyros will die under a mass amount of AoE. Also repairs turrets took a utility slot specficially for repairing turrets. Gyros can be helped from basic game mechanics from each class. The were nerfed because they became to powerful after people cried for buffs. Then people cried for nerfs. It was truly a brainless spec that had very high reward for little risk since people couldnt really destroy turrets.
Team skills have a limit on how many they affect. Capped at 5. If this operates for the gyro, a player misses out, if players are prioritised, the gyro gets nothing.
Enemy skills also have a limit. Which means, not every aoe will hit your gyro if it was placed in a radius for more then 5 targets. Your gyro may not be hit. It works both ways.
And again you’re relying on a straw-man argument. No one said that we have to take them. That’s not the problem here. The problem is that engi has been lumped with a useless utility skills with the new “elite” spec.
We want to get good utilities, not throw away slot fillers and HP point sinks that add nothing to the class. We don’t need more worthless Ai, we don’t need turrets V2. Of course, given that we’re almost at launch and have only BWE, the chances of getting something else are basically zero. So what we’re doing now is damage control. Why would we want to try “work with” a bad utility, when instead we can try make it a better one? Your argument makes no sense.
Until it comes time to test, no one can judge the true worth of Gyros. Meaning, how can you say you want to make it better when you dont truly know how good/bad it is in the first place. Your going on tooltips and not actual gameplay. Everything changes when it hits the actual field because it becomes true experience and that is what they really need feedback on. Not people who have no experience on gyros saying it needs to be changed.
Ok prove it. Take a kitless engineer to the Finals.
How about i take it some where it matters. PvE and WvW. The game is in a terrible spot balance-wise because its focused on SPvP. Feels like a wanna moba game with 5v5 as well. Not my cup of tea, I run in SPvP if I want to test builds only.
Now you’re contradicting yourself. You admitted that it was necessary for PvP and qualifying WvW with “maybe”.
Ummm no. Im not, it means the situation varies. You may need it for WvW, you may not depending on what your doing. If your in a zerg, you dont need alchemy. If your roaming, you may need it.
That’s another strawman argument, no one said that every counter would be intense cleave and AoE. We’ve all pointed out that Cleave and AoE, which all classes have access to is all that’s necessary to stop gyros. That’s a fact. Sure, we could achieve the same result with single-target DPS as well. I don’t get what your point is though, because either way, the gyros is easily eliminated before doing it’s job.
Its implied when people keep saying “Melt from aoe”.
Sigh. Just wait till beta. Feel like a broken record saying it over and over to people now.
“Wait till Beta to tell what its true worth is. "
Another fallacious argument. That we haven’t played scrapper yet doesn’t invalidate our experience with Ai in GW2, particularly Ai which is reliant on being supported or utility skills which lack the versatility of kits.
Can you stick to talking like a real person? When words like that are used I seriously just stop taking the person seriously because they believe it makes them sound more intelligent.
It invalidates your views of the scrapper playstyle. Earlier you stated that scrapper is melee oriented, which it isnt. Its a hybrid spec, even stated by the designer itself. Our Ais come with a toolbelt skill which is added utility to help us and teammates unlike the rest of the Ais in game whichc an open up some really unique areas of play.
You have experience of the core, but you have no experience when something new is added to it.
We have plenty of experience of new things being added to the core class, with countless patches and trait overhauls. Mortar kit for example. Turret reflect traits for another. Then there’s the fact that we had to learn how to play the class in the first place, when it was new to us. Have you ever tried to drive a manual car like an automatic? No? So how do you know it wouldn’t work very well? How? You can work it out from experience.
Tell me, what is your experience on core engie when a new traitline with new skills and a new weapon are added.
And actually no. If you tried to drive a manual like a automatic your going to stall the car and probably grind the gears. Your going to have learn it from a new perspective over again.
-snip-
Im honestly not sure what your getting at here. Is it how powerful they used to be before they were buffed into a overpowered brainless build.
…a group knock back that moves at a high speed.
You mean kind of like throw mine, but with twice the cooldown?
I’m going to give gyros a fair test when they come out; I’ve thought of the roles you mentioned, but when I start to really think, these are not the “big picture.” The useful scenarios you mentioned are a few very nice opportunities in which certain gyros are useful, after which you have to wait another 30+ seconds before doing it again. Ai boys with health are ok if I don’t have to worry about them dying (I.e. have a short cool down). I’m extremely dubious of them with a 30 sec CD starting after they die.
Yeah, but a throw mine doesnt need a target and can also serve as a stealth detector. Well thats the way I use them sometimes lol. Im also thinking that the Blaster gyro does the kind of launch a BoB, Rifle 4, or Gaurd Hammer will do. Where the mine is sort of like a staggering push.
As for the Cds on activation part. I think the reason for that is because theres a part 2 to the skill. So having that happen wouldnt really work unless you get rid of the daze effect on the gyros, so its a bit more of a heavy CC. Chain Rifle 4 into a blaster gyro. I can see this working well on Skyhammer xD.
(edited by iKeostuKen.2738)
If they survive. IF.
IF. Does not mean a sure thing.
Those cooldowns are not short.
The cooldowns arent bad, not the best but they arent terrible. Look at elementalist, those cooldowns are long. With shorter cooldowns, some gyros would be a bit to strong for the reason that we can now push out a ton of daze and kite for a duration of fights.
It’s Anets job to learn form their previous mistakes and provide better gameplay mechanics, using the 3 years of feedback and evidence available to them.
A lot of their mistakes could have been from listening to specific feedback for a class. People like to jump the gun on what they think is bad without giving it time to figure out ways to first work with it.
Are you serious? No work to keep the bulwark alive? It’s a utility skill! Why in the seven kittens would we want to be expending valuable resources and skill, resources and skills which should be keeping our team alive, on an Ai instead? The very idea is ludicrous. These aren’t ranger pets, these are our utility skills, the slot of which costs us access to other utility skills and kits. Oh and while on the subject, a kitless engineer? Really? And your assesment that taking alchemy still elaves us 2 slots, no. No it doesn’t. If we’re taking scrapper, the whole subject of the debate, it leaves us one trait slot. Scrapper + Alchemy + X. We are so pidgeon holed.
Well, it seems everyone is throwing out the fact that there is damage mitigation when it comes to combat, so every attack is critical against gyros. Also, why isnt the team also able to the use AoE team skills to boost the gyro as well as the team? And yes, these are utility skills, meaning we have a option to take these skills. If you feel like another option would be fine, then you take that skill. Your not being forced to slot a gyro on every utility slot. As Irenio said, you can have X gyros and take up a kit if you want.
A kitless engineer can work. Maybe if your not good with kitless, it doesnt mean that others arent. Its all about the way the player plays and how efficient that can be with a certain build.
And about the build thing, I cant even take you seriously on this one. Every class will have that trait line in which they need to take for a specific mode. Alchemy isnt needed for PvE, and it may not be needed for WvW. So no, we are not pigeon holed.
A strawman argument is not a valid counter to reasonable suggestions. You took all the most extreme examples out of context and lumped them together, just in order to have something to argue against. If your positions is really so sound, why would you need to do that?
Like people saying that every encounter will be intense cleave and AoE. I gave a build idea that could work and would show how effective it is to look at the full picture.
No it means that we have 3 years experience in what works well and doesn’t work well through trial and error. It absolutely does not negate or invlaidate the experience of the rest of us.
3 years experience in core Engineer play. No years experience in Engie + Scrapper.
3 years experience driving a car. No years experience driving a manual.
You have experience of the core, but you have no experience when something new is added to it.
(edited by iKeostuKen.2738)
Well, you know. In a few weeks wel test that theory. Till then, nothing is fact.
Thats not the point at all. 1400 sustain heals is still a nice option ontop of the other healing traits we have at our disposal.
Also wondering if the heal on swiftness and superspeed trait also is affected by healing power.
But healing turret can trigger healing traits almost 3 times before the gyro can do it again… not sure what your point is here. Sustain means nothing if burst heal have better sustain.
Also I’m pretty sure they said that Rapid Regeneration scales of healing power. The question is just: does it scale better than healing blast from med kit (0.033).
Healing turret also doesnt offer protection ontop of a pulsing water field. Sure it has water fields, but they are very short. Ik Regenerating mist is pretty short, not even a full second. Im not truly sure how long HTs overcharge is or if it goes away as soon as you pick it up, i wanna say 2-3 seconds.
Right now im feeling like with a setup of medic gyro + protection and traited shield use with a few elixirs for getting boons for Iron blooded. We could actually be a pretty beefy tank.
http://gw2skills.net/editor/?vdAQJAqenUICFYhlcBubBkfBFDjKMAGn9SMd6vBE
This is what i came up with so far. It has a high up time of protection as well as blocks.
For the last trait line im thinking:
-Recovery Matrix
-The 2nd trait is kind of up for grabs. Still thinking on which would be a good one. Maybe Expert Examination.
-Adaptive Armor.
Purge and Medic sound like nice alternatives. Also liking the edit change you did with purge ^^
Medic Gyro would be awesome if instead of the block, it just copied 2 or 3 (Max 15 second duration, wont stack above that limit) of your boons to party members per healing pulse of everyone inside the ring. 4-8 second boon duration per pulse.
If the gyro heal also scales with the same amount, then its full cycle would be anywhere from 6533 – 9800 with just the gyro heal.
That is still les than a healing turret with no healing power…
Thats not the point at all. 1400 sustain heals is still a nice option ontop of the other healing traits we have at our disposal.
Also wondering if the heal on swiftness and superspeed trait also is affected by healing power.
Now i kind of want to see how well Medic gyro scales with healing power.
From rabid → cleric, Healing turret added 600 per heal.
If the gyro heal also scales with the same amount, then its full cycle would be anywhere from 6533 – 9800 with just the gyro heal.
Well it gives a loads of poison which decreases there healing. + 4 pulses so a chance of reapplication after a Traited cleanse.
Leap finishers that give weakness.
And Whirl finishers with shredder that give more poison, maybe burning if running IP.
I offers synergy as well as a variety with what you can do with it and also what teammates can do with it. Drop it, let projectiles fly through it. Offers a potential denial area for melee players to waltz in as well.
This is getting a little far fetched. Scrapper is very clearly a melee oriented spec. If you watched the POI it was clear that the design intent is for us to use gyros in close combat, and every single one (save the heal and elite) is most useful in melee range… Blast has less time to travel making it easier to land, Bulwark and Purge actually have something to do if you’re actively taking damage. If you’re on the backline not being hit they have no purpose. Shredder obviously needs to be right in the thick of it for maximum effect. I feel like you’re projecting what you wish the gyros were rather than what they really are and what they have been designed for.
In my opinion this is a really weak reason to hold off on feedback. This is 100% Anet’s job to manage, not ours. Our responsibility is to give honest feedback to make the Scrapper as useful as possible. It’s Anet’s job to take our feedback into account and make it balanced with the rest of the game. If the Scrapper becomes so OP that it has to be nerfed into oblivion someday (seems pretty hyperbolic but let’s go with it) that will have absolutely nothing to do with the suggestion’s we’re giving to improve it today.
Math doesn’t lie for the healing gyro, just like it doesn’t lie for the rest of them. I really don’t get why you’re so opposed to this, we already know what happens to turrets. Gyros have basically the same health. What do you expect to be different?
This line worries me. You can make it work in PvE where anything works, but anyone who has played significant time on the Engineer will tell you that you are gimping your Engineer by choosing not to use kits.
Textbook strawman argument right here. Who said make it last 15 seconds with 30k-50k+ health!? I’ve seen people say it needs more health (30k has been thrown out there), I’ve seen some say it should be shorter so it can be buffed to more meaningful levels, and I’ve seen various ideas for direct damage reduction to the gyro itself. What you’ve done is take the most powerful of all suggestions, put them together with no downside, combined every possible beneficial skill combination to it, and called it OP. Give me a break…
This paragraph makes me question your experience with the Engineer. Please understand that this does not mean you are any less deserving of giving your feedback and opinions and I’m not saying that. It just seems like from your posts that you haven’t played a whole lot of Engineer and you may not realize why some of us around here can already say with pretty good certainty what is wrong with gyros. We’ve lived it for 3 years now.
Well if your really that tunnel vision about it. Sure it may seem that way. Just because it received a melee weapon mean it revolves around close range play. The traits and skills shown say that it is effective in either ranges. The reason why we can give superspeed to our blast gyro is so that it can move that much faster at our target, so it basically can do well in either ranges as well.
Scrapper offers teamplay, it isnt always about the “Me, Me, Me” Parts. Bulwark is still useful for the team even if you arent being the one getting damaged. As well as purge going from mate to mate to clear condis. Shredder, along with water field, can offer some really decent support even if its not in battle. Throw it on your teammates to boost support for the team, or even a light field. Just because it can do damage doesnt mean it has to be attacking a target.
I would hope that its not anets job to cater to people who havent even tested the changes being made. It may be honestly how you feel but its not 100% right. And no one knows that because we have not actually seen what the gyros can “Truly” do in game. No, watching a livestream of someone purposely getting hit does not count as true play. There was no work to keep the Bulwark up and alive, there was no boons and debuffs happening, until that kind of action is done to test its true capabilities, none of the feedback about how useless they are matters because it isnt valid.
Theres engies that use static discharge builds or HgH Builds that do not need to rely on kits. Its a option to take kits, but not mandatory to do well.
Ok, what would you call a buff to Bulwark then? It seems people want it to have increased hp. If it had shorter CD, people would still kitten about it saying its useless because it dies to fast. I listed a scenario that would work and possibly would happen.
Years of experience doesnt always mean that there way is the best way. Maybe half of people who played engie for these “3 Years” have been using metabattle to run there builds for meta play.
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1)The first problem im seeing here is that your focusing on SPvP when you say fighting on a point. This game should not be balanced around that mode. Also, Scrapper can range anywhere from Melee to Range, its not truly a melee elite spec when you still can benefit form using both ranged and melee options.
Your drones can offer help, not only on point, but in the outfield to support others. Melee range is where your tool belt skills shine. Mid range -> Long range is where your gyros would function best. When your upclose, your hammer acts as a support utility weapon in a way, the toolbelts as some decent utility options.
Another problem is that for some reaosn, you have all your gyros summoned at the same time in range. And they should be killed a bit easier up close. Reason for that is, they take up numbers when it comes to max hitboxes per attacks.
3) When i said mesmers clones could last a while. I meant, when i am using a staff mesmer in fights. My clones could stay out for periods of time unless im extremely pressured or shatter them myself. Imo, it would be the same for a few of the gyros.
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Guessing this one was directed at me. When i said under the radar, i meant:
“I would not want the overreaction to cause them to over buff the gyros to a point where they are the focus where other classes are calling for nerfs, then causing the gyros them self to receive a over the top nerf and become unplayable.”
Saying no one paid attention to turrets is a bunch of load. Maybe no one paid attention to them in SPvP, but im sure they were used in WvW and even in PvE.
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Used Pirate runes, works like a charm. Immobolize, Movement impares, stuns. All help with the issue of pathing onto a moving target. and yes, i have played ranger.
Here we go again with “Gyros are bad, but i have no experience using them”. The only one that probably needs to be looked into is Medic Gyro tbh because the math does not lie. Also, if your going with weapon kits, those have built in utilities so your not really limited to anything. You dont even have to run weapon kits to be a successful engineer.
I want to run this scenario on the bulwark gyro, say if it was “buffed”:
-Bulwark gyro recieves a hp buff to 30-50k.
-Roaming engineer slots on bulwark and dukes it out 1v1.
-For 15 of those seconds, half of the damage goes into the bulwark.
Result Engineer literally has 15 seconds of 50% Damage reduction, base.
—Now add a Elixir gun that can continuously spam weakness onto that foe while bulwark is up.
——-Now add protection ontop of Weakness and Bulwarks uptime
It starts to get a bit out of hand as you can see because the damage reduction becomes a bit to high, causing the engineer to literally become a tank.
Also with build diversity comes to the mode your trying to play. It seems like your describing SPvP in which you must take Alchemy to deal with condis atm. I agree that we must take this for SPvP, but we can also take 2 other trait lines depending on our build, we arent pigeon holed directly into 2 trait lines, and if you are using Elixir (C?) it clears all condis on you as well as its toolbelt. Add purging gyro to this and we would possibly have some pretty decent condi cleansing on our hands.
(edited by iKeostuKen.2738)
At work, so I’ll answer everyone’s replies in time.
Lets see flamethrower do a whirl finisher. No? Ok how about kit…Elixir gun…Right.
Lets see turrets mitigate damage….Hammer already gives whirl and mitigates damage, the gyro isn’t need for that, also hammer can’t be killed before it does it’s job. Your scenario only works if the gyro survives.
Or how about tool kit reflecting a barrage of attacks to its source while helping teammates
Healing turret giving protection? Sure its heals are better but does it help you live through 5 seconds of burst? Pop it before battle and Survive long enough to be able to push the fight into your advantage.That’s a toolbelt skill, not the gyro itself, we could have the toolbelt attached to a non-ai utility and lose nothing. this argument says nothing about the usefulness of gyros.
The gyros offer unique styles of play. Its great because its not a Min/Max thing. It just fits into many different playstyles.
It would fit into playstyles, if they were worth taking. Right now they’re triple-gated and easily killed before they can do their job. That’s not an alternative playstyle, it’s just cluttering up your already limited utility slots, something engineers simply cannot affor to do.
I think the one thats more reliable is the one that can blow the enemy off the side with range if your being kited.
So Throw Mine then or airblast? The gyro could only “blow your enemy off the side” if it hits. IF. Pathing, survival, AI. Right now Anet can’t even get pulls like magnet to work, teleports, shadowsteps? They all have trouble with terrain. AI’s have just as bad of a time of it. Why on earth would we believe that they gyro won’t have exactly the same pathing issues as several moves and all other AI?
They thing is, gyro is usable even if you don’t use hammer. Rifle and pistol don’t have any whirl abilities which is why it can be useful for those types of builds.
Toolbelt or not, it’s tied to the bulwark gyro which makes it useful to take.
We have yet to see these things performed in actual combat to know if they are going to be dieing before performing their task. Engineers can take a number of utilities and be useful if played in the right way. We’re not pigeon holed into choosing what our utilities will be.
Idk what pathing issues you guys are talking about tbh as its usually uncommon when stuff like that happens. When I fight a Rangers pet, they can stick on me like glue at times.
If you like gyros as they are, then great. Let the rest of us provide feedback on what clearly looks like it’s headed down the same road to Obsolete-town as turrets.
If you don’t think we should be providing feedback, take it up with Irenio who told us it’s not done and he wants feedback. I don’t get why you’re so stuck on this.
EDIT: Not making them better because they might one day be nerfed… this logic is mind boggling. They’re not good, they need to be better. Let’s focus on making them well balanced and useful so they don’t need to be nerfed, and they are worth using.
I’m not saying to not give feedback. I’m saying to use the gyros and test out builds with them before you declare them useless and ask for buffs which could in turn ruin the class.
Better as in, Turret meta better.
Im sorry but when i see suggestions as in, “No cooldown Function gyro” supported by a numerous amount, Im gonna have to be against that because it will infact ruin us in the end. Which is why i dont agree with a lot of the feedback being posted atm.
I still think you’re off on some of this.
1) I don’t need to play it to know that 12k health for the tankiest gyro is bad. They follow us into battle, or in the case of the Shredder we place them directly into battle. They will die instantly. I’m okay with the intent to be short term bots that have a meaningful function, but that currently isn’t the case.
2) In your analogy the manufacturer has asked for feedback on the features of the car, not how it feels to drive. We’re telling him the body looks great, the seats are comfortable, but the sound system sucks really bad.
3) All you see is talk about how fast they will die because that’s what matters. It doesn’t matter how cool they are if they can’t live to be cool. I don’t see pessimism to be honest, and I made a post just a few days ago saying these forums really seem to be going downhill. This was after the Wednesday article when it was pure conjecture and doom and gloom. What I see now is most people agreeing the hammer is awesome, the traits are pretty solid, but the gyros are terrible. I see a lot of constructive posts. I don’t see pessimism I see a lot of helpful suggestions to make gyros not suck.
1)If your using a hammer sure. But what about if your using a rifle or pistol? Or even Elixir gun. The chances of them dieing from cleave will be reduced greatly. As for the shredder, place it somewhere that can benefit teammates or even behind the enemy. From what your saying, your placing it right ontop of the enemies aoe.
2)If you werent inside the car and was just a outside observer, you wouldnt know 2 of the 3.
3)There is pessimism because people arent even trying to see the good in it. All they complain about is its health but dont try to see ways of using the thing without saying. “Itl Die fast cause cleave and aoe”. thats literally all minions, but these dont have the whole, chase down enemy concept to charge through enemy attacks. You have a chance to defend some of these and i honestly doubt they will be targeted over a number of teammates constantly in there face.
Alright, one more try.
1) The Scrapper is designed to be in close combat. The gyros need to survive in that environment, period. Saying they’ll work at range is not a solution (and still not true as 1 AOE circle is likely to kill them — they don’t dodge).
2) kitten man, it was your analogy! We have seen enough of the Scrapper to be able to provide some feedback, period.
3) 2/3 parts of the Scrapper are good and most people here seem to agree with that. It’s the gyros that are bad. This is not pessimism. I don’t get why gyros dying so fast is not a big deal to you, that literally trumps anything else they can do. If they’re not alive they can’t do anything. The tankiest one has 11k health. The tankiest. This is supposed to absorb damage from our whole group. 11k.
1)Ok, as i said it offers a diversity when it comes to play. Tool belt skills are close range skills. Gyros can function at any range but longer range is a bit better. They hit it so it wasnt locked down to just one style of play. What aoe is doing that much damage to you? If this is PvE i can understand but if its PvP and WvW then i doubt anything but a meteor storm will be a problem for you.
2)The feedback being provided isnt good feedback. If youve only viewed them then saying they die to fast so they are useless isnt very constructive. Wait till BWE to try and tell its worth because theres a chance we all dont know how it will be performing in true combat situations.
3)A mesmers clones can also die fast but a lot of the time theres still 2 or 3 up for a while. Which may also work for these gyros. As for bulwark, if its a 2v2 and theres a thief backstabbing a mate for 3-7k, thats multiple times this thing can be useful. Its good for team support in its own way.
Id rather keep them under the radar to avoid the nerfs, instead of having them buffed and nerfed to hells pit later on. (Turrets) They are fine the way they are right now. Until we test them there is no need to say they suck because there could be one build where there entirely powerful and people just dont see that yet.
(edited by iKeostuKen.2738)
I still think you’re off on some of this.
1) I don’t need to play it to know that 12k health for the tankiest gyro is bad. They follow us into battle, or in the case of the Shredder we place them directly into battle. They will die instantly. I’m okay with the intent to be short term bots that have a meaningful function, but that currently isn’t the case.
2) In your analogy the manufacturer has asked for feedback on the features of the car, not how it feels to drive. We’re telling him the body looks great, the seats are comfortable, but the sound system sucks really bad.
3) All you see is talk about how fast they will die because that’s what matters. It doesn’t matter how cool they are if they can’t live to be cool. I don’t see pessimism to be honest, and I made a post just a few days ago saying these forums really seem to be going downhill. This was after the Wednesday article when it was pure conjecture and doom and gloom. What I see now is most people agreeing the hammer is awesome, the traits are pretty solid, but the gyros are terrible. I see a lot of constructive posts. I don’t see pessimism I see a lot of helpful suggestions to make gyros not suck.
1)If your using a hammer sure. But what about if your using a rifle or pistol? Or even Elixir gun. The chances of them dieing from cleave will be reduced greatly. As for the shredder, place it somewhere that can benefit teammates or even behind the enemy. From what your saying, your placing it right ontop of the enemies aoe.
2)If you werent inside the car and was just a outside observer, you wouldnt know 2 of the 3.
3)There is pessimism because people arent even trying to see the good in it. All they complain about is its health but dont try to see ways of using the thing without saying. “Itl Die fast cause cleave and aoe”. thats literally all minions, but these dont have the whole, chase down enemy concept to charge through enemy attacks. You have a chance to defend some of these and i honestly doubt they will be targeted over a number of teammates constantly in there face.
3)How about some accurate information then? People are being pessimistic with there scenarios which doesnt help at all with feedback. To me this profession seems like its tactical team support. But people arent taking the support area of what the gyros can do into consideration because all we hear the complaints about are how long they last, how fast they die. But never anything about toolbelt or the skills in combination of other ones.
Why would we need to bother, if the gyros aren’t worth taking for the main skill, why would we take them for their easily replacable toolbelts? There is very little in the toolbelts skills which isn’t already covered by pretty much the mortar kit alone. There’s almost nothing the gyro toolbelts do that the kit’s don’t do as well or better. The kits have their own toolbelts on top of all that, and can’t be stopped by AoE or cleave skills.
edit to include:
Kit’s also aren’t reliant on AI. Place a bomb down, it explodes. Send out a gyro, it has to survive, path to an enemy, then explode. Which do you think is going to be more reliable and more efficient?
Lets see flamethrower do a whirl finisher. No? Ok how about kit…Elixir gun…Right.
Lets see turrets mitigate damage….
Or how about tool kit reflecting a barrage of attacks to its source while helping teammates.
Healing turret giving protection? Sure its heals are better but does it help you live through 5 seconds of burst? Pop it before battle and Survive long enough to be able to push the fight into your advantage.
The gyros offer unique styles of play. Its great because its not a Min/Max thing. It just fits into many different playstyles.
I think the one thats more reliable is the one that can blow the enemy off the side with range if your being kited.
(edited by iKeostuKen.2738)
The viability of Spirit Weapons has nothing to do with Gyros. Gyros are also better in every way than turrets, that doesn’t mean they’re good.
How is it hilarious that we want to provide feedback on underwhelming elite spec utilities to hopefully get them improved? Isn’t that the point of the POI reveal and, you know, Irenio telling us it’s not finished and he wants feedback?
Its hilarious because no one has tried out the spec yet but they want to assume something is Dead on Arrival before they themselves have even tried to use it. Everyone is looking at what the gyro does from tooltip perspective, but not how it will perform in some real scenarios in game.
I would normally be with you, but I have a couple issues with this.
1) We have seen it. We saw it on the POI, we saw it after the POI with an actual damage centric amulet. We saw the health numbers of the gyros, we saw the damage numbers of all the skills. We absolutely know what these do, you’re argument held water if we’re all talking about this on Thursday, but since the POI it no longer does. When I see the tank gyro has barely 10k health with no damage reduction whatsoever, I don’t need to play it to know it’s turrets all over again.
2) Irenio specifically said he doesn’t think this is finished yet (I could see how people would find the doom and gloom in that, but I appreciate that statement). He wants feedback. He wants us to tell him what we like and what we don’t like.
3) Even if Irenio himself hadn’t specifically said those things, HoT launches in a month. 4 weeks. One of those weeks is going to be a BWE, and due to Twitch Con that will be at most 3 weeks before HoT launch. Consider that Irenio is also in charge of the Druid. He will have 3 weeks at most to take in feedback from BWE3 and make changes before HoT to BOTH of the last elite specs. If we were providing feedback based on pure speculation, yes I would agree with you. But we’re not, and although there is still some speculation floating around I’m trying to limit it as much as possible in my posts and comment only on known facts. We need to make these 4 weeks as productive as possible in terms of feedback. When we have as much information as we have (all traits and skill details) it makes no sense to not give feedback on them.
1) Youve seen it. Ok sure, But no one has tested it with their own build to know the worth. He only showcased the skills, not what everything is truly capable of. When he was reflecting arrows back at the golems, it seemed as though those numbers were coming from a complete glass cannon ranger built on assassin runes and crit. How rare is it for people to run around being made of that much glass? All gyros will be affected by boons so regen and protection will help greatly in this case ontop of being able to reflect arrows back to its source which was shown on a few skills themselves.
2)Ok sure, he wants feedback. But at this rate, its feedback from people who havent tested it for themselves. Thats like saying you watched someone drive a car and want to give a review on how it felt. It wouldnt be taken seriously by those who manufactured it.
3)How about some accurate information then? People are being pessimistic with there scenarios which doesnt help at all with feedback. To me this profession seems like its tactical team support. But people arent taking the support area of what the gyros can do into consideration because all we hear the complaints about are how long they last, how fast they die. But never anything about toolbelt or the skills in combination of other ones.
The Elite gyro just should not aggro PvE mobs, they can still let it be visible for PvP purposes, but theres no reason to make the elite useless for PvE.
Why shouldnt it aggro mobs?
If you’ve ever stealthed past mobs with a ranger that doesnt know how to stow his pet then you’d know :P
Every mob would instantly attack and kill the gyro with AoE and stuns also hitting all the people that are stealthed.
That sounds like super exaggeration tbh. Its on a short cooldown and lasts for a while so some lines have to be drawn.
Remember the livestream? The idea of stealth gyro is to stack up bout 20 secs of stealth and then detonate for superspeed. it requires Final Salvo but hey its a combo better then SR and Veil. as for depending on them verses kits, yeah i dont get it, i main engi and i use only 1-2 kits depending on build, and i can see myself using a Gyro (I mean literally all of them fit one way or another.) Take a Bombkit/Shredder Gyro. Smoke field plus Gyro will send blinding bolts out that burn down break bars. perfect for raids. Gyros should be targetable, and the Scrapper needs to be aware of this. But hey we are still pre BWE3 so things could change.
Preach~
The viability of Spirit Weapons has nothing to do with Gyros. Gyros are also better in every way than turrets, that doesn’t mean they’re good.
How is it hilarious that we want to provide feedback on underwhelming elite spec utilities to hopefully get them improved? Isn’t that the point of the POI reveal and, you know, Irenio telling us it’s not finished and he wants feedback?
Its hilarious because no one has tried out the spec yet but they want to assume something is Dead on Arrival before they themselves have even tried to use it. Everyone is looking at what the gyro does from tooltip perspective, but not how it will perform in some real scenarios in game.
The Elite gyro just should not aggro PvE mobs, they can still let it be visible for PvP purposes, but theres no reason to make the elite useless for PvE.
Why shouldnt it aggro mobs?
Elixer S plus Function gyro = double safe stomps. Just stealth your Gyro with toss and use the actual utility skill for yourself: double stomp. The purpose of the Function gyro is to stomp that way you dont have to (Kinda obvious but hey, no one notices). Your priority if you take scrapper should be lockdown and harassment. Dps should come second to lockdown.
+1 Finally, another person who is thinking outside the box.
I have a feeling this is just going to be a QQ thread due to someone not getting an OP Elite spec. Im sorry, But Gyros are currently targetable and killable. Until we know otherwise we shouldnt flame down the Scrapper just because its utilities are AI based. What were you expecting when you saw Scrapper? Flying drones dealing over 1 mil dmg/sec? never gonna happen. Engi was well rounded, so they gave us a spec we really didnt have, and that was Lockdown and Breakbar management.
They were expecting invincible AI, on short cooldowns, with powerful skills.
Elite gyro + function gyro. Equals a chance to do a double stomp on 2 foes at the same time without being interupted. It’s fine as it is.
People should seriously stop looking at the skills as a slice and look at the full picture.
Bulwark + Elixir Gun + Protection = Ton of damage mitgation. Ontop of a movable reflection shield.
Blasthe could possibly tag a target before it goes into stealth. The drone would chase the target so it could be seen asome also a reveal drone ontop of a group knock back that moves at a high speed.
Shredder with Elixir gun can launch out a ton of cleansing, healing and even damage bolts. On top of the fact you get to place it whoever you want. Put down a smoke bomb and then put down Shredder. Blinding bolts. This offers tonsome variety into what it can do.
Elite gyro. It’s a pulsing field! It last for a long tike. Like the PoI broadcasters said. No one knows how much people are in that field. Even if the drone is visible, you can still set up combos and not be affected by single target skills. This is still strong.
The heal bot offers protection and a water field. So ontop of burst mitgation, you have 5 seconds for you and teammates to drop as many heals on you as possible to get out a great team heals.
All of those are solid ideas,but they are even better when you take the gyros out.
You ditch bullwrak and take a block or real invul instead of an ai that will die on you in seconds.
You ditch the shredder because elixir gun can cleanse lots of condis with out it just fine.
Or you just ditch the blaster and get the same just better and not so easily countered on a shorter cd.
Ok say you want blinding bolts for example. Even if it survives that full duration of the blind field it will surely melt right after. And now you just spent a 30secs utility on a few bolts. If you really want a few blinding bolts just spin with your hammer.Ok so you want stealth. Target limit 5, so you and 4 others could be hidden under the not so secret stealth drone that everyone sees comming from a mile away. I’d rather ditch the drone, blast a smoke bomb and go in with true stealth.
Yea you get a waterfield on the healbot. Or i just ditch the drone, take the turret with 2 waterfields and non ai reliant heals and cleanse for me and my allies on demand.
Everything just gets better when you leave the useless ai drones out.
/salt
Well the thing is. Some attacks are unblockable. Atleast if your hit with those the damage is still mitigated.
Elixir gun can cleanse conditions, yes. But it doesn’t do rapid cleansing like a shredder would do with its bolts.
It’s not wasted if it accomplish something. I play mesmer and even my clones last a while so I doubt the gyros would get melted. If they did then it means it’s being good cannon fodder or its player error for placing it on a enemy aoe.
Stealth gyro offers unique plays types to be made as well. For one it’s a aoe reveal. Which is really needed. And secondly for the fact that you can pull off some serious mind games.
The medic gyro needs to be tested in game before it’s ruled out.
Gyros offer a tactical playing field which is awesome. It isn’t going to be a simple use and gain result.
Exactly the same problem the Mesmer iDefender has. You know, the Phantasm nobody ever uses, not even the free one from an on-block trait. So, good luck with that.
I defender doesn’t come with a reflection shield…sooo yeah.