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How to balance every single thing that's bad on Engineer [PvP]

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  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @RedSPINE.7845 said:
    That would be really complicated for both players and programmers.

    Seems like your post and what you quoted don't match up, I deleted the suggestion for a Firearms bleed healing debuff and suggested a backlash to cleansing bleed. Kind of like when you attempt to cleanse 22 confusion and take 3k damage for each failed attempt.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Jinks.2057Jinks.2057 Member ✭✭✭✭

    Open core mode only queue.

    We can all make educated guesses that certain professions won't be viable, but until we get in there and see we truly have no idea. Look at every expac where everyone says a certain class is trash only to have them OP as kitten. Granted we all know core pretty well, but we won't be 100% sure of what's completely viable/unviable.

    So I say open up core only queue & let's have a good time.

    As for the profession balance....I'm sorry but from HoT to PoF is all a broken spamfest mess. Engi has always been in a great place and I can't remember a time when it wasn't one of the top classes in the game. I can't condone buffs to anything related to the profession & would rather see nerfs across the board. I'd like Engi to lose all the passive auto proc win toys throughout the entire profession (all the other classes as well too btw). GW2 should honestly only have active defenses.

    Scourge/Mirage/Firebrand need to be gutted and then slightly buffed over the course of a few patches until viable. This is b/c our balance team haven't been able to balance with surgical precision.

    I didn't read the entire thread so someone can quote me and update if i missed something.

    Thx

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    Thread updated for April 2018 and necro'd from the dead.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @Chaith.8256 said:
    Updated April 2018

    Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.

    Disclaimer, these are the changes I think are necessary to bring each dead skill or trait into a balanced side-grade, or part of a brand new build.

    The goal is to have more than just Rifle Holosmith around the "great" tier on metabattle. Ideally Scrapper and core Engi could compete with other core builds, and balanced HoT/PoF ones.

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong specialization past its current limit.

    Core Engineer:

    Weapon Skills
    1.) Pistol #1: Increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile.

    2.) Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.

    Kits
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    2.) Toolkit #3: Damage increased by 15%.

    3.) Elixir Gun #2: Damage increased by 15%. Velocity increased by 50%.

    4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds.

    5.) Flamethrower #2: Ground targeted and explodes on contact, like Elementalist's Phoenix.

    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    7.) Flamethrower #5: This skill has two ammunition.

    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    Turret Related Changes:
    1.) General Turret changes:

    • Turrets deliver a short point-blank knockback on death (120 distance).
    • Reduce all Turret cooldown to 20s.
    • Supply Crate CD reduced to 90s.
    • Turrets no longer auto-attack.
    • Cooldown starts immediately on use.
    • Removed functionality to pick up turrets & reduce cooldown.
    • Turret duration reduced to 10s before detonating.
    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.
    • Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.
    • Toolbelt skills for Thumper Turret & Net Turret - reduced from 38s to 25s.
    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    Utility Skills
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    2.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target required, affects only the target, and range of Ram attack extended to 450.

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.

    5.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 3 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now only removes damaging conditions.

    Healing Skills

    1.) Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Grants all boons previously offered at 40% base duration instead of RNG.

    2.) Toss Elixir H: New: Grants all boons previously offered at 40% of base duration instead of RNG

    3.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    Core Engineer Traits

    General trait changes:
    Inventions' 'Bunker Down' trait switches places with Explosives 'Short Fuse' trait.

    Explosives

    1.) Short Fuse, now Bunker Down. Currently: On crit, drop a mine & bandage. New: To reflect being reduced from a GM trait, reduced mine damage and healing from dropped med packs by 33%.

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Edit: April2018: Your mortar shots become unlockable after traveling 600 distance.

    Firearms
    1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: In combat only, interval extended to 5s, stab duration increased to 4s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to affect Pistol and Rifle mainhand as well as Flamethrower. Five second interval makes you have to be in a kit for a while until the boons are given. Interval reset to 0 from any interruption from wielding a weapon/kit that's affected by this trait. (Note: This 5 second wait time reset is designed to make this trait less effective for Elixir S, Photon Forge, or other non-flamethrower kits, preventing those users from gaining Stability until a full 5s interval has passed on re-entering.)

    2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your bleeding does 1.5% more damage for each stack of bleeding on the afflicted target. (Max25)

    Inventions
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    2.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos cause an additional Blast combo: Water as well. 2s ICD added.

    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    4.) Medical Dispersion Field: Currently: 20% of healing you apply to yourself is shared with your allies, 360 radius. New: Increased radius to 480 to match Healing Turret. In Addition to its previous effects, when your HP is full, Medical Dispersion Field regenerates you and your allies. In combat. (Note: Functions as if you were a placed Healing Turret.)

    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Fire Bomb or Smoke Bomb will generate a blast finisher.

    Alchemy
    1.) Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: You and your allies receive 33% additional healing from your abilities while in Med Kit. (Note: Allows you to burst heal yourself better by swapping into Med Kit prior.)

    2.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Effect extended for 5 seconds after using an Engineering Kit (Note: this is a half-duration version of how it actually functioned from launch until Core Specializations patch.)

    Tools:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    Scrapper

    Function Gyro: In addition to its previous effects, when the function Gyro is off cooldown and hovering around the Scrapper, enhance the Scrapper with +120 Power and +120 Precision. Added small tendrils of electricity leaping between the Scrapper & Function Gyro when in combat.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant again.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    5.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    Holosmith

    Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.

    Utility Skills
    1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Expel 25 heat. No longer chills or applies frost aura.

    2.) Flash Spark - now pulses blind every second for 4 seconds. Increased duration of light aura from 3s to 5s, and grants it after last pulse.

    Traits
    1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    5) Photonic Blasting Module: New: In addition to its current effects, while overheated, all heat % bonuses are energized to the highest tier.

    6) Heat Bonuses added for mainhand weapons:

    • Pistol #1: 50+ heat, 1s burn. 100+ heat, 2s burn. (Note, burn applies only to initial target.)
    • Pistol #2: 50+ heat, Fires 7 shots (2.25s cast). 100+ heat, Fires 10 shots (3s cast).
    • Pistol #3: 50+ heat, +1 bounce. 100+ heat, +2 bounce.
    • Rifle #1: 50+ heat, 4s vuln. 100+ heat, two 4s vuln.
    • Rifle #2: 50+ heat, additional .5s immobilize. 100+ heat, additional 1s immobilize.
    • Rifle #3: 50+ heat, 2s cripple. 100+ heat, 4s cripple.

    I like a lot of these changes. One thing I would change, is the suggested change to Crystal Configuration: Zephyr. Keep the superspeed, extend it's ss duration to 5 seconds, keep the 5 second cd on holo leap, and keep the evades. I use this trait currently for a slippery build that focuses on bursting damage to opponents to and +1ing fights. It doesn't have the mobility of a thief, but it can still do a pretty good job of getting around the map and bursting down opponents who are low health, or who are prioritized. Also works good against scourge.
    http://gw2skills.net/editor/?vdAQFAUnUUB1IjFJD2UBcJjFSDrf/NALgjBgmzz5r0caaNA-jJxHQBXrMwZ2fwgPAAAcBAAA

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    @Ghos.1326 said:

    @Chaith.8256 said:
    Updated April 2018

    Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.

    Disclaimer, these are the changes I think are necessary to bring each dead skill or trait into a balanced side-grade, or part of a brand new build.

    The goal is to have more than just Rifle Holosmith around the "great" tier on metabattle. Ideally Scrapper and core Engi could compete with other core builds, and balanced HoT/PoF ones.

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong specialization past its current limit.

    Core Engineer:

    Weapon Skills
    1.) Pistol #1: Increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile.

    2.) Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.

    Kits
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    2.) Toolkit #3: Damage increased by 15%.

    3.) Elixir Gun #2: Damage increased by 15%. Velocity increased by 50%.

    4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds.

    5.) Flamethrower #2: Ground targeted and explodes on contact, like Elementalist's Phoenix.

    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    7.) Flamethrower #5: This skill has two ammunition.

    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    Turret Related Changes:
    1.) General Turret changes:

    • Turrets deliver a short point-blank knockback on death (120 distance).
    • Reduce all Turret cooldown to 20s.
    • Supply Crate CD reduced to 90s.
    • Turrets no longer auto-attack.
    • Cooldown starts immediately on use.
    • Removed functionality to pick up turrets & reduce cooldown.
    • Turret duration reduced to 10s before detonating.
    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.
    • Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.
    • Toolbelt skills for Thumper Turret & Net Turret - reduced from 38s to 25s.
    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    Utility Skills
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    2.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target required, affects only the target, and range of Ram attack extended to 450.

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.

    5.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 3 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now only removes damaging conditions.

    Healing Skills

    1.) Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Grants all boons previously offered at 40% base duration instead of RNG.

    2.) Toss Elixir H: New: Grants all boons previously offered at 40% of base duration instead of RNG

    3.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    Core Engineer Traits

    General trait changes:
    Inventions' 'Bunker Down' trait switches places with Explosives 'Short Fuse' trait.

    Explosives

    1.) Short Fuse, now Bunker Down. Currently: On crit, drop a mine & bandage. New: To reflect being reduced from a GM trait, reduced mine damage and healing from dropped med packs by 33%.

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Edit: April2018: Your mortar shots become unlockable after traveling 600 distance.

    Firearms
    1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: In combat only, interval extended to 5s, stab duration increased to 4s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to affect Pistol and Rifle mainhand as well as Flamethrower. Five second interval makes you have to be in a kit for a while until the boons are given. Interval reset to 0 from any interruption from wielding a weapon/kit that's affected by this trait. (Note: This 5 second wait time reset is designed to make this trait less effective for Elixir S, Photon Forge, or other non-flamethrower kits, preventing those users from gaining Stability until a full 5s interval has passed on re-entering.)

    2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your bleeding does 1.5% more damage for each stack of bleeding on the afflicted target. (Max25)

    Inventions
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    2.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos cause an additional Blast combo: Water as well. 2s ICD added.

    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    4.) Medical Dispersion Field: Currently: 20% of healing you apply to yourself is shared with your allies, 360 radius. New: Increased radius to 480 to match Healing Turret. In Addition to its previous effects, when your HP is full, Medical Dispersion Field regenerates you and your allies. In combat. (Note: Functions as if you were a placed Healing Turret.)

    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Fire Bomb or Smoke Bomb will generate a blast finisher.

    Alchemy
    1.) Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: You and your allies receive 33% additional healing from your abilities while in Med Kit. (Note: Allows you to burst heal yourself better by swapping into Med Kit prior.)

    2.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Effect extended for 5 seconds after using an Engineering Kit (Note: this is a half-duration version of how it actually functioned from launch until Core Specializations patch.)

    Tools:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    Scrapper

    Function Gyro: In addition to its previous effects, when the function Gyro is off cooldown and hovering around the Scrapper, enhance the Scrapper with +120 Power and +120 Precision. Added small tendrils of electricity leaping between the Scrapper & Function Gyro when in combat.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant again.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    5.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    Holosmith

    Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.

    Utility Skills
    1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Expel 25 heat. No longer chills or applies frost aura.

    2.) Flash Spark - now pulses blind every second for 4 seconds. Increased duration of light aura from 3s to 5s, and grants it after last pulse.

    Traits
    1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    5) Photonic Blasting Module: New: In addition to its current effects, while overheated, all heat % bonuses are energized to the highest tier.

    6) Heat Bonuses added for mainhand weapons:

    • Pistol #1: 50+ heat, 1s burn. 100+ heat, 2s burn. (Note, burn applies only to initial target.)
    • Pistol #2: 50+ heat, Fires 7 shots (2.25s cast). 100+ heat, Fires 10 shots (3s cast).
    • Pistol #3: 50+ heat, +1 bounce. 100+ heat, +2 bounce.
    • Rifle #1: 50+ heat, 4s vuln. 100+ heat, two 4s vuln.
    • Rifle #2: 50+ heat, additional .5s immobilize. 100+ heat, additional 1s immobilize.
    • Rifle #3: 50+ heat, 2s cripple. 100+ heat, 4s cripple.

    I like a lot of these changes. One thing I would change, is the suggested change to Crystal Configuration: Zephyr. Keep the superspeed, extend it's ss duration to 5 seconds, keep the 5 second cd on holo leap, and keep the evades. I use this trait currently for a slippery build that focuses on bursting damage to opponents to and +1ing fights. It doesn't have the mobility of a thief, but it can still do a pretty good job of getting around the map and bursting down opponents who are low health, or who are prioritized. Also works good against scourge.
    http://gw2skills.net/editor/?vdAQFAUnUUB1IjFJD2UBcJjFSDrf/NALgjBgmzz5r0caaNA-jJxHQBXrMwZ2fwgPAAAcBAAA

    build shown shows no mobility at all to having map pressure for a +1. No rocket boots and no slippery shoes.

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @zoopop.5630 said:

    @Ghos.1326 said:

    @Chaith.8256 said:
    Updated April 2018

    Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.

    Disclaimer, these are the changes I think are necessary to bring each dead skill or trait into a balanced side-grade, or part of a brand new build.

    The goal is to have more than just Rifle Holosmith around the "great" tier on metabattle. Ideally Scrapper and core Engi could compete with other core builds, and balanced HoT/PoF ones.

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong specialization past its current limit.

    Core Engineer:

    Weapon Skills
    1.) Pistol #1: Increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile.

    2.) Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.

    Kits
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    2.) Toolkit #3: Damage increased by 15%.

    3.) Elixir Gun #2: Damage increased by 15%. Velocity increased by 50%.

    4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds.

    5.) Flamethrower #2: Ground targeted and explodes on contact, like Elementalist's Phoenix.

    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    7.) Flamethrower #5: This skill has two ammunition.

    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    Turret Related Changes:
    1.) General Turret changes:

    • Turrets deliver a short point-blank knockback on death (120 distance).
    • Reduce all Turret cooldown to 20s.
    • Supply Crate CD reduced to 90s.
    • Turrets no longer auto-attack.
    • Cooldown starts immediately on use.
    • Removed functionality to pick up turrets & reduce cooldown.
    • Turret duration reduced to 10s before detonating.
    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.
    • Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.
    • Toolbelt skills for Thumper Turret & Net Turret - reduced from 38s to 25s.
    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    Utility Skills
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    2.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target required, affects only the target, and range of Ram attack extended to 450.

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.

    5.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 3 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now only removes damaging conditions.

    Healing Skills

    1.) Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Grants all boons previously offered at 40% base duration instead of RNG.

    2.) Toss Elixir H: New: Grants all boons previously offered at 40% of base duration instead of RNG

    3.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    Core Engineer Traits

    General trait changes:
    Inventions' 'Bunker Down' trait switches places with Explosives 'Short Fuse' trait.

    Explosives

    1.) Short Fuse, now Bunker Down. Currently: On crit, drop a mine & bandage. New: To reflect being reduced from a GM trait, reduced mine damage and healing from dropped med packs by 33%.

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Edit: April2018: Your mortar shots become unlockable after traveling 600 distance.

    Firearms
    1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: In combat only, interval extended to 5s, stab duration increased to 4s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to affect Pistol and Rifle mainhand as well as Flamethrower. Five second interval makes you have to be in a kit for a while until the boons are given. Interval reset to 0 from any interruption from wielding a weapon/kit that's affected by this trait. (Note: This 5 second wait time reset is designed to make this trait less effective for Elixir S, Photon Forge, or other non-flamethrower kits, preventing those users from gaining Stability until a full 5s interval has passed on re-entering.)

    2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your bleeding does 1.5% more damage for each stack of bleeding on the afflicted target. (Max25)

    Inventions
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    2.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos cause an additional Blast combo: Water as well. 2s ICD added.

    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    4.) Medical Dispersion Field: Currently: 20% of healing you apply to yourself is shared with your allies, 360 radius. New: Increased radius to 480 to match Healing Turret. In Addition to its previous effects, when your HP is full, Medical Dispersion Field regenerates you and your allies. In combat. (Note: Functions as if you were a placed Healing Turret.)

    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Fire Bomb or Smoke Bomb will generate a blast finisher.

    Alchemy
    1.) Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: You and your allies receive 33% additional healing from your abilities while in Med Kit. (Note: Allows you to burst heal yourself better by swapping into Med Kit prior.)

    2.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Effect extended for 5 seconds after using an Engineering Kit (Note: this is a half-duration version of how it actually functioned from launch until Core Specializations patch.)

    Tools:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    Scrapper

    Function Gyro: In addition to its previous effects, when the function Gyro is off cooldown and hovering around the Scrapper, enhance the Scrapper with +120 Power and +120 Precision. Added small tendrils of electricity leaping between the Scrapper & Function Gyro when in combat.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant again.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    5.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    Holosmith

    Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.

    Utility Skills
    1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Expel 25 heat. No longer chills or applies frost aura.

    2.) Flash Spark - now pulses blind every second for 4 seconds. Increased duration of light aura from 3s to 5s, and grants it after last pulse.

    Traits
    1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    5) Photonic Blasting Module: New: In addition to its current effects, while overheated, all heat % bonuses are energized to the highest tier.

    6) Heat Bonuses added for mainhand weapons:

    • Pistol #1: 50+ heat, 1s burn. 100+ heat, 2s burn. (Note, burn applies only to initial target.)
    • Pistol #2: 50+ heat, Fires 7 shots (2.25s cast). 100+ heat, Fires 10 shots (3s cast).
    • Pistol #3: 50+ heat, +1 bounce. 100+ heat, +2 bounce.
    • Rifle #1: 50+ heat, 4s vuln. 100+ heat, two 4s vuln.
    • Rifle #2: 50+ heat, additional .5s immobilize. 100+ heat, additional 1s immobilize.
    • Rifle #3: 50+ heat, 2s cripple. 100+ heat, 4s cripple.

    I like a lot of these changes. One thing I would change, is the suggested change to Crystal Configuration: Zephyr. Keep the superspeed, extend it's ss duration to 5 seconds, keep the 5 second cd on holo leap, and keep the evades. I use this trait currently for a slippery build that focuses on bursting damage to opponents to and +1ing fights. It doesn't have the mobility of a thief, but it can still do a pretty good job of getting around the map and bursting down opponents who are low health, or who are prioritized. Also works good against scourge.
    http://gw2skills.net/editor/?vdAQFAUnUUB1IjFJD2UBcJjFSDrf/NALgjBgmzz5r0caaNA-jJxHQBXrMwZ2fwgPAAAcBAAA

    build shown shows no mobility at all to having map pressure for a +1. No rocket boots and no slippery shoes.

    Mobility comes from the superspeed and being unable to be hindered by cripple, chill, and immob. Sigil of energy can be switched with sigil of escape for more of this slippery-ness.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Ghos.1326 said:

    @Chaith.8256 said:
    Updated April 2018

    Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.

    Disclaimer, these are the changes I think are necessary to bring each dead skill or trait into a balanced side-grade, or part of a brand new build.

    The goal is to have more than just Rifle Holosmith around the "great" tier on metabattle. Ideally Scrapper and core Engi could compete with other core builds, and balanced HoT/PoF ones.

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong specialization past its current limit.

    Core Engineer:

    Weapon Skills
    1.) Pistol #1: Increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile.

    2.) Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.

    Kits
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    2.) Toolkit #3: Damage increased by 15%.

    3.) Elixir Gun #2: Damage increased by 15%. Velocity increased by 50%.

    4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds.

    5.) Flamethrower #2: Ground targeted and explodes on contact, like Elementalist's Phoenix.

    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    7.) Flamethrower #5: This skill has two ammunition.

    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    Turret Related Changes:
    1.) General Turret changes:

    • Turrets deliver a short point-blank knockback on death (120 distance).
    • Reduce all Turret cooldown to 20s.
    • Supply Crate CD reduced to 90s.
    • Turrets no longer auto-attack.
    • Cooldown starts immediately on use.
    • Removed functionality to pick up turrets & reduce cooldown.
    • Turret duration reduced to 10s before detonating.
    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.
    • Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.
    • Toolbelt skills for Thumper Turret & Net Turret - reduced from 38s to 25s.
    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    Utility Skills
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    2.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target required, affects only the target, and range of Ram attack extended to 450.

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.

    5.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 3 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now only removes damaging conditions.

    Healing Skills

    1.) Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Grants all boons previously offered at 40% base duration instead of RNG.

    2.) Toss Elixir H: New: Grants all boons previously offered at 40% of base duration instead of RNG

    3.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    Core Engineer Traits

    General trait changes:
    Inventions' 'Bunker Down' trait switches places with Explosives 'Short Fuse' trait.

    Explosives

    1.) Short Fuse, now Bunker Down. Currently: On crit, drop a mine & bandage. New: To reflect being reduced from a GM trait, reduced mine damage and healing from dropped med packs by 33%.

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Edit: April2018: Your mortar shots become unlockable after traveling 600 distance.

    Firearms
    1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: In combat only, interval extended to 5s, stab duration increased to 4s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to affect Pistol and Rifle mainhand as well as Flamethrower. Five second interval makes you have to be in a kit for a while until the boons are given. Interval reset to 0 from any interruption from wielding a weapon/kit that's affected by this trait. (Note: This 5 second wait time reset is designed to make this trait less effective for Elixir S, Photon Forge, or other non-flamethrower kits, preventing those users from gaining Stability until a full 5s interval has passed on re-entering.)

    2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your bleeding does 1.5% more damage for each stack of bleeding on the afflicted target. (Max25)

    Inventions
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    2.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos cause an additional Blast combo: Water as well. 2s ICD added.

    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    4.) Medical Dispersion Field: Currently: 20% of healing you apply to yourself is shared with your allies, 360 radius. New: Increased radius to 480 to match Healing Turret. In Addition to its previous effects, when your HP is full, Medical Dispersion Field regenerates you and your allies. In combat. (Note: Functions as if you were a placed Healing Turret.)

    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Fire Bomb or Smoke Bomb will generate a blast finisher.

    Alchemy
    1.) Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: You and your allies receive 33% additional healing from your abilities while in Med Kit. (Note: Allows you to burst heal yourself better by swapping into Med Kit prior.)

    2.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Effect extended for 5 seconds after using an Engineering Kit (Note: this is a half-duration version of how it actually functioned from launch until Core Specializations patch.)

    Tools:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    Scrapper

    Function Gyro: In addition to its previous effects, when the function Gyro is off cooldown and hovering around the Scrapper, enhance the Scrapper with +120 Power and +120 Precision. Added small tendrils of electricity leaping between the Scrapper & Function Gyro when in combat.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant again.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    5.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    Holosmith

    Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.

    Utility Skills
    1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Expel 25 heat. No longer chills or applies frost aura.

    2.) Flash Spark - now pulses blind every second for 4 seconds. Increased duration of light aura from 3s to 5s, and grants it after last pulse.

    Traits
    1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    5) Photonic Blasting Module: New: In addition to its current effects, while overheated, all heat % bonuses are energized to the highest tier.

    6) Heat Bonuses added for mainhand weapons:

    • Pistol #1: 50+ heat, 1s burn. 100+ heat, 2s burn. (Note, burn applies only to initial target.)
    • Pistol #2: 50+ heat, Fires 7 shots (2.25s cast). 100+ heat, Fires 10 shots (3s cast).
    • Pistol #3: 50+ heat, +1 bounce. 100+ heat, +2 bounce.
    • Rifle #1: 50+ heat, 4s vuln. 100+ heat, two 4s vuln.
    • Rifle #2: 50+ heat, additional .5s immobilize. 100+ heat, additional 1s immobilize.
    • Rifle #3: 50+ heat, 2s cripple. 100+ heat, 4s cripple.

    I like a lot of these changes. One thing I would change, is the suggested change to Crystal Configuration: Zephyr. Keep the superspeed, extend it's ss duration to 5 seconds, keep the 5 second cd on holo leap, and keep the evades. I use this trait currently for a slippery build that focuses on bursting damage to opponents to and +1ing fights. It doesn't have the mobility of a thief, but it can still do a pretty good job of getting around the map and bursting down opponents who are low health, or who are prioritized. Also works good against scourge.
    http://gw2skills.net/editor/?vdAQFAUnUUB1IjFJD2UBcJjFSDrf/NALgjBgmzz5r0caaNA-jJxHQBXrMwZ2fwgPAAAcBAAA

    Thing is that swiftness works perfectly with alchemy vigor, and Scrapper superspeed fields I suggested to become more mobile, the superspeed jump pads infringe on scrapper flavor I feel.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Ghos.1326 said:

    @zoopop.5630 said:

    @Ghos.1326 said:

    @Chaith.8256 said:
    Updated April 2018

    Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.

    Disclaimer, these are the changes I think are necessary to bring each dead skill or trait into a balanced side-grade, or part of a brand new build.

    The goal is to have more than just Rifle Holosmith around the "great" tier on metabattle. Ideally Scrapper and core Engi could compete with other core builds, and balanced HoT/PoF ones.

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong specialization past its current limit.

    Core Engineer:

    Weapon Skills
    1.) Pistol #1: Increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile.

    2.) Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.

    Kits
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    2.) Toolkit #3: Damage increased by 15%.

    3.) Elixir Gun #2: Damage increased by 15%. Velocity increased by 50%.

    4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds.

    5.) Flamethrower #2: Ground targeted and explodes on contact, like Elementalist's Phoenix.

    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    7.) Flamethrower #5: This skill has two ammunition.

    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    Turret Related Changes:
    1.) General Turret changes:

    • Turrets deliver a short point-blank knockback on death (120 distance).
    • Reduce all Turret cooldown to 20s.
    • Supply Crate CD reduced to 90s.
    • Turrets no longer auto-attack.
    • Cooldown starts immediately on use.
    • Removed functionality to pick up turrets & reduce cooldown.
    • Turret duration reduced to 10s before detonating.
    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.
    • Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.
    • Toolbelt skills for Thumper Turret & Net Turret - reduced from 38s to 25s.
    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    Utility Skills
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    2.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target required, affects only the target, and range of Ram attack extended to 450.

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.

    5.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 3 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now only removes damaging conditions.

    Healing Skills

    1.) Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Grants all boons previously offered at 40% base duration instead of RNG.

    2.) Toss Elixir H: New: Grants all boons previously offered at 40% of base duration instead of RNG

    3.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    Core Engineer Traits

    General trait changes:
    Inventions' 'Bunker Down' trait switches places with Explosives 'Short Fuse' trait.

    Explosives

    1.) Short Fuse, now Bunker Down. Currently: On crit, drop a mine & bandage. New: To reflect being reduced from a GM trait, reduced mine damage and healing from dropped med packs by 33%.

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Edit: April2018: Your mortar shots become unlockable after traveling 600 distance.

    Firearms
    1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: In combat only, interval extended to 5s, stab duration increased to 4s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to affect Pistol and Rifle mainhand as well as Flamethrower. Five second interval makes you have to be in a kit for a while until the boons are given. Interval reset to 0 from any interruption from wielding a weapon/kit that's affected by this trait. (Note: This 5 second wait time reset is designed to make this trait less effective for Elixir S, Photon Forge, or other non-flamethrower kits, preventing those users from gaining Stability until a full 5s interval has passed on re-entering.)

    2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your bleeding does 1.5% more damage for each stack of bleeding on the afflicted target. (Max25)

    Inventions
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    2.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos cause an additional Blast combo: Water as well. 2s ICD added.

    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    4.) Medical Dispersion Field: Currently: 20% of healing you apply to yourself is shared with your allies, 360 radius. New: Increased radius to 480 to match Healing Turret. In Addition to its previous effects, when your HP is full, Medical Dispersion Field regenerates you and your allies. In combat. (Note: Functions as if you were a placed Healing Turret.)

    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Fire Bomb or Smoke Bomb will generate a blast finisher.

    Alchemy
    1.) Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: You and your allies receive 33% additional healing from your abilities while in Med Kit. (Note: Allows you to burst heal yourself better by swapping into Med Kit prior.)

    2.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Effect extended for 5 seconds after using an Engineering Kit (Note: this is a half-duration version of how it actually functioned from launch until Core Specializations patch.)

    Tools:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    Scrapper

    Function Gyro: In addition to its previous effects, when the function Gyro is off cooldown and hovering around the Scrapper, enhance the Scrapper with +120 Power and +120 Precision. Added small tendrils of electricity leaping between the Scrapper & Function Gyro when in combat.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant again.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    5.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    Holosmith

    Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.

    Utility Skills
    1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Expel 25 heat. No longer chills or applies frost aura.

    2.) Flash Spark - now pulses blind every second for 4 seconds. Increased duration of light aura from 3s to 5s, and grants it after last pulse.

    Traits
    1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    5) Photonic Blasting Module: New: In addition to its current effects, while overheated, all heat % bonuses are energized to the highest tier.

    6) Heat Bonuses added for mainhand weapons:

    • Pistol #1: 50+ heat, 1s burn. 100+ heat, 2s burn. (Note, burn applies only to initial target.)
    • Pistol #2: 50+ heat, Fires 7 shots (2.25s cast). 100+ heat, Fires 10 shots (3s cast).
    • Pistol #3: 50+ heat, +1 bounce. 100+ heat, +2 bounce.
    • Rifle #1: 50+ heat, 4s vuln. 100+ heat, two 4s vuln.
    • Rifle #2: 50+ heat, additional .5s immobilize. 100+ heat, additional 1s immobilize.
    • Rifle #3: 50+ heat, 2s cripple. 100+ heat, 4s cripple.

    I like a lot of these changes. One thing I would change, is the suggested change to Crystal Configuration: Zephyr. Keep the superspeed, extend it's ss duration to 5 seconds, keep the 5 second cd on holo leap, and keep the evades. I use this trait currently for a slippery build that focuses on bursting damage to opponents to and +1ing fights. It doesn't have the mobility of a thief, but it can still do a pretty good job of getting around the map and bursting down opponents who are low health, or who are prioritized. Also works good against scourge.
    http://gw2skills.net/editor/?vdAQFAUnUUB1IjFJD2UBcJjFSDrf/NALgjBgmzz5r0caaNA-jJxHQBXrMwZ2fwgPAAAcBAAA

    build shown shows no mobility at all to having map pressure for a +1. No rocket boots and no slippery shoes.

    Mobility comes from the superspeed and being unable to be hindered by cripple, chill, and immob. Sigil of energy can be switched with sigil of escape for more of this slippery-ness.

    Zephyr is in combat mobility, superspeed only helps in combat, and obviously you're only eating chill/cripple/immob in combat. Rotating is half out of combat, Rocket Boots is very important for that.

    twitch.tv/chaithh
    Forum Lord Chaith

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    @Ghos.1326 said:

    @zoopop.5630 said:

    @Ghos.1326 said:

    @Chaith.8256 said:
    Updated April 2018

    Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.

    Disclaimer, these are the changes I think are necessary to bring each dead skill or trait into a balanced side-grade, or part of a brand new build.

    The goal is to have more than just Rifle Holosmith around the "great" tier on metabattle. Ideally Scrapper and core Engi could compete with other core builds, and balanced HoT/PoF ones.

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong specialization past its current limit.

    Core Engineer:

    Weapon Skills
    1.) Pistol #1: Increased damage by 20%. Is now an explosion. Fragmentation Shot now bleeds on the 120 radius explosion instead of the projectile.

    2.) Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart, in addition to its previous effects.

    Kits
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    2.) Toolkit #3: Damage increased by 15%.

    3.) Elixir Gun #2: Damage increased by 15%. Velocity increased by 50%.

    4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds.

    5.) Flamethrower #2: Ground targeted and explodes on contact, like Elementalist's Phoenix.

    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    7.) Flamethrower #5: This skill has two ammunition.

    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    Turret Related Changes:
    1.) General Turret changes:

    • Turrets deliver a short point-blank knockback on death (120 distance).
    • Reduce all Turret cooldown to 20s.
    • Supply Crate CD reduced to 90s.
    • Turrets no longer auto-attack.
    • Cooldown starts immediately on use.
    • Removed functionality to pick up turrets & reduce cooldown.
    • Turret duration reduced to 10s before detonating.
    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.
    • Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.
    • Toolbelt skills for Thumper Turret & Net Turret - reduced from 38s to 25s.
    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    Utility Skills
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    2.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target required, affects only the target, and range of Ram attack extended to 450.

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.

    5.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 3 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now only removes damaging conditions.

    Healing Skills

    1.) Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Grants all boons previously offered at 40% base duration instead of RNG.

    2.) Toss Elixir H: New: Grants all boons previously offered at 40% of base duration instead of RNG

    3.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    Core Engineer Traits

    General trait changes:
    Inventions' 'Bunker Down' trait switches places with Explosives 'Short Fuse' trait.

    Explosives

    1.) Short Fuse, now Bunker Down. Currently: On crit, drop a mine & bandage. New: To reflect being reduced from a GM trait, reduced mine damage and healing from dropped med packs by 33%.

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Edit: April2018: Your mortar shots become unlockable after traveling 600 distance.

    Firearms
    1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: In combat only, interval extended to 5s, stab duration increased to 4s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to affect Pistol and Rifle mainhand as well as Flamethrower. Five second interval makes you have to be in a kit for a while until the boons are given. Interval reset to 0 from any interruption from wielding a weapon/kit that's affected by this trait. (Note: This 5 second wait time reset is designed to make this trait less effective for Elixir S, Photon Forge, or other non-flamethrower kits, preventing those users from gaining Stability until a full 5s interval has passed on re-entering.)

    2.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your bleeding does 1.5% more damage for each stack of bleeding on the afflicted target. (Max25)

    Inventions
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    2.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: Instead, successful Blast finisher combos cause an additional Blast combo: Water as well. 2s ICD added.

    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    4.) Medical Dispersion Field: Currently: 20% of healing you apply to yourself is shared with your allies, 360 radius. New: Increased radius to 480 to match Healing Turret. In Addition to its previous effects, when your HP is full, Medical Dispersion Field regenerates you and your allies. In combat. (Note: Functions as if you were a placed Healing Turret.)

    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Fire Bomb or Smoke Bomb will generate a blast finisher.

    Alchemy
    1.) Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: You and your allies receive 33% additional healing from your abilities while in Med Kit. (Note: Allows you to burst heal yourself better by swapping into Med Kit prior.)

    2.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Effect extended for 5 seconds after using an Engineering Kit (Note: this is a half-duration version of how it actually functioned from launch until Core Specializations patch.)

    Tools:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    Scrapper

    Function Gyro: In addition to its previous effects, when the function Gyro is off cooldown and hovering around the Scrapper, enhance the Scrapper with +120 Power and +120 Precision. Added small tendrils of electricity leaping between the Scrapper & Function Gyro when in combat.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant again.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    5.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    Holosmith

    Disclaimer: Low Priority changes ahead. Holosmith has two good configurations in PvP but like every spec has lots of janky utilities and overly niche traits, like a trait only good for running Yaks. A few shaves to overly good traits included.

    Utility Skills
    1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Expel 25 heat. No longer chills or applies frost aura.

    2.) Flash Spark - now pulses blind every second for 4 seconds. Increased duration of light aura from 3s to 5s, and grants it after last pulse.

    Traits
    1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    5) Photonic Blasting Module: New: In addition to its current effects, while overheated, all heat % bonuses are energized to the highest tier.

    6) Heat Bonuses added for mainhand weapons:

    • Pistol #1: 50+ heat, 1s burn. 100+ heat, 2s burn. (Note, burn applies only to initial target.)
    • Pistol #2: 50+ heat, Fires 7 shots (2.25s cast). 100+ heat, Fires 10 shots (3s cast).
    • Pistol #3: 50+ heat, +1 bounce. 100+ heat, +2 bounce.
    • Rifle #1: 50+ heat, 4s vuln. 100+ heat, two 4s vuln.
    • Rifle #2: 50+ heat, additional .5s immobilize. 100+ heat, additional 1s immobilize.
    • Rifle #3: 50+ heat, 2s cripple. 100+ heat, 4s cripple.

    I like a lot of these changes. One thing I would change, is the suggested change to Crystal Configuration: Zephyr. Keep the superspeed, extend it's ss duration to 5 seconds, keep the 5 second cd on holo leap, and keep the evades. I use this trait currently for a slippery build that focuses on bursting damage to opponents to and +1ing fights. It doesn't have the mobility of a thief, but it can still do a pretty good job of getting around the map and bursting down opponents who are low health, or who are prioritized. Also works good against scourge.
    http://gw2skills.net/editor/?vdAQFAUnUUB1IjFJD2UBcJjFSDrf/NALgjBgmzz5r0caaNA-jJxHQBXrMwZ2fwgPAAAcBAAA

    build shown shows no mobility at all to having map pressure for a +1. No rocket boots and no slippery shoes.

    Mobility comes from the superspeed and being unable to be hindered by cripple, chill, and immob. Sigil of energy can be switched with sigil of escape for more of this slippery-ness.

    http://gw2skills.net/editor/?vdAQFAUnUUB9dhdeBmXBcJjlKDrPD+BHhjnn1zYRMZEAKPA-jJxHQBA4CAYvyAnZ/BD+AAAA

    this is a build i gave out to a bunch of people to play in rank last season, the mobility/dps out put is all there. You'll move around the map 10x better with this spec then the other 1.

  • Crinn.7864Crinn.7864 Member ✭✭✭✭
    edited April 9, 2018

    @Chaith.8256 said:

    @RedSPINE.7845 said:
    Or make the launch instant.

    It can hit up to a 9k AoE with 3 walls, i suspect that may be unfair if you never know when it's coming or is usable while CCd.

    I might even just be a fan of letting the walls launch only when the duration ends. But not firm on that

    They could make it so multiple cannot strike the same target. Which is honestly something that should be done with most skills that fire a fan of projectiles because it leads to awkward balance problems where the potency of the skill varies wildly depending on how many of the projectiles strike. Case in point: Grasping Darkness which typically will only strike a target once maybe twice, but can potentially strike 6 times in very rare occasions.

    EDIT: blasted thread necromancy. I didn't realize you rerolled necro, Chaith.

    Sanity is for the weak minded
    YouTube

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited April 9, 2018

    @Crinn.7864 said:

    @Chaith.8256 said:

    @RedSPINE.7845 said:
    Or make the launch instant.

    It can hit up to a 9k AoE with 3 walls, i suspect that may be unfair if you never know when it's coming or is usable while CCd.

    I might even just be a fan of letting the walls launch only when the duration ends. But not firm on that

    They could make it so multiple cannot strike the same target. Which is honestly something that should be done with most skills that fire a fan of projectiles because it leads to awkward balance problems where the potency of the skill varies wildly depending on how many of the projectiles strike. Case in point: Grasping Darkness which typically will only strike a target once maybe twice, but can potentially strike 6 times in very rare occasions.

    EDIT: blasted thread necromancy. I didn't realize you rerolled necro, Chaith.

    Lol. It's still updated so everything in the OP is reflecting April 2018 balance. I had to delete many suggestions because they were already fixed or replaced in the last few patches

    As for Photon Wall, it's seeing play and seems to be in a decent spot in the new balance environment. Not a huge reason to tweak it when other things are much worse

    twitch.tv/chaithh
    Forum Lord Chaith

  • Silinsar.6298Silinsar.6298 Member ✭✭✭
    edited April 10, 2018

    Really liking most of the suggestions. Consider everything I don't comment further on as something I'd like to see implemented :)

    @Chaith.8256 said:
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    I wouldn't add another condition on top, 3 different "minor" conds rapidly getting reapplied just devalues condition counterplay (yeah we see it on other class but I'd not like to go down that route any further). To increase the usability / viability I'd instead add a little direct damage that applies to people moving within the field.

    @Chaith.8256 said:
    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    I'd also like to see a projectile block on it (makes sense too) and with the shortened duration it might be balanced. Might get out of control in combination with other block / reflect skills so I'm not sure, maybe with a slight CD increase.

    @Chaith.8256 said:
    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    MedKit #2-5 should also get a slightly bigger pick up zone and be unblockable (afaik thrown bandages, just like thrown elixirs get blocked by enemies with a block up and projectile hate).

    @Chaith.8256 said:

    • Turrets deliver a short point-blank knockback on death (120 distance).

    Would you have this trigger on detonation too? In that case it might be a bit too much to get it for free (used to be on an Explosion trait). I'd love to see it back but it would reinforce HT as default healing skill. Maybe let it only apply to the utility turrets.

    @Chaith.8256 said:

    • Flame Turret Overcharge, in addition to its blind effect, Smoke Screen weakens foes on the same interval.

    Also, auto overcharge on placement.

    @Chaith.8256 said:
    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current effects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    With the reduced CD and CD start on placement I'd cut the shield duration to 2-3sec but leave it out when the turret gets destroyed. The overcharge on the end of the turret's lifespan might also require to increase it's lifespan (otherwise e.g. Rifle Turret won't have time to perform it).

    @Chaith.8256 said:
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    Another problem with this skill (especially since the last patch with 90sec CD) is that it can be put on CD with a blind, preventing it from working as auto-stunbreak. Split the trait into two procs (similar to Lock On), one for the stunbreak alone and one for Fury + debilitating condition immunity.

    @Chaith.8256 said:
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    Do you mean on every pulse? I'd just have it apply it once when it explodes. 3 times stealth is too much.

    @Chaith.8256 said:
    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    I don't like the regeneration interaction due to Inventions being a line that no longer has innate regeneration access. I'd make it increase healing to all targets (including yourself) depending on the target's missing health. 5/10/15 % increase when below 75/50/25 % of health. Awards holding your heals back / playing risky and has a good synergy with AED.

    @Chaith.8256 said:
    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside your Fire Bomb or Smoke Bomb will generate a blast finisher.

    Ammo mechanic on bomb #1 would play really well with this idea, the trait could then make bomb #1 a blast finisher without further restrictions.

    @Chaith.8256 said:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    While I like SD flinging lots of bolts towards the target, having access to more TB skills with lower CD and PF, SD results in a lot of attack "spam". I think SD hitting an enemy without a projectile (similar to Lightning Strike) whenever you actually hit an enemy with a tool belt skill would do it good in terms of combat readability. The damage could be increased a bit more then. This would also enable stronger area denial with pulsing TB skills.

    @Chaith.8256 said:
    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    I get the idea but having the mechanics, and not just numbers, of a skill change by proximity is not something I'd do. And ANet doesn't even like to do different skill mechanics in different game modes. The bandaid fix would be to make it shoot "hard light lightnings" that don't count as projectiles (a la mesmer beams).

    @Chaith.8256 said:
    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    Just for clarity, would you keep the condition removal? Also, since the CD increase is a hit to the "stickiness" you get with a 2sec CD mobility skill when you already are at mid or close range, I'd make it apply 2sec superspeed when you hit someone with the attack.

    @Chaith.8256 said:
    6) Heat Bonuses added for mainhand weapons: [...]

    Heat adjustments to non-holo weapons shouldn't just be extras. Sword was balanced with a varying heat score in mind, other weapons not. To get a bonus from high heat, weapon skills should be a bit weaker with low heat. Otherwise holo would provide a straight upgrade to core weapons while also providing a strong melee transform "kit", does not seem fair compared to core or scrapper.

    Other things I'd like to see addressed:

    • Thrown elixirs should be unblockable, to prevent projectile blocks (which are meant as defensive tools) blocking access to cond removal, stealth, stab etc. (including EGun and Mortar #5)
    • Automated Medical Response: Once a very good trait, this doesn't feel like it is up to the speed and power creep of the game anymore. Rarely, when you're already under 25% and take another hit you have the time to cast a heal skill. This makes it very unreliable compared to other defensive procs. My suggestion would be to make it trigger a "lesser" AED that does heal 50% of the original skill and only when brought to 0% HP within 3sec.
    • Comeback Cure: this seems underwhelming and is too reliant on Inventions being used in conjunction with it to do anything noticeable at all. Maybe make this trait replace the lost functionality of cleaning conds with elixirs?
    • Cauterize: This should have a short casting time (1/4 - 1/2 sec). It's a condition removal that does nothing else besides it other than harming you, it just feels too slow.

    SD Engi / Holo roaming videos: https://www.youtube.com/user/algeyr

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Silinsar.6298 said:
    Really liking most of the suggestions. Consider everything I don't comment further on as something I'd like to see implemented :)

    @Chaith.8256 said:
    1.) Toolkit #2. 1 Torment added to ticks, in addition to its previous effects, same duration.

    I wouldn't add another condition on top, 3 different "minor" conds rapidly getting reapplied just devalues condition counterplay (yeah we see it on other class but I'd not like to go down that route any further). To increase the usability / viability I'd instead add a little direct damage that applies to people moving within the field.

    Looking to help the condition Engineer deal higher pressure, a power pulse wouldn't do that. Two bleeds per tick is my counter.

    @Chaith.8256 said:
    6.) Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s.

    I'd also like to see a projectile block on it (makes sense too) and with the shortened duration it might be balanced. Might get out of control in combination with other block / reflect skills so I'm not sure, maybe with a slight CD increase.

    I'm in favor of a projectile destruction Napalm

    @Chaith.8256 said:
    8.) Med Kit: All skills that remove conditions remove an extra one. Med Blaster healing tripled. #2-5 abilities now affect 5 unique allies before being consumed

    MedKit #2-5 should also get a slightly bigger pick up zone and be unblockable (afaik thrown bandages, just like thrown elixirs get blocked by enemies with a block up and projectile hate).

    I'm in favor of unblockable & larger pickup zone for Medkit bandages

    @Chaith.8256 said:

    • Turrets deliver a short point-blank knockback on death (120 distance).

    Would you have this trigger on detonation too? In that case it might be a bit too much to get it for free (used to be on an Explosion trait). I'd love to see it back but it would reinforce HT as default healing skill. Maybe let it only apply to the utility turrets.

    I'd say let it apply to all Turrets. Other buffs planned for other heals.

    @Chaith.8256 said:
    2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current effects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift. Edit, April 2018: Reflective shields activate without delay.

    With the reduced CD and CD start on placement I'd cut the shield duration to 2-3sec but leave it out when the turret gets destroyed. The overcharge on the end of the turret's lifespan might also require to increase it's lifespan (otherwise e.g. Rifle Turret won't have time to perform it).

    I would nerf the shields to 2s if they applied instantly, actually. I think killing the Turret should end the effect.

    @Chaith.8256 said:
    1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.)

    Another problem with this skill (especially since the last patch with 90sec CD) is that it can be put on CD with a blind, preventing it from working as auto-stunbreak. Split the trait into two procs (similar to Lock On), one for the stunbreak alone and one for Fury + debilitating condition immunity.

    If this were the case, it'd be too strong and would need to revert to being Blind immunity only.

    @Chaith.8256 said:
    1.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects grants 3 seconds of stealth to up to 5 allies when activated.

    Do you mean on every pulse? I'd just have it apply it once when it explodes. 3 times stealth is too much.

    On activation, once.

    @Chaith.8256 said:
    3.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your regeneration increases the amount you heal other allies by 25%.

    I don't like the regeneration interaction due to Inventions being a line that no longer has innate regeneration access. I'd make it increase healing to all targets (including yourself) depending on the target's missing health. 5/10/15 % increase when below 75/50/25 % of health. Awards holding your heals back / playing risky and has a good synergy with AED.

    I like the idea but affecting your self healing is a big no. Needs to be outgoing healing to allies only.

    @Chaith.8256 said:
    5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside your Fire Bomb or Smoke Bomb will generate a blast finisher.

    Ammo mechanic on bomb #1 would play really well with this idea, the trait could then make bomb #1 a blast finisher without further restrictions.

    I'm changing this completely to be a condi trait instead of blasting.

    @Chaith.8256 said:
    1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    While I like SD flinging lots of bolts towards the target, having access to more TB skills with lower CD and PF, SD results in a lot of attack "spam". I think SD hitting an enemy without a projectile (similar to Lightning Strike) whenever you actually hit an enemy with a tool belt skill would do it good in terms of combat readability. The damage could be increased a bit more then. This would also enable stronger area denial with pulsing TB skills.

    I like it, but the projectile counterplay is needed and travel time.

    @Chaith.8256 said:
    3.) Crystal Configuration: Storm - Currently: Photon Forge #1 now fires explosive projectiles. New: 10% damage penalty removed. In addition, only fires the trait modified version if target is greater than 240 range away. (Note: This allows the Holo to not be unjustly affected by projectile hate when not utilizing the longer range.)

    I get the idea but having the mechanics, and not just numbers, of a skill change by proximity is not something I'd do. And ANet doesn't even like to do different skill mechanics in different game modes. The bandaid fix would be to make it shoot "hard light lightnings" that don't count as projectiles (a la mesmer beams).

    I'm in support of this trait adding a 'beam' mechanic.

    @Chaith.8256 said:
    4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    Just for clarity, would you keep the condition removal? Also, since the CD increase is a hit to the "stickiness" you get with a 2sec CD mobility skill when you already are at mid or close range, I'd make it apply 2sec superspeed when you hit someone with the attack.

    A loss of stickiness is a fair penalty for a good active defense. I'm not open for buffing the suggestion further, ie: superspeed on hit too.

    @Chaith.8256 said:
    6) Heat Bonuses added for mainhand weapons: [...]

    Heat adjustments to non-holo weapons shouldn't just be extras. Sword was balanced with a varying heat score in mind, other weapons not. To get a bonus from high heat, weapon skills should be a bit weaker with low heat. Otherwise holo would provide a straight upgrade to core weapons while also providing a strong melee transform "kit", does not seem fair compared to core or scrapper.

    Yep, I will probably remove this suggestion.

    Other things I'd like to see addressed:

    • Thrown elixirs should be unblockable, to prevent projectile blocks (which are meant as defensive tools) blocking access to cond removal, stealth, stab etc. (including EGun and Mortar #5)

    I'm with you, defensive projectiles should be all unblockable

    • Automated Medical Response: Once a very good trait, this doesn't feel like it is up to the speed and power creep of the game anymore. Rarely, when you're already under 25% and take another hit you have the time to cast a heal skill. This makes it very unreliable compared to other defensive procs. My suggestion would be to make it trigger a "lesser" AED that does heal 50% of the original skill and only when brought to 0% HP within 3sec.

    I'm still into this trait with Scrapper's Recovery Matrix, it really kicks kitten at making you a hard to kill cockroach.

    • Comeback Cure: this seems underwhelming and is too reliant on Inventions being used in conjunction with it to do anything noticeable at all. Maybe make this trait replace the lost functionality of cleaning conds with elixirs?

    This trait is meh but it's not problematic.

    • Cauterize: This should have a short casting time (1/4 - 1/2 sec). It's a condition removal that does nothing else besides it other than harming you, it just feels too slow.

    Not a bad idea.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    Here is some suggestions I had in regards to the Medkit.
    Medkit: Equip a medkit that focuses on healing you and your allies, as well as providing boons and clearing conditions.

    1: Med Blaster - I think it's ok, maybe make the heal scale better with healing power, affect more targets, more range and cone radius.

    2: Administer Care - A supply of bandages is dropped onto your party, healing them for a large amount
    Healing (x5): 4562
    Interval: 0.5s
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    3: Administer Stimulants - A supply of stimulants is given to allies in a radius, which converts conditions into boons.
    Conditions converted to boons: 3
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    4: Administer Accelerants - A supply of accelerants is given to your allies, supporting growth and speedy recovery. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Regeneration: 10s (2 stacks per pulse)
    Might: 1 stack for 15 seconds (1 stack per pulse)
    Pulses: 5
    Interval: 1s
    Radius: 600
    Allies affected: 10
    Cooldown: 15s

    5: Administer Antidote - A supply of antidote is given to your allies, providing pulsing resistance and curing conditions. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Resistance: 2s (per pulse)
    Conditions cleared: 1
    Pulses: 5
    Interval: 2s
    Radius: 600
    Allies affected: 10
    Cooldown: 20s (or 25s)

    Toolbelt skill: Bandage Self - Bandage yourself and heal. (keep this the same as it currently is)

    NOTE: I was taking a look at administer care, and not sure if this would be an OK heal to have. COULD be too strong, but on an 8 sec cd, maybe not. You guys can be the judge.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Ghos.1326 said:
    Here is some suggestions I had in regards to the Medkit.
    Medkit: Equip a medkit that focuses on healing you and your allies, as well as providing boons and clearing conditions.

    1: Med Blaster - I think it's ok, maybe make the heal scale better with healing power, affect more targets, more range and cone radius.

    2: Administer Care - A supply of bandages is dropped onto your party, healing them for a large amount
    Healing (x5): 4562
    Interval: 0.5s
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    3: Administer Stimulants - A supply of stimulants is given to allies in a radius, which converts conditions into boons.
    Conditions converted to boons: 3
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    4: Administer Accelerants - A supply of accelerants is given to your allies, supporting growth and speedy recovery. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Regeneration: 10s (2 stacks per pulse)
    Might: 1 stack for 15 seconds (1 stack per pulse)
    Pulses: 5
    Interval: 1s
    Radius: 600
    Allies affected: 10
    Cooldown: 15s

    5: Administer Antidote - A supply of antidote is given to your allies, providing pulsing resistance and curing conditions. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Resistance: 2s (per pulse)
    Conditions cleared: 1
    Pulses: 5
    Interval: 2s
    Radius: 600
    Allies affected: 10
    Cooldown: 20s (or 25s)

    Toolbelt skill: Bandage Self - Bandage yourself and heal. (keep this the same as it currently is)

    NOTE: I was taking a look at administer care, and not sure if this would be an OK heal to have. COULD be too strong, but on an 8 sec cd, maybe not. You guys can be the judge.

    It's pretty OP, with 100% boon duration you could get 80% uptime of AoE resistance on 600 radius. Kit skills are very accessible and not gated by global cooldowns. I figure reduce every suggestion by 50%.

    I don't suggest full reworks due to the extra development time involved, but your suggestion sounds very fun, numbers aside. I really do want to run a good Med Kit support kit on Scrapper, using Mender's amulet.

    twitch.tv/chaithh
    Forum Lord Chaith

  • coro.3176coro.3176 Member ✭✭✭✭

    Been messing around with P/P a bit lately. It's still godawful. Most builds just completely shrug off my conditions like I'm not even there. I can be fighting on a point, landing every single one of my skills and make exactly zero progress toward killing my opponent. As an aside, has the slow autoattack actually gotten worse lately or am I just noticing it more? Feels like Pistol 1 is taking AGES. Are they ever going to fix that to be the 0.5s it should be?

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @coro.3176 said:
    Been messing around with P/P a bit lately. It's still godawful. Most builds just completely shrug off my conditions like I'm not even there. I can be fighting on a point, landing every single one of my skills and make exactly zero progress toward killing my opponent. As an aside, has the slow autoattack actually gotten worse lately or am I just noticing it more? Feels like Pistol 1 is taking AGES. Are they ever going to fix that to be the 0.5s it should be?

    Facts. Yep, I'm not even sure if being an explosion and aoe bleed would make Pistols usable. Pistols almost don't need buffs, as much as a miracle.

    Pistol being undertuned was fine in vanilla because Incendiary Powder in the vanilla era was better compared to now, on top of much weaker average builds. The reason I bring this up is because using pistol to inflict incendiary powder was a meaningful usage back in the day.

    Pretty much all the synergy has been killed for Pistol MH over time and it should be looked on at face value, a pea-shooter with nothing to proc anymore.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭

    @coro.3176 said:
    Been messing around with P/P a bit lately. It's still godawful. Most builds just completely shrug off my conditions like I'm not even there. I can be fighting on a point, landing every single one of my skills and make exactly zero progress toward killing my opponent. As an aside, has the slow autoattack actually gotten worse lately or am I just noticing it more? Feels like Pistol 1 is taking AGES. Are they ever going to fix that to be the 0.5s it should be?

    I haven't played my condi engi in PvP in so long, I haven't noticed. But last I remember, it does feel close to 1 second for pistol autoattack, despite it listing 0.5 secs.

    The great god Lagki demands sacrifice!

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @Chaith.8256 said:

    @Ghos.1326 said:
    Here is some suggestions I had in regards to the Medkit.
    Medkit: Equip a medkit that focuses on healing you and your allies, as well as providing boons and clearing conditions.

    1: Med Blaster - I think it's ok, maybe make the heal scale better with healing power, affect more targets, more range and cone radius.

    2: Administer Care - A supply of bandages is dropped onto your party, healing them for a large amount
    Healing (x5): 4562
    Interval: 0.5s
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    3: Administer Stimulants - A supply of stimulants is given to allies in a radius, which converts conditions into boons.
    Conditions converted to boons: 3
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    4: Administer Accelerants - A supply of accelerants is given to your allies, supporting growth and speedy recovery. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Regeneration: 10s (2 stacks per pulse)
    Might: 1 stack for 15 seconds (1 stack per pulse)
    Pulses: 5
    Interval: 1s
    Radius: 600
    Allies affected: 10
    Cooldown: 15s

    5: Administer Antidote - A supply of antidote is given to your allies, providing pulsing resistance and curing conditions. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Resistance: 2s (per pulse)
    Conditions cleared: 1
    Pulses: 5
    Interval: 2s
    Radius: 600
    Allies affected: 10
    Cooldown: 20s (or 25s)

    Toolbelt skill: Bandage Self - Bandage yourself and heal. (keep this the same as it currently is)

    NOTE: I was taking a look at administer care, and not sure if this would be an OK heal to have. COULD be too strong, but on an 8 sec cd, maybe not. You guys can be the judge.

    It's pretty OP, with 100% boon duration you could get 80% uptime of AoE resistance on 600 radius. Kit skills are very accessible and not gated by global cooldowns. I figure reduce every suggestion by 50%.

    I don't suggest full reworks due to the extra development time involved, but your suggestion sounds very fun, numbers aside. I really do want to run a good Med Kit support kit on Scrapper, using Mender's amulet.

    Yeah, I agree. after looking at it a little more closely, that would be a 4 second resistance duration with full boon uptime. I'll fix the notes up as you suggested. The 2 skill can just scale off healing power to do that much healing, or I can reduce the healing to 3k and some change.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @Ghos.1326 said:
    Here is some suggestions I had in regards to the Medkit.
    Medkit: Equip a medkit that focuses on healing you and your allies, as well as providing boons and clearing conditions.

    1: Med Blaster - I think it's ok, maybe make the heal scale better with healing power, affect more targets, more range and cone radius.

    2: Administer Care - A supply of bandages is dropped onto your party, healing them for a large amount
    Healing (x5): 4562
    Interval: 0.5s
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    3: Administer Stimulants - A supply of stimulants is given to allies in a radius, which converts conditions into boons.
    Conditions converted to boons: 3
    Allies affected: 10
    Radius: 600
    Cooldown: 8 seconds

    4: Administer Accelerants - A supply of accelerants is given to your allies, supporting growth and speedy recovery. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Regeneration: 10s (2 stacks per pulse)
    Might: 1 stack for 15 seconds (1 stack per pulse)
    Pulses: 5
    Interval: 1s
    Radius: 600
    Allies affected: 10
    Cooldown: 15s

    5: Administer Antidote - A supply of antidote is given to your allies, providing pulsing resistance and curing conditions. (This skill could show up as a "buff" and while the "buff" is on them, it will do the below listed effects)
    Resistance: 2s (per pulse)
    Conditions cleared: 1
    Pulses: 5
    Interval: 2s
    Radius: 600
    Allies affected: 10
    Cooldown: 20s (or 25s)

    Toolbelt skill: Bandage Self - Bandage yourself and heal. (keep this the same as it currently is)

    NOTE: I was taking a look at administer care, and not sure if this would be an OK heal to have. COULD be too strong, but on an 8 sec cd, maybe not. You guys can be the judge.

    Administer Care - Reduced the healing from 4562 to 3056. This number would be the total amount healed after the 5x pulses of healing. Increased the amount of time per interval from 0.5 seconds to 1 second for each interval. Increased the cooldown from 8 seconds to 12 seconds.

    Administer Stimulants - Increased the cooldown from 8 seconds to 12 seconds.

    Administer Antidote - Decreased the uptime of Resistance by half (from 2 seconds to 1 second per pulse). Decreased the interval of each pulse by 1 second (from 2 seconds to 1 second). This should total 5 seconds of resistance uptime on a 20 to 25 second cooldown.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    Update:

    I've tweaked a lot of suggestions to favor Core Engineer more heavily and added good suggestions from the community. Here are the highlights if the OP is Tl;dr

    General Changes: Projectile changes: Thrown Elixirs, Med Kits, these are now unblockable.

    Toolkit #2. Now applies two bleed per ticks.

    Flamethrower #4: Duration reduced from 10s to 5s. Interval reduced from 1s to .5s. This skill now destroys projectiles.

    Flamethrower toolbelt: Incendiary Ammo cooldown decreased from 50s to 30s to be more in line with push toward slow, ramping damage changes.

    Bomb Kit #2: Fire Bomb's initial pulse applies 2 burning instead of 1.

    Bomb Kit #5: All Glue Bomb pulses will immobilize enemies, not just the initial pulse - however, each target may only be affected by the immobilize once. Duration increased to 5 seconds.

    Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Increased the velocity of Mortar shots by 50%.

    Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Effect extended to Bomb Kit and Grenade Kit.

    Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, your conditions deal 1% more damage for each stack of bleeding present (Maximum 15%)

    Incendiary Powder: Cooldown decreased from 10s to 5s to be more in line with push toward slow, ramping damage changes.

    Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your healing to allies is increased by 5/10/15% for each 25/50/75% target's health missing.

    Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: Gain 33% outgoing healing to allies while in an Engineering Kit. In addition to its current effects, equipping an Engineering Kit will remove a condition in a 180 radius. 10s ICD per Engineering Kit.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭

    Toolkit #2. Now applies two bleed per ticks.

    I recommend reducing the cast time from 0.75 seconds to 0.25 seconds and increasing the cripple duration from 2 seconds to 4 seconds.

    Bomb Kit #2: Fire Bomb's initial pulse applies 2 burning instead of 1.

    Either this or increase the field duration from 3 to 6 seconds.

    Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Increased the velocity of Mortar shots by 50%.

    Great idea. We need a trait that focuses on improving the Mortar Kit. The velocity is way too slow, so having a trait like this would be great.

    Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Effect extended to Bomb Kit and Grenade Kit.

    Why only the Bomb Kit and Grenade Kit? Why not make it available across every kit?

    Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: Gain 33% outgoing healing to allies while in an Engineering Kit. In addition to its > > current effects, equipping an Engineering Kit will remove a condition in a 180 radius. 10s ICD per Engineering Kit.

    Very interesting. Protection Injection got nerfed and the protection boon is not worth that much and Invigorating Speed is pointless if you're running the Tools specialization for the increased endurance regeneration. I really like the idea for this trait being changed like this, it'll work similar to how core Elementalist cleanses conditions running the Water and Arcane specializations, where you can swap to water attunement every 8 seconds, apply regeneration on yourself and allies and cleanse a condition to those you grant regeneration. Good thinking, Chaith.

    Karras

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Hoodie.1045 said:

    Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Effect extended to Bomb Kit and Grenade Kit.

    Why only the Bomb Kit and Grenade Kit? Why not make it available across every kit?

    To prevent might stacking and stability for a purpose other than being aggressive with it.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Atmaweapon.7345Atmaweapon.7345 Member ✭✭✭
    edited April 23, 2018

    So Short Fuse would basically double bomb kit's dps? Doesn't that sound a little out of hand? That's basically the same problem as launch Grenadier on steroids. Removing or reducing the arming time further would make more sense. It's also kind of problematic swapping this over to Inventions, I completely understand trying not to give Holo access to this by putting it on the same tier as Anti-corrosion plating, but I don't think that's worth making traitlines weird this way. Giving Inventions a good offensive trait is fine, but gouging out Explosives' own niche is kind of iffy.

    In general I'm going to have to disagree with any suggestion to add Projectile Velocity onto traits. Those types of traits are a relic of the past; Engineer is currently the only profession in the game with a Projectile Velocity talent. Projectile Velocity should be baked into these kits the exact same way Ranger Longbow got its 100% Projectile Velocity increase. If any kit needs a specific trait to function correctly, just bake those effects into the kits themselves and make the traits do something else. That means baking in a 100% Velocity increase to Grenades and Mortar kit with a rework to Grenadier.

    Finally, this might be a shameless insert, but how about a trait that goes:

    -When below X Barrier, attacks grant up to X Barrier.

    The reasoning being that Flamethrower and Grenades are absolutely wrecked by any source of retaliation. This trait would help normalize retaliation by preemptively putting up a barrier which gets eaten by retaliation which then lets the next hit grant barrier again since you're below the threshold. It also indirectly helps against sustained condition damage by possibly putting up a barrier for every tick. Since Scourges don't have a monopoly on barrier anymore, this was the best idea I could come up with that helps with these issues without being designed specifically as a hardcounter. (A hardcounter would be "Retaliation does less damage to you.")

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited April 23, 2018

    @Atmaweapon.7345 said:
    So Short Fuse would basically double bomb kit's dps? Doesn't that sound a little out of hand? That's basically the same problem as launch Grenadier on steroids. Removing or reducing the arming time further would make more sense. It's also kind of problematic swapping this over to Inventions, I completely understand trying not to give Holo access to this by putting it on the same tier as Anti-corrosion plating, but I don't think that's worth making traitlines weird this way. Giving Inventions a good offensive trait is fine, but gouging out Explosives' own niche is kind of iffy.

    In general I'm going to have to disagree with any suggestion to add Projectile Velocity onto traits. Those types of traits are a relic of the past; Engineer is currently the only profession in the game with a Projectile Velocity talent. Projectile Velocity should be baked into these kits the exact same way Ranger Longbow got its 100% Projectile Velocity increase. If any kit needs a specific trait to function correctly, just bake those effects into the kits themselves and make the traits do something else. That means baking in a 100% Velocity increase to Grenades and Mortar kit with a rework to Grenadier.

    Finally, this might be a shameless insert, but how about a trait that goes:

    -When below X Barrier, attacks grant up to X Barrier.

    The reasoning being that Flamethrower and Grenades are absolutely wrecked by any source of retaliation. This trait would help normalize retaliation by preemptively putting up a barrier which gets eaten by retaliation which then lets the next hit grant barrier again since you're below the threshold. It also indirectly helps against sustained condition damage by possibly putting up a barrier for every tick. Since Scourges don't have a monopoly on barrier anymore, this was the best idea I could come up with that helps with these issues without being designed specifically as a hardcounter. (A hardcounter would be "Retaliation does less damage to you.")

    Short fuse suggestion shouldn't affect the cast time of Bomb #1.

    Edit: Mortar is very usable without the velocity increase though, just more in point-blank field generation role. It would definitely be a mode change rather than needed for it to be viable.

    twitch.tv/chaithh
    Forum Lord Chaith

  • miriforst.1290miriforst.1290 Member ✭✭✭
    edited April 24, 2018

    Im thinking about the mortar trait.

    I think traits ideally should change how you play or atleast how you look at certain aspects of your kit. The idea of having a trait that allows you to beef up mortar is good (ideally it would turn it from a support tool to an actual weapon of destruction). I don't mind that its slow or clunky, impractical but awesome is-... well, its awesome! . Problem is that its boring and impractical for offensive purposes and mildly effective as a support/combo spam machine (but even more boring). How about the flash shell then? It got a decent cooldown, and it requires the player to act with a certain purpose instead of having an effect be a passive boring on trigger trait (that gets nerfed because while they love handing out rockets and bombs on crits or whatever, they hate (or rather the pvp community as a whole) that you are using it effectively (and they really are boring, even though not as boring as a X% damage modifier)).

    My idea would be to have a small orbital bombardment volley on the impact site of the flash shell after a long delay, changing flash shell from a flash bang to a signal flare telling everyone to gtfo. And get rid of the party sparkler that is the current strike.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @miriforst.1290 said:
    Im thinking about the mortar trait.

    I think traits ideally should change how you play or atleast how you look at certain aspects of your kit. The idea of having a trait that allows you to beef up mortar is good (ideally it would turn it from a support tool to an actual weapon of destruction). I don't mind that its slow or clunky, impractical but awesome is-... well, its awesome! . Problem is that its boring and impractical for offensive purposes and mildly effective as a support/combo spam machine (but even more boring). How about the flash shell then? It got a decent cooldown, and it requires the player to act with a certain purpose instead of having an effect be a passive boring on trigger trait (that gets nerfed because while they love handing out rockets and bombs on crits or whatever, they hate (or rather the pvp community as a whole) that you are using it effectively (and they really are boring, even though not as boring as a X% damage modifier)).

    My idea would be to have a small orbital bombardment volley on the impact site of the flash shell after a long delay, changing flash shell from a flash bang to a signal flare telling everyone to gtfo. And get rid of the party sparkler that is the current strike.

    I put aside most skill re-work suggestions if possible, in favor of number tweaks, extending functionalities, etc. I think the best way to make a weapon of destruction out of Mortar is allowing the player to more consistently land it - velocity. I will add a note to increase orbital strike damage though... It's currently pathetic and balanced around the old tools trait line where it hit twice with Orbital Command.

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    Forum Lord Chaith

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    not sure if "heat therapy" has been brought up or discus but..... it's a useless passive trait from the holo spec. Completely out of place and pretty useless imo.

  • coro.3176coro.3176 Member ✭✭✭✭

    @zoopop.5630 said:
    not sure if "heat therapy" has been brought up or discus but..... it's a useless passive trait from the holo spec. Completely out of place and pretty useless imo.

    It's far from useless. It's like a free heal skill every time you fill the heat bar. Check your combat log and see how much it heals from a full bar (even more with ECSU). I agree it is out of place though. If they ever want to nerf Holo sustain, they could chip away at that or replace it with something else. Maybe swap it with a major trait?

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @zoopop.5630 said:
    not sure if "heat therapy" has been brought up or discus but..... it's a useless passive trait from the holo spec. Completely out of place and pretty useless imo.

    Heat therapy is great. It's the main reason you can run demolishers amulet due to the sustain on demand from vent-exhaust

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 6, 2018

    Small update to Flame Turret, it was more of a smokescreen turret with my proposal to end auto-attacking turrets.

    • Flame Turret Overcharge, overcharges immediately, in addition to its blind effect, Smoke Screen burns enemies on the same interval. Added burning pitch gfx to the smokescreen.

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  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 11, 2018

    With a recent update lots of the Engineer's healing support traits got some support of their own.

    Here's what I would tweak upwards in order to allow the Support capabilities to really be in a respectable spot. I've been making it a mission all week to master Support Scrapper.

    Support Scrapper is rather difficult right now due to a couple issues:

    • Bandage Blast VERY hard to get any support value out of. Then sometimes it heals for 7k. At its best when stars align, it's OP, and on average it's not worth using over Med-Blaster unless your ally is immobile. A compromise still needs to be reached.
    • Granting barriers needs to be added to the support arsenal.
    • Personal survivability is a slight problem when going full support.

    Suggestions to fix these issues:

    • Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    • Med Kit #2: Reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.

    • Comeback Cure: Currently: Removing conditions grants regeneration. New: Removing conditions grants barrier and partially revives allies. 500 Barrier, 5% downed state health.

    Notes: With Comeback Cure, Engi could keep its allies alive by really focusing on condi removal, as intended. Offering overkill regeneration is not currently worth using. Small barriers would stabilize your allies much better. The partial revive on condi removal would allow the Engineer a safer alternative to pressing F for 15% downstate health a second, provided he has cooldowns to blow. (Also since downed allies can't receive barrier.)

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  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭

    @Chaith.8256 said:

    • Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    I agree. It would be nice to reduce the cast time, since you get nothing from the skill other than healing.

    • Med Kit #2: Reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.

    I was thinking if this skill used the ammo system and you had up to 5 bandages. This and being able to target allies and shoot one bandage at them at a time would make the skill more consistent.

    • Comeback Cure: Currently: Removing conditions grants regeneration. New: Removing conditions grants barrier and partially revives allies. 500 Barrier, 5% downed state health.

    Notes: With Comeback Cure, Engi could keep its allies alive by really focusing on condi removal, as intended. Offering overkill regeneration is not currently worth using. Small barriers would stabilize your allies much better. The partial revive on condi removal would allow the Engineer a safer alternative to pressing F for 15% downstate health a second, provided he has cooldowns to blow. (Also since downed allies can't receive barrier.)

    These are some nice suggestions. While I love the rework on the Med Kit, I think it can be made even better.

    Other things that I'd like to be improved with the kit are:
    1. Reduce the cooldown on Infusion Bomb from 30 seconds to 20 seconds
    2. Increase the healing on Med Blaster. Also, remove the increased healing allies get from the number of boons they have. It sucks that in order for Med Blaster to be useful, your allies needs to have a plentiful amount of boons.

    Karras

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Hoodie.1045 said:

    These are some nice suggestions. While I love the rework on the Med Kit, I think it can be made even better.

    Other things that I'd like to be improved with the kit are:
    1. Reduce the cooldown on Infusion Bomb from 30 seconds to 20 seconds
    2. Increase the healing on Med Blaster. Also, remove the increased healing allies get from the number of boons they have. It sucks that in order for Med Blaster to be useful, your allies needs to have a plentiful amount of boons.

    A lower cooldown on Infusion Bomb I'm pretty indifferent about. I find it to be not a hugely impactful skill as the boons granted are pretty common.

    Med-Blaster I feel does not need a big bump. It's a filler auto-attack, and worth using for sure. I could see maybe increasing it by 10-15% tops.

    I don't see anything fundamentally wrong with scaling from 1000 to 1200 per cast when they have a full bar of boons. Purity of Purpose and cleansing conditions greatly synergize with the mechanic.

    It's not a perfect kit but the only really problematic Med-Kit skill is Bandage Blast, imo.

    Of course I agree with your assessment of the skills but I think if they stayed as-is it'd be ok.

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    Forum Lord Chaith

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭
    edited May 11, 2018

    @Chaith.8256 said:

    @Hoodie.1045 said:

    These are some nice suggestions. While I love the rework on the Med Kit, I think it can be made even better.

    Other things that I'd like to be improved with the kit are:
    1. Reduce the cooldown on Infusion Bomb from 30 seconds to 20 seconds
    2. Increase the healing on Med Blaster. Also, remove the increased healing allies get from the number of boons they have. It sucks that in order for Med Blaster to be useful, your allies needs to have a plentiful amount of boons.

    A lower cooldown on Infusion Bomb I'm pretty indifferent about. I find it to be not a hugely impactful skill as the boons granted are pretty common.

    The reason for me wanting to reduce the cooldown on Infusion Bomb is not because of the boons, but because it's a blast finisher and being able to do the Med Kit rotation 4, 3, 5, extra blast finisher more often would be a step in the right direction and would make support engineer more impactful. When Cleansing Field goes off cooldown, Infusion Bomb is not off cooldown, so you're left with skipping 5 from the rotation to the extra blast finisher like the one from the Elixir Gun.

    It's not a perfect kit but the only really problematic Med-Kit skill is Bandage Blast, imo.

    Of course I agree with your assessment of the skills but I think if they stayed as-is it'd be ok.

    I do think that it would work better if Bandage Blast worked like the way I suggested. In its' current state you have to be really close to someone in order to heal them. I believe that being able to throw bandages at allies using the ammo system would make it more consistent.

    Karras

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Hoodie.1045 said:

    @Chaith.8256 said:

    @Hoodie.1045 said:

    These are some nice suggestions. While I love the rework on the Med Kit, I think it can be made even better.

    Other things that I'd like to be improved with the kit are:
    1. Reduce the cooldown on Infusion Bomb from 30 seconds to 20 seconds
    2. Increase the healing on Med Blaster. Also, remove the increased healing allies get from the number of boons they have. It sucks that in order for Med Blaster to be useful, your allies needs to have a plentiful amount of boons.

    A lower cooldown on Infusion Bomb I'm pretty indifferent about. I find it to be not a hugely impactful skill as the boons granted are pretty common.

    The reason for me wanting to reduce the cooldown on Infusion Bomb is not because of the boons, but because it's a blast finisher and being able to do the Med Kit rotation 4, 3, 5, extra blast finisher more often would be a step in the right direction and would make support engineer more impactful. When Cleansing Field goes off cooldown, Infusion Bomb is not off cooldown, so you're left with skipping 5 from the rotation to the extra blast finisher like the one from the Elixir Gun.

    It's not a perfect kit but the only really problematic Med-Kit skill is Bandage Blast, imo.

    Of course I agree with your assessment of the skills but I think if they stayed as-is it'd be ok.

    I do think that it would work better if Bandage Blast worked like the way I suggested. In its' current state you have to be really close to someone in order to heal them. I believe that being able to throw bandages at allies using the ammo system would make it more consistent.

    Keep in mind you can blast every second Cleansing Field with Infusion bomb, lowering CD by 10s still puts it on a 5s cooldown when your next Cleansing Field comes up. I'd rather it got a 15s cooldown and boon duration halved, to be honest!

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    Forum Lord Chaith

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @Chaith.8256 said:
    With a recent update lots of the Engineer's healing support traits got some support of their own.

    Here's what I would tweak upwards in order to allow the Support capabilities to really be in a respectable spot. I've been making it a mission all week to master Support Scrapper.

    Support Scrapper is rather difficult right now due to a couple issues:

    • Bandage Blast VERY hard to get any support value out of. Then sometimes it heals for 7k. At its best when stars align, it's OP, and on average it's not worth using over Med-Blaster unless your ally is immobile. A compromise still needs to be reached.
    • Granting barriers needs to be added to the support arsenal.
    • Personal survivability is a slight problem when going full support.

    Suggestions to fix these issues:

    • Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    • Med Kit #2: Reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.

    • Comeback Cure: Currently: Removing conditions grants regeneration. New: Removing conditions grants barrier and partially revives allies. 500 Barrier, 5% downed state health.

    Notes: With Comeback Cure, Engi could keep its allies alive by really focusing on condi removal, as intended. Offering overkill regeneration is not currently worth using. Small barriers would stabilize your allies much better. The partial revive on condi removal would allow the Engineer a safer alternative to pressing F for 15% downstate health a second, provided he has cooldowns to blow. (Also since downed allies can't receive barrier.)

    I think bandage blast should be changed to something like Medical Kit Supply, and drop a medpack on the ground that heals allies (and the self) around it for however many seconds, then disappears. The idea comes from the game Battlefield 3/4, where the medics drop a medkit and if you're near it, you're slowly healed over time. Of course, on gw2 there would have to be a short uptime to prevent the said med pack from being OP as heck. But it could also be great for a little mobility in terms of how you support your allies.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • michelada.2947michelada.2947 Member ✭✭✭

    engi just need a rework

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 11, 2018

    @michelada.2947 said:
    engi just need a rework

    Especially with the last patch we have 3 times as many useful mechanics compared to professions like Rev which are 75% trash in PvP. Engi gets some ArenaNet love lately, can't take that for granted.

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    Forum Lord Chaith

  • michelada.2947michelada.2947 Member ✭✭✭
    edited May 11, 2018

    @Chaith.8256 said:

    @michelada.2947 said:
    engi just need a rework

    Especially with the last patch we have 3 times as many useful mechanics compared to professions like Rev which are 75% trash in PvP. Engi gets some ArenaNet love lately, can't take that for granted.

    still need a rework , just because we got some love doesn't mean there are no room for improvement, half of the kits need some fixes

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 13, 2018

    I took a more complete pass on Scrapper, improving Gyros, Bruiser/damage setups.

    Scrapper

    General Gyro Changes:

    Due to lack of incentive to keep Gyros alive, (pathing, A.I, longer cooldown), Gyros have been tweaked to be more reliable and never punished for being kept alive longer.

    • Cooldown of Gyros begins on activation, not death.
    • Cooldown of Bulwark, Purge, Shredder, Medic increased to 25 seconds cooldown in all game modes.
    • Maximum Gyro lifespan set to 15s for Bulwark, Purge, Medic.

    Hammer:
    1.) Electro Whirl's reflect effect activates immediately.

    Utility skills
    1.) Medic Gyro: Reconstruction Field instant to return to consistency with Defense Field.

    2.) Medic Gyro: Heals in a 600 radius to be consistent with Bulwark's Watchful Eye buff.

    3.) Purge Gyro: Removes conditions as a caster with 600 range instead of pathing to and booping allies.

    4.) Shredder Gyro: Each strike from shredder gyro rends the protection boon from enemies.

    5.) Spare Capacitor: Dazes over the 4 pulses, daze duration reduced from 2s to .5s.

    Traits
    1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 5 seconds of superspeed around you. New: All leap and blast finishers apply 3 seconds of Superspeed around you, internal cooldown removed.

    4.) Expert Examination - Trait removed and replaced. New: High Performance Alloy - Activated Gyros take no damage for 3 seconds and grant protection to nearby allies. 3s Protection, 240 radius.

    5.) Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: While under the effects of stability, ignore the effects of weakness and gain might.

    6.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.
    New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

    7.) Applied force: Currently: Gain quickness when you gain might above the threshold. New: In addition to its current effects, while under the effects of quickness, Hammer attacks inflict 20% more damage.

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  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭

    @Ghos.1326 said:

    @Chaith.8256 said:
    With a recent update lots of the Engineer's healing support traits got some support of their own.

    Here's what I would tweak upwards in order to allow the Support capabilities to really be in a respectable spot. I've been making it a mission all week to master Support Scrapper.

    Support Scrapper is rather difficult right now due to a couple issues:

    • Bandage Blast VERY hard to get any support value out of. Then sometimes it heals for 7k. At its best when stars align, it's OP, and on average it's not worth using over Med-Blaster unless your ally is immobile. A compromise still needs to be reached.
    • Granting barriers needs to be added to the support arsenal.
    • Personal survivability is a slight problem when going full support.

    Suggestions to fix these issues:

    • Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    • Med Kit #2: Reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.

    • Comeback Cure: Currently: Removing conditions grants regeneration. New: Removing conditions grants barrier and partially revives allies. 500 Barrier, 5% downed state health.

    Notes: With Comeback Cure, Engi could keep its allies alive by really focusing on condi removal, as intended. Offering overkill regeneration is not currently worth using. Small barriers would stabilize your allies much better. The partial revive on condi removal would allow the Engineer a safer alternative to pressing F for 15% downstate health a second, provided he has cooldowns to blow. (Also since downed allies can't receive barrier.)

    I think bandage blast should be changed to something like Medical Kit Supply, and drop a medpack on the ground that heals allies (and the self) around it for however many seconds, then disappears. The idea comes from the game Battlefield 3/4, where the medics drop a medkit and if you're near it, you're slowly healed over time. Of course, on gw2 there would have to be a short uptime to prevent the said med pack from being OP as heck. But it could also be great for a little mobility in terms of how you support your allies.

    My recommendation is to make Bandage Blast similar to the toolbelt skill from Supply Crate, Med Pack Drop. I'd love to see Bandage Blast like this. It would also be nice if the bandages have labels like the revenants' tablets so allies can see and pick them up to heal themselves.

    Another thing with the bandages is that you can also pick them up yourself. Some may say that this will be unbalanced that the engineer can pick these bandages every 8 seconds, that this will make the bunker engineer even stronger. I don't think that it will be that bad. Quite frankly, it's about time engineer, especially core engineer gets some love when it comes to his kits. Now all that's left are to buff the rest of the kits.

    Karras

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 13, 2018

    @Hoodie.1045 said:

    @Ghos.1326 said:

    @Chaith.8256 said:
    With a recent update lots of the Engineer's healing support traits got some support of their own.

    Here's what I would tweak upwards in order to allow the Support capabilities to really be in a respectable spot. I've been making it a mission all week to master Support Scrapper.

    Support Scrapper is rather difficult right now due to a couple issues:

    • Bandage Blast VERY hard to get any support value out of. Then sometimes it heals for 7k. At its best when stars align, it's OP, and on average it's not worth using over Med-Blaster unless your ally is immobile. A compromise still needs to be reached.
    • Granting barriers needs to be added to the support arsenal.
    • Personal survivability is a slight problem when going full support.

    Suggestions to fix these issues:

    • Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    • Med Kit #2: Reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.

    • Comeback Cure: Currently: Removing conditions grants regeneration. New: Removing conditions grants barrier and partially revives allies. 500 Barrier, 5% downed state health.

    Notes: With Comeback Cure, Engi could keep its allies alive by really focusing on condi removal, as intended. Offering overkill regeneration is not currently worth using. Small barriers would stabilize your allies much better. The partial revive on condi removal would allow the Engineer a safer alternative to pressing F for 15% downstate health a second, provided he has cooldowns to blow. (Also since downed allies can't receive barrier.)

    I think bandage blast should be changed to something like Medical Kit Supply, and drop a medpack on the ground that heals allies (and the self) around it for however many seconds, then disappears. The idea comes from the game Battlefield 3/4, where the medics drop a medkit and if you're near it, you're slowly healed over time. Of course, on gw2 there would have to be a short uptime to prevent the said med pack from being OP as heck. But it could also be great for a little mobility in terms of how you support your allies.

    My recommendation is to make Bandage Blast similar to the toolbelt skill from Supply Crate, Med Pack Drop. I'd love to see Bandage Blast like this. It would also be nice if the bandages have labels like the revenants' tablets so allies can see and pick them up to heal themselves.

    Another thing with the bandages is that you can also pick them up yourself. Some may say that this will be unbalanced that the engineer can pick these bandages every 8 seconds, that this will make the bunker engineer even stronger. I don't think that it will be that bad. Quite frankly, it's about time engineer, especially core engineer gets some love when it comes to his kits. Now all that's left are to buff the rest of the kits.

    Yeah I think if they became usable by the Engineer, dropping 5 is overpowered. Don't forget it's all very easily used by the Scrapper and Holosmith if it becomes optimal for self and team sustain. That's why I reduced the bandages to 3 when letting them drop on the ground.

    The skill and name design flavor really necessitate that the Engineer fire the bandages at allies with force.

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    What about bandage blast dropping its 5 bandages on the ground for 5s, but the Engineer is unable to pick them up, only allies.

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited June 6, 2018

    Update, my previous re-work suggestion to Health Insurance was condi removal tied to kits. Now that Health Insurance is re-worked by Anet, a better home for Core Engi condition removal is as follows:

    2.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 6 seconds of swiftness. 20s ICD per kit.

    Changed to 20s ICD based on feedback, swiftness increased to 6s.

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    Forum Lord Chaith

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭

    @Chaith.8256 said:
    Update, my previous re-work suggestion to Health Insurance was condi removal tied to kits. Now that Health Insurance is re-worked by Anet, a better home for Core Engi condition removal is as follows:

    2.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 3 seconds of swiftness. 10s ICD per kit.

    I think it would be better if the Med Kits' toolbelt skill had a reduced cast time from 1 second to 0.75 seconds and it cleanses conditions or it gives you resistance for 6 seconds.

    Karras

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Hoodie.1045 said:

    @Chaith.8256 said:
    Update, my previous re-work suggestion to Health Insurance was condi removal tied to kits. Now that Health Insurance is re-worked by Anet, a better home for Core Engi condition removal is as follows:

    2.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 3 seconds of swiftness. 10s ICD per kit.

    I think it would be better if the Med Kits' toolbelt skill had a reduced cast time from 1 second to 0.75 seconds and it cleanses conditions or it gives you resistance for 6 seconds.

    I think Bandage self should go down to .75s cast as I've suggested before, in addition.

    However I do not agree that tying core Engi condi removal more heavily to Med-Kit is smart. Med-kit has great condition removal for a healing skill as it is.

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    Forum Lord Chaith

  • Imperadordf.2687Imperadordf.2687 Member ✭✭✭✭

    @Chaith.8256 said:

    @Hoodie.1045 said:

    @Chaith.8256 said:
    Update, my previous re-work suggestion to Health Insurance was condi removal tied to kits. Now that Health Insurance is re-worked by Anet, a better home for Core Engi condition removal is as follows:

    2.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 3 seconds of swiftness. 10s ICD per kit.

    I think it would be better if the Med Kits' toolbelt skill had a reduced cast time from 1 second to 0.75 seconds and it cleanses conditions or it gives you resistance for 6 seconds.

    I think Bandage self should go down to .75s cast as I've suggested before, in addition.

    However I do not agree that tying core Engi condi removal more heavily to Med-Kit is smart. Med-kit has great condition removal for a healing skill as it is.

    You're right but I don't think Streamlined Kits is the right way. Changing SK will hurt Condi Engi even more.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Imperadordf.2687 said:

    @Chaith.8256 said:

    @Hoodie.1045 said:

    @Chaith.8256 said:
    Update, my previous re-work suggestion to Health Insurance was condi removal tied to kits. Now that Health Insurance is re-worked by Anet, a better home for Core Engi condition removal is as follows:

    2.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 3 seconds of swiftness. 10s ICD per kit.

    I think it would be better if the Med Kits' toolbelt skill had a reduced cast time from 1 second to 0.75 seconds and it cleanses conditions or it gives you resistance for 6 seconds.

    I think Bandage self should go down to .75s cast as I've suggested before, in addition.

    However I do not agree that tying core Engi condi removal more heavily to Med-Kit is smart. Med-kit has great condition removal for a healing skill as it is.

    You're right but I don't think Streamlined Kits is the right way. Changing SK will hurt Condi Engi even more.

    Really, how is condi Engi dependent on current streamlined kit effects? In my opinion the ability proc effects are largely unreliable fluff. Keep in mind when you only get swiftness once every30s as currently, versus scourge and Spellbreaker you could be without swiftness from 1-29 seconds.

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    Forum Lord Chaith

  • coro.3176coro.3176 Member ✭✭✭✭
    edited May 18, 2018

    @Chaith.8256 said:
    Update, my previous re-work suggestion to Health Insurance was condi removal tied to kits. Now that Health Insurance is re-worked by Anet, a better home for Core Engi condition removal is as follows:

    2.) Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 3 seconds of swiftness. 10s ICD per kit.

    I dunno about this.

    Suppose you're running Med Kit, Grenade Kit, Tool Kit, and Mortar - certainly a conceivable kit build. That's a whopping 12 conditions cleared per 20-second heal cycle - even more if you factor in the 15s cooldown of certain skills + traits like Transmute and Cleansing Synergy.

    How is a poor condi ranger or condi engi going to make ANY damage stick when you literally cleanse a condi more than once every 2 seconds. That condi ranger goes pewpewpewpewpew and sticks you with 15 stacks of bleed. Swap kit, gone. That Engi hits you with Blowtorch in melee range. Swap kit. gone. Okay. That engi hits you with Rocket Kick. Swap Kit. Gone. All 5 shots of Poison Dart Volley? Swap kit. Gone. By this time, your first kit is off ICD again and you still haven't even used your heal or cleansing field.

    With this trait, you could probably tank 3 or more condition builds indefinitely. They would literally never be able to stick damage. That's not even taking into account cleansing sigils/runes.

    Just .. please no. The game doesn't need more cleanse. If anything, it needs less, and it needs less condi spam from a certain few classes.