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

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  • Imperadordf.2687Imperadordf.2687 Member ✭✭✭✭
    edited May 18, 2018

    @Chaith.8256 said:

    @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.

    It's not really "dependent" but this one will surely reduce it's power. I'm not talking about the swiftness part though. I'd take 10 sec swiftness every 10 seconds over 20 sec swiftness every 20 seconds every day. Just, it's unreliable but it still benefits condi engi.

    I think Anet should go for something offensive for SK instead of something defensive. Just my opinion.

    And as @coro.3176 mentioned HT + 4 kit build will be too powerful imo.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 18, 2018

    @coro.3176 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 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.

    I think the suggestion is fairer than you make it out to be. I could see increasing the ICD per kit to 15-20s. Keep in mind if you're doing a damage rotation, you're regularly proccing your condition removal and won't have it available to immediately reactive-cleanse like you make it out to be. It's one condition at a time as well. Keep in mind you're also playing quad kit Core Engi, with Tools.

    The point is that core Engineer only has condition removal for whatever your healing skill can offer now, and Transmute I guess. Taking Anti-Corrosion-Plating is not worth. It needs something that can be for core-only, ie: tied to multi-kits, but also be balanced. Maybe 10s per kit is a bit too insane with quad kits, but don't make that the focal point

    Edit: I bumped my Streamlined Kits suggestion from a 10s to a 20s cooldown to be more in line with the kind of clear you got with Alchemical Tinctures and consuming/throwing elixirs.

    twitch.tv/chaithh
    Forum Lord Chaith

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

    @Imperadordf.2687 said:
    It's not really "dependent" but this one will surely reduce it's power. I'm not talking about the swiftness part though. I'd take 10 sec swiftness every 10 seconds over 20 sec swiftness every 20 seconds every day. Just, it's unreliable but it still benefits condi engi.

    My suggestion would overall hurt condi engi, for reasons unknown, but yet be monstrously OP as Coro pointed out. I think that's a bit contradictory...

    Still not sure what you think Streamlined Kits gives specifically to Condi Engi. It's nothing great. Trading a fire shield/2s super speed every 20s for really good condition removal is not hurting Condi Engi.

    twitch.tv/chaithh
    Forum Lord Chaith

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

    @Chaith.8256 said:

    @Imperadordf.2687 said:
    It's not really "dependent" but this one will surely reduce it's power. I'm not talking about the swiftness part though. I'd take 10 sec swiftness every 10 seconds over 20 sec swiftness every 20 seconds every day. Just, it's unreliable but it still benefits condi engi.

    My suggestion would overall hurt condi engi, for reasons unknown, but yet be monstrously OP as Coro pointed out. I think that's a bit contradictory...

    Still not sure what you think Streamlined Kits gives specifically to Condi Engi. It's nothing great. Trading a fire shield/2s super speed every 20s for really good condition removal is not hurting Condi Engi.

    Nevermind, I have comprehension problems. "How to balance every single thing that's bad on Engineer >>>>>>> [PvP] <<<<<<<<". I meant the Mortar kit SK trigger Gunk which is a part of the Condi Engi's rotation in PvE.

    Otherwise I don't think the condition removal will be "OP" but I think it will be powerful more than it should be. The CD should be increased to maybe, 15 seconds. Or you can give it a global CD for all kits, but only 5 sec CD.

  • coro.3176coro.3176 Member ✭✭✭✭

    @Chaith.8256 said:

    @Imperadordf.2687 said:
    It's not really "dependent" but this one will surely reduce it's power. I'm not talking about the swiftness part though. I'd take 10 sec swiftness every 10 seconds over 20 sec swiftness every 20 seconds every day. Just, it's unreliable but it still benefits condi engi.

    My suggestion would overall hurt condi engi, for reasons unknown, but yet be monstrously OP as Coro pointed out. I think that's a bit contradictory...

    Still not sure what you think Streamlined Kits gives specifically to Condi Engi. It's nothing great. Trading a fire shield/2s super speed every 20s for really good condition removal is not hurting Condi Engi.

    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 19, 2018

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    twitch.tv/chaithh
    Forum Lord Chaith

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

    @Chaith.8256 said:

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    Overall, I think the way condi is applied and condi cleanses work needs to be changed. The system of removing a whole stack of condi at once is a weird holdover from GW1.

    The great god Lagki demands sacrifice!

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭
    edited May 19, 2018

    @Vagrant.7206 said:

    @Chaith.8256 said:

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    Overall, I think the way condi is applied and condi cleanses work needs to be changed. The system of removing a whole stack of condi at once is a weird holdover from GW1.

    Instead of condition removal, how about condition damage reduction? The only trait that accomplishes this is Iron Blooded. The problem I have with that trait is that it's reliant on you having multiple boons. The Holosmith can easily stack boons like might and other boons thanks to utility skills like Hard Light Arena. Combine that with Spectrum Shield and you've got a fairly sustainable Holosmith.

    I remember Chaith mentioning the trait Orbital Command to be changed so that it increases the Mortar Kits' projectile velocity. I was thinking why not change the trait Iron Blooded to reduce physical and condition damage by 10% while using the Elixir Gun, as well as reducing Elixir Gun skills cooldown? Similarly to the Juggernaut trait, this will mean that you have to camp the Elixir Gun when you're under heavy condition pressure or when you're focused by power professions like warriors and thieves.

    The engineer already has traits that require kits in order for them to be worthwhile, like Grenadier, Short Fuse, Power Wrench and Juggernaut. They could be better, but still they require those specific kits. Holosmiths have nothing to lose when they choose traits like Iron Blooded, so changing the trait to benefit core engineers and even Scrapper for using the Elixir Gun could reduce the sustain that Holosmiths currently have.

    Karras

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

    @Hoodie.1045 said:

    @Vagrant.7206 said:

    @Chaith.8256 said:

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    Overall, I think the way condi is applied and condi cleanses work needs to be changed. The system of removing a whole stack of condi at once is a weird holdover from GW1.

    Instead of condition removal, how about condition damage reduction? The only trait that accomplishes this is Iron Blooded. The problem I have with that trait is that it's reliant on you having multiple boons. The Holosmith can easily stack boons like might and other boons thanks to utility skills like Hard Light Arena. Combine that with Spectrum Shield and you've got a fairly sustainable Holosmith.

    I remember Chaith mentioning the trait Orbital Command to be changed so that it increases the Mortar Kits' projectile velocity. I was thinking why not change the trait Iron Blooded to reduce physical and condition damage by 10% while using the Elixir Gun, as well as reducing Elixir Gun skills cooldown? Similarly to the Juggernaut trait, this will mean that you have to camp the Elixir Gun when you're under heavy condition pressure or when you're focused by power professions like warriors and thieves.

    The engineer already has traits that require kits in order for them to be worthwhile, like Grenadier, Short Fuse, Power Wrench and Juggernaut. They could be better, but still they require those specific kits. Holosmiths have nothing to lose when they choose traits like Iron Blooded, so changing the trait to benefit core engineers and even Scrapper for using the Elixir Gun could reduce the sustain that Holosmiths currently have.

    I have a couple problems with iron blooded being the eGun trait.

    HgH is also the Elixir Gun improving skill, reducing CD and granting might on Toolbelt, #4, #5. I think compared to HgH and Purity of Purpose, which are very flexible grandmasters, your E-gun trait sounds more like a Health Insurance-esque adept trait.

    Your uptime of eGun should honestly be from 10% to 40% depending on your role, a trait that only works while camping eGun, that's the same problem I have with Juggernaut. Kit camping traits when you're supposed to be playing the dynamic kit-swapping Engineer. 😦

    twitch.tv/chaithh
    Forum Lord Chaith

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭
    edited May 19, 2018

    @Chaith.8256 said:

    @Hoodie.1045 said:

    @Vagrant.7206 said:

    @Chaith.8256 said:

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    Overall, I think the way condi is applied and condi cleanses work needs to be changed. The system of removing a whole stack of condi at once is a weird holdover from GW1.

    Instead of condition removal, how about condition damage reduction? The only trait that accomplishes this is Iron Blooded. The problem I have with that trait is that it's reliant on you having multiple boons. The Holosmith can easily stack boons like might and other boons thanks to utility skills like Hard Light Arena. Combine that with Spectrum Shield and you've got a fairly sustainable Holosmith.

    I remember Chaith mentioning the trait Orbital Command to be changed so that it increases the Mortar Kits' projectile velocity. I was thinking why not change the trait Iron Blooded to reduce physical and condition damage by 10% while using the Elixir Gun, as well as reducing Elixir Gun skills cooldown? Similarly to the Juggernaut trait, this will mean that you have to camp the Elixir Gun when you're under heavy condition pressure or when you're focused by power professions like warriors and thieves.

    The engineer already has traits that require kits in order for them to be worthwhile, like Grenadier, Short Fuse, Power Wrench and Juggernaut. They could be better, but still they require those specific kits. Holosmiths have nothing to lose when they choose traits like Iron Blooded, so changing the trait to benefit core engineers and even Scrapper for using the Elixir Gun could reduce the sustain that Holosmiths currently have.

    I have a couple problems with iron blooded being the eGun trait.

    HgH is also the Elixir Gun improving skill, reducing CD and granting might on Toolbelt, #4, #5. I think compared to HgH and Purity of Purpose, which are very flexible grandmasters, your E-gun trait sounds more like a Health Insurance-esque adept trait.

    Your uptime of eGun should honestly be from 10% to 40% depending on your role, a trait that only works while camping eGun, that's the same problem I have with Juggernaut. Kit camping traits when you're supposed to be playing the dynamic kit-swapping Engineer. 😦

    I know that camping a kit like with the Juggernaut trait can be boring and would affect core engineers' overall damage. So, I thought instead of camping the Elixir Gun, Iron Blooded can be changed so it grants you protection and resistance for 5 seconds every time you swap to the Elixir Gun with a 10 seconds cooldown. The cooldown wouldn't be too long so that you don't have to wait for it to be applied again in a fight.

    The same thing can be done to the Juggernaut trait, having a 10 seconds cooldown and it applies might and stability for 5 seconds when you swap to the Flamethrower, the Grenade Kit or the Bomb Kit.

    Karras

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

    @Hoodie.1045 said:

    @Chaith.8256 said:

    @Hoodie.1045 said:

    @Vagrant.7206 said:

    @Chaith.8256 said:

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    Overall, I think the way condi is applied and condi cleanses work needs to be changed. The system of removing a whole stack of condi at once is a weird holdover from GW1.

    Instead of condition removal, how about condition damage reduction? The only trait that accomplishes this is Iron Blooded. The problem I have with that trait is that it's reliant on you having multiple boons. The Holosmith can easily stack boons like might and other boons thanks to utility skills like Hard Light Arena. Combine that with Spectrum Shield and you've got a fairly sustainable Holosmith.

    I remember Chaith mentioning the trait Orbital Command to be changed so that it increases the Mortar Kits' projectile velocity. I was thinking why not change the trait Iron Blooded to reduce physical and condition damage by 10% while using the Elixir Gun, as well as reducing Elixir Gun skills cooldown? Similarly to the Juggernaut trait, this will mean that you have to camp the Elixir Gun when you're under heavy condition pressure or when you're focused by power professions like warriors and thieves.

    The engineer already has traits that require kits in order for them to be worthwhile, like Grenadier, Short Fuse, Power Wrench and Juggernaut. They could be better, but still they require those specific kits. Holosmiths have nothing to lose when they choose traits like Iron Blooded, so changing the trait to benefit core engineers and even Scrapper for using the Elixir Gun could reduce the sustain that Holosmiths currently have.

    I have a couple problems with iron blooded being the eGun trait.

    HgH is also the Elixir Gun improving skill, reducing CD and granting might on Toolbelt, #4, #5. I think compared to HgH and Purity of Purpose, which are very flexible grandmasters, your E-gun trait sounds more like a Health Insurance-esque adept trait.

    Your uptime of eGun should honestly be from 10% to 40% depending on your role, a trait that only works while camping eGun, that's the same problem I have with Juggernaut. Kit camping traits when you're supposed to be playing the dynamic kit-swapping Engineer. 😦

    Instead of camping the Elixir Gun, the trait can be changed so that the Iron Blooded trait will be granted every time you swap to the Elixir Gun for the physical and condition damage by 10% or higher. It would be similar to Streamlined Kits, only it will have a 10-15 seconds cooldown and the buff lasts for 5-8 seconds.

    That's addressing my biggest concern, there's still the part where users will have to choose between reduced CD and might on eGun vs. damage reduction on swapping eGun.

    Also another thing about adding the eGun requirement to Iron Blooded, it will serve to push all tools Holos toward conversion builds which I find inherently too defensive and less fun for PvP. Also don't forget, a conversion Holosmith could easily take eGun over Thumper and easily use the on swap effect of your Iron Blooded suggestion, since it's now just one swap requirement every 10-15s.

    Not to be a downer but I see more design/meta downsides than reasons to tie Iron-Blooded to eGun.

    Maybe a small change in direction would accomplish what you're going for, perhaps Iron- Blooded could allow core-engineer to join the anti-corrosion-plating club? It would still nerf DPS Holosmith in favor of conversion Holo but whatever..

    • Iron Blooded: Re-worked. New: While equipped with an Engineering Kit, being critically hit grants 1s of pulsing protection, pulses, 3. ICD: 10 seconds.

    Of course this suggestion would not go alongside my streamlined kits suggestion, they'd be mutually exclusive.

    I just think it's priority to give core a way to either use antiCorrosion plating or a core-unique way to clear conditions via traits.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited May 21, 2018

    @Hoodie.1045 said:

    @Chaith.8256 said:

    @Hoodie.1045 said:

    @Vagrant.7206 said:

    @Chaith.8256 said:

    @coro.3176 said:
    Not in the sense that it breaks the build or anything, but that amount of cleanse effectively means you can't play condi engi (or any condi build that isn't mesmer or scourge) in pvp because there will be opponents that you can't ever hope to touch with condi damage except with an unreasonable amount of focus or luck.

    Very easily fixed by a number adjustment

    Edit: There are still many problems with playing a non-necro/mesmer condi class in PvP.

    Things like Conversion Holo and Firebrand exist, the condi hate is pretty real. However, no matter how insane a few builds can stack condition removal, there will be ways for condi builds to carve out viability by countering the prominent builds that have no/little condi removal.

    Overall, I think the way condi is applied and condi cleanses work needs to be changed. The system of removing a whole stack of condi at once is a weird holdover from GW1.

    Instead of condition removal, how about condition damage reduction? The only trait that accomplishes this is Iron Blooded. The problem I have with that trait is that it's reliant on you having multiple boons. The Holosmith can easily stack boons like might and other boons thanks to utility skills like Hard Light Arena. Combine that with Spectrum Shield and you've got a fairly sustainable Holosmith.

    I remember Chaith mentioning the trait Orbital Command to be changed so that it increases the Mortar Kits' projectile velocity. I was thinking why not change the trait Iron Blooded to reduce physical and condition damage by 10% while using the Elixir Gun, as well as reducing Elixir Gun skills cooldown? Similarly to the Juggernaut trait, this will mean that you have to camp the Elixir Gun when you're under heavy condition pressure or when you're focused by power professions like warriors and thieves.

    The engineer already has traits that require kits in order for them to be worthwhile, like Grenadier, Short Fuse, Power Wrench and Juggernaut. They could be better, but still they require those specific kits. Holosmiths have nothing to lose when they choose traits like Iron Blooded, so changing the trait to benefit core engineers and even Scrapper for using the Elixir Gun could reduce the sustain that Holosmiths currently have.

    I have a couple problems with iron blooded being the eGun trait.

    HgH is also the Elixir Gun improving skill, reducing CD and granting might on Toolbelt, #4, #5. I think compared to HgH and Purity of Purpose, which are very flexible grandmasters, your E-gun trait sounds more like a Health Insurance-esque adept trait.

    Your uptime of eGun should honestly be from 10% to 40% depending on your role, a trait that only works while camping eGun, that's the same problem I have with Juggernaut. Kit camping traits when you're supposed to be playing the dynamic kit-swapping Engineer. 😦

    I know that camping a kit like with the Juggernaut trait can be boring and would affect core engineers' overall damage. So, I thought instead of camping the Elixir Gun, Iron Blooded can be changed so it grants you protection and resistance for 5 seconds every time you swap to the Elixir Gun with a 10 seconds cooldown. The cooldown wouldn't be too long so that you don't have to wait for it to be applied again in a fight.

    The same thing can be done to the Juggernaut trait, having a 10 seconds cooldown and it applies might and stability for 5 seconds when you swap to the Flamethrower, the Grenade Kit or the Bomb Kit.

    Oh I see you edited your post, a lot. One trait giving perma prot and resistance with 100% boon duration, that needs some number adjustments. The idea itself is a step forward but I think it's still too usable by elite specs. I know you like eGun your suggestion for an eGun grandmaster are gonna be immediately slotted by Scrapper and Holo

    twitch.tv/chaithh
    Forum Lord Chaith

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

    New update to Scrapper suggestions:

    Hammer:

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

    2.) Shock Shield now affects allies as well, applying strong barrier to allies with each strike.

    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: No longer creates whirl finishers. Now, each strike from shredder gyro rends the protection boon from enemies, and applies 2 vulnerability for 6s

    5.) Spare Capacitor: Dazes over the 4 pulses, daze duration reduced from 2s to .5s. Damage tripled, current damage is non-existent

    6.) Bulwark Gyro: Number of Targets increased to 10, up from 5.

    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 2 seconds of Superspeed around you, internal cooldown removed.

    2.) 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.

    3.) 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.

    4.) 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.

    5.) 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.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    I have an idea for impact savant.
    Impact Savant: Increase the effectiveness of barrier you receive, and gain Protection when you gain barrier. (protection gain is on an icd.)
    Barrier effectiveness increase: 20%
    Protection: 3s
    ICD: 9s

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

  • Ardid.7203Ardid.7203 Member ✭✭✭✭

    Please don't take away my 1 kit perma-swiftness synergy.

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

    @Ardid.7203 said:
    Please don't take away my 1 kit perma-swiftness synergy.

    If you had Leadership rune and Alchemy, simply bringing my suggested Streamlined Kits and Med Kit would give you 93% swiftness uptime before your passive Elixir B procs. I think it's balanced and gives people many build options to get swiftness, while the main point is to create a selfish-condition removal baseline that's not inventions!

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ardid.7203Ardid.7203 Member ✭✭✭✭
    edited June 6, 2018

    So I will be forced to use Leadership Runes, Med Kit AND Alchemy? PLEASE NO! Please stop gutting everything not meta! Do you realize Streamlined Kits is used in PvE too, and not in only one type of build?

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

    @Ardid.7203 said:
    So I will be forced to use Leadership Runes, Med Kit AND Alchemy? PLEASE NO! Please stop gutting everything not meta! Do you realize Streamlined Kits is used in PvE too, and not in only one type of build?

    You misinterpreted just about everything but yes, my intention was not to reduce movement speed for core Engi. I failed to consider builds that can't run kits, elixirs, or Mecha legs, or use a movement speed rune

    So I edited my suggestion:

    2.) **Streamlined Kits: Trait re-worked. Now, Swapping a kit removes one condition and grants 20 seconds of swiftness. 20s Global ICD on gaining the swiftness portion, but each kit has a separate 20s ICD for the condition removal.

    So there's the same one-kit perma swiftness flexibility.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ardid.7203Ardid.7203 Member ✭✭✭✭
    edited June 7, 2018
  • I agree with most of the suggested changes. I don't agree with the turret changes (I think it should be done another way) or switching short fuse with Bunker down. Bombs are explosives so short fuse should remain in explosives. I also think giving skill #2 on the bomb kit 2 stacks of burning per pulse is too overpowered. Instead the burning duration should be increased.
    Anet should hire you to do balances patches!

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited June 7, 2018

    @TheBandit.7031 said:
    I agree with most of the suggested changes. I don't agree with the turret changes (I think it should be done another way) or switching short fuse with Bunker down. Bombs are explosives so short fuse should remain in explosives. I also think giving skill #2 on the bomb kit 2 stacks of burning per pulse is too overpowered. Instead the burning duration should be increased.
    Anet should hire you to do balances patches!

    You misread my fire bomb suggestion, just the first tick would have 1 additional burn in the suggestion.

    I think tying bombs to inventions is the way to go. It has a smoke bomb proc and used to have Elixir-Infused bombs. Every traitline has one or more corresponding kits, except inventions, and Explosives has too many tied to it. Furthermore, Bombs hardly benefit from explosives traits outside short fuse, and they're awkwardly condi in a power traitline, besides the strong PvE auto-attack.

    Think about it, condi bomb build first with Firearms, second with alchemy/Scrapper/tools, and third with Inventions taking short fuse. If bombs will get a build after 5 years of awful, that's a really good way.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭
    edited June 14, 2018

    @Chaith.8256 said:
    A few people liked the idea of a unique Engineer transform instead of the coin flip Rampage/Tornado.

    I fleshed out the suggestion more:

    1.) Elixir X: New: Drink Elixir X to become a monstrous alchemical being. (Bar icon mouseover: Test Subject X). Transform looks like a potion/alchemy re-skinned version of: https://wiki.guildwars2.com/wiki/File:Subject_Alpha.jpg . Engineers while transformed into Test Subject X gain 2,000 toughness and vitality, a similar durability compared to Rampage. Stability x2, 3s, boon interval: 3s.

    I never liked the RNG aspect on Elixir X or just elixirs in general. From your suggestions, you get a evasive teleport that blinds foes, quickness that applies bleeding and cripple, an AoE immobilize and a 10 seconds poison, most of which have a really short cooldowns.

    While your suggestions on the Subject Alpha transformation sound nice and making it not RNG is a step in the right direction, what do you think the cooldown on the Elixir X should be? 90 seconds? Maybe longer? Also, any toolbelt skill changes or should it remain how it is?

    Karras

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

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    twitch.tv/chaithh
    Forum Lord Chaith

  • ukuni.8745ukuni.8745 Member ✭✭✭

    @Chaith.8256 said:

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    do you think toss elixir H could just pulse protection to draw a line between why people would make the choice to take either inventions or alchemy or both, obviously with the addition of the added heal and since it really needs something to bring it into line with HT

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

    @ukuni.8745 said:

    @Chaith.8256 said:

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    do you think toss elixir H could just pulse protection to draw a line between why people would make the choice to take either inventions or alchemy or both, obviously with the addition of the added heal and since it really needs something to bring it into line with HT

    That was my first thought but then i felt it was too similar to Medic Gyro. But yes, that would be doable. Elixir H basically requires both inventions and alchemy currently and I dislike that

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ivantreil.3092Ivantreil.3092 Member ✭✭✭

    @Chaith.8256 said:

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    I would prefer to make Applied Force give their current benefits to the teammates, max target 5, would give it a good support flavor besides of the current boon spam niche that its being used for.

  • Peutrifectus.4830Peutrifectus.4830 Member ✭✭✭
    edited July 15, 2018

    @Chaith.8256 said:

    @Coolguy.8702 said:

    Core Engi is underpowered in PvP, no amount of nerfs to anything else will make it good, cause they'd have to nerf 15 specs. Firebrand makes tempest obsolete in PvP, it should be fair to where they both are useful. I'm not trying to tick people off.. Unless the truth hurts :trollface:

    Except its not, i dunno if you're new to engi but ive won plenty this season playing a classic static discharge boon spam build, less damage then holo but more sustain as it should be, firebrand making tempest obsolete is mainly cause scourge (which is broken as kitten and will be nerfed...) just wipes tempest off the game due to tempest not having enough cleanse to handle it. Firebrand has less healing but more stability and cleanse to make up for it.

    First time Engi here, grats on your God of PvP title with Static Discharge core Engi

    @Chaith.8256 this just made me spit out my cereal XD XD XD XD XD XD XD XD XD XD XD

    Oh, +1 for the Elixir X suggestion. Very much!

    Sparkr's Wonderful World of Engineering - https://www.youtube.com/channel/UCEONFRaJV2u2f12ytXEir9A

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

    @Ivantreil.3092 said:

    @Chaith.8256 said:

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    I would prefer to make Applied Force give their current benefits to the teammates, max target 5, would give it a good support flavor besides of the current boon spam niche that its being used for.

    DPS Scrapper in PvP environments needs the in combat mobility, so bad. 130 range attacks, no snares, and no strong movement skills. Taking applied force seriously kills your survivability/utility, it has to make you into a good damage dealer.

    twitch.tv/chaithh
    Forum Lord Chaith

  • Ivantreil.3092Ivantreil.3092 Member ✭✭✭
    edited July 15, 2018

    @Chaith.8256 said:

    @Ivantreil.3092 said:

    @Chaith.8256 said:

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    I would prefer to make Applied Force give their current benefits to the teammates, max target 5, would give it a good support flavor besides of the current boon spam niche that its being used for.

    DPS Scrapper in PvP environments needs the in combat mobility, so bad. 130 range attacks, no snares, and no strong movement skills. Taking applied force seriously kills your survivability/utility, it has to make you into a good damage dealer.

    I see your point, but also remember how abysmal the Scrapper situation is in PvE, giving it support ideas to Scrapper seems like the natural path for Scrapper, considering that our DPS needs are being covered by Holosmith and Core.

    Why not make one of the gyros give mobility if that's your concern? Blast Gyro has a toolbelt dedicated on that, rework that, or make The Shredder Gyro more usfeul providing those Mobility needs you mean.

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

    @Ivantreil.3092 said:

    @Chaith.8256 said:

    @Ivantreil.3092 said:

    @Chaith.8256 said:

    @Chaith.8256 said:
    Updated after July balance patch, 2018

    • Elixir H: New: Cast time reduced to .75s to be consistent with other heals.
    • Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse.

      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, gain 1s of Superspeed. 1s Interval.

    (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch)

    I would prefer to make Applied Force give their current benefits to the teammates, max target 5, would give it a good support flavor besides of the current boon spam niche that its being used for.

    DPS Scrapper in PvP environments needs the in combat mobility, so bad. 130 range attacks, no snares, and no strong movement skills. Taking applied force seriously kills your survivability/utility, it has to make you into a good damage dealer.

    I see your point, but also remember how abysmal the Scrapper situation is in PvE, giving it support ideas to Scrapper seems like the natural path for Scrapper, considering that our DPS needs are being covered by Holosmith and Core.

    Why not make one of the gyros give mobility if that's your concern? Blast Gyro has a toolbelt dedicated on that, rework that, or make The Shredder Gyro more usfeul providing those Mobility needs you mean.

    Scrapper in PvE, hmm... That's like renegade in PvP, it's a total mismatch and you might as well specialize it for specific modes

    twitch.tv/chaithh
    Forum Lord Chaith

  • ukuni.8745ukuni.8745 Member ✭✭✭

    What would you think of removing the swiftness from holo leap and making streamlined kits also apply its swiftness to swapping to holoforge, yea i know not exactly an idea in the spirit of this thread but it would help shore up some of the disparity in how well core/scrapper and holo can utilize the variety of combinations that can be used EG holo leap invigorating speed and excessive energy, core and scrapper have no viable means to reproduce this effect to such a strong degree especially if against enemy's that can strip boons its alot harder for a core/scrapper engi to recover the same effect or alternatively do you think there is a way core and scrapper could be buffed to be able to utilize this combo to the same degree.

    Another example is the converter holo, core and scrapper can do the same thing but neither can do it as well as holosmith and provide the same benefits outside of converting conditions like control damage and support outside of converting conditions like the benefits from hard light arena, you could say that scrapper shores up this disparity a bit from its own flavour of support from gyros and such but core definatly cannot do that, i was thinking maybe this change could help in that regard.

    • Elixir C only removes conditions instead of converting them
    • reduced cooldown on elixir C
    • Blasting zone increases power and gives some of the engineers boons to allys when using a blast finisher.

    i think that change would make core scrapper and holo have a unique flavor with a converter build without making another one over the top in comparison to another, just my thoughts tho.

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

    @ukuni.8745 said:
    What would you think of removing the swiftness from holo leap and making streamlined kits also apply its swiftness to swapping to holoforge, yea i know not exactly an idea in the spirit of this thread but it would help shore up some of the disparity in how well core/scrapper and holo can utilize the variety of combinations that can be used EG holo leap invigorating speed and excessive energy, core and scrapper have no viable means to reproduce this effect to such a strong degree especially if against enemy's that can strip boons its alot harder for a core/scrapper engi to recover the same effect or alternatively do you think there is a way core and scrapper could be buffed to be able to utilize this combo to the same degree.

    Another example is the converter holo, core and scrapper can do the same thing but neither can do it as well as holosmith and provide the same benefits outside of converting conditions like control damage and support outside of converting conditions like the benefits from hard light arena, you could say that scrapper shores up this disparity a bit from its own flavour of support from gyros and such but core definatly cannot do that, i was thinking maybe this change could help in that regard.

    • Elixir C only removes conditions instead of converting them
    • reduced cooldown on elixir C
    • Blasting zone increases power and gives some of the engineers boons to allys when using a blast finisher.

    i think that change would make core scrapper and holo have a unique flavor with a converter build without making another one over the top in comparison to another, just my thoughts tho.

    I agree, things like Invigorating speed, kinetic battery, anti-corrosion plating & purity of purpose - these are way more useful for Holosmith and synergies between core and Scrapper with traitlines should be adjusted up.

    I don't see how your proposed changes address that imbalance because it's all accessible by Holosmith. Here would be some examples I can think of:

    • Glob Shot now requires target to fire, but reduced to 5s CD and granting you swiftness on use instead of bounce in addition to my suggestions to increased velocity, damage, and add homing. This would allow non-holo to use invigorating speed perfectly.
    • My proposed changes to Streamlined kits make it so multi kit core Engi has good condition removal if you use multiple kits to harness purity of purpose.
    • My proposed Scrapper changes make medic gyro and Reconstruction field much more fair which will use anti-corrosion plating well.

    twitch.tv/chaithh
    Forum Lord Chaith

  • ukuni.8745ukuni.8745 Member ✭✭✭
    edited July 16, 2018

    @Chaith.8256 said:

    @ukuni.8745 said:
    What would you think of removing the swiftness from holo leap and making streamlined kits also apply its swiftness to swapping to holoforge, yea i know not exactly an idea in the spirit of this thread but it would help shore up some of the disparity in how well core/scrapper and holo can utilize the variety of combinations that can be used EG holo leap invigorating speed and excessive energy, core and scrapper have no viable means to reproduce this effect to such a strong degree especially if against enemy's that can strip boons its alot harder for a core/scrapper engi to recover the same effect or alternatively do you think there is a way core and scrapper could be buffed to be able to utilize this combo to the same degree.

    Another example is the converter holo, core and scrapper can do the same thing but neither can do it as well as holosmith and provide the same benefits outside of converting conditions like control damage and support outside of converting conditions like the benefits from hard light arena, you could say that scrapper shores up this disparity a bit from its own flavour of support from gyros and such but core definatly cannot do that, i was thinking maybe this change could help in that regard.

    • Elixir C only removes conditions instead of converting them
    • reduced cooldown on elixir C
    • Blasting zone increases power and gives some of the engineers boons to allys when using a blast finisher.

    i think that change would make core scrapper and holo have a unique flavor with a converter build without making another one over the top in comparison to another, just my thoughts tho.

    I don't see how your proposed changes address that imbalance because it's all accessible by Holosmith. Here would be some examples I can think of:

    ahahaha i didnt think that threw properly joys of lacking sleep

    • Glob Shot now requires target to fire, but reduced to 5s CD and granting you swiftness on use instead of bounce in addition to my suggestions to increased velocity, damage, and add homing. This would allow non-holo to use invigorating speed perfectly.
    • My proposed changes to Streamlined kits make it so multi kit core Engi has good condition removal if you use multiple kits to harness purity of purpose.
    • My proposed Scrapper changes make medic gyro and Reconstruction field much more fair which will use anti-corrosion plating well.

    one of the other things to is that holosmith can provide decent benefits as is with its utility's even if it isnt clearing conditions and not to mention the large increase in damage from holoforge and control, some of your suggestions for scrapper do help bring some of that status quo back tho which is good.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited July 25, 2018

    Edit: added suggestion to brand Scrapper as a WvW spec as well:

    Gyros are being re-branded as a 10Target affecting WvW niche. Medic Gyro's healing, Bulwark's Watchful Eye, Blast Gyro's Explosion, Shredder Gyro's attacks, these all will affect either 10 allies or enemies.

    Combined with my other suggestions like adding a trait so Gyros take no damage for 3s in master tier and various support buffs, it would really be in a good spot.

    twitch.tv/chaithh
    Forum Lord Chaith

  • The V.8759The V.8759 Member ✭✭

    I just read this post and it should stay on top. So bump

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited July 24, 2018

    @The V.8759 said:
    I just read this post and it should stay on top. So bump

    Thanks!

    Also re-worded Mass Momentum suggestion:

    Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.
    While under the effects of stability, you can no longer score glancing attacks, gain might.

    twitch.tv/chaithh
    Forum Lord Chaith

  • The V.8759The V.8759 Member ✭✭

    @Chaith.8256 said:

    @The V.8759 said:
    I just read this post and it should stay on top. So bump

    Thanks!

    Also re-worded Mass Momentum suggestion:

    Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.
    While under the effects of stability, Hammer attacks can no longer be glancing hits, gain might.

    Hmm I dont know about this one though. Having two traits on Hammer just seems weird to me to be honest. Maybe it would be better to merge the stab on dodge with might gain and the 10% damage increase with glance invuln

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @Chaith.8256 said:

    @The V.8759 said:
    I just read this post and it should stay on top. So bump

    Thanks!

    Also re-worded Mass Momentum suggestion:

    Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.
    While under the effects of stability, Hammer attacks can no longer be glancing hits, gain might.

    Or, while under the effects of stability, have immunity to weakness in general, instead of narrowing it down to just hammer. Interesting suggestion none-the-less.

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

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

    @The V.8759 said:

    @Chaith.8256 said:

    @The V.8759 said:
    I just read this post and it should stay on top. So bump

    Thanks!

    Also re-worded Mass Momentum suggestion:

    Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.
    While under the effects of stability, Hammer attacks can no longer be glancing hits, gain might.

    Hmm I dont know about this one though. Having two traits on Hammer just seems weird to me to be honest. Maybe it would be better to merge the stab on dodge with might gain and the 10% damage increase with glance invuln

    Yeah I'm re-suggesting it so all hits are glance invuln while you're stabilized. No second hammer trait

    twitch.tv/chaithh
    Forum Lord Chaith

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

    @Ghos.1326 said:

    @Chaith.8256 said:

    @The V.8759 said:
    I just read this post and it should stay on top. So bump

    Thanks!

    Also re-worded Mass Momentum suggestion:

    Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.
    While under the effects of stability, Hammer attacks can no longer be glancing hits, gain might.

    Or, while under the effects of stability, have immunity to weakness in general, instead of narrowing it down to just hammer. Interesting suggestion none-the-less.

    I thought that was too good because it would ignore the endurance reducing effect of weakness too. Inability to score a glancing hit is more the intent

    twitch.tv/chaithh
    Forum Lord Chaith

  • The V.8759The V.8759 Member ✭✭

    The more I think about your suggestion, the more I'm temped to not like it. Think about it, Engineer has good condi removal in general (allthough reliant on a few traits). The weakness invuln would mainly be useful in PvP/WvW, where I would rather just cleanse it and apply weakness on the enemy. So what I suggest is the following:

    Perfectly Weighted: (Adept)
    Hammer skills deal 10% increased damage. Stunning or dazing a foe applies weakness and vulnerability on them

    Mass Momentum
    Evading an attack gives you stability (4s, 8s icd), gain might when you have stability

    And then there is the spot open for the gyro trait you suggested without removing Expert Examination. It would also make the trait lines more logical as it was intented in the first trait makeover:

    Top: Superspeed line
    Shocking Speed - Rapid Regeneration - Final Salvo
    Mid - Offensive line
    Perfectly Weighted - Mass Momentum - Applied Force
    Bot - Barriers/protection
    Recovery Matrix - Gyro trait you suggested - Adaptive Armor

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    @Chaith.8256 said:

    @Ghos.1326 said:

    @Chaith.8256 said:

    @The V.8759 said:
    I just read this post and it should stay on top. So bump

    Thanks!

    Also re-worded Mass Momentum suggestion:

    Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.
    While under the effects of stability, Hammer attacks can no longer be glancing hits, gain might.

    Or, while under the effects of stability, have immunity to weakness in general, instead of narrowing it down to just hammer. Interesting suggestion none-the-less.

    I thought that was too good because it would ignore the endurance reducing effect of weakness too. Inability to score a glancing hit is more the intent

    It would also fit thematically with what mass momentum is, in terms of physics. Though, I think I would like to see the toughness converted to power kept, as well as your suggestion for weakness invuln, for this purpose as well. Poor Scrapper just needs a bit of a rework.

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

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited July 24, 2018

    @The V.8759 said:
    The more I think about your suggestion, the more I'm temped to not like it. Think about it, Engineer has good condi removal in general (allthough reliant on a few traits). The weakness invuln would mainly be useful in PvP/WvW, where I would rather just cleanse it and apply weakness on the enemy. So what I suggest is the following:

    Perfectly Weighted: (Adept)
    Hammer skills deal 10% increased damage. Stunning or dazing a foe applies weakness and vulnerability on them

    Mass Momentum
    Evading an attack gives you stability (4s, 8s icd), gain might when you have stability

    And then there is the spot open for the gyro trait you suggested without removing Expert Examination. It would also make the trait lines more logical as it was intented in the first trait makeover:

    Top: Superspeed line
    Shocking Speed - Rapid Regeneration - Final Salvo
    Mid - Offensive line
    Perfectly Weighted - Mass Momentum - Applied Force
    Bot - Barriers/protection
    Recovery Matrix - Gyro trait you suggested - Adaptive Armor

    I thought about it, most Engineer builds do not have good condition removal in general, I would say its Hard Light Arena & Anti-Corrosive-Plating combo that has good condition removal. Necro might corruption has a busted uptime on Scrapper, even in a condition clear focused build. EDIT: Glancing hit immune would work well with builds that don't focus on condition removal, even though you'll die to conditions at least you can not be severely hampered.

    Yes, my vision for Scrapper is to be a PvP/WvW/Open world PvE only spec, your suggestions don't help it do PvE damage either, I think it's obviously just not heading that direction.

    I don't like tying in the weakness/vuln on STUN/DAZE with Hammer damage because I think the Stun/Daze activated traits should go away, it's a relic of a bygone era where Gyros used to daze on death, and it wasn't even used then. It needs to be scrappered ( :sunglasses: ) and a new mechanic put in its place, not reincarnated.

    twitch.tv/chaithh
    Forum Lord Chaith

  • The V.8759The V.8759 Member ✭✭
    edited July 24, 2018

    Agreed that its from the daze on gyro destroy era, but honestly, Scrapper is already fine for open world PvE since.... Basicly every build works there.

    Therefore I think mainly the weakness applying is still important to hold in the game, since Scrapper main design is to be a bruiser, which is mostly PvP oriënted. If we include launch in the trait, it could be fine, assuming they also buff Spinning Gyro and Spare capacitor. Then scrapper would have Thunderclap, bomb Gyro and spare capacitor that could proc it. Also rifle could proc it if you dont want hammer.

    Or alternatively, you could go further and say "applying CC or removing a stack of stability applies weakness."

    EDIT: My proposed trait would actually synergize well with hammer. Since you have 3x daze aswell when leaping through a lightning field. That field is on Hammer already but can also come if traited gyros

  • The V.8759The V.8759 Member ✭✭

    Btw, I'm back in Holland after three months of traveling in a week. So I'll have my gaming pc again. I would love to play some games with you man if you're up for that

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

    @The V.8759 said:
    Btw, I'm back in Holland after three months of traveling in a week. So I'll have my gaming pc again. I would love to play some games with you man if you're up for that

    Yeah, sure. NP

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    Forum Lord Chaith

  • Putting incendiary powder back in explosive ?

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

    @PierPiero.9142 said:
    Putting incendiary powder back in explosive ?

    nah, why? I think Firearms was supposed to be the condition damage traitline and they've kind of achieved that. Yes it was everything with Cele stats for core Engi when in explosives but that era is gone anyway, it would do nothing to go back :(

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    Forum Lord Chaith