Core/Scrapper Trait Change — Guild Wars 2 Forums

Core/Scrapper Trait Change

Ghos.1326Ghos.1326 Member ✭✭✭
edited March 12, 2018 in Engineer

You know what would be a game changing, and interesting, trait change for Scrapper? Decisive Renown, and Rapid Regeneration. Switch places with both of those. Could make for some interesting builds. One could opt for more support via choosing Decisive Renown over Mass Momentum or Expert Examination, whereas one could choose to be more offensive running Mass Momentum rather than Decisive Renown and Expert Examination, etc etc. Also, it could really open the way for true 1v1 bruiser builds, as you can opt to take Mass Momentum for more power while also still having the healing benefits gaining swiftness and superspeed from other utility skills (Elixir B, Slick Shoes, etc). Maybe this could be looked at and implemented in the coming patch? What do you other Engineers think?

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

Comments

  • Vagrant.7206Vagrant.7206 Member ✭✭✭✭
    edited March 9, 2018

    I'm a little confused.

    You want to make rapid regen baseline, and decisive renown an option, yes?

    It would help to make scrapper a little tankier, but I'm not sure it would be as game changing as you seem to think it is. Rapid regen has been nerfed pretty hard, and the amount of health it provides isn't... great.

    The great god Lagki demands sacrifice!

  • Rezzet.3614Rezzet.3614 Member ✭✭✭
    edited March 9, 2018

    @Vagrant.7206 said:
    I'm a little confused.

    You want to make rapid regen baseline, and decisive renown an option, yes?

    It would help to make scrapper a little tankier, but I'm not sure it would be as game changing as you seem to think it is. Rapid regen has been nerfed pretty hard, and the amount of health it provides isn't... great.

    oh im sure engineers would be infinetly grateful for this change to happen lets be honest the OP is only asking for the traits to be swapped cuz hes too nice to ask for decisive renown to be removed

    i run scrapper with rapid regen and gyro stab+ lightnin fields and its been a god send compared to holosmith
    specially because adaptive armor is bugged and only seems to proc once per battle so at least i can heal for the same value with rapid regen

  • Ghos.1326Ghos.1326 Member ✭✭✭

    @Vagrant.7206 said:
    I'm a little confused.

    You want to make rapid regen baseline, and decisive renown an option, yes?

    It would help to make scrapper a little tankier, but I'm not sure it would be as game changing as you seem to think it is. Rapid regen has been nerfed pretty hard, and the amount of health it provides isn't... great.

    I want to make rapid regen a minor trait instead of a major trait choice. Although the healing is not great compared to other things, it could still add up with other sources of heal, which could be good. Though compared to warrior's healing per second with some skills, it's kitten, so I would like to see it buffed too.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 12, 2018

    Another trait change could be a change to how Mass Momentum functions.
    It could now gain a % increase in damage when affected by swiftness, and maybe a 15-20% if affected by superspeed. Applied force, not sure any changes could be made there, the quickness is nice.
    Mass Momentum: Gain a percentage of toughness as power, and gain more damage for swiftness or superspeed applied. Gaining Stability also Grants Might
    Stability: Grants 1 stack of Might for 10s, interval of 1s
    Toughness to Power: 10% of Toughness
    +10% damage under the effects of Swiftness
    +20% (15%) damage under the effect of Superspeed.
    (If under the effects of superspeed while also having swiftness, the swiftness damage buff will be overridden and ignored while superspeed lasts, and will bump down to what you get for swiftness when superspeed expires)

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited April 17, 2018

    @Ghos.1326 said:
    Another trait change could be a change to how Mass Momentum functions.
    It could now gain a % increase in damage when affected by swiftness, and maybe a 15-20% if affected by superspeed. Applied force, not sure any changes could be made there, the quickness is nice.

    nevermind i figured out a possible way to change how applied force works.
    Applied Force: Gain Quickness when you reach Might stack threshold. Might that you gain increases power substantially, at the cost of losing (or just lowering) condition damage.
    Might threshold: 7 stacks
    Quickness: 3s
    Might: +50 (60) power, +10 (0) condition damage (or it could go the way of the necromancer trait that gives more power than condi damage)

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 10, 2018

    In the Firearms Trait line -
    Replace No Scope with Fiery Rage
    Fiery Rage: Gain Fury when you critically strike a foe. Fury grants extra Ferocity
    Chance on critical hit to activate: 100%
    No range threshold
    Fury: 5 seconds
    Ferocity from Fury: 150 (180)
    ICD: 8 seconds

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 12, 2018

    In the Firearms Trait line -
    Rename High Caliber to Line of Sight
    Line of Sight: Increase critical hit chance when your foe is in range
    Range Threshold: 350 (or what the range threshold currently is for High Caliber)
    Critical chance increase: 15% (what it currently is for High Caliber)

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited July 31, 2018

    In the Firearms Trait line -
    NEW Juggernaut: Gain Might, Stability, and Toughness (or protection) while wielding a Flamethrower. Additionally, upon initial swap into or out of the kit, gain these boons as well, and gain the boons at set intervals while remaining inside of the Flamethrower kit.
    Might: 15s
    Stability: 3s
    (If using Toughness) Toughness: 200, or 300
    (If using Protection) Protection: 2s, or 3s
    Interval while remaining in kit: 3s

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 12, 2018

    In the Firearms Trait line -
    Incendiary Powder: Your critical hits against foes cause burning. Burning you apply lasts longer.
    Burning duration: 33%
    Chance on critical hit: 100%
    Burning: 2s (or 3s)
    ICD: 5 seconds

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    In the Firearms Trait line -
    Modified Ammunition: Your attacks cause vulnerability on hit, and you deal extra critical damage to foes
    Vulnerability on hit: 1 stack for 10 seconds
    Extra critical damage: 20%
    ICD for vuln application: 3s

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

  • Nephalem.8921Nephalem.8921 Member ✭✭✭

    These changes would destroy holo in pve. Thats all straight nerfs especially modified ammunition and powder.

    1 Vuln on 3sec icd? All explosions already cause vuln without a icd and you give up an potential 26% modifier for 20% critdamage.
    Condi engi saw enough hate already, you don't need to steal the 33% burning duration on top of it.

  • Ghos.1326Ghos.1326 Member ✭✭✭

    @Nephalem.8921 said:
    These changes would destroy holo in pve. Thats all straight nerfs especially modified ammunition and powder.

    1 Vuln on 3sec icd? All explosions already cause vuln without a icd and you give up an potential 26% modifier for 20% critdamage.
    Condi engi saw enough hate already, you don't need to steal the 33% burning duration on top of it.

    I forgot to include burning duration on incendiary powder, my bad. Thanks for that catch.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited May 3, 2018

    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): 3056 total
    Interval: 1s
    Allies affected: 10
    Radius: 600
    Cooldown: 12 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: 12 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: 1s (per pulse)
    Conditions cleared: 1
    Pulses: 5
    Interval: 1s
    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)

    I think this would put the medkit in a good place, as well as give the Engineer the "combat medic" sort of playstyle and role that it should have.

    EDIT: Administer Care could also be changed to Drop Medbox, and drop a med box at a location. The medbox would then heal over time for a certain duration. I got this idea from Battlefield 3 and 4's medkit drops. They heal players who are around it. The healing for this skill could remain what it is for Administer Care, and the medbox would be the center of the area effect heal.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    In the Inventions trait line:
    Replace Soothing Detonation with Rejuvenating Finale
    Rejuvenating Finale - When you execute a combo finisher, allies near the effect are healed for a small amount (including yourself)
    Healing: 340
    Radius: 360
    (pretty much keep this the same, maybe scale it greatly with healing power to give raid support engis, or healing support engis in general, an edge in their skills, and make good use of their combo finishers. Also, don't limit this to just blast finishers, include all combo finishers.)

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    In the Inventions trait line:
    Increase the radius of Medical Dispersion Field from 360 to 600
    Medical Dispersion Field - healing that affects you is shared among allies.
    Healing shared: 20%
    Radius: 600

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited April 24, 2018

    In the Inventions trait line:
    Make Reconstruction Enclosure also increase the uptime of regeneration on you by a certain amount.
    Reconstruction Enclosure - When you use a healing skill, grant protection to yourself and nearby allies. Also increases the uptime of regeneration applied to you and allies.
    Regen uptime increase: 33%
    Protection: 6s
    Radius: 600
    Number of allies affected: 5 (or raise it to 10 for the sake of raids)
    NOTE: please keep in mind, the regen uptime can be instead moved to Energy Amplifier, which enhances healing power while Regeneration is applied to you. This might make more sense.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 19, 2018

    For the Elite Mortar Kit:
    Increase the projectile velocity of the skills, they are way too slow. Even a slight increase, as well as the power increase incoming, will make a world of difference. As well, HEAVILY increase the damage on orbital strike. It takes a long time before it actually hits, and as it stands, it doesn't do too much damage. I'd say at least a good 150-200% increase in damage, as it can be easily dodged and will heavily punish anyone that wants to try and facetank it. With this being said, make the same changes to the trait that calls an orbital strike to crash down on an enemy at low health, while also increasing the icd to compensate.
    In the Explosions trait line:
    Orbital Command - Call down an Orbital Strike when attacking an enemy below the health threshold.
    Threshold: 50%
    ICD: 25 or 30 seconds.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 19, 2018

    For Engi Rifle:
    As it stands, the Engi Rifle doesn't really have a place in terms of playstyle, example is it a close range weapon? Long range weapon? Part of this is because of the very low range of Blunderbuss. I'd change Blunderbuss to Burst Fire, Firing 3 quick rounds at a max range of 600, increasing the critical chance of all 3 hits by a certain amount depending on how close or far the enemy is from you. Also, each shot causes 1 stack of bleeding for a set amount of time regardless of distance. This could put the rifle at a more solid place with its playstyle of wanting to remain mobile, and generally out of the way of danger instead of needing to be in the face of danger. Lets face it, you generally won't be running a defensive kind of build with the rifle purely because the rifle damage suffers heavily if not running anything with Fecocity, as well as most defensive stat combinations don't give the option of both toughness, AND precision, and the only one that does lacks the health for it to be able to live damage from anything.
    Burst Fire - Fire 3 rounds from the hip in rapid succession. (keep in mind, this can either be avoided altogether, or individual shots can be avoided as well to either completely avoid, or mitigate, damage)
    Damage: 450 per shot (x3) = 1350 total (more or less depending on how the numbers would look)
    Critical chance increase at 0-200 range: 15%
    Critical chance increase at 201-400 range: 10%
    Critical chance increase at 401-600 range: 5%
    Bleeding: 1 stack for 15 seconds per shot
    Cooldown: 12s
    Cast time: .75s (or 1s)

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    In the Firearms trait line:
    Make Serrated Steel, if implementing the above changes to Modified Ammunition, also deal bonus damage to enemies who have conditions on them, for each condition.
    Serrated Steel - Bleeding you apply lasts longer. Additionally, Deal bonus damage to targets affected by conditions.
    Bleeding uptime increase: 33%
    Bonus damage per condition: 2%

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    In the Firearms trait line:
    Add condition potency to chemical rounds, and not just for pistol skills. for any skill that you do that applies conditions.
    Chemical Rounds - Pistol skills' condition durations are increased. Additionally, Conditions applied by your skills have increased potency.
    Pistol skill condition duration increase: 50%
    Condition potency: 25%

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 19, 2018

    Alright, lets look at the flamethrower kit.
    Currently as it stands, the flamethrower has no real direction in what the kit is supposed to specialize in. Condi, or power?
    Burning can be used as a damage modifier for it's auto attack skill, Flame Jet, and many skills in its person help support keeping burning on enemies specifically for this modifier. As well, however, all of that burning can be used for a condition oriented build, and running high criticals on the kit can yield nice bleeding stacks ramping up as well from skill 1, Flame Jet.
    Some skills need a little work, which I will go into detail below, and some just need a slight boost in functionality. However, I think this kit can have potential to be a nice hybrid, or a focus on either path.
    Flamethrower Kit - A kit specialized in burning, area damage/condition application, and attacking multiple enemies.
    While in the kit...

    1) Flame Jet - Spray fire in a cone in front of you, dealing damage and burning foes. The last attack applies a longer lasting burn on foes. Additionally, you deal 10% bonus damage to burning foes.
    Damage: 89 per hit (10x) = 890 total
    Burning while attacking: .1s
    Burning on last attack: 4s
    Cast time: 2s
    Attacks per second: 5
    Range: 450 (possibly even 500)
    No cooldown

    2) Flame Spit - Spray out an ooze of oil and flame at enemies in a cone in front of you, burning on hit.
    Damage: 266
    Burning: 2 stacks for 3s
    Charges: 2
    Charge recharge: 8s
    Time between charges: 1s
    Combo Finisher: Blast
    Range: 600

    3) Hot Air Blast - Expel a heated blast of air and oil, reflecting projectiles, knocking back foes, and burning foes in a cone in front of you. Apply more stacks of burning to foes already burning.
    Burn on hit: 1 stack for 5s
    Burn if already burning: 2 stacks for 3s
    Knockback distance: 400
    Cooldown: 12s
    Range: 300

    4) Singed Land - Set the terrain ablaze in front of you, causing burning and damage every pulse.
    Damage: 36
    Burning: 1 stack for 3s
    Pulse interval: 1s
    Duration: 10s
    Combo Field: Fire
    Range: 600
    Cooldown: 20s
    (This skill could work much like Warrior's Longbow Burst skill, putting wide rectangles on the ground that start from the Engineer and end 600 units in front of the engineer.)

    5) Vent Smoke - Vent smoke from the flamethrower, creating a mobile smoke field around you, causing blind to enemies inside the smoke cloud. Also destroys projectiles.
    Blind: 6s
    Pulses: 3
    Pulse interval: 1s
    Duration: 3s
    Combo Field: Smoke
    Destroys projectiles
    Radius: 240
    Cooldown: 25s

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Turrets can also be changed to use overcharge abilities after a cooldown, rather than only using it once and then never using them again. This is for the Engineers who keep their turrets out until destroyed by other players.
    Rifle Turret - Overcharged shot can be used every 14 seconds, lasts 6 seconds, and cooldown starts upon the overcharge's ability ends.
    Rocket Turret - Explosive Rockets keep this the same, overcharged ability's cooldown is now 24 seconds.
    Net Turret - Electrified Net is used one time, then enters cooldown, cooldown is 20s.
    Flame Turret - Smoke Screen blinds targets for 2 seconds per pulse, pulse occurs every 2 seconds, lasts for 6 seconds. Cooldown begins when overcharged ability ends. Cooldown of 20s.
    Thumper Turret - Thump duration is 4 seconds, uses two of these skills per duration, then goes on cooldown. cooldown is 35s.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Elixir H: Remove the RNG of this skill's boon application, and let the Engineer gain all of those boons. Keep the cooldown the same. Same goes for Toss Elixir H.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Elixir U: Remove the RNG of this skill's boon application, and let the Engineer gain all of those boons from this Elixir. Keep toss Elixir U the same though, cooldowns can also stay the same.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Elixir B: Lower the cooldown from 40 to 25 or 32, untraited. Lesser Elixir B should keep the 40s cooldown.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited March 23, 2018

    Here would be the notes for the new Rapid Regen.
    Rapid Regeneration is now a master minor trait.
    Rapid Regeneration - Gaining Swiftness or Super Speed restores your health every second. When gaining both, Super Speed heals over Swiftness, until it runs out. Also, gain barrier to your allies when you successfully revive them, or stomp your enemies.
    Swiftness: 150 healing per second
    Super Speed: 350 healing per second
    Barrier granted on stomp or revive: 2560

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited April 24, 2018

    Here would be the notes for Decisive Renown.
    Decisive Renown is now a major master trait.
    Decisive Renown: Gain more barrier when stomping enemies or reviving allies, and also grant you and your allies might when stomping an enemy or reviving an ally.
    Barrier granted increase: 50%
    Might: 5 stacks for 15 seconds

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

  • coglin.1496coglin.1496 Member ✭✭✭

    No thank you on the Decisive Renown. I have a no desire to have traits wasted on such specific uses. It greatly lowers their value. I dislike traits limited to stomping when there are so many better and valuable situations to design it to proc in.

    Do not confuse your objective opinion with that of objective fact. Remember, what you say matters, not what you meant to say.

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

    @coglin.1496 said:
    No thank you on the Decisive Renown. I have a no desire to have traits wasted on such specific uses. It greatly lowers their value. I dislike traits limited to stomping when there are so many better and valuable situations to design it to proc in.

    100% chance of having a wasted trait when using Scrapper, or the ability to opt out of having a wasted trait, you'd rather be forced into having said wasted trait?

    Of course it'd be a million times more advantageous if Rapid Regeneration became the minor and Decisive Renown became another ghost-town Master trait. That's such a nice buff I think I'd be sheepish asking for it.

    twitch.tv/chaithh
    Forum Lord Chaith

  • coglin.1496coglin.1496 Member ✭✭✭
    edited March 24, 2018

    @Chaith.8256 said:

    @coglin.1496 said:
    No thank you on the Decisive Renown. I have a no desire to have traits wasted on such specific uses. It greatly lowers their value. I dislike traits limited to stomping when there are so many better and valuable situations to design it to proc in.

    100% chance of having a wasted trait when using Scrapper, or the ability to opt out of having a wasted trait, you'd rather be forced into having said wasted trait?

    Of course it'd be a million times more advantageous if Rapid Regeneration became the minor and Decisive Renown became another ghost-town Master trait. That's such a nice buff I think I'd be sheepish asking for it.

    Nope, I simply read "minor" trait when I was making my reply, and actually had his meaning backward.

    Do not confuse your objective opinion with that of objective fact. Remember, what you say matters, not what you meant to say.

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited April 18, 2018

    In the Inventions trait line:
    Mecha Legs - Movement speed is passively increased. Cripple, Chill, and Immobilize effects applied to you are decreased in duration and power. Gain Stability when hit with any of these effects.
    Cripple duration decrease: 50%,
    Cripple movement speed decrease: 25% (+25% from 50% decreased mobility)
    Chill duration decrease: 33%
    Chill movement speed decrease: removed
    Immobilize duration decrease: 75%
    Movement speed Increase: 25%
    Stability: 2 stacks for 4 seconds (or 5 seconds)
    ICD: 15s
    I think these changes would fit thematically for this trait. You can move easier with mechanized legs, and some things wouldn't effect you at all (like cold temperatures, for example). You're also more likely to be more stable with a machine aiding you in some way (hence the stability gain).

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    In the Tools trait line:
    Adrenal Implant - Endurance regeneration is increased. Additionally, your skills and actions are faster.
    Endurance regeneration increase: 50%
    Skill/Action speed increase: 10%

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

  • Ghos.1326Ghos.1326 Member ✭✭✭
    edited June 30, 2018

    Elixir C: Convert all conditions on you into boons.
    ADDITIONAL: either make it to where all incoming conditions on you (for a short time) are also converted into boons for a short duration, or give resistance for 3 seconds.

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

  • Hoodie.1045Hoodie.1045 Member ✭✭✭✭
    edited April 24, 2018

    Elixir C: Convert all conditions on you into boons.
    ADDITIONAL: either make it to where all incoming conditions on you for a short time are also converted into boons for a short duration, or give resistance for 3
    seconds.

    You do realize that you can edit your old comments and update them, right?

    Also, your suggestion on the Inventions specialization with the trait Mecha Legs seems promising, but what you're suggesting about Adrenal Implant is unnecessary. The trait is fine as it is, the addition of faster skills and actions aka quickness would make it even better that the other two traits. Those being Kinetic Battery and Gadgeteer. To fix this, I suggest Kinetic Battery to have the maximum charges reduced from 5 to 3 and Gadgeteer to increase the boons/conditions you get from gadgets.

    Karras The Engineer

  • Ghos.1326Ghos.1326 Member ✭✭✭

    @Hoodie.1045 said:

    Elixir C: Convert all conditions on you into boons.
    ADDITIONAL: either make it to where all incoming conditions on you for a short time are also converted into boons for a short duration, or give resistance for 3
    seconds.

    You do realize that you can edit your old comments and update them, right?

    Also, your suggestion on the Inventions specialization with the trait Mecha Legs seems promising, but what you're suggesting about Adrenal Implant is unnecessary. The trait is fine as it is, the addition of faster skills and actions aka quickness would make it even better that the other two traits. Those being Kinetic Battery and Gadgeteer. To fix this, I suggest Kinetic Battery to have the maximum charges reduced from 5 to 3 and Gadgeteer to increase the boons/conditions you get from gadgets.

    I don't recall making a previous post about Elixir C, and I didn't want to make one post extra long so that it would be a pain to read the entirety of the thing. Hence the other posts.
    As well, Quickness grants 50% faster cast times, where the suggested change I am making would be akin to what the rifle seen in the old Firearms traitline, Skilled Marksman. It would only grant a 10% increase to it all, though I will admit, it might be a fan favorite if that is added. So I am still on the fence about that suggestion as well.

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

  • Ario.8964Ario.8964 Member ✭✭✭✭

    Okay, well after reading the multiple additions to the post I'm going to go through and hit each one:
    Switching DR and RR would be beneficial to scrapper but it may ned up being way too strong. The idea of RR being where it is is to force people to choose between damage (through MM) or sustain (through RR). Giving scrappers access to both is imo a bad idea and will lead to some big balance issues later on. Maybe just change how decisive renown works and make it more useful overall.

    The suggestions you made for MM I'd also decline due to what I previously said making MM useless if that change is done. I'd leae it as it is because in it's current form it allows for more possible setups than with the change you proposed.

    I disagree with your suggestions for applied force as well. I don't think the solution to scrapper is to give it a bunch of damage. It needs to have a role to fill that is different from holo or core. Applied force imo should function more along the lines of: Increase all cc effectiveness by 50%. remove an extra stack of stability when you cc someone and if they only have 1 stack, apply half of your cc. This allows scrapper to play a cc focused decap and side node role if they choose to do so. (Impact savant should also affect all cc as well as expert examination)

    Your suggestion for no scope is no scope with 0 TH... I think the threshold should still be on but it should increase to 600 to allow for mid range fury application as you move into melee range

    High caliber is still high caliber. Unless I'm missing what your suggesting.

    Juggernaut's functionality needs to change, not the number of buffs it gives. By giving people a bunch of buffs on FT you promote camping in that kit when you should be rewarding people for moving around between kits like engi was designed to do. I disagree with this suggestion completely and would like to once again ask for chaith's stab on wep swap (1-2 stacks for 3-4 seconds on a 10-15 sec CD) to be implemented in it's place

    Change to IP is fine with me if you go for 3 seconds base

    I dislike the modified ammo change, it's fine the way it is.

    Med kit I could get behind even if I'd do it differently

    If you make Soothing Det. work with all combo finishers it will not need a healing increase most likely

    Reconstruction enclosure does not need more boons. The 3s prot for doing nothing but pressing heal is fine as it is for a free trait. Engi already has basically perma regen, does not need any more. I would give any increase in regen uptime a big thumbs down

    Nailed it with mortar atm. Though I'd rather see it redesigned to be it's own unique kit instead of what feels like a very long range nade kit with slower shots. I'm not sure what to do about this though so I'll just leave it for now.

    I disagree with the change to blunderbuss as the skill right now is very strong and performs very well (a range increase might be okay but I'd leave it as is and focus instead on reducing OS's knockback a bit so it is a bit less punishing in this era of perma stab and passive procs)

    Adding condition potency would be way too powerful for an adept trait. It'd be better just to have the trait increase condition damage by 10%.

    I disagree on some of the FT changes. I'd leave 2 as a big power skill but have it function as a ground targeted projectile that acts like ele's scepter 3 (damage enemies as it travels and explodes once it gets to it's location). Your suggestion for 4 would be better with a bit more damage on the power side. Vent exhaust should be a mobile blind aura (so no combo finishers for stealth) centered on you with a 400 radius that blinds every second for 5 seconds. No projectile destruction.

    Agreed on turrets needing overcharges to go off more than once.

    Agreed you should get all the boons but only for 5 seconds each boon. 10 is a bit much for elixer H. Agreed on U changes. Let B have a 30 second recharge with the throw at the same cd it has now. Lesser should remain at 40, that I definitely agree with.

    I still think you shouldn't put RR in a minor spot. Instead just add the changes you did to DR onto DR (so it'd have barrier increase and barrier+might from stomps) and leave RR where it is.

    Mecha legs would be too strong with your proposal (complete immob immunity and near immunity to cripple when you have hoelbrak or melandru runes on and insane chill duration decrease. Adding stab onto that just makes the trait too strong and inv becomes req. again for all engineers. Leave the trait the way it is.

    Adrenal implant is fine as it is. Adding more stuff onto it just overshadows KB.

    Elixer C would be nice with the resist on it.

    This is just my 2 cents tho

  • Ghos.1326Ghos.1326 Member ✭✭✭

    I've been playing around with ideas in my head about the Scrapper trait line. One idea is this one that I will list below:
    Adaptive Armor: This trait is now a Grandmaster Minor trait, and has been merged with Impact Savant. This change will help the Scrapper better fulfill its role as a tank, instead of needing to opt in as a tank. If we use Anet's philosophy as the Scrapper's intended role as a tank, then making this change would be crucial in helping the scrapper fulfill this role successfully.
    NEW Grandmaster Minor Trait - Adaptive Armor: Gain barrier when struck by attacks, and minimize condition damage while barrier is active. Additionally, barrier gained is increased in strength.
    Barrier when struck: 1,029
    Condition damage reduced: 20%
    Barrier increase: 15%

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    NEW Grandmaster Major trait - Bulletproof Vest: When gaining barrier, gain Protection as well.
    Protection: 2s
    No ICD

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Kinetic Battery - Reduced the number of charges needed to gain Quickness and Super speed from 5 to 3.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Credit for this one goes to @Chaith.8256 .
    Expert Examination: This trait has been removed, and replaced with a new Master Major trait.
    High Performance Alloy - Gyros, when activated, take no damage for a period of time, and grant Protection to yourself and allies nearby.
    Protection: 3s
    Radius: 240

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Sharpshooter trait in Firearms line needs to change as well. The bleeding chance on crit can be moved into Serrated Steel, if my above changes for Serrated Steel just doesn't work. So it would look more like this....
    Serrated Steel - Your Critical hits have a chance to cause bleeding. Bleeding on foes also last longer.
    Chance on critical hit: 33%
    Bleeding: 3s
    Bleeding duration increase: 33%

    With this change, sharpshooter can be changed to include critical hit damage. It would really fit thematically. Either crit damage, or more crit chance. Maybe make Precision grant more crit chance or something to bolster the crit chance up while taking the trait line, further emphasizing the fact that the trait line focuses on critical hits/chance.

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

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Made a change to the Juggernaut trait

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

  • Acyk.9671Acyk.9671 Member ✭✭
    edited July 17, 2018

    Hi
    I like the recent changes but Scrapper would benefit from more coherence in elixir trait and skills.

    HGH: Give swiftness / Reduce Might duration
    Elixir B: Remove Retaliation and Swiftness/ Add Quickness
    Toss Elixir B: Remove Stability, Retaliation, Swiftness / Add Quickness and increase CD to 40 sec
    Elixir U: Remove Quickness/ Add Retaliation (and Swiftness?)
    Toss Elixir U: Remove Quickness/ Add Stability, Retaliation (and Swiftness?) and Decrease CD
    Mass Momentum: Increase Might and its Duration

    It would open up possibilities for different builds like offensive duelist/ tank / healing and stability support/ condition removal and healing support.
    It would also give scrapper an opportunity to be a real alternative to Firebrand (whom has been nerfed enough) as 1st support option.
    The goal is to have more diversity in builds for PvP/WvW with different support specs available. In WvW zergs Scrapper could work well with Tempest as 2nd support while Fireband works better with chronomancer.

  • Ghos.1326Ghos.1326 Member ✭✭✭

    Another possible change to Impact Savant, could be to either add protection somewhere, or to increase its uptime. Engineer don't have too many sources of protection, and the sources that provide it don't provide it very long outside of Holosmith. Introducing more protection to the Scrapper trait line could have it see more of a tank role as well. Maybe increase protection uptime by 50%, or add protection each time you gain barrier for about 5-6 seconds.

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

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