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Core/Scrapper Trait Change


Ghos.1326

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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?

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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.

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@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 holosmithspecially 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

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@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 crap, so I would like to see it buffed too.

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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 MightStability: Grants 1 stack of Might for 10s, interval of 1sToughness 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)

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@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 stacksQuickness: 3sMight: +50 (60) power, +10 (0) condition damage (or it could go the way of the necromancer trait that gives more power than condi damage)

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

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

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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: 15sStability: 3s(If using Toughness) Toughness: 200, or 300(If using Protection) Protection: 2s, or 3sInterval while remaining in kit: 3s

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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.

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@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.

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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 amountHealing (x5): 3056 totalInterval: 1sAllies affected: 10Radius: 600Cooldown: 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: 3Allies affected: 10Radius: 600Cooldown: 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: 5Interval: 1sRadius: 600Allies affected: 10Cooldown: 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: 1Pulses: 5Interval: 1sRadius: 600Allies affected: 10Cooldown: 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.

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In the Inventions trait line:Replace Soothing Detonation with Rejuvenating FinaleRejuvenating Finale - When you execute a combo finisher, allies near the effect are healed for a small amount (including yourself)Healing: 340Radius: 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.)

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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: 6sRadius: 600Number 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.

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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.

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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 shotCooldown: 12sCast time: .75s (or 1s)

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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%

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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%

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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 totalBurning while attacking: .1sBurning on last attack: 4sCast time: 2sAttacks per second: 5Range: 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: 266Burning: 2 stacks for 3sCharges: 2Charge recharge: 8sTime between charges: 1sCombo Finisher: BlastRange: 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 5sBurn if already burning: 2 stacks for 3sKnockback distance: 400Cooldown: 12sRange: 300

4) Singed Land - Set the terrain ablaze in front of you, causing burning and damage every pulse.Damage: 36Burning: 1 stack for 3sPulse interval: 1sDuration: 10sCombo Field: FireRange: 600Cooldown: 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: 6sPulses: 3Pulse interval: 1sDuration: 3sCombo Field: SmokeDestroys projectilesRadius: 240Cooldown: 25s

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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.

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