Scrapper overhaul — Guild Wars 2 Forums

Scrapper overhaul

NeroBoron.7285NeroBoron.7285 Member ✭✭✭
edited August 3, 2018 in Engineer

Hey, had some thoughts on a Scrapper overhault :)

Identity: Aiming for a supportive front line bruiser, with a focus on cc and support for allies due to barrier.

Hammer changes:
Electro-Whirl: Great skill, but a really short projektile reflection. Let it leave a short reflective aura on the engineer after usage as well. So it actually reflects for 2 seconds. Damage radius is still 180, but reflect radius is increased to 240.

Rocket Charge: _Decrease the number of hits to 2, so it matches its leap finishers. Increase the damage of both hits by 50%, so it matches the 3 hit version again. Increases leap range on each leap to 450~600 each so it actually an effective gap closer. _

Shock Schield: Isn't that bad. But for what do i need 4 sec of Barrier while i'm blocking during 2 seconds of them? So while dealing damage to enemies infront of you and blocking attacks against you it should build a fix amount of barrier over the time for you and allies around you. (~ 2k barrier base +1,5x healing power)

Thunderclap: Great skill, a 2 second stun wont hurt tho. Also gives a small amount of barrier to allies per pulse (~200+0,1*healingpower)

Trait changes:
Recovery Matrix: Should share the barrier with allies. Decreases condition damage by 33% while you have barrier. Replaces Adaptive Armor.

Impact Savant: Barriers you receive apply are 15% stronger

Decisive Renown: Gets replaced by a new minor trait: While you have superspeed you are immun to movement imparing conditions

New Major Trait: When you use a skill that applies barrier you also apply ~3s protection (Synergises with Anticorrosion Plating)

Gyro rework:
The KI and its path finding is ridiculous. So it will be scrapped (ha-ha-ha). When they get activated the gyro will still float next to the scrapper, but like the passive function gyro.
So the gyros don't have to follow anymore and are indestructible. Due to this, all gyros need to be adjusted.

Medic Gyro: Still initially heals you (3k healing), applies pulsing aoe healing for 5 seconds (~650 healing per pulse)
Reconstruction Field: Fine as it is.

Bulwark Gyro: Currently my facourite gyro, specially with the toolbelt skill. But would be really broken when the gyro is indestructible. Unique buffs are pretty strong, specially a 33% damage reduction. It could be kept and applied every sec for 5seconds. Or get replaced, by initially applying protection for 5 seconds. And applying barrier per pulse (~400+0,2* Healing Power per pulse)
Defense Field: One of the best scrapper skills, imo :)

Shredder Gyro: For 5 seconds, whirl finishers are executed around you aiming at your target. (Weak, due to stronger toolbelt skill)
Spare Capacitor: Applies a stun instead of a daze. Reduced cooldown to 20 seconds.

Blast Gyro: Should actually be just an animation like a projectile or maybe like tides of time and it explodes on first contact. Also it should scale with the engineers stats, without scaling it is just to weak. specially with that low crit chance.
Bypass Coating: Fine as it is

Purge Gyro: Lasts 5 seconds now and removes 1 condition per second from all nearby allies.
Chemical Field: Instead of applying poison to enemies, it applies resistance to allies. Reduces duration to 5 seconds. Also changes to be a light field.

Stealth Gyro: Initially applies 5seconds invisibility to you and your allies. Creates a smoke screen (Combo Field: Smoke) around you that moves with you. Applying blind with each pulse. Increases cooldown to 60 seconds.
Detection Pulse: Fine as it is.

Comments

  • Infusion.7149Infusion.7149 Member ✭✭✭

    Gyros need some help but hammer has been nerfed to its current state. I don't think hammer should be touched til gyros are buffed a bit.

  • iKeostuKen.2738iKeostuKen.2738 Member ✭✭✭

    I....actually like these changes for the gyro. There functional, not op, and it would get rid of the clunky AI pathing issues while making them useful. Cant speak much for hammer since I honestly dislike it. For some reaosn I can never keep up with someone running away from me with it so my auto attacks just miss. (Even while taking mecha legs and superspeed, somehow I just lag behind them)

  • NeroBoron.7285NeroBoron.7285 Member ✭✭✭
    edited August 6, 2018

    @iKeostuKen.2738 said:
    I....actually like these changes for the gyro. There functional, not op, and it would get rid of the clunky AI pathing issues while making them useful. Cant speak much for hammer since I honestly dislike it. For some reaosn I can never keep up with someone running away from me with it so my auto attacks just miss. (Even while taking mecha legs and superspeed, somehow I just lag behind them)

    I just hate this stupid gyro AI 😅

    Yep, the hammer isn't that great for fleeing people. Currently the Rocket Charge sucks at gap closing. Further there aren't really great offensive range kits. Electro whirl still can hit pretty hard, you can combine it with the magnet pull if someone tries to flee

    But that's all fine for me if the hammer will be pushed more into a supportive weapon.

    @Infusion.7149 said:
    Gyros need some help but hammer has been nerfed to its current state. I don't think hammer should be touched til gyros are buffed a bit.

    Yep pre PoF, reduced damage on the block and reduced leap finishers. But with PoF there is also a Meta shift and even more unblockable stuff. For me it feels like the hammer is a bit left behind with no real unique identity. Sword shield on holo feels really similar.

  • migcun.5240migcun.5240 Member ✭✭

    Hello.

    Is there any post from ANET talking about scrapper buffs in next patch or something? Because they should...

    Does ANET even read the forum posts?
    Because there are plenty of good stuff on this post and many other that could be really useful to bring back scrapper.

    Scrapper is a very cool specialisation in the game! I remember when it was really good at HoT, but allways had problems on PvE world.

    I like your ideas, hammer is an awesome weapon. The skills ideas are good BUT **at the moment pretty weak compared to what any other class can do. **

    Both PvE and PvP , the struggle is real . You will never fill a decent spot on the team because everyone else has the same skills effects you do and 1000% better.

    This is Because all of them have traits that scales their skills utilities and DMG that make them reliable, Scrapper does not, you cannot specialise yourself for DPS, beeing bulky anylonger or even decent support.

    All you try to do with it seems that you are playing with only 7% of the class potencial.

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