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Scrapper ideas- building traits from the ground up


Zeru.1265

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Looking at the traits Scrapper just seems lost with its identity when compared to the holosmith. Holosmith let's you choose how to augment the way its core mechanic of heat works and changes many aspects of how your character plays. I decided to try and go back to the core idea of the scrapper and remake the traits to fit a theme. Please note I am not discussing numbers here.

Looking at the scrapper, I have seen 3 common features that define it at the moment, but have little synergy. 1) the function gyro and other gyros, 2) lots of super speed ( I see it as a supercharge effect from electrical zaps) and 3) Fields combinations. I broke them down like this too, and tries to focus on a tank/support core.

Major adept-1- your gyros have increased area, also your function gyro casts a lesser effect of the last gyro ability used in addition to it's original effect.2- your finishers in lightning fields are improved, also your function gyro pulses 1-3 blast finishers in addition to it's original effect.3- you gain might when you have super speed, your function gyro gains a stack each time you gain super speed, and gains barrier and gives booms based on the number of stacks to a cap.

Minor trait stays the same and gives super speed on blast and leap finishers. Super speed doesn't stack, so it makes it more challenging to manage than some other booms.

Major master- superspeed1- tick barrier for each second you have superspeed.2- tick cooldown reduction on weapon ability cooldowns for each second of superspeed- this would work on kits that are active also.3- when you have superspeed and perform a leap or blast finisher, you discharge a static jolt for power damage and gain might.

Minor could be any of the dull but good traits, such as damage dampener or adaptive armor.

Grandmasters-You lose vitality but gain barrier based on damage done- I actually like this ability but hate that it isnt a choice, being a bruiser/fighter is an interesting idea.

When you lose barrier you gain health, if you have all your barrier removed with an ability, Grant's a small duration of protection.

Ideally the last one could be something like blasting a combo field increases its duration by 2 seconds, you prioritise your own combo fields but I know this would likely not work or be too big a change.

Let me know what you think, as I said numbers arent really what I'm looking at, I'm trying to connect the electrical generating and build things out of what's at hand theme.

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  • 2 weeks later...

It sounds pretty good at first glance; how do you imagine the lesser effects of major adept 1?

I also don't fully understand adept 3, can you rephrase that please?

As a damage buff trait, it'd be interesting to see one that increases damage based on the amount of barrier you have. Not sure where it could be placed though.

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@"rdigeri.7935" said:It sounds pretty good at first glance; how do you imagine the lesser effects of major adept 1?

I also don't fully understand adept 3, can you rephrase that please?

As a damage buff trait, it'd be interesting to see one that increases damage based on the amount of barrier you have. Not sure where it could be placed though.

Major 1 would primarily be for field or whirl synergy. Using a medic gyro for example could give a placeable medic gyro to your function gyro as well as the other effects, and giving a water field to use at the location. Bulwark gyro would mainly be for the watchful eye buff in that area redirecting damage to the engineer. Shredder gyro would whirl finisher at the same rate but with less damage in the area, blast gyro would be a fire field that caused a short knockdown with an obvious effect. Blast might be a bit strong but personally it seems the weakest gyro so I'm ok with that. Sneak would be a smoke field, possibly either pulsing blind 3 times or short stealth. I think stealth would be too strong in addition to a res or stomp.

Major adept 3 I was thinking that each time the engineer gets superspeed, you get an "overclocked" stack, which stacks to 5 times. When you use your function gyro it Grant's barrier, fury and some might for example, for each stack of overclocked consumed.

I loved the idea of barrier turning into damage but my concern is that like the issue with necromancer we would be balanced around having that damage and then would always be weaker due to our damage buff being taken away with boss hits.

I also wondered about some elemental empowerment to the weapon depending on the fields you interact with giving different benefits.

Also I specifically said superspeed reducing cooldowns on the major master trait rather than aclarity so they can be balanced around having both in raids. It also gives an engineer a way to sit in 1 weapon or toolkit for people who want to do that.

Hope that makes it a bit clearer.

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@"Zeru.1265" said:Major 1 would primarily be for field or whirl synergy. Using a medic gyro for example could give a placeable medic gyro to your function gyro as well as the other effects, and giving a water field to use at the location. Bulwark gyro would mainly be for the watchful eye buff in that area redirecting damage to the engineer. Shredder gyro would whirl finisher at the same rate but with less damage in the area, blast gyro would be a fire field that caused a short knockdown with an obvious effect. Blast might be a bit strong but personally it seems the weakest gyro so I'm ok with that. Sneak would be a smoke field, possibly either pulsing blind 3 times or short stealth. I think stealth would be too strong in addition to a res or stomp.

This means that the original lightning field from the skill is removed, right? Double fields might be weird, heh

I loved the idea of barrier turning into damage but my concern is that like the issue with necromancer we would be balanced around having that damage and then would always be weaker due to our damage buff being taken away with boss hits.

Hmmm, well that trait combined with grandmaster 1, you regain barrier very quickly, especially in raid buff scenarios; getting hit will only reduce your damage for one or two seconds at most. I don't think that'd be a problem, or at least not on the same scale as the necromancer.I'd maybe place it instead of Master 3

I also wondered about some elemental empowerment to the weapon depending on the fields you interact with giving different benefits.

Oh that sounds pretty cool.

Also I specifically said superspeed reducing cooldowns on the major master trait rather than aclarity so they can be balanced around having both in raids. It also gives an engineer a way to sit in 1 weapon or toolkit for people who want to do that.

Hope that makes it a bit clearer.

YupI'd love to see this ingame, it seems not only more themed, but outright better than the current iteration. Nice job with it.

For the last grandmaster trait, i can imagine something like "you always prioritize your own combo fields instead those of others, regardless of when they were placed; your combos' effects are doubled/improved."

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