Jump to content
  • Sign Up

Jerus.4350

Members
  • Posts

    292
  • Joined

  • Last visited

Everything posted by Jerus.4350

  1. I mean, I’d love that but really it’s just the 8s that are tough to work with outside of when you can link p2-b2. 6s/12s/20s/24s all usually have something to match up with. Blast gyro at 15s is another odd one but whatever I’ll take it.
  2. I’d love to see SB 2 back down to 6s. 8s just doesnt line up well. If I hit it with SB4, I can use SB2 again off cooldown, and then have to sit on it for a few seconds before SB4 is back up. At 6s I’d use it twice between SB4 and it’ll be almost perfect timing to combo with SB4 again off cooldown. Would feel better to me, but can’t really argue a need.
  3. Y’all know that next month kitless ECSU holo is probably going to be the best dps build we have, right? Kits aren’t a problem. Most could use some buffs because they just fail to be worthwhile. We do still need some condi alternatives because rocket boots and flame turret are pitiful compared to kits in that regard but the throw mine updates have helped a lot on power and exceed buffs coming will go even further. I don’t want kits to go though, that’s why I play this class. I love the idea of alternative options but that’s what it should be, alternatives. I want kits and extra buttons to be better so you can strive to do more, but also some easier options to fall back on. I feel like we have that with engineer as a whole though, just some things that could still use some more work (TRV holo!).
  4. Yeah, we're not talking Hammer Guard levels of Autoing, it's just that the framework of how ECSU Holo was played you were spending more time autoing outside forge than anything else, and doing anything else was likely a DPS loss because of how good sw2 is above 100 heat. This change should allow more freedom to skip an auto chain in favor of other skills (like all the newly buffed ones) without missing that third sw2 above 100 heat.
  5. For PVE, the autoing is how it was playing out. Getting 3 sword2’s above 100heat was key and to do that you’d need 2 auto chains between them leaving very little time for any other skills otherwise that third sw2 would be below 100 heat losing the extra blades and a good chunk of damage. These changes should make room for sliding in some other skills and still getting the third sw2 in. The PVP nerf I have no comment on, but for PVE this change should be a good thing.
  6. I miss the shotgun bandages as well. And, it was the only thing heal Mech could do to downed allies since our revive elixir is a toolbelt skill!
  7. Where are the blooper tracks when the enemies decide to ignore your mech and instead chase you? 😅 Overall the changes sound promising. I agree with many here that I don’t think Engi needed another support weapon, but we don’t make the game, we just play it. Should be a nice addition to ranged healmech and as an alternative for hScrapper in PVE. For WVW the changes make it sound like it could actually be viable instead of too delayed to be effective like it was in the beta. We’ll see how it works once it lands.
  8. Exactly, that first linked build is going to be like 30kdps or less, losing 10k Dps to stack barrier/boons isn’t anything too exciting. Could help out struggling healers. Personally I like cele condi quick scrapper with karakosa and prot trait for that though, but that’s less stab and healing instead of barrier.
  9. Just wanted to highlight that Mechanical Genius is bugged and still not giving the leeway it should (icon is still there but get the long cooldown anyways). also another option for the “on heal” is to make medkit 4 the “heal” skill on mech with medkit. It’s essentially that anyways. 100% mech needs some more prot somewhere if they want shortbow to be an option.
  10. I actually view Scrapper as "core" now, because it's play is more basic than Core Engi >.<. Core Power Engi is the Scrapper Hammer rotation but with dodges and double throw mine. Holo PBM is Scrapper Hammer with Forge. pMech is Scrapper hammer with pet skills. Scrapper is just doing the basic rotation and using filler skills such that you maintain Superspeed. It is pretty much core with Function Gyro and some different bonuses (superspeed/barrier). But, we're not alone, Catalyst is also basically core Ele with an F5 now.
  11. Yeah, lots of changes and I might be wrong but I don’t remember Scrapper ever really doing anything for condi, just riding the coattails of core Engi’s condi ability. (and yeah stealth gyro in wvw is a freakin joke)
  12. 3) You’ll find many long term Engi mains agreeing, BUT that was the point, to simplify Engi for the masses. Similar to how Mesmer got Virtuoso simplifying their play style. EOD as a whole just gave us a lot of easy builds. They actually nerfed flamethrower on release so that Superconducting Signet was better… 2) condi Scrapper doesn’t exist because it was designed as a power spec with a bruiser mentality. It’s gotten a Lot of reworks and was pretty bad when it released. That said, condi quick Scrapper is perfectly viable thanks to core Engi’s strength. Dropping ~2-3k dps from Tools on core condi for group quickness and such. If they wanted to make condi dps Scrapper a thing they’d need to do it through a GM trait. 1) This is pretty subjective, what makes something complex? Just more buttons? I think Engi’s high learning curve has always been based on the idea that you need to track cooldowns you can’t see more than just number of skills. Ele may have 20 weapon skills, but you only have 5 at a time and are locked out of the rest until you can attunement swap. Engi on the other hand can swap kits almost at will, so those additional skills are part of your current setup and need to be used properly. We have tricks like tying cool downs to weapon/toolbelt skills that are visible but that’s not always possible. I’ve been seeing a lot of request for weapon swap lately, and my main thought is, “why?”. Like when would you use it? Hammer is king on power. Sword is solid on Holo over 100 heat but requires camping the auto for most of the non forge part. Rifle is just bad. Then for condi mace isn’t really giving us much of anything, so just camp pistols. All I see coming from it is annoying myself when I swap weapons because I’m bashing weapon swap to drop a kit. I could maybe see having shield on swap for the block, but that’s toolkit’s job. And I’ll end with saying that core Engi is actually the most complex of the Engi builds imo. They’re all pretty similar with either a hammer base or pistol/condi base. Holo you just layer forge rotation on top, mech you add some pet skills, and Scrapper is pretty much just do the main rotation. But core Engi has either dodges+2nd throw mine to worry about on power (gotta be in the hitbox for second throw mine) or it has streamlined kits to worry about on condi.
  13. Not sure what your point is with the bow. Hopefully it’s being reworked because what we saw was basically no damage power or condi. And yes right now applied force doesn’t help condi, my point was that adding a condi mod to object in motion would cause condi quick to become a bit overpowered, they could instead make Applied Force give extra condi damage as well and that change wouldn’t really affect other builds.
  14. Condi quick Scrapper is a thing. And would get like 3k more dps from making objects in motion work on condi too (~34k->~37k). Also can’t really nerf condi quick without also hitting the other quick builds or Engi as a whole. If they added a condi option I think it would be better elsewhere like applied force, though that’d be a small buff to the already overperforming pScrapper. Personally I don’t think Scrapper needs it, it’d just be core Engi with function gyro and superspeed instead of tools and streamlined kits. Now, making impact savant work with condi would be lovely 😉
  15. Was probably inconsistent in your testing because the projectile needs to hit, not just splash damage. Fireworks is a mess, but should still be better than thief when taking hammer. Make some small alterations to nade use and make sure to use AED toolbelt and shouldn’t have any uptime issues.
  16. Grenade 4/5, and AED toolbelt also trigger fireworks. But fireworks is weird and if you swap out of grenade kit before the projectiles from grenade4/5 hit, then fireworks won’t trigger. Shredder Gyro’s toolbelt skill also triggers it. Grenade barrage and blade burst should trigger it but don’t for whatever reason.
  17. hScrapper is certainly being slept on. I would say that I think gearing to keep a sigil free is the way to go. You can toss in a water/renewal as default but para sigil can do some work and other utility sigil options if needed. Concentration let’s you get more magi but I don’t think the extra healing power makes that much of a difference that I’d want to lock myself into it as far as BD is concerned. Only thing hScrapper lacks is Aegis, and it can really make use of karakosa if fury can otherwise be covered. Can also drop HGH for iron blooded when you have Midnight King relic though which makes you stupidly tanky.
  18. That’s the thing, gameplay wise it was pretty bland. The detonation mechanic needs some work and 240 effect radius is very limiting especially with a delayed reaction mechanic.
  19. Yeah, I don’t like the OP’s suggestion either. But I do think the “piano” style was always the intention and kits aren’t another weapon but a set of skills always available to you on the fly. I don’t want a resource to manage on top, nor do I want them to change kits to the point that I’m encouraged to sit in one for any extended time. They’re good as they are and the defining feature of Engi play. The only changes I’d want are to the skills that just don’t see much use (elixir gun 2).
  20. I’ve always viewed them more as toolboxes. Depending on the job I’m grabbing different toolboxes. Some jobs may need 1 toolbox and I use most of those tools, others might need a single tool out of multiple different toolboxes. The implication that I need to use every tool in the toolbox is a bit silly. Sure I could use the wrench as a hammer, or I can grab the toolbox with the hammer as well and just pull that out as needed.
  21. Ehh, I don't hate the change. 30s cooldown has less options to match up with it. 20s has Shield4 which is nice, double blast when it's up. The uptime is technically a nerf from 66% on heal builds to 60%, but I'm ok with that when it means it's easier to track the cooldown in the kit. If they're going to change it again, I'd rather 8s duration 24s cooldown over 10s duration 30s cooldown.
  22. heal scrapper is perfectly fine. It lacks Fury and Aegis, but fury is easily solved with Midnight King relic, or just letting your DPS/boonDPS cover it. I'd argue most places it's right on par with Herald/Guardian, when Aegis is actually doing something then we can fall back to 3rd place. Superspeed is underrated as a QoL increase and I love having a heal Scrapper anytime that is applicable. Some more healing scaling on System Shocker would be nice though. Right now it's kind of a "Superspeed or Stab don't really matter, guess I might as well get some easy barrier" because even when stacked with CC (Mace3, Shield4+5, Function Gyro, Personal Battering Ram+Toolbelt, Mace2 in lightning field) it's just not very impactful.
  23. It’s in the notes as a change for wvw/pvp, but it went live for PVE as well. Cooldown reduced to 20s as well, so similar uptime. Was quite happy with it considering it matched blast gyro at the time, but now it’s a little funky.
×
×
  • Create New...