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Jerus.4350

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Everything posted by Jerus.4350

  1. Based on metrics that we know are faulty both in data collection and interpretation (people can stop playing scrapper for reasons other than not liking the change, like maybe because herald is freakin broken). I can say that most Engi mains I talk to like the change, and it’s no more or less valid than your claim.
  2. Take a look at toolbelt skill cooldowns. They are quite varied and unless the quickness somehow scaled based on cooldown we’ll end up in a similar situation where there are more efficient and less efficient options. Rifle turret would be a must for example. We’re always going to be hitting certain things off cooldown, that’s just how the game works if you want to play efficiently. Blast/leap combos are something Engi has in abundance. Don’t like hammer3? Ok, take blast gyro instead of shredder and work healing turret or medkit5 into the rotation and add some boon duration. It’s less efficient but we have options. People don’t want to take those options because of the DPS loss, but what makes you think that won’t happen with any system? We’ll pigeon hole ourselves into whatever comes out as the most efficient option and then complain that we don’t have flexibility again, and people will still whine that they have to use function gyro off cooldown instead of just bumping up their boon duration.
  3. The launch wall is a decent chunk of its damage so you should use it if you can. The block/reflect is actually quite powerful in the right situations. I have broken Mathias with wall+shield4 reflects 😁. The block is a bit janky but can actually block for teammates like Dragonhunter f3, but you need to position correctly. Im all for a longer block above 100 heat, but also ok with just fixing it so it does more damage like it’s supposed to.
  4. But you’re less reliant on function gyro now than you were before. If you didn’t want to use function gyro before you had to pump your boon duration up quite a bit. Now every form of quick scrapper has far more access to quickness than before and it’s pretty easy to free up function gyro with smaller changes.
  5. The damage increase on launch wall above 100 heat is bugged the last I checked, so basically no benefit for the skill above 100 heat 😅
  6. Well, the numbers are far from a good metric, wingman is just the best we have available. Also we’ve gotten more quickness builds than before. And, some of the revamped builds (Herald) are pretty good right now.
  7. It’s not so much that tools is lacking for damage but more that Firearms and Explosions are just cracked traitlines. There is a reason core power Engi is one of the best core builds, with hammer we’re looking at around 40k bench right now. Gadgeteer Double mine is really good. Tools could use some condi love though, it’s really only got Drop Gunk from mortar kit traited with streamlined kits which is a pain to actually use. I’d love some synergy between Holo TRV and Tools which already leans into dodging. And, with condi Explosions isn’t so crazy it can’t be overtaken. If you were to make tools even close to Firearms/Explosions for power we might have core being the best power Engi build. I also agree with the kinetic battery thing, pretty poor self quickness by todays standards.
  8. Hammer for sure, you shouldn’t use the ranged trait on the mech, it’s less damage than the other two. So be melee with your mech. Unless you’re ok with sacrificing damage to stay at range but that’s up to you.
  9. Hammer is like 3-4k dps higher at the cost of 5-10 might stacks that you get from Rifle2. You're looking at like 26k with 20+ stacks of might, or 30k with half that much might. So, Hammer is better, but pAlac Mech is still well behind many alternatives that are hitting anywhere from 34 to 37k on Alac. Simplified cAlac Mech is ~34k with nearly full might, that's not bad.
  10. Sorry should have clarified, with medkit the F1 is the “heal skill” for traits, so we effectively do not have one on healMech, unless you make a new Engi to get bugged toolbelts.
  11. You mean like a double leap and combo field that is built into the scrapper hammer? After that we have a plethora of options and we can overcap past 200% uptime. We also went from typically taking 3 (sometimes more) specific skills to being really incentivized to take one specific utility skill (throw mine for power, flamethrower for condi). But we still have options (medkit5, heal turret, acid bomb, blast gyro, rifle turret, and that’s not all, just the better Dps options).
  12. Ehh more might, some barrier,and other boons but I think normal pMech is probably better? I don’t really play either solo.
  13. Sigils can be whatever when it comes to providing alacrity as the only boon duration sigil is concentration and since it’s +% Bd it doesn’t inherit to the mech and shouldn’t be used. and yes getting more concentration will lower your damage personally, but it’s needed for full group alacrity uptime which should usually mean more dps for the group.
  14. You want at least 500 concentration for pAlac Mech. And +% boon duration doesn’t work because of the way you mech inherits stats. Typically suggested a little more (535 concentration) 500 concentration will put your mech to 50% boon duration which is enough to keep up alac with the pulsing barrier from xx2 trait and using f2 and f3 off cooldown. You will be at 30something boon duration.
  15. Engi doesn't land 1 hard hit, it's lands a lot of kinda hard hits. Minefield will hit 5 times for 7.5k damage each, or Grenade Barrage for 6 hits of 6k. On top of that we have things like Explosive Entrance or Aim Assisted Rockets that get added on. Or, we preload a Gyro or Laser Disk so it's adding on as well. Then we have instant cast skills like Surprise Shot or Blade Burst (which can be REALLY juicy if hit right). And then there is Rocket (~25k damage with my setup) which you can shoot at max distance, swap back to a different skill, and run in to time your burst with the rocket landing... it's kinda silly. Like always, Engi can do lots of things, just usually takes more buttons.
  16. I’ve seen this opinion thrown around and I’m not sure I agree. The way I see it is BD requirements can be a fine tuning knob to push DPS up/down on the boon dps builds compared to full DPS. So in regards to Scrapper, if they wanted to boost pScrapper DPS they could boost Object In Motion damage modifiers. But, that would also boost pqScrapper, if they wanted to avoid that they can reduce the power to concentration conversion and/or base quick duration to require some diviner gear. Considering neither pScrapper nor pqScrapper are out of line on their damage, everything is fine as far as BD IMO. If pqScrapper was rocking a 35k+ bench it should be toned down, but it’s kinda middle of the pack right now.
  17. What about Bonus effects that are shifting to Relics? I ask because we got the preview of the Zephyrite Relic with it applying protection/resolution and the rune is a superspeed duration increase as well as application from using the elite. So that’s a big change, and should we expect that kind of thing elsewhere? Can we expect the superspeed bonus to come from a differently named Relic? I’m a superspeed junky 😅
  18. What Mov said. But I wanted to add that I’d go with the 1kit cMech build because if you go 2 kits it’s really not much harder to go cholo and cholo is better in general IMO. Also be aware of the annoying Mechanical Genius changes and don’t blow your mech skills when you’re out of range unless you plan to be at range for a while. Also you might look up Kitless pHolo, mines/rifle turret/laser disk with AAR trait, it’s relatively equal and if you’re not comfortable with grenades you might find it better.
  19. You're 100% correct, everyone finds different things fun. I just hope people give the new scrapper an actual chance. I think there is a lot of misinformation that has been going around as well as a lot of knee jerk reactions. It took like 5+ hours of gameplay over a week for the new pqScrapper to "click" with me. The complaints I see about Hammer 3 are valid, but you can work around it with a combination of Blast Gyro and Healing Turret (I'd still recommend H3 in your Opener because the issues with it won't be present and gives you a solid starting point for quickness). This is me screwing around with a "minimal H3" rotation: https://dps.report/tGso-20230720-172512_golem Obviously not perfect, but the best of 3 pulls, I imagine cleaned up it could push another few k DPS. General idea is hit Function Gyro, Blast Gyro, and Throw Mine off cooldown, use Healing Turret to provide a field and additional blast when you don't have another field for Throw Mine. Still using Hammer 3 in the opener like I mention above. If you get off on your other blasts (delayed for mechanics or something) you can always ramp the quickness back up with a H3 and then go back to not touching it. (I had Diviner Hammer/Amulet for this to give more wiggle room). And, personally Herald looks boring as heck to me, but again, I'll take that 600' boon radius.
  20. Because it’s different and different flavors keeps things interesting. I find the new scrapper to be more fun but less comfy. And if I were to want to steal anything from Herald it would be that boon radius.
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