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Jerus.4350

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Posts posted by Jerus.4350

  1. 44 minutes ago, nonopusdei.4258 said:

    Again with the pack runes...

    You heal for 23% less just for runes , build has no infusions - another heal loss.

    Armor :  You never take few armor stat pieces in PvE - either all minstrel for tank heal or none! 216 toughness puts you above soulbeast -  enjoy the agro!

    Acid bomb combo gets you out of heal range and Is suicide in 80 % of the encounters.

     

    No idea why you try to push the new combo - wombo quick scrapper on this subforum that hard..

    I parked my scrapper for the time being, I wont  be doing leap combos in Deepstone fractal, Uncategorized, Cliffside etc. Simply it is bad mechanic.

    Yeah, I’d probably go traited Rifle Turret for Fury before pack runes, but if you need the utility slots, it’s an option for sure.

     

    as far as gear, Scrapper has a lot of free BD, so some Harrier/Givers and then either Minstrel or Magi for more healing power.  Toughness isn’t a no go, most people, especially PUGs, are going to tank with more than the minimum toughness, but you’re right in that it should be considered.

     

    The Acid Bomb comment is the reason I’m replying, you do know that it can be canceled by weapon swap such that you don’t do more than a quick hop in place, right?  
     

     

    and hScrapper is cool, nothing wrong with it.  If you don’t like it, that’s fine, but it’s fully functional at this point.  All it’s missing is Aegis.

    • Like 3
  2. 16 hours ago, Vandal.5621 said:

    The entire point of the rework was that Blast Gyro had to be used on CD to maintain optimal DPS. And they "fixed" it by making Function Gyro required to be used on CD for optimal DPS.

    Welp, with this:

    Scrapper

    • Blast Gyro: Reduced cooldown from 25 seconds to 20 seconds in PvE only. Increased might duration from 8 seconds to 15 seconds in PvE only.

     

    We're probably going to just take Blast Gyro by default now, meaning Function Gyro is freed up, and pqScrapper can give 11+ might stacks. 

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  3. 24 minutes ago, Vandal.5621 said:

    "If you want to be able to have your hallmark spec ability available, you need to play a sub-optimal spec."

    That is horrible design.

    But you’re using it… if all scrapper got was a mediocre rez/stomp skill covering our elite skill toolbelt, that would be a horrible eScpec design IMO.  The only reason it’s not available is because you decided it was more important to you to get more DPS.  That’s a you problem not a design problem.  If Function Gyro was actually required for quickness (it was more so before than it is now) I could agree, but it’s not.

     

    and Sub optimal is only true if you’re holding function gyro for no reason, if you’re actually making use of it then that’s the better choice than like 1k more DPS.  Make a choice, that’s why we have options, theorycrafting is about opportunity cost and identifying your needs.  

  4. 1 hour ago, Vandal.5621 said:

    And if you're taking Blast Gyro and Throw Mine, you're taking sub-optimal choices and hampering your DPS.

    The elegant solution is to make it easy to apply. Like putting it on Explosions.

    Yes, but not by a ton, like it's a solid option if you want more might for your group, and it's probably more DPS than the old setup still.

  5. 19 minutes ago, Vandal.5621 said:

    So your solution to the problem of "Scrappers shouldn't have to waste Blast Gyro on CD" is to just make Engis now have to waste both Blast Gyro and Function Gyro on CD? Yikes.

    They need to either revert this change or put Quickness on something Engineers actually want to include in their normal rotations.

    If you're taking Blast Gyro, you don't have to hit either off cooldown as you have WAY more potential uptime than you need even with full zerker gear(~136% uptime).   Just Rocket Charge, Throw Mine, and AAR is enough to cover quickness(~101% uptime), using Function Gyro is to add wiggle room (~118% uptime), and if you add Blast Gyro on top you can space out the usage of whichever skills you want.  Though, if I'm taking Blast Gyro it's because I want to contribute to Might uptime and then I'll probably do Blast->Function just for the extra 3 might stacks. 

     

    The change has a lot of options you can take. 

    Here is a list of skills and theoretical uptimes in full zerker.  Mix and match to find what works for you, or add some boon duration (These are calculated with 24$ BD which is what you get from the power ->Concentration conversion with the trait). 

    NAME THEORETICAL UPTIME PER SKILL
    FUNCTION GYRO 14.29%
    FLAME BLAST 44.12%
    BIG OL'BOMB 16.67%
    HEALING TURRET 16.67%
    INFUSION BOMB 11.54%
    MAGNETIC INVERSION 16.67%
    ACID BOMB 20.00%
    ROCKET CHARGE 44.44%
    THROW MINE 25.86%
    JUMP SHOT 16.67%
    RIFLE TURRET 16.67%
    RUMBLE 7.69%
    Aim-Assisted Rocket 11.32%
    Lightning Hammer 100.00%
    Blast Gyro 14.29%

     

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  6. 9 minutes ago, Kodama.6453 said:

    Yep, or how overcharged shot and rocket boots used to be the only skills (to my knowledge) which hard CCed the user. Also both engineer.

    In general, it just seems a theme anet pushes for engineer. Engineers are masochists.

    I am just glad that I am taking a long break from this game. Maybe I will come back when they introduce an underwater mech (so probably never).

    I feel like Engi has always been some kind of amalgamation of mad scientists, and they aren’t really known for safety, in fact quite the opposite.

  7. 21 hours ago, Nazarick.9653 said:

    Home instance already has max movement speed, nothing affects it apart from mech teleport.

    Ohh?  Do you happen to know the %?  I don’t do much in regards to home instances so I have no idea, but curious if you can ex axe/choya tonic at full speed in there without superspeed?

  8. 30 minutes ago, foxtrot.6902 said:

    idk think some might confuse easy versus flow, old definitely had a nice flow- the new changes I feel like are close but something is missing bc it feels way more clunky after getting to play it more in open world and strikes 

    @Jerus.4350  happen to have that viable condition quick build handy? curious to check out for fun and having a hard time imagining anything other than a worse off core condition build that offers quick. 

     

    Full Viper with Firebrand Runes, pistols with Geomancy (or bursting) and Earth sigils.  
     

    Standard condi Explosions/Firearms traits.  Whatever you want for first Scrapper trait, then object in motion and kinetic accelerators of course.

     

    Then yeah it’s standard 3-4 kit condi Engi rotation making sure to prioritize FT2 for quickness and Big ol Bomb.  There is actually a lot of leeway such that function gyro isn’t needed, but the way I run it simplified a little I want to hit it at least once every few cooldowns worth (so as long as I’m not completely ignoring it I’m fine). Meaning Function can be saved for rez/stab/superspeed/filler quickness.  Heal Turret or Medkit can also be taken for some extra quickness, not bad to load up some extra at the start of phases or before you have to run off for a mechanic.  Hits ~32.5k if played well, for me 30kish haha.

     

    I think you’re right on the old one just flowing, but it was also just “keep these 5 things on cooldown” and easier in that regard.  I can say I’ve screwed up quite a bit on this new one by poorly planning fields.  Slowly getting used to it.  I think it will grow on people as they get used to it and find the variations and boon duration levels that fit them.  Technically Function gyro isn’t needed on pqScrapper either but it helps superspeed uptime and gives leeway that I think most of us need at this point.  If you add Healing Turret, there is a lot of flex and you can more comfortably use hammer 3.

  9. 4 hours ago, AlPower.2476 said:

    In the other hand, I don't understand people that claims that the old scrapper was Op as for quickness sharing due to easy ways to apply it. I mean, I've been playing healbrand for years, and condi quickness one. He applies quickness even easier, with 3 simple skills (2 mantras and feel my wrath).

     

    I wouldn’t call old Scrapper OP at all, but when I read a lot of the complaints about the change it basically comes down to “I liked it before when it was simpler”.  I think that’s a completely valid opinion, I think I’d say I liked the old pqScrapper more, it was super comfy.  But, when I see people making just false claims about how the new version doesn’t work, or is fundamentally broken, I can’t help but roll my eyes, and that’s when I’m thinking “yeah you just miss how easy it was”.  
     

    In the end new scrapper is very functional.  Some quality of life things were lost in exchange for more damage on pqScrapper, a very viable condi quick build, and an objectively superior heal build(in PVE).  I’ll take it.  

    Plus I’m a bit bias in that I actually really like the combo field mechanic and I’m glad ANet is pushing that, not that Engi ever shouldn’t have been utilizing it.  So obviously I like this change, feels very Engi to me as a player from back when you took Ele and Engi builds specifically to might stack (and Ele for broken conjures).

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  10. 1 hour ago, shion.2084 said:

    Out of interest, what is hammer doing as damage with electro whirl on a Holo coming out of Holo mode? For pvp.    I guess in real combat scenarios your opponent has vuln and you have a very health might stack….

     

    because I suspect that a spammable electro whirl that also reflects and has low CD 💿 s all I’m going to be hearing about

    Talking post overheat from PBM or just Solar Focusing Lens?  Post overheat it’s up to 15% modifier and SFL another 10% if you get it in those 2 Electrowhirl hits and not have it eaten by some pulsing/low damage skill.  Potentially more than Scrapper, but Scrapper also has the 5% from stab/SS/swiftness that holo doesn’t, so I don’t think it’s be that crazy.

  11. 22 minutes ago, wasss.1208 said:

    Other than that, you are forced to put down a field first, then use a blast skill... by this time you would've probably completed whatever you wanted to do to begin with.

     

    If the thing you’re doing can be completed in the time of 2 skill casts, does it really matter?

     

    I don’t disagree that pqScrapper doesn’t feel as comfy as it used to, but after playing it for a bit in OW yesterday, it’s hardly bad.  Having Throw mine stun things followed by dazed from lightning leaps and then thunderclap really makes wiping out a group of trash a breeze.

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  12. 6 hours ago, SoftFootpaws.9134 said:

    how do you focus on healing when you're constantly trying to execute finishers? medkit is the main source of healing on quickheal scrapper and pretty much has to be camped.

     

    how are you also bringing enough utilities to give permanent boons (might, fury, protection, regeneration) and superspeed for highly mobile fights like old lion's court? if you're relying on supply crate, what do you do about allies expecting you to bring stealth gyro for skips, like in all dungeons and most fractals?

     

    other players claim to have solutions, but it seems like they've created only very basic support builds. quickheal scrapper already had alot of limitations compared to hb & ham before this and its worse now.

    Medkit only needs to be camped when your team is taking damage that it shouldn’t.  With proper timing of your elixir heals (mortar and eg 5) you can easily cover most damage.  Then you can combo water fields for healing as well as hit medkit 2/4.  
     

    Boons in general just got easier with the open utility slots.  Blast gyro or FT + Thumper has become my default.  Thumper giving protection and Blast Gyro/FT providing the firefield for might blasting.  I feel Blast Gyro is a little better with regards to might as it spikes you up quick giving you time to layer on blasts, where FT is a slower ramp up but comes with additional utility.  Fury is the only thing I lack and I could take Rifle Turret for that instead of thumper, prot just gets a little tighter.  Lots of DPS share fury though so I’m not as worried about it usually.

     

    Superspeed is less but it’s still there on Heal and function if you trait it, Superspeed does t need to be 100% uptime though, just when you need it.  
     

    hScrapper, at least in PVE, is just better and more flexible now, as long as you can keep up somewhat with the blast rotations, something that was already important if you cared about providing might.  I feel like these changes increased the skill floor to just do the base level job (provide quick) but greatly increases the potential of hScrapper and cqScrapper, where pqScrapper is higher damage less QoL.

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  13. 2 hours ago, August.5934 said:

    Hammer is the only good weapon in engi class and the hammer weapon's damage seems lacking in most cases but non the less, i am very sure you will see most of the engineers using hammer for all specs because for Holo, beside sword & shield there is no other weapons that is good... not even close.

    No argument from me.  PMech will be hammer, pCore will be hammer, holo PBM will be hammer, and Scrapper will be hammer.  Holo ECSU will be the only good non hammer build.

  14. 1 hour ago, August.5934 said:

    Isn't elite spec the main important play? The spec holo it self has a special abilities and making sword a all round core weapon has changed everything. At the moment, the sword has no value outside of holosmith spec because the sword is created to work around the holo spec but if Anet makes weapons to work around different elite specs then i believe it will fix everything.

    Holosmith has heat levels and giving other weapons the similer ability will only make holosmith a special spec. Same goes for other elite spec weapons. Scrapper or mech using sword seems totally pointless when hammer will be the go to weapon for everything now, so only elite spec weapons needs buffs to work around other elite specs designs.

    I’d like to see swords 50 heat bonuses get baked in to its viable for other specs.  It’s just I don’t think other weapons need holo heat bonuses.  Hammer is already good enough, and Rifle needs a straight buff, not just while having heat.

  15. 2 hours ago, JUST ME.4175 said:

    Not sure about this, but I created a beta engineer to test the short bow and no short bow was provided.  Not in any of the equipment containers, no where.  

    Shortbow is coming much later (end of the year ish iirc).  This is just a beta for being able to use all the current weapon options on any spec the profession has.

  16. 7 hours ago, Benevolent.4083 said:

    I think the Shortbow can work if they put real work into it, but what saddens me is other classes with more weapons choices are getting TWO new weapons (Ranger-dual mace, Guardian-dual pistol, Necromancer-dual sword) while Engineer still can't get dual types to match with our small selection of single hand weapons. Kits are heavily outdated and until they get reworked, without a weapon swap, the Engineer really struggles.

    Dual dagger could have been a good choice! Or why not Scepter and off-hand sword though?!

    But don't say each class will get "a" new weapon and then give 3 classes TWO weapons just because they are dual types. :S

    I was also hoping dual daggers, then we could get a screwdriver as the thematic weapon and I’d be happy.

    • Like 2
  17. I’m not sure hammer needs a buff, and Rifle I think needs a bug fix and potentially a base buff, not just in Holo. Right now rifle auto has an aftercast that shouldn’t be there.

     

    As for hammer being good enough, I’ve already seen someone push it to 39k with PBM trait, that’s solid.  If hammer got 50%+ heat bonuses and 100%+ heat bonuses, I fear sword would completely fall out of play, and that’s not great. Let Sword be the ECSU choice, and hammer is already better sub 100 heat and is good enough to make the PBM trait viable again for power.

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  18. I did a little testing on different weapons.  I was curious where Sword actually stood. Note, this is with a little bit of scuffed beta gear, but it's consistent with each other and that's what counts.  I've also removed AAR trait damage because while the weapons may affect it's proc rate, it's going to be much less of a difference than the isolated attempts suggest. And the last caveat, the Hammer with Thunderclap removed, is just with it mathed out, so it'd be slightly higher if actually done correctly, but this was a slapdash "get an idea" test. 

    Weapon Testing  
    Sword w/Sw2 <50 Heat: 12735
    Sword w/Sw2 >50 Heat 15966
    Mace w/M3 12066
    Hammer w/H2 & Thunderclap 17994
    Hammer w/H2 Thunderclap Removed 16195

     

    So, from this, sword isn't quite as bad as I thought, but still pretty bad in it's current state.  Mace is worse, so it's still going to be the Power Mainhand of choice, but ugh, not great.  Now, if you're above 50% heat, then we're talking.  That's what I'm hoping can change, can we get the 50-100 heat bonuses baked into the sword? 

     

    Leave the 100+ bonuses from ECSU trait as a Holo thing.  Baking in the 50 Heat bonuses would make Sword pretty much in line with Hammer without it's 5 skill, which I think makes sense for a primary only weapon.  I don't think this would be much of an impact for Holo, just makes overheating or forgetting to pre-heat slightly less punishing.

     

    Then all we need is a power offhand to go with Sword 😉

    • Thanks 1
  19. 1 hour ago, Bomboed.5697 said:

    Function gyro is a res/stomp and should not be wasted to keep 100% uptime

    It’s called opportunity costs, if you want to save function gyro build for it, it’s quite easy.  Actually condi quick Scrapper has that basically built in already and hScrapper has so many options it’s silly (take FT and it’s like 70%+ uptime alone).  Power qScrapper you can take healing turret and save the function gyro.

     

    We have so many options right now, find one that works for you.

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  20. Excited for this but I really hope they do something to address the heat modifications on Sword, otherwise it’s not going to see use anywhere outside Holo and likewise Holo will likely not use anything else either.

    hScrapper Mace is a given.  Hammer core power and pMech have me interested (almost certainly better). Don’t see myself doing anything else regarding the new match-ups. 
     

    EDIT RECAP: so turns out hammer Holo ain’t bad at all, didn’t think it would be as close to ECSU sword as it’s looking .  Core and mech power builds going hammer was a given.  HScrapper mace is pretty busted, but I don’t hate that, yes quick becomes even free-er but it already was and might/prot/fury are the sticking points.  
     

    That’s what I saw that was good from the Beta.  But, what about the bad.  


    Sword as predicted is pretty bad.  I think it could be fixed with baking in the 50 heat modifier, and while that sounds like a big buff to Holo… not really, at least in PVE, little extra if you’re playing poorly but generally you want to avoid sword under 50 heat and even under 100 heat, so I don’t see much of a gain for a more competent Holo player.

     

    RIFLE! we had a major rework and even though rifle still wasn’t all that great it was the best option and it was fun.  Then rifle changed again and now rifle has a bugged extra long aftercast animation on the auto.  If the animation can’t be fixed (I’d prefer it was) could we get a ~15% damage buff to compensate?  Also that’d still have it pretty well behind hammer.  I don’t think some damage buffs to blunderbuss or jump shot would be out of line either.  
     

    Hammer changes things, but isn’t Ele war horn levels of damage, it just makes pcore Engi compete (if it owns expansions to get weapon mastery), makes pMech not be less than most support builds, and gives Holo a PBM trait power option (roughly the same dps as ECSU sword).  I think it makes more sense to push rifle and sword towards hammer than the reverse, especially considering how much Scrapper already relies on the current balance of hammer.  
     

    Overall fun beta, fun idea, and I’m sure the devs were fully aware that necessary numbers tweaks were going to come out of it 😅

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  21. 25 minutes ago, Roadkizzle.2157 said:

    I wasn't just wondering how well it can maintain Quickness.

    I'm wondering how it would fit in a group. If it can provide enough healing and boons or DPS to justify taking a slot over another Quickness provider.

    FT on hScrapper is a good pick, provides a long firefield to get blasts in for quick and might.  FT makes quickness super easy on it but not at all necessary.  hScrapper has 2 free slots that can be used to provide additional boon coverage, CC, or other utility and FT, Blast Gyro, Thumper turret, Bulwark Gyro, Throw Mine, and Rifle Turret are all utilities I see myself using there.  HScrapper is looking solid and competitive with other options.

     

    For DPS qScrapper, FT is terrible for power, basically every alternative will be better DPS.  But, condi qScrapper is a thing now and that is powered by FT.  DPS qScrapper is looking like a solid pick, just don’t do FT on Power, it’s bad.

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  22. I’d really like the grace period back.  With this change the whole idea of a second entity to fight with is kind of shattered.  If we have to be side by side at all times, what’s the point?  I can agree that the potential that a fully powered mech at ranged could be oppressive, but honestly dps mech has been nerfed so much I don’t think it’s a problem anymore.  Let that be its thing while it sits back in a lower tier potential.  Or, at least give us back the grace period so we can have at least some advantage if we are smart about it.

    • Like 13
  23. 40 minutes ago, Rayamon.4358 said:

    I am aware that it can be done for fractals but quite inconvenient with how leap finishers work. And no this isn't just for home instance farming but interactions out of combat in general. While not exactly mandatory or game changing, it was always very nice to play the bruiser scrapper in combat and then once the coast is clear give your self a little quickness to interact with whatever the enemies was blocking you know?

    Simply put, having easy access to quickness outside of combat makes a lot of things just nicer. Something Firebrand and Herald will retain and Scrapper will be made quite annoying and inconvenient like Catalyst.

    Got it, was just thinking home instance will be taking a hit as far as speedy application of quickness.
     

    I think you’re right that what we have all has the potential to hit things and put us in combat.  I was reading this as “useable while out of combat” and we have plenty of that, we’re not reliant on energy or being in combat, but we won’t have passive applications that can’t put us in combat.

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