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Jerus.4350

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Everything posted by Jerus.4350

  1. We can theorize. We don’t know the base quickness duration but we know the rest, so if we look at potential blasts/leaps per minute we can create options and then apply the variable(quick duration) at different settings to see how they would play out.
  2. Nope, we don't know any details. I'm going with the assumption that quickness per application won't change, and the math of current abilities has that looking promising. It's not until it gets to 2s or below per application that things start to look troubling (even then we're looking at more flexibility on hScrapper though).
  3. The OP is saying you can't stack quickness outside combat, I'm describing how it can be done. They are right in that it will be harder in fractals because it won't be just hit your utilities then interact with the mistlock, but it's absolutely going to be possible to prestack, and even without a Mistlock. I have a feeling the OP is also angling towards Home Instance Farming being slightly more of a pain, but if they're making design choices based on that I'm worried. I get it, you don't like the change, I'm not overly excited for qScrapper to change either, it's a favorite comfort build of mine. Last week I was hoping Scrapper would slip through without any major reworks, but that wasn't the case. These changes do look functionally sound and I haven't seen anything to show otherwise. It should be good for Scrapper as a whole, it's just that the one build it's currently good for is going to change, and change doesn't always feel great. I am curious though, where do people get that this is going to hurt hScrapper? Is it a PVP thing I'm missing? For PVE instanced content this is just a huge gain for hScrapper getting open utility slots (with the ever present caveat of "if they don't screw us on base duration per application").
  4. Well, Acid Bomb and Infusion bomb are EG and Medkit, which are probably going to be on a Heal Engi's bar. But, either way, the point was those are skills you can swap on to blast for pre-stacking, then swap to what you actually want to use without any cooldowns carrying over. So, pre-stacking for a fight you can swap on FT, EG, Bomb Kit, and Medkit, then go Big Ol Bomb, Napalm, Flame Blast, Infusion Bomb, Acid Bomb, Swap in Thumper Turret and hit Rumble, then swap all of those skills to AED/Grenades/Shredder Gyro/Throw Mine and you have 5 hits of Quickness and 15 stacks of Might with nothing on cooldown.
  5. After they fix the bugged auto. The last change to 2 hits instead of 3 was stated as not intended to be a dps nerf but there is an aftercast animation that makes it worse than it should be.
  6. Just last patch condi Holo received some very impactful buffs. PBM condi holo is now one of the highest damage builds in the game and that relies on Crystal Configuration: Storm to do so. If you swap off that your heat management gets screwy and you lose quite a bit of damage. I don't really have a number on the PBM build but on the TRV (Thermal Release Valve) condi build not taking CC:Storm results in about 1k less DPS, PBM should be more than that because of how it impacts the rotation as a whole. As far as Holo support, yeah, not much there. Hard Light Arena is pretty great though, and you can block for your teammates with Photon Wall. Crystal Configuration: Zephyr for superspeed is quite nice when applicable as well.
  7. Acid Bomb and Throw Mine both were shown as receiving cooldown reductions on the stream, but not in the patch notes. Throw Mine: 15s to 12s in PVE and 30s to 24s in PVP/WVW. Acid Bomb from 15s to 12s.
  8. Yeah, the idea of “hitting things off cooldown is bad” just doesn’t make any sense to me, and you’re right this change won’t change that we will hit things off cooldown, we’ll just hit different things, because that’s how the game works and why the whole idea doesn’t make sense. as far as power dps quick. I think standard will be grenade, shredder, throw mine, using rocket charge and function off cooldown with enough boon duration to keep up quick. Another option is we add healing turret or medkit 5 to either fill in for function gyro or reduce boon duration needs. Flamethrower will also be an option, that can match rocket charge in output so it could be an option if you don’t want to rocket charge. Healing turret, rifle turret, blast gyro, and throw mine along with function gyro would also make it so you don’t have to use rocket charge. Elixir gun Acid Bomb is another option here. I think that’s more variation than we have now and those are just the reasonable ideas I came up with for PVE Scrapper, we have more options, like traited double throw mine.
  9. Just blast gyro would also work. Things will change and I too am not overly excited to have power quick scrapper change (it’s such a good comfy build) but we will have a LOT of options to build something new that works. Function gyro is going to continue to be a multi use skill where using it optimally in one way will result in less optimal use in another way. That’s no different than before. We should have more freedom though with the option to replace it with a heal skill on dps or a utility in heal. I’d still probably always use it in then opening because why would I save it for a rez in the first 20s? (Might trait for stab and hold though /shrug new build new ideas). This is not dissimilar to Crisis Zone on Mech (aegis, Stab, stunbreak, cleanse, and a good portion of our alacrity). And when discussing the possible details of the change assumptions are all we have. It didn’t say they the lightning field would be removed so I’m assuming it’s staying. I very well might be wrong.
  10. Function gyro is a lightning field, and with the update it will also be a blast finisher when traited for quickness. So we can open with function gyro in to throw mine for 2 hits. Then we have acid bomb, big ol bomb, infusion bomb, flame blast, and rumble that are all blasts we can swap in to pre stack. Shouldn’t be a problem to pre stack quickness. And, for engaging we can function>throw mine>rocket charge for 4 hits right off the bat.
  11. If we don’t get hosed on the quickness duration per application hScrapper will be a Huge win. Dps qScrapper will be a bit funky but we’ll have options. If you don’t want to rocket charge then you will probably end up taking turrets and blast gyro or flamethrower but rocket charge should be the ideal. It all comes down to what the base quick duration is, at 2.5s(current) scrapper should be better than before. If it drops to 2s it’ll be a bit painful. EDIT: Since I got some confused emotes, I thought I'd share a quick spreadsheet to give people a better idea: Rifle hScrapper w/Thumper Turret at 2.5s Quickness base duration: https://imgur.com/S2s1LN3https://imgur.com/S2s1LN3https://imgur.com/S2s1LN3 That'll be one of the good build options, Thumper helping cover Prot (won't be full coverage) while Rifle gives better might. Default hScrapper at 2s Quickness base duration: https://imgur.com/vHuO9YMhttps://imgur.com/vHuO9YM As you see that'll be not enough if it's 2s base duration per application. If it's 2.5s then that same setup (base hScrapper) will be at 112% uptime. Add on Flamethrower and we're solid either way, but I hope we don't have to take a dedicated blast utility when we already have 4 built in. We're good if we get 2.5s per quickness application, hurting if we get 2s.
  12. It all comes down to the details, but if the quickness duration per application is going to remain the same as it is now, then we're looking pretty good. Rocket Charge for 2 leaps, and Throw Mine for a blast, both on 12s cooldowns. Add on Function Gyro, Aim-Assisted Rockets Orbital Strike, and potentially Healing Turret or Infusion bomb and we're golden. That's for DPS qScrapper though. Heal Scrapper is looking even better. We're natively going to take Elixir Gun and Medkit which each have a blast. Pistol/Shield is likely a default and that means another blast, but say you want the might from blunderbuss, go ahead you have a Leap on Jump Shot. That leaves you with 2 open utility slots (probably take Mortar still) and you can slot Flamethrower to make quickness a breeze as well as bring some utilty/might, or you can take Thumper Turret with it's 2 potential blasts and traited you get Protection. Or, take Throw Mine for the boon strip and blast. Heal Scrapper is looking really really good. (EDIT: I’d still like a Bulwark gyro rework, I don’t like the suicide button) Of course this all hinges on the quickness duration per application remaining at 2.5s, that changes and things get a little messier but still very reasonable to keep up quickness on both DPS and Heal (and condi might be a thing 😉)
  13. Yeah, it makes forge autos explosions meaning it procs explosions trait Shrapnel for bleeding. And for PBM it’s key to maintaining the proper heat management for the rotation. Less needed for TRV and actually swapping off makes heat management easier for when your vigor uptime isn’t there, but it’s still 1k Dps higher to use it.
  14. I’m a fan of Corona being good burning. It’s why we do 2 in the first forge on PBM. I always felt the old cholo rotation was weird where you hop back out of forge right before the second corona. With Corona being good it just feels smooth. Cholo is pretty nice right now and if they want to tune it down I’d rather they knock photon Blitz a little bit. I also don’t really want Storm to be even more of a requirement for cholo, on PBM you basically need it to keep the rotation going, if you swap it things get messy, but on TRV you can swap it for a ~1k dps loss which I think is a fair trade to get either self barrier or superspeed.
  15. I was thinking about streamlined kits the other day and how much of a pain it can be to use with the 20s icd. Would be neat to just add to/modify the effects on the toolbelt skills. Make it simpler to actually use, while keeping the same/similar effects. So in this case BoB just inverts pulling in. I would like some effects modified to lean more Condi since it already competes with a power focused trait. So maybe Grenade Barrage gets bleeding instead of dropping a mine. Orbital strike now leaves a radiation field identical to Drop Gunk.
  16. Racials are purposely weak to dissuade players from feeling the need to be a specific race. I think that’s a good call. Some do have niche uses, like technobabble for ranged CC, golems for body blocking when you don’t have a mech/necro wurm, or sylvari take root invuln for exploits. But in general they’re just bad and for a reason. In that sense turrets are similar, they’ve been neutered to dissuade passive gameplay. They were pretty bonkers at certain times in gw2 history. Now they are similarly situational, BUT they can be strong as long as they don’t bring back the passive gameplay they used to provide. So I’m still hopeful that they’ll be changed at some point. That said, I regularly use 2 of the turrets. Rifle turret on pDPS builds for Surprise Shot, and Thumper Turret for protection and CC on my heal mech build. Flame Turret does show up for Kitless cMech, though I don’t play it. Rocket Turret has some interesting play for WVW burst builds (precast the toolbelt skill). And Heal Turret has always been a solid heal option, usually use it to give mirages regen lately. In the end Turrets are currently in a similar situation to Racials but I wouldn’t call them the same, because Racials need to be how they are, turrets don’t. Edit: and as far as balance goes, I think the game is in one of the best spots it’s been with multiple viable builds for every profession, and that’s especially true for Engi with a few good builds per elite spec and among the best for core on either power or condi.
  17. I’d love to see rifle get a boost from heat. Not sure pistols should get anything considering how cholo is doing right now.
  18. Weapon skill 3 will cause your mech to use rocket punch for some CC. Aside from that take your F3 off auto and use that for CC, its damage isn’t huge and actually can miss with the rockets anyway 😅. Then if you can predict the CC recalling your mech and use crash down. cMech has limited CC, soft CCs like immob/blind/chill can add some. No other utility is really “worth it”. and p/p bomb jdrive is solid, just keep your rotation tight (p2 in to b2/3 then keep p3/4, superconducting signet, and elite signet all on cooldown, auto otherwise. Auto cast mech skills are a damage loss, both in that there is a delay and it might lead to just straight up whiffing the attack because it’s bad timing (sloth invuln phase for example).
  19. Not a fan of mace pAlac, it can make up for mistakes but due to how the barrier to alac trait works you often don’t get alac from it (1s icd so if you overlap mech barrier pulse or during F3 you don’t get alac). Rifle gives another 5-10 might and has higher dps. 35% BD and keep your mech on group and Alac should be covered. Agree with everything else you said. cAlac Mech is really nice if you learn it but pAlac is going to be better for the majority as a simplified cAlac loses its advantages (Dps and better Might). edit: wouldn’t complain about mace pAlac just it’s like a 1k+ dps loss and 5-10 might loss for maybe more alac (should be capped without) and vigor/regen. Kinda nice to have for dodge builds but usually worse.
  20. I just want them to cut the aftercast and give us what they said they were giving us (same DPS as the 3 shot, but rebalanced for 2, instead we got a long aftercast tacked to the end making it significantly lower dps).
  21. Shield paired with the Overshield trait in Inventions traitline provides group protection when using the initial shield skills (not the flip skills). Shield also has a knockback/blast with the flip skill of shield4, this can be used to blast fire/water/light fields for might/healing/cleanse as well as being CC. Shield 4 being a reflect as well. Shield 5 can be amazing, it’s a block that stuns when you’re hit and then you can throw it with the flip skill for more CC. Hammer is more selfish, no real benefit to your group. Rifle is viable if you’re ok dropping protection for more might (also immob/knockback and movement), but Shield is pretty much default in Heal Engi of any type.
  22. Been around since late last year at least, no way to avoid it, if you have a newer Engi that’s how mechanist works. It’s a bug, but it’s not some strange exploit people are going out of their way for, it’s just how things are working right now. I have one Engi this works on, and 3 it doesn’t, the one it works on was made in Nov or Dec iirc.
  23. How is your alacrity uptime? With the inheritance changes the +% boon duration from runes/sigils no longer transfer. Nor does Alchemy’s Compounding Chemicals (bug). So you only really have your food concentration going to your mech meaning alacrity, might, fury, prot, aegis, and stab from your mech is going to be hurting. I imagine you’re getting a lot of your alacrity from mace autos?
  24. What build are you running? Gear is only part of it, traits matter a lot as well, and utilities. If you're running Achemy, Inventions, and Holosmith for example, yeah you won't be doing much damage. Run the correct traits and utilities and you should be able to melt things. That said, the above responses are right, Reaper shines in open world solo play. It has a lot of self boons (including quickness) built in, where you might have to think about that a little on other builds. I've been going through some map completion and just general OW play this last week on condi mech and core pEngi and I'm usually just blowing stuff up. With core pEngi it's dodge in for the modifier, blunderbuss, Shrapnel grenade, and then follow up with Throw mine/Grenade Barrage if it's still alive (elites and such I gotta actually do the full rotation). For cMech I was running a variation to have Alacrity, Might and Quickness coming from my Mech/mech skills, then just layering a few condi hits on enemies and move on to the next batch as the condi's tick them down. For OW Engi I always liked just the normal qScrapper build, and then for Holo I'd take either Alchemy or Inventions instead of Firearms for tougher enemies/situations and either lean on elixirs with Alchemy to get my boons, or with Inventions pair it with Hard Light Arena to make every protection pulse also cleanse.
  25. https://wiki.guildwars2.com/wiki/The_Cure Would have been perfect. Edit: And still would be used on hScrapper if it s a core addition even if it were the "power" based weapon.
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