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Zeru.1265

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  1. I see the ability as a worse sc/d 3 at this moment. I think it would be cool if you could switch the ability with using scepter 2 or 3, giving a bit more freedom and allowing a choice between aoe healing or single target for a healer build that doesn't really work that well at the moment. Having said that in its current form I don't think sc/p has a niche that sc/d doesn't do better.
  2. It is an interesting idea, but it still keeps the ability as a single target buff or condition, and I think an aoe ability would help the specter more overall.
  3. I have made a build using this and it works pretty well, but something working doesn't mean it couldn't be improved and I struggle to justify playing specter support compared to a mechanist or other support build. Basically in making the specter build, I noticed that boon support is hard because it's single target, sc 2 and sc/p 3 don't feel like they have a use currently, and that single target boon application seems to be a focus of Specter when in my opinion single target healing should be or else it will never have a niche and will never compete with other supports. So I decided to write down ideas on what I'd like to see to change these and improve the spec in the hopes the anet gods read it and take another look, and bring back the love I had for it during beta.
  4. I agree that it is currently and because specter has very little aoe support it doesn't work unfortunately. However, adding potential single target options to me at least isn't bad and at least to me feels more engaging as a support, it just can't be everything a spec does. Having the option for single target healing allows for new mechanics in encounter design, but aoe healing and aoe boons need to be possible too, which is why I'd love to see the above changes. It allows a purely aoe healing build, and the option for single target healing or supporting if needed.
  5. I personally like the ally targeting, and think that it could bring fun elements to encounter design, but I get it isn't for everyone. I think the mistakes made with the specter is it ONLY has single target support, and not a mix between the two to allow meaningful choice depending on the situation, and making boons single target shot any chance of specter working well in a support role. I also think if it is to become anything other than a gimmick other specs would need it adding as an option too such as a druids staff 1, but that's a debate for another day.
  6. So from the first mentions of Specter I loved the concept. I missed being able to target single players to support or heal them from games like wow, and couldn't wait to try this out in gw2. Slight clunkiness aside, overall I thought they nailed it in the first beta, but after some changes to scepter pistol, and after comparing it to other support builds such as the mechanist, I can't help but feel anet went too far into the single target support side, especially with applying boons, which means specter can't really compete in more serious content as a healer. Below are some changes I would love to see to make the specter into a versatile, awesome healer/support, hopefully without damaging the other awesome ways to play this espec. Shadow shroud- I generally like this mechanic. I would love to see better healing power ratios, and to compensate remove single target boon application from the 1 ability, adding it back in with the hungering darkness trait. Scepter- I very rarely use the 2 ability. The ratios are worse than sc/d 3 and it provides very little purpose. I would change this ability to hit 5 targets. On enemies it would inflict some damage, with ok power ratios for power builds, and a single stack of torment, but only worth using over sc/d 3 when hitting multiple targets. On an ally it would splash to allies around providing a small amount of healing and might to all of them, giving the specter a viable way to grant might to a squad, but at the cost of output. Healing here is important to prevent rotwallow venom spam. Scepter/pistol- I love the potential of this weapon set but I think anet chose the wrong path when nerfing this. Remove the quickness from this ability and make it 3 target again. If there are degenerate condi builds just spamming barrier on allies for rotwallow venom damage, make the ability become 3 target if you take the shadestep trait. I would also love for the ability to work like pistol dagger, where a single shadowshot can allow you to cast 2 repeaters, with 1 change; if you use another ability that costs initiative, the ability resets to the shadowstep part. This would allow a healing specter to have an aoe combo with traits that add healing to shadowsteps, the new scepter 2 to reset, repeat, whilst also giving a strong single target healing. A lower initiative cost for both parts, compensated by fewer ticks of damage on the beam would also be amazing! These changes would allow a specter to potentially provide 25 might and alac, similar to a mechanist, with other boons depending on the build, whilst still keeping that single target healing focus to catch people etc that I initially loved, as well as options to aoe heal. Let me know what you think.
  7. 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.
  8. 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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