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Cuilan.7091

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  1. I'm currently running a setup that already utilizes Mortars (And Grenades) but the build you're implying that purely relies on mortar kit and several gyros to proc quickness but has issues of team fight value overtime and heavily relying on easy to miss auto attacks to apply pressure. Hammer may of worked better to dish out damage but against teams and builds that go for attrition, Shortbow shines better with its damage sources coming up faster and landing more consistently. Shortbow and Mortar is comparable in terms on what it offers, as mentioned in the OP above the damage is delivered instantly without a travel time or projectile. In the first split seconds of a fight Shortbow would spike heavily with shots that deal more damage per hit but Mortar would (slowly) pelt targets with 2k~ strikes with the occasional Blind, Chill, or Poison shells at 1k~. Ideally using both the weapon and the kit to cover gaps in down time is what I found to be the best solution, saving the Fields from mortar to know you would get the best value whilst utilizing its Auto Attacks as a glorified melee strike while Shortbow provides the utility or damage spikes during downtimes
  2. I spent most of that time playing PvP and WvW, with a slight trip to PvE. This document forum essay feedback is meant to provide the experience and notes on Shortbow and Engineer in a supportive context. PvP, The 1200 Range "Support" Weapon Near instant cast-times, ground targeting that doesn't respect Line-of-sight, and high power scaling makes Shortbow a rather 'cheap' and 'unfair' way to deliver 2.5 - 4k salvos while maintaining a significant amount of might and sustain. It provides a great option to quickly turn fights to your favor or outright end it with the extreme burst damage from 1200 range. I would personally like to see its damage change back to its pulsing form, or reduced and supplemented with other support focused changes. Additional QoL for the receiving end such as attack calls would give slight counter play to the random Guardian Salvo doing a fat critical on a group of players for 4-5k. PvE, Use the Orchestra Skins because you're playing second fiddle Contending with Mace and Shield, it somehow performs worse when it comes to barrier application for Alacrity Mech (per second) and combo application for Quickness Scrapper. It does supplement that fallback with additional sources of healing and might generation, but in most groups those two effects are covered much more conveniently from other classes. Its power scaling is outclassed by hammer, and the lack of conditions severely limits its offensive potential to mainly Power based stats. A shift to how its support utility is given through Chain Reactions or additional options in Traits would help nudge Shortbow as a solid alternative weapon set. WvW, Where is the Resistance (and everything else) Outside of a public Zerg situation, there is no reason to bring a Support Engineer, let alone a Shortbow wielding one. It's important to note without Resistance or Stability you might as well not play the game without it. Engineer selfishly provides these boons to itself but that defeats the purpose of having a Support Engineer if it can't provide these effects. If one were to play it similar to its PvP counterpart, they would soon notice that the damage scaling has (rightfully) been reduced to 25% less than it is in sPVP. Yes, access to large amounts of superspeed with Scrapper and Shortbow 5 would play a major role in the 'power' budget but that's been severely reduced in WvW and only serves to empower large zergs and groups that prefer to move more than fight. If Scrapper had some way to augment their superspeed to provide defensive utility that isn't just moving fast, it could possibly see more use outside of a pug situation. One can also argue the sheer power to cleanse with Anti Corrosion plating playing a large role in its utility, though other specializations (Listed below) can already cleanse just as much but also provide a much larger impact in other ways that's more sought after in a Support situation. Compare Support Engineer (Scrapper, Core, and Mechanist [why god are you playing support mech in WvW] ) specializations to the following. Druid Heals several times more, and consistently with Celestial Avatar and Staff / Mace skills Dedicated Res skill is not attached to a selfish Endurance Elixir (Elixir R) Has more outgoing healing Modifiers Scourge Massive amounts of Corruptions and boon removal can apply several times more barrier You don't need a Mech to apply Alacrity Tempest Aura Share Shocking Aura Similar Stability and Healing, if not better Firebrand Has access to damage and support options for Condition and Power More Stability through Stand Your Ground and Hollow Ground Tomes providing the kits without slotting in kits Specter Actually has quickness application to allies Insane amount of barrier due to scepter An actual useful Elite Well that isn't nerfed to the ground Vindicator Resistance button through Demon Stance Also an insane amount of barrier due to scepter Consistent amount of healing that's easier to land Chronomancer Has Resistance, Quickness, and Alacrity Has access to almost 3 times more stability Has similar Healing and cleanse output with singular trait line Warrior Healzerker heals just as much as Druid Has Tactics Banner and Warhorn to give large amounts of group resistance Martial Cadence and Warhorn to provide a minimal amount, but a impactful amount of quickness List of additions and possible solutions or changes Add range tells similar to Vindicator and Scourge for enemies for each Shortbow Skill Increase the window for Chain reactions to 5s Reduce Power Scaling and introduced any of the following Thunderclap Treatment, remove upfront damage but replace with a rapid pulse or have all strikes pulse. Add an offensive condition on impact and on chain reaction, opening up condition based support builds. This effect could also be tied into Firearms as a trait to limit the power of Hybrid damage supports. Scourge Salvo - Cripple for 2s Specter Salvo - Torment for 3s Guardian Salvo - Burning for 2s Chronomancer Salvo - Slowness for 2 Increase the support utility of each skill Scourge Salvo - Reduce upfront barrier, add the barrier back the on Chain Reaction (Helps with Barrier Application for PvE Alacrity Mechs) Specter Salvo - Make the Chain Reaction Convert instead of cleanse Guardian Salvo - Also grant Resolution on Chain Reaction Chronomancer Salvo - Add Resistance on cast and Chain Reaction Increase the support utility by introducing a new trait that affects Combo Fields (Ideally in Firearms or Alchemy to prevent some stacked options in builds) Field Research - Combo Fields provide a boon on creation depending on the field Fire - Fury for 3s Poison - Resistance for 3s Water - Regeneration for 3s Light - Resolution for 3s Ice - Stability for 3s (There is only 5 Ice fields in the game, and engineer only has one that can be blocked on a 15s CD) Lighting - Vigor for 3s Smoke - Aegis for 3s (Found only in Bomb Kit, Sneak Gyro, and Flame Turret / Supply Crate, all of which are questionable for support but offer unique options) Dark - Alacrity for 3s (A powerful boon that's limited to Shortbow 3, and serves to provide a small push in similar design to Martial Cadence for Warriors) Ethereal - Quickness for 3s (Similar situation above but even more extremely limited due to needing to equip Tools and Mortar Kit to effectively use every 20s) Below are various changes and ideas that would help push Support Engineer as an actual Support but without inherently making it stronger without a cost. Core Engineer Tools And Gadgets With Alchemy (Boons) and Inventions (Defensive Utility) taking the two top spots for support, adjusting Tools for Offensive Utility for the group would open up new options to help fix the issues above without overloading a Support Engineer's overall power. Utility Goggles Now affects up to 5 Allies Grants 3 Stacks of Stability when equipped with Gadgeteer (Is now a similar skill to Stand Your Ground, but requires investment into Tools to make it worthwhile) Also affects the Lesser Utility Goggles Trait at 1 Stack of Stability Throw Mine Remove the boon removal Restore its CD to 15s (Enables a blast spam to supplement healing or other effects) Remove Auto Detonation while in travel (Has issues when traited where both mines would trigger on travel and only serves to reduce APM in PvE) Kinetic Battery Now affects up to 5 allies (Same logic as above with Martial Cadence and Warrior's traited Warhorn) Adrenal Implant Completing a Dodge Roll while you have one remaining Dodge grants you and nearby allies Stability (Opens up a unique playstyle to support your allies and enables Utilities like Elixir R to shine) Power Wrench Affects Elite Toolbelt and Mech Recharge by 1s Scrapper Gyroscopic Acceleration Gyro Skills grant Resistance for 2s on summon Ex Machina The last Function Gyro used is twice as effective (Doubles boon application and Barrier, and enables a all in play) Applied Force Stability now affects up to 5 allies Mechanist Mech Core: Barrier Engine Now grants barrier around the engineer when the mech is out of combat
  3. No this isn't a joke, but this entire forum is. I didn't come here to make jokes or quips, If I wanted to waste my time I'd go cope-seethe-mald (In no particular order) on Reddit, heck even 4chan since that place still has more reasonable grounds to communicate than the forums. I Tolerate this 'community' since its an official support platform that is designed for discussion of the game but every time I come here its people making Middle-School level responses and people posting issues about Engineer that wasn't a problem to begin with. Since I take my time writing this out in the most technical way possible that leaves little room for interpretation. I can shorten this down to this~ Make AoE bigger add useful boon and condi tune up auto attack But I would rather give my reasonings and full suggestions (That make sense considering there's only 80~ Days left until release) since that's more useful for ArenaNet then what's been posted above. I'm not here to spout "Trash shortbow because no ones uses lmao" like majority of the community here and call it a day while everyone echo-chambers the same responses and pats themselves on the back saying that they're right. Like this person. I want discussion, but guess I'm going to get a confused emote tagged into this by 7 other people.
  4. This document mainly in a PvP and WvW context, but it would still cover elements in PvE when needed. Shortbow is designed to be a support weapon and its defensive nature with its rather disgusting pulsing effects. Though as a weapon its nearly complete but its missing that edge to make the weapon a viable addition. Engineer is still far behind Scourge (Actually giving Alacrity in WvW and PvP) , Chronomancer (Does everything) , and Druid (Heals mathematically more) and would need its set of changes to carve its own identity or to compete with the big three. Add On Impact effects for the Essence skills Currently each Essence Canister has a rather long set up to detonation time, leading to moment to moment gameplay rather 'clunky' if the targets (or even your allies) decide to avoid your shots. Adding minor effects to keep enemies in check or some front-end support power for allies would improve the overall feeling without adding too much in terms of its budget. Note, since the skill itself is Unblockable the Impact effects are as well. Scourge 2 On Impact, Cripple up to 5 Targets f or 2s Specter 3 On Impact, Daze up to 5 Targets for 0.5 s Guardian 4 On Impact, Cleanse 3 Conditions up to 5 Targets (Moving the Cleanse part from Specter 3 to here would allow for better reactive play instead of back-loading Healing and Cleansing on the same skill.) Chronomancer 5 On impact, Grant Superspeed to 5 Targets for 3s (Having a delayed superspeed skill has never worked out so moving its effect on Impact would allow for more proactive utility. Well of Action is a prime example of delayed mobility effects being useless) Overall these effects would help the Engineer lockdown targets more easily but also provide options when it comes to support allies. Chronomancer 5 for example becomes the perfect engagement tool or a solid escape option for the group, but also a extremely offensive tool to just ruin the fun of others with its pulsing slowness. Guardian 4 becomes a on-demand cleanse but loses it out on how much might it can generate if the Engineer isn't careful on placements . Increase the Detonation and Pulse Radius of Essences, but keep the Chain Reaction Radius As stated above, Deploying and Detonating these canisters take time and set up and even if you managed to trigger these effects the overall radius makes it difficult to maintain the value it can generate. Enemies can easily move out (Unless its SoS we're talking about, they just eat the cleave just to rez) and your and your allies may have to maneuver during a fight leaving your 4 Miniature Acid Bombs behind. Increasing the Detonation and Pulse radius to 240 (Or even 300) would add to the area control gameplay whilst improving the overall consistency of the skill. Allies have some space to move around a fight without the need to bunker down, an enemies can actually take more than a single strike from the fields themselves .Though leaving the Chain Reaction radius to 180 would still keep the choice between tightly packed high value fields or a wide, but low impact area of effect Boons and Conditions The current set of boons and conditions aren't completely ideal for a support situation. Certain skills should have their attributes swapped out for another to round out the support / cover condition gameplay. Adding more damaging conditions would also enable more Condition Damage options and opens up more variety for Amulet selection in PvP and more defensive condition builds in general. Scourge 2 - Remove: Cripple from the pulse Add: Causes Torment for 1s per pulse Add: Cripple for 2s on detonation (Torment is missing from the pool of conditions for engineer and allows from more damage and coverage conditions, Cripple should instead be front-loaded to enable lockdown against targets) Specter 3 - Remove: Blindness from the pulse Remove: Condition Cleanse on Detonation Add: Resistance for 2s per pulse (A powerful boon that Engineer needs to be a viable support) Add: Blindness on Detonation (Engineer does not need another pulsing blind field, we already have Smoke Bomb and Flash Shell that already perform this role and would only cause issues in the future) Guardian 4 - Remove: Vulnerability from the pulse Add: Causes Burning for 2s per pulse (Vulnerability is easily cover as an Explosive Engineer, but more so when playing in a group, replacing it with burning would allow extra pressure for more offensive builds) Chronomancer 5 - Moved: Superspeed on detonation to on impact Remove: Slowness from the pulse Add: Causes Stability for 1s per Pulse (Extra stability is needed to compete with Mesmer and their Mantra on Concentration, Engineer currently needs to invest so much into giving group stability) Chain Reaction Effects The current chain effects are mechanically solid, but could use an extra push to give extra thought and planning for the engineer to choose the most viable Chain Reaction Bonus. Scourge 2 Barrier applied is now divided amongst the pulse instead of front-loaded, increase the total barrier by 25% (This does bring concern of Mechanist easily sustaining Barrier but you have classes like Chronomancer and Scourge that dish it out for free) Chain Reactions causes Cripple for 1s Specter 3 Increase the pulse healing by 20%-33%, Also grant Regeneration for 1s (Very few sources of group regeneration outside of Mace 2, Medkit 5, and Elixir Gun Toolbelt) Guardian 4 Also Pulse Fury for 1s (Scrapper is the only spec that has group Fury access outside of very niche situations) Chain Reactions causes Burning for 3s (Adds offensive utility to a rather defensive might stacking tool Chronomancer 5 Pulse Chill for 1s instead of Slowness (Stolen Time is a very offensive skill, but it shouldn't be throwing out 20 application of slowness. Having Chill creates a greater diversity of conditions without relying on Endothermic shells or Freeze Grenades) Additional Adjustments Each Essence Should count as an explosion (Not sure why, they don't they do explode) Auto Attacks should have a bonus depending on what Essence the targets are standing on, These Effects would stack (Currently the Auto Attacks are outclassed by even elixir gun, and there is minimal times where you would be using on even the most simplest support builds) (Adding offensive Conditions would give the Engineer an extra option to double down on damaging targets) Scourge 2 Causes Torment for 1s on Strike Specter 3 Causes Bleeding for 3s on Strike Guardian 4 Causes Burning for 2s on Strike Chronomancer 5 Causes Confusion for 3s on Strike
  5. Yes, a 12s CD, 5 Target cap, 3x boon removal, 2x AoE, unblockable glorified C4 charge was incredible strong and needed a tone down. Though having its CD doubled whilst having its boon removal reverted back to 1 is just too much. On top of its toolbelt skill loosing its strips, this utility skill can be pretty much be deleted from the game if it weren't its (braindead) use in PvE. As your local throw mine abuser of half a decade, I can tell you that this skill was absolutely kitten and horrid to fight against in both WvW and PvP. Though there are ways to make this utility skill retain its combo-gameplay, area denial, and raw damage without making it an absolute war-crime or a peace inducing suggestion. Rename - Throw Mine -> Remote Fire Charge Recharge: 18s (WvW and PvP) 12s (PvE) Removed: Stun Removed: Auto Detonation and Proximity Effect (Allows the return of timed bursts and controlled mid-air detonation, but its subjective since it means players have to press one more button [Which is what I assume was the case of the original change to auto detonate when the skill was overcharged to a 3.0 scaling for PvE] ) Added: Damage - (0.5 Power for WvW and PvP) (3.0 Power for PvE) Added: Leaves a Burning field on Detonation (Self Blasts similar to traited Function Gyro) Unblockable Combo Field: Fire Fire field Pulse: Burning 1s Fire Field Damage: (0.25) Per pulse Number of Pulses: 4 at 1 Pulse per 0.5 Seconds Radius: 240 Number of Targets: 5 Explosion Radius: 240 Throw Range: 900 Number of Boons Removed: 1 (WvW) 3 (PvP and PvE) Invisible (When dormant) Combo Finisher: Blast Explosion Unblockable Gadgeteer Effect: Causes a secondary delayed explosion Delay before Secondary Explosion: 2s Damage: (0.5 Power For WvW and PvP) (3.0 Power For PvE) Number of Targets: 5 Explosion Radius: 240 Combo Finisher: Blast Explosion Unblockable Rename Toolbelt Skill - Mine Field -> Throw Impulse Charge Throw a remote device that detonates a dazing blast. Implodes after a short delay, pulling nearby foes. Recharge: 30s (PvP / WvW) 15s (PvE) Damage Blast: (0.25 Power For WvW and PvP) (0.5 Power For PvE) Damage Pull: (0.01 Power For WvW and PvP) (1.0 Power For PvE) Number of Targets: 5 Daze Radius: 240 Daze Duration: 0.5s Throw Range: 600 Pull Radius: 240 Combo Finisher: Blast (On Daze) Explosion (On Daze) Throw Remote Fire Charge becomes a hybrid mix of Break Enchantments and Flame Trap to play into the Engineer theming of taking other Profession's skills. Though it doesn't have the instant 360 radius sweep as Break Enchantments nor the firepower and uptime as Flame Trap, it comes in the benefit of being a range casted ground target. Its boon rip power is reduced but still remains, and the Gadgeteer effect still provides a second explosion, albeit more healthier in a competitive setting due to the delayed strike. This rework pushes the Utility to a full damage and area denial tool for Engineers whilst still providing the same combo gameplay it had before the nerfs. The Toolbelt skill now becomes the main way to disable targets, whilst still providing PvE players a viable method to chunk Break Bars. Current iteration of Mine Field is definitely a dated 2012 concept that only serves as a cast -> detonate situation to (hopefully) land all your mines on some poor target if they decided to stay in your 1s cast time. Impulse Charge acts similarly to Throw Mine with but a Daze, but with a delayed lesser Mesmer Focus 4 (again, to keep with theming) to pull nearby foes.
  6. Cleansing field is already an insanely powerful skill outside of Raiding and Strike Context. Making it instant cast would cause more issues in those modes and give a minor subjective benefit in PvE related content. The Timing on Infusion Bomb is also subjective, its a strong defensive still but you're mainly just slamming it in PvE to get that drug quickness going. Yes if you pair it with the instant cast Medkit 3 then it becomes a viable face-roll rotation to speed up the group, but just ruins the flow of gameplay if adjusted.
  7. As Runes are being compensated for the lost of their unique 6th Tier bonus, what remains would lead to some questionable Design issues if runes were to follow the same raw-stat tier bonuses. For example; Durability Runes currently (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): +10% Boon Duration (5): +100 Toughness (6): +10% Maximum Health; grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second when struck. (Cooldown: 20s) With speculation based on the sheer work needed to adjust all the current runes, it would be wise for the sake of development time to do the following for the 6th Bonus (6): +125 Toughness or +15% Boon Duration Raw stats and boon duration are welcomed, but it does bring in the issue of too much stats being offered for the player. The issue of always needing 6 runes to gain the stacking benefit also remains with this design. To promote more build options and designs, runes should lose their set-bonuses and instead offer their effects in incremental amounts Durability Runes +30 Toughness +2.5% Boon Duration +2% Maximum Health This allows less room for 'error' when it comes to newer players creating builds, as its now viable to have each rune slotted to be different without losing overall combat effectiveness. It also encourages more unique and fine tuning of builds where players can use Specific attributes of runes to reach that 100% Critical Rate or maximize supportive boon rotations. More importantly the overall power budget of Runes remains the same (With some outliers to prevent odd numbers, this case with the extra 2% Max HP on the Durability Runes)
  8. Toning down the supportive powerhouse of Core Engineer, and to an extent with Scrapper and its offensive group capabilities is a solid direction when it came to its place in WvW. The additional change to Kinetic Accelerators also brings a single tear to me knowing that combo play makes a return, and newer scrapper players now have to juggle combos like its early HoT to get their Quickness fix in PvE. Nothing really new is added and Engineer in a WvW context is still either a Celestial warcrime, A mechanist tourist from PvE, or your local healer who really enjoys medkit as it gets styled on by the local Vindicator Additions to certain areas on Core Engineer (and Scrapper to an extent) would push is supportive power, but not in its current laundry machine cleanse bot. Quickness and Alacrity is like a drug to players, and playing without it is the worse feeling in the game. Now you toss in Slowness, Chill, Cripple, and all these nasty trash conditions and you get the true gaming anti-gaming experience. Having Resistance, even in its nerfed state is still a mandatory Boon to have; Doesn't matter if you got Quickness if that Slowness overrides it. Adding Resistance Share to already existing Engineer tools would offer an alternative to the current lacking line-up of Resistance application classes. Utility Goggles This Effect is now shared up to 5 other allies This pushes the skill to a similar effect as Tactics Banner but on a instant cast and without the Stability. Giving it a unique-boon pulsing effect would also help counteract Boon Ripping, similar to skills like Balance Stance. Adding Stability would be a valid option, considering skills like Mantra of Concentration outclassing any other Stability button in the game. Utility Goggles Breaks Stun for yourself, and cleanse 2 Conditions for up to 5 other allies Now grants an a Effect that pulsates Resistance up to 5 other allies, Protection with Gadgeteer (Or apply Protection on cast to prevent ACP abuse) (Optional) This skill grants 3 Stacks of Stability for 5s on Cast, or pulse along with resistance Its Toolbelt counter-part could also use a tune-up, with Detection Pulse being a rather useless skill outside a anti-stealth situation. Detection Pulse This Effect now Dazes and Damages up to 5 targets Lesser Utility Goggles would apply the same effect and would definitely be one of the most strongest application of Resistance when paired with its normal utility skill, but would also limit the engineer in terms of Specialization slots in a supportive context. Alchemy and Inventions already hold top candle for any supportive engineer player, and adding another avenue to support but to sacrifice those key elements would open up interesting builds for Engineers. Lesser Utility Goggles This Effect is now shared up to 5 other allies (Optional) Change so that each toolbelt skill Grants the Utility Goggles (Effect), allowing for sparse, or stacked application. Kinetic Accelerators could use a similar Treatment, its current WvW / PvP application of Fury and Might are more of a suggestion of a support trait and more as a excuse to glass someone with a grenade barrage. Having Resistance to the boon application would help the Brawler aspect by mitigating Weakness and Impact Savant barrier, but also add supportive utility as stated above. Kinetic Accelerators Add Resistance along with other applied Boons for all game modes (Optional) Grant Swiftness on Blast, and Superspeed on Leap to further their utility
  9. There's a 2s delay per charge that also got affected by Gadgeteers CD reduction, could this be reduced to 1.6s / 1.5s for the upcoming patch?
  10. I can't make you to enjoy this mode, but what I can offer is direction on how to improve your situation. Don't rely on others to help, help yourself first also dont use Mech in WvW zerging Build to Survive Engineer, along with the other Medium armor classes don't have the shear group power that others bring. No Tactics Banner, Stand Your Ground, no Vindicator Dodge. Though it does bring an absurd ability to be really elusive, annoying, or even lethal when brought to the right hands. Even on a core build you have several utilities to make servers mad. Elixir S and its 4-5s length tossed stealth Elixir R, degenerate when paired with Endurance Food / Adrenal Implant and Flashbang Elixir X, Either form provides excellent lockdown and generates IRL threat Alchemy in general is a great line that improves overall sustain, and offers HGH to emphasizes personal sustain and power Rocket Boots, enables a quick escape or a chase Slick Shoes, has a low CD stun break as well AED, when you really don't know what to expect Gadgets provide PvP oriented tools to ruin someone's day or save yours, investing into Gadgeteer in the Tools line is recommended but not needed for these utilities to function. Your Gear Matters Most people (and I'm assuming you as well) would just join WvW with copied / pasted set from Snowcrows or Metabattle. Said folks are also majority of bags gain during a fight. You're going to die first unless you absolutely know what you're doing, even then a stray burst would end your glass kitten. Invest into Toughness, such as Karka Potions, Durability Runes or other +125 Toughness Runes Condition Cleanse is important, don't just rely on others to cleanse you, get some Cleansing Sigils or even Anti-Toxin Runes Offensive boons aren't important, but if you can make space then get Might or even Quickness sources in Sigils or Runes Fight Dirty Follow the zerg but don't trust your zerg, you won't be getting the convivence of group heals or buffs 100% of the time. Unless you're in comms playing a build that they're aware that would do something then you should be playing to be a complete kitten to the other team. You don't like playing in melee, so do what engineer can do~ Mortar Spam, 1200 range with great cleave and conditions Grenade Spam, If mortar is a Rocket Launcher then your Grenades are more of a Explosive Shotgun Tool kit pulls, if you can't kill them, pull them to your team A play style for you I myself don't enjoy playing with a zerg, I much prefer being that one kitten-hat causing the chaos for the other zerg or the runback coming from their spawn. I'm built to survive several players while still having the capacity to absolutely decimate a frontline if given an opportunity. Though if this works by itself, then it should work wonders when you have others around. Celestial Four Kit Scrapper As the name implies, you're multi-rolling into several aspects on what Engineer can do. I can go on pages on the details of the build but I'll just keep it simple as you could probably figure out the rest. (Technically this can be used with Holosmith for more greedy gameplay) Hammer Med Kit Elixir Gun Grenade Kit Rocket Boots Mortar Tools 2-1-3 Explosives 1-X-2 Scrapper 2-X-X Durability Runes Torment Sigils Intelligence sigils Juggle your weapons, play safe and pelt people with explosive rounds to get your Shrapnel off. Med Kit and Elixir Gun can be swapped for AED and Slick shoes (Or Blast Gyro) if you can't handle the APM. Your overall damage makes you a threat to most players in a fight, while your defensives enable some serious face tanking or escape. Again, I can go on about this but I think I'm hitting the word cap. .
  11. Across all game modes Shredder, Blast, Bulwark, and to an extent, Medic Gyro have seen a healthy use for a multitude of builds for Scrapper. Though the other two are in a more subjective grey area due to several factors and general needs in each gamemode Purge Gyro WvW A staple in Support Scrapper builds and a mobile monster in condition cleansing when paired with Shredder Gyro, its shear power had be toned down but in Med Kit and Elixir Gun instead. PvP Has been a theoretical good choice for years but the amount of Conditions being pumped compared to WvW doesn't warrant the need for a skill purely dedicated to only cleansing. PvE Never used, there is a vocal minority that does enjoy the Poison field on its toolbelt but an overall no-pick. If its cleansing ability where to be move to its toolbelt instead (Maybe throw in some pulsing strike damage) it would tone back on the mobile cleanse potential in WvW and open up newer options for the base skill itself. Purge Gyro -> Acceleration Gyro As the name implies, Acceleration Gyro would bring back Quickness (And maybe resistance) in a pulsing area around the Scrapper. This would give Scrapper a source of Quickness similar to Elixir U (Which sees heavy use in PvP) and could be balanced much more accordingly. In PvE it opens up builds for Quickness supports, and loosens the Concentration caps that they have to reach to have a optimal boon uptime. Sneak Gyro WvW Turns out having a mobile Smoke Field that pulses stealth isn't healthy for the game. Its current nerfs have pushed the skill into absolute uselessness. PvP Has seen a cooldown nerf from 40s to 60s but has always been an enabler of some absolute degenerate gameplay. Currently its allowing Scrappers to have dangerously effective stealth one shots. PvE Not used outside of Open world cheese and another source of quickness Sneak Gyro Command Gyro would still be focused on supportive utility but in a non-stealthy way. I've created a few iterations, but I'm concerned mostly from a programming perspective with some of these options. Sneak Gyro -> Augment Gyro Iteration #1 On Activation, shock the area with a Dazing blast Allies within the radius would inherit the Scrapper's currently equipped Traits for several seconds. This applies to other Scrappers and Chronomancers as well The Scrapper's Impact Savant bonus is doubled during the duration and the Scrapper gains Might, Quickness, and Stability Might not be technically possible, but if it does then it can really impact how groups see Scrapper across all modes. Sneak Gyro -> Power Gyro Iteration #2 On Activation, shock the area with a Dazing blast Breaks Stun for you and 5 other allies Pulse Endurance, Resistance, and Stability to yourself and 5 other allies. A skill similar to Tactics Banner and Stand Your Ground, been noticing a trend of big stability buttons lately. Sneak Gyro - Command Gyro Iteration #3 Activate all slotted Gyros, with a baseline Cooldown of 20s and +Xs based on the other Gyros activated. Breaks Stun for you and 5 other allies Only counts as one source of Superspeed Could lead to questionable gameplay, but also enables Gyro-less builds that only run Command Gyro for a low CD AoE stun break. All iterations are focused on providing a unique, niche effect that emphasizes the current Roles of scrapper across all gamemode, but offer a better variety in build and composition options.
  12. Quickness is a drug, and shouldn't be in the game in the first place. It wasn't Flamethrower making it busted but actual useful kits that we're pushing it to kittenous levels. About Face quickness Mortars and Grenades we're several times more effective than Silver Surfer or Full Zerk Roamer Flamethrower Builds and you were never using Hammer Autos due to their inconsistencies. Even to this day you're just spamming Nades or Mortars with the now subjectively broken Might Trait and Damage Mods. Before Quickness it was Kinetic Stabilizers, which enable a more methodical but an arguably equal degenerate playstyle during the Gadgeteer abuse before its change. There was a sweet spot during PoF where Scrappers were an actual bunker that didn't rely on auto attack spamming and utilizing your other buttons to actually contest in a fight since you had Stability to pad out the casting times. We already have a similar Trait in Defense Warrior so I'm a bit confused why it can't return on Scrapper. You don't need Explosives to deal damage as well. As long as you have an offensive amulet and one damage utility such as Elixir Gun's Acid Bomb or Shredder Gyro, then you can easily bully out someone in a node given time. Though you're correct on people in the Higher tiers just running full damage lines, there isn't a need to bunker if you can just glass someone. If quickness where to return, you'll just get more people going full DPS then trying to bunker, its just how the Meta is right now.
  13. When a set of mines have been placed, the skill goes on cooldown. So if either the mines are proximity detonated, you're able to place another set of mines. Yes, you do get meme'd out of the double manual detonation but you gain the ability to 3x, or even 4x mines if places and timed correctly. I had been abusing landmines ever since the Pre-PoF changes to Throw Mine to its death in WvW and PvP., somewhere around 3000~ Hours of yeeting people off Skyhammer and nodes. I wouldn't mind either style but I much prefer the current state of Throw Mine (minus the 30s cooldown, you can blame me for that)
  14. rocket boots is coded as a jump, combined with jump casting you can effectively double jump paired with the velocity you can wallride certain bits of geometry tf2 style. You can look up the map data on thatshaman's Tyria 3d to see in detail what slopes and nudges you can get on. also without 50+ players slamming a lord, the health scaling is akin to a core tyria champion (which isn't a lot). during the flip that you saw I was using a burn build that melted the lord faster than the video (and reaper that just stood still and ate the cleave)
  15. Not even an hour in and you just proved my first paragraph from the post above. I'll treat you serious and try to rewrite your ramblings and give information and advice where I can >Reduced Offensive Stats on Mech by 50% I'm not sure how your Husband is playing but this mainly affects Mechs in PvP and WvW where it doesn't have a defiance bar and can be Cc'd and immobilize. It gives urgency to the Mech to Fight or flight, instead of letting it tank and duel fights. In PvE there are minimal cases of staying too far from the mech in lengths of a time, unless you're doing some really strange farming techniques. >Banner Slave Trash Tactics Banner would like to have word with you in WvW, Banner standard will lilke to laugh at you in PvP, and the slew of perna Quickness and utility PvE bannner warriors will like to ignore you >Holo OP in PvP It was overpowered until Stability was removed and the range of Shockwave was halfed (also prot holo nerfs) Now its gotten buffs for retaining high heat while using ECU instead of being baseline strong >Everything else Please take a break from the forums
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