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Vagrant.7206

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Everything posted by Vagrant.7206

  1. There are scrapper open world builds focused on juggernaut and flamethrower. Wooden Potatoes has one on his channel: For fractals/raids, there is a scrapper healer build I wrote down: https://metabattle.com/wiki/Build:Scrapper_-_Healing_ScrapperFor holosmith in PvE, check snowcrows website. They usually have the most up-to-date DPS builds I don't know enough about WvW to comment. That wooden potatoes build doesn't explain gear?You can generally assume Vipers for hybrid builds. But that build is intended for open world, where gear isn't the end of the world. Rabid would do just fine too.
  2. I think most people knew that scrapper was not favorably matched against warrior, but holy crap, this trait can nullify scrapper's entire existence.
  3. Aye, but they don't generate barrier constantly. As soon as a scrapper hits someone, they are guaranteed to generate barrier, which means that trait is effectively a 50% damage boost against scrappers. That's MASSIVE and will translate big hits (10kish) into death blows (15kish hits). The only way scrapper won't be impacted by that trait is if it isn't attacking anyone. Effectively a "tanky" scrappers' existence will be nullified in PvP if a warrior takes this trait. This is also ignoring the 1 barrier bug that scrapper seems to have. If that bug is active, they will always hit you for an extra 50% damage, regardless of what you're doing.
  4. Necromancers' minions don't generally inherit necromancers' stats. "A minion has a fixed amount of health, damage, and armor…" -- wiki. The few stats they do inherit (condi dmg, condi duration, and boon duration) are basically useless unless traited in Death Magic by a condi necro. The reference in the notes: "Fixed an issue that caused this trait to use the minion's stats instead of the necromancer's." only pertains to a trait bug, and even then I'm not really sure what the issue was, unless minions only inherit a percentage of the necro's condi dmg/dur. In general, AI is handled very poorly in this game. The best thing they did for scrapper was remove the AI altogether. A similar move could be done for turrets -- you place them on your shoulder instead of use them as static objects. Or something to that extent. Any time somebody suggests a minion-based elite spec, they clearly have never played this game. I agree with this. I think nerfing Heat Therapy would be enough to bring holo back in line in terms of sustain, because it is essentially a free heal on top of normal engineer healing skills.
  5. There are scrapper open world builds focused on juggernaut and flamethrower. Wooden Potatoes has one on his channel: For fractals/raids, there is a scrapper healer build I wrote down: https://metabattle.com/wiki/Build:Scrapper_-_Healing_ScrapperFor holosmith in PvE, check snowcrows website. They usually have the most up-to-date DPS buildsI don't know enough about WvW to comment.
  6. Is that warrior kitten for real? LOLScrapper vs warrior was already a fight you didn't want to take unless you were specifically built for dealing with them (still hard).Now warrior is basically a hard counter to scrapper LOL Edit: Those warrior changes are kitten nuts holy kitten kitten Yeah, I saw that and was like... wow. Warriors are designated scrapper murderers now, apparently.
  7. From this thread: https://en-forum.guildwars2.com/discussion/88470/upcoming-balance-notes-10-1-2019 Highlighted stuff I think is kind of a big deal. My takeaways: Great, they're reinforcing that function gyro is not actually intended to function. Only ele and thief cannot interrupt f-gyro when downed. And they still haven't done anything to improve its health.Photonic Blasting Module still eating dirtImpact Savant still does not use condi damage.Healing builds got a slight boost.... and apparently my Surprise Mechanic build is getting more dangerous.
  8. Does the function gyro still have only 1000 health? And now it's destroyed when interrupted (by almost every down skill except ele and thief)? So it's definitely garbage at finishing AND rezzing then. Clarification helps. It should be renamed "Might as well not exist gyro" because it certainly doesn't function.
  9. it would be broken in wvw. if you watch some scrapper vids on youtube with their arcdps up you will see how much heals mdf gives. its a ton. I think in that case it would be appropriate to split the trait specifically for WvW to be 25% instead of 50%.
  10. That's what I got. There have been times I've had long hiatuses from PvP.
  11. In PvP it needs a nerf, but not in PvE. i meant in pvp. a 300range is almost nothing It says range for some reason but it's actually a radius. And 300 radius is not that small. Yes, it's way smaller than 600 and exponentially so, but if you compare it to similar skills of other professions 300 is way more fair than 600. 480 would still be quite a bit more than what other professions get for pbAoEs that make you stay still for the cast. imo holo isnt a class that really needs any nerf. It can be good..."can".other classes could need a nerf slightly more then the holoand its not like hes doing abnormal things with that skillThe AoE range is abnormal. It's one of the largest player AoEs in the game, I only know of banners having that range - and they dont do any damage and have 80-180s cd. Holographic shockwave is a weapon skill on 15s cd. Other "large" AoEs as examples:Meteor shower, 360 radius.Healing rains, 480 radius.Barrage, 360 radius.Arrowcart (traited), 540 radius Holo shockwave is as large as a treb cow shot. Look at one the next time you see it and realize just how fricking large that AoE is with a player in the center. TL;DR holo shockwave should never had that AoE to begin with. Because it's absolutely ridiculous.Yeah. IMO it should've been about the size of meteor shower to begin with. 300 seems a tad small, 360 seems a little better.
  12. Not particularly. I tried to incorporate several % reductions in order to mitigate absurd barrier generation scenarios. So if you receive a 20k heal with sanctuary (that is a massive heal btw), you would get 4k barrier from sanctuary rune, which would spread to allies at 2k. So an absurd incoming heal turns into a slight barrier boost for allies. That does not seem OP to me, given that if you're running MDF and sanctuary rune, you're probably on a healer build. Now obviously I can't predict WvW behavior because zergs can be massive, but it doesn't seem to approach OP levels if you consider max target restrictions. Appreciated. I'm not good with the actual numbers (formulas gehhhh), so there'd have to be some fine tuning in those regards. What do you think might make better GM traits? I'm curious.
  13. Seems only right. I'm trying to emphasize scrapper's central skills and mechanic. Somewhat difficult to follow the logic, but it looks ok.
  14. Duh. But I'm highlighting that removing a finisher on the basis of balance alone is also stupid because it's completely inconsistent. The skill meets every definition of a "leap" and therefore should be a leap finisher, unless you really want to confuse players when shield bash is a leap, but holo leap isn't. Well, it lets Holos keep their "Glass-cannon" flavor that was intended for them while tuning down on the sustain. How often do you really blast anything other than a Water Field or the occasional Guard symbol?Do you mean leaps or blasts? I use smoke fields whenever available for stealth.Auras provided by leaps can be useful depending on context (specifically, what is the enemy running?)Fire blasts are great for buffing the team, Poison blasts great for debuffing enemiesDark blasts are situationalWater and light are almost always useful as you mentionedI never see chaos often enough to take advantage of it. The only thing you mentioned that qualifies as a gap closer is super speed. And the super speed from holo is tied to... you guessed it... holo leap. Or you know, Toss Elixir U? Toss Elixir U can be used as a gap closer, true. It is rather clunky, but fair enough. How is that clunky? Literally press a button, get superspeed. Ground targeting and cast time make it super janky. Throw in some random projectile destruction and you can wave byebye to superspeed. Every class has its issues. If you're going to bring up small details that should be nerfed, don't forget that holo is currently the only viable engineer spec in PvP (and PvE) right now. There are holdouts in scrapper and core, but they have to compete at a much higher level to even come close to much easier specs. Even if it's the only viable spec, it should not perform the way it does now.And I acknowledge this. Again, that's why I am suggesting nerfs to Heat Therapy and Kinetic Battery. I want to stop and highlight this little bit. You (and a few others) accuse me of having an agenda specifically for holosmith, because I've argued against certain suggested nerfs to it. Ignoring the fact of how weird it is to accuse someone of having an agenda, you probably don't see my posts in the engineer subforum. I have posted several long threads detailing improvements that need to be made for core engi and scrapper as well. I have mained engineer since 2012, and I've seen how the balance works. I read the post you made about not reducing the AA range in holo-forge because it, and I'll quote. "Not be in line with the animation."You keep comparing Holo AA to bomb AA which, and I agree is the strongest AA for engi outside of Forge. But Forge does not need the strongest AA on the class while still having such a bloated kit overall.The animation line was a bit of a joke, albeit one with a serious intent. Do you know how long it took them to fix the animation on fumigate? 7 years. That whole time players were being tricked by bad animations and couldn't tell the actual range of the skill. And yes, bomb AA is the most accurate comparison. PF autoattack is roughly in line with it in terms of damage and range. And the kit is being "de-bloated" as we speak (HS radius reduction, recommended changes to Heat therapy, etc). I guess I will once again list all of my potential nerfs for Holo. Just pick and choose whichever you like and whichever you don't like. 1: Prismatic Converter: Now Removes 1 Condi below 50% heat. **Converts 1 Condi above 50% heat.2: Holo Leap is no longer a leap finisher.3: Heat Therapy reworked to something else completely, I'll leave it to the Engi players to figure out what.4: Entering / Leaving PF will no longer trigger traits that proc on Toolbelt usage.4: Quickness no longer speeds up second trigger of Corona Burst.5: Toss Elixir S reduced to 2 seconds untraited (3 sec with HGH).6: Reduce Might on Corona Burst by half.7: Prime Light Beam now reveals you when cast starts. (Like how DJ functions.) None of these will break Holo, at least not according to my understanding of the class. 1 is fine. 2 is inconsistent with all other leaps in the game and I disagree with this. I'd recommend increasing its cooldown and swiftness duration instead to make it less spammable.3 is ehhh...? I'm not sure, because Heat Therapy is supposed to be the tradeoff for not overheating. I think its number should be cut by 2/3 though.4 is fine. (both of them, you have two #4s)5 is fine, although I think it should be 3 seconds untraited, 4 sec HGH. Potato tomato6 is... I'm not sure how you would accomplish that. It currently does 5 ticks of 1 might, so do you mean 3 ticks of 1 might?7 is fine
  15. PurposeHowdy all! After several patches of weirdness surrounding scrapper, I wanted to focus on how traits can make or break scrapper. In this post, I will outline a vision for Scrapper traits that I hope will have the following impacts: Make Scrapper a viable healer in PvEMake Scrapper a viable DPS option in all game modesMake Scrapper a good tank in all game modes.Without further ado... Making Function Gyro Actually FunctionBoth past and present implementations of function gyro have been extremely lackluster. It has never truly felt like an "elite mechanic" in the figurative or literal sense. No more! The following is what I envision for the baseline gyro. This is the gyro unmodified by traits: Instant Cast, PBAoE with 600 radius, 20s cooldownFunction Gyro can spawn a maximum of 4 smaller function gyros that will rez or stomp within the PBAoEEach Function gyro spawned increases the cooldown of the function gyro skill by 10s eachEach Function gyro has 5000 health and 10 seconds of fuelI think that ANet almost had the right idea when they changed function gyro to its current implementation. The problem is that it's super clunky and really bad. By making it a PBAoE and instant cast with a decent radius, this removes the vast majority of problems with it. By also giving the spawned function gyros some decent health, they are also able to do their job. Core Engi TraitsThis is a single change for the purpose of making scrapper's design integrate better with core engineer traits. This change will make context in light of some of the other changes. Medical Dispersion Field (MDF). In addition to its previous effects, MDF now also shares 50% of barrier generated with allies.Minor Scrapper TraitsIn general, I think these are in a good place. The only one needing change is impact savant. Minor Adept: Remains as-isMinor Master: Remains as-isMinor Grandmaster: Impact Savant now grants 10% percent of power damage, condi damage, and outgoing healing as barrier.The reason I dropped the percentage down to 10% is to accommodate for the fact that adding condi damage and outgoing healing greatly increases the potential amount of barrier than can be generated, especially if you run a celestial build. If we also account for the bonus of medical dispersion field, an outgoing heal of 20k from the scrapper will provide 2k barrier back, and 1k barrier to nearby allies. This prevents absurd amounts of barrier being generated from healing while also making healing builds stronger. Adept TraitsAdept traits should lean into function gyro as a concept and improve its utility. To that end, the following changes to adept traits should lean into the "holy trinity" archetypes commonly seen in other MMOs. Here we also see tradeoffs in action -- do you use function gyro to rez/stomp and enhance combat abilities? Or do you use it without rezzing/stomping in order to use it more frequently? The choice is yours, but use it wisely. Helper Gyro: In addition to baseline function gyro changes, the helper function gyro increases the radius of all well abilities (including function gyro) by 300. Function gyro grants allies within range 10 seconds of regeneration, 5 seconds of protection, and 3 seconds of frost aura. Additional summoned gyros increase the duration of regeneration, protection, and frost aura by 2s each.Utility Gyro: In addition to baseline function gyro changes, function gyro grants allies within range 2 stacks of stability for 6 seconds, 3 seconds of alacrity, and 3 seconds of superspeed. Additional summoned gyros increase the superspeed and alacrity duration by 1s each.Pain Gyro: In addition to baseline function gyro changes, function gyro grants allies within range 5 might for 10 seconds, retaliation for 10 seconds, and quickness for 3 seconds. Additional summoned gyros add 1 might and increase quickness for 0.5 seconds per each.Master TraitsMaster traits should improve the scrapper him/herself, and once again, emphasize the Holy Trinity roles. These traits will be relatively simple, straightforward buffs. Adaptive Armor: Outgoing and incoming barriers are 25% stronger. Reduce incoming condition damage on yourself while you have barrier (20%). Healing Power increased by +100Damage Dampener: 33% of all power damage you receive is delivered after a delay, with 25% damage reduction (stacks multiplicatively with protection). Toughness increased by +100Object in Motion: All weapon damage increased by 10%, hammer gains an additional 10% damage, attack speed all weapons increased by 10%, and hammer cooldowns reduced by 10%. Power increased by +100.Grandmaster TraitsGrandmaster traits should emphasize the synthesis of Scrapper and gyros. Consider it... "calibration." Pastor of Muppets: All wells have reduced cooldowns, and provide 3 seconds of superspeed when activated.Kinetic Stabilizers: Gain 3 seconds of stability and 3 seconds of protection when using a well ability.Applied Force: In addition to its previous effects, gain 4 might for 6 seconds when using a well abilityFinal ThoughtsThere are a few other things ANet needs to do to really make some of this stick. For one, bulwark gyro needs to properly function as a damage mitigator. It's buggy as heck. I'd also recommend making non-damage gyros have 10-target functionality so that they're useful in raidsNumbers adjustments could be made to all the above traits in case some combinations prove excessive.Well, that's about all folks. Thanks for sticking through this thread with me. I want to see scrapper viable in all game modes, and my hope is that these changes would accomplish that.
  16. that's good tho or else it would take forever to get the gates down. But that's the thing. Two support firebrands could easily just ram through the whole thing with almost no problems. no... its hard to take a fb duo down but its certainly possible with quite a few class combos. takes a while but they eventually run out of cds.maybe make the treb a balli that does half dmg to bombers/ archers? editalso its pretty easy to take down bombers. Not when they have two support FBs sitting on them. dood. fb heals aren't even that good. they're not going to keep anything alive that doesn't have active defense.Agree to disagree on that one friend.
  17. Duh. But I'm highlighting that removing a finisher on the basis of balance alone is also stupid because it's completely inconsistent. The skill meets every definition of a "leap" and therefore should be a leap finisher, unless you really want to confuse players when shield bash is a leap, but holo leap isn't. The only thing you mentioned that qualifies as a gap closer is super speed. And the super speed from holo is tied to... you guessed it... holo leap. Or you know, Toss Elixir U? Toss Elixir U can be used as a gap closer, true. It is rather clunky, but fair enough. You're telling me you can't handle 2x88 (0.33). As I said, there are bigger problems, and this is not one of them. No, I'm saying Kinetic Battery gives 7 seconds of quickness after 5 stacks. This means each stack is worth 1.4 seconds of quickness. This means that entering and leaving forge is equal to an agility sigil worth of quickness. I don't give two kitten about Static Discharge other than the fact it's obviously not working as intended. Ok, so your problem is really with kinetic battery? That's fine, and I agree kinetic battery needs some changes. I think the length of boons should be shortened in PvP, or the number of toolbelt activations required should be increased in PvP. PF shouldn't count towards kinetic battery. Every class has its issues. If you're going to bring up small details that should be nerfed, don't forget that holo is currently the only viable engineer spec in PvP (and PvE) right now. There are holdouts in scrapper and core, but they have to compete at a much higher level to even come close to much easier specs. I'm not saying it shouldn't be nerfed -- as I said, Kinetic Battery and Heat Therapy are probably the two biggest offenders at the moment. But rather, consider the whole class before you want to smack the thing to oblivion. I want to stop and highlight this little bit. You (and a few others) accuse me of having an agenda specifically for holosmith, because I've argued against certain suggested nerfs to it. Ignoring the fact of how weird it is to accuse someone of having an agenda, you probably don't see my posts in the engineer subforum. I have posted several long threads detailing improvements that need to be made for core engi and scrapper as well. I have mained engineer since 2012, and I've seen how the balance works. I argue for holosmith not because I want it to be OP. I argue because I don't want to see it get the "purity of purpose" treatment that scrapper got. I argue because I don't want to see it get the "turret" treatment that core engi got. If you view that as arguing for OP status... well, that's your perception aint it? Can't change that. But it's not my goal.
  18. Great, now about underwater Elixir X...
  19. that's good tho or else it would take forever to get the gates down. But that's the thing. Two support firebrands could easily just ram through the whole thing with almost no problems. no... its hard to take a fb duo down but its certainly possible with quite a few class combos. takes a while but they eventually run out of cds.maybe make the treb a balli that does half dmg to bombers/ archers? editalso its pretty easy to take down bombers.Not when they have two support FBs sitting on them.
  20. The radius decrease on PF5 is pretty substantial. Remember basic algebra -- A = pi x r^2. In this case r^2 will go from 360,000 in square area to only 90,000 in square area. And because the radius is also vertical, that means a reduction there too. I'm sure somebody less lazy than me can look up the volume calculation. Oh, Google, you fantastic.I'm fine cutting heat therapy. It's pretty OP, because it's a free heal on top of the normal heal.Uhh... cutting combo finishers? That hurts everyone, not just engineers. Combos are not the biggest problem.Kinetic battery might need some adjustment. Cool with thatStatic discharge is pretty weak right now. Like @Megametzler.5729 said, removing leap finisher from photon leap would be a great start. Or giving it the old ride the lightning treatment, locking it behind a longer cd if used for mobility or if it's getting dodged. But it's quite literally a leap. It's even in the name. Sure, longer CD could be fine, but it should also come with longer swiftness and the CD shouldn't extend longer than 4s. Engineer as a whole lacks gap-closers, and photon forge is a melee kit. It should only proc once for both, that I agree on. But otherwise, it doesn't seem to be unintended. With that logic jump shot shouldn't be a leap finisher. It's a jump, not a leap.Umm... what? Jump is a synonym for leap. Please tell me you understand how synonyms work. Here, let me help you. Radiant arc has nothing about jumping or leaping in the name, but it is a leap. It does have leap in the description though. The only thing you mentioned that qualifies as a gap closer is super speed. Try using rocket boots or jump shot as a gap closer for melee attacks, and you'll find them woefully lacking. And the super speed from holo is tied to... you guessed it... holo leap. Unless you meant slick shoes or something, in which case you'd be wasting a stunbreak for a gap closer. You're telling me you can't handle 2x88 (0.33). As I said, there are bigger problems, and this is not one of them.
  21. The radius decrease on PF5 is pretty substantial. Remember basic algebra -- A = pi x r^2. In this case r^2 will go from 360,000 in square area to only 90,000 in square area. And because the radius is also vertical, that means a reduction there too. I'm sure somebody less lazy than me can look up the volume calculation. Oh, Google, you fantastic.I'm fine cutting heat therapy. It's pretty OP, because it's a free heal on top of the normal heal.Uhh... cutting combo finishers? That hurts everyone, not just engineers. Combos are not the biggest problem.Kinetic battery might need some adjustment. Cool with thatStatic discharge is pretty weak right now. Like @Megametzler.5729 said, removing leap finisher from photon leap would be a great start. Or giving it the old ride the lightning treatment, locking it behind a longer cd if used for mobility or if it's getting dodged.But it's quite literally a leap. It's even in the name. Sure, longer CD could be fine, but it should also come with longer swiftness and the CD shouldn't extend longer than 4s. Engineer as a whole lacks gap-closers, and photon forge is a melee kit. It should only proc once for both, that I agree on. But otherwise, it doesn't seem to be unintended.
  22. that's good tho or else it would take forever to get the gates down. But that's the thing. Two support firebrands could easily just ram through the whole thing with almost no problems.
  23. One of the problems I've noticed with stronghold is that a strong support class can basically ram a bunch of npcs through. The interaction between npcs and players needs to be modified in such a way that healing and damage against npcs are reduced, but npc damage to humans is increased.
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