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DrDoctor.8091

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Everything posted by DrDoctor.8091

  1. So when you take the "Kinetic Stabilizers" trait, your stun and daze duration is increased, but the new Flashbang skill is unaffected by it and the new Supply Crate goes back to the original duration, so if you take Supply crate and take KS trait, supply crate's daze goes back to 2 1/2 seconds instead of increasing in duration.
  2. I do also think that the other Crystal Configuration traits should be buffed as well. Well, mainly the Crystal Configuration: Storm. I think the range is pretty fine, but a range increase to make the auto attack an actual ranged ability would be cool, I'd also suggest buffing the damage on the auto attack (when traited with Storm), because I find it to be lack luster. If you buffed it, it would make this trait an option for group PvE and PvP as well. Crystal Configuration: Zephyr is also a bit lack luster, it has it's uses in some place (I do enjoy using it in WvW, where I can give superspeed to the people I play with. Can be useful in some PvE cases), but overall it's pretty lackluster. Doesn't have any synergy or much of a good use. I'm not entirely sure how it should be changed, but I think it needs a rework or it should be replaced with a new trait.
  3. So, for some reason, I can't continue this achievement. I've done some of the events that it says to do, but it doesn't count it. Is this a bug or am I doing something wrong?
  4. If they played Holosmith, they would know that some HS traits need a rework or buff. Examples: Photonic Blasting Module on Grandmaster tier and buff or reworkCrystal Configuration: Storm on master tier lol.
  5. I don't know if this was intentional or they forgot about it, but if you use the Gadgeteer trait in Tools, you get the old version of Utility Goggles (Fury and immunity to blindness) + might, but without the trait it's resistance and blindness removal. Is this a bug or intentional? Kinda weird they didn't change the UG while it's traited or even the Lesser Utility Goggles trait. I'm aware not a lot of people use it, but I am just curious.
  6. I do love the Scrapper changes, so many buffs. It seems like you guys are going the "Bruiser Scrapper" approach with all the damage increases. Sad that you guys couldn't find a way to make Impact Savant's damage to barrier trait go with condition damage, but I guess the increase in hammer damage is at least good. Maybe they'll be okay for Fractals and Raids, but not as good as Holo of course. The nerfs for Holo are pretty decent, they'll still be good as a duelist though. Glad you noticed the more healing side of Engi, it might not be ideal, but any buff you guys can give to Healer engi is very needed. Healer Engi is pretty useless unless there's a ton of condi on the team.
  7. That's an extreme nerf, I think raising it a bit would be better. Maybe to 450 or so. I main engineer so the engineer section is very important to me Also, on the topic of engineer, I think there should be a turret rework. Like rework the Experimental Turrets trait to make it so instead of boons every 10 seconds its a unique buff given to everyone. It would make a Scrapper support even more important. You can also make it so at least the Rifle Turret's damage is based on your power damage, like Flame Turret's damage is based on your condition damage. You can also make it so you manually overcharge your turret and put a cooldown on it and make it so on the 2nd or 3rd overcharge, your turret overheats and explodes. Just a few changes to turrets that I think would make them more useful.
  8. Then don't make them a tank, or at least don't use 'tank' to describe them. I would be fine if they were a unique damage dealer, mainly being a glass cannon and using there damage to give themselves barrier to support themselves or something like that.
  9. They made our barrier generation greater and we have less damage, what are we supposed to be in group PvE, we can still tank in PvP all we want, but PvE we're just better off as a support and most likely not using our ability to generate barrier and take damage like a boss, I mean in open world its pretty fun, but we're near useless in group PvE.
  10. I toyed around with my "surprise mechanic" variant in the raid DPS arena. Obviously made some modifications for PvE. I was able to sustain about 20kDPS. Sadly, 20k - 25k is all you'll be able to muster with Scrapper Power damage. With Condi Scrapper, you can hit around 30k+, but I'm pretty sure core condi or holo condi is better, but that's for raids, Open World, you can do whatever build, but just saying :D
  11. This will be a pretty short thread. This will be me ranting about how ArenaNet says Scrappers are supposed to be tanks, basically, but they really aren't... Well, they are but they aren't a viable tank. So basically, the normal tank is Chronomancer who can give out Quickness and Alacrity very frequently. A supposed-to-be tank is Scrapper that gives out protection, cleanse (which can be turned into boons if you have the "Purity of Purpose" trait.), and a unique damage reduction buff to others while the Scrapper has Bulwark Gyro activated. Scrapper really gives nothing beneficial except for the damage reduction. Assuming the Scrapper is a full on tank and support, you would have already 2 healers in a raid group and 1 for fractals that can cleanse conditions from the party so you wouldn't really need the extra condi cleanse and the protection that "Reconstruction Field" (tool belt skill of "Medic Gyro") has a pretty short duration (It can also cure conditions with the "Anticorrosion Plating" trait.). There's also Blast Gyro that gives might to the surrounding allies, and turrets that can give boons with the "Experimental Turrets" trait. The big thing missing from Scrapper is either giving allies Alacrity and Quickness, or giving allies a unique buff, like the Bulwark Gyro's "Watchful Eye" buff. I think I would know how Scrappers would give out Alacrity and Quickness. Here's the traits I would change. Gyroscopic Acceleration - this ability grants increased area of effect for all gyros and also grants superspeed to allies on the last pulse. - Since this is the only way to give AoE superspeed, have the superspeed grant Alacrity to allies or even quickness, though I would advise against putting this in PvP, make it a PvE only thing. Applied Force - You gain quickness when you gain might at or above the threshold. When you have quickness, it grants you extra power. - Make the quickness from this trait be an AoE, you'll be constantly at above 10 stacks of might in raids and most of the time in fractals, so you will constantly be giving quickness to your allies while also giving yourself extra power. Object in Motion - Gain a 5% damage increase when you have stability, superspeed, or swiftness, this stacks up to 15% if you have all three. - This one will be the more controversial one, I'd say because the 5% damage increase per boon is amazing, but rework this trait to make it so you increase the damage the Scrapper does when you have a certain barrier threshold. It'll kinda be like how "Laser's Edge" works now. The more barrier you have the more damage you will do. You can also keep this trait and rework "Expert Examination" which gives weakness and vulnerability to foes that you stun or daze, to the damage increase based on your barrier level. Scrappers are truly only useful for a side healer and nothing else. I hope ArenaNet makes them a more viable tank or even damage. These are my thoughts. Tell me what you think!
  12. You mean like https://wiki.guildwars2.com/wiki/Experimental_Turrets? On the subject of the "Experimental Turrets" trait. I think they should do a change for it too. Make the turrets immune to all damage for a few seconds and give allies boons more often. Just a thought.
  13. You know that you are talking about players who are playing with tank build and gear right?And if you put a guardian, warrior, revenant everyone with survival / tank build how many players would you need to take them down aswell? Maybe 4 to 5 ? If someone player with a tank build no wonder you need help to take it dow. Everyone would need m8 :) Yes but tank builds that holds off a 3v1 indefinitely is broken. Mind that Turret engy is not the only one that can tank indefinitely. Point is, don't ask for a buff. Especially a damage buff. dha! Turret Engi doesn't really exist, that's Gyro Engi. No one ever uses Turrets because they are mediocre compared to other abilities, I'm just giving ideas on how to buff them because its sad that all the abilities on classes are not viable at all to use.
  14. I'm talking about the turrets should scale to power and precision level, not gadgets. Isn't it weird that Flame Turret scales with Condition Damage and the other damage turrets don't scale with anything? No the concept is not to be confused with the utility type gadgets. Gadgets are what the developers classify arrow carts, trebuchets, and engineer spawned turrets asI was actually saying the utility turrets that the Engineer class has. And mainly for PvP, since they are kinda useless in PvP. I've never really seen them in any other game mode.
  15. I'm talking about the turrets should scale to power and precision level, not gadgets. Isn't it weird that Flame Turret scales with Condition Damage and the other damage turrets don't scale with anything?
  16. Thanks man, I think you're right too. The turrets would be good for bunkering, and would make the "Experimental Turrets" trait be useful. Again, thanks for reading :)
  17. Hello, I would like to take a minute to write down a suggestion that could make some interesting builds... Turrets have been on the back burner for quite some time, like they are very weak, especially in PvP and WvW. The toolbelt abilities aren't terrible, but that's the only reason you would put a turret in an utility slot (though, Thumper turret can be really nice in some cases). Turrets should get either a buff or a rework I think, to make them more useful. Most of the damage dealing turrets don't scale to your power or precision. They have their own damage and it's rather extremely low, so it's practically ineffective in PvP (Rifle Turret has a use, but only for the "Surprise Shot" ability.). I think turrets should at least scale to your power and/or precision (they already scale with condition damage and healing power). I also think we should be able to activate the "overcharge" ability for each turret manually and then the next ability after that you can destroy it. I'm going to go through each turret and say what should be changed (if needed): Healing Turret - One of the best healing abilities the Engineer has, so I don't think there really should be a change to it.Rifle Turret - This is one of the damage turrets that I was talking about that should scale to your power and/or precision. It doesn't need a damage buff or anything, it just needs the ability to scale to the player's power and/or precision level. This ability has a very nice tool belt skill that can be used to do constant damage to an enemy, I use it a lot and it can help a lot in PvP if paired with Photon Wall's "Particle Accelerator" and the "Static Discharge" trait in the Tools specialization.Rocket Turret - The slow rate of fire and the inability to critical strike makes this ability really weak and easily destroyed. I think this turret has good damage for a companion, but should be able to scale to your precision level and maybe buff the rate of fire 1 or 1.5 seconds.Flame Turret - Has okay condition damage and does scale to your condition damage level and has good utility with the smoke combo field which can make it so you can stealth your allies with a leap finisher or blast finisher. It also gives a fire combo field for a tool belt skill for more damage. Maybe a very small buff to the damage, but overall, I think it's a fine turret.Net Turret - A pretty useless turret that immobilizes and a stun, but fires every 10 seconds, which makes for a good window to destroy it. The tool belt skill is just a immobilized that can more than likely be easily blocked or evaded. If there was a possible buff that wouldn't make this turret overpowered (constantly casting immobilize on a target and just stun locking someone) I personally don't know how I would buff it, maybe reduce the rate of fire by 1 second (so 10 seconds to 9 seconds) or something like that. You could make the rate of fire faster, but have the immobilize duration be very short. Otherwise, not sure how to buff this one.Thumper Turret - This turret isn't a bad turret. It can do a nice knockdown so you can do some decent damage and/or cleave to enemies. The cripple is nice, but not that useful because everyone can pretty much just cleanse it and destroy the turret (Goes the same for the Net Turret). The tool belt ability is a nice stun break that gives stability for 1 second (helps so you don't get stun lock and possibly get out of the fray. This turret is also a good source for condition cleanse (or boons if you have the "Purity of Purpose" trait in the Alchemy specialization) with the "Anticorrosion Plating" and "Experimental Turrets" traits in the Inventions specialization. I don't think there's really a need to buff this turret.There's also a way you guys can buff the "Experimental Turrets" trait in the Inventions specialization. Instead of a 10 second interval, maybe buff it by 1 or 3 second less so it gives a boon ever 7 to 9 seconds. Just an idea, though depending on the turret you can gain a boon for around 12 seconds, which can easily get stripped off if fighting a class that can do so (Necromancer for example). I think these could be suitable buffs for the turrets, but of course this is my opinion and I'm sure there are people that disagree with me, but right now, turrets are really weak and have no use in almost all game modes (maybe except open world PvE). I know Rifle Turret has a place in PvE, but it's inferior to other abilities. These are my thoughts on how I would buff Turrets. Thanks for reading!!
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