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wasss.1208

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Everything posted by wasss.1208

  1. I just want a trait, that turns the mech into a glorified Ventari tablet. It no longer has hp, hitbox, auto attack, or anything. It becomes a simple effect, when the trait is picked. It relocates with F1, does its F-2-3-4 skill, when pressed, and cc once with F5. This way I wouldn't be inconvinienced by the clunky AI, if I would ever try to play support mech. And I could actually try to play this spec in WvW zergs.
  2. Power is probably recommended, because it is usable on most encounters. In raids, at least. Apart from that, Power Holo is pretty simple to use. Condi Holo is one of the hardest builds in the game at the moment. Luckily enough Condi Mech is pretty beginner friendly as well, so you have that as a backup. If you want to keep mech as an option, do not pick Grieving gear, because it doesn't work with it.
  3. I stopped maining Engineer one or two patches ago. Core Engineer is at least viable in PvE, and can have some fun with it, but I really dislike Takedown Rounds, so I don't play this build as often, as I could. Scrapper has been ruined for me, after they changed how they provided quickness. And the justification was horrible as well. Instead of filling your bar with one kind of skill, and spamming them on cooldown, now you are filling your bar with an another kind of skill, and spamming them on cooldown. At least they are buffing DPS scrapper, which I always found fun, and will definitely play some of it during the next balance cycle. Holosmith is good, but I've played it for 5 years, I want something fresh. Mechanist is nonexistent in my eyes. It's the bane of Engineer, and we would've been better off, if it never existed. In PvP, you play Holo, which has been the case since 2017, or 'Nades, which has been the case since 2020. It's incredibly stale. Every now and then I hop on, to theorycraft a new core build, but it usually just gets farmed by meta builds, so I put the gamemode down, until the next core buffs. Shame those buffs usually arrive after 3 nerfs to core, because they refuse to touch the elit specs first. WvW is whatever. It is the wild west, I can enjoy anything there. Although after the Support Scrapper changes, I don't really feel like zerging with Engineer.
  4. Because they dislike passive procs. And their cooldowns reflected that. 100 seconds for 3k barrier, 100 seconds for 3 condi conversion? Those were incredibly awful. Now you can have that 3 condi conversion every14,5-30 seconds, and could proc that 3k barrier every 20 second, at best 120 at worst. This also means, that you have more power over when to get these. On the other hand, I can make a build now, that cleanses something like 8 conditions on heal, so on heal cleanses are definitely plenty at the moment.
  5. They probably buffed Scrapper sustain, to nudge players toward a bruiser playstyle. They'll probably follow-up these changes next patch (hopefully not in 3 months), if they weren't enough. In the meantime, there is Tools Holo, that wasn't relying on 'nade kit, so that should be unaffected. And with nade out of the picture now, they can actually adress the issues of the profession, and start buffing things, because "It'll be broken with 'nades." should no longer be an issue.
  6. Yeah. Its wild. Also, you cannot expect DPS players to stand in a 180 AoE. Most boongivers nowdays give out their stuff in a 300-360 radius. Some easily goes up to 600. And just hitting them once isn't enough, you would want the ticking effect to get full value out of it. And if your team manage to pull it off you win... 🥁 drumroll 🥁 25 stack of might! 🥳 🎉 Give it damage condies, and good damage scaling, so we can at least try to bomb with it in WvW.
  7. His last stream was 5 years ago, so even he is back, he isn't streaming.
  8. In group content healers are doing 3 things: Give boons, give heals, and handle mechanics (if they can), so people with good damage output can do their thing better. You don't need to worry about damage, unless you are in a really minmaxed speedclear group, that wants to shave 2 seconds off of an encounters time. Open world events are quite similar. Your job is to keep the damage dealers topped off, and booned up. That said, camping your healer weapon is not always the best course of action. It is definitely a viable strategy, but you usually need things from your other set of weapons. Like druids usually camp X/WH, because of the boons, and only swap to staff, when they need big heals, because staff has no useful boons on it, only heals.
  9. Pretty much. But that makes the fact even sadder, that it'll be probably a pure support weapon. Unblockable support abilities are nothing to write home about. Those are the baseline. If these abilities had a way to build into a proper power, or utility weapon, then it could become useful in WvW. Otherwise in zerging, this will be a huge "we will move there in 2 seconds" marker, or "we will push, because engi buffs and empower prestacking started". And we will still need to give up x/shield, or hammer, which gives pretty good defensive/mobility/cc skills for supports.
  10. I just made a joke an hour ago, that they could just rework turrets to be "arrow" skills, add them to the chain reaction mechanic, and we might actually see them used, unlike turrets.
  11. At first glance, I don't dislike this. I'm curious what kind of effects we'll be able to get out of the chain reactions. From the previewed skills, and the wording of the post, it seems like this will be a pure support weapon. It would be nice, if some of the skills/chain reactions would apply a good burst of conditions. But this is just my personal wish. Apart from this, the weapon objectively needs: A blast finisher on low cooldown, so Scrappers could pick it up. Without this, support Scrapper just cannot work. A crowd-control skill, for it to be even considered in PvP. For someone to pick this up, they are paying a hefty opportunity cost, and have to give up x/shield, that gives pretty good survivability/utility, or hammer, which does the same. Supports really need all the personal sustain they can get their hands on in PvP. Not rooted animations, on 2-5. As people pointed it out, the animation seems to use Guardian/Ranger LB5 animation, which both are animationlocks. The weapon would feel awful to play, if every non AA skill would root you in your place. Not must have, but it would be nice to have: An explosive tagged skill, so it can interact with the Explosives traitline. Large area for the skills. This is especially important in competitive modes, where things get hectic, and people spread out, or relocate quickly. There is a reason why the only viable supports in PvP have 600 area support skills. Fast travel time for skills. Not sure, if they appear on the spot, instantly, or it needs more time based on the distance. Either way, it would be nice if our target would be still in the area, when the skill arrives. Anyways, ranting over, we'll see how it plays during the beta.
  12. This is the peak PvP content I'm here for.
  13. For the confused people: "They should buff it in pvp/wvw at least, since they joinked quickness."
  14. They would have to look at explosive tags on weapons first. Scrapper has one on low cd, Rifle has one AA, and P/P has none. They could update the weapons, so all of them has an explosion tag on a ~4-6 second skill, then give us a grandmaster, that gives ~6-8 seconds of quickness. It could definitely work, and wouldn't be an outlier compared to Herald, Bladesworn ... and all the rest of the crew, that provide their boon, by just existing. Alternatively they could lowball this amount, so healer builds are forced into boon duration, which they do anyways, but dpssupports will slot in either mine, grenade, or both, which provide multiple explosions. This is also a great alternative! It wouldn't force us to slot any skill, just force us, to spam toolbelts. As a DPS player, you do that anyways, as a healer player, boon duration will help you out. Or they could just slap 10 seconds of quickness on a single toolbelt use, plus whatever extra boon duration the trait gives. Will it overcap quickness? Obviously. Does it matter? Considering what the other alternatives bring, I would argue, that it doesn't.
  15. I don't see where the wiki says 100% chance for fury, but never the less, the random nature of elixirs should have been gone for years. Give toss B a respectable amount of consistent boon output, because that is the only thing it does. People can't really build or rely on this skill now, if they need anything, but stability.
  16. Optional adjective available to be chosen but not obligatory. I'm getting mixed messages here. Part of the DPS rotation means, that you have to press it in order to increase your damage, so it is not optional, it is a must press, when your priority, or rotation gets there. The thing I like about the forum is, that if you write something down, people can check back up on it. And if you edit something, it will flag your post as edited. And I was playing quickness DPS Scrapper ever since it was an option. Hammer 3 was never part of the rotation, because it was always a DPS decrease. And even you were correct, that doesn't negate what Vandal, and many other before them was pointing out: Hammer 3 is unfun in a DPS playstyle. This could also be proven by the fact, that the amount of Scrapper logs fell off a cliff, in every instanced content, when the playstyle changed. Obviously, that could be also explained by the fact, that other alternatives rose, but I can toss in my two cents: I stopped playing Scrapper, and moved back to Druid after the change. (Went back to dig through some older footage, so I could support my claim again:) Anyways, I'm supporting my claims with actual videos, while you doublespeak, and go back on your word. What we are doing here is anything, but providing constructive feedback, I won't going to waste more time trying to debunk your claims.
  17. Rocket Charge is a DPS downgrade, compared to auto attacking. But you don't have to take my word for it, here is the proof: This is currently the highest damaging Hammer build for Engineer, and it doesn't ever press Hammer 3. Its after cast was reduced by 0.35 seconds a year ago, but it is unaffected by quickness, so we are still looking at a ~ 2 seconds long animation lock, which is not fun to use as a DPS, or as spec, thats fantasy is about going fast. I like the second and third option, that you presented. I'm on the fence about the first one, since it is objectively an upgrade to people, that want to play support, or want to push their damage. I would like to add my two ideas to the mix: Remove Adaptive Armor. Barely anyone uses this trait. It has no place in support builds, because other options are better, and because you aren't generating barrier on yourself consistently. And for DPS builds, the other options are straight up better again. Replace this trait with the old quickness trait, so people can choose their poison. If they prefer the old methood, where they needed to equip more boon dura gear, and slot their bar full of gyros, they can have that. If they prefer the new one, where they can go for higher DPS numbers, or have a more laid back time supporting, they can go for it. The other option would be giving us back an old minor trait, that gave us superspeed on blasts. Expand this list with leaps. Then change the grandmaster back, into its old state. Now blasts and leaps give superspeed, because of the minor trait, and with the grandmaster trait, it gives quickness as well. Now add the superspeed on gyros adept trait, and now you can have both the old, and the new playstyle, and you can mix and match your playstyle freely.
  18. Turrets are in the state they are in, because people used to spam them on points, then bunker down, back in the core game. Back, when turrets were tankier, immune to condies, and couldn't be crit. You were also able to throw them on spots, where melee opponents couldn't hit them. The overcharge was also removed from the toolbelt, because PvE dps builds picked up Rifle Turret, then never put it down, to be able to spam its toolbelt. Turrets honestly need a rework. Give them the spirit treatment, if they can't come up with anything better. But in their current state, they are a dead skill category.
  19. Not just that, but you are better off running elite specs with Grenades. Holosmith adds mobility, melee pressure, survivability via its traits, extra cc, might generation. Scrapper gives some barrier, superspeed, good utilities, fury... A third core line in the meantime gives you what? 5% boon duration, and 2 might when you pop an elixir? I know, I'm exaggerating here, but the difference between Core Engineer, and Scrapper/Holo is night and day. Let alone the difference between Core Engi, and whatever the FotM build is at the time. Grenade core is inferior to Grenade Holo and Grenade Scrapper. You need to get into melee range, and need an opponent to be locked down, or AFK, to get decent value out of EG. I've only seen a grand total of one person running FT successfully, but that was also in montage videos, so I have no clue how many times they got beaten, before the got decent footage. SD builds work better on Holo, because Holoforge counts as a toolbelt skill, and proccs every effect. It also has access to Photon Wall, which enables this playstyle even more. In the meantime Core has Battering Ram, which is nice, but it requires close range. If you want any value out of an SD build, you need to build glassy. Glassy, core, and melee isn't a nice combo. Rocket Turret toolbelt hits hard, which is nice. It also requires setup, unless your enemy is hellbent on AFKing on the point, waiting to get hit. Apart from that, you again need to build glassy, because your survival depends on your burst. If the enemy survives your burst, you have to run. The thing is: There are some options, that look nice on paper, and you can montage play your enemies with them. But the amount of effort you have to put in, in order to get the similar results, as most other builds out there, is insane. You also have to give up a disproportionate amount of defence, to be able to deal any damage.
  20. They could start with reworking Inventions and Firearms, and loading some power back into Alchemy. Elite specs can only pick two core lines at a time. Currently there is no point in picking anything other than Tools and Explosives, any of the remaining three lines are downgrades compared to elites. This is what they would have to change. So, if they rework Inventions, to be close to the top two, elite specs would win nothing. They would still run the top two, and the close third would be a core exclusive buff. Worst case in this sceniaro is some new elite builds would pop up. Or if the reworked line is a bit stronger than the current top two, elite specs will pick it up, but they would barely get any power increase, because they would replace a strong line, with a bit stronger line. Meanwhile Core would replace a week line, with a strong one. This is obviously a PvP thread for Core Engineer, why are you posting about PvE specific issues for Scrapper?
  21. 3 years ago I would have agreed. But Mechanist came out since, and it really showed me what happens, when you take away the toolbelt skills. The utility choices become extremely limited, because some skill are just horrible, without their toolbelt skill. We used to have Gyro pets, that used to follow the Engineer. It was horrible. The less a spec has to rely on AI, the better it is. It disappears when you use it, and only reappers, when you can use it again. It's mostly an RP thing, but it indicates when the skill is up. Offtopic/side note: I like how every topic about Scrapper becomes an arguing ground about the Quick Scrapper changes. The change was horrible, but it did bring me content at least.🍿
  22. Not only that, but it won't really work in this game. Like, I hop on Druid. Am I a sidenoder, with a power, or condi build? Am I a healer, with the new Lingering Light grandmaster? They are completely different playstyle and role, yet, in this system, I would be put in the same match, because I'm just playing Druid, and my Druid would have "X" MMR. Same goes for the Roles section as well. It works in WoW/FF, and other games, where a single spec can only fill one role/playstyle, but it won't work here.
  23. Dazes are considered a soft CC, they cause instant breakbar damage, and have damage in competitive modes. What is odd about this one is, that even when Rocket Punch was a hard CC, according to the tooltip, it still did damage in competitive modes. According to Inci, it is bugged for more than a year and half now. So they probably hard ignored this skill, and never really cared to change it, or its tooltip in competitive modes, other than removing its stun component.
  24. It started way before 'Nade holo became a thing. Ever since holo is out, Core got slapped left and right. Holo does too much damage? Rework explosives dodge-mine trait. Holo has way too much condi cleanse? Nerf Alchemy. Holo has way too high stealth access? Rework Toss Elixir U. Holo has too high quickness uptime? Nerf Tools, rework Toss Elixir U again, and nerf Elixir U. Holo still has too much stealth? Nerf Toss S... The list goes on and on, ever since PoF release. All of this lead to the point, where core is incredibly underwhelming, and Holo and Scrapper are only good, because the traitline, and extra skills do the heavy lifting. And this is the core issue that Engineer has. Most of its kit (skills and traits both) are either an incoherent mess, or underpowered, because they wanted to balance Holosmith via them, instead of hitting the stuff, that were holo excluse. And now we reached a point, where you either play Grenades, or you handicap yourself, by playing Tools Holo. And God have mercy on your soul, if you want to play anything else. At this point, it really feels like Grenade kit is the ducttape, holding Engineer in a viable spot. Take that away, and the balance team will have to put in a lot of work, to make different playstyles actually satisfying to play. Which honestly, wouldn't be a bad thing, but I don't see them doing anything drastic, until the dust settles around the expac and weapon mastery.
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