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Mechanist Feedback Thread


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I really like confusion as a condition, because i like these big numbers coming out when the enemy attacks...

...but as it was mentioned multiple times now by (I think) @Kodama.6453 and also some others, there should really be a trait for it in the condition traitline of mechanist that increases confusion damage and duration.

And I think with a confusion damage buff in the traits, Engineer would be the only class that has a trait that directly buffs confusion damage (without counting traits that buff all condition damage), that would be pretty nice imo.

However we really need a confusion trait since mechanist is so much built around confusion. And as I said, I really like that, but we actually have nothing to support this confusion amount.

Edited by SeTect.5918
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1 hour ago, SeTect.5918 said:

I really like confusion as a condition, because i like these big numbers coming out when the enemy attacks...

...but as it was mentioned multiple times now by @Kodama.6453I think and also a some others, there should really be a trait for it in the condition traitline of mechanist that increases confusion damage and duration.

And I think with a confusion damage buff in the traits, Engineer would be the only class that has a trait that directly buffs confusion damage (without counting traits that buff all condition damage), that would be pretty nice imo.

However we really need a confusion trait since mechanist is so much built around confusion. And as I said, I really like that, but we actually have nothing to support this confusion amount.

TBH the more I think about it the more I think Mechanist should have be a hybrid support/condi like staff mirage, scourge, firebrand, etc..
Or even a pur true condi dps since the condi engi build is very old and unfun to play to most people.
We've enough power in core/scrap/holo already.

 

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1 hour ago, SeTect.5918 said:

I really like confusion as a condition, because i like these big numbers coming out when the enemy attacks...

...but as it was mentioned multiple times now by @Kodama.6453I think and also a some others, there should really be a trait for it in the condition traitline of mechanist that increases confusion damage and duration.

And I think with a confusion damage buff in the traits, Engineer would be the only class that has a trait that directly buffs confusion damage (without counting traits that buff all condition damage), that would be pretty nice imo.

However we really need a confusion trait since mechanist is so much built around confusion. And as I said, I really like that, but we actually have nothing to support this confusion amount.

You're better off with burning in fractals and possibly even on Cairn. The only place confusion is really extremely strong is on Twin Largos, as on Soulless Horror you would be able to get decent damage from torment. On Matthias it definitely would be better off with burning or even high stacked bleeding. Confusion is so niche that we don't even have a sigil to lengthen its duration.

I guess it's okay if you have confusion output on mace, but the mech skills really shouldn't output confusion. Top DPS is achieved with double pistols right now.

Even thematically, radiation field asura racial skill does poison rather than confusion so Discharge Array is an outlier.

I'd much rather have a spec that works just about everywhere than a few encounters people generally don't even want to play mechanist because condi RR/condi mirage are exceptionally strong or "needed" for reflect. The move to add burning to superconducting signet and Discharge Array was a positive one : the only places you'd actually use 5 man alacrity currently are fractals , DRMs which people hardly even do teamed up anymore, or dungeons (which are obsolete for the most part).

Edited by Infusion.7149
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I think 5 ppl alac may be useless, since the new content is all 10 player based i think everyone will choose a 10 person alac class over this one in most if not all comps.

 

The mecha keeps running around when i walk and its annoying, good thing i can unsummon it and call it back where i want.

 

Again, give us skins for the mech, people will really buy with gems.

 

You DON'T have to make the jade dyable, is jadetech, its supposed to have jade, but allow us to dye the metal parts, that can solve some things

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2 hours ago, Infusion.7149 said:

You're better off with burning in fractals and possibly even on Cairn. The only place confusion is really extremely strong is on Twin Largos, as on Soulless Horror you would be able to get decent damage from torment. On Matthias it definitely would be better off with burning or even high stacked bleeding. Confusion is so niche that we don't even have a sigil to lengthen its duration.

I guess it's okay if you have confusion output on mace, but the mech skills really shouldn't output confusion. Top DPS is achieved with double pistols right now.

Even thematically, radiation field asura racial skill does poison rather than confusion so Discharge Array is an outlier.

I'd much rather have a spec that works just about everywhere than a few encounters people generally don't even want to play mechanist because condi RR/condi mirage are exceptionally strong or "needed" for reflect. The move to add burning to superconducting signet and Discharge Array was a positive one : the only places you'd actually use 5 man alacrity currently are fractals , DRMs which people hardly even do teamed up anymore, or dungeons (which are obsolete for the most part).

Surely u r better off with burning nearly everywhere, its the best condition ingame. Unless u fight fire elementals or destroyers.

Making a whole class based on confusion is not what i meant. I meant that it could work like mirage but with a confusion trait (that increases confusion damage) included. So basically like 37-40k dps without confusion even triggering and getting a bonus when the enemy attacks. 

I dont disagree that the moves to add burning on some skills Were good, but the confusion stays. We have so many confusion sources now but nothing to boost them. 

If we have ~38k base dps without confusion triggering, mechanist will not be excluded bc it has confusion, because if the enemy activates a skill, it will be a bonus on top of the 38k and u wont lose anything. (Look mirage) 

I am not asking to make the whole spec fully confusion based, i am just asking to give the spec a small confusion damage bonus because it adds so many confusion sources. 

Like it is atm i still want that burning is the main source of damage. I want to change nothing to this but adding a small confusion trait for more duration/damage for the good amount of confusion added to engi by mechanist.

And while confusion seems to be just a little addition in pve, its a real threat in pvp and wvw.

Edited by SeTect.5918
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3 hours ago, SeTect.5918 said:

I really like confusion as a condition, because i like these big numbers coming out when the enemy attacks...

...but as it was mentioned multiple times now by @Kodama.6453I think and also a some others, there should really be a trait for it in the condition traitline of mechanist that increases confusion damage and duration.

And I think with a confusion damage buff in the traits, Engineer would be the only class that has a trait that directly buffs confusion damage (without counting traits that buff all condition damage), that would be pretty nice imo.

However we really need a confusion trait since mechanist is so much built around confusion. And as I said, I really like that, but we actually have nothing to support this confusion amount.

I like this a lot, I had suggested this after beta #1.

 

A unique trait for confusion would be good on Mechanist. How about each proc can inflict 1 burning/bleed/whatever with a cool down. Could be a flat damage and/or duration bonus but that's boring. Any other unique ability would be cool too.

 

A buff to confusion also has the added benefit it buffs mace and signets more than kits. So it doesn't push kits even further into OP territory it just gives a bit more of a unique space for Mechanist skills.

Edited by Adamantium.3682
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28 minutes ago, SeTect.5918 said:

Surely u r better off with burning nearly everywhere, its the best condition ingame. Unless u fight fire elementals or destroyers.

Making a whole class based on confusion is not what i meant. I meant that it could work like mirage but with a confusion trait (that increases confusion damage) included. So basically like 37-40k dps without confusion even triggering and getting a bonus when the enemy attacks. 

I dont disagree that the moves to add burning on some skills Were good, but the confusion stays. We have so many confusion sources now but nothing to boost them. 

If we have ~38k base dps without confusion triggering, mechanist will not be excluded bc it has confusion, because if the enemy activates a skill, it will be a bonus on top of the 38k and u wont lose anything. (Look mirage) 

I am not asking to make the whole spec fully confusion based, i am just asking to give the spec a small confusion damage bonus because it adds so many confusion sources. 

Like it is atm i still want that burning is the main source of damage. I want to change nothing to this but adding a small confusion trait for more duration/damage for the good amount of confusion added to engi by mechanist.

And while confusion seems to be just a little addition in pve, its a real threat in pvp and wvw.

It's 39.5K right now without confusion proc. Confusion is around 3% right now with double pistols.

 

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7 hours ago, Infusion.7149 said:

It's 39.5K right now without confusion proc. Confusion is around 3% right now with double pistols.

 

Well i said mechanist added a lot of confusion sources.

Look at this build. This is actually core engineer. I didnt say that core engineer added a lot of confusion sources. 

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11 hours ago, SeTect.5918 said:

Well i said mechanist added a lot of confusion sources.

Look at this build. This is actually core engineer. I didnt say that core engineer added a lot of confusion sources. 

To avoid going on a tangent from the original topic , the only difference between this mechanist setup and one running a mace is the mace condition output (i.e. confusion on mace auto) and superconducting signet if it were viable.

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Played Mechanist in raid, so I have no idea how it performs in pvp and wvw. 

The spec is very easy to play. I was able to give my party 100% alacrity uptime and over 4k heal and 2k barrier in many raid encounters. And all I had to do was spam mace attacks. 

I also tested a dps build and ti was very good. Despite theoretical numbers on golem being lower than other classes, in real raid encounters I was able to score best or second best in dps, again effortlessly. The mech keeps attacking with no downtime.

The low learning curve of the spec is somewhat in contrast with the high potential in PvE it showed during the first and second beta. 

I don't think this is a bad thing per se. My mother could log in tomorrow and do raids with a mechanist without much effort. 

However it maybe performs too well. I don't think having 4 mechanists per raid would be a bad idea (2 dps and 2 support per subgroup). 

Edited by Kidel.2057
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On 12/7/2021 at 11:27 PM, Infusion.7149 said:

It's 39.5K right now without confusion proc. Confusion is around 3% right now with double pistols.

 

And how much when the pet die in aoe ? That the real question.
Golem will never be accurate enough for this class because the pet have lot of power build in and the second it get OS in a random mechanic you lose a ton of dps.

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21 minutes ago, Aznarb.6347 said:

And how much when the pet die in aoe ? That the real question.
Golem will never be accurate enough for this class because the pet have lot of power build in and the second it get OS in a random mechanic you lose a ton of dps.

5.8K at Matthias look at the log
https://dps.report/PgEX-20211202-211443_matt
 

7K at QtP:
https://www.youtube.com/watch?v=Qx6Ewl-EBqE
log https://dps.report/fPpz-20211203-211734_qpeer

7K at MO "DPS golem"
https://www.youtube.com/watch?v=dIrUPLqjZnY

log https://dps.report/SVyh-20211202-202254_mo


---

Devs stated they know VG is killing the mech extremely quickly already, that's the one place I experienced the mech dying quickly, personally.

Edited by Infusion.7149
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7 minutes ago, Infusion.7149 said:

5.8K at Matthias look at the log
https://dps.report/PgEX-20211202-211443_matt
 

7K at QtP:
https://www.youtube.com/watch?v=Qx6Ewl-EBqE
log https://dps.report/fPpz-20211203-211734_qpeer

7K at MO "DPS golem"
https://www.youtube.com/watch?v=dIrUPLqjZnY

log https://dps.report/SVyh-20211202-202254_mo


---

Devs stated they know VG is killing the mech extremely quickly already, that's the one place I experienced the mech dying quickly, personally.

Thx you :)

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  • 2 weeks later...

Hopefully it's not too late for me to provide my 2 cents on the changes to Mechanist during the 4th Beta weekend. This is mostly from an Open-World PvE perspective (5 days is not enough time to play all 9 specs!!!)

 

The lower cooldown on Crash Down felt pretty good (could be a little lower. IMO somewhere between 30-45s, but 50s is close enough), however, I think the whole mechanic should be removed. The Mechanist has nothing without the Mech; that's it's whole defining feature. I don't think there's a good reason for why the Mechanist should be without the Mech either. When the Mech dies, it should get Determined and enter into a "repair" mode where it regens it's health back to full over 15-30 seconds. Crash down would then be replaced with the "Stow Pet" button for summoning and dismissing it. (The F4 could also be replaced by Jade Siphon). The resummon on Overclock Signet would then just be auto-heal the Mech back to full and might also be a worthy opportunity cost between that and Jade Buster Cannon.

 

The Mech only inheriting 100% of specific stats really limits builds you could do. I have to take Conductive Alloys if I want to play Condi, even if I would rather have Crisis Zone for the stun break over Discharge Array. The amount of stats the Mech can inherit is already be limited by our gear choices (Full Berserker's has no Condi Damage, Concentration, or Expertise and Full Viper's has no Ferocity, Healing Power, or Concentration). This also hurts Hybrid builds because the Mech won't make good use of the split stats. The Mech should always inherit 100% of our stats (except Power, I guess) and our gear choices will push the mech towards the playstyles we want to play.

 

Shift Signet is seriously overloaded. Increased Run Speed, Stun Break, and 1200 ranged Teleport are enough, IMO. I won't say no to the Condi Cleanse, but I don't think Shift Signet needs it; also, boons being copied to your Mech should be in a Minor Trait. This kinda makes the Signet mandatory (and people were already taking it for the stun break and reposition). Even without the Boon copying, Shift Signet is a very good skill and you wouldn't take it only for very specific builds. Superconducting Signet can be frustrating to use, especially with Mech Arms: Jade Cannons, since it requires the Mech to be in melee range of your target. Having it activate around both the player and the mech (but only affecting the same target(s) once) alleviates this issue and makes the positioning much easier to control (The same issue is true for Barrier Signet, but having one skill cast 2 projectile-blocking domes sounds like a really bad idea).

 

Didn't get into too many high damage environments, so I can't say whether Exigency Protocols helped in reducing spike damage killing the mech. The increased regen healing was nice though.

 

If you're going full Ranged DPS on the mech, it makes Sky Circus hard to use since you need to be in melee range to land the knockback. It'd make it easier and more reliable to use if Sky Circus was a GTAoE and you could choose where the mech should land (so the Mech would jump up from it's starting position, fire it's missiles, then crash down at the target location). Would also make for another good mech repositioning tool.

 

This one's a nitpick, but it's weird how Mech Core: Jade Dynamo, a Condi DPS trait, has the Explosives Specialization inheritance, which is 92% Power DPS-focused. I would swap the passive effect of this trait with the one on J-Drive, i.e., Mech Core: J-Drive gives Sky Circus, 33% chance to cause Explosions, and inherit Explosive traits, while Mech Core: Jade Dynamo has Jade Mortar, Aerial Bombardment, and better Signets. It doesn't really matter if these traits change or not, but thought I'd point it out. Also, Aerial Bombardment should be baseline and not tied to one specific trait.

 

Another nitpick, but if Mechanist isn't going to use F5, I'd really like to get the Elite Toolbelt back. Both Scrapper and Holosmith traded their Elite Toolbelts for the Function Gyro and Photon Forge, so I'd think it'd be fair if Mechanist didn't make that trade and still kept the Elite Toolbelt. Or you can shift all the Mech Commands over a key and give the Heal Toolbelt back so Med Kit isn't kitten.

 

Final nitpick: I don't like how Spark Revolver is 1200 range but Jade Energy Shot is 900. It's slightly annoying seeing the mech engage at 1200 range then walk forward to be at 900 range. When I trait for ranged shots, I kinda expect the mech to maintain distance a little bit (obviously it won't walk backwards or kite, but I don't expect it to move closer either). I'd be less irked if they were both 900 range or 1200 range. Also Mech Arms: Jade Cannons states "Melee attacks become ranged", but I think you mean "Melee auto attacks become ranged". I was very disappointed to see Discharge Array didn't become a ranged attack when traited with Mech Arms: Jade Cannons.

 

Another user mentioned this and I agree with it: the Mech could use a couple of combo finishers. I vote for giving Rolling Smash a Leap finisher, Explosive Knuckle a Blast finisher, Spark Revolver some Projectile Finishers, and making Barrier Burst either a Water or a Light Field. An Ethereal Field could work too since Mechanist has lots of Confusion, though I'm not sure if it thematically fits anywhere.

 

Overall, I like the Mechanist. I love having a big, powerful companion to wreck face with. I very much enjoy sitting back and taking it easy while the mech does all the heavy-lifting. I did find a very fun build using Aim-Assisted Rocket to proc double Orbital lasers (though it's near impossible to have the mech maintain range so it's a very impractical build). Though I do have to say, in comparison to Scrapper and Holosmith, the playstyle is a little boring. Part of that being you only have 3 toolbelt skills instead of 5 and another being Mechanist is more passive in general. Having weapon swap on Mechanist might make the gameplay feel a little less passive (though I can't say to what extent since Engi weapons are generally bad). At the very least, it'll be interesting to manage kit-hopping and weapon swapping at the same time.

 

Also, the Mech should work underwater and in shallow water. Depth Charges are not a good or reasonable substitute.

 

P.S. Make Rocket Turret proc Aim-Assisted Rocket so I can live the double Orbital Laser dream.  kthxbye

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On 12/20/2021 at 11:33 PM, Coolster.2536 said:

The lower cooldown on Crash Down felt pretty good (could be a little lower. IMO somewhere between 30-45s, but 50s is close enough), however, I think the whole mechanic should be removed. The Mechanist has nothing without the Mech; that's it's whole defining feature. I don't think there's a good reason for why the Mechanist should be without the Mech either.

 

How is a Mechanist "nothing without the Mech"? That seems like a huge exaggeration. At minimum it's still an Engineer that's just missing one trait line and toolbelt skills. That's still quite a bit. That's your weapon, your utility skills including kits, your gear, and 2 trait lines worth of effects.

 

The "good reason for why the Mechanist should be without the Mech" is to allow the mech to actually have some power. If the mech is going to be around all the time, then it can't be very strong. Remember, this is supposed to theoretically be balanced with other elite specs + core, so whatever power (damage, utility, etc.) you get with the mech has to be on the same level as what eg. Scrapper or Holo, or a third trait line would give you.

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On 12/23/2021 at 6:21 PM, coro.3176 said:

 

How is a Mechanist "nothing without the Mech"? That seems like a huge exaggeration. At minimum it's still an Engineer that's just missing one trait line and toolbelt skills. That's still quite a bit. That's your weapon, your utility skills including kits, your gear, and 2 trait lines worth of effects.

 

The "good reason for why the Mechanist should be without the Mech" is to allow the mech to actually have some power. If the mech is going to be around all the time, then it can't be very strong. Remember, this is supposed to theoretically be balanced with other elite specs + core, so whatever power (damage, utility, etc.) you get with the mech has to be on the same level as what eg. Scrapper or Holo, or a third trait line would give you.

Okay, I was being a little hyperbolic when I said the "Mechanist is nothing without the Mech"; however, your build is determined by the Specializations and traits you pick. Only 2 Mechanist traits affect the player, but all of them affect the Mech. That means if you aren't running those 2 traits and you don't have a Mech, you are, as you say, a core Engineer with 2 specializations. With the Mech gone, the Mechanist specialization does little for you, or in more hyperbolic terms: "The Mechanist is nothing without the Mech".

 

When I said "good reason to be without the Mech", I meant in relation to the Crash Down/Recall Mech power. I can't see a reason why you would willingly Recall your Mech in combat, aside from saving it from dying. However since Recall Mech increases its cooldown based on the Mech's missing health, it kinda serves the same function as killing the Mech, i.e. forced removal of the Mech from the battle. Sure the downtime is shorter, but I feel the gameplay would be more engaging trying to prevent the Mech from dying rather than choosing to remove the Mech so it comes back faster.

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I will not play mechanist unless there is an option to make it look a lot different. No gold, no jade.  Please give multiple options for the appearance of the mech, something that would fit charr tech, asuran tech, or krytan tech.

Edited by Stx.4857
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4 hours ago, Stx.4857 said:

I will not play mechanist unless there is an option to make it look a lot different. No gold, no jade.  Please give multiple options for the appearance of the mech, something that would fit charr tech, asuran tech, or human tech.

technically... jade tech IS human tech....

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On 12/24/2021 at 10:21 AM, coro.3176 said:

 

How is a Mechanist "nothing without the Mech"? That seems like a huge exaggeration. At minimum it's still an Engineer that's just missing one trait line and toolbelt skills. That's still quite a bit. That's your weapon, your utility skills including kits, your gear, and 2 trait lines worth of effects.

 

The "good reason for why the Mechanist should be without the Mech" is to allow the mech to actually have some power. If the mech is going to be around all the time, then it can't be very strong. Remember, this is supposed to theoretically be balanced with other elite specs + core, so whatever power (damage, utility, etc.) you get with the mech has to be on the same level as what eg. Scrapper or Holo, or a third trait line would give you.

 

A Mechanist without the golem is basically a worse core engineer. Even Holosmith out of the forge mod remains kind of a core engineer for the simple fact that it doesnt lose its belt skill. And holosmith only has to wait around 10 sec to cooldown from the heat unlike the golem's 50 second.

 

What you're saying is that playing a class with only 2 active branch is still "quite a bit"...Which is wrong. I dont know any other class right now that basically loses the very thing that makes it unique for the sake of a temporary gimmick and a branch that only boost that temporary gimmick. Hell even the Mesmer doesnt really lose the shatter, instead the shatter is being reworked. I suppose Scourge technically fit that description but the sands generate so much barrier and can apply some decent condition that it is almost the same. If Anet doesnt want engineer to have a permanent pet, then they should not remove our toolbelt skill AND make an entire branch that's basically only buffing the golem. 

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36 minutes ago, Alcatraznc.3869 said:

 

A Mechanist without the golem is basically a worse core engineer. Even Holosmith out of the forge mod remains kind of a core engineer for the simple fact that it doesnt lose its belt skill. And holosmith only has to wait around 10 sec to cooldown from the heat unlike the golem's 50 second.

 

What you're saying is that playing a class with only 2 active branch is still "quite a bit"...Which is wrong. I dont know any other class right now that basically loses the very thing that makes it unique for the sake of a temporary gimmick and a branch that only boost that temporary gimmick. Hell even the Mesmer doesnt really lose the shatter, instead the shatter is being reworked. I suppose Scourge technically fit that description but the sands generate so much barrier and can apply some decent condition that it is almost the same. If Anet doesnt want engineer to have a permanent pet, then they should not remove our toolbelt skill AND make an entire branch that's basically only buffing the golem. 

Losing your mech is the price you pay for being careless, especially since you have tools to help the mech escape damage. If we had a mech that is permanent then it would be nerfed to oblivion to be much MUCH weaker than even turrets and the entire mechanist spec would become literally 2 core traitlines even with the mech active.

You say mechanist loses its core mechanic, I say it gains a new mechanic that actually requires you to pay attention to prevent it from dying. And in the end, that new playstyle is what separates mechanist from other engineer specs, unlike the crappy virtuoso which has exactly the same effects on shatters as core except now they are ranged projectiles and have a cast time (which is actually worse).

And also temporary gimmick boosting isn't just mechanist's thing. Holosmith traitline focuses entirely on heat and photon forge and not core skills. Mechanist is just continuing in the same vein with the traits boosting the mechanic of the spec.

Edited by Aravind.9610
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30 minutes ago, Aravind.9610 said:

Losing your mech is the price you pay for being careless, especially since you have tools to help the mech escape damage. If we had a mech that is permanent then it would be nerfed to oblivion to be much MUCH weaker than even turrets and the entire mechanist spec would become literally 2 core traitlines even with the mech active.

You say mechanist loses its core mechanic, I say it gains a new mechanic that actually requires you to pay attention to prevent it from dying. And in the end, that new playstyle is what separates mechanist from other engineer specs, unlike the crappy virtuoso which has exactly the same effects on shatters as core except now they are ranged projectiles and have a cast time (which is actually worse).

And also temporary gimmick boosting isn't just mechanist's thing. Holosmith traitline focuses entirely on heat and photon forge and not core skills. Mechanist is just continuing in the same vein with the traits boosting the mechanic of the spec.

Sometimes its not that easy to prevent it from damage. 

For example Multiple fractal bosses have aoes with a looot dmg which u can only avoid by dodging. The mech has no dodge. 

Also the "come to me"-Button is okay, but the mech needs a bit until it reacts, most aoes take 1 sec to proc and the mech needs more time to go to u. It even needs nearly 1 sec until it finally reacts. 

I would like more to have a mech dealing less dmg and me dealing more then, than a mech that it temp with high CD and so on. And it wouldn't be "much MUCH" weaker than turrets cuz then u can actually also make a whole new e specs.

Aside from that condi mechanist is complicated enough, i dont wanna also look every 2 sec where my mech is standing.

 

Holosmiths temporary thing has a 5 sec cooldown and u still have toolbelt skills and sword is also strong. 

Mechanists temporary thing has 50 sec cooldown and u dont have toolbelt and pistol is not good, mace is not good and rifle is not good. 

 

Lets say u have 2 classes. 

Mechanist and 1 other. Both deal 39k in benchmark. If the mech dies u ll lose min. 10k dps. While the other class can constantly put out dps bc its special e spec thing cant die.

Thats the whole issue i have. It Dies, u r ****** but others can still do their thing while u ll hang behind for 50 sec...so the rest of the fight.

It needs a far lower cooldown (20-30 sec) or being perm.

Edited by SeTect.5918
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51 minutes ago, Alcatraznc.3869 said:

 

A Mechanist without the golem is basically a worse core engineer. Even Holosmith out of the forge mod remains kind of a core engineer for the simple fact that it doesnt lose its belt skill. And holosmith only has to wait around 10 sec to cooldown from the heat unlike the golem's 50 second.

 

What you're saying is that playing a class with only 2 active branch is still "quite a bit"...Which is wrong. I dont know any other class right now that basically loses the very thing that makes it unique for the sake of a temporary gimmick and a branch that only boost that temporary gimmick. Hell even the Mesmer doesnt really lose the shatter, instead the shatter is being reworked. I suppose Scourge technically fit that description but the sands generate so much barrier and can apply some decent condition that it is almost the same. If Anet doesnt want engineer to have a permanent pet, then they should not remove our toolbelt skill AND make an entire branch that's basically only buffing the golem. 

It's a sliding scale. You can either have the golem around 100% of the time like a ranger pet and have it barely do any damage because it's taking up all the power budget of the traitline. .. Or you can have it be super impactful and do lots of damage, but only be around a smaller % of the time, like an elite skill.

What you can't have is a mech that is both really impactful and up all the time because then you have power creep. You have an elite spec that is giving far too much power for just one traitline.

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45 minutes ago, SeTect.5918 said:

For example Multiple fractal bosses have aoes with a looot dmg which u can only avoid by dodging. The mech has no dodge. 

I have yet to see the mech die in a fractal. It doesn't even take damage from most of this aoe. The mech does NOT take full damage from attacks that don't directly target it. And yes in some places the mech does get hit like in swampland bloomhunger, if you let the mech attack bloom while he is invulnerable at mid while you are killing creatures, then yes it will die fast, but that is what the recall button is there for. (It doesn't take much damage from the aoe from bloom that targets us while we are killing creatures since it isn't directly targeted.)

 

45 minutes ago, SeTect.5918 said:

I would like more to have a mech dealing less dmg and me dealing more then, than a mech that it temp with high CD and so on.

You already deal much more damage than the mech even on power builds, and if you aren't then clearly you need to git gud. And if you want a class where the pet deals almost no damage and you deal everything then maybe you should try ranger instead of mechanist because that is how it has been for years now.

45 minutes ago, SeTect.5918 said:

Thats the whole issue i have. It Dies, u r ****** but others can still do their thing while u ll hang behind for 50 sec...so the rest of the fight.

I have had no problems with mech dying at all, like ever, no matter which fractal I went to. This whole "IF IT DIES" thing is just getting old at this point. It can't die even if I wanted it to.

45 minutes ago, SeTect.5918 said:

And it wouldn't be "much MUCH" weaker than turrets cuz then u can actually also make a whole new e specs.

Maybe you're new here but this is exactly what happened to turrets, they were strong and people complained since they had a LONG uptime and so they were nerfed to the point of uselessness. And I am NOT waiting for another expansion and yet ANOTHER elite spec so they can give engineer a good spec. Not when mechanist is already very good and balanced.

Edited by Aravind.9610
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