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Future of scrapper plus vote on changes for core


Axl.8924

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@"Chaith.8256" said:My Scrapper overhaul:

Function Gyro: You gain access to the Function Gyro which can be used to finish a foe, bolster or revive an ally at range.

"Function Gyro Charged" buff now reduces damage taken by all sources by 10%The ability to bolster a living ally added to the Function Gyro.Using Function Gyro on a targeted ally will order your gyro to their position instead, and apply "Overdrive"Overdrive, periodically gain quickness, superspeed, and barrier. Duration: 2s per pulse, 3 pulses, 2000 barrier per pulse.General Gyro Changes:

Gyros are being re-branded as a 10Target affecting WvW niche. Medic Gyro's healing, Bulwark's Watchful Eye, Blast Gyro's Explosion, Shredder Gyro's attacks, these all will affect either 10 allies or enemies.

Due to lack of incentive to keep Gyros alive, (pathing, A.I, longer cooldown), Gyros have been tweaked to be more reliable and never undesirable to be kept alive longer.

Cooldown of Gyros begins on activation, not death.Cooldown of Bulwark, Purge, Shredder, Medic increased to 25 seconds cooldown in all game modes.Maximum Gyro lifespan set to 15s for all.Hammer:

1.) Increased the range of the Hammer Auto-Attack from 130 to170

2.) Electro Whirl's reflecting effect activates immediately.

3.) Rocket Charge now evades for the entire animation instead of 3 miniature evades, added 3s of cripple per hit. Damage reduced by 20% to compensate.

4.) Shock shield now provides a barrier to allies as well as the Scrapper, the barrier for other allies would be stronger: appr. 400/pulse.

5.) Thunderclap now inflicts 3 vulnerability per pulse, up from 1.

Utility skills1.) Medic Gyro: Reconstruction Field instant to return to consistency with Defense Field.

2.) Medic Gyro: Heals in a 600 radius to be consistent with Bulwark's Watchful Eye buff.

3.) Purge Gyro: Removes conditions as a caster with 600 range instead of pathing to and booping allies.

4.) Chemical Field: In addition to its current effects, first pulse will also apply resistance to allies for 3 seconds.

4.) Shredder Gyro: No longer creates whirl finishers. Now, each strike from shredder gyro rends the protection boon from enemies, and applies 2 vulnerability for 6s

5.) Spare Capacitor: Dazes over the 4 pulses, daze duration reduced from 2s to .5s. Damage tripled, current damage is non-existent

Traits1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 5 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

2.) Expert Examination - Trait removed and replaced. New: High Performance Alloy - Activated Gyros take no damage for 3 seconds and grant protection to nearby allies. 3s Protection, 240 radius.

3.) Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.While under the effects of stability, you can no longer score glancing attacks, gain might.

4.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

5.) Applied force: Currently: Gain quickness when you gain might above the threshold. New: In addition to its current effects, while under the effects of quickness and past the 10 might threshold, gain 1s of Superspeed. 1s Interval.

your traits seem a bit over the top (ally barrier, more protection, maybe too much superspeed with applied forces). other than that it does sound okay - the question is: will it help the scrapper to be more desired?the changes hover around support, but is this the support we need/want to be competitive or do a complementing job? -> wvw kitten yes! rest of the game... big questionmarks!

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@Aetatis.5418 said:

@"Chaith.8256" said:My Scrapper overhaul:

Function Gyro: You gain access to the Function Gyro which can be used to finish a foe, bolster or revive an ally at range.

"Function Gyro Charged" buff now reduces damage taken by all sources by 10%The ability to bolster a living ally added to the Function Gyro.Using Function Gyro on a targeted ally will order your gyro to their position instead, and apply "Overdrive"Overdrive, periodically gain quickness, superspeed, and barrier. Duration: 2s per pulse, 3 pulses, 2000 barrier per pulse.General Gyro Changes:

Gyros are being re-branded as a 10Target affecting WvW niche. Medic Gyro's healing, Bulwark's Watchful Eye, Blast Gyro's Explosion, Shredder Gyro's attacks, these all will affect either 10 allies or enemies.

Due to lack of incentive to keep Gyros alive, (pathing, A.I, longer cooldown), Gyros have been tweaked to be more reliable and never undesirable to be kept alive longer.

Cooldown of Gyros begins on activation, not death.Cooldown of Bulwark, Purge, Shredder, Medic increased to 25 seconds cooldown in all game modes.Maximum Gyro lifespan set to 15s for all.Hammer:

1.) Increased the range of the Hammer Auto-Attack from 130 to170

2.) Electro Whirl's reflecting effect activates immediately.

3.) Rocket Charge now evades for the entire animation instead of 3 miniature evades, added 3s of cripple per hit. Damage reduced by 20% to compensate.

4.) Shock shield now provides a barrier to allies as well as the Scrapper, the barrier for other allies would be stronger: appr. 400/pulse.

5.) Thunderclap now inflicts 3 vulnerability per pulse, up from 1.

Utility skills1.) Medic Gyro: Reconstruction Field instant to return to consistency with Defense Field.

2.)
Medic Gyro: Heals in a 600 radius to be consistent with Bulwark's Watchful Eye buff.

3.) Purge Gyro: Removes conditions as a caster with 600 range instead of pathing to and booping allies.

4.) Chemical Field: In addition to its current effects, first pulse will also apply resistance to allies for 3 seconds.

4.) Shredder Gyro: No longer creates whirl finishers. Now, each strike from shredder gyro rends the protection boon from enemies, and applies 2 vulnerability for 6s

5.) Spare Capacitor: Dazes over the 4 pulses, daze duration reduced from 2s to .5s. Damage tripled, current damage is non-existent

Traits1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 5 seconds of superspeed around you. New: All leap and blast finishers apply 2 seconds of Superspeed around you, internal cooldown removed.

2.) Expert Examination - Trait removed and replaced. New: High Performance Alloy - Activated Gyros take no damage for 3 seconds and grant protection to nearby allies. 3s Protection, 240 radius.

3.) Mass Momentum - Currently: Gain power based on your toughness, gain might when you have stability. New: No longer gain power.While under the effects of stability, you can no longer score glancing attacks, gain might.

4.) Final Salvo: Currently: Spawn a lightning field when a gyro is destroyed, granting Superspeed.New: Lightning field now mobile and centered around the Scrapper's position rather than where the Gyro dies.

5.) Applied force: Currently: Gain quickness when you gain might above the threshold. New: In addition to its current effects, while under the effects of quickness and past the 10 might threshold, gain 1s of Superspeed. 1s Interval.

your traits seem a bit over the top (ally barrier, more protection, maybe too much superspeed with applied forces). other than that it does sound okay - the question is: will it help the scrapper to be more desired?the changes hover around support, but is this the support we need/want to be competitive or do a complementing job? -> wvw kitten yes! rest of the game... big questionmarks!

Scrapper would definitely be a desirable spec in PvP and WvW. PvE will only happen if it's as a tank

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And for it to be a tank it would need to be able to replace either chrono (quickness, alactity) or druid (heal, spirits, might) in their current functionality. Not going to happen I think so it would be nice if it's atleast quite good in other aspects of the game.

"Today in using a purge gyro against a scourge" It survived 2 seconds while I was going back so I used it to condi cleanse me and a friend. Instead it thought it might be clever to go a bit back into the scourge **** and die. Great tool.

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1. Rework Function Gyro to act more like Daredevil's "Finishing Blow." You can still press [F] at range but the skill activation is no longer instant. Instead, you raise your weapon in to the air in the same manner as "Detection Pulse" and the Gyro begins it's stomp/revive at the target. The summon should take 1/2 second and the stomp/revive also 1/2 second to amount to 1 second total.

2. Completely overhaul Expert Examination. Change it's effect to benefit Function Gyro.Function Gyro: Now effects a 180 radius of up to 3 targets. If within the area, 3 targets may be stomped/revived simultaneously. Reduce cooldown to 10 seconds. Gyro can now attempt to revive the Engineer when they are downed with a 5th skill. This revive will act like Ranger's "Lick Wounds" except that if it is interrupted, it will be destroyed.

3. Revert Impact Savant to it's former glory!The duration of your outgoing stuns and dazes are increased, and the duration of stuns and dazes applied to you are decreased.Outgoing: 25%Incoming: 25%

4. Buff Gyros in the following ways:Bulwark Gyro: Also pulses 3 seconds of Protection for it's duration.Blast Gyro: Manually detonating the Gyro now counts as a Blast Finisher. Gyro's speed greatly increased.Purge Gyro: Adds 1 second of Resistance for every condition it cleanses.Shredder Gyro: Now chases it's target to rapidly stack Vulnerability. If the Gyro is allowed to reach 25 stacks it will immediately overdrive and begin to rapidly strip boons.Medic Gyro: Now effects 10 targets. Grants the Engineer a personal buff that allows them to receive the entire duration of the Gyros heals immediately if they choose to destroy the Gyro. This does not occur if the Gyro is destroyed by other sources.Sneak Gyro: Being Revealed while the Gyro is active will grant access to a new skill. This skill replaces the Self-Destruct and will instead remove Revealed, reapply Stealth and destroy the Gyro granting the Engineer 3 more seconds of Stealth at the cost of the Gyro's death.

5. Reduce Shock Shield's cooldown to 18 seconds. Greatly increase Barrier effectiveness (450 per hit).
6. Reduce Thunder Clap's cooldown to 20 seconds. Add damage on initial Stun. Reduce duration but do not reduce number of pulses (currently 5).

8. Stealing these from @"Chaith.8256" because I like them:"1.) Increased the range of the Hammer Auto-Attack from 130 to1702.) Electro Whirl's reflecting effect activates immediately.5.) Applied force: Currently: Gain quickness when you gain might above the threshold. New: In addition to its current effects, while under the effects of quickness and past the 10 might threshold, gain 1s of Superspeed. 1s Interval."

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@"Kiroshima.8497" said:Personally, I feel like scrapper's mechanic should have been more like Adrenaline on warrior. To me it's like they scrounged up the materials of the crashed Pact fleet in order to survive the jungle, and using function gyro should really be impactful.

Thus the mechanic change would be "building scrap/metal/materials." Striking enemies with the hammer skills would grant you metal, shooting enemies with pistol abilities would make the target drop metal on the ground to pick up.

First off, like warrior, the scrapper has 3 bars of Metal that starts off empty. As mentioned before, attack enemies to make them drop metal (hammer gives it straight into your bar).

Second, Function Gyro is now F5 instead of attached to "F". It has no cooldown, and simply uses as many bars as possible (3 max). It will persist on the target, lasting for 5 seconds per bar spent. If the target is an enemy, it will attempt to stomp them if they go down. If it is an ally, it will start rezzing them if they go down. If either instance triggers, it will be used up on success or failure, but it untargetable until it attempts either action. Acts as an Unblockable, 0 damage projectile with 1200 range, but cannot be obstructed.

You are allowed to have more than 1 Function Gyro out, but you have to manage the metal cost and duration.

NEW UTILITY MECHANICSAll gyros have a cooldown, but you can also use them on cooldown by spending metal equal to their remaining Cooldown.Blast Gyro shoots a blast gyro at EVERY enemy function gyro, but enemies can only be hit by 1 cast of the skill (not huge burst allowed).Bulwark Gyro makes the function gyro grant barrier to allies around the target, instead of absorbing damage. It works when stuck to enemies too, so you can support from range with P/Sh, Rifle, or P/P.Shredder Gyro whirls around each function gyro, BUT DOES NOT damage the person the gyro is on. You must position yourself or your allies if you only have 1 enemy. Like blast gyro, enemies cannot be damaged by more than 1 instance.Medic Gyro will heal any ally with a function gyro, but also still heals in a radius around the engineer. With good positioning this can heal allies nicely. Also applies 2 stacks of weakness to enemies' with a function gyro.Purge Gyro will cleanse any ally with a function gyro, but also cleanses in an AoE around the engineer.Stealth Gyro does what it does now but for the targets as well (only an aoe around the engineer). Reveals enemies who have function gyro.

BONUSTurrets drop metal when destroyed. Turrets may use their overload skill again if you slap them with Pry Bar (Toolkit 3) and spend 1 bar of metal. PUT DISPENSER HERE. Whacking them with the toolkit chain grants them a copy of all the boons you have (with a 1 second duration) and spends half a bar of metal (no metal, doesn't apply boons). Healing remains the same.Gadgets may also be enhanced with metal, granting their traited effect without using the trait at the cost of 1 bar of metal. If the Gadget trait is taken, you will not spend metal to use gadgets.

TRAITS:Would need an overhaul, however we can preserve the intent of the existing ones.

~Adept~Shocking Speed is somewhat redundant with Final Salvo, instead grants Lesser Lightning Aura to self on leap, and AoE Lesser Lightning Aura on blast. Lesser Lightning Aura only dazes, rather than a hard stun. Could use renaming.Perfectly Weighted: Hammer skills generate more metal when you have stability. Gain stability on Evade with hammer. ~~SHOVEL ~~ HAMMER KNIGHTRecovery Matrix: Applying barrier to allies restores small amounts of metal. Get a refund for supporting your team!

~Master~Decisive Renown: No longer applies on finish/rez. Applies when targets with Function Gyro go Down instead.

Rapid Regen: All allies with F Gyro on them heal while you have Superspeed. This always works on yourself of course. Healing Supportive gyro trait.Expert Examination: Enemies struck by you while they have a Function Gyro on them are inflicted with vulnerability and weakness (shorter, less stacks). BONUS Enemies with a function gyro attached to them cannot evade nor block Reveal skills. (you have to dodge the gyro)Mass Momentum: Allies with a function gyro gain might and barrier while you have stability. Obviously works on yourself. Aggressive Support gyro trait.

Grandmaster:Impact Savant: Reverted to old trait. CCing foes also makes them drop metal. Refund those blast gyros!Adaptive Armor: Spending metal grants barrier to targets with F Gyro (also you). You (only you) gain 20% condition damage reduction while you have barrier. You wanted scrapper to be a support barrier class? You take this.Final Salvo: Recasting gyros costs 20% less metal (similar to burst mastery on warrior). Function Gyros create a lightning field when they expire, granting superspeed. Allies affected by a gyro ability gain stability.

Applied Force: Spending Metal grants quickness to allies with a function gyro if you have 10 or more might. 10 second cooldown.

It'll never happen, but this would be pretty kitten fun to me.

From the Function Gyro thread.

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All gyros should function like minions, staying alive as long as you want them to/until they get destroyed, with the obvious exception of Blast Gyro. Also Shredder Gyro will follow the enemy you're targeting around and attack it, rather than being stationary.

Honestly, "summons persist until they die or you manually get rid of them" should just be a baseline thing across the board.

Also, give function gyro an actual, well, function in PVE. There's next to nothing to stomp and it can't revive NPCs, making it literally useless in a massive swath of the game.

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Here’s what I would like to see:

Utility gyro should no longer be AI. Instead they should act like the function gyro, stationary floating next to the player. Similar to now, the gyros will only be active for a given duration before being destroyed. As to how they will be oriented around the player, /wiki Siren of Orr.

Besides no longer being AI, each gyro provides an “improved” boon for a short duration. These “improved” boons overwrite, and will not stack with, the normal boon of the same kind. The improved boons are activated upon gyro deployment.

Medic gyro—similar to beforeImproved regeneration: along with heal over time, provides a temporary health increase

Blast gyro—instead of a targeted knock back, the scrapper will cause an aoe knock back in a small radius around him/herImproved might: provides +1000 power/condition damage (does not stack).

Shredder gyro—a weaker Laser Disk, focused more on whirl finishersImproved fury: +30% crit. chance

Bulwark gyro—similar to before, damage reductionImproved protection: reduces 66% incoming damage

Pulse gyro—similar to before, condition removalImproved resistance: not a new function, but instead converts conditions into boons (normal version)

Sneak gyro—similar to before, aoe stealthImproved swiftness: +50% run speed.

The Function GyroWhile I wish the theme of scrapper was fuel/combustion, the theme will probably remain lightning/electricity.Similar to the warrior’s adrenaline bar, the scrapper will have three bars of capacitors that will fill up as it attacks. The function gyro can be deployed, with the cost of one full capacitor, to revive a downed ally, or to stun/finish an enemy. The gyro stun will not beimmediate but delayed by a couple seconds. If a gyro stuns a downed enemy, it will finish them.

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for pve:buff hammer AA (fot it being a slow AA weapon it should atl hit hard)https://wiki.guildwars2.com/wiki/Impact_Savant -> while having Barrier, get 10% modsbuff https://wiki.guildwars2.com/wiki/Shredder_Gyrorework https://wiki.guildwars2.com/wiki/Function_Gyro_(trait_skill) - when used on ally, grant aoe barrier (the target gets bit more) | when used on enemy -> you are able to overcap vulnerabilty up to 30 stacks.

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Function Gyro:Need a cooldown timer, maybe in the boon status bar.need a purpose when not used, maybe passive 10% damage reduction when ready.should be useable when in downstead.

Hammer:AA too short range, buff to 170.Electro whirl, damage buff by 20% to have a serious hard hitting attack.Rocket charge increase leaps from 2 to 3.Thunder clap, also deals damage on impact.

Traits:Shocking Speed is never used, delete it. New trait: gyros have +50% more HP.Expert Examination is also never used, delete it. New Trait: weakness, cripple and blind doesnt affect you.Impact Savant feels completely useless. New Trait: every stack might the incoming damage is reduced by 1%.Adaptive Armor, delete the condi reduction part, and give 50% more barrier.

Gyros:General: cooldown timer stats at use, not on destruction.Cleansing gyro: aoe condi cleanse.Bullwark gyro: +30% more HP.Shredder gyro: follows the engineer, increase radius to 240.

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@HnRkLnXqZ.1870 said:I've recently started with sPvP, after nearly 5 years.

About the Rocket ChargeIt is one of my favorite attacks and I do have 3 leaps. I've tested it in most PvP maps, also in WvWvW. The tooltip says 2 leapfinishers, 3 impacts.Why is everyone asking to change it to 3 leaps?

I think most everyone is talking about bringing the leap finishers back up to 3. It was like that at the start but they nerfed it because balance since you could easily use medic gyros healing field and get 3 leaps out of the water field for a big heal.

Personally I think it should be changed to 2 longer leaps so you can more easily close gaps, because the way it works not it's barely faster than run speed.

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@Tehologist.5841 said:Reactive armor was bugged, it Is really good now

Is there much of a difference though?

The fix only made it so it applies barrier after the damage and not before. So from a pure barrier perspective its not changed much. And from a condi perspective we are talking about thousands of damage per second in pvp, so the barrier is stripped in a tick (not to mention direct damage) and then the condi damage is back to normal. so instead of the old blanket -20% we are talking about less than 1/3rd uptime when it matters* (less than 1k condi damage/sec isn't a threat anymore but an annoyance).

Or did they do something else i'm missing?

*unless you are camping scourges where the barrier uptime will be high enough for the condi reduction to be noticeable.

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@miriforst.1290 said:

@Tehologist.5841 said:Reactive armor was bugged, it Is really good now

Is there much of a difference though?

The fix only made it so it applies barrier after the damage and not before. So from a pure barrier perspective its not changed much. And from a condi perspective we are talking about thousands of damage per second in pvp, so the barrier is stripped in a tick (not to mention direct damage) and then the condi damage is back to normal. so instead of the old blanket -20% we are talking about less than 1/3rd uptime when it matters* (less than 1k condi damage/sec isn't a threat anymore but an annoyance).

Or did they do something else i'm missing?

*unless you are camping scourges where the barrier uptime will be high enough for the condi reduction to be noticeable.

If you take Adaptive Armor (multiple people calling it Reactive armor, probably thinking of Reactive Lenses?)

Combo it with recovery matrix to get a big barrier on heal, you can really use the anti-condi damage feature. Adaptive Armor by itself isn't enough to get any value out of the anti-condition damage taken feature, and I think that triggers lots of people's OCD. I look at it as just 1200-1300 barrier every 3 seconds, which is wonderful alone.

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@Chaith.8256 said:

@"Tehologist.5841" said:Reactive armor was bugged, it Is really good now

Is there much of a difference though?

The fix only made it so it applies barrier after the damage and not before. So from a pure barrier perspective its not changed much. And from a condi perspective we are talking about thousands of damage per second in pvp, so the barrier is stripped in a tick (not to mention direct damage) and then the condi damage is back to normal. so instead of the old blanket -20% we are talking about less than 1/3rd uptime when it matters* (less than 1k condi damage/sec isn't a threat anymore but an annoyance).

Or did they do something else i'm missing?

*unless you are camping scourges where the barrier uptime will be high enough for the condi reduction to be noticeable.

If you take Adaptive Armor (multiple people calling it Reactive armor, probably thinking of Reactive Lenses?)

Combo it with recovery matrix to get a big barrier on heal, you can really use the anti-condi damage feature. Adaptive Armor by itself isn't enough to get any value out of the anti-condition damage taken feature, and I think that triggers lots of people's OCD. I look at it as just 1200-1300 barrier every 3 seconds, which is wonderful alone.

In WvW I find Iron Blooded to be better than both. With Speedy Kits, perma-Swiftness, lots of Superspeed and Rapid Regeneration the only cleanse I need is proper dodges and Healing Turret for those "oh &@#% !" moments. Since I frequently have 6 - 8 Boons on me on top of perma-regen, conditions don't do a lot even if they stick. Just gotta watch out for those nukes or large Burn stacks.

That said, Adaptive Armor certainly makes a difference if you combine the two of them. Going even further to take Recovery Matrix and you don't really need cleanses at all, at least assuming you don't face tank every condition bomb.

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@Chaith.8256 said:

@Tehologist.5841 said:Reactive armor was bugged, it Is really good now

Is there much of a difference though?

The fix only made it so it applies barrier after the damage and not before. So from a pure barrier perspective its not changed much. And from a condi perspective we are talking about thousands of damage per second in pvp, so the barrier is stripped in a tick (not to mention direct damage) and then the condi damage is back to normal. so instead of the old blanket -20% we are talking about less than 1/3rd uptime when it matters* (less than 1k condi damage/sec isn't a threat anymore but an annoyance).

Or did they do something else i'm missing?

*unless you are camping scourges where the barrier uptime will be high enough for the condi reduction to be noticeable.

If you take Adaptive Armor (multiple people calling it Reactive armor, probably thinking of Reactive Lenses?)

Combo it with recovery matrix to get a big barrier on heal, you can really use the anti-condi damage feature. Adaptive Armor by itself isn't enough to get any value out of the anti-condition damage taken feature, and I think that triggers lots of people's OCD. I look at it as just 1200-1300 barrier every 3 seconds, which is wonderful alone.

Yes, I meant Adaptive Armor, was trying to recall name from memory. I can definitely tell the difference when I use it in my survivability vs. condi spam.

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It's really sad to see necro with literally one trait "Ritual of Life" surpass Scrappers whole mechanic. I ain't a good pvp player but this season I struggle to survive not only against condi builds but direct damage as well. It's funny but long ago Scrapper was nerfed in order to preserve the purity of purpose but right now it can't tank, it can't res with so much damage going on and it can't even keep up with Hot elite specs.

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For fractals I've been using a bezerker cleric scrapper with 10% healing sigil, 10% healing trait, 10% healing food. Elixir U, gun + a dps utility of your choice. Good power and I can buff the team with quickness, might and keep them on their feet:) for raids I swap the zerk altruism armour for minstrel monk armour and go full healz:)

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