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Aetatis.5418

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  1. glad you're bringing it up. maybe it's just the tooltip. i'll check again. thank you. did you try them out in PvP and WvW an your holo though? thats what i am describing in the second part. in PvE sword skills do as described in the patchnotes on a holosmith (and holosmith only). NOT in PvP and WvW (which shouldn't have gotten the changes, except for autoattack. yet skill three has received the update in PvP and WvW, skill two hasn't). with the addition of sword skills cooldowns working differently for Scrapper and Mechanist compared to Holosmith in all three game modes. edit after testing: nope, its not just the tooltip, it is as described in the first post.
  2. Game Update Notes March 19 Gleam Saber: Reduced the cooldown reduction from 3 seconds to 1 second. Refraction Cutter: Reduced the cooldown from 9 seconds to 6 seconds in PvE only. Radiant Arc: Reduced the cooldown from 14 seconds to 12 seconds in PvE only. Increased the power coefficient from 1.8 to 2.5 in PvE only. The Cooldown reduction for the Skill Radiant Arc does not apply to Scrapper and Mechanist (its still 14 sec). Is this an oversight or intentional? The other skills do have been updated on both elite specs. (PvE) Additionally the Update says "PvE only", but it does apply to PvP and WvW aswell in a weird way - see "edit". edit: in PvP and WvW, the sword skill Refraction Cutter received a cooldown reduction on Scrapper an Mechanist (6sec now), but NOT on Holosmith (still 9 sec). Its the other way around for Radiant Arc, it didnt receive a cooldown reduction on Scrapper an Mechanist (still 14 sec), but it has been lowered on Holosmith (now 12sec). I am going to repeat myself: oversight or intentional? yet another edit: Just realized - should have probably posted it in the Bugs section of the forums (?)
  3. nope. i mentioned heal/full support, condi alac and dps. the perma boons i was talking about were obviously support
  4. shoot, thats the part i've missed too. what was it called again? facebook syndrome? answering but not reading the original post close enough. so going back to that. i have still the most fun on scrapper really. it reminds me of playing reaper, with big aoes on a short cd, perma quickness and a second lifebar(barrier). with the addition of the possibility to give grp. support. feels a ton more durable than holosmith to me. and thats the selling point of scrapper, isnt it? like i go mostly berserk stats and three diviners to cap out on quickness, with firearms and explosions (almost the same pure damage build thats being used for instanced PvE. (including dps food). i am changing only one trait between solo and grp play. (short fuse solo, glass canon grp/events with lots of people). two traits if quickness is already covered (applied force instead of kinetic accelerator) i dont have to take alchemy or any other trait-line to e.g. kill champions, like i do with holo - maybe i'm just a bad holo player though.
  5. power quickness scrapper is nice to play. (so is heal qscrapper) fairly easy rotation and can take a punch via hammer 4 and barrier and has a little protection aswell as very little healing for the grp. + vulnerability, superspeed and minimum 240 radius quickness ofc. and its kinda flexible from fight to fight (not during a fight, see below) i dont think its in a bad place, its just that other professions have more of what looks juicier. e.g. in comparison to quick harbinger and firebrand. qHarbinger is similar easy to play, brings fury on top, some might, a little regen and swiftness, outdamages the qscrapper by quite a lot (roughly 5kdps). is, depending on the situation, less durable however. Condition qFB is also relatively easy to play, brings more boons and dps - but what sets FB really apart is: it is more flexible during(!) a fight - e.g. if the situation demands reflect, some stability or cleanses you can switch into f2 or f3 tome, if the support from other sources isnt enough. if you're trying to do similar on a scrapper , you lose even more damage and you're stuck with your spec for the fight. and even if you do bring different utility, you can't really controll when to use it, because (again) in most situations you need the skills to keep up quickness (e.g. purge gyro, function gyro, bypass coating, blast gyro, bulwark gyro/defense field - that can also kill you, if grp members receive damage) BUT never forget, that scrapper is "meta" in wvw for 4 entire years now. the combination of pumping big heals, projectile hate, condi conversion to boons (and A LOT at that), stability and invisibility makes it one of the biggest group-players - just behind a FB.
  6. vigor depends really. with med kit 5 and mace 2 easily 100%. there is a reason anet took away vigor from barrier burst. fury you're right - the mech inherits only 50% of your stats, so the fury given is not 6s per pulse as stated in the trait (at 100% boon duration. obviously less with less boon duration). didnt think about it. i stand corrected never said dps condi mechanist does anything else than 40k dps. 40k dps as a goal - yeah maybe. what makes it powerful is the ease(!) at which you can come very close to those 40k dps and the playability in real situations. not just the golem. that is part of "the power creep" - by that i mean boons and damage are creeping in slowly and trivializing some of the (older) content. thats not only a mechanist thing, but mechanist is part of it. now, from a "side by side comparison of professions" point of view thats however a good thing - so noone feels being left out for not doing enough damage... theoretically. and i support the idea of "bring the player, not the profession". i was just trying to write down how and why mechanist is being perceived as powerful. on the support side - i do get what you mean (or what i am reading into it). its firebrand here, firebrand there, firebrand everywhere. i'd love to have less firebrand and more other professions yes, but not necessarily by closing in on support capabilities to firebrand level ( or chrono a couple y ago ) i very well know that mechanist loses tool belt skills and has no wepaon swap - the shift signet in particular is still being perceived as "loaded". anyway, there are balance patches coming that will shift things around a little again maybe. and hopefully not a sledgehammer and more subtle.
  7. A support mechanist does: Perma - 25 might, fury, protection, vigor, regeneration, alacrity. For your group(!) + Barrier, extra projectile hate, long lasting stability and 20k+ dps (more with ritualist or cele equip, although celestial is not wanted in some raids, due to toughness aggro mechanics) If you're not on heal duty. Edit: and CC. All of that combined (always accessible) without giving up much, If anything. That is a lot of role compression. A condition alac mechanist (with less of the support kit) does over 30k dps A condi mechanist does: Over 40k dps Every Mechanist has signets with a utility density, that is extraordinary and therefore also very useful in (smallscale) PvP scenarios (blink signet, heal signet), aside from PvE. Controlling the mech can be sooomewhat annoying. I dont care, that mechanist is on the easier side, buuut it feels a little overloaded with utility and damage. Thats why people shout "powercreep"
  8. @ reddie.5861ah right i missunderstood that gear sentence. after reading it again i see what you said. however, i still dont see the gap you are talking about. the warclaw maybe. okay, point for you!but the food? really that is hilarious?100 points more is the least of our problems. not sure if you are trolling by now.adding to that: as someone mentioned, it is a pot that everybody can use for 5min. often groups even write "food at xy". so a lot more people benefit from it.how often do i see people without any food? they are all over the place. so groups sharing their cooking supplies with the server rather closes a gap than creating one. the other claim about PoF classes "mostly". yeah most notably firebrands and scourges.Heralds, Scrapper (to name zerg classes too) and all sorts of roaming specs areHoT specs. if you were talking about core specs being neglected i'd be with you.i mean ANet even included HoT into PoF. once you buy PoF, you'll get HoT for free. you dont have to buy HoT and PoF. for me that is closing a gap - not creating an additional one by adding more and more things you have to buy individually.
  9. i think you over exaggerate big time i agree that some builds are just too good or too bad. but food? really? no!look at Bowl of Orrian Truffle and Meat Stew. that one is available to almost everyone... i dont see the gap you are talking about.it has never been easier to play WvW and fund your equipment and food than it is today. and reading about equipment being a gap ... made me laugh.
  10. reveal is really lackluster imo.whatever skill has a reveal-function can be dodged, right? lets have some utilities that allows you to see stealthed targets instead. looking at you "utility goggles"
  11. works fine for me. core, scrapper and holo.edit: gadgeteer overwrites the new effect with the old one. thats true though. i assume they forgot about that trait. incoming fix... soon. now something nobody mentioned beforehand. the reveal is now available to every engineer-spec - which isnt too bad. right? right?!
  12. Lately i have been able to use F1-F5 skills on my Scrapper while using a Dragonbanner.When i pick up the Banner the F-Skills arent usable, but after dismounting (while still using the banner ofc) sometimes they reappear. I am not sure if it is a bug or a feature to be able to use the F-skills after dismounting - OR if it is a bug/feature that i can't use them when i pick up the banner. I know in the past F-skills would not function while using a banner.So please enlighten me - or fix it. the one or the other way. Appreciate your time o7
  13. i really dont know why everybody is so upset about gw2 raids. -> ...new raids take ages to be announced/released dont compare it to WoW and FF14. gw2 is not the same game, ever tried to consider more factors than raids only? company size? amount of content available? gamemodes available? be more reasonable. -> ...no progression set yourself goals. no death runs (no downstate). speedruns. different class setups. do all the mechanics instead of skipping them with dps. can we skip mechanics with scrappers only? survive e.g. enrage for x amount of time (if it doesnt kill you 1shot ofc). did you every do a raid with a profession/specialization you enjoy playing, because it feels good playing (visually, skills, traits) rather than the max dps/support it can squish out in a group of 10 people? (i am not saying you should be doing a snowflake build with 3k dps and no support. but try the best you can with a profession you enjoy)i know, this is a hard one and i admit it would be easier if achievements for those things were build into the game**, because doing it yourself = work... and we all know this is something everybody likes to avoid (at times. expecially during our free time). **(titles, little extra rewards like e.g. special infusions that show "you've done a special thing", weekly reward for the fastest groups/groups with least deaths (a score system so to speak))
  14. Reaper GS AA is ranged? smbdy forgot to implement/code the "ranged" then - but it would explain the 3/4s cast. (#salty) however, i cant imagine a GS using thief - but this is maybe due to a lack of imagination. anet implemented some weapons "out of sight" already. nothing is impossible
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