Halhammer wrote:1. Engineers healing turret, it's pretty ridiculous that a class can have both supreme range and the ability to heal one self (does it heal group players as well?). The Magus has no such complementary feature. They can basically stand on top of the castle with bombard turrets, healing themselves, while picking off single targets more then 100 feet away. I think this should simply be got rid of.
One keg isn't really makin much of a difference with 300 HP per tick. If you're standing in a sea of kegs at a keep defence, then yea but that's what engis are made for - hold def positions.
2. Engineer Turrets do not follow Line of Sight rules. I keep getting attacked through walls by the turrets and since they are instant shots, any LOS you give them you will get a FULL attack from the turret even though you just stepped inside a door, or into their range for a brief second. The bullets will follow you through walls, doors, and any other obstacle.
Ever heard of squig pets? At least you can run out of range from a turret.
Did you even read my post? I mean seriously.... The Magus has no such abilities to hold the line, and as you say when trying to take a keep, 5 or 10 healing turrets in a group make it that much more impossible. Either give maguses the same ability or remove it from Engineers.
Not once they have fired.... which if you actually read my post what my entire point. Specifically because all the abilities are instant cast, the turrets as soon as they have LOS on you, no matter you do you will get hit with a full barrage. Pretty much all Instant cast abilities work the same way. Now since you extended the range of these instant cast turrets you can get 3 or 4 turrets all sending bullets to you and even if you get out 200 ft from them after being 60Ft when they fired, they will still follow you to 200ft.
And oh the irony of complaining about squigs when Order have White lions... lmao. Order just wants everything handed to them on a silver platter all the time.