A bit of topic but, the problem with the Gun Turrets is that you can actually buff it with the empowered Flames of Ruin (Crown of Fire, Fueld From Within) And the Machine Gun abillity just hits for an insane amount. When you combine it with the Engie's Focused Fire build it just shreds like mad. Were 50% of your damage actually comes from the BW buffs.Azarael wrote:
For the Gun Turret and Pink Horror, this is a nerf, yes. I doubt too many will be upset given that I still get complaints about Engineers.
[Pet Update] Some Questions
- roadkillrobin
- Posts: 2773
Re: [Pet Update] Some Questions

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Re: [Pet Update] Some Questions
Hmm. The Damage thing I understand. Gun Turret hits healers bad in the past.
But that HP nerf means I have to resummon it more often. Dropping damage buff and rotation.
So Gunturret is then dead for me.
Neglectable damage and lowered HP.
Then I need to switch to Grenade or Flame.
When these two get different buffs than Range in the near future everyone can rejoice as the Engie then lost its Range buff.
But that HP nerf means I have to resummon it more often. Dropping damage buff and rotation.
So Gunturret is then dead for me.
Neglectable damage and lowered HP.
Then I need to switch to Grenade or Flame.
When these two get different buffs than Range in the near future everyone can rejoice as the Engie then lost its Range buff.

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Re: [Pet Update] Some Questions
And that won't change, even with these changes I suppose? - Don't get me wrong, it is nice to see pet's getting more love, but this "range nerf" - If I understood it correctly - seems to hit Squig Herders especially hard and will only raise the same problems of this class, as Spiked Squig will die just as rapidly as they did pre hotfix 15/08/16(Range fix.). This will ultimately just raise the skillcap in terms of pet control, which ain't a bad thing, but with the long 30s cooldown on pet's that starts when the pet dies results in Squigs Herder losing a lot of dmg output(Spiked Squig, 5%crit, AA on the run).Azarael wrote:SWDW affects the caster only.Teefz wrote:The base range of Spiked Squig is now 65ft, does 'Shooting Wif Da' Wind' affect it?
Waiting to test it out, see what happens

Last edited by Teefz on Wed Nov 30, 2016 1:21 am, edited 1 time in total.
Re: [Pet Update] Some Questions
I know we are at step 1 of pet update, but are there any plans for pet scaling?
IE. Will all pet permanently have the same dps at level 40 regardless of what the owner wear? Will they do the same dmg in green and in annihilator set or weapon?
IE. Will all pet permanently have the same dps at level 40 regardless of what the owner wear? Will they do the same dmg in green and in annihilator set or weapon?
Re: [Pet Update] Some Questions
We clearly needs to find différents buff for turrets .Glorian wrote:
When these two get different buffs than Range in the near future everyone can rejoice as the Engie then lost its Range buff.
But I doubt that ppl will stop complaining even if we removed range buff . As a tinkerer I don't take benefit of range buf cause I play in the melee most of time . Ppl still send me PM to telling me that engineer is op since dev up the class ( I don't have sniper / crit / and not much BS)
Now we got turret nerf hope ppl will stop complaining .
There s one thing I would change : when I use autodestruction I still lose my 4 stack .
Can you think about it ? As a tinkerer I have to use autodestruction with the magnet , And I got instant nerf dps . I agree that we need to lose stack when we summon new turret , but the autodestruction should be different ( like for squig) with 60sec CD we can't abuse it anyway .
Re: [Pet Update] Some Questions
The twohanded RR75 weapons had 101 DPS; hard to believe that pets had the same values. Particularly range pets who can attack from afar, as there are no classes with twohanded weapons that use autoattacks on range.Glorian wrote: Was the 100dps from the turret/squiggy wrong/different than life?
Furthermore we don't have a "1.4.8 situation" here on RoR with geared RR75+ players everywhere.
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