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[Engineer] The Workshop (builds, guides, and discussion)

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
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Grunbag
Former Staff
Posts: 1881

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#391 » Thu Dec 29, 2016 11:45 am

Tifereth wrote:
Grunbag wrote:The abilities I want to be reintroduced are : steam vents and pepper grenade at least.
Maybe my mind is playing tricks on me, but I think I can even remember Steam Vent.

It's true that it's not EXACTLY like Acid Grenade, I was just being superficial for the sake of it. It definately was too strong,
no argueing there. I saw Karast's post about Sticky Bomb on the suggestion section and in case it will actually get moved to discussions, you could bring in your idea. Pretty sure most people will agree that SB/magus counterpart is bad and won't be missed.

Engineer is in a very good spot now, and asking for more does indeed seem a bit selfish. The way I see it however is, that
what has been asked in addition now is so minor and only slight tweeks that once they are done, Engineer flaws will be ironed
out completely. Gives room for more focus on other classes. Why only half fixing things? Iron out the last flaws of the Magus in
addition is only fair, too.

While the devs frequently stress that armour stacking won't be as rampant here as on live (and I fully trust in their claims) having a melee aoe skill (Blunder) that will be mostly used on high armour targets, plus a dot (Fragmentation Grenade) that is useless will probably pop up later down the line again.

Haven't heard anything yet why these two skills shouldn't be corp when it's no huge buff and even in some cases a nerf, but simply brings the skills into a more consistent spot. Probably, because it's mostly only you and me, Skori, that post back and forth! haha
I don't ask for anything now , of course it would be selfish .

Don't know why these two skills are not corporeal, in another hand you have phosphorous shells that do corporeal damage . At least just make phosphorous shell with normal damages (like all rifleman abilities) and fragmentation grenade with corporeal damage (like all grenadier abilities) that would make more sense
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#392 » Tue Jan 03, 2017 9:16 am

Hello ! What is it better to stack for best survivability : toughness or armor ?
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Glorian
Posts: 5007

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#393 » Tue Jan 03, 2017 10:14 am

Grunbag wrote:Hello ! What is it better to stack for best survivability : toughness or armor ?
There were some calculations of that in the past. But I'm not fully into it.
And I hope someone can clarify the mathematics behind it.

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eks
Posts: 69

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#394 » Tue Jan 03, 2017 5:48 pm

I always thought Engineers should be able to entrench their turret like they could do with siege weapons in the tabletop. I think it would go a little something....like this:

Entrenchment - Tactic
Whenever you summon a turret you are rooted in place until it is destroyed or dismissed, but you gain immunity to pulls and knockbacks as well as +50% to Dodge/Disrupt.

Hey, a dwarf can dream, right?
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Doutin Tomasson, Runepriest - Bitterstone Thunderers
Tomservo Rowsdower, Engineer
Roi, KotBS
Eks, Zealot

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peterthepan3
Posts: 6509

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#395 » Tue Jan 03, 2017 5:57 pm

Grunbag wrote:Hello ! What is it better to stack for best survivability : toughness or armor ?
IMO depends on class: as a BG or a Magus, I can get 900/1000+ toughness via skills/tactics, and so prefer to get more armor in my gear. As an engi, you can capitalise on armor more than a Magus can, so you may want to get X amount of armor with your tactic, and then throw the rest into toughness.
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Tankbeardz
Posts: 629

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#396 » Tue Jan 03, 2017 6:13 pm

Grunbag wrote:
Tifereth wrote:
Grunbag wrote:The abilities I want to be reintroduced are : steam vents and pepper grenade at least.
Maybe my mind is playing tricks on me, but I think I can even remember Steam Vent.

It's true that it's not EXACTLY like Acid Grenade, I was just being superficial for the sake of it. It definately was too strong,
no argueing there. I saw Karast's post about Sticky Bomb on the suggestion section and in case it will actually get moved to discussions, you could bring in your idea. Pretty sure most people will agree that SB/magus counterpart is bad and won't be missed.

Engineer is in a very good spot now, and asking for more does indeed seem a bit selfish. The way I see it however is, that
what has been asked in addition now is so minor and only slight tweeks that once they are done, Engineer flaws will be ironed
out completely. Gives room for more focus on other classes. Why only half fixing things? Iron out the last flaws of the Magus in
addition is only fair, too.

While the devs frequently stress that armour stacking won't be as rampant here as on live (and I fully trust in their claims) having a melee aoe skill (Blunder) that will be mostly used on high armour targets, plus a dot (Fragmentation Grenade) that is useless will probably pop up later down the line again.

Haven't heard anything yet why these two skills shouldn't be corp when it's no huge buff and even in some cases a nerf, but simply brings the skills into a more consistent spot. Probably, because it's mostly only you and me, Skori, that post back and forth! haha
I don't ask for anything now , of course it would be selfish .

Don't know why these two skills are not corporeal, in another hand you have phosphorous shells that do corporeal damage . At least just make phosphorous shell with normal damages (like all rifleman abilities) and fragmentation grenade with corporeal damage (like all grenadier abilities) that would make more sense
Honestly, engi is pretty insane right now in rifle spec with fast burst and m2. You don't need a change from physical to corp in the current state of the game. I actually get a lot of damage out of phosphrous shell since it's a 1 second cast...as opposed to the semi-mirror on the magus (3 second cast, larger burst...but 3 seconds cmon).

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Karast
Posts: 554

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#397 » Tue Jan 03, 2017 11:46 pm

Tankbeardz wrote:
Honestly, engi is pretty insane right now in rifle spec with fast burst and m2. You don't need a change from physical to corp in the current state of the game. I actually get a lot of damage out of phosphrous shell since it's a 1 second cast...as opposed to the semi-mirror on the magus (3 second cast, larger burst...but 3 seconds cmon).
Who are you bursting?

It works fine in roaming, and can be a beast when fighting unguarded squishes when you have a bit of morale to use for cover or bursting, but once you start to fight premade groups rifle just breaks.

If you need to kite away from a melee train, your dps drops to 0. If you have a guard and heals to stand and face tank it, your dps still falls pretty low since set back kills you, which is one of the reasons I have been doing grenade a bit more for mobile firebomb.

The key issue with rifle is that when fighting a solid 2 2 2 premade you don't have anything of real use since you lack solid debuffs, and you cannot be a stationary dps any of the time due to big issues like LoS, heal range, and guard range.

Not that any of this is different for Magus. It's pretty much exactly the same. It's a real catch 22 of premade / warband play which really limits the ST spec to more solo / small group roaming.

Tankbeardz
Posts: 629

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#398 » Wed Jan 04, 2017 6:48 am

Karast wrote:
Tankbeardz wrote:
Honestly, engi is pretty insane right now in rifle spec with fast burst and m2. You don't need a change from physical to corp in the current state of the game. I actually get a lot of damage out of phosphrous shell since it's a 1 second cast...as opposed to the semi-mirror on the magus (3 second cast, larger burst...but 3 seconds cmon).
Who are you bursting?

It works fine in roaming, and can be a beast when fighting unguarded squishes when you have a bit of morale to use for cover or bursting, but once you start to fight premade groups rifle just breaks.

If you need to kite away from a melee train, your dps drops to 0. If you have a guard and heals to stand and face tank it, your dps still falls pretty low since set back kills you, which is one of the reasons I have been doing grenade a bit more for mobile firebomb.

The key issue with rifle is that when fighting a solid 2 2 2 premade you don't have anything of real use since you lack solid debuffs, and you cannot be a stationary dps any of the time due to big issues like LoS, heal range, and guard range.

Not that any of this is different for Magus. It's pretty much exactly the same. It's a real catch 22 of premade / warband play which really limits the ST spec to more solo / small group roaming.
Engi is superior in SCs vs normal groups (not pre-mades) and in solo roam situations -- barring tanks (magus isn't even that great at it anymore with the change back to 10 second BoC).

Both classes struggle in a premade situation mainly due to things like the lack of a silence, heal debuff, and slow burst damage, but an engi can burst through most unguarded healers with m2 if they are out of detaunt range. Magus can as well, but FM provides nothing close to the burst damage output from UF and FF hitting every second, as opposed to every other second for IFoC.

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Karast
Posts: 554

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#399 » Wed Jan 04, 2017 6:57 am

That's true unless if you are facing double dok, in which higher armor again becomes an issue.

Personally I like FM a little more than UF, since many premades will watch for UF, and it is not like you can functionally be too far away from your group, which gets rid of the detaunt range advantage.

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Tifereth
Posts: 134

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#400 » Wed Jan 04, 2017 7:31 am

Tankbeardz wrote:Honestly, engi is pretty insane right now in rifle spec with fast burst and m2. You don't need a change from physical to corp in the current state of the game.
Nobody was argueing to change rifleman tree into corp, or every single engineer skill. Everybody is aware of the issue engis will have eventually when armour gets out of control again. We were talking about Blunderbuss and Fragmentation Grenade only, to keep it consistent especially in light of the new range decrease changes for tinkerer. Spamming Blunderbuss into the melee line you will definately face, hitting for 50 damage each is laughable. The damage types for the trees are all out of whack, all long range attacks being physical and all dots/melee skills being corp makes sense in my eyes (same goes for Magus, range ele, melee/dots spirit, which they already are, except for Infernal Blast and Warpfire that are ele for... some reason). It's no big change and won't break anything, but maybe it's just a pet peeve of mine since nobody seems to care.

Please continue! ;)
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