Path of The Grenadier request
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- Battlefield
- Posts: 537
Path of The Grenadier request
If possible please increase range distance for the Path of The Grenadier with Throwing Arm tactic to at least 90ft (81ft now) because turret buff with increasing range has been nerfed and at 70ft range distance it's easy for the Marauder to pull out an Engineer. Well, and of course do the same for the Magus Path of Changing.
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Re: Path of The Grenadier request
That's the point i suppose. To force you to right into pull range. As SW who is forced to the same pathetic range to use healing debuff (or to spam AoE pepperoni) i completely understand you.Battlefield wrote: Thu Jul 24, 2025 3:54 pm If possible please increase range distance for the Path of The Grenadier with Throwing Arm tactic to at least 90ft (81ft now) because turret buff with increasing range has been nerfed and at 70ft range distance it's easy for the Marauder to pull out an Engineer.
No more range tactic for skirmish...
P.S. SH is a chosen class still, and thus, is allowed to have an opportunity to cast his healing debuff from safe distance - good for him, right?
Re: Path of The Grenadier request
mara pull is only 65ft maximum. it's pretty much impossible to land it at 65ft actually as typically the pull cast gets interrupted very quickly if the target moves even 1ft out of range, so the more realistic max range given vertical terrain and latency difference between mara and his target is more like 60-64 i'd say. if you're getting pulled often as a grenadier engineer (or any healer/ranged dps for that matter) then you are severely out of position, not paying attention to spell effects or enemy positioning and need to work on your situational awareness and learn how to use your ranged advantage better.
i've played grenadier engi recently from t1 to bis and i think i was only pulled maybe twice in all this time of farming 70+ renown levels and ~15k crests. onslaught gloves (+5ft range) helps with a bit of range and the set serves as a decent prebis for engi too if you're still lower RR (5onslaught 3sentinel or 4onslaught 3sentinel 2lotd are good prebis mixes, you could even go with 5vanq 2lotd 1onslaught). you can also use flashbang grenade, m1 or land mine to interrupt pulls and tanks can use taunt to interrupt the pull too.
conversely i've also been playing mara a bit lately and pulling loads of engineers, bright wizards and shadow warriors who have terrible positioning. they just stand still channeling phos shells or festering arrow or start backpedaling when the pull channel starts instead of popping flee and strafing to get out of range. they just have no concept of playing their ranged gap. classes with 80-100ft range should basically never get pulled and if they do it's 100% on them unless they got staggered by zealot, magus or chosen in which case it was just a good setup by the enemy and you can't do much about it. but raw pulls, you should never get pulled.
i've played grenadier engi recently from t1 to bis and i think i was only pulled maybe twice in all this time of farming 70+ renown levels and ~15k crests. onslaught gloves (+5ft range) helps with a bit of range and the set serves as a decent prebis for engi too if you're still lower RR (5onslaught 3sentinel or 4onslaught 3sentinel 2lotd are good prebis mixes, you could even go with 5vanq 2lotd 1onslaught). you can also use flashbang grenade, m1 or land mine to interrupt pulls and tanks can use taunt to interrupt the pull too.
conversely i've also been playing mara a bit lately and pulling loads of engineers, bright wizards and shadow warriors who have terrible positioning. they just stand still channeling phos shells or festering arrow or start backpedaling when the pull channel starts instead of popping flee and strafing to get out of range. they just have no concept of playing their ranged gap. classes with 80-100ft range should basically never get pulled and if they do it's 100% on them unless they got staggered by zealot, magus or chosen in which case it was just a good setup by the enemy and you can't do much about it. but raw pulls, you should never get pulled.
Last edited by gersy on Fri Jul 25, 2025 5:38 pm, edited 1 time in total.
Gersy - Witch Hunter General
Not Good Enough / NGE
Witch Hunter General's Compendium (WH Guide)
WH/WP/IB/SL/ENGI
MARA/CHOP/CHO/SORC/SHAM
Not Good Enough / NGE
Witch Hunter General's Compendium (WH Guide)
WH/WP/IB/SL/ENGI
MARA/CHOP/CHO/SORC/SHAM
- Battlefield
- Posts: 537
Re: Path of The Grenadier request
gersy wrote: Fri Jul 25, 2025 2:29 am mara pull is only 65ft maximum. it's pretty much impossible to land it at 65ft actually as typically the pull cast gets interrupted very quickly if the target moves even 1ft out of range, so the more realistic max range given vertical terrain and latency difference between mara and his target is more like 60-64 i'd say. if you're getting pulled often as a grenadier engineer (or any healer/ranged dps for that matter) then you are severely out of position, not paying attention to spell effects or enemy positioning and need to work on your situational awareness and learn how to use your ranged advantage better.
i've played grenadier engi recently from t1 to bis and i think i was only pulled maybe twice in all this time of farming 70+ renown levels and ~15k crests. onslaught gloves (+5ft range) helps with a bit of range and the set serves as a decent prebis for engi too if you're still lower RR (5onslaught 3sentinel or 4onslaught 3sentinel 2lotd are good prebis mixes, you could even go with 5vanq 2lotd 1onslaught). you can also use flashbang grenade or land mine to interrupt pulls and tanks can use taunt to interrupt the pull too.
conversely i've also been playing mara a bit lately and pulling loads of engineers, bright wizards and shadow warriors who have terrible positioning. they just stand still channeling phos shells or festering arrow or start backpedaling when the pull channel starts instead of popping flee and strafing to get out of range. they just have no concept of playing their ranged gap. classes with 80-100ft range should basically never get pulled and if they do it's 100% on them unless they got staggered by zealot, magus or chosen in which case it was just a good setup by the enemy and you can't do much about it. but raw pulls, you should never get pulled.
Marauders use Charge (speed up) ability to get closer to pull enemy, so it gives about 5-10 extra feet. Often you have to focus on the target and it runs away from you and the range of 81 feet is felt immediately and then the Marauder see it and always try to pull you.
Is it a joke it looks unrealistic ?gersy wrote: Fri Jul 25, 2025 2:29 am i've played grenadier engi recently from t1 to bis and i think i was only pulled maybe twice in all this time of farming 70+ renown levels and ~15k crests.
- georgehabadasher
- Posts: 292
Re: Path of The Grenadier request
Gersy, where do you play the game from? Eu, na or oce?
-
- Posts: 649
Re: Path of The Grenadier request
You post too early, let Battlefield to farm like 5+ pages, enjoy the stuff and forbid logic in those threads, they are to deliver joygersy wrote: Fri Jul 25, 2025 2:29 am mara pull is only 65ft maximum. it's pretty much impossible to land it at 65ft actually as typically the pull cast gets interrupted very quickly if the target moves even 1ft out of range, so the more realistic max range given vertical terrain and latency difference between mara and his target is more like 60-64 i'd say. if you're getting pulled often as a grenadier engineer (or any healer/ranged dps for that matter) then you are severely out of position, not paying attention to spell effects or enemy positioning and need to work on your situational awareness and learn how to use your ranged advantage better.
i've played grenadier engi recently from t1 to bis and i think i was only pulled maybe twice in all this time of farming 70+ renown levels and ~15k crests. onslaught gloves (+5ft range) helps with a bit of range and the set serves as a decent prebis for engi too if you're still lower RR (5onslaught 3sentinel or 4onslaught 3sentinel 2lotd are good prebis mixes, you could even go with 5vanq 2lotd 1onslaught). you can also use flashbang grenade or land mine to interrupt pulls and tanks can use taunt to interrupt the pull too.
conversely i've also been playing mara a bit lately and pulling loads of engineers, bright wizards and shadow warriors who have terrible positioning. they just stand still channeling phos shells or festering arrow or start backpedaling when the pull channel starts instead of popping flee and strafing to get out of range. they just have no concept of playing their ranged gap. classes with 80-100ft range should basically never get pulled and if they do it's 100% on them unless they got staggered by zealot, magus or chosen in which case it was just a good setup by the enemy and you can't do much about it. but raw pulls, you should never get pulled.
Re: Path of The Grenadier request
do you use your 100% disrupt M1 ?
with M1 + good spacing/positioning as Gersy said you shouldn't get pulled that often
with M1 + good spacing/positioning as Gersy said you shouldn't get pulled that often
Re: Path of The Grenadier request
1. That was correct for official server. In RoR's case checks were broken for quite a while and even then...Lyra2 wrote: Fri Jul 25, 2025 7:39 am 1. do you use your 100% disrupt M1 ?
2. with M1 + good spacing/positioning as Gersy said you shouldn't get pulled that often
2. When the enemy is actively trying to pull YOU , you can only stay away from him (which means that your usefullness will be VERY limited at best) or try and use your save ability (if you have any). Or be pulled and die. Even if your allies are ready to try and save you - there isn't much they can do (and almost nothing if are pulled during funnels).
P.S. Just look at almost every damned funnel. Which realm's players are constantly being pulled to their death? Quite one-sided thing... To be honest, its more about pulls balance than about range though.
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Re: Path of The Grenadier request
Omg omg omg, im hyped to have new marapull thread! Its been too long from last one!
Annoying as they are, they are very avoidable in funnel situations. As engi i can go pop rod/magnet at front of door and still usually have time to dive to LoS before pull lands. Unless they keep me targeted and really pull as soon as they get LoS. Tho its usually only my guildies who does it.
Also crests aint hard to get if you rank up using mainly pve sets. My mara (with awesome pull) did also have first ranked ring at rr70 and is not far from having 4pc triumphant before 73. Will likely be sov/tri specced at 78-79 at this rate
Annoying as they are, they are very avoidable in funnel situations. As engi i can go pop rod/magnet at front of door and still usually have time to dive to LoS before pull lands. Unless they keep me targeted and really pull as soon as they get LoS. Tho its usually only my guildies who does it.
Also crests aint hard to get if you rank up using mainly pve sets. My mara (with awesome pull) did also have first ranked ring at rr70 and is not far from having 4pc triumphant before 73. Will likely be sov/tri specced at 78-79 at this rate
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Re: Path of The Grenadier request
That's the exact situation i was talking about. It's hard to do something meaningful if some mara is planning to pull no one but you.Pahakukka wrote: Fri Jul 25, 2025 11:37 am Unless they keep me targeted and really pull as soon as they get LoS. Tho its usually only my guildies who does it.
Yes, you can do some stuff from afar but during the siege this is...not that effective as you may want it to be.
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