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Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 5:54 am
by Irongit
I found some sources concerning throwing arm
http://mods.curse.com/news/warhammer-on ... -and-class
patch 1.3 nerfed the distance of throwing arm
http://warhammeronline.wikia.com/wiki/Throwing_Arm
the rather ancient wiki stated throwing arm was enough to push your grenade range to 100feet, and increasing 65 by 50% would be about 100feet
http://everquest.allakhazam.com/wiki/En ... ties_(WAR)
Old list showing 50%
http://i.imgur.com/afrBY5x.png?1 incase the page crashes
Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 7:04 am
by Glorian
Azarael wrote:... The issue should be fixed by fixing both Havoc/Rifleman and by having the career mechanic actually define the class by giving range and damage in exchange for mobility.
Aye! Can we please have it next Wednesday?
Seriously: is there an eta on when magus/engie will be put on the anvil of The balance forum?
Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 10:24 am
by Renork
Engies <3 looks like the other poster was right.
Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 10:42 am
by Ramasee
There is an unseen benefit to havoc tree as well; but it generally only works on people who gear a specific way.
The Havoc tree is the only major source of elemental damage destruction has besides shamans. As such, people who know this and know that magus are rarer than most and even fewer of them go havoc; don't really focus on taking elemental resistance and instead opt for spiritual and corporeal.
As for changing/grenadier ranges: I think the AoE abilities in those trees have acceptable range. The single target abilities could be increased to 80ft (and this be 100ft with the tactic); I doubt this would cause any imbalancing issues.
Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 10:53 am
by Karast
I think it was 33%.
I remember before the nerf the range on grenade was around 99ft.
It got nerfed in one of the many Benny Hill attempts at balance to bring AoE in line. As if nerfing two of the worst AoE dots in the game, really fixed anything.
Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 11:05 am
by Glorian
Eddited: Deleted Bull.
It is after testing max range, plus grenade radius.
Re: Magus/Engineer range suggestion.
Posted: Sat Jun 18, 2016 2:45 pm
by peterthepan3
Ramasee wrote:There is an unseen benefit to havoc tree as well; but it generally only works on people who gear a specific way.
The Havoc tree is the only major source of elemental damage destruction has besides shamans. As such, people who know this and know that magus are rarer than most and even fewer of them go havoc; don't really focus on taking elemental resistance and instead opt for spiritual and corporeal.
As for changing/grenadier ranges: I think the AoE abilities in those trees have acceptable range. The single target abilities could be increased to 80ft (and this be 100ft with the tactic); I doubt this would cause any imbalancing issues.
Yeah. Range isn't really an issue in my opinion, but it would be nice to have some of the ST abilities put to a normal 100ft range considering they're pretty meh in the first place.
Re: Magus/Engineer range suggestion.
Posted: Wed Jun 29, 2016 1:07 am
by footpatrol2
I don't think infernal pain tactic is bad.
Redirection is amaze balls.
Mist and IFOC is being reversed is amazing.
I super wish we had that spec line like that.
Redirection tactic would benefit to a more defensive style of play with a heavy focus on HTL.
Re: Magus/Engineer range suggestion.
Posted: Wed Jun 29, 2016 1:34 am
by Tankbeardz
I don't think the bonus was ever higher than 25%. You used to be able to pull warbands through keep doors though (wayyyyy back)...I think that ability alone dropped the population by 25%.