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[Eng/Magus] Sticky Bombs / Seed of Chaos

Proposals which did not pass the two week review, were rejected internally, or were not able to be implemented.
Tankbeardz
Posts: 629

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#71 » Fri Jan 06, 2017 1:24 pm

Tifereth wrote:
Grunbag wrote: Nitroglycerin Grenade
Action Points: 90
Range: 0-65 ft
A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.
This one right here is pretty close to what OP has proposed, isn't it. Just a roided up version that triggers on everything.
Shrapnel Grenade
Action Points: 60
Range: 0-65 ft
A grenade that you throw at the ground, scattering shrapnel 30 feet around that spot for 15 seconds. Any enemies who enter the area will take damage and become snared, reducing their runspeed by 60% while they remain within the area.

This one lends itself to "stationary DPS" better....though that term pains me.

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#72 » Fri Jan 06, 2017 2:44 pm

Tankbeardz wrote:
Tifereth wrote:
Grunbag wrote: Nitroglycerin Grenade
Action Points: 90
Range: 0-65 ft
A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.
This one right here is pretty close to what OP has proposed, isn't it. Just a roided up version that triggers on everything.
Shrapnel Grenade
Action Points: 60
Range: 0-65 ft
A grenade that you throw at the ground, scattering shrapnel 30 feet around that spot for 15 seconds. Any enemies who enter the area will take damage and become snared, reducing their runspeed by 60% while they remain within the area.

This one lends itself to "stationary DPS" better....though that term pains me.
It could be usefull coupled with napalm indeed
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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porkstar
Posts: 721

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#73 » Fri Jan 06, 2017 3:10 pm

Spoiler:
Grunbag wrote:
porkstar wrote:Could someone please list the original Engineer abilities in this thread. One of you engies has it. I forget which one. Actually, is there a thread or a link that lists all the original abilities?
viewtopic.php?f=74&t=10707&start=380

I listed them all here
Thank you!
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#74 » Fri Jan 06, 2017 8:48 pm

Tifereth wrote:
Grunbag wrote: Nitroglycerin Grenade
Action Points: 90
Range: 0-65 ft
A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.
This one right here is pretty close to what OP has proposed, isn't it. Just a roided up version that triggers on everything.
If you ever think about bringing back nitro grenade , there were 2 tactics that goes with this ability :

Stabilized Nitro
Nitroglycerin Grenade will now last for 5 more seconds.

Extra Powder
Your Nitroglycerin and Flash Grenades will deal additional damage to your target when they hit.

It could replace actual extra Powder tactic in grenadier tree (4 points) that is useless now since bombardment turret gives already +50% aoe radius
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Glorian
Posts: 5004

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#75 » Sat Jan 07, 2017 2:15 am

Grunbag wrote: ...
It could replace actual extra Powder tactic in grenadier tree (4 points) that is useless now since bombardment turret gives already +50% aoe radius
...
Actually it is far from useless.
Extra Powder stacks with Flame Turret you mean. Grenade Turret doesn't give increased AoE Radius.
Unfortunately it only increases Acid Bomb radius not Frag Grenade Radius.
Bugticket is open for it.

But on Acid Bomb is quite nice. Hitting the Blackorc in front of you and splashing it on everyone in 40 feet radius in every direction with an increased AoE Cap on Flame turret too.
Unfortunately on Flame you will only hit guys in 30-40 feet range with the initial Grenade. So you cant put pressure on Healers or such.

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porkstar
Posts: 721

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#76 » Sat Jan 07, 2017 4:35 am

What bonus does Grenade turret give? I thought it decreased tick interval and allowed cast on move. I must be confused
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#77 » Sat Jan 07, 2017 7:06 am

Glorian wrote:
Grunbag wrote: ...
It could replace actual extra Powder tactic in grenadier tree (4 points) that is useless now since bombardment turret gives already +50% aoe radius
...
Actually it is far from useless.
Extra Powder stacks with Flame Turret you mean. Grenade Turret doesn't give increased AoE Radius.
Unfortunately it only increases Acid Bomb radius not Frag Grenade Radius.
Bugticket is open for it.

But on Acid Bomb is quite nice. Hitting the Blackorc in front of you and splashing it on everyone in 40 feet radius in every direction with an increased AoE Cap on Flame turret too.
Unfortunately on Flame you will only hit guys in 30-40 feet range with the initial Grenade. So you cant put pressure on Healers or such.
My mistake , I was a bit confusing between 2 turret buff .
Yes so it's not useless .
Does grenadier use this tactic or not that much ?
What's your idea about sticky bomb lesti ?
Don't you think something like nitro grenade is close from OP ?
porkstar wrote:What bonus does Grenade turret give? I thought it decreased tick interval and allowed cast on move. I must be confused
Bombardment Turret (Mobility / DoT)

- When you are within 26-50 feet of your turret, you will neither lose nor gain Improvised Upgrades stacks.
- Improves your turret's range by 5% per stack to a maximum of 40%.
- Provided you have at least one Improvised Upgrade stack, allows you to use Path of the Grenadier skills while moving.
- Shortens the duration and tick interval of Path of the Grenadier and Tinkerer DoTs by approximately 5% per stack for a maximum reduction of 35%.
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#78 » Sat Jan 07, 2017 6:40 pm

After thinking about OP , I still think nitroglycerin grenade should be the one that would fit karast proposal :

1) it doesn't change the original proposal : a ST grenade that proc aoe damage .

2) it encourage team play : nitroglycerin grenade proc only if the target get hit .engineer should follow main assist target if he wants nitroglycerin to damage the target. Throwing nitroglycerin grenade on a target that is not attacked would not make any damage .
3) this is direct damage so I guess it can't get cleanse ?

4) with all engineer dots , It could proc often.
5) it serve the all party cause it proc on both ranged and melee attack

Here nitroglycerin grenade for those haven't read all pages of this thread :

Nitroglycerin Grenade
Action Points: 90
Range: 0-65 ft
A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Tesq
Posts: 5713

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#79 » Sat Jan 07, 2017 6:58 pm

Would not you guys just prefer a st option for the mid path? why you want a aoe proc? is due to try to get some pressure to force aoe heals while you st bring down someone or just because you think that engi need more aoe dmg?

and regardless anyone willing to discuss something for magus?
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Bozzax
Posts: 2624

Re: [Engineer - Magus] Sticky bombs / Seed of chaos

Post#80 » Sat Jan 07, 2017 8:05 pm

So you guys are suggesting 500/s x the number of engies / magus in every funnel.

So lets say there are 5 maguses we talk about 1-2,5k per seconds of added burst in the hotspot (since it dont consume gcds)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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