[Engineer] [Poll] Fixing the three worst tactics for T4
Posted: Wed Mar 30, 2016 12:54 pm
This thread poses as a thinktank for the current Engineer Tactics.
Instead of thinking how to increase the generell idea of how the Engineer Class can be changed to be competitive in T4 we look upon the least used tactics which are more or less barren land at the moment.
Also instead of looking at the medium tactics where some players think they are ok while others think they are great we look upon the obviously worst tactics where most players can agree that they aren’t used at all.
So to keep this Thread constructive, please say to what Tactic you are posting and what your opinion on the case is.
Let’s start:
Bandolier – Path of Grenadier
All of your Path of the Grenadier abilities cost 35% fewer action points.
Quick Reloader – Path of the Rifleman
All of your Path of the Rifleman abilities cost 35% fewer action points.
Case: Bandolier and Quick Reloader are actually the same Tactic for each Tree. From my personal Experience though the Grenadier runs very fast out of Action points if he concentrates on Acid Bobs and Firebomb on Single Target. While the tinkerer Tactic: Extra Ammo is superior to both as it restores AP while near the turret for the Engineer and everyone on 30 feet range. And it can be obtained for 4 mastery points, even if you are not a real Tinkerer. Another solution might be Clever Recovery which is a Core Tactic, which restores AP if you miss.
Also the both tactics are the pinnacle of the mastery trees tactics wise. And they don’t feel like that.
Solution:
Tbd.
Reinforced Casing – Core Ability
Adds 160 Wounds to your turrets.
Case:
As Karast has said, Turret Survivability is not a problem. It does so minimal damage that if he stands a little longer does no difference. The sole purpose of the turret is to give Damage Boost and Tactics to work with. So if my turret dies a lot I would simply take Well-Oiled Machine and instacast him back. Also Well-Oiled Machine is far better in being a mobile Engi.
Solution:
Tbd.
Instead of thinking how to increase the generell idea of how the Engineer Class can be changed to be competitive in T4 we look upon the least used tactics which are more or less barren land at the moment.
Also instead of looking at the medium tactics where some players think they are ok while others think they are great we look upon the obviously worst tactics where most players can agree that they aren’t used at all.
So to keep this Thread constructive, please say to what Tactic you are posting and what your opinion on the case is.
Let’s start:
Bandolier – Path of Grenadier
All of your Path of the Grenadier abilities cost 35% fewer action points.
Quick Reloader – Path of the Rifleman
All of your Path of the Rifleman abilities cost 35% fewer action points.
Case: Bandolier and Quick Reloader are actually the same Tactic for each Tree. From my personal Experience though the Grenadier runs very fast out of Action points if he concentrates on Acid Bobs and Firebomb on Single Target. While the tinkerer Tactic: Extra Ammo is superior to both as it restores AP while near the turret for the Engineer and everyone on 30 feet range. And it can be obtained for 4 mastery points, even if you are not a real Tinkerer. Another solution might be Clever Recovery which is a Core Tactic, which restores AP if you miss.
Also the both tactics are the pinnacle of the mastery trees tactics wise. And they don’t feel like that.
Solution:
Tbd.
Reinforced Casing – Core Ability
Adds 160 Wounds to your turrets.
Case:
As Karast has said, Turret Survivability is not a problem. It does so minimal damage that if he stands a little longer does no difference. The sole purpose of the turret is to give Damage Boost and Tactics to work with. So if my turret dies a lot I would simply take Well-Oiled Machine and instacast him back. Also Well-Oiled Machine is far better in being a mobile Engi.
Solution:
Tbd.