[Engineer] viability endgame?

Ironbreaker, Engineer, Slayer, Runepriest

Moderators: Developer, Management, Community Management

Forum rules
Before posting on this forum, be sure to read the Terms of Use
Your topic MUST start with your class name between hooks (IE : [Shaman] blablabla)
User avatar
Bozzax
Posts: 2267

Re: [Engineer] viability endgame?

Post#31 » Fri Aug 06, 2021 7:22 am

Slayer >> Engi

24v24, 6v6, 1vX simple as that

(Engi is better for BT RP tho)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Ads
ashton007
Posts: 373

Re: [Engineer] viability endgame?

Post#32 » Fri Aug 06, 2021 5:14 pm

Mystry wrote:
Thu Nov 08, 2018 5:28 am
You're wrong. To greatly simplify it; the amount of aoe healing and cleanses that get spammed in this game is so ridiculous as to make DoT and debuffs largely irrelevant in a WB setting. Only burst really matters.
If you're curious, here is the cookie cutter WB viable classes for each role:
Tank: KoTBS
Melee DPS: Slayer, White Lion
Ranged DPS: Bright Wizard
Healer: All 3 (WP/RP/AM, AM is slightly lower on the totem pole)

Unfortunately, the best tank (KoTBS), melee dps (Slayer), AND ranged dps (BW) also happen to be the least played of their respective roles, by a large margin. This is why Destruction basically owns all WB fights; their classes all have some level of viability (except SH outside of survivability memes), so they can show up with anything and be okay, which Order can't do.

Don't take this to mean that you shouldn't play Engineer. It can be a fun class; but it's completely overshadowed by BW.
Sm is definitely also part of the WB meta... your dps and healers will always love CD reduction

Cqengi
Posts: 45

Re: [Engineer] viability endgame?

Post#33 » Mon Dec 13, 2021 9:45 pm

The damage nerf really hurt engi/magus

User avatar
Kelreg
Posts: 15

Re: [Engineer] viability endgame?

Post#34 » Wed Jan 19, 2022 3:57 pm

Simply put Engi is just not as good as it once was. The nerfs that were designed to bring BW's under control way back in live still effect engi's to this day. You have an entire tree (rifle)that is mitigated by armor instead of resists. Another tree(tinker) that has almost no dps in it, and a grenade tree that is great if you like breaking CC's all the time. Keg was never game breaking but was nerfed. The real problem is an engineer has to be stationary to be close to effective due to being tied to their turret and the game punishes stationary targets.

btbw2009
Suspended
Posts: 101

Re: [Engineer] viability endgame?

Post#35 » Wed Jan 19, 2022 5:36 pm

nerfed useless class
not so dead as SW but very rare have use on forts

User avatar
Przepraszam
Posts: 87

Re: [Engineer] viability endgame?

Post#36 » Wed Jan 19, 2022 6:20 pm

btbw2009 wrote:
Wed Jan 19, 2022 5:36 pm
nerfed useless class
not so dead as SW but very rare have use on forts
???????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Billpullman Blips
Karvosky

btbw2009
Suspended
Posts: 101

Re: [Engineer] viability endgame?

Post#37 » Wed Jan 19, 2022 10:47 pm

Przepraszam wrote:
Wed Jan 19, 2022 6:20 pm
btbw2009 wrote:
Wed Jan 19, 2022 5:36 pm
nerfed useless class
not so dead as SW but very rare have use on forts
???????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!
pls add more marks to your answer, it raise weight of argumentation

Cqengi
Posts: 45

Re: [Engineer] viability endgame?

Post#38 » Tue Mar 08, 2022 12:23 pm

hola

Ads

Who is online

Users browsing this forum: No registered users and 2 guests