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[Engineer] viability endgame?

Ironbreaker, Engineer, Slayer, Runepriest
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Crumbs
Posts: 199

Re: [Engineer] viability endgame?

Post#11 » Mon Dec 31, 2018 12:23 am

You can make engi work for every area and pretty much be viable for anything, but the players that achieve this successfully are far and few, maybe even none. Most of the top engis in this game you will see run one solid spec and stick by it. Aoe dps engi can achieve some of the highest if not the highest single target damage in the game, but it requires a lot of setup, patience and smart play. Have to make use of every tool, and you DO have to be mobile when playing grenade specs
Mekanik/Cqb [engi] 40/86
Zuu [AM] 40/83
[magus] 40/70

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Draken35J
Posts: 5

Re: [Engineer] viability endgame?

Post#12 » Thu Feb 21, 2019 4:33 pm

Yeah, engineers aren't actually bad, but they're overspecialised and convenient only in some situations if you've calculated your actions right.
So, it takes a lot of planning and strategic acumen, while still needing some luck to work like a charm...

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hulkhug
Posts: 95

Re: [Engineer] viability endgame?

Post#13 » Thu Feb 28, 2019 8:10 pm

Thinking about lvling up engineer cause I always liked Dwarves. Does anyone know how does he compare to Magus?
Characters: Gladius (RP), Naulin (AM), Beardicus (WP), Hive (BG)
Guild: The Unlikely Plan / TUP

Twitch: https://www.twitch.tv/phyrexianhulk

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Glorian
Posts: 4976

Re: [Engineer] viability endgame?

Post#14 » Thu Feb 28, 2019 10:06 pm

ST engi needs to stack BS and WS.

ST magus needs only INT and can put the rest in survival.

Magus can kill everything cause magical attacks.
Engi can kill better squishies.

With planning and their pet ready they can get very good ST kill rotations.
But the dwarf can better hide in the underwork. So get a short name. ;)

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hulkhug
Posts: 95

Re: [Engineer] viability endgame?

Post#15 » Sat Mar 02, 2019 5:46 pm

Glorian wrote: Thu Feb 28, 2019 10:06 pm ST engi needs to stack BS and WS.

ST magus needs only INT and can put the rest in survival.

Magus can kill everything cause magical attacks.
Engi can kill better squishies.

With planning and their pet ready they can get very good ST kill rotations.
But the dwarf can better hide in the underwork. So get a short name. ;)
Thanks for the info. Looking forward to seeing you on the friendly side for a change 😁
Characters: Gladius (RP), Naulin (AM), Beardicus (WP), Hive (BG)
Guild: The Unlikely Plan / TUP

Twitch: https://www.twitch.tv/phyrexianhulk

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Prochuvi
Posts: 6

Re: [Engineer] viability endgame?

Post#16 » Fri Apr 05, 2019 1:10 pm

I just start to play and got my engi to 28\32 and it is very fun as sniper(even if i am multidoting all time) but i have seen as sniper build isnt mague 100% better than us?

We need stack ws and bs to get same or lower damage than mague stacking only int and can get defensive stats.
Also we have 15% crit yes,but we need have alive the turret and be close,also it is a tactic in diferent tree than sniper when magues have 15% crit in the sniper tree and havent to have pet alive or nothing
Also magues have a 50% more damage in crit that engis havent

All those isnt huge and do sniper magues as insane better than sniper engis?if we have as 40% crit that extra 50% crit damage is as if a sniper mague do 20% more dps than a engi sniper or i am missing something that do engis so good as magues?

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peterthepan3
Posts: 6509

Re: [Engineer] viability endgame?

Post#17 » Fri Apr 05, 2019 2:47 pm

1. You're far too low level to make such a comparison/assessment of the Engineer's potency and viability: it is a class that really needs all 4 of his tactics to begin to shine, and high levels of crit.

2. WS becomes very easy to amass via the tactic/BL/talismans; you have access to +2 Ballistic tactics that serves to alleviate the multiple statting issue.

3. Engineer crit tactic affects all of your abilities - regardless of spec - as well as your Auto Attacks; Magus crit tactics only affect abilities in respective trees.

4. Magus has a 50% crit damage modifier that affects 1 AoE dot, 1 instant, and 1 Changing ability that is on a shorter range than the rest of Havoc abilities: realistically, it will only benefit one of your Sniper abilities in Havoc mode.

Magus crit potential is higher, but Rifleman Engineer can put out the damage at a quicker pace, has arguably the most potent offensive morale in the game (Morale 3 Cannon Smash), synergises much, much better with MDPS comps (WL/ENGI, SL/ENGI/2H IB), becomes a machine gun if you bring a Whispering Winds SM into the group (Focused Fire spam + procs = incredible amount of pressure and KBs).
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Tankbeardz
Posts: 627

Re: [Engineer] viability endgame?

Post#18 » Fri Apr 05, 2019 3:50 pm

peterthepan3 wrote: Fri Apr 05, 2019 2:47 pm 4. Magus has a 50% crit damage modifier that affects 1 AoE dot, 1 instant, and 1 Changing ability that is on a shorter range than the rest of Havoc abilities: realistically, it will only benefit one of your Sniper abilities in Havoc mode.
I'm pretty sure the crit damage works on SVF and FRF (just doesn't show up in tool tips). This is most noticeable when spamming with Focused Mind. This was a change made a couple years back and I don't recall this being reverted. It also affects the 1 second Surge of Insanity (not often used).

Overall, I would agree with you but, after recently re-rolling a 70+ Engi AND Magus, I think engi is in a better spot right now:

Engi ST:
•Engi puts out better(faster) burst vs anything except armor stacking doks and tanks.
•APR lets you bypass 25% armor for 12 seconds (60s cooldown). This is useful on high armor targets but very situational.
•Focused fire does less damage but does damage every 1 second, allowing for better time stamping of damage. You can throw in phos shells for additional damage as well....adding another attack into your finisher rotation faster than a magus can. Many magus only apply the first tick of IFoC before moving on to other spells.
•Auto attacks (small damage but everything adds up)
•15% crit tactic is in the AOE tree and doesn't make sense in many builds but it now works up to 100 ft from your turret, making up for some of the drawback. (I almost never run this)

Engi AOE:
•Engi has a better DPS magnet build (more variety to choose snipe / disarm / focused fire is core) if you are looking at mixing with ST. (most engis go tanky and really don't test the limits of the DPS you can push in this spec...it's a shame)
•Engi also has a better magnet build with AOE (phos shells / focused fire is core).
•Engi AOE tree deals corp now for many of the skills and still has access to focused fire.

Magus ST:
•Bigger burst damage from BoC / IFoC
•MBF is now 2 seconds and does almost as much damage as BoC and has a dot -- unless it is interrupted.
•15% crit tactic for ST skills - no pet range requirement needed.

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peterthepan3
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Re: [Engineer] viability endgame?

Post#19 » Fri Apr 05, 2019 4:12 pm

Very true re FRF - completely forgot that it also benefits from the 50% modifier.
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Paxsanarion
Posts: 302

Re: [Engineer] viability endgame?

Post#20 » Mon May 10, 2021 10:22 pm

Elio wrote: Thu Nov 08, 2018 6:05 am Debbie-downer over here. :roll:

I've played both endgame slayer and endgame WB engi (DPS Tinkerer) and it's a toss up. Since ALL your dots (except signal flare) and grenades are corporeal AoE engi has gotten a lot sexier. When I'm tryhard-ing I can do equal to or better AoE damage than my slayer, and similarly can top/be near top in zone kills.

I run 0/9/13 with Phos. Shells, Magnet, Tracer Rounds, and Lightening Rod. I'm still sub-50 (on the Engi) and FAR from BiS (using a green mainhand still). Gear is Conq gloves/belt/boots and the rest is Beastlord. All Ballistics skill talis. Tactics are Well Oiled, Tracer Rounds, Pierce Defense, and Masterful Aim. Renown is 3 Ballistics Skill, Max D/D, and 2 Ranged Crit.

Moving open field BW/Slayer will probably always be a better choice. The ramp-up-time needed to get engi up to par (~6 stacks) is rough, especially in mobile fights. But you learn to make it work and people learn to be wary of both you and your magnet. And as soon as there is any entrenched fighting you will SHINE. Seeing 4 dots ticking on 7+ people is a sight to behold. Plus AoE knockback is core now, but you're so much more than a utility bot.

You will 100% not have the burst of a BW or Slayer, and you have ~15 more buttons to worry about than they do. Playing an AoE engi well is akin to playing an IB. You have a ton of buttons, and, ontop of that, you have to babysit your turret. It takes some getting used to.

However... AoE DPS engi is sleeper OP in the right situations. It can excel when given the space to do so, and it can be tankier than it should be while running 1100 BS with the flame turret out. Hope this helps some!

*caveat: As long has BW has the 1200 AoE M2 they're going to always be better for serious WB play. With that gone there can be space for a well played DPS Tinkerer engi.
I enjoyed reading this post and I plan to look at playing an Engineer close to the same........I am not sure how viable they are these days but seems fun to me :-)
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