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[SUGGESTION] Magus/Engi Changes for the interim...

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Cornerback
Posts: 246

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#131 » Wed Jan 06, 2016 11:51 am

Let the remaining dot dmg hit as instant dmg when cleansed :P So u got two options: either let the dots run, or take a stronger hit when cleansing.
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Scrilian
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Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#132 » Wed Jan 06, 2016 2:47 pm

They've got their damage increased by 20% in the last mythic patches, why are they in need for more buffs?
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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peterthepan3
Posts: 6509

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#133 » Wed Jan 06, 2016 2:54 pm

Scrilian wrote:They've got their damage increased by 20% in the last mythic patches, why are they in need for more buffs?

....you do know that damage relies on a crappy pet ri-I can't do this, renork you take over please.
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Cornerback
Posts: 246

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#134 » Wed Jan 06, 2016 3:41 pm

On a immobile pet which has a 2sec cast time, cant be cast on the move and has a cooldown on the teleport (which costs AP)
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Karast
Posts: 554

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#135 » Wed Jan 06, 2016 4:10 pm

Cornerback wrote:Let the remaining dot dmg hit as instant dmg when cleansed :P So u got two options: either let the dots run, or take a stronger hit when cleansing.
It's not a horrible idea, but it still doesn't really address the fact that a lot of engi / magus dots / abilities are just pathetically weak dps to begin with. Even with 4-5 dots up your not a treat to anyone with proper healing. 1 HoT easily out-heals 2-3 dots. Even with just keg heals it is enough to survive 2-3 magus dots. That's just how low the base damage is.

Just look at sticky bomb / seed of chaos. It is a spec'd ST dot in the AoE tree with a high AP cost, that does less damage than the base line dots. It is ridiculously low to the point of being a waste of AP. Even debuffed your lucky if you get a 100 tick it's typically much less.

I mean just look at some of the tooltips, they have less than half the dps of similar abilities on other careers, without any special effects like a heal debuff, cc, or anything of the like.

Static discharge, phosphorus shells, all turret / daemon abilities. There is just a lot of dead weight in the spec trees, and in the base abilities.

Cleansing is an issue, but even it is wasn't we have so many junk dots, that even when stacked they still don't really pose a threat.

Cornerback
Posts: 246

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#136 » Wed Jan 06, 2016 4:17 pm

You are totally right. Played a magus for quite a long time and changed to a single-target spec back on live, as DoTs were a joke in t4 with rr100 players.
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Genisaurus
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Posts: 1054

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#137 » Wed Jan 06, 2016 4:50 pm

Proposal:
Swap Phosphorus Shells and Strafing Run on the mastery trees.

Rationale:
As-is, nobody uses Phosphorus Shells OR Strafing Run. A change might make either a little more palatable, or not, but at least they will synergize with the intended strategy of each tree better:
  1. Phosphorus Shells has an 80ft. range, which is 20ft. less than every other Rifleman ability. It requires the engineer to get closer to the enemy, which goes against the idea of a Rifleman engineer being a stationary RDPS shooting from far away (See: Snipe has a 150ft. range, most Rifleman abilities have a Cast Time greater than the GCD)
  2. Strafing run has a range similar to most Grenadier abilities, but it knocks targets back. The Grenadier tree is designed for the engineer to get closer to the enemy, and features a lot of AoE DoT abilities. A knockback only serves to push enemies out of range of your other Grenadier abilities, and out of their AoE radius. However, this works well on the Rifleman tree, as it would knockback enemies who get too close to the engineer, allowing him the time and distance to kite away.
  3. Strafing Run does physical damage, and a Rifleman engineer is more likely to have more WS, so the damage scales better for them.
  4. Phosphorus Shells is another AoE DoT, which fits better with the Grenadier tree. A Grenadier engineer is more likely to have a higher toughness/armor and BS at the expense of WS, so the damage of Phosphorus Shells is unchanged or improved for them.
This is not a "fix" or a balance adjustment for the engineer, it's simply moving two abilities around so that both are more likely to be slotted. Because both abilities benefit without changing the overall balance of the class, this seems like one of those "no-brainer" changes we're eligible to make immediately.

EDIT: For pretty much the same reasons, Can we swap the Morale 4's, Artillery Barrage and Scattershot? Both are useless compared to Hail of Doom, but this way they'll fit better.

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Renork
Posts: 1208

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#138 » Wed Jan 06, 2016 9:02 pm

Scrilian wrote:They've got their damage increased by 20% in the last mythic patches, why are they in need for more buffs?
This requires you to summon a static pet and has a short range. The buff was on the right track but not implemented correctly (fights are never static). On that note, I seen a shitload of new magi so I'm assuming people must die to dissolving mist a lot :>. As far as balance goes, nothing else (other than increasing the buff range on the % damage increase) should be implemented at this time. Yes dots were not very effective in t4 but we had a very nice burst rotation. If you tweak the dots right now you may end up breaking the class in t4.

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Sigimund
Posts: 658

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#139 » Wed Jan 06, 2016 9:38 pm

Magus burst spec is elemental damage. Do you have any advice for engineer players?

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Renork
Posts: 1208

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#140 » Wed Jan 06, 2016 9:53 pm

Change their damage to elemental or corporeal is my suggestion. I didn't play engs extensively because I don't like fat dwarves :^}

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