I am playing def tinkerer engineer since T3 was released in RoR . I tried also a bit the 2 other path . I am not considering me as a dps since I only do low aoe damages .
I spent all my rr points , jewelry slot , weapons and stuff for having great survivability . My role is supporting my team and debuff caster . I sacrifice all my offensives stats for this game play . I'm not expecting to kill anyone then . But I read here that my spec is op cause people's won't kill me easily ? Threat me like a tank if you think I am one , you're not complaining about tank survivability as far I as know ? Plus we're talking about very few engineer that play tanky support tree , were not a lot to play that spec , engineer player look for kill and not help only their teammates . It mean you'll have all rifleman and grenadier to kill if you want .
The range nerf is not insignifiant , it mean tinkerer will have to go closer to bother healer/caster and it also mean it will be easy to stay out of tinkerer range .
Changelog 06/12/2016
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Re: Changelog 06/12/2016
Think maybe we should let the big angry discussions move back to the kiddy pools where they belong...
Anyways, thanks for the updates.
Anyways, thanks for the updates.



Re: Changelog 06/12/2016
People really need to try out the changes. You need to be practically sitting on someone to damage them with the avoidance stacks all up. If youre at range they are practically harmless. Yes they have been given huge buffs and are one of the strongest classes now but all classes will get the same love in time.
Last edited by Telen on Thu Dec 08, 2016 4:09 am, edited 2 times in total.

- peterthepan3
- Posts: 6509
Re: Changelog 06/12/2016
Azarael wrote:Exchanging Surging Power with Changer's Blessing, and adding Flickering Red Fire to the list of its affected skills. I can't change the cast time of FRF without client access.Ravai wrote:- or leave the cast time the same and add a "crit damage % to flickering red fire" tactic somewhere in the tree as both changer's Blessing and Fiery winds are useless. The only problem with creating an individual tactic is that you create another issue of potentially dropping damage from one of the other tactics which are pretty much mandatory. SO you could add the crit damage to surging power tactic, or even make surging power a havoc mastery skill only so it cant be paired with an aoe build. your either aoe or st.
That sounds very good. Last thing Magus needs is more tactics, given - as Rav has said - how starved it is of available slots already. If FRF can be made into a decent spammable/filler until BoC off cd, the 10 sec CD wouldn't be too bad.

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- Posts: 59
Re: Changelog 06/12/2016
The changes to Flamer and Blue Horrors are interesting and need to be experimented with. I appreciate the efforts being made for the class.Azarael wrote:Exchanging Surging Power with Changer's Blessing, and adding Flickering Red Fire to the list of its affected skills. I can't change the cast time of FRF without client access.Ravai wrote:- or leave the cast time the same and add a "crit damage % to flickering red fire" tactic somewhere in the tree as both changer's Blessing and Fiery winds are useless. The only problem with creating an individual tactic is that you create another issue of potentially dropping damage from one of the other tactics which are pretty much mandatory. SO you could add the crit damage to surging power tactic, or even make surging power a havoc mastery skill only so it cant be paired with an aoe build. your either aoe or st.
With the new changes to Bolt of Change the Single Target Magus has become unviable. This is because, as was noted, the entirety of the single target mechanic was tied to Bolt of Change. I feel the complaints that are behind this increase in the cool down are at their root tied to people who don't really want the class to be a threat. The number of elements needed (time, stationary status etc.) all would seem to justify the potency being complained about). If Bolt of Change is doomed to the 10 second cool down, then something indeed is required. The idea of exchanging the tactic Surging Power with Changer's Blessing and adding Flickering Red Fire to the abilities affected may help. Perhaps until you decide to make such changes to Surging Power you could reverse the 10 second cool down on Bolt of Change so the single target Magus can actually affect the game in the interim, rather than returning to the renown piñata of old which is what the single target spec Magus will be again. This increase in the cool down just makes me sad because I remember so clearly how bad things were before.
Magus: Daemonfire
Engi: Handcannon
Engi: Handcannon
Re: Changelog 06/12/2016
Couldnt the regular range of Bolt be reduced to 110ft. Youre only going to be using it in a Havoc spec so will have the range increase anyway.

Re: Changelog 06/12/2016
The magus take 1500 heal with wounds buff instantlySkullgrin wrote:wargrimnir wrote:9pt ability - Daemon treeSkullgrin wrote:
After looking thru the Magus abilities on the career builder I don't see a self heal ability. However it wouldn't matter if they did, the keg is an AoE heal not a self heal. The closest corollary ability I could find destro side is the Chosen aura, which is why I suggested that it be buffed to give both sides a passive AoE heal.
Aegis of Orange Fire - 150 Wounds buff for 20s. 1m cooldown.
Wounds buffs are effectively heals that also raise your max hp. You don't lose current hp when they expire unless you're over the cap.
That doesn't apply to anyone near the Magus the way a keg heals everyone near it. However Penril told me to shut up about this, so this will be my last post on the subject, until I perhaps formulate a post for the discussions forum.
Engineer has 224 heal every 3 second for 15 second , can reapply every 10 sec with a cast 2 seconds , you save 3 second on both kegs so basically 1 hot .
For 15 second the keg gives you 5 hot so 224x5 = 1120 heal + the hot on double keg 1344 heals .
The engineer took more than 15 second to get the same heal than a magus . The difference is that engineer heal is made for his group (better for party /sc), and magus for himself (better for soloing)
Édit : sorry just noticed we stoped talking about keg
Re: Changelog 06/12/2016
O joy the nerf bats are coming out
hope people still like the class they worked for weeks to get to the spot they are at, but dont worry thats not what led to the downfall of this game the first time.

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Re: Changelog 06/12/2016
I think azarael said that unfortunately he can't can't BoC and sniper regular range only til he will have client control .Telen wrote:Couldnt the regular range of Bolt be reduced to 110ft. Youre only going to be using it in a Havoc spec so will have the range increase anyway.
Re: Changelog 06/12/2016
Actually I think the changes are good , to me its not really a nerf but rebalance all tree of the classSeperoth wrote:O joy the nerf bats are coming outhope people still like the class they worked for weeks to get to the spot they are at, but dont worry thats not what led to the downfall of this game the first time.
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