[Engineer] The Workshop (builds, guides, and discussion)

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
Forum rules
Before posting in this forum, please read the Terms of Use.

Optional: Start your topic title with your class in brackets (e.g., [Shaman]). It helps others find your post faster.
User avatar
Kragg
Posts: 1788

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#401 » Sat Jan 07, 2017 2:37 pm

Karast wrote:
Tankbeardz wrote:
Honestly, engi is pretty insane right now in rifle spec with fast burst and m2. You don't need a change from physical to corp in the current state of the game. I actually get a lot of damage out of phosphrous shell since it's a 1 second cast...as opposed to the semi-mirror on the magus (3 second cast, larger burst...but 3 seconds cmon).
Who are you bursting?

It works fine in roaming, and can be a beast when fighting unguarded squishes when you have a bit of morale to use for cover or bursting, but once you start to fight premade groups rifle just breaks.

If you need to kite away from a melee train, your dps drops to 0. If you have a guard and heals to stand and face tank it, your dps still falls pretty low since set back kills you, which is one of the reasons I have been doing grenade a bit more for mobile firebomb.

The key issue with rifle is that when fighting a solid 2 2 2 premade you don't have anything of real use since you lack solid debuffs, and you cannot be a stationary dps any of the time due to big issues like LoS, heal range, and guard range.

Not that any of this is different for Magus. It's pretty much exactly the same. It's a real catch 22 of premade / warband play which really limits the ST spec to more solo / small group roaming.
Agreed. Nothing to add to this list, really. I am just happy our damage is up to par now.

I still dont get the 100k damage i see you do as rifleman tho, Karast :P
Image
Sergeant-Major Drengk Burloksson, RR 85 Sniper
Hulfdan Irongrip, RR 81 Ironbreaker
Rordin Brightrune, RR 70 Runepriest
Proud Founder of the 3rd Bitterstone Thunderers

Ads
User avatar
Karast
Posts: 554

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#402 » Tue Jan 10, 2017 3:30 am

Kragg wrote:
I still dont get the 100k damage i see you do as rifleman tho, Karast :P
That comes down to target choice, and the fact that I will still go in for lightning rod / friction burn when the situation calls for it.

But my advice is not to look at the damage numbers, look at the killing blows. Ideally I want a KB per 8-10k damage.

It's easy to get big numbers, but do nothing.

User avatar
Kragg
Posts: 1788

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#403 » Tue Jan 10, 2017 10:02 am

Since i got passed 45 RR my kill ratio has definitly improved. Some days more then others but overal a big improvement. Upgraded my kit, got the bloodfist rifle, 37% crit with an increase to 40% if i gather the Genesis set. Thanks For the tips and tricks! They serve me well!
Image
Sergeant-Major Drengk Burloksson, RR 85 Sniper
Hulfdan Irongrip, RR 81 Ironbreaker
Rordin Brightrune, RR 70 Runepriest
Proud Founder of the 3rd Bitterstone Thunderers

btp123
Posts: 2

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#404 » Fri Jan 13, 2017 3:14 pm

Karast wrote:
Tankbeardz wrote:
Honestly, engi is pretty insane right now in rifle spec with fast burst and m2. You don't need a change from physical to corp in the current state of the game. I actually get a lot of damage out of phosphrous shell since it's a 1 second cast...as opposed to the semi-mirror on the magus (3 second cast, larger burst...but 3 seconds cmon).
Who are you bursting?

It works fine in roaming, and can be a beast when fighting unguarded squishes when you have a bit of morale to use for cover or bursting, but once you start to fight premade groups rifle just breaks.

If you need to kite away from a melee train, your dps drops to 0. If you have a guard and heals to stand and face tank it, your dps still falls pretty low since set back kills you, which is one of the reasons I have been doing grenade a bit more for mobile firebomb.

The key issue with rifle is that when fighting a solid 2 2 2 premade you don't have anything of real use since you lack solid debuffs, and you cannot be a stationary dps any of the time due to big issues like LoS, heal range, and guard range.

Not that any of this is different for Magus. It's pretty much exactly the same. It's a real catch 22 of premade / warband play which really limits the ST spec to more solo / small group roaming.
I agree not having guard against a melee train is a bad time. But if you do have guard and heals expert skirmisher works great against melee... especially if you can find one without a guard
Peteypablo - Engineer

Gzoe - Ironbreaker

Flippa - Zealot

User avatar
Karast
Posts: 554

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#405 » Fri Jan 20, 2017 3:34 pm

Anyone else notice that phosphorus shells has gotten a damage boost recently.

It went form around 300 to around 700 on the initial hit, and the dot portion is hitting harder.

I didn't see anything about it in the patch notes. Did something slip through early?

Cooldown is now 10s.

The damage on the initial hit is around 900 full tree with a good debuff up, and 240 damage bonus. The dots are ticking around 240.

It is a solid ability for any dps rotation.

User avatar
Sigimund
Posts: 658

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#406 » Fri Jan 20, 2017 3:57 pm

Are you flagged as a tester Karast? It would not surprise me.

Ofc now it needs to move to the true AOE/corp/DOT tree, grenadier :)

User avatar
Tifereth
Posts: 134

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#407 » Fri Jan 20, 2017 4:09 pm

Karast wrote:Anyone else notice that phosphorus shells has gotten a damage boost recently?
How "recently"? A while ago, there were some hints on here, about taking a look at/using PS more... did those sneaky buggers put in an unnoticed change? Barely playing my engi, never used it, so I couldn't tell the difference. Curioser and curioser. :D
Last edited by Tifereth on Sat Jan 21, 2017 9:44 am, edited 1 time in total.
Image
Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X

User avatar
Karast
Posts: 554

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#408 » Fri Jan 20, 2017 4:18 pm

It is definitely worth using now. It changes the whole rotation for rifle. I actually prefer it to snipe now. I don't know if I am a tester. I don't think so but it could be.

My guess is something went live a bit early maybe, but it is a nice change to say the least.

It does open up some cross build opportunities with grenade / tinker. Straffing run also seems to have had it's scaling fixed. It now scales with spec points making the damage not terrible if you got an armor debuff up.

No changes elsewhere that I can see, although I did burn 30g checking just to be sure.

Ads
User avatar
Grunbag
Former Staff
Posts: 1881

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#409 » Fri Jan 20, 2017 5:12 pm

I noticed strafin run do more damage indeed. Something has changed ? Or being released accidentally
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

Image

User avatar
Kragg
Posts: 1788

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#410 » Fri Jan 20, 2017 9:36 pm

How do you lads feel about switching the 160 ballistics tactic for my rifleman build for Fighting Change? It breaks down my toughness but I get a big chunk of Ballistics and Weaponpower in return.
Image
Sergeant-Major Drengk Burloksson, RR 85 Sniper
Hulfdan Irongrip, RR 81 Ironbreaker
Rordin Brightrune, RR 70 Runepriest
Proud Founder of the 3rd Bitterstone Thunderers

Who is online

Users browsing this forum: No registered users and 3 guests