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

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
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Karast
Posts: 554

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

Post#411 » Sat Jan 21, 2017 11:04 am

Kragg wrote: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.
If you are above cap and dont lose much BS it is not a bad trade. As rifle if melee are on you that toughness doesnt help much, and for ranged you can counter them in other ways.

Honestly though the ws doesn't do all that much. It will help you a little on lower armor targets, but it does nothing to a tank, mara, or armor tali stacking dok. Even if you hit 650+ it is marginal and you lose more going for it then you gain from getting it. But if you can make the trade without losing much it is worth it.

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Tankbeardz
Posts: 629

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

Post#412 » Mon Jan 23, 2017 8:39 pm

Karast wrote: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.
I haven't noticed a change but I have been using it in my rotation since I rolled my engi. I told you it did decent damage =P.

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Glorian
Posts: 5007

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

Post#413 » Mon Jan 23, 2017 9:55 pm

Just for your info:

Keg is currently not performing as it should be:

Have a look here:
https://github.com/WarEmu/WarBugs/issues/8956

You are healed yourself on 60 feet from the keg, but party members currently only on 30 feet range.
That worked after it was first initialized on 60 feet.
Bug is still active so I think we will have a fix soon.

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Karast
Posts: 554

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

Post#414 » Tue Jan 24, 2017 6:16 am

Tankbeardz wrote:
Karast wrote: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.
I haven't noticed a change but I have been using it in my rotation since I rolled my engi. I told you it did decent damage =P.
This is a more recent change. I was using it a few weeks or maybe a month or so ago to test proc builds, and it did no where near as much damage. Typically hitting in the 200-300 range, now it is almost double that.

Daknallbomb
Posts: 1781

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

Post#415 » Tue Jan 24, 2017 6:19 am

Mayb a Bug?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Karast
Posts: 554

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

Post#416 » Tue Jan 24, 2017 7:04 am

Daknallbomb wrote:Mayb a Bug?
That was what I was thinking at first but it is odd that both the cooldown, and the damage were changed. Combing through recent patch notes, I haven't found any mention of it, but it is also fully possible I have just gone somewhat senile and just completely forgot about it.

Tankbeardz
Posts: 629

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

Post#417 » Tue Jan 24, 2017 11:38 am

Karast wrote:
Tankbeardz wrote:
Karast wrote: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.
I haven't noticed a change but I have been using it in my rotation since I rolled my engi. I told you it did decent damage =P.
This is a more recent change. I was using it a few weeks or maybe a month or so ago to test proc builds, and it did no where near as much damage. Typically hitting in the 200-300 range, now it is almost double that.
I still hit for about 300ish. I'm not sure where you are getting 900 hits from but I have been playing more destro lately. I'll check it out.

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Karast
Posts: 554

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

Post#418 » Tue Jan 24, 2017 1:58 pm

Tankbeardz wrote:
Karast wrote:
Tankbeardz wrote:
I haven't noticed a change but I have been using it in my rotation since I rolled my engi. I told you it did decent damage =P.
This is a more recent change. I was using it a few weeks or maybe a month or so ago to test proc builds, and it did no where near as much damage. Typically hitting in the 200-300 range, now it is almost double that.
I still hit for about 300ish. I'm not sure where you are getting 900 hits from but I have been playing more destro lately. I'll check it out.
Max out the tree in a glasscannon setup. With acidbomb / sf I am getting 500-600, and into the 700+ on squishy SH that are running near negative toughness.

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Tankbeardz
Posts: 629

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

Post#419 » Tue Jan 24, 2017 2:07 pm

Karast wrote:
Tankbeardz wrote:
Karast wrote:
This is a more recent change. I was using it a few weeks or maybe a month or so ago to test proc builds, and it did no where near as much damage. Typically hitting in the 200-300 range, now it is almost double that.
I still hit for about 300ish. I'm not sure where you are getting 900 hits from but I have been playing more destro lately. I'll check it out.
Max out the tree in a glasscannon setup. With acidbomb / sf I am getting 500-600, and into the 700+ on squishy SH that are running near negative toughness.
Non-Crit?

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Karast
Posts: 554

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

Post#420 » Tue Jan 24, 2017 9:51 pm

Tankbeardz wrote:
Karast wrote:
Tankbeardz wrote:
I still hit for about 300ish. I'm not sure where you are getting 900 hits from but I have been playing more destro lately. I'll check it out.
Max out the tree in a glasscannon setup. With acidbomb / sf I am getting 500-600, and into the 700+ on squishy SH that are running near negative toughness.
Non-Crit?
From a bit of play tonight I see around 300-400 base on your average dok / healer. On more glass cannon targets it is in the 550-600 range, sometimes more if they are really low on toughness, like some of the SH running the WS tactic.

The best crit I saw tonight was a 920 on a zealot without coordinated fire up or UF. With UF I did get a 1.3k but I lacked my full turret buff at the time. I think in ideal situations I could get it above 1k and maybe into 1.6k range with UF. Which is nice for a 1s cast.

But this is with max tree, and then max damage bonus. I run above cap on BS, so my damage bonus runs around 230.

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