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[Engineer] Auto Attack/range and some other stuff

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peterthepan3
Posts: 6509

Re: [Engineer] Auto Attack/range and some other stuff

Post#21 » Mon Apr 24, 2017 9:17 pm

legion is actually pretty good for arenas, but has nothing on wotlk :P You should come back though, its very good. sorry for offtopic. hahahah turbo cleave shadowplay erry day
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Karast
Posts: 554

Re: [Engineer] Auto Attack/range and some other stuff

Post#22 » Mon Apr 24, 2017 9:22 pm

peterthepan3 wrote:That's because there isn't an active ST DPS Engineer on-par with Nuclear (skill-wise). There's quite a few good Magi out there, but the majority of Engineers don't seem to be a threat (most seem to be tinkerer/lol specs). Make friendly with a good WL, pick a target, and GG - but I don't see this happening.

If Svarz/korze/simtex/halhammer/that enigma dude with an engineer, played an engineer actively, you'd see the same results.
No you wouldn't. There is a reason why. That reason is armor. Nuclear does a good job. But the mitigation is crushing.

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peterthepan3
Posts: 6509

Re: [Engineer] Auto Attack/range and some other stuff

Post#23 » Mon Apr 24, 2017 9:31 pm

a good player can get easy kills against disorganised players, regardless of class. a good engineer, with a strong armor debuff provided elsewhere, can easily rake in the kills with snipe/HP/FF/HS etc. i just haven't seen any active engineers that play like this recently.

I do empathise with the problems faced against heavy-armored targets, but the vast majority of kills made in RvR are against squishies.
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Yamashiro
Posts: 6

Re: [Engineer] Auto Attack/range and some other stuff

Post#24 » Mon Apr 24, 2017 9:51 pm

peterthepan3 wrote:a good player can get easy kills against disorganised players, regardless of class. a good engineer, with a strong armor debuff provided elsewhere, can easily rake in the kills with snipe/HP/FF/HS etc. i just haven't seen any active engineers that play like this recently.
I guess the combo would be 2 excellent 2h tanks like kotbs and Ib for the synergies cross guarding and pushing. kotbs for the wounds debuff and crit+ aoe slow for control, and further defense reduction with staggering impact, Ib for the armor debuff+ kd+ridiculous burst and crit buff on oathfriend. Then as dps probably SW for heal debuff + crit and ofc the engineer with coordinated fire for 15% total dmg and maybe pierce defenses slotted because a missed shot is 100% dps loss and a potential crit. Combined with rp and wp to remove the ap issues this would be a well rounded 6 man. so where now to find theses people xD

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peterthepan3
Posts: 6509

Re: [Engineer] Auto Attack/range and some other stuff

Post#25 » Mon Apr 24, 2017 9:53 pm

Yamashiro wrote: so where now to find theses people xD

That is precisely it. Yet to see a group tailor towards/facilitate to a ST Engineer on Order.
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Glorian
Posts: 5004

Re: [Engineer] Auto Attack/range and some other stuff

Post#26 » Mon Apr 24, 2017 10:33 pm

Yamashiro wrote: ...
And if you wanna know a trick with the shock nade from an expirienced engineer, which takes quite a bit of skill to execute: You can shock nade your turret and fend off a stagger attempt because the nade has a travel time which if timed right still flies when the stagger goes off since mines and nurgles have a delay of like 1.5 sec. Also works on friendlies just work on your predicition skills.
1.5 sec of nurgles/landmines you mean the time they need to explode after they have been placed, correct?

Yamashiro
Posts: 6

Re: [Engineer] Auto Attack/range and some other stuff

Post#27 » Mon Apr 24, 2017 11:41 pm

Glorian wrote:
Yamashiro wrote: ...
And if you wanna know a trick with the shock nade from an expirienced engineer, which takes quite a bit of skill to execute: You can shock nade your turret and fend off a stagger attempt because the nade has a travel time which if timed right still flies when the stagger goes off since mines and nurgles have a delay of like 1.5 sec. Also works on friendlies just work on your predicition skills.
1.5 sec of nurgles/landmines you mean the time they need to explode after they have been placed, correct?
Yes, I'd note tho that I didn't test if it's exactly 1.5 sec I just guessed because when I was grinding I sometimes would try to chain 2 Sticky bombs with a mine and blunderbuss and since the gcd is 1.5 sec and blunderbuss is used after the mine but they would go off at almost the same time that would make sense. But there is certainly a delay that you can notice when you try to stagger a running target and they get out of range even tho they were right on it.

dansari
Posts: 2524

Re: [Engineer] Auto Attack/range and some other stuff

Post#28 » Tue Apr 25, 2017 2:49 am

I think the reason you don't see these types of groups is because you can build better ones with less effort. Sure, you could probably make ST engi work in a group but imo if I'm on my SW I'd rather have a WL, WH, or BW as the second dps.
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lilsabin
Posts: 619

Re: [Engineer] Auto Attack/range and some other stuff

Post#29 » Tue Apr 25, 2017 1:09 pm

this will soon turn in a balance conversation and be locked ... just watch

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