I have no problems playing as a DPS and I don't build any groups around engi / magus. Your narrow view of how to play the class limits it's potential. It certainly WAS designed to be mobile, in certain builds, and I'm not really sure how you came to your conclusions.footpatrol2 wrote:Almost no part of this game is purely 6v6. Almost all scenario's created by mythic are 12v12 and higher.
Almost all the SC's in this game can make use of this style of play I described earlier. Very few sc's can't make use of this style of play if any can't. What I'm trying to say is the magus/engineer defines the groups fighting style. Its not the other way around. You can't fit in the engineer into the fighting style of the kiting meta. You can try and it will be bad. Think of the group I described earlier as a slow moving bulldozer of area denial. You have to place your area denial in strategic desirable locations.
To me the must have tactics are lasting chaos tactic/extra ammo in any build. Expert skirimsher I can see the use of because it serves multiple uses and is a dps increaser. But well-oiled machine/chaos attunement is a waste of a tactic slot and is garbage. Even with the changes proposed I would still think its garbage. You just don't need to slot well-oiled machine/chaos attunement. Those tactics are just a handi-cap to the engineer/magus to try and force them into something they are not designed to do.
Well-oiled machine/chaos attunement is 100% not needed and is not a must have tactic slot at all.
The whole backbone of karast argument is that these two tactic slots are must have's. They are not must have's at all. Not even close.
Well-oiled Machine / Chatoic Attunement: In our POV...insta-pet is necessary for the damage increase, CC, range, and AP save (and it is super noticeable considering the high cost of redeploy).