Recent Topics

Ads

[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.
bloodi
Suspended
Posts: 1725

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

Post#121 » Thu May 19, 2016 5:18 pm

Well then i truly believe that unshakable focus is pointless and only its hindering engineer and its mirror, get rid of it.

As long as you are able to get 100% damage on some skills, skills will be balanced around it, with that change greanadier loses most of the reasons to use it and it was annoying for rifleman already.

Remove it and balance around the lack of it already.

Ads
User avatar
Sigimund
Posts: 658

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

Post#122 » Thu May 19, 2016 6:03 pm

M3 Cannon Smash for the win.

User avatar
Nameless
Posts: 1399

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

Post#123 » Thu May 19, 2016 7:04 pm

bloodi wrote:Well then i truly believe that unshakable focus is pointless and only its hindering engineer and its mirror, get rid of it.

As long as you are able to get 100% damage on some skills, skills will be balanced around it, with that change greanadier loses most of the reasons to use it and it was annoying for rifleman already.

Remove it and balance around the lack of it already.
well yea i know ppl that doesnt use it and prefer FM
the plus side is that after the 7th second of m2 you still get the 100% increase on your dots casted within the 7 second duratation. So there is a plus side, It add good sustain damage, the downside is that you lose spike.

about m3... somehow i got the feeling that moral build here on ror is slower than on war. It kinda took ages to build m1/m2 ftw
Mostly harmless

K8P & Norn - guild Orz

User avatar
Karast
Posts: 554

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

Post#124 » Fri May 20, 2016 1:08 pm

bloodi wrote:Well then i truly believe that unshakable focus is pointless and only its hindering engineer and its mirror, get rid of it.

As long as you are able to get 100% damage on some skills, skills will be balanced around it, with that change greanadier loses most of the reasons to use it and it was annoying for rifleman already.

Remove it and balance around the lack of it already.
It's not that I disagree, but it is honestly one of the few things that can get me kills if destro healers are on point, or if I am fighting a premade in rifle. It is a clutch skill that can change the tide and flow of a battle. Cannon smash works well, but waiting for M3 is too long. I am terrified of losing it, because it is such an important tool.

Penril
Posts: 4441

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

Post#125 » Fri May 20, 2016 1:29 pm

I think what bloodi is saying is: Remove/change Unshakeable Focus, and balance the Engi around not having it. In other words, buffing the Engie so he doesn't depend on M2 to do huge burst.

Buffing a tactic or 2 won't cut it since, as it has already been mentioned, Engies already got some pretty nice ones. So imho it falls down to fixing/buffing a few core skills, Phosphorous Shells and Sticky Bomb (the other speccable skills seem fine to me).

Keep in mind though, UF also affects other classes. For example, Enchanted Arrows (Shadow Warrior) was nerfed because of Festerbomb. If M2 is nerfed/changed, then the EA nerf should be rolled back.

User avatar
Karast
Posts: 554

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

Post#126 » Fri May 20, 2016 3:05 pm

Penril wrote:
Buffing a tactic or 2 won't cut it since, as it has already been mentioned, Engies already got some pretty nice ones. So imho it falls down to fixing/buffing a few core skills, Phosphorous Shells and Sticky Bomb (the other speccable skills seem fine to me).
I agree with that, but I think Naplam might have a place on the list as well. When you look at it from a damage perspective it is a less effective AoE ability than LR in tinker. The only real use is to stop flag capping for 30s.

The fact that it also doesn't stack makes it very limited, it took the nerf bat hard, along with the grenade AoE dots, when the original devs went after AoE.

User avatar
Azhag
Posts: 94

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

Post#127 » Sat May 21, 2016 5:00 pm

Remove M2 and give us a healing debuff, would be an awesome replacement to make engineer a competitive class.

By the way, any suggestions for the rare good-looking hammer or spanner? Want to get something special. Lairs, drop, whatever.
Image

Asmunder — 83+ IB
Asmundor — 82+ Chosen
Asmundus — 78+ KotBS
Asmundarion — 75+ SM
Asmundag — 73+ BO

And lots of other Asmund* toons.

MikeFunSpot
Posts: 2

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

Post#128 » Sun May 22, 2016 4:18 pm

Nevermind! Just did some testing.

Ads
User avatar
Karast
Posts: 554

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

Post#129 » Wed May 25, 2016 3:13 pm

Thought people might enjoy a slightly different rifle build.

This is a roaming rifle build for kiting / small scale.

http://waronlinebuilder.org/#career=eng ... :3646:3656:

Dot at range and then move, respawning your turret as you go to keep up a little dps. When they get close use focus fire / hipshot. When an enemy is within 40ft with coordinated fire up, and your turret down, it can be some sweet numbers. It works especially great when paired with a WL or IB that can bring big armor debuffs.

Penril
Posts: 4441

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

Post#130 » Wed May 25, 2016 4:17 pm

Karast wrote:Thought people might enjoy a slightly different rifle build.

This is a roaming rifle build for kiting / small scale.

http://waronlinebuilder.org/#career=eng ... :3646:3656:

Dot at range and then move, respawning your turret as you go to keep up a little dps. When they get close use focus fire / hipshot. When an enemy is within 40ft with coordinated fire up, and your turret down, it can be some sweet numbers. It works especially great when paired with a WL or IB that can bring big armor debuffs.
That's interesting; i actually have been playing with an IB and WL on order. Yeah, their armor debuffs are awesome for our damage, but whenever we faced a semi-decent destro group, we all came to the same conclussion:

We. Need. An. Inc. Heal. Debuff. In. This. Group.

Without an Inc. heal debuff, it is incredibly hard to kill someone who has tanks and healers. The setup you mentioned has, at best, outgoing heal debuff from the IB (i don't know many WL's that spec Thin the Herd). So, let's recap:

IB
WL
Engi
Heals x2

That leaves 1 spot for someone with an inc. heal-debuff. Tanks don't have one, and running 2 mdps with only 1 tank can be risky. So it gotta be a DPS AM or a rDPS. And since BW inc heal-debuff sucks, then it is between DPS AM and SW. Now, SW has pretty amazing synergy with WL so i would go with that class. We end with a IB/WL/SW/Engi/heals group. At this point, you gotta ask yourself: What does an Engi bring to this setup over a BW or a DPS AM? Probly not much, tbh.

WL + Engie is not an optimal setup since there are better options out there (all replacing the engie). However, if the Engie had an inc heal-debuff, then this setup would be perfectly fine and that last spot could be filled with pretty much anything. In other words, the lack of a heal debuff heavily limits group setups for an Engie/Magus. Giving them one would go a long way in making those classes more desirable.

Who is online

Users browsing this forum: No registered users and 2 guests