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

Posted: Mon Oct 03, 2016 5:17 pm
by Karast
Halhammer wrote:
Combi wrote:
Penril wrote:Phosphorous Shells and Sticky bomb suck. Use those points on something else.
Well as i heard being rifleman isn't working well in T4. Grenadier is not so good, given Napalm is stationery, and no1 will do the favor to stand still in it. The 3rd option is being a magnetbot which suxx in my eyes badly.
Rifleman isn't too bad - yet. All about pickin the softies, positions and a bit of timing. Can stack WS or crit, whatever suits ya. Once the higher level armour sets are in, it's gonna be tough tho, at least on live you could do fuk all in T4 as rifleman.
I would advise against WS. After extensive testing it is still mostly useless. You gimp yourself more than you help yourself. Crit and damage bonus seem to be the way to go. Even when you stack into the 700's it does jack all for those who stack it the most for like doks running armor tali's, mara's, and tanks.

The penetration you gain on squishes is less than the base damage increase you could get from just crit and BS stacking, and you lose a lot of survivability on the side.

It is just not functional at all. It is a dead stat.

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

Posted: Mon Oct 03, 2016 6:42 pm
by Glorian
Regarding Grenadier with Napalm and the Magnetbot on the other side. Actually the best combo is if you run with an engineer friend.
I have some vids from two Bitterstones, one Napalm grenadier and one tinkerer. Drawing destros on them and then killing them in corp damage.

Another combination is a double sniper team. In one Rotation squishies are dead.

So instead of looking at one engineer spec.
Allways get yourself an engi friend and See how You Can support each other.

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

Posted: Mon Oct 03, 2016 9:20 pm
by Halhammer
I would advise against WS. After extensive testing it is still mostly useless. You gimp yourself more than you help yourself. Crit and damage bonus seem to be the way to go. Even when you stack into the 700's it does jack all for those who stack it the most for like doks running armor tali's, mara's, and tanks.

The penetration you gain on squishes is less than the base damage increase you could get from just crit and BS stacking, and you lose a lot of survivability on the side.
Hm, I cant verify that atm. I've been running around the last few weeks on that WS spec and apart from def tanks and heal DoKs I'm wrecking **** up pretty good.

I haven't really tested the crit spec in T4 tho, so I still need to do that and see what difference it would make.

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

Posted: Tue Oct 04, 2016 6:31 am
by Karast
If you start doing premade groups, you find that not being able to kill doks, tanks, and tanky mara's basically breaks your ability to be a part of that group, and very few groups run anything less than double dok these days.

When you look at this from a group perspective you can get the same amount of damage increase you get from WS, by having a vengeance IB or WL with you, with their big armor debuffs.

Crit is very rng but it is often what lets you win a fight especially in rifle when you run a snipe spec. Getting snipe, hipshot, autoattack, 1-2 dots, and hollow points to all or mostly all crit at roughly the same 1-2s is what lets you kill guarded and healed targets. But I really advise against rifle in premades. You just can't stand around for 3s for a snipe (which is too visible) rotation, it is more run and gun with focus fire, which just doesn't work unless you are running a BW proc setup, and even then, against one of the meta groups your not going to be able to do much. Especially if they are running the lag exploit.

Overall WS just doesn't help where it needs to help, and it hurts because you lose a lot of defensive stats, renown points, a tactic slot, and numerous tali slots.

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

Posted: Tue Oct 04, 2016 2:09 pm
by Penril
Karast wrote:Especially if they are running the lag exploit.
What lag exploit? Someome PM me, preferably.

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

Posted: Tue Oct 04, 2016 7:09 pm
by Karast
noticed the sneaky engi buff.

The dps buff now stacks to 8 for a total 32% damage increase.

It also increase the range of the engineer by a max of 36ft on all abilities.

But it does not seem to increase the pets range? Which might be sometime to address, and with abilities like landmine they seem to have issue spawning outside of the normal ranges.

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

Posted: Tue Oct 04, 2016 7:39 pm
by Halhammer
Holy shitsticks!

Now, if, by some miracle, we could get some sort of heal debuff...

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

Posted: Tue Oct 04, 2016 8:18 pm
by Grunbag
Yes noticed too about dps buff. Would be great if it stay like this. This in your opinion this is better to put talis with WS , armor, or BS as a grenader / tinkerer ?

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

Posted: Wed Oct 05, 2016 5:01 am
by Karast
Grunbag wrote:Yes noticed too about dps buff. Would be great if it stay like this. This in your opinion this is better to put talis with WS , armor, or BS as a grenader / tinkerer ?
You don't really need armor tali's you can use the armor tactic and with annihilator you will have near cap armor. For grenade / tinker your damage is mostly corp so WS is not needed. Go for BS, and if you reach BS then you can go for wounds / toughness.

But with BS tali's, you should be able to cap BS, without needing to use renown points in it, which saves renown for crit, and defensive renown skills like deft defender, cleansing winds, and resolute defense.

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

Posted: Wed Oct 05, 2016 5:53 am
by peterthepan3
Dat sneeky magus/engi buff :0 Snipe range 170ft+ now I guess?
Gotta dust off my magus!