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

Posted: Fri Nov 11, 2016 6:15 pm
by Grunbag
Yes I think It can solve the range problem : actually ppl take rifleman cause it's better than other tree . So by giving new ab it Makes other tree more attractive will force ppl to change but only rifleman will take benefits from increase range buff .

We can't implant silence and kb zone with a huge range buff it would be too op .

That's why making an tactic at 11 points of rifleman for big range buff would solve whining about engineer . Now engineer would have to take it and spend a tactic slot if they want to keep it . But grenadiers engineer and tinkerer will come back with those new ability .

I agree for slow and steady . If you want to make more dmg then you are snare . When you clic to remove the buff maybe the snare will last for 2 more second . This way you'll have a risk/reward by taking this buff up

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

Posted: Sat Nov 12, 2016 7:29 pm
by Grunbag
Glorian wrote:Actually I do remember High-Explosive Ammo (Most likely not in client) from the closed Beta.
Was a good Ability to increase Rifle Tree for a short time.

Pepper Bomb would really help against casters as when you encounter a Shaman or Sorc it is usually Game over. Ok Balance is not 1vs 1 but still with Flashbang Grenades and Pepper Bomb you can try to harass the Sorcs and Healers.

Slow And Steady (Most likely not in client)
25 Action Points Instant cast 60s cooldown

I would take that in the Gunline every day. 62 BS aint that great boost.

IM happy to tell you that I found beta client and there was pepper bomb , slow and steady and all other inside , I hope now dev will think about introduce this abilities . I made a purpose for new grenadier/rifleman build above

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

Posted: Sat Nov 19, 2016 12:05 pm
by Kragg
With snipe moving up in the rifleman tree... Is the tracer round tactic still the thing to use or is the cost in points just too much? I am torn between them. One side of me wants to just keep it and loose snipe while my other half suggests to get the full rifleman tree and get all extra attacks in that tree.

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

Posted: Sun Nov 20, 2016 3:51 pm
by Karast
Kragg wrote:With snipe moving up in the rifleman tree... Is the tracer round tactic still the thing to use or is the cost in points just too much? I am torn between them. One side of me wants to just keep it and loose snipe while my other half suggests to get the full rifleman tree and get all extra attacks in that tree.
I haven't made up my mind personally. I have enough renown to max out crit, so I sometimes feel the crit tactic is not as vital, but 15 crit is hard to pass up. Sometimes I trade that tactic slot for a AP tactic since AP drains are common, and it is easy to run dry.

Both extra ammo, and quick reloader are good for that, as is piece defence if you want to counter avoidance or go for a more passive dps tactic like coordinated fire, or more utility with concussive mines.

All are good options. Right now I find that around 15% crit is my minimum and I can make do with that. Having a knight or SW run with you can make the choice easier as well. I do feel snipe is worth it, getting that big unavoidable openner can make and break fights.

((Edit and with the number of dps / melee heal doks crackshot has become much more useful))

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

Posted: Sun Nov 20, 2016 4:11 pm
by Karast
What I'd really like to see is a little love for grenade now that I think about it.

It would be nice if strafing run scaled with the tree properly. Right now spec points don't change its damage. If it actually scaled properly it might not be impossible to get a 2K+ on it with M2 which would make it a RvR spiking tool for group play.

It would also be nice if sticky bombs could stack. Right now reapplying refreshes it making the already weak explosion useless. If it was a stacking dot with a bit more punch it could be more useful.

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

Posted: Sun Nov 20, 2016 4:22 pm
by Sigimund
Whole stack gets removed with one cleanse. I like the idea but you would need to think about this vulnerability.

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

Posted: Sun Nov 20, 2016 5:06 pm
by Karast
Sigimund wrote:Whole stack gets removed with one cleanse. I like the idea but you would need to think about this vulnerability.
Cleanse is the issue in this case not the ability itself I'd say.

We can't change every dot because cleansing is broken and giving way too much bang for the buck, especially AoE cleanses. I have full confidence the dev's will get around to taking a look cleanses, and reigning them in a bit.

From a dot perspective shorter duration / cooldown might be the way to go.

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

Posted: Mon Nov 21, 2016 7:26 pm
by Kragg
Karast wrote:
Kragg wrote:With snipe moving up in the rifleman tree... Is the tracer round tactic still the thing to use or is the cost in points just too much? I am torn between them. One side of me wants to just keep it and loose snipe while my other half suggests to get the full rifleman tree and get all extra attacks in that tree.
I haven't made up my mind personally. I have enough renown to max out crit, so I sometimes feel the crit tactic is not as vital, but 15 crit is hard to pass up. Sometimes I trade that tactic slot for a AP tactic since AP drains are common, and it is easy to run dry.

Both extra ammo, and quick reloader are good for that, as is piece defence if you want to counter avoidance or go for a more passive dps tactic like coordinated fire, or more utility with concussive mines.

All are good options. Right now I find that around 15% crit is my minimum and I can make do with that. Having a knight or SW run with you can make the choice easier as well. I do feel snipe is worth it, getting that big unavoidable openner can make and break fights.

((Edit and with the number of dps / melee heal doks crackshot has become much more useful))
I am still pondering. I do lack the big RR you can muster. I will only hit 40/40 tonight and i have no full merc set either. I have the shoulders and just obtained the boots by a friend so I am slowly progressing. Once i got a full anni or merc set i have an extra point to spend.

For now i have:

http://www.ror.builders/career/engineer ... ,3678,3662

Bit low in the rifle tree I fear :/

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

Posted: Tue Nov 22, 2016 3:34 am
by Karast
I'd really suggest getting crack shot, and hollow points if you are going to be using rifle abilities for dps.

Crack shot got a lot more useful with all the melee healing doks. It is more of an offensive CC to shut down a melee healer from a far now, not really to save yourself, but it works pretty well for that.

Hollow points combined with tracer rounds is great, even if you are just doing gunblast + hip shot / focus fire. It really does double the damage on a gunblast and can crit hard. It adds to what I call your 2-3s spike, which is important for killing people quickly before heals can react.

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

Posted: Tue Nov 22, 2016 3:00 pm
by Kragg
Karast wrote:I'd really suggest getting crack shot, and hollow points if you are going to be using rifle abilities for dps.

Crack shot got a lot more useful with all the melee healing doks. It is more of an offensive CC to shut down a melee healer from a far now, not really to save yourself, but it works pretty well for that.

Hollow points combined with tracer rounds is great, even if you are just doing gunblast + hip shot / focus fire. It really does double the damage on a gunblast and can crit hard. It adds to what I call your 2-3s spike, which is important for killing people quickly before heals can react.
Tried it out and it is handy, especially if a WE jumps on a healer. Just made it to RR40 too. Added keg.

Opinion on Phos. Shells? I like the animation and the explosion ( :mrgreen: ) but do you think the extra aoe dot is worth the point?