Re: [Pet classes] Magus / Engi (WL/SH)
Posted: Tue Apr 28, 2020 3:43 pm
They die as quickly as turrets/demons provided you go to front line. Keeping it mid to long range makes them survive 80% of encounters.
Warhammer Online
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For grenadier getting lost in the thick of it is the only way to survive you have allies and u have the confusion also the flame turret limits your range even more so unsure how mid to long range even works especially in a city, fort or siege where if u are on your own u just get jumped on and owned by anything and everything, so your turret surviving doesn't mean squat.NSKaneda wrote: Tue Apr 28, 2020 3:43 pm They die as quickly as turrets/demons provided you go to front line. Keeping it mid to long range makes them survive 80% of encounters.
Why short range turret when 'nade one gives you interrupt on casters/healers AND allows you to cast on the move?wraithghost wrote: Tue Apr 28, 2020 8:14 pmFor grenadier getting lost in the thick of it is the only way to survive you have allies and u have the confusion also the flame turret limits your range even more so unsure how mid to long range even works especially in a city, fort or siege where if u are on your own u just get jumped on and owned by anything and everything, so your turret surviving doesn't mean squat.NSKaneda wrote: Tue Apr 28, 2020 3:43 pm They die as quickly as turrets/demons provided you go to front line. Keeping it mid to long range makes them survive 80% of encounters.
Few years ago in RoR you could've spawned a turret in Warcamp and keep the bonus for half a map. Talk about OPDeifact wrote: Wed Apr 29, 2020 11:30 am Having a way to keep the bonuses from demons/turrets and still being able to move would be great, even if it has a drawback.
Maybe being able to absorb the summoned demon to get all stacks but while merged AP or HP is drained or armor is reduced.
I use flame to hit extra targets with the aoe increase, gain the defensive stats and I run trench fighting as well. All the turrets should be use able and not die instantly to aoe, more so the flamer as it has to be close to you and therefore you closer the enemy, but the others die way to quick as well. If someone targets them and focuses them they should die as they do but it takes no thought at all to disable nearly half your damage.NSKaneda wrote: Wed Apr 29, 2020 12:42 amWhy short range turret when 'nade one gives you interrupt on casters/healers AND allows you to cast on the move?wraithghost wrote: Tue Apr 28, 2020 8:14 pmFor grenadier getting lost in the thick of it is the only way to survive you have allies and u have the confusion also the flame turret limits your range even more so unsure how mid to long range even works especially in a city, fort or siege where if u are on your own u just get jumped on and owned by anything and everything, so your turret surviving doesn't mean squat.NSKaneda wrote: Tue Apr 28, 2020 3:43 pm They die as quickly as turrets/demons provided you go to front line. Keeping it mid to long range makes them survive 80% of encounters.
For my engie (grenadier, not tink, as I find it most mobile) it's best to stay with heals or 2nd line and just flank - recall turret - dot dot dot dot napalm burst - relocate - recall turret and repeat. I don't like to loose that 8x buff and as I relocate I only loose 1-2...
You know, even tanks can't stand in BWs Rain of Fire and brush off the dmg. Get real. Relocate, recall. Standing in aoe and expecting it to be a nuisance one can brush off while applying their own aoe (should it be a nuisance as well?) is ....... [fill in the blank]Malin8 wrote: Fri May 01, 2020 12:39 pm If the tactics that have an intention of making the turrets tankier actually supplied Toughness/wounds in any amount that would matter, then i would love to be able to have the option.
Right now, my Pink horror dies to three ticks of the Bright Wizard Rain of Fire, with BOTH tactics to increase Toughness/Wounds it lasts for four..
Making pink demon dmg and range on par with engie machine gun turret would solve that. Or nerfing mg turret down to pink demon numbers. I don't mind either wayStarx wrote: Fri May 01, 2020 12:45 pm It would be another story if demons actually did dmg and weren't glorified statues that give us buffs unlike lions, but go ahead and see if a demon can even do enough dmg to outpace anyone's natural in combat health regen.