my thinking behind using the pierce defense was to spam the shotgun blast and lower enemy defensesGrunbag wrote:Even if you don't use it, spent all points in tinkerer tree would increase power of all tinkerer abilities . You damages and your heal is way better .Exordus wrote:I remember reading that the end Fling Explosives isn't worth it? Is that still correct?
@shaggyboomboom : armor tactic is a must have : you have no idea how many times destro are taking out my armor buff . So without this tactic when destro will take off your armor buff you'd only have 3000 armor max .
I've been trying all tactics , playing without expert skirmisher is hard : summoning turret and keg with 2 sec Castime each one, took too much time . And you are always close to ennemy cause of range nerf so you always using all of you skills 50% faster (lightning rod , all grenades , magnet etc)
Concussive landmine is THE tactic that makes destro crazy (i received many /tell about that, or sometimes I read "KILL ENGIE!!")
Then for the last you don't have really choice extra ammo is thébaïde tactic that allowed you to always being able to cast , tinkerer path abilities took out your ap fast .
Pierce defence and trench fight would be great if you are playing with another support engie that already has concussive mine and extra ammo (you don't need to have many engineer with those 2 tactics)
[Engineer] The Workshop (builds, guides, and discussion)
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- shaggyboomboom
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Re: [Engineer] The Workshop (builds, guides, and discussion)

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Re: [Engineer] The Workshop (builds, guides, and discussion)
As far as I know, the original design choice was to keep all skills related to the engineer gun
physical, but for some reason only the old devs know, Fragmentation Grenade also became physical.
The Magus' kit makes sense, mostly, but has similiar inconsistencies here and there. All his long range ST skills in Havoc (Sniper) are Elemental and all dots/melee aoe are spirit (except for their Friction Burn and their Static Discharge which are Ele for some reason). However, since it's all magic damage their DPS never drops off as much even when the magic types can't be comboed by himself. Engineer has one dot and the aoe cone AP spender (Blunderbuss Blast) which, while it is true that they deal good DPS in a backline of squishies (soft capped resistance grants roughly 45%, light armour or robe without gimping yourself with armour talis negates about 20% damage), do very little where it should matter i.e. in the front lines. Especially given the new changes to range decrease with flame turret and Unshakable Focus M2 nerf.
Sentiment was that there are enough armour debuffs around to combo off of, which also is true, but that arguement in my eyes falls apart once you realise that in order for maximum effect, there are 9 ST armour debuffs necessary to make BB and FG have their full potential. Not to mention that it's a waste of time for your team mates to keep armour debuff up on all targets just so two of your base skills can do 200 instead of the usual 150 damage per tick on the maximum amount of targets, if even. Just not worth wasting much time on it imo, hence the proposal made sense. In my head at least.
Sorry for the convoluted post, I hope it makes at least a lick of sense!
physical, but for some reason only the old devs know, Fragmentation Grenade also became physical.
The Magus' kit makes sense, mostly, but has similiar inconsistencies here and there. All his long range ST skills in Havoc (Sniper) are Elemental and all dots/melee aoe are spirit (except for their Friction Burn and their Static Discharge which are Ele for some reason). However, since it's all magic damage their DPS never drops off as much even when the magic types can't be comboed by himself. Engineer has one dot and the aoe cone AP spender (Blunderbuss Blast) which, while it is true that they deal good DPS in a backline of squishies (soft capped resistance grants roughly 45%, light armour or robe without gimping yourself with armour talis negates about 20% damage), do very little where it should matter i.e. in the front lines. Especially given the new changes to range decrease with flame turret and Unshakable Focus M2 nerf.
Sentiment was that there are enough armour debuffs around to combo off of, which also is true, but that arguement in my eyes falls apart once you realise that in order for maximum effect, there are 9 ST armour debuffs necessary to make BB and FG have their full potential. Not to mention that it's a waste of time for your team mates to keep armour debuff up on all targets just so two of your base skills can do 200 instead of the usual 150 damage per tick on the maximum amount of targets, if even. Just not worth wasting much time on it imo, hence the proposal made sense. In my head at least.
Sorry for the convoluted post, I hope it makes at least a lick of sense!


Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X
Re: [Engineer] The Workshop (builds, guides, and discussion)
Tifereth wrote:As far as I know, the original design choice was to keep all skills related to the engineer gun
physical, but for some reason only the old devs know, Fragmentation Grenade also became physical.
The Magus' kit makes sense, mostly, but has similiar inconsistencies here and there. All his long range ST skills in Havoc (Sniper) are Elemental and all dots/melee aoe are spirit (except for their Friction Burn and their Static Discharge which are Ele for some reason). However, since it's all magic damage their DPS never drops off as much even when the magic types can't be comboed by himself. Engineer has one dot and the aoe cone AP spender (Blunderbuss Blast) which, while it is true that they deal good DPS in a backline of squishies (soft capped resistance grants roughly 45%, light armour or robe without gimping yourself with armour talis negates about 20% damage), do very little where it should matter i.e. in the front lines. Especially given the new changes to range decrease with flame turret and Unshakable Focus M2 nerf.
Sentiment was that there are enough armour debuffs around to combo off of, which also is true, but that arguement in my eyes falls apart once you realise that in order for maximum effect, there are 9 ST armour debuffs necessary to make BB and FG have their full potential. Not to mention that it's a waste of time for your team mates to keep armour debuff up on all targets just so two of your base skills can do 200 instead of the usual 150 damage per tick on the maximum amount of targets, if even. Just not worth wasting much time on it imo, hence the proposal made sense. In my head at least.
Sorry for the convoluted post, I hope it makes at least a lick of sense!
Maybe old dev change it like this because engineer has that at release ?
Rust Grenade Damaging
Action Engineer
Core Ability Level 1
60 Action Points 65 ft range
Instant cast No cooldown
A grenade attack which reduces your target's armor and resistance by 25% for 10 seconds.
Re: [Engineer] The Workshop (builds, guides, and discussion)
Guys, I need some advice on gearing up my new engi. Atm 28/28, soon will enter t4, therefore my questions:
I choose to play grenadier/keg middle field role, should I go BS talis or maybe full Armor? or maybe mix? I want do kills, not interested in pull botting. Also I asume lots of solo roams.
Thanks for advice:)
I choose to play grenadier/keg middle field role, should I go BS talis or maybe full Armor? or maybe mix? I want do kills, not interested in pull botting. Also I asume lots of solo roams.
Thanks for advice:)
Slacking (checking out EvE)
Re: [Engineer] The Workshop (builds, guides, and discussion)
Did they ever have that? Interesting. Tried a back search but couldn't find anything. Gotta try and look harder. I played from the start with beta access, but on destro, plus it's too long ago and ancient knowledge by now... However, it would make sense that they had something along those lines, doesn't it. At the moment, you'd have to plonk down your gun turret as grenadier/tinkerer to debuff ONE target for some of your aoe attacks. Looks to me like the mutilated class design is outdated.Grunbag wrote:Maybe old dev change it like this because engineer has that at release ?
Rust Grenade Damaging
Action Engineer
Core Ability Level 1
60 Action Points 65 ft range
Instant cast No cooldown
A grenade attack which reduces your target's armor and resistance by 25% for 10 seconds.
I'd love Karast's two cents on the matter, too. He's being awfully quiet


Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X
Re: [Engineer] The Workshop (builds, guides, and discussion)
I don't know I think it was a beta ability , it prob has been changed for acid bomb . There is a lot of abilities that never released , or only tested on alpha/beta phase .Tifereth wrote:Did they ever have that? Interesting. Tried a back search but couldn't find anything. Gotta try and look harder. I played from the start with beta access, but on destro, plus it's too long ago and ancient knowledge by now... However, it would make sense that they had something along those lines, doesn't it. At the moment, you'd have to plonk down your gun turret as grenadier/tinkerer to debuff ONE target for some of your aoe attacks. Looks to me like the mutilated class design is outdated.Grunbag wrote:Maybe old dev change it like this because engineer has that at release ?
Rust Grenade Damaging
Action Engineer
Core Ability Level 1
60 Action Points 65 ft range
Instant cast No cooldown
A grenade attack which reduces your target's armor and resistance by 25% for 10 seconds.
I'd love Karast's two cents on the matter, too. He's being awfully quiet
Re: [Engineer] The Workshop (builds, guides, and discussion)
Here's all the engineer abilities / morale / tactic that has been removed / deleted / not introduced since AoR alpha phase .
Abilities :
Field Repair
15 Action Points 20 ft range Instant cast Requires a Turret
You focus on repairing your turret for up to 3 seconds, restoring 108 health to it every second.
Steam vent
25 Action Points - 100 ft range - Instant cast - 8s cooldown - Requires a Turret
You adjust several safety settings on your turret, venting out blasts of hot steam for up to 3 seconds. The steam deals 166 Corporeal damage every second to all enemies within 30 feet of the turret, but leave the turret unable to attack while this is happening. This effect will end if you lose your concentration or run out of action points.
Slow And Steady
25 Action Points Instant cast 60s cooldown
No one can rush a Dwarf who's determined to take their time and do the job right. Your Ballistic Skill is increased by 62, but your run speed is reduced by 20%. Use this ability again to deactivate it.
Pepper Bomb
25 Action Points - 65 ft range - 1s cast - 30s cooldown
You lob a grenade packed full of a noxious choking powder, dealing 150 Corporeal damage to your enemy and silencing them for 5 seconds, making them unable to use magic.
Oil Grenade
Action Points: 80
Range: 0-65 ft
A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil, causing additional damage to them if they are struck by an Elemental attack.
Friction Burn
Action Points: 130
Range: 0-10 ft
An Elemental melee attack that has a 33% chance to stun your enemy for 5 seconds.
Shrapnel Grenade
Action Points: 60
Range: 0-65 ft
A grenade that you throw at the ground, scattering shrapnel 30 feet around that spot for 15 seconds. Any enemies who enter the area will take damage and become snared, reducing their runspeed by 60% while they remain within the area.
High-Explosive Ammo
25 Action Points Instant cast 120s cooldown
You load your gun with a few rounds of special ammunition. For the next 12 seconds, your Gun Blast, Hip Shot, Snipe, and gun autoattacks will also deal an additional 103 damage to all enemies within 20 feet of your target.
Nitroglycerin Grenade
Action Points: 90
Range: 0-65 ft
A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.
Portable Keg
Action Points: 60
Creates a keg of ale for 3 minutes. You and your allies may tap a Mug of Stout from the keg which will increase Ballistic Skill for an hour when quaffed.
Noxious Bomb
Action Points: 130
Place a bomb trap which will explode into a cloud of toxic fumes when an enemy comes near it, damaging any nearby enemies over 20 seconds. The longer they stay in the cloud, the greater the damage becomes.
Flash Grenade
Action Points: 50
Range: 0-65 ft
A grenade attack that explodes with a dazzling flash which disorients your target and all enemies within 30 feet of them for 5 seconds, increasing the buildup times for their abilities by an additional 1 second.
Oil Grenade
Action Points: 80
Range: 0-65 ft
A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil causing additional damage to them if they are struck by an Elemental attack.
Crippling Bomb
Action Points: 130
Place a bomb trap which will explode when an enemy comes near it, rooting all enemies within 30 feet for 7 seconds. Any damage may break the effect sooner. You may only have 1 bomb active at a time.
Rust Grenade
Action Points: 60
Range: 0-65 ft
A grenade attack that reduces your target's armor and resistances for 10 seconds.
Ammo Compartment
No Cost - 20 ft range - Instant cast - 120s cooldown - Requires a Turret
You grab a handful of parts from your turret's ammunition compartment, instantly regaining 250 Action Points but leaving your turret unable to attack for 10 seconds.
Tactics:
Concussive Mine
Land Mines will now knock players away from the impact. Monsters will be knocked down.
Goo Reservoir
Your Turret's shots have a 25% chance to snare the enemy, reducing its runspeed by 40% for 3 seconds.
Suppressing Fire
Each time you hit an enemy with your Gun Blast, there is a 20% chance that their Initiative will be reduced for 5 seconds.
Extra Powder
Your Nitroglycerin and Flash Grenades will deal additional damage to your target when they hit.
Fast Hands
Your gun attacks cost 10% fewer action points.
Perfect Construction
Your Turret will be able to shoot 20% further.
Exit Wound
When you hit an enemy with Snipe they will also begin to bleed, suffering additional damage over 9 seconds.
Bandolier
Your grenade attacks cost 10% fewer action points.
Careful Aim
Your gun attacks are 5% more difficult for enemies to block or dodge.
Blast Radius
Your Turret's shots will explode when they critically hit an enemy, dealing additional damage to any other enemies within 30 feet.
Stabilized Nitro
Nitroglycerin Grenade will now last for 5 more seconds.
Purified Black Powder
Your grenade attacks will have a 20% larger radius.
Distracting Ricochet
Any of your gun attacks that critically hit will disorient the enemy for 5 seconds, increasing the build times of their abilities by one additional second.
Well-Oiled Machine
Your can now construct a Turret instantly.
Makin' Bertha Proud
Mortar Attack's blast radius will be increased by 25%. (Mortar blast has been renamed by blunderbuss blast)
Throwing Arm
You can throw grenades 25% further.
High-Explosive Ammo
All of your gun attacks deal 50% less damage, but will explode and damage all other enemies within 30 feet of your target.
Rune Of Forging
Passive Tactic
When you construct a turret, it will gain a protective barrier which will absorb up to 660 damage within the first 180 seconds.
Runes Of Warding
Passive Tactic
Everyone in your group has their Disrupt chance increased by 10 as long as they are within 40 feet of your turret
Morale :
1: Barbed Wire, All enemies within 30 feet suffer damage over 9 seconds and become snared, reducing their run speed by 40%.
2: Armor Plating, Your entire group gains a 25% chance to completely ignore any physical damage for the next 7 seconds.
3: Napalm Grenade, A grenade attack that causes your target and all other enemies within 30 feet of them to burn, suffering high damage over 15 seconds.
4: Mini-Helga, You focus on your enemy for 3 seconds, repeatedly shooting at them for very high damage that ignores their armor.
Bite the Bullet
Morale: 20%
Heals you for a moderate amount.
Toss Bandolier
Morale: 40%
Range: 0-65 ft
Throws three Grenade attacks at your target.
Firebomb Grenade
Morale: 60%
Range: 0-65 ft
Deals heavy damage to your target and all other enemies within 15 feet of them.
Call in Artillery
Morale: 100%
Range: 35-150 ft
Deals heavy damage to your target and all other enemies within 40 feet of them, and ignores their armor.
Abilities :
Field Repair
15 Action Points 20 ft range Instant cast Requires a Turret
You focus on repairing your turret for up to 3 seconds, restoring 108 health to it every second.
Steam vent
25 Action Points - 100 ft range - Instant cast - 8s cooldown - Requires a Turret
You adjust several safety settings on your turret, venting out blasts of hot steam for up to 3 seconds. The steam deals 166 Corporeal damage every second to all enemies within 30 feet of the turret, but leave the turret unable to attack while this is happening. This effect will end if you lose your concentration or run out of action points.
Slow And Steady
25 Action Points Instant cast 60s cooldown
No one can rush a Dwarf who's determined to take their time and do the job right. Your Ballistic Skill is increased by 62, but your run speed is reduced by 20%. Use this ability again to deactivate it.
Pepper Bomb
25 Action Points - 65 ft range - 1s cast - 30s cooldown
You lob a grenade packed full of a noxious choking powder, dealing 150 Corporeal damage to your enemy and silencing them for 5 seconds, making them unable to use magic.
Oil Grenade
Action Points: 80
Range: 0-65 ft
A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil, causing additional damage to them if they are struck by an Elemental attack.
Friction Burn
Action Points: 130
Range: 0-10 ft
An Elemental melee attack that has a 33% chance to stun your enemy for 5 seconds.
Shrapnel Grenade
Action Points: 60
Range: 0-65 ft
A grenade that you throw at the ground, scattering shrapnel 30 feet around that spot for 15 seconds. Any enemies who enter the area will take damage and become snared, reducing their runspeed by 60% while they remain within the area.
High-Explosive Ammo
25 Action Points Instant cast 120s cooldown
You load your gun with a few rounds of special ammunition. For the next 12 seconds, your Gun Blast, Hip Shot, Snipe, and gun autoattacks will also deal an additional 103 damage to all enemies within 20 feet of your target.
Nitroglycerin Grenade
Action Points: 90
Range: 0-65 ft
A grenade attack which covers your target with explosives for 10 seconds. Any time they are hit by a melee or ranged attack, there is a 25% chance that all enemies within 20 feet of them will take damage.
Portable Keg
Action Points: 60
Creates a keg of ale for 3 minutes. You and your allies may tap a Mug of Stout from the keg which will increase Ballistic Skill for an hour when quaffed.
Noxious Bomb
Action Points: 130
Place a bomb trap which will explode into a cloud of toxic fumes when an enemy comes near it, damaging any nearby enemies over 20 seconds. The longer they stay in the cloud, the greater the damage becomes.
Flash Grenade
Action Points: 50
Range: 0-65 ft
A grenade attack that explodes with a dazzling flash which disorients your target and all enemies within 30 feet of them for 5 seconds, increasing the buildup times for their abilities by an additional 1 second.
Oil Grenade
Action Points: 80
Range: 0-65 ft
A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil causing additional damage to them if they are struck by an Elemental attack.
Crippling Bomb
Action Points: 130
Place a bomb trap which will explode when an enemy comes near it, rooting all enemies within 30 feet for 7 seconds. Any damage may break the effect sooner. You may only have 1 bomb active at a time.
Rust Grenade
Action Points: 60
Range: 0-65 ft
A grenade attack that reduces your target's armor and resistances for 10 seconds.
Ammo Compartment
No Cost - 20 ft range - Instant cast - 120s cooldown - Requires a Turret
You grab a handful of parts from your turret's ammunition compartment, instantly regaining 250 Action Points but leaving your turret unable to attack for 10 seconds.
Tactics:
Concussive Mine
Land Mines will now knock players away from the impact. Monsters will be knocked down.
Goo Reservoir
Your Turret's shots have a 25% chance to snare the enemy, reducing its runspeed by 40% for 3 seconds.
Suppressing Fire
Each time you hit an enemy with your Gun Blast, there is a 20% chance that their Initiative will be reduced for 5 seconds.
Extra Powder
Your Nitroglycerin and Flash Grenades will deal additional damage to your target when they hit.
Fast Hands
Your gun attacks cost 10% fewer action points.
Perfect Construction
Your Turret will be able to shoot 20% further.
Exit Wound
When you hit an enemy with Snipe they will also begin to bleed, suffering additional damage over 9 seconds.
Bandolier
Your grenade attacks cost 10% fewer action points.
Careful Aim
Your gun attacks are 5% more difficult for enemies to block or dodge.
Blast Radius
Your Turret's shots will explode when they critically hit an enemy, dealing additional damage to any other enemies within 30 feet.
Stabilized Nitro
Nitroglycerin Grenade will now last for 5 more seconds.
Purified Black Powder
Your grenade attacks will have a 20% larger radius.
Distracting Ricochet
Any of your gun attacks that critically hit will disorient the enemy for 5 seconds, increasing the build times of their abilities by one additional second.
Well-Oiled Machine
Your can now construct a Turret instantly.
Makin' Bertha Proud
Mortar Attack's blast radius will be increased by 25%. (Mortar blast has been renamed by blunderbuss blast)
Throwing Arm
You can throw grenades 25% further.
High-Explosive Ammo
All of your gun attacks deal 50% less damage, but will explode and damage all other enemies within 30 feet of your target.
Rune Of Forging
Passive Tactic
When you construct a turret, it will gain a protective barrier which will absorb up to 660 damage within the first 180 seconds.
Runes Of Warding
Passive Tactic
Everyone in your group has their Disrupt chance increased by 10 as long as they are within 40 feet of your turret
Morale :
1: Barbed Wire, All enemies within 30 feet suffer damage over 9 seconds and become snared, reducing their run speed by 40%.
2: Armor Plating, Your entire group gains a 25% chance to completely ignore any physical damage for the next 7 seconds.
3: Napalm Grenade, A grenade attack that causes your target and all other enemies within 30 feet of them to burn, suffering high damage over 15 seconds.
4: Mini-Helga, You focus on your enemy for 3 seconds, repeatedly shooting at them for very high damage that ignores their armor.
Bite the Bullet
Morale: 20%
Heals you for a moderate amount.
Toss Bandolier
Morale: 40%
Range: 0-65 ft
Throws three Grenade attacks at your target.
Firebomb Grenade
Morale: 60%
Range: 0-65 ft
Deals heavy damage to your target and all other enemies within 15 feet of them.
Call in Artillery
Morale: 100%
Range: 35-150 ft
Deals heavy damage to your target and all other enemies within 40 feet of them, and ignores their armor.
Re: [Engineer] The Workshop (builds, guides, and discussion)
Interesting post. Pretty sure the portable keg would've had many friends on this server here!Grunbag wrote:Here's all the engineer abilities / morale / tactic that has been removed / deleted / not introduced since AoR alpha phase.

Long list though. I'll check and take notes later. If the descriptions are consistent, which I assume they are, then Rust Grenade
was not supposed to be AoE like Acid Grenade, so... makes no sense, again. All RG seems to be is AG with turret armour debuff rolled into one.


Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X
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Re: [Engineer] The Workshop (builds, guides, and discussion)
No. rust grenade have no cd and no Castime and it was a single target ability, so you had to throw it on many target . (Would be too easy to debuff armor / resist in a single aoe grenade) . But it's not the same effect as AG: AG only debuff corporeal resist and RG was debuffing ALL resists and armor : so it helped the whole group to do more damages: increase normal damages cause of armor debuff , increase corporeal,elemental,physical damages cause of resist debuff . But 25% debuff was huge ! Imagine debuffing a tank armor : 5karmor -25% = 3750 !Tifereth wrote:Interesting post. Pretty sure the portable keg would've had many friends on this server here!Grunbag wrote:Here's all the engineer abilities / morale / tactic that has been removed / deleted / not introduced since AoR alpha phase.![]()
Long list though. I'll check and take notes later. If the descriptions are consistent, which I assume they are, then Rust Grenade
was not supposed to be AoE like Acid Grenade, so... makes no sense, again. All RG seems to be is AG with turret armour debuff rolled into one.
Portable keg was not bugman best , it was a buff only .
As far as I remember bugman best always been in tinkerer tree and always healing ability.
Portable keg has been changed to slow and steady buff then slow and steady buff has been change for our resist buff we actually have
The abilities I want to be reintroduced are : steam vents and pepper grenade at least .
Pretty sure those 2 abilities are in beta client.
Pepper grenade could easily replace sticky bomb that is really useless ATM : swap strafin run and sticky bomb in grenadier tree and replace sticky bomb with pepper grenade. (Pepper bomb placed at 9 points in grenadier tree)
Steam vent was a core ability dunno which ability replaced it (or many it just has been deleted and not replaced). But it seems to be an awesome tool for tinkerer , especially now we have debuffed range with flameturret .
(Field repair would also make sense cause of the importance of the turret now)
But I doubt dev would bring it back since they already buffed a lot our class !
I also think that the 2 runes (runes of forging and runes of warding) tactic effect could be really good proc on a bonus set or a bonus weapon ?
Re: [Engineer] The Workshop (builds, guides, and discussion)
Maybe my mind is playing tricks on me, but I think I can even remember Steam Vent.Grunbag wrote:The abilities I want to be reintroduced are : steam vents and pepper grenade at least.
It's true that it's not EXACTLY like Acid Grenade, I was just being superficial for the sake of it. It definately was too strong,
no argueing there. I saw Karast's post about Sticky Bomb on the suggestion section and in case it will actually get moved to discussions, you could bring in your idea. Pretty sure most people will agree that SB/magus counterpart is bad and won't be missed.
Engineer is in a very good spot now, and asking for more does indeed seem a bit selfish. The way I see it however is, that
what has been asked in addition now is so minor and only slight tweeks that once they are done, Engineer flaws will be ironed
out completely. Gives room for more focus on other classes. Why only half fixing things? Iron out the last flaws of the Magus in
addition is only fair, too.
While the devs frequently stress that armour stacking won't be as rampant here as on live (and I fully trust in their claims) having a melee aoe skill (Blunder) that will be mostly used on high armour targets, plus a dot (Fragmentation Grenade) that is useless will probably pop up later down the line again.
Haven't heard anything yet why these two skills shouldn't be corp when it's no huge buff and even in some cases a nerf, but simply brings the skills into a more consistent spot. Probably, because it's mostly only you and me, Skori, that post back and forth! haha

Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X
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