Grunbag wrote:@lektroluv :
What I see is that you're more bother by rifleman ( snipers build ) than grenadier or tinkerer .
I don't play rifleman , test it a bit when it got buffed but I didn't found it attractive .
First , don't get wrong a sniper build cannot use the flameturret cause of the range debuff of the turret , the only engineers that use the flameturret (with disrupt/dodge) are tinkerer who are really exposed to mdps . They can't reach to caster unless they sit at their feets (50feet range not more) . I play engineer , now when I want to place my mine to debuff casttime healer /caster I have to walk all through the mdps to be closer to the caster , and it make me out of heal from my own healer , so I have risk with that turret : staying stationnary and deal with mdps without bother caster (which is the goal of a tinkerer , not an engineer that is looking to have the highest dmg in scenario) , or moving out of my turret /guard /healer to go to healer caster trying to do my job .
It could be frustrating for rdps to meet this kind of engineer , but if you compared them like a tank why are you focusing them ? You better focus weakest rdps or healer first and when you done , just finish tinkerers at the same time than tanks .
If you don't find the dodge disrupt good , what would you give to tinkerer ? Keep in mind that we have ridiculous range as tinkerer.
For snipers , it's another story : that's the new built for solo / casual player that playing RoR to make max of kill /laugh . Dev already nerf the gunturret , nerf the sniper , as I suggest in another thread they finally put the sniper ability to 13 points (that was unfair that sniper was able the have a build with sniper / +15% crit tactic and heal keg . Now it's impossible to have those 3 abilities and I'm agree with that .
Maybe it's not enough and the tree need to be nerf again , but that would be decided by dev .
If you want a nerf of dmg boost for gunturret , then we shouldn't have to lose the 4 stack when turret got destroyed (we can't stand 16seconds static , for having a small dmg boost and risk to lose 4 stack really quickly)
About the ability to reach high def stats
I want to Be clear with that too : yes we can stack armor (set , jewel , talis , buff , tactic , potion ) but to have to high def stats we lose all dps ( I am currently testing a full support def build) I can reach to 4+ armor but I have only 393 BS , and 0% crit rate . It's impossible (or tell me how to do) to have 4K+ armor , 550 toughness , 0% crit reduce , 600/800 resist , 24% dodge disrupt , and have decent dps stats (BS and crit rate)
I don't think riflemen have any good def stats so they can be killed by WE easily (maybe I'm wrong , I don't play rifleman a WE might tell us)
Everything what Grunbag says is true.
Tanky Engi has the above numbered armor and resists. And a BS of around 400-500.
There is no nameable burst a tank-engineer can generate.
The other Engi, the sniper had its peak of power after the Range, plus 40% damage buff.
After that he got several nerfs as mentioned: Turret dps, Range to 140%, toilet paper wounds on gun turret, snipe CD, snipe moved in left tree.
So what is your nerf/balance purpose?
Damage to 20% and range to 100%?
Congrats, we are back to 1.4.8 with a worse turret, snipe higher in tree.
@keg: I don't understand why it is out of a sudden case. Yes it is an AoE heal. Yes it can crit. Woho! 450 health instead of 300 every 3 seconds where you can't select the target.
Yes, magus has a self heal for same amount but instant and not AoE.
So what is your balance sollution?
Magus get a keg and Engi's damage changed to Corp?
