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Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Sun Oct 11, 2015 12:26 am
by Jaycub
Sulorie wrote:Someone here said that sorcs rarely use their ranged snare. This person should leave the discussion asap for the sake of common sense.
>talking about common sense
>using that argument
kill yourself my man
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Sun Oct 11, 2015 11:16 am
by Sulorie
Jaycub wrote:Sulorie wrote:Someone here said that sorcs rarely use their ranged snare. This person should leave the discussion asap for the sake of common sense.
>talking about common sense
>using that argument
kill yourself my man
No idea what you want to say but whatever keeps you happy.
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Sun Oct 11, 2015 12:11 pm
by alan14
I only played Magus on Ror. So far i could say don't even try to go solo roaming. the pet invoc isn't a problem in itslef, just nothing works as expected. as long as your bump/stagger or something else miss you'r dead letting your opponent almost full life. BUT on the contrary in Orvr OP teamplay and even mobile situations, as long as you'r aware of your pet, summmon it or invoc it, you'r as damn really good dps. I think most player lose the main idea of playing a char sometime : where do I stay in the fight ? what's my purpose ? What's my role ? Am I resistant enough to go there ?
I ended up few times in my top enemy list kills and with sometime twice the second damaging player in SC. At last I choose range tactic/pande tactic/seed, focusing on Dots, and you deal or gives healers a lot do to

.
As a magus just live on your role : A range dps, weak if hit by mele dps, a bit better (especially if you mute BW it's almost won in 1v1) on range dps.
IMO but it comes with 28 or so, better range snare is very important. and kite kite kite. rdps life is kiting

as usual ^^ it ends to be fun
following pet would be great but it would break everything atm. giving 20% damage more everytime.... really more CC is just what I'd need to be at least non killable in 2 scs by most of the classes.
let's see in t3 first and then t4.
Gaydenfer
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Mon Oct 12, 2015 11:00 am
by Glorian
alan14 wrote:
...
following pet would be great but it would break everything atm. giving 20% damage more everytime.... really more CC is just what I'd need to be at least non killable in 2 scs by most of the classes.
let's see in t3 first and then t4.
Gaydenfer
What exactly would it Break?
The devs of old introduced the +20% damage bonus.
But obviously that wasnt enough, so they wanted to introduce the mobile casting turret/deamon.
It is still a 3 second cast.
And by taking the corresponding tactic the tactic is still better than the mobile casting buff would be.
And I don't need to see this in t3 or t4. I was there as most of you 4 years ago. And I dont want to want waiting another two till it is changed.
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Wed Oct 14, 2015 7:10 pm
by gamlith
I love the idea of the engineer and play it alot along side my runepriest. I remember in live there we many problems that i am (not surprisingly) again running into.
Of all the dps to bring, why an engineer?
I saw a similar question made but for the tanks (Why bring a swordmaster?) I am happy the devs wish to address it.
But why bring an engineer? It's aoe is overshadowed by a bw or slayer. Its single target and be easily delt with. It utility? The tinkering tree does have some nice group buffs such as the keg and ap regen, but only effects people with in 30 feet (so unlikely to effect the mdps and tanks pushing in.)
We have some great concepts but are lacking. Lacking even in basic utilities.
No Hdebuff, range snare, or a snare breaker. (perhaps the snare breaker can be lived without) but a range snare is invaluable for survivability and a Hdebuff for group utility.
I propose this for the class changes:
Core:
Make hip shot a range snare via stopping power in the rifle tree
Change gun blast, snipe and frag grenade to corporal damage
Firebomb is now instead a 20-30 ft aoe, scaled to damage obviously
Spec: Tinkerer
Bugmans Best has 100ft radius effect
extra ammo tactic has a 100ft radius effect
This may be all called op but ask yourself, would you now bring an engineer over other dps or revert back to the old meta?
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Wed Oct 14, 2015 7:17 pm
by Penril
gamlith wrote:
Bugmans Best has 100ft radius effect
Keep the 30 ft range, but make it so you can deploy it anywhere within 100 ft from you. So an engie can deploy it way ahed of him where his tanks and mdps are fighting.
Similar to Holy Word: Sanctury, from WoW.
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Wed Oct 14, 2015 7:17 pm
by Azarael
Penril wrote:gamlith wrote:
Bugmans Best has 100ft radius effect
Keep the 30 ft range, but make it so you can deploy it anywhere within 100 ft from you. So an engie can deploy it way ahed of him where his tanks and mdps are fighting.
Similar to Holy Word: Sanctury, from WoW.
Can't do that.
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Wed Oct 14, 2015 7:20 pm
by bloodi
Azarael wrote:Can't do that.
Plus Tinkerer is the close range spec, so making them able to put them at max range is kinda.... out of line?
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Wed Oct 14, 2015 7:23 pm
by Penril
bloodi wrote:Azarael wrote:Can't do that.
Plus Tinkerer is the close range spec, so making them able to put them at max range is kinda.... out of line?
Meh don't flame me. I don't play engies, just throwing out suggestions. I DO believe they need some love.
If Tinkerer is close range spec then it wouldn't make any sense in increasing BB range anyway.
Anyway, i'll do what everyone in this forum should do (but most don't): remain silent about classes i don't know. Carry on Engies, good luck!
Re: [Magus, Engineer] Buff like in never released patch 1.4.
Posted: Wed Oct 14, 2015 7:33 pm
by Glorian
I think Aza's can't do means the devs can't change the behaviour of abilitys.
They can change stuff like range from 30 to 100 feet. But not like deploy it away on ground.