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

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
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Glorian
Posts: 5007

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

Post#81 » Wed Mar 30, 2016 12:06 pm

I'm trying to think of a way to best adress them differently.
Or best to make a different thread and keep this thread clean for Engineer builds.

I'm sorting them And will post later.

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Karast
Posts: 554

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

Post#82 » Wed Mar 30, 2016 12:14 pm

I am thinking it would be best to stay away from suggested changes and focus on which tactics we think are the best to focus on first.

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Glorian
Posts: 5007

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

Post#83 » Wed Mar 30, 2016 12:23 pm

Sigimund wrote:
Weak (don't use):
Bandolier
Extra powder
Proximity alarm
Quick reloader
Reinforced casing
Stopping power
Stubornness
So concentrate on the worst?
Or which one would you suggest to adress?
I would start with the above mentioned.

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Karast
Posts: 554

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

Post#84 » Wed Mar 30, 2016 12:42 pm

How about we do our worst 3?

For me I would say, Reinforced Casing, Quick Reloader / Bandoleer, Stopping Power. Are my bugbears. Quick Reloader / Bandoleer are top of my list because they are the same tactic, and they take the defining spot in the trees. I really feel that they are weak in comparison to other end tree tactics. On my Ironbreaker, Runepriest, and Slayer those end tier tactics are very powerful, and they really define the specs, that's not true for engi, and it might be the area that needs to be fixed.

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Glorian
Posts: 5007

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

Post#85 » Wed Mar 30, 2016 12:56 pm


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Nameless
Posts: 1430

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

Post#86 » Wed Mar 30, 2016 4:54 pm

in my opinion well oiled machine is so fundamental that should be made core into turret mechanic.
I like the idea engineer class to be tied closly to the turret.
The problem is that currently without sloting well oiled machince that is quite hard to do. WAR is quite dynamic and require extensive movement around so to cast for 3 sec turret is just class suicide mechanic.

Alongside with that i would add defencive bonus to the turret effecting all orders characters 20 feets around the turret. 10% less dmg \stacking as tactic\ for them scaling same as dmg buff. So u got much more from the turret and bring utility that may make engineers desirable even for small scale

When tactic define your mechanic and make it from very lacking to decent means that this tactic should be introduce permanently otherwise you just run with 3 tactics only to make the class somehow working...
Mostly harmless

K8P & Norn - guild Orz

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Dutchpower
Posts: 23

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

Post#87 » Mon Apr 18, 2016 11:12 am

What is the most viable Engi tree atm?

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Glorian
Posts: 5007

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

Post#88 » Mon Apr 18, 2016 12:15 pm

Tinkerer is great for the Keg and Lightning Rod.

Grenadier for causing damage.

Rifle is also good at the moment but will loose power in T4.

But currently with Full renown the Keg-Sniper is possible. :)
Check the warbuilder link 3 pages ago.

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peterthepan3
Posts: 6509

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

Post#89 » Mon Apr 18, 2016 1:21 pm

If by best you mean viable, then tinkerer because of magnet and keg.
Second is single target Rifleman ( very very nice when assisting with a SW or WL, and coordinate M2 with tank punts on key targets)
Grenades is only fluff damage.
Image

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Nameless
Posts: 1430

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

Post#90 » Mon Apr 18, 2016 4:12 pm

rifelman is pretty potent atm and thanks to the gap between gear levels and characters levels you can do pretty good damange
trinkerer is good tree, my problem with it is that you dont have any benefit for your defences by going itno that tree. After all you need to do dmg at melee range so that is abit lacking
Granadier is just lacking, there is nothing good beside leeching some renown from random aoe pitifull dots
Mostly harmless

K8P & Norn - guild Orz

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