[Engineer] Auto Attack/range and some other stuff
Posted: Mon Apr 24, 2017 2:49 pm
Ahoy, fellow Engineers.
A simple question, which should only have one answer, what makes the engineer so superior to the magus that the engineer shouldn't have his Auto Attack adjusted to the effective range he gets with the different turret buffs?
I guess now is the time to mention that I've played well over 2.2k hrs over the course of 1 year on the mythic servers combined on my engineer and magus both rr80 with full sov gear. And I also have 2 engineers and 1 magus since t2 release on the ror server.
Now the thing that cheeses my onions is that magus already has the advantage of dealing ele/spirit dmg whilst engineer does physical/corp but now apparently I have to guess If I'm in auto attack range or not.
The other thing I'd mention and people usually bring up as argument is that engineer has Unshakable Focus which is a 1minutes cd m2 that increases (additive) your damage by 100% for 7 sec, while that sounds overpowered, apparently it was nerfed due to engineer and magus getting a 20% dmg buff and it's uses were limited anyways.
Whilst the engineer has to sacrifice an arm and a leg to get to the desired stats/skills with massive downsides the magus has one build that gives him all and more. For example specs I use:
Engineer
RoR.builders - Engineer
RoR.builders - Engineer
RoR.builders - Engineer
Magus
RoR.builders - Magus
Compared to the engineer the magus spec gets everything he needs 15% crit for his main abilities and he can spec into changing for another spell that has 125+ ft range and gives ap reg on kill + 50% more crit damage on 3 major abilities, on the other side the engineer has 3 different specs all of them not getting quite where magus is since crit is in the tinkerer tree and limited to your pet/20 ft range upside is its for all abilities, but corp resist debuff scaling for incendiary round, flashbang grenade, friction burn, sticky bomb, phosphorous rounds is in grenadier.
There is of course a lot more to engineer and magus I just wanted to bring up some points.
If you want engineer/magus to work remove the immobility nonsense increase the engi/magus base dmg by 20% but make the turrets a 1 min cd that is instant lasts for 15 sec, increase the turrets damage by a significant amount and give each turret different buffs that suit the playstyle, for example gun turret increases your armor pen by 20% and dmg by 10% or something. Which retains a certain playstyle around burst dmg and turrets but doesn't completely disable you when you're getting pushed or your pet dies.
And lastly everyone who thinks magus or engineer are op since the changes, nothing changed, kill their pet = -40% dmg forces them to retreat and completely disables them. And for the extra range part: Ask yourself the question how many scenarios are there where you can make full use of it?
If you made it this far thanks for reading and happy hunting.
A simple question, which should only have one answer, what makes the engineer so superior to the magus that the engineer shouldn't have his Auto Attack adjusted to the effective range he gets with the different turret buffs?
I guess now is the time to mention that I've played well over 2.2k hrs over the course of 1 year on the mythic servers combined on my engineer and magus both rr80 with full sov gear. And I also have 2 engineers and 1 magus since t2 release on the ror server.
Now the thing that cheeses my onions is that magus already has the advantage of dealing ele/spirit dmg whilst engineer does physical/corp but now apparently I have to guess If I'm in auto attack range or not.
The other thing I'd mention and people usually bring up as argument is that engineer has Unshakable Focus which is a 1minutes cd m2 that increases (additive) your damage by 100% for 7 sec, while that sounds overpowered, apparently it was nerfed due to engineer and magus getting a 20% dmg buff and it's uses were limited anyways.
Whilst the engineer has to sacrifice an arm and a leg to get to the desired stats/skills with massive downsides the magus has one build that gives him all and more. For example specs I use:
Engineer
RoR.builders - Engineer
RoR.builders - Engineer
RoR.builders - Engineer
Magus
RoR.builders - Magus
Compared to the engineer the magus spec gets everything he needs 15% crit for his main abilities and he can spec into changing for another spell that has 125+ ft range and gives ap reg on kill + 50% more crit damage on 3 major abilities, on the other side the engineer has 3 different specs all of them not getting quite where magus is since crit is in the tinkerer tree and limited to your pet/20 ft range upside is its for all abilities, but corp resist debuff scaling for incendiary round, flashbang grenade, friction burn, sticky bomb, phosphorous rounds is in grenadier.
There is of course a lot more to engineer and magus I just wanted to bring up some points.
If you want engineer/magus to work remove the immobility nonsense increase the engi/magus base dmg by 20% but make the turrets a 1 min cd that is instant lasts for 15 sec, increase the turrets damage by a significant amount and give each turret different buffs that suit the playstyle, for example gun turret increases your armor pen by 20% and dmg by 10% or something. Which retains a certain playstyle around burst dmg and turrets but doesn't completely disable you when you're getting pushed or your pet dies.
And lastly everyone who thinks magus or engineer are op since the changes, nothing changed, kill their pet = -40% dmg forces them to retreat and completely disables them. And for the extra range part: Ask yourself the question how many scenarios are there where you can make full use of it?
If you made it this far thanks for reading and happy hunting.