It is likely that a discussion will be opened up sometime in the future pertaining to Grenadier & Changing, and we will welcome your feedback and suggestions there.
We thank you for your involvement.
This proposed change pertains to both the Engineer's Bandolierl tactic, which is located at 11-pts Grenadier, and the Magus's Daemonic Pact tactic, which is located at 11-pts Daemonology. You are cordially invited to give your feedback on these proposed changes, and to share your thoughts.
For information on how to structure your feedback, please refer to this thread prior to giving your feedback. It is imperative that you structure your feedback as per the given structure in the aforementioned link.
It is imperative that you check out Step Two of this thread for rules and guidelines on giving feedback.
CLOSE DATE: 6th OCTOBER
Note: If you do not adhere to the structure that is required, your post will be subject to moderation, and possible deletion (should you continue to do so).
Proposed Changes: Engineer
- Bandolier's 35% reduced AP costs component remains
- Bandolier will now also reduce the cooldown of Redeploy by 10 seconds for both the Flamer and Bombardment turrets. This won't apply to Gun turret. Alternatively, Gun turret will no longer be spawnable if this tactic is taken
- Daemonic Pact's Toughness component remains
- Daemonic Pact will now also reduce the cooldown of Resummon by 10 seconds for both the Flamer and Blue Horror. This won't apply to Pink Horror. Alternatively, Pink Horror will no longer be spawnable if this tactic is taken
- Grenadier/Changing is a spec that revolves around being mobile, but it is incredibly hard to maintain stacks when you are reliant on Well-oiled machine/Chaotic Attunement alone (which costs a tactic slot). Proposed change aims to help deal with these mobility issues by allowing Resummon & Redeploy to be used more often
- This change was proposed so that both Grenadier/Changing and Tinkerer/Daemonology engineers/magi (should they choose to waste two tactics for mobility) would be able to maintain stacks more easily while moving around in fast-paced combat
- One of the reasons why Grenadier Engineers/Changing Magi are criminally underused is that, though they have more mobility than the other two specs on the cover, their damage is largely reliant on two AoE dots and Napalm/Mist, but in fast-paced battles (and a 20 second CD on Redeploy/Resummon) you will find yourself having to recast your pet when this ability is on CD (a lot of the time). Recasting pet = you lose stacks = your damage suffers
- Restricting the Redeploy/Resummon CD reduction component to the above specs, i.e. out of reach for Havoc and Rifleman, ensures that a Havoc Magus/Rifleman Engineer can not benefit from increased mobility tactics. It is our firm belief that these two specs are stationary long-range RDPS, and must maintain their inherent weakness to a degree (mobility issues)