Magus/Engineer Mobility
Posted: Sat Jan 16, 2021 6:26 pm
This is a rework for the tactics Trench Fighting & Demonic Contract.
This suggestion is to make a more mobile Engineer/Magus.
Many Engineers & Magi feel a bit overwhelmed with the constant deployment/summoning of their turret/horror, this at times causes these class to not be included for various game modes where mobility it key.
Trench Fighting renamed to Improvised Offenses.
“You deal 25% more damage. You gain 10% bonus to defenses. You can cast Grenadier abilities while moving. You cannot build a turret or benefit from any ability or tactic that requires one. Your turret will be destroyed if already placed.”
Demonic Contract renamed to Demonic Possession.
“You deal 25% more damage. You gain 10% bonus to defenses. You can cast Changing abilities while moving. You cannot summon a horror or benefit from any ability or tactic that requires one. Your horror will depart if already summoned.”
These changes would bring a completely new playstyle and build to these classes. Hopefully making them more viable options for 6man/City/Ranked play.
One could reach this tactic at rank 23 (22 with certain gear bonuses) in its respective tree Tinkerer/Demonology.
It brings a little bit of the benefits of the turrets/horrors, but not an overwhelming bonus.
If they want the extended range, they will still need the gun turret/pink horror.
If they want to shorten the tick intervals of dots, they will still need the bombardment turret/flamer horror
If they want larger radius for their AoE & more defenses, they will still need the flame turret/blue horror
They also do not get the full 40% damage stack with this; they only get 25%.
(Trench Fighting & Demonic Contract could also be moved to core tactics instead of being replaced.)
This change could be a great improvement to both classes.
This suggestion is to make a more mobile Engineer/Magus.
Many Engineers & Magi feel a bit overwhelmed with the constant deployment/summoning of their turret/horror, this at times causes these class to not be included for various game modes where mobility it key.
Trench Fighting renamed to Improvised Offenses.
“You deal 25% more damage. You gain 10% bonus to defenses. You can cast Grenadier abilities while moving. You cannot build a turret or benefit from any ability or tactic that requires one. Your turret will be destroyed if already placed.”
Demonic Contract renamed to Demonic Possession.
“You deal 25% more damage. You gain 10% bonus to defenses. You can cast Changing abilities while moving. You cannot summon a horror or benefit from any ability or tactic that requires one. Your horror will depart if already summoned.”
These changes would bring a completely new playstyle and build to these classes. Hopefully making them more viable options for 6man/City/Ranked play.
One could reach this tactic at rank 23 (22 with certain gear bonuses) in its respective tree Tinkerer/Demonology.
It brings a little bit of the benefits of the turrets/horrors, but not an overwhelming bonus.
If they want the extended range, they will still need the gun turret/pink horror.
If they want to shorten the tick intervals of dots, they will still need the bombardment turret/flamer horror
If they want larger radius for their AoE & more defenses, they will still need the flame turret/blue horror
They also do not get the full 40% damage stack with this; they only get 25%.
(Trench Fighting & Demonic Contract could also be moved to core tactics instead of being replaced.)
This change could be a great improvement to both classes.