Shocking Engineers and Magi   1 comment


Steven Engle posted the planned changes to the Engineer and Magus careers. For those who are too lazy to follow the link, here are the changes:

Engineer

-Field Repair moves to Rank 22. This ability is renamed to Shock Grenade. You remove stagger effects from your ally target and 5 others in a 25 foot radius around them.

-Redeploy moves to Rank 3.

-Fixing the issue with Extra Ammo causing wild mobs to agro.

-Land Mine will no longer have a cast time. This should fix most of the issues of receiving an “Invalid Target” message on placement.

-Flak Jacket will no longer have a cast time. The value of the armor buff is reduced, but will stack with other armor buffs. The buff lasts 60 minutes and will no longer have the 20 hit removal condition.

Magus

-Strengthen Thrall moves to Rank 22. This ability is renamed to Shocking Jolt. You remove stagger effects from your ally target and 5 others in a 25 foot radius around them.

-Resummon moves to Rank 3.

-Fixing the issue with Lasting Chaos causing mobs to agro. We are also fixing the tactic Chaotic Attunement.

-Daemonic Infestation will no longer have a cast time. This should fix most of the issues of receiving an “Invalid Target” message on placement.

-Daemonic Armor will no longer have a cast time. The value of the armor buff is reduced, but will stack with other armor buffs. The buff lasts 60 minutes and will no longer have the 20 hit removal condition.

As with the SW/SH the focus is not on increasing damage, but giving some more/better utility. Overall I like the changes.

Especially the Shocking abilities (Shock grenade and Shocking Jolt) make the Engineer/Magus a nice addition to a group. Steven added a bit later that the ability has a 20s cooldown, is in throw range (i.e. 65 ft, so in general melee range ;) ), has no cast time and costs 0 ap. Sounds a bit too good for this skill, but I’m sure that this stats are not final and are subject to change.

The stagger (land mine Daemonic Infestation) getting his cast time changed is a work around as you can see from the notes. Overall I have still difficulties with the land mine as it fires off inconsistently, but the cast time reduction may help at least with the positioning of that %(§”(*! .. thing ;)

The self-armor buff changes were something many folks demanded for a long time. There is nothing said about the value of the buff, but I like it that it stacks with potions and other abilities..a bit more survivability is nice as I think that both careers are a bit too soft, concerning the ranges of most of their skills.

Are this changes raising the Engineer and Magus to new heights..making them OP ? No, but overall I think that these changes are nice.  I like the approach of giving both careers more utility .. especially against those stagger-bots.

Does this mean that both career are perfect? No.. but at least the changes are heading in the right direction. This is something not all changes in the near past deserved as a comment ;)

Karic (doomdiver.wordpress.com)

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Posted August 10, 2011 by Karic in Dwarves, RvR, WAR

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One response to “Shocking Engineers and Magi

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  1. Pingback: Kurznachrichten: 10.08.11 - WAAAGH.de

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