with a lot of pictures and not so much text ;)
From time to time I just stop for a moment and appreciate the artwork in WAR. This time it’s the Engineer. It’s one of the coolest looking careers in the game if you’d ask me. Here are some screenshots from my Engineer with some Worn Sovereign and Warlord equipment..oh and of course the sentinel helmet and the pistol used in the appearance slots ;)
Playing an Engineer is a lot of fun, though the career is one of the..not so powerful ones. It’s just a matter of style..oh the grenades, explosions..and the beer are also quiet nice ;)
Sometimes though strange stuff happens..this time it’s this:
-19 overhealed… So the Brew sucked my life out? Yay..it must be the work of Chaos..or Elves or I am a really bad healer as an Engineer as beer can’t be such a bad thing for a dwarf ;)
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:
-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.
-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 ;)
Well.. there is not a lot new stuff to rant about..until you see some news from PTS..
Just for those who are to lazy t follow the link. Mythic is planning to give PRDPS a tactic that increases strength, weapon skill and ballistic skill and reduces toughness. Similar to the Slayer’s tactic Wild Gambit.
Well.. there are several levels of “oh..what?” in this few lines of post that are news from PTS.
The first one is..am I getting something wrong or are just SH/SW getting the renown/mastery points refunded and Engineers have to pay for it? I know that Mythic doesn’t like the Engineer, but this is strange ;) Didn’t find any mention of refunding Points in the Herald (PTS patch notes for 1.4.3) either..
Let’s see..the next point is..why does a Engineer need strength again? Afaik all the skills have been changed so that he doesn’t need strength any more..the few melee attacks which still maybe need strength are worthless anyways, because an Engineer dies in less than a single gcd.
My impression is that the Engineer is again suffering from a wide change (this time not AoE-nerf, but PRDPS change) that includes him, but is not really about him and is leaving him even more behind than before. I’m not sure if SH/SW need any buffing, because there are some really dangerous ones out there right now and I think that most of the outcry about PRDPS in the forums is just whining. The Engineer is by far the weakest career in this game and it’s now even losing more ground..The only neat thing they get is the AP-regen tactic.. but that doesn’t qualify them for any role in a group or warband ..or scenario..or anything fighting-related. They have no burst (because those skills qualified for burst are all pure physical damage vs armor, i.e. 75% mitigation) and their AoE is easily healed by one healer (dots ticking for around 200 and breaking any cc, triggering Odjira, run-speed, detaunt-tactics..etc).
I wished that Mythic dev’s would found a way to deal with PRDPS indivually and not with that one band-aid-heals-them-all in mind ..
Looks like I won’t have to remove the dust from Marogrimm, because he is losing more ground with every patch.