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Bear! dispense Engineery talk

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Post by Ravenscroft Tue Oct 02, 2012 6:22 pm

I have been reading a lot of complaining about the Engineer and how it is under-powered and filled with class damaging bugs that have yet to be resolved.

But I have also been considering whether I want to rethink my character layout and start a Charr Engineer since they have so many obvious technology connections like the Asura. Sooooo I want to hear tales of wonder and excitement about the Engineer that might convince me and others to give the Engineer a try.
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Post by Bored Teddy Bear Wed Oct 03, 2012 2:41 am

Hmm..

As for the bugs, if there are any at all then they're definitely not huge. Refer to https://knightsoftherealm.forumotion.com/t166-rocket-boots for a more accurate assessment of the engineer class bugs. (Note to those that do not know: this bug was resolved)

As for the complaining, the engineer is a medium armor class and does not have ANY melee weapons (with the excepting of one tool kit). The people that are complaining are most likely bad at something that I am very good at and enjoy a lot. Kiting enemies. Also, evading huge attacks. That helps a lot.

I have heard an ally complain that the engineer turrets are under-powered. I fully believe this is complete bull crap. I use a bar full of turret skills and I absolutely love it.

There are of course, other positives. the Grenade tool kit is particularly good at destroying targets such as supply carts and barricades. The Elixir X elite is SOOOOO much fun to use.

That's all I can think of at the moment. I might edit in some things, or if you have any questions or want me to test and find out if any claimed bugs exist or not, you know where to find me.
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Post by BlondieJess Wed Oct 03, 2012 11:08 am

Bored Teddy Bear wrote:I have heard an ally complain that the engineer turrets are under-powered. I fully believe this is complete bull crap. I use a bar full of turret skills and I absolutely love it.

This was something I really liked in the first beta, before they reworked skill points, I got to mess with some sort of fire turret and it made me laugh deviously.
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Post by Bored Teddy Bear Wed Oct 03, 2012 11:57 am

That turret is very fun ^_^ I use the rifle turret, that one (flame turret I think it's called) and the rocket turret. Then depending on the zone, either the elixir X for power or the supply crate which adds a ton of support. There is also a trait that makes elixir x last longer and the supply crate have more goodies. I honestly don't pay too much attention, but the supply crate seems to drop two turrets (one always being healing turret, the other often end up being the net one (very useful in bad situations)) and around 5 healing bags with it off and three turrets with around 7 healing bags with it on. That is actually a very significant difference ( still one always ishealing turret, the other often end up being the net one, and the third usually adds some extra firepower)

The supply crate/drop (don't remember which they say) elite is very significant and can turn the tide of a battle. Elixir x also does massive damage (especially if you get the whirlpool (under water) or the tornado(on land)) and can allow you to turn into a melee character for some time (juggernaut) but personally I use it more for fun than to turn the tide of a battle, because the form you go into is "random". I ut that in quotes because I have observed that the majority of the time I get juggernaut on land. Oh and be careful because if you do get tornado form there is a casting time on it and you can easily interrupt it on accident by dodging. It's Very fun when you get it though. They alll are in their own way really.

I tried to find Youtube demonstrations of the newer elixir x but cannot find any. People are too busy whining because the engineer isn't OP anymore, haha.
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Post by Ravenscroft Thu Oct 04, 2012 12:00 pm

I think one of the largest complaints is that the kits dont benefit from your weapon stats or sigils so if you chose to run a kit much of the time, as many do, you are essentially weakened. and if you use the utility skills and toolbelt skills with a kit out, those skills are weakened as well. Many folks are saying that needs to be remedied because it seems counter productive to use a kit if your not going to benefit from the stats your character has worked to achieve.

So far I am enjoying the grenade kit and can see how the class would be very fun. I may permanently move my engineer to the charr so i can play around with the unique race more and let my asura reroll as an elementalist someday.
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Post by The Unbunny Mon Oct 08, 2012 9:46 am

Bored Teddy Bear wrote: People are too busy whining because the engineer isn't OP anymore, haha.
Forgive my ignorance; OP?
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Post by Ravenscroft Mon Oct 08, 2012 9:57 am

short hand for Over Powered

or in some instances referring to the Original Poster in a thread
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Post by Bored Teddy Bear Tue Oct 09, 2012 11:11 am

My meaning was Over Powered.


I can see the reasoning behind feeling like that kits should be able to have attachments, but at the same time, it doesn't really make sense, because it's a skill and not a weapon. Also, ones like the grenade kits are pretty darn powerful without any kind of enhancement. I find the grenade kits particularly useful when trying to destroy things like catapults and -as Raven pointed out on Mumble, which prompted me trying out and finding for myself- they are extremely useful underwater.


I would also like to point out that there are some traits I have found extremely useful. 20% reduction of the timer for pistol skills (and other weapons, I can't recall exactly how that's set up right now) and I know that there is one that even increases damage and range of turrets by 15%. I have already found turrets very useful, but that made them 15% better! Oh, and the self-repair is fairly significant in my opinion too.
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Post by Ravenscroft Wed Oct 10, 2012 10:06 am

I forsee the engineer being one that is highly susceptible to retraiting as there are so many cool ideas but the traits that buff them are so varied. Like the juggernaut trait that gives you an additional 200 toughness when using the flamethrower would not be achievable at the same time as using ones to boost explosives.
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