Showing Posts For sniperflower.9581:
We had a blast at kaineng Bordelands last night. I want to thanks Darxio and noQQ for the help, we may not the best commanders, but we do what we can! in the end is about fun too
You did just fine, everyone did. We loved your timely arrival to thwart the huge Ferg Zerg that was taking the garrison. We devastated them from above and you all on the ground in the lords room. Was a pleasure working with you & hope to work more with you in the future.
You can contact me in game & we can get in voice chat to discuss strategy.
Stylii Elementalist
Shoulda Rolled Kaineng (NoQQ) Leader
I would hardly call 20 people a zerg. You guys eventually had more than 20 people in the lord’s room and that was only the ones I could see, who knows how many didn’t render. We were soooo close to taking it though, but we had some thief running around abusing rendering that kept us from taking it. So close!
That being said, NP decided to do that to get me my last 2 vistas (the ones in the garrison). I got a nice shiny star thanks to my guild. We didn’t really expect to take it, we just wanted to get the doors down. Thanks Chris and Sastri!
PS. Upgrade your doors! They weren’t even reinforced :/
Another one handed weapon would be nice, preferably a melee one. A mace would fit, I think. Hammer would be cool, too, but since kits are just 2h weapons, our “hammer” would probably just end up being a kit.
I would like to see the toolkit redone a bit so it isn’t thought of as our melee kit. It seems to be made to support 2-3 turrets and I would like to see it upgraded to suit that role better.
Mace would be the best I think. It would give us a power option that could go quite well with a pistol or shield. The pistol would add dps in the form of an up close burn and the glue to hold them in place and the shield would add some interesting abilities since you’ll be in close already.
I’m thinking something like these abilities to go with the slight comedy aspect that the engie brings:
1. 3 chain with a short weakness, confusion or vuln on the 3rd hit
2. massive swing that spins you around, hit everyone within melee range
3. wind up your hammer until it pulls you in an arc at your target – 1s cast time – lunges you at your target, 400 range knockdown and shorter self knockdown.
As for the tool box, I think that is meant more to supplement turrets. It seems to favor pulling your target into your turrets kill zone and keeping them there. With that in mind, I would change 3 to apply a “targeting beacon” which causes all your turrets to focus on the enemy you hit with it and applies a 10% damage buff for turrets(or just some stacks of weakness which might be too powerful). That would give the kit a definite split from the hammer.