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Saturday, July 19th 2014, 5:40am

Intoshadows

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5.1 Change good for Engineer?

Hey folks, I just recently started playing Allods and I am really drawn to the Engineer class. I love the concept and think its really cool.

I'm just curious if anyone has seen the upcoming patch notes and if anything is being included for Engineer?

Right now, it feels like Eng. is really lacking in the defensive and utility department.

Combat mode is cool since it seems to reduce damage for a little bit and Hover Pad looks great for a bit of mobility and some physical damage defense but it seems like they are a bit weak in some areas.

I'm really just curious if their survivablilty is gonna become any better.

I'm also interested in any possible changes at all that may happen to the class.

Anyways, thanks for helping a noob out.

*Also, will I be able to progress reasonable well if I am dedicated to grinding/farming as well as capable of spending 50-75 bucks a month?

Thanks!

This post has been edited 1 times, last edit by "Intoshadows" (Jul 19th 2014, 6:39am)


2

Saturday, July 19th 2014, 10:29am

No, nothing has changed just 2 or 3 bug fixes

Quoted

Descriptions of Engineer's abilities Beam Cannon, Dither Bomb and Frag bomb are changed.

Quoted

Engineer's ruby Bombardier now affects Neurogas ability.

Quoted

Engineer's ability Firethrower now deals proper damage.

Quoted

The effect from Engineer's ability Defibrillation now correctly protects a target.

Quoted

Paladin's ability Vengeance, when passed from the progenitor, now correctly affects all Engineer's shots, Dither Bomb and Frag bomb.

Quoted

Fixed the error when it failed to use context actions in June Catacombs.
Lysonia - Requiem, guilde Française - Empire (Evolution)

3

Saturday, July 19th 2014, 9:22pm

Intoshadows

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Okay thanks for the fast reply!

I had heard that Engineers where getting a slight redo in the future but wasn't aware it had already happened.

So in your opinion, are Engineers in a good spot now? Is there any other planned changes for them in the future at this point or is it more "what you see is what you get"?

I like the class enough as is to where I'm willing to stick with it either way, although it feels a bit lacking in defense and utility.

Burst currently seems fine but survivability feels low(then again I'm a complete noob so it could be a L2p issue lulz).

Thanks.

Anyone else willing to chime in? I've found it very difficult to find anyone in-game that knows their stuff with Engineers.

4

Sunday, July 20th 2014, 4:45pm

Intoshadows

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  • "Intoshadows" started this thread

Posts: 182

Location: Filthy American.

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Woot! Nevermind, I found the translation for the new Engineer Talent Tree and Ruby Grid and it looks amazing!

Stuns, Self Heals, Combat Mode Imporoved.

The class looks like its going in a great direction over all. Im very excited now and happy I decided to make Engineer my Allods main and very first toon.

5

Sunday, July 20th 2014, 5:39pm

i am also looking forward for 5.2 engineer since this will be the REAL start of this class

6

Wednesday, July 23rd 2014, 6:42pm

engineer gets a over all damage boost, added depth to the class, warrior die hard, party heal, ferver, seal, cc. several skills reworked. im currently playing on the russian server right now.

first thing i notice is they reduce the cast time of bombs, also frag bomb is know longer a skill shot meaning you cant miss anymore




the cast time reduction rubies on bombs make it really fast. thank you allod gods. im assuming they reduced the dps of that bomb also. not sure.

This post has been edited 3 times, last edit by "bunzy" (Jul 23rd 2014, 6:53pm)


7

Wednesday, July 23rd 2014, 11:19pm

engineer gets a over all damage boost, added depth to the class, warrior die hard, party heal, ferver, seal, cc. several skills reworked. im currently playing on the russian server right now.

first thing i notice is they reduce the cast time of bombs, also frag bomb is know longer a skill shot meaning you cant miss anymore




the cast time reduction rubies on bombs make it really fast. thank you allod gods. im assuming they reduced the dps of that bomb also. not sure.


the bombthing is an improvement that will help a LOT mking engineer a good class

throwing this bomb was always unfunny

8

Thursday, July 24th 2014, 9:20pm

Intoshadows

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Giggity giggity gigg-WHAT!

Wow! I was totally willing to stick with Engineer simply because I loved the concept but these upcoming changes look BEASTLY!

I'm so stoked about the Frag Bomb change-I've got really, REALLY good with throwing that thing on target but this will be a huge quality of life change.

I'm really excited to see how the Combat Mode change functions. As of now, I though it was an interesting concept to be able to have SO much range but I respecced out of it(before hitting level 15) because it just wasn't very practical, especially while leveling, to be lose your mobility. So is going to be more like an offensive cool down now?

Also, how is the heal on that "Healing Resort" device?

I'm so excited, is there an ETA on the patch arriving?

Thanks guys!

9

Thursday, July 24th 2014, 10:58pm

Giggity giggity gigg-WHAT!

Wow! I was totally willing to stick with Engineer simply because I loved the concept but these upcoming changes look BEASTLY!

I'm so stoked about the Frag Bomb change-I've got really, REALLY good with throwing that thing on target but this will be a huge quality of life change.

I'm really excited to see how the Combat Mode change functions. As of now, I though it was an interesting concept to be able to have SO much range but I respecced out of it(before hitting level 15) because it just wasn't very practical, especially while leveling, to be lose your mobility. So is going to be more like an offensive cool down now?

Also, how is the heal on that "Healing Resort" device?

I'm so excited, is there an ETA on the patch arriving?

Thanks guys!


i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.

i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.

russia got the patch yesterday, so it could be 2+ months before we get it.

This post has been edited 1 times, last edit by "bunzy" (Jul 24th 2014, 11:11pm)


10

Friday, July 25th 2014, 12:07am

heres a video of me trying to kill a boss in eljune by myself and used the heal and got to die hard

https://www.youtube.com/watch?v=ptMI0NMJXx4

11

Friday, July 25th 2014, 10:21am

Moved the thread to the Engineer section. (I should've done it long ago :P )

12

Tuesday, July 29th 2014, 10:43am

i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.
Combat mode additionaly gives 4 shots extra effects:
Fire Shot - Knocks the target 7 yards away
Acid Shot - Applies a DoT on a target, dealing XX Acid damage over 7 seconds (stacks 3 times)
Lightning Shot - Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark explodes, dealing XX Astral damage to all units within 10 yard radius. Can be stacked up to 3 times before mark duration expiration to deal up to 3 times more damage.

Speaking of Lightning and Astral Shot, there is a ruby skill called "Cannonade" (Канонада), that, after firing 10 / 5 Fire or Acid Shots, you get an effect for 6 seconds that reduces energy cost of Lightning and Astral Shot by 30% / 60%.
i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.
In early levels, this ''Health Resort'' (or Heal Drone ???) heals for quite a good amount. However mid- or early late game, it's heal falls down quite a bit. But it is very efficient in parties, as it can ease up healer's job. Consider it as a weaker version of Healer's Circle of Healing.

13

Tuesday, July 29th 2014, 5:39pm

Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark e

i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.
Combat mode additionaly gives 4 shots extra effects:
Fire Shot - Knocks the target 7 yards away
Acid Shot - Applies a DoT on a target, dealing XX Acid damage over 7 seconds (stacks 3 times)
Lightning Shot - Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark explodes, dealing XX Astral damage to all units within 10 yard radius. Can be stacked up to 3 times before mark duration expiration to deal up to 3 times more damage.

Speaking of Lightning and Astral Shot, there is a ruby skill called "Cannonade" (Канонада), that, after firing 10 / 5 Fire or Acid Shots, you get an effect for 6 seconds that reduces energy cost of Lightning and Astral Shot by 30% / 60%.
i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.
In early levels, this ''Health Resort'' (or Heal Drone ???) heals for quite a good amount. However mid- or early late game, it's heal falls down quite a bit. But it is very efficient in parties, as it can ease up healer's job. Consider it as a weaker version of Healer's Circle of Healing.


wow


14

Saturday, August 9th 2014, 6:57am

Intoshadows

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  • "Intoshadows" started this thread

Posts: 182

Location: Filthy American.

Occupation: Dad. Artist. Psychonaut. Allods noob.

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Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark e

i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.
Combat mode additionaly gives 4 shots extra effects:
Fire Shot - Knocks the target 7 yards away
Acid Shot - Applies a DoT on a target, dealing XX Acid damage over 7 seconds (stacks 3 times)
Lightning Shot - Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark explodes, dealing XX Astral damage to all units within 10 yard radius. Can be stacked up to 3 times before mark duration expiration to deal up to 3 times more damage.

Speaking of Lightning and Astral Shot, there is a ruby skill called "Cannonade" (Канонада), that, after firing 10 / 5 Fire or Acid Shots, you get an effect for 6 seconds that reduces energy cost of Lightning and Astral Shot by 30% / 60%.
i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.
In early levels, this ''Health Resort'' (or Heal Drone ???) heals for quite a good amount. However mid- or early late game, it's heal falls down quite a bit. But it is very efficient in parties, as it can ease up healer's job. Consider it as a weaker version of Healer's Circle of Healing.
Tg


wow

This really can't come soon enough...

What would be yous guys estimate on 5.2?

Too bad they can't just hot-fix the engineer stuff in already..

15

Saturday, August 9th 2014, 6:11pm

This really can't come soon enough...

What would be yous guys estimate on 5.2?
If I have to guess, I'd say late-October, give or take.

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