Well one thing fc could change for better direction on pets is the range. Increase it for (5?) and implement lower PVP-dmg proc (Master's bidding? or something like that) and maybe lower snare-aura's checks a little?
Tho more AR wouldnt hurt.
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Well one thing fc could change for better direction on pets is the range. Increase it for (5?) and implement lower PVP-dmg proc (Master's bidding? or something like that) and maybe lower snare-aura's checks a little?
Tho more AR wouldnt hurt.
Without more pet AR they'll be only bothering soldiers and gimps. Mini-master's bidding would be useful, as well as a snare that lands, yeah.
I'm somewhat concerned about up-and-coming AS changes making my Ithaca setup completely obsolete. I guess single wielding aMEP is what's required, but it'll be a drastic setup change, again.
Well, atm im using Amep & craphander with ar-setup, and im loving it, well see what happens to the craphander later on tho..
Any news here with 18.2?
It's my personal opinion that IF pets are viewed as the engi's primary weapon, then debuffs that don't affect weapons shouldn't affect pet's. These would include roots, calms, snares, which give me the most issues.
Init debuffs are annoying only because there is no method to remove them.
I would like to see ...
a 'weapon' with crap damage which would give pets immunity to alot of those hostile nanos that make them for the most part, completely useless. I would certainly give up my ability to weild a high damage weapon for pets that work in PVP.
Remodulator was a failure because while it provided more damage from pets, it was also removing any form of rapid , burst damage from the user, be it special attacks or perks that land.
It also wasn't really designed towards fixing our pvp problems, pets hiting people was never an issue, although i wouldn't mind to see them hitting more , of course.
And anyway, basically almost every new Engineer content created under Silirion was mostly a badly designed without thinking it through, and no one was giving a dick about our feedback either. You can see that stamp on just about everything.
It got a lot better under Means , so we can only hope. I still like the idea of unlocking black slayers to people who are level 160.
So, I guess there won't be any tl5 lubbin in the TL5sl instance, but know that the quest can very well be soloed by an engineer using the whole of his toolset.
oh, and bump btw :) gief pet lub please
There is a little post with whine about tl5 in 18.2. It would be nice if any active tl5 engi could post a few words in there. FC guys seem to be reading those update forums, unlike prof academies or suggestions. Id like to see a bit of love given to lowbie engis and pet users in general, especially at tl5 as i do enjoy playing there but im affraid that without a healing or a way to mitigate normal dmg, engis will always be subpar, even with better dogs or SL slayers. Maybe they could get a "not TL7" nano that transfers a bit of dmg to pets, as it was suggested on crat forums many times.
posted the following here.
Quote:
would love to seem some Engineer lub for TL5:
NEW BOTS!:
Why not make two new VP-Bought Bots (V-1000 and Iron Reet skins? that would be sexy :D) that has uber high resistences and high AR/DMG (or something that just ignore player-evades), with the bots having Moderate to low HP (aka squishy). That would give incentive for people to not -just- root/ignore pets in PVP.
On top of that, it would actually be logical for using the bots in PVM (actual aggro control with bots plz k thx) and would open up perking engineer-specific line(s) (ie: pet heal perks?) which aren't used at TL5.
(Don't make 'em BS-Only though, as there is life outside of Battlestation.. and srsly, Dogs = ew)
Root/Calm/Snare Resists (PET/SELF):
Seriously, with a plethora of traders, NTs, Fixers in TL5 pvp (both BS and NW), you're mainly chain-casting Pet Attention, when you aren't running around with -1550 runspeed yourself. Talk about pointless to have bots out..
You'd think that with the ability to cast snare auras and plant snare mines, that an ENGINEER would have something to counter the overpowered TL5 nanos being spammed. UTIL 2 device maybe? <3
Blocker(SELF/TEAM):
Lower the cast time on SELF and TEAM blockers. the refresh is borked / have to recast after every single fight = not fun when you are running around with -1550 runspeed and double-drained, with your pets just chillin' out calmed/rooted/ignored.
Possibly make a TL5-castable TEAM BLOCKER which gives +3. There is currently nothing for 60 levels in between.
lvl 135 req: Sloughing Shielding Field ( http://auno.org/ao/db.php?id=204420 )
lvl 195 req: Sloughing Combat Field (http://auno.org/ao/db.php?id=204422) )
Lower Nano: Cast Time/Recharge:
Buffing takes aons at the start of a BS round; so long, in fact, that it's becoming common for fixers/traders to rush spawn point(s) and mainly disable the engineer (and late joiners) from the start. ugh. how fun is that?
anyways, that's just 4 quick idearz that are semi-tossed out there...
:P
btw, that's what 'I'd Personally Like'; opinions might vary :P
New Bots? Been asking for ages... Don't really think we need more dmg on the main pet. Just more attack rating. For the dog on the other hand... would like to see a different approach there. High AR (~200 over top RK slayer), smallish dmg (300ish hits in pvp after rrfe, 600ish crits), fast (~500 RS boost over owner, 0.1/1 timing (pets are capped at 1/1 as well, right?), 75% resist for ubt & plunder, 20% resist for calms, roots & snares, ~120ish NCU and ~8k HP. Should be enough to make most ppl have to worry about the little bugger.
Blockers...... if you ask me, inbetween versions of non-iso-blockers are a waste of dev time (non-iso = non-refreshing). Better refreshing selfblockers, yes, those we need. 3x/60sec just doesn't cut it. And the 70 lvls gap between the 3x/60sec blocker from lvl125 and the 5x/50sec blockers from lvl195, lets not even talk about that... THAT's sad. 3x/30sec would be really cool.
3x Team Blocker at tl5? That's a bit much. And most certainly won't happen, seeing how many of the tl7 engi pvpers are making their point of having the 7er team blockers swapped with something else, thus making the 3er refreshing team blocker nano from pande the top one for teams. Suppose 2x/60sec ones could be justified.
About pets being rooted, we have nanos to prevent that from happening. Comes out at a total of 58% root & snare resist at tl5 with the slayer actually resisting a few on its own (if trimmed def). Don't think those percentages need too much fixing there. What needs fixing is the silly short time on the nanos.
Calms... ok, once you used the trimmer, its time to spam Pet Attention. But then, with the current "threat level" our pets have at tl5, I doubt that anyone will really bother calming em and keeping em calmed. At least if they have to choose between engaging the actual engi or disabling the pets.
I like dogs :p
I agree. More AR is desperately needed for pets and the unstoppable little gnawer doggy you described would be cool as well. Longer duration root resist nanos would be welcome, plus I was longing for SOTOS level lock to go away - the duration of that is quite short too, though, so better pets with more AR would do better.
Self blockers aren't enough and 3/30 or 4/40 would be more like it, in addition there should be some sort of refreshing team special blocker, even if only one per minute, since everyone always asks for it and gets all fussy about me not casting team blockers - never mind canceling my refreshing ones first, casting team ones, then my own... And they're gone in a few hits.
Finally, as I posted on the other thread I really hate not being able to perk almost anyone worth perking with any engineery perks such as Medallion and Full Frontal. I think it's about time the checks get adjusted. </whine>
Tl5 engis still need new toys :)
Shiny new doggy, Slayer with wicked blades, blockers that do the blockering and such. You know you want em too ^^