As he title says I was wondering if anyone knows how good/effective the risa engineer Kits are the Cyclonic Generator, Hurricane Turret, Molten Terrain, and the universal kit, Sandstorm Generator was just wondering if I should spend the time grinding for one or all of them.
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the sandstorm generator looks nice, though
Molten Terrain is basically a weaker version of the Orbital bombardment ability all Engineers have already. the upside is a shorter cooldown so you can use it more often.
The sandstorm is a nice debuff, but needs to be targeted carefully to be effective.
Haven't tried the Cyclonic yet.
My character Tsin'xing
I'd like to see a clip or something how cyclone looks/feels like before I spend 1k favors on it.
Molten terrain is decent when you use a crowd control ability to prevent mobs from walking out of the flames.
So it needs to be combined with fuse armor or freeze armor or the vaadwaur drone.
My character Tsin'xing
Maybe in normal queues/episodes, but there are far better alternatives in elite runs (which is the only thing I do). I'm not even going to mention PvP. The module needs to do at least 3x more damage to be actually decent, but even then it's nothing compared to, let's say, Cold Fusion spamming.
Molten terrains activation time is 3 seconds, which is longer than engineer turrets. Cold fusion flash by comparison is instant cast and does about 10 times more damage.
In PVP engineers are toast regardless. In queued content engineers can do a lot of damage, but in PVP against things like graviton spike or cold fusion/exothermic...
There are a couple of good PvP engineers out there, but it's definitely "hard mode" compared to the easy instant damage that Tacs and Sci's deal.
I think in general most people don't know how to play ground engineers very well. They come up with the most ineffectual combinations that look alot like "support", even though 99% of the content is sadly geared heavily towards dps. Having said that, most engineer modules are close to worthless in comparison to the other two classes.
But mortars, mines, explosive drones, sandstorm, and the diagnostics doffs are the only good things I can think of, and when these are used properly they can do serious damage in certain maps. However, again the engineer overal has too many "support" oriented modules, and not enough dps oriented modules.
Turrets also need a serious boost, as their damage is laughable in elite content. Most group fights are already over with high damage combos like ambush (tac) and cold fusion (sci) spamming before those turrets even get a chance to shoot.
Molten terrain feels like a poor mans orbital bombardment.
Sandstorm can sometimes go shooting off in the wrong direction but not bad against stationary targets that take a while to die.
Hurricane turret does a great job at preventing you from seeing anything and as it's a static turret doesn't have much practical value.
From what I've seen the cyclones don't seem to travel far from the turret so might not be that useful since most stuff tends to die far too fast for a turret to be worthwhile.
The turret my engies tend to use are mortars which are really handy for killing the increasing number of mobs that glitch into walls and they also ignore LoS things like walls, doors cliffs etc. If you aggro and it's in range they fire.
The only fast damage dealer for engineers, other than universal modules, are mines. But as far as i know the bunny hop (players continuously jumping around) still stops mines from activating.
The flare mortar is very useful though, but science and tac players worth their salt know how to counter the stealth easily.
The cyclone generator could be decent, except the generator itself only has 42 health. Most of time using it in pve it is dead before the activation time is even finished.
*toss thingamadoodle on ground
*thingamadoodle turns into turret/mortar
and you don't have to STOP to use them...
Imagine if it took as long for a Tac to throw a grenade as it does to summon a turret.
My character Tsin'xing
Delegated devastation on a melee eng is pretty amazing as melee weapons remain usable - one of my engies run delegated, sabotage, tsunkatse gloves (with fatal fist skill and 2pc nuka for shield debuffery) , debilitating shockwave, flare mortar and grav juncture - blinds, weapon disarms, debuffs and acts as a potential aggro diversion as your allies will be doing increased damage while your eng is punching away merrily
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l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
only cause you need to grind the favors for summer... winter you can just do DOFFing and get the required drops. Summer does need to get a price reduction or a discount for alts once an item has been bought once on account.
seems like for Eng you really need to just use lock box mods.
only tac & sci has had good direct dmg event mods.
Doesn't it seem like this year's TAC module with the drone should have been the ENG module? It just seems wrong to me that TAC got any kind of drone - drones, turrets, mines, really anything "fabricated" - these should be the realm for ENG only.
It's a small thing, but ENG never seem to get much love. There are universal turrets that TAC and SCI can use for set-and-forget crowd control, but ENG has nothing to compare to Cold Fusion or most of TAC, except maybe Sompek Lightning for a quick kill (and even that isn't as high dmg as Cold Fusion, even with the entire Lukari ground set for electric dmg).
too bad Biotech turret is so overpriced...
Seems for my Eng I need to use Rep Mod or Spec Mods.
My experience with Hurricane Turret, it does what it needs, and the slowing/blinding/damaging effect is helpful on enemies that like to get close and hug you.
I suppose you could combine Molten Terrain, Chronometric Diffusion and Paradox Bomb to make an AoE-centric BOff Engi. The downside is Chronometric Diffusion and Paradox Bomb have long cooldowns, so it won't be as impressive as a BOff Sci with Cold Fusion Flash and Seismic Agitation.