The Evil Midnight Bomber What Bombs At MidnightOctober 20, 2008
Most Engineers I talk to are pretty underwhelmed with both our survivability (can’t I construct mech armor yet?) and single-target dps (one word: rocket launcher). It’s not that it’s a terrible class, it’s not — it has a great theme, three pretty distinct paths, and pocketfuls of tricks to be using during the chaos of PvP. It’s just that we’d like to be able to live more than 7.2 seconds in any sustained PvP fight and actually take down a guy once in a while that isn’t due to a stroke of fluke luck.
I’ve been dedicated to the Tinkerer path, because as a player I’m all about gadgets and gizmos. I… liked it. Somewhat. Of the three paths, the Tinkerer has the least focus because it’s sort of about gadgets, but sort of not. It’s the “close-range defense” path of the three, which means that I always had to get very close to the enemy to do any good (flame turret, land mines, blunderbuss), and usually close to the enemy equals bloody Syp demise. I did like Lightning Rod quite a bit, and was looking forward to the AOE group heal and the Electromagnet (although I suspect, based on how often people were complaining about it, that it will be nerfed). But what is life for if not experimentation… so the other day I respecced.
The Rifle path wasn’t much of an option, as it’s reported to be the most underpowered path of the three, and Syp doesn’t go backwards if he can’t help it. So I tried out Grenadier path, even though bombs aren’t much my thing — it’s annoying if you’re fighting something close and all of your attacks are producing copious amounts of smoke and flashes that cover up the action (plus, assuming my teammates see the same thing I do, I doubt they’re ecstatic about the crazy engineer trying to help the enemy escape under guise of a smoke bomb). Yet strangely enough, it’s been a satisfying experience.
For one, my DPS has shot up, quite a bit, especially against single targets. Sticky bomb, acid bomb, fragmentation grenade, concussive grenade, flashbomb (if they’re casters), then a few firebombs. Rinse and repeat. Very simple, straight-forward attack order, and easy once you get into the rhythm. The two path tactics I’ve unlocked have given me a longer range to throw and a bigger range of impact for the acid/fragment bombs, and that helps keep my distance from the bad guys.
It is, hands-down, an excellent spec if you’re going after clustered groups of baddies. The other day I was in a PQ with some guildies, including a suicidal tank who’d run around gathering up like 10-15 mobs at a time and bringing them right back to us. Bombardment turret, acid grenade, sticky bomb, fragment granade and tons of blunderbusses… and the damage scroll literally could not keep up. I’ve never seen numbers fly that fast on my screen before. The internet buckled under that assault, but somehow survived. And until a Bright Wizard, with their stupid brightness, came along, I was the top contributer for the PQ (not that that’s a brag, it really was a team effort, including a great healer who kept sighing when I drew aggro).
I don’t think I’ll stick with this spec, especially when I get high enough for Electromagnet, but it’s nice to try something different for a while.