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Engineer Bots (Ah shit here we go again version)
#10
EenKogNeeto post_id=36694 time=1558884998 user_id=2034 Wrote:>Engineer could use a rework like ghost
Was part of the context.
Engineer not being good was the other part.
It's in the quoted post.

I believe Fern wasn't saying engineer was weak, granted it was badly worded. Right now people avoid engineer mostly because it generally falls into the same play style of using it's utility/item belt instead of the actual engineering part of it (Which this thread wants to address) and then to avoid it because of that. It currently doesn't offer enough to the average player to warrant running it over the other rogue promotions in both PvE and PvP.
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To add onto my original post though after thinking about it a bit more. I think Gatling Mode needs the biggest adjustment or the Turret bot itself because as is, the turret bot can/will be easily kited and lose access to using most of its skills. My suggestion is for the power boost to be lowered in favor of losing immobilize and raising the range on the Turret's current existing skills + lowering its FP cost.

Smart Treatment needs to be changed for the most part in my opinion; it could remove statuses such as burn/poison while healing a target ally to further strengthen its utility.

Refresh is fine while also being very potent; being able to restock cleanse pots/pre-his mid battle is extremely valuable and I would love to see it be a thing.
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I'd like to add on my own suggestion onto this however. Maybe we can add passives to the bots that encourage sticking close and repairing them?

As an example;
Medibot - (Level / 7) HP Regen per turn for those within 2/3 Range.
Metalaegis - (Level / 10) Armor/Magical Armor for those within 2/3 range.
Turret - Honestly not sure.

With that said, I feel like repair should have a flat bonus towards bot healing specifically to put more value in the skill. (For maintaining overclock and the likes.)
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