Engineer - Allgemeines zur Klasse

Hier findet ihr verschiedene Themen zur Klasse Engineer / Ingenieur.

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Telias
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Engineer - Allgemeines zur Klasse

Beitrag von Telias »

Da wir heute die Klassenforen für Torchlight 2 eröffnet haben, hier gleich mal ein Thema zum Engineer. Ich poste hier mal alles was ich zu dieser Klasse gefunden habe. Wäre schön wenn das dann noch jemand erweitern könnte, da auch ich nicht alle Videos und Interviews gesehen habe.

- Der Engineer ist eine Mischung zwischen einem Ingenieur und einem Tank
- Er ist Spezialisiert in 2 Hand-Waffen, die hohen Schaden anrichten
- Er hat zahlreiche mechanische Fähigkeiten
- Durch Nahkampfangriffe bekommt er so genannte Aufladungen. Diese Aufladungen machen dann Bonus-Schaden bei bestimmten Fähigkeiten.

Vom Engineer habe ich leider keine Fähigkeiten, dafür aber ein Bild vom Charakterbild.

Bild

Update
Der Railman wurde nun in Engineer getauft. Wenn neue Besucher also in diesem Beitrag, einem Bild oder sonst wo noch den Begriff Railman lesen, dann handelt es sich nicht um eine neue Klasse, sondern um den Engineer.
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Re: Railman - Allgemeines zur Klasse

Beitrag von FOE »

Telias hat geschrieben:Vom Railman habe ich leider keine Fähigkeiten, dafür aber ein Bild vom Charakterbild.
Ich aber dafür! ;)

Ist von hier ...
  • These Skills are not final.
  • Imbue Weapon: "Draws charges into the engineer's suit, discharging them with melee weapon swings. Duration 16 seconds."
  • Ember Hammer: "A powerful overhand swing which absorbs nearby charges for massive improvements in damage and range. Mana cost 6, Inflicts 150% of weapon DPS, +15 Knockback, 20% Chance to Shock Target, Explodes Dead Units."
  • Overload: "Bolts of energy are discharged from the Railman's suit, electrocuting and stunning nearby foes. Additional range and bolts of energy are granted for nearby charges consumed."
  • Imbue Armor: "Draws charges into the engineer's suit, to be released in bursts of energy whenever struck. Duration 16 seconds."
  • Onslaught: "The Railman leaps swiftly forward, slamming the ground and damaging, stunning and slowing foes at the point of impact. Charges are generated for each foe struck. Mana cost: 9"
Servus, Erwin
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Telias
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Re: Engineer - Allgemeines zur Klasse

Beitrag von Telias »

Für alle, die nicht so oft auf der Portalseite sind und die News nicht gelesen haben.
Der Railman hat seinen Namen verändert und die Klasse nennt sich nun Engineer. Als Grund wurde genannt, das die Klasse so oft verändert wurde, so das der neue Name einfach passender war. Schon am Anfang wurde ja genannt, das die Klasse Ingenieurs-Fähigkeiten hat.
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Re: Engineer - Allgemeines zur Klasse

Beitrag von FOE »

Hallo!

Sehr Interessant! :D

Auch die anderen Infos ... und ich hoffe, dass das Release-Datum auch eingehalten wird. ;)
Servus, Erwin
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Re: Engineer - Allgemeines zur Klasse

Beitrag von FOE »

Hallo!

Auf der "Runic Games Fansite" gibt's nun auch den Übersichtsbereicht zum "Engineer ":

» RGF Exclusive PAX Coverage Part 7: Engineer Overview

Hier mal ein Auszug davon, was die Skills (momentaner Stand bei der PAX) betrifft ...
  • Emberquake (Rank 8/12): An overhand smash sunders the ground, spreading fissures outward and damaging foes both near and far. Mana cost: 24, +34 Fire Damage, 20% Chance to Burn Target, Inflicts 56% of Weapon DPS. This skill requires a melee weapon in the right hand slot. This skill fires off a long range cone based AOE in front of the caster and is could kill multiple monsters in one or two hits. It became increasingly useful if I could manipulate the monsters to line up. Interestingly, you don't need a two handed weapon for this one. That means it would work for a dual wield or sword and board style Engineer.
  • Cannon Mastery (Rank 0/10): An Engineer can master the art of quick-loading a cannon – and faster loading means faster firing. Always Enabled. 4% Faster Attack, 10% bonus to Critical Damage. Requires a cannon. The demo build didn't have any points in this skill yet... that is why the attack speed and critical boost seem low. An interesting passive, it implies that more ranges skills are likely to be added to the Engineer, who would focus on Cannons: the two handed hammer equivalent of ranged weapons (slow, and powerful). I saw someone at PAX using a cannon with the Outlander and it looked amazing.
  • Ember Hammer (Rank 8/10): A powerful overhand swing. If enough charge is available (via the charge mechanic for the Engineer class), it also consumes one charge for massive improvements in damage and range. Mana cost: 28, Weapon Damag 125%, Explodes dead units. Requires two-handed melee weapons. It is slightly nerfed from last year (probably because the weapon and armor spells received buffs), but still deadly effective. A large (AOE with charges) melee swing combined with corpse explosion, this spell could easily take out a group of monsters in one hit, especially if there are corpses laying around and you have a large amount of charge available.
  • Flash Bang Grenade (Rank 7/10): Lob a grenade that does light damage while blinding enemies near impact for 4 seconds. The grenade will consume one charge if possible, in which case Blindness duration is increased tripled and affected foes take additional damage from all attacks. Mana cost: 24 +12-15 Electric Damage. The blindness effect looks amazing. Smoke effects pour out of the enemies eyes. When you do have a charge available and are working in a group, the added damage definitely seems to stack up and buff entire parties DPS.
  • Force Grenade (Rank 6/10): Lob a grenade at your enemies, dealing physical damage. If charges are available, it consumes one charge, adds 50% Electric Damage, and stuns the target for two seconds. Mana cost: 21 +138-165 Damage, +15 Knockback. I didn't play much with this skill because I enjoyed beating things with my hammer more. The two second stun seems to make it more of a party support skill than a pure skill.
  • Onslaught (Rank 7/10): The Engineer leaps forward, slamming the ground and damaging, stunning and slowing foes at the point of impact. Each foe struck generates .55 Charges. Mana Cost: 28. Inflicts 90% of Weapon DPS. 100% Chance to Stun for 1 second. This skill requires a melee weapon in the right hand slot. Perhaps my favorite Engineer skill. I think it will be something almost every melee Engineer gets. It's basically a leap attack that quickly closes with monsters, does significant damage, then stuns them and generates charges so your next attack is hitting before they even have time to react. Beautiful!
  • Overload (Rank 7/10): Pure energy is discharged from the Engineer's suit, electrocuting nearby foes. This skill consumes ALL available charges for a huge increase in damage. Mana Cost: 30. Weapon Damage:20%. +173-207 Electric Damage. +25 Knockback. In the animation, the Engineer floated up, arched his back and burst out with electricity (It was a kind of long animation). I only used this a couple times during the demo, mainly because there was no way to tell how many charges you had accumulated since the indicator was being worked on. This skill seems like it would mainly be used to finish large groups of creatures as a finishing move.
  • Imbue Armor (Rank 7/10): Projects a defensive field from the Engineer's suit, which increases Charges and releases bursts of electrical damage whenever struck. It lasts for 28 seconds and adds 60% damage. Mana Cost: 23. 100% to cast Burst when you get hit. This spell received a huge buff from last years PAX, making it worth casting despite its annoyingly short duration. Now it increases charges rather than using them up and adds a significant damage boost. I could definitely feel the increased killing speed when I had both this and my weapon buff activated.
  • Imbue Weapon (Rank 7/10): Draws charges into the Engineer's suit, discharging them with melee weapon swings. Duration 28 seconds. Adds 60% damage. Mana cost: 10. 100% Chance to Cast Electrical Discharge. This spell has also been buffed with extra weapon damage, but it still has the same problem as last year in that it uses up charges. That means you don't have as much control over them as you would if you were using active skills. Since charges have such a huge impact on skills like Flash Bang Grenade, I can see a lot of people skipping this skill just so they have more control over how their character plays. That being said, it increased killing speed significantly when combined with Imbue Armor.
  • Support Bot (Rank 1/1): Summons a support bot that bolsters allies attack and movement speed. At only one skill point, this will be a no-brainer. It is like a portable fanaticism aura, so will most likely be a must have in party play. I liked the pulsing wave animation it sent out.
  • Machine Gun Bot (Rank 1/1): Summons an automatic turret bot that shreds your foes. This guy is fun and adds almost free dps to the Engineer and I anticipate everyone having it at a cost of only one skill point. It did enough damage to kill foes by itself. Interesting Fact: The code actually uses two robots... the top part is a turret like the Vanquisher's Flechete trap and the bottom is a walking robot that follows the Engineer. It is almost like those flayer shaman from D2 that rode atop another tribe member. I'm not sure how long he lasted, but did notice myself resummoning him a few times. I'm not sure if that was because of duration or because he was killed, though. Hopefully it is a permanent summon unlike the annoying TL 1 skeleton summons which you had to periodically recast (The first mod I always installed was to make them persistent).
    • Skill Tree Analysis
    With three trees entitles, Destruction, Construction, and Augmentation, the Engineer's abilities seem to be split between attacks, summonable technology and buffs. Some of his skills, however, are placed in a weird position (for example Emberquake is in the augmentation tree). This means, the engineer might be able to be built as a primary support based character or summoner. It will be interesting to see how he turns out.
    • Charge Mechanic
    As is being planned for all classes, the Engineer uses a charge type mechanic. He was actually the first one to have a charge. Basically, his suit charges up as he uses melee attacks and other skills use charges to increase damage or add other effects. Usually the additional charge effects are a significant bonus on the main skill, so worth using strategically. I think this will add charge management as a meta-skill mechanic to playing and building an Engineer. You will want a balance of skills that both add and use charges. Last year (and at Gamescom), the charges were visible as bits of energy that built up and swirled around the Engineer. It was kind of like the Diablo 2 Assassin's orbs. This year, the charge graphics were turned off and I was told the visual representation was being worked on. It will be fun to see what the Devs do with it.
    • Scalable Skills?
    I was talking to one of either Marsh, Travis or Matt (Tiamat) at PAX and they mentioned that they would like to make skills more scalable if time permits. That means that a level 5 and 10 of a skill may add an entirely new mechanic to the skill, grant a character wide passive or do morph it into something more epic. If done, this would be an amazing feature. I could imagine Rank 7 force grenade granting your machine gun bot the ability to periodically throw out a force grenade, or Rank 5 Imbue Armor partially sharing with your allies. It would be similar to the journyman, expert, masters powers that Oblivion skills had. Let's keep our fingers crossed. (They also mentioned that time-permitting, some skills may interact with your pet... go go pet attack that collects charges for yours truly!)
    • Conclusion
    The Engineer is a subtle amalgamation of Scientist, Bruiser, and support character. He hits like a truck, but has much more up his sleeve than that. If you like using big hard-hitting weapons, having a variety of gadgets and pets, buffing your party and yourself, managing a powerful tertiary resource, playing a non-stereotypical class, or simply wearing a monocle and wearing power armor that has a built in beer stein, then this is the class for you.
Servus, Erwin
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Re: Engineer - Allgemeines zur Klasse

Beitrag von FOE »

Hier nun der aktuelle Stand (noch nicht Final!) der Fähigkeiten des Engineer, den uns Telias mitgebracht hat:
  • [Destruction]
  Two-Hand Weapon Mastery
Rank 0/15

Many Engineers favour the largest weapons they can find. Better for "fixing" things...

Always Enabled
2% Faster Attack
2-4 Physical Armor Degraded per Hit

Requires a greataxe, greathammer, greatsword or polearm
_________________

  Ember Hammer
Rank 1/15

A powerful overhand swing. If enough 'Charge' is available, it also consumes one 'Charge' for massive improvements in damage and range.

Mana Cost: 11 | 13
Weapon Damage: 88% | 92%
Explodes Dead Units

Requires Level 2
_________________

 Flash Bang Grenade
Rank 0/15

Lob a grenade that does light damage while blinding enemies near impact.
The grenade will consume one 'Charge' if possible, in which case Blindness duration is doubled and affected foes take additional damage from all attacks.

Blindness effect lasts 4 seconds
Mana Cost: 24
50% Blindness
+17-25 Electric Damage

Requires Level 7
_________________

  Onslaught
Rank 0/15

The Engineer leaps forward, slamming the ground and damaging, stunning and slowing foes at the point of impact.

Each foes struck generates 0.125 'Charges'.
Mana Cost: 32
Inflicts 60% of Weapon DPS
100% chance to Stun Target for 1,0 seconds
50% Slower Attack for 2,0 seconds
50% Slower Movement for 2,0 seconds
50% Slower Cast Speed for 2,0 seconds

This skill requires a melee weapon in the right hand slot

Requires Level 14
_________________

  Cannon Mastery
Rank 0/15

An Engineer can master the art of quick-loading a cannon - and faster loading means faster firing.

Always Enabled
3% Faster Attack
10% Bonus to Critical Damage

Requires a cannon

Requires Level 21
_________________

  Force Grenade
Rank 0/15

Lob a grenade at your enemies, dealing physical damage.
If 'Charges' are available, it consumes one 'Charge', adds 50% Electric Damage, and stuns targets for two seconds.

Mana Cost: 85
+71-213 Physical Damage
+20 Knockback

Requires Level 21
_________________

  Sticky Bombs
Rank 0/15

When the Engineer hits a Stunned target, he attaches a sticky bomb that explodes 3 seconds later.
A maximum of one bomb can be placed every second.

Always Enabled
+5 Electric Damage
+5 Fire Damage

Requires Level 35
_________________

  Fire Grenade
Rank 0/15

Lob a fire grenade, incinerating enemies in a large area for 5 seconds. While in the fire, enemies take damage every 1/2 second.
If 'Charges' are available, it consumes one 'Charge', increases the area of effect, does 50% more damage and ignites all enemies within.

Mana Cost: 106
+64 Physical Damage

Requires Level 35
_________________

  • [Construction]
  Speed Bot
Rank 0/15

Summons a Speed Bot that bolsters the the speed of the Engineer and all allies within range.

Mana Cost: 17
Attack ans Cast Speed Bonus: 3%
Movement Speed Bonus: 6%
_________________

  Stronge Defence
Rank 0/15

The best defence is a strong offence, but this helps, too.

Always Enabled
+2% to Physical Tatal Armor
Physical Damage Taken is Reduced by 2%

Requires Level 7
_________________

  Forcefield
Rank 0/15

Ember energy is projected to create a forcefield around the Engineer and a half-strength forcefield around allies. This skill consumes all available 'Charges' for proportionally huge increase in protective power:
1 'Charges' = 50% damage bonus
2 'Charges' = 100% damage bonus
3 'Charges' = 150% damage bonus
4 'Charges' = 200% damage bonus
5 'Charges' = 250% damage bonus

Mana Cost: 37
27 points of Physical & Elemental Damage Absorption for 60 seconds

Requires Level 7
_________________

  Gun Bot
Rank 0/15

Creates a Gun Bot for one minute of machine gun mayhem.

Mana Cost: 61
Cooldown: 180,0 seconds
60 Seconds Summon Duration

Requires Level 14
_________________

  Shieldshock
Rank 0/15

The Engineer routes energy through his shield, giving him a chance to stun nearby enemies whenever he blocks their attacks.

20% chance to Stun for 2 seconds

Always Enabled

Requires a shield

Requires Level 21
_________________

  Spider Mines
Rank 0/15

Gather a pack of 3 suicidal mini-robots that attack enemies on sight. A maximum of 10 Spider Mines can exist at any one time.
Spider Mines have a 5% chance to upgrade to a bigger explosion, in a bigger radius with a 2 second stun.

Mana Cost: 87
Cooldown 2,0 seconds
15 Seconds Summon Duration

Requires Level 28
_________________

  Board and Sword
Rank 0/15

For maximum defence, a shield is always recommended. Skilled Engineers can turn an offensive benefit from shields, adding a portion of their shield's armor value directly to melee attacks.

20% of shield armor added to melee attacks
Always Enabled

Requires a Shield and any melee weapon

Requires Level 35
_________________

  Charge Domination
Rank 0/15

When slaying an enemy, the Engineer can absorb energy to fully fill the 'Charge' bar. This can occur once every 3 seconds at most.

20% chance
Always Enabled

Requires Level 35
_________________

  • [Augmentation]
  Emberquake
Rank 0/15

A ranged attack that sunders the ground, spreading fissures outward and damaging foes.

Mana Cost: 9
+3 Fire Damage
20% Chance to Burn Target
Inflicts 35% of Weapon DSP

This skill requires a two-Handed melee weapon
_________________

  Fire and Spark Mastery
Rank 0/15

Spark for getting things to work. Fire for getting things to die.

Always Enabled
Increases All Fire Damage by 6%
Increases All Electric Damage by 6%

Requires Level 7
_________________

  Supercharge Weapon
Rank 0/15

The Engineer's suit overloads into their weapon, discharging via melee swings.
Duration: 16 seconds.

Mana Cost: 33
100% chance to Cast Electrical Discharge
3% 'Charge' Rate Bonus

Requires a melee weapon

Requires Level 7
_________________

  Overload
Rank 0/15

Ember energy is discharged from the Engineer's suit, electrocuting nearby foes. This skill consumes all available 'Charges' for proportionally huge increase in damage:
1 'Charges' = 100% damage bonus
2 'Charges' = 200% damage bonus
3 'Charges' = 300% damage bonus
4 'Charges' = 400% damage bonus
5 'Charges' = 500% damage bonus

Mana Cost: 46
Weapon Damage: 20%
+86-107 Electric Damage
+0 Knockback

Requires Level 14
_________________

  Aegis of Fate
Rank 0/15

When attacked, the Engineer's armor has a chance to generate a defensive shield bubble to prevent further system damage. The amount of damage this shield can absorb is equal to the engineer's armor value + 100.

Always Enabled
2% Chance to Cast Shield Bubble when you get hit

Requires Level 21
_________________

  Dynamo Field
Rank 0/15

Projects a defensive Field from the Engineer's suit, which increases 'Charge' and releases burst of electric damage whenever struck.
Lasts for 16 seconds.

Mana Cost: 85
100% Chance to Cast Burst when you get hit

Requires Level 21
_________________

  Charge Reconstitution
Rank 0/15

By using any 'Charge' for skills, the Engineer draws a health benefit.

Always Enabled
39 Health Recovery over 2,0 seconds

Requires Level 35
_________________

  Gravity Well
Rank 0/15

The engineer projects a gravity well that draws slowly enemies in, doing slight pulses of electric damage. The effect lasts for 20 seconds.

Mana Cost: 132
+2 Knockback
+40-67 Electric Damage
Servus, Erwin
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Re: Engineer - Allgemeines zur Klasse

Beitrag von Malgardian »

Kleines Update: Die Beschreibung der Ladungsstufenleiste wurde veröffentlicht...

Der Engineer

Die Waffen und Rüstungen des Engineers können nur eine bestimmte Menge an Glutsteinenergie in sich aufnehmen bevor eine kritische Menge erreicht ist. Wenn die Waffen und Rüstungen aufgeladen sind, kann der Engineer alle Glutsteinenergie (oder nur einen Teil davon) benutzen, um seine Angriffe zu verstärken.

Ein Bild davon:
Bild
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Cartesii
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Re: Engineer - Allgemeines zur Klasse

Beitrag von Cartesii »

Ich sag dann nochma hallo meinen Ingi Kollegen :)! Hab zu oft Mage gezockt..nun wirds nen Ingi ^^

Also fröhliches Bomben werfen !
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