The iron is hot in the fire right now and you have six entities to choose from. Engage with one.
The only reason some of these players resist entities as a concept is because one or two of their outspoken players encourages them to. I don't think any public measuring or a list of players as to who is opposed to the system is a genuine one. It is clear some people are intimidated or feel the need to placate a person that keeps their circle militarily viable.
I think that the only reason the entity system doesn't 'work' in their eyes is because they are unwilling to give it a shot. In truth, I think their approach does damage to the game. The six entities we have are volunteers that agreed to give their time to this game. All of the players in the above list have expressed concerns of activity, assuredly. I think it out them as choosy beggars that they refuse to acknowledge the desire of volunteers to help their game live again just because they hate the packaging (entities and divine figures.)
I think that be you @Owyn or be you @Jannette, your reason for resisting entities is merely an excuse to reject narratives not entirely in your control. They are only not Gods in name, and they have been mechanically neutered due to the rightful complaints people in your position had before. Now that all of that is handled, we have reduced ourselves strictly to complaining about the label on the can. I find it petty and telling of the quality of character or roleplay that comes from those people. No offense to any of you, but I have never really been one to conceal my opinion since nobody has an issue being forward with one about me.
It is a detriment to the game's health to actively reject people who want to contribute positively to your roleplay environment. The nature of the anti-entity roleplay comes down to being a **** to people who you know can't fight back. That's not cool and we all know it.
After tooling around for the full period in beta and providing input, I feel it would be in the best interest of the game for me to release a quick Primer on how to get off the ground as an Engineer. This is by no means comprehensive.. there are things I don't want to share, there are assuredly things I have yet to think of or test in a practical environment. With that being said, I would like to make sure I impart my knowledge to our would-be artificers of the Neutral variety - it'll be more fun that way:
Points of complexity -- Here's the short and small of it: this class is actually not that complex. There's only really two areas of nuance:
1. Trickshots and your management of them; the effects are so strong that just spamming one (namely, Spleenshot or Numbshot) is OK, so lazy or inexperienced people can still contribute effectively in teams.
2. Chemicals and your management of them; once again, the effects are strong enough, alongside the cure taking toadstool balance, that you can stay on the easy side of things with damage chemicals and do fine. The chemical list is specifically designed to be effects that let you progressively dip your toes further in to the PK Pool; damage is easy and requires no input.. once you reach a 'wall' and start losing to people, you will need to learn from your mistakes and ask what in your kit can help.
I know that the class looks complicated, what with bullet types.. but here's the Golden Rules for that:
1. If you want an effect from Focus shot to stick longer, use heavy shot. It is guaranteed to last longer. If you wish some more precise data on timing/damage/etc, speak to me privately. 2. If you want to go faster/shoot faster, use lightshot. Be aware that lightshot on Focus skillshots will be a shorter dig out time. 3. If you want to deliver a chemical without using Snapshot, use hollowshot. 4. Otherwise, just use mushroom shot.. it follows the same numbers as certain other shots, with a lower damage, but a much higher bleed value. The bleed will be effective health and mana damage.
Ballistics -- Ballistics is your straightforward, shoot things list of skills. The truth is that Ballistics is easier to digest once you realize one thing: Ballistics attacks mostly work on a sliding scale of speed to damage.
You've got QuickShot (qshot) which is high speed, low dmg. You've got normal shot, which is in between. You've got FocusShot(fshot) which is high damage, low speed. You've got RazingShot(rshot), which strips both shield and rebounding in one go at a very fast speed.
The rest of the shots have their niche place, but overall those are your four bread and butter, 'costs balance' attacks. You will usually be using qshot, as speed often trumps damage.
You will notice I did not specify blunderbuss skills.. they were a lower priority in beta as a bit of a flavor add, they are not necessarily meant to be super useful. This is not to say they do not have their uses, but flintlocks are assuredly your better option. Similarly.. belchers? don't fall in love too hard. They are likely here to stay, but a lot of their abilities are not particularly useful due to their restrictive timings and lack of in-class flood (see: Boil). Cremate costs a whopping 30s of channel time. Scorch has a similarly restrictive set of properties, but will be useful for clean up or breaking monolith in a big, big pinch outside of combat. You will find the Belcher for be more of a party gag than a class tool.
Focus -- A lot of these aren't great for the Engineer. It does not take an engineering degree (lol) to see that some of these shots do nothing for you alone. Here's the ones that DO help your strategies:
Livershot - worse sip. Since Engineer is a damage class, this is a no brainer. Throatshot - worse toadstool balance. Since domecap is on toadstool balance, this is a no brainer. Headshot - big damage. Good finisher. My calculations put it at somewhere between 30 - 49% of an average target's total health pool. Heartshot - it is very good solo. Can as much as quadruple bleed speed. You can play Engineer as an effective bleed class. Wounding - as above, see Heart. Cuts off clot for up to 11! seconds on HeavyShot, which is space for 3 to 6 bleed ticks with a HeartShot up. Dualshot - can deliver 2 chemicals on one balance.. there's a log floating around where I stacked up 4 different damage chemicals and then veinshot another beta tester for a billion.
Niche ones that might help:
Hand - good in the mirror match or vs. Archer Ranger, Assassins/Renegades. Arm - good vs. Str based DPS classes like Defiler, Druid, Knight?, Etc. Leg - causes limping like a broken leg.. also pay close attention to HeavyShot's additional power, which is great vs. fast bal classes like Shaman. Face - Just good vs. classes with loyals.. so really just Outriders, these days.
Engineer was intended to possess some unique tools/properties as a team support. In addition to the above, you will find the following shots fit this criteria:
Gutshot - Raises herb balance time. If you have a Bard, Assassin, Summoner, Shaman, or Mage on your team, this is your GO TO Focus Shot. Lungshot - If you have a Summoner or Templar on your team, this is a very effective choice. Coordinate with your friends. Demonic will especially get value out of this shot due to Enlighten!
Trickshots - These are where a lot of the nuance will be in your gameplay. It is meant to be a set of skills that give you some pressure during the middle of a fight. Their power is balanced against their unique, shared cooldown. They have a roughly 5 second shared cooldown. Druid players will find them familiar as something akin to wisps. A brief synopsis:
Spleenshot hurts their next sip. Veinshot cures all chems present by 1 level, but forces them to immediately tick. This is clearly the most complicated shot, but the class can handle not using it. Numbshot eats their next tattoo touch. This is a deceptively powerful support tool and can lock somebody out of a crucial Shield Tattoo use later in a duel. Snapshot delivers a chemical for 'free', no added balance for loading the chemical, no balance cost to fire (as it operates on Trickshot's 5s balance time). This is the trickshot I would emphasize learning the ins and outs of the most, as it will save you a lot of heartache as you try to keep chemicals flowing on a target. Hotshot disrupts their rebounding aura. Tagshot is a weird one. It's OK, though. It's like a pseudo-engage but not really.
Focus Buffs - Shooting will be the best, tied with Zeroing. Damage is probably fine in teams. Critical is also probably fine for fishing for crits with artifacts, but nobody is 'there' yet, so who knows.
Inventing -- Bunch of crafting crap. Chemicals are fairly straight forward, but some notes:
Cryosite is useful if you team with Outriders. Chlorite is probably the best, blow for blow, based on resistance availability. For DPS, anyways. Ironite is a chemical you should not write off. It stacks with Zeroing, which opens up more breathing room to take advantage of your skillshots. Incendite is the nuts vs. fast balance classes and stacks w/ Leg. Neuroite is designed to be your leg up vs. EQ classes. Try combining Incendite with this for some true misery. Just those 2 will force a domecap that is 1.5 to 2x longer than toadstool balance. Dystite is your best friend vs. acro boots.
Stop thinking about it like you're on the same team as those people. Let their negligence have consequences. We have taken away all consequences in this game. This event openly displays who does and does not care about events or the state of the world as their circles sees it. Antioch and Kinsarmar have seemed to have held the chain the most, with Ithaqua avoiding it thus far entirely to my knowledge. I hope this means what I think it does.
On a side note, I agree with @Aodan and @Zerin .. this is the way the event can go. We need to do away with this stupid Us vs Them mindset in events where we set aside circles, antagonism, etc entirely to fight the Big Bad. It's boring as **** and it ends up making really impotent events. I have no interest in an event where there are no stakes, and the world coordinating to move the chain around reduces the stakes heavily.
I much prefer the way it currently is, where we murder each other over the hulking apparitions and try to do our own thing. I will do everything in my power to ensure it remains this way, because it is far more fun and realistic of normal Aetherius. Thankfully, Ithaqua likes the cut of my jib, so we all seem to be on board for that; thanks, @Dimitri !
Some cities just can't or won't support Their Own Thing. Antioch Can't, Kinsarmar seems like it Won't.
Removal of greenshard in conjunction with CHAMPION CHALLENGE being a yes/no syntax means that I'm probably at a net loss for engagements/day. Greenshards were nice because it forced champions who often ran to stand and fight me, though even that was at the expense of the bone prize. Now? I have to hunt down a champion, challenge them, and they deny it/run. After three strikes, I get a bone and they get to.. go get champion again and we start this all over?
Some suggested tweaks..
BOTH OF THESE SUGGESTIONS FOLLOW THIS LOGIC - IF THE CHAMPION SYSTEM CONTINUES TO REMAIN ENTIRELY OPT IN, THEN YOU ARE OPTING IN TO THE DANGER OF THESE TWO SYNTAXES AS WELL AS THE CURRENT RISKS -
1. Make CHAMPION CHALLENGE function as old green shard, but only on Champions. This powerful 'holding' tool should be the pay off of tracking down and finding a champion 'in the wild'.
2. Make CHAMPION SEEK DUEL - a global syntax that does some neat powerful lore signal that batsignals to every other champion that another champion wishes to battle. However, the identity of the champion seeking the duel should be completely anonymous. If a second person uses the SEEK DUEL syntax, it queues them in to a greenshard battle as above.