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[Engineer] The Workshop (builds, guides, and discussion)

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
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porkstar
Posts: 721

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#371 » Mon Dec 26, 2016 10:05 pm

shaggyboomboom wrote:
shaggyboomboom wrote:Been thinking of making an full team support engie (basically a farm/tinker bot) - i dont mind doing no damage. i love the full deftard engie idea.
edit: something akin to this build:
full support engie
I like Pierce Defenses. I think it's totally underrated
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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Exordus
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#372 » Mon Dec 26, 2016 10:11 pm

I remember reading that the end Fling Explosives isn't worth it? Is that still correct?

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Grunbag
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#373 » Tue Dec 27, 2016 4:25 am

Exordus wrote:I remember reading that the end Fling Explosives isn't worth it? Is that still correct?
Even if you don't use it, spent all points in tinkerer tree would increase power of all tinkerer abilities . You damages and your heal is way better .

@shaggyboomboom : armor tactic is a must have : you have no idea how many times destro are taking out my armor buff . So without this tactic when destro will take off your armor buff you'd only have 3000 armor max .
I've been trying all tactics , playing without expert skirmisher is hard : summoning turret and keg with 2 sec Castime each one, took too much time . And you are always close to ennemy cause of range nerf so you always using all of you skills 50% faster (lightning rod , all grenades , magnet etc)
Concussive landmine is THE tactic that makes destro crazy (i received many /tell about that, or sometimes I read "KILL ENGIE!!")
Then for the last you don't have really choice extra ammo is thébaïde tactic that allowed you to always being able to cast , tinkerer path abilities took out your ap fast .

Pierce defence and trench fight would be great if you are playing with another support engie that already has concussive mine and extra ammo (you don't need to have many engineer with those 2 tactics)
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Grunbag
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#374 » Tue Dec 27, 2016 10:12 am

Just checked IB templates : a brothehood/stone path IB team up with def engineer would be sooooo unkillable ! I think I could enjoy rolling an IB ahah
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Daknallbomb
Posts: 1781

Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#375 » Tue Dec 27, 2016 10:16 am

Oh yes. A week ago we faught with 11 pugs in praag against 3 engis 2 ibs and one runie. It takes ages to bring tham down. Was a rly funny Fight. Ib+engi has something from brotherhood dwarf play Hard like rocks
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Tifereth
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#376 » Tue Dec 27, 2016 10:33 am

Daknallbomb wrote:Hard like rocks
Honestly, it's really fun playing dawi last stand style. Happy it's even possible to some extend. With stacking morals and buffs like on
live you could get crazy sturdy as a dwarf only warband. So, it could be even worse! :P
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Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X

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Grunbag
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#377 » Tue Dec 27, 2016 10:37 am

Tifereth wrote:
Daknallbomb wrote:Hard like rocks
Honestly, it's really fun playing dawi last stand style. Happy it's even possible to some extend. With stacking morals and buffs like on
live you could get crazy sturdy as a dwarf only warband. So, it could be even worse! :P
I wish I could have enough motivation to roll one ahah , but can't play many classes I better focus on my engineer , and I'm lazy !
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Skorri - 40 - 65 Engineer

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Tifereth
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#378 » Tue Dec 27, 2016 10:49 am

Greetings, proud dawi of the engineers guild!

Recently, a proposal by Lesti got send to the ether that was based on something I noticed and we discussed internally for a while
before he took the initiative and actually proposed it. Just for the record: I'm not mad that it got declined. There's more important
balance questions out there, and it was really minor. However, I simply wanted to hear some thoughts from way more knowledgable engineers than me about the skills Fragmentation Grenade and Blunderbuss Blast and if they really are comboing awfully, or if that's just in my head.

Thanks to generally high armour values and both being physical damage type, they hit like floppy elven... ears. Acid grenade debuffs corporeal, and to combo well for some DPS increase with Frag and Blunderbuss you'd need a team mate that can shred armour on top, preferably in an aoe (Spoiler: No such thing). Are these skills even in any rotation atm, since they seem so lackluster? Any use for them except "everything else is on CD so I might aswell"? Engineer's grenade turret speeds up the dot tick intervals now, but I don't know. Maybe I'm not seeing something, so some enlightening words would be appreciated.
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Longbeard Runedolf Forgebreaker 40/4X Runepriest
R.I.P. Vokuhila, Zealot RR6X

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Grunbag
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#379 » Tue Dec 27, 2016 1:17 pm

I am agree with lesti proposal.
To respond you I do use blunderbuss blast but that's because I'm tinkerer , and I don't think there is something better for close quarter tinkerer when you already use lightning rod , friction burn and static discharge . I think it does more damage on rdps than mdps ? So in a way this is not bad to use this on healer /caster who has low armor and won't Mitigated it a lot ?
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porkstar
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Post#380 » Tue Dec 27, 2016 3:16 pm

Tifereth wrote:Greetings, proud dawi of the engineers guild!

Recently, a proposal by Lesti got send to the ether that was based on something I noticed and we discussed internally for a while
before he took the initiative and actually proposed it. Just for the record: I'm not mad that it got declined. There's more important
balance questions out there, and it was really minor. However, I simply wanted to hear some thoughts from way more knowledgable engineers than me about the skills Fragmentation Grenade and Blunderbuss Blast and if they really are comboing awfully, or if that's just in my head.

Thanks to generally high armour values and both being physical damage type, they hit like floppy elven... ears. Acid grenade debuffs corporeal, and to combo well for some DPS increase with Frag and Blunderbuss you'd need a team mate that can shred armour on top, preferably in an aoe (Spoiler: No such thing). Are these skills even in any rotation atm, since they seem so lackluster? Any use for them except "everything else is on CD so I might aswell"? Engineer's grenade turret speeds up the dot tick intervals now, but I don't know. Maybe I'm not seeing something, so some enlightening words would be appreciated.
I know tinker would lose some armor and resists if not using Annihilator but a possible solution for this could be to try using Devastator for the armor debuff proc. It's cheap to buy and test on some PvE mobs to see how often it would proc with tinker rotation and if the damage increase is worth the loss of defense.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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