[Engineer] The Workshop (builds, guides, and discussion)
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Re: [Engineer] The Workshop (builds, guides, and discussion)
Is snipe essential to a good rifleman build these days or is it too expensive to justify picking up?
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Re: [Engineer] The Workshop (builds, guides, and discussion)
The key thing to remember is that you do not need to use flame turret with tinker, or rifle turret with rifle.
The turrets are much more flexible now, and thanks to the dot tick reduction on grenade turret the damage from tinker has really improved. 2s friction burn ticks are huge. Doing tinker / grenade is now a lot more viable and effective as an AoE setup for warbands.
As far as snipe goes it is still worth speccing but it's use is different. It is now used as either an opener or as a coordinated spike tool. With focused mind it is still very useful for dropping a target. Or to hit someone as they come into range, to get that first big hit before they see or reach you if your positioning is good.
The turrets are much more flexible now, and thanks to the dot tick reduction on grenade turret the damage from tinker has really improved. 2s friction burn ticks are huge. Doing tinker / grenade is now a lot more viable and effective as an AoE setup for warbands.
As far as snipe goes it is still worth speccing but it's use is different. It is now used as either an opener or as a coordinated spike tool. With focused mind it is still very useful for dropping a target. Or to hit someone as they come into range, to get that first big hit before they see or reach you if your positioning is good.
Re: [Engineer] The Workshop (builds, guides, and discussion)
Interesting. I cant help but notice the past couple days I have been viewing the Whos Playing roster by renown rank that theres very few engineers on the first couple pages. Is that just because the amount of people that play Engi is low or is the class not in the best shape compared to others?
Re: [Engineer] The Workshop (builds, guides, and discussion)
Actually in the last weeks there are a lot of new engineers around.
And the top lists of Renown are lead by classes who kill a lot in rvr, and are online beyond what a healthy screentime is.
Healthy for you if you have kids and a wife.
The Engi got a significant buff in RoR. But he is not a gankking like an WE or a SH. And solo kills gives a hell of renown.
And the top lists of Renown are lead by classes who kill a lot in rvr, and are online beyond what a healthy screentime is.
Healthy for you if you have kids and a wife.

The Engi got a significant buff in RoR. But he is not a gankking like an WE or a SH. And solo kills gives a hell of renown.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
Re: [Engineer] The Workshop (builds, guides, and discussion)
I remember starting RoR and I was looking for a guild : order ppl told me "really ? Engineer , if you want to play a rdps play a BW or a SW but please don't play engineer useless class ever!"
But now dev buff the class everyone roll à engineer , for a month you have a lot of new engineer (maybe as glorian said , thats because you can solo with rifleman path on top of keep and have a lot of renown)
that's why you have many engineer that are low rr yet .
I play engineer since RoR release , I have a wife and kids and cannot play a lot , but I am only rr57 and I only play my engineer .
But now dev buff the class everyone roll à engineer , for a month you have a lot of new engineer (maybe as glorian said , thats because you can solo with rifleman path on top of keep and have a lot of renown)
that's why you have many engineer that are low rr yet .
I play engineer since RoR release , I have a wife and kids and cannot play a lot , but I am only rr57 and I only play my engineer .
Re: [Engineer] The Workshop (builds, guides, and discussion)
Are you using bombardment turret with tinkerer build or grenadier/tinkerer build ?Karast wrote:The key thing to remember is that you do not need to use flame turret with tinker, or rifle turret with rifle.
The turrets are much more flexible now, and thanks to the dot tick reduction on grenade turret the damage from tinker has really improved. 2s friction burn ticks are huge. Doing tinker / grenade is now a lot more viable and effective as an AoE setup for warbands.
As far as snipe goes it is still worth speccing but it's use is different. It is now used as either an opener or as a coordinated spike tool. With focused mind it is still very useful for dropping a target. Or to hit someone as they come into range, to get that first big hit before they see or reach you if your positioning is good.
Is yourdamage improved but losing survivability without flame turret ?
Re: [Engineer] The Workshop (builds, guides, and discussion)
What is you rotation with grenadier tinkerer build ?Glorian wrote:Well read the above Posts.scottysteiner wrote:hi guys, me and a friend are making a duo of engis. the main goal is to be able to sit on top of a keep and assist on a target and drop it fast. would you please link a build with this gameplay in mind.
also please link a build for best sit on a keep and aoe a bunch of targets. thank-you
1. Sniper Duo. Search for Sniper build, or Single target build with Keg. And put lots of Balistic on these two lads.
You actually dont need the snipe ability. Gunshot with Hollow points, Hipshot and Rapid Fire does it also quite good in a rotation.
2. AoE Tanky Engineer. Put lots of Armor on the Engie.
One is full tinkerer with Magnet. -> See Skroris Build.
One is Napalm plus Keg Tinkerer.
Napalm puts Napalm on you, both use Kegs, and napalm also uses his acid grenades to drop lots of corp resitances.
Both use Flame Turret though.
I can't find any rotation with my full tinkerer build , cause I think my build is more situational (if anyone has found a rotation with full tinkerer build I'd glad to read it)
Re: [Engineer] The Workshop (builds, guides, and discussion)
Grenadier tinkerer is something like:
Stand in Napalm, Rod, Keg up all the time.
In between Acid bomb as a debuff on corp and static discharge, friction burn.
After hitting the last three abilities. Either Rod is up, Napalm needs another setup or keg.
So no real rotation but the toys need to be up and the damage stuff in between.
Stand in Napalm, Rod, Keg up all the time.
In between Acid bomb as a debuff on corp and static discharge, friction burn.
After hitting the last three abilities. Either Rod is up, Napalm needs another setup or keg.
So no real rotation but the toys need to be up and the damage stuff in between.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
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Re: [Engineer] The Workshop (builds, guides, and discussion)
Ok so a bit same I did .Glorian wrote:Grenadier tinkerer is something like:
Stand in Napalm, Rod, Keg up all the time.
In between Acid bomb as a debuff on corp and static discharge, friction burn.
After hitting the last three abilities. Either Rod is up, Napalm needs another setup or keg.
So no real rotation but the toys need to be up and the damage stuff in between.
As a full tinkerer I don't have napalm (my bad) but I use : fragmentation grenade, acid grenade for debuff corporal , lightning rod then electromagnet , frictionburn, static discharge , and blunderbuss blast. That would be the best I can do between 2 kegs . The thing that makes more difficult to do this rotation is that I have to move close to the caster/healer to spam my concussive mine to increase their Castime , I usually use it just before dropping keg . Then when I use electromagnet healer are already debuffed so it's harder for them to heal the ones I've pulled
Re: [Engineer] The Workshop (builds, guides, and discussion)
In a tinker build the bulk of your damage is friction burn and lightning rod. Reducing the tick duration of friction burn from 3s to 2s is a huge improvement, especially if well timed with UF. Max tree with a grenade side spec in full dps gear and renown, a 1.6k base tick and 2.4-2.6k UF crit is more than possible on a lower toughness target.Grunbag wrote: Are you using bombardment turret with tinkerer build or grenadier/tinkerer build ?
Is yourdamage improved but losing survivability without flame turret ?
But as you said this means you loose a lot of survivability, so it is a group spec for when you have heals and a guard. It is still limited though do to the need to be within 40ft and have full stacks on your grenade turret. But in certain situations it works extremely well.
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