[Engineer] The Workshop (builds, guides, and discussion)
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- Gachimuchi
- Posts: 525
Re: [Engineer] The Workshop (builds, guides, and discussion)
What tree allows you guys to shoot through walls while assist-training?
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Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room
Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room
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- Sevenbeers
- Posts: 52
Re: [Engineer] The Workshop (builds, guides, and discussion)
It Its the Tree of the Weeping Ant,she finds allways a Way
Re: [Engineer] The Workshop (builds, guides, and discussion)
Should ask some of those SquigboyzGachimuchi wrote:What tree allows you guys to shoot through walls while assist-training?

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Retired
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Wonderful RvR music videos

Re: [Engineer] The Workshop (builds, guides, and discussion)
any cast or channel ability if started when a target is in LoS will hit even if the target moves out of LoS. As long as it gets halfish way though the cast it is usually good.Gachimuchi wrote:What tree allows you guys to shoot through walls while assist-training?
As far as pets go they are all really buggy when it comes to LoS. But at least turrets don't chase you!
Re: [Engineer] The Workshop (builds, guides, and discussion)
Yeah thematically that's a good switch. Fits play styles better too.TenTonHammer wrote:In retrospect your right PS and SR would fit grenadier and rifleman better respectively than the trees they are in currently
But phosphorus would still need a lot of love. Both it and sticky bombs are incredibly weak abilities. The tool tips and scaling are just so low for such high AP costs and cooldowns.
Acid bomb even without points in grenadier does better dps than phosphorus shells, the same goes for incendiary round vs sticky bombs.
There is a lot of dead weight in the trees.
What makes tinker really good is that you have 3 solid abilities, and some solid tactics to boot. Lightning rod, keg, and magnet are really good abilities. It's hard to compared them to the other trees, where you really only have snipe and napalm as the standout abilities, and to be honest napalm is a bit weak as an AoE comparatively.
Re: [Engineer] The Workshop (builds, guides, and discussion)
You say you like to get more ranged crit but how about parry and disrupt?

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Re: [Engineer] The Workshop (builds, guides, and discussion)
So, the best gear for engineer is t3 inf +2% crit helm, dev +2% crit shoulder, and the rest is +7% crit stalker? But full devastator should give more bs + armor debuff bonus.
How much exactly you lose/gain by going full devastator? Maybe someone finds it worthy after all?
How much exactly you lose/gain by going full devastator? Maybe someone finds it worthy after all?

"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld
Re: [Engineer] The Workshop (builds, guides, and discussion)
Full desvastator is going to be better than stalker + crit helm. More BS and slightly better stats except for gloves. You will lose some crit. 2 from gloves 1 from helm, but the 5 piece proc is worth it if you go rifle or tinker.Nishka wrote:So, the best gear for engineer is t3 inf +2% crit helm, dev +2% crit shoulder, and the rest is +7% crit stalker? But full devastator should give more bs + armor debuff bonus.
How much exactly you lose/gain by going full devastator? Maybe someone finds it worthy after all?
For a grenade engi you stick with the crit gear.
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Re: [Engineer] The Workshop (builds, guides, and discussion)
4 crit. Emp helm is +2% crit.
And 5 piece proc doesn't stack with turret's armor debuff? But if we spend most of our time near the turret, what's the point of this proc?
And 5 piece proc doesn't stack with turret's armor debuff? But if we spend most of our time near the turret, what's the point of this proc?

"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld
- Genisaurus
- Former Staff
- Posts: 1054
Re: [Engineer] The Workshop (builds, guides, and discussion)
If you're a Rifleman? There isn't one, save that it's not on a cooldown and could proc when the turret is on cooldown.Nishka wrote:4 crit. Emp helm is +2% crit.
And 5 piece proc doesn't stack with turret's armor debuff? But if we spend most of our time near the turret, what's the point of this proc?
If you're anything else, it will proc off Napalm damage, Strafing Run (which is still a Grenadier ability... for now), Landmine, Static Discharge, Lightning Rod, and Blunderbuss Blast. In other words, you can proc the debuff on multiple targets for your team's benefit.
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