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

Posted: Fri Dec 09, 2016 8:33 am
by Sigimund
I hope nobody thinks dodge works on melee. This isn't WoW.

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

Posted: Fri Dec 09, 2016 9:39 am
by Glorian
Sigimund wrote:I hope nobody thinks dodge works on melee. This isn't WoW.
I talked with Skori a little more in detail.
When he is jumped by two chars he ups gun turret, detaunts one attacker. And uses only St to deal with the other one.
And he has a full 6 talis armor build. Plus resist jewel set with armor bonus and full anni set.

SC weapons with armor, toughness talis.

Renown Toughness, Crit reduction.

And I thought I was tanky. :D

Well I now believe that WE have a hard time chewing on you. If they didn't kill you in 7secs they should been out of AP quite fast. And mildly irritated for sure.

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

Posted: Fri Dec 09, 2016 9:55 am
by kryss
I am kinda lost between all these changes. I have a lvl 10 engineer, so almost nothing, but I like sniping and throw some acid bombs on the groups to up the pressure on healers and casters. What would you suggest for the next levels? Is rifle a worthy option now? Thanks for the input

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

Posted: Fri Dec 09, 2016 10:19 am
by Glorian
Rifle is worthy.
T1-T3 for sure. But that was it allways.
And on RoR it is also viable in t4.
Don't hog yourself on snipe. Get hollow points tactic and train with disarm to give you some seconds to breathe.

Also train to use detaunt shot. It will save your life in t4.

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

Posted: Fri Dec 09, 2016 10:30 am
by kryss
Thanks a lot for the input, much appreciated

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

Posted: Fri Dec 09, 2016 10:59 am
by Grunbag
Yes I am tanky but only got 400 BS !everything is for defenses , I win fight cause I do everything to stand longer alive ! Defenses / heal / AP is the key of a fight to me

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

Posted: Fri Dec 09, 2016 11:11 am
by lastalien
I ask the critics to the specified spec. I have no good experience of the engineer.
The basic idea - magnet + AOE damage + AP for the group. Spec only for WB.

RoR.builders - Engineer

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

Posted: Fri Dec 09, 2016 11:21 am
by Grunbag
You mean a support spec ?

Well first it's put your turret in the middle of your group to give them AP and then spam you keg on your mdps . Then throw mine to healer to increase their cast time as soon as you can do it again .
Then put your lighting for rod , use magnet and if destro has no immune use self destruction to KD all the ones that got pulled . Then friction burn , static discharge , and interrupt grenade on their healer . You can alternate some for grenade is you want to do damages , but the most important is spamming keg , place your turret to give correctly AP , , interrupt caster / healer and increase their time cast

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

Posted: Fri Dec 09, 2016 11:25 am
by Grunbag
Oh sorry just saw the link .
Not having a keg as a tinkerer is dangerous ! Your build is more to do close quarter damages than support .
This is something I'd test with a organized wb .

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

Posted: Fri Dec 09, 2016 11:26 am
by lastalien
Grunbag wrote:You mean a support spec ?

Well first it's put your turret in the middle of your group to give them AP and then spam you keg on your mdps . Then throw mine to healer to increase their cast time as soon as you can do it again .
Then put your lighting for rod , use magnet and if destro has no immune use self destruction to KD all the ones that got pulled . Then friction burn , static discharge , and interrupt grenade on their healer . You can alternate some for grenade is you want to do damages , but the most important is spamming keg , place your turret to give correctly AP , , interrupt caster / healer and increase their time cast
Thanks for the answer
It is imperative to have a magnet, but a decent AoE and fill AP
Main question how much grenadier wins tinkerer for AoE DPS. I have guard and heal.

in one of the last patch we have - - Increases your AoE cap by 2 per stack. (Flame turret)
Do not leave more profitable to pump skills Tinkerer, that we are pumpable and turret?