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

Discuss Ironbreaker, Engineer, Slayer, and Runepriest.
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Grunbag
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Posts: 1881

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

Post#311 » Fri Dec 09, 2016 11:28 am

If you want to do only aoe dmg make a build napalm / tinkerer ,
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Karast
Posts: 554

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

Post#312 » Fri Dec 09, 2016 3:43 pm

One of the nice aspect of the new grenade turret is that it is very effective for prekiting. If you use gun turret and wait until the enemy breaks around 100 ft, you can then start to kite, and swap to grenade turret, which will allow you to use concussive grenade while still moving, and to toss a few firebombs. This seems like a small thing, but it is a massive change to where we were before, and it has changed the whole dynamic of the class.

scottysteiner
Posts: 5

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

Post#313 » Thu Dec 15, 2016 9:24 pm

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

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Glorian
Posts: 5004

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

Post#314 » Thu Dec 15, 2016 10:45 pm

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
Well read the above Posts.

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.

scottysteiner
Posts: 5

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

Post#315 » Thu Dec 15, 2016 10:53 pm

could you link builds with what you described and also tacs? thanks

40/0 plz

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Grunbag
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Posts: 1881

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

Post#316 » Thu Dec 15, 2016 11:56 pm

Glorian wrote:
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
Well read the above Posts.

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.
This is something I would test again with you lesti any day , tinkerer aoe party !

Playing def tinkerer could be frustrating especially if you play only duo , as a def tinkerer you'll find your utility with a good party . (I mean for suppport template)

Sometimes I want to try def tinkerer/napalm to see how it goes , but I love so much interrupt / bother destro healers

The minimum to take for tinkerer/napalm is : napalm in grenadier tree , and lightning rod , keg in tinkerer path . I have to test it more to see which tactic of take but I think I'd start with armor tactic , master full aim , +15% crit tactic and for the last tactic AP regen or +15% dmg close-combat

For full tinkerer I took lightning rod , keg , magnet and AP regen tactic in tinkerer path and disarm in rifleman tree .
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Glorian
Posts: 5004

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

Post#317 » Fri Dec 16, 2016 6:46 am

Grunbag wrote: ...
This is something I would test again with you lesti any day , tinkerer aoe party !
.....
We had made yesterday a Tinkerer AoE Warband. Video will be up SoonTM.
Let's say Destro "melted" for excitement. :roll: :lol:
Had also two Snipers in the back for Healer Harassment.

But in general and the mobile nature of SCs and RvR the Tinkerer combo needs to be in perfect unison in hold and advance.
Voicechat or macros are a must. It helps if you train it every Thursday 8pm Altdorftime.

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Grunbag
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Posts: 1881

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

Post#318 » Fri Dec 16, 2016 7:22 am

I also train with Dammaz kron some engineer party in sc / Orvr we have a lot of fun, we usually have 2,3 tinkerer , 1 sniper and a IB is joining . We lack a grenadier for great aoe damages !
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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

Post#319 » Fri Dec 16, 2016 7:47 am

In this pull and melt build the Grenadier also goes with the flame turret.

The increased radius on Acid and frag is good to cover quite some area.
Sadly "extra powder" is still bugged. Helping only Acid Bomb.
But the Grenadiers Acid bomb is better than the tinkerer in its debuff. Meaning more mastery bigger debuff.

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Grunbag
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Posts: 1881

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

Post#320 » Fri Dec 16, 2016 8:23 am

You still play your def grenadier build ?
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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