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

Posted: Thu Dec 22, 2016 7:27 pm
by porkstar
Beskern wrote:So is Tinkerer a viable melee-ish spec? It seems like its meant to live in this grey area right outside regular melee range and sort of duck and weave in and out. Correct me if Im wrong, I have zero experience with it, just looking at the tree.
You will need this jewelry set as well: (I also use this on my grenadier as I sit in the 40-80 ft range of the general melee)


The Winds Impervious (0/3):
Crow Caller Chain: (43k, 6.5k) Travel to Thunder Mountain and make your way to the coordinates given. Slay enough Magma Crawlers until you receive Arachnid Poison Sac (x5).
Order: After you receive these items, head to Altdorf and enter the Altdorf Library – second floor. Speak to the Library Assistant just across the Tome Accessory Librarian, Mandred Vogt, and purchase the Vial of Concentrated Venom in exchange for your five Arachnid Poison Sac(s). After you receive this item, equip this item as it is a Pocket item. Equipping this item will grant you the tome unlock, “Sacking for Sacs”, allowing you to claim Crow Caller Chain.
Destruction: After you receive these items, head to The Inevitable City and enter the Lyceum. Speak to the Disciple's Assistant just by the Tome Accessory Librarian, Disciple Venomstung, and purchase the Vial of Concentrated Venom in exchange for your five Arachnid Poison Sac(s). After you receive this item, equip this item as it is a Pocket item. Equipping this item will grant you the tome unlock, “Sacking for Sacs”, allowing you to claim Crow Caller Chain.

The Obdurate Seal: (49k, 45k) Travel to Caledor and make your way to the coordinates given. Seek and slay a Champion scorpion by the name of Crushclaw. Crushclaw will drop an item called Giant Scorpion Stinger. After you receive the item, exit combat and equip this item as it is a Pocket item. Equipping this item will grant you the tome unlock, “Stick the Sticker”, allowing you to claim The Obdurate Seal.

Wordbreaker Band: (38.5k, 35.5k) Travel to Thunder Mountain and head far West to Cinderfall. Make your way to the coordinates given. Sight an interacrive object on the ground called "Komnor Bronzemug". Simply click on it and you will be granted the tome unlock, "No Reflection of Your Skill", allowing you to claim Wordbreaker Band.

- Thank you Luth for the help.

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

Posted: Thu Dec 22, 2016 8:07 pm
by Kragg
This week i will hit 45 RR. Don't laugh! I had to start from scratch again. Anyhow, it will enable me to get the full 15% crit from RR points. Plus some other Crit on weaponsa and my belt/cape. Now i am pondering to switch keg and cracked shot, both awesome, for tracer rounds and get 35%+ crit. If i get gthe full keep set i add another 3% crit and i hit 40% crit total... opinions?

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

Posted: Thu Dec 22, 2016 8:16 pm
by porkstar
Kragg wrote:This week i will hit 45 RR. Don't laugh! I had to start from scratch again. Anyhow, it will enable me to get the full 15% crit from RR points. Plus some other Crit on weaponsa and my belt/cape. Now i am pondering to switch keg and cracked shot, both awesome, for tracer rounds and get 35%+ crit. If i get gthe full keep set i add another 3% crit and i hit 40% crit total... opinions?
I went high crit for a while and it is a beast. I dropped a lot of the crit for more mobility (well oiled machine) and AP (Bandolier) which I really like as well. I say go for it especially if you're doing keeps and generally you find yourself not needing a ton of mobility.

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

Posted: Thu Dec 22, 2016 8:22 pm
by Kragg
porkstar wrote:
Kragg wrote:This week i will hit 45 RR. Don't laugh! I had to start from scratch again. Anyhow, it will enable me to get the full 15% crit from RR points. Plus some other Crit on weaponsa and my belt/cape. Now i am pondering to switch keg and cracked shot, both awesome, for tracer rounds and get 35%+ crit. If i get gthe full keep set i add another 3% crit and i hit 40% crit total... opinions?
I went high crit for a while and it is a beast. I dropped a lot of the crit for more mobility (well oiled machine) and AP (Bandolier) which I really like as well. I say go for it especially if you're doing keeps and generally you find yourself not needing a ton of mobility.
Aye, I prefer to hang back anyhow but the keg and instacast for scenario's is so handy! :mrgreen:

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

Posted: Fri Dec 23, 2016 4:10 am
by Grunbag
porkstar wrote:
Kragg wrote:This week i will hit 45 RR. Don't laugh! I had to start from scratch again. Anyhow, it will enable me to get the full 15% crit from RR points. Plus some other Crit on weaponsa and my belt/cape. Now i am pondering to switch keg and cracked shot, both awesome, for tracer rounds and get 35%+ crit. If i get gthe full keep set i add another 3% crit and i hit 40% crit total... opinions?
I went high crit for a while and it is a beast. I dropped a lot of the crit for more mobility (well oiled machine) and AP (Bandolier) which I really like as well. I say go for it especially if you're doing keeps and generally you find yourself not needing a ton of mobility.
You better use expert skirmish tactic instead of well oiled machine , no instant cast for turret but only 1sec cast , either for keg . You also having faster cast when a mdps is on you

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

Posted: Fri Dec 23, 2016 4:17 am
by porkstar
Spoiler:
Grunbag wrote:
porkstar wrote:
Kragg wrote:This week i will hit 45 RR. Don't laugh! I had to start from scratch again. Anyhow, it will enable me to get the full 15% crit from RR points. Plus some other Crit on weaponsa and my belt/cape. Now i am pondering to switch keg and cracked shot, both awesome, for tracer rounds and get 35%+ crit. If i get gthe full keep set i add another 3% crit and i hit 40% crit total... opinions?
I went high crit for a while and it is a beast. I dropped a lot of the crit for more mobility (well oiled machine) and AP (Bandolier) which I really like as well. I say go for it especially if you're doing keeps and generally you find yourself not needing a ton of mobility.
You better use expert skirmish tactic instead of well oiled machine , no instant cast for turret but only 1sec cast , either for keg . You also having faster cast when a mdps is on you
I switch back and forth depending on what kind of day I'm having or who's with me. If I can feasably tank a few and survive, I like expert. But if I absolutely have to stay out of the fray, I like well oiled.

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

Posted: Fri Dec 23, 2016 4:21 am
by Grunbag
Cannot play without expert for now , as extra ammo too ! But that's because of my spec I think , when I'm closequarter all the time and need to spam keg fast .
What is your spec ?

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

Posted: Fri Dec 23, 2016 8:12 pm
by Kragg
I like to drop the flamethrower while i make my reatreat. I have armor, well oiled machine and the adding of 160 ballistics and the dot for snipe and gunblast, ofcourse.

If i can stay in the back i go full out and use Dot for snipe/gunblast, 160 bal, +120 bal and weaponskill and the dot for 15% extra damage. All out rifleman !

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

Posted: Sat Dec 24, 2016 9:03 am
by Grunbag
Kragg wrote:I like to drop the flamethrower while i make my reatreat. I have armor, well oiled machine and the adding of 160 ballistics and the dot for snipe and gunblast, ofcourse.

If i can stay in the back i go full out and use Dot for snipe/gunblast, 160 bal, +120 bal and weaponskill and the dot for 15% extra damage. All out rifleman !
Why we'll oiled machine ? Summon new Turret drop 4 stack , better use only redeploy if you need to move .
Do you need def stats as rifleman ? Even if you take ancestral armor it won't save you from a focus . If you are squishy build better use your 2nd proposal . Imo
What could save you is disarm , concussive mine , self destruction , bump or any CC on retreat use detaunt as well , -50% dmg is always better than any armor tactic

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

Posted: Sat Dec 24, 2016 2:12 pm
by Karast
Another option if you are moving out is grenade turret, and going for the knockback while moving. It can work surprisingly well, and a few firebombs / flashbang never hurts while on the go. You only need 1 stack for the cast on move so it's ideal, and when they reach the turret detonate can help too if it fires off properly.

Doesn't seem to actually work half the time ... but when it does it's nice. I wish it worked better on RoR, on live I actually used it for dps spike and it crit pretty hard.