I play support tree (full tinkerer path) cause I feel that it makes big difference in a fight , engineer got a lot of awesome tools and CC that can turn the fight to your advantage.
Here the build
RoR.builders - Tinkerer Support Build
The main source of my damages provide from tinkerer path (blunderbuss blast , friction burn, static discharge, lightning rod) and I also use all the time keg. Thats why I spent all points in tinkerer path to max damage and keg heal .
Gear : 4 pièces of annihilator , and I use 1 chest piece with 3% reducing change getting crit hit with armor talis
Belt :T4 elf inf
Back : Battle brew Backpack
Jewel : skaven ring with armor talisman , Set of def jewel
Weapons : def sc weapon with armor talis
RR points : full toughness , at least 3 rank of dodge /disrupt, and 1 rank of reduce change to be crit hit
Def stats : 4400 armor , 550 toughness , 0% chance getting crit hit , 650/800 each resist , 6k wounds , 24% dodge disrupt (without flameturret buff)
Off stats : really poor 380 BS , 0% crit but dps is not your main goal.
The key in tinkerer gameplay is the CC immune management . Use CC at the right time ,on the right players, at the right place.
To understand how to manage immune, you have to keep in mind that there is two different immune.
let's make a list of engineer CC ability :
1st group of immune :
Snares : barble wire
Knockback : Concussive grenade , strafin run
Pull : Electromagnet
All those abilities gives the same immune , it means that if you use strafin run of a destro group you can't use electromagnet after for exemple.
2nd group of immune :
Mezz : landmine
Knockdown : self destruction , stoping power (tactic)
Disarm / silence : crack shot
Same as other group using of of those abilities would gives a immune for all those effect .
So don't use CC for nothing , when I see engineer that put landmine everywhere to prevent a WE Inc that makes me mad : a landmine do not unstealth WE and it gives WE a immune to disarm for exemple .
Check everytime which imm une your target has to not use your CC for nothing, and use the one that would work properly .
Due to range nerf , tinkerer has to stay in melee (close to tanks and mdPS for best heal keg) . I deploy my flameturret in the memee , giving ap to all allies that stand near it, then starting spamming keg.
Before do a magnet rotation I have to debuff healer castime . For this I use Concussive Mine tactic (use landmine as soon as you can on healer /caster, even if they are immune to Mezz they got the castime increase debuff). That's the harder part cause due to range nerf of flame turret , you have to travel through destro and mdps tank to put your landmine on healer .
ThIs is the moment you are the most vulnerable : a tank can bump you out of your healer / tank's guard range , and of course you start losing your dodge/disrupt buff. Destro caster will see an engineer moving out of his group they ll try to get you down, so be careful at this moment (communication with your tank /healer would help a lot) then when I've debuff healers/caster I back to my group to do my magnet rotation.
For a magnet rotation I first debuff resist my targets with grenade , and then dot them with explosive grenade .
Then place lighting rod / magnet / friction burn / static discharge / blunderbuss blast .
Dont forget to use flashbang grenade on healer as soon as you can , you have to become a poison for them .
The key after a magnet is to always move around your turret to not let destro hit you on the back, makes it harder for them you'll have more survivability.
You have different reason to use a magnet :
1) Pull and pack ennemy to max aoe dmg from your group (place you magnet on a bw aoe, on a napalm or in a group of slayer !), if you have enough aoe dps in your group you better use self-destruction right after the magnet .
2)help your allies when it gets harder for them : for exemple your healers are focused / cannot retreat you'd save him with a magnet .
3) another interrupt : magnet will stop all castime really useful on healer again . Flashbang grenade then magnet would interrupt 2 time healers , plus they would stop use big heal til they back to backlines , so few second without big heals (To be perfect place a Landmine when they are back on backlines to increase theor castime)
3) to take out a group of rdps that use map to be safe. Bring them down inside melee !!!
Remember to always spam you get and summon/redeploy your turret inside the meLee to have the max AP /heal . Keep you 2 first moral if needed : M2 if you group is going wrong ,m1 if you're hard focused by ranged (or if you getting pulled/bumped out of your guard / heal range .
I probably forgot a lot of things sory