What do you stack in the talisman slots tho? Ball is the obvious choice as rifleman but i am a nit worried about being too squishy.
Well oiled machine and armor tactics i use in Praag or running scenario's due to us being on the mve so often. By the time i ams et up we moved on again
[Engineer] The Workshop (builds, guides, and discussion)
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Re: [Engineer] The Workshop (builds, guides, and discussion)

Sergeant-Major Drengk Burloksson, RR 85 Sniper
Hulfdan Irongrip, RR 81 Ironbreaker
Rordin Brightrune, RR 70 Runepriest
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Re: [Engineer] The Workshop (builds, guides, and discussion)
With tali's you have a few choices. Once you hit cap on BS or a little above you can switch from BS tali's to wounds or toughness, or even armor if you want to be a bit tankier.Kragg wrote:What do you stack in the talisman slots tho? Ball is the obvious choice as rifleman but i am a nit worried about being too squishy.
Well oiled machine and armor tactics i use in Praag or running scenario's due to us being on the mve so often. By the time i ams et up we moved on again
If you are doubling up on BS tactics, you can easily swap in toughness to cancel out the toughness loss, but that
's a bit of a silly thing to do imo.
Personally I advise against WS since all my testing has lead me to believe it is mostly useless.
Putting in armor tali's can reduce the need for the armor tactic and those free up another tactic slot which is big issue for engi's with so many must slots.
Re: [Engineer] The Workshop (builds, guides, and discussion)
I chose armor talis but I still have armor tactic . It depend of you're gameplay , I play engi as a support class and as a real tinkerer I need to stay long in melee to bother healers and casters . But it's hard to tell if this spec makes a huge differences.Karast wrote:With tali's you have a few choices. Once you hit cap on BS or a little above you can switch from BS tali's to wounds or toughness, or even armor if you want to be a bit tankier.Kragg wrote:What do you stack in the talisman slots tho? Ball is the obvious choice as rifleman but i am a nit worried about being too squishy.
Well oiled machine and armor tactics i use in Praag or running scenario's due to us being on the mve so often. By the time i ams et up we moved on again
If you are doubling up on BS tactics, you can easily swap in toughness to cancel out the toughness loss, but that
's a bit of a silly thing to do imo.
Personally I advise against WS since all my testing has lead me to believe it is mostly useless.
Putting in armor tali's can reduce the need for the armor tactic and those free up another tactic slot which is big issue for engi's with so many must slots.
I chose armor tactic / regen Ap near turret / mine tactic / and expert tactic . With full def stats I can stand the hole fight with a tank and healer inside melee , constantly stun / magnet / interrupt / debuff healer and caster and giving heal with keg and apt with turret .
Re: [Engineer] The Workshop (builds, guides, and discussion)
Landmine increased cast times should be a pest on enemy healers and sorcerers.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
Re: [Engineer] The Workshop (builds, guides, and discussion)
Nothing wrong with playing support. I do it time to time. If you team up with a SM the landmine tactic disorient and the sm disorient stack, which is deadly on a long cast healer like zealot / shaman. If you playing group you might considered trading the armor tactic for coordinated fire to boost allies dps. It doesn't usually stay up long against a good premade but if your call it out your teammates can use it to spike a little. Another good tactic people overlook for support is pierce defense. It does wonders and it is easy to get up with a bit of acid bomb spam.Grunbag wrote:I chose armor talis but I still have armor tactic . It depend of you're gameplay , I play engi as a support class and as a real tinkerer I need to stay long in melee to bother healers and casters . But it's hard to tell if this spec makes a huge differences.Karast wrote:With tali's you have a few choices. Once you hit cap on BS or a little above you can switch from BS tali's to wounds or toughness, or even armor if you want to be a bit tankier.Kragg wrote:What do you stack in the talisman slots tho? Ball is the obvious choice as rifleman but i am a nit worried about being too squishy.
Well oiled machine and armor tactics i use in Praag or running scenario's due to us being on the mve so often. By the time i ams et up we moved on again
If you are doubling up on BS tactics, you can easily swap in toughness to cancel out the toughness loss, but that
's a bit of a silly thing to do imo.
Personally I advise against WS since all my testing has lead me to believe it is mostly useless.
Putting in armor tali's can reduce the need for the armor tactic and those free up another tactic slot which is big issue for engi's with so many must slots.
I chose armor tactic / regen Ap near turret / mine tactic / and expert tactic . With full def stats I can stand the hole fight with a tank and healer inside melee , constantly stun / magnet / interrupt / debuff healer and caster and giving heal with keg and apt with turret .
Personally I favor rifle / tinker for a mix of long range / aoe. It might seem odd to side spec into tinker for LR, but there are often many situations where you can't fight from range, and you need to funnel or hold and corner and LR / friction burn are great for that with M2.
Lightning rod really does out shine all of our other aoe abilities. It is simply fantastic even with only a few points in the tree.
Re: [Engineer] The Workshop (builds, guides, and discussion)
I have some points in rifleman too especially to take disarm . I try to be a poison to caster / healer , I'm starting this spec for 2 weeks but I think it makes difference . At least some Mara/chopa focus me and they are surprised that they can't kill me . It is hard to think about everything for now ( right place my turret for AP regen, right place my keg for heal mdps, find the right place to have most of healer caster with landmine , watch if my healer need that I disarm à WE , interrupt a pack of healer / caster and be careful to my own life ahah but I find it so much fun compared to a sniper build , hiding far away from destro range and kill everyone . I also use magnet as a interrupt for caster when there is no aoe in my sc party .
Azarael talk about specific turret buff , any idea about which buff bombardment turret and flame turret would have instead of range increase of gunturret ?
Azarael talk about specific turret buff , any idea about which buff bombardment turret and flame turret would have instead of range increase of gunturret ?
Re: [Engineer] The Workshop (builds, guides, and discussion)
Actually the Range Buff is great for Grenadier and Landmines to get these babies on 98ft to the Healer Squad who is standing behind their Melee Fighters.Grunbag wrote: ...
Azarael talk about specific turret buff , any idea about which buff bombardment turret and flame turret would have instead of range increase of gunturret ?
...
As for Grenadier there was a topic about reducing Dot times and cleansing effects, but they were all dismissed.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
Re: [Engineer] The Workshop (builds, guides, and discussion)
That's a great idea ! What about a def buff for flame turret ? Like +1% crit reduce each stack till got +8%? Or a toughness / armor buff ?
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Re: [Engineer] The Workshop (builds, guides, and discussion)
Hello engineer !
As you probably noticed , we found that some engineer abilities has been removed at release
Check it here: viewtopic.php?f=8&t=18258
In case we can bring some back I would make some purpose for new engineer builds. I'd particulary take a look on Pepper bomb (silence) , oil grenade (KD zone) , and 2 new buffs .
Of course we can't réimplant those abilities with our new buff range .
Let's talk about this range : it is really good and now engi is feared . But it is really good especially for rifleman tree ( the most played ATM ) and a bit for grenadier tree . But not really usefull as a tinkerer. We talk about making this range buff available and linked to gun turret but we have to find somebody buff then for bombs turrets and flame turret .
My idea was to make this range buff available with a rifleman tree tactic ( same thing you got 8 stack when you stand close to your turret ) instead of hollow points tactic . As hollow point is very usefull to a rifleman build let's make a new ability (buff) with a 1 min Cd during the next 12 second sniper and gun blast would make also a dot
Something like this buff was but with dot instead of additional dmg :
High-Explosive Ammo (Most likely not in client)
25 Action Points Instant cast 120s cooldown
You load your gun with a few rounds of special ammunition. For the next 12 seconds, your Gun Blast, Hip Shot, Snipe, and gun autoattacks will also deal an additional 103 damage to all enemies within 20 feet of your target.
. This way the range would still be here for engineer that would chose rifleman tree and sniper build .
I would also add a new burst buff like this one :
Slow And Steady (Most likely not in client)
25 Action Points Instant cast 60s cooldown
No one can rush a Dwarf who's determined to take their time and do the job right. Your Ballistic Skill is increased by 62, but your run speed is reduced by 20%. Use this ability again to deactivate it.
Now you'd tell me why only link the increased range to rifleman tree ? Because we can gives to other tree awesome skills too ( but with the big range it would be OP) .
In grenadier tree I'd chose this instead of the 5 points and 9 points grenadier tree abilities :
Oil Grenade
A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil, causing additional damage to them if they are struck by an Elemental attack.
The KD zone would help grenadier to make a aoe burst when destro are packed . ( actually napalm grenade don't hit that much cause no one walk in it )
Having a silence would make grenadier engi more usefull against caster / healer :
Pepper Bomb (Most likely not in client)
25 Action Points - 65 ft range - 1s cast - 30s cooldown
You lob a grenade packed full of a noxious choking powder, dealing 150 Corporeal damage to your enemy and silencing them for 5 seconds, making them unable to use magic.
I would not change anything at tinkerer tree ATM cause I find all abilities really usefull .
This way all tree will be viable and engineers will have to chose : having the tactic buff range , KD zone / silence / or keg , but they won't be able to chose all good abilities and we will have différents engineers ( actually most engineer play sniper / keg with huge range buff )
So tell me what you think about this ?
As you probably noticed , we found that some engineer abilities has been removed at release
Check it here: viewtopic.php?f=8&t=18258
In case we can bring some back I would make some purpose for new engineer builds. I'd particulary take a look on Pepper bomb (silence) , oil grenade (KD zone) , and 2 new buffs .
Of course we can't réimplant those abilities with our new buff range .
Let's talk about this range : it is really good and now engi is feared . But it is really good especially for rifleman tree ( the most played ATM ) and a bit for grenadier tree . But not really usefull as a tinkerer. We talk about making this range buff available and linked to gun turret but we have to find somebody buff then for bombs turrets and flame turret .
My idea was to make this range buff available with a rifleman tree tactic ( same thing you got 8 stack when you stand close to your turret ) instead of hollow points tactic . As hollow point is very usefull to a rifleman build let's make a new ability (buff) with a 1 min Cd during the next 12 second sniper and gun blast would make also a dot
Something like this buff was but with dot instead of additional dmg :
High-Explosive Ammo (Most likely not in client)
25 Action Points Instant cast 120s cooldown
You load your gun with a few rounds of special ammunition. For the next 12 seconds, your Gun Blast, Hip Shot, Snipe, and gun autoattacks will also deal an additional 103 damage to all enemies within 20 feet of your target.
. This way the range would still be here for engineer that would chose rifleman tree and sniper build .
I would also add a new burst buff like this one :
Slow And Steady (Most likely not in client)
25 Action Points Instant cast 60s cooldown
No one can rush a Dwarf who's determined to take their time and do the job right. Your Ballistic Skill is increased by 62, but your run speed is reduced by 20%. Use this ability again to deactivate it.
Now you'd tell me why only link the increased range to rifleman tree ? Because we can gives to other tree awesome skills too ( but with the big range it would be OP) .
In grenadier tree I'd chose this instead of the 5 points and 9 points grenadier tree abilities :
Oil Grenade
A grenade that you throw at the ground, covering it with oil for 15 seconds. Any enemies in the area have a chance to fall down and will also be covered in oil, causing additional damage to them if they are struck by an Elemental attack.
The KD zone would help grenadier to make a aoe burst when destro are packed . ( actually napalm grenade don't hit that much cause no one walk in it )
Having a silence would make grenadier engi more usefull against caster / healer :
Pepper Bomb (Most likely not in client)
25 Action Points - 65 ft range - 1s cast - 30s cooldown
You lob a grenade packed full of a noxious choking powder, dealing 150 Corporeal damage to your enemy and silencing them for 5 seconds, making them unable to use magic.
I would not change anything at tinkerer tree ATM cause I find all abilities really usefull .
This way all tree will be viable and engineers will have to chose : having the tactic buff range , KD zone / silence / or keg , but they won't be able to chose all good abilities and we will have différents engineers ( actually most engineer play sniper / keg with huge range buff )
So tell me what you think about this ?
Re: [Engineer] The Workshop (builds, guides, and discussion)
Actually I do remember High-Explosive Ammo (Most likely not in client) from the closed Beta.
Was a good Ability to increase Rifle Tree for a short time.
Pepper Bomb would really help against casters as when you encounter a Shaman or Sorc it is usually Game over. Ok Balance is not 1vs 1 but still with Flashbang Grenades and Pepper Bomb you can try to harass the Sorcs and Healers.
Slow And Steady (Most likely not in client)
25 Action Points Instant cast 60s cooldown
I would take that in the Gunline every day. 62 BS aint that great boost.
Was a good Ability to increase Rifle Tree for a short time.
Pepper Bomb would really help against casters as when you encounter a Shaman or Sorc it is usually Game over. Ok Balance is not 1vs 1 but still with Flashbang Grenades and Pepper Bomb you can try to harass the Sorcs and Healers.
Slow And Steady (Most likely not in client)
25 Action Points Instant cast 60s cooldown
I would take that in the Gunline every day. 62 BS aint that great boost.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
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