Engineer Warlord Set Changes
Posted: Mon Jul 28, 2025 10:39 am
Current BiS Engineer sets have an issue of failing to adequately cater to the respective playstyles, which I will broadly classify into 3 sensible possibilities:
1. Rifleman Single Target Physical Damage Build
2. Grenadier AOE Corporeal Damage Warband Build (Either with Napalm or Magnet)
3. Solo Roaming Defensive / Regen Spec
There is a potential 4th spec, Blunderbuss Physical Cone AOE + Magnet build (but this is so niche, boring, and outclassed by MDPS such that the only benefit it brings is Magnet, which isn't strong enough to make it a sensible choice).
However the current Warlord set fails to have good stat alignments to cater for these playstles. Some examples:
- 6pc bonus to grenadier tree, which does corporeal damage
- 2pc Weapon Skill bonus - for physical damage
- AA Haste on Jewelry, Shoulders, and Gloves - for physical damage
- 5pc Ranged Power bonus, which is great for the Range Power gear build, focused on capping BS and then maxing Ranged Power to continue boosting damage - 5 Warlord, 2 Tri, LOTD Cloak + Jewel, Sentinel Gloves, Bloodlord Weapons
The Main and Off Sov sets (and the new defensive Darkpromise set if the Armory bonuses are correct) cater very well to the existing Rifleman and Defensive / Regen playstyles; however the Grenadier build lacks a cohesive set that isn't filled with bonuses you don't want for the damage type you will be dealing.
My suggestion:
- Convert 3pc Set Bonus from +83 Weapon Skill to +83 Wounds
- Convert 4pc Set Bonus from +6% Reduced Chance to Be Dodged to Reduce Cast TIme on Barrel + Lightning Rod by 1s
- Remove the +AA Haste from items and convert this to redistribute the +6% Reduced Chance to Be Dodged from 4pc Set bonus that was changed
- Redistribute + Weapon Skill on items to + Wounds / Toughness / Initiative
- +80 HP/s could be moved to the Def Sov chest, and replaced with +2 AP/s
- 7pc Armor debuff could stay as a group support option, although it's completely pointless in the current meta with 100% ArPen WLs and running 7pc on sets isn't really a good choice over the other mixed options. It might make sense to continue to exist as a Slayer synergy, as their ArPen doesn't get as high
These changes would serve to bring the Engineer up substantially in viability for an organised warband, both in terms of improved survivability, but also a better alignment of their stats to the damage type they are looking to deal. As Napalm and Phosphorous Shells don't stack in an area, this still won't make it so that a warband would want to bring multiple Engineers (not least because of their lack of instant AOE M2) but it will allow them to compete more fairly on damage with other Order DPS classes. Increased survivability is needed to make up for the lack of defensive and mobility tools the Engineer has versus White Lion; no root break, no charge, no pounce. Shorter / instant casts on Barrel and Lightning Rod respectively would also allow them to keep up with the pace fights move better, which currently is extremely fast; returning viability to these abilities.
1. Rifleman Single Target Physical Damage Build
2. Grenadier AOE Corporeal Damage Warband Build (Either with Napalm or Magnet)
3. Solo Roaming Defensive / Regen Spec
There is a potential 4th spec, Blunderbuss Physical Cone AOE + Magnet build (but this is so niche, boring, and outclassed by MDPS such that the only benefit it brings is Magnet, which isn't strong enough to make it a sensible choice).
However the current Warlord set fails to have good stat alignments to cater for these playstles. Some examples:
- 6pc bonus to grenadier tree, which does corporeal damage
- 2pc Weapon Skill bonus - for physical damage
- AA Haste on Jewelry, Shoulders, and Gloves - for physical damage
- 5pc Ranged Power bonus, which is great for the Range Power gear build, focused on capping BS and then maxing Ranged Power to continue boosting damage - 5 Warlord, 2 Tri, LOTD Cloak + Jewel, Sentinel Gloves, Bloodlord Weapons
The Main and Off Sov sets (and the new defensive Darkpromise set if the Armory bonuses are correct) cater very well to the existing Rifleman and Defensive / Regen playstyles; however the Grenadier build lacks a cohesive set that isn't filled with bonuses you don't want for the damage type you will be dealing.
My suggestion:
- Convert 3pc Set Bonus from +83 Weapon Skill to +83 Wounds
- Convert 4pc Set Bonus from +6% Reduced Chance to Be Dodged to Reduce Cast TIme on Barrel + Lightning Rod by 1s
- Remove the +AA Haste from items and convert this to redistribute the +6% Reduced Chance to Be Dodged from 4pc Set bonus that was changed
- Redistribute + Weapon Skill on items to + Wounds / Toughness / Initiative
- +80 HP/s could be moved to the Def Sov chest, and replaced with +2 AP/s
- 7pc Armor debuff could stay as a group support option, although it's completely pointless in the current meta with 100% ArPen WLs and running 7pc on sets isn't really a good choice over the other mixed options. It might make sense to continue to exist as a Slayer synergy, as their ArPen doesn't get as high
These changes would serve to bring the Engineer up substantially in viability for an organised warband, both in terms of improved survivability, but also a better alignment of their stats to the damage type they are looking to deal. As Napalm and Phosphorous Shells don't stack in an area, this still won't make it so that a warband would want to bring multiple Engineers (not least because of their lack of instant AOE M2) but it will allow them to compete more fairly on damage with other Order DPS classes. Increased survivability is needed to make up for the lack of defensive and mobility tools the Engineer has versus White Lion; no root break, no charge, no pounce. Shorter / instant casts on Barrel and Lightning Rod respectively would also allow them to keep up with the pace fights move better, which currently is extremely fast; returning viability to these abilities.