Build Concept: Weakness Tank

Build Concept: Weakness Tank

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Posted by: Grackleflint.4956

Grackleflint.4956

http://tinyurl.com/lcv6lh4

Tanks power/crit builds by constant application of weakness. Weakness is covered by bleed, poison, burning, blindness, and even confusion. If they do manage to stun me (I have 2 stun breakers) then Stabilized Armor kicks in.

Tanks condition builds with 6 ways to remove conditions in addition to Automated Response to shut them down when my health gets low.

The Flamethrower is included mainly for support. I only swap into this to use cooldowns and then immediately swap out. I do like the utility and support it adds so it stays.

Elixir S provides two safe stomps/revives, and an escape/stun break.

I chose Elixir H because of my investment in the Alchemy line, but would consider using Healing Turret.

Elixir X provides more support in the form of safe stomps, in addition to blowout to interrupt enemy stomps.

The Elixir Gun is the center piece of the build. It stays equipped the majority of the time so I can reapply weakness and poison.

The runes are focused on Weakness and Poison up time and the Shaman’s neck seems to compliment the build nicely.

The Sigils are debatable. I’m trying to get as much weakness and poison duration as possible but I believe that both conditions are rounded down in duration.

I’ve played the build and it’s proven, but I’m still looking to improve it and I’m open to suggestions—as long as they don’t move the focus away from applying weakness as a form of tanking. I’m having great results. I think the parts of the build that could use improvement/tweaking are: sigils, traits, and the healing and 3rd utilities.

(edited by Grackleflint.4956)

Build Concept: Weakness Tank

in Engineer

Posted by: Dirame.8521

Dirame.8521

Nice idea. My advice would be to go for the full runes of Rata Sum because that poison field/Weakness field with the blast finishers from the shield and Acid bomb, would be pretty good. Also, 10 points in Firearms could be moved down to inventions, getting you Automated Medical Response and Reinforced Shield. Because I think decreasing the cooldown on two of your most defensive skills is a good investment.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

Build Concept: Weakness Tank

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Posted by: Grackleflint.4956

Grackleflint.4956

Thanks, Dirame. Any thoughts on the sigils or amulet?

Build Concept: Weakness Tank

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Posted by: Rozbuska.5263

Rozbuska.5263

Imo sigil of battle gives you more damage from might than from 10% poision duration

Tekkit Mojo – Engineer
Tekkit’s Workshop

Build Concept: Weakness Tank

in Engineer

Posted by: Dirame.8521

Dirame.8521

Thanks, Dirame. Any thoughts on the sigils or amulet?

I would actually go for Sigil of Energy on one of the slots, if you’re going for being more tanky/survivable.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

Build Concept: Weakness Tank

in Engineer

Posted by: chungiee.8764

chungiee.8764

I will try this build when i get home. Looks like a great concept! Few points i’d like to raise though:

Do you struggle with 1vX as your Weakness application is single-target? I don’t see how it would work but maybe Grenade Kit #5 could be used somehow?

Also, why have Speedy Kits without Invigorating Speed when you are bunkering?

I feel Elixir H isn’t worth it. You have 2 condition removals every ~20 seconds while Healing Turret offers that every 15 seconds to all allies.

Lastly, i would suggest Sigil of Doom is better than Poison Duration 10%.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
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Build Concept: Weakness Tank

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Posted by: Hoof.1523

Hoof.1523

Build Concept: Weakness Tank

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Posted by: Marc of Shadow.1083

Marc of Shadow.1083