Engineer Rifle Build?
I like to run 30/20/0/0/20
-Traits for bombs, or grenades, whichever i feel like using, any rifle traits and static discharge with speedy kits.
-Utilities i use are healing turret, tool kit, rocket boots/elixir gun/utility goggles, and nades/bombs.
-Using full Berserker stats.
I feel pretty squishy but i use the EG 4 skill to get out of the way sometimes, plus the stun break on the f skill for EG is great. The healing turret is for the heal and condi cleanse on a short CD plus blast finisher combos. I would use a helpful sigil, but i have the hunter (going for the legendary myself ;P) and it has a useless sigil :/ Hope this helps at all
I’ve tried this but it never feels right. I feel like my SD/rifle burst is weak because of all the bomb/grenade traits I’ve taken and from taking a non-SD utility (like EG). And my bomb/grenade feels awkward because I don’t know if I should be using my rifle or bombs or…. Also, I’m squishy (like you said).
I prefer full on rifle/SD build. More mobility, less aoe.
[TTBH] [HATE], Yak’s Bend(NA)
Well a full SD build would have you using your rifle with your f skills, but i use either bombs or nades as my main source of damage. I use the rifle for the utility. the tool kit has a shield i like to use when it hits the fan. That’s just what I like to use.
So play full blown Rifle SD 0/30/0/10/30 with TK/RT/Goggles. Gonna be squishy, but prob best burst an Engi has.
You can swap Sitting Duck and Power Wrench for something else. Also Medkit for Healing Turret if you want.
So play full blown Rifle SD 0/30/0/10/30 with TK/RT/Goggles. Gonna be squishy, but prob best burst an Engi has.
You can swap Sitting Duck and Power Wrench for something else. Also Medkit for Healing Turret if you want.
I usually do incendiary powder on mine, simply because you’re getting extra power and a bit extra damage from the burning. The invigorating speed can be pretty nice, but you don’t want to dodge unless you have to since your damage will drop 10%. I also wouldn’t expect to swap kits that often on an SD build, although I guess if you need to endurance back up then that’s probably when you’d do it.
Why would you be dodging any other time than when you have to, aside from screwing around? In which case maintaining that 10% damage buff is inconsequential.
So play full blown Rifle SD 0/30/0/10/30 with TK/RT/Goggles. Gonna be squishy, but prob best burst an Engi has.
You can swap Sitting Duck and Power Wrench for something else. Also Medkit for Healing Turret if you want.
IMO, Power Wrench is worthless. You won’t be using your TK. Take Speedy Kits & Static Discharge obviously, but make your 3rd trait something like Adrenal Implant, Scope, Leg Mods or Speedy Gadgets. Whatever your build is lacking. I like Adrenal but Gadgets can give you better Goggle/RB uptime.
Also, Rifle Mod gives only your rifle a flat 10% dmg boost. Mod Ammo gives a +2% dmg boost to everything while your rifle is equipped. With Sitting Duck & Goggle toolbelt, you’ve got a +8% dmg boost to your whole SD burst. Another reason why I prefer Rocket Boots to Rifle Turret. It benefits from Speedy Gadget trait too.
[TTBH] [HATE], Yak’s Bend(NA)
After you have Speedy Kits and Static Discharge the last pick is up to you. I happen to like the cripple on Throw Wrench, and the lower CDs on TK skills. I tend to use Magnet Pull a lot. I can definitely see Adrenal Implants or Speedy Gadgets(if you run Goggles and Boots) being viable, but not so much Scope since your Rifle burst is inside 600 range. So it would really only effect your autoattack and toolbelt/SD.
As for Modified Ammo, I haven’t really got a chance to mess around with that one all to be honest, but I can definitely see it being a winner over Rifle Mod.
After you have Speedy Kits and Static Discharge the last pick is up to you. I happen to like the cripple on Throw Wrench, and the lower CDs on TK skills…
Wait, Power Wrench trait adds cripple to the Throw Wrench toolbelt too? I need to read better. That…changes things.
[TTBH] [HATE], Yak’s Bend(NA)
(edited by Seras.5702)
After you have Speedy Kits and Static Discharge the last pick is up to you. I happen to like the cripple on Throw Wrench, and the lower CDs on TK skills…
Wait, Power Wrench trait adds cripple to the Throw Wrench toolbelt too? I need to read better. That…changes things.
Yup. Power Wrench basically turns Throw Wrench into Bladetrail(Warrior).
If you’re really feeling adventurous/crazy you can always try some completely random setup like:
10 – Explosives
Evasive Powder Keg Creates a bomb when you dodge
V – Incendiary Powder 33% chance to burn for 2 seconds on critical hits
10 – Firearms
Sharpshooter 30% chance to cause bleeding for 3 seconds on critical hits
VI – Hair Trigger Rifle, pistol, and harpoon gun skills recharge 20% faster
15 – Inventions
Low Health Response System Gain regeneration for 10 seconds when you are attacked while under 25% health
Automated Medical Response All heal skills recharge when health reaches 25% (90 second cooldown)
VI – Cloaking Device You become invisible when immobilized
20 – Alchemy
Hidden Flask Drink an Elixir B at 75% health
Transmute 8% chance to convert incoming conditions into boons
VI – Protection Injection Gain protection for 3 seconds whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger once every 5 seconds
X – Cleaning Formula 409 Throwing or consuming elixirs removes conditions from those affected
15 – Tools
Adrenaline Pump Using toolbelt skills restore 10% of your endurance
Inertial Converter When health reaches 25%, your tool belt skills recharge
II – Static Discharge Discharge a bolt of lightning whenever you use a tool belt skill
You will probably get laughed at, but hey if you’re bored experiment. Mix it up a little.
(edited by Netphreak.5906)