PvE DPS Rotation
You forgot grenade toolbelt but your rotation is pretty spot on. There isn’t currently an optimal rotation. I usually do might rotation and even swap to shield just for the blast and then replace with rifle. Grenade toolbelt, rifle 3 and 5 are probably the most burst so you might want to start with those.
I do a similar rotation, however if there is a S/F(D) ele in the party, and they drop a longer duration firefield I pop a couple more. Ideally you want 8 blasts pre fight to get your might up. Ele can usually pop 4, so you want to pop 4 in their firefield. Big ol Bomb, healing turret, Acid Blast & I pop my shield (because I carry P/S). Then about 10 seconds into the fight, I pop the firefield again and drop supply drop into it, along with any other cooled down blasts. And rotate the firefield whenever its available with any blasts available (usually only 2). Its worth putting out incase anyone else has any blast finishers.
The other trick, if your party has abysmal might stacking but a banner is drop the fire bomb, pick up a banner, use 5. Its a free, low CD blast finisher. But requires a stop in DPS for about 1.5 seconds.
If you playing power build insted grenade 1 spam bomb 1.
Tekkit’s Workshop
thank you guys! i’ll try to improve
It’s hard to come up with an ideal DPS skill rotation for Engineers because it has too many variables (e.g. what combination of utility skills are you using, Pistol/Shield or Rifle, FireForged Trigger, Hair Trigger or neither, Short Fuse or not), and because Engineers have a lot more freedom in which order they want to use their skills due to their kits.
Skills you should use as often as possible are Rifle #5, Grenade Kit #2, Grenade Kit #4, Grenade Barrage; depending on your last utility slot also Elixir Gun #4, Surprise Shot (Rifle Turret), Mine Field and Detonate Mine Field (Throw Mine), or Tool Kit #3 and Throw Wrench. Theoretically you also want to use Rifle #3 on recharge, but in my experience it’s much less hassle to just use it when you use Rifle #5.
Depending on how many Vulnerability stacks the mobs already have you want to use either Grenade Kit #1 or Bomb Kit #1 as your auto attack.
If your teammates profit from fire fields (e.g. LH Eles or Hammer Guardians) use Bomb Kit #2 on recharge, otherwise wait for the cooldown of your own blast finisher.
Honsetly, I have so many kits I don’t have any particular rotation, sometimes I get so confused playing the piano that I just hit random keys and hope for the best.
Sometimes you just gotta go be like water and go with the flow.
Honsetly, I have so many kits I don’t have any particular rotation, sometimes I get so confused playing the piano that I just hit random keys and hope for the best.
Sometimes you just gotta go be like water and go with the flow.
This advice changed my entire life. Thank you.
I agree with others, we don’t have set rotations as much as other professions do. There are good rotations for blast finishers so that they take the least amount of time away from your DPS, but the cooldowns on our fields and finishers don’t really line up well so you sort of just have to go with the flow there as well. Just remember to drop Fire Bomb as often as possible, even if you have no blasts to use at least you’ll help cover a light field so your party might get a couple might blasts.
Using big skills off cooldown is pretty much what the Engi does. When you play it enough you won’t have to worry about checking the cooldowns either you’ll just feel it. Grenade Kit #2 and 4, BOB, Elixir Gun #4, FT #2, Rifle #3 and 5, Tool Kit #3, and of course Bomb Kit #3, those are the types of skills you use whenever they’re available (just make sure the blasts are being used in a fire field, or at least some kind of helpful field).
Jade Quarry
Honsetly, I have so many kits I don’t have any particular rotation, sometimes I get so confused playing the piano that I just hit random keys and hope for the best.
Sometimes you just gotta go be like water and go with the flow.
Yeah, I feel like learning to play an engie is similar to learning to play few classes simultaneously.
You have to know what every of your skills does, and with all the kits and elixirs and stuff there are so many of them.
On another hand since I started to actively play the class I forgot when was the last time when I had absolutely nothing to use. There is always something useful off cooldown.
And I wouldn’t even use the term “rotation” for our class, I’d rather say we pull off some combos depending on the situation.
(edited by cheshader.5081)
Assuming you take no cooldown reduction traits,
Healing Turret, rifle turret, thumper turret and bomb kit, your rotation will start of like this
Opener
1. Place the 3 turrets
2. swap to bomb kit, place big ol’ bomb, place fire bomb, auto attack once
3. overcharge thumper turret, detonate all 3 turrets, use eruption (thumper turret toolbelt skills)
4. swap to rifle, 3 and 5 (2 too if you took sitting duck)
The above will give you 18 stacks of might
every alternate fire bomb will align with the cooldown of your healing and rifle turret, making it easy to stack might.
normally after detonating healing and rifle turret your rifle 3 and 5 should be up
autoattack with bomb kit otherwise
0 secs : opener
10 sec : fire bomb no finisher
20 sec : fire bomb + healing + rifle turret
30 sec : fire bomb + big ol bomb
40 sec : fire bomb + healing + rifle turret
50 sec : fire bomb no finisher
60 sec : fire bomb + big ol bomb + healing + rifle + thumper turret
(edited by jingkangtan.6752)
Assuming you take no cooldown reduction traits,
Healing Turret, rifle turret, thumper turret and bomb kit, your rotation will start of like thisOpener
1. Place the 3 turrets
2. swap to bomb kit, place big ol’ bomb, place fire bomb, auto attack once
3. overcharge thumper turret, detonate all 3 turrets, use eruption (thumper turret toolbelt skills)
4. swap to rifle, 3 and 5 (2 too if you took sitting duck)
The above will give you 18 stacks of mightevery alternate fire bomb will align with the cooldown of your healing and rifle turret, making it easy to stack might.
normally after detonating healing and rifle turret your rifle 3 and 5 should be up
autoattack with bomb kit otherwise0 secs : opener
10 sec : fire bomb no finisher
20 sec : fire bomb + healing + rifle turret
30 sec : fire bomb + big ol bomb
40 sec : fire bomb + healing + rifle turret
50 sec : fire bomb no finisher
60 sec : fire bomb + big ol bomb + healing + rifle + thumper turret
This would not be a good DPS rotation. The cost of a few extra Might stacks is far too great. The Engi is much too versatile a profession to be using up entire trait slots for a blast finisher (on a 50s cooldown to boot) that does nothing else.
Elixir Gun, Throw Mine, even Rocket Boots are all blast finishers that are also valuable in other ways. I could grant you the Rifle Turret, but even then unless in a SD build I wouldn’t bring it solely for a blast finisher.
Jade Quarry
It’s a fun experiment really. Once you have played it a goodly while you do have a rotation but you might not even know it unless you pause to think about it, and it’s extremely hard to follow the 100% same pattern time and again so minor variances easily happen… maybe that’s why it’s so fun, to anybody that likes taking a stab at managing chaos.
It’s a fun experiment really. Once you have played it a goodly while you do have a rotation but you might not even know it unless you pause to think about it, and it’s extremely hard to follow the 100% same pattern time and again so minor variances easily happen… maybe that’s why it’s so fun, to anybody that likes taking a stab at managing chaos.
But an experiment is all it is. You’re using up 2 utility slots only for blast finishers that do nothing else. You would get a lot more damage with Throw Mine and Elixir Gun.
Jade Quarry
Assuming you take no cooldown reduction traits,
Healing Turret, rifle turret, thumper turret and bomb kit, your rotation will start of like thisOpener
1. Place the 3 turrets
2. swap to bomb kit, place big ol’ bomb, place fire bomb, auto attack once
3. overcharge thumper turret, detonate all 3 turrets, use eruption (thumper turret toolbelt skills)
4. swap to rifle, 3 and 5 (2 too if you took sitting duck)
The above will give you 18 stacks of mightevery alternate fire bomb will align with the cooldown of your healing and rifle turret, making it easy to stack might.
normally after detonating healing and rifle turret your rifle 3 and 5 should be up
autoattack with bomb kit otherwise0 secs : opener
10 sec : fire bomb no finisher
20 sec : fire bomb + healing + rifle turret
30 sec : fire bomb + big ol bomb
40 sec : fire bomb + healing + rifle turret
50 sec : fire bomb no finisher
60 sec : fire bomb + big ol bomb + healing + rifle + thumper turretThis would not be a good DPS rotation. The cost of a few extra Might stacks is far too great. The Engi is much too versatile a profession to be using up entire trait slots for a blast finisher (on a 50s cooldown to boot) that does nothing else.
Elixir Gun, Throw Mine, even Rocket Boots are all blast finishers that are also valuable in other ways. I could grant you the Rifle Turret, but even then unless in a SD build I wouldn’t bring it solely for a blast finisher.
throw mine can replace rifle turret for blast finisher as it still aligns with healing turret’s cd
the reason i dont use elixir gun or rocket boots is that their blast finishers can put me in an awkward position
Assuming you take no cooldown reduction traits,
Healing Turret, rifle turret, thumper turret and bomb kit, your rotation will start of like thisOpener
1. Place the 3 turrets
2. swap to bomb kit, place big ol’ bomb, place fire bomb, auto attack once
3. overcharge thumper turret, detonate all 3 turrets, use eruption (thumper turret toolbelt skills)
4. swap to rifle, 3 and 5 (2 too if you took sitting duck)
The above will give you 18 stacks of mightevery alternate fire bomb will align with the cooldown of your healing and rifle turret, making it easy to stack might.
normally after detonating healing and rifle turret your rifle 3 and 5 should be up
autoattack with bomb kit otherwise0 secs : opener
10 sec : fire bomb no finisher
20 sec : fire bomb + healing + rifle turret
30 sec : fire bomb + big ol bomb
40 sec : fire bomb + healing + rifle turret
50 sec : fire bomb no finisher
60 sec : fire bomb + big ol bomb + healing + rifle + thumper turretThis would not be a good DPS rotation. The cost of a few extra Might stacks is far too great. The Engi is much too versatile a profession to be using up entire trait slots for a blast finisher (on a 50s cooldown to boot) that does nothing else.
Elixir Gun, Throw Mine, even Rocket Boots are all blast finishers that are also valuable in other ways. I could grant you the Rifle Turret, but even then unless in a SD build I wouldn’t bring it solely for a blast finisher.
throw mine can replace rifle turret for blast finisher as it still aligns with healing turret’s cd
the reason i dont use elixir gun or rocket boots is that their blast finishers can put me in an awkward position
As described many times on these forums, you should learn how to cancel the leap of Acid Bomb. It’s far too powerful of a skill to not use for that reason.
Jade Quarry
show me the trait please
i’m use engineer
I know only might stack with condi build.
After each fire bomb swap to flamethrower and detonate #2. This keep ~ 6 mights every time.
Before fire bomb deploy healing turret and big’o bomb, detonate HT in fire field. This can add another 6 stacks over time.
Orbital strike I use only into napalm from FT.
Big + is that this might stack you make in your rotation and not loosing much your dps and it’s easy and sustained.
I am not familiar with power version, but acid bomb/big bomb/thumpy turret can be way.
So.. I start play scrapper. "