Hello,
I’m thinking about making an Engineer, as I’ve grown bored with my other 80’s and want to try something different. I’m posting this build with hope for feedback from veteran Engineer players. Any advice you may have is welcome.
After researching a bit and playing around with some different builds, I’ve come up with two variations of roughly the same build.
It utilizes Rifle and Flamethrower, while using gadget abilities; mainly the Personal Battering Ram and Throw Mine slot skills for the control they offer, both on the Toolkit and in their slotted abilities.
Explosives: 10 points
Forceful Explosives – 10 points in Explosives gets me +10% condition duration, which helps when in Flamethrower Kit; Larger bomb/mine radius improves the area of the bomb left behind when dodging, the Toolkit bombs, and the Throw Mine utility slot mine
Firearms: 30 points
The crit and condition damage synergy of this tree work really well with this build.
Hair Trigger – Since the Engineer really only has one option for a power build weapon, I opted for 20% reduction on rifle abilities. It also helps with the control approach I am taking to Engineer, letting me use Net and Overcharged Shot more often.
Fireforged Trigger – The main damage source of this build is the Flamethrower kit, making this a must-have.
Juggernaut – Since Flamethrower will be equipped most of the time during combat, +200 toughness and Might Stacking are a huge bonus. This build utilizes Superior Runes of Strength, improving the Might duration by 20% and damage output by 5% while Might is present.
Alchemy: 20 points
Acidic Coating – Since the design of this build is control/dps, causing blind when struck by melee is extremely helpful if mobs do slip through the cracks, improving the survival of the build.
Deadly Mixture – Another must-have for the Flamethrower kit.
Tools: 10 points
10% cooldown reduction on Toolbelt skills and Toolbelt skills restore 10& endurance, which meshes with the bomb-on-dodge passive from Evasive Powder Keg (Explosives tree).
Speedy Gadgets – must-have for the control aspect of the gadget utilities
Basically the same build, trades 10 points in Explosives to put 10 more in Tools.
This improves the cooldown time of the control abilities in the Toolbelt slots, resets their timer at 25% health, and causes them to do damage when used.
Tradeoff – no bomb on dodge, smaller radius on bomb/mine.
critique!
help me shape my Engineer into kittenery