Post by Reirei on Dec 5, 2013 0:02:19 GMT -6
.:La Build:.
The Breakdown to the build is actually easy once you get it down. For each class, there is something else that you do.
Stats: I really believe that this is up to you personally since most people look for different stats. I use a hybrid stat distribution half str & half int.
For the skill map that I use..
The reason for this skill map is to place self inflected skills on one map and attack/DOTS on another map. Transference is on that side of the map for two reasons; First, it's to allow you to add an additional heal boost while damaging the opponent in the scenario that you are caught while healing or without damage skills available. Second (the real reason), It doesn't fit on the other map <3
.:Technique:.
Alright, the better stuff.. So, My build is actually not as great as Akfury's build, but it works decently for me <3 For each Class, I use different armor and fighting style. FYI!! Use Uraz set if you didn't know lol. and always start with both Armor buffs at the start of the fight.
Engineer: I would recommend a "hit it and quit it technique." IMO, Engineers have the most diverse builds; because of lack of builds out there, a lot of people have their own style & etc. Charge in on initial sequence of the battle, then CHECK YOUR LIFE. If it is 80% or higher, stick around. If not, Kite and rethink your strategy but don't take too long or they'll heal up too. Try to time your heals to unroot yourself from Pain or Suppression but don't wait too long or you'll lose.
For implant, I recommend Dodger D-2 DODGE Amplifer and for armor, use Uraz set and for High Healers/Dodgers, switch out arms for Tek'Graval Deathrobe Sleeves for better accuracy and Crit Chance (Loss in Dodge is equalized by the boost in armor against engi's). Use Lab restricted SLashers, or for a faster kill, use Experimental (Do not let the other engi get away if you use Experimental. Chances are, they will deplete your Mana).
Operatives: I recommend Kiting all the way. With the crazy Dodge debuff and damage, there is a very slight chance that an engineer will ever win toe to toe against an Operative. Basically, Hug the walls and stay inside. Avoid the corners of the map where you can get trapped by a constant lurch while they just kite circles around you. A recommended technique against ops is if they got you stuck, save the heal and watch for Mind Wrack and especially Amplify Pain. Most ops will have both so use your heal to remove the debuff and find your way out of the situation. If you get away, just kite and heal yourself because Ops will never heal more than you do (The longer you stay 100%, the more likely your chances of winning will be). And last but not least, even if they get mad, always try to waste their buffs. An op with no buff + Removing Debuffs= a Vulnerable Operative.
For Armor, I recommend Full Uraz set, Yaniz Vorr, and D-2 DODGE Amplifier. For the weapon, I would just recommend slashers in general. Lab-Restricted Slashers has a high mana regeneration rate, while Experimental Slashers has a better critical stat. Since most fights against ops will be short, just choose your arsenal wisely.
Commando: I recommend different things! Napalm Commandos should be treated like Ops, and the other Commandos like a Hybrid Op/Engi. Why? Napalm debuff is amazing, and getting caught by it with a combo can be the tide turner. The low armor totally kills it for the Commandos however, so if you kite enough with lucky dodges, you'll kill them fast. The other coms should be treated like Operatives because of that buff. Run as much as you can to retain a minimal amount of damage while buff is active, then go back to normal when it's over. Normal is defined as the engineer part of the hybrid. Go toe to toe but run and heal if you need to.
For Napalm Coms, Use the Full dodge set. for other coms, it's more of a preference, though I recommend full dodge set, Lab-Restricted Slashers, and for the implant use Songpriest's Ryothan. The Ryothan and SLasher for the mana regen. These battles are long and getting the upper hand sometimes means having the most mana to dish out skills.
.:Tips & Disclaimers:.
This build is a different form of what was "the best engineer build" in times past. Akfury taught me how to PvP and since he was gone for a while, I've been looking into the different armors for PvP. Unlike 41 cap below, the 51 Cap's PvP is more Armor related than anything else since that is what most end gamers rely on. If you are able to tack in some Skill, it is definitely a higher winning percentage. I recommend twink PvP. The main reason is because of the skill that actually goes into it. Kiting is big in twinking so getting the hang of it there gives you the greatest advantage in end game. Also try other classes. Seeing the mechanics of the other classes PvP can help you see loop holes in how they fight. And of course, Engineers must be observant before agressrive. Watch the opponents tactics and adapt.