Looking over the various engineer skills for tanking the most appealing build to me is this one. Deflection + Heavy Armor + Defensive Cooldowns= An engineer tank.
Deflection:
;
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: The First two will give you a 25% and a 45% buff to your Deflection rating. While Give 'em the Gas Will Debuff the Mobs a 50% Hit chance. Leaving you with one slippery engineer.
Cooldowns:
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: PDU Can be predeployed so you can use it twice back to back for 75% physical and tech damage buff for ~10 seconds with small burst heals. Bruiser Bot gives the engineer his immune to damage mechanic effective 8 second of damage immunity every 30 seconds; it can work to block one big attack that could kill the bot, help re-position for a 2nd phase, or just give you an 8second break from damage. (each tank has thier own form of immunity, stalker has steadfast, and warrior has wallop and bulwark -their innate). Thier is room in this build for another ability but i'll save it for the end.
Threat:(this one in a big way is the most up in the air it really depends on how hard threat is to keep in wildstar)
;
: Heat wave should be used on cooldown when you already have Gas up to get the most threat. It's got a pretty low cooldown and unless your expecting adds soon you can use it often. Code Red is the sort of ability I think might get very nerfed. It seems like a great way to tell everyone in the raid to just tear into a boss at the start and then threats just not an issue. If your not tanking adds then you might be able to drop Heatwave for another ability.
Other abilities:
and
are just place holders but viable ones. Breaking interrupter armor is definitly going to be a mechanic in a lot of fights so zap will find its way on your bar a good many times if for some reason interrupting isn't something you'll need to do then you have a free spot. Repair,
, and
all fight for a similar spot. Disruptive Module adds to tankiness and threat, and it also helps your healers. As being the ability you get from the end of the tank tree, and looking at how amazing the stalker tree ability seems to be in helping your group and how nice the warrior looks as just free shields, this ability should be pretty promising; However it builds pointless resource, and has a 2 second cast reducing your ability to keep up the
buff. Feedback willl build a decent bit of easy threat in this build and might have a very worthy place in this build. However, Bots don't activate the GCD according to the live stream and they'll be doing thier damage passively. Also the repair bot boost group tankiness.
and
ontop of your already high deflect might really start to get into some diminishing returns or will just have very little effect.
Other support abilitys fall into the issue of taking time. You really just want to spend most of your time spamming
to keep your deflection high. Anything that gets in the way is bad. Again
might be good if it doesn't take up the GCD, but it will only provide more dps and threat and thus really only be really usefull if either dps or Threat are tight in a fight.
might be a great use of the final slot that repair bot is taking due it letting you dodge telegraphs easier which might be very important.
My finaly thoughts on engineer:
Overall, engineer look awesome and will most likely be my go to tank. Though they lack the build variance that the other tanks have in this beta build. Stalkers can go for a self heal/Increase healing receive build or a Deflect build. Warriors can go for a plasma wall build which is very similar to this engineer build or go for a Bulwark spam build for fights with high burst damage. Though engineer might have a more cooldown based build?? where you load up on
;
;
;
and rotate cooldown for various part of a boss fight with points to spare for
and
.
The amp tree is wildstars newist addition. They haven't spoke about it too much and because of this i believe it is heavily subject to change in both numbers and effect. However, looking at the amps i have included a tree highlighting notable abilities.
Tank Tree:
Emnity: This reduced group damage taken from your targets by 10%. Pretty nice for your group healers. (dirty Trick may or may not work with emnity, which would change several points).
Rejuv Rain: Heals allies when you deflect. WIth disruptive module and emnity your healers will always want you taking hits as it just makes healing everyone else easier.
Try and Hurt me: I Chose this over "no repeat bossiness" because one of the other amps i picked gives you more boons on being crit. So this just takes the edge of the crips instead of supressing them.
Mech Suit energy boost: Bosses seem to go throught phases of differing amounts of telegraphs. You can use this at the right time to get out of dodge.
Boosted armor: More armor all the time
Assault Tree:
Forceful impact: you'll most likely be missing quit abit. SO get more support power out of it.
Harmful hits: threat boost.
reroute power: More mitigation works with
well.
This is a very simple tanking build for someone looking to do a low skill cap tanking. If you want something more challenging: http://ws-base.com/builds/view/140-Engineer_PVE_Quick_Build_Tank#QvyCClKMpMvMCv/521.506.507.508.527.528.529.530.525.522.523.517.518.519.520.553.546.547.548.562.537.532.533.534.535.549.550.551.552.526
This looks so very appealing! I cannot wait to experience how the engie tank plays :)