DISCLAIMER: This build is usable immediately at 50. The amount of time needed to obtain full elder gem unlocks for extra ability and amp points will be quite long. Because of this I decided it would be best to not use them for a more viable build at launch.Enjoy!
This build is a
PvP only build. It does not have the dps sustain needed for proper PvE content. Many of the abilities are tailored for group combat, especially with the large amount of AoE skills engineers have, but should still hold its own in 1v1.
Overview
I wanted an engineer that could do instant burst damage in PvP while also retaining some mobility and survivability. Appropriately managing the Cooldown timers and your Volatility Gauge is very important with this build, but once mastered you will have no problem controlling the flow of battle.
I'm sure many of you are wondering,"Where are the bots?!?" Well my friends I noticed something. Bots die. And with the amount AoE telegraphs used in Wildstar, they die A LOT. They can be useful and I'm sure there will be many PvP builds that can use them appropriately. Not this one though. This is a pure lonewolf engineer build.
Stats
THIS BUILD NEEDS CRIT! Its imperative that you stack a high amount of Moxie and Finesse for maximum crit chance, crit severity and Assault Power. I also recommend gear with solid Grit and Brutality but mainly as secondary stats..
PvP Offense and PvP Defense stats are (You guessed it) great for PvP!
Make sure to get some of these stats on your gear. Usually PvP vendors sell pieces that have these stats, though I have heard crafters can make gear with them too.
I would recommend more Assault Power than Support Power in this build. (These Stats Effect the Damage to the abilities in their respective trees and this build focuses on mainly Assault Abilities.) The AMP's Assault Power I , II and III collectively raise assault power of equipped items by 7.5% also.
AMPs
In PvP huge quick bursts that catch people off guard are king. Healers have a tough time healing burst damage as well. This AMP setup focuses on upping your critical chance, severity and assault power. lt also has some decent defensive and mobility AMPs to keep you alive during the craziness that Wildstar PvP entails. I worked around to pick up some of the strongest Abilities in each tree.
Dashing remove's knockdown CC's and can help you dodge most attacks all together if skillfull. It also will generate 20 volatility with the AMP Reckless Dash.
Make sure if you plan on using dashes to charge volatility that you are in combat. If you are not you will immediately lose the 20 you gain from volatility decay.
Volatility Rising will give you solid volatility regeneration while between 30-70. Because of this staying above 30 volatility is important if you want to maximize your damage output.
Ability Breakdown
Your primary go to
volatility builder. This move has good range but a fairly small width coupled with some decent damage. Cycling between this ability and Bio Shell to stay between 30-70
volatility will be very important.
The first taste of burstyness (ITS IN THE NAME FFS) and a staple in your crit build. A simple and very mobile attack with good damage especially with high crit severity. Make sure to use it every time its up. It fades faster than anticipated so don't think once you crit you can save it on your bar to use for a Killsteal. (Don't lie, that's why you're saving it) Use it. Rack up another crit. Use it again. Rinse & repeat.
WARNING HIGH VOLTAGE
Have you ever been struck by 20,000 volts of electricity? No? Well your enemies will know soon enough!
Electrocute is the first volatility dump you get in the game as an engy and wow does it do alot of damage. This move sort of steers away from the main idea of this build in that it doesnt have a huge BURST but instead does constant quick steady damage that adds up immensely fast.
The synergy of this ability with the other abilities in the assault tree are what make it great. The Tier 4 allows you to gain up to 15% increased technology damage which in turn buffs
Quick Burst and
Unstable Anomaly. The very long range of this ability is really useful for chasing opponents and keeping them at bay too. Items and abilities that have on hit effects work very well with this ability because of its quick attacks so make sure to pick some of them up.
This move is your only
volatility dump so
Bio Shell's Tier 4 ability will rely heavily on it.
Read Below for Explanation
When I first used
Bio Shell I was unimpressed. It has a slow cast time and a fairly easy to dodge telegraph that's shaped like a penis. Actually
Bio Dong should have been its name. (
I wouldn't put it past the devs) Then I noticed its Tier 4 upgrade and realized the error of my
Dong hating ways. An instant cast, high damage, long ranged, aoe blast?
Ohhhh yeaaaaahhh~~~
The catch? The instant cast only works when you are between 30-70
volatility. This is why you must use
Electrocute to lower your
volatility and fire off more
Dong shells when the CD is up.
Not only does it do everything above but it also leaves a debuff called Expose on up to 5 targets it hits. This lowers all the targets effected technology resistance by 14% for 11 seconds (Tier 7) making
Quick Burst,
Electrocute and even
Unstable Anomaly hit even
harder.
SYNERGY!!!
What does this mean?
You'll be able to take out huge chunks of hp from enemies with a simple key stroke. Yeah I said stroke... Everyone else is making useful Guides and I'm just sitting here stroking my
Bio Dong key.
Too many Penis jokes? Too bad.
You know what grinds my gears? Attempting to kill a target and all of a sudden it gets a nice big ol' crit heal. Yea... that sucks...
Thankfully Warriors aren't the only class with a healing debuff in Wildstar and that's where
Unstable Anomaly comes into play. It will quell those pesky healers from spam healing themselves and others while you beat the snot outta them.
It costs no
volatility and the healing debuff can be kept up indefinitely with it's low cooldown. The best reason to have this ability though is the Tier 4 ranking which allows you to bypass shields for 4.5 seconds. No shields = Easy kill.
This move is an instant blind CC. Blind isn't the best CC mainly because the visual disability is quite easy to navigate around. The damage is mediocre but the added 50% deflect debuff you toss on targets is quite useful. Someone with good anticipation can time its use before the enemy attacks with their innate or large cast time abilities. Forcing your opponent to miss a powerful CC ability can make or break a fight.
It's tier 4 ranking is amazing for group combat in that it gives you and four surrounding teammates an Interrupt Armor.
The biggest downside to this ability is its short 10m range. Make sure you are close enough to your designated targets before using it.
FREEZE SUCKA! This is your one of your thinnest telegraphs and yet the most important to hit with. The damage output is minimal and the cooldown is long but make sure you use it to keep your opponents at bay or close. Controlling the placement and flow of a fight is just as important as how much damage you can do and take.
Swappable Abilities
The last abilities are more of a customizable preference. You can switch out whatever abilities you like best.
Hell you can even turn this into a bot build if you want... yuck.
I recommend any of the bottom abilities because of their synergy with the rest of the build and added damage + survivability they offer.
A a great "Oh s#*t!" ability. Lets say, for instance, a stalker breaks stealth and plunges his claws deep into your backside (ouch), all you need to do is pop this ability to jump away from the attacker while simultaneously slowing him down.
It has more than one charge so you can easily use it multiple times in a single fight.
A simple CC removal option with an absorption shield added onto it. A great defensive move for any
PvP encounter.
Exosuit-Awesome!
The Engy innate Exosuit Mode: Eradicate is godly.
It adds plenty of extra Assault Power while simultaneously adding volatility and extra damage onto all attacks every 2.5 seconds. This move is by far the best ability you have on your engineer. The only downside is that you will take slightly more damage while active, but no big deal. You get to wear a giant heavy metal exosuit of death and destruction! Isn't that what lifes all about? No?! NOBODY CARES WHAT YOU THINK!!
Strategy
An easy way to start off a fight with high volatility is to use
one time or dash roll twice then immediately use
and followed by an instant cast
. (Make sure you are in combat before starting this rotation or volatility decay will sap all your energy) By that point you will be at
(60+) volatility so you can use
to deal quick damage and to start raising your technology damage by up to 15%.
You should always use
anytime you manage to crit!
Casting
before using your hardest hitting abilities is recommended for the Tier 4 shield removal effect.
or Dash Rolls should be used constantly to keep your
volatility gauge above 30 at all times or whenever your other abilities are on cooldown.
Combat Tips
Using
Exosuit Mode: Eradicate on larger groups of enemies or when most of your CDs are reset is generally the best way to use your innate. It's a good idea to use it when people are not focusing on you so you can do tons of damage without needing to move around much.
You can use
to chase targets as well as stay away from them. If you aim it properly you can easily end up putting yourself in front of a fleeing target while also snaring them. (Great for Mask chasing in the warzone "
Smash and Grab")
As a ranged class you should try to keep melee classes like Warriors and Stalkers at a distance. They can't do much when they can't get close. Having heavy armor also means you can get into the center of a fight. Getting up close and personal with Espers and Spellslingers is a great way to keep them from hitting with their skill shots.
Use your innate and CC's to keep people where you want them. The nice part about a heavy crit build with engineer is that many abilities have a wide range and can proc crits on multiple targets at a time. Use this to your advantage. Line up your attacks so you always hit more than one person at a time. Don't waste a Stun or Blind on a single person if you can hit a whole horde of enemies. [color red]
CLEAVE AS OFTEN AS POSSIBLE![/color]
Conclusion
Hopefully people wanting to play a botless engineer try this build and enjoy it. I love constructive criticism so if you have any ideas on how to make the build stronger feel free to comment on the bottom. Maybe I will change the setup if you convince me why its better.
OH YEAAAA!!! NOW GO OUT THERE AND BE SOMEBODY, CUPCAKE!
Me and my fellow guild mates from Critical will be playing on the Pergo PvP server at launch. If you happen to roll a character there add me as a friend (or rival). I'm always looking for friendly players to duel with. And if you're exile... watch your back!!
Critical Guild Site
dodgefan338,
Gib,
Loopers97,
Zmfec,
Alderok,
drgodwaffle,
Jinjy,
Guzzy,
karn987,
Chernobyl,
Chuaneering,
CyrcainX,
bobyjones69,
AWGRaijin,
warlordgrey,
icyisaac,
ConsTheWise,
Coldclown,
Tegmorad,
wigznet,
AboodValor,
Hexco,
Mock,
dinossaur,
Hzrd,
Promedol,
Skarim,
raavatis,
schoklat,
cruxisinhibitor,
deathkaiser,
DraethTarg,
Pedro,
Omicron,
Talamh,
Axel
Which rune sets should we go for with this build?
Also, what would the stat priority be?
PvP Power > AP > Finesse > Crit > Crit Sev > PvP Defense etc. I assume?
check out http://criticalofwildstar.enjin.com/ put in an app we can always use new dedicated members!
I just made a engineer dont know why I didnt do it sooner but you are in pergo correct? I just moved there cus its the most populated. I need a new guild :)
Try one, they are really fun in pvp!!!
I dont really like engys but i enjoyed reading your guide(still laughing!) Keep it up! And if I ever try engy it will be all on you!