Strikethrough Chance 0%Critical Hit Chance 0%Critical Hit Severity 0%Deflect Chance 0%Deflect Critical Hit Chance 0%
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CHAPTERS
0. Summary
1. Ability Breakdown
Summary
This build focuses on a high threat generating tank with shield regenerative abilties. While between 30-70 volatility this build produces very good volatility generation. Having items that increase maximum shield are highly advised for this build. Stacking grit, tech and insight are also highly recommended.
Ability
Use , , or your dash rolls to generate above 30 volatility.
Dashing generates 20 volatility and recovers shield with the AMPs this build provides. While between 30-70 volatility the AMP Volatility Rising will be in effect for 7 volatility regen per 1.5 seconds.
Use as often as possible while above 30 volatility.
With Particle Ejectors Tier 4 ability it only costs 6 volatility per second. Coupling this with the AMP Volatility Rising (4.6 volatility per second) means that between 30-70 volatility you can almost use Particle Ejector indefinitely. This is one of the best threat generating abilities engineers have so use it often.
Recast when the CD is up for higher shield mitigation and shield recovery.
This move also generates 30 extra volatility over 6 seconds.
Use for extra threat and volatility whenever it is up.
While between 30-70 volatility Ricochet becomes instant cast so It is recommended you use it then.
When at max Volatility use .
Keep up for taunting.
should be kept up as often as possible for the increased shield mitigation and generative abilities it provides to your shield.
Pop or to taunt targets.
Hyper Wave's Tier 4 generates 17 extra volatility when used.
for extra defense and a backup heals if you get super low.
Use Innate Provoke Exosuit during tough fights or OH SH!T moments to save yourself and others. Its also useful to pop before a fight so you can get above 30 volatility immediately.
Bruiser bot is a bit of a bad idea as it taunts the mobs to the bot -- which dies quickly and usually prompts DPS to start peeling mobs away. If you're looking for a taunt I'd go with Code Alpha but I think Particle Ejector and Hyper Wave will keep you well up on threat. As well -- I've not done the math for it yet, but you may find that Try and Hurt Me! and Rejuvinating Rain may give less healing per AMP than Life Steal as is the case with Stalker (which I honestly think has worst damage output than we do in the matter of Tanking)(but again, I haven't done the math). Particle Ejector should actually be to T8 as 20% armor degrade when channeling is more worthwhile in personal and team support (This site's info's out of date currently :0) as its one of the few ways that actually reduces armor available to most classes.
In terms of TPS, Disruptive Module is a loss (because it deals far less damage and has a 2 second cast time of no damage/threat produced), but its a massive gain in terms of effective health.
Onto AMPs, Volatility Rising -Check,Reroute power would be a better choice in terms of Effective Health to deflect chance and deflect crit.
Hey you really shouldn't downvote a build if you are going to blatantly plagiarize from it. Your build was very different from Helel's build a few weeks ago, now you have taken Dirty Tricks and a few other AMP abilities that he talked about in his theory-crafting section. That's low.
With the very quick attack sequence that particle ejector has I feel like Try and Hurt Me is more beneficial but this would be purely based on the amount of healing you gain. If it doesnt end up giving a lot I would definitely take Boosted Armour instead. I agree that t8 particle is very very nice but im just very skeptical about its benefits. It seems awfully overpowered on paper and I doubt its truly that effective live. If it is then I would definitely take it but atm I prefer to put extra points into increasing Ricochet and Disruptive Modules threat and shield regenerative bonuses. Great feedback though It definitely needs more testing to be sure!
love the feedback ill definitely try it in game!
Bruiser bot is a bit of a bad idea as it taunts the mobs to the bot -- which dies quickly and usually prompts DPS to start peeling mobs away. If you're looking for a taunt I'd go with Code Alpha but I think Particle Ejector and Hyper Wave will keep you well up on threat. As well -- I've not done the math for it yet, but you may find that Try and Hurt Me! and Rejuvinating Rain may give less healing per AMP than Life Steal as is the case with Stalker (which I honestly think has worst damage output than we do in the matter of Tanking)(but again, I haven't done the math). Particle Ejector should actually be to T8 as 20% armor degrade when channeling is more worthwhile in personal and team support (This site's info's out of date currently :0) as its one of the few ways that actually reduces armor available to most classes.
In terms of TPS, Disruptive Module is a loss (because it deals far less damage and has a 2 second cast time of no damage/threat produced), but its a massive gain in terms of effective health.
Onto AMPs, Volatility Rising -Check,Reroute power would be a better choice in terms of Effective Health to deflect chance and deflect crit.
I didnt plagiarize from it. Sorry you feel that way.
Hey you really shouldn't downvote a build if you are going to blatantly plagiarize from it. Your build was very different from Helel's build a few weeks ago, now you have taken Dirty Tricks and a few other AMP abilities that he talked about in his theory-crafting section. That's low.
With the very quick attack sequence that particle ejector has I feel like Try and Hurt Me is more beneficial but this would be purely based on the amount of healing you gain. If it doesnt end up giving a lot I would definitely take Boosted Armour instead. I agree that t8 particle is very very nice but im just very skeptical about its benefits. It seems awfully overpowered on paper and I doubt its truly that effective live. If it is then I would definitely take it but atm I prefer to put extra points into increasing Ricochet and Disruptive Modules threat and shield regenerative bonuses. Great feedback though It definitely needs more testing to be sure!