Engineer Tanking engineer pve pvp tank
Engineer Guide by PurpleSphinx Last update at Mar 17th 2014, 18:43

  • Current Level 0 /50
  • Ability Points 0 /0
  • AMP Points 0 /0
  • Elder Gems 0 /17
  • 0
    /0
    • = Locked by Tier
    • = Unlocked but Locked by Parent
    Max Health Assault Power Support Power
    Brutality 0000
    Finesse 0000
    Moxie 0000
    Tech 0000
    Insight 0000
    Grit 0000
    Strikethrough Chance 0% Critical Hit Chance 0% Critical Hit Severity 0% Deflect Chance 0% Deflect Critical Hit Chance 0%
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    This build generates lots of threat while providing mitigation and avoidance. It uses the core abilities of an tanking Engineer. That I believe every Engineer will want to have, which are the following.

    Flak Cannon
    -The Volatility builder

    Particle Ejector
    -The threat builder

    Hyper Wave
    -The real taunt

    Shatter Impairment
    -The oh so amazing CC breaker, now with absorb!


    Then we have the optional or "interchangeable" ones. Which I have picked up


    Disruptive Module
    -This gives everything you want. Threat, Volatility and Shields. It even buffs shields when you have tiered it up to 4. "Increases your Shield Mitigation to 75% for 6sec" That is a reason you want to keep this ability on cooldown at all times.

    Unsteady Miasma
    -The field that's placed on the ground generate some threat while providing a great debuff to enemy's standing inside of it. Base it makes the enemy miss 25% of its attacks on you. but I can be tiered up to a max of 33%. I would like to keep this ability up as much as possible.

    Zap
    - An Interrupt is useful but you should focus on surviving instead of tiering it up.

    Personal Defense Unit
    -This is an amazing cooldown to have besides your innate. Base gives you 25% reduced damage but can be tiered up to a max of 65% reduced damage. the cooldown is quite short but it is still worth a slot. After the damage reduction has ended. it gives us a little absorb. which also is a plus for choosing this ability.

    Other Abilities you could use are:

    Bruiser Bot, Either as a 100% reduced damage cooldown or the tier 4 deflection buff. BUT! not both!
    Feedback, If you have high deflection this might be good.
    Shock Pulse, As an alternative volatility builder.
    Recursive Matrix, a Raid "cooldown"
    Code Red, The other.. taunt.


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    As for AMPs


    Support Tree:

    Deflect: 3 points -Core AMP
    Deflect Crit: 3 points -Depending how much you have on gear you can tier this down.
    Support Power: 2 points -This can be a good gauge for your threat generation.
    Emnity -A good booster to threat gen.
    Boosted Armor -Core AMP. Basicly a +18% constant armor buff in combat.
    Disruptive Module -For the ability, Duh!

    Utility Tree:

    Cooldowns: 3 points -For anything with a cooldown! like Innate and PDU
    Reckless Dash -Free volatility for meeee
    Deft Restoration -For that extra shield gain.

    Other Trees:

    Strikethrough: 3 points -We need to hit the bosses to do threat
    Maximum Shield Capacity: 3 points -The more the better!
    Helin' Hand -More healing is never bad.
    Dirty Tricks - Gives more Deflection, which isn't bad.


    This should give you an all round good loadout with enough threat to hold aggro and sufficient mitigation and avoidance to survive.