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.
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.