Hzrd's Hybrid Arena Build dps engineer pve pvp
Engineer Guide by Hzrd Last update at May 8th 2014, 11:53

  • 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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    CHAPTERS
    • 0. Intro
    • 1. Abilities
    • 2. Supplementary Abilities
    • 3. AMPs
    • 4. Supplementary Amps
    • 5. Ability Breakdown

    Intro

    W'dup players?

    My name's Hzrd and I am a PvP Engineer (Mordesh master race). This build is a WIP arena build designed for my combo of SS healer, Stalker/Engineer DPS for 3v3. It utilises a combination of steady damage and situational reactivity. This is not the be all/end all Engineer arena build, but rather how I feel my playstyle will work effectively with the combination of setups my team mates will use.

    NOTE: This is a top tier build. You will only have 41 ability points and 45 amps when you reach lvl 50.


    Abilities

    --Damage--
    T1 Pulse Blast: This is the Engineer filler ability and will be your primary source of Volatility generation, though this build also utilises an AMP that generates 20 Volatility when dashing. This will be used extensively to put yourself into a position to unload with Electrocute.

    T4 Electrocute: Utilising this spell when at 60+ Volatility will grant you a stacking buff that increases all technology damage dealt to any target. As Electrocute will be your primary damage dealing ability when attempting to take down an opponent, it is very important that you generate the most amount of Volatility before putting pressure on a focus target.

    T1 Quick Burst: This spell is only available directly after you land a critical strike and should be used immediately, as it is only available for a short time. Also, you will surely land another crit before the cooldown is finished and this ability has the potential to cause significant punishment to multiple enemies when utilised properly.

    --Utility--
    T4 Unstable Anomaly: This is your Mortal Strike, if you don't know what that is, it is a debuff which reduces the healing that affected enemies receive. With the tiered bonus it will also disable all enemy shields for 4.5 seconds. When utilised in conjunction with a potent CC combination, your team can quickly devastate your focus target and eliminate any potential for aggressive retaliation.

    T4 Urgent Withdrawal: Being able to remove yourself from potential punishment is an important utility to have when in small team battles where distraction is unavailable. Urgent Withdrawal will allow you to quickly leap backwards out of enemy fire, while also applying a stacking snare debuff to nearby enemies. With the addition of the T4 upgrade, you will move significantly further and remove all Root and Snare effects. Should you be the focus of enemy attention, this can be utilised to break CC combo's that might be coming your way. Alternatively, you can slow opponents that are chasing your team mates and further disrupt their organisation and co-ordination.

    T4 Obstruct Vision: This is utilised best when switching DPS targets. i.e. deal significant damage to an opponent and then blind the enemy team and switch to their healer. When the blind is lifted, he will have lost enough health to make a comeback almost impossible. Alternatively, if it appears that one of your team mates is about to go down, an effectively positioned blind will counter any and all offensive attempts against your team. Furthermore, the T4 upgrade will provide an interrupt armour to your team mates, removing any potential for your team to be CC'ed and cutting your kill attempt short.

    --Support--
    T8 Recursive Matrix: This ability will allow you to strongly counter any offensive pressure that your team might encounter. The T4 upgrade will provide protection to all teammates, allowing your DPS to focus on dealing retaliatory offense in conjunction with the T8 upgrade that will reflect all deflected attacks back at your opponents. NOTE: T8 should be reached using the elder gem system. Use T4 until you aquire the additional ability points.


    Supplementary


    - This can be replaced with more offensive options, should you feel that your teams survivability is strong. Some recommendations are:-
    for an "on-demand" DPS boost;
    for an "on-demand" CC breaker and DPS boost;
    if you're not running with a stalker I strongly suggest this instead of recursive matrix, as the inbuilt collapse (pulls enemies in to the bot) + snare mechanic, additional AOE damage and 5% passive health bonus, are all very strong components for 3v3 arena. Not to mention that this will allow you to almost ALWAYS pull off a full triple stun + blind combo, allowing serious offensive punishment and potentially multiple kills.

    - While I personally love this ability, as it is easy to aim and regularly procs. If you are dropping recursive matrix in favour of one of the T4 spells mentioned above, your best options would be:-
    - At T4 this ability is instant cast between 30-70 volatility. If you've never tried this spell... do it now. It hits like an absolute TRUCK! Though you may have more difficulty aiming it in fast paced, close quarter combat.
    - While it doesn't have the "OH SHIT" potential of Quick Burst, and while the bot AI is a bit lackluster at the moment, I feel that this will be a MUCH greater dps choice over quick burst once that issue is resolved. Even IF you managed to get a Quick Burst off, every 10 seconds, Artillery Bot deals more damage in that same amount of time AND you can compound the Barrage ability with your Stalkers collapse + your blind (or your Diminisher Bot collapse if taken) which is just as frightening and punishing. However, that combination relies on precision and practice.


    AMPs


    --Assault--
    Tier 1
    ~Assault Power I: Increase Assault Power by 2.5%.
    2.5% increase to Assault Power might not sound like much, but 2.5% of 1,000,000 is 25,000 damage....

    ~Critical Hit III: Increase Crit Chance by 6%.
    This is important as Engineers damage is steady but constant, the more you crit the more you can unload a Quick Bursts.

    Tier 2
    ~Harmful Hits: Landing a critical hit grants an Empower for 5 seconds. Empower grants 9% crit.
    As stated earlier, more crits means more Quick Bursts and some scary burst potential.

    ~Shrapnel Rounds: Landing a hit causes 13.3% damage every 2 seconds for 6 seconds.
    Depending on your play style, this AMP ties in with the stable damage output of the engineer and can cause confusion to your enemy healer, by creating additional damage to multiple targets.

    Tier 3
    ~Unstable Volatility: landing a hit applies 1 stack. At 3 stacks deal 27% damage to the enemy.
    With the insane speed at which Electrocute tics, this provides substantial additional damage to the engineers already stable damage output.

    ~Cruisin for a Bruisin: When you deflect an attack, gain a 10 second Empower. Empower grants 20% crit chance.
    Again… more crits, more quick bursts, more epic punishment!


    --Hybrid A/S--
    None.


    --Support--
    Tier 1
    ~Deflect III: Increase Deflect Chance by 3%.
    Through a chosen Tier 2 AMP, deflecting attacks will restore health to nearby party members. This isn't essential but is preferable for my dps/support hybrid build.

    ~Deflect Critical Hit III: Increases Deflect Critical Hit by 6%.
    When many opponents have built in mechanics that proc on crit, this is almost essential for any engineer PvP build. It will also tie in with the T2 proc mentioned above.

    Tier 2
    ~Rejuvenating Rain: Deflecting an attack restores 10.5% to 2 allies within 5m.
    Again, not essential, but creates much needed support for your healer when they are being CC'ed.


    --Hybrid S/U--
    Tier 1
    ~PvP Defense III: Increases PvP Defense by 3%.
    Reducing all damage taken in PvP... does this need explenation?!?


    --Utility--
    Tier 1
    ~CC Resilience III: Increase CC Resilience by 30%.
    CC is the primary element used in PvP to control the flow of combat. Having a 1/3 chance to completely negate any offensive attempts against your team, is absolutely essential.

    Tier 2
    ~Deft Restoration: Dashing restores 31% shield, 10sec CD.
    This further ties in to the support elements of this build, by allowing some self sustaining utility when taking focus fire.

    ~Reckless Dash: Dashing generates 20 Volatility.
    Keeping your resource topped up is essential to sustaining vicious offensive pressure.


    --Hybrid A/U--
    Tier 1
    ~PvP Offense III: Increses PvP Offense by 3%.
    Any offensive PvP build should include these points. More sustained damage, more pressure on your opponent.

    Tier 2
    ~Volatile Armor: Eradication ExoSuit grants an Empower. Empower increases crit change by 10%.
    This exponentially increases the burst potential while the Engineer innate is active and when combined with Electrocute and Quick burst.


    Supplementary


    I'm happy with all of the T1 and T3 amp choices, so I'll only be discussing the T2 amps. Feel free to play with T1 as you see fit, though bear in mind there is a pre-requisite for unlocking higher tiers.

    ~Shrapnel Rounds can be replaced with ~Volatility Rising: generate 7 volatility every 1.5secs while between 30-70 volatility. Which will allow longer, sustained rounds of Electrocute. Which, you should know, is a very punishing ability.

    ~Rejuvenating Rain can be replaced with ~Reflexive Actions: taking a crit restores 1 dash token. When taken in conjunction with the other T2 Utility amps, extra dashes means free 20 volatility + 31% shield restored. More damage AND more survivability. This should be taken if your teams survivability is reliably strong.


    Ability

    WIP: stay tuned