WHY I BOTHERED TO MAKE AN ACCOUNT AND PUT THIS SHIT UP
This build has worked pretty solid for me so I'm just putting it up here for all the other engineer tankers out there to give it a go, and give me some feedback. I'm not very good at doing the fancy nice looking guides or explaining in super duper detail with calculations and shit or why certain abilities are good and others don't do anything (cause I'm a lazy asshole, and chances are you've had to look up a ton of different guides on engineer tanks and they all have different shit and your like wtf why do they all say different shit) but ... nevermind, there is no but, I'm sincerely sorry. This is just something your going to have to accept. If anyone else wants to write it up in the comments I'll gladly copypasta it in here.
Let it be known that this build works for me personally with my own personality with when I dodge and where I move and my teamates who know how to play the f*cking game, so this may not work for you and you'll have to change it a little or a lot or just say this guide is so much gattdam poop. If you do, there are 2 absolutes that I know that may help you. YOU NEED
and
T8.
ROTATION
Opening is basically dashing forward and using
,
,
,
and then
. Use
whenever at or above 70 volatility, spam
and everything else when on cooldown (might change this up to allow more PE time to build threat faster). If you fuck up as I sometimes/often do and get below 30 volatility (losing the volatility rising amp buff) then roll to get it back up again.
WTF WHERE ARE THE OTHER 3 ABILITES
The last 3 ability slots I change up depending on the situation/boss using these mostly:
+
T4
3 Interrupts is enough for most mobs and a few bosses for you to solo stun.
T1/T4
Still working on this due to bots having the stupids, but the idea is to have a free 8 seconds where the mob/boss isn't attacking you, allowing your healer to have some down time as well as yourself.
Unfortunately, this is the only "movement" ability available to us engineers.
+
+
+
T8
Some things cannot be stunned and must instead be snared, and/or rooted. The mobs I'm specifically thinking of when I say this, are those tanks and bombcarts on Siege of Tempest Refuge (also, fyi: did you know you can use the mines the enemy drops to do pretty large chunks of dmg to them?).
T4
This is mostly intended for Raiding (which I haven't done yet) but this grants everyone in the entire raid a pretty significant absorb when calculated all together.
This is the thing that's mostly on my bar. Most bosses have uninterruptable CC and this will get you right out of it. The absorbs not bad either.
Still tinkering with this because its damn good on paper but is a bitch to place down when your dodging telegraphs. So far, I've only really placed it at the beginning of the fights and then completely forget about it.
Used this when I was still getting used to this build, as well as when I had inferior gear compared to my group members. Don't use it as much anymore, but I recommend picking it up for when you start this build out.
T4
Now, I haven't tried this one yet or am even able to use it (due to the amps) but the shield mitigation looks good combined with the
. I'll have to figure out a rework to the amps I have now, but if anyone wants to spread some knowledge that would be very helpful.
If you have any extra ability points put them into
or
.
AMPS
Everything on the Amps is necessary except for the Support Power and possibly Enmity (I tried the build without it and still didn't have threat issues, but I'm thinking I would have them in Raids or something). I would put Boosted Armor as a necessary Amp but its one of the Amps you'll have to buy from Commodity Broker (around 4 Plat at this time of writing) or get a lucky drop.
Once you get all Elder Gem Amp points, I would put them into Boosted Armor, Support Power 3, and Strikethrough.
The things I'm still undecided about is which Tier 2 Support Amps are good and I should get and if I want/need the Repair Bot, and what I would drop/add to get that.
Ty for your time and consideration