Hand Beam Cannon MK1: No points Given
Deals XXX damage up to 3 targets cooling the reactor 30/60/90 degrees.
I assumed this was another PVP skill and didnt apply it to my build. Decent AOE
but I took another route. Again, this is just a guide, not a rule book!!
range is 20 yards long and 7 yards wide.
Steel Mosquitoes: No Points Given
When Cast, sends 3 electrical bolts over the target, that deals xxx damage every 3 seconds
for 12 seconds. Unfortunately, once the target moves, the damage is interrupted and a 30
second cool down remains *sad face* Though it might be a great PVP skill in combination with
certain CC's (that doesn't interrupt upon damage) its pretty useless in PVE.
Battery Capacity: 120 charges. uses 10 charges per second. cool down 30 seconds
Intensive training III (A.K.A. Regen): Rank 3
Restores 12 points of energy and 1% mana every 8 seconds to all group members.
Best to have this rank 3. Very usefull in Group instances, Raids and Astral.
I used this at the very begining of my build. Once I was able to time my shots,
I went with potency instead (15% magic damage increase)(( in your ruby grid))
Lightning Shot: Rank 2
Deals a greater amount of damage then Fire and Acid Shot. I chose only
rank 2 because I cannot justify putting an extra 3 points into something
that only gives an extra 400 points of damage.
Consumes 35 energy per shot (28 energy with rubies) 30 yard range. 2 second cooldown
Hover Pad: Rank 2
This is one of the coolest skills in game In my Opinion. Once activated, you
Hover above the ground for X seconds, all the while still being able to use
your shots. While in Hover mode, Physical Damage will not harm you.
Magic still sting like a son of a gun, but the pad is still doable!!
Rank 2 gives you 6 seconds of hover time. rank 3 gives you 7. So I chose not
to waste 3 points for 1 extra second.
Flamethrower: Rank 2
Causes XXX Damage to all targets in a cone shaped area. Heats the reactor
30 points every 1.5 seconds until it overheats and shuts down.
A little side note, when you use Flamethrower, Burner, Hand Beam Cannon or Dazzler,
just because the reactor shuts down, doesnt stop you from being able to use your
other shots available.
Defibulation: Rank 3
Can we say COMBAT combat combat RES res res (internet echo?) XD
Anyways, this is an Awesome combat res that allows you to resurrect a friendly
target AND... wait for it... Grants them Invulnerability to damage for a short
period of time. (if your healer is good, BOOM. instant res and heals)
But with this skill you get a twofer. Thats right. a two for 1 skill. Not only can you
res in combat, but this skill is also used as a stun for those pesky folk who
try to kill you all the time. Excelent addition to the Engineer in my opinion!
(another page from the paladin res with its own little tweak)
Burst of Mana: Rank 2
In Travel Mode (opposite of Combat mode) deals a pulse of damage to all surrounding enemies.
In Combat mode (Mounted on Turret) XX damage is delt and Pulses all targets surrounding you
up to 10 yards and stunning them for 1.5 seconds. (more with rubies) temp of reactor must be
no less then 50 degrees above 0. once used it resets the reactor to 0 degrees
Its a nice little boost of extra damage once you run your flamethrower to max. resets your reactor so you can
get back to owning your mob/opponent!
This is also taking a page from the Psi's Pulse. Nice Job Dev's!!!
Range 10 yards. Cooldown 30 seconds
Steel Trap: No points given
When Activated, it moves to a target trapping it for X amount of seconds
and dealing damage over time.
This is a strange contraption that I myself have not mastered yet. It seems like it works
some of the time. The rest of the time it seems to attach and then disappear. SO I chose
to leave it out of my build and use the points on something more productive.
Battery Capacity: 80 charges. uses 10 charges per second. cool down 40 seconds
(battery cap extends with rubies)
Astral Shot: Rank 2
Another More Powerful shot then the others. As with all shots, they do
heat and cool the rector respectivly, but useing one and then the other
keeps your reactor in balance. As with lightnig shot, I chose rank 2 because
rank 3 is a waste of point due to the low damage increse.
Consumes 40 energy per shot (35 energy with rubies) 35 yard range. 2 second cooldown
Dither Bomb: Rank 1
A Single Target Grenade causing XX Shadow Damage (depending
on the temp of the reactor, the higher the better) and stacks up
to 3 levels of Deadly resonance that deals another XX amount
of damage per stack every 2 seconds for 10 seconds. I did give
this skill a go simply because if in fact I do hit the target, its a nice
tick of damage on top of everything else your throwing at it!
Easy Target: Rank 3
Once Activated, this ability puts a buff on the target that grants up to 100%
more damage to the target for 15 seconds. This is great for a red ring boss
if you are having trouble and need a little extra DPS. Only downside is it can only
be used every 4 minutes... awwwwwww
Flying Platform: Rank 2: Tears of the Dragon: 1 Tear
This is a great skill. Although, Physical damage is still the only thing that
wont touch you, it makes up for it in another way...
Once Activated, it grants you the ability to Fly around while Using your shots
AND increases your travel speed by 8 yards per second (Plus 2 yards for every
tear of the dragon of better quality!!!!) Basically, Its a 6 second mount that gets
you out of trouble during combat and the hell away from the battle while you regain
health. Again I chose rank 2 because rank 3 adds 1 second more. 3 points thrown away!!
Uses 1 tear of the Dragon (cool down times depends on the quality of the dragon tears)
Overload: Rank 2: Tears of the Dragon: 4 Tears
Activation of this skill allows you to use a skill without triggering
the cool down of other skills.
makes it nice when you want to use your
turret and vespiairy at the same time.
Uses 4 Tears of the Dragon. Rank 2 cool down 1.5 minutes (cool down
times depends on the quality of the dragon tears)
Now, With all that said, I am particularly fond of a certain rotation that gets the Job done for me. As I lean towards a mob or Mobs, I drop My Vespiairy at their feet, then I use fire, acid, fire, acid, etc... I only bring out lightning or astral shot when I really need that extra boost of damage OR when the Variable polarity procs. then I will use the corresponding skill to deal the most amount of damage. For example. Fire shot and Lighning Shot cool down the reactor, while acid shot and astral shot heats the reactor. If I hit the mob with a cooling shot and variable Polarity procs, I will either use Acid shot or Astral shot to deal huge amounts of damage. Other then that, Vespiairy, acid shot and fire shot is a great rotation to use the least amount of energy and keeping your shots up longer.
For a nice AOE pull use your energy saving shots to pull in 3 or 4 mobs. Drop your Vespiairy, Neuro Gas (will talk about that later) and then hover above the Vespiairy while it ticks away damage. after a few seconds the Vespiairy Will pull aggro and you can safely land back down and take each mob out one at a time or use your flamethrower or hand beam Cannon to take on Multiple targets. Just remember, you will pull aggro away from the vespiairy once you start attacking the mob. so use caution. Vespiairys Hit Points arent very High, but combined with a few Rubies (will add later) gives it a nice shield similar to the Combat Turrets Shield.