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1

Sunday, March 22nd 2015, 11:03pm

[PMB] Jote's Engineer guide/compendium [6.0]

Table of Contents
1. Introduction .................................................... [1000]
2. Patch [6.0] ..................................................... [2000]
3. Reactor ......................................................... [3000]
4. Talents .......................................................... [4000]
5. Rubies ........................................................... [5000]
5.1 Rubies for Volleys: ...........................................[5001]
5.2 Rubies for Hand Beam Cannon MK1: .......................[5002]
5.3 Rubies for Defibrillation ..................................... [5003]
5.4 Rubies for Burner ............................................. [5004]
5.5. Rubies for Frag bomb ....................................... [5005]
5.6 Rubies for Paralyzing Ray .................................... [5006]
5.7 Rubies for Burst of Mana ..................................... [5007]
5.8 Rubies for Dither bomb ...................................... [5008]
5.9 Rubies for Devices ............................................ [5009]
5.10 Rubies for Emergency Revival Kit .......................... [5010]
5.11 Rubies for Combat Mode .................................... [5011]
5.12 Rubies for Defensive Devices ............................... [5012]
5.13 Rubies for Flying Pad........................................ [5013]
5.14 Other Rubies.................................................. [5014]
6. Racial, World Mysteries Abilities and Incarnation skills.... [6000]
7. Stats PvE......................................................... [7000]
7.1 Stats PvP....................................................... [7001]
8. Build: Recommended Astral PvE.............................. [8000]
8.1 Build: Other PvE...............................................[8001]
8.2 Build: PvP....................................................... [8002]

Copy and paste [####] in browser search function for easy navigation/skipping.

1. Introduction [1000]

Hello everyone, my name is Jote. I've been around since closed beta. I am currently in the guild Warsong (New Frontier). I'm known in the guild for high PvE dps. What got me interested in engineers was its special interaction with astral ships. I prefer playing engineer over the other classes because of the versatility they bring to astral and raiding. I had my time to play around with engineers since they were introduced in patch [5.01].

2. Patch [6.0] [2000]

With the new patch, engineers’ ruby grids were slightly altered. Three new types of rubies were added. Only “Calibration” rubies are essential for PvE. Beyond that, the builds are relatively the same with last patch [5.02].

The new [6.0] stuff:

Calibration
  • Volley shots now have an increased 4/8/12% critical hit chance
Movement Detectors

  • When your “Steel mosquitoes” attack is dispelled, the enemy takes damage and is slowed by 1.5/3/4.5 seconds
  • *R3 of this ruby on activation makes steel mosquitoes hit a little harder than one normal steel mosquitoes tick but are still not worth the rubies for PvE.
Vacuum Trap
  • When steel trap reaches your target, knock down 1/3/5 enemies within 4/7/10 yards of the target.
  • **Not useful for PvE.

3. Reactor [3000]

Engineers have their own special mechanic - the reactor.

Certain skills increase or decrease the temperature of the reactor. The reactor will always try to stabilize back to 0.
• HOT temperature will have the arrow going right [Heats]
• Cold temperature will have the arrow going left [Cools]

4. Talents [4000]
Will be listed in column order

Important: All engineer talents are affected by alchemy weapon potions NOT spell potions


Column 1

Fire Shot
  • Deals damage and cools the reactor by 25 degrees. Your go to spam button.
Acid Shot
  • Deals damage and heats the reactor by 25 degrees. Your other go to spam button.
Hand Beam Cannon MK1
  • Ticks damage every second and increasingly cools the reactor by 30 and 60 / 90 degrees for each additional tick respectively.
  • * Will turn itself off if the next tick causes the reactor to go over -199 degrees. -25 is about the lowest you can go before you lose out on the third tick
Lightning Shot
  • Deals damage and cools the reactor by 38 degrees. Your go to spam button when cannonade procs.
Defibrillation
  • 1. Deals damage and stuns for 1/2/3 seconds. 60 second cooldown OR
  • 2. Instantly resurrect a friendly player without confirmation and grants .5/1/1.5 seconds of immunity. Always take r1 you will need it for either effect.
Astral Shot
  • Deals damage and heats the reactor by 38 degrees. Your other go to spam button when cannonade procs.

This post has been edited 24 times, last edit by "dragonblue14" (Apr 9th 2015, 10:07pm)


2

Sunday, March 22nd 2015, 11:04pm

Column 2

Burner
  • Deals damage every 1.2 seconds and heats the reactor by 30 degrees per 1.2 seconds.
  • * Will turn itself off if the next tick causes the reactor to go over 199 degrees. To get the maximum duration of burner, use when reactor is at-25degrees
Frag bomb
  • Deals damage to a target and a tiny AoE radius around it. Use whenever off cooldown.
Paralyzing Ray
  • Crowd control, disables the enemy for 15/30/45 seconds. Reduced effectiveness in PvP.
Seal of Health
  • Party buff of 10/20/30% hp.
Burst of Mana
  • HOT - Deals damage and applies a DoT up to 9 stacks for 4 ticks. Requires reactor to have a temperature of at least 50.
  • COLD – Deals damage and applies a slow for 3-7s. Requires reactor to have a temperature of at least -50.
Dither Bomb
  • Requires temperature to be less than -50 deals damage to one target and applies a dot up to 3 stacks depending on temperature [-50,-100,-150 respective temperature needed to apply 1/2/3 stacks of DoT when bomb lands].
Column 3

Light turret
  • Creates a device, every 2 seconds the turret will shoot the closest target; a ruby overwrites this rule.
  • Your set and forget dps turret. Be sure not to set this too close to another pull.
Emergency Revival Kit
  • Engineer die hard. When engineer’s hp goes to 0, hp is set to 1% of maximum and gain a shield for 10/20/30% of maximum health. Speed is greatly increased during this time.
  • Take at least r1 of this to prevent your oops moment.
Steel Mosquitoes
  • Throw a device that deals damage ticks every 3 seconds for 4 ticks; the first tick happening almost instantly.
Firethrowing Turret
  • Creates a device, every 0.5 seconds deals AoE damage in a cone within 15 yards of the turret is facing. Instantly heats for 100 degrees. Use for aoe pulls or in combination with Overload.
  • * Turret position is always placed facing the direction of your character’s animation to place the turret.
  • ** Cannot use if reactor is above 100 degrees, cannot use if reactor is below -25 degrees
Overload
  • Dragon Tear skill. Your next offensive device does not trigger the global cooldown of offensive devices. (AKA anything in column 3 excluding emergency revival kit.)
  • You cannot have more than one of the SAME device out at a time. Creating the same device that is out will cause the existing device to die off. Exclusion goes to Steel Mosquitoes when used on different targets.
  • Use when off cooldown for maximum dps.

Column 4

Combat Mode
  • Frag bomb, Dither bomb, Steel mosquitoes do not cost energy while mounted.
  • Gain a shield equal to 20/30/40% of maximum hp. Sets up an immovable mountable turret for 7/9/11s (however a 2s animation follows so -2 from the previous numbers)
Adds additional effects to volley shots and burst of mana:
  1. Fire - pushes the target back each time
  2. Acid - stacks up to 3 times and deals dot damage. Additional acid shots refresh the countdown.
  3. Lightning - stacks up to 3 times and silences & disarms for 2s per stack when it fades. Additional lightning shots refresh the countdown.
  4. Astral - stacks up to 3 times and deals AoE damage when it fades. Additional astral shots refresh the countdown.
  5. Burst of Mana HOT - Deals damage and stuns enemies
  6. Burst of Mana COLD - Knocks back enemies and applies a slow for 3-7s

Medical Emergency Project
  • Creates a device heals friendly targets in a 10 yard radius for 7/9/10 ticks. Each tick is 1 second.
Hover Pad
  • Become immune to melee damage for 4/6/7 seconds, you are immobile
Pylon Project
  • Creates a device and increases the caster’s energy regeneration rate by 50% for 6/8/10 seconds. Use when you can afford not to move.
  • *Use in combination with racial ability for 23 energy per second.
  • Potion of concentration does not benefit from this skill but still has its own effect if used during this time.
Steep Trap
  • Creates a device that travels to the enemy and roots for 6/8/10 seconds. Ticks damage every 3 seconds. The enemy can get out of this by killing the device.
Flying Pad
  • Dragon Tear skill. Become immune to melee damage for 4/6/7 seconds, movement speed while on flying pad is increased based on the quality of dragon tears used.

This post has been edited 15 times, last edit by "dragonblue14" (Apr 10th 2015, 7:12pm)


3

Sunday, March 22nd 2015, 11:05pm

5. Rubies [5000]

Will be grouped by talents. Some rubies will appear more than once.

5.1 Rubies for Volleys: [5001]

Boiling Point
  • Increases Acid and Astral shots by 4/8/12%
Crystallizing Point
  • Increases Fire Shots and Lightning shots by 4/8/12%
Cannonade
  • Every 10 / 5 Fire or Acid shots grants a buff for 6 seconds which decreases energy costs of Lightning and Astral shots by 30 / 60%
Calibration
  • Volleys have an increased 4/8/12% critical hit chance
Steady Hand
  • Volley energy costs are reduced by 10/20/30%
Dues ex Machina
  • Astral shots have an increased 4/8/12% critical hit chance.
Synthesis
  • Astral and Lightning shots reduce the cooldown of Frag bomb by 1.3/2.6/3.9s and .9s/1.8/2.7s respectively at r3
Variable Polarity
  • Each Heating or Cooling shots have a % chance to apply a vulnerable debuff of the opposite temperature.
  • Stacks up to 3 times. Aiming for the 3 stacks will be energy inefficient and therefore not dps efficient to do so in a PvE setting.
  • The opposite temperature volley will consume the debuff and deal damage.
5.2 Rubies for Hand Beam Cannon MK1: [5002]

Focusers
  • Increases Hand Beam Cannon by 10/20/30%
Dues ex Machina
  • All astral damage skills have an increased 4/8/12% critical hit chance
Vacuum Storage
  • Manual Beam Cannon has a 33/66/100% chance to reset Dither bomb

5.3 Rubies for Defibrillation: [5003]

Increased Capacity
  • Casting time of defibrillation is reduced by 33/66/100%
Superconductor
  • Immunity gained through defibrillation is increased by .5/1/1.5 seconds.
  • Cooldown of defibrillation is decreased by 11/22/33% if used on a friendly target
Direct Current
  • Stun on an enemy caused by defibrillation lasts 33/66/100% longer BUT reduces damage dealt by 11/22/33%.
  • Decreases cooldown if used on enemy by 11/22/33%

5.4 Rubies for Burner [5004]

Burning Mix
  • Burner deals 5/10/15% more damage
5.5. Rubies for Frag bomb [5005]

Projectiles
  • Frag bomb causes a 1/2/3/4 stack debuff on targets hit. Upon removal by Volleys, deal damage. Each volley removes 1 stack.
Bombardier
  • Throwing range increases by 33/66/100%; Throwing time [cast time] decreases by 33/66/100%
Explosives
  • Frag bomb deals 10/20/30% more damage
Synthesis
  • Astral and Lightning shots reduce the cooldown of Frag bomb by 1.3/2.6/3.7s and .9/1.8/2.7s respectively.
Secondary Damage
  • Radius and Damage of Frag bomb is increased by 10/20/30%
Shock Wave
  • Frag bomb as a 33/66/100% chance to knock down enemies upon impact

5.6 Rubies for Paralyzing Ray [5006]

Increased Capacity
  • Paralyzing Ray has a 33/66/100% to not be dispelled until the target’s hp decreases below 90%

5.7 Rubies for Burst of Mana [5007]

Valve Adjustment
  • Burst of Mana deals 33/66/100% more damage
Electrodynamics
  • Cooldown of Burst of Mana decreases by 15/30/45%

This post has been edited 9 times, last edit by "dragonblue14" (Apr 9th 2015, 9:59pm)


4

Sunday, March 22nd 2015, 11:06pm

5.8 Rubies for Dither bomb [5008]

Dues ex Machina
  • All astral damage skills have an increased 4/8/12% critical hit chance
Bombardier
  • Throwing range increases by 33/66/100%; Throwing time [cast time] decreases by 33/66/100%
Secondary Damage
  • Radius and Damage of Frag bomb is increased by 10/20/30%
Peaks and Dips
  • DoT of Dither bomb increases by 10/20/30%
Vacuum Storage
  • Manual Beam Cannon has a 33/66/100% chance to reset Dither bomb

5.9 Rubies for Offensive Devices (Light Turret, Steel Mosquitoes, Firethrowing Turret) [5009]

X Class Engineer
  • Devices damage/healing increases by 4/8/12/16/20%
Death Machines
  • Devices deal 7/14/21% more damage
Theoretical Machinery
  • Device cooldowns decrease by 6/13/20%
Heat Exchange
  • reduces cooldown of burner and manual beam cannon by:
Rank 3 numbers

Firethrowing Turret: 3s cd per second
Steel Mosquitoes: 5s cd per tick
Light Turret: 5s cd per shot


Vulnerability Check
  • Devices have an increased 5/10% critical hit chance
Progressive Defense
  • 5/10/15% of all incoming damage is transferred to a device. If multiple devices are out, damage is evenly distributed.
  • NOTE: These rubies as of [6.0] still do NOT consume the shield gained from Electrodynamics.
Electrodynamics
  • All devices gain a 22/44/66% shield
  • NOTE: The shield from these rubies as of [6.0] still are NOT consumed by Progressive Defense.
Only for Light Turret
Target Marker
  • Marks a target extending light turret’s firing range. Light turret has priority on marked target. If target dies or runs out of range, default rules apply.
Only for Steel Mosquitoes
Movement Detectors
  • When your “Steel mosquitoes” attack is dispelled, the enemy takes damage and is slowed by 1.5/3/4.5 seconds
Only for firethrowing turret
Burning Mix
  • Increases firethrowing turret by 5/10/15%

5.10 Rubies for Emergency Revival Kit [5010]

Contour Overload
  • When Emergency Revival Kit is activated, deal damage in a 7 yard radius around the engineer, gain 15/30/45% reduced incoming damage

5.11 Rubies for Combat Mode [5011]

Mass Production
  • Reduces cooldown of Combat Mode by 15/30/45%
Discharger
  • Increaes all resistances by 3/6/9% while in Combat Mode
Increased Energy Absorption
  • Increases shield gained on Combat Mode by 10/20/30%
  • *Multiplicative which means a 40% shield becomes 52% at r3
5.12 Rubies for Defensive Devices (Medical Emergency, Pylon, Steel trap) [5012]

X Class Engineer
  • Devices damage/healing increases by 4/8/12/16/20%
Theoretical Machinery
  • Device cooldowns decrease by 6/13/20%
Progressive Defense
  • 5/10/15% of all incoming damage is transferred to a device. If multiple devices are out, damage is evenly distributed.
  • NOTE: These rubies as of [6.0] do NOT consume the shield from Electrodynamics.
Electrodynamics
  • All devices gain a 22/44/66% shield
  • NOTE: The shield from these rubies as of [6.0] still are NOT consumed by Progressive Defense.

Only for Steel Trap
Increased Energy Absorption
  • Increases the number of charges steel trap has or adds 1/2/3 seconds to steel trap. Equates to 1 additional tick of damage.
Vacuum Trap
  • When steel trap reaches your target, knock down 1/3/5 enemies within 4/7/10 yards of the target.
Heat Exchange
  • reduces cooldown of burner and manual beam cannon by: At rank 3: 3s cd per tick.

5.13 Rubies for Flying Pad [5013]

Fuse Blow
  • 33/66/100% to knock back enemies in an 8 yard radius to a maximum of 15 yards from you
Discharger
  • Increaes all resistances by 3/6/9% while on Flying Pad

5.14 Other Rubies [5014]

Adrenalin
  • Only one may be active in a party. Targeted person when casted will gain 15% hp + 15% per person in the group within a 100 yard range.
Realist
  • Increases Vitality by 3/6/9 points
Biohazard
  • Increases Anger by 3/6/9 points
Aura of Astral Power
  • Buff increasing magic damage by 5/10/15% but reduces all outgoing healing by 50%
Elemental hazard
  • Increases all elemental damage by 4/8/12% (Lightning, fire, ice)
Just a Scratch
  • Increases stamina by 3/6/9%
Good Job
  • (pats self on back) Increases Proficiency by 3/6/9 points

Easy Target
  • Target takes double damage for 15 seconds or 10% of its maximum hp
The Cure
  • Double heals for the party for 10 seconds
Bronze Frame
  • Increases armor by 5/10/15%
Electrodynamics
  • Reduces the cooldown of dragon tear skill Overload by 15/30/45%

This post has been edited 12 times, last edit by "dragonblue14" (Apr 3rd 2015, 9:06pm) with the following reason: Heat Exchange cds at r3 per selected device.


5

Sunday, March 22nd 2015, 11:06pm

6. Racial, World Mysteries Abilities and Incarnation skills [6000]

Racial abilities
Close Circuit
  • Regenerates 5 energy every second for 7 seconds
Heavy Caliber
  • Deals instant astral damage. This skill always critically hits

World Mystery abilities
Overtime Job
  • Allows you to use the same device on a ship twice in a row before cooldown is activated. The device used on affects the family of devices and cannot be reset for another 10minutes, so if you use this skill on a cannon, all cannons cannot be reset for another 10mins.
  • Outside of ships, this gives all devices within 10 yards of you a 50% shield.
Neurogas
  • creates a gas field in which enemies take 20% increased damage. As of 5.02 willpower does not remove this effect. Healing to full hp will remove the debuff.

Engineer Reincarnation skills
Light Turret
  • 6 shots, 60s cd. Fires every 2 seconds.
Pylon project
  • For mana users: restores your (mana every 3 seconds * 2) for 5 seconds; restricts your movement for 5 seconds; 1 minute cd. (works out to be more efficient than an alchemy mana pot if 1h/2h weapon is upgraded).
  • For energy users: increases energy regeneration by 50% for 5 seconds. You are immobile for 5 seconds. Can be canceled early.

7. Stats PvE [7000]
  • For leveling, the same ratio below should be aimed for but leveling never does give you the correct gear. Just avoid anger.
  • The optimal offensive stats for PvE is a ratio of 1 to 1 with proficiency and brutality. So For every point in proficiency you have the same number of points in brutality.
  • 0 Points into determination and Anger.
  • For defensive stats PvE as a guideline at least:
Vitality 30
Willpower 0
Bloodlust XX
Tenacity 0-12
7.1 Stats PvP [7001]
  • Still keep proficiency to brutality a 1 to 1 ratio
  • Add in determination to an amount of your liking
  • Keep in mind that anger is only useful for longer group fights unless you can apply wound fast because of high runes.
  • Willpower should be at a minimum of 20 to a maximum of 35.

8. Build: Recommended Astral PvE [8000]

Now that you have a general understanding of what things do, onto what things to get!


Don't forget this little green gem for trash pulls! Neurogas
You can heat your reactor to max with before the fight then use-> when the fight starts if it's not an aoe pull.

General rotations:
-> -> -> -> alternate and until cannonade buff procs then -> alternate and ->

For short fights/aoe:
-> -> -> / -> ->

  • I opted out of Steel Mosquitoes because its damage is unreliable in astral. Rarely any bosses or mobs stand still or last long enough.
  • *Steel mosquitoes is a must for raiding; trade firethrowing turret for steel mosquitoes for conversion to a raiding build.

Or if the image ever fails, Direct link: Here

  • Paralyzing ray for long term cc
  • Defibrillation for short term cc / battle res.
  • Pylon project for more energy = more dps.
  • Drop Electrodynamics all together if you do not have enough rubies. (It subtracts about 30s cd if you have a purple tear)
8.1 Build: Other PvE [8001]
Are there any other builds?

  • Of course there are. However these require more attention and effort for about the same dps with the above build.
  • These are builds are fun mechanically but just don't expect to see the same constant results as the above build.

I want to focus on burner: Here

Rotation:
-> -> -> ->Device(s) of your choice -> / -> Cannonade Proc -> /

I want to focus on dither bomb: Here

Long rotation:
/ -180 to -190 temperature -> -> / ->Just to reset temperature -> ->


Short fight:
-> -> / -> to reset temperature -> ->

  • Why did you take steel trap? Steel trap also lowers cooldowns of burner and hand beam cannon on damage dealt (remember from above, even though the damage is insignificant it still does damage and thus lowers cooldowns.)
  • These are heavily reliant on your devices damage rate and lowering cooldowns.

8.2 Build PvP [8002]
This is a burst oriented PvP build.
  • This build is meant to be altered.
  • Ex- Add projectiles to your liking for another short burst with volleys. Replace Theoretical Machinery for defensive rubies. You don't have to follow this ruby for ruby/talent for talent.
  • It is something you should start at / build upon / create new builds tailored to yourself.
Direct link: Here

The general combo you'd want to do is:
-> This will be the bulk of your burst damage along with +
Keep in mind cannonade procs!

This post has been edited 24 times, last edit by "dragonblue14" (Apr 3rd 2015, 8:43pm) with the following reason: Because external links aren't accepted anymore so more relevant pictures.


6

Thursday, April 2nd 2015, 12:20am

TheRampage

Trainee

Posts: 104

Location: Bosnia and Herzegovina

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Was trying to not comment your pvp build ...but ...
You maxed your turret dmg instead of max shots dmg
Your defense is almost 0, u have only that combat mode and its rank2 ...
Engi's one and only stun for which u dont need any temperature is defibrillation, rank 3 with rank 3 direct current sometimes isnt enough, and u didnt max it..
Immobilize working only vs melee classes, vs casters its completly useless. But dont forget that ppl using protection...So your turret will be completly useless... It's much better to combine steel trap + mosquitos ( +movement detectors rubies )
Since you took cannonade for shots, which are much better for pvp then turrets, i assume then u should take projectiles, cuz of cannonade effect you can spam shots more often + u have synthesis that mean u can use frag bomb often + shock wave rubies effect...But with 0 defense your dmg will be completly useless.... With rank 4 projectiles in my case is 26k (sometimes much more ) additional dmg for each stack...

This post has been edited 1 times, last edit by "TheRampage" (Apr 2nd 2015, 3:43am)


7

Thursday, April 2nd 2015, 6:08am

The build i posted is meant to be altered to a degree.
The PvP build is a burst build meant to kill your opponent fast before a healer can heal them/use potions/make people use their panic button-- this combo cycles faster than healer bubble uptime.
In PvP you either get two shot or you kill the other person faster because of rune differences. An extra 50k hp won't help that.
I left a few rubies and talents out of the PvP build because it really just depends on situations to get armor rubies/projectiles.
Using a heated burst of mana in combat mode also stuns in the hitbox range.
Immobilize works on all classes, you just have to follow up with cc if they target the trap. The trap is meant to keep them in place so fireturret can do work.

8

Thursday, April 2nd 2015, 9:35am

A Knife

Beginner

Posts: 30

Occupation: crazy cat lady

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This is a very in-depth guide and very clear. And I must say I've seen Jote in action in PVE mostly but some PVP too, and he knows his class very well.
Great job!

*throws snowball

9

Thursday, April 2nd 2015, 2:18pm

TheRampage

Trainee

Posts: 104

Location: Bosnia and Herzegovina

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Burst dmg with turret? Cmn man u will deal much more damage with shots. Yes i know its your build and u prefer that .. but with this u can win only vs melee class, cuz steel trap immobilize them and they cant hit... But i am sure that u dont have any chance vs any caster, cuz steel trap wont help u...even if they are in trap they still can cast spell's ... Without defibrillation longer stun for example every warden and summoner will outheal your turret dmg. The point is to focus shots vs casters in combat mode.

10

Thursday, April 2nd 2015, 4:13pm

Thanks Efi :love:. Stop throwing snowballs at me!

@TheRampage Volleys do more overall damage yes, but fireturret does faster upfront damage. Long term dps allows people to be healed overtime. Burst damage tests a healers reaction to act.
You're looking at steel trap only as a defensive tool. You can trap casters. Gain distance and run if you need to. You don't always have to fight to the death.
Like I said above, you can add to the build. R3 defibrillation would be a start. There's room for 5+ talent points if you're on [New Frontier].

This post has been edited 1 times, last edit by "dragonblue14" (Apr 2nd 2015, 4:18pm)


11

Thursday, April 2nd 2015, 4:29pm

TheRampage

Trainee

Posts: 104

Location: Bosnia and Herzegovina

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6 talents - 13 rubies ! :O
Steel trap, in your case its not only def. device.
shots - projectiles - cannoande - polarity - Shots dealing 3x hits ... and much less rubies... :sleeping:

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