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#76
Poison_Berrie

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I'm going to have to spend my last 6 points.

I've been thinking of either taking the +dam against armored targets for Incinerate, which should help with turrets and ATLAS or going for tier 4 durability 15% to shields and health.

Any advice?

#77
l DryIce l

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Poison_Berrie wrote...

I'm going to have to spend my last 6 points.

I've been thinking of either taking the +dam against armored targets for Incinerate, which should help with turrets and ATLAS or going for tier 4 durability 15% to shields and health.

Any advice?


I'd go with the durability. The +50% damage is nice but, as of now, there's only the turrets and Atlas that have armor. It's too situational right now. 15% shields and health is always going to help.

And to other Engineers: Chain Overload w/ that Neural Shock perk is amazing. Really. Fairly fast recharge and great crowd control. Combine this with a chain lightning drone...whew.

#78
goofyomnivore

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Human
Drone: Shields and Damage, Shock and Chain Lightning
Overload: Chain, Neural Shock and Chain
Alliance: Damage, Damage and Weight
Incinerate: Damage, Damage and Damage

Quarian
play human

Seriously the Cryo->Incinerate combo is a pain to use. The flamethrower drone is meh. The Salarian looks great though with Energy Drain.

Fitness in this game is pretty meh on Gold. Phantoms and Atlas will still take the same amount of life basically no matter your shield totals.

Modifié par strive, 24 février 2012 - 03:22 .


#79
suprhomre

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 With my human engineer i like to max out the drone and overload. I use the drone to draw attention from the enemy and use overload to take them out and then gunning them. 

#80
Guest_Tancred Of The Chantry_*

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I enjoy playing as an Engineer as well. But I’ve only played on bronze and silver, not gold yet, so take my observations and suggestions for what they are.

One disadvantage of a Quarian’s Turret compared to a Human’s Drone is that the Drone is mobile, while the Turret is static. And though the Turret is fairly durable, and can be made moreso with upgrades, the Drone can potentially have greater shield power. Also, the Turret is…picky about where it lands and occasionally it seems to disappear into the map (less of a problem if, very soon after, you can spawn a new one). Still, in spite of these disadvantages, I’ve gotten a lot of use out of my Quarian’s Turret. I recommend getting the armor-piercing and flamethrower upgrades, for the Turret, or shock and chain lightning, for the Drone.

Cryo Blast and Incinerate both work well enough. Incinerate, with the last upgrade, is stronger against armor, and Cryo Blast is decent against most. For a Human Engineer, overload is absolutely essential and can be upgraded to be very good against shields and barriers.

The Engineers’ passive powers are, in my opinion, kind of necessary to stay strong. Still, I would suggest focusing on the other powers first.

And keep the shield recharge speed high. It’s the Engineers’ powers that make them a useful asset. Their role is to assist teammates by weakening or distracting enemies, and providing fire support. They shouldn’t be in close combat, if at all possible.

FWIW, here are my engineer builds

Human
Drone 6
Incinerate 5
Overload 6
Alliance Training 5
Fitness 0

Quarian
Turret 6
Incinerate 6
Cryo Blast 5
Quarian Defender 4
Fitness 2

#81
dices543

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dima_che wrote...

Human Engi, build of 3-6-6-5-6. Soloing three phantoms plus assorted meat when your team is dead - priceless.
Tempest X (scope V and clip V) Phalanx X (scope V and barrel V)
Tactics:
1) Assault meat - Incinerate or headshot. Drone into flanking passage to give you a few seconds if they flank you. Stun Overload in case a group is approaching.
2) Centurion - Overload, 2 x headshots.
3) Nemesis - Overload, headshot.
4) Guardian - headshot. Group of guardians - drone to distract, Incinerate.
5) Combat Engineer - Overload, 2 x headshots. Turret - Overload, Overload, Incinerate.
6) Atlas - Spam Overload + Tempest, when reaches armor - spam Incinerate + Phalanx.
On armor - hit cockpit or engine exit.
7) Phantom - Overload, Overload, Tempest spray'n'pray. They tend to catch Incinerate shots, so I prefer using Overload even on health.
n x Phantoms - pray. Backpedal, roll, Drone to distract, Overload from cover.
Squad mate down - drone on his location to distract, Overload to stop troopers from execution.
Squad mate down on time objective - drone on his location, wish you an honorable death.
Squad mate down when hacking - drone, sprint for revival.
Squad mate down on head hunt objective - drone on his location, wish you an honorable death.
Extraction - get into building on the right, or stay on bridge. Drone to the right both locations for distraction.
Best squad mates: krogan soldiers sniper infiltrators - soften shield for them.


This almost feels like your setting the AI in dragon age 2 haha

#82
dices543

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In the current demo build, i think the skill you can do without is Incinerate since it's only useful for atlas and turrets, and even then i hardly find myself using it at all. Overload has a better use overall with neural shock. I have 6 into Incinerate and i wish i never got it.

Things will definitely be different for the main game though due to different enemy types like the husk.

#83
Mister-X

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My human male engineer build is about maxing out overload and combat drone, both for the "chain" and "stun" evolution. It's just too awesome. I can lock down 5-6 cerberus trooper in an instant (with my drone), and still wipe out the shield of any nemesis, engineer or centurion. Therefore i call it mother-of-stunlock build :) I tested it on silver and it worked perfectly. The leftover points went to Fitness for survival.

The downside of this build is the damage against health: i use assault rifles to solve this problem, but i think a simple pistol and submachine gun still do the job.

Sorry for my bad english :I