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SP Engineer - Combat Drone and Sentry Turret builds


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#1
Hermes_tri

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Hi everyone,

Engineers are welcome in this thread :innocent:

I've been playing a lot of SP lately, and for the first time ever have started an engineer.  Very different to my usual adept/vanguard but I love it! In fact, I think he will take the second place after adept in my 'Funnest class to play' race.:D

Thing is but, I am bit confused about how to evolve Combat Drone and Sentry Turret. In SP, Drone explosions and rockets are much weaker then in MP, and I am thinking of making a Combat Drone to be a CC shocker,and spec it fully with damage, shock evolve, chain lighting. And then make sentry turret to be anti-armor long range artillery with a rocket evolve.

Would it work alright?

I'm playing on insanity..

Modifié par Hermes_tri, 17 novembre 2012 - 10:24 .


#2
Drayce333

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Drone - Detonate/Damage/Chain Lightning
Turret - Damage/Armor Piercer/Rockets

Info: The combat drone is a decoy meant to distract enemies, chain lightning affects many target stuning and somewhat hurting them so it can get aggro to die then explode, the explosion can detonate tech/fire combos, shock evolution is kinda lame so I go damage. Rocket is a useless evolution because of how it screws up the AI on the drone so it builds range. Very often will the drone go behind a wall and fire rockets at the wall.

Turret: Well flamer is great and can make the sentry turret a good trap, however I find contantly positioning it annoying but if you want fire go ahead. With the rocket evolution and engineer maxed for power damage it can provide fantastic support fire, just be sure to position it around you, there needs to be a 10 meter distance between it and its target for it to fire rockets.

Keep in mind the machines are mainly bonuses to the engineers arsenel. Your bread and butter will be overload and incinerate. Yes these do very well for insanity, keep in mind that engineers should stack as much power damage as possible.

Modifié par Drayce333, 17 novembre 2012 - 10:48 .


#3
Hermes_tri

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Uhm, thanks for the reply. Being a biotic I tend to forget the importance of power damage for the engineer.:pinched:

I do play him very power heavy, keeping my recharge as low as possible(can't help it with Adas Rifle - love it:happy:

About the drone : Detonate damage seems to be very low, but Im not sure whether shock evolution makes the Drone attack less with it main chain lighting.. I did find rockets on the drone alright in MP, but a think it being an instantly deployed power, chain lighting suits it better as you can deploy it in the middle of enemies.

The turret: don't really like the flamer, just seems too situational. I have tried cryo evolution and it worked great with guardians - froze them from behind - but still I think that Drone is better for CC.

Thank you for the reply, I will definately try your build! B)

Btw, what do you think of the Drone Mastery? Is it worth it?

#4
Drayce333

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Hermes_tri wrote...

Uhm, thanks for the reply. Being a biotic I tend to forget the importance of power damage for the engineer.:pinched:

I do play him very power heavy, keeping my recharge as low as possible(can't help it with Adas Rifle - love it:happy:

About the drone : Detonate damage seems to be very low, but Im not sure whether shock evolution makes the Drone attack less with it main chain lighting.. I did find rockets on the drone alright in MP, but a think it being an instantly deployed power, chain lighting suits it better as you can deploy it in the middle of enemies.

The turret: don't really like the flamer, just seems too situational. I have tried cryo evolution and it worked great with guardians - froze them from behind - but still I think that Drone is better for CC.

Thank you for the reply, I will definately try your build! B)

Btw, what do you think of the Drone Mastery? Is it worth it?


Drone shock evolution just seems lame on the chain lightning explosion drone, the idea behind it is that the rocket drone could stun the enemy to build distance.

Power Mastery is the better option for engineer, Power damage is just too good on the engineer, his powers are all about efficiency rather than speed for comboing like the adept, again drone and turret are just support skills. If your cooldown is low then there is no issue redeploying them, they survive good enough on insanity. Power damage will affect their damage but not the shields btw.

#5
Hermes_tri

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Okay, I played around with the builds, and found this one very productive and fun:
1. Drone - Shields&Damage, Shields&Damage, Rockets
2. Turret - Electric shock, Armor-penetration, Flamethrower

Maybe Drone pathing has been fixed, but it is actually good now. Drone survives for a long time, and rockets are quite powerful. Its the same time, turret uses shock first when deployed in the middle of the enemies, and then makes short of them with the flamethrower.

For example, try deploying the turret behind the ravager...and the best thing is, then hit it with the overload and see flames everywhere :)

#6
capn233

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Drayce333 wrote...

Your bread and butter will be overload and incinerate. Yes these do very well for insanity, keep in mind that engineers should stack as much power damage as possible.

Do not neglect Sabotage.  It is one of the best tech powers available.  Hacking is nice, but the important thing is to rank it up to Tech Vulnerability so you can get the 100% bonus from tech attacks to targets.

#7
Drayce333

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capn233 wrote...

Drayce333 wrote...

Your bread and butter will be overload and incinerate. Yes these do very well for insanity, keep in mind that engineers should stack as much power damage as possible.

Do not neglect Sabotage.  It is one of the best tech powers available.  Hacking is nice, but the important thing is to rank it up to Tech Vulnerability so you can get the 100% bonus from tech attacks to targets.


Overload is going to destroy protection when you get enough damage, after that all thats left is health. A incinerate followed by a squadmates power for a explosion will usually take any target out except bosses. Sabotage is great but its not worth bothering on normal mooks.

#8
RedCaesar97

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Drayce333 wrote...
Overload is going to destroy protection when you get enough damage, after that all thats left is health. A incinerate followed by a squadmates power for a explosion will usually take any target out except bosses. Sabotage is great but its not worth bothering on normal mooks.

Are you serious? One Sabotage + Overload/Incinerate combo will kill normal mooks.

1. Sabotage mook. Mook is staggered.
2. Mook recovers from stagger 2 seconds later.
3. Sabotage backfires, the mook is stunned.
4. You are off cooldown, so you Overload/Incinerate the mook.
5. Mook dies.

And oh yeah, with enough damage + Tech Vulnerability, Sabotage will strip shields as well. And even if it does not, follow with an Overload and kill the enemy anyway.

#9
Drayce333

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Overload + Incinerate is all you need. Are you not stacking power? You shouldn't have to use sabotage everytime to be able to do enough damage to take down mooks on insanity.

Modifié par Drayce333, 24 novembre 2012 - 12:59 .


#10
RedCaesar97

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Drayce333 wrote...

Overload + Incinerate is all you need. Are you not stacking power? You shouldn't have to use sabotage everytime to be able to do enough damage to take down mooks on insanity.

Sabotage Tech Vulnerability applies to the backfire of Sabotage itself. Plus you can tech burst off of the Backfire. So Sabotage > Overload or Sabotage > Incinerate will kill all mooks. Sabotage > Overload will kill most shielded enemies.

And since Sabotage does not backfire until about 2-3 seconds after you Sabotage hits, it is the easiest power to tech burst. The Window for detonating your own Overload or Incinerate is rather small (3-3.5 seconds), but obviously do-able; however enemies can dodge Incinerate so Overload > Incinerate will not always connect. Obviously enemies cannot dodge Overload so Incinerate > Overload will detonate fire explosions but that will leave all shielded enemies still standing.

Modifié par RedCaesar97, 24 novembre 2012 - 03:04 .


#11
capn233

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Even if you didn't want to use Sabotage on basics, it still more than pays for itself when you Sabotage a higher tier unit. Double damage from Incinerate shouldn't be underestimated. Nor should staking that debuff with Proxi Mine or whatever else.

You can get by with just Overload and Incinerate, that is true. But you are leaving damage on the table versus higher tier units, and you give up the ability hack turrets and Atlases.